Tales of Maj'Eyal

Tales of Maj'Eyal

Odyssey of The Summoner
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Update: 14 Aug, 2016 @ 8:07am

*** Version: 0.4.2 ~ "Now with more AI... And ANGER!!"
*** Sorry about the wait! Taking advantage of the extra time, this update features A LOT of things I've always wanted to look into, so enjoy-- And as usual: Tell me what you think!
*** This update is primarily focused on doing A LOT of tune-ups I have been waiting a long time to do. Particularly, "Drakelings" have been nice and oiled-- No longer do they behave all creakily or dimwittedly-- Nope. It's nothing but intentional stuff now!
*** And finally... Grrr... "That bug" has gotten the better of me-- But I WILL find it... And I WILL kill it...

[STORY]
*** I took difficulty away from the silly parts (leaving the battlefield) and put them into the SENSIBLE parts (DURING the battlefield). THIS should make things a little more interesting...!
(CHANGES)
- "The Summoner" is now a tad... Taller! (I REALLY hope this doesn't cause "further" problems concerning "that bug"...)
- The enemy army's EXP worth is SIGNIFICANTLY higher; It is possible to reach level 2 before even leaving this zone!

(BUFFS)
- The enemy army in the introduction battle is SIGNIFICANTLY stronger (5 times, in fact!). Don't just sit there-- Help them out!!
- The Summoner is no longer holding back in the introduction battle. Beware his wrath...
- You will now gain a short burst of speed (+1000% Movement Speed) upon entering the Wilderness for the first time. Use it wisely!

(NERFS)
- During the introduction sequence, you are no longer credited for kills you didn't execute.
- The Summoner is no longer as talkative when approached from the south in heated combat.
- "That One Minotaur" in the introduction battle is no longer as unstoppable. Maybe you should help it...
- Turtles are less durable!
- The Fire Drakes and Hydras guarding The Summoner are significantly weaker


[GENERAL]
(BUFFS)
- "Monstrosities" will get a Scrying Orb, as long as they're NOT an Avatar!
- As such, use of the "Wilder" class as Monstrosities has been re-enabled!
*** This is ENTIRELY for exploration purposes! I have no intention of producing *complete* compatibility just yet...

(CHANGES)
- Aesthetically renamed "Strength of the Bear" to "Savage Strength". It honestly didn't roll off the tongue very well!
- "Examine" and "Inspect" menu options will now only show up on objects if you're currently playing an Avatar campaign.
- After looking through some code, I found "Resource Leeching", which has FINALLY given me a frame of reference for resource-scaling. If you receive "100 Resource", here are the new factors each resource will undergo:
> Mana now has a 100% factor (from 33%)
> Equilbrium now has a 35% factor (from 16%)
> Vim now has a 50% factor (from 16%)
> Positive now has a 25% factor (from 8%)
> Negative now has a 25% factor (from 8%)
> Hate is now INCLUDED (40% factor)
> Psi now has a 20% factor (from 33%)
- ... On that note, BEWARE "Corrupted" Avatars... There is now new behavior for you when you are MANABURNED...

(NERFS)
- Avatar starting inventory items SHOULD no longer be unique/egoed.

(BUGS)
- There is an exploit where one could invest 10 points into a Natural Combat talent, use the talent, then take back the points-- Allowing one to "selectively" gain "Disciplined" benefits for free. As such (and to mitigate any further misunderstandings with "Disciplines"), Natural Combat talents are now set in stone and cannot be unlearned.
*** Because of the disruption this bug has caused (and how "heavy-handed" this change might be), all Natural Combat talent points will be refunded when you enter the Wilderness, allowing you to "reconsider" your choices one more time. Apologies!
*** If any issues are caused by this, let me know, and I'll see if I can come up with a better compromise than this. This mechanic is VERY fresh and unexplored, so I can only imagine what kind of troubles it will cause in the future...
- Fixed a severe bug with NPC "Orders". Admittedly, it was a VERY hasty implementation, and I REALLY should have examined this better...

(???)
- *...slips 1 Gold into everyone's pocket...*


[HYDRA]
(BUFFS)
- Increased the "braindead" threshold of "Incite Death"
- Slightly lowered the cooldown of "Incite Death"
- "Delta Formation" no longer takes time to use.

