Changelog 2.16
#----------------------------------------------
# Changelog
#----------------------------------------------
# System Changes
- Removed Shatter mechanic.
- Removed Ring affixing.
- Removed the Corruption mode.
- Primordial Fragments have been removed.
 - Essence of the Dark Soul will drop from NPC intruders in place of it.
 - For No Hit, NG+1/2/3 boss kills, additiona souls drop instead of the Primordial Fragments.
 - Primordial Enemies now drop reinforcement materials.

# Bugfixes
- Fixed the Statue SFX near the first High Wall of Lothric bonfire from looping.

#-------------------------------------------------
# Player
#-------------------------------------------------
- The player now regenerates FP passively.
 - 3 per second up to 80 FP.
 - 2 per second up to 160 FP.
 - 1 per second until max.
 - Weapon skills will pause FP regeneration during their animation and 1 second after.
 - Magic will pause FP regeneration during the fire animation and 1 second after.
- Sources of FP recovery increase now change the bounds for the stepped regeneration
 - i.e. Darkmoon Ring increases the bounds by 20, so you get +3 up to 100 FP, +2 up to +180 FP.
 - Multiple sources of this will stack, i.e. 3 sources will increase the bounds by 60.

# Poise
- Changed the poise system:
 - Removed the DS3 'toughness' system.
 - Implemented a custom system within the HKS that emulates the feel of DS1 poise.
 - Chest Armor provides stagger resistance. (Heavy to Medium only)
 - Wolf Ring now provides its own stagger resistance. This stack with the other stagger resistances.
 - Weapons that boosted poise now provide their own stagger resistance. This stack with the other stagger resistances.
 - Spells that boosted poise now provide their own stagger resistance. This stack with the other stagger resistances.
 - Items that boosted poise now provide their own stagger resistance. This stack with the other stagger resistances.

# Flasks
- Enemy kills will now build up Estus Flask charges. Every 5 kills will restore a flask.

# Timed Block
- Using a block at the right moment will reduce the guard stamina cost to 0.

# Movement
- Lightweight or super lightweight players will move 5% faster.

# Rhythmic Attack
- The player can now perform a 'Rhythmic Attack' by pressing their next attack input during a 8 frame window during most normal attacks.

- A rhythmic attack will:
 - Cause the next 'normal' attack to be performed faster: starting at 3% and increasing to a cap of 30% faster if multiple rhythmic attacks are performed in a row.
 - Cause the next attack to cost only 50% of its usual stamina cost.

- Magnum Ursus will describe the mechanic to you if you need help, and contains the toggle for the 'tutorial' markers that show where 'Rhythmic Attack' window is (orange circle), and if a 'Rhythmic Attack' has occured (green circle).

#-------------------------------------------------
# Player Setup
#-------------------------------------------------
- Changed the starting gifts.

#-------------------------------------------------
# Bonfire
#-------------------------------------------------
- Adjusted the bonfire menu:
 - Added "Open Smithbox" sub-menu (unlocked by purchasing the Smithbox from Andre)
  - Adds "Reinforce Equipment" option
  - Adds "Infuse Equipment" option
  - Adds "Repair Equipment" option

 - Added "Open Spellkit" sub-menu, adding the spell ascension menus to the bonfire:
  - Adds "Sorcerer's Spellkit" option (unlocked by purchasing the Sorcerer's Spellkit from Magician Quilion)
  - Adds "Pyromancer's Spellkit" option (unlocked by purchasing the Pyromancer's Spellkit from Helia of the Lake)
  - Adds "Priest's Spellkit" option (unlocked by purchasing the Priest's Spellkit from Scribe Vadan)
  - Adds "Hexer's Spellkit" option (unlocked by purchasing the Hexer's Spellkit from Sinner Argith)

 - Added "Open Hunter's Toolkit" sub-menu:
  - Adds "Enable/Disable Hunter's Dash", allowing you to toggle the Bloodborne dash at the bonfire.

#-------------------------------------------------
# Castigations
#-------------------------------------------------
- Occultist Grudore now hosts the Castigations.

- Replaced Curses with Castigations.
- Added the ability to apply debuffs to yourself, or buffs to enemies, in exchange for chances at Essences of the Dark Soul.

