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Ortharion : The Last Battle News

0.2

New content


  • You can have 7 classes at the same time.
  • All classes are available, with 18 new ones to choose from and an addition of just over 100 new skills. The number of Ortharion fragments required has been reduced.
  • Added 13 new skills, including 10 divine ones.
  • Addition of 4 powers for equipment, these new powers allow you to learn new skills not linked to class, namely: pillar of frost (belt), improve speed (weapon), volcanic eruption (shoulders), clay armor (torso).
  • Runic words are now visible in the interface and around 25 have been added to the already existing ones that were hidden, for a total of 30 visible.
  • Added gems and socket to equipment that does not have runic power.
  • Strange black lights are visible in the sky, the story of the game has only just begun!
  • There is a new NPC in the guild that can identify items in exchange for gold.
  • The ranking system is now functional, there will only be 1 overall ranking system which includes: success point, damage on the mannequin, total equipment and equipment power on your character. The game's final bosses are worth a huge amount of points, so if you simply beat the game, you'll be at the top of the leaderboard. High-level content will earn extra points next.
  • There is no longer a maximum level.


Random event on maps

  • Wave of monsters.
  • Destruction of several pylons scattered in several places.
  • A single large pylon to destroy, depending on the time, the player receives more or less reward.
  • Course with multiple objectives to collect within a defined period of time.
  • Course with only 1 objective to collect at a time, the objective moves from one point to another.
  • Defense of multiple objectives.
  • Kill a boss.
  • Lights to start in the correct order.


Improvement


  • Improved several English translations.
  • On the dialogues, an “Important message” text has been added, to remind you in certain passages that your decision will have an important impact on your faction choices subsequently.
  • The statistics visible from the character sheet have been revised, absolutely all statistics are now visible and calculated dynamically, sometimes grouped by block, for example if you put your mouse on “Critical hit chance” you will see the chance statistics of criticism for the 6 types of element (fire, cold, lightning etc), in addition to the real calculation which is behind, therefore with the taking into account if your character has stats such as “If your character has less than 40 % life, you gain 5% critical chance”.
  • Adjusted the position of teleporters on the local swamp map.
  • The player, when he dies on the upper part of the guild, is resurrected on the northern exit door of the guild instead of the southern zone, all zones have the same system, which should save you a little time exploration, but sometimes making you teleport to areas you hadn't yet discovered.
  • Enemies return to their position when you die.
  • Crafting items can now be used from the chest in the guild.
  • Rank upgrades from the scroll table in the guild can now use components in the guild chest.
  • Currently craftable crafting items will be displayed with a small checkmark to say they can be crafted so you don't have to look at each slot.
  • Runic power is more easily visible on objects and allows you to vaguely know if the runic power on an object (which is random depending on the rank), allows you to make a good runic word or not. Runic power is no longer visible if a runic word is already on the item.
  • The scroll sellers you meet during your adventure will no longer sell you the same scrolls twice.
  • Teleporters on the world map now have identification numbers to help you find your way around more easily.
  • The enemies predict where you will be the next second and will shoot and orient yourself better, thus increasing the difficulty of the game, it will be much more complicated to go in circles around the enemies like currently.
  • Reduced calculations to manage shadows on indoor and outdoor crypt grounds.
  • Mouse clicks are no longer recognized on certain interfaces such as success announcements so as not to interfere if other interfaces are open at the same time.
  • The scroll vendor in the guild sells all types of blank scroll.
  • If you do not have an item equipped in an equipment slot, you see other items in your inventory of the same type with an upgrade arrow.
  • It is possible to remove stat points (such as strength/dexterity/vitality) by spending gold.
  • Of the 91 (87 + 4 new) equipment powers that currently exist in the game, 20 will be for specific classes, thus avoiding recovering powers that you will not need, unless you have the class specific.
  • The longer you move a ball for puzzles, the more its speed will increase, allowing you to maintain control if necessary while increasing the speed of completing the puzzle.
  • Visually improved the ending explosion of self-destructing demons.
  • An option has been added in the skill book to prevent skills from being activated by others. (named “Do not use”).



