Recent Posts

Pages: [1] 2 3 4 5 6 ... 10
1
Update 36 / Update 36 Patch 1 Release Notes
« Last post by Oicu on July 20, 2017, 08:03:48 AM »
Here are the Release Notes for Update 36 Patch 1, released on Wednesday, July 19th.
 
News and Notes:
 

Classes

Warlock's Eldritch Aura will no longer buff enemies when a friendly NPC is within range.
Warlock's Eldritch Aura will no longer buff NPCs.
Enhancements

Arcane Archer's fifth Core enhancement Shadow Arrows no longer removes its passive +1 Critical Multiplier when swapping your weapon.
Items

Lost Motes remain Lost, but are no longer unusable and containing a String Table Error in Bags, Shared Banks, and Crafting Storage.
Quests and Adventure Areas

Undead in the Mines of Tethyamar will no longer be healed by Positive Energy, and are now actually Undead.
Both of the Optional bosses in Records of the Past will no longer become active until you have entered the room with them.
Experience in The Mines of Tethyamar has been increased on all difficulties.
Mines of Tethyamar quests on Legendary Casual now drop Legendary named items instead of Heroic named items.
The percentage chance for Mines of Tethyamar named items to get Reaper bonuses are now at their intended level.
Mines of Tethyamar named items can no longer gain multiple Reaper bonuses.
The light armor Gaz'zt's Habiliment now properly appears in "Desire in the Dark" instead of other Mines of Tethyamar quests.
The robe Deep Arcanum no longer appears in "Desire in the Dark", and instead properly appears in Graveyard Shift.
UI

There is now a single Guild Buffs icon that remains visible when the Hide Guild Buffs UI option is enabled. This buff is only granted when using the Airship Amenity Bar, and simply displays the time remaining on non-Cargo Hold guild buffs.
2
Update 36 / Update 36 Release Notes
« Last post by Oicu on July 12, 2017, 06:25:58 PM »
Update 36 Release Notes
Here are the Release Notes for Update 36: Duel for the Underdark.
 
Of Special Note:
 

The Mines of Tethyamar
 
Dwarves have uncovered riches in a long lost outpost in the Underdark. They urge you to join them; help them take on the deadly drow threatening their excavation, and you can share in the spoils! Their offer seems too good to be true. Yet who can resist the promise of the Jewels of Ardor? Claim your share of the fortune in the new adventure pack, "The Mines of Tethyamar" (free to VIPs)! Level 15 on Heroic and 31 on Legendary. Five new quests and a new public area available. You can reach the Tethyamar Mining Outpost by speaking with Arman Argentine to the west of the town square in Eveningstar. The Quest Arc can be accessed by speaking to the Asta the Deep Minded, located outside the tavern within the Tethyamar Mining Outpost.
 
News and Notes:
 

Airships

Several Airship amenities that did not have descriptions now do.
The Airship Captain Anceia now remembers where the Hall of Heroes is.
The Shrine to the Devourer amenity now gives its correct Acid and Cold Spell Power.
Sully's Old Grog now has a proper mouse-over tooltip.
Artificer

Rune Arm's cooldown has been improved by 30%.
Rune Arm's Charge Decay while moving has been reduced by 50%.
There is no longer a penalty to movement speed while charging a Rune Arm.
Artificers now get Warhammer and Light Hammer proficiencies.
Improved Critical: Bludgeoning has been added to the Artificer Class Feat list.
Artificer Admixture spells now fire straight down if the caster has themselves hard-targeted.
Rune Arm shots now scale with 100% Spell Power.
Rune Arm weapon imbues now scale with 200% Melee or Ranged Power (whichever is higher).
Homing on Rune Arms now works at about the same angles you can shoot a crossbow and still hit your target.
Cannonball Shot now uses homing.
Cannonball Shot is now a much smaller projectile.
Classes

Warlocks now receive Eldritch Blast base dice feats at levels four, eight, twelve, sixteen, and twenty (for a total of 6d6 at level 20) instead of their previous progression. Characters have been adjusted to match this new progression.
The Epic Eldritch Blast feat now grants 3d6 to Eldritch Blast.
The Epic Arcane Eldritch Blast Destiny Feat now grants 4d6 to Eldritch Blast.
Eldritch Burst's additional light damage is now 1d6.
Spirit Blast's additional light damage is now 4d6.
Spiritual Retribution's light damage on all Eldritch Blasts is now 1d4/2d4/3d4.
Veteran Status 4 and 7 rogues and artificers now start with a Trouble Shooter's Set.
Combat

Common persistent spells, such as Ice Storm, Acid Fod, and Glitter Dust, will now display a red circle visible to players when cast by an enemy to better understand their borders.
Pressure plate traps will no longer hit those that set them off twice.
Fixed an issue where monks with equipped handwraps were not able to damage enemies while moving or in stealth.
The party scaling curve for Warlocks has been adjusted to better reflect their contribution strength.
Enhancements

