Tales of Maj'Eyal

Tales of Maj'Eyal

Odyssey of The Summoner
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Update: 4 Aug, 2017 @ 4:35pm

[FEATURES]
- Added Ritch's "deluxe" talent tree: "Wild-Heart/Severance"
*** These are various talents that revolve around disabling and nullifying a target's beneficial effects-- Oh yes, and hurting them a lot too.

[CHANGES]
- Inherited "Night Hex" now PRE-EMPTIVELY reduces darkness damage received!
*** This should reduce the rate of accidental fatality!
- SIGNIFICANTLY increased the travel speed of "Flamespit" projectiles (from 300% to 800%)
*** This was an experimental change to see if it would inhibit players if it travelled slower (I want it to be considered as a "projectile", not a "projection"). The answer is: YES, it did.
- Reduced the equilibrium cost of "Summon Vines"
- Reduced all the costs of "Flutter" by 33%. (this talent is TOO hungry, honestly!)
- Doubled the potency of "Blood Feast". I hope this wasn't too much!
- "Blood Feast" now triggers on "Blights" instead of "Diseases" (since Ritch stings are now "blights", NOT "diseases"!)

[FIXES]
- Corrected a few object IDs that have changed (DarkGod has begun IDing some items, so my old custom IDs are falling apart!)
*** Particularly, "Rune of Reflection" should work now.
*** There are STILL quite a few items that have been adjusted, so just let me know if there's a Consumable you remember working, but isn't now!
- Resolved an issue with "Ignis Infernus" incorrectly converting melee damage into fire (particularly when stacked with "Open Veins")
- Toggle talents now say "instant" instead of "standard".
- Fixed an error that appeared when "a certain someone" detected a Consumable.
- Fixed a problem with Tannen's Drolem. (IE: "Attune To Nature" is a death sentence!)
- A bug that caused The Summoner to remain in his old locations... Spooky.
- Fixed a bug with Tree of Life.
- Fixed a bug with Ukllmswwik.
- "Relativity" no longer applies if you are in the wilderness.
- Fixed "The Withering Thing's" headhunt. (whoops...)
- Fixed "The Horned Horror" headhunt.
- Fixed "Varsha the Writhing" headhunt.
- (Hopefully) fixed any issues with entering the Infinite Dungeon as an Avatar in post-game.
- Fixed a bug with the "Zigur Raid" quest
- Fixed a bug concerning "Rune of the Rift"
- Added a friendly message to the Tinkering Bot (:D)
- Fixed a bug with TL3 for Raise Drakelings (apparantly, wild dragons are NOT "close to the draconic world"...)
- (Though not THOROUGHLY tested), an issue (and exploit) with learning "Drake Scales" talents has been resolved.

[REFLECTIONS]
*** Unfortunately, these changes will not take effect for CURRENT characters. However, rest assured: It is still possible to finish the quest... "Another" way.
- Fixed a bug that prevented the entire Hydra Reflections quest from being able to be completed. (whoops...!!)
- Fixed a bug that prevented the Fire Drake's "Dragoneer" plotline from being able to be completed.
- Modified the requirements for certain Fire Drake reflections events to trigger. Some will now require a certain drakeling "personality"!
- "Feral" Drakelings will no longer join (most) reflections. (they're supposed to be primitive and dimwitted!)
- Adjusted some numbers so that Ritch's Reflections quest is a little easier to complete.

Update: 2 Aug, 2017 @ 9:21am

[FEATURES]
- Added "Wild-Heart/Martial Combat"! How you get it? Hmmm...
*** An extra note: "Martial Combat" is inheritable! See if you can figure out how...
- Something interesting might happen if a TRULY blighted avatar meets The Grand Corruptor...

[FIXES]
- Corrected an issue with using "Scrap" without an impermanent weapon equipped.
- Corrected a bug with "Catalepsy" working with "Nature's Bane" (it CAN'T...)
- Drakelings will now ONLY have "those 1-to-1 conversations" if the zone is "safe" (you can respec talents, etc...)
*** This is MAINLY to remove all that dialogue clutter that happens at the very beginning of the game for Fire Drakes!
- Corrected a possible bug with the Corrupted Sandworm Heart.
- Fixed A LOT of bugginess concerning the "Lost Magic" quest (... underscores...)
- Corrected some debugging code in the Shertul Fortress concerning "Legacy"... (whoops!)
- Fixed some bugginess with "the fountain" in "that new place"...
- Gave 3 extra generic points if you were "customizable". (Whoops...)

