Don't have an account yet? You can create one. Registered players can create up to three free characters to battle, team up with your friends and explore the worlds of the Nexus! To create a character once you have registered, click on Game Map at the top of the page.
Nexus Clash :: View topic - New Skills and Game Adjustments Patch
Posted: Tue Oct 01, 2019 4:19 am Post subject: New Skills and Game Adjustments Patch
The game has been updated just now, the changelog is as follows:
New Skills
● Sin Eater, a 30 CP Advocate skill. Advocates with this skill may spend 1 Morality and 1 AP to raise the Morality of an Evil-aligned character in their vicinity by 1, up to the point of Neutral morality (-19). Sin Eater will work on Pariahs and Defilers but not Tier 3 exits of these classes nor the Fallen. Sin Eater is considered a Healing action but is not subject to statuses that prevent normal healing (Sorcerers Might, Blood Curse, Corrosive Venom).
● Binding of Gnak, a 60 CP Wyrm Master child skill of Summon Horrid Tentacle. Horrid Tentacles with this skill can target Flying characters. On a successful hit, Tentacles will drag flying characters out of the sky, negating their Flying status. Successful hits by Tentacles summoned by Wyrm Masters with this skill will also drain 1 MP from the target on a hit, canceling out the 1 MP spent by the Tentacle to attack. This skill also grants +10% accuracy and +10 HP to Tentacles.
● Summon Bat Swarm, a 30 CP Revenant skill. Allows the Revenant to summon a single Bat Swarm for 15 MP. The Bat Swarm has 50 AP, 25MP, 40 HP, 55% attack, 10% defense, and a 6 Piercing primary and 4 Impact secondary attack. The Revenant may have only one Bat Swarm at a time, but it is exempt from pet decay and can attack flying characters. Bat Swarms will heal themselves when they deal damage.
(EDIT: For two weeks after this announcement, some skills can be traded in for the CP to buy these skills. See Kandarin's post below for details.)
Interface and Quality of Life
● The display of currently active status effects on your character is now composed of links to wiki articles explaining what your current status effects do.
● Slightly better messages to unregistered users explaining the benefits of registering.
● Updated the Character Planner with changes to date. In addition, the Level and Delevel buttons on the Character Planner no longer jump around the page, as suggested in plscks' character planner mod.
● Purchasing a skill now leaves a record in your Message Log that you have done so.
● Respawning resets the interface to view the map since when you respawn your first concern is figuring out where you are.
● There is now a confirmation check on leaving your guild at your Guild Shrine, that explains the dangers of doing so.
● When items are Dropped, they will now appear on the ground and can be picked back up instead of instantly vanishing forever. However, to prevent clutter, items that appear on the ground this way will vanish on fifteen-minute AP ticks. If you accidentally drop something important to you, you should pick it back up as soon as you notice. Tick clearing of dropped items has the following exceptions:
- Anything that can be set up as a target
- Superheavy items (Ambulances, trees, etc)
- Throwing weapons that are not Rocks.
Mechanics
● The four Holy Champion combination cloaks (Mist, Magma, Quicksand, Lightning) now require one of either parent skill as a prerequisite, instead of both parent skills.
● The Shepherd's Heal Others and Energize skills now only charge MP for the amount they actually healed or energized, if you attempted to heal/energize a target over their maximum (or just didn't feel like doing the math).
● Members of the Order of the Blue Rose now have all the guild bonuses of the Monks of the Unbound Mind and vice versa, in addition to their current bonuses. Having two Baraas guilds was an early design decision that didn't work out and speech point bonuses are practically useless now; therefore these two guilds have been de-facto merged. Blue Rose affiliation will still matter for something in the future, but it shouldn't require you to sacrifice your guild slot without any real mechanics benefit.
● Leaving your Guild at its Guild Shrine (and getting killed for it) now takes 1 AP and no MP, instead of the full cost of guild joining.
Factions
● Clicking "Join" on a Closed faction now notifies the leaders of that faction that you are requesting an invite.
● Accepting a faction invite now notifies the character that invited you that you have accepted their invitation.
● You may now edit your faction and purchase faction upgrades (if you have enough Renown, of course) regardless of Level. Stronghold Setting continues to require Level 10 or above.
● Anyone may destroy or open a door on a faction Stronghold tile, but only a member of that faction may close or repair the door.
● Faction Leaders may now Discard items from their faction safe. This costs 0 AP, is available to Leaders only, and can discard up to 10 items at a time. Additional details:
- The default number of items in the discard dropdown is zero, so you won't discard stuff by accidentally hitting the discard button.
- Enchanted items cannot be discarded.
- Discarded items do not appear on the ground like Dropped items.