Balancing


  • The quest to kill the witch in the swamps rewards items, gold and experience has been increased.
  • The player's walking speed increases by 10%.
  • The player's running speed increases by 10%.
  • When you die at level 5 or before, you no longer receive a penalty on your next gold gains.
  • Achievements that give power have been changed to instead give bonuses to damage, which allows you to upgrade builds that use the power of your weapons, improve your damage in the long term and slightly reduce the power of your new ones. characters (especially the mages who were 100% based on magical power).


Allied NPCs

  • Reduced allies' aggro range to 24 meters instead of 29 (-18%), enemies are still 22 meters away.
  • Reduced movement speed over distance when returning to the player.
  • There is now a combat formation with melee in front of the player, ranged summons behind.


Enemies

  • Normal bosses go from 2 items with 50% rarity buff chance to 3 items with 80% rarity buff chance.
  • Magic bosses have been reduced from 3 items with a 75% rarity buff chance to 4 items with a 110% rarity buff chance.
  • Rare bosses have been reduced from 4 items with a 100% rarity buff chance to 5 items with a 140% rarity buff chance.
  • Epic bosses go from 5 items with 150% rarity buff chance to 6 items with 200% rarity buff chance.
  • Legendary bosses have been reduced from 6 items with a 300% rarity buff chance to 7 items with a 380% rarity buff chance.
  • Cumulative Freeze enemy debuff reduced from 15% to 12% slow movement speed.
  • Powerful soldiers of the academy faction can now teleport.
  • Monsters that explode in the swamp do 66% more damage and 25% faster.


Items

  • The price of random items is reduced from rare rarity during sale.
  • The price of random objects and their power index (and therefore the equipment power of your character), takes into account whether the object has a socket, a power, belongs to a set, or has runic power.
  • Decrease in runic power on objects and it is no longer necessary to have a certain number of rune slots, from the moment the object has runic power, the object will necessarily have 5 slots available.
  • Power on belt: when you receive a hit, you gain "absorption shield" on you (recharge time 6 seconds instead of 20).


Skill

  • The following legendary skills are slightly easier to learn:
  • Divine Aura (Sorcerer), Mana-Infused Familiar (Arcanist), Power Javelin (Gladiator), "Destructive Strike" (Assassin) have -1 stat required, "Summon Bear" (tamer): -3 stats required.
  • Black Hole now deals damage (mage).
  • Increased damage over time for several skills that remain on site: volcanic eruption +100% (pyromancer), poisonous cloud +100% (assassin), ice storm +50% (elementalist), Earthquake damage +20% (fighter) , shuriken (thief), lightning storm +30% (sorcerer).
  • The mana cost of several activatable damage over time skills increases: Fire Aura (Elementalist) +40%.
  • Damage increased for channeling skills: Flame Storm (Cleric) +100%, Morbid Dance (Masochist) +50%, Energy Beam (Paladin) +50%, Mana Siphon (Arcanist) +25%, Cone of fire (elementalist) +20%.
  • Slight reduction in mana on equipment. (-14% at level 100)
  • Slight increase in lives on equipment (+9% at level 100)
  • Big increase in energy shield on equipment (+100% at level 100)
  • The infantryman summon skill (of the soldier) becomes a paladin skill.
  • The Sentry Summon skill (of the Paladin) becomes a Soldier skill.
  • The summon wolves (prowler) skill becomes a prowler skill.
  • You will now lose your buff, debuff and dot stack, 1 at a time, instead of all at once, the maximum duration is reduced.
  • Change to the absorption shield: Cooldown time goes from 10 seconds to 0.5, amount absorbed -50%, mana consumed -50%, maximum duration -50%, it can be accumulated up to 25 times.
  • Explosive ball (pyromancer skill): Increased from 0 seconds of CD to 10 seconds and from 0.6 of casting to 1 second. Damage +30%, rarity changed from magical to rare.
  • “Favorite weapon” skills are learnable for all classes.
  • The following skills have had an increase at level 1 and the skill upgrades by leveling up have been reduced to become equal to what was already in place at level 25 with a rank 5: Clay Armor (Sorcerer), Regenerative Wait (gladiator), Damage Mitigation (Soldier), Aura of Elemental Resistance (Bard), Divine Aura (Sorcerer), Sure Block (all), Indomitable Block (Soldier), Lightfoot (all), Might, Superhuman Reflex (all) , pet support (elementalist), infantryman support (soldier).
  • Skills that have damage absorption and life regeneration now gain 10% each level, instead of 4%, which was already the case for the absorption shield, so the skills concerned are as follows: Elemental shield (battle mage), cold armor (shaman), shield of the weak (archer), life familiar (druid), bag of life (brawler).
  • The Blood Toll (Masochist): Loses 5% of life per second instead of 8%, damage bonus increases to 30% instead of 20%.
  • Guaranteed burn (Pyromancer): Increased chance of burn from 5% to 10%.
  • The Last Parry (Priest): Reduced parry chance from 10% to 5%.