Fighter's Swift Defense and Paladin's Swift Defense now properly state that they are Action Boost bonuses to Movement Speed.
Arcane Archer Toggle Imbues now remove their effects whenever the character is wielding something other than a Shortbow or Longbow. The effects return when you return to wielding those items.
Shadow Arrows now properly applies its passive critical multiplier.
Devour the Soul's DC description has been updated to match its effect.
Fighter and Vanguard Shield Rush now benefit from abilities which add to DCs.
Deep Gnome's Phantasmal Killer SLA description has been updated to no longer use the term SLA.
Gnome's Color Spray no longer adds DR to targets that it dazes.
Tempest and Deepwood Stalker abilities that apply effects while in light or no armor now apply more consistently, including on Warforged.
Tempest active abilities that claim to be Melee Dual Wielding Attacks now actually require you to be dual-wielding.
The Critical bonuses granted in Tempest now apply more reliably.
Warlock enhancement trees now have their correct icons.
Know the Angles now has its proper icon, and its description has been improved.
The Spell Point Value at the end of Enlightened Spirit's Resist Energy SLA has been corrected.
Half-elf Artificer Dilettante's Rank two now states that it does not allow you to use Rune Arms.
Fixed incorrect values displaying in the Harper Agent tree:
Magical Endurance: Changed tooltip from 30/30/40 to 30/60/100.
Harper Enchantment: Added caveat that the +1 applies to man and off-hand weapons, but does not work with shields.
Traveler's Toughness: Changed tooltip from +5 Max HP at all ranks to 5/10/15.
Strategic Combat I and II: Added caveat that this ability does work with handwraps, but not with shields.
Spellsinger's Spellsong Vigor now has its duration listing in the tooltip.
Artificer Battle Engineer
Core Changes:
Core 2 gets +1 Stable Charge Tier in addition to everything it already does.
Core 4 gets +1 Stable Charge Tier in addition to everything it already does.
Core 5 gets +15 Physical Resistance Rating and Magical Resistance Rating addition to everything it already does.
Core 6 gets +2 Intelligence (for a total of +4 INT), +1 Competence bonus to Critical Multiplier with Crossbows, Bastard Swords, Dwarven Axes, Light Hammers, Warhammers, and Morningstars.
Tier 1:
Weapon Training has a third line added for Light Hammers, Warhammers, and Morningstars.
Field Scrapper has been added. It provides +1/2/3 to Sunder DCs.
Thaumaturgical Conduits has been moved to Tier 1 from Tier 2.
Tier 2:
Weapon Training has been added for Light Hammers, Warhammers, and Morningstars.
Wrack Construct now matches the Mechanic's version.
Caustic Strike has been added. It provides +1/2/3 [ w ] damage (.5/1/1.5 for Crossbows), adds 3d6 Acid damage, and 10d6 Rust damage. This damage scales with Melee or Ranged power. Ranged variant requires a crossbow. 6 second cooldown.
Extra Action Boost has been moved to Tier 2 from Tier 3.
Tier 3:
Weapon Training has been added for Light Hammers, Warhammers, and Morningstars.
Disable Construct now matches the Mechanic's version.
Shatter Defenses has been added. Provides 1/2/3 [ w ] for Melee and .5/1/1.5 [ w ] for Crossbows, procs Improved Sunder. DC 14+INT Modifier+Sunder bonuses. Ranged variant requires a crossbow. 10 second cooldown, shared with Sunder.
Tier 4:
Weapon Training has been added for Light Hammers, Warhammers, and Morningstars.
Battle Mastery's Fusillade now lasts for 18 seconds.
Agility Engine has been added, that provides 3/6/10% Doublestrike and Doubleshot while wearing a Rune Arm.
Tier 5:
NEW: Reconstructed Armaments: +1 Competence bonus to Critical Threat Range with your chosen weapon line.
NEW: Thunder-Shock Weapon: +3 [ w ] Melee or 1.5 [ w ] Crossbow, 3d6 Electric Damage which scales with Melee or Ranged Power. Procs Trip, DC 14+INT modifier+Sunder bonuses. Ranged variant requires a crossbow. 12 second cooldown, shares a cooldown with Trip.
NEW: Unlock Potential: +20 Melee and Ranged Power while wielding a Rune Arm.
Tactical Mobility: 10% Action Boost bonus to Movement Speed.
Epic Destinies

Stay Frosty's tooltip has been updated to match its effect.
Divine Crusader's Celestial Champion Crit Threat now persists through zone transfers, and no longer excludes handwraps.
The Core enhancements in Legendary Dreadnaught and Shadowdancer now properly reflect Melee and Ranged Power gained per Epic Destiny level.
Tooltips in Fatesinger have had their descriptions and flavor text improved.
Fury of the Wild's Ward Against Weird ability is now a Primal Bonus to Spell Resistance, and has new values of 5/30/60.
Magister's Call Kindred Spirit summoning spells now fail if you try to cast them under level 20.
Feats

Artificer, Bard, Barbarian, and Monk-specific class feats now have a category in the Feats panel.
All proficiencies now appear under one Proficiencies feat.
Monk active form strikes now have their correct icon.
Hellball's description now matches in both the Intelligence and Charisma descriptions.
Metal damage-type Epic Feats now persist through zone transfers.
The Epic Past Life Feat Doubleshot now gives only its intended benefit.
The feats for White and Purple Reaper Eyes no longer disappear on logout.
Burst of Glacial Wrath's freezing effect is no longer considered to be a mind-altering effect.
Items

When equipping items, the higher of Minimum Level and Absolute Minimum Level is now taken.
All Rune Arms now have Absolute Minimum Levels equal (or near, in the case of Craftable Rune Arms) to the Minimum Level they appear. This prevents situations where Rune Arms could lose their Minimum Level.
Masterful Craftsmanship Weapons from Wheloon and the Storm Horns are no longer Craftable.
Certain non-Crafting-keyed copies of the Wheloon and Storm Horns Masterful Craftsmanship Weapons and Accessories that had lost their Minimum Level have been restored to either Minimum Level 14 or 26, depending on their effects.
The tooltip for an item with Greensteel Augments now show their name and description.
Several raid items now have their proper orange border.
Several non-raid items now have their border updated to blue.
Heroic and Racial Reincarnation Hearts have been renamed to avoid confusion. They are now named Heroic True Heart of Wood and Heroic True Heart of Blood.
Random loot's descriptions have been improved. Numerous descriptions have been re-typed to avoid vagueness or other issues.
The Pet Rock is now a Boulder instead of a Bowler. Well, it may still Bowl, but it does so as a Boulder.
Heroic and Legendary Bracers of the Sun and Moon now work correctly.
The majority of item-based sources of Spell Resistance have had their values reduced.
The trade-in recipes for Tempest Runes no longer show an ingredient description for Xoriat Runes.
Items that are supposed to drop on leaving an adventure now properly do so.
Fixed issues with several throwing axes that prevented them from working with Improved Precise Shot.
The Sharn Syndicate has had its loot improved. The loot is now as follows:
Nicked Light Hammer - +2, 2d6 Electric, +4 Shatter, +3 Deadly
Nicked Repeating Light Crossbow - +2, 2d6 Cold, +2 Double Shot, +3 Deadly
Nicked Quarterstaff - +2, 2d6 Force, + 4 Vertigo, +3 Deadly
Nicked Scimitar - +2, 2d6 Acid, +5 Attack, +3 Deadly
Nicked Heavy Mace - +2, 2d6 Force, + 4 Stunning DC, +3 Deadly
Nicked Kama - +2, 2d6 Electric, +3 Tendon Slice, +3 Deadly
Nicked Longsword - +2, 2d6 Cold, +1 Parrying , +3 Deadly
Nicked Greatsword - +2, 2d6 Sonic, +4 Shatter, +3 Deadly
Nicked Longbow - +2, 2d6 Electric, +3 Seeker, +3 Deadly
Nicked Shortsword - +2, 2d6 Acid, +2 Deception, +3 Deadly
Nicked Orb - Potency, + 1 Spell Focus Mastery, +60 Wizardry
Runic Trinket - +60 Wizardry, +1 Spell Focus Mastery, +17 Insightful Universal Spell Power
Corsair's Cap - Waterbreathing x3 per Day, Cold Resistance, +6 Swim Skill
Bellow's Ring - +6 Intimidate Skill, +12 Incite (Aggro), +12 False Life
Kwan's Band - +3 Wisdom, +6 Concentration, +60 Wizardry
Heroic Red Fens items and set bonuses have been updated:
Boots of the Mire: Marshwalker, Balance +10, Underwater Action
Bracers of the Claw: Vulkoor's Might, Constitution +5, Fortification +70%
Elder's Cap: Elder's Knowledge, Intelligence +5, Concentration +10
Elder's Focus: Elder's Knowledge, Efficient Metamagic - Extend I, Power IV, Spell points +60
Gloves of the Claw: Vulkoor's Might, Strength +5, Intimidate +7
Necklace of Venom: Vulkoor's Cunning, Proof Against poison +6, False Life +17
Raven's Sight: Raven's Eye, Wisdom +5, Reflex Save +4
Raven's Talons: Raven's Eye, Dexterity +5, Bluff +10
Ring of the Mire: Marshwalker, Spearblock III, Fortitude Save 4, Feather Falling
Ring of Venom: Vulkoor's Cunning, Dexterity +5, Sneak Attack Bonus +2
Sacred Band: Diving Blessing, Wisdom +5, Lesser Turning, Healing +10
Sacred Helm: Divine Blessing, Deathblock, Eternal Faith, Absorb Negative Energy 5x Day
Shaman's Band: Shaman's Fury, Spell Penetration II, Spell Points +60
Shaman's beads: Shaman's Fury, Charisma +5, Evocation Focus II
Siren's Belt: Siren's Ward, Armor Bonus +5, Proof Against Disease +6
Siren's Charm: Siren's Ward, Constitution +5, Sonic Resistance +18
The rune arm Titan's Fist now gives +6 Intelligence.
Monsters

