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[Changelog] 2.6.0 BETA - March 8, 2012

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Community Manager Klime Buttonholer
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posté March 08, 2012, 18:28:42 | #1
[Changelog] 2.6.0 BETA - March 8, 2012


XP Bonus for Secondary Characters

A new XP bonus system for secondary characters (those on the same account and the same server as one or more other characters of higher levels) is available to expedite the progression of characters. The value of the XP bonus depends on the number of characters on the account (and on the same server) that are of a higher level than the secondary character. Here is the list of proposed XP bonuses:
  • 1 character of higher level: 100% bonus (2x XP).
  • 2 characters of higher level: 200% bonus (3x XP).
  • 3 or more characters of higher level: 300% bonus (4x XP).


This XP bonus applies to all types of XP gain (quests, mobs, scrolls, Kolossium, etc). However, it has no influence on XP given to a guild or mounts. A devblog article on this topic is available here: Click here

New End Game Sets

In order to diversify the equipment items available at end game level, 6 new sets of 3 items are added. A devblog article on this topic is available here: Click here

Temple Dopples

The combat process against temple dopples is reviewed. A devblog article on this topic is available here: Click here
  • Regardless of the dopple faced, the rewarded tokens are now all the same (Doploons). The former class Doploons can be exchanged for new Doploons inside class temples.
  • The amount of earned Doploons is now indexed to the level of the faced Dopple (a high level character will earn more Doploons than a low level character).
  • The daily quest counter to fight Dopples is reset every day at 7 a.m. GMT+1.
  • The XP gained at the end of a Dopple fight is slightly reduced but the XP and Kamas given as quest rewards are increased.
  • To simplify the purchase of scrolls and rewards by exchanging Doploons, the purchases can be done via a Temple boutique (available in each temple).
  • The reward for the Quest “A bigger bakers’ dozen” is modified. The Gifdoploons are replaced by several generic Doploons, whose number varies according to a character’s level. Gifdoploons owned by characters can be exchanged for generic Doploons.


Kolossium :

A devblog article on the upcoming modification to the Kolossium is available at: Click here
  • Trophies no longer have a maximum rating requirement. Those requirements were obsolete ever since the implementation of the default rating for all character.
  • Experience rewards in the Kolossium are now indexed on the player’s rating rather than only their level. This modification has been made in order to incite players to seek their true rating and deter people from artificially reducing their rating. A character’s level will determine the maximum experience that might be gained while his rating determines how much he actually gains.
  • The system now accounts for an abnormal (Too far from 50%) win and loss ratio in order to adjust the character’s rating to a more coherent value quicker.
  • It is no longer possible to lose rating when winning a fight.
  • The random team creation system has been improved. When 2 teams of 3 characters have been picked for a fight, the system will try additional characters combinations to try and create two balanced teams.
  • Rating of all character has been reset in order to properly assess the change brought by this update (Maximum rating has not been reset).
  • The maximum number of fight per hour has been set to 5 and the maximum number of fight per day has been set to 50. Those values are susceptible to adjustments in later updates.
  • Transition between different type of fight has been improved (Example: Transferring from a PVM fight to a Kolossium fight)
  • 12 new Kolossium maps have been added and the 12 Goultarminator 2011 maps were kept. Other maps have been removed from the available pool.


Fights:
  • It is now possible to achieve a 100% drop rate on an object through the prospecting bonus (maximum probability was previously set at 95%).
  • When hovering over a target in the characteristics display interface, the resistances to fixed elemental damages, critical damages and knockback damages are added.
  • During the preparation phase, upon hovering over a fighter, the tooltip displayed is improved in order to be be clearer and to improve its readability.
  • A character's health points can no longer exceed its maximum health (in the event of an attack causing more unhealable health points loss than actual damage dealt).
  • The unhealable health penalties are properly passed onto the current health points, following damages that inflict more unhealeable health penalties than direct damages.
  • Initiative and health points are properly updated during the preparation phase of a fight.
  • The display of damage inflicted in the fight summary is improved: the damages affecting the same target are grouped, with the element of the damages displayed.
  • The silhouette of an invisible character is now visible when casting a spell (this replaces the display of an arrow pointing at the position of the character).
  • The last known position of an invisible character in a fight is displayed when hovering over its thumbnail image in the fight’s “timeline”.
  • Activating tactical mode no longer deactivates transparency mode.
  • The movement range display no longer shows above characters following a teleportation or after being carried.
  • Tactical mode no longer hangs in the Jorbak dungeon.
  • Tooltips that display the name and health points of targets should no longer remain frozen in some cases.
  • The function “show cell” can be deselected via the “Esc” key or by targeting something other than a valid tile.
  • Issues relating to an incorrect map displayed during tactical mode are corrected.
  • The initiative order displayed underneath characters is correctly displayed for carried characters.
  • The activation of tactical mode, creature mode, authorization to join a fight, or allowing spectator mode is now preserved between fights (and reset after a change of character or a disconnection).
  • The information on locking up a fight is no longer transmitted to the opposing team.
  • The loss of BP is once again displayed in purple, above the character's head.
  • Detected traps no longer trigger as being under the detection spell.
  • The movement preview of enemies correctly takes into account the unlockability of an invisible ally.
  • The health points of characters instantly killed by a spell are correctly set to 0.
  • The “Join" and "Spectate" buttons on the fighting preview interface of a map are correctly updated whenever the combat options are changed.
  • The characteristics of monsters (AP and MP) are now properly reset at the end of the monster’s turn.
  • Lock and Dodge bonuses obtained through a spell effect that grants an agility bonus are properly removed when the spell effect is removed.
  • States are no longer displayed multiple times in the description of the same spell effect active on a given target.
  • The portrait of a character in the timeline is correctly updated when the character’s appearance changes.
  • Deferred spell effects are correctly updated once the cooldown of a recast is over
  • A character’s healths points are displayed properly on the fight’s timeline, following a spell effect that has an impact on vitality.
  • The gravity state applied by the spell Pull Out dissipates correctly at the end of the Enutrof’s
  • turn, even if he dies or leaves the fight. The message indicating the total bonus combo upon the explosion of a Rogue bomb is now associated to the ”combat” channel (rather than the "Information" channel).
  • It is once again possible to change equipment during the preparation phase of a fight after being attacked by another character while travelling.
  • Perceptors and prisms can no longer be “stuck” in combat by joining a Kolossium fight while being in a Perceptor or prism fight.
  • If a player hits ready during the last five seconds of the placement phase, their character’s portrait will display properly in the central medallion and no longer show a blank medallion until the end of their first turn.
  • In the spells’ shortcut bar, the cooldown period is displayed correctly in the beginning of combat (in some cases, incorrect values ​​were displayed).


Archmonsters

Archmonsters now automatically join an existing monster group as soon as their respawn time is finished. This modification allows players to find archmonsters without having to clear groups of monster to make place for the archmonster group.

Markets

  • The content of all markets is now common across all of them.
  • Any item put for sale will now be accessible in all markets of the same type.
  • The Astrub markets are still limited to items that are below or at level 20: It will not be possible to sell, browse or buy items that are above level 20. However, it will be possible to cancel sales from the Astrub markets, regardless of their level. All items that were on sale at the moment of the update will be transferred to their owner’s bank.
  • The system to promote less frequented markets is deactivated, as all sellrooms now share their content.
  • The maximum duration of a sale is brought to 336 hours (14 days).
  • The maximum number of items that may be sold in a market of a type is set to 20.
  • The sale tax is now 2%.
  • While in selling mode, using the “Enter” shortcut while not selecting any item will not trigger anything.
  • In buying mode, using the “Enter” shortcut will no longer focus the display on the chat interface.
  • In selling mode, a confirmation pop-up has been added when trying to remove object from sale.
  • While trying to buy an item that has already been bought or removed, an error pop-up has been added.
  • In buying mode, if the item displayed on the left side is part of a search, validating a purchase no longer modifies the list of displayed items.


Experience gains

  • It is now possible to share experience gain from quests or items to your guild or mount.
  • The experience gain display has been standardized. Any gain of experience given to the mount, guild or incarnation is displayed in the chat interface (except if the mount or guild is at maximum level).


