6.10.1.0
[p]Later today, the next pre-finale patch will go live. This one focuses heavily on increasing the benefits gained by skill Mastery Effects, which is that experience bar you see under most skills. Using a skill multiple times usually just increases the damage or healing it does, sometimes reducing the TP/MP cost as well or even the number of turns for the cooldown. Today, the damage benefits of Mastery Effects has been greatly increased across the board. The patch notes do not document specifically what is different, because no baseline has ever been posted. What matters for you the player is: leveling up skills that may not have felt worthwhile in the past should be revisited moving forward.[/p][p]If I'm not mistake, like Weapons and Armor, Mastery Effects are baked into your save file. Once earned, they cannot be altered. This means that if you already fully maxed out a skill, you will not see any changes to its damage output or other benefits on that save file. I am honestly still unclear if this is how it works, but this has been my experience so far.[/p][p]Also, the Physical as a skill overriding damage type has been removed. There's a huge technical blurb down below about what specifically this means, but the tldr is that this was a longstanding mistake that needed to be corrected. [/p][p]Clearing up another mistake, about 20% of the weapons coded into the game did not have Physical as an elemental typing. The lore I created for this world doesn't really permit for that yet, so unless otherwise stated in the tooltip via the keyword Elemental, all newly acquired weapons will have at least the physical element. If a weapon has additional elements, they will be notated in the tooltip as they have been in the past. Bigger technical blurb down below.[/p][p]It has come to my attention that Learn Skills cost too much gold-wise. Rather than re-do the entire gold economy across the board, the cost of Learn Skills has been reduced by up to 1/10th of what it was. This is most notable on the elemental and Warp skills. (Locking myself in Obscurite and not having access to what I needed to progress really did fuel everything you're reading here today)[/p][p]And finally, part of Obscurite is now open with Captain Reynolds sending Ruby in. I intended to have the end game block be completely closed but playtesting it myself for several days has revealed that you can make progression-blocking decisions which effectively ruin your save file if I don't keep the exit clear. So, I spent some time today undoing the exit blockers and now free roam is possible into and out of Obscurite. The final location, Dusk Manor, is still currently off limits until 7.0. Due to certain interactions within the castle, it will not always be possible to exit that location once it is available. Orcs found in Obscurite, the Dusk Kingdom have the greatest drop rates for Dusk Armor Parts. The reward for eliminating the Oros Orcs is not available until 7.0, but your progress is being recorded. Once you hit the threshold of Oros Orcs killed, they will disappear from the entire game map.[/p][p]This patch is launching ahead of 7.0 due to the fixes to end of turn forced action game crashes. As much as I want to deliver one huge update all at once, I really can't let a full crash stay programmed in and I'll keep tackling them as I find them.[/p][p]PS: 7.0 won't be ready this week. The entanglement of the failed scripted event is proving extremely difficult to test, hence some of this patch's updates. [/p][p][/p][p]6.10.1.0 \[Build #201, Release Date: December 4, 2025][/p][p]Fixes:
- Fixed a broken transfer involving the Rabbit's Foot and both instances of Auria.
- Fixed some potential end of turn forceaction crashes brought on by Ruby, Alex, and Ares.[/p][p]Updates & Changes:
- Changed some end of turn effects to occur during the turn to prevent a forceaction crash.
- The Physical elemental type has been removed from all skills as an overriding element. In essence, this means that it is not possible to deal non-physical element damage from any ability with the 'Normal Attack' element or the Attack command itself. Skills with overriding elements say so in the tooltip. All abilities that make weapon to target contact are still considered Physical the type, as opposed to physical the element. This change will most notably effect elemental weapons that did not have Physical as part of its multi-typing, such as Frostsparka which was purely Ice/Electric. Now, using any 'normal attack' or the attack command with a pure elemental weapon equipped will inherit those elements instead of being overridden by the Physical element. Most weapons in the game have Physical as an additional type, even if the tooltip does not mention it.
-- Out of 150 weapons programmed in, only about 20% of them did not have Physical as a typing at all. Specifically, these were: Frostsparka, An'ura Plague Blade, Sharp Branch, Frostbrood Saber, Frostbrood Dagger, Blazerblade, Anemo Plague set, Bolt Cutter, Blazing Hatchet, Icespike Hatchet, Liquefier+, Penetrator, Rending Wand, Fairytooth, Mindcleaver, True Rod, Energy Bow, Depleted Rod, Dreamsword, Pupil's Wand, Yoggoth's set, Mantis Sickle, Cursed Axe, Slime-Crusted set, Flamelash, Liquefier, Basilisk Fang (both), and Slime-eye.
-- With this update, all new weapons acquired from that above list will have Physical as a primary typing. If physical is ommitted as a type, the weapon will have the keyword Elemental.
-- The default multi-element rule has always been the addative sum of all rates, aside from certain skills which use multiplicative or highest.
- Adjusted some tooltips to reflect Elemental on new weapon pickup.
- Adjusted Slime-Crusted set tooltip to not imply they don't have physical (which they do).
- Swordsman class now magnifies Physical damage by 250%, up from 200%. [/p][p]Skill & Mastery Effects:
- Stun effect is no longer removed by damage.
