In this update3
Full notes
Full Distant Flux: System Initializing update
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What changed
- Gameplay
- Workshop
- Balance
Distant Flux: System Initializing changes
Gameplay/content changes:
Chainsword abilities now cancel stealth on source (you still get one blindside attack).
Monsters now have a devouring skill to help consume corpses for exp (previously, they relied entirely on the Constitution stat, which was slow).
Monsters can now use the Rifting skill to help conquer rifts from other hordes.
The monster devour, grow, and tend actions can now be done while stealthed.
The Hammerer path now has all mana types unlocked, with magic hammer smash abilities for each type. The path also now provides a significant pierce boost to the mana type invested.
The Scrapper path now has all mana types unlocked, with magic chainsword slash abilities for each type. The path also now provides a significant steal boost to the mana type invested.
Rebalanced the dedicated magic paths to provide a significant power and resist boost, and removed the attribute boost. The second-order mage paths now also provide a significant pierce, steal, and reflect boost.
Added prismatic resist and power rings. Research is done at the Synergium, and crafting is done in the Accessories Factory.
Bugfixes:
Zone objects can no longer be blindsided.
Devour action for monsters now properly checks if it's doable.
Chainsword power type now matches abilities (tech power).
If any nested combo ability fails a check, it should now fail the whole combo.
The world database is refreshed on new game, which should prevent the issue of installing an update, loading an old game, and then starting a new game only to have the old saved database used to create the new game.
Combos done by the player should now log nested abilities to the player log, not the zone log.
Equipment-based path abilities should now pull proficiency type from the equipment, not the power class. (The magic weapon attacks granted by the Hammerer and Scrapper paths weren't using the hammer or power blades proficiencies like they were supposed to be.)
Zone object piles should no longer disrupt condition buff or debuff stacks if the pile changes level while affected by the condition.
Information changes:
Monster action results for things like devour no longer show skill exp (monsters don't get skill exp).
Profession action results now show speed where applicable.
Ability combos no longer display a power or effect class (since it's irrelevant; they're just a container for their nested abilities).
Added a dialog for ability combo templates, so you can get data on them before choosing them.
The combo dialogs now show the targets of each nested ability.
Did some text/label changes.
This update should not break saves, but you'll need to start a new run to pick up the content changes.
Source
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