P A T C H 7.2
SKILLS
Changes
I have gone through and reworked the wording on a number of skills to designate whether they are attributed towards bonus stats or towards damage dealt/taken.
_Damage Dealt/Taken:
_Parity: In combat, ignore all bonus stats on unit and opponent, except meals and supports; passive
_Breath of Life: Increasing to heal 5HP from 3
_Fury: Reducing damage taken after each combat to 2
_Healtouch: Increasing to heal 5HP from 3
_Spendthrift: Reducing 1kg to 500g
_Pursuit: Completely changed. Now: Add 1d4 to any attack and counterattack you make; passive
New
_Alert Stance: If unit takes no movement or action, 1 SKL counts as 2 until end of next turn; passive
_Quickened Pulse: Skill cooldowns (other than patience) are reduced by 1; passive
_Transmute: If unit is hit with a magic attack, +2 damage dealt and -2 damage taken until end of next turn. Magic units only; passive
I have gone through and reworked the wording on a number of skills to designate whether they are attributed towards bonus stats or towards damage dealt/taken.
_Damage Dealt/Taken:
__Anethema
__Hex
__Daunt
__Demoiselle/Gentilhomme
__Dual Guard/Strike
__Prayer
__Resolve
__Special Performance
__Hex
__Daunt
__Demoiselle/Gentilhomme
__Dual Guard/Strike
__Prayer
__Resolve
__Special Performance
_Parity: In combat, ignore all bonus stats on unit and opponent, except meals and supports; passive
_Breath of Life: Increasing to heal 5HP from 3
_Fury: Reducing damage taken after each combat to 2
_Healtouch: Increasing to heal 5HP from 3
_Spendthrift: Reducing 1kg to 500g
_Pursuit: Completely changed. Now: Add 1d4 to any attack and counterattack you make; passive
New
_Alert Stance: If unit takes no movement or action, 1 SKL counts as 2 until end of next turn; passive
_Quickened Pulse: Skill cooldowns (other than patience) are reduced by 1; passive
_Transmute: If unit is hit with a magic attack, +2 damage dealt and -2 damage taken until end of next turn. Magic units only; passive
WEAPONS
Changes
_Slim Weapons: No longer will use Pursuit, instead give +3 SPD
_Heavy Silver Weapons: Reducing the -3 SPD to -2
_Slim Weapons: No longer will use Pursuit, instead give +3 SPD
_Heavy Silver Weapons: Reducing the -3 SPD to -2
MECHANICS
Action Phase
_Move Again: From now on, after moving and proceeding into the action phase of their turn, a player may choose to move again as their action.
_Free Actions: These actions will be clarified separately as actions that can be performed at any time during a player's turn. Current Free Actions are Direct and Trade/Use Convoy
Status Effects: When a status makes a unit unable to act, it nullifies ALL skills, active and passive.
_Move Again: From now on, after moving and proceeding into the action phase of their turn, a player may choose to move again as their action.
_Free Actions: These actions will be clarified separately as actions that can be performed at any time during a player's turn. Current Free Actions are Direct and Trade/Use Convoy
Status Effects: When a status makes a unit unable to act, it nullifies ALL skills, active and passive.
TERRAIN
*New* Swamp: -1 movement to all unit types except flying. 1d4 damage at start of turn.
*Updated* Inn: +2 RES, may visit to purchase meals or a room for 300g where you may rest for 1 turn to recover all health, skill, restore condition, and reset skills
*Updated* Inn: +2 RES, may visit to purchase meals or a room for 300g where you may rest for 1 turn to recover all health, skill, restore condition, and reset skills
FIELD CONDITIONS
Airborne: This is the term that will be used when referring to instances of flying units being permitted to stop on normally unlandable spaces due to being in flight. Spaces of this field condition will be marked by a different color other than black (normal) or red (secret/hidden). Unit types that do not fly will not be allowed to traverse the airborne spaces unless being rescued. Examples of maps that might use this field condition are being out at sea and defending against flying assailants, or being high above the clouds.