Update: 1 Aug, 2017 @ 10:03am

... Change Log is EXTREMELY long, so instead, you can find it all here: http://forums.te4.org/viewtopic.php?f=50&t=48048&start=15#p227023

Update: 20 Oct, 2016 @ 10:38am

Update: 15 Sep, 2016 @ 6:24pm

*** Version: 0.4.9 ~ "Now with more patches!"
*** This one's a small update while I continue monitoring what's going on with Fire Drake.
*** I DO realize how quiet its gotten (likely due to summer ending and school starting), but this is actually a good thing!
*** This peace has given me a lot of time to work on some new content, so it will at least be new content if it is not bug fixes and class balancing!

- Fixed an error that occurred when a Drakeling switches from a double-tree style to a single-tree style, then levels up.
- Added a few (missing) "drakeling growth" events to a few Fire Drake reflections
- Modified the effect of various Drakeling "Reflection" events

Update: 13 Sep, 2016 @ 7:16am

*** Version: 0.4.8 ~ "Now with more Fire Drake!"
*** This took a while... Sorry about that! Asides from maybe a few side effects, I can assure you Fire Drake is VERY functional now! Enjoy!
*** I guess I'll go back to the old "buff/nerf" scheme (where relevant). Makes the patch notes a little more clear, I suppose.

[STORY]
- Fixed a minor dialogue bug with Aeryn.
- Fixed a dialogue bug with the Sher'Tul Fortress conversation.
- Corrected the entrance position of "Summoner's Graveyard".


[GENERAL]
- Clarified "Consume" a bit.
- "Keen Awareness" now correctly generates vision UPON usage as well.
- Objects that can naturally be worn in the mouth now have a description in the object text.
- Corrected some issues concerning crowns.
??? <-- I still don't have an answer for making "Crown of Burning Pain" work correctly; No amount of investigation is yielding an "elegant" solution...


["CORRUPTION"]
- "Corrupted" Avatars no longer breathe.
*** I HAVE noted this MIGHT present issues with the "Corrupted Sigh" talent (you can no longer disease yourself-- And thus, "contamination" becomes impossible). Let's just see how much of a hinderance this is for now...
- Clarified "Transfusion" description text.


[HYDRA]
- Removed the message when "Voracious Feast" is resisted by fear immunity
- Did a major overhaul/tune-up to the "Hydra Clasp" menu. Particularly, you can now see which objects you are replacing when you clasp!


[FIRE DRAKE]
*** Because of how EXTENSIVELY I have modified the Fire Drake class (and its Drakelings), its pointless to create compatibility with old versions. As such, I strongly recommend finishing your [0.4.7] Fire Drake runs before updating to [0.4.8]!
(BUFF)
- "Blazing Body" now blocks "ice" effects as well.
- Corrected a bug with "Renewing Flames" which prevented damage from reaching actors through walls
- "Titanic Roar" now grants Stun and Knockback immunity if it mind crits.

(NERF)
- Slightly reduced the range of "Torrential Blaze".
- The "diminishing" effect of "Torrential Blaze's" damage is now SIGNIFICANTLY greater.
- Reduced the "maximum" damage of Torrential Blaze (from 530 to 430)

(CHANGE)
- Clarified the 4th level of "Parental Bond"
- Most of "Heatstroke" is now considered as "Breath" talents (different speeds, silenceable)
- Most of "Tyrant" is now considered as "Breath" talents (different speeds, silenceable)
- "Heatstroke" no longer has any targetting warnings.
- "Idealists" now requires a certain number of levels in "Role Model" to order to be improved.
*** ToME Bug: The requirement is not quite "right"! This is somewhat beyond my control (believe me, I've tried everything...)


[DRAKELING]
(BUFF)
- "Flare Powder" now additionally increases all Fire damage (in case you were unlucky enough to get this FIRST)
- Drakeling "Spotting" now correctly updates vision of actors
- Fixed a bug which caused Drakelings to deal diminishing damage with distance when using "Torrential Blaze" (they DON'T anymore)
- Added a new menu option to the Drakeling menu called "Give to parent", which directly places the object into the parent's inventory. Beware, this can only be used when the Drakeling has line of sight (unlike "Transfer to Party" which COMPLETELY disregards that)
*** This is a fresh new feature! Please, by all means, find as many ways to break this as you can!
- Drakelings will now perform "Natural Combat" alongside you (if available). Note, however, this requires a "Compliancy" check!
*** When a Drakeling has too little knowledge or is otherwise indisposed, they may entirely fail to follow orders/commands such as "Role Model" or "Concurrency". This is called a "Compliancy" check!
- Clarified "Compliance" checks for Drakelings when they happen (they were pretty vague before)
- Drakeling Compliancy is now tested against the higher of Cunning and Knowledge (the chance of succeeding orders/commands is SIGNIFICANTLY higher now!)