Interfaces

A devblog article dedicated to the main interface modification may be found at the following link: Click here
  • On the world map, a new filter has been added that allows you to see the position of your house and your guild’s paddocks, houses, and perceptors.
  • In the buying and selling to NPC confirmation pop up, the currency is properly displayed.
  • In the character creation screen, the character gender tooltips have been replaced and their text has been improved.
  • In the server select screen, if the server illustration may not be loaded, the default one is displayed instead.
  • It is no longer possible to slide a custom set to drop it on a map.
  • In the guild creation screen, the text “Rule of guild rename” is now properly translated.
  • In the chat interface, the message’s time is now properly displayed when activating a chat channel.
  • Deleting an item that belongs to a custom set now properly behaves.
  • In the livitinems’ feeding interface, the quantity selection segment is now properly grayed out.
  • Items that require knowing a profession without any specific level of it to use or equip now properly display their requirement.
  • The tooltip displayed when doing a mouse-over on a weapon or spell has been harmonized.
  • In all interfaces, the management of the character “ : “ has been improved in all clients language.
  • Dissociating a livitinem will now properly close its management interface.
  • In the inventory, when a two-handed weapon is equipped, the appearance of the deactivated shield slot has been improved.
  • In the inventory, when a Livitinem is dragged and dropped onto an equipped item, when both items are associated, the object tab is now properly refreshed.
  • The mini-map now display the same location markers as the world map. In the contextual menu that is opened by right-clicking the mini-map, it is possible to filter displayed icons.
  • In the chat interface, when changing the color of a chat channel via the interface option, the color of the writing zone and the menu’s star are now properly updated and that modification is properly saved in the options.
  • In the chat interface, the last characters of a message that are still being written are now correctly displayed, even if they’re at the end of the line.
  • In the merchant mode management interface, the “Enter” shortcut allows you to put an item for sale and to modify those that are already for sale.
  • The in-game warning pop-up when a message in the chat interface is potentially hazardous has been improved.
  • In the character selection screen, the title now remains properly displayed.
  • In the option interface, the default selected channel in the channel color picker is now the general channel.
  • In the subscription gift screen, the quantity is now properly displayed for the gift contents.
  • In the shortcut bar, the shortcuts for spell and items may be modified at any time while out of combat, but while in combat, they may only be moved, added or deleted if the Grimoire spell tab is opened for spell shortcut, or if the inventory or emote & attitude interface are opened for item shortcuts.
  • The position of your house is now displayed on the world- and mini-map in the possession filter.
  • It is now possible to put emote and attitudes in the shortcut bar.
  • In the tooltips for spell, the word “Damages” is now always pluralized and the word “Critical effect” now is plural if there’s more than one.
  • In the Grimoire, the spell list is now correctly refreshed when changing the category of spell displayed.
  • On the world map, a contextual menu now opens if you right click on landmarks that allows for their deletion.
  • On the world map screen, the button that allows you to focus the map on your character now correctly behaves and allows you to display the landmark that was used to indicate the character’s position if it was hidden.
  • The queue screen now properly behaves when changing character.
  • In the item’s tooltip, the requirements are now properly grouped in a single “Condition” block.
  • In the item tab, the coloration of bonus and malus has been improved.
  • Tooltips for spells and weapons have had their display order for effect and damage improved.
  • In NPC shops, the sale confirmation window will now display the proper currency (ice kamas, kolossokens, kamas, etc).
  • On the map, the name of the spouse is now displayed on the landmarks that allows to track his/her position.
  • When opening a chest or a door via a code, if the code is correct, but the character does not have authorization to open it, an error message clearly says so.
  • On the world map and mini map, landmarks always have a tooltip that will display the coordinates when doing a mouse-over.
  • On the world map and the mini map, the difference between landmarks’ color is made more obvious and the tooltip has more detail.
  • On the mini-map, the tooltip when mousing over a landmark is properly updated when changing that landmark.
  • In a spell’s tooltip, the name of a summoned static creature is displayed after the summoning effect.
  • In objects’ and spells’ tooltips, the bonus to characteristics is now displayed in green and damage in black.
  • On the world map, a button has been added that allows to hide or display all landmarks. This same option is available in the contextual menu of the central medallion.
  • On the character selection screen, for a list that has more than five characters, the character islets now properly display when selecting a character.
  • In the contextual menu when clicking on a character, in the sub-menu “Information”, it is now possible to access their character page.
  • By default, the chat interface now is in advanced mode, and a dead fighter does not show in the “Timeline” in combat.
  • On the mini-map, the tooltips for the prism landmarks now contain the prism’s coordinate.
  • In the guild interface, the guild’s experience value and its required experience until the next level now correctly display on a mouse-over of the experience gauge.
  • After resetting the features option, the option to be warned of the log-in of a friend, member of the guild, or a friend level’s up is correctly activated.
  • In the chat interface, the contextual menu that appears on a click of a character’s name in an information message now properly behaves and display.
  • In the characteristic attribution interface, the number of remaining points will always be correct.
  • On the world map, after manually placing a landmark, the mode automatically switches back to moving via mouse.
  • In the alignment interface, when the player versus player mode is activated, the wings are properly placed in height, and no longer mask the alignment information.
  • The guild experience will now correctly display around the medallion.
  • The exchange interface has been slightly reorganized in order to prevent selection error when a notification message is placed above the confirmation button.
  • When a character enters combat while an object shortcut is being slid out of its cell in the shortcut bar, the shortcut may still be released the same way as out of combat.
  • In the Kolossium group interface, mousing-over a character displays his rating rather than his prospecting.
  • Displacing the minimap by clicking on the rectangle that marks the actual position correctly works once again.
  • It is now possible to search for special monsters (dungeon keepers and archmonsters) by their names in the merchant mode interface.
  • By default, the zoom applied on the mini map and the world map of Incarnam is decreased.
  • The display of the mini-map arrows has been improved.
  • The DOFUS logo has been improved.
  • The option menu for the chat interface now allows players to define a status for their character (normal, invisible, or away).
  • The configuration of fields displayed in spell and object tooltips are now kept between sessions.
  • A click on a link in the chat panel that links to a quest no longer closes the Grimoire, but now directly opens the Grimoire relevant page.
  • A triple click on an equipable item no longer displays an object slot under the cursor.
  • The notification of a missing profession while using a workshop will no longer pop-up if you know at least one of the professions required by the workshop.
  • The harvest cursor no longer disappears between two harvest requests if you place your cursor on the second resource before the first starts to be harvested.
  • Consumable item icons no longer disappear from the shortcut bar when used repetitively.
  • In the options menu, the customized colors for the chat channels are now properly saved.
  • When multiple confirmation pop-up are superposed, the background only darkens once.
  • The focus is automatically given to the last opened interface. This modification prevents, for example, to keep navigating through the inventory when you’ve opened a book and wish to change page via the directional keys.
  • Sending a message by validating it with the enter key while receiving an invitation for a challenge or exchange no longer blocks the character.
  • The last selected profession or spell in the Grimoire is saved in between opening and closing the Grimoire.
  • The name and organization of effects on spells and items has globally been simplified, clarified, and standardized in order to facilitate the reading of their effects. Notable examples:
    • The “+” in front of characteristics bonus has been deleted.
    • The mention “(Target)” in the dodgeable AP removal effect has been deleted. It remains easy to differentiate between an AP malus to the target (Abrastaff) to an AP malus (Crowblade) by the coloring of the effect and its order in the list of effect. In the spell tab, the effect is now classified in the effects rather than the damage.
  • The effect of percentage damage bonus has been renamed into “Power” to avoid the confusion that brought some to think it was a straight percentage increase after everything else was accounted for. As a reminder, 1 point of Power is equivalent on damage to one point of Strength, Intelligence, Chance, and Agility, without other bonuses associated to that characteristic.
  • The effect of permanent health loss has been renamed to “Erosion”.
  • The search field for buying in merchant mode now works correctly once more.
  • The category filter is correctly updated when the last object of that category is removed from the inventory.
  • When the owner of a merchant mode shop reconnects, the merchant mode buying interface automatically closes.
  • It is possible to send a message in the chat interface while the main menu of the game is displayed.
  • In the contextual menu of a character, the options that aren’t available when this character is not on the same map are not displayed (Challenge, for example).
  • An hourglass icon now displays at the top right corner of the screen when the connection with the server is slowed.
  • The “Max” button of the Kama selection screen in the bank transfer interface no longer displays 999 Kama as the maximum.
  • In order to conserve a coherent display, it is no longer possible to transfers more than 999 999 999 Kamas at once while in a bank transfer.
  • Accented characters are now correctly taken into account when sorting the category filters by alphabetical order in the inventory.
  • The fights on the map interface now properly shows fights in the preparation phase at the top of the list.
  • Several items inserted on the same line in the chat interface should no longer result in the first item displays being duplicated on each link.
  • The detection of links in the chat interface has been improved and now accounts for a greater number of possible combination.


Shortcuts

  • The default shortcut for ending your turn (Ctrl-w) is now defined as F1.
  • A slight delay has been implemented in order to prevent multiple interfaces from launching in a short lapse of time via key shortcuts.
  • The shortcut “Enter” has been replaced by “Space” for the purpose of focusing on the chat interface in order to avoid inadvertently validating other interfaces.
  • A new button in the shortcut menu allows players to deactivate all modifiable shortcuts.
  • The deletion of a shortcut that has a default binding isn’t reset upon the next session.
  • The confirmation interface for using a shortcut that is already in use now correctly works if the “<” and “>” keybinds are used.
  • Erasing a shortcut, then resetting its assignation to default now works properly again.
  • The deletion of shortcuts is now properly saved in between multiple sessions change.
  • It is no longer possible to overwrite “Tab” for the character’s name auto completion shortcut.
  • The shortcut “Show/Hide map coordinates now correctly works again.
  • A new shortcut is available to mute the sound.
  • The shortcut “Ctrl-Enter” no longer allows to make a line skip in the chat interface, but allows to directly send a message to the group channel.
  • The shortcut “ o “ now allows to access the option menu and the shortcut “ r “ now allows to access the Browser/Ogrine interface.
  • The shortcut translation has been improved.
  • Using a shortcut to close all current opened interfaces while a notification is displayed no longer prevents consulting that notification again.
  • The unused shortcut to display the emote tab has been removed.


Stacking actions system

  • The management of the action stack has been improved when one of the actions in the stack is no longer possible.
  • Adding an interaction with an interactive element that teleports characters (Class temple or a zaap for example) in the action stack now forbids adding additional harvest actions to the stack.
  • Interaction with interactive elements that are not resources may no longer be added to the action stack via a simple click.
  • The action stack properly unstacks when an entity is moving exactly at the same time as the harvesting character.
  • Opening a “Blocking” interface (like the Guild interface which prevents any interaction outside itself for example) no longer empties the action stack. It is rather put into pause, and finishes once the blocking interface is closed.
  • Fishing no longer blocks the action stack.


Professions:
  • The probability of a successful craft is now 100% regardless of profession level, for all available recipes. This modification does not affect Magus professions.
  • To facilitate learning professions, the notification displayed during interaction with a resource or workshop associated with a profession a character does not possess now gives the location of the NPC that allows the character to learn the associated profession.
  • The ingredient slots in the cooperative crafting interface no longer shows gray spaces for no reason.
  • A list of craftsmen is now available in Kolossium trophy workshops.
  • It is no longer possible to increase the number of items to be made by using a resource that was already used as a payment for the crafter.
  • Increasing the amount of items to be crafted no longer shows the additional ingredients required in the player’s inventory before the actual completion of the recipe.
  • A new error message appears when trying to use an object that is linked to you in a recipe.
  • In the cooperative magus interface, the correct result of the first rune is shown in the chat box of the interface.
  • The “payment upon success” option has been deleted from the cooperative crafting interface and lists of craftsmen, since success rates are now 100%.
  • The text displayed when hovering over the names of recipes in the profession interfaces has been altered to reflect the fact that success rates are now 100%.


Breeding:
  • It is now possible to use emotes while the paddock interface is open.
  • The selection of the equipped mount in the breeding interface now works correctly if the previously equipped mount was moved into the inventory.
  • The breeding interface no longer displays blank mounts if it is reopened after a previously equipped turkey has been moved.
  • The dividers of the serenity bar in a mount’s information tab now properly mark the limits for the use of Drinking Troughs (between -2000 and 2000 serenity).
  • In the breeding interface, when removing or releasing the last mount in the interface’s list, the information tab of the mount is correctly hidden.
  • In paddocks, Armoured and Feathered dragoturkeys now have their own thumbnail icons.


