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Community Manager * Member Since 2014-11-03
posté Today - 11:00:00 | #1
Hotfix for 1.39 - 28.01.15

http://www.wakfu.com/en/mmorpg/news/patch-notes/429526-hotfix-1-39-28-01-15


Thread : Changelogs  Preview message : #824200  Replies : 0  Views : 6
Community Manager * Member Since 2014-11-03
posté Yesterday - 14:48:53 | #2
WAKFU Update 1.39 Hotfix - 28.01.15 Hello,

The servers will shutdown on Wednesday the 28th of January, starting at 8:00 AM GMT / 03:00 AM EST / 12:00 AM PST to deploy a hotfix.

This will allow us to implement a list of changes which will be posted during the hotfix.

We will also update the community on the reopening of the servers as soon as the hotfix is completed.

Thank you for your patience and your constant disapproval of Iop dancing rituals.


Thread : Server Status  Preview message : #824148  Replies : 0  Views : 347
Community Manager * Member Since 2013-07-08
posté January 23, 2015, 16:00:00 | #3
Xelorium 2: Sidekick of Choice As you explore the second area of Xelorium, the time has come to reveal the big originality of its main quest! Once again, you will have to make a choice in WAKFU. Choosing a weapon? No… Not quite but close... And even better! At the end, there will be two Sidekicks but there can be only one left: which one will you choose?

You got it right!

Not only you will have to make a choice that will affect the outcome of your quest, but this decision will also allow you to get your hands on a new Sidekick!
 
What a great adventure! So let’s reveal the future and especially the past of these two Sidekicks:
 

  • PANDORA is a well known engineer in Astrub, the creator of the Teleport of Scriptures and unique Dimensional Voyager of the World of Twelve. She conducted research in order to reactivate a strange portal in the Temple of Scriptures. She was helped by the players in this quest and she is also known as the "Explorancient ".

Profile: Healer / map control
Element: Air

 
  • Leader of the Tethdrap gang, he helped the players to escape the Srambad militia and locate the Dimensional Voyagers. As a Sram agent of the Dark Master Wilby, CHAD O'MARSY adapts to any situation easily but often favours the use of his daggers. While he isn't so quick to warm to others, he eventually begins to focus on those who might, at first, have seemed like enemies (hint hint, Pandora!)

 
Profile: Damage dealer
Element: Earth
 

CHAD O' MARSY
PANDORA

And you, which one will you choose?




Thread : News  Preview message : #822847  Replies : 28  Views : 617
Community Manager * Member Since 2013-07-08
posté January 20, 2015, 16:35:47 | #4

Quote (Sting-Shotter @ 20 January 2015 15:22) *
Xelorium quest is bugged, need to break into box's security system and you need keys for that and stuff but well, the chests refuse to open -.-

Thank you for the report.

The team is already aware of it and has already corrected it and it will be fixed with an upcoming hotfix.


Quote (Duzy-Sadysta @ 20 January 2015 15:30) *
Jumpin gap jacks also are still bugged ;]

Thank you for this also and we are aware of it as well and investigating again on them.


*Moved to 1.39 Bug Reports forum.


Thread : 1.39 Bug Reports  Preview message : #821906  Replies : 22  Views : 841
Community Manager * Member Since 2014-11-03
posté January 20, 2015, 09:50:37 | #5
The servers are now open!

Thank you for your patience, time to jump back into the World of Twelve!


Thread : Server Status  Preview message : #821782  Replies : 1  Views : 1573
Community Manager * Member Since 2014-11-03
posté January 20, 2015, 09:44:18 | #6
Hello everyone,

We have decided to offer restats to classes that have been affected by the Scalded/Flaming changes.

However, we felt that the changes to many of the Sram spells warranted a restat (which is why they have also been given one!)

I wanted to confirm that, unfortunately, we will not be offering a restat to Fecas after the implementation of this hotfix!



Thread : Changelogs  Preview message : #821780  Replies : 26  Views : 3381
posté January 19, 2015, 21:13:27 | #7

Quote (Marblekin @ 19 January 2015 08:33) *
$.

The less often rares drop and the slower you level = the more time or $ you invest in the game = profit.

This is a correlation fallacy. Without buying candies from the market, the PP and wisdom caps are reasonable and easily achieved with challenges. The drop rates are minimally different at the upper levels as well, logarithmically decreasing from the very high drop rates at earlier levels.

When you buy candies or flasks, you can afford to pay less attention to the challenges because you are near the cap before the fight has begun. But you don't gain anything extra that a player who puts in slightly more effort cannot achieve in the same capacity.

The cap is also there to prevent inequality between classes.