Purple Worms are now immune to knock down effects.
Champion damage-over-time effects now look like the element they are associated with.
Monsters will now take the distance of their targets into account, with closer targets more likely to be targeted compared to currently on live.
If a monster kills or loses their primary target, they will now aggro correctly on who has the most hate next, instead of the closest target.
Monsters with the ability to see stealthed characters will now display an angry red eye icon to anyone observing them in stealth.
Fixed an issue where monsters who phase out of combat sometimes reappeared as a Champion.
Quests and Adventure Areas

Public areas and Taverns no longer report that they are regenerating XP debt.
Epic Inferno of the Damned, Epic Desecrated Temple of Vol, Epic Fleshmaker's Laboratory, Epic Ghosts of Perdition, Search and Rescue, Memoirs of an Illusory Larcener, and Good Intentions can now be shared normally.
Inferno of the Damned's portals now have scaling hit point values depending on difficulty, in part to avoid a "double teleport" glitch.
Mask of Deception's Arms Master now properly rolls Bluff, instead of Intimidate.
To Curse the Sky's "Investigate the Giant Device" optional no longer gives XP. The quest now gives approximately 20% more Base XP.
Text and Typos:
Corrected NPC dialogue in The Newcomers to correctly spell Dunalenthea
Corrected name of Orc Chieftain in The Slave Pits of the Undercity
Feryl Cay'Vorim in Belly of the Beast no longer asks for the wrong DC in his dialogue.
In House of the Rusted Blades, Teblyn Dun'Robar no longer calls for his warrios.
Fixed names and dialogue of the following NPCs:
The Corpse NPCs in Stromvauld's Mine
The Magic Mouth in Tower of Frost
The Portal to Khyber in the Eveningstar Cavern
The Storm Horns Transporter
Villis Magra in The Twelve Tower
ToEE Optional Rust Monster name corrected from Bladebreaker to Brightbane
Several typos fixed in the DM and/or Optional text of the following quests:
Acute Delirium
Belly of the Beast
Beyond the Rift
Black and Blue
The Chronoscope
Creeping Death
Diplomatic Impunity
Epic Inferno of the Damned
Information is Key
The Last Stand
Memoirs of an Illusionary Larcener
The Newcomers
Overgrowth
The Portal Opens
Precious Cargo
The Reaver's Fate
Reclaiming Memories
Sane Asylum
Sleeping Dust
Spinner of Shadows
Subversion
What Goes Up
Fixed the DM voice versus DM text discrepencies in the following quests:
Fall of Truth
Impossible Demands
NPC dialogue for What Goes Up fixing corrected, no longer includes /n (changed to backslash n)
Moved a spider so it is no longer under the landscape in Caught in the Web.
Loading screens have been fixed in Ascension Chamber, Litany of the Dead, Three Barrel COve, Vision of Destruction, and The Underdark.
Fixed incomplete Optional Objective descriptions in the Seal of Shan-to-Kor.
Xy'zzy's Ward is now the same on both Heroic and Legendary Hound of Xoriat, and no longer expires.
Old and inactive quest objectives from Redemption no longer display.
The Drow Optional in Search and Rescue now has a working one-way door.
Some geometry has been improved in Lines of Supply.
Fixed a ladder bug in Assault on the Aerie of the Slave Lords.
Levers in Offering of Blood have been moved to be seen more easily, and to make them more accessible.
The trap boxes in Recovering the Lost Tome and Creeping Death have been rotated so they open visibly.
Fixed a stuck spot in the Anniversary Dungeon.
Inquisitor Gnomon's text now matches his voice in Lords of Dust.
The Optional Objective "Talk your way past Pelree Cay-Vorym" in In The Belly of the Best no longer grants bonus XP. The base XP of the dungeon has been raised.
The Optionals "Slay Login Yapow" and "Slay Rhonita Hourd" in The Shadow Crypt no longer grant bonus XP. The base XP of the dungeon has been raised.
The XP on Dead Girl's Spellbook has been raised, and the quest is now marked as Very Long in the quest UI.
Races

Drow and Deep Gnome's Spell Resistance is now a flat 6, and now stacks with other sources of Spell Resistance. Drow enhancements that increase Spell Resistance stack with all sources as well.
Spells

Displacement now properly states that it can only be used on Self.
Lightning Sphere now has a functional saving throw for both monsters and player casters.
UI