(BUGS)
- Removed the "cooldown" parameter from "Hydra Breath". I hope this doesn't cause any funny business!
- "Sickening Mist" no longer automatically uses itself when switching levels... WHOOPS!!


[FIRE DRAKE]
(BUFFS)
- "Wingbeat" now scales with Dexterity (NOT Strength!)
- "Wingbeat" now also dazes those affected.
- "Glide" now cools down "Mighty Wings" talents by TWICE as much.
- "Low Flight" no longer negates your Stun Immunity (but becoming stunned will still double the duration)
- "Role Model" no longer requires YOU to be inspired (I don't even remember why it worked like this...)
- "Torrential Blaze" has slightly modified (unnoticeable) properties, such that Drakelings can properly make use of it in combat.
- "Inspiration" now always takes the higher duration (won't be replaced by a shorter one)

(NERFS)
- "Low Flight" cooldown has been raised to 20 (from 14) to reflect the "Glide" buff.
- Fixed a bug that caused "Backdraft" to cause an ABSURD amount of damage...

(CHANGES)
- Various "Savaging Claws" talents now clarify that they are "weapon" attacks, capable of triggering on-hit effects and the like.
- Some reordering of triggers in "Role Model"
- "Role Model" description text now indicates how many more talents each of your drakelings can inherit
- "Backdraft" now indicates whether an actor has smashed into something or not.

(BUGS)
- Clarified "Pyro Wheel" text to say "Any" instead of "Enemies"
- Fixed an issue with Inspiration sometimes rolling a duration lower than 1, causing it to never exist. Now it always rounds up, ensuring you will, AT LEAST, have 1 turn (if you're that unlucky).

(???)
- A surprise awaits the Fire Drake that plays in "The Arena"...


[DRAKELINGS]
*** WHEW!! Now that I finally found some time to look into things, I have IMPROVED the Drakeling's AI SIGNIFICANTLY!! Let's look at what's been modified:
(BUFFS)
- I have put Drakelings through Nekarcos School of "White Maging". Their healing AI has been SIGNIFICANTLY improved, now making them fairly reliable (though still pitiful) healers.
- Updated and slightly tweaked the healing prioritization. Drakelings now consider YOU (the player) to be SIGNIFICANTLY more important when deciding on who to heal.
- Increased the frequency of talent usage-- But also intensified the effect Cunning has on it. Overall, Drakelings use talents more frequently now!
- Increased starting life by 100; reduced life-per-level by 2. In summary, Drakelings have more life "sooner" now. YES, I know. It's silly that your child could have more maximum life than YOU do, but I'm putting my foot down on how to improve early Drakeling survivability. *stomps foot*
*** BEWARE: The potency of a drakeling's "anti-death" effect is based on the difference between its Maximum Life and the PARENT'S Maximum Life! This has effectively reduced the "die-at" threshold for drakelings under "anti-death"!

(CHANGES)
- I believe I have FINALLY fixed Drakeling pathfinding! Rather than explaining it, you should just try it out yourself!
- Drakelings will no longer attempt to use "Glide" in order to get close (this was remnant code). Also, they will now only use this to fly back to you when endangered.


[RITCH]
(CHANGES)
- "Concealed Blade" is now a no-energy, toggleable sustained talent, allowing you to opt-in to the auto-swap effect.

(BUGS)
- Fixed an error regarding "Merciless Killing"... Again...?? Huuuh...


~~~ VOLATILE ~~~
[Hydra]
> Recuperate is still on-going

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

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

Update: 11 Aug, 2016 @ 7:32am

*** Version: 0.4.1 ~ "Now with more customizability and less WHOOPS!"
[GENERAL]
(BUGS)
- I BELIEVE I've figured out the Character Sheet bug. As usual, it was a human error (when isn't it?)... My bad!

[RITCH]
(BUGS)
- "Greatswords" were not referring to the correct graphic when equipped... Sorry! I'm still new to this "objects on player doll" stuff...!
*** As usual, head over to the Wilderness for your quick-fix!


