| Posted on: 23 Oct 2009, 08:03 | |
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Scaraleaf Planter ![]() |
Yes, today you can meet Izmar, your long-awaited, brand-new, red hot Content & Community Manager. She's come quite a long way to bring light and cheer to the International and UK communities, and now she's here to serve you, the players. Let's all welcome her and wish her good luck! |
| Forum: General Discussion · Post Preview: #423406 · Replies: 67 · Views: 2,977 |
| Posted on: 22 Oct 2009, 17:25 | |
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Scaraleaf Planter ![]() |
The DOFUS 2.0 beta test server is under maintenance. The changelog detailing modifications brought by this update is already published in the Log Book. Some modifications of the game are particularly extensive, therefore this maintenance will be longer than usual. Thank you very much for your patience. |
| Forum: Server Status · Post Preview: #423238 · Replies: 0 · Views: 456 |
| Posted on: 22 Oct 2009, 16:53 | |
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Scaraleaf Planter ![]() |
Changelog Beta 2.0 22/10/09 Characters: -The Male Iop has been completely redone. The bug concerning the pelvic area not taking on the colour of the trousers in the front view has been corrected. Monsters: -White Rat is now displayed in the timeline and in the animation at the start of its turn. Animations: -The weapon is now visible during a close-combat attack with a weapon equipped. Items: - All equipment icons visible in the inventory are regenerated, to visually match with the new equipment visible on the characters. Tutorial: - It’s no longer possible to destroy objects in your inventory during the tutorial. Shortcuts: - The “~” key is now usable as a close-combat shortcut. Combat: - The close combat icon in the spell bar is no longer greyed out when there is enough AP for a character to use a close combat attack. Transitions between maps: - Moving to a new map is now possible when the transition zone is only one cell large (this problem occurred mainly in Sufokia). Interfaces: - Characters having a level 20 Livitinem can now open their inventory. Mounts and Breeding: - The use of mounts is no longer forbidden in houses belonging to player characters. Maps and Areas: Corrections: - Interactions in the Temple of Cra have been corrected. Improvements: - Danaida’s fountain in Incarnam has been reworked. Changes in progress: - The Cania Plains. We advise players not to venture into the Crackler and Low Crackler Mountain areas as they are not yet finished and characters could get stuck there. Misc: - “Follower” characters (bandits, for example) correctly stop following player characters. |
| Forum: Log Book · Post Preview: #423229 · Replies: 1 · Views: 854 |
| Posted on: 21 Oct 2009, 15:03 | |
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Member Arachnophobe ![]() |
For this reason we will take some time every week until the big update to (re)introduce one of the 12 classes of DOFUS in their version 2.0 incarnations. This week we bring you the Sram! Sram: Sram: |
| Forum: General Discussion · Post Preview: #422877 · Replies: 25 · Views: 1,601 |
| Posted on: 16 Oct 2009, 16:20 | |
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Piglet Milker ![]() |
Following this morning's maintenance, it is no longer possible to use DOFUS Options menu. We have identified the problem but we are unable to fix it before next week, in order to keep a stable version of the DOFUS client over the weekend. A patch will be put online as soon as possible next week to correct the problem. Thank you for letting us know! |
| Forum: Log Book · Post Preview: #421390 · Replies: 2 · Views: 1,021 |
| Posted on: 16 Oct 2009, 15:36 | |
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Member Arachnophobe ![]() |
For this morning only, the following services will be also be affected: DOFUS Subscription The Godfather Fortunes game The DOFUS Lottery Ankama Shop We apologise for the inconvenience. |
| Forum: General Discussion · Post Preview: #421375 · Replies: 9 · Views: 740 |
| Posted on: 16 Oct 2009, 15:10 | |
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Piglet Milker ![]() |
Update : - The tail of the male Osamodas is now visible. |
| Forum: Log Book · Post Preview: #421371 · Replies: 2 · Views: 1,021 |
| Posted on: 16 Oct 2009, 14:11 | |
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Piglet Milker ![]() |
Tutorial: - Key words (acting as links) in the text of the tutorial steps are now in colour to be more easily identifiable. - Two new steps have been added to the tutorial, one for the player to equip all of the items gained from previous steps, and another to explain how the time gauge works. - The explanations in the tutorial have been improved and detail what mouse buttons should be used. - Opening the inventory during a fight no longer displays the item tab in the quick selection area. This amendment corrects the bug that was generated by opening the inventory in tutorial fights. - Arrows now indicate on a continuous basis where the player must click with the mouse at each step of the tutorial. Characters: - Male Cra: their right ear no longer protrudes behind the ponytail in the three-quarter front view. The bug which led the lower back to have the default colour of the skin has been fixed. - Male Enutrof: the character’s appearance has been slightly modified and improved. The trousers have been redesigned in several views, and there are now 5 customisable colours instead of 2. - Feca Male: the yellow hue visible in three-quarters front view when a dark-coloured coat is worn has been corrected. - Female Feca: the character’s appearance has been slightly modified and improved. - Female Osamodas: the character has been slightly modified to correct some errors of perspective and colouring. - Male Iop: the cross on their chest is now the same colour as their boots, shoulder pads and cuffs. Their trousers are now customisable. - Female Iop: loss of hands when using emotes has been corrected. - Male Sadida: loss of hands when using emotes has been corrected. - Female Pandawa: size of character has been slightly reduced. Monsters: - Around 180 monsters have been corrected, so that their animation works correctly when they attack. - Pandikaze Chief: this monster is now displayed correctly in game. - Gobball: this monster is no longer doubled when it attacks. Animations: - All of the characters’ walking and running animations have been reworked. - The animation for close-combat without a weapon has been corrected. - The “Drink” emote has been fixed. - The animation of Xelors in the “Mummification” state has been fixed. - All spell animations have been reworked. - Profession animations (picking, using a scythe, chopping wood, fishing etc.) have been reworked. - The following spell effects have been reviewed: Blinding Protection, Claw of Ceangal, Rekop, Burning Arrow, Sword of Fate, Blow, Power, Natural Attack, Time Theft, Concentration, Sword of Iop, Iop’s Wrath, Feline Leap, Punch of the Crackler, Prime of Life, Coin Throwing, Clumsiness, Mass Clumsiness, Evasion, Life Transfer, Earthquake, Boozer, Alcoholic Breath NPC: - Jumbo Mumbo: the size of the NPC at -2/-14 has been corrected. - Generic Militia NPC have been adjusted and animated, and are now displayed properly in game. NPC affected by this change: Captain Alrok, Captain Essacarf, Captain Koda, Captain Malfe, Koli, Militia Chief, Yul Brinner. - The Kanojedo Guardian at 0/0 is now displayed correctly in the dialogue box. - NPC Pandawushu Master, Master Djakky Chwan, Bushido Pull, Pandiwan Kenobi and Mamowa are now correctly displayed in game. - The colours of the NPC Cripeled Nhin, Struk'tohr Nhin, Poss'Ybel Nhin, Qwizitor Nhin, Tellih'Gent Nhin, Postor