
Welcome to the latest update for GWL.
This update brings tighter accuracy with location references for enemy, loot, and quest generation. Additionally subzones have been rebalanced to so there will more enemy diversity to be found in the world.
This update also corrects some abilities to work as intended and adds a few new visibility systems to help make the quest system clearer overall.
Finally and most importantly I want to send a special thank you to SirSquatch who has been volunteering their time to rewrite all ability descriptions in the game to more clearly show what they actually do and to do so in a way that better fits the setting.
They have done an awesome job so far and are almost half way done rewriting the description for all 399 player abilities in the game!!
I've found SirSquatch's descriptions add a lot to the game immersion and clarity wise and I hope you all enjoy the added flavor they bring to the game =)
- Nearly 200 ability descriptions have been rewritten by SirSquatch. They now read more clearly and consistently, and every one of them states the damage type, whether it hits one target or all enemies, and how long its buffs and debuffs last.
- Nine abilities previously had inaccurate descriptions.
- Frost Nova's freeze is 2 turns, not 1.
- Godly Note deafens, it does not stun.
- Thunder Bolt applies a stun, not a shock.
- Wrath of the Tempest God's Staff hits all enemies. Acid Nova strips 10% defense, not 13%. A few damage numbers were wrong too. All have been corrected.
- Hex Bolt has promised a random -15% debuff for a very long time and has never once applied it. The claim is gone from its description. The damage is unchanged.
- Spectral Grasp said it dealt Cold damage while actually dealing Necrotic, which matters a lot for who resists it. It now says Necrotic.
- Debuffs that last the whole fight now say so, instead of saying "permanently", which read as though they carried on after the fight ended.
- Two abilities have been renamed. Soul Rend is now Soul Shred, and Staff God's Tempest is now Wrath of the Tempest God's Staff.
- Chromatic Obliteration was doing nothing at all to dragons. All ten elements were being folded into a single hit, so one immunity cancelled the entire spell. An Ancient Dragon, immune to Fire, Cold and Lightning, took literally zero damage from what is effectively a capstone ability in the game. It now lands as ten separate hits, one per element, so now only the three attacks they have immunity too are prevented and the other seven still do damage.
- Paragon of Death now applies the Decay it has always advertised. The Death Paragon's signature ability was applying no status at all. It slipped past for so long because Necrotic damage can cause decay on its own, so it looked like it worked about one cast in twenty.
- Conflagration is now an area attack, hitting all enemies for 350 Fire damage plus Burn. Its damage came down from the single target number as part of that change, otherwise it would have been comfortably the strongest area spell in the game.
- Frost Nova no longer applies a defence penalty. Its text described that penalty as something being frozen does to you, which was never true. No other freeze ability had one, and it was lasting the entire fight rather than the two frozen turns.
- Three quest boards were standing in the wrong zone entirely and handing out another zone's contracts at another zone's rank. The Glacial Peaks board in particular was posting Hero rank work in a level 41 to 50 area, so most players who found it could take nothing at all from it. All three have been moved to the zones they belong to.
- The Cursed Wastes was posting a bounty on an enemy that does not exist anywhere in the game, so it could be accepted and never progressed. It now correctly targets The Undying.
- Bounties for enemies that only live inside dungeons now tell you which dungeon to look in, measured from wherever you took the contract. The Cursed Hound was effectively unfindable before this.
- A contract's rank now follows it into your quest log, so you can see what rank a job was without walking back to the board.
- Quests that never had a rank of their own now show one based on how dangerous their destination is.
- Tidied up the quest log a little. The main quest tag now sits beside the quest name rather than on its own line, and quests that pay nothing no longer print an empty reward line.
- Reworded the message you get for declining an above rank contract so it tells you what to do about it rather than just stating the problem.
- Saving inside a dungeon now keeps your floor. Saving on floor 30 and reloading used to put you back at the entrance with the whole run to do again. You now resume exactly where you saved.
- The Lair of Obcassus keeps its old checkpoint system and still has the new save system as well. Your save returns you to the exact room you saved in, and its checkpoints every 50 floors still allow you to teleport back to your last checkpoint after you leave the dungeon and return.
- Sir Squatch now patrols the Heartlands between Scholar's Summit, Crossroads Keep and Wayfarers' Inn.
- You can now Press B in the abilities menu to expand every description at once, and again to collapse them. Makes it easy to look at all your abilities at once without having to go one by one like before.
Launching my first game has been a real rollercoaster of emotions and having it receive such a warm response has really been an incredible experience. The community has been so welcoming and helpful, I would not have gotten this far without everyone's support and ideas.
All your bug reports, feedback, and ideas have really made this game into what it is today.
I continue to be blown away by the amount of people who enjoy this game and even more so by the amount of people who have contributed. Whether you dm'ed me crash reports, reported bugs, shared ideas, thumbed up a post, or even just played the game, you have made this game better and inspired me to keep improving it.
Thank you all so much <3
Lansdolli