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Skill Mastery is here!

Another silly bug was discovered which prompted the release of this update early, but it has since been fixed. If you have fought Azrael a second time, you would've seen the screen go black and never light back up. That's fixed.

But on a better note, skill mastery is here! Skills can now be leveled up to a default of level 10, with each level increasing the damage the skill does and reducing the amount of TP/MP the skill requires! Unless noted in a patch release (like this one!), most skills will conform to the following defaults:
Master Level Cap: 10
Damage bonus: 5% per level.
MP Cost Reduction: -5% Per Level.
TP Cost Reduction: -5% Per Level.

Note: There are currently some skills that allow for mastery which will be disabled soon. Note: The Class system is actively being worked on and was not intended to release with this update.

6.0.1.3 [Build #138, Release Date: April 11, 2022] Skill Mastery:
A new concept has arrived in Revan - Skill Mastery! The more an ability is used, the more benefits it has.
Default settings:
Level = 10 uses per level #.
Damage bonus: 5% per level.
MP Cost Reduction: -5% Per Level.
TP Cost Reduction: -5% Per Level.
Default mastery cap: level 10.
Unless otherwise noted in an update, all skills by default abide by these rules.
- Fury Strikes, Blitz, Uppercut, and Arcane Missile instead gain 3% damage per level and have an maximum mastery of level 50.
- Skills from the Founder's Pack DLCs can not have their levels increased.

Classes & Subclasses:
A new concept is coming to Revan - Classes! Each character begins with a specific class or classes they are able to use. Experience gained while a class is equipped is applied only to that class. Classes will change which weapons or armor may be equipped, and will change the stat spread of the character even at the same level between classes.
- A new command simply titled "Class" is available in the menu. From this menu, classes may be changed or abilities may be learned. Because this update was released as an emergency fix, the Class system is not yet ready. Stay tuned for a future update.

Fixes:
- Fixed an issue where after reporting to Darius after Frost Forest events, the Quest Log would not update. Note - this will only affect save files who have yet to reach this event. Previous save files will still have 'Report to Darius' marked as incomplete in the Quest Log.
- Fixed an issue where the screen goes permanently black after fighting Azrael the second time.

Updates & Changes:
- Minor terrain change to Auria/Market Town.
- "Warrior" class for Ruby renamed "Electro Warrior".
- Removed data for the previous "Merc" classes and Ruby's "Expedition Leader" class.

6.0.1.2 - Emergency Fix & Scarlet Colosseum

This update was going to be held back until next weekend for some testing and polish, but the discovery of a bug introduced in 6.0.1.1 required its immediate release. It was not intentional for Ruby to be able to return to Scarlet Cavern or the Lvell area while Miles and Riley are in the party and before the team handles the Threat to Auria quest. Many events on the map despawn or change after the end of the second return to the Veil, and the Proto An'ura map did not activate the same switch to activate blockers. This is now fixed, hopefully, but be on the lookout for situations that don't make sense.

6.0.1.2 [Build #137, Release Date: April 10, 2022]
Bugs to look for: Report them as a comment to the most recent patch notes.
- Ruby gets stuck in a Rift.
- Any battle ends without an enemy spawning.
- Battle ends abruptly or without a natural feeling resolution.
- Any door tile is missing where a sound plays.

Colosseum:
- A new rift has appeared in the Colosseum! The Warden will accept Scarlet Tokens and Blaze Gems in exchange for Scarlet, Emberguard, and Elite Emberguard gear.
- Scarlet and Emberguard gear drop and are purchased with random amounts of slots. Elite Emberguard gear is purchased with 3 slots.
- For more details about the Scarlet Cavern Rift, see the previous forum post here: https://steamcommunity.com/games/764180/announcements/detail/3202630429452888225

New:
- New state: Float. While affected, the unit has immunity to Earth-type, 10% additional weakness to Electric, 1000% weakness to Bird-Killer, 50% resistance to Soak, and 3% EVA + 3% MAG EVA. This weakness to Bird-Killer evens out to 2x damage per BK-type attack when factoring in a non-flying units default 80% resistance to the BK element or a compounded 20x weakness to BK for flying-type enemies who then have float applied to them.
- New items added to the database: Small EXP Token, Medium EXP Token, Large EXP Token, and Huge EXP Token. For now, small tokens can be found in the An'ura Rift and Medium tokens can be found in the Scarlet Rift. They grant 100, 500, 1000, and 5000 EXP to the entire party respectively when used.

