8/7/2022
7.1.3 Improved Walls and Psychology
New Features:
Added Stadium Exterior to Undercity.
Player's faces now change based on fear levels.
Improved clutter system. (low clutter now quickly reverts
back to opening battle's default amount if clutter is below
the opening battle's default amount) (game areas that have
tight hallways and/or lots of random objects will one day have
a higher default amount of clutter)
The more clutter temporarily goes into the negative, the more
walls get removed. (ice being the weakest and metal being the
most resilient, followed by earth and carbon) (staff walls
can never be removed in this manner)
(old information note, clutter comes in 3 tiers, and each tier
lowers knockdown and stagger resistance by 25%, and evasion
and hit chance by 10%)
Carbon walls now moderately increase clutter and slightly
increase humidity. (temperature is also slightly increased
if temperature is below warm or slightly decreased if
temperature is extremely hot)
Most walls will no longer affect allies with foray.
Using Reposition now grants the walls on their side.
Entering foray now removes most walls on self.
High clutter now doubles the chance to be buried.
Flanking is now in. (if at least one unit on side A has
foray, then all units on side B without foray lose 25%
evasion, take 12.5% additional piercing damage, and will
lose all of their stationary walls) (structures, mobile walls,
and stances don't get removed in this manner) (the flanking
status is hidden)
Updated wall descriptions:
Wall:
Removed from being flanked? Yes.
Immune to hidden flank status effect? No.
Effects those with foray? No.
Mobile Wall:
Removed from being flanked? No.
Immune to hidden flank status effect? 50% resistance.
Effects those with foray? Yes.
Structure:
Removed from being flanked? No.
Immune to hidden flank status effect? 50% resistance.
Effects those with foray? No.
Obscure:
Removed from being flanked? No.
Immune to hidden flank status effect? 50% resistance.
Effects those with foray? Yes.
Stance:
Removed from being flanked? No.
Immune to hidden flank status effect? No.
Effects those with foray? Yes.
(characters can only have one stance at time)
Balancing:
Increased player health by 50%.
Reduced natural health regen from 5% to 2.5%.
Foray now increases piercing damage dealt by 12.5%.
Foray now increases piercing damage received by 12.5%.
Foray now increases fire and ice damage dealt by 12.5%.
Foray now increases earth and wind damage dealt by 12.5%.
Foray now increases luck by 25%.
Redesigned all walls.
Increased duration of most walls by 1-3 turns.
Doubled cooldowns to all walls.
Most walls now give hidden wind resistance. (if the wall
would logically block wind, then the wall reduces wind damage
taken by 20-70%)
Earth walls now reduce lightning damage instead of earth.
Metal walls (except for spiked pits) now increase lightning
damage taken by 20-100%.
Most walls and structures now lower chance to hit by 10%.
Walls and Structures now increase evasion by 5-20%.
Walls now increase chance to be buried by 5-50%.
Structures now increase chance to be buried by 50-300%.
Redesigned AoE wind spells to use dexterity.
Lowered damage and knockdown chance of single target wind
spells by 10-20%.
Doubled clutter removal for fire skills. (these were
extremely low)
Increased requirement for tier 1 clutter by 50%.
Burning characters attributes to environmental visibility.
Smoke, Storm, and Shadow Armor now obscure enemy vision.
Increased damage of Storm from 100% DoT to 125% DoT.
Increased psychology weight of current health for players.
Increased psychology weight of current health for enemies.
Increased psychology weight of dead players. (amelia
being down affects players the most, with ghost being down
affects players the least)
Increased psychology weight of poisoned players.
Darkness levels now affect psychology.
Increased overall psychology strength for players by 10%.
Misc:
Fixed environmental effects for ice, earth, water, darkness,
metal, and carbon skills.
Renamed some wall spells.
Changed files in this update