Stoneshard

Started by Asid, February 15, 2020, 01:47:00 PM

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Asid

Devlog: Caravan Upgrades - Part I
Mon, 6 November 2023



Hello everyone!

This is the first post in the series of devlogs dedicated to the new features of the upcoming update, "Rags to Riches", the release date of which will be revealed in the final entry. Today's topic is the update's most important addition and the last major system to be introduced to the game: the much-anticipated Caravan.

We'd like to begin by explaining our reasoning behind the system and what we plan to achieve with it. One of the most frequent player suggestions is to add some sort of permanent dwelling, a purchasable and customizable house in a village or city. However, Stoneshard is a game about a mercenary, a character who's always on the move in search of contracts and glory, so anchoring them to a single location would go against the main theme. At the same time, we aren't averse to the concept of home in a broader sense - and that's where the Caravan System comes into play by adding a customizable mobile camp.



The Caravan's main purpose is to allow for easier exploration, making it possible to travel large distances across the global map - with a few limitations.


Read on: https://steamcommunity.com/games/625960/announcements/detail/3769010076992373472

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Asid

Devlog: Dungeon Generation - Part I
Sat, 3 February 2024



Hello everyone!

In today's devlog we'll demonstrate the final version of the reworked Dungeon Generator and showcase the main principles that governed its development.




Let's start with a list of reasons that led us to reevaluating our approach to dungeon generation. The player feedback we received about its current state revealed the following issues:

-    There isn't much visual variety to speak of - the only difference between dungeons of the same type is what enemies can spawn in them, not their layout or overall design. This quickly makes dungeons feel predictable and uninspired.
-    All dungeons use the same generation algorithm, which limits the room for structural distinction and environmental logic.
-    The overall room structure and the abundance of single tile passages facilitate the funneling of enemies into doorways, trivializing both combat and positioning.



Our new approach is based on dungeon tiers. Initially, tiers were an informal term used by players to refer to dungeons based on their difficulty - in RtR they will actually become an official form of categorization. So instead of using hidden, rudimentary mechanics built around levels, this new system splits everything, be it enemies, items, or dungeons, into 5 distinct tiers.




Read on: https://steamcommunity.com/games/625960/announcements/detail/3952539375950125460


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Asid

Devlog: Economy, Contracts, and Situations
Tue, 20 August 2024



Hello everyone!

In today's devlog, we'll cover the remaining three major systems that will be a part of the upcoming Rags to Riches update: reworked Contracts, Economy, and Settlement Situations.

CONTRACTS

Let's start with the Contract System: there's a lot of sweeping changes to talk about, from the list of available contracts to numerous QoL improvements.

While reinventing contract types, we put a lot of effort into boosting their variety: for the most part, old contracts could be boiled down to killing a dungeon boss (and sometimes looting a quest item in the same room afterwards). In Rags to Riches, the vast majority of contracts will feature entirely new objectives, and the few legacy ones will be greatly expanded upon through additional mechanics.



Read on...


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Asid

Devlog: "Rags to Riches" Release Date
Sat, 19 October 2024



Hello everyone!

This is the final devlog dedicated to the upcoming ?Rags to Riches? update, the largest one in Stoneshard?s history. So today, as promised, we?re happy to announce its release date - December 16th!




Plan your winter holidays accordingly - we almost can?t wait to show you the results of our work. But for now, this is a perfect moment to review the progress we?ve made over the past year and go through every addition to the game that will be waiting for you on December 16th. Let?s get started!

CARAVAN



The Caravan is the update?s most important system that will massively impact your approach to traveling and map exploration. With the Caravan, you?ll be able to cross large distances swiftly and comfortably, as well as set up a personal camp upon arrival - any empty map tile will do, be it next to a dungeon, a settlement, or a Point of Interest.

It?s important to remember that the Caravan doesn?t function as an on-demand fast travel button - you?ll need to have a stockpile of Fodder for the road, and the horses will require at least some rest after every journey.

