Because patches may continue to be infrequent, it would be best to get it done without bugs or large negative surprises.
New ItemsCheck out new items at the workshop:
http://forum.melee.org/suggestions-corner/alex%27s-daruvian%27s-and-rico%27s-item-workshop-give-us-feedback-and-join-us!/Estimated number of new items: 15-20. There's a good chance of many more based on the activity levels for the next few weeks.
Gameplay changesRolls: Easier input, tighter window, distance and invincibility toned down
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Minimum population for a multiplier reduced from 8 to 4
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Better limb damage for ranged, cav, and melee. Removed minimum threshold of 6 on wpf penalty, now just STR/3 + Ironflesh
**Cav: 0 leg armor -> +50% bonus damage vs. horse's armor value. +30% damage to the neck area for melee and ranged and +30% damage to the head for melee
**Melee: Removed damage penalties against arms
**ranged: 90%->110% damage for frontal body shots, 90%->100% damage for back shots. 105%->120% for head shots (stacked with the built-in multipliers), -15% to the 55-80% range for limbs----
Horse ranged damage cap removed. The 20% damage penalty is still there.
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Horse ranged speed = 80% with ranged weapon equipped, 90% if sheathed or melee weapon equipped, 100% when dropping ranged weapons/using all ammo (may need to switch weapons to trigger). 0 ammo properly drops when using it all or switching/sheathing.
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Horse ranged speed penalty removed for the Donkey.
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Damage feature enabled with 'b' key.
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added map: counter_strike
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Wpf weight threshold changed to benefit low IF: max(6, Str/3 + IF)
**And later on changed to just Str/3 + IF**----
Only 1 xbow loaded upon spawn.
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Greater focus on performance for autobalance. Extra rewards for winning and getting valour on a x5. Better players are worth more score if you kill them for round 1.
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Siege: Winning gives a +2 multiplier. Battle: Extra rewards based on score and level. Minor gameplay adjustments.
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Increased dtv rewards by 2x.
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Other gameplay changes:
-Melee speed bonus: 2->1.8
-Ranged speed bonus: 1->1.4
Armor
-All armor gains +1 armor unloomed.
Cloth:
+1: 1 armor, 90% weight
+2: 2 armor, 90% weight
+3: 3 armor, 85% weight
Medium:
+1: 2 armor
+2: 3 armor
+3: 4 armor (same as before)
Plate:
+1: 3 armor, 102% weight
+2: 5 armor, 104% weight
+3: 7 armor, 107% weight
Gloves:
-No armor change except for +1 armor to leather gloves
-gloves get their own loom bonuses with adjusted scaling
Difficulty:
Body armor: weight * 0.9 for the end
Head: weight * 5 for the upper end
Hands: weight * 11 for the upper end
Legs: weight * 5 for the upper end
All of these are approximations
Mauls: +2-4 difficulty
Great Lance: 22 difficulty
Jousting Lance: 18 difficulty
Bows/Crossbows:
-Arrows, Barbed Arrows, Bolts made 0 slots
-Ammo increase for arrows, decreased for Bolts
-Adjusted Arrows, Barbed Arrows, and Bolts to balance hybrids
-Bow missile speed scales up again instead of scaling down, 38 to 42 missile speed
-Small damage increase for weaker bows
-Accuracy increase for bows. Better increase for Arbalest, worse increase for Heavy Crossbow
-(possible)Damage Buffs for first 3 crossbows, speed buffs for first two, slight speed nerf for Crossbow.
Many weapons experienced miscellaneous changes.
-Buffs given to weaker weapons and 1-2 difficulty increase for a few others. Nothing too exciting in that regard. Most of the excitement for melee will come from new weapons and armor.
-Some secondary modes were added or buffed
-Toned down the power level of 0 slot weapons, particularly stab damage.