00 // Patch Notes

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00 // Patch Notes
The thread is dedicated to serving as a public board that not only reveals massive updates across Game Mechanics and Customs, but explains the mindset of the Staff that led to said updates. These changes to the game are always with the intent to improve the quality and general experience Role-Players gain. Sometimes these changes are as small clarifying the rules which may be ambiguous. While other changes are massive, which effectively serve as overhauls. The most important mention is that these updates are not final, but they can only be undone or reworked when major flaws are recognized.

01 // Patch Notes
[ Inherent Status Effects ] have been edited for clarity sake as well application. Application wise, inherent status effects refer to the phenomenon when a character has interacted with specific sources that can inflict negative aliments appropriate to the source itself. When exposed to these specific sources, the negative aliment will develop. The only way to prevent these negative aliments is to possess abilities that grant immunity or resistance. Damage Shaving of any degree does not prevent these negative aliments but will prevent the initial damage from the technique itself, that’s an important note to remember. Click the Link at the Beginning of this Paragraph for Further Information.

[ Touch Base Emitters ] are universally being edited to explicitly determine the area of effect their powers can influence, especially for specific Quirks that can end the match after one touch. They also are being updated to be very detail in what type of targets are effected by their Quirk, to help clear up confusion for how they interact with targets in the Role-Play. The last bit of important information regarding Touch Base Emitters is determining which one is victorious when put against each other. The touch base emitter with the higher rank shall win the collision, other both powers will trigger simultaneously which can lead to a draw in most situations. Below are the Quirks targeted for edits.
  • Overhaul
  • Decay
  • Compress
[ Power-Plays ] were a prevalent issue throughout the entire Internal Plot: The Sun Shall Fall. The issues ranged from not understanding what could constitute as an actual power-play to not understanding the context of what power-plays were able to do. Typical within the Role-Play, Power-Play refers to the act of the Role-Player illegally deciding the actions of a character they have no control over. In Internal Plot, Power-Plays were used as means to attempt to significantly influence the story-line. Considering both concepts were tilted the same, the Staff has decided to rename Power-Plays in event context to the term ”Mega Move”.

Another attempt in reducing further issues regarding Mega Moves is formally applying a definition to what can even be considered a Mega Move. These are grand scale actions that involve influencing the environment on a massive scale and/or a mass audience. These are considered Mega Moves because it forces NPCs and Characters to respond without dictating what their responses. If vague, take the example the character Jeremiah’s actions within the Internal Plot linked at the beginning of this paragraph. He applied his radiation to the plumbing system of a building which would cause it to spread eventually throughout the Middle Sector itself, forcing character to evacuate the area or risk being poisoned.

