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Mastery & Skill Learning

Today, I'm going to begin the process of rolling out finalizations to the Skill Learn and Mastery systems. For those of you who don't know, Mastery is when you use a skill over and over and then it either becomes stronger or requires less resources to use or some other effect and Skill Learn is when you raise a class to a high enough level that you see abilities appear under the Learn Skill tab inside Skills in the menu.

Phase 1
Let's talk about the vision first. Since I began creating the game, I've programmed in dozens of skills that so far have never been accessible to players. My goal right now is to release everything I've had baking in the oven before working on too much new stuff. So that's where we get into Black Mage - the first class to receive Skill Learn updates. By level up, Black Mage will learn Arcane Shock, Firebolt, Waterbolt, Frostbolt, Poisonbolt, and Airblade. You can accelerate the learning of the latter 4 by purchasing them from Skills -> Learn Skill once the Black Mage class hits level 5. Once these 'tier 1' magic abilities are learned, the tier 2 abilities become available in the menu when other conditions are met, but no other abilities are learned via level-up alone. For example, Fireball becomes available to learn in the menu once Black Mage hits level 10. To purchase the ability, it will cost 2500 gold and 30 Burning Essences. What's so good about tier 2 skills to justify the cost, right? Well, they hit twice. So while they begin at Mastery level 0 and are expensive to use for a while, they are the best bang for your buck each individual turn. I don't want to give away everything here, but let's look at the fire line in detail:

Firebolt
MP Cost: 30
Damage Formula: (a.mat * 4)
Variance: 25%
Additional Effects: Burn (30%)
Max Mastery Level: 5
Mastery Effects: +3% Damage Per Level, -2 MP Cost Per Level
At Max Mastery: +15% Damage, MP Cost: 20

Fireball
MP Cost: 60
Damage Formula: (a.mat * 4)
Variance: 25%
Additional Effects: Burn (45%), 2-Hit
Cooldown: 1 Turn
Max Mastery Level: 10
Mastery Effects: +5% Damage Per Level, -3 MP Cost Per Level
At Max Mastery: +50% Damage, MP Cost: 30

Lava Burst
MP Cost: 100
Damage Formula: (a.mat * 4)
Variance: 25%
Additional Effects: Burn (60%), 3-Hit
Cooldown: 2 Turns
Max Mastery Level: 25
Mastery Effects: +5% Damage Per Level, -3 MP Cost Per Level
At Max Mastery: +125% Damage, MP Cost: 25

Eruption
MP Cost: 75
Damage Formula: (a.mat * 4)
Variance: 25%
Additional Effects: Burn (50%), Area of Effect (Enemies Only)
Cooldown: 2 Turns
Max Mastery Level: 10
Mastery Effects: +5% Damage Per Level, -2 MP Cost Per Level
At Max Mastery: +50% Damage, MP Cost: 55


By examining the above 4 skills, the effects of the Mastery system become clear - but how do you level up an ability? Simple - use it! By default, the amount of times an ability needs to be used to level up is 10 times per level + 10. Ex: Leveling from 0 to 1 takes 10 uses, from 1 to 2 takes an additional 20 uses, from 2-3 takes an additional 30 uses, so on and so forth. It is important to note that the default is not always used for every skill, but for the purposes of elemental abilities - the default is always used.

Important key notes about Mastery:
- Default Max Mastery: 10
- Default Level Formula: level * 10
- Default MP Cost: cost * (1 - (level * 0.05))
- Default TP Cost: cost * (1 - (level * 0.05))
- Default Damage Formula: (value * (1 + (level * 0.05))
- The default applies to every skill not explicitly mentioned in this or previous patch notes. As time goes on, there will be differences for players to discover.
tldr about the key notes... by using an ability more, it costs less to use and does more damage (or healing)!


[h2]Phase 1 -> 2[/h2]
Today, we roll out the changes to Black Mage, Mastery, and Skill Level Up. Over the next couple weeks (or however long it takes), I will continue to quietly roll out updates for the other available classes. If a new major class is not announced, then a post here on Steam is unlikely to happen. If you want up to date information on changes to the game, Discord is the best place for that (https://discord.gg/7GehvwKGCv - Select "CoA" role). To know if the game has been changed since this post, see the Version # from the title screen ("Info" under "Continue"). With today's roll out, the game version will be 6.507, the patch notes for which are listed below.

