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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.

What Do You Think? && Patch Notes 4.0.5

I have an idea. Right now, there's no great way to know what enemies stats are or what they can drop. Of course, there's two potential solutions for this - make a website, or add it in game. Personally, I'm a much bigger fan of necessary in game information appearing directly in the game. Plus, I think we all know I don't have the time to maintain a website. So, I want to develop a way to incorporate this information in game. I had the idea of character sheets, but I'm not sure about the best implementation yet. I'd like to make something of a 'card' background for the sheets to sit on top.
My question to you: Is this something you want to see in the game?
As it is right now:
- There is no way to see potential loot drops in game.
- There will be no way to see conditional loot drops in game.
- There's no way to know the stats of an enemy, the amount of gold it will drop, or the amount of exp it is worth.

Here's my idea in a nutshell.
- We use hidden items. Each unit has a chance to drop an item corresponding to themselves. Chests have a chance to drop items corresponding to multiple enemies in the area.
- Once you have enough of this item, lets say 5 for example, you'll be able to see the enemy card from some interact-able research station or via item/journal in your inventory.

The downside:
- The engine doesn't allow for conditional choices being shown. (Ex: Jack asks if you're ready, Ruby can only say yes or no. The answers "yes" and "no" can't be hidden and dependent on some other factor. They are visible as-is.)

I basically need to come up with a way to hide certain pages in the 'book' before they should be seen. Hiding the info on each individual character sheet isn't a problem, just having it all make sense is a rough situation.

But anyway, that's the idea, let me know what you think, and now onto the patch notes:
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Highlights:
- Tier 2 flasks.
- Flask added effect adjustments.
- Debuff adjustments.
- Background data for conditional drops.

4.0.5 [Build #84, Release Date: August 23, 2020]
New:
- Earth, Wind, Water, Electric, Ghost, Dark and Holy Flasks may now be mixed at crafting stations.
- Tier 2 Flasks may now be mixed from crafting stations throughout Revan.
Changes:
- Severe stat debuffs no longer stack with one another. (Ex: Having a 50% reduction to attack also prevents 20%, 25%, and 33% reductions from being applied until the 50% condition ends). However, a stronger debuff may still replace a weaker one.
- Flasks no longer give TP when used.
- Some tier 1 Flasks now have a 25% chance to apply a stat debuff based on that element’s debuffing capabilities. Tier 2 of the same element have a 33% chance to apply this debuff.
- Poison Flasks now apply variable DoTs with a 100-75-50-25-10% chance to apply 1-2-3-4-5 turn duration respectively.
- Fire Flasks now apply variable DoTs with a 100-75-50-25-10% chance to apply 1-2-3-4-5 turn duration respectively and have a chance to apply a 20% ATK debuff.
- All tiers of Frost Flasks reduce enemy attack speed by 10. Frost Flask 2 has a 25% chance to reduce attack speed by 15 instead.
Notes:
- As of this build, only Frost, Burning, and Poisonous essences are available in game. As other enemy types and dungeons are discovered, the remaining essences will too be discovered. Essences include the following elements: Fire, Ice, Poison, Wind, Earth, Water, Electric, Ghost, Dark, Holy. However, there are other elements programmed into the game, such as Bird-Killer, Stone-Killer, “Combo”, Dragon, and several others. Some of these are unused placeholders but can still be seen in game (like Combo, which has absolutely no use), and the rest will not be available to be mixed into Flasks.
In-Progress (Rolling Out Soon!):
- Background data added for conditional drops beginning with the Oros tribe orcs.
-- Oros Archers have a 6% chance to drop an “Oros Band” ring accessory. Hitting them with any three fire attacks before the battle ends removes the chance for the Oros Band to drop and instead adds a 12% chance to drop a “Charred Oros Band” which has different stats than the original.
-- Many conditional drops have been added to the game. I am working on an idea to convey specific stats and loot rules to the player in game. This is not expected to be completed for some time. (See attached image & top of this thread).


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Example of enemy card:

4.0.4 - Item, Weapon, Armor Update

TLDR: I'm working on the Orc War.
- This patch was triggered once I realized Empty Flasks and Blank Tomes couldn't be purchased. Now they can! Had I not come across this, there wouldn't be an update until this weekend.

