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Probably, but I'm not certain; just noticed this mentioned in some Havens chat earlier, and it's the only plausible reason I have at the moment. However, it's late night right now so I haven't done any testing yet to determine d…
It's been brought to my attention that the flag used to mark an area as closed is used to toggle access to some areas on a regular/quest-related basis, of which I was unaware (I thought it was something just in place for restricting fully off-limit …
Your exploration percentage changed for some reason (you were #2 when I ran the update), and it takes time for the rankings to update their ordering. I'm not sure why you lost rank, however.
As an update, it's now impossible to move into a closed area (instead of entering and immediately being flung to the Portal of Fate), so the aethership disembarking issue shouldn't come up any more. I've also changed it so that closed areas no longe…
I can't make any specific promises about what we'll do with things like guild halls, etc., because we're super early in the stage of working this out, and also because I'm not familiar with a lot of the details regarding them in reference to their a…
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While I understand that there are numerous reasons for pushback and aversion to the proposal outlined in the thread, I don't understand this objection, for a few reasons. Note that I'm not specifically picking on you, Siam, sinc…
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Psh, two hour radius? I made an eight hour drive to Chicago for their Silverthorn tour back in 2013, and it was totally worth it. Even still, so very glad they hit my state for the first round of the Haven tour. Much preferred t…
The defense overhaul isn't integral to combat mechanics in the same way as e.g. afflictions are. They'll still be converted over, but the vast majority of the combat stuff will be done. There will still be a few small things even there that need to …
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This has always been the case. It is different for ice, for which I changed applying to allow targeting a specific limb, but that's a new mechanic and doesn't affect pre-Overhaul cures.
At a glance, the only abilities requiring being mounted are steedcharge, pincharge, obstruct, joust, and maul. Joust, as best as I can see, is purely a flavour thing. Steedcharge, pincharge, and obstruct are combat utility (force movement/stun, forc…
I'm not sure what you're referring to in regards to "remove the penalty", @Xenthos. Currently being mounted or otherwise has no effect on cavalier efficiency…
Maul is fixed. There is a heft-replacement in the skill proposal, but for now I'm interested in seeing if it'll be necessary or desirable; in effect it would give cavaliers 50% more wounds per unit time than any other warrior (free 1-wound strike af…
Cavalier is in for testing. Details below. Note that the steed-related abilities will still require an actual steed, which people who arne't Cavaliers normally won't have, but the new beast-based instakill will work with a non-steed beast during tes…
Each buff will be roughly the same as they are pre-overhaul, the artifact (as it is currently) is another buff. The only difference is that, like the damage runes, they'll let you over the cap of 10 (up to 13). Even taking that into account, there s…
The basic mechanics are the same as pre-overhaul, with everyone having a fixed charisma score of 16. At present, the buffs to influence "damage" are unchanged from previously (aside from the racial buf…