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  • No time for chatters, I bet you are all burning to see what's new and this post is already going to be long enough with me bothering you!

    Below is an incomplete list of what's new and improved in Oberin 018.4. Lots of things were purposefully forgotten, it wouldn't be fun without a surprise here and there wink

    New content

    1. [
    2. :ae8edb1e75]Enchanting

      Enchanting is the the power to refine the base materials that form Oberin into their magical essence, and then use that energy to create items imbued with magical abilities. Using this power wizards can create a variety of magical charms and essences, some of which grant power in their own right, some of which may be used by master crafters to create powerful weapons.

      The skill of enchanting has only recently been discovered, and much remains unknown about the full extent of its power.


      This new, wizard only skill, introduces a whole new range of enchanted items that will make you stronger! From magical rings to things called "Charms", lots is still to discover about this new talent.

      Already existing Wizards will begin with an Enchanting skill equal to their old Poisoning skill. The Poisoning skill is no longer available to Wizards and is now Rogues only.

      The base material of any enchant is the Etherite. Etherite is extracted from Ferrite and Logs, destroying the base material in the process. Because everybody is still learning about Enchanting, you will not be able to see what you can craft until you have both the skill level AND the reagents. This should make discovering the capacities of this skill a real fun experience for everyone. Be sure to share your discoveries!

      [
    3. :ae8edb1e75]Melee

      The Melee system was totally revamped in this update. The old "Mace Fighting", "Swordsmanship", "Pole Fighting", and "Daggers" skills were merged into one single "Melee" skill.

      The new Melee system was normalized for all three melee classes (Fighter, Ranger, Rogue) to work on the same basis :


      1. [
      2. :ae8edb1e75] All three classes can now make critical strikes when using a Melee weapon.
        [
      3. :ae8edb1e75] Using a pole weapon will now raise your parrying skill at the same rate than if you were using a shield. You will however mitigate less damage than with a shield. It's about time people learnt to parry with such big weapons!
        [
      4. :ae8edb1e75] You are much more likely to gain Melee and Parrying skill successes when attacking a monster whose level is close to yours. The bigger the difference, the slower your skill will grow. Attacking a creature of your level will make you level about 4 times faster than before the update. Attacking a too weak or too strong creature, however, will make you level about twice as slow as before.
        [
      5. :ae8edb1e75] Rogues will no longer be able to backstab their target by striking out of stealth. Worry not rogues! Your backstabbing ability was not lost. Read below!
        [
      6. :ae8edb1e75] Each of the three melee classes were given a range of unique, special attacks that will allow them to turn any battle to their advantage. The skills are called "Special/Fighter", "Special/Ranger", and "Special/Rogue". More on that later.
        [
      7. :ae8edb1e75] Each class was given an unique Edge to enhance their abilities in combat. Read below for details



      For balance issues, existing characters will be converted with the following method:

      1. [
      2. :ae8edb1e75]Fighters

        1. [
        2. :ae8edb1e75] Your "Melee" skill level will be the average of your old "Swordsmanship", "Mace Fighting", and "Pole Fighting" skill levels.
          [
        3. :ae8edb1e75] Your "Special/Fighter" skill level will be the same as your "Melee" skill level.
          [
        4. :ae8edb1e75] Fighters primes were changed: the new primes now are "Melee", "Parrying", and "Special/Fighter". We can not promise your character will be at the same class level after this update.
          [
        5. :ae8edb1e75] Fighter Edge: Your melee critical strikes will deal much more damage.


        [
      3. :ae8edb1e75] Rangers

        1. [
        2. :ae8edb1e75] Your "Melee" skill level will be equal to your old "Swordsmanship" skill level
          [
        3. :ae8edb1e75] Your "Special/Ranger" skill level will be equal to your old "Swordsmanship" skill level. While it would have made more sense to convert it based on your "Archery" skill level, the prime changes would have severely unbalanced Rangers.
          [
        4. :ae8edb1e75] Rangers primes were changed: the new primes now are "Archery", "Tracking", and "Special/Ranger". We can not promise your character will be at the same class level after this update.
          [
        5. :ae8edb1e75] Ranger Edge: Rangers are able to deal critical strikes when using a bow. You however need to stand still to have any chance to deal a critical strike with an arrow.