Skills in the Character Sheet and level up panel now sort differently. On the Character Sheet, Skills with assigned ranks sort to the top, skills without assigned ranks sort to the bottom, and skills sort by name within those groups. In the Level Up Skill Panel, Skills with assigned ranks that are class skills sort to the top, skills with assigned ranks that are cross class are next, skills with no assigned ranks that are class skills follow, then finally skills that have no assigned ranks and are also cross-class are listed. Skills sort by name within these categories.
Guild Buffs can now be hidden on-screen. This option can be found in Options > UI called Hide Guild Buffs.
Fixed a typo when an Airship invitation teleportation fails.
Numerous minor typos corrected.
The /raid completions command now properly shows completions for newer raids.
Poison damage that lowers Wisdom on-hit has been renamed from Wisdom to Bewildering.
3
Update 36 / Update 36 Lamannia Release Notes
« Last post by Oicu on June 29, 2017, 11:49:31 AM »
Here are the Lamannia Release Notes for Update 36: Duel for the Underdark. These notes are not final, and may change over time.


Of Special Note:


New Public Area


A new public area is available for preview. You can reach the Tethyamar Mining Outpost by speaking with Arman Argentine to the west of the town square in Eveningstar.

The Mines of Tethyamar


Five new quests are available for preview! All of "Third Time's a Charm", "Graveyard Shift", "Records of the Past", "Strike Back", and "Desire in the Dark" can be accessed by speaking to the NPC Asta the Deep Minded, located outside the tavern within the Tethyamar Mining Outpost.

News and Notes:

Airships

Several Airship amenities that did not have descriptions now do.
The Airship Captain Anceia now remembers where the Hall of Heroes is.


Classes

Warlocks now receive Eldritch Blast base dice feats at levels four, eight, twelve, sixteen, and twenty (for a total of 6d6 at level 20) instead of their previous progression. Characters have been adjusted to match this new progression.
The Epic Eldritch Blast feat now grants 3d6 to Eldritch Blast.
The Epic Arcane Eldritch Blast Destiny Feat now grants 4d6 to Eldritch Blast.
Eldritch Burst's additional light damage is now 1d6.
Spirit Blast's additional light damage is now 4d6.
Spiritual Retribution's light damage on all Eldritch Blasts is now 1d4/2d4/3d4.
A monk's Stunning Fist now displays its DC.
Veteran Status 4 and 7 rogues and artificers now start with a Trouble Shooter's Set.
Artificer:
Rune Arm's cooldown has been improved by 30%.
Rune Arm's Charge Decay while moving has been reduced by 50%.
There is no longer a penalty to movement speed while charging a Rune Arm.
Artificers now get Warhammer and Light Hammer proficiencies.
Improved Critical: Bludgeoning has been added to the Artificer Class Feat list.
Artificer Admixture spells now fire straight down if the caster has themselves hard-targeted.
Rune Arm shots now scale with 100% Spell Power.
Rune Arm weapon imbues now scale with 200% Melee or Ranged Power (whichever is higher).
Homing on Rune Arms now works at about the same angles you can shoot a crossbow and still hit your target.
Cannonball Shot now uses homing.
Cannonball Shot is now a much smaller projectile.


Combat

Common persistent spells, such as Ice Storm, Acid Fod, and Glitter Dust, will now display a red circle visible to players when cast by an enemy to better understand their borders.
Pressure plate traps will no longer hit those that set them off twice.
Fixed an issue where monks with equipped handwraps were not able to damage enemies while moving or in stealth.


Enhancements

Fighter's Swift Defense and Paladin's Swift Defense now properly state that they are Action Boost bonuses to Movement Speed.
Arcane Archer Toggle Imbues now remove their effects whenever the character is wielding something other than a Shortbow or Longbow. The effects return when you return to wielding those items.
Devour the Soul's DC description has been updated to match its effect.
Fighter and Vanguard Shield Rush now benefit from abilities which add to DCs.
Deep Gnome's Phantasmal Killer SLA description has been updated to no longer use the term SLA.
Gnome's Color Spray no longer adds DR to targets that it dazes.
Tempest and Deepwood Stalker abilities that apply effects while in light or no armor now apply more consistently, including on Warforged.
Tempest active abilities that claim to be Melee Dual Wielding Attacks now actually require you to be dual-wielding.
The Critical bonuses granted in Tempest now apply more reliably.
Warlock enhancement trees now have their correct icons.
Know the Angles now has its proper icon, and its description has been improved.
The Spell Point Value at the end of Enlightened Spirit's Resist Energy SLA has been corrected.
Half-elf Artificer Dilettante's Rank two now states that it does not allow you to use Rune Arms.
Fixed incorrect values displaying in the Harper Agent tree:
Magical Endurance: Changed tooltip from 30/30/40 to 30/60/100.
Harper Enchantment: Added caveat that the +1 applies to man and off-hand weapons, but does not work with shields.
Traveler's Toughness: Changed tooltip from +5 Max HP at all ranks to 5/10/15.
Strategic Combat I and II: Added caveat that this ability does work with handwraps, but not with shields.

Spellsinger's Spellsong Vigor now has its duration listing in the tooltip.
Artificer Battle Engineer
Core Changes:
Core 2 gets +1 Stable Charge Tier in addition to everything it already does.
Core 4 gets +1 Stable Charge Tier in addition to everything it already does.
Core 5 gets +15 Physical Resistance Rating and Magical Resistance Rating addition to everything it already does.
Core 6 gets +2 Intelligence (for a total of +4 INT), +1 Competence bonus to Critical Multiplier with Crossbows, Bastard Swords, Dwarven Axes, Light Hammers, Warhammers, and Morningstars.

Tier 1:
Weapon Training has a third line added for Light Hammers, Warhammers, and Morningstars.
Field Scrapper has been added. It provides +1/2/3 to Sunder DCs.
Thaumaturgical Conduits has been moved to Tier 1 from Tier 2.

Tier 2:
Weapon Training has been added for Light Hammers, Warhammers, and Morningstars.
Wrack Construct now matches the Mechanic's version.
Caustic Strike has been added. It provides +1/2/3 [ w ] damage (.5/1/1.5 for Crossbows), adds 3d6 Acid damage, and 10d6 Rust damage. This damage scales with Spell power. Ranged variant requires a crossbow. 6 second cooldown.
Extra Action Boost has been moved to Tier 2 from Tier 3.

