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F2P Member Larva
* Member Since 2016-09-28
posté February 22, 2017, 18:50:44 | #1
Shield points display Hello,

We are currently working on modifying the way the Shield points are displayed on the heart medallion in the game's main interface.

  • The idea is to change the health heart to a purple shield.
  • The health gauge would become purple as well so that, visually, the "shield" mode would be more obvious.
  • Shield points would be displayed on top of the heart, front and centre. This way, we could keep the "Health points / Total Health points" display on top of the Shield points.

When all the Shield points are gone, the heart would revert to its base shape and its colour red.

What do you think?


Thread : Dofus Lab  Preview message : #1330545  Replies : 5  Views : 914
Admin Tofu Stroker
* Member Since 2007-10-01
posté February 15, 2017, 12:30:58 | #2
It's a change we've done for the server merge : a paddock will be hold be multiple players.

Thread : General Discussion  Preview message : #1330000  Replies : 50  Views : 1909
Client Development Team Tofu Stroker
* Member Since 2008-07-22
posté February 09, 2017, 11:51:17 | #3

On which map are you ? Did you try going to a calmer place and talking again ?
Are you sure that in your current chat tab, the general channel is activated ? (Right-clic on the tab to see the channels list)

Thread : Test Server  Preview message : #1329661  Replies : 8  Views : 266
Admin Tofu Stroker
* Member Since 2007-10-01
posté February 07, 2017, 11:42:05 | #4

Quote (XDluaan @ 05 February 2017 22:11) *

Quote (eXme @ 23 December 2016 23:25) *
What about to do some kind of reborn thingy, where you after reborn can scroll your stats higher then 100 maybe to 200 and then you start leveling from level 1. Low level dungeons will be crowded again for nub stuff
yea i like the idea of extra stats but not extra spells. and add something to show a players prestige level to others

Extra stats goes with more power and we try to avoid this kind of thing: at the end, players will ask for 200+ content because they will overcome the currently existing content. Or having extra stats will be a standard from the players' point of view and new players will have even more difficulty clearing the end game content.

Thread : General Discussion  Preview message : #1329525  Replies : 54  Views : 2997
Admin Tofu Stroker
* Member Since 2007-10-01
posté January 30, 2017, 10:39:57 | #5

Quote (msRed-Blue @ 26 January 2017 18:12) *
Hello forum!

Nerodos & Simsoft, thank you both for your answers to our many questions.
And here is one more ^^ What about nicknames in Cyrillic? We will be renamed?
Currently we aren't planning on forcing the renaming of nicknames in Cyrillic. I'm not saying it won't happen, but at the moment it looks unnecessary.

Thread : General Discussion  Preview message : #1328928  Replies : 312  Views : 10364
Admin Tofu Stroker
* Member Since 2007-10-01
posté January 26, 2017, 16:55:27 | #6

Quote (trilkgh @ 26 January 2017 15:25) *

Quote (Simsoft @ 24 January 2017 17:34) *

Quote (kumorioni @ 24 January 2017 04:38) *

What happens if I have a single account, but on this account I have characters on 2 servers, and on each of those I own a house.
You will have two houses.
Will this be seen as against the rules if you have more than one house? And will you have to sell one? Or would the person be able to keep both of them without there being an issue?

Indeed, you will be able to, in this special case, bypass current restrictions about house ownership.

Thread : General Discussion  Preview message : #1328642  Replies : 312  Views : 10364
Admin Tofu Stroker
* Member Since 2007-10-01
posté January 24, 2017, 17:34:00 | #7

Quote (SilverhandII @ 23 January 2017 17:35) *
As far as resources/stars go, they were designed with a normal server population in mind - I'm sure they could be adjusted to take into account the change (what about those elms trees??). Perhaps increase the rate at which stars accumulate, and/or add instances to dungeons perhaps?
We have designed those systems when the population were larger so we are quit confidend. If there is a problem, we could adjust it.

Quote (kumorioni @ 24 January 2017 04:38) *

What happens if I have a single account, but on this account I have characters on 2 servers, and on each of those I own a house.
You will have two houses.

Quote (bohemia @ 24 January 2017 12:45) *
There's a question that popped up in my mind last nite, but I was too sleepy to turn on laptop and log to post it :

What happens with the average price after server merge, for gear, resources, consumables, etc?

Prices will be initialized with a computation with the old prices. No details yet.

Thread : General Discussion  Preview message : #1328537  Replies : 312  Views : 10364
Admin Tofu Stroker
* Member Since 2007-10-01
posté January 21, 2017, 12:28:09 | #8

Quote (bohemia @ 20 January 2017 20:28) *
What will happen with the content of the bank?
Will the bank content follow the owner character to the new server after the merge?
Or there will be a restriction, like on server transfers, allowing a character to take with him/ her only the stuff from inventory etc?

What will happen with mounts? From sheds/ padocks/ certificates? Will they follow their owner on the new server after the merge?

If prisms won't give nugets to alliances, how much time will we be given to try to salvage some of them, before the servers merge happens?

Could it be possible that alliance leaders get back the prisms/ recyclers/ teleportation modules in their banks, at server merge?
Having to farm again for them, for a brand new start, would be a royal pain *somewhere*.
It would be great if someone could pass this idea to the people in charge of planning the server merge, to consider it.

What will happen to territories?
Everything will become "no man's land"? And will have to be conquered again?

