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posté January 16, 2015, 15:41:54 | #21

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 : 3748
Community Manager * Member Since 2013-07-08
posté January 16, 2015, 00:32:15 | #22
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 : 1686
posté January 14, 2015, 14:57:13 | #23

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 : 4757
posté January 13, 2015, 21:36:58 | #24
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 : 340
posté January 13, 2015, 19:06:56 | #25
Hello,

Quote (Viliax @ 13 January 2015 07:47) *
But there is another use for orb armor. If you put the armor on any creature with low resists (such as boombot), Everyone can stack damage on it. And just before the feca's next turn, have an eni activate a pain flask on that target. And in the feca's turn, the orb armor will hit the the creature, and the pain flask will redirect all that damage to 8 cells around the target, turning it into a bomb. The damage is based on the amount received by that creature, so anyone around it will receive full damage regardless of their resists. (Final resist counts though).
So if let's say an osa summons a Bow Meow and everyone stacks damage on it, it is possible to create a Kitty bomb that explodes for 30k damage...

Thanks for the report !

It's fixed for the upcoming patch.


Thread : General Discussion  Preview message : #819605  Replies : 141  Views : 4757
posté January 10, 2015, 10:20:45 | #26
The design is to multiplicate the player damage by 5 to fit with the boss HP, not by 25...

And it's a technical issue with some spell that mirror damage, not a design oversight.

Yes, there are other bugs in the game. No, that's not a reason not to correct these ones.


Thread : General Discussion  Preview message : #818896  Replies : 141  Views : 4757
posté January 10, 2015, 09:52:00 | #27

Quote (Delaz @ 10 January 2015 05:25) *
Another unneeded change from whinners. Thank you guys

Thanks to the honest players who report bug abuse, yes.


Quote (Viliax @ 10 January 2015 08:04) *
This is how fast Ankama responds to things that would actually benefits us.
If a bug causes disadvantage for us, they will take months to fix.

In fact, abuse of bug causes a disadvantage to honest players.


Thread : General Discussion  Preview message : #818894  Replies : 141  Views : 4757
Community Manager * Member Since 2013-07-08
posté January 10, 2015, 06:12:36 | #28
The Beta Server is up as promised and had a major update today which the changelog is currently being translated so stay tuned!


Thread : General Discussion  Preview message : #818865  Replies : 44  Views : 1860
Community Manager * Member Since 2014-11-03
posté January 09, 2015, 14:47:36 | #29
It was my understanding that if you are logging into the forums through your Steam account you will be asked to bind your account to Ankama. This should supply you with the details you need to log onto the Beta server.

To log onto the Beta server, you also require the following:

  • An Ankama Account (this includes Steam accounts if they have been bound to one another.)
  • Booster time or subscription (if you are playing on Aerafal.)

If you have purchased a booster through Steam, you should be able to access the Beta server.

Oh! And don't forget to make sure that the Beta server is online!

Quote (FlatAtlas @ 07 January 2015 15:33) *
I understand that the beta isn't open currently. That still doesn't give me any option or answer as to a way to login from a Steam-only based account.

I did a bit of digging myself and I can see that you don't seem to have the credentials required to log into the Beta. I have spoken to members of our team and we're looking into the matter in the hopes we can provide clarity and a solution to the issue.

I'm sorry that I don't have a concrete answer at the moment. I just wanted to let you know it was something that we are looking into and when we have results, either Sabi or I will communicate them to you!


Thread : Server Status  Preview message : #818639  Replies : 20  Views : 4734
Community Manager * Member Since 2013-07-08
posté January 08, 2015, 23:49:46 | #30

Quote (EniWayPossible @ 05 January 2015 20:55) *
Thanks Sabi! Can you also fix Xelorium resources and monsters not being plantable in Haven Worlds?

Hi!

Unfortunately I do not have any confirmation on when a fix will be done yet, but as soon as I do, I will make sure to inform the Community. In the meantime on the 20/01 we will be changing the level cap to 170 with also the opening of Xelorium's zone 2!  


Thread : News  Preview message : #818500  Replies : 20  Views : 1404
Community Manager * Member Since 2013-07-08
posté January 08, 2015, 18:14:44 | #31

Quote (ReiYano @ 07 January 2015 09:24) *
wish we would get some official statements regarding heroes...

