Full notes
Full Path of Achra update
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What changed
- Gameplay
- Performance
- Balance
- Fixes
Path of Achra changes
I am HONORED to present some new Granga and Swamp content, haha. Focused on adding some more enemies, funky prestige classes, and in general buffing a lot of stuff that seemed weaker (this is in general what I like to do). I've actually felt guilty since everyone in early access got to experience really rapid additions and all the new people haven't gotten to "enjoy" that. However I think the burnout is pretty much gotten over, it was very helpful to take a break
General
Added FPS limit option
TAB no longer instantly enters a new world-tile if it's the only option
Slightly increased item spawn (ideally it's possible to find everything pre-void)
Some new verses from the vizier-imp
Enemies
Added 2 new special Void location: Astral Swamps and Blue Tower
Added Tethic Monk as an early enemy
reduced Jawhara cycle-hp scaling
Culture
Skeleton starting health lowered to be in line with Imp / Morlock
Arjana now also heals on being attacked
Albaz heal increased
Protection (Ihra) no longer removed on self-damage
Class
Baghatar now deals +1 damage per stack of each effect on self
Myrmidon now deals +20% physical damage per point of Inflexibility
Upuat now requires empty chest armor to enter Jackalform
Religion
Apophis's first 2 prayers max charges raised to 9
Worm first prayer no longer deals self-damage
Eresh's passive heal / damage now scales on number of items in your bag, damage range is now global
Eresh first prayer no longer removes Doom
Mouths of Eresh are now correctly tagged as Undead
Dumuzi's first prayer now also removes Doom
Mehtar extra hit range increased to 4
Powers
Psychic Retort now instead grants repulsion on being attacked
Shimmergang now summons Blinksnakes (reptiles), that teleport themselves / enemies on hit
Sparkform should now apply when you learn it as well (to match other "on entrance" powers)
Grika (Ice Familiar) now redeals blunt damage as ice
Prestige Classes
Added Elementalist, 20 points in "kinesis" powers
Added Suwag, 20 points in Gore Cleave
Added Aqliyya, 20 points in Mindfighter
Starjumper now instead teleports to a random tile on step (trying this out)
Sahasi now deals +3 damage per stack of Poise on self
Items
Crimson Staff ability range raised to 4
Muruna Sash now also performs an extra attack on step
Hamid Pendant no longer protects you from fire damage triggered by Corrosion
Mask of Acid now works on non-adjacent attackers
Staff of Earth now applies 3 Poise to self on stand still and scales damage with encumbrance
Xyston now also performs an attack against enemies that step adjacent to you
Several Shields gained an "on being hit" trigger (Skiagh, Fire Shield, Bleed / Acid / Meditate shields)
Skiagh now applies much more inflame
Tachi damage raised to 100% of Main-hand Hit and given wind animation
Amethyst Helm damage raised to 300% of Main-hand Hit
Ragna Axe changed to on attack, deal Fire and Ice damage to a random enemy = 100% of Main-hand Hit (previous form had an infinite damage combo)
Changed several swords into axes, robes into necklaces / trabea
Bugs
Rebel Jambiya no longer sometimes applies non-harmful effects
Stormbringer no longer also applies charge on kill (old effect)
Bloodrage should now heal allies if they get it
Poison Familiar's poison damage should now work correctly
Inuqqa should now correctly protect against damage from freeze when standing still
made some changes that should help with crashes relating to loading a save from the demo / older version into the new version - it should at least not immediately crash now, and give you a chance to clear your save in-game instead of messing with the files
Fixed many more less-remarkable ones
*Next update is going to focus on some new kinds of feats, and ways for the game to back up your save in case of steam cloud messing up / other stuff
Source
Changelog.gg summarizes and formats this update. How we read updates.