~~~ VOLATILE ~~~
*** NEW ADDITION FOR RITCH!
[Hydra]
> Recuperate is still on-going

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

[Ritch]
> Free Cold Blood is still on-going
*** Someone brought me to an interesting conclusion... Ritch's current weakness lies in its inflexibility of talent choices! So... Let's see what happens if we give Ritch the opportunity to become ANYTHING it wants...
- Starts with nearly all talent trees locked, refunding their category points in return. Choose wisely what kind of killer you want to be... Develop wings and fly? Develop glands and spit? Develop stingers and... Sting? It's up to you now!

Update: 10 Aug, 2016 @ 12:02pm

*** Version: 0.4.0 ~ "The "Discipline" update!"
*** An absolute DELUGE of new graphics! Courtesy of "rexorcorum, beautifier of add-ons"!
*** A HUGE tweak to Natural Combat. Here's a breakdown of this update and my decisions:
- A new mechanic for Natural Combat called "Disciplines". The first Natural Combat talent you learn (and any that reach Talent Level 10) will becomed "Disciplined". "Disciplined" talents are not put on cooldown by other Natural Combat talents, nor do they cause a cooldown reset. In other words, double-talents are now VERY possible-- And even 16 talents at once. What's that? 16 Talents...? Well...
- 4 new Natural Combat talents have been added: "Blend In", "Splendour", "Hungry Eyes", and "Primal Rhythm". Originally, these were meant to be released when the Melee avatars came about, but I want to see their appeal and how they will be used ahead of time.
- "Eagle Eyes" has its Critical Power moved to "Hungry Eyes", making "Critical Hit Power" a slightly more-efficient investment for non-melee avatars. In return, Eagle Eyes got something else extremely useful that might make investing points to 10 feel a little more satisfying: Extra sight range!
- "Sturdy Heart" has its Stamina Regeneration moved to "Primal Rhythm". Instead, this talent now gives SIGNIFICANTLY more maximum stamina and some max encumbrance. This is MAINLY to make equipping Drakelings less of a hassle (since they will USUALLY have better encumbrance now)
- "Growing Bones" has its Life Steal moved to "Hungry Eyes". Now, the activated effect is flat damage armor, making this talent into a 100% defensive option (unlike before when it behaved like a hybrid option).
*** In work:
- Drakelings will sometimes use a Natural Combat talent whenever they spot a hostile (if a talent is available). The one they pick will be based on various preferences that they have...
- I have FINALLY figured out a way to hack some custom orders into party members, so you'll be getting A LOT more control over Drakelings and their behavior VERY soon...

[General]
(NEW)
- "Natural Combat" Talent: "Blend In"
- "Natural Combat" Talent: "Splendour"
- "Natural Combat" Talent: "Hungry Eyes"
- "Natural Combat" Talent: "Primal Rhythm"
*** Remark: Some Natural Combat talents were only supposed to be available to Ranged/Melee avatars. For the time being, I'm making them ALL available to best choose which will become exclusive in the future.
- "Blighting" is now displayed in the character sheet under "Defense". This is only a temporary measure.
- After taking one last look at my... "Inferior" graphics, you will unlock the new Cosmetic option to use rexorcorum's instead. This option will replace ALL "OoTS" graphics, including The Summoner and any Drakelings you summon.

(CHANGES)
- "Clasp" now specifically states WHAT objects you can clasp (since this varies for each class!)
- Reidentified the "Firewall" talent to remove naming conflicts with other add-ons
- Kekekeke... I have FINALLY figured out how to HIDE lore! You will no longer be able to see the lore about a talent UNTIL you invest a point into it!
- "Eagle Eyes" has a modified effect (Passive: +Accuracy, +Sight Range)
- "Sturdy Heart" has a modified effect (Passive: +Stamina, +Max Encumbrance). Note that "Stamina" is now the primary effect, and thus, provides twice as much.
- "Growing Bones" has a modified effect (Active: -Damage Taken (Flat))

(BUFFS)
- "Eagle Eyes" accuracy minimum is slightly increased, maximum accuracy bonus is greatly increased.
- "Strength of the Bear" Armor Penetration bonus is slightly increased.
- Avatars no longer have an inventory limit. I'm so sorry that was even a thing...

(NERFS)
- In light of the new mechanics, Natural Combat cooldowns have been raised to 20 (from 16).
- "Elusiveness" maximum movement speed bonus is reduced (270% --> 210%).