Ideally, I won't continue to make long posts about minor changes or updates to smaller side systems. The next post you can expect to see here on Steam would be about new experiences.

Until then, catch you on the flippidy flip

6.507 [Build #157, Release Date: December 16, 2024] Bug Reports:
- The fastest way to report a bug is on Discord @ https://discord.gg/7GehvwKGCv.
New:
- Skill Learn System beginning with Black Mage class. See "Mastery" section below for full details rolled out this update.
Fixes:
- Removed Eurus from the Raphael's Tower area when he is already in the party.
Updates & Changes:
- Hallows Shield, Scarf, Earrings, Scabbard, and Strap can now be sold for the same items they were purchased for. This will allow current players to swap the broken Talisman versions with the functional Accessory versions.
- Added minimum to tier 2 and 3 halloween skill.
- All Tier 2 magic abilities now have a 1 turn cooldown.
- All Tier 3 magic abilities now have a 2 turn cooldown.
Mastery:
- Tier 1 magic skills now have a mastery max of 5.Tier 2 set at 10, and tier 3 set at 25. Tier 4 (aoe) set at 10.
- Tier 1-4 should properly function for Black Mage class at various levels (up to 25).
- Triple-Strike mastery set to max 10, -5% mp cost per level, +5% dmg per level.
- Airslash & Airstrike mastery set to max 5, +3%dmg/-1TP/-1MP per level.
- Airslash II & Airstrike II mastery set to max 10, +7%dmg/-1TP/-1MP per level.
- Airslash III & Airstrike III mastery set to max 10, +15% dmg per level.
Notes & Known Issues:
- Mastery changes likely will not apply to abilities already learned by the characters.
- This patch will go live before the end of the day.

Join Us On Discord (& 6.503 Patch Notes)

Between yesterday and today, I was able to make solid progress fixing some things that need to be fixed before moving forward. A little while ago tonight, I released a build that allows for interacting with the Rabbit's Foot crew in Agartha during the events of the Orc War. You must progress completely through everything available in Auria and Shoreline Area to open the building in Agartha. In a build in the near future, progression will be forced through Agartha rather than potentially discovered as it is right now. The ability to go there at this point will remain intact regardless.

Last night, without posting about the update, terrain changes were made to Scarlet Cavern and Nexus Waterway. This change includes important loot - so check it out if you're strong enough!

Next up, I'm going to start using my Discord server more for Cross of Auria related information. Keep in mind, the server is not specific to Cross of Auria, so if you join be sure to pick the "Chad" or "Hybrid" role to see the Cross of Auria section of the server. Any reader of this post is welcome to join
Server Name: The Black Chocobo
My Name in there: "Hardytier" (owner)
Invite Link: https://discord.gg/7GehvwKGCv


Previous patch notes for today and yesterday listed below.

6.502 [Build #152, Release Date: December 06, 2024] New:
- A new treasure path is available in the Nexus Waterway!
- A new treasure path is available in Scarlet Cavern!
DLC:

- ??? has appeared for a second fight somewhere in the Zodiac Overwatch! ??? must be defeated near the Headless Horseman before being challenged in the Overwatch.
- Visible field enemies have been added to the Zodiac Overwatch first area. Like other fieldspawns, they temporarily disappear after being defeated. Reloading the game or leaving the area and coming back will cause them to respawn.
- All random encounter fiends in the first are of ZO now have a chance to drop Encounter Half items. Return to Start items are also in play.
Fixes:
- Adjusted tooltips for some SDV items.
- Removed access to Swordsman, White Mage, & Black Mage during the Halloween event by swapping characters to their default then locking the class command while in the zone. Warping back to The Veil will unlock Class again.
- Added a new condition for Eurus to appear at Raphael's Tower after his questline is finished but while he is considered outside the party.
Updates & Changes:
- Additional enemies in the Snowdrift Village have been scaled down.