[ EDIT : ] If I understand/ remember right, servers will be merged by 4 - 5 servers in one?
Does this mean that the English speaking community will end up with just one server after the servers merge?
And not at least 2 (maybe 3?) servers, for variety and options available if one gets really fed up with gaming on a server?
Hi there,
too many questions, I will try to answer.
The content of the bank will be transfered during the transfert as well as padocks contents, etc.
The exception is for prism that can't be transfered and will be lost. I don't know yet about the modules.
For the territories, they will be cleared and you will have to conquered them again.
Yes the English speaking community will end up with only one server and not two because we want to be sure will you will have a game experience (enought people on the server).

Thread : General Discussion  Preview message : #1328320  Replies : 312  Views : 10364
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté December 06, 2016, 12:00:00 | #9
Update 2.39 - The Slumbering City of Gold has Awoken

It's here! Update 2.39 is online! Do you hear that rumbling in the distance? That's the sound of scores of monsters hitting their alarms and rising from their graves! Today, you can log in and experience the second chapter of the Ohwymi story!


We hope that the first episode of Ohwymi made your mouth water, because the second chapter of the area is now accessible in-game! It's time to follow the trail through the desert to The Slumbering City of Gold! On the program for Update 2.39:
  • Chapter 2 of Ohwymi with new quests to keep the story going
  • 3 new zones: the Gorge of Howling Winds, the Forgotten City, and the Cursed Pyramid
  • 2 new dungeons: The Wurmlord's Tunnel and the Chamber of Tal Kasha
  • And the Sacrier Class Revamp!
Come and join us in-game now!

Thread : General Discussion  Preview message : #1325421  Replies : 47  Views : 1601
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté December 06, 2016, 09:45:13 | #10
The following segment was accidentally left out of the French changelog and was added this morning. It has been edited in to the main changelog document in English, but for better visibility, I have also replicated it here. Sorry about that, everyone.

Kolossium Spectator Mode

  • Interserver Kolossium fights may now be spectated from within the Kolossium arena in Cania. This feature is currently in an experimental state - as we expect the traffic to be much higher than what was generated during the beta test - and if significant malfunctions arrise, it could be temporarily disabled.

Thread : Log Book  Preview message : #1325416  Replies : 7  Views : 1736
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté November 14, 2016, 19:28:29 | #11
Website Maintenance Notification - November 15, 2016 All Ankama sites will be down for database maintenance for approximately one hour on Tuesday, November 15, 2016.

This maintenance will begin at approximately 9 AM (Paris time).

We apologize in advance for the inconvenience.

Thread : Server Status  Preview message : #1322906  Replies : 0  Views : 968
Assistant Community Manager Gigantic Kralove Destroyer
* * * * * * Member Since 2013-10-31
posté November 02, 2016, 16:52:45 | #12
Update 2.38 Hi everyone,

Starting today, Wednesday, November 2, your DOFUS client launches Update 2.38.

Several technical modifications have been made on the game's infrastructure, and thus we needed to make a clear distinction between Updates 2.37 and 2.38.
However, Update 2.38 offers no new content, nor does it modify any of the existing content. As such, there is no Changelog pertaining to this Update.

You'll discover the next content-heavy game update in December, when Update 2.39 hits!

In the meantime, please enjoy the game!

Thread : Log Book  Preview message : #1321739  Replies : 0  Views : 1355
Admin Arachnophobe
* Member Since 2015-01-19
posté October 07, 2016, 00:16:04 | #13
New countdown on the 2.37 Beta! Hello everyone,

We are currently working on a new way to graphically put forward the countdown during a game turn:

  • The time gauge is now located around the "End turn" button.
  • A countdown of the last 5 seconds has been added within the "End turn" button in order to give the remaining time a better visibility.

In order to activate it, you just have to right-click the "Ready/End turn" button and select "Display/hide the experimental time gauge".

Please don't hesitate to tell us what you think about it in the comments!


Thread : Dofus Lab  Preview message : #1319669  Replies : 4  Views : 1272
Assistant Community Manager Gigantic Kralove Destroyer
* * * * * * Member Since 2013-10-31
posté October 06, 2016, 20:22:47 | #14
How can I install a custom theme? With Update 2.37, it is now possible to install custom themes created by the DOFUS community yourselves.

What we are calling a theme is the graphical appearance of the game interfaces, including the textures, colours, backgrounds, button colours, icons, fonts, etc.

Here's how you can do it:

  • Copy the URL link of the web page where the theme(s) you want is (are) hosted.
  • Open the "options" menu and select "themes" in the left-side column.
  • Click on the "install a new theme" button
  • Then paste the URL link in the appropriate field and validate.
  • If several themes are available at this URL, they will all be listed in the window; select the one(s) you actually wish to install.
  • Close the "Theme installation" window
  • Select the theme you wish to apply in the list of installed themes.
  • Restart the game.
  • Et voilà!


What happens if the theme I installed prevents me from starting the game properly?

    Don't panic! You can go back to the default theme as soon as the game starts if ever you find yourself in a bind. When you are using a custom theme, a pop-up appears each time the game starts to offer you the possibility to go back to the default theme, should you need (or want) to do so. And don't worry, you won't have to validate your choice to use a custom skin in order to get in to the game.

The website is telling me to download the themes directly on to my computer, is that normal?

