Arcane Odyssey - Nimbus Sea, Part 1 Update Patch Notes

The Nimbus Sea Part 1 update for Arcane Odyssey has been released! This post outlines info for the upcoming Easter Event as well as future updates, and goes over the major additions and fixes in the update. If you want to view all of the smaller changes and bug fixes, they can be found under the Patch Notes section of the game’s Trello board:

Summary

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Additions/Changes

  • Added Chapter 6 of the story as well as the start of Chapter 7, and raised the maximum level from 125 to 136.

  • Added the start of the Nimbus Sea, the next of the six War Seas that the player will visit throughout the game’s story, located to the southeast of the Bronze Sea, past Mount Othrys.

    • You can reach the Nimbus Sea by sailing southeast of Mount Othrys, past a visual teal border, and confirm when asked if you want to travel there. Anything placed on your ship will be saved within its storage, allowing you to sell cargo across seas. You can sail there at any level or story progress.
    • Criminals, heroes, and NPC ships in the Nimbus Sea are much higher level, and only Ketch type NPC ships spawn there.
    • Nimbus Sealed Chests are obtainable here, which allow players to get new Level 100+ Ship Parts. (Bronze Sealed Chests only give Level 1-100 Ship Parts)
    • Currently, there are only 5 islands in the Nimbus Sea, as it is still a work in progress. The “Nimbus Sea Explorer” title and badge are currently not obtainable until there are more islands in the Nimbus Sea, however, the Nimbus Sea Diver title and badge ARE currently obtainable.
  • Added 3 new stats that can be found on Level 100+ gear:

    • Regeneration - Affects the amount per tick your health regenerates.
    • Armor Piercing - Causes you to deal higher damage to higher defense targets, as well as pierce through resistances and blocking damage reduction.
    • Resistance - Causes you to take reduced damage while charging attacks.
  • Added 3 new exotic armor enchantments that can be found the same way as regular enchantment scrolls (not exclusive to the Dark Sea):

    • Healing - Gives Regeneration to the item
    • Piercing - Gives Armor Piercing to the item
    • Resilient - Gives Resistance to the item
    • These enchantment scrolls can only be obtained if you are Level 100+.
  • Added 3 new exotic gems that can be crafted into jewels:

    • Aventurine - Gives Regeneration when crafted into a jewel
    • Fire Opal - Gives Armor Piercing when crafted into a jewel
    • Azurite - Gives Resistance when crafted into a jewel.
    • These are obtainable in the same loot pool as regular Rare gems, but only if you are Level 100+.
  • You can now buy up to 15 file slots on the title screen. New file slots are purchased individually. As a result of this system being changed, the “Extra Files” game pass is no longer on sale.

    • If you already own the “Extra Files” game pass, you will still have 6 files available.
  • Arcanium items now have different stats depending on the magic type they are conducting.

    • For example, Lightning Magic items give more Agility and Attack Speed on their items.
    • Due to this, Arcanium items equipped now change to use one of the wearer’s magic types. (If you are not a magic build, it will change to default Arcanium when equipped. You can still own Arcanium items of magic types that aren’t your own, but they will change if equipped)
  • Added Strength items, which are items found in the game that were made to be used with a specific fighting style. (The “Fighting” in the item name is changed to the name of the fighting style, and the color of the fabric is also styled after the fighting style)

    • Just like Arcanium items, these items’ stats are different depending on the fighting style they were made for.
    • You cannot equip a Strength item unless you have the fighting style it was made for. (Ex: An Iron Leg/Basic Combat user would not be able to equip Boxing Robes)
  • Added Vitality items, which are items made to be worn by Vitality builds. Any build can equip them, but the amount of stats they give will be less if your build does not have decent Vitality.