Hi ReiYano!

In my other post (click here), it was mentioned that we are currently not feeling that the version is stable enough to be released yet and are hoping for it to be before the end of the first 3 months of 2015, which may change depending on the modifications made but we are progressing well thanks to all the testing done.

As far as the price information, I unfortunately do not have anything concrete yet to share with you guys as the details are still being confirmed. But everything will be explained and shared before the release with the Community. Right now the focus is to make sure that we are able to release a stable and enjoyable version which your feedback via the Beta Server are very important to us and we are very thankful for them, so stay tuned also for the reopening of the Beta Server which will be coming up soon.


Thread : General Discussion  Preview message : #818435  Replies : 68  Views : 3820
Community Manager * Member Since 2013-07-08
posté January 07, 2015, 18:32:42 | #32
Hi guys,

To make sure that you all stay informed, the Beta Server will probably no reopen before Friday due to the holiday season, as not many changes were made and the version has been pretty much be the same as the one you have experienced last. Therefore it was preferred to work more on it before reopening it to give you a more polished version to test.

Regarding the Heroes new feature, tests are still showing too many bugs for us to be able to release it yet but great progress are being made thanks to the testing phase. The current version isn't stable enough right now for us to feel comfortable to do a release and in order for us to have it 100% ready, we are estimating that it won't be at least until the end of the first 3 months of 2015, which may change depending on our progress.

We will continue to keep the Community updated on any changes that we make and the reopening of the Beta Server as we go.

*Moved to the Beta Server feedback forum.


Thread : Feedback  Preview message : #818153  Replies : 10  Views : 872
Community Manager * Member Since 2013-07-08
posté January 07, 2015, 18:22:43 | #33
Hi everyone,

Due to the recent issues with our login server and some unexpected downtime which have happened during the Christmas and New year's holidays we have decided to provide the Community with a compensation for the gameplay time lost, as well showing you that your time invested in the game is truly important to us.

This compensation should be in its way already (a lot of accounts are concerned by this so it may take several hours) and will concern all the players having an active Booster Pack between the 18/12 12:30 AM and the 28/12 at 11:59 PM for the Remington, Nox, Elbor, Efrim, Dathura and Amara servers and active subscription for the Aerafal server.

The compensation pack includes the following:

  • Candies +100 Wisdom x10
  • Candies +100 PP x10
  • Osamodas Powders x10
  • Normal Kibibbles x10
  • Almokens x2

Thank you again for all the patience and the support that you have given us with your reports during those downtimes. We hope that you will enjoy these gifts!  


Thread : Server Status  Preview message : #818149  Replies : 4  Views : 10255
Community Manager * Member Since 2013-07-08
posté January 05, 2015, 18:03:50 | #34

Quote (BlackMagus @ 02 January 2015 23:44) *

Quote (BrainInAJar @ 02 January 2015 19:04) *
fix the fourth mercenary quest if yer gonna brag about it. we been waiting for a hotfix on xelorium for a couple weeks.
that and the dragoturkies while you're at it....

Hi guys,

I wanted to thank you for reporting these to us and I can confirm that they will be fixed with the next patch, the date will be communicated as soon as ready to do so.  


Thread : News  Preview message : #817645  Replies : 20  Views : 1404
Community Manager * Member Since 2013-07-08
posté December 20, 2014, 06:18:41 | #35
Beta Server Update - 19/12/14 Hello everyone,

Today, December 19th, we had a Beta Server update and here is the list of changes that were made:

