Pending Changes

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These are things that the game creator has said may be implemented, but are not in yet. This is all based on forum posts and chat logs from the game creator and nothing here is promised or even necessarily on any sort of schedule to be in game.

In addition, this is not a complete list of changes. A complete and reliable list of changes will be available when the official changelog is updated.

Contents

Pending Changes to be introduced in Breath 3

Global Changes

  • Changed RNG implementation to lessen "streakiness" (using mt_rand in lieu of rand).
  • Global announcement is made any time a character receives an achievement badge that results in CP gain.
  • Introduced "per breath" Achievement Badges for statistical landmarks. Characters who reach a landmark of 500 (50,000 for damage dealt, damage taken, and hit points healed) receive a badge and 5 CP. Characters who reach a landmark of 1000 (100,000 for damage dealt, damage taken, and hit points healed) receive a badge and 10 CP. These badge names will be different every breath. These are "in addition to" career Achievement Badges.
  • Completely rebuilt pets and pet logic.
    • Rewrote pet targetting logic, particularly for angelic pets (which no longer target characters of inappropriate morality).
    • Introduced "pet ticks" - pets now attack every 10 seconds, regardless of whether a status tick occurs.
    • Attacking a pet causes only that pet - not all others controlled by that master - to immediately retaliate. Other pets will target the attacker and will attack on the "pet tick" every 10 seconds.
    • Attacking the master still causes all of his pets in that location to immediately retaliate (retaliations are in addition to the "pet tick" every 10 seconds).
    • Elevator costs for pets have been removed completely.
    • (Most) pets lose 1 AP every 15-minute AP tick (NOT every status tick). This is referred to as "pet decay" and represents the slow loss over time of the magic that binds the pet to the master (in the same way that using magic to cast a spell that grants a status effect to the caster decays and eventually expires over time).
    • Pet Rejuvenation now returns a pet's HP and MP to full and adds an amount of AP equal to the AP when the pet is summoned (i.e., AP stacks, MP and HP usually overlap).
    • EXAMPLE: Zombies have 90 AP, 40 MP, 40 HP when summoned. If a lich summons a zombie and logs in 12 hours (48 AP ticks) later, the zombie will have 42 AP, 40 MP, and 40 HP. If the lich rejuvenates the zombie, the zombie will add 90 AP to its current total, bringing it to 132 AP, 40 MP, and 40 HP. If, for instance, a zombie had 34 AP, 28 MP, and 12 HP, its MP a rejuvenation would add 90 AP and restore it to full HP and MP (total 124 AP, 40 MP, 40 HP).
  • Portal icons are now visible on the map for tiles with portals on them.
  • Character morality spectrum no longer runs from -50 to +50. It runs instead from -40 to +40. Characters with moralities between -50 and -41 have been changed to a morality of -40. Character with moralities above 40 have been changed to a morality of 40.
  • Implemented new attack type, "touch attack." Touch attacks have a flat to-hit chance that is not improved by Hand-to-Hand combat, Martial Arts, or Advanced Martial Arts skills. It is considered a "close combat" attack and as such subjects the character to defensive auras on the target and the target's dodge bonus applies.
  • Dose of Painkillers effect "on Painkillers" now lasts 6 minutes rather than 6 AP ticks. Multiple uses overlap (not stack).
  • Dose of Amphetamines effect "Twitchy" now lasts 2 minutes rather than 3 AP ticks. Multiple uses stack.
  • Flying Potion and Planar Protection potions now last 30 minutes (instead of status ticks), duration stacks.
  • Demonic spellcasters may no longer learn electric-type spells from spellgems as this displeases the Elder Powers.
  • Angelic spellcasters may not learn acid-type spells as this displeases the Elder Powers.
  • Alchemy recipes now have one "fixed" ingredient that is always contained in the recipe. This may be discovered via experimentation, but clues may be found in other locations as well.
  • New aspects added for mortals.
  • Added Acid Affinity potion.
  • Cold, Death, Electric, Fire, Holy, and Unholy Resistance potions have become Affinity potions.
  • Affinity potions last for 25 status ticks and grant both immunity to the appropriate damage type AND a +2 damage bonus with all attacks that use that damage type.
  • Added a new combat mechanic, "supplemental damage".
    • All discharge spells and similar abilities (e.g. Martial Spellcraft) now grant "supplemental damage" to an attack, rather than being treated as seperate attacks. Supplemental damage has its own amount and type (Y points of B-type damage), but if multiple sources of Supplemental Damage apply to an attack, only the type that deals the highest base damage (i.e., the highest "Y") is applied (ignoring considerations for soak and immunity). If multiple sources tie for the highest base damage, the source is determined randomly.
    • Soak, immunity, resistance, and so forth is (still) applied separately to the "primary" damage and the "supplemental" damage.

Quality of Life

  • Added "S" and "A" as "HTML AccessKeys" for "Search" and "Attack." In Firefox, Alt+Shift+S and Alt+Shift+A do this. For other browsers, see http://en.wikipedia.org/wiki/Access_key
  • Offensive spells learned should now appear in the character's "weapons" dropdown.
  • Compressed all attacks into a single unified dropdown. This includes innate attacks, spells, spellgems, and weapons. The combat pane will continue to have one dropdown for targeting characters and another one for pets.
  • Implemented new CSS Style Sheet on "NukeNews" (default) theme to heighten contrast in some areas (thanks to LoganRuns).

