In this update14
Full notes
Full BrawlQuest update
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What changed
- Gameplay
- Balance
- Server
BrawlQuest changes
A new BrawlQuest update is now available!
Content
- New questOoze Control - Added ‘Exotic Mobs’ - Every mob has a 1 in 10 chance of spawning as an exotic - These have 3 times the HP and twice the attack - Exotic Mobs give double XP, loot rolls are halved (IE a 5% item drop becomes a 10% item drop) and drop 1 “Crystal Fragment” - 10 Crystal Fragments can be crafted into 1 Old World Crystal - All HP and mana potions now have a 2 minute cool-down, but give considerably more HP/mana (the idea here is that you should time your usage of them, and diversify item types) - Fixed conversation triggers for Frightened Skeleton and Trainee Wizard
Balance
I’ve done a big balance pass across all enemies and items. The aim of these has been to..
Make melee more viable, without making mage less fun - Make armour more effective and important - Make cool mounts cool again
It’d be a huge list to include here, so instead I’m just going to lis the ones that are important mechanically:
Armour
Armour now resists half your armour value to your max armour value (previously 1-armour value) - There’s now a 25% chance of a “critical deflection” when your armour value is greater than the enemy’s attack. This will negate all damage for that tick.
Character Points
One of the reasons Mage is so strong is because you can altogether avoid taking damage in situations where even a Stoic might die quickly. To rectify this, I’ve boosted HP values depending on which class a player is:
Mage Order
Stamina increases HP by 5 for each point (previously 10)
Warrior Order
Stamina now increases HP by 15 for each point (previously 10) - Strength now increases HP by 5 for each point (previously 0)
Stoic Order
Stamina now increases HP by 20 for each point (previously 10) - Strength now increases HP by 5 for each point (previously 0)
Classless
Stamina increases HP by 10 for each point (same as before) - Strength now increases HP by 5 for each point (previously 0)
Spells
The focus of these changes is for spells to add interesting dynamics to fights for Mages that extend beyond them holding down left mouse. You’ll now need to pay attention to what spells are on/off cooldown, and use them appropriately.
Scroll of Intellect now increases INT by {INT} for 120 seconds in a 4m radius (previously 8) - Scroll of Superior Intellect now increases INT by {INT * 2} for 120 seconds in an 8m radius (previously 25 for 30 seconds) - Scroll of Fire now causes 1-{INT} damage in a 4m radius every second for 3 seconds (previously 1/2 {INT} to {INT} for 1 second)
Spell Cooldowns
Soon there'll be an individual item cooldown to replace the existing global spell cooldown. This isn't live yet, but when it comes in the following spells will have the following cooldowns:
Scroll of Intellect: 120 seconds - Scroll of Superior Intellect: 120 seconds - Scroll of Healing: 25 seconds - Scroll of Good Fortune: 120 seconds - Scroll of Fire: 14 seconds - Scroll of Protection: 30 seconds - Recovery: 10 seconds - Whirlwind: 300 seconds - Bone Hurting Juice: 30 seconds - Scroll of Allied Protection: 30 seconds
Mage changes
Ranged attacks now have a radius of 2m (previously 3m) - Ranged attacks no longer use mana
Misc
You’ll only be dismounted from attacks that deal > 5% of your total HP
Server
Separated content and user databases - Further huge server efficiency improvements - Fixed an issue that caused consumables with a quantity of 1 to not be removed from inventory on use
Known bugs
Your inventory items will explode into you on game start - Receiving items after kills is slightly delayed
Source
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