Read on...


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Asid

Rags to Riches releases on 16th of December!
Sun, 15 December 2024



Get ready to carve your path from rags to riches - the largest update in Stoneshard's history is to be released on December 16th at 16:00 СЕТ.

Gather your Caravan, recruit trusty Followers, take upon fully reworked Dungeons and their treacherous Conditions, explore Settlement Outskirts, take advantage of Situations, profit from Trade Goods, Cook and Craft your supplies, and experience the game anew with a myriad of other additions, changes, and QoL tweaks!



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Asid

Devlog: New Roadmap
Thu, 3 April 2025



Hello everyone!

Today, we are excited to present the updated 2025 Roadmap for Stoneshard. But before diving into the details, we'd like to take a brief look back at the development of ?Rags to Riches?.




?Rags to Riches? was a major success for our team. That update brought the highest number of players since the game's Early Access launch, received a wealth of positive feedback, and showed a significant increase in engagement compared to previous releases. We are incredibly grateful for this warm reception and hope that future content will continue to meet your expectations.

However, as many of you may remember, the development of ?Rags to Riches? proved to be long and arduous. While the complexity of the new features played a major role in it, we also had to devote significant effort to extensive reworks of many existing systems to ensure the seamless integration of all the planned content.

It wasn't uncommon for the development of one system to necessitate changes in several others, sometimes to the point of adding new systems altogether. Splitting these changes and additions across multiple updates or postponing them wasn't really an option, as certain core elements like the Caravan, reworked Contracts, Dungeons, the World Map, and numerous smaller but technically crucial features are all deeply interconnected. This quickly turned into a true Gordian knot of conditions and dependencies. Untangling it took a great deal of time, ultimately leading to the substantial delay of that patch compared to previous ones.

Fortunately, now that we have added one of the last truly large and comprehensive systems - the Caravan - we hope to release future updates more regularly. Unlike ?Rags to Riches?, the remaining mechanics and content follow a fairly modular structure.

To sum it up, we aim for smaller but more frequent patches. Our new Roadmap reflects this change as well, moving away from massive, standalone updates in favor of parallel content development, which will be divided into smaller releases (don't worry - they'll still have names).

Because of this, the ?Venom in the Waters? update, which was previously planned as the next major patch, has been postponed. Some of its features have been redistributed into other content blocks, since such a heavily thematic patch would have taken an unreasonably long time to develop.


So, what's next for Stoneshard?




    - The first order of business is Caves. This new location type is designed to add variety to world exploration - unlike usual Dungeons, Caves won't be strictly tied to one faction, will boast more diverse visuals, and can be home to a wide range of enemies and dangers, including unique ones.

    - It's worth noting that Caves won't be used for Contracts. Instead, they will play a key role in the reworked Task System, which we plan to introduce in one of the future patches.

    - The rest of the planned features include a new school of spatial magic - Arcanistics, new quests, more Caravan Events, and the elimination of gaps in gear progression that emerged after transitioning to the tier-based system.

    - We also plan to revamp the Psyche System, reworking both the existing Psyche States and the core mechanic as a whole. Our main goal is to make the entirety of it much more interactive and immersive.

    - And finally, something many of you have long been waiting for: we are officially beginning work on the Character Creator. We have plenty of ideas and concepts for how this system should function (the recent overhaul of Character Traits should serve as a small teaser for the direction we're taking). Combined with the Trait System, this will be an incredibly complex and resource-intensive task, making it difficult to predict an exact timeline - all we can say is that it will be released once we're certain it's ready.

That's all for now. Once again, we want to thank all of you for your support and trust. Stay tuned, and we'll see you soon in the world of Aldor!

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Asid

Devlog: Current Progress
Mon, 29 December 2025



Hello everyone!

Today we'd like to wish you a belated Merry Christmas and a Happy New Year - and take the opportunity to talk about the state of development and what you can expect from Stoneshard in the near future. As announced earlier this year, we are continuing with our revised approach to updates, aiming to release smaller, more frequent patches whenever possible.