The small amount of wisdom and prospecting on equipment is to prevent some negative behavior frequently seen in other games that offer bonus drop rate or EXP, such as a character leech standing by to collect XP and drops, being totally useless in combat. Uncapped wisdom and prospecting encourages people to sacrifice their stats to selfishly improve the rates at which they level or drop items. This is often harmful for pick-up groups, and very rarely an issue for multi-boxers who know what they're getting into.

Obviously that still happens in Wakfu, but this system is meant to limit the degree in which people can do this. Inversely, bonus XP for alts on the same account offers a reward to those who have leveled in light of this previously, so not all mechanics are meant to punish leveling new characters.

Finally, the cap helps to control the progression curve and to make it balanced for different types of players. For example:
1) If the player can reach more wisdom, the experience curve for everyone must be balanced according to the smaller percentage of players who are stacking wisdom. It means a normal player that does not do this will take much longer to progress than the former. This is not desirable.
2) To add to this, if the player can reach more wisdom and if the experience curve isn't changed, it means a hardcore player will take less time to progress (the current curve is already too shallow proportional to the rate at which they can XP). There are already many player examples of reaching the next level cap within a day or two of the cap raising.

In light of all of this, this is one of the few limits put on leveling and drops. As mentioned previously, the drop rate differences at high level content are very minimal, while the drop rates of items in low to mid-level content is considerably higher than what it was before (the return of the token system also had an impact on this). When the XP curve was shifted a few months ago as well, it greatly streamlined the leveling progression and the rate in which players received XP from monsters, especially at higher levels.


Thread : General Discussion  Preview message : #821626  Replies : 27  Views : 1086
posté January 19, 2015, 20:08:37 | #8

Quote (Agosta @ 18 January 2015 22:28) *
[Dy7] can you speed up the spell animation of Rain of Arrows as well? The cast is like 3-4 seconds long.

This is a WIP animation just for fun. Definitive will replace placeholders later.


Quote (Soundtrack8 @ 19 January 2015 14:42) *
Hey dy7, thankyou for taking on our feedback and making some changes
Do you think you could stop by this cra feedback thread if you haven't already? ;D

I also have a look there, don't worry.

I prefer when discussions are on the beta forum in a dedicated thread, it's easier to read and to debate.


Thread : General Discussion  Preview message : #821611  Replies : 881  Views : 31454
Community Manager * Member Since 2014-11-03
posté January 19, 2015, 17:29:26 | #9
WAKFU Update 1.39 Hotfix - 20.01.15 Hello,

The servers will shutdown on Tuesday the 20th of January, starting at 7.30 AM GMT / 2.30 AM EST / 11.30 PM PST to deploy a hotfix.

This will allow us to implement a list of changes that can be found here.

We will also update the community on the reopening of the servers as soon as the hotfix is completed.

Thank you for your patience, now go and gamble all your kamas to the great Ecaflip!


This post has been edited by [Picaro] - January 20, 2015, 09:17:39.
Reason for edit : Definitely had the date wrong.
Thread : Server Status  Preview message : #821582  Replies : 1  Views : 1573
Community Manager * Member Since 2014-11-03
posté January 19, 2015, 17:00:00 | #10
Hotfix for 1.39 - 20.01.15

General


Restat for Iop, Enutrof, Pandawa, Sacrier and Sram: Given the modifications made to these classes during the last update, a restat of spells and abilities will be offered to Iop, Enutrof, Pandawa, Sacrier and Sram classes, thanks to the previously used “A Classy Restat” quest system (explanation here).

Note for players who already have a restat quest in progress (the level 30 quest or the resource collection quest): If they are at the last stage from Jonk (“I’m ready to go and see Master Kano to reallocate my experience!”) and confirm the offered restat quest, this will erase the restat quest in progress. In order to take advantage of personal restat quests, players can go to the restat instance before the update. Then on the day of the update, players will already be in the instance and in addition will benefit from the 48 hours of extra restat that we are offering.

Classes


Ecaflip

  • All In: This spell now applies the new version of Stunned (-4 AP), not the old one (which caused the target to miss a turn).
Eliotrope
  • Rage: This state will now also be based on PvP health points.
  • Rage: “Rage” state applied with the passive “Rage” spell will be deactivated only at the beginning and end of the turn. This will avoid lost bonuses during the player’s turn, in the cases of HP regeneration or a life-stealing spell, for example.