(BUG)
- Corrected some issues concerning the Drakeling's "spotting" effect.
- Absent Drakelings will no longer be inspired by feats
- The Drakeling equipment menu no longer allows you to "use" objects (this caused a lua error)

Update: 31 Aug, 2016 @ 5:14am

*** Version: 0.4.7 ~ "Now with less horrifying, game-breaking bugs!"
*** I've decided to "streamline" these patch notes a little more. No need to say "Buff" or "Nerf" for every change-- It's not like this is a MOBA or something...

[GENERAL]
- For the soldiers in the intro, tweaked the EXP up "just a tad more" (400% --> 450%)
- Corrected an issue concerning "Shields" and other non-weapon-but-ARE-weapons type equipment causing lua errors.
- Corrected an issue with "Discomfort" remaining, even though the object might have already been removed
- Did a complete rework of every "pinning" effect in "Odyssey of The Summoner"-- Things like "Incite Death" or "Imperiled" are now "soft-pins" and will not prevent knockbacks/displacements from happening!
*** This is HIGHLY experimental! Looks like it's time for everything to start breaking again, huh? Heheheh...

[FIRE DRAKE/DRAKELINGS]
- I have spoken with Drakelings about the fundamental principles of "numeric equivalence". We shouldn't see messages like "14 < 14" anymore.
- Found an issue with the "Strategy" dialogue that happens when a category point is available to a Drakeling. They were not responding correctly to "don't use this" answers and incorrectly becoming "Generalists" instead (uses "Any" talent)
- Discovered an issue with the Drakelings' auto-levelling scheme... It didn't "change" when a Drakeling changed its style, so it meant certain Drakelings continued getting points in irrelevant things.
- Corrected an issue where Drakelings would consider "Escorts" as friendly, non-flammable fire dragons.
- Found an error with "Nourishment" healing-- A syntax error caused ALL life healing to only be 10 power. This was entirely a human error-- My fault...
- Fixed a bug with Drakelings and necklaces (some remnant code incorrectly defined them as having a "neck" slot. This was BEFORE I gave them "Decoration" slots)
- Drakelings will no longer become inspired if they aren't present!


[RITCH]
- Modified the behavior of "Batter". It should now be usable even when adjacent to the target.
- Modified the way "Ejection" works. It now places a temporary "debuff" on you that represents whether you can or can not use stingers.
- Fixed an issue with "Needles" becoming deactivated when switching equipment. For your information, it was because I was rendering the sustain ITSELF unable to be used once activated-- Which made the game think you had an illegal combination of stats or something-- Which forced it to unsustain. THE POINT IS: IT'S FIXED NOW!

*** I was always asked "What exactly does "Size Category" do for Ritch...?". Heh... Well, I intended to go the "opposite" direction for Ritch... And because getting "negative" size category is pretty hard, I decided to keep it simple. I have other buffs in mind, but let's sit on this one for a while.
- "Stings" now gain infinite armor penetration and accuracy if the target is smaller than the user


["FIERY BREATH"]
- Changed the radius of "Renewing Flames". It is now always 1 when used by Drakelings, and always 2 when used by you. This is MAINLY to make it a little easier NOT to fry your dang escorts! SHEESH!!


["DRAGON BROOD"]
- "Role Model" will no longer remove your "Inspiration" (which is reserved for "Raise Drakelings")


["MIGHTY WINGS"]
- "Wingbeat" can now mentally crit.
- Cooldown of "Wingbeat" reduced to 6 (from 8)
- Significantly boosted the overall power of "Backdraft".
- Victims that "crash" into walls due to "Backdraft" can no longer friendly fire the user or allies.


