Zelda Universe RPG

Changelogs - Printable Version

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RE: 2.0 WIP Changelogs - WindStrike - 04-29-2016

Version "We're Almost There":
  • You now start with 75 Stat Points, up from 60 Stat Points.
  • Blessings have been thrown out the window.
  • Selecting and respecing Affinities can be done outside of Quests and for no Rupee Cost. However, each Affinity you have costs 4 Stat Points.
    • Spirit is no longer acquirable, and instead it has been replaced by Arcane, which is an affinity that technically, everyone has access to. So if you had Arcane listed in your Affinities, it's getting nuked, cause now it's assumed everyone has it.
  • Instead of getting Stat Points over time as you complete quests, you'll now get Heart Containers.
  • A section has been added in the Rules & Knowledge Thread. See Combat System --> Turn Order --> Time Limit.
  • Charge-Up Moves no longer take 2 Actions across 2 Rounds to commit. Instead, they use the same Action Type to start charging, and the moment it finishes charging, you use it on the spot.
    • This change comes courtesies of Nimono.
  • Effects rules got an overhaul. See the Rules & Knowledge Thread and click on the Effects tab.
  • Everything in the Compendium got updated... again. That said, Orithan and I will update everyone's profiles for you folks, cause we promised last overhaul would be the last you would have to spend redo your whole profile.
  • The Passive Skills System got a rework. Instead of an arbitrary hard cap of this weird point-based system, each one now costs Stat Points to have enabled. With the new designs, it is no longer absolutely necessary for you to have Passive Skills to maintain relevant, and you can have as few or as many as you want. Check them out here!
    • When we update your profiles, we'll be nuking all your old Passive Skills and applying full refunds.
  • All the Spells got redone... again. In order to conform to the new Effects rules, they had to be redone. The total count got roughly halved, and there's a lot less situational stuff.
    • Like with the Passive Skills, when we update your profiles, we'll be nuking all your old Spells and applying full refunds.
  • Enemies got updated and reorganized.


That's the gist of the update. I'm not listing any specific updates/changes to anything in the Compendium because that list would be massive and take forever to write up. If you wanna check the changes out while we try to update your profiles for you, just look through the Compendium.


EDIT: Player profiles have been updated!


RE: 2.0 WIP Changelogs - WindStrike - 05-22-2016

Version "We buffed some stuff":
  • Sephiroth has updated Navi with a few anti-Herobrine updates.
  • The following spells have been reduced from 4 Magic to 3 Magic:
    • Water - Extinguish
    • Fire - Cleansing Flames
    • Nature - Neutralize
    • Light - Purify
    • Shadow - Veil of Shadows
  • The following spells had their respective buff value amount thingy bumped from 3 to 5:
    • Light - Extend
    • Light - Enlighten
    • Shadow - Steel Shadows
    • Shadow - Shadow Speed
  • Shadowlock costs 2 Magic, down from 3 Magic.
  • Both Blind & Shadowlock now have hit-all versions, both of which are 6 Magic.
  • Clarified some wording on Magic Feather (thanks Lunaria).
  • And for the one nerfbat due to invalidation of the lower tier version:
    • Fortune's Chance bumped from 5 Magic to 7 Magic, and number of Reroll Points bumped from 3 to 4.




All of these have been updated in the shop, but not in player profiles, cause I have no idea who has what of any of these. If you have any of these, just reference this and alter the numbers to match, cause that's all that changed. Except Magic Feather, here it is below:

Magic Feather
  • SELL VALUE: 75 Rupees
  • INFORMATION: This item is passive. Having it in your inventory is enough for its effects. And no, stacking it does not work.
  • COSTS: 2 Magic per jump
  • DESCRIPTION: If I add Magic to a feather, does that suddenly make it useful? A blue, magical feather that lets you use Magic to jump higher than before.
    • EFFECT: When you pay the Magic Cost, gain the following effects:
      • Defense Dice: +3
      • Your Jump Distance is doubled, meaning for every Success you get when jumping, you cover 2 Feet of distance.
      • Any fall damage you would take from any source is halved.
      • DURATION: Until the end of the turn.
Update yer Magic Feather