Nhin and Babblera Nhin have been corrected. - All of the Astrub Enutrof NPC and the NPC Toyo, Captain Haddock'n'roll and Captain Fatchark, who were too small, have been corrected. - The NPC Edrige Valling at 0/3 has been corrected fixed. - The following NPC have now been created and are displayed in game: Ali Akelle, Jackall Breath, Astrub Mercenary, Clairvoyant Squirrel, Goldo Arak, Gringu/Gringo/Gringa, Warrior Jack Rottance, Jorg Dy, Kakolak, Kwok Djaul, Prince Wa, Herr Palp Itane, Master of Aerdala / Akwadala / Feudala / Terrdala, Max, Niamuh Boulkier, Shere Hacanon, Oto Mustam, Mak Gahan, Ranj Thé, Alcey Itoevrywoan, Ronald the Wise Lenald, Salamon Rudy, Seci Ves, Shani Sings, Thanos , Kolibrie, Unterix Unter, Stampitor the Boor, Wob. - The NPC Clint Pot is correctly placed on the map near the Astrub tunnels. - The NPC "Death Bridge Keeper” is available at the entrance to the Peat Bog on Otomai Island. - 250 NPC that had no appearance (they were represented by a question mark) are now available. - Blocked NPC dialogues have been corrected (in the Astrub Inn, notably) World Map: - Important site markers on the global map have been updated. - The World Maps of Amakna and Incarnam have been replaced. Combat: - The bug concerning items disappearing from the three-quarter back view when using Blazing Fist has been corrected. - The bug concerning “Drunk” Pandawas disappearing from the illustration at the start of their turn and from the timeline has been corrected. - Bonuses with an infinite duration are displayed correctly. - Bonuses are managed properly for invisible characters. - Combat information is now correctly displayed in the chat. - Pushback damage is now properly managed. - Spiritual Leash now works correctly and the cooldown period of resuscitated summons’ spells is now successfully transferred. - Damage reflection works correctly. - The display of the duration of bonuses and penalties has been corrected. - The appearance of Pandawas on a mount while in the state "Drunk" is corrected. - The appearance of a Xelor on a mount when using the spell Mummification has been corrected. - The message indicating the amount of Kamas stolen in a fight has been corrected. - The operation of the challenge "Self Sacrifice" has been corrected. - The circles around characters’ feet are properly coloured and are consistent with the colours used in the timeline: red for the attackers, and blue for the defenders. - AP and MP are properly zeroed when using spells that have significant, non-dodgeable AP or MP reducing capabilities. These spells do not stop the client working when they are cast. - The display of a spell’s range in combat now takes into account the character’s range bonuses and penalties. - The area of movement is no longer displayed when hovering over an invisible fighter in the timeline. - There are no longer errors when an entity that doesn’t appear in the "timeline" (a Cawwot, or a Sadida’s Tree, for example) is attacked. - Sacriers’ punishments work properly. - The "tooltip" on the right side of the bonuses and penalties in combat interface (when you click on a character in the "timeline") no longer appears when the character has no penalty or bonus. Messages about a character changing from visible to invisible in a fight have been added. Invisible characters reappear correctly when their invisibility ends or if they are affected by a spell that reveals invisible characters. Players controlling an invisible character see it displayed semi-transparent while the character remains invisible. Interfaces: - Closing the social interface automatically removes characters from the list of defenders if a perceptor attack was being prepared. - The Prism Defence window closes properly. - The name of an invisible character is no longer displayed in the top left of the screen when hovering over their position in the timeline. - The buttons on the character creation interface have been reviewed. - When a message is received in a channel that is not open, the name of the tab of the channel concerned changes colour to alert the user that the channel contains new messages. - New chat channel tabs are properly saved across multiple sessions. - The guild creation interface now works properly. Funds and logos are now displayed. - An error message is added when an increase in characteristics fails. - The problems when using a mouse scroll wheel in the chat interface have been fixed. - When an object is unequipped and can be stacked in inventory with another object, it is correctly added to the pile of objects and is no longer displayed in the equipped item slot. The area displaying Kamas in the inventory has been increased in size so that the number of Kamas is no longer truncated if it exceeds 10 million. - The names of characters in the guild interface are now interactive. - The guild customisation interface now works correctly (some spells couldn’t be levelled to level 5) Keyboard shortcuts: The following shortcuts have been added (the default shortcuts are no longer assigned): - Pass your turn in combat. - View the spell tab in the quick selection box. - View the item tab in the quick selection box. - View the emote tab in the quick selection box. - View the next or previous tab in the quick selection box. - See page 1/2/3/4/5 directly in the quick selection box. - Display previous/next page in the quick selection box. - Display inventory. - Display grimoire. - Display map. - View the social interface. - Display the mount interface. - Display the character window. - Enable/Disable transparent mode. - Enable/Disable the grid out of combat. - Maximize/Minimize the chat interface. - Mount/Dismount. - Show/Hide smilies. - Target a cell in combat. - View chat tab 0/1/2/3. - View previous/next chat tab. - Hide/Display all interfaces that can be hidden (the "Timeline", the spell effects in combat interface, the bonus and penalties outside of combat interface, the group interface, the challenge interface and the notification interface). Resource harvesting: - A harvest under way no longer crashes if resources grow back during the harvest. Reconnection System: - Longer waiting times after several disconnections and reconnections have been removed when in a fight with only one player. - The speed of reconnection in combat has been increased. - Characters will no longer remain in-game after a disconnection. - The display of bonuses and penalties in combat is resolved after reconnecting in a fight. - The reconnection system has been temporarily disabled to correct performance problems. Maps, areas and background: List of corrections: - Interactions between Bonta & Brakmar militias work properly. - Interactions on Pandala work properly. - Interaction with the exit of Ale One’s house (Amakna Forest) works correctly. - Interaction with the exit of house 20185098 works properly. - Interaction with the hostel in [-27, -56] works properly. - Interactions in Sufokia work properly and concerns around visibility between maps have been dealt with. - Changing maps on [-3, -25] through [-2, -25] and [2, -8] through [3, -8] is now available. - Players can no longer climb the walls on map 41682432. - The Temple of Ecaflip works properly. - The colour of the grass at [-29, -19] through [-29, -13] has been corrected. - It is no longer possible to walk on empty space on Incarnam Bridge (map 21759489). In 6420, the player no longer passes under the tufts of grass. - The coordinates of the interior of a multitude of areas have been corrected. List of improvements: - The stairway leading to the basement of The Temple of Sram is more visible. - The Bandit Territory has been reworked. - The water and shorelines of the following areas have been reworked: Amakna Cemetery, Amakna Forest, Brouce Boulgoure’s Clearing. - The