Therefore, the next major content block outlined in the Roadmap will be split into two parts: the first one, "Blood Omens", is planned for release in early 2026 - we'll announce the exact date after completing internal testing.

So, what exactly should you look forward to? Let's take a closer look:


New Proselytes

Proselytes are arguably the most distinct and memorable enemy faction in the game, but they have long lagged behind Brigands and the Undead in terms of variety. The main reason is the development cost: Proselytes make limited use of generic and shared abilities, instead requiring unique assets to be created from scratch for almost every new enemy type.



After the 'Rags to Riches' update, the existing Proselyte roster proved to be woefully insufficient for the revamped enemy progression - each dungeon tier featured only 3-4 basic enemy types, making Catacomb battles feel rather repetitive. To address this, we carried out a large-scale overhaul of the entire faction, adding 17 new enemy types (not counting minor variants), 5 new mini-bosses, and about 40 new abilities spread among them.



The core idea was to make Proselytes feel more structured and cohesive, with clear evolutionary paths leading from humanoid cultists to increasingly animalistic, monstrous forms.



Naturally, the stats and abilities of every existing Proselyte also saw significant tweaks: the individual power of many enemy types was toned down to shift the focus toward group synergies and interactions.

Read on...




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Asid

0.9.4.6 "Blood Omens" is Live!
Thu, 26 March 2026



IMPORTANT: This update is compatible with old saves. However, to ensure that all changes work correctly, we recommend starting a new game.


MAIN FEATURES

  •     New system: Lighting and Darkness
  •     Added Torches and Lanterns.



  •     Added a new multi-staged quest, "A Matter of Faith", designed for level 10-12+ characters, which can be undertaken after reaching Benevolence with the Rotten Willow.
  •     Added 22 new Proselytes (32, if counting their variants), including 6 mini-bosses, along with 42 unique abilities for them.
  •     The abilities, visuals, stats, and danger levels of all other Proselytes were also overhauled to ensure faction cohesion.



  •     Added 2 new Brigands: Slinger and Heavy Slinger.
  •     Added a new weapon type: slings - 21 items.
  •     Added 12 other pieces of gear, 3 of which are unique.

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  •     Added positive and neutral Situations to the Rotten Willow, including 3 unique ones: "Outlaw Gathering", "Occult Consilium", and "Flea Market".
  •     Added new room templates to the dungeon generator.



  •     AI rework: overhauled use conditions for every ability in the game. Enemies will now account for a much greater range of context and nuance: among the factors taken into consideration are your character's archetype (warrior, ranger, or mage), learned abilities, current Health, and so on.



  •     A small but important consequence of the rework: Wild Dog packs are now much less likely to start a prolonged barking frenzy.
  •     Reworked crowbars and lockpicks.
  •         Crowbar: no longer pries open doors, containers, and stone plates instantly. Instead, using a Crowbar now causes the character to continuously attempt the task over multiple turns until they succeed. The chance of success per turn (and the average speed of completing the task) depends on Strength. Each turn spent consumes the item's Durability, which has been increased to 75 to compensate for this change.
  •         IMPORTANT: Any Crowbars already acquired on existing saves will keep their old Durability value of 10.

  •         Lockpicks: Increased the base success chance, which further scales with Agility and Perception.
  •         The difficulty of locks now also depends on the dungeon tier.



