Difference between revisions of "Changelog"

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<b>12/05/09-01/06/09 (3.0.2.3)</b>
 +
 +
Magic
 +
<ul>
 +
<li>Added the [[Telekinetics]] [[Spell Group]], which costs 15.
 +
<li>Clarified that all [[Enchanted Item]] spells require direct contact with the item when casting, unless they separately list Enchanting Range.</li>
 +
<li>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.
 +
<li>Added the [[Stats|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.</li>
 +
<li>Moved [[Enhanced Concentration]], etc. from [[Spellcasting (Skill)|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.</li>
 +
<li>Slightly rewrote how focus and power runes work to fit them in with the new [[Rune Slot]]s 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.</li>
 +
<li>Slightly buffed the Maximum [[Power Cost]] of [[Thunder Shot]] to help compensate for the fact that it is less [[Power]]-efficient than [[Guiding Wind]].</li>
 +
<li>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.</li>
 +
<li>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.</li>
 +
<li>Slightly buffed the maximum [[Weight]] of objects created by [[Frost Forge]] to compensate for its reduced Maximum Power Cost.</li>
 +
<li>Slightly buffed [[Bubble]] across the board, partially to compensate for its reduced Maximum Power Cost and partially just to encourage its use.</li>
 +
<li>Buffed the [[Bonus Armour]] gained when guarding with [[Wings of Light]].</li>
 +
<li>Made [[Hollow Word]] slightly easier to cast (19 instead of 20) to compensate for Power nerf.</li>
 +
</ul>
 +
 +
 +
<b>12/04/09-11/05/09 (3.0.2.2)</b>
 +
 +
[[Focus Abilities]]
 +
<ul>
 +
<li>Clarified that [[Hyper Alertness]] must be activated in your own turn.</li>
 +
<li>Added [[Panic]] and [[Fury]] to [[Basic Moves & Abilities]].</li>
 +
<li>Slightly buffed [[Adrenal Focus]] and [[Intense Adrenal Focus]] duration and reduced the cost from 6 to 4.</li>
 +
<li>Added [[Berserk Fury]] to [[Melee Combat]].</li>
 +
</ul>
 +
 +
[[Social Skills]] and Acting
 +
<ul>
 +
<li>Removed the Acting skill entirely and replaced it with an [[Acting]] ability (cost 2) based on Social Skills.</li>
 +
<li>Removed Acting prerequisite from [[Beguiling Manner]] and [[Expert Mimicry]] and replaced Acting skill requirements with Acting ability requirement for [[Mimicry]] and [[Doe Eyed]].</li>
 +
<li>Increased [[Difficulty Modifier]] of Social Skills from x1 to x2.</li>
 +
<li>Reduced cost of [[Expert Mimicry]] from 8 to 5 and [[Mimicry]] from 4 to 3.</li>
 +
</ul>
 +
 +
[[Farming & Herding]]
 +
<ul>
 +
<li>Added the [[Basic Agriculture]] (2), [[Crop Management]] (3) and [[Fungal Cultivation]] (4) abilities.</li>
 +
<li>Reduced cost of [[Irrigation]] from 6 to 4 and added Basic Agriculture as prerequisite.</li>
 +
</ul>
 +
 +
[[Alchemy]]
 +
<ul>
 +
<li>Reduced cost of [[Poison Refining]] and [[Narcotics Refining]] from 5 to 4 each.</li>
 +
</ul>
 +
 +
[[First Aid]]
 +
<ul>
 +
<li>Reduced cost of [[Essence Insight]] and [[Herb Lore]] from 4 to 3 each.</li>
 +
</ul>
 +
 +
[[General Knowledge]]
 +
<ul>
 +
<li>Scrapped the old Familiarity system and moved [[Area Knowledge]] here from [[Survival]].</li>
 +
<li>Reduced cost of Area Knowledge and expanded it to cover both wilderness and cities.</li>
 +
<li>Dropped Basic Literacy entirely.</li>
 +
</ul>
 +
 +
[[Linguistics]]
 +
<ul>
 +
<li>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.</li>
 +
</ul>
 +
 +
[[Seafaring]]
 +
<ul>
 +
<li>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.</li>
 +
<li>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]].</li>
 +
<li>Added the Sailing (2) and Expert Sailing (3) abilities.</li>
 +
</ul>
 +
 +
[[Survival]]
 +
<ul>
 +
<li>Reduced Crafting requirement for [[Basic Traps & Snares]] from 2 to 1.</li>
 +
<li>Reduced cost of [[Advanced Pit-Traps]] and [[Advanced Snares]] from 4 to 3 each.</li>
 +
</ul>
 +
 +
[[Tactics]]
 +
<ul>
 +
<li>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.</li>
 +
</ul>
 +
 +
[[Intimidation]]
 +
<ul>
 +
<li>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.</li>
 +
<li>Reduced the Intimidation requirement for [[Chilling Battle-Cry]] from 6 to 5.</li>
 +
</ul>
 +
 +
[[Resistance]]
 +
<ul>
 +
<li>Reduced cost of [[Blessed Stoicism]] from 4 to 3.</li>
 +
</ul>
 +
 +
[[Melee Combat]]
 +
<ul>
 +
<li>Reduced the cost of [[Arrow Cutting]] from 10 to 8 and reduced the penalty for parrying ranged attacks using it from -5 to -3.</li>
 +
<li>Buffed one-handed single-weapon wielders a little more by reducing the [[AM]] penalty for [[Vicious Lunge]] to just -1 when in [[Duelling Stance]].</li>
 +