Eniripsa
  • Pain Flask: “Link of Pain” state applied with this spell will now last for the duration of the Eniripsa’s turn. This state is no longer deactivated on the target’s turn.
  • Link of Pain: It will no longer be possible to apply a “Link of Pain” state to an ally. Damage inflicted per hit will be limited to a maximum of 2,000.
  • Refund Mark: When an Eniripsa is carried by a Pandawa, this spell will no longer heal the Pandawa and the Eniripsa at the same time.
  • Traid Mark: When an Eniripsa is carried by a Pandawa, this spell will no longer heal the Pandawa and the Eniripsa at the same time.

Enutrof
  • Fusion: When Scalded is applied, the spell will increase from a ratio of 20% to 24%.
  • Drheller Claws: There is now a 100% chance that a Flaming state will be applied to the Drheller at all spell levels. The spell will also apply Flaming to the Enutrof who summoned the Drheller.

Feca
  • Provocation: The spell’s effect, normally activated when cast on a player (damage reduced if the “provoked” target attacks a target other than a Feca), will no longer work on monsters.
  • Orb Armor: It will no longer be possible to accumulate damage by hitting an ally who is in an “Orb Armor” state. Orb Armor can still be applied to an ally, which will reduce the damage the ally takes from opponents.

Iop
  • Thunderbolt: Fire damage will decrease from a ratio of 41% to 19.2%. A Scalded state applied by this spell will increase from 19% to 57.6%.
  • Celestial Sword: Fire damage will increase from a ratio of 34% to 39%.
  • Uppercut: If the target is Scalded, the spell will apply a Flaming state to the Iop.

Pandawa
  • Six Roses: Fire damage will decrease from a ratio of 48% to 24%. A Scalded state applied by this spell will increase from a ratio of 24% to 72%.

Sacrier
  • Impending Death: This state lets Sacriers once again lock opponents.
  • Impending Death: When under this spell, the “regenerate missing HP” feature will no longer be active.
  • Transposition: This spell’s Dodge bonus wasn’t working. The bonus is now correctly accounted for and is effective.
  • Burning Blood: A Scalded state applied by this spell will increase from a ratio of 40% to 48%.

Sram
  • Double: This spell now costs 1 WP at the maximum spell level (instead of 0). It will cost less AP at the first levels of the spell.
  • Double: The Double will now increase to a 12-30% maximum of Sram’s HP instead of 10-25%. In return, the shield applied by Chakra will now be 50% of the Double’s HP instead of 100%.
    • Over one turn, there is a small decrease; instead of having 25% max HP and 25% max HP in Armor for a total of 50%, it will now be 30% max HP and 15% max HP in Armor for a total of 45%.
    • Over several turns, the Double will nevertheless become more vulnerable, since it will keep taking damage until death.
    • When the Chakra spell is not used, the Double also becomes stronger.
  • Hemorrhage: Hemorrhage damage now takes into account the target’s chances to Block.
  • Bled Dry: This spell applies 20% less Hemorrhage, decreasing the spell efficiency ratio from 15% (including 5% Hemorrhage) to 14% (including 4% Hemorrhage). A Hemorrhage spell applied by the Torment spell remains the same.
  • Cold Blood: This spell’s healing power has increased by 50%, from 6 to 9 HP regenerated per level of Hemorrhage. Taking into account the decrease to Bled Dry, there is still a 20% increase when using Hemorrhage to heal.
  • Bloody Ripoff: This spell’s healing power has been reduced by 20%. It healed too effectively and let players regenerate on each turn, and also regenerated WP. Two numbers after the point now appear for the healing value in the description.
  • Weak Point and Loot:
    • Sram’s spells no longer require contact with an opponent to generate Weak Point. Consequently, the descriptions have been shortened.
    • The Larceny spell’s description has been changed, using states to shorten it and make it more readable.
    • Other descriptions have been improved, especially those for spells using Weak Point.
    • This change will correct the following elements regarding generating Weak Point.
      • Weak Point will no longer be generated several times on certain spells by targeting a player or monster and an area of effect on the same cell (for example, a Feca glyph).
      • Weak Point will be generated if the target dies.

Xelor
  • Devotion: When a Xelor is carried by a Pandawa, the AP bonus will no longer be applied to the Pandawa and the Xelor at the same time.

Quests

Xelorium

Contract Rank 2 – Deadly Waves: The monster will correctly summon the third wave of monsters and become vulnerable at the same time.

Haven World

Xelorium: The Xelorium’s monsters and resources will be able to be planted and harvested.

Combat

Pandawa’s Barrel: This will once again be considered a potential target for monster AI.

Hyperaction/Hypermovement Hyperaction was too weak and hypermovement too restrictive, so the following modifications have been made.

