Greeting's Adventurers!
The people of Willenburg haven't had a good time as you'll have noticed from their destroyed city, cosmic horrors and general ill state of its civilians. That said, the Willenburg Engineer's have arrived and need your help getting the survivors clear via their technological marvels which are capable of reaching into the sky!
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A new event has been added and a larger adventure zone expanding the Willenburg area. The event provides good rewards for adventurer's brave enough to help and for a high level party also offers the opportunity to spawn a new group boss for magic equipment and new cosmetics.
Along with this new event there's been a major pass of most melee abilities making sure some of those bigger swings feel like bigger swings, and 15 new skills added to the game. We've also tried to make melee combat feel a little less stamina throttled and moved some abilities with longer cooldowns from costing stamina to restoring it, giving more control back to the player and making the cooldown the resource for skills that have significant ones.
Melee wasn't the only place to see some general buffs and polish with Protection benefiting greatly from better scaling from primary stats and masteries allowing for some major heals and reasonable damage.
The ability to command your pets to go to attack (and stick to particular targets, locations or assume passive, aggressive and defensives stances has also arrived which has been a long term want of many people who have played summoner builds - and on that both Occult and Druidism had new tank pets added.
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There's a lot more than that and patch notes follow below.
[b][Control and UI][/b]
[list]
[*] Some improved error handling has been added for when player’s attack requests to the server arrive in a different order to how the player used them (mainly impacting people further away from the servers) This should result in a much better experience particularly for melee players so have higher or less consistent network performance.
[*] The 'T' key for mounts / pets and misc items can now be rebound. If you have custom bindings you will need to rebind this (even if its to again as it won't exist in your current custom bindings).
[*] F1 no longer brings up RTT / debugging information (its on F8 now if you want to see)
[*] Generally improved performance when spawning large amounts of combat text.
[*] Mail and Friend Icons are now much smaller and attached to the minimap
[*] Mounts, Mini Pets and Cosmetic Items now have their own inventory filter.
[*]Added a cosmetic cloak (craftable in Genmire)
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All (probably) player weapon attack sounds have had their audio range reduced.
[b][Skills and Abilities][/b]
[list]
[*] Fixed an issue with a variety of buffs and debuffs only scaling from one of their related stats (this will probably be most noticeable with occult but effects a wide range of buffs and debuffs).
[*] Magic cast against higher level opponents with lower level Skill Points can now be resisted.
[*] All summons which didn't have cast times now have a short cast time.
[*] Summons are no longer aggressive whilst their master is mounted.
[*] Summons can now be ordered to move to a location.
[*] Summons will no longer change target on their own if ordered to attack something.
[*] Summons can now be toggled between aggressive, defensive and passive modes.
[*] F1 (default binding) now sets your Summons to passive .
[*] F2 (default binding) now sets your Summons to defensive.
[*] F3 (default binding) now sets your Summons to aggressive.
[*] F4 (default binding) now clears your Summons orders (hold position / attack target)
[*] Order Summons (default binding Y) will now order you pets to move to a position if you don't have something targeted. If you do it will order them to attack.
[*] Added a Druid Skill Gem.
[*] Crack has a shorter cast time, higher damage, scales better from Druidism, Intellect and Earth Mastery.
[*] Call Lightning has a shorter cast time, higher damage, scales better from Druidism, Intellect and Air Mastery.
[*] Druidism pets now last 10 hours.
[*] Vipers are significantly outperforming the Wolf and have been toned down. The Wolf has had its damage scaling increased a bit so they meet closer in the middle. In optimal situations the wolf should out dps the Vipers
[*] Vipers now attack less frequently.
[*] Vipers damage scaling has been reduced.
[*] Viper's can now aim their projectiles up or down (though they can still collide with mounds/bumps).
[*] Wolves damage scaling has been increased.
[*] Rapid Strikes (Dual Wield) now does 120% weapon damage per strike.
[*] Added a new Shield Fighting Gem.
[*] Added a new Heavy Armour Gem
[*] Added an Occult Skill Gem
[*] The Soul Conduit now has higher base defence and Health
[*] Regrowth now scales less from Druidism.