<li>Allowed the option of basing [[Whip Crack]] on [[Farming & Herding]] instead (requiring the [[Animal Handling]] ability) and gave it a base difficulty of 16.</li>
 +
<li>Added a base difficulty of 15 to [[Spin Flail]].</li>
 +
<li>Increased the [[AM]] penalty for using [[Knee]] attacks outside of a [[Grapple]] or [[Hold]] from -1 to -2.</li>
 +
</ul>
 +
 +
[[Stealth]]
 +
<ul>
 +
<li>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.</li>
 +
<li>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.</li>
 +
</ul>
 +
 +
[[Athletics]]
 +
<ul>
 +
<li>[[Quick Recovery]] now makes you immune to [[Staggering]].</li>
 +
<li>Reduced cost of [[Longjump]] from 2 to 1 because it's basically worthless.</li>
 +
</ul>
 +
 +
[[Riding (Skill)|Riding]]
 +
<ul>
 +
<li>Reduced the cost of [[Bareback Riding]] and [[Bareback Specialisation]] from 8 and 10 to 6 each.</li>
 +
</ul>
 +
 +
Magic
 +
<ul>
 +
<li>Slightly reworked [[Guiding Wind]] so that it has a Wind Strength based on it's [[Variable]] [[Power]] of 1-5 rather than having fixed Power requirement based on your weapon. Wind Strength must then be great enough to accommodate the Strength requirement of the weapon used.</li>
 +
<li>Removed the [[Astral Arts]] prerequisite for [[Enhanced Concentration]], thus effectively moving the whole concentration and willpower channelling trees from Astral Arts into general magic.</li>
 +
<li>Added Astral Arts prerequisite for [[Spell Compression]] and [[Astral Channelling]].</li>
 +
<li>Slightly rewrote the [[Healing Power]] sub-ability of [[Life Channelling]] for improved clarity, in some ways this is a slight nerf, in others a slight buff – all in all not worth fussing over.</li>
 +
<li>Dropped the [[Shock]] Inflicted stat from [[Gift of Life]] completely, FFS did this spell really need any nerf beyond the fact that it drains its caster's life to heal someone else?</li>
 +
<li>Slightly reworded [[Sleep]] to take into account that you don't necessarily know who the spell will end up being cast on.</li>
 +
<li>Changed Shock caused by [[Spark of Life]] from target's [[Wound Penalty]] +1 to half target's Wound Penalty +3.</li>
 +
<li>Gave [[Analyse Magic]] a +5 bonus to [[Mage Lore]] vs the targeted spell and clarified that it is a Beam-type spell that requires Line of Sight to its target.</li>
 +
<li>Made [[Disruption Bolt]] [[Faint]], to clarify how detectable it is.</li>
 +
<li>Added [[Astral Flame]], [[Homing Projectiles]] and [[Seeker Shot]], all [[Optional Spell Enhancements]].</li>
 +
<li>Added the [[Charm]] attribute – a special type of [[Evoked Object]] that allows ownership of the spell to be passed if both the current owner and the new owner touch the Charm and agree.</li>
 +
<li>Added the [[Talisman]] attribute – a special type of Charm that can trigger temporary additional effects if provided with more Power.</li>
 +
<li>Renamed Binding Charm as [[Suppression Band]], Observing Charm as [[Scrying Eye]].</li>
 +
<li>[[Tracking Charm]] is now a Charm spell.</li>
 +
<li>Reduced the Power cost of [[Mending Charm]] from target's Phys/2 to target's Phys/4, and made it a Charm spell.</li>
 +
<li>Likewise halved the Power cost for [[Regenerative Charm]] and made it a Charm spell.</li>
 +
<li>Made [[Warning Charm]], [[Comprehension]], [[Heart's Path]] and [[Memory Charm]] into [[Charm]] spells – effectively buffing Comprehension and Heart's Path quite a bit. Also changed Memory Charm so that it can record whatever elements of the relived memory that the user wishes, in order for others to then replay those memories themselves. Also made them all [[Enduring]] and [[Vulnerable]].</li>
 +
<li>[[Temperate Charm]] is now a Charm spell.</li>
 +
<li>Dropped Last Gasp and combined its effect into [[Life Binding]]. Life Binding is now a Charm, and has Variable Power Cost of 1-4 – but it only affects those with [[Stats|Willpower]] less than or equal to its current [[Power]] x3. Increased its Difficulty from 19 to 20.</li>
 +
<li>Slightly rewrote [[Red Mist]] to turn it into a Charm spell.</li>
 +
<li>[[Harmless Appearance]] is now a Charm spell.</li>
 +
<li>Slightly rewrote Energise to turn it into [[Energising Charm]].</li>
 +
<li>Added [[Talisman of Recovery]] to [[Healing Arts]], the first Talisman spell.</li>
 +
<li>Buffed direct healing effects by 50% ([[Life Magic]], [[True Healing]], [[Advanced Healing]], [[Resurrection Magic]]).</li>
 +
<li>Gave [[Restless Night]] the [[Variable]] attribute.</li>
 +
<li>Changed the continuing damage of [[Mentalic Barbs]] to be [[Internal Damage]] instead of [[Blunt]], which is technically quite a decent buff but probably makes little difference in most situations, and makes a lot more sense.</li>
 +
<li>Buffed detection ranges of [[Sense Direction]] quite a bit.</li>
 +
</ul>
 +
 +
 
