Changes

Jump to: navigation, search

Game updates/2015-05-03

120 bytes added, 13:17, 3 May 2015
Formatted patch notes. Yay!
Tons of changes in this update! There's new content and also lots of adjustments to combat. As always, remember this is alpha! In case of disastrous bugs or terrible design flaws, please stay calm, report problems, tell me what's good and what's bad!
=== <b>New Dungeon Content</b> ===
:- There is a new addition to the [[Wolf Cave ]] dungeon. This extension is designed for a duo of level 50s, or one level 50 with really high quality gear and items. There's a couple of empty areas that will have new werewolf-specific content soon. (Not quite ready today, sorry wolves!):- There is a new addition to the [[Kur Tower ]] dungeon. This dungeon kinda went off the rails, to be honest. I had lots of big plans, but they didn't end up being that fun and I ran out of time to experiment. So I'm gonna put it on the back burner for a while and try again in a few months. In the mean time, there's enough of it working that I've opened up a large new area for exploration. There's no lore, and nothing makes any sense, so just roll with whatever you find.
In its current state, I'm not actually sure what the best group size is. Maybe a trio of level 40s, or a duo of 50s... something like that.
=== <b>New Skill</b> ===
:- [[Ice Magic ]] is now learnable. Ice Magic has some decent damage potential, but it's far more impressive as a crowd control or self-defense skill. This is just a first draft of the skill, though, so we need your feedback! Report bugs, of course, but also let us know what is fun, what isn't fun, and how you'd change the skill in an ideal world.:You will need level 25 in [[Fire Magic ]] to learn Ice Magic, and you will need to be able to survive a difficult dungeon encounter, so realistically speaking you won't be able to learn the skill before reaching level 40 in some other skills. :(The upcoming Fairy playable race will be able to learn it as a newbie skill, though.):Get the necessary quest by reading a signpost in the entrance to [[Kur Tower]], then go visit [[Landri the Cold ]] in the Kur inn. Then complete her errand to gain access to the skill. You will need a couple of allies to complete the quest -- it's not soloable.:The gem for Ice Magic crafting is Tsavorite. [[Ukorga ]] in [[Kur Mountains ]] sells some loot belts for Ice Magic.
=== <b>[[Power ]] Costs Revision</b>===
Most player abilities have reduced Power costs. Some examples from Sword skill (but all skills are affected):
- Sword Slash 4 - Old: 9 New: 7
=== <b>Sun Vale Changes</b> ===
:- [[Sun Vale ]] was causing severe sub-server lag due to the sheer number of monsters spawning in a tiny space. It turns out that Sun Vale's terrain was designed to be much larger originally (but we didn't have content for it) -- so we've scaled it up. There's still not a lot of content for it, but this was necessary to avoid server problems. Sun Vale is now twice as wide and deep as before, meaning it has 4x as much land mass.:- There are also fewer [[Ranalan warriorsWarrior]]s, because even at 4x larger, having literally 50 frog dudes running at a single target caused the client to freeze up and die
:- Also, fixed the 10-second respawn rate on the winter court fey near the Thorn's spawn -- that was a bug. They now respawn at a rate of 8 every 5 minutes, similar to other encounter areas like the ranalan ruin.
:- Flowers and trees now spawn across the entire super-sized area, making it a more appropriate challenge to collect tons of them
:- Replaced about 1/3 of the randomly-spawning fruit trees with [[Ferocious BoarsBoar]]s, with an occasional [[Charged Boar ]] or [[Poison Slug ]] for variety:- Lots of empty space... more content for [[Sun Vale ]] coming soon!
:- NOTE: if you were in Sun Vale when you logged out, you will log in to nothingness, because Sun Vale physically moved. You will fall for a while and then die, horribly. Don't worry if you are Hardcore; your items will not break from this death.
:NOTE TO VETERAN PLAYERS: this change may make it hard for newbies to find usable gear. I fudged things a bit at the low levels, but even so, it may be frustrating. (I just don't know yet.) If newbies are having a hard time finding usable gear, please help them out if you can.
=== <b>[[Treasure ]] Tier Tweaks</b> ===
:A perfect storm of bug fixes, tweaks, and additions make this a very confusing update for treasure tiers.
:tl,dr: your existing items are unchanged, but your Epic and Legendary items will now have a differently colored name when you examine them.</b>
=== <b>Dungeon Tweaks</b> ===
:- Chests in dungeons can no longer be opened while you're in combat. (This is to help dissuade people from "drive-by looting")
:- Fixed many dungeon areas where you could get "outside the dungeon" when knocked back by monsters. There are still a few places where it can happen, but most areas are fixed now. The dungeon that needed the most work was the [[Serbule Crypt]]. (It's only 75% fixed because it's the hardest to fix.) Pay attention in the crypt for weirdness that didn't used to be there, like cracks in the seams of the walls!:- reduced the number of monsters wandering in the deep parts of the [[Dark Chapel ]] dungeon (the shadowed halls and the annexes, not the initial cave section). However, the density is still quite high compared to any other dungeon in the game. The dungeon is still intended for a group of 5 level 50s.
:- In the same dungeon: now each section of hallway has a cap on the number of Elite monsters that can spawn there. Quite a few elites can still spawn, but this change prevents ridiculously unwinnable random spawn scenarios.
:- Monster's Rage can now go higher than their maximum (up to 50% higher). This fixes various scenarios where monsters couldn't get their Rage attacks off, and makes rage-reduction stats more meaningful
:- Fixed a bug in yeti's encase-in-ice ability. They were not actually getting most of their intended resistances, making their ice-cube ability basically suicidal
:- [[Old Fangsworth ]] can now spawn in various different places in the tiger fields, to deter camping:- [[Khyrulek ]] (in the Serbule Crypt) had become an Elite but did not have shared treasure. She does now. However, I nerfed the chance of dropping The Galvanizer to reduce camping (Khyrulek has to be on a fast respawn because her death activates a portal, but that made her easily campable.) The first time you loot Khyrulek each day you will find a Galvanizer; repeated looting after that has a 25% chance to have a Galvanizer.:- Fixed Elites and [[Bosses ]] that did not have loot for every player. This includes: [[The Flower Child]], [[Venenae]], [[Mother Snail]], [[Spiderlord]], and a few others.:- [[Bleddyn ]] the werewolf was supposedly downgraded from "elite" to a "very tough solo" monster a while back, but he had not been informed.:- [[Fluffy ]] the worm has bulked up to "very tough solo" level as intended:- Lamias [[Lamia]]s are fixed in the deep-cave bits of [[Dark Chapel ]] (they were not visible at all)
:- acid traps and explosion traps can no longer call for help
:- shields are now considered weapons for purposes of vendors (meaning that people like Joeh will buy them)
:- Bluebell seeds work again
:- [[Malgath ]] did not actually like shields as indicated. (He liked fire staves.) He likes shields now.
:- a mix up with the "Apply Hammer Oil" and "Apply Katar Oil" recipes has been fixed
:- Stalwart Claws were not correctly marked as claws

Navigation menu