Quests:
  • The experience and Kama rewards of quests have been revised. In most cases, the rewards have been increased, making quests more valuable. Resources have been added as rewards to some quests.
  • Scrolls are now given as rewards for the following quests:
    • Tricky Flowers: 1 Alchemist scroll.
    • The Site Chief sits down to eat: 1 Golden Parchment.
    • Wartella’s Teeth : 2 Golden Parchments.
    • Stomp Stamp, Charge! and Giddy up! : 5 Handyman scrolls.
  • The experience rewards of the quest chain “An Eternal Harvest” are no longer fixed: They are now modified by the level of the character. While the experience gain is reduced for low level characters, the experience gain for high level characters is now much higher. The Eternal Harvest chain still offers significant experience rewards in comparison to classic quests.
  • The levels of quests and their level requirements have been modified in order to be more in line with their actual difficulty.
  • Several missing coordinates have been added to quest objectives.
  • The Headhunter quest has been deactivated. Characters owning Strokens still have the option to trade them with the NPCs Thomas and Emma Sacre for various items.
  • Some quests have changed their category in the Quest journal:
    • “Pandala: an island unlike the others” and “Proud to be a Pandawa” are now part of the "Pandala" category.
    • “Terra Cogita Manuscript” is now part of the “Main Quests” category.
    • “Wogew the Hewmit” is now part of the "Wabbit Island" category
    • “Beware of the Beast!”, “Barnaby in Space”, “Don't let the son go down”, The Divine Child, “Suspicion” and “Where did 7 Company go?” are now part of the "Krosmoz" category.
    • The 10 Frigost bounty quests are now in the “Wanted notice” category.
    • “Pinta Gone wants to fill himself with Bwork beer” is now part of the "Bwork Camp" category.
    • “A frosty mayor””, “Full contact”, “Welcome to Frigost”, “The Frozen Lake”, “The survivors of Frigost”, “Sustainable growth”, “Dungeons and dragrunts” and “Pocket money” are now part of the "Main Quests" category.
    • “Tricky flowers” is now part of the "Koalak Mountain" category.
  • Several issues have been solved in the Allister quest chain: Improvement in the dialogues, links between quest in the chain, additional hints. Two new quests (one for each version, loyal or traitor to the king) have been created in order to conclude the chain. They give access to a particular reward that will allow simple commoners to slip in the skin of a woyal wepwesentative.
  • In order to promote the upcoming release of a new Science-Fiction book written by Herdegrize the Mystic, Prent the Goblin will offer a quest to adventurers that come to Astrub.
  • The quest “Strange springs” has been revised in order to clarify objectives and NPC intents.
  • The “Pandawushuka follower” quest has been corrected : It is now possible to finish it without fighting other players in the dojo. A new reward, unseen before, has been added.
  • The objective of the “Forever friends” quest has been modified for more clarity.
  • “The bootlicker potion” quest : Gobkool Horns, one of the ingredients required to make the potion, have been replaced by 1 Gobball War Chief Horn in order to match the quest level.
  • “Sanctification” quest: The goal of this repeatable quest is simply to offer an alternative way of accessing the Pet Sanctuary. Hence, it no longer gives experience points.
  • A new quest to access the Primitive Cemetary of the Koalak Mountain has been added. It is given by the NPC Warko Linch, which can be found in the Kaliptus Forest.
  • Quest “Suspicion” : This short optional introduction quest preceding “Where did 7 Company go?” is now correctly started by talking to the NPC Yzua the Suspect. It no longer gives experience points.
  • The repeatable quests of Koka Dekolak (“Delicatessen”, “Polar Race” and “Load the mule”) are now daily quests. The requirements to start them have been increased.
  • Quest “That be frugal, one time” : it is now possible to fight Paindep without prematurely finishing the quest.
  • Quest “Rat needles...” : the objective is now to bring back Milirat Toothy-Pegs (quest items) instead of Rat fangs.
  • Quest “Other means of transport” : the objective is now to bring Wild Dragoturkeys to Flip Flap, which significantly reduces the quest price and and makes it easier to complete for characters who don’t breed dragoturkeys.
  • Quest “Tricky flowers” : the objective is now to bring back Wild Orchids (quest items); this quest may now be done once per day.
  • In the repeatable quests for the harvesting professions in Frigost Village, the requested resources have been replaced by quest items. Their acquisition via harvest remains the same.
  • Quest "Trip around the world" :
    • The order of dungeon keepers has been changed to offer a growing difficulty.
    • Visiting the dungeon is now mandatory.
    • The value of the rewards has been increased.
    • A new short quest has been added to complete the quest chain and obtain a new reward.
  • The behavior of multiple interactions in quests has been optimised. This modification solves interaction issues encountered in the following quests:
    • Please Sir, can I have some more?
    • Ambiguous ambition
    • Apprenticeship: Follower of Pain
    • Apprenticeship: Knight of Despair
    • Apprenticeship: Silent Spy
    • Apprenticeship: Knife Fighter
    • Delayed Attack
    • At Danathor’s service
    • Whipping boy
    • Divine Divinity
    • Ellie Who? Ellie Mental
    • Gromeo and Julie
    • He wants to be buried at sea
    • The seeds of discord
    • Don't let the son go down
    • Kain Dharyn’s crystal
    • The smith with two left hands
    • Tarada Bay’s Secret
    • Instant delivery
    • Poor Golden Larva
    • Black Cat, White Cat
    • Sowing his seeds
    • Canny Balls
    • Assault on the patrol
    • When threats don’t work
    • A muddy joke?
    • A dark power
    • A volcano subsides
  • The levels displayed on bounty monster quests have been adjusted.
  • The level of most of the monsters linked to the bounty quests in Astrub, as well as their characteristics, have been increased. Their respawn time has been homogenized and they now give experience when defeated.
  • The experience of all monsters linked to bounty quests has been adjusted to match their level.
  • In the quest interface, clicking on a quest landmark button now directly displays its position on the minimap, even if another landmark was already being displayed.
  • In the quest interface, the buttons to locate an objective have changed appearance in order to be easier to read.
  • It is now possible to display up to 5 different quest landmark simultaneously on the minimap and the world map.
  • On the world map and the minimap, the quest landmarks now display the name of the objective pn mouseover, and the contextual menu when right-clicking allows to see the relevant quest in the quest interface.
  • When a landmark giving the position of a quest objective is displayed, arriving on the relevant map automatically deletes that landmark


Osamodas:

  • Whip:
    • The spell no longer affect Rogue’s bombs.
    • The spell points invested are returned.


Sram:
  • The animation of the following Sram spells has been improved:
    • Location
    • Tricky Blow
    • Mass Trap
    • Poisoned Trap
    • Paralyzing Trap
    • Trap of Silence
    • Repelling Trap
    • Lethal Trap
    • Chakra Concentration
    • Deviousness
    • Insidious Poison
    • Mistake
    • Invisibility
    • Chakra Impulse
    • Lethal Attack


Sadida :

  • Dolly Sacrifice:
    • The spell no longer affect Rogue’s bombs.
    • The spell points invested are returned.
  • Poisons are no longer affected by the distance between the caster and the target. Their damage is now fixed on all targets.


Rogue :

  • Explobomb, Grenado and Water Bomb:
    • Spell may now be casted up to twice per turns.
    • Bombs wall now inherits combo bonuses (In order to potentially deal more damage).
    • The damage bonus that was gained when triggering multiple bombs of the same type has been removed, in favor of increasing the combo bonus that was gained over time (via the Ignition spell). The bomb’s combo bonus still transfers from a triggering bomb to another.
    • The spell points invested are returned.
  • Roguery :
    • The summoned illusions now appear symmetrically in relation to the spellcaster’s destination cell.
    • This makes the spell deterministic and provides knowledge of the illusions' placement beforehand.
    • The spell points invested are returned.
  • Countdown :
    • Targeted bomb now triggers at the end of the following turn.
    • The spell’s range is no longer modifiable.
    • The spell’s range is now 4, 5, 6, 7, 8 and 9 at level 1 to 6.
    • This modification allows Rogue to reposition their bomb one last time before they explode.
    • The spell points invested are returned.
  • Kick:
    • The spell no longer inflicts pushback damage on moved entities.
    • Range raised at all level.
    • This spell allows movement of bombs (Several cells), allies (one cell), and enemies (one cell) from a distance. The rogue can control the number of cells a bomb is pushed. The farther the spell is cast from a bomb, the less it will be pushed, and the closer it is cast, the farther it is pushed.
  • Magnet:
    • This spell no longer heals bombs.
    • This spell is no longer linear.
    • Spell must be casted on an occupied cell.
    • The spell now attracts bombs in a cross of several cells. Allies and enemies are attracted in a cross of one cell.
    • The spell now gives a combo bonus to the targeted bombs.
    • This modification grants more flexibility and ease to the Rogue's manipulation of his bombs with respect to his target.


Xelor :

  • Counter:
    • This spell has been replaced with a new spell: Rewind.
    • The spell teleports the target at the end of his turn to the position he was occupying at the start of it.
    • This spell may be casted on allies, self, and enemies.
    • If the target’s starting position is occupied, then the two entities swap position.
  • Blinding Protection:
    • This spell was replaced by Counter.
    • Amount of damage reflected was increased.
    • The AP Dodge bonus was removed.
    • Now has a critical hit chance.
    • The spell points invested are returned.


Enutrof :

  • - Living Chest :
    • Spell may now be casted every 9, 8, 7, 6, 5 and 4 turns at level 1 to 6.
    • If there is already an allied Living Chest on the field when this spell is cast, it is replaced by the new Living Chest.
    • The cooldown for this spell is shared between all allies (When an Enutrof casts this spell, all other allied Enutrof suffer the spell's cooldown)
    • The spell points invested are returned.
  • Unsummoning :
    • The spell no longer affect Rogue’s bombs.
    • The spell points invested are returned.


Ecaflip :

  • Rekop :
    • The possibility of instantaneous damage (applied upon casting) was removed in order to ease the damage stacking on future turns.
    • The spell points invested are returned.
  • Feline Spirit:
    • This spell may now only be cast diagonally.
    • Maximum range is now of 1.
    • The damage applied to the Ecaflip at the end of his turn if the spell isn't cast again is equal to the spell's damage (rather than double).
    • The spell may now only be cast once per target per turn.
    • The spell points invested are returned.


Items :

  • Raid Boole potion may now be used on other’s character.
  • The odds of dropping the Chafer Foot Soldier's Surprising Bone has been increased.
  • Shal'Hal Boots : The effect that increased the range of Counter by 3 has been replaced by an increase of Rewind’s range by 2.
  • Raid Boole potion may now be used on other’s character.
  • The sprite artwork for the following objects have been improved:
    • Fish
    • Edible Fish
    • Gutted Fish
    • Meats
    • Edible Meats
    • Preserved Meats
    • Ores
    • Precious Stones
    • Stones
    • Alloys
  • The size of the Red Scara Helmet in a ¾ back view is corrected.
  • The odds of dropping a Pandora Master Fabric have been increased.
  • The Minor Fire Defender trophy that once gave protection against 2 different elements has been corrected.
  • Curses no longer allows one to equip items while being over the maximum characteristic requirement.


Soul Capture:

  • Soul stones may no longer be purchased from the Runago Gho and Runoga Cha NPCs. They must now be crafted by miners.
  • The recipes for Soul Stones have been simplified.
  • The recipes for the Mineral Potion and the Alteration Potion (that are components in the recipe of some soul stones) have been simplified.
  • The odds of dropping the following ingredients (that are components in the recipe of certain soul stones) were increased:
    • Pointed Stone Fragment.
    • Water Pandawushu Artefact.
    • Air Pandawushu Artefact.
    • Earth Pandawushu Artefact.
    • Fire Pandawushu Artefact.
    • Wabbit’s Paw
    • Ouginak Chops
    • Cashew Nuts.
  • The Soul Capture spell has been modified
    • The spell now only possesses one level (it is no longer possible to invest spell point into it). We’ve only kept one level in this spell because inciting players to invest points into it seems counterproductive and only attractive to a minority of characters that are generally dedicated to capturing.
    • The AP cost is 4.
    • The cooldown is 6 turns.
    • The spell no longer has a critical fail.
    • The duration of the spell is now 4 turns.
    • The 25% bonus chance to capture will be deleted in an upcoming update (After the month of May).
    • The spell points invested are returned.


Mount Capture:
  • The spell Mount capture has been modified:
    • The spell now only possesses one level (it is no longer possible to invest spell point into it). We’ve only kept one level in this spell because inciting players to invest points into it seems counterproductive and only attractive to a minority of characters that are generally dedicated to capturing and breeding mounts.
    • The AP cost is 4.
    • The cooldown is 6 turns.
    • The spell no longer has a critical fail.
    • The duration of the spell is now 4 turns.
    • The bonus to mount experience is now of 25%.



