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12/13 Class & Allegiance Changes
Posted On: 12/12/2018 3:00 AM
Revised On: 12/12/2018 3:19 AM
By: Chris The Avatar

We will be releasing class and allegiance system changes as well as some other bug fixes on Thursday 12/13 in the evening. The update includes all of the described changes below as well as some other bug fixes unrelated to classes/allegiances:

  • The number of max skills a player can acheive is changing. This is nessecary to attempt to balance having a completely open skill set. The game will determine your max skills by dividing your current level by 13 and adding 3. So in other words every 13 levels you will be able to have another skill. You can continue to change your skills around in the same manner as you have been. Since the maximum skills has changed, your skill set will automatically be reduced when you login if you are past the new maximum. You will have an opportunity to adjust your skills. (Note: Skill progress will be maintained but skills will become latent and usable if not selected)
  • Good NPCs can no longer be attacked however some NPC creatures have been updated to be neutral so they can be attacked by all players. (These include Fairies, Griffins, Mushroom spawn from faries and a few others).
  • All players are considered neutral themselves. Neutral players can have both skill sets that were previously identified as good or evil.
  • Since there are no more evil players, players will no longer end up at the pit of hell if you would die instead you will end up at heaven's gate.
  • Dark Priests are essentially vendors of the dark arts now. They can also continue to refill all players Spirit Points. (Along with Druids and Reverends)
  • Prior aggressive good/evil spells can be cast on all enemies now rather than having to be of the opposite allegiance. Evil/Good enchanted weapons can now be equipped by all players...
  • Evil towns are being adjusted to be good areas instead.
  • Since there are no more classes Merchant class skills are also available to all players.
  • Classes still exist on character creation to offer assistance to new players by automatically selecting skills for them that would be appropriate for the type of character they want to play.
  • Expect some implementation of rules and restrictions around utilization of certain skills sometime in the future. I want to see how well the new system works prior to looking at any restrictions.
  • Players will receive another stat point to assign rather than a guided stat point based on their class.
  • All stats are capped at a maximum of a 100 (pre-enchantments/bonuses). If you had a stat above 100 then the difference will be reallocated to your total available stat points for assignment.

Other Fixes:

  • A few quest fixes were performed. During my retest of the core quests, I  came across a few bugs which I corrected. Most severely I came across a bug that prevented you from completing the quest where you went to search for husband in the mines and return his ring. The quest was uncompletable due to a misnumbering in quest order and wouldnt trigger the completion. This also prevented you from completing the other core quests. The issue should now be fixed along with some other small bugs.
  • Combat based NPCS that you control should do a better job of automatically attacking other enemies that are attacking you.
  • Counts of healing salve in the item counter area would not always display the correct amount (especially when logging in for first time since your last play). The issue should be resolved now.
  •  

Once we get this out, we will start work on a special release for the Christmas items...  Please stay tuned for more infromation.


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