        [
      4. :ae8edb1e75]Rogues

        1. [
        2. :ae8edb1e75] Your "Melee" skill level will be equal to your old "Daggers" skill level.
          [
        3. :ae8edb1e75] Your "Special/Rogue" skill level will be equal to your old "Poisoning" skill level. While it would have made more sense to convert it based on your "Daggers" skill level, the primes changes would have severely unbalanced Rogues.
          [
        4. :ae8edb1e75] Rogues primes were changed. The new primes now are "Anatomy", "Special/Rogue", and "Stealth".
          [
        5. :ae8edb1e75] Rogue Edge: Rogues are able to regenerate a little bit of Stamina even if they are in the middle of a fight.




      Stamina? Special/Fighter? What the hell are you on about, Stefan? Let's see that in details.

      [
    4. :ae8edb1e75]Special Attacks

      Each of the three melee class were given a new, unique skill that will allow them to perform deadly Special Attacks that can turn any battle to their advantage. The effect of these attacks vary from dealing deadly damage, to incapacitating your target, or even bracing yourself against incoming attacks, reducing damage taken. See below for a full list of special attacks and their effects.

      Along with the special attack system, a new statistic was implemented : Stamina.

      Stamina represents your current Endurance in combat. Each special attack requires a certain amount of Stamina to activate. Once depleted, you will be exhausted and unable to use any special attack until you rest for a moment. Your Stamina will not regenerate at all as long as you are fighting (except for rogues, whose Edge allows them to regenerate a slight amount of stamina in combat). Just like other stats, your total Stamina will increase as you gain class levels.

      A few important things to know about special attacks:

      1. [
      2. :ae8edb1e75]Unless specified otherwise, the special attacks are set to be used on your next attack. They are not instant and you will need to wait for your next melee (or ranged) attack for them to be triggered.
        [
      3. :ae8edb1e75]When you prepare a special attack, its name will turn blue in your Special skill window. The name will remain blue until the attack has ended. During all this time you can simply click on it again to cancel it. If you click on a second special attack before your first one has ended, the first will be canceled
        [
      4. :ae8edb1e75]A visual effect was added, that launches whenever the special attack is triggered. This should help you notice when you can use a new attack again.


      List of all special attacks:


      1. [
      2. :ae8edb1e75]Fighter Special Attacks

        1. [
        2. :ae8edb1e75]Level 1: Challenging Strike
          You deliver a particularly vicious blow to your target, taunting them to focus their next attacks on you.
          Requires Melee weapon equipped.

          [
        3. :ae8edb1e75]Level 2: Double Strike
          With blinding speed, you deliver two blows in a very short amount of time to your target.
          Requires Melee weapon equipped.

          [
        4. :ae8edb1e75]Level 3: Battle Ready
          Alert, moving quickly in the face of danger, your instincts allow you to draw your weapon quickly and attack with much less preparation than usual.
          Requires Melee weapon equipped.

          [
        5. :ae8edb1e75]Level 4: Lesser Defensive Stance
          You brace yourself against incoming attack. A small portion of incoming damage will be taken from your stamina instead. Assuming this stance requires you to stand absolutely still.
          Requires Shield equipped.

          [
        6. :ae8edb1e75]Level 5: Knockback
          Focusing all your strength on your next strike, you attempt to deliver a deadly strike that will push your opponent back. This attack will not work if your target has its back against anything.
          Requires Ring of Strength equipped.

          [
        7. :ae8edb1e75]Level 6: Rage
          You enter a blind rage, drastically increasing your damage dealt, but slowly and surely exhausting you over time. If your stamina depletes this way, you will be stunned for a few seconds.
          Requires Ring of Brute Strength equipped.

          [
        8. :ae8edb1e75]Level 7: Booming Blow
          You focus intently on your next attack, allow it to deal a great deal of damage. The strength of this blow is so strong that it feels like the fighter's opponent could be crushed to pieces.
          Requires Melee weapon equipped.

          [
        9. :ae8edb1e75]Level 8: Greater Defensive Stance
          You brace yourself against incoming attack. A big portion of incoming damage will be taken from your stamina instead. Assuming this stance requires you to stand absolutely still.
          Requires Shield equipped.

