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Nexus Clash :: View topic - Patch Notes: 11 August
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Patch Notes: 11 August

 
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Rincewind
So much universe and so little time
So much universe and so little time


Joined: Jan 19, 2010
Posts: 1149

PostPosted: Mon Aug 10, 2020 10:39 pm    Post subject: Patch Notes: 11 August Reply with quote

New Skills and Powers
* Added Glyph Mastery, a new 30 CP skill for all Tier 3 exits of caster classes. The effect of this skill varies between these three classes thusly:
- For the Dark Oppressor, Wyrm Master and Corruptor: Glyph Mastery doubles the duration of all Glyphs.
- For the Advocate, Archon and Lightspeaker: Glyph Mastery increases the HP of Glyphs vs Evil by 50%. Learning the Hand of Zealotry skill or joining the Accord of the Sun-Touched guild extends this bonus to Glyphs vs Neutral.
- For the Conduit, Wizard and Lich: Glyph Mastery increases the duration of all Glyphs by 50% and increases the HP of all Glyphs by 25%.
* Members of the Accord of the Sun-Touched can now summon the Sol Invictus, a blazing sun of Namm's light that illuminates the area for the righteous. The tile will grant the Power search bonus to Good characters (if it was absent) for as long as the light lasts. This is an area status like Arcane Well, and can be cast anywhere. Casting Sol Invictus costs 1MP/5MP and lasts 30/60/90 minutes depending on guild rank.
* If you are a Lich with Phylactery, you will now automatically generate a Death Anchor Phylactery at the point of your death for no additional AP/MP whenever you are killed. This will only occur in places where manually placing a Phylactery would have been possible. A Death Anchor will disappear if you respawn without using it. Death Anchors do not count against your maximum limit of Phylacteries and will appear even if you already have the maximum number of Phylacteries.

Mechanics Changes
* Overhauled the Blessing of Inspiration skill tree to allow multiple Advocates with different parts of the tree to work together. Multiple Blessings can now be stacked on a character, pooling their benefits (but not their duration) if the Advocates have different Blessing child skills. However, you can only get each benefit once. Thus, if an Advocate with both offensive skills and an Advocate with both defensive skills both bless you, you will get all four bonuses.
* In addition to their existing function of reducing weight of items with nonzero weight by 1, every Lighten enchant on an item that you are wearing increases your maximum inventory capacity by 1.
* Bonesword attacks with Infectious Blade will now deal +5 damage if the player-character target is close to death, defined as an empty health bar with less than 25% maximum health. This bonus will not appear in combat dropdowns but will be reflected in final damage totals.
* Bat Swarms (and all their variants) can now attack Invisible characters.
* Potions of Strength increase carrying capacity by 20 while the status lasts.
* Non-Angels with Surgery can harvest Stygian Bone Leeches from a Hall of Reconstruction for 5 AP.
* Non-Demons with Surgery can harvest Healing Herbs from a Ward of Respite for 5 AP.
* Martial Spellcraft imbued spells no longer count toward the maximum number of enchants on a weapon.
* Weapon Breaker can no longer destroy Improvised Weapons. Nobody likes this skill for anything but the grenade trick, and this part of it was hampering our ability to offer event rewards.

Quality of Life and Interface
* The character planner has been expanded to add the ability to populate the planner from a looked-up character. This can be found under Tools on the Hypermap.
* Leaderboards now include a new category - Experience Earned! Since XP is zeroed at breath changes, Breath and Career boards for this value are identical.
* Viewing a spellgem of a Variant spell in your inventory, Safe or Footlocker now also tells you what base spell it is a variant of.
* Conjure Sinews now tells you that you have increased carrying capacity when you cast it.
* Glyphs vs Neutral now do not impact the newest Mortals (levels 1-3).
* Using Martial Spellcraft now tells you which item you imbued a spell into.
* When detecting an invisible character in the area with Animus of the Bat active, the character now has a special icon showing that they are invisible (in the same place as the icon for hiding when finding hidden characters).
* When finding a Shadowskulking Fallen they now have the hidden icon showing that they are shadowskulking.
* Voluntarily deactivating status effects no longer unhides you (and in some cases also does not consume a status tick) in a large number of situations where this would not make sense.
* Deactivating Void Walker invisibility no longer tells the room that you appeared out of thin air if you were also Hidden at the time
* When a renamed weapon is destroyed with Weapon Breaker, it now turns into a Memory of a Past Life instead of vanishing.
* The Nexus Guidebook was not very accessible, so tips from it will appear on the death screen instead (though the book will still exist at character creation).
* Nexus Guidebook (and death screen, above) messages have been filled with wiki links for those who want quick access to more information.
* Alchemy buttons now grey out if you don't have enough AP or MP to use them, similar to other Skill buttons.
* The confirmation screen for resetting characters now has a wiki link to a more detailed explanation of everything that reset does and does not do.
* When purchasing faction upgrades, the notification screen now contains a button to go back to the faction renown store.

Customization
* The range of Auras in the Credit Store has been expanded to include a very large number of Auras that existed in Nexus War, each with their own special effect on character descriptions.

