v0.48
Total Summary of the Mod: LINK
Detailed Game Balance Sheet: LINK
Full Public Patch Notes: LINK
In this patch----------------------
Visuals
Dragon Sizing - All ancient and great wyrm dragons in the game resized to their proper sizes - ancient/great wyrm gold dragons are *really large* now, for example
Creature Rebalance
Breath Weapons - Dragon breath of all types is now *much more deadly* (except for a certain dragon that you encounter in Act 3) - this is most dragon’s primary weapon and is feared for a reason - some special non-draconic monsters have also had their breath weapon upgraded… fun surprise for you in chapter 5
Soul Eaters - Are now *extremely good* at dealing with armor and shields - their attacks pass straight through. They are also difficult to kill with physical damage - burn them with fire!! (or holy fire ^^)
Ecorche - Mostly similar to other undead but have extreme fast healing (a bit less than vampires though)
Vampires - Updated to be similar to their tabletop counterparts, with the fast healing and high stats emphasized. Vampires are *scary* now.
Bodak - Their gaze is a bit more deadly now and are their defining characteristic - they are weaker than other undead, but watch out for that gaze.
Halaseliax- Brain completely rewritten from scratch - rebalanced as an ancient gold dragon
Melazmara- AI, spells and stats totally overhauled - ancient umbral dragon - she is extremely dangerous and is an *optional* boss - there is a reason your entire flying ship can easily be destroyed by her - good luck
Devarra (aka worldwound dragon)- AI, stats and feature set tweaked and abyssal spellcasting added - much stronger now - do not try to fight her at the start of Act 3 unless you are confident - she is an old red dragon, corrupted by the Abyss - red dragons are the strongest chromatic dragons that exist - running away is a part of playing Worldcrawl
Other Dragons- Generally much tougher and difficult to take down, especially the larger ones with bodies the size of a guild hall. Breath has been strengthened and they generally have supplemental spell casting (dragons are magic creatures by their nature) that helps them patch up what small weaknesses they have
In general, if you are trying to kill a dragon, you need big weapons, damage types that penetrate their resistances or target their weak element (dragonbane weapons are good), and good elemental resistances/soak - their saves are extremely good, and they have good spell resistance, so save-or-die spells are difficult to use, though you can still get through if you have a main character specced properly
General
- Crusader and angelfire clerics now have *much* better spell casting stamina. They still gain spell slots slower than full clerics, and have somewhat less total spell slot numbers, but are more powerful than previously (in terms of their spellcasting)
- Rebalanced massive attacks to be physical damage and allow a fortitude save instead of an evasion save - evasion tanks need to make sure they have some healing support, *some* DR, a good fortitude save, or just a large HP pool if they want to try to “tank” super-massive enemies - you *cannot* just focus on AC in Worldcrawl for your tanks
- Rebalanced many damage reductions on creatures that don’t “specifically”, in the lore, have a ton of DR - DR -/- should be more rare now, though when you do run into it, it will be extreme
- Vampire DR silver reduced by a bit - still very strong but less so now
Fixes
- Added brazen whip back into the tomb where it should be so that the ghost encounter can trigger properly
- Half-progression casters (paladin/etc..) had incorrect progressions - fixed
- Fixed some issues with *specifically* air body 2 not having the proper dex bonus
- Dragon breath and a few other AOEs now correctly allow for reflex saves