Amakna Castle Gobball Breeding Station has been optimised and maps now load more quickly in this area. - The Pandala and Nolifis bridges now use the new map changing system. - The ground in Incarnam has been reworked and now has different details. - The borders of the following areas have been reworked and now more detailed: Jelly Peninsula, Scaraleaf Plain and Amakna Castle Gobball Breeding Station. - The rocky areas of the Jelly Peninsula have been reworked. - The rocky areas of the Astrub Mines have been reworked. - The appearance of the Amakna Village area has been improved. - The Fungus Cavern exit map is more visible. - The Blop Dungeon entrance map has been cropped and interactions are altered. - The entrance to the Scaraleaf Dungeon has been added. - The Tofu Dungeon has been reworked. - An additional room has been added to the Kitsou dungeon. - The appearance of the following buildings has been improved: Wabbit Castle, Amakna Library, Amakna Shoemakers’ Workshop, Amakna Church, Amakna Clockmaker, The Temple of Xelor, The Temple of Cra, Amakna Butchers’ Workshop (Burger Bar) and Amakna Tailors’ Workshop. - The Fields of Astrub have been reworked. - The Treechnid Forest and its outskirts have been reworked. - The Cania Fields have been reworked. - The interior of the Amakna Castle has been reworked. - The interior of the Smithmagic Workshop in the Treechnid Forest has been reworked. Modifications to come: - The Cania Massif will be entirely reworked. - Crackler Mountain will be entirely reworked. - The Cemetery of Heroes will be reviewed. Misc: - The hammer representing the monsters that appears when a player starts a fight against a group has been replaced. - Groups of fish now appear correctly in bodies of water. - The loading illustration has been replaced. - The foundation stone in the character creation interface has been replaced. - The portraits present in the character creation interface have been replaced. - Alignment wings are now displayed correctly, and dishonour wings are no longer displayed if the character has no dishonour points. - The message received when trying to use the functionality of a guild that does not have enough members has been fixed. - Characters transformed into a ghost can no longer continue to use their professions. - Characters that are not of the correct alignment are now correctly placed at the door of a conquest village when its doors close. - The order of options in contextual menus is now fixed. - When consulting the interface showing the fights currently under way on a map, PvP, PvM and challenges are represented differently. - The display of Livitinems in the inventory is corrected. - Abbreviations of the type AP, MP and Range are properly managed in all languages in spells’ "tooltips". - The arrow to change maps now only appears when the character is actually able to change maps. - Forges now work properly in the Astrub Blacksmiths’ Workshop. - Rubbish bins work properly in the city of Astrub. - Tables for making shoes on now work properly in the Astrub Shoemakers’ Workshop. - The location of the Moon Dungeon is no longer indicated several times on the world map. - An additional entrance has been added behind the Temple of Ecaflip to improve its accessibility. - Restrictions on the achievement of quests by IP in a 24 hour period are active again. - When the leader of a guild changes the level of XP given to the guild by a member, they will get notification from the server of the updated value. - Notifications that have already been displayed are properly taken into account and will not be displayed again. - 70 cloaks and 50 hats are now configured correctly (they were not displayed in game). - Some of the client’s graphics now use fewer resources. - The display of the regeneration of life points within a group has been fixed. - Characters straddling a Dragoturkey no longer suffer a double size reduction. - The close combat tooltip now displays information related to the weapon in use. - The performance of the client when moving character over a considerable distance has been improved. - Hyperlinks are now displayed correctly in the quest book. - An effect’s target is now specified in the tooltips when it specifically targets a summon. - The layout and size of the information shown in tooltips has been revised to improve readability. - Interface texts have been revised to improve readability. - Players’ speech bubbles are shown for a period proportional to the number of characters displayed in the bubble to improved readability. - Archmonsters are available again. - It is no longer possible to teleport in an enclosure or in an inaccessible area from the starting points of a fight. - The Field Dungeon is being setup and cannot currently be completed. |
| Forum: Log Book · Post Preview: #421357 · Replies: 2 · Views: 1,021 |
| Posted on: 16 Oct 2009, 08:49 | |
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SuperAdmin Administrator ![]() |
After the release of the Ogrine Seeker many of you have been seeking more information as to what an Ogrine might be. It’s time to tell you a little bit more about it! |
| Forum: Ogrines · Post Preview: #421293 · Replies: 64 · Views: 1,276 |
| Posted on: 13 Oct 2009, 14:08 | |
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Piglet Milker ![]() |
Following this morning’s maintenance, some paddock items and fairyworks were no longer usable on an empty cell. A fix was applied, which corrected this issue when a character was reconnected. If items that have come from a “persistent” in-game inventory (a house chest, or picked up off the floor, for example) still appear not to work properly, please “force” the fix by disconnecting and then reconnecting your character with the item in your character’s inventory. The item will then be adjusted and you will be able to use it properly. The final fix will be implemented during the next maintenance on 20/10/2009. Thank you for your patience and understanding in the meantime. |
| Forum: Server Status · Post Preview: #420517 · Replies: 0 · Views: 609 |
| Posted on: 30 Sep 2009, 16:57 | |
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Member Arachnophobe ![]() |
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| Forum: General Discussion · Post Preview: #417048 · Replies: 15 · Views: 1,482 |
| Posted on: 29 Sep 2009, 11:24 | |
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SuperAdmin Administrator ![]() |
Prove your worth by accepting 20 new alignment quests! Discover the changes that were made to the Cra class to enable them to develop more easily and visit the two new markets (Fairyworks and Handyman). Check out the dedicated page and download version 1.29! |
| Forum: General Discussion · Post Preview: #416557 · Replies: 74 · Views: 3,925 |
| Posted on: 29 Sep 2009, 09:46 | |
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Treechnid Hugger ![]() |
