This will be fixed in the upcoming hotfix.
October 12, 2016, 15:44:55 | #41
It's a consequence of the old subscription system. Since every server is F2P, we are removing this verification and it should solve some dialog issues on multiple NPCs (Mercenary, Nation, Outposts).
This will be fixed in the upcoming hotfix.
October 12, 2016, 15:38:25 | #42
Since the update, only the door related to the In Game season is active.
Actually, there is a bug in the weather UI which says it's Spring but in fact it's Winter. That's why you only have the Winter door available.
This will be fixed in the upcoming hotfix.
October 11, 2016, 21:12:25 | #43
Thank you everyone for your patience as Phaeris is now back online!
So let's repopulate it and discover the new content.
October 11, 2016, 19:06:51 | #44
All the servers are now back online except Phaeris as we are doing extra maintenance still on it.
Which we will inform you as soon as possible of its reopening.
Thank you for your patience.
October 11, 2016, 18:23:45 | #46
A problem was detected when the Osamoda summons a Piwi while in combat.
A restart of all servers is necessary in order to fix this critical bug.
Therefore the WAFKU servers will be brought offline at 4:28 UTC.
We apologize for the inconvenience and would like to thank you for your understanding.
October 11, 2016, 15:36:33 | #47
Thank you for your patience, the update has now been applied to Nox and Remington, which are now up and running!
It is taking longer than expected to apply the update to Phaeris and as a result, the server is still down. We will communicate when Phaeris is back up!
We have identified two of the following bugs:
- The Piwi dungeon is inaccessible; if you try to enter the dungeon you will be returned to the entrance.
- The Piwi 'archmonster' has no spells.
If you encounter any additional issues or bugs, kindly report them at our 1.48 Bug Report thread.
October 11, 2016, 12:00:00 | #48
Devblog: A redesigned Astrub Island While waiting for today's update, read all about the changes for Astrub Island with this devblog. This redesign aims to offer new players an immersive environment, and abundant content!
An Astrub Redesign: Again?
A word from Fhenris, Lead Level Designer
Astrub has already taken many different forms, artistic directions and design styles. When a decision was made to entirely review the start of the game, we couldn't forget Astrub. It's just too important to the game and it has a huge impact on new players.
Above all, the first idea we had was to strengthen the links between Astrub in DOFUS and Astrub in WAKFU, while remembering that Ogrest's Chaos has passed through and that many years have passed, etc. Some sites have survived the chaos well, or have only suffered minimal damage. Others have been preserved, restored or abandoned over the years. The Tainela Bridge has been preserved and its wheel turns properly. Tainela was partly destroyed and is in the process of being repaired. The old sawmill has been completely abandoned and nobody seems interested in taking care of it anymore.
With the movement of plates, some zones have slightly pivoted, peaks have formed, like Mount Astrub, which wasn't as high at the time of Dofus.
But the most important thing we have done is to create an intact and coherent whole. We have had to move away from the idea of four symmetrical zones that represent the nations. Astrub needed its own form, its own personality.
Moreover, the whole team thought it was a shame that the two most iconic families in the World of Twelve are not represented early in the game's progression. So it was really important that we added them into the new Astrub.
To keep things clear, we wanted every zone to have its own unique atmosphere, its own resources and a clan master who represents the professions associated with that zone. For example, the forest contains a lot of trees so the clan master is a lumberjack; the mountain is full of minerals so the clan master is a miner, and so on.
What this means in practice...
Each zone has its own atmosphere, clan master, ecosystem, weather and resources. The latter will give players some helpful advice, in their own personal style!
All of the destinations have now been centralized in the large port of Astrub. A Kanojedo has also appeared, which lets you test your characters against sacks of potatoes, and the Temple of Scriptures has been moved to another place, which can still be reached in Astrub.
We have also redesigned the behavior of monsters. You can see Gobballs sleeping at night, eating plants, scaring each other, reproducing...
You can find monsters from two level groups in Astrub: the Bow Meows, Tofus, Gobballs and Larvae, from levels 6 to 20. Piwis, Treechnees and skeletons, from levels 21 to 35.
To make the zones more dynamic and offer a variety of activities, we have updated the environmental quests to suit the tastes of today's players.
What is an environmental quest? Roughly every ten minutes, there is a common quest for all of the players in the zone with various objectives: catch a monster, squash invasive plants, prevent a monster attack, etc.
The quest can be performed alone (for example, kill 5 monsters), make a dash (for example, catch a monster when there are only 3 in the zone), compete against other players (for example, squash the most resources); or be part of a team effort with other players (for example, destroy all the monsters in the zone).
We've also increased the information that players are given about quests. At any time, you can see your quest progression in real time: your score, your ranking, the number of monsters destroyed and resources that have appeared in the zone, and the number remaining. This makes the competitive and collaborative side of quests more interesting.
There are two special collaborative events – which we consider the most interesting – that could also take place in the zones: monster hordes and invasions.
Monster hordes are most likely to appear when all of the clan master's wishes are respected. A horde is a group of 8 monsters, including one dominant monster from the family. In addition to earning players a huge amount of experience and special rewards, when a monster horde is destroyed within a set time limit, all of the players participating will earn extra rewards.
