Difference between revisions of "Changelog"

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<li>Added [[Remote Activation]], a passive ability that lets you feed Power into a [[Talisman of Contact]] network so that other users can activate their talismans for free.</li>
 
<li>Added [[Remote Activation]], a passive ability that lets you feed Power into a [[Talisman of Contact]] network so that other users can activate their talismans for free.</li>
 
<li>Added the [[Standby]] ability to [[Advanced Casting]].</li>
 
<li>Added the [[Standby]] ability to [[Advanced Casting]].</li>
 +
<li>Clarified that you still count as a non-manifest spirit for spellcasting purposes when using the [[Astral Projection]] spell [[Partial Manifestation]]. Further clarified that you retain the ability to fly, but that you can no longer completely ignore physical obstructions – instead slowly phasing through them.</li>
 +
<li>Eliminated the Physical/Energy damage resistance granted to partially manifest spirits, instead allowing them to take full normal Wound Penalties – although they still ignore Shock.</li>
 +
<li>Added the [[Ghost Casting]] ability, which requires [[Advanced Casting]] and [[Astral Projection]] and allows you to cast your full range of non-spiritual magic when using [[Partial Manifestation]].</li>
 
</ul>
 
</ul>
  

Revision as of 12:18, 27 June 2009

02/06/09-29/06/09 (3.0.2.4) [in progress]

Magic

  • Buffed the Effect Strength that can be cleansed by Purge and Purify from 2 x Power to 3 x Power.
  • Continued the review of Power Cost, concentrating on Essence spells.
  • Increased the Max Phys Affected by Sleep and Lullaby from 3 x Power to 4 x Power, to help compensate for the reduction of their Maximum Power Cost.
  • Increased the Healing Effect of Healing Song from 3 x Power to 4 x Power, to help compensate for its reduced Maximum Power Cost.
  • Reduced the Willpower Recovered by Jolt from 2 to 1.
  • Changed the Activation Power of Talisman of Healing from 1-5 to 1-4, Overcharge.
  • Changed the Activation Power of Talisman of Greater Healing from 1-6 to 2-6, Overcharge.
  • Halved the Shock Resistance provided by Life Binding.
  • Changed the Shock Resistance provided by Cloak of Shadows from Power /2 (round up) to Power /2 (round down) but increased Maximum Power Cost from 3 to 4 to compensate.
  • Changed the Shock Resistance provided by Dark Mask from Power /2 (round up) to Power /2 (round down).
  • Buffed Astral Armour's effectiveness against Psychic Damage but slightly nerfed it against Shock, as above. Also changed its Power Cost from 1-5 to 2-4.
  • Buffed Spirit Shield and Astral Barrier's effectiveness against Psychic Damage.
  • Added Psyshield to Basic Mentalics. Psyshield is a weaker version of Spirit Shield.
  • Added Talisman of Contact to Limited Telepathy, a talisman that can transmit a brief voice message to everyone nearby – or to talismans it is linked to over longer range.
  • Buffed the range of Mentalic Message and Telepathic Contact considerably, although also reduced the Maximum Power Cost of Telepathic Contact from 6 to 4.
  • Added Remote Activation, a passive ability that lets you feed Power into a Talisman of Contact network so that other users can activate their talismans for free.
  • Added the Standby ability to Advanced Casting.
  • Clarified that you still count as a non-manifest spirit for spellcasting purposes when using the Astral Projection spell Partial Manifestation. Further clarified that you retain the ability to fly, but that you can no longer completely ignore physical obstructions – instead slowly phasing through them.
  • Eliminated the Physical/Energy damage resistance granted to partially manifest spirits, instead allowing them to take full normal Wound Penalties – although they still ignore Shock.
  • Added the Ghost Casting ability, which requires Advanced Casting and Astral Projection and allows you to cast your full range of non-spiritual magic when using Partial Manifestation.


12/05/09-01/06/09 (3.0.2.3)