Challenges: -Keep Moving! : MP removed by glyphs and traps will now fail the challenge. -Time Flies: AP removed by glyphs and traps will now fail the challenge. -Elementary, my dear!: damage caused to allies is no longer taken into consideration. -Scanty: this challenge is now incompatible with the following challenges: Versatile, Gardener, Barbaric, Gravedigger, Casino Royal, Araklover, Pighead and Exuberant. Forgemagic: -The effect “steals Kamas” can no longer be lost if an item fails a mage. Items: -Gobball-meat Pasty: The recipe has been corrected. Salt has been replaced by Salt Measure. -Prancing Chimera Potion: the recipe has been corrected. Cra Class Set: The class set’s effects have been modified to be compatible with changes made to Cras’ spells. Robbie Hoodie Cap (level 40): Reduces Distant Shooting’s AP cost by 1 Increase Frozen Arrow’s number of casts per target by 1 Increases Paralyzing Arrow’s number of casts per target by 1 Reduces Atonement Arrow’s AP cost by 1 Cape Hulco (level 80): Reduces Burning Arrow’s AP cost by 1 +25 crits to Absorptive Arrow Reduces Critical Shooting's cooldown by 1 Deactivates Poisoned Arrow’s line of sight Veggie Boots (level 100): Reduces Punitive Arrow’s AP cost by 1 Reduces Magic Arrow’s AP cost by 1 Reduces Retreat Arrow’s AP cost by 1 +30 crits to Tormenting Arrow +1 MP Targ Belt (level 130): Slow Down Arrow no longer has to be cast only in a straight line Reduces Lashing Arrow’s AP cost by 1 +30 crits to Destructive Arrow Reduces Powerful Shooting's cooldown by 1 Honoh Ring (level 150): +30 crits to Explosive Arrow Reduces Plaguing Arrow’s AP cost by 1 Reduces Bat's Eye’s AP cost by 1 Reduces Bow Skill's cooldown by 1 Changing the levels at which Class Spells can be received: -To facilitate the growth of low-level characters and to make it easier for beginners to get a feel for each class, we have decided to review the allocation of certain low-level class spells. This balance will continue in future updates. Cra: -Critical Shooting: the spell is now received at level 21. -Retreat Arrow: the spell is now received at level 1. -Frozen Arrow: the spell is now received at level 3. -Homing Arrow: the spell is now received at level 1. Ecaflip: -Feline Leap: the spell is now received at level 1. -Roulette: the spell is now received at level 21. -Bluff: the spell is now received at level 3. -Perception: the spell is now received at level 6. Eniripsa: -Forbidden Word: the spell is now received at level 1. -Wounding Word: the spell is now received at level 6. -Draining Word: the spell is now received at level 17. -Frightening Word: the spell is now received at level 1. Enutrof: -Unsummoning: the spell is now received at level 26. -Coins Throwing: the spell is now received at level 1. -Fortune: the spell is now received at level 6. -Living Bag: the spell is now received at level 1. -Reducing Key: the spell is now received at level 17. -Ghostly Shovel: the spell is now received at level 3. Feca: -Glowing Armour: the spell is now received at level 9. -Earth Armour: the spell is now received at level 1. -Blindness: the spell is now received at level 6. -Aggressive Glyph: the spell is now received at level 1. Osamodas: -Crow: the spell is now received at level 31. -Animal Blessing: the spell is now received at level 3. Pandawa: -White-Hot Vulnerability: the spell is now received at level 13. -Hangover: the spell is now received at level 1. -Alcoholic Breath: the spell is now received at level 6. Sacrier: -Bold Punishment: the spell is now received at level 21. -Attraction: the spell is now received at level 1. -Evasion: the spell is now received at level 3. -Life Transfer: the spell is now received at level 90. -Swap: the spell is now received at level 6. -Transposition: the spell is now received at level 54. -Dissolution: the spell is now received at level 17. -Cooperation: the spell is now received at level 48. Sadida: -The Madoll : the spell is now received at level 9. -The Block: the spell is now received at level 1. -Earthquake: the spell is now received at level 26. -Dolly Sacrifice: the spell is now received at level 3. -Paralyzing Poison: the spell is now received at level 1. -Tear: the spell is now received at level 6. Sram: -Location: the spell is now received at level 17. -Invisibility: the spell is now received at level 1. Xelor: -Xelor’s Sandglass: the spell is now received at level 6. -Haziness: the spell is now received at level 21. Osamodas: -Spiritual Leash: the spell no longer allows static summons (Cawwot and Tree, for example) to be resurrected. Sram: -Invisibility and Invisibility of Others: when a spell is used while under the effect of Invisibility, the caster’s position is revealed to their allies and enemies. From now on, players will be able to more easily work out the position of an invisible enemy and are no longer forced to wait for them to become visible again. This system forces invisible characters to think about how much risk they are willing to take. The more MP an invisible character has before casting a spell, the more difficult it will be for their opponents to work out their position. We made this change to make invisibility a lot more fun, participative and balanced in PvP. Sacrier: -On the turn that a punishment is recast, it is no longer possible to benefit from the cumulative effects of two identical punishments. -When multiple same-effect punishments are accumulated, the maximum achievable bonus is now equal to the sum of the maximum bonus of each individual punishment. The speed at which bonuses are gained in this type of situation is no longer multiplied by the number of active, same-effect punishments. Xelor: -Rhol Bak: the spell is no longer castable under the effects of Gravity Cra: We have reviewed the majority of Cra spells to increase the effectiveness of this class in PvP. All spell points given back are returned given the number of spells changed. Here are the major changes: -The randomness of Cras’ damage has been reduced to make their attacks more predictable and facilitate the establishment of reliable, attack-minded tactics. -The differences in the power of spells at levels 1 to 5 have been reduced to make them viable at level 1 and thus reduce the points investment required for the class to be viable in PvP (over the course of coming updates, this change will also be applied to all other classes). Obstructive spells (reduction of range, MP or AP, for example) have been generally modified so as to be almost as effective a barrier at level 1 than at level 6. -All Cra spells now have a usage limit per target in a single turn or a minimum recast time. This limitation helps us to facilitate balancing spells by allowing us much more easily determine the maximum potential defensive or offensive restriction over each turn. This restriction also allows us to more easily reduce the spells' AP cost to facilitate setting up combos without increasing the raw power of a spell. We also believe that these constraints encourage more players to make tactical choices between several different spells rather than repetitively using the best possible action. -The differences critical hits and normal hits have been reduced to make builds that are not based entirely on critical hits more viable, and thus make the class more accessible, without making critical hit builds less efficient. Restrictive effects have been modified to be essentially the same on a normal hit as on a critical hit. We want the tactical effects of restriction not to be subject to the randomness of critical hits. We have therefore changed spells so that critical hits do higher damage above anything else. -The recast time of some spells has been changed, and the durations of some effects reduced, to make a Cra's game more vigorous, less sensitive to unbewitching and to make them a more dangerous opponent. We believe that Cras were far too dependent on their spells bonuses, which made them very vulnerable to unbewitching. We want to limit the number of spells whose cooldowns exceed the duration of their bonuses. For spells with very powerful bonuses, but whose duration is short, we allow Cras to exercise greater control over their opponent's game, by imposing significant tactical decisions on their opponents. Specifically, exposing yourself to the attack of a Cra benefiting from its bonuses should be much more dangerous, but should not be continuous. The introduction more powerful bonuses with shorter durations allows us to further enhance the Cra's tactical game since the decision to use a spell that gives a bonus at the right time will have a significant impact on the outcome of battles. Furthermore, these changes