  • Added 9 new Arcanium items:

    • Arcanium Armor, Arcanium Boots, Arcanium Helmet, Arcmancer Robes, Arcmancer Pants, Arcmancer Hat, Arcanium Mage Coat, Arcanium Mage Pants, Arcanium Mage Hat
  • Added 11 new Strength items:

    • Fighting Robes, Fighting Boots, Fighting Shoulderpads, Fighting Headband, Fighting Handwraps, Fighting Armor, Fighting Leggings, Fighting Belt, Fighting Chestplate, Fighting Greaves, Fighting Balteus
  • Added 11 new Vitality items:

    • Oracle Robes, Oracle Pants, Oracle Hat, Oracle Bracelet, Oracle Amulet [Poor], Oracle Armor, Oracle Leggings, Oracle Helmet, Alitheia Robes, Alitheia Pants, Alitheia Hat
  • Added 19 new items:

    • Flower Dress (37 color variants), Flower Leggings (37 color variants), Samurai Armor (37 color variants), Samurai Leggings (37 color variants), Samurai Helmet (37 color variants), Bruiser Armor (37 color variants), Bruiser Boots, Deluxe Hunting Armor (37 color variants), Deluxe Hunting Boots, Reinforced Armor (37 color variants), Reinforced Pants (37 color variants), Reinforced Helmet (37 color variants), Reinforced Gauntlets (37 color variants), Reinforced Shoulderpads (37 color variants), Juggernaut Armor (37 color variants), Juggernaut Boots, Regeneration Amulet [Fair], Armor Piercing Amulet [Fair], Resistance Amulet [Fair]
  • Added Story Injuries, which are visual effects on your character which also limit your max health, obtained after completing specific story parts.

    • These injuries heal on their own over time so that you aren’t forced to continue the story to get rid of them. They are currently obtained after defeating General Argos, and after defeating King Calvus IV.
    • When having an injury from the story, part of the end of your health bar will be red, and you will be unable to regenerate health past that point. A red icon also appears on the info button, and when the info UI is opened, you can hover over the “Injury” text to view a more detailed description of it, what it means, and how it heals.
  • Magics now have a basic attack, triggered by clicking with Mouse 1, shooting out a quick and small low-range blast. The purpose of this was to add another option for low level players, as well as add parity, since Fighting Styles and Weapons both already had basic attacks.

  • Effects from socketed jewels on your equipped items now display underneath your total stats at the bottom of the inventory. (For example: Energy Regeneration +50%)

  • Hovering over stats such as Attack Speed in the inventory will now show the precise percentage of extra attack speed it gives.

  • Health regeneration per tick while in combat no longer scales with Defense, and instead only scales with your base health and Vitality stat. (Out of combat, it still works the same as before. Health regeneration in combat is now -25% of the full regeneration speed instead of -50% to account for this)

  • The Claiming Flag is no longer an item that has to be bought, instead it is automatically given to any player that is in a clan when they spawn.

  • Increased max carryable galleons from 500,000 to 5,000,000.

  • Weapons no longer have their level upgradeable, and are instead set at their previous minimum levels. This was an unnecessary money sink that carried over from before the game was revamped, so it is now removed.

  • Added a badge and title for reaching the Epicenter of the Dark Sea.

  • Last known locations displayed on wanted/assassination posters will now show the sub area name if the island is large. For example, it would now say “Tiberia, Ravenna” rather than just “Ravenna”.

    • Currently only applies to Ravenna and Sameria.
  • It can no longer be foggy on islands that have a high day time temperature.

  • Added the Fishmonger’s Rod, a new type of fishing rod sold in Amarut in Sameria.

  • Specific locations with extreme temperatures can now start damaging the player.

  • Added 4 new cooking recipes: Fruit Smoothie, Mushroom Smoothie, Fruit and Mushroom Smoothie, and Disgusting Smoothie.

    • These are all now create-able using a new ingredient that can be purchased at Samerian Food Merchants in the Nimbus Sea.
    • Due to the special ingredient used, these also give the Sun Protection status effect when consumed, which protects you from extreme temperature damaging areas, and protects your character’s skin from sunburn.
    • Tiers 4 and 5 of Sun Protection status effect can reverse sunburns.
  • Golden versions of all fruits and mushrooms are now obtainable, changing their appearance, galleon value, increasing their rarity tier by 1, and multiplying their hunger yield by 3.