Invasions are quite rare in the zones. When there is an invasion, all of the players in Astrub are warned by the clan master of the zone they are in. Invading monsters kill the zone monsters, so they need to be destroyed reasonably quickly to prevent serious damage to the ecosystem. In a similar fashion to monster hordes, all of the players earn huge rewards when they help ward off an invasion.
In each zone, an archmonster from the family could also make an appearance! Unlike the two previous environmental quests, only the first players to find and destroy the archmonster will obtain its unique items.
A crucial piece of information: environmental quests are how players obtain "Souper-Glou". This new resource can only be obtained this way and is used in nearly all the recipes!
To finish, we also removed the "Quester's Block" state, which prevented players from going on several environmental quests in a row. In addition, the monsters in these quests are now an equivalent level to normal monsters and will earn players just as much experience.
Day/Night and Seasonal Cycles
Up until now, the day/night cycle was causing a few problems: It was too long, which resulted in two things for players: Either they played in the daytime and didn't even realize there was a day/night cycle, or they played at night and spent the whole time playing in a gloomy atmosphere, which is really unpleasant. In addition, WAKFU is a game that has an international audience and players who live in many different time zones emphasizes these problems.
Similarly, seasons were much too long, which prevented us from creating content for specific seasons, and it didn't necessarily match up with real seasons players were experiencing outdoors.
For these two reasons, we only had two solutions: remove the cycles altogether or make them an integral part of the game. Since they are a primordial element and part of the essence of WAKFU due to their impact on the ecosystem, we chose the second solution!
From now on, the length of one game day lasts 1 hour, and the same for one night, which means a full day cycle is 2 hours. A season will take 84 game days, which is exactly one week. Every 4 weeks, you will have experienced spring, summer, fall and winter in succession.
Based on the average game session, we believe that this will create a good dynamic for each session and better immersion in the universe.
So, how do the seasons affect the ecosystem? The seasons influence the temperature, rainfall and wind speed in the game. Temperatures are a little lower at night.
Next, temperatures influence the action time of harvesting while rainfall influences the crop success rate.
In addition, some events only occur at certain times, like the appearance of nocturnal monsters or archmonsters; in the long run, more seasonal changes will occur.
Some of you will probably be wondering how this will work in relation to real-time based functions, like the Almanax, or the history of the Krosmoz. Well, actually, it's very simple: nothing will change. The two things are totally unsynchronized. Maribri, the Meridia of 27 Javian, remains the Meridia for this date and contains several cycles of light and dark. Jiva is still the protector of Javian, which will contain several seasons.
Similarly, compared to "real life", a tree doesn't grow as slowly, characters don't travel or move as slowly between lands, characters do not age either, so we consider that game time is something very different to "real life" time and that it's not worth pulling out our hair over.
As always, the way that this new cycle is taken into account by players in their role playing sessions is entirely up to them. We think that it is entirely possible to adapt your "role play" style to environmental factors and that it could even enrich your experience. So the endless days of blue skies are over, things are really starting to happen!
All of these changes are described in the changelog for the update and they all have the same final goal: to make the game's progression smoother and more interesting for all the professions.
Therefore, the resources that are obtained depend on the clan master's wishes; the duration of gathering actions and planting is reduced based on your professional experience; components and refinements appear in every profession, allowing you to increase your experience more easily and also serves as a starting point for all the healthy and simple, basic recipes, to enhance the different types of activities that you can perform in the game.
There are also many improvements designed to make everyday life more fun: for example, new components are made faster; rare resources can be harvested at the same level as normal resources and will earn you more experience; bonuses for the first consumables have been revised to work by number of fights; the first food sources give you more health points; the first bags players obtain are larger; a change has been made to avoid miss-clicks that harvest grain rather than rare resources; the trapper level to collect on monsters has been reduced in general, and much more.
And we didn't stop there! We have revised the level and rarity of all of the items obtained in Astrub.
From now on, every method for obtaining items is valued, whether it is fighting monsters outside, completing dungeons, performing dynamic events like environmental quests, practicing a trade, or even completing as many achievements and quests as possible! Furthermore, even at a low level it is possible to obtain very rare items.
The new rule about obtaining items in Astrub is as follows:
In addition, thanks to our experience with common tokens on Moon Island, we have noticed that dungeon tokens do not fulfill their initial objective: they should ensure a minimal player progression curve and allow occasional players to obtain equipment without frustrating drops. This was working reasonably well at low levels and intermediate levels but not at high levels at all, where the quantity of tokens caused a farming spiral for this activity – which was clearly undesirable.
With this in mind, we decided to start rethinking the way tokens are obtained, starting with Astrub. Tokens are common to a level group and there are two new ways of obtaining tokens in Astrub:
Concerning achievements, we have added a few in connection with Astrub environmental quests. Please note that Astrub achievements also earn experience and that other achievements will be hidden until you have left Astrub, so that it will be easier for newcomers to identify the achievements that are actually achievable for them.
Our aim in all of this is to create a healthy environment in which all a player's favorite activities are worthwhile, and something that works by "level group" to ensure that each level group is of good quality, with rich content at every stage of the game.
