ardent

Big List of Small Updates



Ardent

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02-05-2020, 11:35 AM (This post was last modified: 02-05-2020, 12:15 PM by Ardent.)
1. Regarding Mutations In Fights

It has come to our attention that there has been some confusion regarding mutations and their bonuses in fights. Originally we intended for there to be a limit of one attack mutation and one defense mutation per character, so as to keep the possibility of overpowered characters that were paid for to a minimum. Likewise, we have only ever rolled a max of 10% for each Attack or Defense for mutations, regardless of how many were applied.  Our explanation of this in the Tier 2 Fights section of the Guidebook was vague, and I apologize for any confusion this created. In response to the confusion, in an attempt to compromise, we've decided on making the following change:

- Allowing a maximum of 3 total mutations will be allowed to be applied to fight forms. More mutations can always be used cosmetically, but will not give fight bonuses.
- The initial bonus is +10% for the first mutation in either the Attack or Defense category. If a second, or even a third mutation is applied to either category, an additional 5% bonus each is given to Attack or Defense, whichever applies.

If you have mutations that aren't applied properly, please post in Maintenance and we will fix them up for you!

2. Fight System Tweaks

Starting now, all non-fighting skills will give the following bonuses in fights:
(Keep in mind that fighting gives a total bonus score, which is why it is not included)

Intellect
Novice - 5% Perception Bonus
Intermediate - 10% Perception Bonus
Advanced - 15% Perception Bonus
Expert - 20% Perception Bonus
Master - 25% Perception Bonus

Navigation
Novice - 5% Agility Bonus
Intermediate - 10% Agility Bonus
Advanced - 15% Agility Bonus
Expert - 20% Agility Bonus
Master - 25% Agility Bonus

Healing
Novice - 5% Defense Bonus
Intermediate - 10% Defense Bonus
Advanced - 15% Defense Bonus
Expert - 20% Defense Bonus
Master - 25% Defense Bonus

Hunting
Novice - 5% Attack Bonus
Intermediate - 10% Attack Bonus
Advanced - 15% Attack Bonus
Expert - 20% Attack Bonus
Master - 25% Attack Bonus

2. Specialty Adjustments

- Weaponsmaster bonus has been reduced from 30% Attack bonus to 20%.
- Poison Master bonus has been raised from 30% Attack bonus, to 35% (since it only applies to fights your character initiates).

3. New Specialties

4 new specialties have been added. These are Bloodletter, Cooperative, Hawk-Eyed, and Blessed. Stay tuned for more in the future and continue your suggestions!

Now is a good period to switch your Specialty if you so choose. Post in Maintenance if you wish to do so.

4. Skill Claim Things!

Changed these a bit ago, but I'm not sure we properly announced them:
- Healing: "Aided in a birth" is now worth 20 points rather than 15
- Intellect: "Attending a festival" can be claimed for 5 skill points

Some new additions:

Intellect
+5 - Reach an agreement between 2 wolves
+5 - Collect an item to be used in crafting something unrelated to other skills
+15 - Resolve an issue between 2 packs or bands

Hunting
+25 - Craft and use a snare/trap to be used in a hunt (3+ rounds each for both the crafting and the hunt)

Navigation
+20 - First solo exploration (800 word post with a wolf under 1 Year)

Healing
+20 - First solo herb-collecting trip (800 word post with a wolf under 1 Year)

5. Incest Litter Penalties

Effective immediately, there are now penalties for incest litters born on-site. These penalties vary in severity depending on how closely related the characters conceiving the litter are.

Sibling Pairings: High chance of minor defect, medium chance of major defect.
Parent/Child Pairings: High chance of minor defect, small chance of major defect.
First Cousins & Child/Parent's Sibling: Medium chance of minor defect

Major defects include: full blindness, full hearing loss, and infertility.
Minor defects include: partial vision loss/visual issues, partial healing loss, limb deformities.

Note: This is a work in progress and may be changed at any time in the future.

6. Band Activity Checks

Starting immediately, bands now have their own activity check, found on the navigation bar under 'Maintenance'. These are to be completed on the 1st Monday of each month. Please go review them if you're in charge of a band!

Thanks to these activity checks, it will be easy to tell where bands are currently located.... and, starting now, packs can now raid bands for resources just as bands can raid packs! Have fun!

7. Land Expansion / Population Cap Increase

For those of you who want a chance to add a third land without a siege, now's your chance!

Five successful raids initiated by a pack,will allow a pack to purchase a third land and will increase a pack's population cap to 39.

Five successful raids initiated by a band, will allow a band to increase their permanent population cap to 18.

Have questions or concerns? Feel free to post below, or DM me privately!