["NATURAL COMBAT"]
- "Nature Taught" now displays the exact Maximum Life bonus being granted (might need to change wild power to update the display)
- "Predation" telepathy now correctly updates when activated and deactivated

*** This talent was becoming (almost too much of) a go-to! We don't want another "Lick Wounds" accident again, huh...?
- "Hungry Eyes" activated duration is reduced to 6 (from 8)
- "Hungry Eyes" activated life steal effect reduced to 28% (from 35%)

*** It occurred to me there were ALREADY damage-reducing torques all over the game anyways... So it wouldn't be too dangerous to augment this talent a little bit...
- "Growing Bones" activated flat damage reduction increased to 3~15 (from 1~8)


["REGENERATE"]
- "Ceaseless Blood" now produces a recuperate effect for each bleed on a TURNLY basis (instead of producing a long, slow one as soon as you got it). This basically means you don't have to "pre-empt" bleed effects anymore-- But it also means you can't continue to benefit from one after removing it... Although...
- In light of the prior change, the "deactivated" effect of "Ceaseless Blood" now converts detrimental bleeding effects into a recuperation effect!
- "Ceaseless Blood" cooldown is reduced to 10 (from 16)

*** Various "Regenerate" talents now scale with "Constitution". Particularly, a 1 CON Hydra will struggle to utilize this tree compared to a 100 CON Hydra!
- The "rate" of healing from "Ceaseless Blood" now improves with Constitution (from 10 to 12~6)
- The "cooldown" of "Recuperate" now decreases with Constitution (from 10 to 13~7)
- The "rate" of healing from "Splitting Wounds" now improves with Constitution (from 10 to 12~4)


