I was going to do this, but when I opened devtools it looks like someone already did. Thanks, mystery dev!
This thread gets a tow to Implemented.
Search found 1072 matches
- Fri Mar 01, 2024 10:47 pm
- Forum: Implemented Suggestions
- Topic: [Items] Harvest any spellgems in the crabs' caves
- Replies: 2
- Views: 1028
- Sat Feb 17, 2024 4:20 am
- Forum: Closed Bug Reports
- Topic: Exalted Flock not even Defending against crabs, syndermata, Pretty Convincing Whatever, and who knows what else
- Replies: 1
- Views: 60453
Re: Exalted Flock not even Defending against crabs, syndermata, Pretty Convincing Whatever, and who knows what else
Exalted Flock pets will only take actions that would raise your Morality, which means only attacking Evils. They’re on a mission to raise your Morality, and only under the terms of that mission does that include defending you.
Intended behavior, if a bit nonintuitive.
Intended behavior, if a bit nonintuitive.
- Sat Feb 17, 2024 4:18 am
- Forum: Bug Reporting
- Topic: Ice Katar damage flat even with combos
- Replies: 1
- Views: 824
Re: Ice Katar damage flat even with combos
I couldn’t reproduce this when testing on devserver.
- Fri Feb 16, 2024 5:19 pm
- Forum: Implemented Suggestions
- Topic: skill: Touch Spells should ignore Spell Parry
- Replies: 5
- Views: 1548
Re: skill: Touch Spells should ignore Spell Parry
Since the pending change will address the core concern behind the proposal, I'm moving this to Implemented.
- Wed Feb 14, 2024 3:44 am
- Forum: Implemented Suggestions
- Topic: skill: Touch Spells should ignore Spell Parry
- Replies: 5
- Views: 1548
Re: skill: Touch Spells should ignore Spell Parry
The only part wrong about that is that you don't need to use the relevant element to take a seat. You need to have the full spell tree and the target must hold the seat of the element you have a full spell tree of, but you can definitely claim a seat with a different element. But yes, enabling othe...
- Mon Feb 12, 2024 4:21 pm
- Forum: Implemented Suggestions
- Topic: Skills: (Dark Priesthood) Call Vassals time periods are weird
- Replies: 9
- Views: 18338
Re: Skills: (Dark Priesthood) Call Vassals time periods are weird
The spirit of this suggestion was addressed by a change in the last patch.
- Mon Feb 12, 2024 5:44 am
- Forum: Implemented Suggestions
- Topic: skill: Tattoo of the Mystic Shafts
- Replies: 2
- Views: 400
Re: skill: Tattoo of the Mystic Shafts
This will be part of the next patch.
- Sat Feb 10, 2024 10:19 pm
- Forum: Announcements
- Topic: Patch Notes - 2024 February 10
- Replies: 0
- Views: 1265
Patch Notes - 2024 February 10
Game Mechanics Released characters will no longer regenerate AP and MP while released. New members of the Council of Keys now start with a somewhat longer duration before prolonged death would remove them from the Council. Previously the starting amount was about half a day, and it is now a full da...
- Sat Feb 10, 2024 7:43 pm
- Forum: Promoted Suggestions
- Topic: Faction setting to not take newly created characters
- Replies: 0
- Views: 989
Faction setting to not take newly created characters
Promoted out of a Discord discussion. Basically, factions like Mages or SWMG who want to hold their membership to some special criteria should have a setting to not be a venue for new character creation without having to go Closed to joining.
- Fri Feb 09, 2024 7:26 pm
- Forum: Implemented Suggestions
- Topic: skill: Tattoo of the Mystic Shafts
- Replies: 2
- Views: 400
Re: skill: Tattoo of the Mystic Shafts
This is a good idea and is in design with other welcome B5 innate balance changes. I'll see what I can do. Promoted for now.