          All fighter special attacks that require a Melee weapon equipped will NOT work with a Dagger.


        [
      3. :ae8edb1e75]Ranger Special Attacks

        1. [
        2. :ae8edb1e75]Level 1: Double Shot
          You focus on your target, allowing you to shoot two arrows in a very short amount of time.
          Requires bow equipped.

          [
        3. :ae8edb1e75]Level 2: Ranger's Swiftness
          You concentrate all your energy to your arm, greatly increasing your shooting speed. This special attack requires you to stand absolutely still, depleting your Stamina with each new shoot.
          Requires bow equipped.

          [
        4. :ae8edb1e75]Level 4: Escape Move
          You deliver a particularly vicious blow to your opponent's leg, attempting to paralyze it for a few seconds, allowing you to get to bow's range safely. This attack will not work on giant creatures.
          Requires Melee weapon equipped. Will not work with a Dagger.

          [
        5. :ae8edb1e75]Level 5: Aimed Shot
          You carefully take your time and aim for a critical spot. Your next attack damage will be greatly increased. You need to stand still for the whole aiming time.
          Requires bow equipped.

          [
        6. :ae8edb1e75]Level 7: Grappling Shot
          You attempt to tank your target closer to you with a string attached to your arrow. Will not work on giant creatures.
          Requires bow equipped


        [
      4. :ae8edb1e75]Rogues special attacks

        1. [
        2. :ae8edb1e75]Level 1: Instant Strike
          You focus all your energy into your dagger, allowing you to strike at a blinding speed.
          Requires Dagger equipped

          [
        3. :ae8edb1e75]Level 3: Sting
          You deal a vicious blow to your target's back, increasing damage done slightly and paralyzing them for a short amount of time.
          Requires you to be behind your target. Requires Dagger equipped.

          [
        4. :ae8edb1e75]Level 5: Vial of Acid
          You throw a vial of acid at your target, damaging them, and disorientating them for a few seconds. This attack has a range of 5 tiles.
          Requires and consumes one vial of acid.

          [
        5. :ae8edb1e75]Level 6: Backstab
          You deal a vicious blow to your target's back, increasing damage done moderately and paralyzing them for a short amount of time.
          Requires you to be behind your target. Requires Dagger equipped.

          [
        6. :ae8edb1e75]Level 9: Decimate
          You deal a critical blow to your target's back, drastically increasing damage done.
          Requires you to be behind your target. Requires Dagger equipped.

          Standing behind your target means standing on any of the three tiles behind it, and not only directly behind it like it was before the update.



      [
    5. :ae8edb1e75]New creatures

      As always, new creatures were added to the game. This information is classified! The only thing I will tell you is that one of them is tamable. Happy hunting!

      [
    6. :ae8edb1e75]Misc

      1. [
      2. :ae8edb1e75]A new option was added to the game : "On screen feedback". This option triggers the display of feedback on the bottom left corner of your screen. Turning this option off will block all feedbacks from appearing on your screen, but they will still appear in your text log. Red text (GMs/System message) will still appear on your screen regardless of this option.

        [
      3. :ae8edb1e75]Players with the "Health Bars" option turned on will notice a secondary bar under their character. Depending on your class, this bar will represent your current Magic Points (blue), or Stamina (yellow). This secondary bar will change color when you are cursed.
        Note that there is no current other way to know your current Stamina, and there are no plans to introduce one in the future.



    Tweaks and changes

    1. [
    2. :ae8edb1e75] Tamed pets can no longer be stabled if they are under attack.

      [
    3. :ae8edb1e75] Tamed pets will no longer reset to full health when stabled.

      [
    4. :ae8edb1e75] Level 3 tailors are now able to craft Wizard Hats. The reagents are unknown at this time.

      [
    5. :ae8edb1e75] Level 11 tailors are now able to craft Robes of Resistance. The reagents are unknown at this time.

      [
    6. :ae8edb1e75] Level 12 tailors are now able to craft Robes of Protection. The reagents are unknown at this time.