Spell Changes

  • All spells using the Hand-to-Hand tree have been removed from the game.
  • Lich skills no longer increase the character's familiarity bonus with Death spells.
  • Introduced "Auto-hit" Spells. These are ranged spells that automatically hit their target unless the effect is altered/prevented by another skill or effect, for example, Spell Parry or Spell Turning (or the Zerg Flag).
  • (Variant spells yet to be added, only basic spells currently available)
  • All acid spells have their chance to degrade target's armor on a hit increased by 4%.
  • All Cold spell ignore one point of Cold soak.
  • All Death spells have a Damage floor of 2 instead of 1.
  • All Electric spells gain +5% to hit.
  • Duration of Water Breathing changed to 30 minutes (stacks).

Acid Basic Spells

  • Acid Dart - 4 MP to cast, 4 damage (auto-hit), 11 CP to learn.
  • Bilious Purge - 7 MP to cast, 12 damage, 17 CP to learn, restricted to Tier 3 characters.
  • Caustic Bolt - 8 MP to cast, 7 damage (auto-hit), 16 CP to learn, restricted to Tier 3 characters
  • Corrosive Glance - 3 MP to cast, 6 damage, 7 CP to learn.
  • Noxious Globule - 5 MP to cast, 9 damage, 12 CP to learn.
  • Acrid Vapors - 12 MP to cast, 14 CP to learn, duration is changed to (5 plus acid familiarity bonus) status ticks

Cold Basic Spells

  • Arctic Bolt - 8 MP to cast, 6 damage (auto-hit), 14 CP to learn, restricted to Tier 3 characters
  • Frost Charge - 12 MP to cast, 12 CP to learn, duration is changed to (5 plus cold familiarity bonus) status ticks
  • Frostbite - 3 MP to cast, 5 damage, 5 CP to learn
  • Glacierblast - 7 MP to cast, 11 damage, 15 CP to learn, restricted to Tier 3 characters
  • Ice Dart - 4 MP to cast, 3 damage (auto-hit), 9 CP to learn
  • Ice Strike - 5 MP to cast, 8 damage, 10 CP to learn

Death Basic Spells

  • Death Dart - 4 MP to cast, 3 damage (auto-hit), 10 CP to learn
  • Death Mantle - 12 MP to cast, 13 CP to learn, duration is changed to (5 plus death familiarity bonus) status ticks
  • Lifesnuff - 5 MP to cast, 8 damage, 11 CP to learn
  • Necrotic Ray - 3 MP to cast, 5 damage, 6 CP to learn
  • Pallid Bolt - 8 MP to cast, 6 damage (auto-hit), 15 CP to learn, restricted to Tier 3 characters
  • Thanatoid Gaze - 7 MP to cast, 11 damage, 16 CP to learn, restricted to Tier 3 characters

Electric Basic Spells

  • Cloudburst - 5 MP to cast, 9 damage, 12 CP to learn
  • Lightning Dart - 4 MP to cast, 4 damage (auto-hit), 11 CP to learn
  • Shocking Grasp - 3 MP to cast, 6 damage, 7 CP to learn
  • Static Charge - 12 MP to cast, 14 CP to learn, duration is changed to (5 plus electric familiarity bonus) status ticks
  • Thunderbolt - 8 MP to cast, 7 damage (auto-hit), 16 CP to learn, restricted to Tier 3 characters
  • Thunderstrike - 7 MP to cast, 12 damage, 17 CP to learn, restricted to Tier 3 characters

Fire Basic Spells

  • Firestrike - 3 MP to cast, 6 damage, 4 CP to learn
  • Fire Dart - 4 MP to cast, 4 damage (auto-hit), 8 CP to learn
  • Flame Bolt - 8 MP to cast, 7 damage (auto-hit), 13 CP to learn, restricted to Tier 3 characters
  • Flame Charge - 12 MP to cast, 11 CP to learn, duration is changed to (5 plus fire familiarity bonus) status ticks
  • Smoldering Bolt - 5 MP to cast, 9 damage, 9 CP to learn
  • Sunflare - 7 MP to cast, 12 damage, 14 CP to learn, restricted to Tier 3 characters

Impact Basic Spells

  • Rain of Stones - 3 MP to cast, 7 damage, 3 CP to learn
  • Stone Dart - 4 MP to cast, 5 damage, 7 CP to learn
  • Battering Ram - 5 MP to cast, 10 damage, 8 CP to learn
  • Force Bolt - 8 MP to cast, 8 damage (auto-hit), 12 CP to learn, restricted to Tier 3 characters
  • Force Focus - 7 MP to cast, 13 damage, 13 CP to learn, restricted to Tier 3 characters
  • Stonefury - 12 MP to cast, 10 CP to learn, duration is changed to (5 plus impact familiarity bonus) status ticks

Class-specific Changes

Mortal

  • Removed Advanced Parry skill from game.
  • Hand-to-Hand combat now grants +25% to hand-to-hand attacks (was +20%).
  • Added new mortal skill, Evasion (30 CP child of Dodge). Character receives a +5% defense bonus. This stacks with dodge bonus granted by dodge.
  • Parry skill increases decay chance for melee and thrown weapons used against the character by 6% (was 3%).

Neutral Classes

Information on changes to the Neutral classes can be found here.

Angelic Class Changes

Information on changes to the Angelic classes can be found here.

Demonic Classes

Information on changes to the Demonic classes is available here.

New Class: Conduit

  • A new class will be introduced in Breath 3, the Conduit.
  • This class will be Neutral and may replace the Elementalist as the third Sorcerer exit.
  • This class will be a "support" class; i.e., their abilities will focus on aiding factionmates rather than on dealing or absorbing direct damage themselves.
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