RE: 2.0 WIP Changelogs - Orithan - 07-25-2016

Version Update: First acts as Lead Dev
  • The all new Profile Templates have been added, alongside an all new Character Building Guide! These are to make it easier for players who don't know what they want to build new profiles.
  • Equipment Augments have been added to the Compendium. This replaces the old Scroll Bonuses and seves as a way to upgrade your equipment, until they become Artifacts
  • Two new Arrows; Barbed Arrows and Phasing Shot, have been added into the Global Shop.
  • A couple of Enemies representing underused Affinities and abilities have been added to the compendium, with several more on their way.
  • Darknut Strength has been nerfed, now only allowing them to equip one Two-handed item as a One-handed item. Hopefully now Darknuts shouldn't be the most OP enemies now.
  • Untouchable has been buffed; from 4 Magic to 5 Magic and from +2 Defense Dice to +3 Defense Dice
  • Tower Shield has been buffed; from +6 Defense Dice to +7 Defense Dice
  • Heavy Shield has been nerfed; from +5 Attack Dice with shield-based attacks to +3 Attack Dice with shield-based attacks.


Additionally, the wording on the Fairy's revival ability has been updated to make it clear that revival is optional.

Fairy
  • Amount: 1
  • DESCRIPTION: A lively Fairy, waiting in a bottle for your death! Isn't she just so kind?
    • EFFECT: If you use the Fairy manually, you are restored to Maximum Hearts.
      • If you die, you can use the Fairy on the spot, reviving you and restoring you to 3 Hearts.
While this has been updated for a while, I've noticed that not many profiles were updated with this. The old version was also present in the Base Profile, so that has been fixed up too.
Update your Fairy (If it hasn't already been updated)



RE: 2.0 WIP Changelogs - Sephiroth - 07-28-2016

Version Update: Whee basic skills updates!~
  • Updated Throw to simplify the rolls and nerf the projectile damage, which fixes some abuse issues and helps remove exceptions and special rulings.
  • Applied a clarification to Cover.
  • Annnd made Two Hands for One a General Basic Skill, thereby invalidating the dice bonus on Two-Handed Throw.
These are changes WindStrike made, just now applied to the [Basic Skills] BBCode; threads may take slightly longer the first time to load as the post parser cache has been cleared. First thread load will rebuild the cache, and things will be speedy from then on.


RE: Changelogs - WindStrike - 08-28-2016

Version “We fixed that god darn Reroll Point problem”:
  • The Hearts & Magic Stat Bonuses now refer to a Bonus applied specifically to the Maximum.
    • That said, Heart Containers will now apply directly to the Hearts Bonus.
    • Anytime you’re fully healed, your Current Hearts should equal your Maximum Hearts + Hearts Bonus. Now, when you take damage during a quest and have to update your profile, it’ll be clear what your Current Hearts are at.
    • Likewise, anytime you’re fully healed, your Current Magic should equal your Maximum Magic + Magic Bonus.
  • Reroll Points have received a buff and a nerf:
    • Now, when you apply a Reroll Point to someone, you get to choose which roll to keep. This fixes the god darn issue of constantly rerolling an even worse roll which a lot of people have found… quite annoying.
    • And to prevent the end-game from being “everyone has ten thousand Reroll Points cause they’re dirt cheap eventually”, they’re being removed from the Global Shop. They’ll still have a SELL VALUE and still drop as part of the Random Item Drop and various rewards though.
  • Timelocked has been replaced by Penumbra’s Curse. For those of you familiar with D&D and the likes, this’ll look familiar to you:
    • Old - Timelocked:
      • Target cannot reroll any of their rolls.
    • New - Penumbra’s Curse:
      • Target rolls twice anytime they defend, and they’re forced to take the lower roll. Reroll Points will not affect the roll any further.
  • Wizzrobe Wand’s Dispersed Shot increased from +3 Dice to +5 Dice.
  • Spell Changes:
    • Extinguish, Cleansing Flames, Neutralize, Purify, and Veil of Shadows were all overhauled.
    • Eruption Dice Modifier increased from +12 to +15.
    • Magic Needle cost reduced from 5 Magic to 3 Magic.
    • Shadowlock, Mass Shadowlock & Fortune’s Chance were removed.
    • Penumbra’s Curse was added.
    • Second Chance’s Magic Cost increased from 3 to 4.
    • Repression Dice Modifier increased to +8.
  • If you have to nuke anything from your profile as a result of the above list, refund Rupees equal to twice the respective SELL VALUE.



Grab Overhauls Here
Grab Updated Stuff Here
New Stuff



RE: Changelogs - WindStrike - 09-12-2016

As a means of allowing you to do stuff with your Rupees later in the game, you can now buy Augment Scrolls! However, they come at a pretty hefty price of 1,000 Rupees each. It sounds expensive, but over time, it can seriously rack up and allow you to increase the overall strength of several of your items. Fear not, these'll still drop as rewards and secrets. You can find 'em here, under Consumables --> Other --> Augment Scrolls.