Tier 3:
Weapon Training has been added for Light Hammers, Warhammers, and Morningstars.
Disable Construct now matches the Mechanic's version.
Shatter Defenses has been added. Provides 1/2/3 [ w ] for Melee and .5/1/1.5 [ w ] for Crossbows, procs Improved Sunder. DC 14+INT Modifier+Sunder bonuses. Ranged variant requires a crossbow. 10 second cooldown, shared with Sunder.

Tier 4:
Weapon Training has been added for Light Hammers, Warhammers, and Morningstars.
Battle Mastery's Fusillade now lasts for 18 seconds.
Agility Engine has been added, that provides 3/6/10% Doublestrike and Doubleshot while wearing a Rune Arm.

Tier 5:
NEW: Reconstructed Armaments: +1 Competence bonus to Critical Threat Range with your chosen weapon line.
NEW: Thunder-Shock Weapon: +3 [ w ] Melee or 1.5 [ w ] Crossbow, 3d6 Electric Damage which scales with Spell Power. Procs Trip, DC 14+INT modifier+Sunder bonuses. Ranged variant requires a crossbow. 12 second cooldown, shares a cooldown with Trip.
NEW: Unlock Potential: +20 Melee and Ranged Power while wielding a Rune Arm.
Tactical Mobility: 10% Action Boost bonus to Movement Speed.


Epic Destinies

Stay Frosty's tooltip has been updated to match its effect.
Divine Crusader's Celestial Champion Crit Threat now persists through zone transfers, and no longer excludes handwraps.
The Core enhancements in Legendary Dreadnaught and Shadowdancer now properly reflect Melee and Ranged Power gained per Epic Destiny level.
Tooltips in Fatesinger have had their descriptions and flavor text improved.
Fury of the Wild's Ward Against Weird ability is now a Primal Bonus to Spell Resistance, and has new values of 5/30/60.
Magister's Call Kindred Spirit summoning spells now fail if you try to cast them under level 20.


Feats

Artificer, Bard, Barbarian, and Monk-specific class feats now have a category in the Feats panel.
All proficiencies now appear under one Proficiencies feat.
Monk active form strikes now have their correct icon.
Hellball's description now matches in both the Intelligence and Charisma descriptions.
Metal damage-type Epic Feats now persist through zone transfers.
The Epic Past Life Feat Doubleshot now gives only its intended benefit.
The feats for White and Purple Reaper Eyes no longer disappear on logout.
Burst of Glacial Wrath's freezing effect is no longer considered to be a mind-altering effect.


Items

When equipping items, the higher of Minimum Level and Absolute Minimum Level is now taken.
All Rune Arms now have Absolute Minimum Levels equal (or near, in the case of Craftable Rune Arms) to the Minimum Level they appear. This prevents situations where Rune Arms could lose their Minimum Level.
Masterful Craftsmanship Weapons from Wheloon and the Storm Horns are no longer Craftable.
Certain non-Crafting-keyed copies of the Wheloon and Storm Horns Masterful Craftsmanship Weapons that had lost their Minimum Level have been restored to an appropriate Minimum Level.
The tooltip for an item with Greensteel Augments now show their name and description.
Several raid items now have their proper orange border.
Several non-raid items now have their border updated to blue.
Sully's Old Grog now has a proper mouse-over tooltip.
Heroic and Racial Reincarnation Hearts have been renamed to avoid confusion. They are now named Heroic True Heart of Wood and Heroic True Heart of Blood.
Random loot's descriptions have been improved. Numerous descriptions have been re-typed to avoid vagueness or other issues.
The Pet Rock is now a Boulder instead of a Bowler. Well, it may still Bowl, but it does so as a Boulder.
Heroic and Legendary Bracers of the Sun and Moon now work correctly.
The majority of item-based sources of Spell Resistance have had their values reduced.
The trade-in recipes for Tempest Runes no longer show an ingredient description for Xoriat Runes.
Items that are supposed to drop on leaving an adventure now properly do so.
The Sharn Syndicate has had its loot improved. The loot is now as follows:

Nicked Light Hammer - +2, 2d6 Electric, +4 Shatter, +3 Deadly
Nicked Repeating Light Crossbow - +2, 2d6 Cold, +2 Double Shot, +3 Deadly
Nicked Quarterstaff - +2, 2d6 Force, + 4 Vertigo, +3 Deadly
Nicked Scimitar - +2, 2d6 Acid, +5 Attack, +3 Deadly
Nicked Heavy Mace - +2, 2d6 Force, + 4 Stunning DC, +3 Deadly
Nicked Kama - +2, 2d6 Electric, +3 Tendon Slice, +3 Deadly
Nicked Longsword - +2, 2d6 Cold, +1 Parrying , +3 Deadly
Nicked Greatsword - +2, 2d6 Sonic, +4 Shatter, +3 Deadly
Nicked Longbow - +2, 2d6 Electric, +3 Seeker, +3 Deadly
Nicked Shortsword - +2, 2d6 Acid, +2 Deception, +3 Deadly
Nicked Orb - Potency, + 1 Spell Focus Mastery, +60 Wizardry
Runic Trinket - +60 Wizardry, +1 Spell Focus Mastery, +17 Insightful Universal Spell Power
Corsair's Cap - Waterbreathing x3 per Day, Cold Resistance, +6 Swim Skill
Bellow's Ring - +6 Intimidate Skill, +12 Incite (Aggro), +60 False Life
Kwan's Band - +3 Wisdom, +6 Concentration, +60 Wizardry


Monsters

Purple Worms are now immune to knock down effects.
Champion damage-over-time effects now look like the element they are associated with.
Monsters will now take the distance of their targets into account, with closer targets more likely to be targeted compared to currently on live.
If a monster kills or loses their primary target, they will now aggro correctly on who has the most hate next, instead of the closest target.
Monsters with the ability to see stealthed characters will now display an angry red eye icon to anyone observing them in stealth.