- Player castigations:
 - Abyssal Maw
  - Soul absorption is reduced by 50%.
  - Enemy kills have a 1% chance to award 1 Essence of the Dark Soul.

 - Brittle Bones
  - Your absorption will be reduced by 30%.
  - Enemy kills have a 1% chance to award 1 Essence of the Dark Soul.

 - Fresh Meat
  - Enemies will detect the player much easier, and will always prioritise the player first.
  - Enemy kills have a 1% chance to award 1 Essence of the Dark Soul.

 - Fading Flasks
  - Your Estus Flask will be 30% less effective.
  - Enemy kills have a 1% chance to award 1 Essence of the Dark Soul.

 - Lethargic Mind
  - Your passive FP regeneration becomes 0.
  - Enemy kills have a 1% chance to award 1 Essence of the Dark Soul.

- Enemy castigations:
 - Wounded Fury
  - Enemies deal 30% more damage while below 50% HP.
  - Enemy kills have a 1% chance to award 1 Essence of the Dark Soul.

 - Thick Hides
  - Enemies take 30% less damage while above 50% HP.
  - Enemy kills have a 1% chance to award 1 Essence of the Dark Soul.

 - Stout Hearts
  - Enemies have 50% more HP.
  - Enemy kills have a 1% chance to award 1 Essence of the Dark Soul.

 - Regenerative Skin
  - Enemies will regenerate 1% HP plus 25 HP every 2 seconds.
  - Enemy kills have a 1% chance to award 1 Essence of the Dark Soul.

 - Spectral Shift
  - Enemies are now invisible until damaged.
  - Enemy kills have a 1% chance to award 1 Essence of the Dark Soul.

 - Relentlessness
  - Enemies will no longer act passive when fighting together as a group.
  - Enemy kills have a 1% chance to award 1 Essence of the Dark Soul.

 - Alacrity
  - Enemies will move 50% faster.
  - Enemy kills have a 1% chance to award 1 Essence of the Dark Soul.

#-------------------------------------------------
# Enemies
#-------------------------------------------------
# Bosses
- Sister Friede poise reduced to 0.
- Reduced the health of several bosses.
- Moved the Twisted Knight into the Forgotten Colosseum.
- Corrupted Gundyr is now tuned as an early-game boss.

#-------------------------------------------------
# NPCs
#-------------------------------------------------
- Magnum Ursus now hosts the Castigation system.
- Added new merchant: Alyx the Wandering Merchant
 - Found in Archdragon Peak and the Ringed City
 - Stock rotates randomly.

- Added new mechant: Lonesome Gavlan
 - Found in the Forgotten Catacombs.
 - The player will occasionally be able to sell specific consumables for a large amount of souls

#-------------------------------------------------
# World
#-------------------------------------------------
# Treasure
- Redistributed treasures.
- Removed several mimics and chests
- Petrified Stones are much less likely to drop.

# Connections
- Removed the direct warps:
 - Undead Settlement -> Farron Keep
 - Undead Settlement -> Catacombs of Carthus

- Added in the "Forgotten Catacombs", a mini-level that is used to traverse between the following levels:
 - Undead Settlement
 - Road of Sacrifices
 - Catacombs of Carthus

# Maps
- Removed Memory of Strength.
- Removed Memory of Endurance.
- Added "Forgotten Colosseum":
 - A wave survival gauntlet, with the Twisted Knight as a boss at the end.
 - Enemies provide high amounts of souls, making it a good place to farm if desired.
 - Player can leave at any time, except during the final boss fight.
 - Accessible from Firelink Shrine.
 - Quitting out will simply reset the gauntlet.

# Cemetery of Ash
- Corrupted Gundyr no longer has a portcullis blocking access.

#-------------------------------------------------
# Items
#-------------------------------------------------
- Added Essence of the Dark Soul:
 - Consumable item that grants a tremendous boost for a short while.

#-------------------------------------------------
# Weapons
#-------------------------------------------------
- Pulsating now grants 10% max FP.
- Enchanted now grants 10% max FP.
- Clarity now grants 10% max FP.