  • At the beginning of the target’s turn, Hyperaction decreases by 10 (set) + 5 * number of remaining AP.
  • At the beginning of the target’s turn, Hypermovement decreases by 10 (set) + 5 * number of remaining MP.
  • From now on, Hyperaction and Hypermovement states will show by how much the state will decrease per turn.

Hyperaction and Hypermovement will be handled the same way. This could be adjusted in the future, depending on upcoming modifications to the classes and if the balance is satisfactory or not.

Scalded/Flaming:

A new mechanism has been put in place to Scalded/Flaming:
  • The damage is now based on the Flaming level on the caster. The max level of Flaming is 500.
  • Scalded has to be placed on the target to whom the character want to inflict damage. The max level of Scalded is 1.
  • At turn start, a Flaming character deals damage to all targets Scalded in melee.
  • If the target dies under the Flaming shot, a blast of damage is done in circle size 2.
  • The Flaming state can be accumulated over two turns. Thus, the second turn is far more powerful. Its duration can’t exceed two turns.
  • Scalded lasts until the end of the next caster turn. It can be replaced to extend the duration.
As a result of the changes , class spells using Flaming or Scalded are changed.

Iop
  • Thunderbolt: Applies levels of Flaming on the Iop, even if launched on a free cell.
  • Celestial Sword: Applies Scalded to targets in the area of effect. Damage has been increased.
  • Uppercut: Applies Scalded on the target if the Iop is under the Flaming state.

Sacrier
  • Burning Blood: Applies Scalded to targets in the area of effect. Applies levels of Flaming on the Sacrier, even if there is no target in the area of effect.
  • Blood Rush: Applies Scalded on the target.

Enutrof
  • Fusion: Applies level of Flaming on the Enutrof and his Drheller, even if launched on a free cell.
  • Drheller Claws: Applies Scalded on the target.

Pandawa
  • Six Roses: Applies levels of Flaming on the Pandawa, even if launched on a free cell.
  • Bash Barrel: Applies Scalded to targets in the area of effect.
  • Light My Fire (cast on a free cell or a target): Applies levels of Flaming on the Pandawa.
  • Light My Fire (cast on Barrel): Applies levels of Flaming (1 turn) on the Barrel. Applies Scalded to target around the Barrel. Damage increased. Barrelhop: Applies Scalded to target around the cell destination.
  • Blisskrieg: Applies Scalded to targets in the area of effect.
  • Dairy Springer: Applies Scalded to targets in the area of effect.

Monsters

Flaxhid: The two challenges will appear correctly during the fight.

Cledus’Onist
  • Orb Armor: It is no longer possible to use Orb Armor to inflict 25x damage (instead of 5x) to a boss.
  • Double or Quits: This spell will no longer inflict 25x damage, then 25x (instead of 5x) to the boss.

Professions

Baker
Srambad/Enurado/Xelorium Breads call for a liquor and a spice, while the previous breads (for example, the Luminous Bread of Ohwymi) called for only a liquor or a spice.
The following breads have been modified to be more consistent.
  • Temporal Bread: Meticulous Liquor x 1 + Bucket o’ Water x 3
  • Intemporal Bread: Meticulous Spices x 1 + Bucket o’ Water x 3
  • Farley Cake: Gold Liquor x 1 + Bucket o’ Water x 3
  • Farley Cake: Meticulous Liquor x 1 + Bucket o’ Water x 3
  • Srambad Bread: Ethereal Spices x 1 + Bucket o’ Water x 3
  • Srambad Bread: Ethereal Liquor x 1 + Bucket of Water x 3

Items

Interminable Cloak: The amount of “Seacod” required to manufacture this item is reduced from 1,200 to 500.
Arrow of Time: The level to craft this item is increased from 50 to 100.
Past Cloak: This item will now be droppable at the usual rate on monsters from the family.
Armouretro: There will no longer be two drop bursts for this item.

Resources

Obsidian: The appearance rate of the Obsidian Ore resource will be 99%, while Iridescent Obsidian will have a 1% appearance rate.
Obsidian: Iridescent Obsidian harvested before the update will be changed into Obsidian Ore. Obsidian harvested before the update will be changed into Iridescent Obsidian.

Interface

Abilities and Specialties: These will once again appear in a single interface.


Thread : Changelogs  Preview message : #821575  Replies : 26  Views : 3381
posté January 18, 2015, 21:44:03 | #11
Hello,

Thanks for your feedbacks.

Here is the planned change (in addition to the bug fixing) for the Crâ that will come with the next beta update :

1) Reduces to 3 elementary states (from 4) :
* Biting will be replaced by Reach on the air branch. It will be more interesting for Poisoned Arrow — haven't to stack the state on the target — and Storm Arrow — damage in the whole area.
* Earth branch will work with Riddled instead of Riddled and Reach — more possibilities to stack for Destructive Arrow.
* Earth branch will gain a new effect that works with Incisive Strike — for example, a burst on the target.
* This will also makes the mechanic easier to understand.