Talent

  • Talent physical power and magical power: there is no longer any difference between the first classes and the following ones, all gain 2 points, instead of 1 for warrior, mage, ranger and 3 then for the others.
  • Talent 2924 (fire aura for the elementalist) goes from 1 point which gives 100% range gain to 4 points of 25% range gain for the fire aura.
  • Talent 2626 (fireball mage): Explosive ball also benefits from the damage gain.
  • Talent 2646 (explosive fireball mage): Increases energy cost by 20%.
  • The damage increase talents for your wolves as well as the wolf increase have been removed from the ranger talent tree to move to the hunter tree, the points have been refunded automatically.


New talent (for existing talent trees):

  • Pyromancer: added a talent to increase the damage of the fire aura (10 point column).
  • Pyromancer: Added 2 talents to increase the chance of inflicting "burn" with "explosive ball" and increased casting times to increase damage.
  • Marksman: Increased magic projectile damage.


bug fix


  • Bonus weapon damage is correctly calculated if you are equipped with 2 weapons of different types: for example +5% damage with maces and +5% damage with swords, so if you have a mace in your right hand and a sword in the left hand you correctly recover +5% +5% (so 10.25%).
  • Damage is correctly calculated for multiple categories, for example for the meteor skill which has the following categories: +12% fire, +8% area damage, +30% incantation +10% power. Before only +12% on fire was taken into account. Now it's +73% damage (each stat is multiplicative with the others).
  • Multiple area damage effects feature correct sound adjustment when you lower or raise the game sound.
  • The guild is properly loaded if you have unlocked one of the doors in the area.
  • The officer guard in the swamp no longer repeats the witch's quest multiple times.
  • Footstep sounds take into account in-game volume effects.
  • Several upgrade skills were not properly upgraded when leveling up.
  • The text of the description of the “arcade” game mode is correctly visible on the character creation sheet.
  • Eirik Modd's dialogues have been added correctly.
  • Changing certain data elements no longer creates bugs when loading games (such as adding rank to already existing achievements).
  • The quests, when they are returnable, are visible on the local map and no longer just the mini map.
  • Protective skeletons (powerful melee) use their skills correctly.
  • Special melee bandits use their special skill correctly.
  • Some bosses correctly have their life and damage increase depending on their rarity, this was the case for 5 bosses in total who had normal boss statistics instead of rare.
  • Dying in Hardcore mode correctly causes your character to be deleted.
  • Fixed a bug that could cause a zone change when resurrecting the character.
  • In "arcade" game mode, the object augmentation check is performed correctly.
  • Infinity Blades no longer have an additional boost after each zone load.
  • It is no longer possible to manually stack items to exceed the maximum stacking value.
  • You will die when you enter the lava area of the witch's cave instead of falling into the void.
  • Several boss death sounds have been revised.

Status of 0.2 update

I'm halfway through the next big update, 0.2, which should be released at the end of January, so I thought it was the perfect time to give you an update on its progress.

I will detail here what has already been done, and what remains to be done.

