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Nexus Clash :: View topic - Patch Notes - 25th January
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Patch Notes - 25th January

 
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Rincewind
So much universe and so little time
So much universe and so little time


Joined: Jan 19, 2010
Posts: 1149

PostPosted: Tue Jan 26, 2021 3:31 am    Post subject: Patch Notes - 25th January Reply with quote

A new year... and a new patch...

Game Mechanics
* Finding Alchemy clues in book scraps now actually teaches you that part of the recipe if you didn't know it already. This only works if you have the Alchemy skill and thus are able to recognize the esoteric knowledge in the clues.
* Arcane Books now have a chance to contain Alchemy clues.
* Mall clothing creation dropdowns now include Tights.

Quality of Life and Interface
* Hovering a mouse over a character's name now tells you their Class.
* AP, MP and HP now show what proportion of maximum you have in the Character Select screen.
* The game will now send global badge notifications only when someone actually earns the badge for the first time, but not when they re-earn it by leveling back up after a reset.
* Instead of defaulting to Magic, Prayer saves your last Prayer action. This is initially Magic, so if Magic is all you use Prayer for, this won't change anything for you.
* Significant changes to how Custom Spells work:
- Creating a custom spell now stores the character ID of the original creator. We have determined and assigned creator IDs for custom spells that existed before this Breath.
- When the Breath ends, custom spell creators will get a Memory of a Past Life that they can apply once to a spell they learn in the next Breath. The spell they apply it to will become the new baseline spell for that custom spell.
- If you are the original creator of a custom spell, know that spell and apply the custom spell creation interface to that spell, it will edit the spell to the name and customization text you have chosen at no cost to you instead of charging you 200 credits for a second custom spell. If someone besides you has learned the spell since you created it, they will be notified of what you have done in case they no longer want to use the spell after your edits.
- If you know a custom spell and are not its creator, within a Dark Sanitarium or Euphoria Asylum there will be an option to clear the spell customization from your character and return you to the base spell if you don't want it anymore.
- Custom spells without custom text now display attacks correctly.
- Some clarification to the custom spell purchase interface.

Major Bugs
* Corrected an issue where Passive Regeneration of multiple pets at once took 1 AP only.
* Fixed a bug that kept Soul Feeding from granting MP unless the character had a status effect.
* Corrected an issue where a combo of Cloak of the Relentless Sea and Flying could potentially trap you at sea with ever-increasingly negative AP, never to return to land, like some sort of Nexus Flying Dutchman.
* A significant number of potions in the game were from a past, ill-advised period when potions could not be set up as targets. All of these legacy potions have been fixed to be set up as targets once more.
* Corrected an issue where death notifications were not sent when kill damage was done solely by Supplemental Damage.
* Fixed an issue where Poison and Plagued with Doubt bonus experience were granted but not mentioned by experience gain messages.

Minor Bugs
* Passive Regeneration will no longer pull MP to rejuvenate your tentacles while you're dead.
* Fixed a hilarious bug where some attack-inflicted status effects (Poisoned weapons, Taser Twitchy, Acid Burn) told the attacker the attack inflicted the effect, and actually tried to, when the target is a pet.
* Dropping or picking up a Spellgem now correctly tells you the spell in the gem if you have Tattoo of Sorcery or Aether Manipulation.
* Fixed an issue where using Homing Beacon consumed more than one Homing Beacon status effect if there was more than one.
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