Quests and Adventure Areas

Public areas and Taverns no longer report that they are regenerating XP debt.
Epic Inferno of the Damned, Epic Desecrated Temple of Vol, Epic Fleshmaker's Laboratory, Epic Ghosts of Perdition, Search and Rescue, Memoirs of an Illusory Larcener, and Good Intentions can now be shared normally.
Inferno of the Damned's portals now have scaling hit point values depending on difficulty, in part to avoid a "double teleport" glitch.
Mask of Deception's Arms Master now properly rolls Bluff, instead of Intimidate.
To Curse the Sky's "Investigate the Giant Device" optional no longer gives XP. The quest now gives approximately 20% more Base XP.
Text and Typos:
Corrected NPC dialogue in The Newcomers to correctly spell Dunalenthea
Corrected name of Orc Chieftain in The Slave Pits of the Undercity
Feryl Cay'Vorim in Belly of the Beast no longer asks for the wrong DC in his dialogue.
In House of the Rusted Blades, Teblyn Dun'Robar no longer calls for his warrios.
Fixed names and dialogue of the following NPCs:
The Corpse NPCs in Stromvauld's Mine
The Magic Mouth in Tower of Frost
The Portal to Khyber in the Eveningstar Cavern
The Storm Horns Transporter
Villis Magra in The Twelve Tower

ToEE Optional Rust Monster name corrected from Bladebreaker to Brightbane
Several typos fixed in the DM and/or Optional text of the following quests:
Acute Delirium
Belly of the Beast
Beyond the Rift
Black and Blue
The Chronoscope
Creeping Death
Diplomatic Impunity
Epic Inferno of the Damned
Information is Key
The Last Stand
Memoirs of an Illusionary Larcener
The Newcomers
Overgrowth
The Portal Opens
Precious Cargo
The Reaver's Fate
Reclaiming Memories
Sane Asylum
Sleeping Dust
Spinner of Shadows
Subversion
What Goes Up

Fixed the DM voice versus DM text discrepencies in the following quests:
Fall of Truth
Impossible Demands

NPC dialogue for What Goes Up fixing corrected, no longer includes /n (changed to backslash n)

Moved a spider so it is no longer under the landscape in Caught in the Web.
Loading screens have been fixed in Ascension Chamber, Litany of the Dead, Three Barrel COve, Vision of Destruction, and The Underdark.
Fixed incomplete Optional Objective descriptions in the Seal of Shan-to-Kor.
Xy'zzy's Ward is now the same on both Heroic and Legendary Hound of Xoriat, and no longer expires.
Old and inactive quest objectives from Redemption no longer display.
The Drow Optional in Search and Rescue now has a working one-way door.
Some geometry has been improved in Lines of Supply.
Fixed a ladder bug in Assault on the Aerie of the Slave Lords.
Levers in Offering of Blood have been moved to be seen more easily, and to make them more accessible.
The trap boxes in Recovering the Lost Tome and Creeping Death have been rotated so they open visibly.
Fixed a stuck spot in the Anniversary Dungeon.


Races

Drow and Deep Gnome's Spell Resistance now stacks with other sources of Spell Resistance.


Spells

Displacement now properly states that it can only be used on Self.
Lightning Sphere now has a functional saving throw for both monsters and player casters.


UI

Skills in the Character Sheet and level up panel now sort differently. On the Character Sheet, Skills with assigned ranks sort to the top, skills without assigned ranks sort to the bottom, and skills sort by name within those groups. In the Level Up Skill Panel, Skills with assigned ranks that are class skills sort to the top, skills with assigned ranks that are cross class are next, skills with no assigned ranks that are class skills follow, then finally skills that have no assigned ranks and are also cross-class are listed. Skills sort by name within these categories.
Guild Buffs can now be hidden on-screen. This option can be found in Options > UI called Hide Guild Buffs.
Fixed a typo when an Airship invitation teleportation fails.
Numerous minor typos corrected.
The /raid completions command now properly shows completions for newer raids.
Poison damage that lowers Wisdom on-hit has been renamed from Wisdom to Bewildering.
4
Update 36 / Re: Upcoming Systems Changes
« Last post by Refutor on June 29, 2017, 04:32:53 AM »
I think all those changes are good...the arcane archer working with bolts was obviously not working properly, and warlocks needed a bit of a nerf, I am enjoying using them though to race through heroic reaper :)  I guess the Cleric changes from before were either a rumour, or coming at a different time

Craig
5
Update 36 / Upcoming Systems Changes
« Last post by Oicu on June 27, 2017, 06:43:47 AM »
from Steelstar

U36 is shaping up to be a very large update, with some great new content, Artificer changes, and a fairly large number of Bug and Quality-of-Life fixes. There are a few of these changes we wanted to let you know about ahead of Lamannia in order to provide some design insight and provide a bit of advanced notice.


Arcane Archer
With U36, the following changes are being made to Arcane Archer (both Elf and Ranger):

Arcane Archer Imbue toggles will only grant their effects while wielding a Longbow or Shortbow.
Arcane Archers must have a Longbow or Shortbow equipped to toggle on the Imbues from that tree. Equipping something other than a Longbow or Shortbow in your main hand will cause Arcane Archer Imbues to toggle off.

(Edit: We've made some changes to how this fix is implemented. See this link.)


For a very long time now, it's been possible to use Arcane Archer toggles with weapons that aren't bows. These abilities, by their wording, are only meant to work with Bows, but there are currently ways of getting around that and applying those effects to other weapons. The pass to Rangers circa Update 28 put some changes in place to stop this that were ultimately unsuccessful. We are interested in creating better balance between Bows, Crossbows, and other forms of ranged combat in the long term. In order to make that balance work, we need to finally fix Arcane Archer to work as it is intended to.


Warlocks
With U36, the following changes are being made to Warlocks:

Warlocks now receive Eldritch Blast base dice feats at levels 4, 8, 12, 16, and 20 (for a total of 6d6 at level 20) instead of their previous progression. Characters will be automatically adjusted to match this new progression.
The Epic Eldritch Blast feat now grants 3d6 to Eldritch Blast.
The Epic Arcane Eldritch Blast Destiny feat now grants 4d6 to Eldritch Blast.
In Enlightened Spirit, Eldritch Burst's additional Light damage is now 1d6.
In Enlightened Spirit, Spirit Blast's additional Light damage is now 4d6.
In Enlightened Spirit, Spiritual Retribution's Light damage on all Eldritch Blasts and Weapon Attacks is now 1d4/2d4/3d4.


Internal and live data gathering has led to the conclusion that Warlock DPS is unquestionably too high in Heroic. It isn't simply a matter of their damage output relative to other classes (which is also too high), it's a matter of their power relative to content and other factors involved in overall game balance. Tuning other classes up to their level isn't an option; Warlock damage in Heroic needs to come down.

