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Greywind's Legacy - A Text Based, Skill Progression, RPG›Events›1.1 Relics Added!
In-game event

1.1 Relics Added!

Greywind's Legacy - A Text Based, Skill Progression, RPG · published 20 days ago

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1.1 RELEASE NOTES

Welcome to the 1.1 update for Greywind's Legacy!

A huge amount of this update came directly from your bug reports and suggestions on the discussion boards, and I cannot thank you enough for that.

Obcassus now speaks to you long before you ever reach him, every zone has its own ultra rare signature relic to hunt, a large companion spellcasting buff, a rebuilt traveling NPC quest system, and a new save page setting.

NEW FEATURES

The Voice of Obcassus

- Obcassus is the villain of the main quest and you used to not really deal with him directly until the very end. Now thats changed.

- Nineteen moments across the whole game he reaches out to you through your mind.

- He now speaks during the final fight too: an arrival line, last words, and if you have earned the true ending, a coda where he realises what has happened to him.

Zone Signature Relics

- Every one of the fifteen zones now has its own unique relic that can drop from ANY enemy in that zone, at a flat 0.1% chance.

- They are deliberately situational rather than simply powerful. Each one owns a niche nothing else touches, most carry a real drawback, and they are spread across every equipment slot so you cannot wear them all at once. The idea is you stumble upon these items occasionally making memorable moments (kindof like finding that really rare drop in other games).

- Of course you can also pick a zone to farm one of the new drops for the problem you currently have or to achieve a certain playstyle you want to create around the item.

All 15 Relics & Their Zone:

- The Heartlands: Silkstrider. A pale hunting spider the size of a pony. Sneaking no longer costs you any speed at all.

- Ashwood Reaches: Everburning Candlehat. A candle that will not gutter. Night costs you no sight, and you see one tile further in the dark actually making you see more than during the day.

- Orc Badlands: Broken Tusk Pauldron. +25% attack while two or more foes still stand. No bonus when facing a single opponent.

- Bandit Highlands: Roadwarden's Longboots. You always get away. Fleeing never fails.

- Cursed Wastes: Gravewarden's Locket. Immune to Decay and to any negative affects to your maximum health.

- Orc Heartland: Bloodmad Warhelm. The worse your wounds the harder you swing, up to +50% attack near death.

- Swamp of Greyfell: Witch's Knotted Charm. The first curse laid on you each fight is untied and returned to whoever tied it.

- Noble Kingdom: Crownbearer's Signet. A fourth companion may travel with you. It cannot be removed while they do.

- Mage Dominion: Dominion Focus. Abilities cost 30% less mana, but your arms are feeble, at -25% attack.

- Frozen Wastes: Hearthstone Brand. Cold damage is all but shrugged off and you cannot be frostbitten.

- Jungle of Veth: Veth Symbiote Vest. Poison damage heals you instead.

- Volcanic Reaches: Cinderheart Ember. Fire costs you nothing at all. Every other ability costs half again as much.

- Stormspire Range: Stormcaller's Lodestone. Lightning that strikes you is drunk down as mana instead of damage.

- Glacial Peaks: Glacier's Patience. Every turn you spend defending adds +15% defense for the rest of the fight, without limit.

- Dragon's Domain: Wyrmstride Greaves. Complete immunity to fire damage.

They can drop more than once, so if you want to farm a Bloodmad Warhelm for every companion go ahead!

Save Pages

- You can now pick which page of save slots the game opens on, in Settings.

- The setting is stored in the save file itself, so it follows the CHARACTER rather than the install. Set a character to page 2 and saving or loading while playing them opens on slots 11 to 20.

- This gives each character their own block of saves without any extra work. A new character always starts back on page 1, so they never land in someone else's block.

Companion Ability Screens

- The companion prepare abilities screen can now jump to the full ability descriptions and back, with V and P, exactly like your own screen does.

Other Additions

- Resting now costs eight hours of world time. The Mount Greywind rest and the tavern room both advance the clock properly, which means sleeping ages mercenary contracts and repopulates destroyed dungeons the way you would expect.

- The world map now shows each zone's level range under its name.

- Dungeon packs roll each member's level independently, so a group is a mix rather than three identical enemies.

BALANCE CHANGES

Dodge and Evasion

- Every character now starts with an innate 3% dodge. A large buff.