[ Parent Techniques ] were re-checked to address some balancing issues present within Canon and Custom Quirks. Although the focus was on Custom Quirks and the Parent Techniques only, some of the actual Style Techniques submitted need to be addressed as well. Understand that the changes made are backed by the desire to prevent broken mechanics that slipped through the crack when approved the first time. Other changes relate to increasing the practicality of the Quirk, allowing it to function and not immediate harm the character for doing so. I cannot speak in-detail what the following Quirks were altered, I will provide brief explanation to why the following list of Quirks were changed.
  • World Trigger & One For All - Reducing the Number of Support Cards Needed to Activate to Allow 1 Card to Dodge & Block in the Same Turn of Activation.
  • Phoenix Force & Omega Force - Provide More Regulation for the Phoenix Force's Control and Omega Force's Environmental Boosting.
  • Elemental Style Techniques - Cannot Lower Attributes Independently unless its Targeting an Attribute(s) not the Focus within the Status Effect.
  • Discord - The Parent Technique needs to be re-written to express clarity. The Style Technique Songs of the Fire Pit have to also be edited to remove the option to abuse.
  • Weak Force - Restrict the Quirk from Style Techniques that Lower Attributes. Determine the Speed of Environmental Influence for future Events.
[ Traits ] were also visited in this patch, especially to restore some value to some of them as well alter some of them for clarity reasons and improve functionality. Most of the clarification and improvement occurred in the Persona Traits so that Role-Players can feel more comfortable in utilizing their perks gained from those traits in the future. Most of them will not change in the perks already designed, except for three which were targeted for a complete re-working to maintain balance. Another trait to garner focus was Timely Arrival, which will be altered to allow for a clean description of on how to utilize said trait.
  • A Character Can Only have a Maximum of 3 Personas Now. Nonchalant Received Overhauling
  • Arrogant Received Overhauling
  • Serious Received Overhauling
  • Nonchalant Received Overhauling
[ Style Techniques ] were edited regarding the amount of Battle Cards need to utilize certain ranks. The increased ratio of cards needed to perform higher rank Style Techniques occurred to give more value to a Prodigy Trait in the making. It will be designed around developing control and efficiency on a disciplined level, allowing the character to perform techniques with more ease than other Non Prodigy Archetype Character. It is important to mention, when the Rank mentions how many cards are required it is referring to the number of cards that need to be spent or will be occupied. Occupied does not mean you are spending these cards each turn. Rather you have them in permanent use until the technique is deactivated, which will prevent them from refreshing at the designated times.

Thank you for tuning into 01 // Patch Notes and make sure to frequently checking the threads and repertories associated with details revealed in this post. The changes themselves have already began, however the Staff is not finished. This update began Sept. 6th and will end in the evening of Sept. 7th.

 
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01.1 // Patch Notes
[ Custom Items ] has received an update in regards to their Perks and Boosting Capabilities.
  • C-Grade Items: 1 Default Perk | Can NOT Boost Any Value.
  • B-Grade Items: 2 Default Perks | May Boost Any Damage or SPM by 0.5 Point Only.
  • A-Grade Items: 3 Default Perks | May Boost Any Damage or SPM by 1.0 Point Only.
If you have any items that don't conform to this Patch Update, contact myself or @Apriori with a VM message that includes your item name and link to your repertoire thread. You may also contact us primarily over Discord @ Sub-Negro#0717 for Apriori or @ Broly#8686 for myself. If your item is not self reported in this fashion, the Staff will edit the Item in question when discovered.
 
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01.2 // Patch Notes
[ Quoting ] has received a rule update after discussion between staff. From now onward, quoting posts without responding to the move or placing a check request within three hours is formally forbidden. Namely, posts simply announcing that one will edit in their move later on are not allowed, as their only intention is to deprive the other party with their right to edit their posts. Quotes are only to be done in the event that one has an issue with the move in question that they intend to discuss and/or have checked. Failure to adhere to this rule will result in punishments deemed appropriate. Any questions regarding this update can be brought to any members of the staff either on site or on Discord.
 
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01.3 // Patch Notes
[ Support Cards ] have received an update that is a mixture of a clarification as well alteration to the rule. Beforehand, Support Cards were only meant to enhance your fighting capabilities. That purpose was the reason why Support Cards were unable to deal damage, block damage, and avoid damage. This ruling complicated the usage of Support Cards, outside of boosting, because some Support Style Techniques such as Phasing should logically allow you to “avoid damage” without the need of spending a Dodge Card.

Prior to this update, that was not the case and you indeed needed to spend a Support Card to be able to Phase and then a Dodge Card to dodge despite already phasing. The desire to make competitive battling smoother, or otherwise less complicated regarding conducting it, Support Cards now can serve as substitutes to Attack, Block, and Dodge Cards. This is not universal across the board, which means you would need the appropriate Supportive Style Technique to substitute these cards.

The Current Official Ruling
Spending a Support Card means your character is performing an action that enhances themselves or adopts the role of Other Cards.
 
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01.4 // Patch Notes
[ Battle Cards ] have received an update in regards to the refresh rate in order to emphasize the necessity of resource/card management within the Dawn of Tomorrow Role-Play.