(BUGS)
- "Sturdy Heart" was not correctly increasing Maximum Stamina.
- Corrected description text when selecting "Wild Power" from an escort
- "Relief" would attempt to reset itself every so often, which lead to random pop ups. This SHOULDN'T happen anymore.


[Hydra]
(CHANGES)
- Increased "Hydra Breath" damage by 40%-- But reduced Mind Power scaling by 20%.


[Fire Drake]
(BUFFS)
- Doubled the fire damage caused by "Backdraft"
- Lowered the cooldown of "Backdraft" to 10 (from 15)

(CHANGES)
- The "Birth Weakness" penalty is now -10 Constitution (instead of -10 Global Speed). Also, you can no longer birth Drakelings if your Constitution is below 11 (such that you will always be left with at least 1)
- Modified the "Heatstroke" graphic. Looks less fancy, but now generates SIGNIFICANTLY LESS slow down when moving/exploring.


[Drakelings]
(BUFFS)
- They now require SIGNIFICANTLY less EXP to level up (80% --> 50%)
- They now gain 5 Stat points per level (from 4)
- Drakelings will now ALWAYS try to attack ("bump") their target if they're adjacent and have nothing better to do. No more sleeping!!
- While inspired, Drakelings now gain 20% of your current stats. This is NOT for combat purposes, but to make teaching newbies a little easier.
- Drakelings will now proportionately gain EXP (relative to your current level) whenever they gain Knowledge. Note that Knowledge has a cap.
*** Also note that, because you always impart some knowledge on newborn Drakelings, they will usually get some levels upon birth now.

(CHANGES)
- Drakelings will no longer automatically equip items. Instead, you now have an ORDER that lets you manage their inventory
*** This is, by all means, a hack. I do not think the player was intended to be able to access another npc's inventory, so-- By all means-- Find ways to break/abuse this as much as possible-- But let me know what you discover!
- Drakelings now have slightly different Natural Combat preferences (to reflect the new talents)
- Description text is now highlighted "pink" to improve readability a bit.

(BUGS)
- Won't remark anymore when you damage them outside of combat (silly)


[Ritch]
(CHANGES)
- Bladed Mail and equipped weapons now show up on the Ritch's player doll-- WOO!!
- "Diving Bomb" will now always position you as close to your starting point as possible.
- "Guillotine" will now always position you as far from your starting point as possible.
- "Predator's Stride" will now always position you as far from your starting point as possible.
- "Buzz-Off" now has a minimum jump distance (although, it is still behaving finicky...)

(BUFFS)
- Impermanent weapons now emulate the stat-scaling of hookclaws, generally improving their damage output entirely.
- "Concealed Blade" is now talent-scaled (but still unaffected by mastery)-- Meaning you will get considerably more Disarm Immunity from early points.
- "Concealed Blade" now starts with 35% @ TL1 (from 20% @ TL1)
- "Burst Slash" now talent-scales faster.
- "Cut Loose" now removes all stuns and pins upon usage, as well as granting 100% stun immunity.
- "Blinding Shot" damage is doubled; maximum damage is increased by 50%
- Slightly improved the chance of hitting when using "Wild Swings"
- "Stings" now stack 100% of the time and are not at all mitigated by prior diseases
- Diseases caused by "Needles" are now considered as "Pain" effects, allowing them to operate with "Torture"
- "Ejection" cooldown is generally shorter (from 60~24 to 48~20)
- Stings now have base damage (instead of damage coming entirely from scaling)
- "**ul T***er" now stuns the victim if the effect ends "prematurely".

(NERFS)
- "Cut Loose" will now cause confusion if you fail to kill anything by the time it ends.
- "Cut Loose" will now end prematurely if you become pinned during its duration
- "Needle" damage scaling has been reduced by 30% (now that diseases ALWAYS stack)
- "Demoralization" was counting down incorrectly. This is technically a nerf because it previously (incorrectly) decreasing by 1.

(BUGS)
- "Batter" now explains that it improves with Physical Power
- Whoops! "Torture" didn't have a cooldown.

