0.21.22a
- Affinity boost for Khaast
- Dungeon Keys somewhat cheaper overall to aug, except for Spade which got death runes
- Increase vendor value of keys to exceed their base mat cost
- Gave all dungeons another set of junk rolls
- Base magic armor gets missing affinities
- Added fiber/fish/driftwood tags for nodes for fiber finder, fishy fortune, and junk snagging to boost/unlock nodes
- Slightly boosted chaos frag drops, NGIM get void stone drops
- Pungent Runes II requires I
- Fix some potential issues with turn in UI for quests
- Adjust some base settings for server related configs to improve stability and performance
- Cups untradeable
Combat Gold Generation Overhaul
Monsters have been assigned an internal allowance for how much gold they can drop on average per kill based on their stats and this has been used to re-tune ALL junk drops as well as alter a few unique drops.
Overall, this means similarly leveled monsters will drop similar amounts of raw gold. Specifically:
- Farm/Caves slightly buffed
- City slightly nerfed
- Fallen Academy significantly nerfed
- Lava Maze significantly buffed
- Corrupted Lands moderately buffed
- Valley of Giants significantly nerfed
- Overgrown Woods moderately nerfed
- Enchanted Armory slightly nerfed
- Elven Encampment slightly nerfed
- Chaos Wastes moderately nerfed
In most cases nerfed loot drop have been split into multiple rolls. For visualization purposes, you can consider this the small average "main" roll, and then a lucky "crit" roll that can often double your potential loot for that item. These have been split so that the different looting bonuses (Treasure Hunter, Taxing, Lucky Looter) are able to synergize much more effectively compared to before if you really lean into them.
In some cases I have reduced the vendor value of non-junk items where they make up the bulk of a monster's average kill value. This is most impactful for Giants.
Locations have also been changed! Dungeon caches now no longer drop a ton of random junk items, instead those rolls have been shifted into the Dungeon clear loot itself as the critical loot roll, as well as the baseline average junk from Dungeons being significantly increased across the board.
TL;DR -
Loot has been moved from easier combat to harder combat. Less raw gold to combat excessive gold inflation.
Resource Node UI
Nodes will now appear in the location information tooltip, giving you more information on what specifically you have access to and what their odds are
Tradeable Talent Respec Tokens
New Tradeable Talent Respec Tokens have been added to the General Store. All existing Talent Respec Tokens will continue to be their untradeable variants. Untradeable variants will be used before tradeable.
New Achievements
5 new achievements for donating a lot of gold to the Shrine! These are NOT retroactive!
Misc. Changes
- Chopped vegetables have a new image
- New all foods image
- Missing smithing resources show in red in the UI
- Switch to "Searching..." once the node is empty
- Correct notification for completed achievements
- Box Trap now craftable at level 1
- Updated several guides from Feylos + new lore book!
- Shortened the Queue button
- More readable mobile essence UI
- Correct Bestial Cloak aug bonus
- Hands of Khaast abilities significantly buffed
- Modified Diving Gloves can now rarely transform into Hands of Khaast (it's magical, don't think too much about ice -> fire lol)
- Alacrity Pendant and its enchantment have been changed; the item itself now gives more base accuracy malus and better lightning stats. The enchantment makes attacks faster and reduces ability cooldowns. Gotta go fast!
- Adjusted the agility formula to allow a higher cap of 1000. This means you can get more dodgy, wowee
- Razorfin buffed; marginally better melee stats, lots of magic stats, not much magic accuracy
- Added a minor gold cost to augmenting elite scrolls and dungeon keys. Just imagine you're paying some wizard named Habs
- cups
- Improve loadout UI on save