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5.1.8.2 - Emergency Fix

A player reported being unable to turn in the Hephaes book to Ewynn, and I've finally figured out why specifically it's happening. Regardless, I've added a debug to his dialogue where he wouldn't acknowledge the book and layering requirements for his future dialogue. Theoretically, this should work.

Detailed issue: Rabbit's Foot Missive I would allow players to skip the part of the dialogue where Ewynn would request Ruby and Alex to retrieve the book, while adding to the internal counter that said the step had been passed. When returning to Ewynn after finishing Missive I, the player still was holding the book but all the switches were turned off where Ewynn would react.

5.1.8.2 [Build #128, Release Date: February 23, 2022]
Bugs to look for: Report them as a comment to the most recent patch notes.
- If you at any point can't progress Rabbit's Foot: Missive I or Hephaes, Lord of Flame, please reach out ASAP.

Fixes:
- Attempted to fix an issue where Ewynn would allow Ruby to begin the Rabbit's Foot Missive I quest before requiring her to obtain the book referenced in that quest.



Edit: Later this night, another Living Water situation was discovered by a player. 5.1.8.3 is already live.


5.1.8.3 [Build #129, Release Date: February 23, 2022]
Bugs to look for: Report them as a comment to the most recent patch notes.
- Unusual enemies appear in a battle they should not.

New (Port Reception):
- A weapons vendor is now available.

Fixes:
- Fixed an issue where Living Waters replaced An'ura Soldiers in the An'rim Operant battle.

5.1.8.1 - Emergency Fix

Fix to the second Hive Mind battle. This issue was introduced in the update which reduced the number of similar type enemies at different levels which existed throughout the game, leaving a much more difficult enemy in place of An'ura Soldiers.

For reference, the Living Water was a level 12 enemy accidentally in place of level 4 enemies. If you were stuck at this part, it is now passable without significant grinding.

5.1.8.1 [Build #127, Release Date: February 22, 2022]
Bugs to look for: Report them as a comment to the most recent patch notes.
- Any battle ends with no enemies appearing.

Fixes:
- Removed the water/ice enemies from the Den An'ura battle. Replaced with An'ura Warrior and Archers.
- Fixed empty Cleave+ area battles.

Updates & Changes:
- Diminish Agility for 3 turns now replaces Slow for all Ice magic.
- Minor terrain changes to Scarlet Cavern.

That Did Not Work. At All.

tldr; Canceling the 6.0 development test build effective immediately.

I got about two hours into testing the new concept only to realize how monumental of a task it would be to implement an enemy generator 3.0 which would be required to make the game not print out 0 damage during first time battles in new zones which would be incredibly jarring to players and overall ruin the flow of the game. There are other reasons, but let's just sum it up as an idea that simply did not work out.

To clarify, it's not always possible for me to conduct a full test before deploying updates. Core changes like this require a new save file and progress without the use of DLC items. Current play time while skipping all the dialogue and testing every available quest in game from start to finish is roughly 10 hours assuming it's flawless and no additional changes need to be made. I often only test the newly added portion so long as it moves forward in the games timeline or exists in a separate space, like the veil or the next parts of orc war questline.

By the time this post is visible, only the previous default branch will be live and the game should automatically update back to it for anyone who was opted into the 6.0 test.


Let's quickly go over what this means moving forward:
- No unmitigated damage attack abilities
- No non-elemental 0 damage attacks. There will always be a minimum damage dealt for non-elemental attacks, otherwise noted in skill tooltips as "Normal Attack", not to be confused with Physical which is factored in as its own element.
- The next public game version will be 5.X or 5.1.X. Major first number changes are reserved for game altering additions or changes, like a new main story questline or a core mechanic change.
- All of the skills adjusted for the 6.0 test are going to be looked at again and potentially updated.
- Goal for next version update is next weekend.



Thanks for reading, and I'm sorry it didn't work out. I was hopeful for the unmitigated concept.