#-------------------------------------------------
# Rings
#-------------------------------------------------
- Strength of all rings has been adjusted due to the removal of +1, +2, +3, +4 and +5 versions.

# Stalwart Ring
- Renamed Bulwark Ring.
- Changed effect to: Attacks against enemies will restore 1% HP per hit.

# Eagle-eye Ring
- Renamed Red-eye Ring
- Changed effect to: Boosts the attack power of ammunition by 25%.

# Fool's Sigil
- Changed effect to: Boosts the attack power of throwable items by 100%.

# Wretched Pendant
- Changed effect to: Boosts the attack power of heavy attacks by 25%.

# Ring of True Sight
- Changed effect to: Holding a shot for a short while will boost the attack power of ammunition by 50% for that shot.

# Gower's Ring of Protection
- Changed effect to: Whenever you are hit on the back, you recoup HP, restorting 10% HP over 1 second.

# Old Man's Gambit
- Changed effect to: Using different consecutive attacks will reduces weapon stamina consumption by 25% and increase all damage by 10% for 2 seconds.

# Unholy Remains
- Changed effect to: As HP lowers, damage is increased dramatically, up to 50%. However, HP recovery is reduced alongside, up to a 100% reduction.

# Focusing Ring
- Changed effect to: Whilst standing still, the rate of FP recovery is increased.

# Young Dragon Ring
- Changed effect to: Whilst standing still, the damage of magic spells is increased by 20%.

# Great Swamp Ring
- Changed effect to: Whenever damage is suffered, cast speed is increased by 25 and fire damage by 20% for 8 seconds.

# Morne's Ring
- Changed effect to: Whenever a spell is cast, the caster is immune to stagger and lighting damage is increased by 5% for 12 seconds, stacking for each cast.

# Deep Ring
- Changed effect to: Whilst standing still, the damage of dark spells is increased by 20%.

# Ring of Londor
- Changed effect to: Conducting a successful backstab will turn the body nigh on invisible, mask the noises of the caster and prevent fall damage for 30 seconds. Boosts backstab damage by 30%.

# Spirit Amethyst
- Changed effect to: Attacks against enemies will restore 2% FP per hit.

# Cursed Ring of Evasion
- Reduced evasive movement buff to 25%.
- Reduced max HP debuff to 20%.

# Cursed Ring of Vengeance
- Changed effect to: Grants stagger immunity whilst attacking.
- Reduced max HP debuff to 20%.

# Cursed Ring of Deflection
- Reduced max HP debuff to 20%.

# Cursed Ring of Confusion
- Reduced max HP debuff to 20%.

# Drum of Rhythm
- Increases Rhythmic Attack window by 100%.
- Sold by Magnum Ursus.

#-------------------------------------------------
# Covenants
#-------------------------------------------------
- Removed Covenant bond levels.
- Covenant drops are now added directly to the player inventory without the item pickup prompt.
- Covenant drops will occur 10% of the time upon the death of an enemy.

#-------------------------------------------------
# Sidearms
#-------------------------------------------------
- Hunter's Pistol is now purely a parrying tool. It no longer emits a bullet, and thus will more reliably cause parries. However it no longer deals any damage.
 - Adjusted the force parry window to make the pistol easier to parry with.
- Removed the parry frames from the other sidearms.
- Boosted the base damage of the other pistol sidearms, as they are now intended for damage.
- Reduced the stamina cost of the pistol/spray sidearms.
- Reduced the cancel window for the 'cannot fire' animations for the pistols.

- Added weapon jam mechanic to the pistol/spray sidearms:
 - There is now a base chance to play the 'cannot fire' animation each time the pistol is used.
  - Hunter's Pistol: 5%
  - Repeating Pistol: 10%
  - Evelynn: 5%
  - Blunderbuss: 20%
  - Rosamarinus: 25%
 - Rapid attacks will boost the jam chance, stacking up to 5 times. Each stack decays after 5 seconds.
  - Shot 1: +5%
  - Shot 2: +5%
  - Shot 3: +5%
  - Shot 4: +5%
  - Shot 5: +5%
 - After a jam, there is a grace period of 4 seconds where you cannot get another jam.
 - The first shot (if you have not shot for 30 seconds or more) will never jam.
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