Game Updates - 2023 January 02

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BobGeneric
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Game Updates - 2023 January 02

Post by BobGeneric »

Game Mechanics
  • The Rank curve has been changed to 0/1/1/2/2/3/4/5/6/6, with a cap of 30. Further discussion on this change will be linked here or possibly posted later in this thread.
  • Factions can now change their ward policy (that is, who is allowed to bypass their stronghold ward). It can be set to "Faction Only" (default), "Allied", "Non-Hostile", and "Everyone".
  • There are two new categories of character stats: Transcended Killed and Infusion. More stats to be grinded, more badges to be earned, more ways to show off your character's progress.
  • Morality has been updated to behave slightly more intelligently. Some morality-costing actions (mostly angel skills e.g. Sin Eater) are "spending" morality, not "sinning". These will not trigger Exalted Harbinger Judgment effects and notifications, but will still cost morality in a Good or Unaligned stronghold. Some morality-costing actions for which morality cost is the intended limiting measure (e.g. using demonic Ices and Boons) have also been updated to still cost morality when done in a Good or Unaligned stronghold as stronghold overrides are about ensuring you can defend your stronghold in combat (and as a demon, can heal) without getting forced out of your powers. A full list of details to follow in a later post in this thread, which may or may not be posted at the same time as the thread depending on who posts it.
  • Grenades can now be crafted. They need Gunsmithing and the usual gun bench, 5 AP, and raw materials. You make them one at a time. Fragmentation Grenade: 2x Small Bottle of Gunpowder, 1x Chunk of Iron; Concussion Grenade: 2x Small Bottle of Gunpowder, 1x Chunk of Steel; White Phosphorus Grenade: 3x Small Bottle of Gunpowder; Shock Sphere: 2x Small Bottle of Gunpowder, 1x Potion of Electricity Affinity.
  • The Wizards' Council of Keys has developed its magic further. Some of its powers have expanded, some new areas of innovation have been unlocked, and others may have been abandoned.
Skill Changes
  • Heavy Lifting (and Aspect of the Ox) now grant +10% heavy accuracy. IBs lose 10% heavy accuracy on Fiendish Bulk. Expect this to open heavy/superheavy playstyles on HC and NC.
  • Arcane Channel AP grants now count toward the HP Healed stat.
  • The Psychic Bloodhound skill's effects have been rolled into Psychometry, and Psychic Bloodhound has been refunded for those who had it. It is possible that a future Psychometry child skill may expand further on this theme, but it wasn't worth an extra 30 CP.
  • Greater Infusion and Cloak of Immanence now halve the MP cost of infusing rather than doubling the result. Refunds for these skills are on offer if you don't want them anymore - respond in Mechanics Discussion if you want one.
  • Pets captured via Touch of Corrupted Loyalty are now always captured in a state of Aggressive vs Hostiles, rather than retaining their old stance.
  • In the unlikely but not impossible event that you're actually casting spells as a Revenant, Strength of Darkness night bonuses apply to spells. Day penalties also apply, and can be removed with Day Walker like all other day penalties.
  • The Dark Oppressor's Intimidating Aura and the Doom Howler's Unsettling Aura now will not impact the Dark Oppressor liege of their caster.
  • Lich Phylacteries can still function when the Lich is in debt to a Dark Pact for Stygia respawns - if the Phylactery is itself in Stygia.
  • Corruptor Hex can no longer zap away Hunted by status.
Thanks to information gathered via the recent survey, many small tweaks have been made to classes that seemed undertuned. Note that the team still considers Void Walkers undertuned and has more serious future revisions in mind than this.
  • The Eternal Soldier's Way of Lightning allows close-quarters attacks vs flying targets when active.
  • The Eternal Soldier's Master of the Flow now costs 2AP/8MP (was 3AP/5MP), phases for 33% (was 20%) and lasts 10 stackable minutes instead of 20 status ticks.
  • The Eternal Soldier's Way of Urgency now provides 10% accuracy with all combat styles when activated in addition to its current effects and lasts 30 status ticks (was 10).
  • The Eternal Soldier's Master Marksman now provides 10% bonus firearms accuracy in addition to its current effects.
  • The Seraph's Eye of Clockwork Precision now provides 10% bonus accuracy to all combat styles instead of varying.
  • The Seraph's Clockwork Blade has a base damage of 12 (was 8).
  • The Void Walker's Sniper of the Creeping Chill deals up to 4 mana-burn damage when attacks are made with the Bow of Frostbite, similar to the Arcane spell capstone.
  • The Void Walker's Strangulation now applies to all close-range attacks, not just hand-to-hand.
  • The Exalted Harbinger's Crimson Gladius now deals 10 base damage (was 8).
  • The Exalted Harbinger's Exalted Archer skill provides +2 Oaken Greatbow damage in addition to its previous effects.
  • The Nexus Champion's Origami Bow has 11 base damage (was 10).
  • The Nexus Champion's Fiery Shafts has 5 optional supplemental damage (was 3) and adds 5% accuracy to the Origami Bow.
  • The Nexus Champion's Mystic Shafts deals +2 damage (was +1) and adds 5% accuracy to the Origami Bow.
  • The Nexus Champion's Tattoo of the Dragons Strength adds +2 damage with melee, hand-to-hand, throwing and archery on top of existing effects.
  • The Nexus Champion's Tattoo of the Dragons Rage deals 6 supplemental damage (was 4).