By the way, since they're now available to buy, their SELL VALUE has increased from 200 Rupees to 500 Rupees, so if you have any, update 'em to that.


RE: Changelogs - Orithan - 09-23-2016

Version “Small tweaks”:
  • The Stat Point Costs of all Affinities have been reduced from 4 to 3. We'll update enemies accordingly later.
  • The following Spells have had their Magic COSTS reduced:
  • Arcane:
    • Force of Alteration: from 4 to 3.
  • Water:
    • Slow Missile: from 3 to 2.
    • Glacial Ice: from 6 to 5.
  • Fire:
    • Lava Beam: from 6 to 5.
    • Scorch: from 6 to 5.
  • Nature:
    • Bind: from 6 to 5.
    • Boulder Smash: from 3 to 2.
    • Barrier Breaker: from 6 to 5.
  • Light:
    • Blade of Light: from 3 to 2.
    • Crimson Light: from 7 to 5.
      • If you have any of the following, refund 100 Rupees for yourself per spell you have. If you have Crimson Light, refund 200 Rupees for that spell instead of the usual 100 Rupees.
  • Crimson Light also has it’s Damage Modifier reduced from +6 to +5.



RE: Changelogs - Orithan - 10-14-2016

Version “Traps, Illusions and More”:
  • Traps, Trigger Mechanisms and things related to Hexing are now in the game and available in the Global Shop:
    • These are primarily Out-of-Combat features, being features that are generally of concern during general exploration rather than while fighting. You will often come across threatening Traps that you need to play carefully against in dungeons. You, as players, will now be able to purchase certain traps from the Global Shop as well as Trigger Mechanisms required to trigger them.
    • Trigger Mechanisms can become traps themselves, if you enchant them with a Hex. Hexes are Spells, usually Offensive Spells, that have been converted into a usable format for them to function like Traps via the usage of Bewitch. Hexes are triggered when the Trigger Mechanism they are attached to is triggered. If you want to get rid of a nasty Hex without putting yourself at danger by triggering it, you can use Dispel and hopefully they are gone!
    • In regular questing, these Traps generally won’t be particularly useful for you. However, they may prove invaluable in certain kinds of quests (eg. Defense-oriented quests). Remember to check the general premise of the quest before buying anything to see if it will come in handy!
  • Illusion Spells are now in the game and in the Global Shop.
    • Illusion Spells create concrete illusions that play with your perception and persist until they are dispelled. Like Traps, their applications are primarily Out-of-combat and are situational depending on what quest you are in.
    • There are multiple ways in which Illusion Spells can be dispelled. When they are attached to Objects or people, Damaging them will dispel the illusion. When they are attached to the area or room, unfortunately you have to wait until the caster leaves the room or area… unless you use Illusion Break.
    • Illusion Break is a skill introduced to combat these Illusion Spells and is introduced into the Global Shop alongside them. When used correctly, Illusion Break will dispel all Illusions in the room or area it is cast in; regardless of where they are.
  • Sparking, a new Fire Named Effect, has been added to the game. In a nutshell, it causes the single-target attacks of anyone who has it to automatically deal 1 Neutral Damage to the target. The Effects Reference Page has been updated with it’s details.
  • Kindle has been added to the Global Shop to give the player the ability to actually apply Sparking to people.
  • Extinguish has been updated so that it’s Offensive Spell attack can get rid of Fire Named Effects so people can actually dispel Sparking.
  • A few new item drops; Razor Seed, Armor Seed and Wildcard have been added to the Compendium. For those who are interested in dumb shenanigans, Don’t Hug Me, I’m Scared has been updated with a couple of things pertaining to them.
  • Ten Sided Coins has also been added to the Compendium, listed as an item drop. You have to experience what the coin does to appreciate just how dumb this thing is.
  • All Seeds have an added function: They can be Hurled as a weapon to produce variable EFFECTS. They usually deal little damage, but their EFFECTS are quite potent.