Update: 5 Aug, 2016 @ 2:14am

*** RAN OUT OF ROOM-- THE REST OF THE "August 10th" update is here:

~~~ "VOLATILE" Changes ~~~
*** This is a new section I'm creating from now on. The changes listed in this category are ALWAYS going to be drastic, experimental changes that WILL VIOLENTLY sway the levels of power where they are concerned.
*** There are NO guarantees that these changes will remain-- And there is VERY high likelihood that they will not last-- Unless I deem an agreeable level of "success" with the change.
*** Lastly, I expect "Volatile" changes to be HEAVILY discussed by players and community-- So if you REALLY like where a volatile change points, say so in the thread, and if everyone agrees, I will consider balancing towards THAT direction.
*** Note that, because all of these changes being so haphazard and experimental, I probably WON'T reflecting most of them with description text-- So it's up to YOU to be aware by reading this section!
*** Anyways, without further adieu, here's your very first set of "Volatile" changes:

[Hydra]
*** Originally, "Recuperate" did not obey the rules of healing-- It was considered as "slow damage resistance"-- Or what I liked to call "Rubber Armor". Let's see if this is a more "preferrable" state of functionality...
- "Recuperate" healing effect has been doubled (from 40% to 80% at max level). However, it is now no longer considered as a heal (and thus, is not affected by any kind of Healing Modifier)

[Fire Drake]
*** The point of "Defiant" Drakelings was the appeal of always being healed by your fire damage. However, nobody has gotten that far-- So allow me to give you a taste of that power...
- Fire damage you deal to Drakelings will ALWAYS heal them. TL3 "Parental Bond" will now always treat nourishment effects as though the target had 100% Fire Resistance (you will always heal Fire Dragons at maximum power).

[Ritch]
*** "Cold Blood" was the star of Ritch's ensemble. It is meant to provide that "satisfication" for small, but well-orchestrated kills-- Which is the appeal I am aiming for with this class. EVERY kill should matter-- But more importantly-- EVERY assassination should make you OH so much more powerful...
- The "Cold Blood" talent tree no longer has stat requirements.



************************************************************************************************************




*** Version: 0.3.3 ~ "Now with less game-breaking issues!"
*** It seems we have finally reached a calm-- Very few bug reports have been coming in. As such, it feels like now is a good time to make version updates bigger, but wider-spread.
*** I shall go back to focusing on new content and additions to the add-ons, checking up on any reported bugs here and there. Thanks for bearing with this incomplete product! There will be more to come, so stay tuned...

[General]
$$$ <-- A strange occurance with "Blood of Life" that might cause you to die anyways. Has not yet been replicated, however...
(CHANGES)
- Monstrosities currently don't get an identification item. As such, Monstrosities are semi-unplayable unless they're an Avatar... so I've disabled "Wilder" usage for the time being.

(BUGS)
- "Blighting" prevented you from entering the world map via exit... Oops. (._.;;)

Update: 31 Jul, 2016 @ 1:10pm

*** Version: 0.3.2 ~ "Now with more/less corruption!"
[KNOWN ISSUES]
- I am aware that The Summoner will STILL offer his services, even when you are currently betraying him (haven't reported anything to him). I intend to fix this as soon as possible. For now, enjoy the free betrayal! (xP)
- Using "Decorate" in the inventory menu will sometimes select "Consume"

[General]
(CHANGES)
- The following talents are now considered as "innate". Innate talents never fail and cannot be put on cooldown by cooldown-reset effects (such as Stuns, "Amnesia", "Rod of Annulment", etc...)
> Gluttony (was always innate; just an FYI)
> Consume
> Clasp
> Raise Drakeling
> Role Model
> Killing Blade
> Bladed Mail
> (Some other talents that will not be mentioned)
*** I truly hope this will have no side effects!
- I was told "Blighting" is a near-laughable issue! THAT'S NO GOOD! Blighting Threshold is now 30% lower! (>=O)
- You can no longer increase Corruption by hitting yourself with Blight damage. (Nice try Ritch!)
- Choosing "Inspect" will no longer close the window, therefore preventing incidents during Transmogrification

(BUGS)