The Current Official Ruling
The Refresh Cycle for Battle Cards has been extended from three turns to four turns.

[ Keywords ] have also received an update. Keywords can only be created within the Parent Techniques of Quirks or Martial Arts. Techniques, Costumes, or Items cannot create Keywords in of themselves. Take not that while Style Techniques are bound by the Keywords outlined in the Parent Technique of the Quirk/Martial Art they are associated with, Costumes can still possess Keywords from the established Keyword List should the Costume warrant it. Of course, this is subject to moderator discretion as well during the checking process.

[ Technique Tactics ] have been updated, their definition extended. The various tactics are as outlined below:
  • Damage Dealing/Blocking
  • Decreasing any value
  • Increasing any value
  • Enhancing mobility
To reiterate Tactic rules, Style Techniques cannot consist of multiple tactics. They can only Damage, Increase Any Value, Decrease Any Value, or Enhance Mobility. Style Techniques can be submitted with both possibilities and approved, however when in Real Battles a choice must be made.
 
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01.5 // Patch Notes
[ Personas ] or Traits that are contingent upon Personas being successfully used, have experienced a revamp to create the clearest read on them. As of now, it may read like any lie or any trick can be performed regardless of how little and the conditions have been satisfied. I want to be clear, any Persona requiring actual Role-Playing to be conducted to satisfy its conditions is not pointless. Without the Personas, characters can behave without consequence in any manner they choose despite not having certain personalities traits upon Bio Approval. The Personas mandate that in certain interactions, regardless of how the controller of the Character wants to behave, their character is subjected to the rulings regarding the interaction. This helps force Role-Players who do not want to RP authentic, to RP authentically.

Side Note #1:
The Phrase "Within Reason that Matters to the Target" means that you cannot engage a character and declare yourself to be five years old ( as the lie ) and have satisfied the Persona's conditions. Not only must the lie be within reason, it also must pertain to the target's interest. Otherwise it is not a trick or lie, but just nonsense dialogue.

Side Note #2:
Each Persona is declared either a Narrative or Battle Persona, which dictates when the Personas can be used. Wanted to make sure that is clear cut amongst the community.
 

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02.0 // Patch Notes
[ Archetypes ] has received alterations to prompt a stricter Attribute Layout that not only differentiates from each other, but ensures that through growth in the Role-Play it will not ruin their design:
  • Archetype's Fatal Flaws has been Reduced to Three [3] Points instead of Four [4] Points. Anyone whom had allocated Four Points in their Fatal Flaw can reallocate it to another attribute. Remember that Human Caps are still relevant when doing so.

  • Archetype's Battle Decks have been altered in the Card Amounts. Regardless of the Archetype Chosen, Each Card Type Can Only Gain Two [2] Additional Cards. This Can Only be Bypassed with Quirks.

  • New Archetype: Sentinel has been released to the public. This Archetype was designed to be the most optimal build if you desire your character to be all around. Jack of All Trades, Master of None.

  • Make Sure to Re-Read Your Archetypes. Some of them were altered regarding the Health Points it offers, therefore some of you either dropped or raised in HP Totals.
[ Traits ] have also received alterations, most regarding the amount of additional trait slots a character can gain. Do not confuse additional trait slots with bonus trait. The latter do not require a slot, which means your character just simply has that trait. Additional trait slots refer to the opportunity to gain more space to possess more traits, naturally. The other big edit to Traits is simply the release of new one. A big wave, there are several traits that will be released in the next two days. Check the Trait List thread periodically throughout the next two days. Some critical information about these new waves of traits:
  • Four New Personas
  • The Reckless, Intuitive, Lunatic, Timid, and Personas Gained an Extraordinary Trait Each.
  • Battle Deck Related Extraordinary Traits will be released.
[ Card Types ] have received updating in regards that there are Three [3] Official New Card Types. Previously only Quirk and Martial Art Parent Techniques could offer unique cards, however now Custom Cards cannot be created anymore. In response to this ban, new card types were released so that its possible for any Role-Player to obtain them regardless of they possess a Parent Technique that offers it or not.