2) Improve the synergy between branch :
* Instead of binding mechanic, I will switch on complementary mechanic. For example, instead of having to have fire state to apply air state by using a air spell, the air spell could apply fire state.

3) Slightly increases the damage :
* On the current version, I lowered the damage by 0,01 per AP per level because of the amount of final damage buff but I think it was too much, because Crâ damage were already pretty low in comparison to other class. I will revert it and add few more damage on dedicated spells.

4) Improve Beacon mechanic :
* Improve the earth beacon. Makes it work with Piercing Arrow, etc..
* Others improvements or synergies.

5) And more.



Thread : General Discussion  Preview message : #821381  Replies : 881  Views : 31454
Community Manager * Member Since 2013-07-08
posté January 18, 2015, 12:00:37 | #12
As some of you have noticed, the login server issue when using the regular client has been resolved, please make sure to check out my latest update on the subject: here.

See you in-game!  


Thread : General Discussion  Preview message : #821271  Replies : 55  Views : 1474
Community Manager * Member Since 2013-07-08
posté January 18, 2015, 05:12:51 | #13
Hi everyone,

I am coming back to let you know that the team is still working on investigating and resolving the issue.

I apologize for the delay and the bonus weekend event will also be extended depending on the downtime.




Thread : Server Status  Preview message : #821051  Replies : 3  Views : 3103
Community Manager * Member Since 2013-07-08
posté January 18, 2015, 02:15:24 | #14
Hi everyone,

I am sorry to hear that you are having trouble connecting to the servers but the team has been informed and is looking into it,

I will myself make sure to update you as we go in the server status forum.


Thread : Technical Issues  Preview message : #820968  Replies : 55  Views : 1408
posté January 16, 2015, 19:18:36 | #15

Quote (Ounce @ 16 January 2015 18:06) *
So Blood Rush is gaining the scalding effect? Does this mean they are going to nerf the base dmg of the spell for an unreliable status effect? This is my main attack spell so I definitely hope this isn't the case.

It doesn't change the damage. Scalded is only a "flag" for Flaming right now, then it has no reason to reduce the damage.

Quote (Exelenore @ 16 January 2015 17:52) *
If you've been stubborn and prideful about this for 5 redesigns of scalding (...)

It's the first redesign of the mechanic so far. The second one if you count the previous beta research that doesn't fit well the new goal.

Also, character class spell be much much more suitable to the mechanic. I did a little improvments but it's probably not enough.

The new Iop currently in Beta has some tools to fit with the mechanic and is a better example : he has a MP loss, an option to Stabilize the target, a mechanic against fugitive character, a gain of MP upon tackle success, etc...

Also, as I said, the mechanic could be improved. A simple example is to add a gain of Lock on the Flaming state.

Btw, the mechanic grows in multiplayer, and it's normal. It is not balanced around the 1vs1 PvP. It also works very well against monsters.


Thread : General Discussion  Preview message : #820484  Replies : 133  Views : 3640
posté January 16, 2015, 17:39:58 | #16

Quote (Exelenore @ 16 January 2015 16:17) *
How about you simply make it so flaming goes up and if you end your turn next to someone ?

It's like direct damage with a tiny condition that doesn't worth any added damage. It could be used as a condition for some specific effect but not for Scalded / Flaming mechanic.

Yes, you won't trigger the damage in every situation but it's precisely the goal. A strategical state for melee character. A reward when you successfully lock an opponent. A deterrent tool to force your opponent to disengage, wasting AP and MP.

It may change if these goals are not met : increasing damage if reward/deterrent isn't worth enough, keeping to adjust spells in all cases, improving the mechanic if it can't be triggered often enough.


Thread : General Discussion  Preview message : #820441  Replies : 133  Views : 3640
posté January 16, 2015, 15:41:54 | #17

Quote (BrainInAJar @ 16 January 2015 15:39) *
can you explain to me, mango, how a player is supposed to pop the stacks with a pet that has no lock on an enemy that gets to move away from it? (and always always does)

There is some change on the class who used these spells. For example, your Drheller can makes the target Scalded and exchange position with you to activate it easily.