The above change alters the levels at which Warlocks add 1d6 to their base Eldritch Blast. On Live currently, when they reach level 20 they have 9d6; this change alters that to 6d6. To balance that against Epics, the two available Eldritch Blast feats have been increased to 3d6 and 4d6 (a net gain of +3d6, the same value that was removed from Heroics). As a result, by the time a Warlock reaches level 26, they can have exactly as many dice as they can get now.

The Enlightened Spirit changes bring the extra damage granted by these abilities closer in line with abilities in other classes. Having playtested with the changes, these abilities remain very potent.


Spell Resistance
With U36, the following changes are being made to Spell Resistance:

Drow and Deep Gnome's Spell Resistance now stacks with all other sources of Spell Resistance.
The majority of item-based sources of Spell Resistance have had their values reduced by about 1/3.
Fury of the Wild's Ward against Weird ability is now a Primal bonus to Spell Resistance (stacking with most other sources) and has new values (5/30/60).


In the U36 cycle, we set out to finally make Drow and Deep Gnome's racial Spell Resistance stack with other sources (as we said we would after the recent Race Tree pass). In analyzing the numbers involved, it came to our attention that the math used to determine what values new Cannith Crafting, new Lootgen, and recent Named Items calculated Spell Resistance at was wrong. As a result, the numbers available were much higher than we were comfortable with before adding in stacking Drow and Deep Gnomes.

With this change, a character without racial SR equipping maximum available sources of SR should be within striking distance of the necessary SR to resist high-difficulty monsters' spells. It will be very difficult (if not impossible at certain ranges) to get a no-fail value on those characters in high difficulties. With Drow and Deep Gnome values now stacking, however, those characters can much more easily compete against enemy spells.


Aggro & Stealth
With U36, the following changes are being made to Aggro and Stealth:

Monsters will take the distance of their targets into account now. Closer targets are more likely to be targeted (assuming they have not yet taken much damage) compared to Live.
If a monster kills or loses their primary target, they’ll now aggro correctly on who has the most hate next (as opposed to the closest target, as they often do now on Live).
Monsters with the “see stealthed” property will now display an angry red eye icon to anyone observing them in stealth. Note: The see through stealth property, aka “tremor sense” is not True Sight or See Invisible. Those abilities don’t actually don’t affect sight checks against players just using the stealth skill. For example, Spiders and Slimes typically have the See Through Stealth property, per 3.5 edition rules. Red- and Purple-name bosses also tend to get this ability.


These changes were the result of listening closely to player feedback and examination of monster AI in regards to stealth gameplay.


Area of Effect Spells
With U36, most Area of Effect spells cast by enemies (such as Ice Storm and Web) now have visible indicators of their boundaries on the ground. This should make more clear where enemy effects begin and end, and improve players' ability to analyze the battlefield.
6
Update 36 / Re: Cleric domains
« Last post by Oicu on June 09, 2017, 05:09:07 AM »
7
Update 36 / Re: Cleric domains
« Last post by Moulinet on June 06, 2017, 03:51:11 AM »
That's a lot of different domains  :o
8
Update 36 / Re: Cleric domains
« Last post by Refutor on June 03, 2017, 11:04:52 AM »
Air Domain
Level 2 : you gain +1 to the DC of your Evocation spells.  This increases by +1 at 6th, 12th and 18th level Cleric

Your lightning spells will use Light Spell power if it is higher.
Your light spells will use Lightning Spell power if it is higher.
Your Turn Undead works on Air Elementals.
When you use the Turn Undead your party gets a bonus to Reflex saving throws equal to half your Cleric level, and points of Electric resistance equal to twice your Cleric level for 20 secondws

Level 5 : you gain Feather Fall as an SLA
Level 9 : You gain Cyclonic Blast as an SLA
Level 14 : You gain Chain Lightning as an SLA

Animal Domain
Level 2 : You gain +1 Spot, +1 Listen and +1 Reflex saving throws for every 2 Cleric levels

Your turn Undead works on Animals
When you use Turn Undead your party gains points of Constitution equal to half your Cleric level for 20 seconds

Level 5 : You gain 20 hit points per Cleric level.  You also add twice your Cleric level to your Hit Points for each epic level you gain
Level 9 : You gain 15% fortification bypass
Level 14 : You gain Snow Slide as an SLA

Chaos Domain
Level 2 : You gain +1 to will saving throwsd for every 2 cleric levels.

When you use Turn Undead, your party gains 1d20 points of Universal Spell Power and 1d10 points (each rolled separately) of Melee power, Ranged Power, Physical Resistance Rating and Magical Resistance Rating

Level 5 : You gain Chaos Hammer as an SLA
Level 9 : Your spell critical chance is increased by 3%
Level 14 : You gain Prismatic Spray as an SLA

Death Domain
Level 2 : You gain +1 to DC of your Necromancy spells.  This increases by +1 at 6th, 12th and 18th level Cleric

Your Turn Undead does twice the normal amount of damage.  Undead that fail their saving throw are destroyed (unless they are immune to effects that cause instant death)

Level 5 : You gain Death Ward as an SLA
Level 9 : You gain Necrotic Ray as an SLA
Level 14 : You gain Destruction as an SLA

Destruction Domain
Level 2 : You gain +1 Melee and Ranged Power.  You gain another point at 4th, 8th, 12th, 16th and 20th level Cleric.

You can cast your Cleric spells while raging, and your spells are no longer penalized by Rage spells
When you use Turn Undead your party gains a Divine bonus to Melee Power and Ranged Power equal to half your Cleric level for 20 seconds

Level 5 : Durability damage for your items is reduced by 75%
Level 9 : Your weapons do an extra +W
Level 14 : Your weapon strikes add a stack of Improved Destruction

Earth Domain
Level 2 : You gain +2 Acid Spell Power (Corrosion) per Cleric level.

Your acid spells will use LIght Spell Power if it is higher
Your light spells will se Acid Spell Power if is higher.
Your Turn Undead works on Earth Elementals
When you use Turn Undead your party gains a bonus to Fortitude saving throws equal to half your Cleric level, and points of Acid Resistance equal to twice your Cleric level for 20 seconds.

Level 5 : You gain Melf's Acid Arrow as an SLA
Level 9 : You gain Stoneskin as an SLA
Level 14 : You gain Earthquake as an SLA.  The cooldown for this version is 20 seconds

Fire Domain
Level 2 : You gain +2 Fire Spell Power (Combustion) per Cleric Level

Your fire spells will use Light Spell Power if it is higher
Your light spells will use Fire Spell Power if it is higher.
When you use Turn Undead your party gains points of fire resitance equal to twice your Cleric level for 20 seconds
Your Turn Undead works of Fire elementals.