4.0.4 [Build #83, Release Date: August 19, 2020]
Fixes:
- 1 turn bleed no longer increases application chance of 2, 3, 4 and 5 turn poisons.
Changes:
- All tier 1 flasks now sell for 33 gold.
- Various vendors through Revan now sell Empty Flasks and Blank Tomes.
Weapons & Gear
--Note: Percentages based on new states introduced in 3.2.3.2.
- Blazerblade now has a chance to apply variable burns at 66%, 50%, 33%, 25%, and 5% respectively and no longer has a 7% chance for percent-based damage burn.
- Mech Axe now has 66-50-33-25-5% chance to apply variable bleeds and no longer has a 15% chance for percent-based damage bleed.
- An’rim Blade now has 50-25-10-5-1% chance to apply variable bleeds and no longer has a 33% chance for 2% bleed.
- Scarlet Wand now has a 33% chance to prevent all burns. Previously was 33% chance to prevent percent-based burn only.
- Scarlet Wand now has 66-50-33-25-5% chance to apply variable burns. Previously, this weapon did not apply burns.
- Sterling Sword, Sterling Wand, Sterling Axe, and Sterling Dagger now have 75-50-25-10-5% chance to apply variable poisons and no longer have a 33% chance to apply 3% poison.
- Blazing Hatchet now has 66-50-33-25-5% chance to apply variable burns. Removed 75% chance for %burns.
- Heatweave Tunic now resists all variable burns.
- Green Ring now has a chance to apply 2 turn variable poison instead of percent-based poison. Chance remains 10%.
- Green Ring now resists 3, 4, and 5 turn variable poison.
- Mech Shield now resists all variable and percent-based burns at 25% instead of just a single percent-based burn.

4.0.3 - Lvell Restriction Lifted & Overworld Changes

In addition to the below notes, background zone data has been added for "Terra Anatis", a city Southwest of Lvell. Also, the Scrapheap is now able to be traversed but does not lead anywhere. The development of Terra Anatis, the Scrapheap, Sha'ri, Castalia, and all zones contained within is schedule for full development after the Orc War scenario is live. These zones will offer their own questlines but should not by themselves trigger main story campaigns.

For those of you following the lore of the game:
- The Scrapheap is home to unmanaged mechs. People from all over Revan try to gain wealth by looting this area. Many of them never return.
- Terra Anatis hosts a brood of humanoid ducks and fanatics who worship them. Unlike the four major cities in Revan, random battles occur throughout much of Terra Anatis.
- Sha'ri was the one human city of Revan which was mildly protected from the effects of the Scourge, however it cost many lives. The Umvi, masters in the art of pyrogenesis and kinetics, created a shield around the city as the visible smog crawled through the land. While many adventurers in Revan are known for their elemental-kinetics, Ruby and Jack are the only known electrogenetics, and genetics on the whole are very rare.
- Before the scourge, Castalia was known for their machinists. There has yet been no contact with this city even by Elite Scouts or Rabbit's Foot adventurers, and their fate is currently unknown.

4.0.3 [Build #82, Release Date: August 18, 2020] New:
- The Forest Breachpoint in Lvell needs Ruby’s attention!

Changes:
- Minor terrain changes to the Revan overworld.
- The restriction which prevented Ruby from returning to Lvell has been lifted starting at the 2nd Veil checkpoint.
- Agartha now has its own blocker which is lifted once Ruby acquires the corresponding quest from the Rabbit’s Foot.
- Terrain changes to Shoreline. Enemies have found their way into the grassy areas.

Shops:
- Lvell Scout helm armor now available. 68 points set, +3% evasion per piece.
- Lvell Scout sword now available. +3% Crit & + 3% Hit.

Invisible Roadblock in Auria (4.0.2)

Fixed an issue where an invisible roadblock in Auria would prevent movement for both Windows & Mac.

The Windows build is live as of this message, but the Mac build will take about 40 minutes from now to go live.

Small change to the layout of the Revan overworld zone preparing for future changes. I would've held this back until a future update, but the Auria roadblock needed immediate attention >.>

Anyway, have a good day everyone :D

//hardytier