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Greetings,
A lot has been in flux, with multiple people working hard behind the
scenes to take things into a stable state. I wanted to give you all
an update about what's been done so far, and what's still ongoing.
Spell duration - we've standardized how long spells last, based
on skills and spell level. If a spell ends too quickly (2 minutes)
and feels like its a higher level spell, please let us know. Light
spells tend to be short, but most effects last longer.
Spell maintained cost - we've standardized how much spells cost,
based on their aid and difficulty. If lower level spells seem
to cost too much to maintain, please let us know.
Spell enhancers - we added a bunch more spell enhancers after
launch, to try to make sure layman casters had access to some
as well. If you see other items that make sense, let us know.
Resistance - we've rolled out the new resistance system, which
now mimics armour. Many of the NPCs who used to have a lot of
magical resistance have had those extra resistances removed.
There are still monsters with thematic immunity, as well.
If spellcasters find certain enemies a lot tougher than a melee
player has, please let us know the specific ones.
Resistance part 2 - we updated how resistance is applied, so a
caster should see less misses due to resistance now. Lay damage
spell users may not see that update until Armageddon.
Things that we are still working on:
Some unexpected spells are also affected by spell enhancers.
We are aware of cure poison, and identify. If you find
some non-damage spells seem to be weaker, please let us
know so we can investigate.
We are recalculating the combat aid given to magic guilds
now that white hits are automatically credited in their
damage spells. We are starting on the occ guilds first,
and will do the layman guilds after that. We are looking
to make sure mage guilds are credited for intoxication
tradeoffs, lack of defensive skills, and time cost of
gathering components. They are also more versatile than
melee guilds, and that is also an active consideration.
Some spells are automatically modified in strength, based
on what the caster has maintained. Those calculations need
to be redone spell by spell. If you find your spell is weak,
and have a good enhancer, you may find it to be more potent
for the time being when your maintained spells are off. We
will adjust all of these, but it will probably take weeks.
For Occ Mage guilds (which have no heal), we are evaluating
how the 'glass cannon' model for you can lead to a playable
guild. We intend on making sure every mage guild has a good
experience, and our work is not done until that has been
accomplished.
Whew, that is a lot of topics! I hope this helps give
everyone a better idea of the state of things.