Patch 0.5.7.8
CHANGELOG
[h2]BUGFIXES & STABILITY[/h2]
- Fixed Crow Heater Shield crashing the game
- Fixed Archers not using Take Aim when in melee range
- Fixed enemy spellcasters using spells outside of their casting range
- Fixed Lacerate skill (used by Wolves) triggering two attacks instead of one.
- Fixed dual wielded weapons overlapping in a single slot after loading
- Fixed Osbrook merchant’s name not displaying in the corresponding contract’s text.
- Fixed dialogue-related crash
- Fixed wrong description of Geomancy Treatise III
[h3]BALANCE[/h3]
- Salves limb healing increased (12% > 15%)
- Damage values of melee weapons were reverted back to closed beta values (+5-12% increase on the average)
- Decreased armor durability loss to make playing as melee character less penalizing.
- Drastically reduced Fumble chance for weapon active skills to make playing as melee character more consistent and less RNG-dependent.
- Slightly increased gold stock of some merchants and craftsmen
- Fixed overtuned Wolf spawnrate in the Pineforest, wildlife in other biomes became slighlty less abundant as well. Mooses became more rare.
- Contract rewards were slightly increased (~10-15%) to compensate cases of poor loot runs.
- Leg injuries have smaller chance to immobilize now.
- Rebalanced Pain Limit formula. Decreased base Pain Limit from 0 to -25, but the Pain Limit loss from missing health was reduced by 25%.
- Laceration skill (used by Wolves) now deals less bonus Bodypart damage (100% > 75%)
- Damage over Time effects (except Bleeding) now deal set amount of damage each turn instead of scaled to Max Health. Meaning they are much less effective against high health enemies now.
- Decreased bonus Bodypart damage done by traps (200% > 150%).
- Beartrap Immobilization chance increased (85% > 100%).
- Bleeding now gives -30% Healing Efficiency instead of -4% Health Restoration, due to Health Restoration being disabled when taking damage anyways.