  • The Redeemed's Mask of the Penitent costs 4 Morality (was 7).
  • The Redeemed's Mask of Vengeance costs 5 Morality (was 7).
  • The Redeemed's Fists of Holy Resolve costs 4 Morality (was 8) and lasts 30 Status Ticks (was 15).
  • The Redeemed's Candle of the Soul costs 2 HP (was 3).
  • The Redeemed's Wrathful Smite costs 5 Morality (was 7) for a baseline attack and remains 10 for an Unholy attack. Also this is now consistently labeled.
  • The Redeemed's Eye of Storms costs 4 Morality (was 8) and lasts 20 Status Ticks (was 10).
  • The Redeemed's Mask of the Impassive costs 3 Morality to activate and keep up (was 5).
  • The Redeemed's Incorruptible Vestments now prevent Defiler Poison in addition to its prior benefit of thwarting 2/3 of the Corruptor Hexes.
  • The Fallen's Grim Mien provides 5 Supplemental Damage (was 4).
  • The Fallen's Oath of Steel provides +2 non-innate damage (was +1).
  • The Fallen's Bond of the Mechanical provides +3 non-innate damage (was +2).
Quality of Life and Interface
  • The pet summoning pane has had its contents standardized.
  • Successful boss-fight hunts will now broadcast the name of the top damage dealer alongside the name of the dealer of the killing blow.
  • The UI sidebar tabs (Map, Inventory, Pad, ...) no longer require an HTTP request to load the tab; all tabs will be loaded at once - though if you like hitting Map to trigger a reload, there's an option on character settings.
  • Inventory sidebar now organized by categories, Nexus Tweaks style! With context buttons & ability to hide weightless items!
  • Character page badge statistics are now organized by categories, Nexus Tweaks style!
  • The Psychic Bloodhound pane closes properly now, which is important as a lot more people now have access to it.
  • The map pane now has toggles to "turn off" icons for Lights/Power, Psychometry, Fonts and Ley Lines - if you have the appropriate skills this now allows you to hide these items and declutter the map screen when you're not actively interested in them.
Major Bugs
  • Resolved an issue that was keeping Electrify Blade and Holy Champion aspects from renewing when MP was deducted for their cost.
  • Fixed an issue that was breaking Detect Evil (both the skill and the prayer).
  • Void Walker Invisibility was negating Hiding when activated.
  • Cruorblight wasn't persisting on death like it's supposed to.
  • Smite of the Resolute wasn't actually applying Resolute on a hit, rendering the skill far less valuable than its cost would suggest.
  • Faction leaders trying to buy more safe size were only getting shown the maximum possible buy. There was a way around this for laptop/desktop users but safe buying was effectively bricked for mobile users.
  • Fixed an issue where Initiate of the Shadow skill Hide in Shadows actions were negating invisibility whilst looking like they did not do so.
  • Invigoration from Avaricious Oblation now runs its MP gain on AP ticks, not only when the Fallen takes an action.
  • Fixed an issue where Origami Bow shots with Tattoo of the Mystic Shafts were still costing ammo when used for target shooting.
  • Pilgrim spellcasters now pay HP properly (not MP) when the target is a door, glyph, ward, fortification or target.
Minor Bugs
  • Fixed an issue that was letting NPC angels and demons spawn in Purgatorio.
  • When a pet died on the aura of another pet (such as a Phoenix) the summoner of the aura-wielding pet wasn't getting pet kill stats or XP.
  • You may now attack protection glyphs on other tiles regardless of which sidebar tab you have open (used to require having the Map open).
  • Stealing Locusts with Touch of Corrupted Loyalty now correctly removes the angel pet behavior attribute, hopefully resolving a bug where stolen Locusts weren't attacking properly.
  • The Divine Providence status wasn't actually preventing Defiler Poison like it's supposed to.
  • Transcended members of Good and Evil factions were being blocked from setting strongholds for their factions in Purgatorio when their destination tile was aligned to their faction's actual alignment.
  • Users of Heal Others will only be charged MP for healing they actually did, not greater amounts if they specified a greater amount than they can heal.
  • Updating the Faction Bulletin Board no longer unhides you and no longer runs down status effects.
  • Fixed an issue where Corruptors who captured Baraas-loyal pets in Elysium were told those pets were Passive when they weren't.
  • Damage dealt to healers with Hellfire is now normal Unholy damage, subject to soaks, resists and immunities. It had been behaving as unsoakable damage.
  • Fixed some issues where searching up items wasn't correctly checking for the new dynamic of how Sense Magic is assigned.
  • Mischievous Imps obtained through Desecration should now have their reactive abilities vs wards, doors, and forts.
  • Vengeful Gremlin explosions were causing their master to become unhidden and removing the invisibility effect.
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Goliath
Posts: 698
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Re: Game Updates - 2023 January 02

Post by Goliath »

Not mentioned, but was also part of the patch
Quality of Life and Interface
  • The map can now be navigated with Alt+Numpad(1~9), regardless of settings. It can still be navigated with Numpad(1~9) with the appropriate setting enabled.
A Parrot with a Blade - Melee/Touchcaster Holy Champion || GrayScimitar - Heavy Sword Tlac IB || RustyWire - Gunwiz
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