Monthly Archives: August 2017

v1.21 Patch Live

With the 21st patch we are happy to introduce a few adjustments based on feedback received and a fairly sizable adjustment to all items in the game to provide a better progression for new weapons upon leveling.

First, we made some small adjustments to combat. There are now improved blocking and parrying animations on both players and some NPCs. These are on a blended animation channel so they can play with the animation currently playing. We also introduced a new knockback effect in VR where you can knock back an enemy if you have high enough energy.

Moving on to the larger chunk of updates in this patch. We adjusted the available level for nearly everything in the game. Some items are able to be earned earlier, some later than before. Weapons (melee in particular) were clumped together at certain intervals and now they will be spread out a few more levels. This was done for every item in the game. You might now have items you shouldn’t have yet if you are playing and some items that are slightly less effective than before if they are a lower level than before. For the most part quite a few things were made more effective than less effective.

To go along with this we made a lot of stat adjustments as well as weapons changed levels. We adjusted the damage scale quite a bit. Early weapons (Level 1-5) might do a bit less damage than before, later game weapons (15-20) now will do more damage (a lot more if they are 18+). Energy was adjusted as well along with magic and you should see a similar change in values. Since weapons are doing more damage the actual energy/magic to DPS should be similar though. Quite a few weapons are now higher level than before and will do more damage as a result.

Magic damage scale was all over the place for magical weapons and all magical weapons were adjusted. Those were tweaked and adjusted with mostly an increase across the board, in particular for AOE weapons (Arcane Staves, Wind Staves, and Earth Staves). Arcane Staves in particular received large damage improvements in some cases doubling their damage. The Conjuration and Necro Staves also received damage updates making them more effective to use as projectile weapons if you are into using pets. Fire and Lightning Staves received less of a bump, but the higher end ones do more damage to go along with the adjustments for all other weapons.

To go along with the these changes we identified a few gaps and introduced a few new weapons at the higher end (15+) and a few new uncommon variants of existing weapons improving coverage in those areas and should make earning those levels a bit easier than before due to more weapons and the weapons at the higher levels now hit a lot harder than before. For a full list of items added please see the notes below.

Animations

  • Block and parry animations now support being played on a reaction channel allowing them to blend better during combat.

 

Combat

  • Melee attacks will now have a chance to knockback enemies in VR mode which is increased by your energy level. If you rapidly attack and drain your energy these will be completely ineffective.

 

Items

  • All weapons received a level adjustment. They were clumped together before around the same starting level (in particular melee weapons). You will find now they are split across more levels now. This resulted in a lot of weapons getting tweaked as they are higher level than before.
  • Tweaked the damage stats for weapons. Lower level weapons do slightly less damage than before and higher level weapons now do higher amounts of damage. Along with the level changes mentioned above most melee and magical weapons were adjusted as a result.
  • Magic damage was adjusted as well. Values were a bit erratic before, they now follow a more strict formula. This mostly increased damage across the board, arcane staves in particular received the largest boost.
  • Magic cost was tweaked along with magic damage. They were sort of tied together and it was adjusted to a different formula. The end result is a slight reduction early on and a higher cost later, but magic damage was also increased with higher level weapons making it a bit of a wash.
  • Cost of weapons were adjusted. It was mostly a net reduction in cost, but a few things might of went up due to level adjustments.
  • Adjusted and tweak cost of armor and rings as well to match the new changes.
  • Introduced new higher level stave variations.
  • There are now additional items which are loot only and can not be obtained from vendors.
  • Introduced a new uncommon Leather Armor variant: Hardy Leather Armor. It provides an extra point of armor and +10 HP. It is level 3.
  • Introduced a new Sword: Sword of Light. It is at level 15 and is a common drop.
  • Introduced a new Mace: Fire Mace. It is at level 16 and is a common drop.
  • Introduced a new Axe: Ice Axe. It is at level 17 and is a common drop.
  • Added an uncommon variant for the Lighting Dagger called the Overloaded Dagger.
  • Added an uncommon variant for the new Ice Axe: Frozen Axe.
  • Mithril helmet is now introduced at level 14, Mithril armor at 16. This is down a few levels from what it was before.
  • Exceptional Mithril Armor was moved down to level 18 (Uncommon armor) to provide a bit of extra help for armor. It also has a slightly higher loot chance than most uncommons.
  • Mithril Helm of Health had an increase in armor value from 5->7 as it is a 21+ dungeon only drop.
  • Introduced a new uncommon Mithril Helmet variant: Sturdy Mithril Helmet at 17. It has 6 armor and a health bonus. It has a slightly higher loot chance than most uncommon items.
  • Staggered the level 1 rings. They are now 1-4 so they are not all available right off the bat. This should improve getting other weapons as well as it takes 3-4 rings out of the loot pool early on.
  • Introduced a new ring: Ring of Stone. It is a Level 21+ drop, improves armor.

 

Miscellaneous

  • Made some tweaks to the lockpicking system to try to fix a bug which could cause online clients to get stuck in lockpicking mode.


NPCs

  • Some NPC types (typically humanoids) now support reactionary block or parry animations.
  • Increased Skeletal Soldier, Skeletal Sorcerers, Liches, Ratling Warrior, Ratling Rogue, Reincarnated Ratlings, and Ratling melee attack ranges.

 

User Interface

  • Added an option to disable Anti-Aliasing to the Options window.

Steam Trading Cards Supported

Steam Trading Cards are now supported by Prevent the Fall. These will automatically accrue while you play the game.