Thank you for reporting it.
November 27, 2012, 12:09:38 | #1561
We're working on fixing this.
Thank you for reporting it.
November 27, 2012, 12:08:36 | #1562
November 27, 2012, 11:53:29 | #1563
Emergency Maintenance 27.11.2012 Greetings,
Due to the issues that appeared following today's update, we will have to take the servers down immediately until these issues get fixed.
We will come back to you as soon as we have more information.
Thank you for your understanding.
November 27, 2012, 11:37:06 | #1564
Yes, I reported this to the developers.
November 27, 2012, 11:31:02 | #1565
The Kama recipes have not been implemented with this update.
November 27, 2012, 11:27:45 | #1566
November 27, 2012, 10:38:56 | #1567
This is my fault.
I just forgot to make the post announcing the maintenance. Sorry about that.
We expect the servers to come back in 20 minutes.
November 27, 2012, 10:30:29 | #1568
Bug Fixing and Improvements
Rogue & Pandawa
November 23, 2012, 18:07:40 | #1569
I uploaded and updated version of the document.
I also made it in PDF now, to make it easier to open.
November 23, 2012, 16:34:21 | #1570
3. As Troyle is a person(laughs) and a Meridia of hot flushes, I'd wish Wakfu to add a Meridia of person's profile name.....which Wakfu could take of other developers or forum renowned.
As a matter of fact, most of the Meridias are named after people working at Ankama.
You might not have noticed it yet, but you will probably recognize some of them. ^^
November 23, 2012, 14:20:42 | #1571
The Nation restriction on dungeons will probably not be applied based on the feedback we received.
I talked about exclusive content but dungeons are too restrictive. We will look into keeping the idea of exclusive content, without restricting access to the dungeons.
I’ll tell you more when we have a clearer concept.
Concerning allied/enemy Nations, what was planned (and not yet implemented) would be as follows:
We really worked on having 3 different levels of content in order to save the idea of alliance.
This is one of the main points, find the balance between the use of an alliance, and content that could lead to breaking one.
November 23, 2012, 12:17:07 | #1572
November 23, 2012, 12:15:13 | #1573
Q&A by Kwoac
GeneralArmor and Glyphs: Will they benefit from damages to mechanics?
Yes they will.
WaterWhy Water spells have non modifiable range?
The idea was to make Water Feca more mobile during combat. This should force them to find the perfect position between allies and enemies.
Crashing Wave: is the WP regained by the Feca, or the one who casts the spell?
The effect applies to the character casting the WP spell.
FireFecalor: Does the Armor reset at the beginning of the carriers turn?
Fecasmodee: Why not making damages vary depending on the points used (AP, MP and WP)?
I wanted to do it first, but then I decided to keep it as simple as possible for the player, and also for the devs. However I balanced the damage to take into account archetypes that can go up to 10AP 2MP 1WP spent per turn.
Shushus Mark: How does it work?
I knew this would be confusing. It’s basically a damage block for the enemy. Imagine a shield that you would have to pierce before you can start attacking your enemies.
Basically it’s an amount of damage the enemy has to deal to get rid of the shield, before he can even start dealing damage to you.
Its amount at max level will be 20*fire bonus (final bonus, mastery and item bonus are taken into account).
The effect evolves with the level of Fecalistopheles:
Lvl 1: 1 dmg
Lvl 100: 20 dmg
A Feca with 400% bonus fire and Fecalistopheles lvl 100 will apply a Shushus Mark of 100 (20+(20*4)).
The enemy will have to deal 100 damages to destroy the mark before he can start dealing damages to the Feca.
EarthFecablades: Which mastery is taken into account? Is it the damage or resistance?
It works as a damage or heal spell, so the damage percentage is taken into account.
Fecabo: Is there no limit to the resist bonus?
No, for the moment there are no limitations besides the 4 charges.
Fecammer: Why limiting it to one turn?
It’s strong. I think limiting it could make it a very useful tool to spice up combats.
Feca Staff: The note is confusing. Can we not get higher than 200% resist received, or 200% total Resist?
If you have more than 200 Resist you will not receive any bonus. However, if you have the highest resist, others will benefit from it.
Feca: 100% res air, 150% res water, 220% res earth, 250% res fire
Enemy: 150% res air, 200% res water, 150% res earth, 300% res fire
Feca: 150% res air, 200% res water, 220% res earth, 250% res fire
Monster: 150% res air, 200% res water, 200% res earth, 300% res fire
Resistance increases until it reaches the 200% cap
SupportTeleportation: Please no random position.
I could consider a precise position for the ally.
Glyph of Fragmentation: This looks double-edged. If the enemy hits the Feca while both are in the glyph, he will take his own damage? After reduction with the Feca Resists?
It is double-edged. A sensible case would be a Feca and a monster both in the glyph and both have the same amount of HP, the first one to hit will win.
Damages spread do not take the resistance into account a second time so yes, an enemy hitting a Feca will hit himself of the same amount of damage, and the other way around too.
Some changes that will be added to the file soon:CH of some Earth spells were not correct.
Glyph of Fragmentation has 2 charges.