["RAVENOUS BEAST"]
- Changed the behavior of "Voracious Feast". The effect now "lingers" for the whole turn, allowing you to cause the necessary amount of damage for trigger as SEPARATE instances. This means "Imperiled" can now be triggered via dealing 100 damage once, 10 damage 10 times, 1 damage 100 times, etc...
*** Particularly, this means multi-attacks will easily cause AND trigger "Imperiling" within the same action, making the effect trigger more reliably. However, it WON'T trigger if the target is obliterated instantly by a single powerful blow!
- Slightly rose the "threshold" required for imperiling to pin a victim
- Clarified the stomach part of "Swallow Whole" description text
- Fixed an issue with "Swallow Whole" not working correctly with "Clamped" or "Imperiled" effects!
- "Tear Apart" multi-hit damage bonus now caps at 5 successful hits
- "Tear Apart" base damage and scaling damage have been changed
- During "Tear Apart", multi-attacks no longer have a damage penalty (making the changed damage almost irrelevant)
- "Tear Apart" cooldown is increased to 12 (from 10)
- Discovered some incorrect math with "Tear Apart" damage calculations. The "power" wasn't actually being affected by talent levels. Simply put, this has INCREASED its damage output significantly!



~~~ VOLATILE ~~~
[GENERAL]
> "The Summoner" friendly faction is still on-going

[Hydra]
> Recuperate is resolved for [0.5.0]

[Fire Drake]
> Fire absorption is still on-going

[Ritch]
> Free Cold Blood is still on-going
> Locked trees is still on-going

Update: 25 Aug, 2016 @ 9:22pm

*** Version: 0.4.6 ~ "Now with WAAAAAAY more points... And Ritch!"
*** Highlights: After 5 rounds against the Rexorcorum Graphics bug, I have come out with 1 win... But little did the bug know, this was a WINNER-TAKES-ALL round! MWAHAHAHAHA!!
*** Ritch has received SEVERAL buffs and quality tweaks. Though not "significantly" more powerful, it has a few new tricks that might just give you the edge that you need!
*** But most importantly: Straight down the board, EVERY Avatar has received more Talent Points and more Generic Points at birth... Why? Turns out they were all missing-- And I found them! Wow...
*** Introduction battle was too hard. Made it easier, but longer!

[STORY]
(CHANGES)
- Weakened the soldiers during the introduction battle AGAIN (100% --> 60%).
- The initial battle is now LONGER (requires 12 soldiers to die instead of 8)
- Slightly reduced EXP bounty in light of former change (100% --> 80%). This acutally means MORE EXP is available than before if you actively earn your own kills.
- Made "War Hounds" and "Fire Drake Hatchlings" slightly harder to kill.
- The "Golem" is ESPECIALLY more tanky now-- That "swarm" of soldiers from the top-left shouldn't happen anymore.
- Took 1 Level of "Armor Training" away from "Warriors" and "Fighters", as well as slightly reducing their Armor value. They shouldn't be so tough to kill anymore!
- "Sorcerers" now know "Ice Shards" instead of "Freeze" (mmmm... delicious friendly fire!)
- The army no longer has "Ego'd" equipment-- SIGNIFICANTLY reducing their power levels and randomness


(BUGS)
- Changed the timing for soldiers vanishing when they retreat. I hope this will "prevent" the following issue:
*** If you died at the same time that the army retreats (usually if "The Summoner" intervenes), you could be sent to the eidolon plane with the dialogue prompt, which would cause The Eidolon to disappear (and the army would still be there if/when you got back).


[TREASURE HOARDER'S WILL]
*** This talent is such a source of debate and concern that I had to give it it's OWN update category!!
(CHANGES)
- "Master-crafted" powers now instead grants "Accuracy"

(BUFFS)
- ANY power whatsoever will grant "Armor" (such that as long as you are eating things, you will gain armor, it doesn't matter what!)

(NERFS)
- Increased the "Encumbrance-per-point" threshold to 11~6 (from 9~4)
- Reduced the Armor bonus of "Treasure Hoarder's Will" (from 2.0 to 0.8)
- The "Armor" bonus now undergoes diminishing returns after 100

(NOTES)
> Using "Hydra" (has x1.10 Hoarding Beast mastery!) <
TEST #1
> Ate 10 Master/Arcane, 7 Encumbrance, Tier 1 shields (70 Encumbrance). <
*** Talent Level 1
*** Got 31.1 Armor, 23.3 Accuracy, 27.2 Spellpower. *thumbs up* Reasonable!
*** Talent Level 5
*** Now I have 53.3 Armor, 40.0 Accuracy, 46.7 Spellpower. *thumbs up* Still reasonable!
*** Upchucked everything (tarnishing them) and ate them again (Ewww...)
*** 37.3 Armor, 28.0 Accuracy, 32.7 Spellpower. *thumbs up* Good penalty, REASONABLE!
TEST #2
> Ate 10 Tier 5 shields this time! <
*** Talent Level 1
*** 43.6 Armor, 32.7 Accuracy, 38.1 Spellpower. *thumbs up* Decent upscaling-- Nothing amazing though!
*** Talent Level 5
*** 74.7 Armor, 56.0 Accuracy, 65.3 Spellpower. *thumbs up* Not bad!
*** Upchucked
*** 58.7 Armor, 44.0 Accuracy, 51.3 Spellpower. *thumbs up* I'm happy with these numbers!

*** Conclusion: This feels like a MUCH better place, considering these tests were ONLY done with 70 Encumbrance (whereas 300+ is EASILY attainable)


[HEADHUNTER]
*** This one too!
(BUFFS)
- Added a kill/gold tracker. Now you can brag about your hunting skills (-- But in truth, I'll be watching this number carefully...)
- Now procs on ANY crit whatsoever (not just "Physical" crits)
- Doubled the gold bounty-- Just for fun!

(BUGS)
- If a headhunted target is killed within impassable terrain, the trophy will now instead magically land right by your feet! WHOAAA, HOW CONVENIENT!!
- Made some changes to the code. It should now function correctly with critical hits.



[GENERAL]
(CHANGES)
- "Rexorcorum" graphics will now CORRECTLY stay active for The Summoner, even after reloading the same character. *WHEW*
*** The solution was rather... "clumsy". I hope no other problems will turn up!
- I moved several of the rexorcorum graphics to "Monstrosity", so now you can use the special graphics without having to be an Avatar. There are POSSIBLE issues with this however, so stay alert!
- Added new descriptors to a few talents that will WARN the player when a talent undergoes SIGNIFICANT power growth between talent level 1 and 5.

(BUFFS)
- "Eagle Eyes" now grants equal "See Invisible" (from 2~24 to 5~60)

- Hydra now starts with 0 Talent Points, but automatically knows Hydra Breath, Stare Down, and Drag in at birth
- Fire Drake now starts with 0 Talent Points, but automatically knows Breath of Fire, Wingbeat, and Fire Claw at birth
- Ritch now starts with 0 (may be different due to current Volatile change) Talent Points, but automatically knows Flamespit, Deadly Sting, and Buzz-Off at birth
*** Note that each Avatar previously started with only 2 Talent Points. This effectively makes 3 Talent Points available at birth now! Simply find the talent and unlearn it to recover the points.
- Each "Monstrosity" now correctly starts with 1 Point in their first racial talent. Whoops... I didn't notice, guys!
- Granted each Avatar an additional Generic point to make up for the missing one "Natural Combat" SHOULD have been giving at the start of the game.

- "Bite" attacks now have an accuracy modifier: "Armor Penetration per Accuracy" (same as "Daggers")
- Because of the prior change, I have clarified that "Decoy" heads are considered as having +100 Accuracy.
- "Claw" attacks now have an accuracy modifier: "Critical Power per Accuracy" (same as "Swords")
- "Sting" attacks now have an accuracy modifier: "Critical Chance per Accuracy" (same as "Arrows/Axes")
*** Thanks "jenx" for suggesting these changes; An excellent idea!


[FIRE DRAKE]
(BUGS)
- Clarified that SEVERAL talents in the "Fiery Breath" talent tree scale on Mind Power... Whoops!


[RITCH]
(CHANGES)
- The "Mantis" Monstrosity now gets "Cunning/Scoundrel" instead of "Technique/Bloodthirst"... Whoops! "Bloodthirst", not "Bloodlet"...
- "Batter" now specifically causes bleeding (instead of instant physical damage)

(BUFFS)
- A HUGE correction to unarmed attacks. They are now correctly considered as "Hookclaw" attacks.
- Having finally resolved a prior issue (the previous note), "Unarmed" attacks now have 25% Wild Power scaling ("armed" attacks DO NOT!!)
- "Flamespit" now costs 4 Equilibrium (from 5)
- "Flamespit" is now innate and can no longer be put on cooldown by cooldown-starting effects.
- Clarified "Inflame" description text-- The burns stack!
- "Killing Floor" now grants Mind and Spell crit as well (not just Physical crit)
- "Predator's Stride" is now guaranteed to work (blind immunity or not) if the target is currently dazed
- The potency of diseases inflicted by stings will now increase by your critical power when a critical strike is made.

*** Even in my own play tests, I have noticed the ENORMOUS reliance Ritch has on charms and activated items (ESPECIALLY Ward Torques and Teleportation Torques). The dream is real now!
- Ritch now has 2 Tool slots! NOTE, however, that Charms STILL share a global cooldown (they will BOTH go on cooldown), so this only really provides you with more options.


NOTICE: Patch Note was too long! Please go to http://forums.te4.org/viewtopic.php?f=50&t=46606&p=217259#p217259 to find extended details!

Update: 19 Aug, 2016 @ 7:43pm

*** Version: 0.4.4 ~ "Now with less love and more tossing!"
[STORY]
(CHANGES)
- There is now a log pop-up whenever you get talent levels in "Summoner Bond" or "Summoner Disparity".

(BUGS)
- Fixed a certain issue involving Melinda. I'm an idiot, guys.


[GENERAL]
(NEW)
- Non-artifact objects upchucked via "Gluttony" (activating it or dying) will now cause them to become "tarnished", significantly reducing the value of "precious" objects.
*** "Tarnishing" is displayed in the object description where power sources are listed. Use this to tell if an object has already been ruined.
*** Note that objects upchucked through "Relief" will NOT become tarnished!
- In regards to the "upchuck" change, "Gluttony" will now confirm if you really want to empty your stomach of items or not.


[HYDRA]
(BUFFS)
- Improved the secondary healing effect of "Recuperate" (from 5~12% to 10~20%)