    • These spawn 1 in 15 chance in place of any regular fruit or mushroom, including spawns such as pumpkins and watermelons.
    • These can also rarely be obtained from treasure chests.
  • Added a new book titled “The Arcane Chronicles”, which can be found in treasure chests. This book is a work-in-progress history of the world, written by Randal, using knowledge and stories he has gathered over multiple decades.

    • It serves as a copy of parts of the “lore document” so that it can be read in-game, and it will be updated as the lore document also gets updated.
    • Originally I was not planning to have this available as a book since the history of the world was going to be explained at a certain point of the story, but I figured having it available as a book people can read as well would be fine.
  • Updated the titlescreen visuals, logo, and theme. (New theme: The Call of Adventure by HailFirz)

  • Removed story level requirements for all parts except “The Presence” (Reach Mount Othrys)

  • Removed repeatable quests. All quests can now only be completed 1 time.

    • Repeatable quests mainly existed as a way to level up early on in development since there were barely any other ways to level up. Now that there are many different ways, it seems pointless to keep this as a feature and instead encourage exploring and leveling up in other ways, rather than spamming one quest multiple times.
    • Increased the XP yield of certain quests that were once repeatable due to this.
  • After returning to Mayor Owin before completing the Frostmill Island story, you are now given 300 galleons as a reward.

  • Added “Tutorial Quests”, which are side quests you are forced to complete before continuing the story. There are currently 4 of them:

    • Before going to Frostmill Island, you are given 4 apples and are required to cook a meal.
    • Before going to the Stepstones, you are required to buy a Sailboat using the 300 galleons given to you by Mayor Owin. (If you already have a sailboat before this point, the quest isn’t given to you, and you get to keep the 300 galleons)
    • Before going to Sailor’s Lodge, you are given seaweed and colossal clams and are required to brew a waterbreathing potion.
    • Before going to Fort Talos, you are given an onyx gem and some coppershrooms and are required to craft an energy onyx jewel.
    • While having a Tutorial Quest, your current story objective cannot be tracked or completed, and opening the Story menu will explain what Tutorial Quests are and how to complete them.
    • Opening the Quests menu will show how to complete the current Tutorial Quest in its description.
  • Any player past the “Ravenna’s Secret” story part is now automatically given a Sailboat upon spawning if they don’t already own one.

  • Positive renown players can no longer damage each other through any means unless they are in party with friendly fire turned on, fighting on a claimed island, fighting on an arena island, or fighting in Elysium.

  • Added 2 underwater structures built by KingCryonical.

  • When at 100% Underwater Structure Diving in a sea, all underwater structures are now automatically revealed on your map upon joining that sea, and you can no longer find sea charts while in that sea.

  • At Level 100+, you can now rarely find crafted jewels with random gems/effects/tiers in treasure chests of any type. (Affected by luck effect)

  • Spread out the Jaw Pirates at Redwake further apart from each other.

  • You can now take command of your ship to interrupt a ship quartermaster unloading order.

  • Hovering over a kingdom’s capital island now displays additional information on the map UI: the kingdom’s current ruler, current status, curse power, military power, and naval power.

    • Curse, military, and naval power are represented as 5 stars, and are relative scores to the other kingdoms
    • Info such as current ruler, status, and powers change based on your current story progress. (For example, Ravenna’s current ruler changing from King Calvus IV, to None, to Unknown)

Balancing Changes

All balancing changes below were suggested and discussed by the community.

