COMBAT 2.0 PATCH NOTES
MAJOR: NPCs:
Updated Shifter NPC:
-48 hour timer on switching shifter sub-classes.
-Corrected the hostility bug when switching shifters.
Updated Healer NPC:
-Added all new player-based debuffs.
-Cost of full healing is now 15 shards, and removing debuffs is now 20 shards.
Updated Potion Vendor NPCs:
-Increased the price of potions to 14 shards (11 if you meet certain requirements).
MAJOR: HUD changes:
HUD Quick Button Changes:
-Removed the 1d100 roll from the main HUD menu, replaced it with a placeholder for the professions button.
-Replaced the Roll VS with the Basic Combat Menu (described in the combat update).
MAJOR: Combat Update
Summary:
-The base code for every skill has been entirely overhauled.
-You can now only target individuals when they are 'in character' for damage and healing skills.
-Skill counters actually work now.
-Skills have been marked to display which counter they'll use.
Combat:
-Combat skills now have the following markers in front of them:
w- Weak attack.
a- Average attack.
p- Powerful attack.
w+ Weak heal.
a+ Average heal.
p+ Powerful heal.
d- Debuff.
b+ Buff.
-Skills no longer have individual RP counters, but actual counters that are grouped by the above markers.
-Each class has their own skill limit, but the average/default for most classes would be as follows:
w- 8 uses.
a- 4 uses.
p- 1 uses.
w+ 6 uses.
a+ 4 uses.
p+ 2 uses.
d- 2 uses.
b+ 1 uses.
-Basic Combat menu has been added to replace the standard Roll VS button (crossed swords on the HUD)
-The Basic Combat menu will contain the Initiative Roll, Escape Roll, Combat Reset, Roll VS, Checks, and Adv Roll VS menus.
-Combat Reset will allow you to reset your counters. Please make sure to do this before and/or after every combat encounter.
Healing:
-Healing counters have been increased.
-When you use a heal, you'll get a "Heal Sickness" debuff, which will prevent you from resetting your healing counter for 8 hours. (Consider this to be the same as a D&D long-rest)
-Reset Health option now has a 48 hour timer. This means you'll have to pay the healer NPC, buy potions, or have a friend heal you. (More roleplay opportunities)
-All of the above changes are to make healers feel more valuable, and be actually sought out in roleplay.
-A Healer profession will be added that will use alchemical reagents to perform out-of-combat healing in order to make up for the 'Heal Sickness' debuff. Please note: This is a long-term goal and won't be available immediately.