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> HentaiVerse 0.3.0, Say hi to Snowflake

 
post Aug 5 2009, 08:59
Post #1
Tenboro

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Equipment

Introducing Snowflake, the Goddess of Loot and Harvest.

After a long sleep, Snowflake is finally awake and ready to bestow lucky adventurers with some proper gear. Loot now drops randomly from monsters, and is given as awards in the Arena, depending on the challenge level and difficulty settings.

Three damage types have been added to represent different capabilities. They should be familiar to most, and are Slashing, Crushing and Piercing, corresponding to Blade weapons, Blunt weapons and Pointy weapons.

"Physical" and "Soul" elemental damage still exists, but aren't displayed and cannot be buffed except through rare gear drops - monsters can still have varying resistances to them however.

Note that unlike the "magical" elemental ratings, the "physical" elementals do not increase your damage with that damage type, they just decrease the damage you take from them. (I might revamp the character page a bit to make this clearer.)

The equipment screen is now enabled, but it's obviously not "finished", right now it's just the bare necessities to be able to equip stuff.

Also note that most of the equipment stats (except for the damage type) don't actually do anything yet - this is why there is no readout of anything on the equipment screen. This is to give people a chance to gear up , so you don't suddenly find yourself as lvl 140 with starting weapons, unable to beat anything. For the next point release, I'll start rebalancing the game to allow equipment stats to take effect.

Finally, when a piece of gear has been generated, it won't be changed except if something was obviously bugged, but there are "balancing factors" built in for every major weapon type that can be tweaked to change the relative balance between the different types of weapons and armor. If existing weapon stats ever change, it will be done through these balancing factors.

I'll be talking more about specific stats as they get activated, but there are currently 42 different weapon stats plus three kinds of weapon effect procs. These stats are active on all the gear that drops, you just can't look at them yet.

Current equipment in the system:

One-handed weapons: Dagger, Shortsword, Wakizashi, Axe, Club, Rapier
Two-handed weapons: Longsword, Scythe, Katana, Mace, Estoc
Shields: Buckler, Kite Shield, Tower Shield
Staffs: Five different types with various strengths and weaknesses
Armor: Four kinds of cloth, three kinds of light, two kinds of heavy

Cloaks, Trinkets and Jewelry will be added at a later time.

Weapon/Armor Proficiencies

.. have now been enabled, but don't actually do anything yet since they will affect the bonus received from weapon stats.

You gain proficiency from hitting with weapons corresponding to the weapons equipped. If you use a one-handed and optionally a shield you gain One-Handed Proficiency, while holding two weapons will gain you Dualwielding Proficiency. Two-Handed and Staff weapons obviously give the corresponding proficiencies.

From shields and armor, you gain proficiency from getting attacked. Since you can mix and match cloth, light and heavy armor pieces, which of these stats you gain is random determined by the pieces you are wearing (so if you wear 3 cloth pieces, 1 light piece and 1 heavy piece you have 60% chance of gaining cloth and 20% of gaining light and heavy).

Training

- Increased the max training level of Power Regen to 50 (up from 20)

- Increased the max training level of Ability Boost to 200 (up from 100)

Auras

- The white aura now gives a +5% bonus to holy elemental rating

- The black aura now gives a +5% bonus to dark elemental rating

- The rainbow aura now gives a +2% bonus to all magic elemental ratings

- The elemental bonuses for all primary auras have been reduced

- Primary and Spectral Auras now give direct bonuses to primary stats. The effects are as follows:

Red: +2 STR per rank
Orange: +2 DEX per rank
Yellow: +2 AGI per rank
Green: +2 END per rank
Blue: +2 INT per rank
Indigo: +2 WIS per rank
Black: +3 STR, +3 AGI, +3 INT
White: +3 DEX, +3 END, +3 WIS
Rainbow: +2 to all primary stats

Magic

- All AoE spells have been changed to five-point abilities. The first point will give you the spell like before. Each additional point reduces the spell's cast time by 0.1, increases the damage of the spell by 5%, and decreases the mana cost of the spell by 5%. With the full 5 points, the cast time of the AoE will be equal to the corresponding single-target spell.

- All Elemental Rating boost abilities have been moved to the end of their respective chains. Note that this will cause some weird behavior for chains where you had points in Elemental Rating, but where the spell the ER bonus was swapped with was not a 5-point ability (specifically you'll get a blank pip line below the icon). Everyone has therefore had their tree respec cost reset, and the first reset has been made free - use this reset to fix the tree.

- Weaken has been modified in the following way:
-- Instead of causing a reduction to the Attack Rating of the monster, which was a bitch to balance on all levels, Weaken now directly cuts the damage of all physical attacks by a fixed percentage. The damage is reduced by 15% 10% for every point put into the spell, for a maximum 75% 50% reduction in damage for all physical attacks and skills.
-- Targets affected by Weaken can no longer score critical hits with physical attacks or skills.
-- Weaken now also causes the target to take slightly more damage from physical attacks.