6.503 [Build #153, Release Date: December 7, 2024] New:
- Added a temporary hut for the Rabbit's Foot team in Agartha after going as far as you can in the Orc War storyline in the Shoreline area.
Fixes:
- Corrected the amount of MP restored by tier 1 and 2 Magick potions.
- Fixed the Save Point door in DenAnura/Inn to respond to the key the nearby enemy drops.
Updates & Changes:
- Fieldspawn Vine Snappers in Den An'ura encounter formula adjusted based on Ruby's level to allow for more challenging fights at higher levels.
- Minor expansion to Den An'ura, allowing for challenging three headed vine snappers as random encounters.
- Adjusted visibility of two tower markers in Frost Forest.
Notes & Known Issues:
- Orc War progress is halted at Lvell with the entrance tiles locked. When the next piece of the main story is released, Lvell will be accessible.

6.5.0.1 - Let's Talk About Eurus

I've been putting in some work over the last few weeks and rather than hold it back, I've decided to push it out to get some feedback. Without spoiling anything, the short version is that there's some new stuff to discover! For current players (as opposed to new save files), a Talisman cycle had to occur to update Eurus for a new level 1 skill. It occurred to me that he doesn't have a good enough early game TP dump, so hopefully the new skill fixes that. There was also a situational bug where Eurus would leave the party and never come back if he was encountered too early in the game. If you encountered the part of the game where Eurus leaves and doesn't come back, go into the Veil and enter the costume change Halloween event portal, then leave from there back to the Veil. The party reorganization code should add him back. If it does not, please let me know as a comment to this post.

Also, I've changed the location and DLC names surrounding what was formerly "Yuelslain's Village". I was having pretty severe writers block when I came up with it and was locked out from thinking of anything else. Moving forward, YSV area is now "Snowdrift Village", and the enemies are being scaled down to the 20-40s area instead of sitting in the 50s. Leveling scaling is not yet complete, but only enemy stats and exp/gold are affected. Loot drops are not affected.

Below is the full patch notes which explicitly outlines what was added to the game, but keeps vague data that was already planned but not yet released. Continue reading at your own peril! - Oh, and I made a candy bag so you can more easily farm the Halloween events in the Veil.

6.501 [Build #151, Release Date: December 06, 2024] Bug Reports:
- The fastest way to report a bug is on Discord @ https://discord.gg/7GehvwKGCv.
New:
- A new foe has appeared alongside the Headless Horseman in the Challenge of the Headless DLC! Unlike the repeatable Horseman, this foe may only be fought once in this location and its loot is guaranteed.
- Both the DLC and non-DLC arena for the Headless Horseman now offer an additional level 30 challenge which has flavor text for wins, losses, and refusal to challenge.
- When first met, Eurus now knows a unique Special ability - Obliterate.
- Eurus may now apply Reave with Normal Attacks (3%).
- Enemies afflicted by Reave take 500% damage from Obliterate and have 15% reduced Defense.
- Added the key item Candy Bag which allows players to carry more than 99 Sour, Sweet, and Blazing candy at a time. Candy may be added to or removed from the bag at will. Since only 99 of an item can be held at once, functionality has been added to withdraw at most 99 of any candy at once. Players can either deposit all candy or withdraw up to 99 candy depending on available space. Fractional deposits and withdrawals are not programmed in. All players can collect the Candy Bag for free near the Veil portals to the related Halloween events.
- Under certain conditions, Ruby can discover a new class!
Fixes:
- The following items have been changed from Talisman to Accessory: Hallow's Scarf, Hallow's Earrings, Hallow's Scabbard, Hallow's Strap, Jelly Scarf, Jelly Earrings, Jelly Scabbard, Jelly Strap.
- Added the correct controls for handling Eurus in the party before the events at Scarlet Cavern. If you have a save file that has collected Eurus but is past Den An'ura, entering the Halloween event in the Veil - the one where the party changes costumes - and then exiting will re-add all out-of-party friends back to the party.
- While Rose is in the party, Ruby won't go back into her house.
- Fixed an issue where An'ura Archer wasn't dropping the Green Insect Gland.
Updates & Changes:
- Yuelslain's Village (the zone) has been renamed to "Snowdrift Village".
- Yuelslain's Village (the DLC) has been renamed to "Eyes in the Frost".
- Yuel's Castle renamed to "Shadowfrost Citadel".
- Yuelalin's Monarch (upcoming DLC) has been renamed to "The Frost Queen".
- Eyes in the Frost DLC level downscaling has begun. Level 50 mobs outside the castle are being reduced to 30, 30's reduced to 20, 40-55 reuced by 20 flat.
- Minor adjustments to the opening dialogue.
- Fixed the issue where Eurus's "Scythe" category would appear twice for new players.
- +0.5% passive MP regeneration to all talismans.
- All talismans given names.
Other:
- The Quest Log has been removed from the menu manager code. While the plugin is still lurking in the back-end, the ability to access the log has been removed. To summarize the issue - in the period of transferring data from one PC to another then adding to the game, some quest detail was lost altogether and would need to be recreated from scratch. At this point in the game's development, given where we are without having moved forward in a very long time, there is no time left to recreate the missing pieces. While I was able to restore functionality to some main story questlines, I also can't control when the menu starts to break, become invisible, or handle any of the other issues that arise as a result of this plugin. If we're ever going to move forward, we have to shed the things weighing us down. This was one of those things.
Notes:
- The level scaling in Snowdrift Village is not yet complete, but will hopefully be finalized in the next update.