Heroes


Combat

  • The verification of the conditions to rejoin the fight will properly work.
  • The displayed HP numbers should no longer be mixed with those of the Heroes at the beginning or end of combat.
  • The challenges in combat will be displayed correctly.
  • The values of the combat challenges rewards will be properly displayed during the turn of a Hero.
  • Pressing "Tab" will be used to bring a Hero up during the placement phase.
  • The statistics of Heroes will be updated correctly when changing equipment items during the placement phase.
  • De Darm will properly be applied to the main character and not just the Heroes.
  • The fight will be recreated correctly when using a Hero.
  • Deleting a character following a disconnection during a fight and reconnecting afterwards with another character will no longer block the fight.
  • Corrections of different account issues during a reconnection in combat, have been made.
  • The duration of turns during a reconnection in combat with Heroes will no longer be 60 seconds but 30 seconds.
  • The position synchronization will no longer have unexpected effects during a reconnection in combat.
  • A Hero without a nation will no longer be able to join a fight in an area requiring to have one. A feedback was added to indicate when a Hero cannot join a fight.
  • The characters will be correctly added to the group during a reconnection in combat.
  • The additional spell bars (2, 3, 4) are properly filled up when the Hero comes into play.
  • De Arm will be properly applied to a character who does a /suicide.
  • Heroes will be visible in the characteristic and spell interfaces. However, improvements are still needed: The increase button of the characteristics is currently unavailable for the Heroes (and will probably not be used immediately when the feature is released). Spells will be visible for the Heroes on the dedicated interface. It should be possible eventually to switch from one spell bar to another to allow placement of the spells in the bars for the Heroes when out of combat.


Interfaces


Group


  • The levels of Heroes will be displayed correctly in the group interface if their level increase.
  • Heroes will now properly be identified as Heroes, including for the other players. Therefore it will not be possible to perform certain actions on them from this interface (follow, add friends, etc.)

Guild

  • Receiving an invitation to join a guild on a Hero will no longer block other invitations.
  • A deleted Hero from a guild, while the player is present on a character of the same account and in the same guild, will not give the impression to that character of losing his guild or losing his nation.

Selection of Heroes

  • The interface will be correctly updated with the new name when modifying the pseudonym of a Sidekick.
  • The slots will empty properly when a Hero is removed from the group.

Items


  • It is now possible to use a Recall Potion from the inventory of a Hero.
  • It is now possible to revive a player with having KenKO present in the inventory of a Hero.
  • The interactions of a Hero with his Petsmount will not alter the status of the main character.
  • It is now possible to rename the Petsmount of a Hero.
  • It will be possible to sell an item from the inventory of a Hero. However, the sale will be in the name of the main character.
  • Canceling a sale while having the inventory of a Hero open, will place the item in its inventory and not in the inventory of the main character.

World


  • Heroes will no longer be visible on the world map.

Quests


  • If a quest is validated by a hero, it will not be removed from the monitoring surveys of the main character.
  • Only quests which the main character takes part will be added to follow-quests.

Miscellaneous



  • The challenges using minimum and maximum level criteria will properly take into account the Sidekicks. (For example, the lowest level player must complete all the world, etc.)
  • "Forced" challenges (for example: Flaxhid series) will now have priority over the basic challenges. This will prevent the problem with challenge disappearance.
  • A reconnection while in combat with "forced" spells (for example at Kwismas World) will properly display these spells and do not prevent their use.




Thread : Server Status  Preview message : #812271  Replies : 1  Views : 1141
Community Manager * Member Since 2013-07-08
posté December 18, 2014, 17:25:15 | #36
Hi everyone,

Thank you for letting us know and I can confirm that the login server is currently down, which we are working no resolving.

Thank you also for your patience while we do so.  


Thread : Technical Issues  Preview message : #811215  Replies : 124  Views : 2709
Community Manager * Member Since 2013-07-08
posté December 18, 2014, 17:22:02 | #37
Hi guys,

The login server is currently down which we are correcting.

We apologize for the inconvenience but will keep you updated while we resolve the issue.


Thread : Technical Issues  Preview message : #811213  Replies : 44  Views : 1471
Community Manager * Member Since 2013-07-08
posté December 18, 2014, 17:16:57 | #38
Hi guys,

Thank you for the reports, this is a known issue which will be fixed with the next hotfix or game update.


Thread : 1.39 Bug Reports  Preview message : #811202  Replies : 9  Views : 774
Community Manager * Member Since 2013-07-08
posté December 18, 2014, 17:14:49 | #39
Thank you Calleen for the report, the devs have already corrected this issue and it will be fixed with the next hotfix or game update.  


Thread : 1.39 Bug Reports  Preview message : #811197  Replies : 1  Views : 165
Community Manager * Member Since 2013-07-08
posté December 18, 2014, 17:11:30 | #40
Hi everyone,

Thank you for your reports regarding the Sidekicks making your game client freeze or crash, the dev team has already found the issue and a fix will be made at the next hotfix or game update.


Thread : 1.39 Bug Reports  Preview message : #811196  Replies : 6  Views : 569