allow us to better differentiate between offensive and defensive phases in a Cra's game to offer more varied game for Cras and their opponents. -Extra negative effects on enemies have been added to some offensive spells in order to provide Cras with better control of their opponent's game. -Spells critical hit rate at levels 1 to 5 are the same as at Level 6. As critical hit bonuses are increasingly easy to accumulate as a character progresses, it is generally not necessary to make critical hits less accessible at levels 1 to 5. -The critical hit rate of spells have been standardised according to 3 levels: 1/30, 1/40 and 1/50. This standardisation allows certain levels [of critical hit rates] to be reached through temporary bonuses to critical hits. Each Elemental build has at least one offensive spell at rates 1/30, 1/40 and 1/50. Low level spells are the easiest to achieve [at 1/2] in order to make a critical hit build playable at low levels. The offensive spells that have recast times have the highest chance of a critical hit (1/30 generally) and have moderate critical hit bonuses so as not to make their use too random. Spells giving bonuses are also based on this "three level" system of critical hit rates. This system makes it more interesting for each elemental build to want to move into the next "level" of critical hit rates, as for each transition to the next level [of critical hit rates], at least two spells reach 1/2. -The maximum potential reduction of MP through Cra spells has been reduced during one turn, but the average of MP removed per AP used has been increased. We want to reduce the randomness of the restriction caused by MP reduction. In return for reducing the maximum potential removal of MP, the number of spells that push back targets has been increased to allow Cras to more easily keep a safe distance from their opponents. We decided to focus on the effects of push back rather than reduction of MP because we believe that the effects of push back allow for more interesting tactical possibilities for the opponents, making their positioning much more important. -The offensive capabilities of the class are increased when faced with opponents who use spells giving a temporary reduction in damage by increasing the potential damage of Cra's push back spells and with the addition of a poisoning effect of the 'new' spell 'Poisoned Arrow'. -The effects of critical hits are modified to be consistently more effective than normal shots. -The spell descriptions are updated. -Spells that have a very large offensive potential now have a minimum range but increased offensive potential. We want to make Cras more dangerous at distance, but offset this by reducing their close combat potential. We've also increased Cras' ability to keep their opponents at bay. -The range of the majority of Cra spells has been increased to give them an advantage when using long-range attacks without necessarily having to rely on temporary range bonuses. Here is a list of Cra spells that have changed: Magic Arrow: the damage is less random and is increased at all levels. The critical hit rate increases to 1/30 at all levels. The AP cost rises to 4 at all levels. The spell is limited to 2 turns per target within the same turn. The spell’s maximum range goes to 7, 8, 9, 10, 11, and 12 cells at levels 1, 2, 3, 4, 5 and 6 respectively. The spell now steals the target’s range. The spell steals 2 range for 1 turn at level 6. The damage on a crit is increased at levels 1 to 5. We have changed this spell to allow players to have better control over the opponent's range by being able to more quickly increase the differential between the enemy's range and the Cra's range. This change also partially offsets Distant Shooting's cooldown period. Homing Arrow: this spell is now called "Poisoned Arrow". The range of the spell goes to 7 cells at all levels. The spell is limited to 1 use per target. The critical hit rate is now 1/30 at all levels of the spell. Damage is less random and is increased. The spell now causes Neutral damage over two turns. The spell now costs 4AP at all levels. The minimum range of the spell is now 2 cells. The first source of damage is applied at the beginning of the opponent's turn to avoid it being reduced or reflected. The spell's maximum range changes to 5, 6, 7, 8, 9 and 10 cells at levels 1, 2, 3, 4, 5 and 6. We've changed this spell to make it more effective against protection and damage reflection. Retreat Arrow: the spell's damage is now less random and is increased at all levels. The spell now pushes back 3 cells on both normal and critical hits at levels 1 to 5 and 4 cells on both normal and critical hits at level 6. The critical hit rate is now 1/30 at all levels of the spell. Frozen Arrow: the spell's damage is now less random and is increased at all levels. The spell removes 2AP on both a normal and a critical hit at levels 1 to 6. The spell is limited to 2 casts per target at levels 1 to 6. The spell's maximum range is now 5, 6, 7, 8, 9 and 10 cells at levels 1, 2, 3, 4, 5 and 6. The critical hit rate is now 1/40 at all levels of the spell. Burning Arrow: the damage is now less random, and is increased on a crit and a non-crit. The spell’s area of effect is now 4 cells at all levels. The critical hit rate is now 1/40 at all levels. The spell's maximum range is now 3, 4, 5, 6, 7 and 8 cells at levels 1 to 6. The spell costs 4AP at all levels. The spell is limited to 2 casts per turn. The spell now pushes all targets present in the area of effect back by one cell. Distant Shooting: the duration of the range bonus is now 3 turns. The spell can be recast every 5 turns. The spell costs 2AP at all levels. The critical hit rate is now 1/30. The spell now gives a bonus to range in an AoE of 2 cells at levels 1 to 5 and 3 cells at level 6. We have changed this spell so it can replace Eagle Eye and so that one spell is enough to increase the range of the Cra and its allies. Atonement Arrow: the damage is less random and is increased at all levels. The spell now causes Water-type damage. The spell can be recast every 3 turns. The maximum range of the spell is 10 cells and the minimum range is 8 at all levels. The critical hit rate is now 1/30 at all levels. The spell applies the state Gravity (which prevents the target from using movement spells) for 1 turn. The spell costs 4AP at all levels. The damage bonus cannot be unbewitched. We have changed this spell to reduce the hindrance caused by the Gravity state and give Cras another offensive long-range spell but with a significant minimum range constraint. Bat’s Eye: The spell costs 3AP at all levels. The duration of the effects of reduced range last 3 turns at all levels. Range is reduced by 6 cells on both normal and critical hits at all levels. The spell can be recast every 4 turns at all levels. The spell now steals HP through water-type damage in all of the spells area of effect. The spell's maximum range is now 5, 6, 7, 8, 9 and 10 cells at levels 1, 2, 3, 4, 5 and 6. Critical Shooting: The spell costs 2AP at all levels. The bonus to critical hits lasts 3 turns at all levels. The spell can be recast every 5 turns at all levels. The bonus to critical hits is now 9, 10, 11, 12, 13, and 14 on both a normal and a critical hit. The range of the spell is modifiable and the maximum range is now 1, 2, 3, 4, 5 and 6 cells at levels 1, 2, 3, 4, 5 and 6. A critical hit increases %damage. Paralyzing Arrow: the damage is less random. The spell now causes Water-type damage. The spell costs 2AP at all levels. The critical hit rate is now 1/40 at all levels. The spell now steals 1MP on both a critical hit and a normal hit. The spells maximum range is now 5, 6, 7, 8, 9 and 10 cells at levels 1, 2, 3, 4, 5 and 6. Punitive Arrow: damages are less