  •     Throwing overhaul:
  •         Reworked most formulas.
  •         Throwing Range now scales only with item weight.
  •         Throws can now be fumbled.
  •         Significantly reduced Durability loss from throws (-3% > -1).
  •         Added Armor Penetration to weapon throws, based on the weapon type and its inherent Balance stat.
  •         Throwing rotten food now reduces human enemies' Will to Fight and has a chance to cause Confusion.
  •         Throwing glass items has a chance to cause Bleeding.
  •         Throw damage for Belt Pouches and Coin Purses is now calculated based on their entire contents rather than just the amount of gold inside.
  •     Log improvements:
  •         Added a "Log Delay" setting. Turning it off causes the latest log entries to display instantly.
  •         Standardized log colors, terminology, and syntax.
  •         Improved the logging of damage sources: the log now shows the names of projectiles, AoEs, damaging effects, and other relevant things.
  •         Added logs for many outcomes that were previously omitted, such as taking no damage from AoEs and throws, absorbing all damage from a Backfiring spell or collision with an object, and so on.
  •         Greatly expanded logs for ranged attacks and throws, including messages for misses, interactions with blocks, and more.
  •         Added logging for the amount of damage absorbed by blocks.
  •         Improved the order in which certain actions and outcomes are displayed in the log.


GAMEPLAY

  •     Reworked the interaction between Block Power and Protection. Previously, both values were simultaneously subtracted from the received damage. Now Protection is applied after blocking, which will improve its effectiveness against mixed damage.
  •     A successful full block check no longer preemptively nullifies the attack's Crit Chance. Critical hits can now always occur against blocks, even if the block fully absorbs the resulting critical damage.
  •     Refactored the cleave effect of two-handed weapon crits. Previously, any damage dealt to secondary targets was treated as a generic AoE rather than a strike, so it could not be blocked or dodged. Now the cleave counts as individual strikes against all affected targets, not just the primary one.
  •     Refined the noise propagation algorithm to fix issues with sound travel in specific scenarios, such as through walls and doors.
  •     Shields can now block all physical and magical projectiles (such as Rockeater spikes, firebolts, bolts of unholy essence, blood bolts, etc.), as well as thrown items.
  •     Certain items can now be launched with slings.
  •     Player-made campfires no longer have collision and can be walked over, stomping them out. Walking over a campfire tile deals Fire Damage, though it doesn't have a chance to instantly ignite targets, as a regular burning tile would.
  •     The chance for fumbled and blocked shots to break ammo is no longer fixed and now scales with both the attacker's Fumble Chance and the target's Block Chance.
  •     Jorgrim: "Gore and Glory" - added 4 new Proselyte trophies.
  •     Leosthenes: "Might and Magic" - Magic Mastery now counts as a Utility tree only, same as with Jonna's trait.
  •     Blood Golems will now remain interactable on the turn before they explode, making it possible to target them with attacks and abilities (to knock them back at the last moment, for example).
  •     Rebalanced the "Set Aflame" skill (originally "Torch Strike") and added it to the Base Skills, making it available to the player.
  •     Some Brigands will now carry torches when spawning on the surface during nighttime.
  •     Added an option to raise and lower visors on most heavy helmets, changing their stats.
  •     Added lootable Stones to many locations - they can be used as sling ammo or thrown by hand.
  •     Throwing stackable items now throws them one at a time.
  •     Bison and other non-aggressive animals are no longer attracted by noise.
  •     Added the "Fear of Fire" passive to most animals.
  •     Added the "Dark Vision" / "Night Vision" passive to most Undead, predators, and high-tier Proselytes.
  •     Added two new stats: Spell Armor Penetration and Spell Accuracy.
  •     Damaging neutral NPCs can now trigger a warning dialogue rather than being instantly treated as a crime.


ECONOMY & CARAVAN
  •     Merchants now pay more for valuables and are more likely to stock enchanted equipment.
  •     Darrel: "Safe Routes" grants [+4 > +2] Caravan Trade Range.
  •     Alda: "Reconnaisance" - reduced the chance of rare loot.
  •     "Messenger Pigeons" upgrade: now also grants +1 Caravan Trade Range.
  •     "Old Favors" upgrade: now also grants +2 Caravan Trade Range.
  •     Most Undead enemies now have a chance to drop rings and amulets.
  •     Crafting a Hunting Net now also requires Stones.
  •     Reduced the price and effectiveness of most armor fragments.
  •     Money given through dialogue options will now usually be transferred to the NPC's inventory instead of disappearing.
  •     Replaced Ritual Candles with Wax Candles.
  •     Added an option to craft Torches (available from the start).
  •     Added alternative ingredients to the Healing Salve schematic.
  •     Increased the chance for positive and neutral Settlement Situations to occur by 30%.
  •     St Wald's Bridge NPCs now have greater interest in all types of commodities.