      [
    7. :ae8edb1e75] Level 10 woodcrafters are now able to craft bows of Durability. The reagents are unknown at this time.

      [
    8. :ae8edb1e75] Level 11 woodcrafters are now able to craft bows of Power. The reagents are unknown at this time.

      [
    9. :ae8edb1e75] Level 12 woodcrafters are now able to craft bows of Speed. The reagents are unknown at this time.

      [
    10. :ae8edb1e75] Level 10 blacksmiths are now able to craft weapons of Durability. The reagents are unknown at this time.

      [
    11. :ae8edb1e75] Level 11 blacksmiths are now able to craft weapons of Power. The reagents are unknown at this time.

      [
    12. :ae8edb1e75] Level 12 blacksmiths are now able to craft weapons of Speed. The reagents are unknown at this time.

      [
    13. :ae8edb1e75] The Blacksmithing window was broken up in categories.

      [
    14. :ae8edb1e75] It is no longer possible to use a TCP sniffing tool to get a list of online players.

      [
    15. :ae8edb1e75] All real time log parsing "tools" will no longer work with this version. I'll take this opportunity to remind everyone that such third parties applications are illegal and will get you banned if you are caught.

      [
    16. :ae8edb1e75] The "Remove Curse" spell now provides feedback to its target when their curse is successfully removed.

      [
    17. :ae8edb1e75] Removed /slow and /fast command. They were old OP related debug commands that were dropped long ago, but the feedback somehow remained.

      [
    18. :ae8edb1e75] Summoned creatures will no longer attack other summoned creatures.

      [
    19. :ae8edb1e75] Clerics no longer loose mana points when wielding a weapon. This might get reverted back in the future.

      [
    20. :ae8edb1e75] Offensive spells now give much more successes when cast on a creature whose level is close to your skill level, much like Melee does now. Healing spells still give successes regardless of their target.

      [
    21. :ae8edb1e75] Some creatures were made totally immune to Fire Field. That means that 1) They will no longer loose hit points when standing in a Fire Field and 2) You will no longer be able to block these creatures with a well placed Fire Field.

      [
    22. :ae8edb1e75]The "Log Text" option is now turned on by default for new players or after you trash your preferences file.

      [
    23. :ae8edb1e75] Spellcasting monsters have been revamped:

      1. [
      2. :ae8edb1e75] Each kind of monster now has its own spell list
        [
      3. :ae8edb1e75] Some monsters are more likely to try and heal themselves when they reach low health
        [
      4. :ae8edb1e75] Some monsters now combine melee and spell attacks
        [
      5. :ae8edb1e75] Unique monster-only spells were added. You can now enjoy Brackens casting root attack, Gapers casting Chaos, and much more!



    Bug Fixes

    1. [
    2. :ae8edb1e75] Fixed a bug that would cause the afk bubble to appear/disapear when it's not supposed to.

      [
    3. :ae8edb1e75] You no longer mix poison hand axes.

      [
    4. :ae8edb1e75] Fixed a bug that would cause stealthy rogues to randomly get bumped into.

      [
    5. :ae8edb1e75] Quest giving NPCs will no longer take your items if you don't have room in your pack for the reward.

      [
    6. :ae8edb1e75] Fixed the magic plants bug.

      [
    7. :ae8edb1e75] Fixed a bug that could corrupt your character when withdrawing or trading large amounts of gold.


    Remember, we are merely setting a base with this update, the sky is the limit now! Make sure to post any constructive feedback and idea you might get, those are the fuel that will keep us going on now smile

    Also make sure to report any bug you may encounter.. Silly Nasty bugs...

    Enjoy!
     

  • The best bits are the bits you leave out.
     

  • woooooooooooo!!!!
     

  • :D cheesey cheesey Need I say more?
    Wow! Thanks for the info!
    *Can't wait to start crafting*
     
  •  
  •  

  • WOOOOOOOOOO!!!!! *goes crazy*
     

  • No more magic plants?!?! wink
     

  • omg! It won't let me log in!! noooo!!!!
     

  • There is one bit that I left out, and I think is important enough to note :

    For Rogues special attacks, standing behind your target means any of the 3 tiles behind it, unlike it was before the update. Will edit my first post of course smile
     

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