- The various "*** Hydra" talents no longer require heads if you are NOT a hydra. (DUH!!)

[Hydra]
(BUFFS)
- "It" now grants you a special "Venomous" head in addition to "Spit Poison". I hope people don't reroll for this too much!

(NERFS)
- "Glare Heads" now have a HIGH critical hit chance-- Not GUARANTEED.

[Drakeling]
- When inheriting talents, stats will now round up. You should no longer see something like "8 < 8"

Update: 28 Jul, 2016 @ 3:17pm

*** Version: 0.3.1 ~ "Now with more luck, biting, and charisma!"
*** This update features 3 very important changes:
- "Rabbit's Foot" now only removes Physical effects, as well as ALWAYS removing cross-tier effects. We'll see if people will find this talent a little more appealing now that it's somewhat more consistent!
- The character sheet now describes (with MUCH detail) the damage and individual qualities of an Avatar's unarmed attack! This is the first step to adding more clarity to "OoTS".
- The Summoner should now operate correctly no matter where he is. I DEEPLY apologize if, for example, you became blighted and returned to The Summoner, only to find your pleas land on deaf ears (D:)

[General]
(CHANGES)
- The character sheet now describes "Natural Attacks". This is just one of many changes to come for improving the clarity of the Avatar's unarmed attacks.
*** This is a fresh new addition. I encourage people to find ways to break it (errors in the character sheet are harmless anyways!)
- "Slyness" now states that it will only function for "melee" attacks.
- "Hydra Toxin" now specifically states "maladies" are not "poisons" (despite checking poison resistance).
- "Hydra Toxin" now explains that the power of the malady is based on the power of the breath used.
- "Hydra Coating" now explains that the power of the reaction is based on the power of the breath used.
- "Sickening Mist" no longer refers to itself as "poison".
- Corrected spelling of "Subterranean". (mini-ahhhhhhh...)
- Moved A LOT of "Multi-Head" logic around. Hopefully, this doesn't bug anything out...
- "Rabbit's Foot" will now ONLY affect detrimental physical effects. However, in return, the chance of removing 0 effects is now ever-so-slightly higher. (:D)

(BUGS)
- The Summoner SHOULD now provide ALL of his services at ANY location (except the Battlefield, of course)
- Wild Power scaling for biting attacks now correctly caps at 100.
- Fixed a bug where "they" weren't displaying a message upon being spawned (my bad again)

[Hydra]
*** I have been convinced NOT to change the way on-hit effects work with multi-attacks. With that said, I hope that this is not abused too badly...
(BUFFS)
- Tweaked the "Rapid Attack" code ("Tear Apart" and standard biting attacks). The penalty for multiple attacks is now more consistent (higher damage in general)
- "Feral heads" will no longer increase the rapid-attack penalty (in layman's terms: Hydras with "Feral" heads deal more damage now)
- "Underdog" now rounds up its bonus (slightly less "wacky" numbers, such as +3.1415 Cunning)
- "Tear Apart" will now only shuffle head priorities if you actually have Feral heads (improving damage consistency)

(BUGS)
- Heads that (for some reason) do not attack will no longer increase multi-attack count.
- Some corrections to "Tear Apart" behavior.

[Fire Drake]
(BUFFS)
- Fire Drake (and its Drakelings) now have newer, stronger damage calculation for their biting attacks; They are SIGNIFICANTLY stronger.
*** These changes will apply as soon as you enter the Wilderness

[Ritch]
(BUFFS)
- "Stings" now have 10% Wild Power scaling (from 1 damage power).

Update: 27 Jul, 2016 @ 8:54am

*** Version: 0.3.0 ~ "The "Nature Reborn" update!"
*** A summary overview:
Various artifacts have now become "Consumables", providing some unique special effect-- Provided you can unlock its secrets...
You now gain Life Regen per Wild Power, meaning you will have more variety with how you choose your Natural Combat talents WITHOUT ignoring the obvious survivability "Lick Wounds" gave.
"Hydra" has been given more survivability, now that "Lick Wounds" provides twice as much Healing Mod. Notably, I pushed out the Hydra's changes very early (the "head-per-talent" update), so there is not much to say here.
"Fire Drake" remains mostly unchanged... Or is it?
"Ritch" has been completely turned on its head after much examination. It's a complete throw up whether these changes will make or break the class, so give it a shot! I am examining this class carefully, and even doing a few play tests myself...
