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Formido_Oppugnatura

Change Log

Jun 15th, 2014
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  1. Change Log
  2. List of compiled changes, most of which are from Solymr's Balance Thread.
  3. Assorted Skills:
  4. -Armored: damage threshold is 2 + 10% DEF/RES depending on the type of damage.
  5. -Raid: double attacks extended to all types of obstacles.
  6. -Stat% CHARACTER skills: % chance of activating is now stat + LCK. Miracle is LCKx2.
  7. -Ancient Gamble: changed to taking your CON points and adding them to your MAG. You get 1 point back to CON the first turn after using it, 2 point the second, and so on.
  8. -Imbue Arrow: uses the stats and adds STR or MAG depending of the weapon with less MT (not ATK).
  9. -Call Magic can be used three times per map
  10.  
  11. Character Skills:
  12. -New skills
  13. -Sol: SKL+LCK% chance of healing half damage done on each attack. COST
  14. -Luna: SKL+LCK% chance of ignoring half the defensive stats of enemy on each attack. COST
  15. -Ignis: SKL+LCK% chance of adding half STR to magical attacks or half MAG to physical attacks on each attack.
  16.  
  17. -Major changes:
  18. -Miracle: if activated the character is left at 1 HP. Can't activate at 1 HP.
  19. -Blossom: gain +5% progression to all stats.
  20. -Awareness: Free.
  21. -Nullify: Cost.
  22.  
  23. -Minor changes:
  24. -Discipline: you can choose what rank to advance.
  25. -Charisma and Daunt: multiples skills don't stack.
  26.  
  27. -Removed skills:
  28. Reinforce and Corrosion.
  29.  
  30.  
  31. Class changes:
  32. - Scavengers: get 100/200 gold when they first hit an unpromoted/promoted unit.
  33. - Spies: Gain traps that have 3 uses and can be placed in adjacent tiles by spending an action. Traps listed below.
  34. - Valkyries: they get Pegasus when promoting from Pegasus Rider and Horseback when promoting from Troubadours.
  35. - Fighters: get +1 SKL/-1 LCK.
  36. - Bandits: get +1 STR/-1 HP.
  37. - Mercs: their special now gives +5 Hit and Evade to allies in range 3 and gives the Merc +5 Evade when an ally is affected. They can also chose to either be Axe Mercs or Sword Mercs. For simplicity's sake, Mercs will still be Sword Trainees and start with swords.
  38. - Archers: New Special, Called Shot: instead of attacking, the archer can choose to take an overwatch stance, automatically attacking the first enemy to get in range the next enemy phase. Works with ballistas.
  39. - Fencers: New Special, Duelist: the Fencer gets weapon triangle advantage when attacking an enemy wielding a weapon of the same subcategory.
  40. - Mage trainees: can now choose between Light, Anima or Dark magic and get the appropriate tome.
  41. - Assassins: can choose one proficency to upgrade upon promotion.
  42. - Berserkers: get Critical Eye.
  43. - Bounty/Treasure Hunters: Steal Weapon has a limit for weight stolen equal to CON*2.
  44. - Wyvern Hunters: Changed Special: Pierce: SKL% chance of ignoring the enemy's defense on each attack.
  45. - Wyvern Knight: Changed Special: Dragonheart: +3 AS and +5 DEF when character has >=70% HP. They can also choose between swords or axes on promotion.
  46. - Crusader: New special in Crusade: the Crusader can pick a Frist Class tree against whom they get automatic weapon triangle advantage.
  47. - Falcoknights: Charge is now activated rather than automatic, and can be activated if the Falco Knight has higher speed than the opponent.
  48. - Knight: get to choose between Lances, Axes and Swords. The weapon category determines the exact name of the class; ie. Knights with ranks in Swords are called Sword Knights, and so on. Soliferrum can be used no matter the Knights proficencies.
  49. - General: When promoting to this class, the user gains a second proficency at A rank. This proficency depends on the weapon picked before promotion. If the user picked Axes or Swords, they get the other. Lance users gain bows on promotion.
  50.  
  51. Various other changes:
  52. - Pilums: Range restricted to 2 range. Soliferrum keeps 1-2 range.
  53. - Various Weapon effectiveness changes: Wind and Bows are effective vs Flying, Thunder is effective vs Wyvern, Fire is effective vs Monsters, Holy is effective vs Undead.
  54.  
  55.  
  56. Spy Traps:
  57. Spies get to choose 3 traps on the list.
  58. -Poison Needle: Persistent. Enemy units that enter this square are poisoned for 3 turns.
  59. -Caltrops: Persistent. Units that enter this square lose 2 move for 3 turns. Mounted units lose 4 move. Units on the square suffer -15 evade.
  60. -Flash Powder: One shot. Enemy units that enter this square suffer -20 hit and evade for 3 turns. Affects Fliers.
  61. -Decoy: places a dummy that acts like an allied unit with 1 HP.
  62.  
  63. -Rider Trainee starts with mount of player's choosing (Horse or Pegasus). This mount is not changeable later in the game!
  64. -Mounted units only get additional Aid when mounted, rather than Constitution.
  65. -Unless stated in Class Features, all units have 5 inventory spaces.
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