Barony
「 Barony Hardcore+ 」
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Update: 19 Jul @ 3:55am

Patch 3.18.

====== class changes =======

- Ninja
-- Lethal Strike requirement dropped to LVL 50 instead of 75
# seems excessive after the recent changes to the mechanic

====== map changes =======

- boulders in the Insectoid Hive Queen's Lair Entrance refire infinitely

====== item & spell changes ======

- Ring of Conflict now continuously drains MP, the drain being slowed with higher CHR skill
- Punishers are exempt from this
# Conflict is one of the strongest tools for HC+'s deadly late game, having little to no drawback. this at least makes it so players need to be more mindful of its use

====== fixes and QoL ======

- allies should not aggro on their leaders in the Insectoid Hive's last levels anymore
- fixed a bug where Automaton gem buffs would either go beyond the stat limit (host/singleplayer) or reset the stat (client)
- fixed a bug where the tradeoff Automaton gem buffs would not be nerfed for unidentified gems
- fixed a bug where hunger rate would be slowed in Invaded Hamlet
- fixed an issue where Khrysalaketos' Legendary bonus would allow arrows to hit on the same frame and thus lead to double XP gain on kills
-- in the same vein, reverted a previous change that gave every arrow a unique velocity

Update: 13 Jul @ 7:09am

Patch 3.17.

====== monster changes ======

- Adjusted some monster XP rewards in the swamp

- Vampire Summoners do not spawn as followers of Dark Magi in Hell anymore
# this was an oversight that made it so you would inadvertedly (and unfairly) be affected by their spell of Weakness in the Hell area

- Queen Nexri cannot be Polymorphed anymore
# this broke the boss fight in multiple regards

====== race changes ======

- Automaton
-- Diamond, Jacinth, Ruby, Emerald and Sapphire skill increase buffed to 2 from 1
-- Opal proficiency increase nerfed to 2 from 3

====== item & spell changes ======

- Sharur
-- MP return mechanic removed
-- New mechanic: monsters dying in the user's proximity grant MP. scales with monster's Max HP. (minimum 1 MP or MaxHP/50)

====== mechanical changes ======

- the skill increase bonus for fully charged hits has been increased to 50 %
# going for fully charged hits should now yield the same chance of leveling your weapon as going for a lot of normal hits in the same time

====== fixes and QoL ======

- refactored the INT MP bonus system
-- INT now doesn't reduce cost of spells, it returns MP similar to the old Sharur mechanic
# this was done to address some issues with the old system. now it should work more consistently (also in regards to the Scepter)
# the downside is that the spell's tooltip will show the static spell cost, not the lower spell cost you get from your INT. Also, spells still require their base MP to cast.
- fixed a bug in the Insectoid Hive where a slowness debuff would not apply correctly to players

Update: 7 Jul @ 5:53am

Patch 3.16.

====== monster changes ======

- Vampire Summoners apply Weakness to nearby players and allies when aggroing

====== race changes ======

- Automaton
-- Diamond, Jacinth, Ruby, Emerald and Sapphire now only increase the respective skill by 1 as opposed to 5. When unappraised, they do not increase the stat at all.

- Goblin
-- slightly increased chance to level Ranged skill (again)

- Incubus
-- MP gain from dealing damage is doubled when the target suffers from bleeding, poison or burning

- Succubus
-- MP gain from taking damage reduced from 50 % to 40 % of damage taken
-- MP gain from taking damage is increased when the player suffers from bleeding, poison or burning (adding up to a total of 65 % of damage taken)
# more pain, more gain ...

====== item & spell changes ======

- Salvage
-- Gems salvaged from magic staves are not appraised anymore

====== mechanical changes ======

- fully charged melee strikes (weapon is shaking) have a 30 % higher chance to level weapon skill (not on dummybots)
# full charges have historically not been very useful - the damage bonus compared to slight charge is negligible, slight charge already gives you all bonuses associated with charged strikes - this now makes it so there is an incentive to sometimes go for fully charged strikes

- stringing together sniper shots in quick succession (~2s) yields a 5x higher chance to level ranged skill

Update: 30 Jun @ 8:09am

Patch 3.15.

====== monster changes ======

- buffed the XP gain from killing a Cursed Corpse (again)

====== race changes ======

- Goblin
-- when STR is higher than DEX, STR replaces DEX in the ranged damage calculations
# tried to give Goblin something unique that mixes up build possibilities
-- increased chance to level Ranged skill

- Incubus
-- when using Arcane Mark, it now applies the effect in an area around the target
# this gives the Incubus a unique support tool to deal with resistant enemy hordes

====== class changes ======

- Barbarian
-- Rage now nerfs CON instead of buffing it
-- Healing Potion nerf during Rage slightly weakened
# Barbarian has consistently been one of the strongest classes in HC+. his nature was always meant to be high-risk burst DPS, not exactly that of a tank

====== fixes and QoL ======

- worked on some item descriptions, pushing some of the longer descriptions into the "Details" tab
- fixed an oversight where the death of a Conjurer's skeleton would trigger the Skeleton race's regeneration system
- fixed a bug where using the Relic would make other players' allies aggro on the Healer
- fixed a bug where player hotbars would be empty on spawn

Update: 28 Jun @ 7:41am

Patch 3.14.