Fixes:
- Blazing Hatchet & Icespike Hatchet now properly have the Dual Wield setting and have parameters filled in.
- On the Orc War World Map or in the Veil, the previously removed quest "The Raging Storm" will activate if Ruby's Electric Power is greater than 50. Progress will be made to this quest again directly on the Orc War World Map or in the Veil. Finally, the quest can be completed in Frost Forest as originally intended. NOTE: Players who have already completed this quest before it was removed will still see the prompts and be able to do the quest, but will not gain additional rewards or have the Quest Log updated.
- Fixed a visual error in the unpurchased Founder's Pack II, III, IV, and V rooms where the chest would play the chest opening sound and appear to open even though the dialogue said it was locked. The end result remains the same, but now the locked chest sound plays and the chests do not open unless the DLC is owned and activated.
- Fixed a missing blocker which prevented the party from moving toward Lvell just after Miles and Riley joined the party. This bug was introduced in 6.0.1.1.

Updates & Changes:
- The Colosseum's Warden now has branching dialogue for each rift.
- Instead of differentiating between 1H and 2H swords and axes, Swords are considered one-handed and Axes are considered two-handed. The "Two-Handed Sword" and "One-Handed Axe" types have been removed.
- Wind Warrior and Wind Reaver are now 50% resistant to Air Current and SharpGusts instead of completely immune.
- Wind Reaver can now equip Axes.
- Warrior can now equip Axes and Flails.
- Rogues can now equip Claws.
- Barbarians can now equip Swords and Shields.
- Priests can now equip Whips and Canes.
- Eurus's Frostslayer class can now equip Axes.
- The following states now compound effective turns instead of resetting them: Poisoning, Burn, Bleed, Soak, Air Current, Poisonfear, Soulbroken, Blizzard, Arcstorm, Battle Surge, Barrier I - V.
- Miles now gives a more specific prompt about what to do to complete the "Find a Poison Weapon" quest if trying to leave Den An'ura before crafting the Acid-Coated Ring.
- The path to the Cleave+ upgrade battle is now permanently open. Riley must be in the party and know Cleave in order to trigger the battle.
- Speed In Shroud quest can now be obtained in the Veil after Miles has used Stealth at least 25 times. Miles may only trigger this quest in his second outfit after the Orc War begins.
- Rapid Hit I, Rapid Hit II, Rapid Hit III, and Dash are now Stealth commands.

Notes:
- While the Scarlet Cavern Colosseum Rift is set at level 30, the system used to design the encounters may yet prove to be unreliable. If the battles are unwinnable by Ruby's party near level 30 with Scarlet themed gear equipped, please reach out ASAP.

Known Issues:
- If Ruby learned Shadowstep or Lightningwalk before version 5.1.8, the first usage of each will do 0 damage.
- Players with save files from before the Frost Forest revamp will have the opportunity to rebuild the structures after the point in the story where they should be built.
- The schematic for the Bolt Cutter weapon remains included in the Lightningstrike questline even though most other schematics have since become unobtainable.

6.0.1.2 Preview

Before you start reading, keep in mind that what lies ahead contains battle related spoilers! If you want to be completely surprised by what's coming in this new Colosseum event, leave the page now!



Are you still here? Cool, let's talk about it.

The Colosseum has been a place I've made huge plans for a long time ago, but was never really able to execute them due to the lack of level progression given by casual play of the game's story. As we move forward, it gets easier for me to test new encounters. After all, if I can't know exactly what kind of gear you'll have access to when you encounter a certain enemy, how can I know the battles are balanced? I'm still up in the air with whether or not the 'Enemy Class 2.0' system is the most effective system for fast creating enemies... but we'll talk about that another time.

