Been working on this update for a couple weeks after taking a break for a while. I had planned on waiting for the editor, but it's taking forever, so I figured I'd do some more things that don't require the editor. Getting close to the final version I think, but still have some ideas. Enjoy.
Also, didn't post V1.6 here, which included buffs to sneak. See the nexus page posts or readme for details on that, but basically you get an AP refund and damage/hit chance/move speed/initiatve boost on sneaking depending on your sneak level.
Scales 1.7
Added more than a dozen unique weapons/armor throughout the game, some of which have ability point requirements (like lockpicking). Hopefully certain bosses and puzzle rewards are a bit more satisfying and thematically appropriate rewards. Still plan on adding some more unique drops.
Increased Tactician NPC by 15%.
You now heal for 1% of health per point in the Tenebrium Skill when you deal tenebrium damage. So 5 points in Tenebrium will mean you heal 5% of health per hit. This might not sound like much at first, but it will add up over a fight, especially if you're dual-wielding or dealing AoE damage (and in fact might be overpowered). But it's quite the investment to put 5 points in tenebrium and this also applies to enemies who use Tenebrium weapons.
Hyperopia Talent buffed: Whenever you deal damage from 10m+ (with any weapon or spell), you gain a 15/20/25% to hit bonus and 10/15/20% damage bonus, increasing damage and hit rate per long-range hit.
Courageous Buff: Start combat with 1 round of 30% faster run speed.
Reworked Guerilla change: Made Guerilla damage buff on invisibility a 25% damage boost independent of oath of desecration. On becoming visible, damage boost replaced with a -10 armor penalty for 1 round (Guerilla fighters are often exposed when caught out.)
Updated and organized the Scales changelog and included it in the download.
New Skills
Warrior Adept: Grapple – Throw and taunt a nearby enemy 4m and deal a small amount of crushing damage. (Essentially a short range teleport.)
Warrior Adept: Cleave – Deal 125% weapon damage in a 120 degree cone.
Marskman Adept: Piercing Shot – Deal 125% weapon damage to up to three targets in a row.
Lockpicking 4: Summon Mecha-Rooster, a quick, low-health summon that can backstab and blind a target. Also explodes into electrified water on death.
Reduced on-hit chance effects of weapons closer to default values, especially for hard cc like stun and frozen. I didn't realize when I first made these changes that willpower/bodybuilding is multiplicative, not additive in the EE (e.g., 1 bodybuilding means .85*15% to be burned on hit for a 15% chance on hit weapon, not 15%-15%)
Improved damage of immolation by 30-40%. Increased damage of explode self by 25%.
Barbed Coat no longer requires a shield.
Greatly reduced the durability degrade speed of all armor and weapons. Durability adds nothing to the game.
Gave shambling lava dude 100% to drop 1-2 fire essences.
Mayor Cecil has a chance to carry rare/legendary amulets.
Braccus now drops a unique leadership helm. Boreas drops some telekinesis boots. Braccus and Boreas each drop a couple ability point books (to partially compensate for reduced ability point bonuses on items.)
Earth elemental sells a lockpicking 5 belt that grants you Wind Up Toy skill.
Bellegar's silly chest now drops a rare staff and sarong instead of just a magic staff.
Reduced damage of enemy meteor showers by more than 50% so hopefully Braccus's (and other bosses) meteor showers aren't necessarily a party wipe.
Weaver of Time now sells dyes, voodoo dolls, and unique gloves for Telekinesis users.
Removed “Unbreakable” mods from random loot. Useless before my durability changes, even more useless now. Removed stun immunity bonuses from loot so Lightning Rod talent isn't so useless. Removed mute immunity from loot so voluble mage isn't so useless. Removed the +teleport,+netherswap,+helping hand, +inspire mods that I added earlier because the requirements weren't working and replaced them with unique items that grant the skills.
Reverted splintered arrow damage to 250% of weapon damage (from 300%).
Removed the universal 10% bonus to sneak attack damage I added since its now tied to the sneak skill.
Made some of the skillbooks I added like the telekinesis ones consume on use like the rest of the skillbooks.
Some examples of unique items (you'll have to play to find out what they do). And there's more than listed here. Hopefully they all drop correctly!
Raddagoth: Hybrid Hauberk
Evil Twin: Living Shield
Baron: Leaders Touch
Braccus: Helm of Screams
Grulbarg: Bow
Arhu: Crushmaster 2000 (crushing damage crossbow for early game rangers, sold by Arhu)
Fire Twins: Phoenix Ring
Bellegar's Chest: Buff Bow
Sparkmaster: A 2 skill air wand.