- Poison applies at 1-3 turns and multiple applications extend the duration by 1-3 turns.
- Burn now reduces the chance to be burned again by 50% while the debuff is active.
- Basic Bleed now reduces the chance for Bleed again by 66%, but extends the duration by 5 turns if the application is successful. Other stronger bleeds will still outright remove Basic Bleed.
- Thunderstorm's lingering DoT now benefits from Electric Power.
- Thunderstorm and Arcstorm lingering DoTs now add turns when reapplied.
- Increased the Poison DoT benefit from Luck by a factor of 32.
- Doubled the damage of the Arcstorm, Burn and Basic Bleed DoTs.
- Sparkstrike now benefits from Electric Power by 33%, up from 25%.
- Lightningstrike now benefits from Electric Power by 50%, up from 33%.
- Bolt Cutter now benefits from Electric Power by 100%, up from 50%.
- Crossbolt now bypasses the damage cap.
- Most skills usable by the team have had their mastery effects expanded, the details of which are too great to document in a single patch notes. If ever an official skill guide is created for this game, all skill effects, formulas, and mastery bonuses would be documented there. Patch tldr; if you can use it and it can level up, it is now significantly stronger.
- Reduced Learn Skill costs across the board by up to 1/10th the original Gold price. Reagent requirements have not changed.[/p][p]Notes, Known Issues & Other:
- End of turn force action effects can cause game crashes if all enemies are dead when the action would take place. Please report specific locations and enemies encountered alongside any crash you experience. [/p][p][/p]
- Fixed a broken transfer involving the Rabbit's Foot and both instances of Auria.
- Fixed some potential end of turn forceaction crashes brought on by Ruby, Alex, and Ares.[/p][p]Updates & Changes:
- Changed some end of turn effects to occur during the turn to prevent a forceaction crash.
- The Physical elemental type has been removed from all skills as an overriding element. In essence, this means that it is not possible to deal non-physical element damage from any ability with the 'Normal Attack' element or the Attack command itself. Skills with overriding elements say so in the tooltip. All abilities that make weapon to target contact are still considered Physical the type, as opposed to physical the element. This change will most notably effect elemental weapons that did not have Physical as part of its multi-typing, such as Frostsparka which was purely Ice/Electric. Now, using any 'normal attack' or the attack command with a pure elemental weapon equipped will inherit those elements instead of being overridden by the Physical element. Most weapons in the game have Physical as an additional type, even if the tooltip does not mention it.
-- Out of 150 weapons programmed in, only about 20% of them did not have Physical as a typing at all. Specifically, these were: Frostsparka, An'ura Plague Blade, Sharp Branch, Frostbrood Saber, Frostbrood Dagger, Blazerblade, Anemo Plague set, Bolt Cutter, Blazing Hatchet, Icespike Hatchet, Liquefier+, Penetrator, Rending Wand, Fairytooth, Mindcleaver, True Rod, Energy Bow, Depleted Rod, Dreamsword, Pupil's Wand, Yoggoth's set, Mantis Sickle, Cursed Axe, Slime-Crusted set, Flamelash, Liquefier, Basilisk Fang (both), and Slime-eye.
-- With this update, all new weapons acquired from that above list will have Physical as a primary typing. If physical is ommitted as a type, the weapon will have the keyword Elemental.
-- The default multi-element rule has always been the addative sum of all rates, aside from certain skills which use multiplicative or highest.
- Adjusted some tooltips to reflect Elemental on new weapon pickup.
- Adjusted Slime-Crusted set tooltip to not imply they don't have physical (which they do).
- Swordsman class now magnifies Physical damage by 250%, up from 200%. [/p][p]Skill & Mastery Effects:
- Stun effect is no longer removed by damage.
- Poison applies at 1-3 turns and multiple applications extend the duration by 1-3 turns.
- Burn now reduces the chance to be burned again by 50% while the debuff is active.
- Basic Bleed now reduces the chance for Bleed again by 66%, but extends the duration by 5 turns if the application is successful. Other stronger bleeds will still outright remove Basic Bleed.
- Thunderstorm's lingering DoT now benefits from Electric Power.
- Thunderstorm and Arcstorm lingering DoTs now add turns when reapplied.
- Increased the Poison DoT benefit from Luck by a factor of 32.
- Doubled the damage of the Arcstorm, Burn and Basic Bleed DoTs.
- Sparkstrike now benefits from Electric Power by 33%, up from 25%.
- Lightningstrike now benefits from Electric Power by 50%, up from 33%.
- Bolt Cutter now benefits from Electric Power by 100%, up from 50%.
- Crossbolt now bypasses the damage cap.
- Most skills usable by the team have had their mastery effects expanded, the details of which are too great to document in a single patch notes. If ever an official skill guide is created for this game, all skill effects, formulas, and mastery bonuses would be documented there. Patch tldr; if you can use it and it can level up, it is now significantly stronger.
- Reduced Learn Skill costs across the board by up to 1/10th the original Gold price. Reagent requirements have not changed.[/p][p]Notes, Known Issues & Other:
- End of turn force action effects can cause game crashes if all enemies are dead when the action would take place. Please report specific locations and enemies encountered alongside any crash you experience. [/p][p][/p]