Eurus Issue Identified

Hello, quick note today
- An issue was reported on Discord for Eurus permanently disappearing from the party if he was acquired before the events of Scarlet Cavern. A fix has been created for players who have not yet encountered Eurus but also have not passed Scarlet Cavern.
- For players who have already past this point of the game but have been unable to pick Eurus back up, please return to the Veil and activate the Halloween event where the party changes costumes. Then, exit the event. Triggering the event exit portal will re-add all party members who have previously joined the party but have been marked as "in-waiting".

The official fix for this won't be released until progress is made in other areas to deploy alongside it.

Thank you for the read,
//hardytier

6.500 - Quest Log, Grand Library, & Other

Earlier today, I posted a minor patch about opting into the Beta to fix the Grand Library hiccup. Shortly after that, other bugs were discovered that arose from swapping between the default and beta branches of the game. Because of this, all betas have been terminated and the current beta has been set as the default public branch. How this affects you: some quests may not appear or progress correctly in the quest log and there may be other unforeseen issues. If the game is doing something wonky you think it probably shouldn't be, let me know ASAP as a reply to this!

If there is any part of the game that you cannot pass, please let me know. However keep in mind that we ran out of time for development and progress during the Orc War campaign is still halted, especially until other earlier in the game bugs have been squashed. I intend to allocate some time this week to rectify all of this.

6.500 [Build #150, Release Date: Nov 02, 2024] Long Term Goals:
- To condense the player experience into a cohesive storyline and eliminate unused assets from the game files.
- To wrap up the main story in a way that both makes sense and is satisfying to the player.
- To finalize the Quest Log, undo Class introduction, and remove other scope-broadening systems which can not be completed in a meaningful way.
- Introduce the reserved mechanic instead of actor companions.

Bug Reports:
- The fastest way to report a bug is on Discord @ https://discord.gg/Ur4GdaKxPD.
Fixes:
- Restored Quest Step Progression in Grand Library, Levell/Soldier's Outpost, Rabbit's Foot, Hell's Gate/Monster Trail, Auria/Entrance, Auria/Entrance/Outpost, Auria/MarketTown, Auria/VisitorDistrict/Inn, Lvell Forest, Frost Fortress, FrostbroodLair/Treasure, The Veil #1, and to the Toxic Core event.
- Fixed a potential issue where the Rabbit's Foot man could be progressed without accepting the quest. If you have already rejected the quest and progressed beyond the point of accepting it, reach out.
Updates & Changes:
- Minor dialogue and function changes in the intro.
- Actors now have Talisman equipment and equip General Accessory by default. The update module remains in place in case the initial fails or an event removes them.
- Minor dialogue changes to the first instance of the Veil.
- (!) bubbles no longer appear to indicate the next steps in the Grand Library (required for the fix).
Notes & Known Issues:
- Many of the scripts which allow Quest Log progression are broken or missing. A quest may appear in the log in incomplete even though you have completed it. Please keep in mind that rewards happen via the dialogue and are completely separate from the Quest Log which is visual only. A fix for the broken QL may come at a later day.
- A temporary fix has been added for the Rabbit's Foot questline Quest Log display. By completing all of their quests and talking to them, a script will run displaying and activating the final step of each quest and then marking it as Complete. You must do this for both NPCs.
- I'm undoing the change in numbering patches & builds.
Other:
- I very rarely look at FaceBook anymore as a whole. If you want to get in contact with me about a CoA bug, use either the Steam Forums or the Discord linked above.