Update 0.10.0 released!
Finally the next content update has arrived! After months of development and weeks of intense beta-testing and fine tuning, update 0.10.0 is available for download.
The most relevant additions are a new outdoor area with several dungeons, increased level cap (7), and the introduction of advanced careers. This is a huge milestone for the game; until now, your characters have wandered the Marches as labourers, apprentices or squires... it is time to assume more heroic roles as knights, arcanists or veterans! You can pick from 15 advanced careers (if you meet the requirements). Many need to be unlocked through trainers, or specific quests.
Content-wise, this is also a major update, in fact the one adding (by far) more quests, characters and lore. The number of completable quests in the game raises from 46 to 64, and the estimated completion time of the game sits around 80 hours. At this rate, version 1.0 should include around 120h of content, or more!
As I am certain your immediate question will always be "But when do I get more?", I have also updated the game's Roadmap into a clearer one and with revised estimations. In the short term, expect smaller updates in the next months, and the level cap increased again.
Here is the complete changelog:
New Content & Character Advancement
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Added a new outdoor region to the north of Urendale, with a new town and several dungeons to explore.
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Added 16 new quests, and completed two existing ones, raising the total of completable quests from 46 to 64. New chapter added to the Main Quest.
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Level cap raised to 7! The new XP cap is 49,000.
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15 new Advanced careers! A few of them have soft requirements, but most will require finding in-game training to be unlocked; these are available in the new areas.
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26 new Talents, including 12 Open Talents. (More are listed, but requisites can't be fulfilled)
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Six new spells added for the disciplines Conjuration, Impetus, Gateway and Auspice (available at a vendor in the new area).
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New Alchemy recipes added (require Alchemy 8-9).
Balance & Adjustments - Spells
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Spell Power: When calculating spell damage, SP is now multiplied by the rank of the spell. Some damage spells have had their damage or WP cost adjusted to balance this.
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Willpower cost of spells is no longer reduced if its rank is lower than your current Discipline level.
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Spells now cost 6 Action Points to cast, instead of 5. 'Fast' spells cost 3AP. Casting two spells per round was never intended to the 'standard'; it can still be done with specialized builds or at high levels.
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Creatures summoned by the party are no longer affected by difficulty level modifiers, they're always equivalent to "Old School" settings.
Balance & Adjustments - Other
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Range of bows has been increased by 1 tile.
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Channeling talent used on enemies now does 4d6 damage, +1d6 per level of the character. This is no longer capped to half the enemy's health.
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A few game areas now require 'Maps & Charts' skill checks to be able to see the minimap or area map.
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Bandit career now has 2 Skill Points per level instead of 1; the points will be gained retroactively.
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All characters gain now +1 willpower/level, base WP reduced from 8 to 6.
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Trait requirements for Initiate career changed to PER 4, SLF 4, INT 4 (It was PER 4 and SLF 5). If your INT was below 4, it will be raised to 4.
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Trait requirements for Witch career changed to END 5, SLF 4, AWA 4 (It was END 5 and SLF 5). If your AWA was below 4, it will be raised to 4.
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Pilgrim career now has the skills Charisma and Human Insight.
Improvements & Features
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You can now "Forget" a spell by clicking on it in the Character window. A confirmation is needed.
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Added a new "Browse all Careers" button at character creation.
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While you assign your Traits during character creation, you'll be shown the current career Trait requirements.
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Hovering over "AP" during character creation will now also include some examples of the Action Point cost of several actions.
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Adjusted some text colors that were difficult to read in the Factions window, and "shock" damage in combat log.
Content Changes
- The journal entries and a few dialogue lines in the ending of the Bloody Crow quest have been altered. Less information is revealed about the long-term plot, as it makes more sense for it to be uncovered by the party later on. I recommend reading the last main quest entries again.
Fixes
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The 'Pink People' visual glitch has finally been fixed in all cases.
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Fixed the 'open mouth bug' on some nonhuman models.
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The Myconid encounter at the abandoned farm in Urendale will only spawn once, as intended.
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Quest 'Fine Tuning' will now correctly increase your reputation with the Ordo Arcanum. This will be added retroactively.
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Quest 'Poetic Justice' is no longer locked if performed out of order.
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Spell "Summon Void Spider" was never meant to be available to PCs, it should be hidden now and has been replaced by an equivalent, more thematically appropiate spell in existing characters.
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Spell 'Scorching Wave' will no longer leave behind a persistent light, and will work after casting Escape.
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Spell 'Peace of Mind' now can be cast on enemies (to remove charm) and heals as per description.
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Fixed a bug that could duplicate a spell cast, related to using certain talents prior to the casting.
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You can no longer meet Talent or Career requirements in a combat proficiency using temporary bonuses from potions or items.
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The limit to spells known per Rank is no longer ignored when you raise a Discipline and get a free spell.
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You can no longer keep learning new Discipline ranks if your current career no longer has that discipline. You can keep assigning points to it if a rank is partially learned, though.
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Quest 'Poetic Justice' will no longer become softlocked if you enter the Hall of Justice before getting the quest.
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Critical hits were not applying bonus damage from talents and vulnerabilities, now they are correctly added (on top of max damage and critical multiplier).
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Martial Training now explicitly increases your weapon proficiencies, not just gets added to the accuracy when attacking. This can help with requirements.
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Using scrolls in combat will use the correct number of AP: 5, or 3 with the Scribe talent. Due to a bug, all scrolls costed 4 AP to cast.
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Becoming paralyzed during your combat turn (i.e., by a reaction attack) will immediately end that character's turn.
EDIT: through the last days you might have noticed small updates that have increased the build number beyond 508. These are minor fixes, most of them to dialogues, visual glitches and journal entries reported in the forums, you can see what was fixed specifically on each of them in the "Report bugs here" discussion if you are curious. Nothing has been relevant enough to deserve a news update.
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