Version 0.12.4:
Magic Items:
- Level 3, 4 and 5 rituals now take 1 or 2 days or 2 weeks to perform (was 2 days, 8 days and 1 month). Setup-time is equal to performance time for them now (was lower than perform time previously), making a "home location" valuable.
- Level 3 and 4 scrolls now take 1 and 2 days to scribe (was 2 and 8 days). Level 4 wands take 2 weeks now (was 1 month).
- Alchemical items of level 3+ are now faster to create. The jump from 3 days to 2 weeks (then 2 and 8 months) were a bit much. They are now 1 week, 2 weeks and 1 month.
- Ability Score raise potions now increase in necessary number over all of a character's abilities, not for each ability score separately.
- Reduced price of level 4 enchantments from 65 to 48 and for level 5 from 300 to 144 gold. They are good, but not that good, especially compared to many level 3 items.
- Enchanting now takes a lot less time: 2/4/6/8/10 weeks instead of 1/2/4/8/18 months. This makes it more realistically achievable for characters in downtime.
- The limiting factor is now the cost, and, if you craft it for sale, finding a buyer willing to shell out enough money for it. After all, even rich people need only so many consumables in stock, and can't equip a huge number of enchanted items either.
Weapons:
- I removed the Worn property from weapons (for them getting in the way on certain actions), as it was hardly ever used, but was one more thing to track. There is a new generic half-Load-penalty now that replaces it, but also applies to other gear like backpacks, which might get caught on branches as easily as dangling weapons.
- Weapon Load values have been adjusted a bit to better reflect what their Worn properties used to be. For example, Swords are 0.8 now and Axes 1.2 (were both Load 1, but Worn 1 and Worn 2 respectively).
- Cr and Ma Brawl weapons (baton, hatchet, sickle etc.) can now explicitly be also used as Impact Weapons, but are MinStr 3 now (a bit heavier than knives).
- Likewise, Reach 1-2 heavy polearms like pollaxes or duelling halberds also can be explicitly used as Impact Weapons.
- To bring Great Impact Weapons and Long Weapons in line (as all of Reach 1-2 can be used with either Skill), they are all MiStr 7 and Load 2 now (Versatile Impact now 1.5 instead of 2). Additional damage types no longer increase MinStr but instead Load by 0.5.
- One-Handed Impact Weapons were previously listed without their intended Reach (0-0.5), which has been corrected.
- Atlatls now have a Load of 0.8 (previously none listed).
General:
- A character who chooses throwing weapons as his initial weapon choice now gets 3 of them.
- I noticed that the special initial equipment choice of a helmet doesn't make sense, because anyone can pick a Basic armor for free anyway, and a helmet is a type of Basic armor (albeit a special one that only works in conjunction with a shield).
- Winged Fable-Folk no longer get a far-vision bonus and take a new penalty to resist exhaustion on flying travel instead (if flying for multiple hours/long distances).
- Random Character Creation now uses new Mage Class names (Arcanist instead of Gray Mage etc.) and same order as in spell section. Also gives Mages 2 fixed level 2 scrolls instead of random level 1 scrolls.
- Lance during Charge is now Str +8, like other Great weapons, not Str +10 (as great before version 0.12).
- Lesser Telekinesis and Telekinesis Spells now add halt the user's Proficiency/Expertise bonus to telekinetic action. User familiarity should count for something at least, without making the spell too effective (there are more effective options but Telekinesis is very versatile).
- Apparently I forgot to adapt animal stats to the reduced ma damage bonus, they still had +2.