BALANCE

  •     Increased the character's base Vision range: [10 > 12] tiles.
  •     Dirwin: "Ranger's Grit" now requires clearing out Dens, Hunting Grounds [and Caves] instead of just discovering them.
  •     Hunting Grounds are considered cleared out after killing at least one animal at the location.
  •     Added: [Grants 1 Stat Point for every 4 unique types of Dens, Hunting Grounds, or Caves cleared out for the first time (up to 3 SP)].
  •     Increased the effectiveness of Block Power and Protection against Magic and Nature Damage: [50% > 66%].
  •     Perception: reaching a threshold grants [+1 > +5%] Max Vision and [+1 > +5%] Bonus Range.
  •     Reworked ranged distance penalties: [-3% Accuracy for each tile of distance beyond half the attack range > -2% Accuracy and +2% Fumble Chance for each tile of distance to the target].
  •     Increased the default chance for arrows and bolts to break: [50% > 66%]. Sling ammo has a 20% chance to break.
  •     Leeches now restore less Condition to affected body parts.
  •     Enemy spawn points in Crypts have been redistributed and are now placed farther from room entrances, making chain aggro less common.
  •     Standardized Undead abilities across different enemy types and tiers.
  •     Added Stance skills to many high-tier Brigands.
  •     Archers and other enemies capable of switching weapon loadouts will now gain different skills depending on what they are currently armed with.
  •     Reduced the number of enemies spawning on the surface by roughly 20-50%, depending on the area's danger level.
  •     Improved the stats of heavy armor.
  •     Rebalanced the stats of several equipment categories: bows, crossbows, two-handed maces, two-handed axes, two-handed swords, staves, axes, swords, mage gear, and shields.
  •     Reduced the Crit Chance and Crit Efficiency for most enemies.
  •     Reduced the Healing Efficiency and Life Drain for all Wraiths.
  •     Increased the maximum duration of "Satiety".
  •     "Doused in Oil" and "Doused in Alcohol" now cause targets to ignite much faster when taking Fire Damage.
  •     "Net": reduced the penalties to Fumble Chance and Backfire Chance: [35% > 30%].
  •     Smoke Bomb: reduced the penalties to Accuracy and Fumble Chance: [25% > 20%].
  •     Significantly reduced how quickly enemies can recover Will to Fight after replenishing Health. As a result, enemies will now be less likely to rejoin combat after only a few turns of fleeing.
  •     Wraith Commanders can no longer be summoned with the "Wraith Summoning" spell.
  •     "Aftermaths" and "Hangover" now count as Lingering effects.
  •     Butchering Jays now yields twice as many Meat Morsels.
  •     Reduced the Thirst gain from eating herbs.
  •     Effects from all dishes can no longer stack. Previously, salads could stack up to 2 times.
  •     Butter now grants a Diet Morale bonus to dishes.
  •     Kennels in low-tier Bastions will now spawn far fewer Dogs.
  •     Reduced the quality and quantity of loot in Crawler Burrows.
  •     The chance to disarm a trap now depends not only on its type, but also on its size.
  •     Disarming traps now grants varying amounts of Experience depending on their size and danger.


ABILITIES

SWORDS:

  •     "Onrush":
  •     Added: [The debuff on the target doesn't stack].
  •     Reduced the scaling of the Bleed Resistance debuff on the target.