Here is what has already been done

  • Events will start regarding the story, you will soon be able to understand why the game is called "The Last Battle".
  • Voice over for the entire game in English with profesional software.
  • Thanks to MisfitPit who proofread the texts in English, indeed the English even if I speak it a little and with the help of translation software was not perfect. The dialogues, descriptions of quests and powers have therefore been improved.
  • Change in the direction of obtaining skills: it will no longer be possible to buy them, random scroll sellers have been improved, you will no longer be able to obtain duplicate scrolls from them. The goal is to ensure that each new game is quite different and that you don't have some kind of list to follow, but rather that you think about how to move forward as quickly as possible with what is available to you.
  • Added 13 new skills, including 10 divine, which will be accessible to all classes. Divine skills will be hidden skills, you will have to discover them in game to know what they do, some cannot be obtained as loot, but only as quest rewards or in very specific locations.
  • Improved quality of life for crafts: it will be possible to know in advance what will be createable and the objects stored in the chest can be used without needing to put them in your inventory.
  • Improved the display of statistics on the character sheet.
  • Improvement of texts, useful for larger image resolutions.
  • Gems can now be found and placed on equipment.
  • Runic power is easier to see on items and rarity information has been given to make it easier to understand what you have just obtained, gems on runic items have been removed to only be put on equipment that actually have gems.
  • An increase in damage for skills that stay over time (such as Volcanic Eruption, Ice Storms, etc.) and channeling skills (Flamestorm, Morbid Dance, etc.).
  • Overhaul of the operation of the absorption shield which alone can be as powerful as life or energy shield if you focus your build on it.
  • Defense skills are much more powerful at level 1, and their power at level 25, rank 5 remains the same as before.
  • The buff, debuff and dot are removed gradually instead of being removed all at once, avoiding the frustration of seeing these accumulations leave between two fairly spaced monster packs.


What remains to be done

  • Improved combat performance when selecting enemies with many buffs, debuffs, dot.
  • Improve the academy test, both in terms of its visibility and its implementation.
  • Added NPCs who need your help for a certain period of time, if you save them, events behind them will take place.
  • Improved feedback on failed quests, whether with traces of blood or dead people on the ground. When you pass through the area with your character, he will speak to indicate that it could have been otherwise.
  • Improvement of saves, the goal will be to be able to add content without problem without having an error (which was the case for certain players on 0.1h it seems to me when adding achievements).
  • Improved the visibility of quests on the world map, in addition to the local map, to know where to go even if the quest is not feasible or returnable in the current region.
  • Added random events on the map, such as waves of monsters, pylons to destroy, random NPCs which give already created objects etc, with rewards each time.
  • Elites will have additional random skills.
  • Added skills for certain enemies based on movement, dodging, teleportation, but all this with CD, without too complicated AI, because I want to stay on a type of gameplay with several packs of monsters to manage at the same time.
  • Improved NPC aiming.
  • Make animations of the rune words you see in dungeons, so you can more easily know how to draw them. (explanatory quests for runic words will not be for this update, but for 0.3).


This is not the complete list of what has been done and remains to be done but of the bigger points, the patch note will be more important, with other improvements, balancing and debugging.

Satisfied with what you see? Do not hesitate to tell me if you see other things that would be important for the game, knowing that the goal of this 0.2 is to improve the game as much as possible in its current state, all other updates will have content additions.

0.1j

New content

  • Arcade mode: A game mode to be checked from the character creation menu which allows you not to use the system of weights, object identification and lock picking of chests. By activating this mode you lose the 25% movement speed bonus when your inventory is almost empty. Blocking doors that require picking or identification will open directly. It is no longer possible to find certain skills and items in arcade mode, such as lockpicks, identification scrolls, etc.