REMINDER: Characters from versions BEFORE [0.3.0] are VERY incompatible! I will not be creating any compatibility either.

[General]
(CHANGES)
- "Consume" now has a new ID tag. Old versions will not be compatible with this talent anymore.
- As my experiments have proven, "Burrowing Beast" is simply too powerful to have as a birth unlock. As such, it will no longer be a birth-locked category anymore. Those who have already have it will still have it, but otherwise, you will not find it locked at birth anymore.
- "Natural Combat" now provides Life Regen for each Wild Power after 30 (note that Avatars start at 30). After 60 Wild Power, your life regen gains are higher than the original effect of "Lick Wounds".
- "Natural Combat" will no longer provide Physical Power.
- The primary effect of "Lick Wounds" is now Healing Modifier, meaning the bonus has been doubled
- "Lick Wounds" has a new secondary effect: "Shrug Off criticals chance"
- Because of the new "Natural Combat" system, the "Madness" effect of Heart of Gloom now only gives 25 Wild Power (from 50)
*** (However, even with this change, it is still practically impossible to die there! Let's call this a feature-- A freebie starting area! xP )
- Changed the way "Nature Taught" updates. "Maximum Life" changes should now be reflected instantly. Hopefully, there will be no problems with recursion.

(BUFFS)
- SEVERAL artifacts have been given new "Gluttony" effects. Particularly, Fire Drakes might find "uncanny insight" when eating certain objects...
- "Biting" attacks now have 25% scaling on "Wild Power"
- Nerfed the army at the start of the game. You should not be pushed back so easily anymore...

(BUGS)
- Fixed some specific situations with "Blood Feast" not triggering (such as causing diseases via "Blighted Soil")
- Fixed various incorrect positionings of item text for Avatar equipment dolls (particularly, Hydra's).
- Discovered (and fixed) a few critical farportal errors that prevented teleportation on non-summoner campaigns.
- Fixed an issue with "Still As Death" breaking upon trigger.
- Fixed an issue with "Ceaseless Blood" when struck by a projectile or a trap.
- Fixed an issue with "Relief" causing an error when triggered by damage or status effects.
- Corrected various issues with certain consumable objects... Not actually being consumable (particularly, most "consumed" objects)


[Hydra]
(BUFFS)
- For size-scaling talents, the radius-to-size ratio is now 1:2 (from 1:3)

(NERFS)
- "Random Attacks" (such as "Drag In" or "Lash Forth") will now only strike at targets you can see. Beware of the unseen/stealthed/invisible!

(BUGS)
- Fixed "Triad of Threes". It can now activate correctly (sorry guys, my fault!)


[Fire Drake]
- Oh, nothing. Nothing at all. (:3)


[Ritch]
(CHANGES)
- Ritch's "Cold Blood" tree has become unlocked, while "Hoarding Beast" has become locked.
- Ritch's "Bloodletting Beast" tree has become unlocked, while "Wing Pod" has become locked.
- "Guillotine" is now back to being the 4th talent, now that "Bloodletting Beast" is extremely accessible.
- "Strongarm" now functions while unarmed, causing you to bleed proportionately to 10 times the additional durability loss
- "Merciless Killing" now keeps track of how merciless you are.

(BUFFS)
- Impermanence weapons no longer break upon death. Instead, it will return to your inventory. Note, however, that "Bladed Mail" weapons will not return to you (as it has already been broken into shards).
- Tweaked "Killing Floor" so that the EXP and Critical bonuses apply immediately upon death.

(NERFS)
- Let's start slow. Ritch no longer gets a free point in Deadly Sting and Macabre End (you still get "Flamespit" and "Strongarm")

(BUGS)
- Some fixes for "Headhunter", removing some errors it triggered
- The weapons you receive at the start of the game are now identified... Heh.

Update: 24 Jul, 2016 @ 10:40am

*** Version: 0.2.5 ~ "-- Stiiill buffin'! :D "
[General]
- Fixed an error where the incorrect message displays when clasping an item.

(BUFFS)
- "Natural Combat" activated effects now have a 16 turn cooldown (from 20)
- "Rabbit's Foot" will now remove up to 3 effects at 90 Wild Power (from 100)

(BUGS)
- Temporarily disabling "Reshape" option in inventory menu until it can be made to work properly.
- A mistake with "Natural Combat" activated effects allowed the player to remove these early. Now they are considered as detrimental effects and cannot be removed early.