//hardytier


PS: The following update is effective immediately.

5.1.8 [Build #126, Release Date: February 19, 2022] Bugs to look for: Report them as a comment to the most recent patch notes.
- Any skill used causes the game to immediately crash. [Due to a misprint of the damage formula, must address immediately.]

Skill Changes:
- Smoke Bomb: (a.atk * 3)
- Suppressor Bomb: (a.atk * 3)
- Thermite Grenade: ((a.atk * 4) + (a.mat))
- Frost Bomb: (a.atk * 3). Critical: Yes. Diminish Agility replaces variable Slow states.
- Sludge Bomb: (a.atk * 3). Critical: Yes.
- Cyclone: (a.atk * 2). Critical: Yes.
- Cleave: (a.atk * 4)
- Swing: (a.atk * 3)
- Rockbreaker: (a.atk * 4). NA: 0%.
- Insatiable Ravager: (a.atk * 5)
- Smoke Blast: (a.atk * 5)
- Suppression Blast: (a.atk * 5)
- Thermite Blast: (a.atk * 5) + (a.mat)
- Frost Blast: (a.atk * 5). Greatly Diminish Agility replaces variable Slow states.
- Sludge Blast: (a.atk * 5). Diminish Defense for 3 turns.
- Trample: Critical: No.
- #68 Cutter: NA: 10%
- Scarlet Cutter: TP Gain: 0.
- Warpblade: (a.atk * 5)
- Mastery of Winter: Diminish Agility replaces Slow.
- Blade Shot: Bleed (50%). TP Cost: 25.
- Absorb: (a.mat * 3)
- Hell's Embrace: Magical.
- Lightning Rage now seals all Skills and Magic, but allows "LR Specials" to be used. LR based skills (Double-Strike, Triple-Strike, Spark Shock, Spark+) have been re-labeled as "LR Special". [This prevents other learned skills like Airblade from being used.]
- Lightning Rage now adds a 20% chance to Stun on hit and a passive 5% MP Regen and 10% TP Regen while active.
- Triple-Strike: NA: 100%.
- Sparkshield now grants immunity to Electric attacks.
- Sticky Slap: NA: 25%.
- Reave: ((a.atk * 4) + (a.luk)). NA: 20%.
- Cleave+: ((a.atk * 4) - (b.def * 2)).
- Swift Kick: (a.atk * 3) + (a.luk / 6)
- Wicked Strike: NA: 200%.
- #220 Cutter (Ruby's): NA: 50%.
- Arcane Ray: Diminish Agility replaces Slow.
- Arcane Explosion: (v[201] * 4) + (a.mat * 2)
- Lucky Strike: ((a.atk) + (a.luk * 10)) - (b.luk * 2)
- Poisonstrike: (a.atk * 3) + (a.mat)
- Toxinstrike: (a.atk * 3) + (a.mat * 2)
- Venomstrike: (a.atk * 3) + (a.mat * 3)
- Snakelashing: (a.atk * 4) + (a.mat * 4). CD-2.
- Physical Ice Attacks: Diminish Agility replaces Slow.
- Avalanche: (a.atk * 3)
- Avalanche II: (a.atk * 4)
- Avalanche III: (a.atk * 5)
- Tier 3 physical wind skills named: Galestrike.
- Tier 2 physical ghost skills named: Wraithstrike.
- Tier 3 physical ghost skills named: Specterstrike.
- Tier 3 physical soul skills named: Essencesplit.
- Tier 3 magical soul skills named: Essence Burst
- Tier 4 Fire, Water, and Ice skills now have ascending damage per level. (Ex: Eruption II is stronger than Eruption I in addition to having a higher burn chance and cost to use.)
- Removed Zoom effect from: Slice, Cut, Slash, Poison Cut, Chop, Poison Chop.

Fixes:
- Shadowstep and Lightningwalk will no longer do 0 damage the first time they are used for players who newly pick up either skill. Players who already have both skills or do not claim the other before using one will still run into a first use 0 damage output.

