These updates were actually going out with 0.4.0, but the Next Big Thing is still some ways from being done and I wanted some of these changes out there ASAP, so I've disabled the NBT and pushed it as 0.3.3 instead.
We're Gonna Need A MontageA sports-training montage~- Grinding gets you down? Can't tell the hilt from the pointy end of your sword? Getting your ass handed to you? Need to get your act together? What you need is a Montage!
-- Montages are accessed from the Battle menu. You must be at least level 20 to start a Montage. Starting a Montage is free.
-- You can currently use Montages to gain some proficiency in your currently equipped gear, or with magic skills. Note that you must have a non-zero proficiency to increase it with a Montage. (So you can't for example get any proficiency in Forbidden Magic unless you have some forbidden spells to start it out with.)
-- Note that the total amount of proficiency you can gain is divided by the number of proficiencies affected by the Montage, and further affected by how far you are from the cap. While you cannot restrict the Montage to specific proficiencies, you can unequip weapons and/or armor to focus on one thing in particular.
-- Montages are capped at 75% of max proficiency. Above this point it will just say "Capped" and increase nothing.
-- Montages cannot last more than eight hours. There is a twelve hour cooldown from a montage ends until you can start another one. This cooldown is applied even if you end a Montage prematurely.
-- You are locked to the Montage page for the duration of the Montage, unless you end it prematurely. Nor can you trigger new random encounters while you're in a Montage.
-- Unless you didn't get the hint from the previous points, yes, Montages are intended to be used while you're asleep.
-- For those who wonder if it wouldn't be easier to just increase the proficiency gain, sure, but I have several other plans for Montages. (IMG:[
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Equipment- The second part of Weapon and Armor proficiency effects have been enabled (the first ones being the fighting style procs). Every point of proficiency decreases Weapon and Armor Burden and Interference by 0.25% and increases the other stats by 0.10%.
For armor and shields, the proficiency used corresponds to the gear type in question.
For weapons, the proficiency used is corresponding to your fighting style. (So if you're dual-wielding, a sword will be boosted by dual-wielding proficiency, but if you wear it with a shield it will be boosted by one-handed.)
Note that the system now also scales interference and burden with level (it didn't before), so if you don't keep your proficiency up you will in fact be penalized. This scaling is at about half the rate of the proficiency reduction, so a proficiency of half your level would equal where you used to be.
- The effects of special elemental defensive mitigations (soul/fire/cold/elec/wind/dark/holy) given by for example the Fire-eater series have been significantly increased. Soul is five times as powerful as before, the rest ten times.
- The proc from a offhand weapon now has a chance to apply. However, the chance is half the normal rate, and it can only trigger when the offhand actually hits.
- You can now proc the effect Overwhelming Strikes when using the One-Handed fighting style (typically a one-handed weapon with a shield). This is a self buff that increases your attack damage, hit chance, and parry/block chance for a short period of time. The chance for proccing this effect is calculated from One-Handed Proficiency, Endurance and Strength.
- You can now find staffs that proc the effect Ether Theft. This proc will drain a small fraction of the target's current mana and feed it back to the caster.
- Weapons that qualify as Exquisite or better before its chance to have a proc is calculated will now always be fitted with the proc. You should therefore no longer see any Exquisite+ weapons without procs. Unless of course they were created before 0.4.
- After doing some actual math, most stats should have a much better scaling across the levels. Primarily, equipment shouldn't be insanely OP at low to mid levels and then level off in the mid hundreds.
So Long, Credit Bonuses- Because of some unintended feedback loops, credit bonuses have been reduced severely:
-- Removed the credit bonuses from all auras
-- The ability tree credit bonuses have been removed entirely. The AP for these have been returned, so you don't need to reset.
- The Penny Pincher hath perks have been revamped. The base credit gain bonus has been reduced to 1/2/4/6/8/10%. However, it now also has the following effects:
-- Increases sale value of items and equipment in the HentaiVerse Bazaar by 2/4/8/12/16/20%
-- Decreases the purchase cost of items and equipment in the HentaiVerse Bazaar by 2/4/8/12/16/20%
-- Reduces training cost by 2/4/8/12/16/20%
-- Reduces healing cost by 2/4/8/12/16/20%
- Increased the base credit drops from monsters.
- Some tweaks have been made to the GP exchange thingie to decrease how much the rate is increased when someone converts. On a slightly longer time frame this should drop the rate a bit. The base rate has also been decreased somewhat, but you probably won't notice unless you check *right now*.
Aura Revamps Primary Aura bonuses have been revamped. Yes, again.
-- The old EXP/Credit/Power bonuses have been removed. All primary auras now add a +7% EXP modifier and a +7% Power modifier for the first rank.
-- Flipped the INT and WIS bonus from blue/indigo auras. All other primary attribute bonuses remain the same.
-- Elemental bonuses have been tweaked. Violet Aura now increases Soul Rating by 1/3/5% instead of giving a bonus to all elements. The Rainbow Aura also increases Soul Rating by 2%.
-- Added a number of other bonuses for each aura. All these bonuses count as if you were wearing it as equipment.
--- Red Aura increases Physical Attack Damage by 2.0% per rank.
--- Orange Aura increases Physical Hit Chance by 5.0 per rank.
--- Yellow Aura increases Evade by 1.0% per rank.
--- Green Aura increases Physical Absorb by 2.0 points per rank.
--- Blue Aura increases Magical Absorb by 2.0 points per rank.
--- Indigo Aura increases Magical Attack damage by 2.0% per rank.
--- Violet Aura increases Magical Hit Chance by 5.0 per rank.
- Because Primary Auras have changed so significantly since they were last reset, they have been, well, reset. You can reassign your Aura Points from the aura screen to choose the combination you desire.
- Spectral Aura bonuses have been revamped.
-- The white and black auras now both give +50% EXP and +25% Power, while the Rainbow Aura gives +77% EXP and +77% Power.
-- White Aura gives +10% HP
-- Black Aura gives +10% MP
-- Rainbow Aura increases all regen rates by 50%
- Having a Gold Aura or higher now increases all regen rates by 50%.
Arenas - All arenas now have at least 10% chance to dropping equipment as the final reward. No arenas have more than 50% chance. This should even out the drops a bit between the levels.
- The Arena will now ask for confirmation before spending money to start a challenge.
- The Arena challenges now have a readout for the highest challenge level you have cleared it on.
- Increased the factor for replaying the same arena more than once a day.
- A number of new arena challenges have been added between level 100 and 200. Dreamfall is the new level 120 arena.
- Clearing an Arena will now also fully restore your HP and MP.
Misc- Increased the EXP bonus for playing on the harder difficulty levels.
- The item store ratio has been changed to 1:5, the same as the equipment store.
- Crushing, Slashing and Piercing have been removed from the "Elemental Ratings" on the character page, as these ended up only being used by monsters. Soul Rating has been added in their place.
- The Trainer has moved out of your brain and into the Bazaar.
- Adjusted the regen amounts for Second Wind. All regeneration amounts are now calculated from base vitals. The amount of restored Health has been increased.
Pushing the update took a bit longer than usual since MySQL screwed up one of my reset queries (5 + NULL = NULL? rly?), this should be rebuilt but let me know if you see anything weird.