- Discarding items will create a record in the Faction Safe Log that you did so.
Major Bugs
● Kills made by pets now trigger Desecration rewards if the petmaster is a Defiler exit.
● Target shooting code now properly accounts for MP reduction skills.
● Potion brewing MP costs now account for MP reduction skills.
● Bloodlust and Berserk Frenzy melee damage and accuracy bonuses have been corrected to apply to sword-based melee weapons.
● Fixed a very old bug that caused leaving your guild at your Guild Shrine to rejoin the guild and charge you AP/MP for doing so, which thus made it effectively impossible to directly quit a guild.
● Resolved an issue with lesser flight abilities (Wisp Form, Cloak of Air, Shadow of the Bat and Ghostwalk) where the expiration of these status over terrain obstacles/hazards such as water or void didn't trigger the results of landing in these types of terrain.
Minor Bugs
● AP costs shown on the repair button now account for the reduction caused by Prayer's Mending Touch.
● Fixed a bug where lockpicks could be crafted indoors by use of the back button.
● AP/HP/MP display circles now correctly display as empty when negative.
● Fixed a broken link in credit sending.
● Unholy ley lines now correctly tell you that they granted MP.
● Redeemed with Ultimate Suffering now get tears when the attacker is a Fallen.
Joined: Jul 05, 2011 Posts: 609 Location: Behind you
Posted: Tue Oct 01, 2019 6:40 am Post subject:
And I just spent all my leftover WM and Rev CP on pissy skills last week.
Other than that, some good stuff there. _________________ DS Vengence (10321)|Exar Kun (9839)|Odysseus (6385)|Sac II (3599)|Secundus Nulli (3900)|Spécïâl Chàrăcŧẽr (6153)|Darth Bane (5067)|The occasional shadow (4078)|Ventis Secundus (3858)
Joined: Jan 19, 2010 Posts: 2278 Location: Charlotte's Bakery University
Posted: Tue Oct 01, 2019 7:17 am Post subject:
After some discussion in dev channels, we're offering trade-ins for the next two weeks if you're one of the classes whose skill trees were impacted by this update. Specifically, we'll refund skills up to the cost of the new skill; this means that you can get up to 30 CP refunded if you're an Advocate or Revenant or up to 60 CP if you're a Wyrm Master.
Additionally, if you're a Holy Champion who bought a 30 CP cloak skill just to qualify for a combo cloak (i.e. if you have that cloak and no other child skills of that cloak except the combo) we will also refund such a skill in this time period.
This doesn't constitute an open-ended promise to always do this every time there is an update with new skills in the future, but the present circumstances are that it is very late in the Breath and an unusually high proportion of characters are maxed with no CP to spare whatsoever.
Please post in this thread with links to the character that you want refunded and the names of skills you want refunded, and an admin will do the refund. It's preferable to post in this thread instead of PMing an admin.
Last edited by Kandarin on Tue Oct 01, 2019 3:04 pm; edited 1 time in total
Joined: Sep 14, 2014 Posts: 228 Location: Probably a Stronghold
Posted: Tue Oct 01, 2019 2:17 pm Post subject: Re: New Skills and Game Adjustments Patch
Rincewind wrote:
● Respawning resets the interface to view the map since when you respawn your first concern is figuring out where you are.
Update of the year right here.
Rincewind wrote:
● When items are Dropped, they will now appear on the ground and can be picked back up instead of instantly vanishing forever. However, to prevent clutter, items that appear on the ground this way will vanish on fifteen-minute AP ticks. If you accidentally drop something important to you, you should pick it back up as soon as you notice. Tick clearing of dropped items has the following exceptions:
- Anything that can be set up as a target
- Superheavy items (Ambulances, trees, etc)
- Throwing weapons that are not Rocks.
Second place update of the year. I always though the instavanish was dumb.
Joined: Jul 05, 2011 Posts: 609 Location: Behind you
Posted: Tue Oct 01, 2019 4:56 pm Post subject:
Could you please remove Blood Frenzy from Detective Segeant Vengence. The poor guy only took it for a raid weekend before last. _________________ DS Vengence (10321)|Exar Kun (9839)|Odysseus (6385)|Sac II (3599)|Secundus Nulli (3900)|Spécïâl Chàrăcŧẽr (6153)|Darth Bane (5067)|The occasional shadow (4078)|Ventis Secundus (3858)
I think we can only refund up to 30 cp worth of skills, of which Blood Frenzy costs 60
Anyways, Ellie likes bats! She willing to sacrifice her medical training (First aid) and practically dead reflexes (Super reflexes) for fishing pole-armed bats!
Can we make Bat Swarm interact with Invisible targets somehow?
