The combat rework for Brighter Shores is now officially live! This update brings a fully revamped combat system, merging all combat professions into one global combat profession.
Make sure your game is updated so you do not miss out on the new changes! Here is a quick breakdown of what is new.
A Single Combat Profession:
- There is now a single combat profession. The Guard, Scout, Minefighter and Watchperson combat professions have been merged together. Your existing episodic combat levels have been combined into a single combat level.
- Combat items no longer need to be tuned to a particular episode. This means you can carry on using the same weapons and armor even when you change episode.
- The levels of your weapons and armor have been increased in line with your new combat level.
Other Related Changes:
- New combat capes have been added with 16 stages of progression, and per-faction appearance. The old episodic combat capes have been removed and fully refunded, so you can choose to spend the money on either a new combat cape or a new episode cape.
- Obelisks are now only used to enchant profession equipment. The Enchantress has left Hopeport because she has been put out of work by the new obelisks.
- The Infusionist (who seems strangely familiar) has arrived in the Mine Of Mantuban, and will now infuse rare combat items into epic combat items.
- A single global combat leaderboard has been added. The episodic combat leaderboards have been kept as legacy leaderboards, but will no longer be updated.
- Some potion reagents that are only dropped in combat have been changed. Please consult the Alchemist recipe book for the updated recipes.
- When crafting weapons in the Mine of Mantuban, the maximum level of weapon you can craft is now ‘crafting level × 5’.
- The weapon crafting interface has a new button which sets the level of the weapon to your combat level.
Other Improvements:
- Episode capes have been added. An episode cape can be unlocked by reaching a certain level in EVERY profession in that episode.
- The professions interface has been split into ‘Active’, ‘Passive’ and ‘Special’ tabs.
- Two new passive foes have been added to the Mine of Mantuban – Squidbeasts and Mushroom Monsters.
Balancing Fixes:
- Two-handed weapons were supposed to give faster XP, offset by a higher risk of death. However, we discovered that, due to a bug, they gave the faster XP but not the corresponding increased risk. This has now been fixed. This means you will need more healing potions when using a two-handed weapon, and one-handed weapons are no longer pointless.
- The price of most foraging items, fish, gathering items, logs, stone, and ores has been increased to correctly account for the journey time it takes to bank/sell them. This is particular important for distant items like ‘limpets’ which were barely worth the effort to collect before. The price of all potions, food, and weapons produced from these items has also increased as a consequence.
- The rate of XP gained doing crime dens has been reduced by 10% to reflect the fact that you get XP in two professions at once.
Bug Fixes:
- Fix passive rewards not always being given if your premium pass expires.
- Fix various typos.
For more detailed information on the update, you can head to the latest post from Andrew Gower:
Additionally, here are the Balancing fixes released on March 6:
- Healing potion percentages have been improved. The new percentages are: 15%, 25%, 30%, 35%, 40%, and 45%. To prevent this making it too easy to kill boss monsters, the time before you can next drink a healing potion has been increased correspondingly.
- Slightly reduce how important it is to use a weapon whose damage color matches the opponents vulnerability, as it was a bit too extreme.