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Announce News Post #2536

Big Changes Come to Lusternia!

Written by: Ieptix the Anomaly
Date: Tuesday, January 19th, 2016
Addressed to: Everyone


We have announced the release of the Warrior and Gear overhauls!

Note that as the time of this posting, most relevant ABHELPs should have
been adjusted, though help files have not. They will be brought up to
speed throughout the evening, which will explain many of the below
listed changes in exhausting detail.

Additionally, relevant artifacts will be retired or put on sale shortly
after this posting.

This is a massive, massive batch of changes. I will almost certainly
miss some changes in the following list. They will be added
retroactively as needed.

- The old deep wounds system has been replaced, with wounds now cured by
restorative ice. Details will be able to be found in appropriate help
files shortly.
- Monk abilities relying on wound for affliction procs now have a static
chance to fire. This is temporary and will be adjusted when monks are
fully incorporated into the Overhaul system.
- Monk base damage has been scaled up some to compensate for the lack of
wounds. We will monitor this and adjust as needed.
- All non-monk/warrior abilities that deal wounds should now be dealing
the new overhaul wounds.
- The broken limb afflictions have been converted to the new damagedlimb
afflictions.
- Mangled and amputated limb afflictions have been converted to the new
mutilatedlimb afflictions.
- Crushedchest and collapsedlung have been converted to new Overhaul
afflictions.
- The fracturedskull affliction has been converted to the damagedskull
affliction.
- The following new physical afflictions have been introduced:
damagedorgans, damagedthroat, internalbleeding.
- All new physical afflictions are cured by applying restorative ice to
the appropriate body part.
- Details on the afflictions can be found on AFFS LIST and AFFS INFO
<affliction>.
- Most physical afflictions have a curing delay based on the wound state
of the targeted body part. Exceptions are the damagedlimb afflictions,
which always cure instantly, and the mangledlimb afflictions, which
always cure with the longest delay. It is possible to apply to other
limbs while this process is on-going, so long as you have ice balance.
- Asthma, anorexia, and slickness have been converted to their Overhaul
versions.
- Knighthood and its specializations have been completely revamped from
the ground up to take advantage of the new wounding and affliction
systems.
- Weapons (bar kata weapons, for the meantime) have been completely
reworked. Weapon stats no longer exist; instead, all weapons have a
fixed speed and damage which is adjustable with enhancements (see below)
and various abilities.
- Knighthood is no longer affected by either rebounding or stances; both
remain in the interim due to monks.
- Armour (including robes) has, likewise, been completely revamped.
Armour stats have been removed, with each type of armour providing a
fixed physical damage resistance. Armour can also be outfitted with
enhancements (see below).
- The ARMSTAT command has been removed.
- Armour and weapons may now be enhanced! Enchanters enhance robes,
forgers enhance armour and weapons. Each weapon/piece of armour has a
fixed number of enhancement slots that may be filled. By default armour
and all weapons have one slot, while robes have two. Masterweapons,
masterarmour, and splendour robes all feature an additional slot over
the base. At present, the enhancements are listed in the appropriate AB
files for enchantment (greatrobes) and forging (weaponenhance and
armourenhance), but will be included in a help file in the near future.
- Enhancements for an item are listed on weaponprobe.
- A new artifact, the Great Rune of the Elite Weaponsmith has been
released. Each rune attached to a one-handed weapon adds one new
enhancement slot, and each two attached to a two-handed weapon adds one
new enhancement slots. Weapons may gain up to three new slots this way.
This does not, at this time, apply to kata weapons.
- A new artifact, the Great Rune of the Master Armourer, has been
released. Each rune attached to armour or robes adds one new enhancement
slot.
- A new artifact, the Hammer of Clangorum's Mastery, has been released.
It allows forgers to access the enchanted and virulent enhancements when
enhancing items.
- Leather armour now grants no resistance at all, allowing it to be worn
with tattoo or kephera armour without overriding those armours, while
allowing access to the new enhancements.
- The Tailoring proofing skills have been removed.
- Several new tailoring abilities have been added for creating special
knots, used by forgers and enchanters for armour enhancements.
- Sharpness oil has been replaced by mineral oil, used by forgers when
enhancing weapons.
- The forging dwarven rune abilities have been removed.
- The old-style weapon runes, as well as the old hammer of forging, have
been retired.

With a batch of changes this massive, there will inevitably be plenty of
things that don't quite work right or need adjustments. I will have a
forum thread for discussion, and any critical bugs can be messaged to
me. To reiterate the beginning of the post, help files are, at the time
of this announcement, not yet up to date, but will be converted through
the evening. Most relevant abhelps have been updates, though I am surely
missing a few somewhere. Finally, the updates to what artifacts are for
sale and what artifacts are retired will lag behind the post slightly,
but will be up-to-date this evening.

Penned by My hand on the 4th of Tzarin, in the year 432 CE.


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