Changelog

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30/06/09-06/07/09 (3.0.2.5) (in progress)

First Aid

  • Slightly reduced the difficulty of removing Embedded projectiles whilst inflicting reduced damage.
  • Reduced the extra damage caused by Embedded Barbed weapons on removal from +100% to +50%.

Damage and Saves

Magic

Melee Combat

  • Tweaked damage for claw-type weapons, including natural claws.
  • Updated damage for other natural attacks and armour to new damage system.
  • Added the Rune Weapon Attunement ability to Meditation, which adds secondary Psychic Damage to an anchor rune-marked weapon that you are specialised in.
  • Added the Aesthetic Attunement ability to Meditation, which lets you choose what colour rune items glow when you attune them. Just as useful and impressive as it sounds.
  • Added the Force of Will ability to Meditation, which applies a +1 DC modifier to the secondary damage (Attunement Damage) inflicted by attuned rune weapons.
  • Reduced the cost of Increased Strength, Exceptional Strength and Heroic Strength from 10 each to 6 each, partially to keep them competitive with magical alternatives and other damage-enhancing abilities, and partly due to the recently decreased effect of Strength on melee weapon damage.
  • Slightly buffed Shield Combo, because it's really only marginally useful.
  • Added Improved Shield Parry for 5 points, to help strengthen shields defensively and ensure that weapon + shield isn't overshadowed by two-handed sword use.


02/06/09-29/06/09 (3.0.2.4)

Magic

Melee Weapons

  • Revised melee weapon damage so that damage is now along the lines of X + Strength x Y, rather than simply Strength x Z as it was previously (where Y is much lower than Z). In practice this means that most characters will find their melee damage relatively unchanged overall, but high-strength characters using two-handed weapons will no longer be so disproportionately devastating. This damage review also involved some minor tweaks to weapon balance, principally to slightly buff a few underpowered weapons such as staves.
  • Added the Giant Axe, which is kinda similar to the Giant Sword, but axe-shaped.

Ranged Weapons

  • Removed the +DC buff granted to ranged weapons at Close and Point-Blank range. Removed the concept of anti-armour arrows and quarrels and instead gave all bows and crossbows a single armour-neutral damage rating.
  • Buffed the damage of ranged and thrown weapons considerably to compensate for the above changes. Added rules for projectiles becoming Embedded in their target – requiring a First Aid check to remove and inflicting additional damage on the way out.
  • Gave arrows and quarrels the Barbed property, which makes them especially difficult and dangerous to remove when Embedded.


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