*The Inventory UI image used for this devblog is related to the Adjustable Level System that will be implemented in a future update.
October 10, 2016, 17:32:01 | #49
WAKFU Update 1.48 - 11.10.16 Hi everyone,
The servers will be having a maintenance on the 11th of October 7:30 AM UTC in order to implement Update 1.48: New Times in Astrub.
The detailed list of changes can be read here.
Thank you for your patience and we can’t wait to have you discover the new content!
October 10, 2016, 17:30:00 | #50
New Times in Astrub
Astrub has been redesigned! The changes are astounding:
A devblog will be released in the coming days to help newcomers adjust to all the changes found in the revamped version of Astrub.
Quest of Nations: Chapter 4
The long-awaited, Quest of Nations, Chapter 4. Visit the Sidimote Moors in Brakmar and talk to the archaeologist, Eminerell Lebbocq. You will find:
New Dungeon: The Villainy Vineyards
The Villainy Vineyards, a dungeon for players of level 135 and over, includes:
Ultimate Boss: Sham Moon
A new Ultimate Boss for players of level 185 and over. It includes:
This choice was made so that we can change the build in just a few clicks and prepare the system for Adjustable Levels.
All of this largely compensates for Elemental Mastery obtained by characters through spells.
A global restat will be offered to all players.
The functioning of Restat Quests has been entirely revised and players no longer need to gain experience for spells:
The cycle of day, night and the seasons has been redesigned to become an integral part of your daily adventure!
Story of the Nyl Quest
They are divided into different types of quest:
These quests request the player to perform a specific action ("catch a monster", "crush plants", etc.) or fight monsters.
This type of collaborative Environmental Quest earns a huge amount of experience and rewards.
October 03, 2016, 16:00:00 | #51
Adjustable Levels Postponed
We let you test the Adjustable Levels in the beta server and the tests were very positive. But they also allowed us to identify a number of points that needs improvement because the long-awaited system is the base of many other functions in the game. To give us time to perfect this system, we have decided to push back the release date.
As you already know, we have been working on a new system for WAKFU for many months: the Adjustable Levels. This new feature, which we announced in the latest Letter to the Community, allows you to temporarily reduce your character's level so that you can play all of the game's content. You can also earn rewards while you play at the adjusted level that suits your actual playing level.
Why have we decided to postpone the Adjustable Levels?
Our plan of action
We apologize for this delay. We know that many of you are really looking forward to this new feature, but that is also why we have decided to postpone its release. Our aim is to make everything better and easier to understand for all players.
Thanks once again to everyone for the feedback that you gave us during the updates on the beta server.
Let's keep working together like this in future updates as your help is precious to us!
As for the rest, don't worry, the following content we announced in Update 1.48 will be available:
September 21, 2016, 09:41:14 | #52
Beta Server Update 21.09.16 Hello everyone,
The Beta server will be under maintenance on Wednesday, 21st of September 2016, starting at 9:30 AM UTC.
As quick notice, the Beta server is now accessible to all (Booster Pack or not).
We will keep you informed of the reopening of the server.
Thank you for your patience and understanding.
September 19, 2016, 17:47:49 | #53
The Haven World rules have been updated in an effort to make them clearer based on the questions in this thread. To clarify:
* In addition, those different accounts must not be sharing the same identity with other accounts.
If you have any more questions about Haven World rules, just let us know!
September 16, 2016, 12:02:17 | #54
Beta Update Summary 16/09 Here is a short summary of changes made to the Beta server following an update today:
Adjustable Level System:
The entire changelog, in French, can be found by clicking here!
September 13, 2016, 20:00:56 | #55
Our goal with this decision is to let the player discover and evolve in this new Astrub that we built as a safe and healthy — but rich ! — place to begin, instead of being guided too early to the nations.
Also, it has side effects like naturally preventing from bot spamming in outpost, alt voting in elections, etc.
September 13, 2016, 12:48:34 | #56
Thanks for your feedback and analysis. Some good points have been raised here.
As a result, we have significantly reduced the Lock of Moon Island's Bosses.
This can currently be tested on the Beta server!
September 13, 2016, 04:41:00 | #57
Beta Server Update 13.09.16 Hello everyone,
The Beta server will be under maintenance for approximately a half hour on Tuesday, 13th of September 2016, starting at 8:00 AM UTC.
As a reminder, the Beta server is now accessible to all (Booster Pack or not).
We will keep you informed of the reopening of the server.
Thank you for your patience and understanding.
September 12, 2016, 20:40:05 | #58
There will be punching ball mobs in the Astrub Kanojedo.
September 12, 2016, 20:35:31 | #59
Did you check the Beta recently ?
I have revamped all the recipes from level 0 to 20 and it's on Beta right now. Your feedback on it would be great.
(And yes, we do read most of the message posted here.)
September 11, 2016, 08:48:10 | #60
To add to my previous reply:
The team has checked on the issue, which is due to our data center provider working on one of their router. Therefore this should only be temporary and be resolved shortly.
We are sorry for the inconvenience and do thank you for your patience during that time.