So, what's coming in 6.0.1.2?
The next rift in the Colosseum opens to an area instantly recognizable as the Scarlet Cavern! Unlike the version found in Revan, there are no missing connecting points from center to side - the entire thing is completely explorable! Before we talk about what bosses and loot to expect, let's go over some key notes:
• There are no random encounters. All encounters are by visible unit on the map only.
• There is no escape from encounters, and Game Overs are not possible. Loss of a battle will put Ruby's party at 1 HP in the entrance of the Colosseum.
• For a few updates from now, saving will be restricted. This will allow me some extra time after release to make changes to things that won't involve moving this map to Timelost status.
• Unlike the An'ura rift, the enemies in this rift have their natural elements. Prepare yourself for Fire and Earth enemies, with some additional surprises from the bosses.
• Progress through the dungeon is blocked the same way as the An'ura rift. Regular battles give +1 to the counter, boss battles give +5. For now, I won't reveal how many points the counter has to have in order to progress to the next area. However, I can tell you that not every boss needs to be fought to progress to the next area.


Now, onto specifics!
• This area is set to level 30. To clarify this statement: based on the Enemy Class 2.0 generator I created last year, the enemies are set to level 30 of some class type. This doesn't necessarily translate to 'Ruby must be level 30.' This, in essence, is the issue I'm trying to resolve when evaluating a potential Enemy Class 3.0 system.
• Unlike areas in Revan, progress through the dungeon does not go in a beginner to intermediate to expert level. Generally speaking, every dungeon is created with a theme that slowly escalates until the boss of the area (like end-of-turn attacks in Hell's Gate for example). The Scarlet Cavern Colosseum Rift is the first area to truly not build up using the 'BIE' system. The remaining rifts to be added to the Colosseum will also be like this.

Enemies
• Regular enemies are typically Fire and Earth themed for this location.
• There are 7 bosses in the dungeon. Each boss has its own unique set of challenges to watch out for.
- Yunashia, the Den Mother (Fire/Normal)
- Scarlet Wyrm (Fire)
- Earth Titan (Earth)
- Garm (Dark)
- Phoenix (Fire/Flying)
- Ligma, Earth Dragon (Earth/Flying)
- Scarlet Golem (Fire/Earth)

Loot
• In addition to the gear listed below, loot from enemies and bosses in this location includes
- Restorative Items
- Elemental Flasks
- Elemental Essences
- Scarlet Tokens, a currency used to purchase Scarlet and Emberguard gear.
- Blaze Gems, a currency used to purchase Emberguard and Elite Emberguard gear.

Gear / Shop
• Gear may be purchased from the Warden in the Colosseum.
• A single set with ascending values has been added.
- Scarlet: 325 points. (Head, Glove, Feet, Shield)
-- Scarlet gear reduces Fire damage and chance to be Burned by 10% each.
-- Scarlet shield additionally reduces Earth damage and chance to be Petrified by 10%.
- Emberguard: 350 points. (Chest, Cloak, Ring, Buckler)
-- Emberguard gear reduces Fire damage and chance to be Burned by 25% each.
-- Emberguard ring and shield additionally reduce Earth damage and chance to be Petrified by 25% each.
- Elite Emberguard: 400 points. (Two Select Items)
-- Elite Emberguard gear reduces Fire damage and chance to be Burned by 50%, and reduces Earth damage and chance to be Petrified by 15%.
• For those of you who happen to remember how points are distributed through a set, all three sets use the following breakdown:
- 3% ATK, 50% DEF, 0% MAT, 33% MDF, 10% AGI, 0% LUK, 2% MHP, 2% MMP
- However, the Emberguard gear benefits from 124% total instead of 100%, effectively making it worth even higher than 400 points.
- This set does not contain any weapons.