Here is an extract from the changelog :

Scalded / Flaming:

A new mechanic has been introduced for Scalded / Flaming:
  • The damage is now based on the Flaming level on the caster. The max level of Flaming is 500.
  • Scalded has to be placed on the target to whom the character want to inflict damage. The max level of Scalded is 1.
  • At the start of the turn, a Flaming character deals damage to all targets Scalded in melee.
  • If the target dies under the Flaming shot, a blast of damage is done in circle size of 2 cells.
  • The Flaming state can be accumulated over two turns. Thus, the second turn is far more powerful. However, its duration can’t exceed two turns.
  • Scalded lasts until the end of the caster’s next turn. It can be replaced to extend the duration.

As a result of the changes, class spells using Flaming or Scalded have been changed.

Iop:
Thunderbolt: Applies levels of Flaming on the Iop, even if cast upon an empty cell.
Celestial Sword: Applies Scalded to targets in the area of effect. Damage has been increased.
Uppercut: Applies Scalded on the target if the Iop is under the Flaming state.

Sacrieur:
Burning Blood: Applies Scalded to targets in the area of effect. Applies levels of Flaming on the Sacrier, even if there is no target in the area of effect.
Blood Rush: Applies Scalded on the target.

Enutrof:
Fusion: Applies levels of Flaming on the Enutrof and his Drheller, even if cast upon an empty cell.
Drheller Claws: Applies Scalded on the target.

Pandawa:
Six Roses: Applies levels of Flaming on the Pandawa, even if cast upon an empty cell.
Bash Barrel: Applies Scalded to targets in the area of effect.
Light My Fire (cast on an empty cell or a target): Applies levels of Flaming on the Pandawa.
Light My Fire (cast on Barrel): Applies levels of Flaming (1 turn) on the Barrel. Applies Scalded to targets around the Barrel. Damage has been increased.
Barrelhop: Applies Scalded to targets around the chosen cell.
Blisskrieg: Applies Scalded to targets in the area of effect.
Dairy Springer: Applies Scalded to targets in the area of effect.


Thread : General Discussion  Preview message : #820395  Replies : 133  Views : 3640
Community Manager * Member Since 2013-07-08
posté January 16, 2015, 00:32:15 | #18
Beta Server Update - 09/01/15 Hello everyone,

On January 9th 2015, we had a Beta Server update and here is the list of changes that were made:

General



  • Modification of the server date to allow players to have access to Xelorium in the present time.
  • New import of the characters. We will only import the characters that were connected to the Beta Server in the last three months.

Classes



Enutrof / Sacrier / Pandawa / Iop: Flaming and Scalded have been modified. More details in the "Combat" section.


Ecaflip

  • All In: it now apply the new version of Stunned (-4 AP) and not the original effect (which was to make the target skip a turn).

Eliotrope

  • Rage: It will now also be based on PvP HP.
  • Rage: The "Rage" state applied by the "Rage" passive will deactivate at the start and end of turn. This will prevent the loss of the bonus during the player’s turn in case of HP regeneration or when using a HP stealing spell.

Eniripsa

  • Pain Flask: the "Link of Pain" state applied by this spell will last for the duration of the Eniripsa’s turn. Thus, the state will no longer deactivate when it is the target’s turn.
  • Refund Mark: when the Eniripsa is carried by a Pandawa, heals will no longer be applied to the Pandawa and the Eniripsa at the same time.
  • Traid Mark: when the Eniripsa is carried by a Pandawa, heals will no longer be applied to the Pandawa and the Eniripsa at the same time.


Feca

  • Provocation: the effect of the spell which is normally activated when cast on a player (reduces damage if the "provoked" target attacks a different target than the Feca) will no longer work on monsters.

Sacrier

  • Impending Death: the state again allows the Sacrier to lock his opponents.
  • Impending Death: the characteristic "HP regeneration based on the missing HP" will no longer be active when under the influence of this state.
  • Transposition: the Dodge bonus given by this spell was not functional enough. The bonus is now properly considered and effective.