All of these can be found in the Compendium



Grab Updated Stuff Here



RE: Changelogs - Orithan - 04-13-2017

Version “Back in action… sorta”:
  • Augments have been updated:
    • Weapon and Shield Augments now have upgraded effects when given to Two-handed items
    • Augment Bonus has been introduced for Shields. Exact same bonuses as what you would see on the same Augment for Armor, except that Two-Handed Shields get a bigger bonus from it
    • Augment Damage has been nerfed for One-Handed Weapons - from adding +2 Damage per augment to +2 Damage on first augment and then +1 Damage for each augment thereafter
  • Rito are now a playable race, complete with their own description and innate skills! Taking on the form they have in Breath of the Wild, Rito pack an array of skills unique to them and are currently the only race that has the innate ability to fly.
  • Burning Blade has been buffed; from giving 2 Attack Dice to 3 Attack Dice, Flare Up's Magic cost increased to 4, Enrage's Dice Bonus nerfed to 5. As it was, Flare Up and arguably Enrage has always been more viable in any situation - Situations where you will be attacking four or more times are rare and usually only happen during boss battles. Hopefully, this will change this situation.
    • FYI: Earth Shield and Untouchable will not be receiving the same treatment. Defense stacking has been an issue in the past and, while offense stacking has caused issues, it is nowhere near as abusable as defense stacking due to the fewer times it will come into play.
  • Scorch has been buffed from +0 Dice to +8 Dice. This makes it much more accurate to hit with, hopefully making it usable compared to Heartful Bolts. Speaking of which...
  • Heartful Bolt has been heavily nerfed. It now hits with -5 Dice and +0 Damage and now costs 2 Magic to fire. This I felt was pretty overpowered and made Scorch nearly useless because these bolts could inflict Cauterized without any Magic cost while having the offensive bonus that equipping a bow gives - making Heartful Bolts be better in almost every scenario.

All of these can be found in the Compendium



Grab updated stuff here



RE: Changelogs - Orithan - 10-16-2017

Version: Change to Signature Skills and Personal Items

During the time running ZURPG, there has always been one question that's been plaguing the players - What the heck happens to Personal Items and Signature Skills when the user dies? Well, this update creates a solution for this - You can now convert the Personal Item of someone who is dead (or decides to give away their Personal Item) into a generalized Artifact. As the result of this process, you may end up obtaining their Signature Move too, provided they are dead.

Anyways, this will be added to the compendium:
Fraaz is willing to offer the service of converting Personal Items to generalized Artifacts for a price. In order for this to be done, you must be in Hyrule City to meet with Fraaz in order to her to perform the service. Therefore you must not in a quest (unless said quest takes place in Hyrule City) to convert Personal Items into generalized Artifacts.

Important: This service can not performed on the item unless either the original owner of the Artifact gave explicit consent and it must be out of free will, so no forcibly coercing others to give away the item, for the item to be converted or if they are dead. Don't think you can just steal a Personal Item like Sephiroth's Masamune and have Fraaz convert it to a regular Artifact.
  • FYI: In order for the character to be counted as dead in this context; they must be permanently dead. This is to prevent players from killing each other, grabbing their Personal Item and dashing to Fraaz to turn them into a generalized Artifact.

Conversion prices for Personal Items:
  • Artifact-level Personal Items can be converted at a rate of 1500 Rupees per item.
  • Mythical Artifact-level Personal Items can be converted at a rate of 5000 Rupees per item.
  • Legendary Artifact-level Personal Items can be converted at a rate of 20000 Rupees per item.

During the process of conversion, the item loses some of its strength and bonuses; but it may gain the ability to use the original owners' Signature Skill if they had one and they are dead.
Fraaz is willing to offer the service of converting Signature Skills to generalized Lost Skills for a price. In order for this to be done, you must be in Hyrule City to meet with Fraaz in order to her to perform the service. Therefore you must not in a quest (unless said quest takes place in Hyrule City) to convert Signature Skills into generalized Lost Skills.

Important: This service can not performed on the item unless either the original owner of the Signature Skill gave explicit consent and it must be out of free will, so no forcibly coercing others to give away the skill, for the item to be converted or if they are dead. Don't think you can just take a Signature Skill like Sephiroth's Trinity Slash and have Fraaz convert it to a regular Lost Skill.
  • FYI: In order for the character to be counted as dead in this context; they must be permanently dead. This is to prevent players from killing each other and dashing to Fraaz to turn their Signature Skills into generalized Lost Skills.

Conversion prices for Signature Skills:
  • A Lost Skill-level Signature Skill can be converted into a regular Lost Skill at a rate of 2000 Rupees.
  • A Ascended Skill-level Signature Skill can be converted into a regular Ascended Skill at a rate of 7000 Rupees.
  • A Legendary Skill-level Signature Skill can be converted to a regular Legendary Skill at a rate of 20000 Rupees.
    • Converting Legendary Skill-level Signature Skill to a standard Legendary Skill will result in you unlearning that Signature Skill and it being converted into a Legendary Skill Scroll. Be careful about this!
This can be seen Here