Starmourn Game News

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Updates News Post #35

Changes and fixes: Nanoseer.

Written by: Garryn, the Reshaper
Date: Friday, December 28th, 2018
Addressed to:


General
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- Fixed some issues with the ranged target locating code - should fix some ranged commands that were not finding their target previously

- Mobs no longer attack while entangled or prone

- Mobs no longer attack invisible players; faction and cosmpiercer guards can see through all forms of invisibility, for now at least


Nanotech
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- Multistrike and Multiswarm damage formulas changed - the base damage is somewhat lower, but they gain a bonus if the target is frozen

- Rush is no longer considered aggressive

- Changed the confusing final message of Multistrike - the nanites are spent and don't actually return

- Mislead should work now

- Relay should also work

- Control should also work, note that the syntax is NANO CONTROL <name> <action>

- You can now switch the subsystem for Intercept without having to turn it off first

- Disabling a defensive ability no longer drains more nanites

Note that Confound repeating afflictions is intended - repeated afflictions still do mind damage, so the attack isn't wasted. I think the class would become too simplistic if the afflictions were guaranteed to hit, but willing to revisit once we have more experience with how the class works in PvP.


Voidism
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- Vacuumsphere no longer hits mobs if the sphere's owner is not present

- Airgrab is now correctly removed if the grabber lands to the ground

- Suffocate per-tick damage increased

- Changed the Soothe messages a bit to make it clearer that it's a channeled ability; also added a message when it's interrupted

- Pax now correctly prevents mobs from attacking


Oblivion
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- Switching between empyreals should now update the Nexus/GMCP defences correctly

- Disabling Oblivion effects no longer drains sanity

- Frenzy now shows in defences

- Added a missing message to Affinity

We'll be tweaking things here more for sure, but being risky or with downsides is exactly how the theme of the skill is intended to be; if the sanity costs are too high, or the effects aren't good enough to be worth the potential downsides, we can change things some - again, going to wait and see how things develop.


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