Sram

  • Double: the spell will now cost 1 WP at max spell level (instead of 0) but it will cost less in AP in the first levels of the spell.
  • Double: The double will now be 12-30% of the Sram’s max HP instead of 10-25%. In return, the shield applied by Chakra will now be 50% of the Double’s HP instead of 100%. The decrease felt is slight per turn: instead of having 25% max HP and 25% max HP in Armor for a total of 50%, it now will be 30% max HP and 15% max HP in Armor for a total of 45%. With several turns, the Double becomes more vulnerable as it will take damage until having no more HP. Without using the Chakra spell, the Double now also becomes more resistant.
  • Hemorrhage: the damage made by Hemorrhage will again take into account the Blocking chances of the target.
  • Bled Dry: it will apply 20% less Hemorrhage with a spell efficiency ratio decreased from 0.15 (including 0.05 of Hemorrhage) to 0.14 (including 0.04 of Hemorrhage). Hemorrhage applied by the Torment spell remains unchanged.
  • Cold Blood: The spell sees its healing increased by 50% and it’s regenerated HP increased from 6 to 9 per level of Hemorrhage. While the spell also takes into account the decrease of Bled Dry, there is still a 20% increase with the goal of consuming Hemorrhage to be able to heal.
  • Bloody Ripoff: the spell sees its healing reduced by 20%. The healing done by of this spell was too efficient and allowed the player to regenerate HP at every turn and also regenerating WP at the same time. Two decimal numbers are also now displayed in the healing value description.
  • Weak Point: The Sram spells no longer require to hit an opponent in order to generate Weak Points. The description of the spells were shorten accordingly. The following points on the generation of Weak Points have been changed: Weak Points will be generated if the target dies. Weak Points will not be generated repeatedly by certain spells targeting a player / monster or an area of effect on the same cell (such as a Feca glyph). Other descriptions have been improved, including the spells consuming Weak Points information.
  • Theft: Modification of the spell Theft’s description by specifying states to shorten it and make it more readable.

Xelor

  • Devotion: when the Xelor is carried by a Pandawa, an AP bonus will no longer be applied on both the Pandawa and the Xelor.

Quests



Xelorium

  • Mercenary contract Rank 2 - "Deadly Waves": the monster will properly invoke the third wave of monsters and become vulnerable at the same time.

Heaven Worlds



  • Xelorium: Xelorium monsters and resources can be planted and harvested.

Combat



  • Pandawa Barrel: it will again be considered as a potential target for AI monsters.
  • Hyperaction / Hypermovement: as the hyperaction was too weak and the Hypermovement too limiting, we have made the following changes: At the start of a target’s turn, the hyperaction is reduced by 10 (fixed) + 5 * the remaining amount of AP. At the start of a target’s turn, the hypermovement is reduced by 10 (fixed) + 5 * the remaining amount of MP. From now on, the hyperaction and hypermovement states decrease per turn will be displayed. Thus, hyperaction and hypermovement will be treated on the same basis. We may decide to adjust them in the future based on the upcoming class changes and if the balance is satisfactory or not.
  • Scalded / Flaming: The scalded targets will no longer take damage depending on their scalded levels and when starting their turn in contact with a flaming character. Instead it will be when a flaming character starts his turn in contact with scalded targets that will cause damage to the scalded targets according to their scalded levels. This will give the mechanic opportunities to counter when fighting solo which are more in line with the already exciting possibilities that also remain relatively similar in multiplayer gameplay. As before, when a scalded target would be KO (directly or dies without a KO), damage would be reflected as an area of effect depending on the target’s level of scalded. Nevertheless, the effect now requires having to be in contact with a flaming target when passing by a KO. The scalded state will now last longer and is again accumulated over several turns. However, to avoid an accumulation with an infinite duration of scalded on the target, the maximum duration is 3 turns (based on the length of the turn of the target), after which the state is automatically canceled. In solo gameplay, this will leave two start of turns for a character to apply the scalded state and flaming to himself and successfully cause damage to his target. In consequence, adjustments were made for the classes using the scalded state as followed:

Enutrof

  • Fusion: the spell will go from 0.2 to 0.24 ratio when scalded is applied.
  • Drheller Claws: flaming has now 100% chance to be applied to the Drheller at all levels of the spell. Now the spell will also apply flaming on the Enutrof who has invoked the Drheller.

Sacrier

  • Burning Blood: the spell will go from 0.4 to 0.48 ratio when scalded is applied.

Pandawa

  • Light My Fire: No changes, the values were already high enough for a ranged application.
  • Pandawhack: Fire Damage will now go from 0.48 to 0.24 ratio. The scalded state applied by the spell will go from 0.24 to 0.72 ratio.

Iop

  • Thunderbolt: Fire Damage will now go from 0.41 to 0.192 ratio. The scalded state applied by the spell will go from 0.19 to 0.576 ratio.
  • Celestial Sword: Fire Damage will now go from 0.34 to 0.39 ratio.
  • Uppercut: the flaming state will be applied to the Iop, if the target is scalded.

Please that the values may still undergo adjustments.

Monsters



  • Flaxhid: both challenges appear correctly in combat.
  • Cledus 'Onist: it is no longer possible to use the Orb Armor to cause damage multiplied by x25 (instead of x5) on the Boss. The spell Double or Quits will no longer cause x25 damage and another x25 damage (instead of x5) to the Boss.