random. The damage bonus on a crit and non-crit is increased at all levels. The spell can now be recast every 2 turns and gives a damage bonus for a duration of 2 turns which can significantly increase the spells damage when it is recast after 2 turns (damage is doubled). We changed this spell to enrich the Cra’s spells, to make a spell that is a significant deterrent and that has high offensive potential but that needs to be cast at the right time, and can potentially be countered by opponents. The damage bonus associated with the spell cannot be unbewitched. The critical hit rate is now 1/30 at all levels of the spell. The spell costs 4AP at all levels. The minimum range of the spell is now 6 cells. The maximum range of the spell is now 8 cells at all levels. Powerful Shooting: The spell’s effect lasts 2 turns on both a normal and a critical hit at all levels. The spell costs 3AP at all levels. The spell’s range is modifiable and is now 1, 2, 3, 4, 5 and 6 cells at levels 1, 2, 3, 4, 5 and 6. The spell increases damage by 110, 120, 130, 140, 150 and 250% damage on a normal hit and 130, 140, 150, 160, 170 and 290 on a critical hit at levels 1, 2, 3, 4, 5 and 6. The spell can be recast every 6 turns at all levels. The critical failure rate is now 1/100 at all levels. Plaguing Arrow: the critical hit rate is now 1/40 at all levels of the spell. The spell costs 3AP at all levels. The spell is limited to two casts per target. Damage on a crit and non-crit is increased at all levels. The spell's maximum range is now 7, 8, 9, 10, 11 and 12 cells at levels 1, 2, 3, 4, 5 and 6. Lashing Arrow: the damages are less random and increased at all levels. The spell is limited to 1 cast per target at all levels. The spell now removes 2MP for 1 turn at levels 1 to 5 and 3MP for 1 turn at level 6. Damage on a crit is increased at all levels. The spell's maximum range is now 5, 6, 7, 8, 9 and 10 cells at levels 1, 2, 3, 4, 5 and 6. The spell costs 3AP at all levels. The critical hit rate changes to 1/40 at all levels. We have changed this spell to allow a large amount of MP to be reduced quickly so as to better manage the enemy's approach in the early turns of a fight, while being less sensitive to unbewitching. This change also allows this spell to work well with Paralyzing Arrow, since it can now be used without being penalized by the old reduction in MP that was made at the beginning of the opponent's turn. Eagle Eye: this spell is replaced by "Tormenting Arrow". This spell causes Air and Fire damage, for 3AP at all levels with a limit of two uses per target, but with significant constraints: cast in a straight line with a minimum range of 5 spells. We have replaced Eagle Eye because it provided a way to get around Distant Shooting's cooldown, but also because the increased range of Cras' basic spells makes this spell less useful. Adding the ability to cast the spell Distant Shooting on allies in its AoE also helps to compensate for Eagle Eye being replaced. We chose to replace it with an offensive spell to compensate for Cra's lack of offensive potential. Destructive Arrow: The spell costs 4AP at all levels. Damage is less random. Damage on a crit and non-crit is increased at all levels. The spell's maximum range is now 8 cells at all levels. The spell's minimum range is now 5 cells. As well as the initial damage, the spell now applies an additional penalty of fixed damages of 6, 7, 8, 9, 10 and 15 at levels 1, 2, 3, 4, 5 and 6 to the target for a duration of one turn. The spell is limited to two casts per target. We have changed this spell in order to increase its offensive potential but have added a range restriction to it. Absorptive Arrow: the damage is less random. The spell costs 4AP at levels 1 to 5. Damage on crit and non-crit is increased at all levels. The spell is limited to two casts per target. The critical hit rate is now 1/50 at all levels of the spell. The spell now has a minimum range of 5 cells. We have changed this spell in order to increase its offensive potential but have added a range restriction to it. Slow Down Arrow: the damage is less random. Damage on crit and non-crit is increased. The spell costs 5AP at levels 1 to 5. The range of the spell is now 8 cells at all levels of the spell. The critical hit rate is now 1/50 at all levels. Explosive Arrow: the damage is less random and increased at levels 1 to 4. The spell costs 4AP at all levels. The critical hit rate is now 1/50 at all levels. The range of the spell is now 8 cells at all levels. Bow Skill: The spell's effects now last 2 turns. The bonus is increased at all levels of the spell. The spell can be recast every 5 turns at all levels. The range of the spell is modifiable and is now 1, 2, 3, 4, 5 and 6 cells at levels 1, 2, 3, 4, 5 and 6. Dispersing Arrow: The spell costs 3AP at all levels. This spell can now move the caster as well. The spell’s range is now 7, 8, 9, 10, 11 and 12 cells at levels 1, 2, 3, 4, 5 and 6. We have changed this spell to potentially increase Cras’ mobility and give them the opportunity to get out of tackle zones more easily. Enutrof: -Slaughtering Shovel: the damage is less random. The damage on a critical hit is reduced and damage on a normal hit is increased at all levels. The average damage of the spell is increased at all levels. We changed this spell to make its operation more stable and thus make the spell more usable in a tactical game. Conquest Villages: -When attackers lose a fight against a village Heart, it will automatically re-appear just after their defeat. PvP: -Fights against the guards of cities or conquest villages correctly force the activation of all fighters’ PvP mode. Mounts: -It’s now possible to exchange more than one mount certificate at the same time for characteristic scrolls with the NPC Mounded Ghard. Heroic Server: -The Newtroll Knight will only join characters if the area was neutral when the character was attacked. It is therefore no longer possible for a neutral character to be helped by a Newtroll Knight if the prism of the area where the assault took place is defeated after the assault was launched. -The spell scrolls for Soul Capture, Perfidious Boomerang, Moon Hammer and Mount Taming now work correctly when obtained after killing a character which had those spells. These adjustments are not yet retroactive. The old spell scrolls that do not work will be modified for the release of DOFUS 2.0. PvP Quests: -The DOFUS Client now prohibits the use of multiple accounts from one machine to attack or defend the target of a hunt. We believe that players who play together should be able to defend each other from attacks, but the use of multiple accounts by a single person should not allow them to protect themselves too effectively. Monsters: -Mushd: the monster is no longer aggressive. -Crocodyl Chief: this monster is no longer aggressive. -Immature Green Larva: no longer has the spell Backfire. -Immature Orange Larva: this monster no longer has the spells Backfire or Carapace. -Boomba: the spell Bombomb works correctly. Pets: -Pet Bonuses can no longer temporarily exceed their maximum at the time of the last increase in bonus. -Soul Eaters can now retroactively benefit from the reductions in the number of monsters that need to be killed for them to earn bonuses. The retroactive bonus will be applied when they next gain a bonus. -Bilby: The +damage bonus increases from 6 to 10. -Bow Meow: This pet can now give a chance bonus if it is fed with Green Mice, Trout, or Gutted Trout. -Bloody Koalak: as well as eating Boomerangs, this pet will now eat the following foods: Wild Koalak Femur, Reapalak Fabric and Koalak Warrior Bandage. -QuaQuack: the maximum prospecting bonus increases from 10 to 20 and the maximum initiative bonus increases from 100 to 200. -Peki: the maximum vitality bonus increases from 300 to 400. -Little White Bow Meow: the maximum initiative bonus increases from 400 to 800. -Little Black Bow Wow: the maximum damage bonus increases from 40% to 50%. -Ross: The heals bonus increases from 6 to 10. -Wabbit: This pet can now give an intelligence bonus if it is fed with the following resources: Demonic Rose Saliva or Five-leaf Clover. The maximum interval between two meals increases from 52 to 72 hours. In addition to Cawwots, it can now be fed the following resources to increase wisdom: Wabbit Leg, Wabbit Leg **, Wabbit Leg *** and Wabbit Leg ****. -The majority of pets can now enjoy increased capacity by using Pet Enhancement Potions, which are made by Alchemists from resources that can be obtained at the Pet Cemetery and from several dungeons in the game. Markets: -A Fairywork Merchant is now available in the Trool Fair at coordinates [-10,-41]. -A Handymen’s Market is now available in Astrub at coordinates [5,-18]. -From now on, keys can be bought and sold in Handymen’s Markets. Keys that were already in the Resource Market before the update will be removed and put into their owner’s bank account. Quests: -Alignment Quests 61 to 70 are now available. The NPC Ali MacBeth, situated at [1,1] in the Duty Free area, will grant you alignment level 60 straight away in order to facilitate testing the quests. -A new quest is available in Astrub in order to facilitate enrolment into the minority alignment. -The XP and Kama rewards from most of the quests in-game have been increased. Banks: -The addition of objects or Kamas in banks when loading a character on a game server has been fixed. Artificial Intelligence: -Areas of Effect and obstacles: the AI better handles positioning and obstacles when using spells that have an Area of Effect. For example, Living Bag will correctly cast Sacrifice on its summoner when it is forced to move to find a line of sight on its summoner. -Unbewitching: the weighting of bonuses and penalties has been standardised to facilitate the calculation of removing a spell’s effect. Critical Hits: The AI now takes into consideration the actual probabilities of making a critical hit, taking into account the agility bonus and critical hit bonus. Invisibility: the AI’s handling of invisibility has been completely revised. The AI now knows the position of invisible characters when they use a spell. The AI then determines, through the character’s remaining MP, a list of the invisible character’s possible positions and will attack a position chosen randomly from those present in the list. If the AI attacks an empty cell, it will attempt to target another cell if it has enough AP to launch another attack during its turn. If the AI enters a tackle zone while moving, it will attempt to target at random the invisible character’s possible position, until it finds it. We have changed the AI’s handling of invisibility to provide behaviour as close as possible to logical human reasoning: recording the last known position, calculating the possible positions depending on remaining MP, selecting a position and testing different positions until the target position is found. The AI’s handling of invisibility is very similar to players’ methods of detecting invisible characters, and so we hope that in PvM, management of invisibility will be much more enjoyable and tactical since the likelihood of a character being detected by the AI will now depend on the risk that the player has taken: the more MP a person has after casting their last spell, the more difficult it will be for the AI to detect them. This new system makes invisibility viable in PvM, both at short range and long range. -AI performance improved. -Carrying characters: The AI correctly handles carried characters and carrying characters. For example, it can target an immune, carried character in order to reach the carrying character. -Pushback damage: The handling of the effects of pushback damage has been improved. The AI will more effectively calculate pushback damage. -The AI will now more often prefer to attack the summoner than their summons. Incarnam: -It is no longer possible to return to Incarnam with characters whose level is greater than 15. -The NPC Fairy Sette, in the Incarnam Inn, allows players to redistribute their characteristic points for free up until level 30. -The map [2,3] in Incarnam is now a Market Square and can have up to 20 players on it in merchant mode. Regeneration of Health Points: -Health points regained by offline characters have been increased, characters will now gain 1HP per second they’re offline and 2HP per second they’re offline in an inn, a house or a class temple. Miscellaneous: -The price of weapon skill scrolls has been standardised. The scrolls are all worth 1,000 Kamas if sold to an NPC. -The tile action bug has been fixed, it is necessary to have one character per tile. It is now no longer possible for one of the characters standing on a tile to activate a lever and make the server believe that they are still standing on the tile. -The area in the Dark Vlad’s Labyrinth that had an inaccessible Malicious Chest in it is now accessible. Updater: -The Flashplayer version has been updated on Linux, which should resolve problems with the loading of language files when the game is launched. |
| Forum: Log Book · Post Preview: #416521 · Replies: 0 · Views: 4,456 |
| Posted on: 28 Sep 2009, 15:37 | |
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SuperAdmin Administrator ![]() |
You’ll soon receive an email confirming your access to the client download page, to the dedicated forum for bug reports. We’re counting on your relevant comments and criticism. That’s what Beta is all about! |
| Forum: General Discussion · Post Preview: #416167 · Replies: 30 · Views: 3,023 |
| Posted on: 28 Sep 2009, 13:44 | |
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Treechnid Hugger ![]() |
Access to the closed Beta: Only people who have a Beta key can access DOFUS 2.0’s closed Beta. Keys were handed out at Ankama Convention #4 and were also competition prizes. Beta keys can be activated on this page: http://www.dofus.com/en/mmorpg/inscription-dofus-2-beta.html Two test servers are available at the moment, one for the French community, and another for the non-French community. The number of places available on the servers is limited, and so it’s possible that these two servers will not always be accessible. New keys will be handed out in order to progressively increase the number of testers. Downloading the DOFUS 2.0 Beta client: The DOFUS 2.0 Beta client can only be downloaded from the page on which you validate your Beta key. Copying across of characters: During the Beta test, the copying across of characters will be split into 3 stages (we will let you know when we know the dates of the first two stages): -First stage: no characters will be copied across. You must create new characters (an opportunity to test the new tutorial!). -Second stage: DOFUS characters will be copied across to the test servers. -Third stage: house and their contents, paddocks and their contents, and guilds from two servers of our choosing will be copied across to the test server. Bug reporting: Please report any bugs you find in this version of the Beta should be reported to support, using the section dedicated to DOFUS 2.0 bug reporting : http://support.ankama.com/en/faq/988 and http://support.ankama.com/en/faq/989 Dedicated forum: Forums dedicated to the DOFUS 2.0 Beta test are available here: http://forum.dofus.com/en/dofus-2-0-beta-f1017.html Only players who have validated their Beta keys can write on these forums. Bugs must not be reported on the forums, they must be reported on the dedicated support section. |
| Forum: Log Book · Post Preview: #416141 · Replies: 0 · Views: 3,578 |