[ Scooping ] has also been changed considering that Universal Scooping has become available to the public. Although moderated, the Role-Players no longer have to obtain Universal Scooping as some sort of Prize.

[ Followers ] Followers is a growing development in the Role-Play, which has inspired the Staff to jump ahead of the potential problem regarding the system. A Role-Player can theoretically earn an infinite number of followers. Therefore, a limitation is being placed. There are different types of followers, so this section of the Patch Note is dedicated to explaining this phenomenon:
  • Fodder Followers ( NPCs ): these refer to followers granted by traits ( or Base Purchases ) such as Cult Following and Personal Militia ( or Custom Variations ). These followers cannot grow in most circumstances and remain the same value upon purchase or obtainment. A Character ( Not NPC ) Can Only Possess One [1] Fodder Follower Trait ( Not Multiple ). Permanent Damage is Constantly Active for these Followers.

  • Personal Followers ( NPCs ): these refer to followers granted through Narratives where your character establishes a strong enough relationship with them. These followers cannot grow in most circumstances and remain the same value upon purchase or obtainment. A Character ( Not NPC ) Can Only Possess Three [3] Personal Followers. Permanent Damage is Constantly Active for these Followers.

  • Developing Followers ( NPCs ): these refer to followers granted through Narratives where your character establishes a strong enough relationship with them. These followers are the closest thing for Role-Players whom want multiple character sheets. Either pre-determined or custom made, these followers grow in identical fashion to the Main Character Sheet. A Character ( Not NPC ) Can Only Possess One [1] Personal Followers. Permanent Damage is Constantly Active for these Followers.
[ Synergy ] has become monitored more strictly. The Staff definitely encourages for the Role-Players to have tons of synergy in their repertoires, however we will not support or promote broken infinites. An Infinite refers to the combination of pieces that generate an endless outcome. Those tend to always ensure victory and have been deemed tasteless. Therefore, once an infinite has been acknowledge - it will be altered immediately. The alterations take place immediately, regardless of the thread your character currently is participating in. Everyone should keep that in mind before attempting to gain an infinite.
 
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02.1 // Patch Notes
[ Free-Form ] Free-Form is the act considered using your Quirk without the need of Style Techniques, which please do not mistake with narrative uses of your Quirk. That is just narrative uses, incidents not to be worried about so much. Free-Form has been sought out because of its obvious advantages, allowing one to completely ignore the Technique Attribute. Due to the various advantages Free-Form offers ( such as ignoring Rank v Rank stipulations ), it is now being regulated as a Keyword.

Why a Keyword? Keywords and the amount of them determine what a Parent Technique will allow and not allow. If you truly desire to be able to use your abilities Free-Form, you must be willing to give some power up considering it allows the character to completely ignore an attribute. For those with Quirks that currently allow Free-Form, your parent techniques will be rechecked to adjust appropriately. Transformations are excluded from this checking process only because we do not want to have you waste a Technique Slot on simply transforming. The keyword will be known as "Free Use" and the description is below:

- refers to the versatile ability to freely spend Battle Cards without the need to attach Style Techniques. These Battle Cards will only allow Free-Form of a nature relating to the Parent Technique this keyword is featured in.​
 
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02.1 // Patch Notes
[ League ] Traits have been officially implemented into the game, thus causing traits to receive For starters, the maximum number of traits any character can obtain is twelve although it is important to know that your character only begins the game with eight slots. The rest must be earned through playing the game. Secondly, there will be opportunities where characters can earn ”Bonus” Traits which essentially are traits not occupying any of your twelve slots and those will be marked as bonus somewhere within the “Price” section of the trait. Another important piece of information to take with you is that the beginning character has trait slots allocated for certain things. Below will detail what the character must obtain and/or what a slot is dedicated for:
  • 1 Trait Slot Dedicated to the Archetype Trait
  • 2 Trait Slots Dedicated to Persona Trait
  • 1 Trait Slot Dedicated to the Quirk Trait
  • 1 Trait Slot Dedicated to the League Trait
  • 3 Slots For Customization
 

