Trait Rework

A place to discuss the game in a general fashion that doesn't fit the rest of the forums.
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Neus
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Trait Rework

Postby Neus » Wed Oct 10, 2018 5:32 am

First of all, sorry that this has taken so long (and will continue to be a little bit of time until it's completed). The new interface will be going live at the next reboot. My general plan for the trait rework is this;

1) I'm going to start releasing new traits in packs of 10 or so, every couple of days. You can still access the old traits at this time. As these are added you will be able to reset your traits at any time for free (mainly for testing purposes).
2) Once all the new traits are added, the old traits will be removed and your traits will be reset. You will no longer be able to reset your traits at any time at this point. This will also be the point where various system changes occur, such as Tactician's 7M becoming the default.

Thank you for your patience.

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Snake
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Re: Trait Rework

Postby Snake » Wed Oct 10, 2018 4:36 pm

LIVE NIGGAS, EDO TENSEI NO JUTSU! TRAIT REWORK IS AT BAY!

I'll be checking soon.

--Yep. We're seeing the ol' Lady Luck there.
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Image ~ Dev, 08/16/2016.

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Re: Trait Rework

Postby Spoops » Wed Oct 10, 2018 4:58 pm

The UI is very simple and forward and I quite like it, I do like being able to check each trait individually, even the ones locked to me at a moment's notice.

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Neus
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Re: Trait Rework

Postby Neus » Thu Oct 18, 2018 4:45 pm

First set should be in game soon.

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Workhorse
Req: SR 5 in Trenchman, Fieldworker, or Lumberjack
You are built for manual labor, increasing your maximum physical stamina by 50.

Managerial Skills
Req: 20 Guile
You work well when dealing with large groups. Increases the amount of Mercenaries you can bring into battle by 1 (you can normally only bring 3 at once).

Minor Nobility
Req: Level 1 Only
You are the member of a minor noble family, and you make sure everyone knows it. Increases your starting reputation with all regions by 20.

Welcome Corruption
Req: Corrupted Race
Rather than fighting your condition, you are more comfortable accepting it. APT will no longer increase your SAN (which can benefit certain Corrupted racial skills).

Synthetic Hair
Req: Lich or Mechanation
Highly durable synthetic hair protects what it covers, giving you a +3 Armor bonus.

Fast Healer
Req: None
Your metabolism is quite fast, granting a few benefits. +50% recovery at campfires, +25% healing from food, +50% healing rate of wounds. You get hungry more often, though, decreasing the duration of common foods by 2 battles (to a min. of 1).

Luminary Element
Req: SR 1 in Starsign (and chosen)
Through the power of the stars, or perhaps your own unnatural talent, you are more drawn to a specific element. WIL no longer increases all elements; instead, it increases your Starsign's element by 1 per 1 WIL (for Elem ATK only, diminishing returns are ignored). The original stat that grants a bonus to this element no longer does so.

Battle Rush
Req: None
Getting into a fight gives you a rush of excitement. At the start of battle, you gain Battle Rush LV5 for 3 rounds, which boosts your Power by LV. Defeating an enemy extends it by 3 rounds. When it expires, you become Worn Out for 3 rounds, increasing skill FP costs by the same LV for 3 rounds.

Tree Person
Req: Doriad
A special quality of certain Doriad just makes everything around them seem very... natural. In battle, tiles that are within 1 cardinal step of your location are treated as if they have plant objects in them. (This is used to interact with some skill effects.)

Poison Rush
Req: Wyverntouched, Battle Rush Trait
You get a similar feeling of excitement to the rush of battle when you feel poison in your body. Gaining Poison through your Poison Bite or Absorb Poison skills will trigger Battle Rush (if already active, the duration extends by 1 round).


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