What changed
0 fixes2 additions2 changes0 removals
addedNew combat skills (as in Melee Attack, Dodge Defense, Archery, and Block Defense): Fire/Lightning/Feyzir Magic. Air/Earth/Fire domains (for nature magic), and positive/negative energy channeling (for light/dark/chaos/order spells — either divine or plasmic, or even arganon abilities) are coming. These skills enhance the effects of their related abilities. They can be bought with XP and are also prerequisites for acquiring abilities. They should be able to be increased by training with NPCs and books in the future. New skill-related abilities will be created, following a similar pattern to Melee Attack Training, which gives you skill points and unlocks a higher modification cap for them. Fire Magic I/II/III has already been created. Since spells now have a combat skill prerequisite, they are bound by the ability that trains the skill, so we can now say that spells have an indirectly related spell level. This is still going to be tested and is open to changes. I am considering the possibility of automatically increasing these skills through the use of their related abilities.
addedSpellblade/armored caster–friendly builds: Spell disruption no longer causes a spell failure chance; instead, it causes a Plasma Flow penalty and increases plasma cost. New abilities are going to be created to reduce these penalties. It is now possible to cast plasmic spells with non-staff weapons, with plasma flow and conjuring time penalties.
changedThe next steps are to create abilities that reduce spellcasting penalties for using non-staff weapons and armor. Then, enhance the fire magic ability tree, including a Flaming Weapon ability, and test a fire mage spellblade build. After that, enhance other ability trees and possibly change the inventory system.
changedThe next update is expected to happen next month, but since one feature may link to another, including UI changes, one additional month may be required.
Elengard: Ascension changes
addedNew combat skills (as in Melee Attack, Dodge Defense, Archery, and Block Defense): Fire/Lightning/Feyzir Magic. Air/Earth/Fire domains (for nature magic), and positive/negative energy channeling (for light/dark/chaos/order spells — either divine or plasmic, or even arganon abilities) are coming. These skills enhance the effects of their related abilities. They can be bought with XP and are also prerequisites for acquiring abilities. They should be able to be increased by training with NPCs and books in the future. New skill-related abilities will be created, following a similar pattern to Melee Attack Training, which gives you skill points and unlocks a higher modification cap for them. Fire Magic I/II/III has already been created. Since spells now have a combat skill prerequisite, they are bound by the ability that trains the skill, so we can now say that spells have an indirectly related spell level. This is still going to be tested and is open to changes. I am considering the possibility of automatically increasing these skills through the use of their related abilities.
addedSpellblade/armored caster–friendly builds: Spell disruption no longer causes a spell failure chance; instead, it causes a Plasma Flow penalty and increases plasma cost. New abilities are going to be created to reduce these penalties. It is now possible to cast plasmic spells with non-staff weapons, with plasma flow and conjuring time penalties.
changedThe next steps are to create abilities that reduce spellcasting penalties for using non-staff weapons and armor. Then, enhance the fire magic ability tree, including a Flaming Weapon ability, and test a fire mage spellblade build. After that, enhance other ability trees and possibly change the inventory system.
changedThe next update is expected to happen next month, but since one feature may link to another, including UI changes, one additional month may be required.
Hi everyone! In the last month, I've spent most of my time restructuring the software to better accommodate future features (refactoring is the technical term), so these changes are more impactful from a developer perspective than a player one. Still, I have some highlights of changes for you:
New combat skills (as in Melee Attack, Dodge Defense, Archery, and Block Defense): Fire/Lightning/Feyzir Magic. Air/Earth/Fire domains (for nature magic), and positive/negative energy channeling (for light/dark/chaos/order spells — either divine or plasmic, or even arganon abilities) are coming.
These skills enhance the effects of their related abilities. They can be bought with XP and are also prerequisites for acquiring abilities. They should be able to be increased by training with NPCs and books in the future.
New skill-related abilities will be created, following a similar pattern to Melee Attack Training, which gives you skill points and unlocks a higher modification cap for them. Fire Magic I/II/III has already been created. Since spells now have a combat skill prerequisite, they are bound by the ability that trains the skill, so we can now say that spells have an indirectly related spell level. This is still going to be tested and is open to changes.
I am considering the possibility of automatically increasing these skills through the use of their related abilities.
The next steps are to create abilities that reduce spellcasting penalties for using non-staff weapons and armor. Then, enhance the fire magic ability tree, including a Flaming Weapon ability, and test a fire mage spellblade build. After that, enhance other ability trees and possibly change the inventory system.
The next update is expected to happen next month, but since one feature may link to another, including UI changes, one additional month may be required.