Summary
  • You no longer gain player kill XP in Elysium.
  • You are now automatically kicked from Elysium servers if you are under the PvP level requirement.
  • The chance of getting a golden or massive rare tier fish (legendary) is no longer boosted by the Luck effect. The chance of a common or uncommon fish being golden or massive is still affected by Luck.
    • As a result of this change, legendary fish scales and all types of luck potion are deleted from player inventories in this update.
  • Combat logging now takes 7% of renown instead of 5%.
  • The Lucky, Luring, and Magnetic enchantments can no longer be obtained as enchantment scrolls.
  • Rare enchantment scrolls can no longer be obtained from Dark Sealed Chests.
    • Since this shared a drop chance with Exotic enchantment scrolls, this means that the rate of finding an Exotic enchantment scroll per Dark Sealed Chest is now 16% instead of roughly 8% like it was before.
  • Gun Draw: Power Shot changes: Damage -5%, Cooldown 10s → 5s
  • Plunderers weapon changes: Damage 0.9x → 0.95x, Attack Speed 1x → 1.15x
  • Thalassi weapon changes: Damage 1.1x → 1.05x, Attack Size 1x → 1.1x
  • Added jewelcrafting tables to Munera Garden and Elysium.
  • Shovel enchantment changes:
    • Rich chest tier-up chance: 10% → 16%
    • Fortune chest tier-up chance: 20% → 25%
    • Goldsight chest tier-up chance: 6% → 10%
  • Dark Sea lightning strike damage is now capped at 33% of the target’s max health.
  • Regular items obtained from fishing now have a 50% chance of having the Drowned modifier. (Sunken items cannot have this modifier)
  • Silver and Golden chests now have a 1 in 60 chance of giving Exotic enchantment scrolls in the Dark Sea.
  • Magic basic attack changes: AOE +50%, energy cost -80%, damage +100%
  • You can now only use Reflex Dodges once in midair before having to touch the ground to refresh it.
  • Reduced retained momentum after using Reflex Dodges by 20%.
  • Reduced the effectiveness of the Attack Speed stat by 25%.
  • The raycast of the Beam spell and Shot technique now matches the width of the attack, rather than being a line going directly towards what you aimed at.
  • The raycast of bullets in gun-related skills is now slightly wider than the bullet projectile’s size, rather than being a line going directly towards what you aimed at.
  • The clash hitbox of Blast spells now causes the blast to explode if it touches a player or NPC. (The clash hitbox is bigger than the actual blast’s hitbox and matches the visual size of the blast)
  • Reduced magic basic attack power stat efficiency 50% → 25%.
  • Removed the “knockout” mechanic that certain grab abilities used. (This was when your character would get stuck in the ground after being grabbed. It was intended as more of a visual effect, not a stun, but was too abused as a stun and overall its better to remove it)
  • Paralyzed, Frozen, and Petrified status effects no longer lock you in place, instead they apply a 50% slowness effect while active.
  • Changed Paralyzed, Frozen, and Petrified status effect durations all to 1s.
  • Beam spell visual size now scales with the Attack Size stat and magic size affinity.
  • Shot technique visual size now scales with Attack Size stat, fighting style size affinity, and charge duration.
  • The hitbox size of Striking Gale, Flying Slash, Flying Phoenix, Twin Crescents, Sword Draw: Mountain Wind, and Primal Swipe now scale with Attack Size and weapon size affinity.
  • Leap spell/Airstep technique Agility stat scaling 1x → 0.75x.
  • Dodges and Reflex Dodges Agility stat scaling 0.6x → 0.3x.
  • Dodges and high jumps now scale with level, at a rate of +0.1% per level.
  • Spell and technique energy costs are no longer dynamic, and instead will always take the same % of energy regardless of build or stat points.
  • Reduced the per stat scaling of attack sizes for spells, techniques, and weapons when used by non-Savant hybrid builds.
  • Changed the cap out for being considered a hybrid/full build compared to being considered a Savant. (Previously, any stat over 40% made you considered a hybrid or full build, now the threshold is 50%)
  • Slow magic imbues on weapons/fighting styles now affect the speed of attacks at 50% efficiency rather than 100%. (Ex: Metal magic imbued attacks were previously 45% slower, now would be 22% slower)
  • Increased the speed of equipping weapons while in combat by 2x.
  • Changed the level of the Vindicator weapon 120 → 110.
  • Changed numerous weapons’ base stats.
  • Changed the formula for vitality reducing damage dealt.
  • Reduced the Attack Size given by Agate and Malachite jewels by 50%.
  • Reduced the Attack Speed given by Candelaria jewels by 50%.
  • Reduced the Agility given by Morenci jewels by 50%.
  • Reduced the stats given by the following jewels by 25%: Lapis Lazuli, Larimar, Kyanite, Variscite.
