Post by Acaos on Jun 27, 2007 8:37:30 GMT
-Double LAN logins from the same port are now blocked, to prevent server crashes and bugginess. If you crash out of the game or otherwise do not log out properly, you must log back in with the same playername and log out before you can change playernames. If you do not use multiple playernames or multiple computers on your home network, this change should have no effect on you.
-Game difficulty has been increased to Hardcore. Players will not harm themselves with their own abilities (as on normal Hardcore), but monsters can now make real critical hits, and players (and monsters) will now incur attacks of opportunity for using potions in combat or using ranged weapons inside melee range. Scripted criticals from monsters have been removed. We expect that this will make the mod considerably more difficult, and that is part of the idea - difficulty has been steadily decreasing ever since the introduction of custom class edits, to the point where characters are now able to level in much higher level areas. It will probably require some further tweaks to the Hells, but that remains to be seen. As always your input is welcome!
-The on-hit effect system has been completely reworked. Where you saw Flame Weapon effects before, you will now see Intelligent Weapon effects. Weapon enchantments will no longer go away when the caster rests, but will instead start degrading if the caster rests or is away from the weapon for a significant amount of time. Temporary enhancement bonuses will now co-exist peacefully, allowing your weapon to have (for example) both Instruments of Faith and Greater Magic Weapon cast on it. The highest enhancement bonus will apply.
-Bard Song now adds bonus sonic damage, so it will stack with all other bonus damages. This damage is special and generally ignores damage resistance and immunity.
-Barbarian Mighty Rage now adds bonus cold damage, so it will stack with all other bonus damages. This damage is special and generally ignores damage resistance and immunity.
-Assassins with at least 10 Monk levels may now hone gloves. For purposes of assassin criticals only, they will have a +2 critical range (as if they were a Weapon Master with Ki Critical).
-Rangers now receive Shield AC on weapons wielded in their offhand, based on their wisdom modifier.
-All epic spells have been cleaned up. Annihilation, Primal Cataclysm, and Starfire now always do at least some damage to their targets. Aegis now has a duration of 1 round per caster level. Hear Me Roar now has a duration of 1 turn per point of the bard's charisma modifier. Miracle now stuns enemies again. Primal Cataclysm should properly slow enemies now.
-Divine Power and Tenser's Transformation can now increase their caster's Legendary BAB. See the books in the Item Shop for details.
-Anti-breach boots have been added to the game as random loot.
-Bug and exploit fixes.
-Game difficulty has been increased to Hardcore. Players will not harm themselves with their own abilities (as on normal Hardcore), but monsters can now make real critical hits, and players (and monsters) will now incur attacks of opportunity for using potions in combat or using ranged weapons inside melee range. Scripted criticals from monsters have been removed. We expect that this will make the mod considerably more difficult, and that is part of the idea - difficulty has been steadily decreasing ever since the introduction of custom class edits, to the point where characters are now able to level in much higher level areas. It will probably require some further tweaks to the Hells, but that remains to be seen. As always your input is welcome!
-The on-hit effect system has been completely reworked. Where you saw Flame Weapon effects before, you will now see Intelligent Weapon effects. Weapon enchantments will no longer go away when the caster rests, but will instead start degrading if the caster rests or is away from the weapon for a significant amount of time. Temporary enhancement bonuses will now co-exist peacefully, allowing your weapon to have (for example) both Instruments of Faith and Greater Magic Weapon cast on it. The highest enhancement bonus will apply.
-Bard Song now adds bonus sonic damage, so it will stack with all other bonus damages. This damage is special and generally ignores damage resistance and immunity.
-Barbarian Mighty Rage now adds bonus cold damage, so it will stack with all other bonus damages. This damage is special and generally ignores damage resistance and immunity.
-Assassins with at least 10 Monk levels may now hone gloves. For purposes of assassin criticals only, they will have a +2 critical range (as if they were a Weapon Master with Ki Critical).
-Rangers now receive Shield AC on weapons wielded in their offhand, based on their wisdom modifier.
-All epic spells have been cleaned up. Annihilation, Primal Cataclysm, and Starfire now always do at least some damage to their targets. Aegis now has a duration of 1 round per caster level. Hear Me Roar now has a duration of 1 turn per point of the bard's charisma modifier. Miracle now stuns enemies again. Primal Cataclysm should properly slow enemies now.
-Divine Power and Tenser's Transformation can now increase their caster's Legendary BAB. See the books in the Item Shop for details.
-Anti-breach boots have been added to the game as random loot.
-Bug and exploit fixes.