Dungeon :

  • The Chafer dungeon has been revamped; the number of rooms have been reduced; and the remaining rooms have been graphically improved. New monsters and a new boss have been added, as well as a new set. The dungeon’s difficulty has been increased.
  • The Blacksmith dungeon has been revamped, the number of rooms being reduced; the remaining rooms graphically improved; and a new set has been added. The dungeon’s difficulty has been increased.
  • The composition of Ghost House monster groups has been modified.
  • Boostache :
    • Health and level decreased.
    • The bonus vitality and damage given by the “Dusk till Dawn” spell has been decreased.
  • The dungeon Keeper of Bulb Cavern has been replaced by Bulbig Brotha to differentiate him from the Bulbig monsters that may be found outside the dungeon.
  • Perceptor may now be placed in the second room of the Crackler dungeon.
  • The Charlie’s Agent dungeons (Kannibal Dungeon, Ghost House, Kwakwa Nest) no longer requires the associated quest to enter them the first time. The bunch of keys can now be used on the first visit.
  • The recipe for the following keys has been simplified:
    • Fungus Dungeon Key.
    • Bworker Dungeon Key.
    • Sakai Mine Key
    • Key to the Rat Dungeon at Amakna Castle.
  • Tengu Snowfoux:
    • The spell Frozen Fleece that triggers vulnerability on the Tengu Snowfoux now lasts 4 turns rather than one.
    • The spell Frozen Wallop now applies a 30% permanent health loss debuff rather than 100%.
    • The spell Mournful Sniff may now only be cast by the Tengu Snowfoux once every 3 turns and its maximum range drops from 5 to 1 cell.
    • The Lightning state (applied by Yomi Snowfoux) now lasts 2 turns rather than one.
    • The Furibund state (applied by Yokai Snowfoux) now lasts 2 turns rather than one.
  • Royal Pingwin:
    • The spell Pingwinjammer that triggers vulnerability on the Royal Pingwin now lasts six turns rather than 1. The spell deals water damage to allies on nearby cells instead of killing them.
  • Buck Anear:
    • Hamrack’s Rudder no longer kills target, but deal water damage in a small area of effect. It now triggers vulnerability on Buck Anear for 5 turns rather than one.
    • Hamrack’s Heel may now only trigger after 4 turns rather than two.
  • Obsidemon:
    • The spell Obligation now triggers vulnerability on the Obsidemon for 3 turns rather than one.
  • Giant Kralove:
    • The state First, Second, Third and Fourth Ink and the resistance vulnerability associated with Peat Vulnerability once again lasts a single turn rather than two.
    • Its bonus to damage, range, and vitality also only last a single turn.
    • Some effects have also been simplified in order to improve the combat log readability : It now uses a generic weakness (and thus can now be vulnerable to neutral element) and the Ink state now only applies to the target that benefits it.
  • The composition of Ghost House monster groups has been modified.
  • Boostache:
    • Health and level decreased.
    • The bonus vitality and damage given by the “Dusk till Dawn” spell has been decreased.
  • The dungeon Keeper of Bulb Cavern has been replaced by Bulbig Brotha to differentiate him from the Bulbig monsters that may be found outside the dungeon.
  • Perceptors may now be placed in the second room of the Crackler dungeon.
  • The Charlie’s Agent dungeons (Kannibal Dungeon, Ghost House, Kwakwa Nest) no longer requires the associated quest to enter them the first time. The bunch of keys can now be used on the first visit.


Maps and Areas
  • A workshop for wrapping gifts is added to the Trool Fair. New types of packaging can be purchased.
  • The appearance of fishing areas has been improved.
  • The subarea Bandit Territory is now designed for adventurers between levels 40 and 50.


Perceptors
  • Perceptors now have a simpler appearance (creature mode) in and out of fights.
  • Perceptors now use both of a guild’s colors.


Monsters :

  • The odds of dropping a Pandora Master Fabric have been increased.
  • Monster that used to cast “Counter” now use the dedicated “Riposte” (Which has an identical effect to the old version of “Counter”).
  • The appearance and animation of the following monster have been improved :
    • Dark Miner
    • Dark Baker
    • Dark Smith
    • One-Armed Bandit
    • Mushed
    • Militia
  • Respawn time of Dreggons has been decreased.
  • Monsters in the Snowbound Village may no longer exceed 4 monsters per group. Groups that are already present at the time of the update must be defeated before the modification takes effect.
  • The level and stats of the following monster have been increased :
    • Dark Baker
    • Rogue Clan Bandit
    • Dark Miner
    • Dark Smith
  • The level of several monsters in the Amakna Cemetery and crypts has been modified in order to homogenize them.



Artificial Intelligence:
  • Double now attempts to locks two targets if he has the possibility (Even to the detriment of the direction given by the summoner at the time of the summoning).
  • The double now tries to head towards a Rogue’s illusion.
  • Management of attacks on Rogue illusions has been improved.
  • The movement of “Devoted” summons has been improved when there’s only one opponent.
  • Creatures that are located on a glyph without a possibility of escaping now can correctly summon again.
  • The management of movements using all the MP of a creature and with obstacle on the path has been improved.
  • The AI now properly accounts for triggers that would allow them to remove the Invulnerability states. For example, a Sacrificial Doll can now remove the invulnerability off the Kolossos.
  • The Living chest now correctly casts its spell when it is surrounded by allies.
  • The AI now manages spells that are triggered by pushback spells more efficiently.
  • The AI now manage spells that are triggered by heals more efficiently.
  • The AI for targets that carry or are being carried has been improved.
  • The area of effect are managed better: The AI attempts to hit as few allies at it can when using an offensive area of effect spell.
  • Summons no longer hit allied bombs in order to gives buffs to their allies (Crackler summons no longer attack allied bombs, for example).
  • The management of spells that are cast on one’s self and have a linear effect has been improved. For example, Kanigloos now cast their Kanigreed spell more efficiently.
  • The management of -MP resistance effect has been improved. The ultra-powerful doll no longer tries to reduce MP resistance of enemies that have no MP.
  • Kolossos now reacts properly when tackled by a Double.
  • The AI no longer seeks to give MP to non-static summons that cannot move (Pandawa Barrel for example).
  • Management of area of effect spell has been improved when the AI has obstacle blocking line of sight between it and its target.
  • Monsters with aggressive behavior now avoid glyphs in a more efficient manner.
  • AI would now rather wound a character rather than kill a summon.
  • Allied summon may no longer walk through illusions.


Objects:
  • The odds of dropping the Chafer Foot Soldier's Surprising Bone has been increased.
  • Shal'Hal Boots : The effect that increased the range of Counter by 3 has been replaced by an increase of Rewind’s range by 2.
  • Raid Boole potion may now be used on another character.
  • The sprite artwork for the following objects has been improved:
    • Fish
    • Edible Fish
    • Gutted Fish
    • Meat
    • Edible Meat
    • Preserved Meat
    • Ore
    • Precious Stone
    • Stone
    • Alloy
  • The size of the Red Scara Helmet in a ¾ back view is corrected.
  • The odds of dropping a Pandora Master Fabric have been increased.
  • The Minor Fire Defender trophy that gave protection against 2 elements has been corrected.
  • Curses no longer allows items to be equipped while being over the maximum characteristic requirements.


Heroic Server :
  • Kolossokens may now be earned by trading Doploons in the Kolossium building.


Challenges:
  • Gardener: The experience and loot bonus was increased. The challenge may appear only if the team has at least a total of 5 levels into the Cawwot spell.
  • Gravedigger: The experience and loot bonus was increased. The challenge may appear only if the team has at least a total of 5 levels into the Summoning of Chaferfu spell.


Resources:

  • The odds of catching an Icefish on Frigost have been increased.
  • The number of locations for the following resources on Frigost have been increased:
    • Icefish
    • Aspen
    • Snowdrop
    • Frosteez
    • Obsidian


Animations:

  • All characters' running and walking animation has been improved.


Pets:

  • Oshimo no longer tries to validate trades for multiple pet ghosts by offering a single pet in return.
  • Pet’s bonus are now correctly update when entering or leaving their favorite area, even when teleporting to a Perceptor defense.
  • In the inventory, while moving an object by dragging it with the mouse, the pet slot is only highlighted if the item may be used to feed it.


NPCs:

  • The following NPCs have had their appearances improved:
    • Shika Ingalsse
    • Agrid Shakoku
    • Bankers
    • Amayiro
    • Metamunch Kin
    • Kaffra Keeper
    • Shush Tercesasti
    • Divad Dleifrepok
    • Justfa Lafs
    • Ebru Of El
    • Elviana Tirips
    • Kalfen
    • Otomai
    • Oto Mustam
    • Bakers
    • Hugo Bello
    • Kanojedo Guard
    • Lily
    • Rish Claymore
    • Yke Harou
    • Priests
    • Lanseuft of Troille
    • Mischievous Trool
  • The NPC Gobriel now has an illustration.
  • The NPC Stayfun Bonnawa the chocolate maker now sells Squares of Dark Chocolate to hungry adventurers.


Incarnations

  • The portrait for the Styx incarnation now displays properly within the group interface.
  • The Tormentators’ spells now use specific icons.
  • The spell “Awthwitic Telepowtation” cast by the Karotz (Gwand Pa Wabbit) incarnation once again causes its caster to miss its next turn when used.
  • The spell “Saverne’s Blow” cast by the Knight incarnations no longer pushes back the target at the centre of the spell’s cross-shaped area of effect, only those found towards the outside of the area. However, this target will still suffer MP loss.
  • The effect which detects invisible characters when the spell “Sixth Sense” is cast by the Cloud Knight incarnation now works correctly. The description has been clarified.
  • The description for the Leaf Knight incarnation spell “Earth Shot” has been corrected.
  • The description for the Kalkaneus incarnation spell “Light On Your Feet” has been corrected.
  • The Leaf Knight incarnation spell “Unbreakable” now has a more powerful effect on a critical hit.
  • The description of the Logram incarnation spell “Pyromania” has been clarified.
  • The description of the Grouillot incarnation spell “Cloak of Flames” has been clarified.
  • The description of the Ougicle incarnation spell “Call of the Wind” has been clarified.
  • The description of the Blunder incarnation spell “Rallying” has been clarified.
  • The spell “Tick Tock Croc!” cast by the Hichete incarnation’s Crocodyl Crockmaker summons now increases Hichete’s traps’ damage correctly.
  • The “Weakness” state applied when the Rapiat incarnation casts “Little Pest” now only affects allies.
  • The Bandit Sorcerer incarnation spell “Demystification” no longer totally unbewitches its target; it now reduces the duration of its active effects by four turns.
  • The Drop Knight incarnation spell “Water Shot” no longer unbewitches its target at random; it now systematically reduces the duration of its active effects by one turn.
  • The area of effect preview for the Klume incarnation spell “Come to Me” now displays the area of effect relevant to the spell’s long-distance attraction effect, and not to its close-combat Agility steal.
  • The old effects of the Phong Huss incarnation spell “Live Long and Prospore” have been replaced by a pushback damage bonus. The spell also works on summons.
  • The Styx incarnation’s spells now display the area of effect of the spell cast by the target.


Creature mode:

  • Characters should no longer get stuck in creature mode when the number of characters present on a map is lower than the limit set for changing to creature mode.
  • Characters and objects which arrive on a map and activate or deactivate the “display characters and objects in creature mode” setting now display correctly.


Books:

  • The “Esra'Ruoy'Dnim's Invasion” manuscript can now be read in the Amakna Castle library by adventurers who have finished the quest “The birth of a kingdom”.
  • The text of the “Eniripsa’s Hands” class guide has been changed so that the description of the temple matches the Eniripsa sanctuary’s new architecture.