- Absorb has been modified in the following way:
-- On a successful trigger, the absorbed MP is now random between 5% and 10% of your current base max MP.
-- It will now absorb more MP the more points you put in it. The bonus returned MP is 12.5% per additional point. (So with 5 points you'd absorb between 7.5% and 15%).
-- The chance of triggering Absorb on taking an enemy spell now also depends on the number of points, starting at 15% for 1 point and increasing to 75% for 5 points. (used to be a flat 50%)
-- The scroll version of Absorb will trigger 100% of the time and gives a 50% bonus to absorbed MP.

- Spark of Life has been modified in the following way:
-- The effect of the spell has been improved by increasing the amount of restored life when it triggers with the number of points put into the ability. 1 point will restore you to 1 Health, further points increase this to 7/14/21/28% of max health.
-- The spell now consumes 30% of your base Spirit Points when triggered. If you have insufficient Spirit when your HP is reduced to 0, the spell will fail. As this is calculated from the base, investing in Spirit Tanks does not increase the number of consumed points, effectively increasing the number of times it can be triggered.
-- The scroll version of Spark of Life now restores 50% of max health when triggered. The scroll version also does not consume Spirit Points.

- You can now run both the magic-cast Spark of Life/Absorb and the scroll-based Spark of Life/Absorb simultaneously. If both are active, the scroll buff will always be consumed first.

- Doubled the duration of all Scroll Magic to compensate for the fact that they are not affected by your proficiencies.

- Rebalanced the cast time of offensive magic:
-- Reduced the cast time of Tier 1 (Fireball, etc) offensive spells by 0.4. The usage time of Tier 1 single-target spells is now equal to that of normal attacks.
-- Reduced the cast time of Tier 2 (Flare, etc) offensive spells by 0.2.
-- Reduced the cast time of Tier 3 (Nova, etc) offensive spells by 0.1
Tier 4 have the same cast time as before. This is mostly to differensiate between the different ties of spells, and make the lower tiers more useful on later levels.

- Smite and Banish are now properly categorized as Tier 2 spells, and have had their cast time reduced by 0.3 to reflect this. Damage/cost remains the same.

- Reduced the variance on Cure and the initial healing part of Regen.

- Magic Missile has been changed to deal Magical Piercing damage. Poison has been changed to deal generic Physical damage.

- Increased the duration of Shadow Veil.

Arenas and Grindfest

- The round loot quality bonus has been capped at round 50

- Playing on easier difficulty ratings now places a significant penalty on the loot quality bonus normally given for reaching higher rounds, as well as on how many credits you gain from a battle

- Playing on higher difficulty ratings now give a larger increase modification to this bonus

- The effect of difficulty rating on the random encounter loot quality has been increased significantly

- The minimum levels on the higher-level arena challenges have been raised to better reflect their difficulty.

- Reduced the entry costs and rewards across the higher-level arena challenges, the former more than the latter. For example, Endgame has been reduced from 12k to 5k entry cost, and from 75k to 50k win price.

Misc

- Added a number of trophy artifact drops from legendaries.

- You can no longer probe for artifact item names. (IMG:[invalid] style_emoticons/default/tongue.gif)

- Improved grouping of items on the item page.

- There is now a selection on the Settings screen whether to use Legacy Encounters (in the old battle system) or HentaiVerse Encounters. This is set to to Legacy for new people, mostly because those who couldn't be arsed to learn the system would fail at assigning attribute points and such. The thread where you could previously post to get this set is now closed.

- Monsters now regenerate 5% mana and spirit every turn, to avoid tactics where you'd burn down its reserves and just slowly whack it to death.

- Significantly reduced crit chance for both attacks and magic, for both monsters and players.

- The hit roll function has changed. Instead of considering a roll below the crit threshold an automatic hit (and crit), there are now two separate rolls, one for hit chance and one for crit chance. A target first has to hit before it has a chance to crit. This is primarily to make the situation where a target is buffed with Shadow Veil and/or an attacker is debuffed with Blind be less random/bursty.

- The rare consumable "Bubble-gum" now has its intended effect. The placeholder healing/mana regen effects have been reduced.

- "Flee" now has its own icon.

- Fixed a bug in the capping function for the chance to increase proficiency. There should now always be a minimum 5% chance to gain proficiency as long as it's not capped, as intended.

- Most monsters now have four different damage types for their normal attack: slashing, piercing, crushing, or generic physical. Different monsters use different damage type for their normal attacks.

- All absolute immunities on monsters have been replaced with 75% resistances. Who's weak to what has not been changed.

- Boss monsters and above now give four times as much EXP as before.

- Enemies will now "use" physical special attacks and "cast" magical special attacks, to make it possible to see whether a particular attack counts as physical or magical (e.g if it's affected by shield/weaken/shadowveil or barrier/absorb).

- Ability reset cost will now increase somewhat faster than before, but the cost has been capped at 10000 credits. The first reset is now free. All reset counters have also been reset. No word on the reset reset counter counter.