| Posted on: 28 Sep 2009, 13:16 | |
|
Treechnid Hugger ![]() |
Hello everyone, and welcome to the DOFUS 2.0 Beta test forum! You will find below the answers to key questions concerning the conduct of the various test phases and the use of this forum. This forum is available for all players to read, but only the lucky holders of a DOFUS 2.0 Beta key can create new topics and reply to posts. This forum should only be used for feedback about your DOFUS 2.0 gaming experience. Come tell us what you think of the graphics, new maps, new spell animations, new interfaces See the official announcement of the launch of the closed Beta |
| Forum: DOFUS 2.0 Beta · Post Preview: #416135 · Replies: 0 · Views: 1,287 |
| Posted on: 25 Sep 2009, 11:31 | |
|
SuperAdmin Administrator ![]() |
In 3 days you will be able to activate your key on the DOFUS website. You will then receive an email confirming your access to the client download page and the forum dedicated to bug reports. Be patient: only three short days to go! |
| Forum: General Discussion · Post Preview: #415476 · Replies: 93 · Views: 3,183 |
| Posted on: 23 Sep 2009, 17:00 | |
|
SuperAdmin Administrator ![]() |
We’ve decided to keep you up to speed with our hard work by publishing exclusive images from the revamped game. You will get the opportunity to admire sketches for the new character classes, some screenshots of Amakna and various sprites. This week, Fecas are under the spotlight! See you soon for the new pictures... |
| Forum: General Discussion · Post Preview: #415105 · Replies: 67 · Views: 4,856 |
| Posted on: 18 Sep 2009, 16:39 | |
|
SuperAdmin Administrator ![]() |
Twice as immersive, twice as powerful, twice as progressive... DOFUS 2.0 will arrive December 2nd! Until the official release of DOFUS 2.0, those lucky few who got a VIP key for the beta test will be able to use it soon! There’ll be a dedicated forum for them to report any bugs they find. As for the others, they won’t get left behind, as the next important update to DOFUS will be on September 29: Update 1.29! If that's not working extra hard, then we don’t know what is! |
| Forum: General Discussion · Post Preview: #413643 · Replies: 224 · Views: 12,399 |
| Posted on: 16 Sep 2009, 15:40 | |
|
Piglet Milker ![]() |
The international community has been deprived of an appointed Community Manager for too long now and, therefore, a direct contact with Ankama on the forum. For a time, Nabolo, Lead Community Manager, was able to talk with you while we waited for the arrival of our new recruit. Unfortunately, for various reasons, the arrival of the new International Community Manager is still delayed. Moreover, Nabolo has left Ankama and there is nobody available at the moment to monitor the "Talk with the DOFUS Team” part of the forum on a daily basis. For this reason, and in order to clarify the situation, I am going to close this section of the forum for the time being. This is clearly an unsatisfactory situation and we will do everything we can to resolve it. We are currently recruiting a person who will be tasked with talking with you over the next few months until the arrival of your Community Manager. I am aware that this will please you even less than it does us, but you can be sure that we will do everything we can to address this communication problem quickly. Best regards, Sylfaen, Community Manager for the francophone community. |
| Forum: Talk with the DOFUS Team · Post Preview: #413074 · Replies: 0 · Views: 2,117 |
| Posted on: 28 Aug 2009, 09:40 | |
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Treechnid Hugger ![]() |
Hello everyone, Our web developers just checked the tournament's site, everything is fine. Actually, for players who'd like a few technical explanations, the login process used on the tournament's interface is exactly the same that we use on every Ankama's login interfaces (which means support, account management, forum etc). If our website have truly been hacked, I think than more than a 'few' people would have had their accounts stolen. To be honest with you guys, I definitely think this comes from account sharing, which is absolutely forbidden for the record. We are currently waiting for a few informations from the players who think they've been 'hacked' in order to make deep investigations about their cases. I should be coming back here in a few days to give you more details. |
| Forum: Talk with the DOFUS Team · Post Preview: #407821 · Replies: 48 · Views: 2,817 |
| Posted on: 24 Aug 2009, 16:39 | |
|
Piglet Milker ![]() |
That’s the end of the pool stage! The 64 teams that have collected the most points thanks to their performances so far in the tournament and also to the support of their server during the community challenges have been chosen, and are now ready to face off against each other! From now on, any defeat will mean elimination! Only 32 teams will remain at the end of today. The rule concerning time-based victories no longer applies. The fight will only end when all players in one team have been killed. See the combat tree! - See the fight schedule |
| Forum: General Discussion · Post Preview: #406498 · Replies: 41 · Views: 6,141 |
| Posted on: 21 Aug 2009, 11:02 | |
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Piglet Milker ![]() |
The sixth challenge begins on 22/08/2009 at 00h00 GMT +1 and ends on 23/08/2009 at 00h00 GMT +1. This last Goultarminator event will test the harvesting professionals! Fish, scythe, chop, mine, dig; do whatever you must to make resource protectors attack you! The server that kills the most resource protectors* by the end of the day will earn 50 points for its 4 teams. * Server ranking will be based on the number of Resource Protectors (NB: Devourers, not Perceptors) killed in relation to the total number of people having at least one of the harvesting professions, subscribers or not, and regardless of their level. |
| Forum: General Discussion · Post Preview: #405790 · Replies: 19 · Views: 878 |
| Posted on: 18 Aug 2009, 10:15 | |
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Piglet Milker ![]() |
Congratulations to the Nehra server which won Community challenge #4! The fifth challenge has been going on for a while and will end on 23/08/2009 at 23h59 CEST. 60 alignment quests are now available in game! Get stuck into these quests, and make a name for yourself in one or the other of the two warring cities. Do it for your server! The server with the most people on alignment level 60* will earn 50 points for its 4 teams. * The ranking of the servers will be based on the number of people who have completed alignment quest 60 compared to the total number of aligned characters on each server. Only aligned characters of character level greater than or equal to 50 and who log on at least once between 18/08 and 23/08 will be counted. |
| Forum: General Discussion · Post Preview: #404985 · Replies: 17 · Views: 700 |
| Posted on: 14 Aug 2009, 16:28 | |
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Treechnid Hugger ![]() |
Wow, this is the first event I think I'm gonna participate in But I got 2 small questions.. The announcement says "Class Dopples" (the on on Dofus.com does Does that mean our own class only, so let's say I'm an Iop..Do I only have to fight my Iop dopple or all 12 of them ? And does it count for 1 character on the account..or will multiple characters give more points for that server ? You have to fight as much Dopples as possible during the 24 hours with each character you have, multiple characters will give more points for your server |
| Forum: General Discussion · Post Preview: #403547 · Replies: 21 · Views: 1,016 |
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| Lo-Fi Version | Time is now: 23 November 2009, 07:42 |