OneStreamRPG Patch 1.2:
After last Patch we decided we will bring out smaller patches in the Future ... that didn't work
New Features:
Multiple Play-Accounts on one Twitch Account.
2 for Everyone, 10 for Subscribers
New Hardcore Mode - One Death restarts your Progress.
Stash to store items.
Auto-Sell for items.
New Commands
!leaderboard hardcore
!character
!create character (hardcore, normal) !delete character (1-10) !choose character (1-10) !stash !stash put (1-25) !stash get (1-50) !autosell add (1-15) !autosell remove (x) !autosell - (Shows all the Items that will be Auto-Sold Currently).
General Gameplay Changes While Preparing for the Class Revamp of the Game we have decided to already implement some of the loot based balance changes that will have to be implemented in the future, to make playing all classes viable, first in line for this is to reward tank builds, giving them loot for their troubles.
-Players will now receive kill credit equivalent to 20% of the damage taken, attributed to the nearest enemy.
It is currently pretty hard to even get some of the earlier Arena Items, so we have decided to slow down the appearance rate of higher Tier Skeletons.
-Arena Pace: The progression speed through Arena levels has been slowed. Loot quality remains about equal; however, players will encounter earlier levels of skeletons for extended periods.
Mission Update: We have gotten the feedback of repetitive and boring missions, so we have decided to think of a few more fun missions aswell as interesting challenges aswell as rewards in this one and we hope people enjoy them more than the last ones! 80 New Missions of which 45 are completely new and 35 reworked from previous ones.
Item Adjustments: The Icy Armor has been some of the most Boring Armor in the game for some time, despite being the transition from the early to the mid game, we want to make more interesting builds viable and as such strive to make each item viable at some point and with some build in the game.
Kobold Sword: Damage per Luck Blessing increased from 2 to 10. was simply not viable in the early/mid/lategame
Slime Sword: Armor per Armor Blessing increased from 5 to 15. same as the Slime Sword
Magical Demon Sword: Added new bonus effect: Gain 10 Attack Speed.
Icy Chestplate: Users will lose 20% damage but gain 20 Attack Speed.
Icy Leg Guards: On-hit effect added: Reduces cooldowns of other armor pieces by 0.5 seconds.
Icy Rune Plating: The first attack always results in a critical hit (200% Damage) with a cooldown of 10 seconds.
Ice Guarding Cloth: On-hit effect added: The user heals for 5 HP.
Blessing Balancing: Luck has Become uncompetetive, we tried tuning it down a little bit but understood it was way out of line from the beginning. This should make people tend more towards damage and Armor. On top of that as we have added Attack Speed, the Salary Blessing will now grant Attack Speed for each Point, while we rework it completely.
Experience Gain per Blessing: Reduced from 0.08 to 0.04.
Luck Percent per Blessing: Increased from 0.07 to 0.08.
Luck will no longer influence the amount of gold received.
Salary Blessing New Bonus Effect: 0.25 Attack Speed per Blessing
Mechanics Update:Attack Speed Formula: Attack Speed works as follows: Base Attack Speed * 100 / (100 Bonus Attack Speed).
Dragon: We have noticed the Level Scaling of the Dragon to be out of line, so we have tweaked him further down, as he was able to multiply his damage on top of scaling with the players damage, which resulted in unforseen numbers.