- The entire evasion skilltree dodge bonuses have been increased.

Companions

- Companion magic damage now scales with their level. Their physical abilities have always ridden their attack stat, which the companion shim doubles, but a spell was a flat number that never moved.

- Companions can now fail to flee, on the same roll you make, and a failed attempt costs their turn. Previously, pressing flee on a companion ended the fight for the whole party with no roll at all.

- Hired adventurers scale their magic the same way.

Statuses

- Immunity to a damage type now covers the status that rides on it. Something immune to Fire does not burn, and an Ice Elemental immune to Cold cannot be frostbitten.

- The status's own element is what matters, not the ability's. An ability that burns while dealing Solar damage is still stopped by Fire immunity.

- If an ability promised a guaranteed status and immunity stopped it, the game now tells you why.

BUG FIXES

Companions

- A companion could sit in your party, take gear, learn abilities and read tomes, and then never get a single turn in combat. There were two different answers to who is fighting alongside you, and they disagreed about a companion whose world marker had gone missing, so the same companion would fight normally in a dungeon and be invisible to every overworld fight. This has been fixed.

- Equipping or unequipping a companion's gear reset them to their level 1 statline. A level 10 companion with 22 attack dropped to 6 the moment you handed them a better bow, and their damage floored at 1 against anything. This bug has been fixed and a new version of the game called "companionfix" has been released for players who wish to correct their companion stats. The password for this build is also "companion fix". You only need to launch this version and resave over the files you wish to correct (load in to your save and save over the old save) to repair the save file. Then switch back to the default version and play the game as you were normally. This is a one time save repair, you don't need to do anything after fixing it once and for those who weren't impacted you can ignore all of this and continue playing normally (do not switch to the companionfix version and stay on default).

- A companion's ability now announces itself before it resolves, so the combat log reads in order. It used to print the damage, the type matchup and the status line first, and the "Elara uses Fireball!" line last. An ability that killed its target never announced itself at all.

Quests

- Very select few Traveling NPCs handed out a quest that had nothing to do with what they had just asked you for. The intro preview and the quest you actually received were two separate random rolls, so they matched about one time in four. Old Copperdust asking for a mana potion and then sending you to fetch iron swords for a smithy was exactly this.

- Every quest giving traveler now has their own written quest that matches their dialogue.

- The Elven Scout's quest could never be completed. It was the wrong type internally, so nothing could advance it, and because a traveler will not offer a second quest while one is active, he could never give you anything else either. Existing saves holding that quest are cleaned up on load.

- Fetch quests now show the giver's live position on the map, since a wandering NPC is difficult to hand anything to otherwise.

- Four traveling NPCs had misspelled stops on their routes. Those were being silently dropped, so they walked shorter loops than intended.

Crafting and Items

- Tempering a piece of gear you were WEARING destroyed it. The forge only returned the upgraded item to your pack if the piece was not equipped, so unequipping it afterwards deleted it permanently.

- Upgrading a worn piece also did nothing until you re-equipped it, and unequipping then removed a bonus that had never been added.

- Upgraded gear could not be sold anywhere. Shops price by base name, so a renamed piece matched nothing, and every sell path either refused it or offered 0 gold.

- Unequipping from the Unequip menu never reversed a bound crafting upgrade, so every equip and unequip cycle banked the bonus again.

World and Saves

- Fog of war was erasing the road behind you. Your companions trail you at one to two tiles, and the game was wiping the map memory of any tile they stood on to keep their marker out of the fog, which meant the road you had just walked turned back into unexplored ?? one tile at a time. Off road tiles kept their memory, which is why it looked like roads specifically, and it never happened before you had companions.

Presentation

- Empty "Press Enter" prompts with nothing above them are gone. This had been fixed one place at a time three separate times and kept coming back, so it is now handled at the source: the prompt simply does nothing when nothing has been printed since the last one.

- Two hideout features have been removed. Training Grounds advertised +5% XP and was read by nothing at all, and Invite a Caravan.

One Week Post Launch

Thank you everyone who contributed with bug reports either through dms or through the discussion page.

All of your reports have been incredibly helpful in making sure GWL is ever improving and I am looking forward to continue to better this game with your help =)

I hope you all enjoy the update and the game!

-Lansdolli

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