Known Issues:
- [Current save files only] - Shadowstep and Lightningwalk will do 0 damage the first time they are used. First usage activates the variable which is multiplied into the damage formula. On first use, the variable is 0.
- This version of the game does not say '5.1.8' on the info screen. Instead, you can confirm the version by equipping the Frost Core and checking the tooltip of Froststrike. If it says Diminish Agility instead of Slow, then you are on the newest available version.

Development Build 6.0 Opt-In

The following are details and opt-in instructions for the 6.0 alpha build. The purpose of this release is to identify major bugs and issues before official public release.

Summary of major change:
- It is now possible to deal or be dealt 0 damage on an attack.
- Damage formulas for every skill in the game have been updated to the new system.

Reasons for change:
- Reverting to the original engine system will allow me to more accurately design gear stats and enemy stats.
- Allows for the addition of skills unmitigated by enemy defenses.
- Allows for skills to more accurately function based on a wider variety of parameters.
- Allows for players to out-level an area entirely, making returns to the area less tiresome.

Goal of test build:
- Locate and neutralize crashes caused by improperly written damage formulas.
- Make sure all UI text fits in their designated spaced.
- Confirm there are no soft-lock scenarios due to the changes.
- Gather feedback for the new system to determine player preference.

Notes:
- Report all issues discovered as a comment to this thread.
- Saving should not harm your overall progress, but using a different save file from the point of changing versions is advised.
- There are no new zones introduced in this specific test build, so anywhere that has saving enabled is safe to save.
- A copy of the game exactly as it was before the changes has been saved. In the event this change causes too many issues that would increase development time unnecessarily, the entire concept will be abandoned in favor of the current simpler but less depth system. This is something I will both determine on my own and accept feedback for. If by the end of next week I still haven't eliminated all soft-locks, this idea will be abandoned. In that time, there will be no additions of enemies, zones, weapons, armor, etc. The only thing that will happen in future 6.0 alpha builds are changes to what currently exists.

Opt-In Instructions
In the list of games on Steam, right click Cross of Auria and select Properties.
In the Betas tab, write the code "opentesting01" without quotations.
Press "check code", then "Opt into", this will change the top drop down box to "60opentest - 6.0 Open Test".
X that box, then turn on the game to try out the 6.0 changes!
To return to the default branch of the game, from the Betas tab click None from the drop down.
This branch will be removed once any soft locks have been resolved.


6.0.0 [Build #126, Release Date: ????? ??, 2022] Bugs to look for: Report them as a comment to the most recent patch notes.
- Any skill used causes the game to immediately crash. [Due to a misprint of the damage formula, must address immediately.]

Major Version Change Info:
- Disabled the YEP_X_ArmorScaling plugin and added the custom defense formulas back to every ability. This may cause battles to flow differently than before.
- New key term: Partial Unmitigated. Typically, a physical skill will allow the defender's defense stat to come into play in some variation of the base formula ((a.atk * 4) - (b.def * 2)). For example, skills with "Partially Unmitigated Fire Damage" refers to allowing less of the defender's Defense to be part of the equation such as ((a.atk * 4) - (b.def * 1)).
- New key term: Unmitigated. Expanding on partially unmitigated, a skill which simply says "Unmitigated damage" refers to not factoring in the target's defense stat at all with a formula such as ((a.atk * 4)).
- The new Unmitigated key terms are applied to both physical and magic defense as well as for enemies and allies. For instance, a healing spell with Unmitigated will ignore the target's Magic Defense which would otherwise reduce the potency of the heal.
- Removed the ability for damage to always happen. Now, with a high enough defense stat, an attack could do 0 damage after all elemental and formula considerations.