~~~ VOLATILE ~~~
[Hydra]
> Continuing investigation on "Recuperate" after small buff. Will be concluded next update.

[Fire Drake]
> Fire absorption is still on-going

[Ritch]
> Free Cold Blood is still on-going
> Locked trees is still on-going

Update: 17 Aug, 2016 @ 12:21pm

*** Version: 0.4.3 ~ "Now with more Sandworm Lair!"
*** A quick bug fix-- Mostly still watching to see if anything strange happens while I work on some new stuff.
[GENERAL]
(CHANGES)
- "Cunning" now has the greatest influence on Clasping, while "Willpower" is the next.
*** NOTICE: I have created a special flag that will make "Clasp" continue to behave the same way it did BEFORE the update for OLD characters. NEW characters will operate under this behavior. ALSO NOTE: This WILL NOT be reflected in the Talent Description or anything-- It is up to you to be aware of this change!

(BUGS)
- Fixed a minor leak in the code. "Summoner" locations should no longer appear during non-avatar campaigns
- Temporarily "silenced" the "Tooltip" code. Until I can figure out what exactly to do about Sandworm Lair bugging out, this will have to go.
- Heheheheh... The "other ones" weren't being affected by the "rexorcorum" graphics...


[HYDRA]
(BUFFS)
- "Drench" has a longer duration at all levels.
- "Mist Shroud" has a longer duration at all levels.


[DRAKELINGS]
(BUFFS)
- You now receive a message indicating how and when a Drakeling's "Dependency" has shifted.
*** This will ONLY apply to "NEW" Drakelings. Any old Drakelings won't have this behavior.
*** As usual, enter the Wilderness to have the Drakelings updated