<b>05/03/09-11/04/09 (3.0.2.1)</b>
 
<b>05/03/09-11/04/09 (3.0.2.1)</b>
  
Line 150: Line 303:
 
<li>Reduced cost of Basic Literacy and Advanced Literacy from 8 to 6 each.</li>
 
<li>Reduced cost of Basic Literacy and Advanced Literacy from 8 to 6 each.</li>
 
<li>Dropped [[Spirit Binding]] prerequisite from [[Expert Spirit Lore]].</li>
 
<li>Dropped [[Spirit Binding]] prerequisite from [[Expert Spirit Lore]].</li>
</ul>
 
 
 
<b>12/04/09-11/05/09 (3.0.2.2)</b>
 
 
[[Focus Abilities]]
 
<ul>
 
<li>Clarified that [[Hyper Alertness]] must be activated in your own turn.</li>
 
<li>Added [[Panic]] and [[Fury]] to [[Basic Moves & Abilities]].</li>
 
<li>Slightly buffed [[Adrenal Focus]] and [[Intense Adrenal Focus]] duration and reduced the cost from 6 to 4.</li>
 
<li>Added [[Berserk Fury]] to [[Melee Combat]].</li>
 
</ul>
 
 
[[Social Skills]] and Acting
 
<ul>
 
<li>Removed the Acting skill entirely and replaced it with an [[Acting]] ability (cost 2) based on Social Skills.</li>
 
<li>Removed Acting prerequisite from [[Beguiling Manner]] and [[Expert Mimicry]] and replaced Acting skill requirements with Acting ability requirement for [[Mimicry]] and [[Doe Eyed]].</li>
 
<li>Increased [[Difficulty Modifier]] of Social Skills from x1 to x2.</li>
 
<li>Reduced cost of [[Expert Mimicry]] from 8 to 5 and [[Mimicry]] from 4 to 3.</li>
 
</ul>
 
 
[[Farming & Herding]]
 
<ul>
 
<li>Added the [[Basic Agriculture]] (2), [[Crop Management]] (3) and [[Fungal Cultivation]] (4) abilities.</li>
 