Miscellaneous:

  • Activities which do not involve communication with the game server (opening your inventory, for example) no longer cause disconnection from the server due to inactivity.
  • When the game servers shut down, the client takes less time to disconnect than before.
  • The appearance of female Feca characters’ faces when viewed from behind and from the side has been improved.
  • Summoned Dopples now display a colour which matches their summoner.
  • The graphical appearance of the spell “Bubble” has been corrected ; the bubble now disappears from the Feca’s hands more quickly.
  • The size of swords used in combat has been corrected (before, they could be different sizes within the same fight).
  • Iops’ bracelets now display correctly from all angles.
  • The colour of female Rogue characters’ hands now displays correctly when using emotes.
  • One hand now displays correctly when a character uses the “Thumbs up” emote whilst sitting on a Slayhound.
  • Dragoturkey colours now display correctly when the “Skidmark” emote is used.
  • The “Sit” emote now displays correctly when used by an Enutrof character sitting on a Dragoturkey or a Petsmount.
  • All of the Armoured Dragoturkey’s armour elements now display correctly.
  • The 4 beach maps found east of the Sufokia Zaap are now part of the “Sufokian Gulf Shoreline” zone.
  • The colours of a Sram double on a Chameleon Dragoturkey are now identical to those of its summoner.
  • In certain cases, the tutorial notifications viewed during a session were not saving properly before; this problem has been corrected.
  • Gobriel the Goblin now keeps his immaculate whiteness when attacked.
  • The “Hands on Hips” and “Freezing” emotes are now marked on the map.
  • Opening the Ogrine or Ankabox interface whilst the other interface is already visible now works correctly.
  • Spells modified as part of an update are now correctly forgotten even when restricted mode (Ankama Shield) is activated.
  • Characters who have turned into tombstones can no longer use interactive items.
  • Characters who have turned into ghosts can no longer use interactive items, except interactive items which are associated with moving (such as doorways) and resurrection Phoenixes.
  • You can no longer be teleported to the entrance of a dungeon whilst in ghost mode or tombstone mode.
  • Maximum pod limits now display correctly when you mount or dismount from a mount which increases Strength.
  • When you arrive on a map, characters who have used the “Superhero” emote to put on a special pose now display correctly.



13/03/12
Patch 1
  • The warning message that is displayed when the amount of Kamas in inventory is close to its maximum value has been improved and it now triggers correctly.
  • Belt Steroust : The effect that deactivated the linear requirement on Feline Spirit has been replaced by an increase of 1 to Feline Spirit.
  • It is now necessary to have completed the “A warrior’s hassle” quest in order to equip the Casque de Metag Robill (!). It now gives a title.
  • The Lethaline boots are now craftable via the “Craft boots” option rather than “Craft a belt”.
  • The spell Little Pest of the Rapiat incarnation no longer applies Weakness to its caster.
  • The exchanges that are made with the Dopple Trainers of the Eniripsa and Osamodas temple have been corrected.
  • The quest “A dark power” has been corrected.
  • Interaction in the Astrub’s Mercenary house has been corrected.
  • Issues with the Skeleton Dungeon and Blacksmith dungeon in regard to the Trip around the world quest have been corrected.
  • The following Astrub markets have been correctly linked with the markets of other cities: Butcher, Hunter, Fisher, and Fishmonger. The content of the Astrub Butcher and Hunter market are now merged, as well as the Fisherman and Fishmonger market, in order to correctly mimic other cities markets.
  • In the Snowfoux’s Den, the Fuji Snowfoux who was with the Tengu Snowfoux has been replaced by the Foster Fuji Snowfoux. The characteristics are identical to the Fuji Snowfoux that is present in the Snowfoux Cavern. This change will allow for an instant respawn of the monsters like every other dungeon has.


15/03/12
Patch 2
  • It is once more possible to use a number as a keyboard shortcut.
  • In the shortcut bar, contextual menus correctly display and it is again possible to use items via the contextual menu.
  • The size of the scrolling list for the quantity selection in the market interface has been corrected.
  • The alignment wings are now correctly displayed when the option to display them in combat is disabled.
  • Life steal displays in the combat log have been improved.
  • Equipping an item by double-clicking on it no longer prevents equipping an item via drag and drop.
  • Using multiple smithmagic runes at once works correctly once again.
  • The loss of health points is now correctly translated in the English combat log.
  • In the buying interface of the market place, the current search is now correctly reset when switching to selling mode.
  • The illusion of the Roguery spell is no longer considered a summons (It is no longer necessary to be able to summon to cast the spell).
  • The size and animations of the Dark Smith and the Klume incarnation have been entirely revamped.
  • The size and animations of the one-armed Bandit and the Hulkrap incarnation have been entirely revamped.
  • The portrait for monsters Ronin Chafer, Draugur Chafer, Primitive Chafer, Chafer Foot Soldier, Chafer, Invisible Chafer, Rib, Chafer Archer, Chafer Lancer, Elite Chafer have been entirely revamped and harmonized.
  • The custom colors for the Dopples have been improved for the following Dopples: Feca, Osamodas, Ecaflip, Iop, Cra, Sadida, Zobal.
  • Fairy works now all possess an explosion sound.
  • The incarnation Medallion now correctly displays the Klume, Hulkrap, Fyred Ampe and Kloug incarnations.
  • Water Bomb, Grenado, Explobomb : The bomb may only be cast once per turn. The combo bonus gained each turn is increased.
  • Kickback, Magnet: Combo bonus brought to bomb has been removed.
  • Arachnophile Challenge: The experience and loot bonus was increased. The challenge may appear only if the accumulated level of Summoning of Arachnee between the team is 5.
  • NPC characters may occasionally use emotes.
  • Preserved meat icons are no longer swapped.
  • The description of the Rekop spell has been corrected.
  • The display of loss of Shield Point (used by the Zobal class) now works the same way as the loss of hit point (Grouped loss and colored in function of the damage element).
  • In combat, a zero loss of hit or shield points is no longer displayed above the fighters.
  • The award is correctly given for the quest The site chief sits down to eat.
  • The Astrub’s quest Culinary art correctly starts.
  • The criteria for the appearance of the NPC Zeven Dubleho has been corrected.
  • The criteria for the appearance of the NPC Heitit has been corrected.


14:00
Hotfix 14:00
  • The vulnerable state on Obsidemon can once again be triggered.
  • The server performance issue has been solved.
  • The death of summons may no longer prevent some characters from playing their turn.
  • Swapping positions no longer retriggers a bomb wall. It is, for example, no longer possible to instantly kill a Sacrier that casted Sacrifice by placing him and his ally in the same bomb wall.
  • Removing items that are for sale at the Astrub market now works correctly.
  • Characters that complete the tutorial with the Secondary Character bonus no longer gain excessive spell and stat points.


21/03/12
Patch 3
  • Remission:
    • The spell now pushes back 1 to 6 cells at levels 1 to 6.
    • The cooldown is now 3 at all levels.
    • Range is now 3 to 8 cells at levels 1 to 6.
    • Range is no longer modifiable.
    • The spell’s effect may not be accumulated more than once.
    • The spell now allows protection of a bomb for 3 turns from ranged attacks (All attacks that are not done from an adjacent cell). The protection is based on a fixed damage reduction indexed to the caster’s level.
    • If the spell is cast on a bomb, it no longer pushes back the entity that inflicted the damage.
    • The spell now has a critical hit.
    • The spell points invested are returned.
  • Living chest: The global cooldown for the spell is now 4 at all levels.
  • The cells are now correctly grayed in the cooperative crafting interface.
  • When the owner of a merchant mode shop reconnects, the browsing interface now automatically closes.
  • The initial cooldown for a spell is no longer replaced by the regular cooldown of the spell.
  • The description for the Quest “The bootlicker potion” has been corrected.
  • The experience reward displayed in the quest interface has been corrected.
  • The issue where a map was empty after a fight was corrected.
  • At the end of a fight, in the Kolossium interface, the status of the team’s members is now correctly reset.
  • The fixed resistances of a target are now correctly displayed on a mouseover, and are now displayed above the percentage resistances.
  • A displaced landmark for one of the objectives in the quest “Crypt Tonight” has been corrected.
  • The conditions for the appearance of the NPCs Counsellor Yse Vewybad and Vil Smisse have been corrected.
  • The spells Roguish Explosion, Roguish Downpour and Roguish Tornado now have a spell icon, improving the readability of the bonus given by the Kaboom state.
  • The Kickback and Magnet spells now have a spell animation when cast on target.
  • The spell “Bone Idol” of the Bandit Archer incarnation is no longer castable on an empty cell.
  • The absence of a subtitle in a book no longer causes an issue with the text’s display.
  • Strange springs quest: The NPC Goriya is now ready to fight for Akane in the dojo.
  • Primitive Cemetary quest: Missing texts in the Warko Linch NPC dialog as well as in the quest log have been added.
  • Crypt Tonight quest: The Counseller Yse Vewybad now correctly answers, allowing for the quest’s completion.
  • The shortcut interface is correctly refreshed if the shortcuts are reset to their default values.
  • Ingredients that are displayed in the cooperative crafting interface are correctly removed from the crafter’s screen when the client removes his ingredients.
  • The Hunt for the Sram Dopple quest is once more repeatable.
  • In the quest “Dungeons and yet more dungeons” the NPC Colm O’ver gives a Dreggon Dungeon Key in addition to the Dreggon Sanctuary Key.
  • The Tax spell of the Mandrin incarnation is now linear. Its effect may now be accumulated up to twice per target.
  • The damage bonus on a critical hit for the Will Killson daggers goes from 10 to 12.
  • Quest By Hook or by Crook: King Allister’s envoy may now be fought by neutral characters.
  • Woyal Suite quest: Paro Cabanne will now craft a livery when bringing him the correct number of ingredients.
  • Rogue’s bomb walls no longer incorrectly trigger twice in the following cases:
    • When a Pandawa throws something on the wall.
    • When a Pandawa carrying something walks on a wall.
    • When something carried by a Pandawa steps down onto a wall.
  • The wedding dialog of the priest has been corrected.
  • The spell Spiritual Leash now correctly accounts for the permanent HP loss of the resurrected character.
  • Combat no longer stops if a Rogue dies with bombs on the field.
  • Rhol Bak no longer allows for a character and a summon to be on the same square.



Patch 28/03/12
  • Remission : the Suppression effect correctly pushes by 1 to 6 squares at levels 1 to 6.
  • Karcham : the spell can no longer be cast in the state Carrying.
  • Rewind: the state Gravity is no longer applied to the caster if he casts the spell on himself.
  • Kickback : the spell pushes enemy bombs by only 1 square.
  • Magnet : the spell attracts enemy bombs by only 1 square.
  • Rhol Bak : the spell can no longer place several characters on the same square.
  • Evasion : the spell once again works properly against weapons and spells which deal multiple damages per cast.
  • Poisoned Trap : the damage inflicted by the trap once again ignores fixed damage protection spells.
  • Quest “Who framed the Wabbit?” : previously missing text has been added to the quest journal.
  • The icon of the gift workshop at the Trool Fair is correctly centered.
  • The feet of female Sram characters are properly displayed while running in ¾ backview.
  • The faces of female Feca and male Osamodas characters are properly displayed in transparent mode.
  • The eyes of male Cra characters are properly displayed.
  • The colours of Dragoturkeys are properly displayed when using the emote Skidmark.
  • The hands of characters using the Thumbs up or Thumbs down emote on a dragoturkey are now displayed correctly.
  • Players inviting a character to join their guild can once again cancel the invitation.
  • Opening the exchange interface once again works correctly after opening a merchant shop or the sellroom interface.
  • In the Kolossium group interface, the rating is properly displayed when mousing over each character.
  • The order in which pushback effects are applied to multiple targets has been corrected (the targets of the spell Dispersing Arrow are pushed in the correct order, for example).
  • Reflecting spells or damage is no longer possible against traps and glyphs.
  • The dialogue of the Priest during a wedding has been corrected.
  • Damage applied with a delay (Rekop, for example) or as a poison effect (indirect damage) now causes permanent HP loss.
  • The way Red Wyrmling handles its unbewitching has been improved.
  • A Rogue who is moved after using the spell Roguery (by using Boombot, for example) now reappears instantly.
  • Attempting to move a Boombot through an invisible character no longer blocks the Boombot for the rest of its turn.
  • The question mark indicating that an NPC has a quest is displayed correctly (in some cases it was displayed even if the quest had been finished).
  • Archmonsters can no longer respawn in groups of aligned monsters.
  • The MP loss resistance, critical hits, neutral damage and earth damage bonuses of the Brouce Belt have been reduced. The belt now gives a fixed neutral resistance bonus.
  • The AP reduction bonus of the Danathor Belt has been reduced. Its critical resistance bonus has been increased.
  • The agility bonus of the Allister Hat has been increased.
  • The AP reduction bonus of the Lethaline Cape has been replaced by an MP reduction bonus while also being reduced. The fixed resistances have been increased.
  • The critical hit bonus of the Lethaline Belt has been reduced. Its initiative bonus has been increased.
  • The AP reduction bonus of the Ogivol Hat has been replaced by an MP reduction bonus.