====== monster changes ======

- buffed the XP gain from killing a Cursed Corpse

- Chronomancers are now part of the Skeleton squads in the ruins, not spawning separately anymore

- to compensate for the Vampire changes (see race changes), enemy Vampires now have the magic resistance effect

- slime stats only scale according to 3.13 changes after the Swamps
# oversight

====== race changes ======

- Insectoid
-- can only heal through food when EN is full

- Skeleton
-- MP shield does not work when suffering from the Weakened effect
# only currently relevant in the Insectoid Hive
-- reduced MP shield invincibility frames to 25 ticks as opposed to 50
# they were only supposed to kick in when attacked in very quick succession (i. e. by multiple enemies) - seems like an oversight

- Vampire
-- base magic resistance decreased from 50 % to 20 %
-- gain the magic resistance effect when starving, increasing it to 60 %

====== class changes ======

- Mechanist
-- Wrench
--- overcharging now only adds 2 to the durability counter as opposed to 5
--- overcharging now doesn't damage sentries anymore - instead they are Weakened for the duration of the Overcharge, meaning they take enormous melee damage

====== fixes and QoL ======

- fixed the Cursed Corpse's headdress facing the wrong way
- fixed a bug where a freshly crafted Wrench would instantly degrade again (hopefully)

Update: 26 Jun @ 7:04am

Patch 3.13.

====== miscellaneous changes ======

- starting on floor 25, regular floor boulders now deal 200 instead of 80 damage
- starting on floor 25, regular floor boulders are now twice as fast

- decreased the amount of scrap items give across the board

- starting at a playtime of 5 hours, global XP gain will decrease
-- -10 % at 5+ hours
-- -20 % at 6+ hours
-- -30 % at 7+ hours
-- -40 % at 8+ hours
-- -50 % at 9+ hours
-- -70 % at 10+ hours
-- -80 % at 11+ hours
-- -90 % at 12+ hours
-- at 13+ hours, you gain no XP at all anymore
# an experimental change to punish playstyles which go for very drawn out strategies

====== monster changes ======

- slime stats (except HP) now scale slightly more as the game progresses

- buffed certain monster types

====== race changes ======

- Insectoid
-- Elemental Resistance toned down from 85 % to 65 %

- Skeleton
-- Potions of Healing, Extra Healing and Restore Magic are only 80 % effective for Skeletons
# increase Skeleton's need for resource management
-- slightly stronger buffs as Accursed since the buffs' dependence on HP makes Skeleton-Accursed innately more risky than any other Accursed combo

====== class changes ======

- Healer
-- Invigorate
--- when repleneshing HP via Invigorate, it will trigger a 3 minute cooldown during which the player cannot be invigorated again

- Mechanist
-- Wrench
--- Wrenches are now craftable (requires a Tinkering skill of 80 and 80/80 metal/magic scrap)
--- the Wrench will degrade now when a counter hits 100 (repairing adds 1, overcharging 5)
--- overcharging sentries now damages them (dummies are exempt from this)
--- cannot repair machines anymore while they are overcharged

====== item & spell changes ======

- Parashu
-- slow duration decreased from 25 ticks (0.5 s) to 15 ticks

====== fixes and QoL ======

- fixed a bug where the AC calculation for non-shield off-hand items is incorrectly unnerfed from vanilla compared to shields
- fixed an oversight where Automaton wouldn't apply buffs dependent on boiler level as Accursed
- fixed an oversight where Crystal Ammo would deal damage to allies

Update: 20 Jun @ 4:52am

Patch 3.12.

====== monster changes ======

- Cursed Corpses now also become intangible when closing in on a player, regardless of whether they are being looked at or not
- allied Cursed Corpses lose their intangibility

====== fixes and QoL ======

- fixed the Cursed Corpse's torso model missing

Update: 19 Jun @ 1:08pm

Patch 3.11.

====== monster changes ======

- cannot farm blood vials off of Blood Bats anymore
- Cursed Corpses now do not become intangible when the player is blind or using telepathy

====== fixes and QoL ======

- fixed an issue where the exit to Queen Nexri's fight wasn't blocked off, so both the boss could teleport there (soft lock) or players could teleport there (skipping the fight)
- fixed charm monster not working correctly
- fixed Parashu's slowing bonus not working correctly

Update: 18 Jun @ 7:03am

Patch 3.1.

====== map changes ======

- the shopkeeper in the Gnomish Bazaar is friendly to monster players now

====== monster changes ======

- added and adjusted various monster types

====== fixes and QoL ======

- shopkeepers now stop approaching their target at a certain point
# their relentless approaching caused players to get stuck which was frustrating
- fixed a bug where Merchant's INT growth displays as average even though it should be poor
- fixed a bug where followers regenerating HP due to the CHR bonus or Invigorate, or tinkering creations being repaired by a Wrench would not update HP correctly on a multiplayer client's HUD
- fixed a bug where Ring of Rage would not be put into death boxes properly after death
- fixed a bug where holding an unidentified gem with a Relic would display the gem's function on screen
- fixed a bug where invisibility would not work properly for certain monsters from a multiplayer client's perspective

Update: 2 Jun @ 8:39am

Patch 3.0

https://github.com/Skatcat/BaronyHardcorePlus/blob/hc%2B/CHANGELOG