    NO! It is impossible to use a theme that has been manually downloaded to your computer in the DOFUS client. For security purposes, we have opted to use this solution in order to make downloading a theme useless, thus minimizing the risk of crafty individuals installing malware on your computer.

Because of a game Update, the theme I was using is no longer compatible, what can I do?

    Since the themes are created and maintained by players, you will have to wait until the theme's creator updates it. It is possible to check the compatibility of the themes offered in the theme interface directly from the game client.

Where can I find a catalogue of all the themes I could use?

    The community is responsible for making player-created themes available; a simple search using your favourite search engine should be enough for you to find all you need and want.

Thread : Test Server  Preview message : #1319654  Replies : 12  Views : 4542
Assistant Community Manager Gigantic Kralove Destroyer
* * * * * * Member Since 2013-10-31
posté September 23, 2016, 16:56:57 | #15
Introducing: the Finishing Moves The BETA servers and client have been updated.

A new feature is available to test: the Finishing Moves!

Finishing Moves are spectacular animations that may trigger when the last opponent in a fight is vanquished.
The longer the fight lasts, the better the odds to trigger these animations are.

For the moment, only one Finishing Move animation is available, but we are considering adding more.

Please do not hesitate to give us your feedback about this new feature.

Thread : Test Server  Preview message : #1318783  Replies : 12  Views : 1939
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté September 20, 2016, 09:56:37 | #16
Password Complexity - September 20, 2016 In order to strengthen the security of your Ankama accounts, we want to encourage you to increase the complexity of your passwords.

As of September 20, 2016, the next time you log in, you will very likely receive a message reminding you to change the password of your account. This change will be mandatory if you fall into either of the following categories:

  • Your password does not comply with the new safety standards
  • You’ve had the same password for several years

If you receive this message, we strongly recommend that you change your password to increase the security of your Ankama account! And please, don’t get complacent, make sure to activate the Ankama Shield or the Ankama Authenticator on your account as well. You’ll get a bonus to your XP and drops, and two forms of theft prevention are better than one!

Good gaming!

Thread : Log Book  Preview message : #1318270  Replies : 0  Views : 696
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté September 19, 2016, 17:00:00 | #17
Streaming Client Disabled - September 20, 2016 Hello everyone,

Starting today, the access to the streaming version of DOFUS will be temporarily removed.

Following the interface and 16:9 modification with the 2.36 update , the streaming version of DOFUS cannot yet reflect the correct state of all game content. Our teams are currently working the issue. However, if you already have an Ankama account, we are inviting you to keep exploring the World of Twelve on the downloadable DOFUS client.

Download it here!

For people playing in Guest mode, your progression has not been lost. You will have all your characters back when the situation is solved.

Thanks for your patience and understanding, The DOFUS Team.

Thread : Log Book  Preview message : #1318217  Replies : 0  Views : 600
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté August 30, 2016, 15:00:00 | #18
KastOut Breeders - Spell Mania

Osandras 3000 and Big Iop are the Osa and Iop putting the world to rights from the comfort of their Gobball leather sofa. Still glued to their Haven Bags, they procrastinate by imagining new spells for Osamodas...  

Today, Osandras 3000 is mulling over the idea of an Osamodas merged with one of the creatures they have trained.

If I merged with a tofu, I could fly, right?


With a Gobball, I could... live on grass?

I don't really see the appeal, but sure.

With a Dragoone...
(he adds a meaningful pause before proudly continuing)
...I would be smoking hot!
Big Iop thinks intensely.

I think that's the worst load of bullshit I ever heard.

You only say that coz' you're too Iop to get it.

Actually, that's exactly what I'd expect from a ginger warrior. I can do better. Imagine an Osamodas...merged with a Minikrone... merged with a Dragoone...


You don't get it? …your pants would be on fire.


The Minikrone farts rainbows and the Dragoone...

Oh, I got it! Right! Ha ha, nice one! Wait, wait!… How about an Osa merged with a Dragoone, merged with a Gobball…

Oh...That's hard...

Great balls of fire!

Excellent work! Ok... here's an even better one: Osa, Dragoone and Bow Wow?

OSANDRAS 3000 idea.

A guy that's hot to trot! Ha, ha! To trot? You know, he's running along, right? Or, not...?

What's the Bow Wow got to do with it?

Um... Bow Wows... They like trotting along... running... you know...

Well, I don't know about that... I think you're grasping at straws now... that's a lame spell.

A lame spell?... ...Says the guy who started out with "smoking hot" and "living on grass"...

So, we weren't making up spells then! We were just making jokes and I don't know what a "Hot to trot" spell has to do with anything, it's lame, full stop!

But who said anything about a spell? It was a joke! Seriously, "eating grass" that's fine, and "hot to trot" is banned? Who's making the rules here?!
Find Osandras 3000 and Big Iop again soon in a new adventure that is top of its class!

In the meantime, let's talk about the future, with Julien and Julien (DeeAmo and Rumo le Rouge) who are going to show you how a spell FX is made for release of a (new) Osamodas in DOFUS Backstage.

Thread : General Discussion  Preview message : #1317020  Replies : 4  Views : 330
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté August 24, 2016, 15:00:00 | #19
KastOut Breeders - Initial Symptoms

There are two of them, they’re idi... - well, no, let’s just say they’re not very “bright” - and they’re stuck in their Haven Bag all day faffing about (though that doesn’t stop them being spiritual). They are Osandras 3000 and Big Iop, the Osa and Iop who are putting the world to rights from the comfort of their gobball leather sofa.  