Major Skill Formula Changes: [Note: NA: % stands for chance to apply on-hit debuffs, or the "Normal Attack" effect. A 100% NA value represents only a matching value of the equipment's chance to apply a debuff (Ex: Sword has 10% chance to apply Burn, a 100% NA skill would retain that 10%, but a 50% NA chance would reduce to chance to apply Burn to 5%.] [Note: This section only shows values which were changed. Omission of "Critical" or any other key word does not imply that it is off, just that it was not changed from its previous setting in this update.]
- Arcane Shock: ((a.mat * 3) - (b.mdf * 2))
- Smoke Bomb: ((a.atk * 3) - (b.def * 2))
- Suppressor Bomb: ((a.atk * 3) - (b.def * 2))
- Frost Bomb: ((a.atk * 3) - (b.def * 2)). Critical: Yes.
- Sludge Bomb: ((a.atk * 3) - (b.def * 2)). Critical: Yes.
- Cyclone: (((a.atk * 2) + 15) - (b.def * 2)). Critical: Yes.
- Cleave: ((a.atk * 4) - (b.def * 2))
- Swing: ((a.atk * 3) - (b.def * 2))
- Rockbreaker: ((a.atk * 4) - (b.def * 1)). NA: 0%.
- Insatiable Ravager: ((a.atk * 5) - (b.def * 2))
- Smoke Blast: ((a.atk * 5) - (b.def * 2))
- Thermite Blast: (((a.atk * 5) + 125) - (b.def * 2))
- Frost Blast: ((a.atk * 5) - (b.def * 2))
- Sludge Blast: ((a.atk * 5) - (b.def * 2))
- Trample: Critical: No.
- #68 Cutter: NA: 10%
- Scarlet Cutter: TP Gain: 0.
- Warpblade: ((a.atk * 4) - (b.def))
- Mastery of Winter: (a.mat)
- Blade Shot: Bleed (50%)
- Absorb: ((a.mat * 3) - (b.mdf * 2))
- Hell's Embrace: Magical.
- Point Shot: ((a.atk) - (b.def))
- Lightning Rage: Double-Strike: NA: 30%.
- Lightning Rage: Triple-Strike: NA: 30%.
- Lightning Rage: Spark Shock: NA: 20%.
- Lightning Rage now seals all Skills and Magic, but allows "LR Specials" to be used. LR based skills (Double-Strike, Triple-Strike, Spark Shock, Spark+) have been re-labeled as "LR Special". [This prevents other learned skills like Airblade from being used.]
- Lightning Rage now adds a 20% chance to Stun on hit and a passive 5% MP Regen and 10% TP Regen while active.
- Triple-Strike: NA: 25%.
- Sparkshield now grants immunity to Electric attacks.
- Sticky Slap: NA: 25%.
- Reave: (((a.atk * 4) + (a.luk)) - (b.def * 2)). NA: 20%.
- Cleave+: ((a.atk * 4) - (b.def * 2)).
- Razor Wind: ((b.mhp / 2) - (b.mdf * 2))
- Swift Kick: (((a.atk * 3 + (a.luk / 6)) - (b.def * 2))
- Fury Strikes: ((a.atk * 3) - (b.def))
- Blitz: (((a.atk * 3) + (a.luk / 4)) - (b.def * 2))
- Arcane MIssile: (a.mat * 8)
- Flash Heal: ((a.mat * 3) - (b.mdf))
- #220 Cutter (Ruby's): NA: 50%.
- Shield Bash: ((a.def * 4) - (b.def * 2)). NA: 100%.
- Arcane Ray: ((a.mat * 4) - (b.mdf))
- #224 Shatter (Riley's): (a.atk * 3)
- Arcane Explosion: (((a.mat * 2) + (v[201] * 4)) - (b.mdf))
- Rapid Shot: ((a.atk * 2) - (b.def))
- Volley Shot: ((a.atk * 3) - (b.def * 2))
- Poison Shot: ((a.atk * 4) - (b.def * 2))
- Backstab: ((a.atk * 5) - (b.def))
- Double Slam: ((a.atk * 3) - (b.def))
- Prepare Sacrifice: ((a.mat * 2) - (b.mdf))
- Chomp: (((a.atk * 3) + 10) - (b.def))
- Slap: ((a.atk * 4) - (b.def * 2))
- Burst Shot: (a.atk)
- Lucky Strike: (((a.atk * 4) + (a.luk * 5)) - ((b.luk * 2) + (b.def * 2)))
- Hailstorm: ((a.mat * 3) - (b.mdf * 2))
- Poison physical attacks have been brought in line with other elemental attacks.
- Avalanche: ((a.atk * 4) - (b.def * 2))
- Avalanche II: ((a.atk * 5) - (b.def * 2))
- Avalanche III: ((a.atk * 6) - (b.def * 2))
- Snakelashing: (((a.atk * 6) + (a.mat * 2)) - (b.def * 2))
- Tier 3 physical wind skills named: Galestrike.
- Tier 2 physical ghost skills named: Wraithstrike.
- Tier 3 physical ghost skills named: Specterstrike.
- Tier 3 physical soul skills named: Essencesplit.
- Tier 3 magical soul skills named: Essence Burst
- #740 Shatter (Ice): ((a.mat * 4))
- Infect: ((a.atk * 2) - (b.def))
- Tier 4 physical and magical elemental skills now have ascending damage per level. (Ex: Icefall III is stronger than Icefall II, applies to all elements for only the 4th tier)
- Gust: ((a.mat * 4) - (b.mdf * 2)). MP Cost: 75.
- Waterfall: ((a.mat * 4) - (b.mdf * 2)). MP Cost: 75.
- Waterfall II: ((a.mat * 5) - (b.mdf * 2)). MP Cost: 88.
- Waterfall III: ((a.mat * 6) - (b.mdf * 2)). MP Cost: 100.
- Venom-Coated Strikes: ((a.atk * 2) - (b.def))
- Kinetics: ((a.atk * 2) - (b.def))
- Eviscerate: ((a.atk * 2) - (b.def))
- Hallow's Torment: (a.mat)
- Soulbreaker: ((a.atk * 3) - (b.def))
- Arcstorm: ((a.mat * 4) - (b.mdf * 2))
- Light's Shackle: (a.mat * 2)
- Removed Zoom effect from: Slice, Cut, Slash, Poison Cut, Chop, Poison Chop.