AXES:

  •     "Mutilating Lunge":
  •     Added: [The strike prioritizes the most damaged bodypart].
  •     "Cut Through":
  •     Added: [The debuff on the target doesn't stack].
  •     "Massacre": Grants [+10% > +12%] Bodypart Damage and [+5% > +7%] Bleed Chance.
  •     "Ferocity":
  •     Causing an Injury reduces Axes cooldowns by [-1 > -2] turns.
  •     "No Mercy":
  •     Grants [+10% > +12%] Weapon Damage to strikes against targets with either <50% Health or [100% > 90%+] Health.

MACES:

  •     "Onslaught":
  •     Added: [The debuff on the target doesn't stack].
  •     "Armor Break":
  •     Added: [The debuff on the target doesn't stack].
  •     "Concussion":
  •     Reworked: [Using Mace Attack skills applies the target with -5% Control Resistance, -5% Move Resistance, and -7% Crit Avoidance for 3 turns. The effect stacks up to 2 times].

DAGGERS:

  •     "Gaping Wound":
  •     Added: [While affected by "Gaping Wound", moving to other tiles, using abilities, or attacking causes all Bleedings to trigger twice per turn].
  •     "From the Shadows":
  •     Added: [The debuff on the target doesn't stack].

TWO-HANDED SWORDS:

  •     "Hewing Strike":
  •     Added: [The debuff on the target doesn't stack].
  •     "Parry":
  •     Grants [+20% > +10%] Block Power Recovery.

TWO-HANDED MACES:

  •     "Forceful Slam":
  •     Added: [The debuff on the target doesn't stack].
  •     "Skull Crusher":
  •     Added: [While affected by "Mighty Swing", the skill has +1 Range].

TWO-HANDED AXES:

  •     "Dismember":
  •     Added: [If the target isn't Injured, the strike prioritizes the most damaged bodypart].
  •     "Rampage":
  •     Reworked the bonus damage mechanic: the damage is now added directly to the attack, similarly to Spears' "Wounding Spearhead", instead of being applied separately as pure damage.

SPEARS:

  •     "Stay Back!":
  •     Applies the target with -10% [Piercing > Physical] Resistance (for better synergy with halberds).

RANGED WEAPONS:

  •     "Taking Aim":
  •     Grants [+1 > +10%] Bonus Range.
  •     "Distracting Shot":
  •     [Charges to the targeted tile, then takes a shot > Takes a shot, then performs the charge].
  •     Added: [The on-hit bonuses stack up to 2 times].
  •     Added: [If equipped with a sling, grants +1 Range to the charge. Successfully landing a shot decreases the skill's cooldown by 2 turns].
  •     "Startling Volley":
  •     Bow-related mechanics are applied to slings as well.
  •     "Suppression":
  •     Added: [If equipped with a sling, using Ranged Weapons abilities grants 2 stacks of the effect].
  •     "Long Shot":
  •     Added: [If equipped with a sling, the shot receives a bonus to Accuracy for each tile of distance to the target].
  •     "Hunter's Mark":
  •     "Thrill of the Hunt" grants [+10% > +7%] Bodypart Damage and [+10% > +5%] Crit Efficiency per stack.
  •     "Hunter's Mark" applies targets with [-10% > -7%] Bleed, Move, and Control Resistance per stack.
  •     "Constant Practice":
  •     Added: [Reduces the distance penalty to Accuracy and Fumble Chance to -1% and +1% per tile respectively. Grants sling shots +30% Accuracy, reducing the bonus by 5% for each tile of distance to the target].
  •     "Spot Weakness":
  •     Added: [If equipped with a sling, "Taking Aim" applies all targets within Vision with -5% Move and Control Resistance for 4 turns. The effect stacks up to 2 times].
  •     "Anticipation":
  •     Both effects trigger twice if equipped with a [crossbow > crossbow or sling].
  •     "Precision":
  •     The effect triggers twice if equipped with a [crossbow > crossbow or sling].
  •     "Shoot to Kill":
  •     Now also grants Crit Chance if the target is Dazed or Stunned.

