Hello MassiveCraft! We hope you’re having a wonderful day. Here is a changelog of all the Lore changes and updates we’ve had for this week of September 25, 2022. Rewrites and particularly important information are labeled in Bold.

Alchemy and Engineering Update

Read here!:

  • https://wiki.massivecraft.com/Artificer_Point_Buy
  • https://wiki.massivecraft.com/Technician_Point_Buy

Big Changes Overall:

  • Concepts of “Alchemy” and “Engineering” merged because they are too poor in content as stand alone. 
  • This merged thing is then again split into “Artificer” and “Technician” to allow for creative design. 
  • Most old Alchemy and Engineering packs were made Specials because they didn’t add anything. 
  • The few actual abilities in both were buffed or mechanically altered to make them more useful. 
  • A ton of new abilities were added in both Artificer and Technician, some really cool ones in the latter. 

The problem sort of was, any “solution” we came up with would run into issues when players start combining tech with the usual crp meta, but at the same time, we should allow a kind of meta combo design to be possible, it would be lame to shut off engineering into its own thing. So, with that in mind, Artificer is designed to be combined with other stuff, whether that is Magic or Melee PB or Vampirism, while Technician is an entirely standalone mechanic for Mundane (ish) Characters who don’t buy any of the other Meta abilities for CRP, where we didn’t let concerns over concept poisoning and meta ability collecting concern us in ability design. 

Minor Changes:

  • There is no such thing as a locked out Engineering branch anymore. Anyone can pick any branch, even living metal. 
  • Artificer has the new branches ice-like jalid, spider-like Arana and Estel-like Nephiltech. 
  • Technician has the new branches arabesque Azraqtech, Dwarven Vaulttech, and Allar Chemtech. 
  • Allar lore modified, so Allar no longer think tech is crude, because they invented Chemtech. 
  • Made Dark Metal optional for Vampires, but they don’t need to switch to it. 
  • Made Niphiltech optional for Cahal, but they don’t need to switch to it. 
  • Cahal & Vampirism changed wording for Afflicted points from Engineering to Artificer Point Buy only. 
  • Geist/Undead/Archon are limited to Artificer until potential lore rewrites in the future. 

Spell Point Buy Changes

  • Enchanted Well –> Enchanted Buffer
    • Name change to prevent confusion. Granted HP down from 7 to 5.
  • Healing Hands: Can now be used to heal out of combat.
  • Break Enchant: Radically altered.
  • Lightning Immune added as a Special. 

Presence Point Buy Changes

  • Mundane familiar can now be a magical familiar if you have 1 point in Spell Point Buy.

Scholar Point Buy Changes

  • Combat Theory from Scholar Point buy is no longer link powers, they’re mundane techniques that function like link powers.

Affliction Changes

Vampires and Cahal

  • Can now spend commutable points on Roguery.
  • Clarification added that Vampires and Cahal cannot off-screen NPC feed, they must feed on actual player characters, once every 2 weeks.

Racial Changes

Isldar and Asha

  • Cold/Lightning immune Abilities removed, replaced with specials that do basically the same thing.
  • Asha now have a new special that lets them get Living Metal as a branch, even if they don’t invest into Technician. (But still requires them to invest 1 point into Artificer/Technician).

Kathar and Yanar

  • Changes made to clarify Kathar can only ever be void things (except Marken) or Exist if they’re a cult of light. Same as Yanar. Dulofall Yanar added to allow for Void Yanar. 
  • Yanar can now be undead. Kathar and Yanar can only ever be Ghosts/Infesting a suit of armor, because of the lingering Void/Exist essence in their corpses preventing them from being repossessed by the now Ordial soul. 

Qadir

  • Racials and abilities updated! Read more here at: https://wiki.massivecraft.com/Qadir#Racial_Abilities_&_Specials 

Religion Changes

Demon Attendants and Automatons Update

  • Now have clear rules about their languages. They get Common, plus their creator/summoner’s native language. It must be exactly that language. If they want anymore, they must invest. This doesn’t need a character app re-review as long as no-one tries to sneak in an alt language.

Ability List Changes

Updated to reflect modern standards. Read more here at: https://wiki.massivecraft.com/Ability_List

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