Fixes:
- Shadowstep and Lightningwalk will no longer do 0 damage the first time they are used for players who newly pick up either skill. Players who already have both skills or do not claim the other before using one will still run into a first use 0 damage output.

Known Issues:
- [Current save files only] - Shadowstep and Lightningwalk will do 0 damage the first time they are used. First usage activates the variable which is multiplied into the damage formula. On first use, the variable is 0.

5.1.7 - Event #2

The second limited challenge event is available in the Veil. This challenge is the first to feature an enrage timer. After turn 20, the enemy will gain +100 to its action speed, an additional hit on every basic Attack, and a 20% chance to act twice.

Note: A disassembler is required to interact with the Mutant Box and Mutant Cache items. If you haven't picked it up yet, return to the northernmost part of Den An'ura to find the basic tool kit.

5.1.7 [Build #125, Release Date: February 13, 2022] New:
- A new limited event is available in the Veil - Challenge Ryban to craft the physical resistant Mutant gear! The event host Reaper will sell the recipe book for crafting Mutant gear for 2000 gold. Unlike the last event, these items can be permanently missed when this event leaves on March 1st.
-- Lv. 20 loot table: Mutant Box 25% / Mutant Cache 50% / Event Items 30% / Event Items 3%.
-- Lv. 50 loot table: Mutant Box 100% / Mutant Box 50% / Mutant Cache 100% / Mutant Cache 50% / Event Items 30% / Event Items 3%.
-- Mutant Boxes contain one of each Event Item. Mutant Caches contain a variety of restorative items and the chance at one of each Event Item.
-- Available gear: Cloth Head, Leather Chest, Mail Glove, Plate Boot, Cloak.