Othello Mod - Patch 3.6.6 More information from 8.6.2024
Welcome! Yes, it's me again. After a few months I managed to finish the most important things for me. All this time I've been watching how the gameplay looks like on different stages of the game. Thank you for all the feedback, criticism and kind words. I'm sure you'd like to know what has changed in each patch. Besides bug fixes, there are a lot of changed areas waiting for you! Of course, I won't tell you exactly where. You will have the opportunity to look around the colony again. Today, I'm here to give you a more detailed description of what's coming in the new update called "Fistbuster".
So fasten your seatbelts and hear about the changes and news!
[Abridged] - A general introduction of the changes and a brief description of them:
[Magic Staffs]
Above all, the source of the mage's magical injuries comes from spells. Until now, a mage could inflict magical damage in two ways: with spells or with staffs. What if in the future an opponent with high magic resistance appeared? Exactly. I want mages to have access to physical damage as well, and that's not all. Many players have "fallen into the trap" of thinking that sticks are strong enough to get through the game. I emphasize that this is a mage with a staff. They chose the path of the mage who fought most of the game with the stick, developing maximum mana instead of intelligence, which led to problems afterwards. Sticks, due to magical damage, didn't scale as well with power as other weapons.
Magical Damage -> Physical Damage:
After the changes to physical injuries, the clubs will scale much better with power. The stick game should excel in that the player will control spells as well as weapons. Of course, the physical damage of the staff has been adjusted. Before, it was always 5 physical damage.
Requirements Maximum mana -> Staff Intelligence:
Now the magician has a clearly laid out path to follow. This will allow the mage to more easily switch between spells and weapons.
Scrolls and staffs:
Previously, staffs gave a bonus to spell power of 33% of their value, which meant that for every 6 points of staff damage, we gained 2 points of spell power. The first staff we could buy had 36 points of damage, which translated to an additional 12 points of spell power. This led to the necessity of having a staff to make spells and scrolls do decent damage. I lowered these values so that staffs were not a necessity, but a supplement to spells.
[Training and its costs]
During the patches the ore cost was gradually reduced, to the point that from version 1.0.1 the cost for 5 LP was 250 ore. The cost was reduced to 100 ore. Still, this caused problems in the early stages of the game. Therefore, the fixed cost value was changed to an increasing one!
from 1 to 30 - 5 lumps for 1 LP
from 31 to 60 - 10 ore per 1 LP
from 61 to 90 - 15 ore per 1 LP
from 91 to 120 - 20 ore per LP
from 121 to 150 - 25 ore per LP
from 151 to 180 - 30 ore per 1 LP
The minimum threshold has been raised to 120 points and the maximum threshold has been lowered to 180.
The new system is friendly to the early stages of the game, where costs increase at the end. In the end, even after a total recount, the player saves some money.
[Weapons]
The price of weapons has been adjusted again. Be sure to check prices with dealers!
[Jewels]
It no longer requires blacksmithing, so every class has free access without spending LP. This opens up more possibilities for our swordsman!
[Weapon mastery]
Critical injuries have been reduced from 300% to 200%. Now learning weapon control increases the % damage multiplier by the following values: 25% / 25% / 50% (Total: 300%). For firearms, there is a bonus of several percentage points of critical hit chance!
[Skills]
The requirements for Acrobatics and Creep have been changed. They now require the corresponding attribute and ore. LP cost has been reduced from 5 to 0 points. Now anyone can complete the quest for Fingers!
[New build]
A fighter with fists. Yes! Now it's possible thanks to a unique jewel! (Like in Archolos)
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