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Damage Formula Changes

Sometime last month, I launched 6.700-6.703 into the development build of the game. These updates focused mostly on updating skills and states. At some point in one of those four tests, the ArmorScaling plugin which handles ability damage calculations became unstable and started throwing errors. Since I don't know how to resolve the core issue, I've disabled the plugin and had to go back through every single Skill programmed into the game and add a subtractive half of the damage formula.

For example, where A is the attacker and B is the defender, most skills use something like this:
(a.atk * 4) - (b.def * 2) = damageOutput
But with the ArmorScaling plugin, the -(b.def) part didn't need to be included, because it did some internal magic using defense and other things like that. Since it's broken, the latter half of all damage calculations has been manually re-added to most abilities. The ones that do not take the target's defense into account are now considered as Piercing.

There are four key takeaways from this change:
- It is now possible for attacks to do 0, if the result of the damage calculation is less than or equal to 0. (Ex: ((a.atk * 4) - (b.def * 2) - It is now possible for attacks to do fixed damage regardless of the target's defense. (Ex: 20)
- It is now possible for attacks to do fixed additional damage if the first half of the damage calculation results in Partial Piercing) (Ex: (((a.atk * 4) - (b.def * 2) + (a.luk) will always do at least the attacker's Luck worth of damage, with that amount considered as Luck Piercer.)
- It is now possible for attacks to do damage without regard for the defender's defense. (Ex: (a.atk * 4) = damageOutput, where this entire value is considered Piercing.

Because of this, Piercing and Stat Piercer are new key terms shown in ability tooltips. Additionally, Partial Piercing may be noted in patch notes but is typically not visible in tooltips. - It's simply too many characters to display on screen. Because of the character limit, some skills may not reflect that they have Piercing or Stat Piercing, but updates to the game (like these patch notes right here will always include specific changes to ability damage formulas.

With all that being said, here are the two major patch notes from 6.7 and 6.8, with additional data from 6.701-6.703. Note: in the 6.8 notes there's several mentions of 1:1 or 2:1 damage formulas, this is effectively (a.atk - b.def) vs ((a.atk * 2) - (b.def)). tldr; higher number on the left does more damage.

This update will release on the public branch later today and will more than likely result in some things breaking. Please report any issues ASAP as a response to this post. Any battle that has suddenly become insurmountable due to formula changes will need to be addressed independently.

6.700 [Build #162, Release Date: March ???, 2025] Updates & Changes:
- Arcane Shock II now hits twice.
- Double Magick Shock -> Magick Shock II
- Triple Magick Shock -> Magick Shock III
- Sharpgusts -> Shear
- Poisoning -> Poison
- Confusion -> Confu.
- Fascination -> Fascin.
- Petrified -> Petrify
- New icon for Stun.
- Modified icon for Petrify.
- Poison, Burn, Bleed, Heal, Shear, Air Current, Soak, Stun, Rage, Confu., Fascin., Sleep, Silence, and Blind now reset turns to a fixed turn amount when reapplied instead of adding varied turns.
- Soulbroken, Disable, Poisonfear, Blizzard, Thunderstorm, and Arcstorm now reset turns to their variance when reapplied instead of additing turns.
- Blind's turn variance is now 2-3, down from 3-5.
- Barrier is now added with a fixed 20 turns, up from 5.
- MP & TP Degeneration states are now fixed at 3 turns, changed from 2-4, and now reset when reapplied.
- Shear III now causes immunity to Air Current and chance to reapply Shear III is set to 250%, down from 500%.
- Shear now increases the chance of Shear II to be applied by 500%, up from 200%.
- Shear II now increases the chance of Shear III to be applied by 500%, up from 300%.
- Shear and Shear II no longer increase the chance for Air Current to be reapplied.
- All classes can now equip General Armor. They retain their previous additional equipment restrictions from first generation armors.
- Updated tooltips for Wind & Poison skills.
- Updated tooltips for Zephyrite & Reaver.
- Data added for Faithless General Armor set.
- Leather Strips -> Leather Scraps
- Fixed disassemble and synthesis pool for Anemo Plague set.
- Tattered set now can also disassemble into Leather Scraps (30%).
- Tattered Gray set now can also disassemble into Leather Scraps (40%).
- Torn set can now disassemble into Leather Scraps (40%).
Notes, Known Issues & Other:
- On March 2, 2025, the Cross of Auria official facebook was deleted due to lack of use.

[6.700] Full Patch Notes posted.
[6.701] Fixed passability, added battleback, and added custom bgm to Mountainside area.
[6.702] ArmorScaling set to OFF - game crashes when Eurus is hit at low level when it's on.
[6.703] All skills require the addition of -b.def due to ArmorScaling turn off.