  • Magic platforms created on water no longer refresh ground cooldowns or air movement abilities when landed on.
  • Fire Magic damage on Scalded targets: 1.05x → 1.1x
  • Steam imbue damage on Burning targets: 1.05x → 1.15x
  • Earth Magic damage on Bleeding targets: 1.15x → 1.1x
  • Ice Magic changes: damage 0.95x → 0.975x, damage when removing Bleeding from a target 1.2x → 1.25x, damage on Snowy targets 1x → 1.1x
  • Magma Magic damage on Scorched targets: 1x → 1.175x
  • Lightning Magic changes: damage 0.875x → 0.9x, damage when removing Bleeding from a target 1.2x → 1.25x.
  • Light Magic damage boost from stacking Blinded effect: 2% → 1%
  • Shadow Magic size: 1.15x → 1.1x
  • Sand Magic size: 1.15x → 1.1x
  • Sandy status effect duration 3s → 5s
  • Crystal Magic damage on Bleeding targets: 1.05x → 1.1x
  • Poison Magic damage on Bleeding targets: 1.15x → 1.1x
  • Plasma Magic damage: 0.8x → 0.825x
  • Plasma Magic damage on Burning targets: 1x → 1.15x
  • Plasma Magic damage on Scalded targets: 1x → 1.15x
  • Snow Magic speed: 1.1x → 1.05x
  • Ash Magic petrify damage boost on Burning targets: 1.15x → 1.25x
  • Ash Magic petrify damage boost on Scalded targets: 1.1x → 1.25x
  • X-Slash Blast spell shape now uses the default Blast hitbox.
  • Blast spells no longer have their size divided between each blast when used with amount over 1, instead they are all the size of amount 1 blast.
  • Ultimate Art Blast spell damage multiplier: 1.2x → 1.3x
  • Ultimate Art Blast spell startup multiplier: 3x → 2x
  • Ultimate Art Blast spell amount over 3 size multiplier: 2.7x → 2.4x
  • Explosion spell duration over 1 size penalty reduced by 50%.
  • Increased the height of angled Leap spells and Airstep techniques by 25%.
  • Explosion Magic damage on Scorched targets: 1.1x → 1.175x
  • Ash Magic damage on Scorched targets: 1.1x → 1.175x
  • Steam imbue damage on Scorched targets: 1.1x → 1.175x
  • Acid Magic damage on Scorched targets: 1.1x → 1.175x
  • Fire Magic damage on Scorched targets: 1.15x → 1.175x
  • Lightning Magic damage on Scorched targets: 1.15x → 1.175x
  • Wood Magic damage on Scorched targets: 1.1x → 1.175x
  • Wind Magic damage on Scorched targets: 1.1x → 1.175x
  • Airstep technique no longer drains seawater energy with Sailor Style.
  • Airstep technique no longer pauses heat drain with Thermo Fist.
  • Adjusted the stats of Arcanium/Fighting items.
  • Increased the base range of the Beam spell by 10%.
  • Decreased the clash hitbox duration of Beam spell by 30%.
  • Snare spell grab distance now scales with magic size affinity and the Attack Size stat.
  • Increased the interval between hits in the Snare spell by 40%.
  • Snare spell power stat multiplier 1x → 0.8x.
  • Magic speed affinity no longer affects the speed given from speed Aura spells.
  • Attack Size and magic size affinity now affect the size of the Pulsar projectile at 25% efficiency.
  • Surge spell changes:
    • Being grabbed no longer interrupts the spell.
    • Damage of the spell is now reduced based on how far away the target is.
    • Base damage resistance increased 20% → 30%
    • Interval between damage is now 0.25 for every magic, and no longer scales with Attack Speed or magic speed affinity.
    • Reduced clashing power
    • Size affinity and Attack Size stat affinity efficiency 100% → 30%
    • Endlag 1s → 0.2s
    • Startup 0.333s → 0.5s
    • Max use duration 8s → 6s
  • Blast spell Attack Size and magic size affinity efficiency 100% → 50%.
  • Boxing changes: speed 1.3x → 1.2x, blocking power +0.15 → +0.1, size 0.9x → 0.95x
  • Thermo Fist changes:
    • Speed affinity at max heat 1.4x → 1.3x
    • Heat gain while out of combat reduced by 90%
    • Gives the Seared status effect instead of Burning, which deals 20% attack damage over 3 seconds (previously 35% over 5 seconds), and shares the same synergies as the Scorched status effect.
    • Damage against Melting targets: 1.125x → 1.1x
    • Damage against Corroding targets: 1.125x → 1.1x
  • Plasma Magic damage against Seared targets: 1.175x
  • Iron Leg changes:
    • Size affinity 1.15x → 1.1x
    • Damage against Melting targets: 1.15x → 1.1x
    • Damage against Corroding targets: 1.15x → 1.1x
  • Cooldown on drinking Seawater bottles 10s → 0.6s (lasts as long as the animation)
  • Attack Speed and fighting style speed affinity efficiency on Crash technique movement speed 100% → 50%
  • Crash technique traveling hitbox size 50% → 40%
  • Removed the 20% damage resistance applied while using the Crash technique.
  • Increased the frequency of the hit detection while moving with the Crash technique.
  • Reduced the damage scaling of the Crash technique.
  • Crash technique power stat multiplier: 1.1x → 1.05x