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03.0 // Patch Notes
[ Quirk System ] is the biggest installment to Dawn of Tomorrow is the Quirk System that has finally been constructed. Previously the means of growing Quirks required Mastery Points, but that has been scrapped for a more traditional RPG leveling system. Commonly referred to the Pathway System, the concept is centered around Characters that possess Quirks and a desire to optimize them to their fullest capabilities. The journey to mastery will call for the character to choose One [1] of the Three [3] Primary Pathways, which the Staff urges you to carefully consider your choices. Especially because once that choice has been made, the Role-Player must choose One [1] of the Two [2] Sub-Pathways that are available:
  • Quirk Control Pathway - refers to the discipline an individual earns regarding the mastery over their Quirk related abilities. Specializing in this Primary Pathway presents the character Two Sub-Paths. Once certain benchmarks are reached, the character will have developed enough control to utilize their earned sense of control.

  • Quirk Ultimates Pathway - Refers to the massive amount of power the character can summon regarding their Quirk related abilities. Specializing in this Primary presents the character Two Sub-Paths. Once certain benchmarks are reached, the character will have developed enough control to utilize this raw amount of power contained within them.

  • Quirk Awakening Pathway - Refers to the unique phenomenon where the character has either learned ( or experienced a significant amount of stress ) to evolve the abilities of their power. Specializing in this Primary presents the character with One Sub-Path. Once certain benchmark(s) is reached, the character will manage to not only unlock their Quirk’s fullest potential – but potential power unsought.

[ Stamina Pool ] is the next biggest system hitting the scene on Dawn of Tomorrow. Aspired to become authentic to the Manga, the Exhaustion Meter is designed to enable Characters to fight without arbitrary restrictions such as move usage. In real life, the move usage does not exist but rather the character’s ability to endure the physical taxation placed on performing Style Techniques and Free-Form Actions. In pursuit to develop the Stamina Pool system, several changes were made and regulations enforced to promote fatigue.
  • Determining the Stamina Pool - the health pool, which is determined by archetypes, influences the Stamina Pool for the character. Each Health Point the character possesses, you must add Ten [10] Points to the Stamina Pool. There is a special condition where if the health pools for any Archetype is below five, then you add an additional Twenty [20] Points to the Stamina Pool.

  • Exhausting the Stamina Pool - the Stamina Pool can be exhausted via physical energy being spent. Style Techniques of any kind or Free-Form Actions ( Aside from Dodging ) exhausts points from the Stamina Pool. The exhaustion rates differ upon the Rank of the Style Technique used, however all Free-Form Actions drain the same amount of Stamina. The rates are discussed further in the links above.

  • Attribute Layout - the Attribute Layout, when determining if the Character could use certain Style Technique Ranks, has been changed to lift such requirement. Now any character can utilize any Technique Rank if they possess enough points in the Technique Attribute. What is different is that the Attribute Layout determines the type of Stamina Taxation that occurs. Further information regarding Stamina Taxation is discussed in the link above.
 

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03.1 // Patch Notes
[ Free-Form Actions ] have become grossly overpowered with the implementation of the Stamina Pool. These actions drain the Stamina but currently do so at the lowest rate, despite easily rivaling the damage output of Style Techniques since the attributes determine damage output in most cases. Coupled that with the fact that Free-Form Actions lacked rank, it was important to create ruling that allowed Free-Form to interact with the Rank Clashing rules that exist. Further Information in the Link Above.