Magic

  • Added the Telekinetics Spell Group, which costs 15.
  • Clarified that all Enchanted Item spells require direct contact with the item when casting, unless they separately list Enchanting Range.
  • Added the Runecasting ability for 10 points, which allows you to substitute your Crafting skill in place of Spellcasting, but which provides only a very limited ability to actually cast spells.
  • Added the Concentration stat, which dictates the number of Spell, Form, Item and Rune Slots that a character has access to. By default all character have Concentration of 1 and Enhanced Concentration, etc. now simply increase this stat, rather than directly affecting your number of Spell Slots.
  • Moved Enhanced Concentration, etc. from Spellcasting to Meditation in order to encourage spellcasters to take Meditation as a key support skill and to allow non-spellcasters to increase their Concentration without having to learn magic.
  • Slightly rewrote how focus and power runes work to fit them in with the new Rune Slots made available by Concentration. Focus runes now require 1 Rune Slot, while power or advanced focus runes require 2 and advanced power runes require 3.
  • Slightly buffed the Maximum Power Cost of Thunder Shot to help compensate for the fact that it is less Power-efficient than Guiding Wind.
  • Reduced the Maximum Power Cost of many spells, but gave some the new Overcharge attribute to partially compensate. Also tweaked the Minimum Power Cost in some cases.
  • Dropped the number of strikes inflicted by Chain Lightning from 5 to 4, although since the fifth hit was always pretty unlikely to hit this is a pretty minor nerf in effect. Also reduced the Minimum Power Cost from 5 to 4.
  • Slightly buffed the maximum Weight of objects created by Frost Forge to compensate for its reduced Maximum Power Cost.
  • Slightly buffed Bubble across the board, partially to compensate for its reduced Maximum Power Cost and partially just to encourage its use.
  • Buffed the Bonus Armour gained when guarding with Wings of Light.
  • Made Hollow Word slightly easier to cast (19 instead of 20) to compensate for Power nerf.


12/04/09-11/05/09 (3.0.2.2)

Focus Abilities

Social Skills and Acting

Farming & Herding

Alchemy

First Aid

General Knowledge

  • Scrapped the old Familiarity system and moved Area Knowledge here from Survival.
  • Reduced cost of Area Knowledge and expanded it to cover both wilderness and cities.
  • Dropped Basic Literacy entirely.

Linguistics

  • Changed Advanced Literacy to just Literacy (with Linguistics 1 as only prerequisite) and clarified that how well you can read depends on your Linguistics skill.

Seafaring

  • Dropped the bonuses from Basic Ropes & Knots in favour of making it a prerequisite for Seafaring: Sailing. Dropped its optional Crafting requirement from 3 to 1 and reduced its cost from 3 to 1.
  • Reduced the cost of Advanced Ropes & Knots from 3 to 2, reduced its optional Crafting requirement from 4 to 3 and reduced its bonuses from +2 to +1 to keep it in line with Basic Ropes & Knots. Made this a prerequisite for Expert Sailing.
  • Added the Sailing (2) and Expert Sailing (3) abilities.

Survival

Tactics

  • Reduced cost of Battle Gesture from 3 to 2 and reduced Tactics requirement from 3 to 2 but increased Linguistics requirement from 1 to 2.

Intimidation

  • Reduced the optional Intimidation-only requirement for Battle-Cry from 5 to 4 and from 3 to 2 when coupled with Melee Combat of 4.
  • Reduced the Intimidation requirement for Chilling Battle-Cry from 6 to 5.

Resistance

Melee Combat

Stealth

  • Reworked Stealth penalties for movement, proximity and lack of cover with the assumption that walking, with partial cover and being within 20m is the norm (I.e. Unmodified) with slower movement, more cover or greater distance now providing bonuses and penalties for less cover or distance or faster movement reduced to remain in line.
  • Dropped the idea of moving stealthily being a full action, so that it is now possible to Sprint stealthily – although this applies a -5 penalty.

Athletics

Riding

Magic


05/03/09-11/04/09 (3.0.2.1)

Spellcasting

Potions and Powders

Basic Spirit Binding

Meditation

Melee Combat

Ranged Combat

  • Decreased cost of Speed Load Crossbow from 8 to 6, to discourage shooting & dropping.
  • Altered cost of Snapshooting from 6 to 4 and Expert Snapshooting from 6 to 8, keeping the overall cost of buying both the same, but helping to keep costs down for characters who want to be some use with a crossbow.

Thrown Weapons

  • Added the Bolas Specialisation ability.
  • Reduced the cost of Rapid Throw from 8 to 6 to help keep it competitive with Multi-Throw.
  • Reduced penalty for throwing simple projectiles without training from -3 to -2.

Survival/Stealth

  • Reduced the penalty for Stealth/Survival in an unfamiliar environment from -3 to -2.

Riding

Equipment

Racial Abilities/Shapeshifting

Damage Types

  • Clarified that Delayed Effect Damage that also has an area-effect loses its area when going off inside its victim's armour – but gains +1 DC instead.
  • Further clarified that DE Stun Damage with an area-effect loses the Stun property when going off inside armour – this being mainly applicable to Shockwave Damage.

Trivial Non-Combat Abilities