  • The Knockback setting of the following techniques no longer affects the technique’s damage: Axe-Slash, Uppercut, Rushdown.
  • Reduced the damage scaling of the Rushdown technique.
  • Rushdown technique power stat multiplier 1x → 1.1x
  • Reduced the damage scaling of the Shot technique.
  • Shot technique power stat multiplier 0.6305x → 0.5x
  • Shot clash hitbox duration -30%.
  • Fighting style speed affinity no longer affects the speed given from speed Focus techniques.
  • Reduced the damage scaling of the Axe-Slash technique.
  • Axe-Slash technique power stat multiplier 1.05x → 0.9x
  • Selino technique changes:
    • Downwards knockback direction is now reduced by 50%
    • Only the final hit can clash now
    • Reduced damage scaling
    • Power stat multiplier: 0.3x → 0.5x
    • Hit amount 1 damage +30%
      Hit amount 3 damage -5%
  • Ranged weapon Fire damage -10%
  • Ranged weapon Tempered enchantment Range Multiplier -20%
  • Ranged weapon Dense enchantment Range Multiplier +30%
  • Whirlwind skill startup -0.05s
  • Rising Tide skill clash hitbox duration -20%
  • Sword Draw: Flash Strike cooldown 7s → 6s
  • Twin Crescents skill startup -10%
  • Twin Crescents interval duration -25%
  • Added some of the new armor sets to NPC/deckhand wearable item pools.
  • Defense given by items, jewels, enchants, and modifiers has been increased by 22.22%.
  • Reduced the max stamina cost of high jumping 30% → 20% (still decreases slightly as you level)
  • Imbue affinity changes:
    • Sand, Plasma, Lightning, and Light Magic damage +0.025x when imbued
    • Explosion Magic speed +0.05x when imbued
    • Wind Magic damage +0.075x when imbued
    • Sailor Style damage -0.05x when imbued
  • Water Magic damage on bleeding targets 1.1x → 1.05x
  • Iron Leg Reflex Dodge distance -20%
  • Vitality Reflex Dodge changes:
    • Distance -5%
    • Base damage resistance 50% → 10%
    • Damage resistance now scales with what percentage of your stat points are in vitality, to a maximum of 40% damage resistance for full Vitality.
  • Dagger Throw projectile speed +15%
  • Spiraling Fury changes:
    • Distance +10%, AOE +10%
    • Attack Speed and weapon speed affinity now affect the skill’s movement speed at 50% efficiency instead of 100%
    • Attack Speed no longer affects the skill’s travel duration. (Agility still affects it)
  • Primal Swipe changes: projectile speed +25%, projectile lifespan -20%
  • Beast Instinct changes: interval between each hit -40%
  • Axe Throw damage +20%
  • Raging Impact endlag -10%
  • Brutal Rush changes: projectile speed/range +20%, size/hitbox +20%
  • Ethereal Flash changes: AOE +20%, cooldown 7s → 5s
  • Polearm Throw changes: startup time -25%, projectile speed +10%, endlag +10%
  • Sparrow Thrust endlag -0.15s
  • Shield Throw changes: increased clashing power, -50% endlag
  • Shining Cycle changes: startup +0.05s, clash hitbox duration -40%
  • Fury of the Sea changes:
    • No longer applies potion gel effects.
    • Attack Speed, imbue speed affinity, and speed affinity of the weapon now affect the tick rate of damage.
  • Piercing Shot clash hitbox duration -30%
  • Trying to drink an Invisibility potion while in combat now gives an error, instead of consuming the potion and nothing happening.
  • Trying to drink from a Brew while having 2 positive status effects now gives an error and doesn’t consume the Brew, instead of consuming it and nothing happening.
  • Drawback damage no longer accounts for health added from Defense, instead it only damages based on your base health and Vitality.
  • Killing a player now restores 50% of your stamina.
  • The Charged enchantment can now be applied to Cannons and Siege Weapons, giving a damage and range boost.
  • Size affinity on magic imbued weapons -0.1x
  • Reduced the turning speed penalty while having a damaged ship by 50%.
  • Reduced the effect of Agile potions by 25%.
  • Healing effect cooldown (from potions) 1min → 2min
  • Quest markers on the map UI now display when further zoomed out.
  • Increased Surge spell damage scaling and power stat multiplier by 33%.
  • Surge spell cooldown 5s → 10s.
  • Increased stats given by the Drowned modifier: +2% Defense, +12.5% Attack Size
  • Increased stats given by the Superheated modifier: +2% Power, +12.5% Intensity
  • Increased Defense given by the Atlantean modifier by 2.5%
  • Increased the per stat scaling of attack sizes for spells and techniques when used by non-Savant hybrid builds. (Now is in between what it currently was and what it was pre-balancing changes)
  • Acid Magic damage 0.875x → 0.9x
  • X Slash Blast spell shape damage: -25% → -20%
  • Shield Blast spell shape damage: 100% → 90%
  • Blast spells over 2 amount now have 15% less size.
  • Adjusted stat values on Arcanium/fighting items.
  • Ranged weapon firing now deals 50% less damage to NPCs.

