Greetings fellow gods,
I know many of you have waited for this day. Today we have a new magic combat skill called Floromancy for you. It's, of course, the elven magic centered around poison, thorns, and heals. You can also learn woodbending there to not piss off the elves for butchering wood with primitive hatchets - and I know what you're thinking - no, you can't use it to take all the elf wood from the tree for free.
As with all skills, this one also comes with some unique mechanics, but I'll let you discover them on your own. The trainers may have just started learning this skill, so if you don't wish to give them some years to master the art of Floromancy, creating a new world will speed up the process.
Here's the full changelog for this week's update:
Added
- New skill: Floromancy.
- 3 new recipes for Tailoring.
- 3 new recipes for Leatherworking.
Changed
- Added message to log about a character becoming poisoned, burning, or bleeding as well as when it's immune to these effects.
- Poison and Burn effects are colored differently than Bleed on health bars.
- Climbing action now takes 2 turns.
Fixed
- Temporary beings no longer become permanent after reloading the game.
- Fixed number hotkeys order for companions.
- Attempting to climb unreachable areas no longer adds Athletics experience.
Modding
- New passives and ability effects.
- Added new ability targeting options - Target Line and Random.
- Immune passive effect now works for poisoned, burning and bleeding.
The next 1 or 2 updates will be about small bug fixing or a new civilization for the hills biome. However, my attention will be on the next major update, Settlement Management, as there's still much to do there. We may skip next week if we have nothing important to update, but I'll announce it when the time comes as always.
Thank you all for playing, and may the flowers guide you,
Artur