Please note: This changelog is in the process of being translated and will be updated as it is completed. Thanks for understanding, and thanks to our volunteer translations assistants!


Former Subscriber Lord Crow Flatterer
* * * * Member Since 2007-12-01
posté March 08, 2012, 18:50:27 | #2
edit


This post has been edited by Priz - April 27, 2012, 11:53:23.
199
Former Subscriber Dreggon Breaker
* * Member Since 2008-04-02
posté March 08, 2012, 18:58:36 | #3
The original changelog was bigger. Will this topic grow?


187
Subscriber Pingwin Pwner
* * * * Member Since 2011-05-29
posté March 08, 2012, 19:07:37 | #4
Finally that good eca nerf Liking it but not liking the no whip on rogues bombs  


199
Benjamight (Shika)
Reckless Knights
Subscriber Ancestral Treechnid Slogger
* * * * Member Since 2007-06-11
posté March 08, 2012, 19:13:57 | #5

Quote (linksin @ 08 March 2012 19:00) *
Also I would like to thank you in advance for the hours of infighting that will happen between the enus over who will get to place the chest. Maybe you should try playing this game before you start putting in silly nerfs like this. If I ever needed a reason to contine to do everything on dofus by myself, you have just given me the perfect reason
I agree, this is horrible! Only 1 chest out at a time? I was pretty happy with all the coming changes, but this is REALLY not cool.

I will only run with groups now if I'm the only Enu... hate to sound greedy, but I don't want to argue with people on who gets the chest this run!


Subscriber Soft Oak Skinner
* * * * * Member Since 2006-08-07
posté March 08, 2012, 19:17:43 | #6
... they made the three most irritating and un-fun Frigost bosses easier to fight, they improved Rogues' bombs (two per turn instead of one, immune to summon-affecting spells, etc), they increased the drop rates on a lot of rare items, they buffed two of the least-popular Challenges (I wonder why Arachnophile wasn't included?), they simplified many recipes to make them easier to craft, they nerfed the so-frequently-complained about Feline Spirit, they improved the Kolo rating system, and generally made lots of little QoL improvements all around....

And all anyone can think to comment on is that you can't make boring one-note Drop Whore teams of eight Enutrofs and eight Living Chests anymore?

You didn't even seem to notice that, for teams with only one Enutrof, Living Chest has been buffed considerably (with a cooldown of 4 turns instead of "once per fight").

If you think the Ankama devs not wanting dozens of teams consisting of nothing but Enutrof, Enutrof, Enutrof, Enutrof, Enutrof, Enutrof, Enutrof, and Enutrof means they're "on drugs", then you must also think that, for example, the Avengers movie would be much better if the lineup was Captain America, Captain America, Captain America, Captain America, Captain America, Captain America, Captain America, Captain America, and Captain America. Who needs team diversity?


This post has been edited by Schmendrick - March 08, 2012, 19:33:28.
Former Subscriber Lord Crow Flatterer
* * * * Member Since 2007-12-01
posté March 08, 2012, 19:23:03 | #7
edit


This post has been edited by Priz - April 27, 2012, 11:51:42.
Subscriber Soft Oak Skinner
* * * * * Member Since 2006-08-07
posté March 08, 2012, 19:24:58 | #8
I'm not trying to pick a fight - a lot of posts vanished between the time I started making that post and when I actually posted it.

Edited to add: check the post numbers above mine! Post #2, #4, #6, #7, and #9 are gone; they're the ones I was responding to.


This post has been edited by Schmendrick - March 08, 2012, 19:35:03.
200
Llama (Rushu)
Team Rocket
Member of the Zenith * Member Since 2008-07-22
posté March 08, 2012, 19:25:03 | #9

Quote (Seghed @ 08 March 2012 18:58) *
The original changelog was bigger. Will this topic grow?
I think it's because Izmar left out the stuff that was already included in the devblog posts.


Quote (Schmendrick @ 08 March 2012 19:17) *
If you think the Ankama devs not wanting dozens of teams consisting of nothing but Enutrof, Enutrof, Enutrof, Enutrof, Enutrof, Enutrof, Enutrof, and Enutrof means they're "on drugs", then you must also think that, for example, the Avengers movie would be much better if the lineup was Captain America, Captain America, Captain America, Captain America, Captain America, Captain America, Captain America, Captain America, and Captain America. Who needs team diversity?

This


Volunteer Moderator Bworker Punisher
* * * * * Member Since 2008-05-07
posté March 08, 2012, 19:30:57 | #10
I've had to set a lot of posts in this topic invisible already.

I remind you that, even if you don't like a change to the game, that doesn't give you the right to start cursing, calling people names and/or hurling accusations of drug use around.

-DS-


Former Subscriber Arachnophobe
* Member Since 2009-02-18
posté March 08, 2012, 19:31:19 | #11
This is quite unfortunate. I now have 5 200 enutrofs that are completely useless.

Quote (Schmendrick @ 08 March 2012 19:17) If you think the Ankama devs not wanting dozens of teams consisting of nothing but Enutrof, Enutrof, Enutrof, Enutrof, Enutrof, Enutrof, Enutrof, and Enutrof means they're "on drugs", then you must also think that, for example, the Avengers movie would be much better if the lineup was Captain America, Captain America, Captain America, Captain America, Captain America, Captain America, Captain America, Captain America, and Captain America. Who needs team diversity?

If I am trying to drop a dofus, I would certainly like 8 enus because that gives me 16 chances to drop. So yes, who needs team diversity.


Subscriber Tofu Stroker
* Member Since 2008-08-18
posté March 08, 2012, 19:31:48 | #12
The rare resource prices are going to skyrocket with this one chest nonsense. As if a moving chest wasn't bad enough. If you have worked hard enough to level and equip an eight enu team, you deserve whatever drops you get. This is pure nonsense.


Former Subscriber Larva
* Member Since 2011-08-06
posté March 08, 2012, 19:31:51 | #13
So after this update, are enus now welcome in souls or are they less wanted? If you ask me whats the use of an enu (the point of the enu class) is to have a greater chance in dropping stuff. Now aside of the fighting between team mates to who will cast the spell first and the massacre that will happen in soul fights, how is this helping bringing people to play together in dofus. If through this update rouges are improved, then enus are less appealed. Personally I wont level living chest so it has the 9 turn cool down and prevent other enus from casting it sooner. Everything was good in the update, "the feline nerf, the kolo adjustment, ..." up to when i read the chest nerf....


199
Former Subscriber Dreggon Breaker
* * Member Since 2008-04-02
posté March 08, 2012, 19:33:29 | #14
I agree: the diversity is better. No more living chest crazy.

And now we can use it to fight... the combo that I use (living chest + unsummoning on it) is very good now \o/


Subscriber Pandulum Time-outer
* * * Member Since 2007-09-02
posté March 08, 2012, 19:34:57 | #15
Seriously, Whats up with the enu chest update...I didn't see anyone complaining about it, so why change it ankama..

~ Ultimate-Sensation


199
Benjamight (Shika)
Reckless Knights
Subscriber Ancestral Treechnid Slogger
* * * * Member Since 2007-06-11
posté March 08, 2012, 19:36:13 | #16

Quote (MODRaiu @ 08 March 2012 19:30) *
I've had to set a lot of posts in this topic invisible already.

I remind you that, even if you don't like a change to the game, that doesn't give you the right to start cursing, calling people names and/or hurling accusations of drug use around.

-DS-
Mine was set invisible, but I don't understand why? I did voice my opinion that I did not like the Enu chest change, but I didn't do any of those 3 things?


Former Subscriber Arachnophobe
* Member Since 2009-02-18
posté March 08, 2012, 19:36:48 | #17

Quote (Seghed @ 08 March 2012 19:33) *
I agree: the diversity is better. No more living chest crazy.

And now we can use it to fight... the combo that I use (living chest + unsummoning on it) is very good now \o/
Not when you are trying to grind dofuses. No one uses an 8 enu team for anything other than dp, toror, vlad or croc souls.

Well this just means I have 200 crocabulia souls and at least 400 dp and minotoror souls that I will have to run before you turn my enus into senile old men who have to be in nursing homes  


199
Benjamight (Shika)
Reckless Knights
Subscriber Ancestral Treechnid Slogger
* * * * Member Since 2007-06-11
posté March 08, 2012, 19:40:39 | #18

Quote (Egoroth @ 08 March 2012 19:36) *

Quote (Seghed @ 08 March 2012 19:33) *
I agree: the diversity is better. No more living chest crazy.

And now we can use it to fight... the combo that I use (living chest + unsummoning on it) is very good now \o/
Not when you are trying to grind dofuses. No one uses an 8 enu team for anything other than dp, toror, vlad or croc souls.
I've heard of people doing 40+ DP souls in a row, with 4 - 6 Enu's in their team, and STILL not dropping a Turq... the drop rate on Dofus's are so low, it takes a HUGE amount of PP just to get a slight chance of getting one. Has there been a huge increase in Dofus drops that we're not aware of? There must be some reason for this change?

Benjamight


Former Subscriber Lord Crow Flatterer
* * * * Member Since 2007-12-01
posté March 08, 2012, 19:42:07 | #19
edit


This post has been edited by Priz - April 27, 2012, 11:51:18.
Former Subscriber Arachnophobe
* Member Since 2009-02-18
posté March 08, 2012, 19:44:40 | #20

Quote (Benja-might @ 08 March 2012 19:40) *

Quote (Egoroth @ 08 March 2012 19:36) *

Quote (Seghed @ 08 March 2012 19:33) *
I agree: the diversity is better. No more living chest crazy.

And now we can use it to fight... the combo that I use (living chest + unsummoning on it) is very good now \o/
Not when you are trying to grind dofuses. No one uses an 8 enu team for anything other than dp, toror, vlad or croc souls.
I've heard of people doing 40+ DP souls in a row, with 4 - 6 Enu's in their team, and STILL not dropping a Turq... the drop rate on Dofus's are so low, it takes a HUGE amount of PP just to get a slight chance of getting one. Has there been a huge increase in Dofus drops that we're not aware of? There must be some reason for this change?

