Core System- Modified derived attribute calculation for the following stats:
CODE
Attack Rating (1 + STR + DEX) => (1 + STR + DEX * 0.75 + AGI * 0.25)
Shield Rating (1 + STR / 3 + DEX / 4 + END) => (1 + STR * 0.5 + DEX * 0.25 + AGI * 0.25 + END)
Magic Rating (1 + INT + WIS / 2) => (1 + INT * 1.5 + WIS * 0.5)
Barrier Rating (1 + END / 2 + WIS) => (1 + END * 1.5 + WIS * 0.5)
Health Points (50 + LEVEL * 5 + STR + END * 3) => (50 + LEVEL * 5 + STR + END * 4)
Health Regen (4 + END / 10) => (5 + END / 10)
Magic Points (5 + LEVEL * 2 + INT / 2 + WIS) => (10 + LEVEL + INT * 0.25 + WIS * 0.75)
Magic Regen (1 + WIS / 40) => (1 + WIS / 50)
The first four was primarily a balance chance, to make AGI more relevant, and to make the four derived stats equal if you have the same amount of points in all the primary stats.
The last four was primarily to allow a chance to the magic cost curve, while also making HP and MP start out and regen at the same rate given the same amount of points.
- Adjusted the Challenge Levels to have a slightly less steep difficulty curve
Items- The item system has been implemented.
- 59 consumable items have been added to the system
- 20 artifact items have been added to the system
- Monsters will now randomly drop items. The quality and drop rate depends on several factors, including the difficulty level, how challenging the monster is, and (for arena challenges and the grindfest mode) how far into the challenge you are (the loot quality increases for each round).
- An item will now be awarded when you clear an arena challenge. The quality of the item depends on the difficulty level and how high level the arena challenge itself is.
All dropped and obtained items go to the normal item inventory. Note that to use items in battle, you must first move them from this inventory, which has hassle-free unobtrusive unlimited storage for up to 99,999,999 of each item, to your battle inventory, which doesn't. This is done from the Item subscreen.
The battle inventory is initially limited to three slots that can each hold a single item (no stacking). There are two ways of increasing the size of this inventory:
- Obtaining the "Item Slots" abilities will increase the size by one slot per tier.
- Training "Pack Rat" will increase the size by one slot per level.
Also note that the item shop hasn't opened yet, so you are currently limited to items you have won from battles.
Abilities- Removed the dependencies from Health Tank -> Magic Tank and Magic Tank -> Spirit Tank
- Changed Health/Magic/Spirit Tank from 2% to 3% per point, and reduced the maximum number of points per rank from 5 to 3
(Because of this change, all points put in the tanks have been reset.)
Battle Stuff- Increased EXP and credit rewards for boss and legendary monsters by a factor of half their HP boost (so a typical boss monster with a 100% HP mod will give 50% more exp/credits)
- Increased the monster power scaling factor for overall credits won from battles from /200 to /120
- The difficulty exp factor is now also applied for credits, so monsters will give x0.5 credits on Easy but 4x credits on Battletoads. This does not affect arena clear bonuses.
- When playing in the Arena and the Grindfest, you now have a change to trigger the effect "Second Wind" at the end of each round. This effect will randomly restore 25% health, mana or spirit.
- Active status effects now carry between rounds in the Arena and the Grindfest.
- Fixed a bug where the battle log sometimes claimed that the wrong effect had expired.
Magic- "Base" magic points for the purpose of MP cost scaling has been changed from LEVEL * 2 to just LEVEL.
Together with the magic point change this will enable you to increase your effective MP pool through INT/WIS by about 2 for every 1 point increase in cost, up from about 1.5 for every 1 point increase.
- All percentage-based curative effects and regens except for Second Wind now use base vitals, excluding the tank abilities
- Reduced MP cost for single-target offensive spells by 30-50%, to better balance their power/cost against AoEs.
- Reduced MP cost for some tactical spells by up to 60%
- Reduced the cast time by 0.2 for tier 1 single-target spells and 0.1 for higher-tier single-target spells
- Adjusted spell damage so that single-target spells all have the same MP cost/damage ratio. Higher-tier spells instead have slightly longer cast times to reflect their increased chance of proccing their negative effects.
- AoE spells now consistently have 0.4 higher cast time than single target spells (used to be 0.1-0.4)
- AoE spells now consistently do 2/3rd the damage of the same tier single-target spell, instead of the previous 0.4 spell coefficient reduction. They also do 50% more damage against the targeted monster. Effectively, this means that the targeted monster gets as much damage as it would have with a single-target spell.
- AoE spells now have somewhat lower MP cost to reflect the relative increase in cast time and decrease in damage
- Sleep now also reduces the target's evade/resist chance by 100%
- Most magic spells now have a description.
- All status effects now have a description.
Healer- Reduced cost for healing health by 25%