Level 5 : You gain Scorching Ray as an SLA
Level 9 : You gain Wall of Fire as an SLA
Level 14 : You gain Firestorm as an SLA

Good Domain
Level 2 : You gain +2 Light Spell Power (Radiance) per Cleric Level.  You gain +1 to the Heal skill for every 2 Cleric levels

When you use Turn Undead your party gains temporary hit points equal to five times your Cleric level for 20 seconds

Level 5 : You gain Deific Vengeance as an SLA
Level 9 : You gain Blade Barrier as an SLA
Level 14 : Evil damage is reduced by 20%.  You gain +4 on saving throws versus evil creatures.

Healing Domain
Level 2 : You gain 2 Points of Spell Power (Devotion) per Cleric level.

When you use Turn Undead your party gains points of Healing Amplification equal to your Cleric level for 20 seconds

Level 5 : You gain Cure Moderate Wounds as an SLA
Level 9 : You gain Panacea as an SLA
Level 14 : Your healing spells are quicked, as if you had the Quicken metamagic.  This does not increase their cost.

Knowledge Domain
Level 2 : You gain +2 to all skills.

When you use Turn Undead your party gains points of Intelligence equal to half your Cleric level for 20 seconds

Level 5 : You gain Suggestion as an SLA
Level 9 : You gain Feeblemind as an SLA
Level 14 : You gain half your Cleric level as Spell Penetration.  You gain +! DC to all your spells.  This increases to +2 at Cleric level 16 and +3 at Cleric level 20.

Law Domain
Level 2 : You gain +1 to the DC of your Enchantment spells.  This increases by +1 at 6th, 12th and 18th

When you Turn Undead, your party gains points of Wisdom equal to half your cleric level for 20 seconds

Level 5 : You gain Order's Wrath as an SLA
Level 9 : You gain Greater Command as an SLA
Level 14 : Chaos damage is reduced by 20%.  You gain +4 on saving throws versus chaotic creatures.

Luck Domain
Level 2 : You gain +1 to your Fortitude, Reflex and Will saving throws.  This increased by +1 at 6th level, 12th level and 18th level.

When you use Turn Undead your party gains a Divine bonus to saving throws equal top half your Cleric level for 20 seconds

Level 5 : You gain Displacement as an SLA
Level 9 : You gain 1d8 to the DC of your spells.  (Each is rolled separately)
Level 14 : If you are killed, your miraculously survive, gaining 50% of your hit points.  This can occur once per 5 minutes

Magic Domain
Level 2 : You gain +1 to the DC of your Evocation spells.  This increases by +1 at 6th, 12th and 18th level Cleric/

When you use Turn Undead your party gains a Divine bonus to Universal spell power equal to twice your Cleric level for 20 seconds

Level 5 : You gain Chain Missiles as an SLA
Level 9 : you gain a number of bonus Spell points equal to your Character level x 10
Level 14 : You gain points of Universal Spell Power equal to twice your Cleric level.

Protection Domain
Level 2 : You gain +1 to AC, PRR and MRR.  This increases by +1 at 5th, 10th, 15, 20th Cleric level.

When you use Turn Undead your party gains a Divine bonus to PRR and MRR equal to twice your Cleric level for 20 seconds.

Level 5 : You gain Nightshield as an SLA
Level 9 : You gain Radiant Forcefield as an SLA
Level 14 : Your AC and PRR are increased by your Cleric level

Strength Domain
Level 2 : You gain +2 Strength and become immune to Strength damage

When you use Turn Undead your party gains a Divine bonus to Strength equal to half your Cleric level for 20 seconds

Level 5 : Your Reflex saving throws are now based on Strength instead of Dexterity
Level 9 : You become immune to knockdown effects
Level 14 : You always make your saving throw against Stun effects.

Sun Domain
Level 2 : You gain +2 to Fire (Combustion) and Light Spell Power (Radiance) per Cleric level

When you Turn Undead, a Flame Strike comes down at your location

Level 5 : You gain Searing Light as an SLA
Level 9 : You gain Flame Strike as an SLA
Level 14 : You gain Sunburst as an SLA

Trickery Domain
Level 2 : YOu gain +1 to DC of your Enchantment spells.  This increases by +1 at 6th, 12th and 18th Cleric level.

When you use Turn Undead your party gains points of Charisma equal to half your Cleric level for 20 seconds

Level 5 : You gain Invisibility as an SLA
Level 9 : You gain Mind Fog as an SLA
Level 14 : You gain Charm Monster, Mass as an SLA

War Domain
Level 2 : You gain +1 Damage with melee and ranged weapons.  This increases by +1 at 4th, 8th, 12th, 16th and 20th level

When you use Turn Undead your party gains a Divine bonus to Melee and Ranged Power equal to half your Cleric level for 20 seconds

Level 5 : You gain proficiency in all martial and exotic weapons.
Level 9 : Your one handed weapons have a base damage die of 1d10.  Your two handed weapons have a base damage die of 2d8.  This will not reduce the base damage die if it is higher.
Level 14 : You gain Holy Sword as an SLA.  Your tactical DCs are increased by half your Cleric level.

Water Domain
Level 2 : You gain Water Breathing.  You gain +1 to Swimming and +2 Cold Spell Power (Glaciation) per Cleric level.

Your cold spells will use Positive Spell Power if it is higher.
Your healing spells will use Cold Spell Power if it is higher.
Your turn UNdead works on Ice Elementals.
When you use Turn Undead your party gains a bonus to Will saving throws equal to half your cleric level, and points of Cold Resistance equal to twice your Cleric level for 20 seconds.

Level 5 : You gain Solid Fog as an SLA
Level 9 : You gain Cone of Cold as an SLA
Level 14 : You gain Greater Creeping Cold as an SLA
9
Update 36 / Cleric domains
« Last post by Refutor on June 03, 2017, 09:43:30 AM »
https://uploaddeimagens.com.br/imagens/domain-png--2

looks very interesting.  some of the domains include turning elementals, being able to cast divine spells while raged, earthquake SLAs, +(random) 1d8 to DCs per cast, and so on

Craig
10
Neverwinter / Battletech
« Last post by Oicu on October 14, 2015, 05:22:29 PM »
for those of you who liked the turned based games.. there is a new kickstarter
Pages: [1] 2 3 4 5 6 ... 10