Benjamight
I use 6 enus myself and I can drop a turq every 6 to 8 souls on average. But DP is usually good to me.


Quote (Priz @ 08 March 2012 19:42) *
It's only logical that this would have happened. Look at all of the other changes they have made in the last year to force diversity and stop people loading up teams with only a couple of key classes. Almost any advantages that could have been had by having multiples of the same class in a group have been eliminated. It only stands to reason that this would happen sooner or later.

Personally I've always felt that 8 enu teams is kind of a cheap way to go. Im glad they are gone. And hey, you can still get all 8 chests out there. Its just gonna take awhile ;D
The chests will replace each other.


Subscriber Blop Gulper
* Member Since 2011-02-16
posté March 08, 2012, 19:46:36 | #21
The spell teleports the target at the end of his turn to the position he was occupying at the start of it.


Wasnt this the exact same thing that sacs were nerf'ed for?! wth! nerf sacs so we cant tele in and out, then added it to xelors so they can do the exact same thing...


Edit; and 1 chest per battle period? ontop of people souling less? oh man the economy is going to get destroyed... I wouldnt be surprised to see a 3x price increase on every item. What is ankama thinking? force people to buy cheap kamas from botting websites to be able to afford anything...


This post has been edited by Pandora42 - March 08, 2012, 19:50:24.
199
Benjamight (Shika)
Reckless Knights
Subscriber Ancestral Treechnid Slogger
* * * * Member Since 2007-06-11
posté March 08, 2012, 19:46:58 | #22

Quote (Priz @ 08 March 2012 19:42) *
It's only logical that this would have happened. Look at all of the other changes they have made in the last year to force diversity and stop people loading up teams with only a couple of key classes. Almost any advantages that could have been had by having multiples of the same class in a group have been eliminated. It only stands to reason that this would happen sooner or later.

Personally I've always felt that 8 enu teams is kind of a cheap way to go. Im glad they are gone. And hey, you can still get all 8 chests out there. Its just gonna take awhile ;D
Most major Enu teams are only used in the arena for souls... very seldom do they run a dungeon in large numbers.

But I'm under the impression that only 1 Enu's chest is out at a time... the next Enu to summon a chest "replaces" the chest already on the field?


Former Subscriber Arachnophobe
* Member Since 2009-02-18
posté March 08, 2012, 19:47:40 | #23
That's what I got from this too.


199
Benjamight (Shika)
Reckless Knights
Subscriber Ancestral Treechnid Slogger
* * * * Member Since 2007-06-11
posté March 08, 2012, 19:50:22 | #24
Curious... can 2 Sac's have a sword out at once? Or 2 Eni's have a Coney out at once? If not, I can see why this nerf would be made to line up with the other classes... but I am not aware of that being the case?

Benjamight


Former Subscriber Arachnophobe
* Member Since 2011-12-05
posté March 08, 2012, 19:50:27 | #25
i would love to just have a full on rant right now.. as i am sure many people would. but to all who run/develop this game.. and i would actually like this to get through to the devs. not just be shunted by another mod... you release actual new content once every 2 years. i can fully understand that changes need to be made.. but over the last year surly you have noticed the massive drop in players, shika is pretty much a dead zone now... its a game.. it should be fun. most other online games make NOTICEABLE changes atleast every other week. some of these updates i can fully understand, others not quiet so much. i would like to hear a reply to this. thankyou for your time.

Mrblack 200 sadi of shika.


187
Mosquito (Solar)
Romance
Subscriber Treechnid Hugger
* Member Since 2006-02-04
posté March 08, 2012, 19:51:19 | #26
Not a single thing in this devblog makes me sad. Although some of the things aren't what I look forward to, I understand them. Feline spirit isn't really overpowered as much, if you know how to fight against it. Sadly enough, in Kolo there's 3 targets, it's hard for all 3 people to run away and evade another hit. Glad to see stuff to come more available. About the Enu 'nerf': 8 man enu teams are only for rich people anyway. Perhaps they'll have to start working for their next 5 bk now

Srsly though,be cool guys, ranting isn't going to make them change it, it'll just upset other people. And remember: This is a BETA, not end version.


Subscriber Blop Gulper
* Member Since 2011-02-16
posté March 08, 2012, 19:53:52 | #27

Quote (blackspanda @ 08 March 2012 19:50) *
i would love to just have a full on rant right now.. as i am sure many people would. but to all who run/develop this game.. and i would actually like this to get through to the devs. not just be shunted by another mod... you release actual new content once every 2 years. i can fully understand that changes need to be made.. but over the last year surly you have noticed the massive drop in players, shika is pretty much a dead zone now... its a game.. it should be fun. most other online games make NOTICEABLE changes atleast every other week. some of these updates i can fully understand, others not quiet so much. i would like to hear a reply to this. thankyou for your time.

Mrblack 200 sadi of shika.

Shika is dying, all small servers will quickly fade out after this, only people that will be left are the people with 8 high level chars that already drop everything they need, they will just have to do dungs more and forget souling. And the other people will be the pvpers for they will get kama from selling overpriced pebbles to the multiloggers so they dont have to waste 2 hours on a dung for a 20 minute boss battle.


Former Subscriber Arachnophobe
* Member Since 2011-12-05
posté March 08, 2012, 19:58:20 | #28
i have just leveled a 2nd enu up to 199 purly for chest... now its pointless... we need a class changing potion for ogrines! XD


199
Former Subscriber Dreggon Breaker
* * Member Since 2008-04-02
posté March 08, 2012, 19:59:14 | #29
I'm not pissed about the enu changes at all for on little thing: I did the enutrof as my main character, for the fun to play the class... The living chest was only a very good plus on the class for me. I understand why so many people are angry. But instead to look only to you, thing about the entire game: this change helps a lot of single accounters that couldn't get a soul/dungeon group only because it was closed to as many enus as possible.

Anyone, now, making an enutrof will do for the class, not only as secondary class (as are 80% of the enus on all servers). The enutrof isn't only for drop.

The big downside on this change is: that people that play an enu can be kicked from a group only because the leader has his enu on it. Also, 2 enus on a dungeon group will compeat with each other for the drop (I enjoyed a play with a friend of mine that also use an enutrof, but with different build... and now? If I decide to play with him, only one of us will use the chest? Unfair).


Subscriber Larva
* Member Since 2011-11-07
posté March 08, 2012, 20:00:41 | #30
so... depressing.. now we are gonna have to start stacking up on PP sets... to drop dofuses.. atleast RAISE the drop rate for turq e.g ect.. cuz this is non sense.


120
Subscriber Larva
* Member Since 2009-09-10
posté March 08, 2012, 20:05:04 | #31
well finally something quite good for the xelor, we really need it :/


This post has been edited by flogger-colombia - March 08, 2012, 23:31:32.
Subscriber Blop Gulper
* Member Since 2011-02-16
posté March 08, 2012, 20:06:53 | #32
Woo took me a minute to think of this change for living chest from how long they probably thought of a nerf for it which would make it fair for everyone. Instead of a living chest being treated as another player, have it give bonus to the whole group.

Living chest with 400 prospecting at the end of the battle will be equally divided through out all the living characters at the end of the battle, 4 players alive at the end of the battle will result in an extra 100 bonus to their drop calculator.

There for an Enu would not get double drops but having a second Enu in the group will not cause strife(since thats what kolo is for).


Former Subscriber Arachnophobe
* Member Since 2009-02-18
posté March 08, 2012, 20:07:15 | #33
What is really annoying is that they don't even bother justifying the changes. Apparently ankama views us as mindless slop who tolerates whatever they do.


199
Benjamight (Shika)
Reckless Knights
Subscriber Ancestral Treechnid Slogger
* * * * Member Since 2007-06-11
posté March 08, 2012, 20:12:31 | #34

Quote (Egoroth @ 08 March 2012 20:07) *
What is really annoying is that they don't even bother justifying the changes. Apparently ankama views us as mindless slop who tolerates whatever they do.
I disagree... I think Ankama puts a great deal of thought into the changes they propose, we just don't always see the details. I think if Ankama would present the "why" for the living chest change, it would help ease a lot of minds. I'm sure there is a reason, and I hope they tell us.

Benjamight


Subscriber Blop Gulper
* Member Since 2011-02-16
posté March 08, 2012, 20:13:15 | #35

Quote (Egoroth @ 08 March 2012 20:07) *
What is really annoying is that they don't even bother justifying the changes. Apparently ankama views us as mindless slop who tolerates whatever they do.
Agreed. They decide, then they do, they hardly ever take into account of how bad it would be for us. As long as they think its right.


Former Subscriber Arachnophobe
* Member Since 2009-02-18
posté March 08, 2012, 20:13:52 | #36

Quote (Benja-might @ 08 March 2012 20:12) *

Quote (Egoroth @ 08 March 2012 20:07) *
What is really annoying is that they don't even bother justifying the changes. Apparently ankama views us as mindless slop who tolerates whatever they do.
I disagree... I think Ankama puts a great deal of thought into the changes they propose, we just don't always see the details. I think if Ankama would present the "why" for the living chest change, it would help ease a lot of minds. I'm sure there is a reason, and I hope they tell us.

Benjamight
But they don't tell us. Anything. Ever.


Former Subscriber Lord Crow Flatterer
* * * * Member Since 2007-12-01
posté March 08, 2012, 20:16:07 | #37
edit


This post has been edited by Priz - April 27, 2012, 11:50:12.
Reason for edit : I accidentally cut out half of a sentence.
199
Benjamight (Shika)
Reckless Knights
Subscriber Ancestral Treechnid Slogger
* * * * Member Since 2007-06-11
posté March 08, 2012, 20:16:41 | #38

Quote (Egoroth @ 08 March 2012 20:13) *

Quote (Benja-might @ 08 March 2012 20:12) *

Quote (Egoroth @ 08 March 2012 20:07) *
What is really annoying is that they don't even bother justifying the changes. Apparently ankama views us as mindless slop who tolerates whatever they do.
I disagree... I think Ankama puts a great deal of thought into the changes they propose, we just don't always see the details. I think if Ankama would present the "why" for the living chest change, it would help ease a lot of minds. I'm sure there is a reason, and I hope they tell us.

Benjamight
But they don't tell us. Anything. Ever.
Not true... they explained in great detail of why the CB set is getting changed, some of the Kolo changes that are coming, the AP buffing changes, the AP/MP restriction changes (this was a big one...lol). Obviously Ankama can't go through ALL the reasons for all changes, but they usually try to discuss big ones. Inside Ankama on Air, Izmar usually talks about big topics too, such as why FG3 has not been released yet for example.

Benjamight


Former Subscriber Arachnophobe
* Member Since 2009-02-18
posté March 08, 2012, 20:17:29 | #39

Quote (Priz @ 08 March 2012 20:16) *
Ok my post is way back now but just wanted to say yea, I misread the description. I thought if I an Enu cast chest twice it would simply replacing any "allied" chest. My bad.

Still though the reasons why they are doing this are obvious. They don't want people super enu teams spamming souls. Same as they didn't want multi-eni teams spamming stim or multi-panda teams spamming vulns, or multi feca teams spamming shields.

I know everyone says it's just maximizing efficiency but the fact that they are shutting down multiple enu teams proves that the devs never intended for the game to be played that way.

Moan and yell all you want but it's coming. I'll just focus on all of the positive changes that are coming.
If enu 1 casts chest then enu 2 does, enu 2s chest will replace enu 1s chest.