Now what we've found out more about the Osamodas revamp, Briss having explained it in more detail (and with facts, this time) in the new DOFUS Backstage, we're ready to join Osandras 3000 and Big Iop appearing soon, on their sofa, for some... more low-key adventures (already in progress)!

Today, Osandras 3000 feels a change coming over him...
Big Iop… I’m feeling a bit odd…

Must’ve been the snappers you ‘ad for lunch. The bamboo milk sauce smelled funny.

No... I don't know. I’m hallucinatin’ every time I close my eyes and I can sometimes feel, like, hairs growing...

You’re becoming a man. It’s normal to...

Big Iooop... I hadn’t finished! Hairs growing everywhere, horns poking out of my ‘ead, wings sproutin’ from my back... What do you think it could be?
Big Iop thinks intensely.
You’re becoming a man. It’s normal to...

Stop it, Biggie, you’re so annoying!

OK, OK... Seriously, I think you’re ready to become one with the creatures you’ve bred.


The Osamodas changes color.
What?! That’s disgusting!

Of course not! It will make you look... IMPRESSIVE.

I don’t need that.


It’s true that you really showed that little 8 year old Feca who stole your boots from the changing room at the Gobbowl game last Sunday who’s boss...

I had my glasses on! You know I don’t fight with my glasses on! Hmm... And besides, what do I have to look forward to in the future besides having a tofu face and dragoone breath?

You’ll be able to knock peoples’ socks off. Like that:

Woah... That’s amazing, man. Actually, you're right.

About what?

In fact, when you think about it... it makes sense that I would have man problems... I AM A MAN! Yes, man! Forget it, you wouldn’t understand...

Thread : General Discussion  Preview message : #1316581  Replies : 119  Views : 3161
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté August 23, 2016, 10:04:06 | #20
Modifications to the ISK system ISK servers will be updated on August 23, 2016 at around 10 am (CEST).

Here are the changes:

  • Matchmaking system will try now to avoid putting the same class in a team more than once or twice when composing teams from the solo queue. This means that waiting time before entering a fight should be slightly increased for the most popular classes and slightly reduced for the less popular ones. If the matchmaking system takes too long to fulfill its duty, the system will move forward in the process and will create teams even though the same class is represented two or three times. In the long run, we aim to improve this system and to split doubled class and tripled class processes by being much more restrictive than we are now.
  • It will no longer be possible to invite a character that is already in a Kolossium fight to a Kolossium group.

Thread : Log Book  Preview message : #1316553  Replies : 0  Views : 842
Game designer Treechnid Hugger
* Member Since 2003-11-07
posté August 19, 2016, 16:47:00 | #21
Modifications to the conversion rates for Smithmagic runes in Update 2.36 Hello,

In Update 2.36 (which release date hasn't been announced yet), we are going to modify the conversion rates for Smithmagic runes (when changing normal runes into PA runes, and then into RA runes).

Modifications brought by Update 2.36

Changing normal runes into PA and RA runes will require 6 runes (instead of 10, as it was previously).
Before Update 2.36, you need 100 normal runes in order to obtain 1 RA rune.
In Update 2.36, you will need 36 normal runes in order to obtain 1 RA rune.

We're making this change in order to decrease the rune conversion penalty that negatively and heavily impacts what kinds of runes are often changed into superior runes.

This modification should lead to a greater amount of runes generated among the runes that are affected by these conversion rates (and also reduce their price, or at the very least slow down the rise of said price).

We are still checking on the way the Smithmagic rune generation is evolving, and we are not setting aside other modifications we could bring to this system after the release of Update 2.36, should the modifications brought with Update 2.36 prove insufficient.
As well, we are not setting aside the possibility to change the conversion rates between normal, PA, and RA runes again.

Guiding the production of specific runes:

At the moment, we think that the tools that have been made available to the players in order to stimulate the production of specific runes (to the detriment of other runes) aren't good enough.

Before the changes brought to rune generation back in 2015, rune production was mainly done through specific, low-level items that were easy to produce and crush massively without seeing the output decrease gradually.
Since this system has been replaced, it is still possible to choose what items one wants to crush, but producing and crushing massive amounts of the same low-level item is no longer profitable.
The system itself discourages crushing identical items and promotes crushing different items, which potentially greatly lowers the possibility to guide the production of specific runes (in order to meet a need).

Phenomena such as rarity, price variation and short-term penury in DOFUS are phenomena we want, and are part of the game's economic system; however, we should let players have the opportunity to react and transform penuries into economical opportunities (that translate into activities and contents which cost-effectiveness evolves with time).
We think this possibility to meet specific needs isn't potentially present enough in the rune generation system, and that's an aspect of the game we are going to study in the coming months.

It is entirely possible that simply changing the rune conversion rates (as we will in Update 2.36) would be enough to fix a good chunk of the rarefaction issues some runes are facing. But, from a conceptual standpoint, we think that the system could, in the middle term, require deeper modifications.

We will get back to you when we have sufficiently progressed regarding this problem.

