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View Full Version : Update 1.01.050 - Skill enhancements



Guild Masters
October 18th, 2013, 21:00
This update has been deployed on Monday, October 21st (http://www.otherwind.com/forum/calendar.php?do=getinfo&day=2013-10-21&c=1):


Release Notes



Skills were deeply reviewed. Now skills may be enhanced by using them.
These few words hold thousands of hours of work, and our final approach to the final state of the active skills. Every skill has been studied carefully, both separately one by one –their maths, theoretical statistical basis and real statistics from data gathered in the beta demo– and also all together in whole to get them balanced. Coding and implementation has been also re-built to clean bugs and inconsistencies to reach a point near to the final version. All previously reported bugs should be fixed, so if you find a bug, please report it, even if it was reported in the past.

The most striking novelty for the player will be the enhancements for the skills. Now, every active skill has 5 potency levels, in addition to the current skill levels. To enhance your skills, you need just to use them. Every SL (skill level) you use in combat will be registered, and you need a certain amount of used SL to unblock your next enhancement (as well as a minimum XP level in the same way that you unblocked the skill for the first time).

Every new enhancement or potency level will grant a much higher bonus for the skill. Energy cost is increased as well, but the net rate bonus/cost is better in every new potency. For instance, Aimed Shot II costs double than Aimed Shot I, but the bonus obtained from Aimed Shot II is more than double than from Aimed Shot I. This way you may enhance your skills by using them even if you are not able to upgrade them higher by getting new skill levels with skill points; each new potency will multiply the effect of your current skill levels got so in the practice you will double, triple, etc your current skill levels.



Combat has been balanced better. Now ranged basic attacks make less damage compared to melee attacks.
Combatants in the ranged line get a huge advantage, shooting out of reach of enemy melee attacks. Shield for melee combatants was not enough to balance this, so we are considering now different formulas to calculate damage dealt for melee attacks and ranged (scouts/wizards) attacks. Next point of this update will compensate greatly the loss for scouts' damage, but not to wizards who must rely their offensive power on their spells.



Attack bonus from Scout weapons has been increased.
More attack points = more damage. This compensate in part the damage loss for the ranged attacks. The result is that scouts increase a lot their accuracy (their chance to hit) and they lose a bit of their damage. Considering the hit chance increase, the average of net damage per assault may be higher than a fighter with the same base attack score (before item) and a same quality weapon, specially for enemies with high defense.



Priest’s sacred weapons deal magic damage and they are now undead killer, dealing x2 damage to undeads.
A new advantage for the suffering selfless priest: their offensive prayers as well as their exclusive sacred weapons (holy symbols, ceremonial maces, etc.) now not only deal magic damage instead physical damage. They are now undead-killer, that is, they deal double damage to undeads. Not a bad help considering that there are lost of undeads in Guild Masters waiting for their last service.



Monster’s detail now show more information about their features and skills.
A list of the monster abilities will be displayed with a description of them on the tool-tips when they have the mouse over.



Fire and Ice special attacks and spells now make double damage to creatures aligned with the opposite element, and half damage to the same element.
Creatures aligned with the element of fire are resistant (half damage) to fire damage and immune to burning, but are vulnerable (double damage) to ice damage. And the opposite for ice creatures.
This works regarding to skills or spells, as fire/ice weapons are an exception; their damage are just considered "magical". If we don't considerate this exception, the game would be unbalanced.
More dual elements will be brought in the future to add color to the game, but always trying to keep current balance.



Electric special attacks and spells now make double damage to players in metal armor, but half damage to players in leather armor.
Metal is conductor, leather is insulator. If you are going to face electrical creatures or wizards specialized in chain lightning, sacrifice higher defense from metal armor to enhance your protection against electrical damage.



Some creature classes has been defined. Special creatures gained immunities to certain altered states.
Some creatures have been classified in classes. Some classes are immune to certain states. Just some instances: inanimate creatures are immune to poison, undead are immune to drain life, etc. Type of creature will be combined with element aligned. Fire Dragons will get advantages and disadvantages of fire creatures and also of dragons. We will work more in this line in the future, this is just a start.



Tons of new Items and some Quest images uploaded.
During all this time from our last update, our artists have got enough time to make tons of new drawings. Avatars will become even more varied.



The game has been fully prepared to receive the ambushes update before November.
Indeed, we've finally got all the necessary to deploy party vs party combats. We have already enhanced a lot our events with multiple ambushes and ambushed, and we need only some time to alpha test in development, and tie loose ends. This time we will have no more delays. Despite the issue with the Facebook credits which we expect to solve in a couple of days, we will work exclusively on ambushes... and one or two new (nice) surprises which maybe will come with them.
If you want to comment, discuss or ask for any of these points, please open a new thread on the general forum.

Guild Masters
October 21st, 2013, 07:09
This update has been deployed. You may enter in the game again.

Guild Masters
October 22nd, 2013, 06:58
Servers will be down for some hours. We are uploading a new update fixing glitches. Thank you for your patience.

Guild Masters
October 22nd, 2013, 15:25
Daily Update 1.01.051 deployed.

Guild Masters
October 23rd, 2013, 17:31
Daily Update 1.01.052 deployed.

Guild Masters
October 25th, 2013, 16:29
Daily Update 1.01.053 and 054 deployed.

Guild Masters
October 31st, 2013, 15:21
Update 1.01.055 deployed. Now we will go for the facebook credits issue and for the ambushes.

Guild Masters
November 8th, 2013, 15:39
Update 1.01.056 deployed.