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
-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 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 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.