Adaptative armor: will be increased
Crashing Wave: improving the management of areas
Stase Armor: lvl 1 gives more
Teleportation: at lvl 8 and 9, a WP is given back if the Feca teleports on an ally
November 23, 2012, 10:20:33 | #1574
I reuploaded the file with a few typo corrections.
I also noticed a mistake in the values:
Lvl 100: 50 Dmg (Water) when using a WP and 30% to gain a WP (and not 1%)
November 22, 2012, 16:48:49 | #1575
November 22, 2012, 15:58:03 | #1576
Keep in mind that this is a proposal, not the final changes. Nothing is set in stone yet.
Constructive criticism helps, "Ankama you suck" doesn't.
November 22, 2012, 12:13:04 | #1578
November 22, 2012, 11:38:35 | #1579
I just wanted to give you more information about the logic behind conquest islands.
First, the bonus of Calamar Island will not be “+10PP” but:
Why a low PP bonus?
The idea is to bring a PP bonus that cumulates with the more conquest islands your nation controls.
We planned to do it with the big RvR revamp to come, but we also wanted to implement this on the islands already in game.
That’s why the bonus on each island has to stay rather low, since each new island released will cumulate with the existing bonus!
In this intent, the “Wild Estate” will also receive a bonus of +10PP to the nation that owns it (in the next patch).
Note: This Island is different since it doesn’t have any CM wish, so the bonus will only be +10PP.
Why paying Kamas to take the island?
We decided to keep this rule for two reasons:
Why Calamar and not another island?
We decided to work on this island before releasing new ones, due to its obvious lack of content.
This island had nothing to offer, whereas we want all contents of the game to bring their share of monsters, rewards, quests and achievements!
But don’t worry; the islands you knew during Beta are not far away…
Concerning exclusive content for the nation owning the island, nothing’s done yet. There will not be any limitation for the dungeon as long as the RvR revamp isn’t implemented.
However, we intend to offer exclusive content to the nation controlling the island (only the nation, and not the allies) for two reasons:
But as I said, the RvR revamp is not here yet, and we will have many occasions to talk about it together. All of these are just ideas; nothing’s been set in stone yet.
November 21, 2012, 16:33:31 | #1580
[Transcript] AFK #3 Watch the show (in french) here.
What solutions are you thinking about concerning Restats?So far we activate the quest when we deem it necessary, but this is not a long term solution. We want to add a more viable one in game. Game Designers are working on it. At first we looked into adding a restat quest, like in DOFUS, but it wasn’t satisfying enough.
Right now we’re more thinking about a restat by stages. For example we could offer restats when the character reaches level 20, 50 and 100 (these are just examples).
We’re trying to get this implemented before the end of the year.
Will you implement class revamp anytime soon?Yes, Grou is still working on class revamp. Unfortunately they will not be implemented before 2013. Your feedback is more than welcome on class changes!
What’s planned for Kwismas?We’re working on something similar to the Al Howin event: an exclusive dungeon, achievements, quests, exclusive rewards. We will talk about it soon.
Will you come back on the Coagulation nerf?We think that this nerf was necessary when you know that some Sacriers were able to reduce damages to 0. However we may consider an improvement of Earth Sacriers in the future.
Talk with AzaelTheme: Politic
About demoting a governor: the ingame counter isn’t clear enough. When you reach -75% you expect the governor to be demoted, but he isn’t, why?It’s true; the ingame display isn’t very clear or precise enough. We will modify it in the next update. It will be modified visually to be made more precise, but also the feature itself since demoting will no longer require -75% but -50% popularity.
About laws, some are very restrictive, and it happened already that governors just implement them all, leading to a completely impossible gameplay. Are there no limitations?Limitations are the laws we make available in game. On the other hand some players asked for more laws. We’re currently thinking about adding more laws in game.
First we want to stabilize this feature. Once it will be stable enough, we will improve it and ask the community what they expect from politics in order to take their feedback into account.
We don’t have a date yet concerning a politic revamp. We will try to talk to the community early enough to make sure that we can use their feedback in our design.
About Soldiers and Guards. One would think that Governors would have power over them. It’s not the case. What do you think about it? Will you change something?We’re already working on it. We have an idea for Soldiers and Guards, which is to add a PvP system, with ranks. When a Guard fights Outlaws he will receive points that will improve his ranking, giving him access to exclusive rewards. However if a Guard breaches the laws of his government he will lose a lot of Citizenship Points. If he loses his Guard status, he will be removed from the ranking system. He will not lose his rewards, but will no longer be able to use them.
So Government will still not be able to decide who’s a guard and who’s not?Concerning the Government involvement, we’re looking into giving them power over the rewards Guards can get. A governor will not have power over who is a Guard, but he will be able to manage the rewards, and potentials bonuses.
As for Soldiers, it will be something similar, but based on the RvR system.
Last thing: voting alts. What’s your opinion on these?We worked a lot on a system preventing this possibility. We think the best system would be to have a limitation per account. A player would be able to vote only once per nation and per account. That’s what we would have liked to implement.
However, it’s not that easy. It’s very heavy in development and we thought it would be better to improve the politic feature before thinking about limiting its access. Also, this problem is very hard to quantify for us.
First we will have to develop tools in order to measure the impact of voting alts before we can even consider a solution to limit them.