Future Updates

Hey everyone, sorry this update took a lot longer than expected but I was heavily depressed in December/January and there wasn’t much I could do about it. I’ve been feeling better though, and this update as well as the Dark Sea update has made me realize that something needs to change about the update cycle.

Starting next update, updates will be releasing roughly once a month, regardless of if whatever major feature or addition for it is done or not. This will allow the game to retain more interest, and mean that bug fixes and balancing is happening a lot more often, rather than once every 2-3 months.

The current plan for next update is to have the Kingdom Alignment feature, the end of Chapter 7 of the story, and possibly a new rare spell, rare technique, and weapon skills. After that will be part 1 of the Empires Update which will allow building of structures and kingdoms on clans’ claimed islands. Ideally, the story will be worked on in every monthly update, though that doesn’t necessarily mean new story parts will make it into every update. For example, if the next part of the story involves going to a massive island and fighting a boss, it would likely take 1 update to build the island and start its story parts, then another monthly update to finish its story and add it to the game. So basically I wouldn’t release the new parts until they are ready, but be working on new story parts/islands/bosses within every update.

Easter Event

After this update goes live, an Easter Event update will be releasing in roughly a week. (Hopefully Friday April 5th or Saturday April 6th) The event will have new seasonal items to obtain, and last for a few weeks. (Specific end date of the event to be determined)

After the Easter Event, I will begin working on the first monthly update containing the stuff mentioned above, hopefully releasing in early-mid May, depending on how long balancing/bug fixing takes.

Conclusion

Despite myself being disappointed in how this update turned out, I hope you can enjoy the start of the Nimbus Sea’s story, and I hope the new update cycle makes up for it. The upcoming events of this sea are the greatest stuff me and tech have ever written for this verse so far, and its only gonna ramp up from there.

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