And if they didn't want the game played like this, it only took them 8 years to figure it out?


This post has been edited by Egoroth - March 08, 2012, 20:18:41.
199
Benjamight (Shika)
Reckless Knights
Subscriber Ancestral Treechnid Slogger
* * * * Member Since 2007-06-11
posté March 08, 2012, 20:20:29 | #40

Quote (Priz @ 08 March 2012 20:16) *
Ok my post is way back now but just wanted to say yea, I misread the description. I thought if I an Enu cast chest twice it would simply replacing any "allied" chest. My bad.

Still though the reasons why they are doing this are obvious. They don't want people super enu teams spamming souls. Same as they didn't want multi-eni teams spamming stim or multi-panda teams spamming vulns, or multi feca teams spamming shields.

I know everyone says it's just maximizing efficiency but the fact that they are shutting down multiple enu teams proves that the devs never intended for the game to be played that way.

Moan and yell all you want but it's coming. I'll just focus on all of the positive changes that are coming.
I totally agree, variety is better, and I have an 8 man team of all different classes... I don't even have a 2nd Enu as an alt, but remember, this is a summon... not an attack or buff spell. Name me 1 other summon in the game that is limited to just 1 per class in a group?


188
Dedlaw (Zatoishwan)
Noblesse Oblige
Member of the Zenith * Member Since 2005-10-30
posté March 08, 2012, 20:20:59 | #41

Quote (Egoroth @ 08 March 2012 20:13) *

Quote (Benja-might @ 08 March 2012 20:12) *

Quote (Egoroth @ 08 March 2012 20:07) *
What is really annoying is that they don't even bother justifying the changes. Apparently ankama views us as mindless slop who tolerates whatever they do.
I disagree... I think Ankama puts a great deal of thought into the changes they propose, we just don't always see the details. I think if Ankama would present the "why" for the living chest change, it would help ease a lot of minds. I'm sure there is a reason, and I hope they tell us.

Benjamight
But they don't tell us. Anything. Ever.
Do they NEED to explain this one? How often do you see 8 Sacs in a group? 8 Osas? Enis?

In a game with 14 classes does it need to be said that something is wrong when people make a full team of only Enus just for LC?


Former Subscriber Arachnophobe
* Member Since 2009-02-18
posté March 08, 2012, 20:21:39 | #42

Quote (Benja-might @ 08 March 2012 20:16) *

Quote (Egoroth @ 08 March 2012 20:13) *

Quote (Benja-might @ 08 March 2012 20:12) *

Quote (Egoroth @ 08 March 2012 20:07) *
What is really annoying is that they don't even bother justifying the changes. Apparently ankama views us as mindless slop who tolerates whatever they do.
I disagree... I think Ankama puts a great deal of thought into the changes they propose, we just don't always see the details. I think if Ankama would present the "why" for the living chest change, it would help ease a lot of minds. I'm sure there is a reason, and I hope they tell us.

Benjamight
But they don't tell us. Anything. Ever.
Not true... they explained in great detail of why the CB set is getting changed, some of the Kolo changes that are coming, the AP buffing changes, the AP/MP restriction changes (this was a big one...lol). Obviously Ankama can't go through ALL the reasons for all changes, but they usually try to discuss big ones. Inside Ankama on Air, Izmar usually talks about big topics too, such as why FG3 has not been released yet for example.

Benjamight
I think that causing an entire class to become next to useless is a pretty BIG change. Living chest is the enus level 100 spell. Thats the entire reason you make an enutrof. And now its being made close to useless.


188
Dedlaw (Zatoishwan)
Noblesse Oblige
Member of the Zenith * Member Since 2005-10-30
posté March 08, 2012, 20:22:40 | #43

Quote (Egoroth @ 08 March 2012 20:17) *
And if they didn't want the game played like this, it only took them 8 years to figure it out?
All MMOs are constantly changing. Nothing is sacred and will never be changed just because it's been around for a long time


Former Subscriber Arachnophobe
* Member Since 2009-02-18
posté March 08, 2012, 20:22:44 | #44

Quote (SilentRevenge @ 08 March 2012 20:20) *

Quote (Egoroth @ 08 March 2012 20:13) *

Quote (Benja-might @ 08 March 2012 20:12) *

Quote (Egoroth @ 08 March 2012 20:07) *
What is really annoying is that they don't even bother justifying the changes. Apparently ankama views us as mindless slop who tolerates whatever they do.
I disagree... I think Ankama puts a great deal of thought into the changes they propose, we just don't always see the details. I think if Ankama would present the "why" for the living chest change, it would help ease a lot of minds. I'm sure there is a reason, and I hope they tell us.

Benjamight
But they don't tell us. Anything. Ever.
Do they NEED to explain this one? How often do you see 8 Sacs in a group? 8 Osas? Enis?

In a game with 14 classes does it need to be said that something is wrong when people make a full team of only Enus just for LC?
A solo accounter won't understand, unless you have used a team of enus and seen how useful they are. You don't really know. And 8 enus on lord crow seems a little counter productive.


This post has been edited by Egoroth - March 08, 2012, 20:28:34.
199
Benjamight (Shika)
Reckless Knights
Subscriber Ancestral Treechnid Slogger
* * * * Member Since 2007-06-11
posté March 08, 2012, 20:24:14 | #45

Quote (Egoroth @ 08 March 2012 20:21) *

Quote (Benja-might @ 08 March 2012 20:16) *

Quote (Egoroth @ 08 March 2012 20:13) *

Quote (Benja-might @ 08 March 2012 20:12) *

Quote (Egoroth @ 08 March 2012 20:07) *
What is really annoying is that they don't even bother justifying the changes. Apparently ankama views us as mindless slop who tolerates whatever they do.
I disagree... I think Ankama puts a great deal of thought into the changes they propose, we just don't always see the details. I think if Ankama would present the "why" for the living chest change, it would help ease a lot of minds. I'm sure there is a reason, and I hope they tell us.

Benjamight
But they don't tell us. Anything. Ever.
Not true... they explained in great detail of why the CB set is getting changed, some of the Kolo changes that are coming, the AP buffing changes, the AP/MP restriction changes (this was a big one...lol). Obviously Ankama can't go through ALL the reasons for all changes, but they usually try to discuss big ones. Inside Ankama on Air, Izmar usually talks about big topics too, such as why FG3 has not been released yet for example.

Benjamight
I think that causing an entire class to become next to useless is a pretty BIG change. Living chest is the enus level 100 spell. Thats the entire reason you make an enutrof. And now its being made close to useless.
Enu's are not being made useless, a level 100 living chest is still very valuable... the problem is, it's now useless to have more than 1 in your team...lol.


This post has been edited by Benja-might - March 08, 2012, 20:26:00.
Reason for edit : Typo
188
Dedlaw (Zatoishwan)
Noblesse Oblige
Member of the Zenith * Member Since 2005-10-30
posté March 08, 2012, 20:24:44 | #46

Quote (Egoroth @ 08 March 2012 20:21) *

Quote (Benja-might @ 08 March 2012 20:16) *

Quote (Egoroth @ 08 March 2012 20:13) *

Quote (Benja-might @ 08 March 2012 20:12) *

Quote (Egoroth @ 08 March 2012 20:07) *
What is really annoying is that they don't even bother justifying the changes. Apparently ankama views us as mindless slop who tolerates whatever they do.
I disagree... I think Ankama puts a great deal of thought into the changes they propose, we just don't always see the details. I think if Ankama would present the "why" for the living chest change, it would help ease a lot of minds. I'm sure there is a reason, and I hope they tell us.

Benjamight
But they don't tell us. Anything. Ever.
Not true... they explained in great detail of why the CB set is getting changed, some of the Kolo changes that are coming, the AP buffing changes, the AP/MP restriction changes (this was a big one...lol). Obviously Ankama can't go through ALL the reasons for all changes, but they usually try to discuss big ones. Inside Ankama on Air, Izmar usually talks about big topics too, such as why FG3 has not been released yet for example.

Benjamight
I think that causing an entire class to become next to useless is a pretty BIG change. Living chest is the enus level 100 spell. Thats the entire reason you make an enutrof. And now its being made close to useless.
Useless because you cant have multiple chests? If all you have your Enu do is stand around and cast LC then they are STILL not useless as they can still cast chest. Only thing useless now are Enu-armies


Former Subscriber Lord Crow Flatterer
* * * * Member Since 2007-12-01
posté March 08, 2012, 20:27:09 | #47
edit


This post has been edited by Priz - April 27, 2012, 11:49:58.
188
Dedlaw (Zatoishwan)
Noblesse Oblige
Member of the Zenith * Member Since 2005-10-30
posté March 08, 2012, 20:30:14 | #48

Quote (Egoroth @ 08 March 2012 20:22) *
A solo accounter won't understand, unless you have used a team of enus and seen how useful they are. You don't really know.
Didn't you just say that Enu's will now be useless? The only thing that changed is Chest. So according to you the only thing that makes Enu usefull is Chest?


199
Benjamight (Shika)
Reckless Knights
Subscriber Ancestral Treechnid Slogger
* * * * Member Since 2007-06-11
posté March 08, 2012, 20:30:40 | #49

Quote (Priz @ 08 March 2012 20:27) *
Living chest is the only reason YOU made an Enu. Its not the only reason everyone makes them. I love my Enu, I think it's a great class chest or no chest. ANd they are still just as useful as ever only one spell is now less useful and only if there is more than 1 enu in your group.

But a multiaccounter wouldnt understand. Unless you have played with a team with only one enu and actually used them for something other than a drop bot you just can't understand.
Come on now, not all multi-accounters wouldn't understand.

My Enu was my first level 200 character, and he's still my favorite. If I only have the funds to sub 2 accounts, my Enu is ALWAYS one of them.

Benjamight


199
Tamatha (Zatoishwan)
Avarice
Former Subscriber Soft Oak Skinner
* * * * * Member Since 2010-08-27
posté March 08, 2012, 20:37:57 | #50

Quote (Benja-might @ 08 March 2012 20:20) *

Quote (Priz @ 08 March 2012 20:16) *
I totally agree, variety is better, and I have an 8 man team of all different classes... I don't even have a 2nd Enu as an alt, but remember, this is a summon... not an attack or buff spell. Name me 1 other summon in the game that is limited to just 1 per class in a group?
name one other summon that not only contributes to group prospecting but gains an additional drop roll for itself. :3 there are none. and priz also has a point, enu's arent specifically dropbums, no more than enis are healbots. its simply an aspect of the class. in fact, with the xp modifier being put in place, if i can make enough money to afford it, i'll be making an enu, masq, and panda on my fourth account for the simple reason of having versatility in my group. masq would be there to provide support to the feca in damage mitigation, allowing my sac, feca, and eni to focus on dealing more damage. the panda would be there for a similar reason as well, and providing more direct support.


now, this is the part egoroth will find interesting. me making an enu isnt simply for it to be a dropbot. i have 2 characters that are intel and strength oriented. guess what? level 5/6 greed. i have (with the enu in the group) 4 of them able to deal chance damage. level 5/6 fortune. the enu's likely going to be wisdom focused as well. level 5/6 clumsiness, mass clumsiness, prime of life, and SoJ. and since its going to be a support enu, its going to have level 5/6 chest, reducing key, pull out, and any other spells that have supportive effects. the chest is going to simply be a welcome side-effect of having the enu.


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