I'd also like to use this occasion to apologize to you about our abnormally long reaction time in addressing this issue. We haven't been capable of correctly evaluating the impact of massive stocks of old runes on the evolution of the price of said runes. And we have naively thought that players would, by themselves, succeed in guiding rune production to meet the needs, while the tools made available to them to answer this call weren't enough.
We are fully aware that a lack of reactivity on such an issue penalizes the entire Smithmagic activity, which is extremely important when it comes to optimising characters.
We are going to do everything in our power so that we may be more available on this critical topic in the future.

Thread : Log Book  Preview message : #1316282  Replies : 0  Views : 814
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté August 12, 2016, 10:24:26 | #22
One of the servers that hosts the ISK system crashed abruptly last night at about 1:30 AM (Paris time). Another server immediately picked up the load to manage all fights that began after the crash, but all of the fights being handled by the downed server were incorrectly flagged as abandoned by the players involved (including the 30 minute waiting penalty for abandoning a fight) when they were canceled by the server's crash.

In response to this event, we are working on the following issues:
  • Improving the distribution of server load due to ISK fights between its different servers.
  • Attempting to find a way to avoid flagging fights canceled by the server as player dropout (so players aren't penalized with a 30 minute wait for technical incidents on our part).

Our apologies for the trouble, and our thanks to you for your patience as we work to improve this game feature.

Thread : Log Book  Preview message : #1315972  Replies : 6  Views : 2355
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté August 09, 2016, 16:00:00 | #23
The World of Twelve interactive map… in Beta! A new project is appearing in the DOFUS Lab: an interactive world map which invites you to discover the World of Twelve!

Now available in Beta, you can use and test it via the Encyclopedia section on the site.

In this first version, we've defined 6 basic search filters which will allow you to target specific areas or maps, depending on your needs:

  • Dungeons
  • Transportation
  • Markets
  • Crafting Workshops
  • Class Areas
  • Miscellaneous Areas

For the sake of clarity, we've also separated the Divine Dimensions from the common World. You can thereby search specifically in:

  • The World of Twelve
  • Incarnam
  • Enurado
  • Srambad
  • Xelorium
  • Ecaflipus

Once more, we'd like to draw on your input in order to better match this feature with your expectations. Based on your usage, please answer this (quick) survey and help us steer this interactive map's development in the right direction.

Also, don't hesitate to leave a comment to explain your point of view in detail: our goal is to provide you with a system which will suit your needs. So we need your feedback!

I'd also like to take this opportunity to remind you that the world map is undergoing a revamp, as you can see here. The interactive world map will therefore be updated at the same time as the game map.

From a graphical perspective, we'll be going from this…:

…to this:

The survey will be accessible until August 18th, following which we'll focus on this project's development with you, using your feedback. J

Thanks in advance to all of you!

Thread : Dofus Lab  Preview message : #1315736  Replies : 5  Views : 967
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté July 26, 2016, 10:05:31 | #24
The following servers have access to the ISK system as of the end of server maintenance on July 26, 2016:

  • Nomarrow
  • Ereziah
  • Rosal
  • Nehra
  • Solar
  • Helioboros
  • Maimane
  • Dark Vlad
  • Rushu
  • Zatoishwan

Please let us know if you see any problems or have any feedback about this new system. Thanks!

Edit: Shika and Aermyne also have access to the ISK as of July 26th

This post has been edited by [Nerodos] - April 23, 2017, 15:54:26.
Thread : Log Book  Preview message : #1315063  Replies : 6  Views : 2355
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté July 21, 2016, 11:10:29 | #25
Hi everyone!

The patch deployed earlier in the week corrected issues that were discovered with the matchmaking system.

At this time, our initial testing is returning positive results, so we're going to launch the second phase of ISK deployment and activate the system on 4 new servers as of 10:30 AM (Paris time) this morning.

The servers are:
  • Jiva
  • Lily
  • Menalt
  • Ombre

However, there are still some rare causes of problems when fights are canceled. If you encounter this problem, please report it to us on the Problems and Solutions forum in as much detail as possible.

We will be watching over this new deployment, and if all goes well, we'll be back soon to update you on the next step for the system and which servers will have it activated in step three.

Thread : Log Book  Preview message : #1314911  Replies : 6  Views : 2355
Game designer Arachnophobe
* Member Since 2012-07-27
posté June 24, 2016, 17:40:20 | #26

I would like to give you some new information, answering questions that seem to come up a lot. And while I'm here, I'd like to repeat (one can never be too cautious about these things) that even though the class is pretty advanced on paper, we can still change basically anything and everything; it's still only an internal version on which we will still do many tests and that we will redo a lot until we have a final version ready.

Regarding the summons, we are currently planning to let the Osamodas summon 6 different creatures. Each elemental path will actually allow you to summon two creatures within the same family: the Air path will have two different Tofu summons (for instance, a Yellow Podgy Tofu and a Black Tofu), and the same will go for the other two paths.
That means that the Crackler, the Boar, the Bwork Magus, and the Prespic will most likely no longer be summons. But we are planning to put some of their abilities in the new summons. For instance, the second Tofu could push opponents back like the Boar does.
We want to keep the "Summoner" role of the Osamodas, and that means keeping a meaningful number of summons, as well as giving each elemental path several summons.

Regarding the Water path that seems to disappear, I have to admit that it is a concern to us as well, since it would remove an existing elemental path, and thus make some current atypical game builds less interesting. This is not definitive, we are still brainstorming solutions to include a Water path. However, it is far from easy: there is currently no aquatic summon on the Osamodas and the existing spells seem to us to be more coherent with the Earth/Air/Fire elemental paths.

