4.0.6 - Menu Access Fix & New Skills Framework
Special thanks to people who report bugs! This build is being released immediately to address a menu access issue after the regular version of the pit (where if you finish the pit, you can not access the menu). However, this issue does not exist for the endless version. If you are on MAC, this update will not be live for a while, so the backdoor fix is once you leave the regular pit, go immediately into the endless version and "give up" ASAP. Giving up triggers the menu access code.
Additionally, much preparation is going into the 170+ new abilities and magic that I created to condense some of the overarching problems with skills. I've talked a bit about these before, but we'll discuss more once they're all live. For the time being, enemies will use their current skills. However, we will be merging down from multiple skills of the same name with different effects to no skills with shared names or effects.
4.0.6 [Build #85, Release Date: August 29, 2020] Fixes:
- Fixed a menu access issue at the end of the regular version of the Pit in Agartha.
Changes:
- The new wave of skills is finished! Enemies using -bolt and -strike skills share these with the actors, and they now function the same for both.
- Skill damage and healing formula variances have changed based on type across the board. The previous base variance for all skills was 20%. The new variances are as follows:
-- Fire: 25% / Ice: 20% / Water: 6% / Electric: 40% / Psychic: 15% / Soul: 15% / Ghost: 15% / Holy: 10% / Dark: 10% / Poison: 33% / Earth: 18% / Wind: 30%.
-- Variance determines the minimum and maximum damage any given attack can do which forms the range. Skills like Sparkstrike change their variance over time by including other variables into the damage calculation.
- All physical elemental skills now use the action sequence to make actors move in front of the target before attacking, except for Wind, Psychic and Ghost which will slash from afar.
- Some water skills now have a chance to apply Soak which reduces enemy evasion slightly, increases resistance to fire by 50% and poison by 30%, but reduces resistance to electric, wind, and arcane by 30%.
- An’ura Spore now applies turn based variable DoT @ 100% for 3 turn, 50% for 4 turn, 25% for 5 turn instead of a 3%/turn 2-5 turn DoT.
- An’ura Cure now applies turn based variable HoT @ 100/75/50/25/13% for 1-5 turn respectively.
- An’ura Cure now costs 15 MP, restores an additional 30 health and has a 33% variance (up from 20%).
- Starting at level 10, An’ura units are immune to poison damage and poisons but gain a weakness to fire.
- Starting at level 10, obvious fire units are immune to fire damage and burns but gain a weakness to water.
- Arcane and Dragon now exist as their own elements and are visible on the element page of the menu.
- The element page of the menu has been reorganized.
- Arcane Shock, Arcane Missile, An’ura Cure, Mend, Cure I, Cure II, Battle Surge, Hive Regeneration, An’ura Resurrection, Point Laser, Laser Sweep, Focus, Arcane Shot, Flash Heal, Arcane Ray, and Healing Wind are now classified as Arcane and benefit from additional resistances or weaknesses to the Arcane element.
-- From now on, new healing skills will also be classified as Arcane unless they have some other elemental benefit (example: Absorb and Cauterize used by mechs in Hell’s Gate will remain fire type only.)
- Poison Spit now has a 30/20/10% chance to apply v-DoT 1/2/3 turn respectively, now costs 10 MP (up from 0), and no longer applies % based DoTs.
- Poison Spew now has a 50/40/30/20/10% chance to apply v-DoT 1/2/3/4/5 turn respectively and no longer applies % based DoTs.
Additionally, much preparation is going into the 170+ new abilities and magic that I created to condense some of the overarching problems with skills. I've talked a bit about these before, but we'll discuss more once they're all live. For the time being, enemies will use their current skills. However, we will be merging down from multiple skills of the same name with different effects to no skills with shared names or effects.
4.0.6 [Build #85, Release Date: August 29, 2020] Fixes:
- Fixed a menu access issue at the end of the regular version of the Pit in Agartha.
Changes:
- The new wave of skills is finished! Enemies using -bolt and -strike skills share these with the actors, and they now function the same for both.
- Skill damage and healing formula variances have changed based on type across the board. The previous base variance for all skills was 20%. The new variances are as follows:
-- Fire: 25% / Ice: 20% / Water: 6% / Electric: 40% / Psychic: 15% / Soul: 15% / Ghost: 15% / Holy: 10% / Dark: 10% / Poison: 33% / Earth: 18% / Wind: 30%.
-- Variance determines the minimum and maximum damage any given attack can do which forms the range. Skills like Sparkstrike change their variance over time by including other variables into the damage calculation.
- All physical elemental skills now use the action sequence to make actors move in front of the target before attacking, except for Wind, Psychic and Ghost which will slash from afar.
- Some water skills now have a chance to apply Soak which reduces enemy evasion slightly, increases resistance to fire by 50% and poison by 30%, but reduces resistance to electric, wind, and arcane by 30%.
- An’ura Spore now applies turn based variable DoT @ 100% for 3 turn, 50% for 4 turn, 25% for 5 turn instead of a 3%/turn 2-5 turn DoT.
- An’ura Cure now applies turn based variable HoT @ 100/75/50/25/13% for 1-5 turn respectively.
- An’ura Cure now costs 15 MP, restores an additional 30 health and has a 33% variance (up from 20%).
- Starting at level 10, An’ura units are immune to poison damage and poisons but gain a weakness to fire.
- Starting at level 10, obvious fire units are immune to fire damage and burns but gain a weakness to water.
- Arcane and Dragon now exist as their own elements and are visible on the element page of the menu.
- The element page of the menu has been reorganized.
- Arcane Shock, Arcane Missile, An’ura Cure, Mend, Cure I, Cure II, Battle Surge, Hive Regeneration, An’ura Resurrection, Point Laser, Laser Sweep, Focus, Arcane Shot, Flash Heal, Arcane Ray, and Healing Wind are now classified as Arcane and benefit from additional resistances or weaknesses to the Arcane element.
-- From now on, new healing skills will also be classified as Arcane unless they have some other elemental benefit (example: Absorb and Cauterize used by mechs in Hell’s Gate will remain fire type only.)
- Poison Spit now has a 30/20/10% chance to apply v-DoT 1/2/3 turn respectively, now costs 10 MP (up from 0), and no longer applies % based DoTs.
- Poison Spew now has a 50/40/30/20/10% chance to apply v-DoT 1/2/3/4/5 turn respectively and no longer applies % based DoTs.