SHIELDS:

  •     "Breakthrough":
  •     Added: [The debuff on the target stacks up to 2 times].

ARMORED COMBAT:

  •     "Brace for Impact!":
  •     If equipped with a heavy chestpiece, decreases the skill's cooldown by [25% > 33%].
  •     Added: [+12% Control and Move Resistance].
  •     "Unyielding Defense":
  •     Added: [Lowers the visor of the equipped helmet].
  •     "Flexible Defense":
  •     Added: [The debuffs on the target don't stack].
  •     "Battering Ram":
  •     Added: [Armor Penetration and Fumble Chance].
  •     Added: [Applies the target with -100% Counter Chance until the next turn].
  •     Added: [If equipped with a heavy chestpiece, the Stun Chance now works alongside the Stagger Chance rather than replacing it].
  •     External stat modifiers no longer have effect on the skill.
  •     "Custom Adjustments":
  •     Heavy armor: grants [+3 > +4] Max Energy and [+1% > +2%] Energy Restoration, and reduces armor Durability loss by [2% > 3%].
  •     Medium armor: grants [+5% > +8%] Bleed Resistance and [+1.5% > +3%] Dodge Chance.
  •     Light armor: grants [+15% > +25%] Protection (no less [1 > 2]) and [-2% Damage Taken].
  •     Removed: [Doubles the bonuses if every equipped piece of armor belongs to the same type].

WARFARE:

  •     "Seize the Initiative":
  •     Added: [The debuff on the target doesn't stack].
  •     "War Cry":
  •     Removed the hidden 0.5x coefficient for targets' Control Resistance when calculating the skill's chance to Confuse or Daze.

ATHLETICS:

  •     "Mighty Kick":
  •     Added: [Applies the target with a debuff to Counter Chance until the next turn].
  •     Added: [Armor Penetration, Fumble Chance, and Crit Chance].
  •     Added: Delivers a strike [to the legs or the body].
  •     External stat modifiers no longer have effect on the skill.
  •     "Leg Sweep":
  •     Added: [Applies the target with a debuff to Counter Chance until the next turn].
  •     Added: [Armor Penetration, Fumble Chance, and Crit Chance].
  •     Added: Delivers a strike to [the legs].
  •     External stat modifiers no longer have effect on the skill.
  •     "Sudden Lunge":
  •     [If the strike deals damage > A successful, damaging strike].

DUAL WIELDING:

  •     "Flurry of Strikes": [-25% > -30%] Hands Efficiency. Added: [The penalty can be offset depending on the number of learned Weaponry skills]. Added: [-5% Accuracy and +5% Fumble Chance].
  •     "Deflect":
  •     The bonus to Block Power is now a percentage rather than a flat amount.
  •     Reduced the Block Power scaling.
  •     "Enough for Everyone":
  •     Reduced the scaling of the bonuses to Dodge Chance, Counter Chance, and Damage Taken.
  •     "Dual Wielding Training":
  •     Added: [The bonuses to Main Hand Efficiency and Cooldowns Duration depend on the number of learned Weaponry skills].
  •     "Berserker Tradition":
  •     [-0.3% > -0.25%] Damage Taken for each missing percent of Health.
  •     [+3% > +4%] Crit Chance for 10 turns for each miss or fumble (the effect stacks up to 5 times).
  •     [+1% > +0.5%] Weapon Damage for each percent of Pain.
  •     [+3% > +2%] Counter Chance for 10 turns for each received strike (the effect stacks up to 5 times).
  •     [+10% > +8%] Crit Efficiency for each adjacent enemy.
  •     "Unstoppable":
  •     Reduced the scaling of Health and Energy replenishment.
  •     "More Blood!":
  •     Killing enemies reduces Dual Wielding cooldowns by [4 > 2] turns.
  •     Added: [The bonuses to Hands Efficiency and Abilities Energy Cost depend on the number of learned Weaponry skills].

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