Assembly / Disassembly
• In addition to the above gear, Scarlet Tool Kits are also available for purchase which grant +20% to the disassembly chance. These tool kits are single-use.
- Scarlet Tool Kits cost 10 Scarlet Tokens and 1000 gold.
• Scarlet gear disassembles into Scarlet Tokens and has a chance to also give Blaze Gems and Burning Essences.
• Emberguard gear disassembles into Scarlet Tokens and a single Blaze gem, with an additional chance for Blaze Gems and Burning Essences.
• Elite Emberguard gear cannot be disassembled.



ETA?
• The Scarlet Cavern Colosseum Rift is currently in development and expected to release before 04/17/2022.
• You will know if you are on the correct version of the game if your game version is "6.0.1.2". You'll also notice a slight difference to the Colosseum area.
• Considering the length of this post, it's unlikely that I will include any of this information in the official patch notes. It will simply say something along the lines of "A new rift has opened in the Colosseum".

In fact, that's exactly what it will say.


If you made it this far, thank you for reading! If you do end up taking on the challenges, post some videos on youtube! I do occasionally search the game title to see if anyone's doing anything on it, and I would LOVE to see how players interact with the game as it happens.

//hardytier

Rift An'ura Update

My pet project over the last few days has been to spice up the Colosseum. Since the map was already made, I thought it best to change the Rift An'ura event to the expanded map instead. There's not much I can say that the patch notes below don't include, but I'll give you one tip here that isn't in the game: for the blockades, regular field enemies are worth +1 point, wing commanders are worth +5. Blockade objects will disappear when a certain amount of points have been gathered in a single run. Points reset to 0 upon leaving.

Oh, and there are now five boss style battles in Rift An'ura instead of one. Have fun!

Note: The save restriction isn't a rule of the event, it's a tool to prevent forcing save restarts in the event that something on this map changes. When I'm comfortable that the area won't be changed, the save restriction will be permanently lifted.


6.0.1.1 [Build #136, Release Date: April 01, 2022] Bugs to look for: Report them as a comment to the most recent patch notes.
- Progress is blocked in Rift An'ura.
- At any point, main story progress is impossible.
- Random encounter happens somewhere within Rift An'ura.

Rift An'ura Makeover:
- Multi-map version has been Timelost and will be removed from the game files shortly. Loading a save file in one of these maps will eject Ruby's party to the Colosseum entrance unless they have yet to pass the Rift Titan event.
- Saving is now restricted.
- Now uses the expanded Proto An'ura map. Unlike the regular Den, the buildings in the Encampment section can not be entered.
- Progress to different wings is still locked by amount of battles. However, the zombie NPCs are no longer included.
- There are no random encounters. Enemies seen on the field may be fought one time each per event. This also includes wing bosses.
- A game over scenario from any of the field battles will expel Ruby's party from the Rift instead of giving a game over. Loot will be kept, but progress through the dungeon will be lost.
- Progress through the dungeon is still on a attempt by attempt basis. Leaving via game over or telepad will reset progress.
- Items found on the ground function the same as enemies and can be looted once per dungeon run. However, many of the items are invisible.

Fixes:
- Removed an outdated texture from upstairs in the Grand Library.

PS: I don't believe in April Fools, so all of this is for real.

6.0.1 Initial Release / Gamebreaker Fix

If you follow these updates, then you may know that I did not intend to put this update out yet. While working on my new save file test run, I came across a gamebreaking bug that required an immediate fix. Put simply, the new version of Auria/Entrance put players directly into the 2nd version of Auria/Market Town, which means that any player just coming back from Hell's Gate wouldn't be able to progress the main story unless they first entered one of the Market Town buildings and then came back out. I don't know how long this bug has existed, but I imagine it's been causing problems for a while.

I can't hold back the other updates, so 6.0.1 is officially live with all the element core changes and the fix to this gamebreaker. For players who have been unable to progress their save file, simply leave and re-enter Market Town from any direction to be brought to the 2.0 version. The original map has been timelost and will be removed on May 1st with the rest of the pending deletion maps. The new version now has the story progression events originally only included in the first version.