[ Some Traits ] with the implementation of the Stamina Pool, this has caused other systems to undergo changes. For example, the Standard Battle Deck has lost the ability to have its standard card types increased, but in trade the starting card count has been increased. This change, along with the Stamina Pool add-on, the need for certain traits to be altered has occurred. Below is a list of the traits that have been edited. Further Information in the Link Above.
  • Wild Heart
  • All I Got!
  • Vegetarian
  • Second Wind
  • Adrenaline Junkie
  • Sentinel Archetype
[ Status Effects ] with the implementation of the Stamina Pool, this has caused other systems to undergo changes. This type the Status Effects has been altered ( the ones pertaining to the Fire and Ice Elements ) to take into account the Defense Attribute ( Fire Originally behaved closely to Lightning ) and possess their own unique interactions once exposed to said status effects.
  • Mention of Fire/Flames
  • Mention of Burn
  • Mention of Freezing
  • Mention of Frostbite
  • Superheat Keyword
 
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03.2 // Patch Notes
[ Special Battle Cards ] The Role-Player is currently being experiencing a Meta focus on the Sentinel Archetype, which has defeated the purpose of the archetypes. The game is designed for diversity amongst builds and that is ruined whenever an archetype dominates the pick rate. In pursuit to restore the appeal in the other archetypes, the staff has created Special Card Types to enhance the Archetypes to not only reinforce the typical fighting style an archetype promotes but also reward individuals with more perks should they choose the traditional builds. Below is the list of cards introduced in the game. A link above is provided for further information.
  • Clash Card Belongs to Brawler Archetype
  • Capture Card Belongs to Tactician Archetype
  • Blitz Card Belongs to Speedster Archetype
  • Counter Card Belongs to Tank Archetype
  • Bombard Card Belongs to Archer Archetype
  • Boost Card Belongs to Prodigy Archetype
 

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03.3 // Patch Notes
[ Lunatic ] the Persona is currently involved in misplays due to the designing. Regardless of how the brief wording is framed in the trait, the fact that it involves the Role-Play to factor in reasoning they deemed logical – this breeds room for error. The staff understands that and will not run away from having to clear up cases involving Lunatic. Below is the current definition that will remain in the Lunatic Persona Trait:
  • During Real Battles or Plot Battles: The Character Can Spend Any Standard Card to Perform the Role of Other Cards, but within Logical Reason: Support Cards May be Spent to Function as if they were Attack | Block | Dodge Cards ( Requires Logical Reason). Attack and Block Cards can function as if they were each other ( Requires Logical Reason ).
The first important clarification the staff wants to present is any standard card performing the role of others. This line of text means that whenever you are spending a card, you are instead spending that exact card BUT that card’s function has now changed. Instead of spending, for example, an block card to block – you have chosen to spend an attack card to block.

The next and most important clarification needed is the “within Logical Reason” text. This is ultimately referring to situations where the act itself must be possible in relation to the card being used. To elaborate, let’s take the example used above regarding the attack card being used to block. In situations where you normally would spend a block card to defend, simply attacking the threat will also generate the outcome that occurs if you were to just block.

Sometimes the capabilities of the character prevents one from drawing the maximum amount of benefit from the Lunatic Persona, so that must be taken into consideration. To recap, the within reason part is referring to the action itself and how the outcome of said action needs to generate the same results, regardless of the card being substituted. We hope that applying this logic to the Lunatic Persona will assist the Role-Players in their future endeavors.
 
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04.1 // Season Patch Notes
[ Volume ] has become relevant in recent discussion within the community has shown an exploitation involving the scaling of Style Techniques and Free-Form Actions. The height dimension of projectiles was never possessed regulation which allowed for gross mis-use. Because of this possibility, the Role-Players with certain abilities could become overpowered in terms of their offensive ability. In pursuit to prevent this unregulated phenomenon, the Staff has decided to change the word Diameter to Volume to auto equate for the length, width, and height of a projectile. For further information on how volume will be treated, click the link above. Below will be simple clarifications that are a must know whenever the word volume is mentioned:
  • Whenever Volume is mentioned, this means the projectile must have a Length, Width, and Height.