Major Bugs
* Adjusted the code framework by which faction upgrades are bought to be more consistent and efficient, which (in addition to making it easier to improve this area in the future) should resolve the issue where Arcane Lodestone could not actually be purchased.
* Martial Spellcraft spells can no longer be extended indefinitely by stacking an enchant on top of them.
* Fixed a bug that kept Durability enchants on armor from working as advertised under most circumstances.
* A recent change repaired an issue where some factions were unable to access their safe logs.
* Corrected an issue where superheavy items could be hauled through doors and portals with no limits.
* Fixed an issue where power on tiles displayed incorrectly inside large (multi-tile) buildings.
* Wraiths will now correctly attack Invisible characters.
* Resolved an issue where having the Psychic Bloodhound skill scrambled the visibility of area status durations.
* Petmasters in the Obsidian Cartel now correctly get Obsidian Cartel rewards for kills made by their pets.
* Infectious Blade now properly incorporates the full benefits of Bone Seeker when used to summon a Skeleton by a Lich with Bone Seeker.
* Fixed an issue where Heal Others above the target's maximum healing potentially took greater MP than the healed amount.
* Resolved an issue where Sorcerers Might wore off faster than it should.
* Fixed a bug where Lighten enchants on weightless objects could cause those objects to have weight if the enchant decayed.
* Revenants should now no longer get health regeneration at the opposite of the day cycle time when they should.
* Potions of Regeneration should work correctly now.
* Fixed a bug where casting additional Glyphs vs Good where one already exists did not cost more morality as a Good character.
* Fixed an issue where under certain circumstances, factionmates could appear as allies or enemies in the dropdown if an ally or enemy was present in a standing stronghold.

Minor Bugs
* Corrected a bug where Void Walkers who deactivated invisibility were incorrectly told they still had Invisibility active if they also had drank an invisibility potion.
* Resolved an issue with Holy Fury where dying from Holy Fury did not trigger some common effects of death.
* Resolved an issue with Holy Fury where the Holy Fury status could, under certain conditions, survive death and continue after a respawn.
* Fixed a bug that sometimes told Psychic Bloodhound users an incorrect area status creator if an Emergency Bunker was also present.
* Fixed an issue where glyph icons were not visible on the map in the interior of a tile.
* The Warrens (Wyrm Lair) is always considered night and so has the Night icon.
* Phasing now no longer incorrectly claims to inflict Phantasmal Terror on pets, who cannot get status effects.
* When removing a spellgem from a safe or footlocker, the interface now behaves as if you have Spellcraft (and tells you the name of the spell in your message log) if you have Tattoo of Sorcery or Aether Manipulation.
* Fixed a bug where destroying armor with an attack failed to tell the attacker what kind of armor was destroyed under some circumstances.
* Fixed a bug where casting Glyphs vs Good where one already exists did not sent a local message.
* Items with conditions below Destroyed will now correctly show as Destroyed in faction safes and footlockers.
* Spell Parry no longer claims to activate on a miss.
* Night bonuses now apply correctly in the Wyrm Lair.
* Hide bonuses no longer erroneously display a spell bonus when no skills have been bought.
* Fixed several minor issues with display of scratchpad information.
* Fixed an issue where buying Adamant Denial interfered with the flavor upgrade purchase buttons.
* Several disabled AOE skills no longer break the table layout.


Last edited by Rincewind on Mon Aug 24, 2020 10:09 pm; edited 1 time in total
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Yossarian
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Joined: Mar 03, 2012
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PostPosted: Tue Aug 11, 2020 12:12 am    Post subject: Reply with quote

I have to say, nexal return + heavy objects is fun.
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haliphax
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Joined: Jan 31, 2010
Posts: 89
Location: Missouri, USA

PostPosted: Tue Aug 11, 2020 6:52 am    Post subject: Reply with quote

Yossarian wrote:
I have to say, nexal return + heavy objects is fun.


That was a bug, and should be squashed now.
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oath2order
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Posts: 228
Location: Probably a Stronghold

PostPosted: Tue Aug 11, 2020 3:48 pm    Post subject: Reply with quote

Top Experience Earners (Career)
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Badziew
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Joined: May 18, 2017
Posts: 234

PostPosted: Fri Aug 14, 2020 1:56 am    Post subject: Re: Patch Notes: 11 August Reply with quote

Rincewind wrote:
* If you are a Lich with Phylactery, you will now automatically generate a Death Anchor Phylactery at the point of your death for no additional AP/MP whenever you are killed. This will only occur in places where manually placing a Phylactery would have been possible. A Death Anchor will disappear if you respawn without using it. Death Anchors do not count against your maximum limit of Phylacteries and will appear even if you already have the maximum number of Phylacteries.

And now I feel tempted to reset my eldest character and once again try playing Lich Shocked
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haliphax
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Joined: Jan 31, 2010
Posts: 89
Location: Missouri, USA

PostPosted: Fri Aug 14, 2020 7:42 am    Post subject: Reply with quote

Yeah, not going to lie, that had me seriously considering a reset with Phylactery in the new plan Very Happy
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Carilgar
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PostPosted: Sat Aug 15, 2020 11:09 am    Post subject: Reply with quote

It's making me think about Nightfire too...
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Dissident
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PostPosted: Sat Aug 15, 2020 10:43 pm    Post subject: Reply with quote

Quote:
Potions of Regeneration should work correctly now.


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haliphax
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PostPosted: Mon Aug 17, 2020 8:38 am    Post subject: Reply with quote

plscks has a tentative fix for that (for realsies!#). Should hopefully be pushed soon.
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