Balancing

  • The addition of the arcade mode aims to remove some of the frustration from the mini games, in return additions have been made to leave the classic story mode, still interesting, but requiring more knowledge and investment:
  • This was already the case before, being with little weight on you allows you to gain 25% movement speed (or to have up to 50% reduction in movement speed if you are overload).
  • Successful item identifications have a 10% chance of increasing the rarity of the item.
  • Chests that require lockpicking give +1 item for normal, magic, rare chests. Epic and legendary chests give +2 items compared to before.


bug fix

  • When you equip a two-handed weapon while you had two weapons equipped, the weapon saves are correctly performed (which could create blockages when you make area changes or use teleportation).
  • Shadow Spear (Masochist Class) can properly be cast.
  • The “Lightning Bonus” and “Chaos Bonus” talents now correctly gain damage bonuses instead of “physical damage bonus”.

0.1i

Improvement

  • Improved NPC loading time (a little over 3 times less loading time), these were the main issues you might encounter while exploring the game.
  • Change to item recognition on equipment, which slightly improves the following functions: item comparison, use of skills requiring a shield or spell book to use, picking up items on the ground, calculating skill damage of the player especially with equipment that has particular power.
  • Reduced lag when an NPC dies with loot on them, this is especially visible when you kill several enemies at the same time.
  • It is indicated that blocking doors can be opened either with your lives, your mana, or your energy shield (especially for the door to the southeast of the enchanted mountains).
  • Improved the potion cooldown system in the inventory: before, all boxes were checked, now potions are put on a separate list and only checked after using a potion. If your inventory is full, this can be an improvement of around 5 FPS if you were at 55 FPS, more if the game ran worse for you.


bug fix

  • Killing skeletons no longer adds critical strike chance thanks to boss kill map completion systems.
  • Killing skeletons no longer completes boss kill achievements.
  • Consumable improvement items (food and potion) can correctly be used from the action bar after loading a game.

0.1h

Improvement

  • The extra save files have been renamed and now take into account the day and time, so you will have multiple saves and not just 1 spare.
  • The name of crafting recipes has the name of the recipe they create.
  • Marie's necklace is no longer visible on the map if you have already picked it up.


Balancing

  • The level of destructible blocking doors no longer increases in level when the player levels up and no longer takes into account the chosen difficulty level.
  • Destructible blocking doors have 4 times less life, life regeneration per second is doubled (or divided by 2 if you take into account the previous regeneration base).
  • Rarity buffs only apply to lower tier items and the chance to buff rarities has been increased.


bug fix

  • The package that manages the “volume lights” has been updated, this removes a bug that sometimes made the effect inactive and improves performance (I don't know by how much, I haven't managed it myself). improvement). The package is only used in outdoor areas.
  • Grand Slayer achievements (those linked to the account) are correctly taken into account when you kill a monster of a certain type.
  • The first quest of the game can be correctly turned in in the guild, the quest was supposed to be turned in in the crypt area, but the NPC was the same.
  • The boss in the northwest of the Enchanted Mountains region has correct animations and its main attack no longer stuns, but inflicts 25% more damage.
  • In the region of the town of Granock near the northeast fortress, there is no longer a missing rock that gives the impression of emptiness or a visual glitch.
  • The player after his death is reborn in a correct location in the regions: Granock Citadel, enchanted mountains, swamps.
  • When you use the last rune in your inventory to create a runeword, it no longer creates a bug (like adding new items in it, or using the sorting function, auto-sell, etc.).
  • NPCs that you “block” (by refusing particular quests) correctly show the refusal text if you click on them and the exclamation point for having the quest is no longer visible.
  • The location zones that help you do quests are no longer visible if the quest is finishable and not returned.
  • Ortharion fragments and chests can no longer be opened if you have not completed the puzzle before, if there is one.
  • Clicking escape when the difficulty menu is open correctly closes it while removing pause mode.
  • Soldier Valirus and his quest in the town of Granock are correctly removed when he dies after 1 hour and 20 minutes.
  • The “Validation” on the tutorial interface (in the progress log) is no longer visible at the bottom.
  • When updating statistics after using rarity upgrade or bonus level upgrade, magic power on staves and spellbooks as well as energy shield on spellbooks are correctly performed.
  • When the cursor is displayed on the screen, the animation speed for running is correctly calculated when the current weight is greater than the maximum weight.