Lastly, regarding the buff spells: in the model that we have shown you, they are included in the elemental path, meaning that there will be spells that you'll be able to cast on opponents for a certain effect, and on allies for another effect - a buff. Furthermore, summons will be automatically buffed when an Osamodas uses its fusion spell: for instance, the "Tofu" form will improve the summons' mobility, whereas the "Gobball" form will make them more resistant. We wish for the summons to depend less on the Osamodas buffs (and thus, more powerful without said buff) in order to make these less necessary in a summon-based play; but at the same time, we are aware that this remains an important ability of the Osamodas, and an alternative to playing full summons.

At any rate, please keep giving us your feedback. It is very important to us, and allow us to make better decisions!

Thread : General Discussion  Preview message : #1313463  Replies : 221  Views : 8001
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté June 23, 2016, 16:30:00 | #27
Osamodas Redesign: WIP! The most attentive of you will have noticed a little bit of information that discretely slipped into the calendar last week. We are already planning a September release for the long-awaited Osamodas class redesign!
Oh yes, Update 2.35 only just reached your server this week and we are already spilling the beans about the September update! According to the content schdule, the two other major project in the pipeline for 2.36 are wide-screen format and interface overhaul. We are working hard to meet our deadlines... but you already know all that. What we're focused on today is a little development that we announced last week: an Osamodas redesign!

When we say redesign, we're not mincing our words either! We have revised game mechanics, modernized the design of the class, updated spell effects and more... So prepare to discover a new generation of Osamodas!

Right now, we are at the very beginning... early days, early days... well, you’ll see what we mean. But we still want to share our ideas and plans with you, so we thought, let's GO FOR IT! Come on now! Let's get CRAZY! Just show them! But remember: everything is strictly WIP* and it is possible and likely that there will be substantial changes between what we show you now and September.

*Work in progress

Game Design

Obviously, the "summoner" role of the Osomodas class will remain at the heart of their game play.

We currently plan to have 3 principal elemental paths: Air, Fire and Earth (each with its own particular specialty).

One of the new game mechanics proposed for this class is to "fuse" with its summons during battle, which will change its attributes and characteristics.
Each elemental path is associated with a specific summons:
  • Air: the Tofus specialist
  • Fire: the Wyrmlings master
  • Earth: the Gobballs guardian

As for the spells, we are starting out with 5 utility spells and 5 spells for each elemental path.

One of the utility spells, the "animal link" spell is devoted to the fuse ability in combination with the "Symbiosa" summons, which allows an Osamodas to control their summons for 1 turn. As for the "Spiritual Leash" spell... we aren't changing that one, oh no, it’s already perfect as it is!

Air-type spells are specialized to avoid contact, allowing you to push away, attack without line of sight or harass enemies.
Fire-type spells favor healing and allow you to unbewitch enemies.
Earth-type spells reinforce tank abilities, allowing you block the retreat of enemies, draw them out and reduce their power.


Character Design

When we say "fusion", think makeover!

Hee hee, no, not that kind of makeover...

Xa has done some concept art that explores what the final result of a fuse state might look like. Then, Rumo harmonized those sketches into sprites that suit the DOFUS universe. Here's the current result:

But that's not all! The Osamodas sprite is also scheduled to take on a more mature appearance. There’s still a long way to go, but here are the first drawings:

FX Design

Whether it’s a new spell or a modified spell, we still need some new effects! Like the Eniripsa, Iop or Xelor before them, the Osamodas will shine in combat thanks to some brand new animated effects! Here’s the proof: first drafts of the new animations:


So, that’s what we have done so far. We hope that these tidbits of information will inspire you and awaken the wild beast sleeping in the heart of every Osa! As far as we’re concerned, our goal is to give you a redesign that is a change from what came before and create new game mechanics that are even more fun and enjoyable to play without increasing the difficulty.

We’ll say it one last time: We’re still in the planning stages and things are likely to change in the coming weeks. We can't wait to hear your opinion, so don't forget to tell us what you think!

Thread : General Discussion  Preview message : #1313329  Replies : 221  Views : 8001
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté June 09, 2016, 11:46:21 | #28
Due to an exploitation issue in the Queen of Thieves dungeon, access to this dungeon has been disabled until after the maintenance period on June 13, 2016.

We apologize for the inconvenience.

Thread : Log Book  Preview message : #1312516  Replies : 10  Views : 2532
Client Development Team Tofu Stroker
* Member Since 2008-07-22
posté June 08, 2016, 14:32:37 | #29

This issue has been fixed, thanks for reporting it !

Thread : Test Server  Preview message : #1312448  Replies : 1  Views : 466
Client Development Team Tofu Stroker
* Member Since 2008-07-22
posté June 08, 2016, 14:31:23 | #30

For the first issue, the fix should be deployed during the 16h maint.

For the second one, external links work just fine for me or players in my guild. They work just like links in chat.
Are you having trouble opening links from chat too ? Do other players from your guild have the same issue ?
Does it work if the links are in the guild/alliance anouncement ?
Are external links working on game server in announcement and chat ?

Thanks for the report !

Thread : Test Server  Preview message : #1312447  Replies : 3  Views : 558
Client Development Team Tofu Stroker
* Member Since 2008-07-22
posté June 08, 2016, 14:25:58 | #31

This issue has been fixed, thanks for reporting !

