Author's Foreword - Othello
Hi everyone, Othello here. How’s it going? I hope all is well. Today is January 7th, and I’m back with more news about the upcoming update. We’ll take a look at some important changes in version 4.0. I’d also like to talk about a few new mechanics. The update date is still unknown. It’s been a while since the last update post. In the meantime, I’ve noticed that many players have started playing version 3.6.14 again. I’ve been gathering more feedback, and I want to say thank you!
I also want to give a big thank you to everyone supporting me on Patreon! Would you like to see some videos about the mod? Let me know, patrons!
Like most news taken from foreign communities, this article has been translated using premium artificial intelligence. :)
By the way, I often just take these articles and news and translate them using AI. Many of these things are said by the original mod authors and writers, not me (F0rtuno). :)
Changes:
(these are not all changes!)
1# Early Game:
- I changed some models and stats of early weapons. Now it’s more about choosing rather than upgrading for better damage. For example: the sickle has a low range (40) but deals (24) damage. On the other hand, we have a nail mace with (65) range and (16) damage. The same changes apply to two-handed weapons.
2# Clarity:
- The number of weapon types was reduced as some had multiple copies.
- Regarding clarity, I reduced the total number of herbs by 1200 and adjusted recipes so you can still craft the same number of potions, but with fewer herbs.
3# Terrain:
- Some areas around the Old Camp have been changed. They look drier and more open.
- There are also minor changes at the beginning of the game.
- The swamps have been reworked and now look more deadly and dangerous.
- Nyras' focus stone path has been changed. It feels more like vanilla, but not the same. It fits better with what Y'Berion tells the hero.
- The Goblin Cave has been upgraded and should help players figure out what’s going on and how to solve the puzzle task.
- The Old Temple (Kalom’s dungeon) – the changes are bigger than ever. The place is smaller but more packed with content. Added more save spots for the highest difficulty level.
4# Special Training:
- It has been removed. I observed how players dealt with it, and in every patch, I reduced its impact on gameplay. Finally, I decided to disable it now.
- The attribute cap has been changed from 160 to 150.
- If special training is no longer a thing, we also don’t need as many permanent potions in the game. I reduced the number of permanent potions by 5.
- After these changes, players will focus more on 2 types of attributes instead of just 1.
5# Plants:
- Herb packs were causing problems for new players who forgot or didn’t know they could open them. After some time, I removed most herb packs in the game and placed them as single items. This should help with Snaf’s quest.
6# Two-Handed Axes Rework:
- First-tier axe range attacks have been changed and now have new bonuses.
- Second-tier axe range attacks have been changed.
Info: I know it’s not a game-changer, but keep in mind that axes will receive even more changes in future patches.
7# Weapons:
- Added small bonuses to some existing weapons in the game.
- Staff bonuses have been reworked (most of them).
- Bow & Crossbow critical chance rebalanced (-30% critical chance).
8# Visual Updates:
- NPC weapons have a new look.
- Armor inventory visual update pack for another set of armors.
- A few new models for items and objects.
9# Other Changes:
- Reworked quest rewards, like Fletcher and Cor Kalom.
- Added a prefix in the item name ("scroll - ") for all scroll-type items.
- Mage robes have slightly reduced spell damage.
- Fixed a display issue with Diego’s gold rewards.
- Health and mana potions now restore 40% instead of 35%.
- Bloodflies no longer explode.
- Pearls are now officially worth less.
- Xardas' golems have less health.
- Reduced the number of ice golems and stone golems in the game (M4dJoker’s fault).
- Added more bananas to a grave (DerPolitologe’s fault).
- Health / Mana / Stamina bars have been changed.
10# Talent Changes:
Blacksmithing:
- Level 1 ore cost reduced from 250 -> 150.
- Level 2 ore cost reduced from 500 -> 450.
- Level 3 ore cost increased from 750 -> 900.
- Basic materials have been switched from leather straps to coal.
Alchemy:
- Now requires Intelligence instead of max Mana.
- Level 1 ore cost reduced from 250 -> 150.
- Level 2 ore cost reduced from 500 -> 450.
- Level 3 ore cost increased from 750 -> 900.
Bow Making:
- Level 1 ore cost reduced from 250 -> 150.
- Level 2 ore cost reduced from 500 -> 450.
- Level 3 ore cost increased from 750 -> 900.
- Crafting bows no longer grants bow critical chance [%] (-10% overall).
- Crafting crossbows no longer grants crossbow critical chance [%] (-10% overall).
Archery:
- No longer grants bonus: bow critical chance [%] (-15%).
Crossbow:
- No longer grants bonus: crossbow critical chance [%] (-15%).
11# Chests:
- More chests are now unlocked.
- Added new chest models.
- Rebalanced loot drops from chests.
12# Starting Stats Bonus:
- Removed 10% bow critical chance bonus at the start of the game.
- Removed 10% crossbow critical chance bonus at the start of the game.
- Max HP increased from 100 to 160.
- Max MP increased from 10 to 40.
- Max SP increased from 10 to 40.
- The player can no longer learn Max MP.
- Max MP has been moved from an attribute type to a stat type.
Much love!
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