Full notes
Full Artificer: Science of Magic update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello there!
What changed
- Gameplay
- Maps
- Balance
- UI and audio
- Security
- Fixes
Artificer: Science of Magic changes
Here's the changelog for this major update, enjoy!
Content
Added global settings in main menu
Added close buttons to tutorials
Added new monster - Krondir, corpse, autopsy research and conarium item
Added Krondir meadows with rare resources to world generation
Plant life should now respawn after some time
Added Physical Conditioning research
Added map leading to the Zun wizard
Added recycling recipes for iron tools and chimer armor
Added four elemental weapon enchantments
Added research - Primordial Prismatics
Added hidden elemental weapon enchantment
Added protection amulet enchantment
Autopsies now grant additional damage against creatures
Added new sounds for wailworm
Added new regeneration animation for Ossimians
Added hint about Ossimian fire weakness
Added new Ossimian sounds
Added new Trag sounds
Added new Eye Of Moloch sounds
Added new Mogg warrior sounds
Balance
Moved world backup to quit to desktop/quit to menu
Mogg Warriors now drop coins on death
Wailworm speed increased by 15%
Wailworm attack cooldown decreased by 30%
Reduced the range of sword from 4 to 3
Reduced sword knockback from 0.3 to 0.2
Reduced spear knockback from 0.9 to 0.7
Reduced the range of spear from 5 to 4
Reduced Ossimian HP from 8 to 5
Increased Ossimian damage by 0.1
Increased Algae Bandage healing speed by 0.1
Increased Algae Bandage healing duration by 0.5
Reduced Chimer armor rating by 0.3
Increased stone spear damage by 0.1
Increased iron sword damage by 0.3
Reduced Trag attack cooldown by 0.5
Reduced Trag hp by 0.6
Added poison damage to Trag attack
Added acid vulnerability to Trag
Reduced Trag knockback by 0.7
Eye of Moloch knockback increased by 0.1
Increased Eye of Moloch damage by 0.5
Fixes
Fixed Thaumaturgic book not received when exitting dialogue with escape
Fixed message bar being cut off on non 16:9 resolutions
Fixed kiln fire flickering while moving
Fixed attack colliders
Fixed space tutorial appearing in dialogue
Fixed WSAD not unbinding
Fixed tutorial UI layers
Removed visible ground from Thabit interior
Fixed a bug that made the game load the wrong save after ending
Fixed moloch's brain being consumed in alchemical research
Fixed cursed wailroots being consumed in alchemical research
Fixed cursed wailroots being consumed in alchemical research
Fixed snakeweed not being snakey enough
Fixed pyrethrin shader
Fixed death sounds not playing properly
Fixed knockback modifiers not working properly
Fixed infinite armor on swap exploit
Way forward
The combat balance changes require your feedback. Adding more hp to the player and increasing his movement speed with Physical Conditioning research changes a lot so I'll keep adjusting so the discovered items feel more relevant and monsters don't feel too weak.
Some things that I really wanted in this update did not make the cut. I need some more time to work on them and you can expect them to drop in January. Here's the list:
Salazar passive resource gathering after giving him courage
More random combat encounters
More magical loot from certain enemies
More useful items from the trader
Further balance of endgame monsters (Guardian and Tasoth mostly)
Button to regenerate world
More long term goals:
Add a new end game boss creature (the art is done, just misses the AI)
Add teleportation spell, and more elemental spells
Add mana potions and rebalance spellcasting so it's actually useful
I'll keep working on the game for you, also look at Psilocybe Discord for a big announcement in January.
Have a safe, healthy, merry and awesome Christmas!
All the best
Psilocybe Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