Thread : Test Server  Preview message : #1312446  Replies : 2  Views : 497
Admin Tofu Stroker
* Member Since 2007-10-01
posté June 07, 2016, 10:37:12 | #32
Hi everyone!

> WARNING! Massive chunk of text approaching! <

We have read with a lot of attention and interest the numerous pages of comments (from all communities) where you shared your reactions, and, well, at least we can say is that this is a topic that moves you all! This is something we fully understand, since it's your gaming experience we are talking about, as well as the accessibility of the game as a whole.

In all your feedback, we noticed two main points:

  1. You are divided about the amount of XP required to go from level 199 to 200 being halved. Some of you are pleased, some of you are decidedly not.
  2. And on a more global scale, we hear that you are worried about the future of the game, and about forgetting the struggles of those who came first, because we are making it easier to approach.

Let's look at these points in detail shall we?

The reduction of the required amount of XP

We see two clearly divided positions on this matter: on one hand, there are the level 200 players (and some of those who will become level 200 at the time of the update) who have invested a lot of time and motivation to reach the ultimate level, unlocking the associated Achievement, not to mention the pride that comes from finishing one of the main objectives in the game. These players feel cheated by seeing this challenge diminished by half to the benefit of other players who are coming up behind them. The feat that was reaching level 200 will no longer be the same, some will have worked more and harder than others, and two level 200s will no longer have the same worth because now, the one who received their aura before the change will be “more deserving” than the other...

Please be assured that we hear and understand this feeling of frustration. However, in an MMO such as DOFUS, an evolution in the gaming habits is unavoidable if we are to follow and respond to current videogame trends and satisfy our community. Of course, we are well aware that seeing over a decade of habits be modified like this is not always easy (be it in the videogame sector or any other!), but we are also convinced that adapting DOFUS to meet the demands of our players of today is necessary.

But this doesn't mean that we value those who have stuck with us and followed us through the ages any less, much to the contrary! We are so grateful to you for appreciating our universe like you do and pouring so much heart into your debates, even if that sometimes means calling us all sorts of unsavory names... ^^ we know you care strongly because you love DOFUS as much as we do and we can't help but thank you for that. In all honesty, it is not always easy for us to make this kind of decision either, because as much as we believe in what we're doing, we know that in making a change this large we will disappoint some of you. This is unavoidable, although we do our best to try to find as many compromises as we can to help out people in edge cases who are most inconvenienced by these changes...

Then, on the other hand, there are the players who haven't yet reached level 200, who are trudging through level 199 or who haven't even reached those end levels yet. For many of them, the perspective is quite different: they can now look at their progression in a more positive, more achievable way, and no longer need to dread the march to level 200 as a long, demanding, harsh and unpleasant objective. Of course, those are not adjectives we want describing the gaming experience we wish to offer you!

As we were explaining in the Devblog article, our first and foremost objective for this change is to make reaching level 200 a less trying ordeal for the player. We have noticed a clear breach between levels 199 and 200; some of you feel genuinely blocked at level 199, be it because of the content or the equipment to look at and test, while a single level separates them from the endgame level. And that just seems, to us, to be a shame and a frustration! No, really; the whole endgame content array is right there in front of your eyes, offering you new challenges and new game objectives, and yet some of you simply can't get to it. And why? Because of the required amount of XP? "You can't be serious!" or "Wait, what? Something isn't right here..." are the thoughts that came to us as we thought about this problem.

Rebalancing the character progression curve is, to us, the best solution to address these issues, and a few more:

1. Reducing the amount of xp needed to reach 200 makes end game content more accessible, without spoiling it either; the challenge to reach the ultimate level is still a reasonably imposing one. And since a picture speaks louder than a thousand words, here's a picture to illustrate:

2. Less XP required = faster progression = less frustrated player, happier with the progress of their character, and more prone to look ahead at their gaming experience in a positive way.
3. Making the level 200 more accessible and thus logically increasing the proportion of level 200 players within the community allows us to produce durable content for a majority of players; when we offer content aimed at level 150 characters (for example), we are well aware of the ill-fated "temporary" aspect of this content for any one player; level 200 content, however, is lasting, and thus it seems more interesting and beneficial to everyone to focus on that kind of content.
4. In keeping with that, our will is to diversify your gaming experience by offering you new mechanics, new contents, and new challenges. We don't want the complexity of the game to reside in reaching level 200, but in what you'll be able to do once you're there and how you'll engage the game after reaching that level. If we are to go down this road, we can't reasonably afford to work on big contents when the majority of players can't reach the infamous level 200. We know that some of you can now do it very easily, but it's not exactly the case for the majority of our players.
5. In closing, our objective is not to wrong any of you, but to make it so everyone may find their groove at different levels (yes, the pun is intended).

Is this an "easier" approach to the game?

As you may expect, we do not agree with this assessment, even though we can understand your worries. I briefly mentioned the first point that bears consideration in this matter a little earlier (MMO, changing expectations of modern players, evolution of the genre, that kinda jazz), but there is a second important point that needs be taken into consideration: most of you are long-time players or, at the very least, players who have a good enough mastery of the game to know tricks and ways to optimize your progression to level 200. And that's normal. But this is not the case for the majority of DOFUS players.