[*] Regrowth now also scales from intellect and Life Mastery
[*] Mend Companion now scales slightly less from Druidism and more from Intellect and Life Mastery
[*] Added a 2 Handed Mace Skill
[*] Massively increased the damage of 2 handed Mace Skills
[*] 2 Handed Swords now recover quicker from the final attack in the normal combo (edited)
[*] Blade Storm (2 handed sword) no longer consumes stamina and does 20% more damage per hit
[*] Whirlwind (2 handed axe) no longer consumes stamina and does significantly more damage per hit
[*] 2 Handed axes deal ~20% more base damage
[*] Massive Cleave Axe damage has increased 30%
[*] Execute 2h-Axe now deal extreme damage
[*] Added a new great weapon fighting gem
[*] 2Handed maces base damage has increased by 30%
[*] Spirit Wave now does 400% Weapon damage per hit
[*] Spirit - Inner Calm also restores stamina
[*] Recovery from Axe roar abilities is faster.
[*] Axe - Slice deals an additional 20% weapon damage and buffs the user with crit chance.
[*] Axe - all roars now increase in duration based on the users skill.
[*] Added three new axe skill gems.
[*] Bow - Snapshot- Now deals 150% weapon damage and increases draw speed for the next 6 seconds (increased with Marksmanship)
[*] Bow - Snapshot now recovers faster.
[*] Marksmanship - Multishot now deals 180% weapon damage
[*] Marksmanship - exploding shot now has a 20 second cooldown, deals 20% more damage and can be cast whilst moving
[*] Marksmanship - powershot now has a 50 second cooldown, also restores stamina, can be cast whilst moving...slowly
[*] Marksmanship -Disengage now moves significantly further and deals 300% weapon damage
[*] Marksmanship - added a new skill gem (obviously with a 9000 second CD)
[*] Added a new 2h sword skill gem
[*] Increased the damage on Shockwave (400%)
[*] Shockwave now restores stamina
[*] Shockwave moves somewhat further
[*] Female characters no longer turn left when using shockwave.
[*] Sweep can now be used whilst moving
[*] Sweep now deals 130% Weapon Damage
[*] Flurry now deals 250% Weapon Damage (per swing)
[*] Thrust no longer steps through close opponents
[*] Lacerate and Shank restore additional stamina.
[*] Lacerate now also increases other bleed damage by 30%.
[*] Knife Storm's bleed scales more.
[*] Mace Fighting has a new skill gem.
[*] Increased the damage from Mace Smash (250%), reduced its stamina cost, and reduced its cooldown -13 seconds.
[*] Mace skills generally happen faster and look cooler
[*] Uppercut no longer consumes stamina but has a slightly longer cooldown.
[*] Uppercut can now hit multiple enemies.
[*] Staffs (Magic Affinity) attacks recover slower
[*] Summons now unsummon themselves shortly after the summoner losing the ability to summon them.
[*] Monsters now target the floor under their target when using area AoE spells.
[*] Added a protection Skill gem.
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[b][Zones, events and Quests][/b]
[list]
[*] Willenburg's Streets have been opened for Adventure.
[*] A new event has been added.
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[b][Orc Caves][/b]
[list]
[*] Generally reduced spawns before and at the Cauldron
[*] Reduced the difficulty of Orc Shamans
[*] Cleared out a lot of clutter and generally improved Orc’s ability to path around their caves.
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[b][Ooze Caves][/b]
[list]
[*] Generally reduced the danger presented by most oozes.
[*] Reduced all Oozes health slightly.
[*] Green Oozes no longer machine gun their spit attack.
[*] Red Oozes have a longer cast time on their AoE.
[*] Yellow Ooze’s use lightning less often.
[*] Significantly improved client performance in this area.
[*] Updated the Ooze King’s drop table.
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[b][Mounts and Minipets][/b]
[list]
[*] There are three new minipets available in game. (doesn't include the Token one below)
[*] Minipets no longer take damage
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[b][Items and Equipment][/b]
[list]
[*] Elixir (and other % buffs) should work on post-equipment buff stats.
[*] Added a cosmetic head piece.
[*] Ice Kingdom gems are generally less valuable.
[*] Added a cosmetic cloak (craftable in Genmire)
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[b][Token Store][/b]
Added three new cosmetic sets, a mini pet and a mount to the Token Store
Take care Adventurers
Monty