6.800 [Build #166, Release Date: April 20, 2024] Updates & Changes:
- During update 6.702, we discovered an issue where the Armor Scaling plugin no longer functioned at low levels - sometimes causing outright crashes. To address this, the plugin has been disabled and most skills and abilities have been manually given a subtractive half of their damage formula. However, I've decided to change how some of these skills functioned and have them effectively ignore target defenses. Skills that do not have subtractions in their damage formula now have the keyword "Piercing" in their tooltips. Piercing skills cannot do 0 damage.
- New concept: Stat Piercer. The previous benefit from the stat in the damage formula now comes after defenses are factored in, preventing an ability from doing 0 damage. Stat Piercing percentages are not shown in the tooltips, but will be reflected here in patch notes and future updates. Stat Piercing abilities are guaranteed to do some percentage of the attacker's stat as the final damage number, so increasing that stat is effectively a permanent increase to that ability's damage, whereas increasing your attack may not be enough to overcome the target's defense.
- Cleave+ now has an additional partial piercing effect.
- Swift Kick now has Luck Piercer (12.5%).
- Heart Strike now has Luck Piercer (100%).
- Fury Strikes now has Piercing.
- Blitz now has Luck Piercer (25%) instead of +25% Luck to attack.
- Shatter now has Piercing.
- Prime Shot, Shoot, Arcane Shot, Rapid Shot, Volley Shot, Multi-Shot, Impact Shot, Poison Shot, Fire Shot, Ignition Shot, Lifelink Shot, and Beast Shot are now Certain Hits.
- Volley Shot now has Piercing.
- Cure and Regeneration line abilities now factor in target magic defense.
- Cure III, IV, and V have an additional 500 flat piercing effect not reflected in the tooltips.
- Remedy, First Aid, and Stitch now deal a flat 20 in healing in addition to other effects.
- Healing Wind, Healing Wind II, and Resurrection have Piercing without tooltip mention.
- Magick Siphon now is a 1 to 1 magick attack that absorbs MP when the users MAT is stronger than the defender's.
- Backstab and Knife Twist now has Piercing.
- Energy Shock now has Piercing.
- Prepare Sacrifice now is a 2 to 1 magick HP Drain attack, as opposed to 2x Piercing.
- Bite damage formula reconfigured.
- Chomp now pierces 10.
- Lick now pierces 5.
- Burst Shot now has Piercing.
- Removed "Gains damage and TP cost per Mastery Level" from Tail Strike tooltip. It now has Piercing in addition to those hidden perks.
- Lucky Strike now has Luck Piercer (100%) and its overall damage formula has been reconfigured.
- Breath of the Dying now pierces 200.
- Hailstorm now has Piercing, but is not displayed in the tooltip.
- All primary elemental Skills (Emberstrike, Vaporstrike, etc) now have damage mitigated by 1x enemy defense and 1x enemy magic defense instead of 2x enemy defense alone.
- Icefall line damage formula reworked.
- Swarm and Infect now have Piercing, but is not displayed in the tooltip.
- Gust damage formula reworked.
- Venom-Coated Strikes now has 10 piercing per hit with a 1:1 damage formula.
- Kinetics now has 5 piercing per hit with a 1:1 damage formula.

Let's Talk

So two nights ago I posted a very sad goodbye from the concept of working on the game project, and then all of a sudden we had support the likes of which we haven't had legitimately since 2018 when the game first launched.

Let's just be so open and honest about everything right now. My thoughts about shutting down the project absolutely have to do with how it hasn't generated any kind of income in years. But then all of a sudden after our dying breath's message, something crazy like 65 of you went on to buy the paid DLCs. And this is so important because the base game is free. People being interested enough to support via paid DLC purchase is really the only metric I have to be able to tell that anyone still cares about what we've been doing.

So can we get a showing of hands here please, because I can't express enough how much this information matters.

Is there anyone here reading this today who still wants this project to continue through to the goals I originally set for it? If you've been following these announcements over the last few months, you know what I mean by that.

Are there any questions that you as players have for me about what to expect moving forward if we were to continue? I feel it's important to reiterate that I'm not some studio - I'm just one dude who made this as a portfolio piece when I was getting my degree in game design. I then continued it way past its original ending adding at least 10 more hours worth of side content. So the decision to stop or continue really falls on me alone - there is no team here. Which also means, you can talk to me like a person, not like a studio. I want to know what you like and didn't like, what you want to see, what you expect, etc.

So tldr; should we give up, or is this something you wanted to see continue?