<li>Reduced cost of [[Irrigation]] from 6 to 4 and added Basic Agriculture as prerequisite.</li>
 
</ul>
 
 
[[Alchemy]]
 
<ul>
 
<li>Reduced cost of [[Poison Refining]] and [[Narcotics Refining]] from 5 to 4 each.</li>
 
</ul>
 
 
[[First Aid]]
 
<ul>
 
<li>Reduced cost of [[Essence Insight]] and [[Herb Lore]] from 4 to 3 each.</li>
 
</ul>
 
 
[[General Knowledge]]
 
<ul>
 
<li>Scrapped the old Familiarity system and moved [[Area Knowledge]] here from [[Survival]].</li>
 
<li>Reduced cost of Area Knowledge and expanded it to cover both wilderness and cities.</li>
 
<li>Dropped Basic Literacy entirely.</li>
 
</ul>
 
 
[[Linguistics]]
 
<ul>
 
<li>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.</li>
 
</ul>
 
 
[[Seafaring]]
 
<ul>
 
<li>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.</li>
 
<li>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]].</li>
 
<li>Added the Sailing (2) and Expert Sailing (3) abilities.</li>
 
</ul>
 
 
[[Survival]]
 
<ul>
 
<li>Reduced Crafting requirement for [[Basic Traps & Snares]] from 2 to 1.</li>
 
<li>Reduced cost of [[Advanced Pit-Traps]] and [[Advanced Snares]] from 4 to 3 each.</li>
 
</ul>
 
 
[[Tactics]]
 
<ul>
 
<li>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.</li>
 
</ul>
 
 
[[Intimidation]]
 
<ul>
 
<li>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.</li>
 
<li>Reduced the Intimidation requirement for [[Chilling Battle-Cry]] from 6 to 5.</li>
 
</ul>
 
 
[[Resistance]]
 
<ul>
 
<li>Reduced cost of [[Blessed Stoicism]] from 4 to 3.</li>
 
</ul>
 
 
[[Melee Combat]]
 
<ul>
 
<li>Reduced the cost of [[Arrow Cutting]] from 10 to 8 and reduced the penalty for parrying ranged attacks using it from -5 to -3.</li>
 
<li>Buffed one-handed single-weapon wielders a little more by reducing the [[AM]] penalty for [[Vicious Lunge]] to just -1 when in [[Duelling Stance]].</li>
 
<li>Allowed the option of basing [[Whip Crack]] on [[Farming & Herding]] instead (requiring the [[Animal Handling]] ability) and gave it a base difficulty of 16.</li>
 
<li>Added a base difficulty of 15 to [[Spin Flail]].</li>
 
<li>Increased the [[AM]] penalty for using [[Knee]] attacks outside of a [[Grapple]] or [[Hold]] from -1 to -2.</li>
 
</ul>
 
 
[[Stealth]]
 
<ul>
 
<li>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.</li>
 
<li>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.</li>
 
</ul>
 
 
[[Athletics]]
 
<ul>
 
<li>[[Quick Recovery]] now makes you immune to [[Staggering]].</li>
 
<li>Reduced cost of [[Longjump]] from 2 to 1 because it's basically worthless.</li>
 
</ul>
 
 
[[Riding (Skill)|Riding]]
 
<ul>
 
<li>Reduced the cost of [[Bareback Riding]] and [[Bareback Specialisation]] from 8 and 10 to 6 each.</li>
 
</ul>
 
 
Magic
 
<ul>
 
<li>Slightly reworked [[Guiding Wind]] so that it has a Wind Strength based on it's [[Variable]] [[Power]] of 1-5 rather than having fixed Power requirement based on your weapon. Wind Strength must then be great enough to accommodate the Strength requirement of the weapon used.</li>
 
<li>Removed the [[Astral Arts]] prerequisite for [[Enhanced Concentration]], thus effectively moving the whole concentration and willpower channelling trees from Astral Arts into general magic.</li>
 
<li>Added Astral Arts prerequisite for [[Spell Compression]] and [[Astral Channelling]].</li>
 
<li>Slightly rewrote the [[Healing Power]] sub-ability of [[Life Channelling]] for improved clarity, in some ways this is a slight nerf, in others a slight buff – all in all not worth fussing over.</li>
 