Also is it possible to change that item pickup grace period to 15 minutes rather than 'on the AP tick'?
Letting bottles be automatically set up on a drop is really great though. Makes target shooting easier - or passing to friends. _________________ "Everybody is a genius. But if you judge a fish by its ability to climb a tree, it will live its whole life believing that it is stupid." Albert Einstein
Joined: Jan 19, 2010 Posts: 239 Location: USA - CST
Posted: Tue Oct 01, 2019 8:46 pm Post subject:
Would it be feasible to refund say, repair (10cp), smithing (20cp), and master smith (30cp), on a Wyrm Master that has not yet maxxed, such as Richard Feynman? Binding of G'Nak seems too neat to pass up without trying!
The Rev's Bat Swarm is great! I never did pets with my Rev back in the day, so this is a fun treat! It would be cool though if they could see invisible. Can we have a wolf pack pet too? It would work better with my wolf rev, well, maybe it would. I kind of like having a swarm of nice little bats that eat people and follow me around as I run.
And thank you thank you thank you for safe management for leaders!! It is the best! Also for fixing the Claymore/Bloodlust lack of damage bonus, very cool.
Granted! _________________ "Hey, don't talk about bacon." - Frank Lapidus
plscks-20 | Davington-25 | James Ford-26 | Wiggles-1297 | Desmond-1298 | Richard Feynman-2769 | a random janitor-2772 | Kaz-12345 | Advocado-12867
Joined: Jan 19, 2010 Posts: 2278 Location: Charlotte's Bakery University
Posted: Tue Oct 01, 2019 9:52 pm Post subject:
Kira is correct that the refund is up to the price of the new skill, which for Revenant is 30 CP.
We've had several requests for bat swarms to see invisibility and it's an intriguing idea - they're bats, after all. There was a similar skill in the past (several) that let Revenants summon wolves, but it was its own tree.
Using a minute timer instead of the AP tick would be doable to make it more plausible that others find your stuff, but it would require more drastic change to the database to track when items were set up (it currently doesn't). Passing items for others to find is a fringe benefit though; the design point of items lingering is to A) prevent single misclicks from having drastic consequences like deleting something important and B) reduce the frustration of becoming encumbered since you can now juggle items realistically instead of sacrificing them.
Also is it possible to change that item pickup grace period to 15 minutes rather than 'on the AP tick'?
Letting bottles be automatically set up on a drop is really great though. Makes target shooting easier - or passing to friends.
Kandarin wrote:
Using a minute timer instead of the AP tick would be doable to make it more plausible that others find your stuff, but it would require more drastic change to the database to track when items were set up (it currently doesn't).
2 ticks would be better. In case you 'accidentally' drop something you need with 1 second to go... WITH no need for a more difficult recode. Problem fixed. _________________ Carilgar (7989) | Seldara (7990) | Nightfire (7991) | Stormshadow (8049) | A Pair of Doorknocking Mormons (8050) | Chianni (8051) | Koldar (11873) | Themys (12088) | Selaedria (12395)
Joined: Jan 19, 2010 Posts: 2278 Location: Charlotte's Bakery University
Posted: Wed Oct 02, 2019 6:57 am Post subject:
Carilgar wrote:
Sweedee wrote:
Also is it possible to change that item pickup grace period to 15 minutes rather than 'on the AP tick'?
Letting bottles be automatically set up on a drop is really great though. Makes target shooting easier - or passing to friends.
Kandarin wrote:
Using a minute timer instead of the AP tick would be doable to make it more plausible that others find your stuff, but it would require more drastic change to the database to track when items were set up (it currently doesn't).
2 ticks would be better. In case you 'accidentally' drop something you need with 1 second to go... WITH no need for a more difficult recode. Problem fixed.
That'd still require changing the database to store information on when items were set up, so that the code could determine which items were set up two ticks ago.
Also is it possible to change that item pickup grace period to 15 minutes rather than 'on the AP tick'?
Letting bottles be automatically set up on a drop is really great though. Makes target shooting easier - or passing to friends.
Kandarin wrote:
Using a minute timer instead of the AP tick would be doable to make it more plausible that others find your stuff, but it would require more drastic change to the database to track when items were set up (it currently doesn't).
2 ticks would be better. In case you 'accidentally' drop something you need with 1 second to go... WITH no need for a more difficult recode. Problem fixed.
That'd still require changing the database to store information on when items were set up, so that the code could determine which items were set up two ticks ago.
I have an alternative idea that should not require any database changes: instead of always removing an item on next tick just hire the RNG to decide if it should be removed or not
End result would be mostly the same (item removed from game), but the item would (on average) last much longer than just those few minutes or seconds that remain until next tick
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum