Full notes
Full 1Quest update
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What changed
- Balance
- Gameplay
New content patch is live ! You will find a new race, the lizard folks, strong, with thick skin but difficulties to wear armors, and a natural affinity to Water magic. Also new spells, new monsters and some minor adjustments. You will love the new spell of the blood cult leader. Or not :) Full path note:
New Features
New Race! Meet the Lizard folks, strong with hard skin but poor armor skills, and natural Water affinity
New spell: Disease! Beware as the spell spread to additional targets to not be affected
New spell: Water Dance! A magic-enhanced fighting skill.
New spell: Clairvoyance! A simple spell to see chests, stairs, altars ...
New spell: Quicksand! Slow and hurt your enemies at the same time
New monster: Moskito! merely annoying, until it feeds too much on your blood
New monster: Swamp drake! Its poison breath can be deadly if you cannot kill him fast
Adjustments
Swamp improvements: a lot of wandering smoke clouds should prevents you from being visible from too many enemies at once
The last race / class you played is now selected by default
The defeat screen now propose a fast restart for those who seeks only perfection (and saving all the children)
You can now still see loots, traps, chests and other permanents features while out of sight.
The last boss now knows a deadly spell which should make the fight harder
Charm (Enchanter) is no longer usable while you already have someone under Charm
Bug fixes
The loot is now chosen based on the skills when the merchant escape rather than at the start of the level.
SDK modifications (see http://ratzngodz.fr/wiki for details)
stuffPackages are now packages
added buildLibrary function
added sortArray function
added indexOf function
CctlEffectLaunchEffect and CctlEffectLaunchAction now can create new attributes in the additional parameters
CctlEffectLaunchAreaEffect now accept direction for the cone, instead of guessing it
Source
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