Shores Unknown: Content Update #2 - Now Available!

[b]Greetings, Mercenaries![/b] We're happy to announce that the second major content update for Shores Unknown, which introduces the City of Carrines Bay and continues the main story of the game, is now available to download! [i]Note: save files from the previous versions of the game are compatible, but can cause some unforeseen issues. As always, we recommend you start a new game when a big update like this drops for optimal experience.[/i] Below, you'll find the patch notes for Content Update 2 (version 0.8.0.0) - please be wary of potential spoilers. [img]{STEAM_CLAN_IMAGE}/34782113/4fbef85059600ab436951cc95906a3e93cc41b0c.jpg[/img] [h3]New Additions[/h3] [list] [*] Continuation of the main story: explore the sprawling port city of Carrines Bay and uncover the secrets of the mysterious Alchemist. [*] 7 new side-quests taking place in a number of new (and some old) locations, including companion quests for Reginald, Ashya and Sheila. [*] 17 new advanced classes: bring your characters to new heights! Advanced classes unlock automatically when the characters progress enough in their ability groups. Some of the classes require progress in multiple ability groups (e.g. a weapon stance and Destruction magic). [i]Note: please keep in mind that not all classes are obtainable with any character. We originally planned to include new ability group unlocks, allowing to learn magic schools for the main character, in this update, but the events needed to support this will be added in the next incremental update instead.[/i] [*] Weapon specialization abilities: using a certain weapon type in battles continuously will now eventually unlock a new powerful ability for that weapon type. These abilities can differ drastically depending on what weapon and stance are being used, but we can promise they're all pretty strong and provide some valuable utility for the characters, so experiment away! [*] New weapons and items available from vendors and quests in the update. [*] New respawning enemy encounters added to Mountain Forest and Abandoned Iron Mine locations for all your grinding needs.[/list] [img]{STEAM_CLAN_IMAGE}/34782113/21280ad6c1a0aba4b5e2b92d18d6749cd3976b88.gif[/img] [h3]Combat Improvements[/h3] [list] [*] Ranged attacks will cause the character to automatically move away from the target if it is too close. [*] Using buff/preparation abilities that result in engagement break will cause the character to automatically move away from the engagement, similar to disengage command. [*] Characters performing support actions will be less prone to moving into melee. [*] Mages, archers, and other classes focusing on ranged combat will now prioritize ranged over melee when reassessing to a new target if their original target is already down when they act. [i]Note: We received feedback that combat, especially prolonged battles, would often devolve into chaotic skirmishes with everyone, even archers and mages, jumping into melee combat. These changes aim to improve the situation, and ranged characters will now attempt to keep some distance from the enemies.[/i] [*] Reworked debuff system: instead of each ability available to party members applying a unique debuff that often stacked with each other, we now have a set of core debuff types. Core debuffs of different types (e.g. Hobbled and Chilled) will stack, but the same core debuff applied from different sources will not (the newest application will overwrite). Core debuffs will also now show the numerical value of their effect in their descriptions. [*] Some of the core debuffs that previously existed as unique ones have been reworked: for example, Broken Armor now applies its effect to Block values as well and only affects physical defences; Bleed also works as healing absorb (healing taken by a character affected by a Bleed DoT will first be used to remove the stacks of bleed, and only the remaining value will be applied to HP), [*] Battle support mechanic: this is available as part of some advanced support classes' kits and allows the character to use support actions without breaking engagement, regardless of whether they have any engagement slots left. Want your Ren to tank the enemies while still throwing heals around uninterrupted? Now you can![/list] [img]{STEAM_CLAN_IMAGE}/34782113/4025d03b898c1fb6e1d0fac748084d1f2a19e43c.gif[/img] [h3]Balance Tweaks and Fixes[/h3] [list] [*] Archery: Barrage - first 3 arrows now deal damage with a reduced multiplier. [*] Fencer: this class now longer has access to Riposte passive, which has been moved to Duelist (advanced class). Fencer instead gained Finesse passive (increased Critical rate). [*] One Handed Combat: reduced the damage multipliers for Piercing Lunge, Butterfly and Riposte. Reduced the critical chance of Riposte. [*] Shield Stance: reworked Assault ability. It now deals less single-target damage but has an AoE component, dealing damage to all enemies caught into the path of the character using the ability. [*] Destruction: Ice Storm now applies Chilled to all targets hit by it.[/list] [img]{STEAM_CLAN_IMAGE}/34782113/addf41066454cfe8bc7dd4b870f13ee6e8381a24.jpg[/img] [h3]UI Improvements[/h3] [list] [*] Size of UI elements in combat, dialogues and exploration can now be scaled individually to match the player's preferences. The option is available in Game Settings menu. [/list] [img]{STEAM_CLAN_IMAGE}/34782113/0ee4f7fb45f3ffca92ac38252e2dfb8e33316545.jpg[/img] ...and we also squashed dozens of small bugs while at it. As always, a huge thank you to all the players who have submitted their feedback! We hope you enjoy your time with the new content. We're not stopping, so stay tuned for more updates soon! And don't forget to [url=https://discord.gg/q8VcWeB]join the community on Discord[/url] to discuss the update: [url=https://discord.gg/q8VcWeB][img]{STEAM_CLAN_IMAGE}/34782113/c1a0cf4ebabede55cd0070577cb3c125aeb67f81.png[/img][/url]