<li>Dropped the [[Shock]] Inflicted stat from [[Gift of Life]] completely, FFS did this spell really need any nerf beyond the fact that it drains its caster's life to heal someone else?</li>
 
<li>Slightly reworded [[Sleep]] to take into account that you don't necessarily know who the spell will end up being cast on.</li>
 
<li>Changed Shock caused by [[Spark of Life]] from target's [[Wound Penalty]] +1 to half target's Wound Penalty +3.</li>
 
<li>Gave [[Analyse Magic]] a +5 bonus to [[Mage Lore]] vs the targeted spell and clarified that it is a Beam-type spell that requires Line of Sight to its target.</li>
 
<li>Made [[Disruption Bolt]] [[Faint]], to clarify how detectable it is.</li>
 
<li>Added [[Astral Flame]], [[Homing Projectiles]] and [[Seeker Shot]], all [[Optional Spell Enhancements]].</li>
 
<li>Added the [[Charm]] attribute – a special type of [[Evoked Object]] that allows ownership of the spell to be passed if both the current owner and the new owner touch the Charm and agree.</li>
 
<li>Added the [[Talisman]] attribute – a special type of Charm that can trigger temporary additional effects if provided with more Power.</li>
 
<li>Renamed Binding Charm as [[Suppression Band]], Observing Charm as [[Scrying Eye]].</li>
 
<li>[[Tracking Charm]] is now a Charm spell.</li>
 
<li>Reduced the Power cost of [[Mending Charm]] from target's Phys/2 to target's Phys/4, and made it a Charm spell.</li>
 
<li>Likewise halved the Power cost for [[Regenerative Charm]] and made it a Charm spell.</li>
 
<li>Made [[Warning Charm]], [[Comprehension]], [[Heart's Path]] and [[Memory Charm]] into [[Charm]] spells – effectively buffing Comprehension and Heart's Path quite a bit. Also changed Memory Charm so that it can record whatever elements of the relived memory that the user wishes, in order for others to then replay those memories themselves. Also made them all [[Enduring]] and [[Vulnerable]].</li>
 
<li>[[Temperate Charm]] is now a Charm spell.</li>
 
<li>Dropped Last Gasp and combined its effect into [[Life Binding]]. Life Binding is now a Charm, and has Variable Power Cost of 1-4 – but it only affects those with [[Stats|Willpower]] less than or equal to its current [[Power]] x3. Increased its Difficulty from 19 to 20.</li>
 
<li>Slightly rewrote [[Red Mist]] to turn it into a Charm spell.</li>
 
<li>[[Harmless Appearance]] is now a Charm spell.</li>
 
<li>Slightly rewrote Energise to turn it into [[Energising Charm]].</li>
 
<li>Added [[Talisman of Recovery]] to [[Healing Arts]], the first Talisman spell.</li>
 
<li>Buffed direct healing effects by 50% ([[Life Magic]], [[True Healing]], [[Advanced Healing]], [[Resurrection Magic]]).</li>
 
<li>Gave [[Restless Night]] the [[Variable]] attribute.</li>
 
<li>Changed the continuing damage of [[Mentalic Barbs]] to be [[Internal Damage]] instead of [[Blunt]], which is technically quite a decent buff but probably makes little difference in most situations, and makes a lot more sense.</li>
 
<li>Buffed detection ranges of [[Sense Direction]] quite a bit.</li>
 
</ul>
 
 
 
<b>12/05/09-01/06/09 (3.0.2.3)</b>
 
 
Magic
 
<ul>
 
<li>Added the [[Telekinetics]] [[Spell Group]], which costs 15.
 
<li>Clarified that all [[Enchanted Item]] spells require direct contact with the item when casting, unless they separately list Enchanting Range.</li>
 
<li>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.
 
<li>Added the [[Stats|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.</li>
 
<li>Moved [[Enhanced Concentration]], etc. from [[Spellcasting (Skill)|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.</li>
 
<li>Slightly rewrote how focus and power runes work to fit them in with the new [[Rune Slot]]s 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.</li>
 
<li>Slightly buffed the maximum power cost of [[Thunder Shot]] to help compensate for the fact that it is less [[Power]]-efficient than [[Guiding Wind]].</li>
 
 
</ul>
 
</ul>
  
  
 
[[Category: System]]
 
[[Category: System]]

Revision as of 17:53, 1 June 2009

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