4.1.0 Preview & Alert!
Happy Wednesday everyone! Just stopping by to let you know that many skills are changing their backend IDs in the next update. Short version of the story is: I'm finally implementing the 197 new skills which have been in development over the last few weeks. Poisonstrike for instance, which existed in three different places, now has one combined effect for both actors and enemies. This is the case with many skills which have also been condensed.
What this means for you - Depending on where you are in the game, you may have access to a skill that is about to change. I have already fixed every armor and weapon granted skill I could find, but some other oddities may remain. For instance, Arcane Shock for Ruby and Alex will be broken for ALL current save files until you speak with the Delivery Boy in Auria starting a few patches from now. It will be left in for the time being to give players a chance to trigger the debug.
What you can expect from the new skills list: Most elements now have 3 tiers of 3 skills plus 3 tiers of 3 magics, plus an additional 2 of each. There are only a handful of differences from element to element in terms of skill number, but most follow this guideline. The way this will work is theoretically, if you have someone who learns Emberstrike, they will eventually be able to upgrade it to Emberstrike II, then Emberstrike III, then Flamestrike, then Flamestrike II, so on and so forth, up to Lavastrike III. Unless a piece of gear enables a skill, actors shouldn't have access to more than one skill or magic of the same element at the same time, save for the four specials.
BUG DETECTED! OOPS
During the most recent patch, I left in Airslash as a level 1 skill for Ruby. I actually haven't decided how I'm going to handle this yet, because if I set the debugger to take it away, I can't ever let her learn it... and well, I don't want to do that. So all I can say is, if you make a save file between now and the next patch (4.1.0), Ruby will have Airslash which is currently not canonically in her regular moveset.
But wait, there's more bugs!
Due to the nature of the current patch being worked on, I can not deploy smaller fixes for anything in the meantime. If a bug comes up between now and deployment, it's going to have to wait and go out side by side.
That's it for now, hope this all made sense, if you have any questions - feel free to ask!
//hardytier
What this means for you - Depending on where you are in the game, you may have access to a skill that is about to change. I have already fixed every armor and weapon granted skill I could find, but some other oddities may remain. For instance, Arcane Shock for Ruby and Alex will be broken for ALL current save files until you speak with the Delivery Boy in Auria starting a few patches from now. It will be left in for the time being to give players a chance to trigger the debug.
What you can expect from the new skills list: Most elements now have 3 tiers of 3 skills plus 3 tiers of 3 magics, plus an additional 2 of each. There are only a handful of differences from element to element in terms of skill number, but most follow this guideline. The way this will work is theoretically, if you have someone who learns Emberstrike, they will eventually be able to upgrade it to Emberstrike II, then Emberstrike III, then Flamestrike, then Flamestrike II, so on and so forth, up to Lavastrike III. Unless a piece of gear enables a skill, actors shouldn't have access to more than one skill or magic of the same element at the same time, save for the four specials.
BUG DETECTED! OOPS
During the most recent patch, I left in Airslash as a level 1 skill for Ruby. I actually haven't decided how I'm going to handle this yet, because if I set the debugger to take it away, I can't ever let her learn it... and well, I don't want to do that. So all I can say is, if you make a save file between now and the next patch (4.1.0), Ruby will have Airslash which is currently not canonically in her regular moveset.
But wait, there's more bugs!
Due to the nature of the current patch being worked on, I can not deploy smaller fixes for anything in the meantime. If a bug comes up between now and deployment, it's going to have to wait and go out side by side.
That's it for now, hope this all made sense, if you have any questions - feel free to ask!
//hardytier