- Corrected an issue when attempting to enter the Rich Merchant's house.

[Ritch]
(BUFFS)
- "Blood Feast" now triggers off of damaging Disease and Fire effects as well, but Bleeding effects will provide twice the effect.
- "Blood Feast" now provides "5.7%" at Talent Level 1 (from 3.7%), nearly doubling its effect.
- In response to the former changes, "Blood Feast's" potency has been halved.
*** I'm leaving the rest of the tree alone because, thanks to Guillotine, you have no excuse NOT to cause a bleed effect (:3)
- Threshold for "Macabre End" Overkills are now somewhat lower (to allow early-game Ritch to get some horrifying kills!)

(NERFS)
- Potency of "Macabre End" Overkills has been slightly lowered (since overkills are now easier to trigger)

(BUGS)
- Tweaked the behavior of "Scrap". The log now displays the exact Durability loss of each weapon
- "Scrap" now has a counter describing how many hits it has left (I could swear I did this...)
- Tweaked the positioning of item descriptions on doll for Head and Mouth slot. Does it look alright now?
- Removed incorrect text about Flamespit being a ranged attack that misses
- Removed incorrect text about synergy between "Open Veins" and "Laceration"
- "Cold Blood" is no longer marked as a Level 10 tree. (ty "Lieutenant Germz")
- The "Overkill" effect of "Macabre End" is now slightly less pronounced.
- Fixed a bug where Flamespit would not trigger Fire Pods.


*** The NEXT update is going to be a MINOR VERSION UPDATE.
*** "Minor Version" updates are not guaranteed to have compatibility, and I will not attempt to create any. I STRONGLY insist you do not play or report bugs with characters from older versions. As such, please wrap up your current runs! The minor release will be July 27.
*** It will include the following:
- "Consume" will have a new ID tag. Old versions will not be compatible with this talent anymore.
- I will be experimenting with making "Life Regen" a passive effect of having Wild Power. "Lick Wounds" will have a new effect.
- Ritch's "Cold Blood" tree will become unlocked, while "Hoarding Beast" will become locked.
- Ritch's "Bloodletting Beast" tree will become unlocked, while "Wing Pod" will become locked.
- As my experiment has proven, "Burrowing Beast" is simply too powerful to have as a birth unlock. As such, it will no longer be a birth-locked category anymore. Those who have already have it will still have it, but otherwise, you will not find it locked at birth anymore.
- Moving "Guillotine" back to being the 4th talent, now that "Bloodletting Beast" is extremely accessible.

Update: 22 Jul, 2016 @ 7:31am

*** Version: 0.2.4 ~ "Now with MORE Ritch early game!"
*** Simply put, I have significantly buffed Ritch's early game. I won't be able to truly "balance" this class until I see some in action at higher levels, so here you go!
[Ritch]
(BUFFS)
- Ritch will now start with 1 talent point in "Flamespit"
- Flamespit no longer has an accuracy check; it hits 100% of the time (it might as well, since you'll always have a ton of accuracy by mid and late game)
- Flamespit is now an instant projection (much like the original Flamespit)
- Ritch will now start with 1 talent point in "Deadly Sting"
- "Pernicious Sting" now has half the duration (this is a buff because it will cause its total damage twice as fast)
- Ritch will now start with 1 talent point in "Strongarm"
- The damage bonus from "Strongarm" at Talent Level 1 is now 50% (from 30%), diminishingly improving its damage bonus until Talent Level 5.
- Ritch will now start with 1 talent point in "Macabre End"
*** All Ritch characters from previous versions will receive 4 Talent Points upon entering the Wilderness.

Update: 21 Jul, 2016 @ 6:09am

*** Version: 0.2.3 ~ "Now with (mostly) less performance-enhancing bugs!"
[General]
(BUGS)
- Heart of Gloom's "Soporific" effect is now only "-25" instead of "-50", allowing some (but still slight) Equilibrium recovery within.

[Hydra]
(BUGS)
- Hallucinations will no longer imitate passive talent effects (particularly, "Gluttony")

[Fire Drake]
(BUGS)
- "Torrential Blaze" will now correctly damage targets that are successfully knocked back.
- "Heart of Gloom" reflection for Fire Drake will now trigger correctly (INSTEAD of displaying "TODO")

[Ritch]
(BUGS)
- A textual warning has been added to "Cutting Edge" talents, warning the player of the dangers of impermanence weaponry.