Retirement

Hello, as many of you may be aware I no longer have the time to dedicate to continued development on the game. It has been a few years now since I originally announced an end of service, but today I must officially announce the game's retirement. Some day very soon, Cross of Auria and all associated DLCs will be pulled from the Steam store. I thank everyone for the support we've had since initial release on 01/01/2018. It's been over 7 years since release, and I am happy with the journey we shared together. However, this project must end to give way to new life.

Hopefully I see some of you out in the gaming world! I am known by this name - Hardytier - on Discord and YouTube so if we cross paths again, remind me of your favorite time in Revan!

Thanks for reading, see you out there.
// Hardytier

6.605.10 - Recent Updates

Hey everyone, quick one today. I just wanted to let everyone know that even if we get some bug reports, updates are going to be on hold while 6.7 is in development. There's a lot on the back end that needs to be cleaned up and a ton of internal changes that you won't see, but most importantly I've started to build the next step of the Orc War moving through Lvell. The storyboard was completed today and implementation already is started.

If any bugs pop up that prevent progress or cause the game to behave abnormally, please continue to report them ASAP either here on the forums or preferably on Discord @ https://discord.gg/7GehvwKGCv. I do still technically have a facebook for the game, but it's too much to syndicate such small info to every single place.

Here are the details for all small patches so far.

[6.605.1] - Snake pet can no longer change classes.
[6.605.2] - If the water spirit is fought before the gazers, the gazers will despawn immediately after the water spirit is defeated.
[6.605.2] - The pet battle can now be lost or escaped from allowing a retry rather than resulting in a game over.
[6.605.3] - The pet is no longer overlapping Ruby in the Forest Battle Zone or in Ruby's Room.
[6.605.4] - Hidden items in Shoreline now sparkle on Day 1 and disappear on Day 2.
[6.605.5] - Cafe Lvellan now has a front entrance in addition to its other entrances.
[6.605.5] - Slightly extended the dimensions of Lvell Outpost.
[6.605.6] - Added flavor text to Wind-line Spells.
[6.605.6] - Fixed the internal height and shadowing of the Lvell Neko houses.
[6.605.6] - Adjusted the floor of Cafe Lvellan.
[6.605.6] - Minor dialogue adjustment to Auria Inn scene.
[6.605.6] - Minor conditional dialogue adjustment to Jack in Lvell Forest.
[6.605.7] - Waypoint to the Veil from Raphael's Tower now opens after completing Eurus's questline.
[6.605.8] - Mountainside Area - location between Lvell Forest and Den An'ura now available.
[6.605.8] - Minor changes to Den An'ura & surrounding world map areas.
[6.605.9] - Fixed an order of operations bug in the Veil randomized chests.
[6.605.9] - An'ura Coin Purse -> Tiny Coin Purse
[6.605.9] - Players who have not obtained the Essence Box in the Veil will now obtain it when using the Mystery Boxes from Giselle.
[6.605.9] - The items contained with in Giselles "Mystery Boxes" have changed. Previously acquired boxes will give the original items, while newly aquired boxes will appear further down the item list and give the new items. Only the new versions of the boxes can be purchased.
[6.605.9] - Terrain expansion to Den An'ura with new entrance from the world map. However, this entrance is currently blocked pending finalization.
[6.605.10] - Lvell is now blocked at the beginning of the Orc War conditional to progress in the Shoreline region. This patch was deployed without updating the Info section of the title screen, but it is on the live branch of the game right now.


This info (and more) is regularly updated on Discord as it happens rather than on the less frequent schedule of Steam posts. You're all welcome to join us there!

6.601-605 Details

Quick one today - I've been quietly working in the background over the last few weeks on a new monster taming system. I rolled it out a few weeks ago in the Veil for current endgame players and then added it to the very beginning of the game for new players. If you missed that beginning of game pickup, it can be encountered in the Veil after the Orc War begins and all additional party members are found. This is the first time you can name an ally!

More recently, a new "epic quality" sword pattern can be pieced together in the Frostbrood Lair after the Titan is defeated. The challenge was created using level 10 enemies to combat the recent massive expansion to the An'ura-side rewards.


6.605 [Build #165, Release Date: February 13, 2025] Notes:
- Patch note data for the 6.603-6.604 builds have been lost, but their contents are still in game.
New:
- A new sword can be built in the Frostbrood Lair after the Titan is gone with parts gathered from nearby rifts.

6.602 [Build #163, Release Date: February 01, 2025] New:
- A new ally can be found in the very beginning of the game. If missed, they are instead wandering the Veil during the Orc War campaign. If collected during the Orc War, they immediately raise to level 20.
Fixes:
- When exiting the costumed Halloween event, the original versions of Miles and Riley are returned to the party even if the save file had the alternate costume versions.
Updates & Changes:
- Removed the script conditions for separating DLC from non DLC files. Now, only the DLC maps are removed.