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Full Eye of Khaos update
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Repeated intro
Greetings! Development is coming along, and last week the Traps and Thievery arc was finished!
What changed
- Gameplay
- Balance
- Fixes
- Store
Eye of Khaos changes
This has brought several new things to the game, such as:
Traps: Fire/poison traps which create appropriate clouds when stepped on, and hunting snares/traps which deal damage to legs and hold target in place for a while. Traps can be avoided with an agility save, but the save is more difficult is trap is not detected (with a perception skill check).
Locks: Doors and containers like chests can be locked. Locks can be forced open by just clicking on the door/container using an aggression skill check, but forcing things open might result in injury or breaking things inside a container.
Thievery skill: Heroes who have the thievery skill can use picks to try to open locks and disarm traps. Additionally, a pick can be used to turn a demon-fire globe or a noxious fumes globe into a fire or poison trap on the ground.
- Survival skill for snaresSurvival skill needed some love, so the new hunting snares and traps use survival skill to place and pick up. These can be very powerful in the early game. Hunting traps can be broken when triggered, but unless they are completely destroyed they can be fixed with the smithing skill.
- TheftTwo types of stealing were added: pickpocketing to take items from NPC's, and stealing items from shop floors. Both require being hidden, so the talent Hide in Shadows and many stealth skill checks are also needed to pull these off. Both actions require a thievery skill check, naturally.
Thief class: Thief class was added to the game. Starting with high agility, the thievery skill and a pick, this class can take advantage of the other new features added.
Thief got its own character generation similar to other classes. Each has five-ish questions with multiple choices for answers. Most questions have more than three answers (most notably star sign, which is 12 + 2 rare ones), but three of these are chosen randomly to be presented. This makes the character generation different each time you roll a character.
Intimidating shouts: Shouting can now now scare monsters, giving it more of a function. Enemies get a brawn or a spirit save (using the better one) against your aggression skill check. On a fail they gain the horror condition, running away for a little bit. In any case they are immune afterwards. This can be useful for breaking up packs of weak monsters.
Strip of cloth: You can use a bladed weapon to tear cloth items into strips of cloth with an easy crafting skill check. These work as poor quality bandages. Additionally, crafters can try to upgrade bandages into better ones (strip of cloth -> bandage -> heavy bandage). Crafting and healing skills have some synergy now.
- Giant wasp nestA new container can be found in the dungeons! Much to no one's surprise, these contain giant wasps . With some perception checks, you can also often find some useful items that have ended up inside. Also, maybe related to this, it is now possible to burn containers found in dungeons.
Stunned condition: You and the monsters can now be stunned. Stunned gives a massive penalty of -6 to all skill checks. Stun condition always has a number of stacks, which is usually just one. You can clear each stack by waiting a turn, leaving you with a choice of fighting with penalties or clearing it out by waiting a turn.
Use names for classes: NPC's might use class names in their lines, like "Good day, hoplite!". With the thief class, this does not make sense, as no one should outright call them a thief out of the blue. Now every class has a name that NPC's use. For thief, this is "law-abiding citizen".
Many small additions: chameleon condition for stealth bonuses, flammable potions, small gameplay additions, improvements and fixes.
That's all for now. Next up is a new dungeon, some denizens for it, and a slew of general dungeoneering improvements!
Source
Changelog.gg summarizes and formats this update. How we read updates.