  • Whenever Total Volume or Volume in Total is mentioned, this means the overall dimension cannot exceed the total amount mentioned. EX: Ten [10] Meters in Volume Total Means the Accumulative Value of the Length, Width, and Height Cannot exceed ten meters.

  • There are instances where the volume is determined by conditions. These are unique cases and are often revealed on how said condition functions. In case nothing is mentioned regarding the condition, revert to the link above.

  • Traits, Customs, and Rules will be edited accordingly. No need to resubmit, so please check your repertoires and become familiar with the new parameters.

  • There are circumstances that the word diameter will still be mentioned and thats due to projectiles or AoEs that do not possess a natural capability regarding height. In those cases, the following will be seen: This Quirk does not possess any power that factors in height, thus their actions always function on diameter scaling instead of volume.
 
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04.2 // Patch Notes
[ The Canon Characters ] was deemed rather weak and an unexciting option when participating in the Dawn of Tomorrow Game. In strive to change this, the staff has completely revamped the Canon Character system by first providing more character choices. A total of Twenty [20] heroes and villains altogether are being presented to you all at the drop of this patch notes. Secondly, the staff have taken a different method in how these characters treated via creating the blueprint in pursuit to recreate an authentic version of those characters. Unfortunately, the freedom to change the personality of Canon Character has been taken away but in exchange the characters are a bang for your buck. The blueprint is essentially a package deal among all sort of Canon Traits, Unique Quirk & Trait Effects, and slight loopholes regarding the rules.

[ Free-Form Actions ] has been edited after noticing the rather easy climb in theoretical rank it possesses, which violates the overall point of the theoretical rank. This system was designed to allow a balance interaction between Free-Form and Style Technique interactions, however the latter was never meant to rival the former on an equal footing. Free-Form is meant to be naturally inferior, but only slightly. A true build dedicated to Free-Form is encouraged to rival or overpower Style Techniques, so the Damage Magnitude required to raise the theoretical rank has increased.

Special Scenario #4 ( Free-Form Action vs Rank ): When Free-Form Actions clash with Style Techniques, there is a unique interaction that occurs since the Free-Form lacks an Official Rank. When Free-Form clashes with a Style Technique, the damage magnitude will assign a theoretical rank to the Free-Form. When Free-Form Actions are performed with Four [4] Damage Magnitude, its considered Delta Rank ( Free-Form Naturally Epsilon Rank Theoretically ). Every Four Damage Points More, will raise the rank to the next benchmark. This condition does not occur whenever Free-Form Actions are actually assigned a rank.​

[ ] have evolved once more as the Staff are encountering problems that are rather vague in the process of handling them or flawed in the general logic. Regardless of the problem, there are new interactions that have been implemented in the Role-Play to spice up the competitive scene. Knock-Back was an issue that required the Staff Member checking the battle to call the shot instead of there being an objective means of determine the distance of knock-back, if such should even occur. Massively Scaled Targets logically should be seen despite the Speed Magnitdue it possesses, thus the scaling of Style Techniques or Free-Form Actions will theoretically increase the character's tracking ability.

Knock-Back:
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Tracking vs Scaling:
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[ Some Traits ] With the recent battles and repertoires being flushed out, the staff have realized that some traits are underused or rather not much value for your trait points. Considering that, here is a list of the following traits that have been edited to be stronger.
  • Image Training
  • Juggernaut
[ Quirk System ] possessed some complications regarding some of the pathways. They either was too overtaxing, virtually making some archetype builds incompatible. Some accidently lacked the passives upon purchasing the correct number of nodes while others were unclear. Regardless of the situation, the staff recommends that you take the time to re-read the nodes, to become acquainted with the new changes.
 
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