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Full Riftania update
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Repeated intro
Hello Riftanians!
What changed
- Store
- Balance
- Gameplay
- Fixes
Riftania changes
Today I have done a very big update to Subclasses!
But first of all I wanted to say I changed the Title Screen to fit the actual Steam pictures I have on the Store! My good friend ShadowDragon made them for me so I cannot thank him enough!
Now to the main updates:
Big change: Elemental enemies no longer absorb their same element, UNLESS a weather effect is in play: If A wind Spirit casts Swift Current, all wind enemies or any Zephyrkin party members will absorb Wind for the duration of the Swift Current!
Subclasses:
EXP gained changed from 25% of total xp gained to 50% this massively upgrades the leveling speed of subclasses, 25% was way too slow!
Elemental Kin classes:
All classes got reworked and have more moves:
Shrouds got moved to level 10 and they add 20% Elemental Damage
18 gives the corresponding elemental buff spell
The elemental Kin classes are masters of the element, so now at 20 they will learn the T2 Spells instead of at 25, the Mage class retains the 25 learning level for the t2 spells available for mage!
stronger single target spells moved to level 25
30 gives the corresponding elemental debuff spell
The T3 Spells were moved down to level 35 from 50!
T3 physical moves added into the game for level 45 Elemental Kin! Hits 3x on 3 random enemies!
T4 Spells previously only obtainable in the Adventurer's Guild Optional Dungeon, are now available at level 50 of the corresponding elemental class
T4 Physical Moves added to the game!!! Level 60 of the elemental class! Equivalent to T4 Spells, hitting all enemies for 3x hits!
Meaning now if you put the work into being a master of the element, you will be rewarded with an insanely deadly arsenal of skills for your work!
Werewolves:
Added 12 new moves into the game for Werewolf and switched some existing levels around!
Level 16: Kick Fleas - Kicks a swarm of fleas at the target, causing possible Enrage for 3 turns! Damages Mana!
Mana Sapping Claws: Hits target with a 2x claw attack, Intellect against Spirit, can inflict Sap Mana!
Level 32: Protector's Aura - Intimidates enemy party, lowering their Defense Spirit and Resistance by 25%, Buffs your party by 25%!
Level 38: Kick Blighted Fleas - Kicks a deadly swarm of fleas at the target, causing possible Blight!! Drains HP!
Level 42: Triangular Bite - Deal a series of 3 hits and have the chance to inflict Poison Bleed and Rage per hit! Hurt self for 33% HP.
Level 46: Predator Aura (Previously 32) - Intimidates enemy party, lowering their Attack, Intellect, and Dexterity by 25%, Buffs your party by 25%!
Level 50: Full Moon (Previously 40) - Anyone that is a werewolf class will instantly transform! Immune to Silver ailments for 5 turns!
Level 55: Leeching Saliva - Hits enemy with an initial Leeching Bite! Leaves a deadly saliva that leeches 5% HP and Mana for 4 turns.
Level 60: Blood Moon (Previously 50) - Anyone that is a werewolf class will instantly transform! Immune to Silver for 5 turns! Blood Coat added on top!
Level 62: Kick Flea Swarm: Multi Kick Fleas
Level 65: Mark of the Hunt! - Once the inflicted enemy takes 20% Health in Damage, Heals the Party! Can also be used on a Party Member!
Level 70: Shadow Wolf - Adds multiple chances to hit target for 50% damage of the original attack for 5 turns!
Level 75: Wolf Herd - Calls upon a pack of feral wolves to tear through all enemies, catching them off guard! (Wolf Pack but all)
Level 77: Kick Blight Swarm - Multi Blight Fleas
Level 85: Lycan Terror - Unleash your Lycanthrope Rage! Amount of hits is determined by user's ATK, caps at 15! Heals user!
That was a lot of Werewolf moves!
Recruitment Guild:
The final thing I'd like to mention is the Recruitment Guild has been revamped finally! I wasn't even planning on doing this but it looks nicer and flows smoother now! Now the front has the elemental altar and the Rift Materia NPCs!
Across from the Recruitment Guild Shop/Casket Trader I added a new NPC that will basically convert any potions you buy from the optional dungeons into the same stack as the main potion, the way RPG Maker works the dungeon shop potions are a different stack and it causes some items to be unusable, well now if you click check items it should replace them seemlessly!
The basement is redacted now but if you happen to be in there after the update just go up the ladders!
I added a new upstairs to the Recruitment Guild which has these features:
Blacksmith area Alchemy Cauldron Teleportation Stone Crafter
Skill Book Trader:
This is not like any other trader, but he will trade Magical Spell Books for the equivalent of Physical Skill Books
For instance:
Tier 2 Tornado = Tier 2 Wind Pierce Tier 3 Cyclone = Tier 3 Wind Joust Tier 4 Galeforce Winds =Tier 4 Wind Army
Tier 1 is obtainable from the Random trader or leveling the Kin Class so I did not put the Tier 1s in!
This is to either get the Tier 3 and 4 Physical Skills from leveling the Subclass, or now you can Change your Dungeon Spellbook loots if you desire the Physical equivalent!
Small Updates:
Fixed some Icons - Added 6 Iron Ore Rocks to Future Riftania on the overworld, 3 south of Cryptopia and 3 by the Pale Fort!
Thank you so much for your time
Rift Haven
Source
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