6.0.1 [Build #135, Release Date: March 26, 2022] Bugs to look for: Report them as a comment to the most recent patch notes.
- Inability to progress the story at any point in the game. If anything seems confusing like you do not know where to go, please let me know the last thing you did in game and I'll look into it!

Fixes:
- Fixed an issue where the events to progress the story in Market Town were not available in the extended version of the map.

Updates & Changes:
- The following disassembly items have been removed from the disassembly pool of newly acquired gear and from the synthesis requirement to craft: Metal Chips, Metal Shards, Metal Plates, Iron Bars, Steel Bars, Leather Strips, Coarse Hide, Beast Hide, Thick Hide, Heavy Hide, Straight Blade Frame, Curved Blade Frame, Projectile Frame, Wood-Carver Frame, Metal-Spike Frame, Basic Cloth Pattern, Basic Leather Pattern, Basic Mail Pattern, Basic Plate Pattern, Basic Jewel Design. It is now safe to sell these items. Their price has been increased as compensation.
- The following items have had their drop rates reduced, sell price increased, and disassembly pool removed: Basic Sword, Basic Short Axe, Basic Great Axe, Basic Bow, Basic Dagger, Basic Rod, Basic Crossbow.
- Other weapons and armor have had general crafting materials removed from their disassembly pool and replaced with more of the regional or species specific items. Some low-level gear has had the disassembly pool removed entirely.
- Sticky Gloves can no longer be purchased.
- Auria Street Vendor now sells Fire Shard, Ice Shard, Mech Blade instead of Frames and Patterns.
- Fruit Vendor is now another "Street Vendor" who sells Herb, Salve, and Patch - items that heal Poisoning, Burns, and Bleed respectively.
- Herb no longer has an item cost associated with its price.
- Removed zoom effect from: Sparkstrike, Lightningstrike, Bolt Cutter, Wing Slap, Crush Armor.
- Greatly reduced the drop rate of Green Insect Weapon & Armor Parts.
- Greatly increased the drop rate of Green Insect Parts.
- Mildly increased the drop rate for Green Insect Fragment on Warriors, Knights, and Brutes.
- Mildly increased the drop rate for Green Insect Gland on Archers, Knights, and Seraphs.
- Added a gold cost to An'ura and Green Insect gear crafting.
- The concept of "vents" is going away. Elemental essences will instead be included in enemy loot tables and gear disassembly pools.
- Changed the Frostbrood Lair exit to a climbable vine instead of a telepad.
- Newly purchased Stalwart gear has 2 slots instead of 0.

Character & Skill Changes:
- The way hybrid elemental attacks works has changed. Unless otherwise noted in a tooltip, an attack with multiple elements will now multiply the damage done to the enemy. Example: Enemy has 2x weakness to fire and 2x weakness to water. A hybrid fire/water attack will do 4x damage. On the other hand, if the enemy has a 2x weakness to fire and an immunity to water, a hybrid fire/water attack will do 0 damage.
- Skills with their element in the tooltip will not inherit damage types from equipped gear. The current possible elements are: Physical, Fire, Water, Electric, Ice, Earth, Wind, Poison, Dragon, Psychic, Holy, Dark, Soul, Ghost, Bird-Killer, Arcane, Stone-Killer, Ice-Killer, Machine-Killer. Additional damage types for skills are "Normal Attack" which will inherit the elements of equipped gear, and None which is simply non-elemental. Skills whose element is "Normal Attack" will not have any element listed in the tooltip. Elemental and non-elemental attacks will say that in the first line of the tooltip.
- Riley can now equip One-Handed Axes and Shields, but can no longer dual wield most axes.
- Ruby can now equip Two-Handed Swords.
- All character classes can now equip "General Accessories" in addition to their specific ones. As of this build, there are no obtainable General Accessories.
- Warpspark is now Arcane/Electric.
- Short Circuit is now electric/machine-killer.
- Increased the damage done by Seraph Strike.

Known Issues:
- Save files in the newly Timelost version of Market Town won't be able to return to that version of the zone.
- Players who could not progress the main story after Hell's Gate may now return to Auria/Market Town and encounter the scene.