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Wooden Ocean News

6.0.8 Charm

8/29/2021
v6.0.8 Charm

New Features:
Shadow based dark spells can now blind.
Holy spells can now rarely charm. (charmed is 5 turns of
+20% spirit, reduced chance to be targetted, removed
when taken direct damage, and causes the subject to only
attack allies)
Added a new tech door in one of the Island of Sand buildings.

Balancing:
Violet has 25-100% charm protection. (based on hidden
intelligence stat)
Alex has 50% charm protection.
Amelia has 75% charm protection.
Golem and Ghostship are immune to charm.
Blessed doubles chance to be charmed.
Charmed causes severe morale damage.
Fearful halves chance to be charmed.
Terrified doubles chance to be charmed.
Most walls reduce chance to be charmed.
Ice walls now have less effect on holy damage.
Earth and some metal walls now have more effect on holy damage.
Psychic spells can remove or protect against charmed.
Philistine skills can somewhat protect against charmed.
Burning can somewhat protect against charmed.
Drain life and drain mana can now sometimes charm. (higher tiers
do not)
Shadow armor protects against blind.
Slightly increased difficulty to chapter 5. (this 5-10% increase
will ensure no one gets stuck in chapter 6)
Buffed staff skills that use mana as damage by 15-25%.
All party members now take 10% less thread damage.
Reduced stat weight for negative status effects by 10%.
Patience now costs 5 talent points and gives 7.

Misc:
Ancient Knowledge now properly gives +10 to tech level.
Added a cow to temporarily compensate hunting contract 5.
Fixed a repeatable scene in chapter 3.
Fixed some psychological bugs that were helping enemies.

6.0.7 Endgame Balancing

8/12/2021
v6.0.7 Endgame Balancing

New Features:
Finished dungeon East of Blue Heart.
Candy can now be found in chests.
Added a random boss to the first half of chapter 6.
Added a random boss near the end of chapter 5.

Balancing:
Increased player HP growth rate by 10%.
All party members now take 10% less gravity damage.
Further increased difficulty of chapter 5.
Slightly lowered difficulty to first half of chapter 6.
Increased candy drop rate from end game enemies by 10-200%.
Bitter Candy now gives +3 health instead of +2.
Removed gold costs to candy.

Misc:
Fixed a boss encounter in chapter 6 from being skipable.
Fixed enemy tech rate from going negative.
Fixed some Miguel dialog.
Blacksmith now properly displays realism shard cost.
Removed All Around Incident from Blacksmith.

6.0.6 Hotfix

8/9/2021
v6.0.6 Hotfix

New Features:
New dungeon added East of Blue Heart. (this place is
still in development but is currently beatable, allowing
the tower above it to be destroyed easier in naval combat)
Staff spells can now stagger, knockdown, and flinch.
Mana Stick and Mana Branch added to Blacksmith.
Added three new tracks for true last boss. (first may be
further worked on and turned into the normal battle music)
Added one new track for new area.

Balancing:
Increased difficulty of chapter 5.
Slightly lowered difficulty to first half of chapter 6.
Balance secretly gives 75% stagger resistance.
Balance secretly gives 50% knockdown resistance.
Imperfect Balance secretly gives 50% stagger resistance.
Imperfect Balance secretly gives 25% knockdown resistance.
Morphing Sticks now also give +10% mana.
Morphing Branches now also give +20% mana.
Increased difficulty and random loot to Temple Sanctum.
Slightly increased difficulty and random loot to Lost Heart.
Slightly increased difficulty to a few mid game PoBs.
Slightly buffed some of the unique accessories from dungeons.
Enemies are now 20% more confident outside of battle.
Enemy confidence is now affected by your military strength.

Misc:
Removed barrier of entry into chapter 6. (chapter 7, which will
come out most likely in June 2022, will become the new barrier
of entry for future chapters)

6.0.5 Health and Damage

8/6/2021
v6.0.5 Health and Damage

New Features:
Everything now takes additional damage based on missing health. (the
formulas for this involves multiple stats, with defense primarily
affecting physical, and spirit primarily affecting magical)
Bombs can now stagger and flinch.

Balancing:
Halved natural HP regeneration for all party members.
Halved steps needed to heal outside of battle.
Increased HP growth rate for party members by 50%.
Increased golem health by 50%.
Increased ghostship health by 50%.
Reduced healing of wind spells by 20%.
Reduced healing of holy spells by 10-15%.
Doubled base healing of healing potions. (percentage portion reduced
from 25 to 20)
Increased base damage of bombs by 20%.

6.0.4 Staggering and Flinching

8/4/2021
v6.0.4 Staggering and Flinching

New Feature:
Almost all skills have a moderate to high chance to secretly cause stagger.
(-20% accuracy, attack, agility, and defense with 12.5% additional
damage taken and quadrupled chance to be flinched until end of turn)
Almost all skills now have a low to moderate chance to cause flinch. (-50%
to various stats, 25% additional damage taken, and stunned until end of turn)
(stagger is usually double the chance of a skill's knockdown chance)
(flinch is usually one tenth the chance of a skill's knockdown chance)
Fire, Ice, and Lightning magic can now rarely to moderately knock down.
Divine enemies will now sometimes pray when afflicted with curse.
Added additional treasure room to Island of Sand.

Balancing:
Increased enemy health by 5-10%.
Doubled enemy health scaling after enemy tech level 90. (+15% more at 120)
Increased HP growth rate for party members by 20%.
Increased golem health by 25%.
Increased ghostship health by 20%.
Increased base ghostship attack from 20 to 50.
Greatly increased ghostship attack scaling.
Party members have 50% stagger and flinch resistance.
Golem and Ghostship have 75% stagger and flinch resistance.
Knocked down doubles chance to be staggered or flinched.
Enemies that get up gain a hidden 25% stagger and flinch resistance for 3 turns.
Guarding grants a hidden 25% stagger and flinch resistance for 2 turns.
Defending grants a hidden 25% stagger and flinch resistance for 2 turns.
Guarding now gives 75-90% basic status protection instead of 99%.
Defending now gives 90-95% basic status protection instead of 99%.
Wet now lasts 5 turns instead of 4.
Blessed now lasts 5 turns instead of 3.
Blessed now also gives 50% curse resistance.
Increased enemy confidence outside of battle by 25%.
Halved knowledge and charisma gained.
Hard mode grants x2 Knowledge and Charisma.
Nightmare mode grants x4 Knowledge and Charisma.
Infinite Nightmare grants x8 Knowledge and Charisma.
Nightmare's starting enemy tech is now 40. (was 30)
Infinite Nightmare's starting enemy tech is now 50. (was 40)
Hard's starting enemy tech rate is now 1500. (was 1000)
Nightmare's starting enemy tech rate is now 4000. (was 3000)
Infinite Nightmare's starting enemy tech rate is now 10000. (was 9000)
Nerfed various accessories.
Buffed totem accessories.

Misc:
Fearful encounters now apply to naval quest.
Fixed card ghost loot in late game PoBs.
Fixed puzzle 30.
Angry monsters now flash red.