From Zaphiel
-usefeat
Additions:
- Added Atrocity Strike to the list. It can be activated with
-usefeat atrostrike
.
- Added Harbinger specific option to display Atrocity Strike feat icon instead of command label when
-usefeat atrostrike
is assigned to one of the slots.
NUI Focus
Additions:
- The window should now retain its position after closed.
NUI Divine
Additions:
- Divine Power and Divine Favor is added.
Changes:
- It is now acessible by clerics without requiring Divine Might/Shield/Wrath feat(s).
- Added various notification options to toggle whether the notifications should be send as a tell message to your chat window. Similar to how dispel feedback is displayed.
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From Kalopsia
HELL INFERNO
- Reduced the duration from 6 to 4 rounds. Extend spell can no longer be applied to Hell Inferno.
- Warlocks now require an Epic Infernal Pact to empower this spell's elemental damage component.
Rationale: The spell was originally designed without Extend Spell in mind. Following a balance review, the team determined that even with the reduced duration of 4 rounds, total damage still exceeds that of a specialised warlock's Eldritch Blast, rendering Hell Inferno a viable choice for longer encounters, or to distribute damage across multiple targets.
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From Ice
###CL/Dispel resistance synergies
- Fixed an issue (that only came to light since we fixed the last one) that caused Favored Souls to lose their added dispel resistance bonus.
- Added again the +1 CL that Warpriests were supposed to receive at effective cleric level 16.
- The +1 CL will now be granted at majority of effective cleric levels, as soon as level 3
###Cleric CLs
- Fixed an issue that caused Seeker and Warpriest clerics to apply their CL bonuses universally. This was affecting themselves twice, yielding wild and disproportionate CL bonuses.
###Negative Item Gold Value
- Implemented a potential fix for negative value acid bombs. Current acid bombs may keep their negative value. Please report weirdness after you see this changelog```
###Loremaster Languages
- Loremaster no longer gains automatic common bonus languages every level. Instead they will gain 2 bonus language slots, total, one at level 2 and another at level 4. At level 5 they still gain an automatic secret language of their choice.
- Current loremasters - those created before the 03/09 (ninth of March) - will be grandfathered and allowed to keep their 4 common languages and secret language. However, their 4 common languages will be stored as slots, and learning new common languages instantly will become impossible.
- The -bonus_language chat command will only display secret languages to choose from (that the PC doesn't already speak).
Rationale:
I hope this comes without surprise, as LM is both an incredibly popular class for all the features it brings. Receiving 4 automatic languages diminished greatly the value of languages as a whole, as it allowed PCs to solo-bypass the interaction needed with other characters to acquire knowledge that is intentionally exclusive and racially gated. For that reason alone - and many others that surely you can figure out, including concerns with relevel spam and setting integrity - it had to go.
And while normally we are against grandfathering, since languages are entirely an RP mechanic, we felt that it would affect the RP of people unfairly to have them drop 2 random languages without warning. In lieu of designing a clunky system that forced the players to choose which languages they wanted to drop, it was common sentiment that grandfathering was the better option.
PD: Further updates to the language system are in the works.
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From KenC
Arcane Archer adjustments
- Enchant Arrow Scaling: Now increases every 4 levels after the 1st (1/5/9/13/17), capping at +5.
- Special Attacks: Changed from ranged touch attacks to standard ranged attacks.
Previously, their high AB made missing nearly impossible. The Seeker ability will retain its auto-hit (seeking) feature.
These changes have been a long time coming, but they are relatively minor to observe the class's performance before making further adjustments.
Important Note:
Ranger will be removed as a prerequisite for Arcane Archer approximately ONE MONTH from the time of THIS POST.
This detachment is to return it back to the design roots as an Arcane focused class, and with the inclusion of alternative means to access them, such as Warlock and Spellsword, it is no longer as confined or necessary for Ranger to be a qualifier.
Lastly, Rangers, and by extension other ranged characters, are not being ignored.
We have plans to work on a set of feats to improve the non-AA experience. Exact details not yet ready for release but it is on the priority agenda.
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From Starfish
Katana Visuals
- A number of new visual options for katanas
- Reworked some old content to give more variety
Blades:
- Straight Blade
- Heavy Blade
- Blade Catcher
- Long Blade (Kept)
Hilts:
- Added model for 054
- Cleaned up models to fit with all other parts
- Added star hilts
Handle:
- Cleaned up models to fit with all other parts

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From Kroatius
(PGCC Only) Emotes
- Emotes have finally come back but available only on PGCC.
New emotes added:
- EMOTE_ORDAIN
- EMOTE_SLEEP2
- EMOTE_SLEEP3
- EMOTE_KNEEL3
- EMOTE_KNEEL4
- EMOTE_HANDBACK
- EMOTE_DANCE5
- EMOTE_SIT2
- EMOTE_KNEEL5
- EMOTE_SITCHAIR
Note: If the command doesn't work, you can try -emote [emote_name]
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From the Team
###Great Ability Feats
- All the epic Great Ability feats from tier III to X are no longer selectable. Affected characters will be issued an automatic relevel.
- Great Ability II (such as Great Wisdom II) has been renamed to Legendary Ability. The I version has lost its numeral.
Rationale:
As part of the ongoing goal to balance the higher cap of AB/AC/DCs, we decided that the Great Ability feats offered an unfair advantage to maximizing combat scores, that only some characters could afford. We've decided to keep the I variant, since it allows to even scores, and the II variant, that only helps characters using an odd starting value to catch up to a predicted maximum value.
While the main target of this update is for STR/Dex based martial characters, we are aware that this change may impact casters negatively, in a period where DC abilities struggle to surpass the general average of saves to be effective, and we are working toward other updates to alleviate these issues.
Thank you for your patience.
###Item Property casting, Mordenkainen's Disjunction
The item property, Cast Spell: Mordenkainen's Disjunction, has been reduced to 15 CL from 17 CL.
This currently, and retroactively, will affect:
- Scrolls.
- Greater Gems of Disjunction.
- Any other items with this property.
Rationale
This is a targeted change to reduce the efficacy of Loremasters using Mordenkainen's Disjunction scrolls. Given the number of Loremasters in play, this was seen as oppressive, and the hope is that this change will also help add some value to Sorcerer/Wizard.