- Removed "Active Battle" from the Battle drop-down menu, for obvious reasons.

- Static files, like the graphics, are now served by the same servers used by Galleries. This should eliminate "missing" graphics.

- The "Unspecified" damage type has been renamed to "Soul Damage". Note that mitigations to this damage type are not displayed anywhere.

- The Hath Perk "Soul Barrier" now decreases all received Soul Damage by 25%

- The Hath Perk "Radiant Soul" now increases all dealt Soul Damage (including damage dealt by Ethereal Weapons) by 25%

- The "Paradise Lost" series of Hath Perks now increase attack damage and magic damage by 5/10/15/20/25/30% for the respective tier, in addition to their old effect of boosting Spirit Attacks.
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post Aug 5 2009, 09:02
Post #2
Msgr. Radixius



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About fucking time, nigga.
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post Aug 5 2009, 09:03
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AglowGolem



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wwooooooooooooooooooooow incredible update !!!
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post Aug 5 2009, 09:09
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killa



is sorta back
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fucking shit yes
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post Aug 5 2009, 09:11
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Msgr. Radixius



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Also, Equipment/Item Shop Not Enabled.
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post Aug 5 2009, 09:12
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Panuru



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Just a fiddly thing; my Red Aura no longer says "Rank 1" beneath it. There is no text there.
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post Aug 5 2009, 09:13
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eushully



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I am going to enjoy this!
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post Aug 5 2009, 09:20
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PandAGruel



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QUOTE
- Increased the max training level of Ability Boost to 200 (up from 100)


with current prise... it's not funny at all...
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post Aug 5 2009, 09:20
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hitokiri84



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QUOTE
25 4 Amphibious Sperm Whale dropped [Average Sapphire Shortsword of the Raccoon]
That didn't take long. (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Aug 5 2009, 09:24
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AglowGolem



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hey the training for ability points has decreased too (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Aug 5 2009, 09:26
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roflcopt0rz



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holy crap that's a lot of updates
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post Aug 5 2009, 09:27
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Red of EHCOVE



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So I just invested in aura slot and now they are weaker (IMG:[invalid] style_emoticons/default/biggrin.gif) Hmmm, although elemental proficiency trade off for attribute boosts seems reasonable. But I wonder - static attribute boosts means auras are nicer for lower levels rather then for higher levels.

Oh, and Violet aura, not listed above, gives +1 STR and +1 INT.

Well, I am off to find some equipment...

This post has been edited by Red_Piotrus: Aug 5 2009, 09:35
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post Aug 5 2009, 09:29
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AglowGolem



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what does mean in the description of sleep that adding points will increase it's power? o-o
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post Aug 5 2009, 09:29
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Awing01



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Damn, what a crazy update. Now I have to get me some weapons (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Aug 5 2009, 09:30
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Panuru



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QUOTE(Red_Piotrus @ Aug 5 2009, 02:27) *

So I just invested in aura slot and now they are weaker (IMG:[invalid] style_emoticons/default/biggrin.gif)

Well, I am off to find some equipment...

Of course the auras I already unlocked are the ones that boost the stats I don't want boosted, too (IMG:[invalid] style_emoticons/default/biggrin.gif)

They're still mostly useful for the EXP, power, and credit bonuses, though.

This post has been edited by Panuru: Aug 5 2009, 09:31
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post Aug 5 2009, 09:33
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Forth_Lancer



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Awesome!! Time to test it.
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post Aug 5 2009, 09:35
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Awing01



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NOOOOOOOO magic healing cost went up.
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post Aug 5 2009, 09:39
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Yama King



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QUOTE(Panuru @ Aug 5 2009, 17:00) *

Of course the auras I already unlocked are the ones that boost the stats I don't want boosted, too (IMG:[invalid] style_emoticons/default/biggrin.gif)

They're still mostly useful for the EXP, power, and credit bonuses, though.


I know what you mean.

I've styled my character for magic, and my auras are giving me bonuses to my physical stats.

*Shrug*

Oh well. (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Aug 5 2009, 09:45
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TheBigR



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With Cure, Shield and Redemption changes I appear to have lost 4 or 5 AP???

Other than this everything is great (apart from no shops and less Credits for arena challenges (IMG:[invalid] style_emoticons/default/tongue.gif) )

This post has been edited by TheBigR: Aug 5 2009, 09:50
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post Aug 5 2009, 09:47
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Awing01



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QUOTE(TheBigR @ Aug 5 2009, 03:45) *

With Cure, Shield and Redemption changes I appear to have lost 4 or 5 AP???

Other than this everything is great (apart from no shops (IMG:[invalid] style_emoticons/default/tongue.gif) )


Now that you mention it, I think I lost a few 4 or 5 AP as well

EDIT:

I can't count. I have all my AP. I forgot to add the abilities on the far right (aura slot/item slot)

This post has been edited by Awing01: Aug 5 2009, 09:49
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