Post by Gravedust on Feb 12, 2023 8:42:58 GMT -8
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CLIFFS NOTES FOR RETURNING DITD PLAYERS
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STILL PLEASE SKIM THE MANUAL to check out the full explanations of the terms mentioned here and fully read the Downtime section.
This is intended to call out noteworthy changes from DITD, but is not comprehensive.
• END have been rebranded to VIT. (Vitality)
• INT has been rebranded to MEC. (Mechanical)
• Ranged attacks now receive a penalty when their shot paths cross Low Obstacles or friendly units.
• Great Weapon damage template has changed to be a 3-across line, and GW attacks also suffer a penalty if there are friendly units, obstacles, or walls in the template.
• The Guild shop has been replaced with multiple faction shops.
Unless otherwise specified, item/gear amounts in the shops are unlimited.
• You can now recover MP or HP using an Action in combat.
+ 'Quick' recoveries, which only require an action and don't cause vulnerability, but don't benefit from item bonuses.
+ 'Lengthy' recoveries are like the old Rest action. Instead of using food they either require Bandages or Incense to recover of HP or MP respectively, with a bonus that depends on the item used.
• 'Recovery' has been added as a combat stat, and is how much HP you can regen with a single Recover action.
• 'Resilience' has been added as a combat stat. This effects how quickly debuffs fall off.
• 'Influx' has been added as a combat stat, and is how much MP you can regen with a single Focus action.
• 'Morale' has been added as a combat stat. Spend a point to get an attack bonus, or reduce debuffs. You get morale for treating yourself nice, basically, and you lose it for doing stuff like walking all night, etc.
• Corruption has been removed.
• 'Soul Tinge' has been added as a replacement for Corruption. Is infliced by using certain magical spells/weapons.
Once high enough, it introduces a chance that any casting will cause a dangerous backlash. It can be reduced by a stacking consumable.
• 'Blood Tinge' has been added as a replacement for Corruption. It added to by most potions. (moreso the stat-enhancing ones) When any potion is used, there is a chance equal to the current Blood Tinge that a Alchemic Sickness (Minor but permanent debuff) will afflict the character. Blood Tinge can be reduced and all Alchemic Sicknesses cleared by using a stacking consumable.
• Tiers for Gear (and some items) are now explicit. (Mostly effecting the effectiveness of enhancements.) Some gear and items can be upgraded to increase their Tier and stats.
• More debuffs use 'magnitude' to determine duration instead of a set round count. (i.e. more dubuffs work like Toxin, how fast they fall off depends more on your VIT.) Debuff-inflicting rolls now check against DEF, usually.
• New 'Wand' weapon type. It essentially a ranged weapon that uses MP instead of ammo.
• New 'Staff' weapon type. Can be used as a melee weapon, mostly increases Influx (MP regen).
• New 'Spellsword' weapon type. Melee weapon with spell slots, and that can handle special enhancements. Higher tiers gain [+Influx]
• New 'Focus' 2-slot gear type. Increases Influx when equipped, and has some spell slots.
• More offensive spells have been added. (but are hidden at game start) You can get in trouble for having them, be careful when and how you use them.
• Armor types have been added with [+MP]
• It is no longer possible to change armor in combat.
CLIFFS NOTES FOR RETURNING DITD PLAYERS
==============================
STILL PLEASE SKIM THE MANUAL to check out the full explanations of the terms mentioned here and fully read the Downtime section.
This is intended to call out noteworthy changes from DITD, but is not comprehensive.
• END have been rebranded to VIT. (Vitality)
• INT has been rebranded to MEC. (Mechanical)
• Talents have been added. These are character-specific actions, free actions, or passives your character can learn as they level.
• Proficiencies have been added. These are used for -OUT OF COMBAT- dice rolls during narrative sections.
• Gear Enhancements have been added. Most gear has a single slot where an enhancement that increases stats or adds new actions or passives can be put. You can convert Enhancement slots so they can hold Tools instead.
• Proficiencies have been added. These are used for -OUT OF COMBAT- dice rolls during narrative sections.
• Gear Enhancements have been added. Most gear has a single slot where an enhancement that increases stats or adds new actions or passives can be put. You can convert Enhancement slots so they can hold Tools instead.
• Ranged attacks now receive a penalty when their shot paths cross Low Obstacles or friendly units.
• Great Weapon damage template has changed to be a 3-across line, and GW attacks also suffer a penalty if there are friendly units, obstacles, or walls in the template.
• The Guild shop has been replaced with multiple faction shops.
Unless otherwise specified, item/gear amounts in the shops are unlimited.
• You can now recover MP or HP using an Action in combat.
+ 'Quick' recoveries, which only require an action and don't cause vulnerability, but don't benefit from item bonuses.
+ 'Lengthy' recoveries are like the old Rest action. Instead of using food they either require Bandages or Incense to recover of HP or MP respectively, with a bonus that depends on the item used.
• 'Recovery' has been added as a combat stat, and is how much HP you can regen with a single Recover action.
• 'Resilience' has been added as a combat stat. This effects how quickly debuffs fall off.
• 'Influx' has been added as a combat stat, and is how much MP you can regen with a single Focus action.
• 'Morale' has been added as a combat stat. Spend a point to get an attack bonus, or reduce debuffs. You get morale for treating yourself nice, basically, and you lose it for doing stuff like walking all night, etc.
• Corruption has been removed.
• 'Soul Tinge' has been added as a replacement for Corruption. Is infliced by using certain magical spells/weapons.
Once high enough, it introduces a chance that any casting will cause a dangerous backlash. It can be reduced by a stacking consumable.
• 'Blood Tinge' has been added as a replacement for Corruption. It added to by most potions. (moreso the stat-enhancing ones) When any potion is used, there is a chance equal to the current Blood Tinge that a Alchemic Sickness (Minor but permanent debuff) will afflict the character. Blood Tinge can be reduced and all Alchemic Sicknesses cleared by using a stacking consumable.
• Tiers for Gear (and some items) are now explicit. (Mostly effecting the effectiveness of enhancements.) Some gear and items can be upgraded to increase their Tier and stats.
• More debuffs use 'magnitude' to determine duration instead of a set round count. (i.e. more dubuffs work like Toxin, how fast they fall off depends more on your VIT.) Debuff-inflicting rolls now check against DEF, usually.
• New 'Wand' weapon type. It essentially a ranged weapon that uses MP instead of ammo.
• New 'Staff' weapon type. Can be used as a melee weapon, mostly increases Influx (MP regen).
• New 'Spellsword' weapon type. Melee weapon with spell slots, and that can handle special enhancements. Higher tiers gain [+Influx]
• New 'Focus' 2-slot gear type. Increases Influx when equipped, and has some spell slots.
• More offensive spells have been added. (but are hidden at game start) You can get in trouble for having them, be careful when and how you use them.
• Armor types have been added with [+MP]
• It is no longer possible to change armor in combat.