Professions



Baker

  • The breads of Srambad / Enutrosor / Xelorium now require a liquor and a spice for their making, while the previous breads (example: Ohwymi Luminous Bread) require only a liqueur or a spice.
  • The following breads have been modified for more consistency: Temporal Bread: Meticulous Liquor x 1 + Bucket o' Water x 3. Intemporal Bread: Meticulous Spices x 1 + Bucket o' Water x 3. Breadaroon: Golden Liquor x 1 + Bucket o' Water x 3. Breadaroon: Meticulous Liquor x 1 + Bucket o' Water x 3. Srambad Bread: Ethereal Spices x 1 + Bucket o' Water x 3. Srambad Bread: Ethereal Liquor x 1 + Bucket o' Water x 3.

Items



  • Interminable Cloak: the amount of "Seacod" needed to make this item is reduced from 1200 to 500.
  • The Arrow of Time: the level to make this item increase from 50 to 100.
  • Past Cloak: it will now lootable at the usual rate on the corresponding family of monsters.
  • Armouretro: There will no longer be two drop rolls for that item.

Resources



  • Obsidian: the respawn rate of the Obsidian Ore resource will be 99% and the Iridescent Obsidian will be 1%.
  • Obsidian: the Iridescent Obsidian harvested before the update of the Beta Server update has been converted into Obsidian Ore. The Obsidian harvested before the Beta Server update has also been converted into Iridescent Obsidian.

Heroes



Inventory

  • "drag n ’dropping " the bags of a Hero and not closing them before closing the inventory will no longer require to use the keyboard shortcut or the inventory button twice to open the inventory.
  • Closing the main inventory will properly close the potential “drag n ’dropping” windows of the Heroes.
  • It is no longer possible to trade non-tradable items by equipping them to a character and then switching them with the items of another character.
  • The account chest will be again be locked during trade.
  • The Heroes tabs will be locked during trades (currently it is still possible to "drag n 'drop" but it will be changed).
  • Previewing an equipment item will make the character displayed in the inventory, a model for the preview (so potentially a Hero).

Groups

  • It will no longer be possible for a player leaving his group to leave his Heroes behind him in some circumstances.

Interfaces

  • Various fixes in displaying the Heroes HP in the group interface.
  • There will no longer be a button to group the Sidekicks on the Sidekick presentation tab. All actions will now be happening on the second tab.
  • Fixed a lot of display issues on the group joining interface (actions that could affect the Heroes puppet or Sidekicks linked to events in the world will no longer be present).
  • Fixed a case of nation loss when inviting a Hero.
  • The scrolling height of the inventory will not be restrained when switching from one inventory to another.


Miscellaneous



  • When a consumable is used, the given bonus will appear in the chat (some will however remain invisible, such as the application of states). For example: eating a Mamaliga will display "XXXX: +5 critical hits" but will not display "YYYY: is under the influence of the critical state" as for a main character.
  • Fixes were made on refreshing the Heroes when changing instance: this should solve persistence issues.
  • The Ctrl + T shortcut used in battle will allow to go directly from the normal display to the tactical display and vice versa.
  • The treasure of the nations will be limited to 2 147 483 647 to avoid exploding the size of variables containing them.
  • A bypass has been set up for the Beta server to prevent all players to have to rename their imported characters. A prompt window will appear is a character has an invalid username, to ask the player to change the name prior to login with the character.



Thread : Server Status  Preview message : #820247  Replies : 19  Views : 1599
posté January 14, 2015, 14:57:13 | #19

Quote (FurmentalAlchemy @ 13 January 2015 21:53) *
You should take the hint that we, as players, like creative interactions and combos between classes.

Our intent isn't to limit interactions between classes, but rather, fix the broken ones.

In regard to the above case, this combo is extremely powerful because of the function of Orb Armour combined with a broken state that allows the player to bypass target resistances.

Why should it be fixed? Let me give a simple example: if you optimize this combo, you can turn a single-target damage of 8000 into an AOE damage of 30000. What does this mean? When we create harder content for players, we have to scale up to the 30000 damage AOE possibility. It means we would end up creating a boss that would be impossible to kill with the normal usage of spells.

I do not think that many players would want this type of content. That is why broken issues such as this should be fixed.

___

Fixing Ambassador's Wing demands much more time: it requires some significant changes in the mechanics of the dungeon. If I could do it as fast as these fixes, I would have done it months ago.


Thread : General Discussion  Preview message : #819819  Replies : 141  Views : 4692
posté January 13, 2015, 21:36:58 | #20
Hello,

The past cloak has been added.

It's this line on the french changelog :
Capassée : elle sera désormais droppable au taux habituel sur les monstres de la famille.


Thread : Feedback  Preview message : #819637  Replies : 2  Views : 318