A new player will not be aware of or cannot yet access fast XPing methods such as a full-wisdom build, the x3 or x4 bonuses, the right equipment, the most xp-rich areas, the friends and guildmates who will take them to dungeon X or hunt Y... No, a new player (or even some of the older ones who come back) lands on DOFUS and is completely lost; they have an entire universe to go through and try and understand, and (please believe us on that score) it's no small feat!

So no, our goal is not to make the game so easy that it becomes twisted beyond recognition or plain uninteresting. Far from it; we are committed to keeping the game alive and growing. Our goal is to make it so a player may advance through the game in a natural and logical way, without getting frustrated too much or too often, in a universe that they can understand and properly appreciate, to the point where they will find delight in exploring new areas, mastering complex tactics, and sharing fun-filled moments with other players.

When you work in the video game industry, you have to take into account a multitude of parameters that are needed to satisfy your players and meet their expectations; we're talking of course about gameplay, graphics, content, events... But, first and foremost is the idea of having fun and creating a world where people of all types can have fun together, particularly as we’re talking about an MMO. We want you to take pleasure in walking through the World of Twelve, in discovering what it has to offer to adventurers, in taking up its challenges, in gleefully smashing each other in the face in PvP... In short, in doing whatever you truly fancy in the game, and we want the new players, the ones who will arrive tomorrow or the next day, to catch that same passion we all already share. And we believe sincerely that this change helps steer us towards that goal.

In closing (for real this time), please rest assured that we are reading your feedback with the utmost attention and that our main goal is still, and always has been, the well-gaming of DOFUS and our players in the long run.

Thank you all for reading this, we hope we didn't bore you to death!  

Thread : General Discussion  Preview message : #1312387  Replies : 175  Views : 5867
Admin Tofu Stroker
* Member Since 2007-10-01
posté June 03, 2016, 17:19:42 | #33
After years of gradually increasing in power, we can understand how the prospect of characters that have different levels put the same power with only customizable differences to distinguish them may leave some of you feeling a little disillusioned.

We are still exploring possibilities and we will soon share our ideas with you in order to discuss the final direction this new leveling system could go and get your feedback on our ideas.

For now, we are not leaning in the direction of increasing the power of characters who reach 200+, but we would prefer to propose new character skins to push customization options or new spells to give players more tactical choices.

The team is boiling over with ideas. For example, I personally would like to add a Light and Dark element that could only be used after level 200. These hypothetical elements would not work the same way as Air, Water, Fire, and Earth; they could offer new game mechanics other than direct damage, and offer characters new looks while in combat.

We are also considering other utility-type benefits, like additional pods, or extra spaces in game markets.

We’ll tell you more in the future!

Thread : General Discussion  Preview message : #1312124  Replies : 175  Views : 5867
Ankama Arachnophobe
* Member Since 2013-10-11
posté April 29, 2016, 17:00:00 | #34
DOFUS Interfaces overhaul I am extremely thrilled to announce that the preliminary data-collecting work is finished, and that the project meant to completely overhaul the various interfaces is now a go!

We are fully aware that such a project requires us to work closely with you, so we are going to frequently ask for your help in the DOFUS Lab in order to properly analyse not only the current interface but the various leads we'll work on as well (interface after interface).

So please stick around, we're going to need you!

I also would like to remind you that this project will not cannibalise the current production of new content, nor the fixing of bugs, so you don't need to worry: it's all bonus (well, a heavy workload of a bonus, but a bonus nonetheless!)

The first step will be finding the overall graphic design, or to put it bluntly, what we will be going for. To that end, we've worked on the inventory and characteristics sheet concepts that you can see below (please keep in mind that nothing is set in stone, this is a first step and is subject to change). I'll let you let us know what you think, but to be honest, we think it's nifty.

Concept 1

Concept 2


Thread : Dofus Lab  Preview message : #1310129  Replies : 53  Views : 7501
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté April 19, 2016, 11:06:58 | #35
We are aware that most Eni characters did not receive a proper stat reset. This will be corrected tomorrow. Sorry, everyone. =(

Thread : General Discussion  Preview message : #1309537  Replies : 89  Views : 5469
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté April 04, 2016, 11:22:13 | #36
[Rollback] Database issues on Solar and 4 other servers Due to unavoidable database issues, we were forced to roll back Solar, Oto Mustam, Alma, Aguabrial, and Buhoardo to a save taken today, April 4, 2016, at 7 AM (Paris time).

All of the servers are back online as of the time of this post.

Our sincere apologies to all the players of these servers for the trouble.

Thread : Server Status  Preview message : #1308748  Replies : 0  Views : 1166
Game designer Arachnophobe
* Member Since 2012-07-27
posté March 31, 2016, 17:22:09 | #37
Eniripsa Class Revamp - A brief look ahead The details of the modifications we’re making to the Eniripsa class will be revealed in due time with the publication of a complete devblog, but we wanted to give you a brief summary of what’s ahead to whet your appetite. This post will complement what we’ve already revealed during the DOFUS Live stream for update 2.33, and we’ll do another DOFUS Live on Friday, April 1 (not a joke!) to discuss this revamp in greater detail.

We can confirm that the new Eni will have three elemental paths: Fire, Water, and Air. Each element heals in different ways. Some have some have spells that will heal or do damage, depending on the target, particularly the Fire element. The Air and Water elements will heal based on the damage they do. For example, a spell that does 100 points of water damage to an enemy will heal all allies in the area by 50 points. Air spells behave the same, but heal allies that are close to the caster, rather than the target.

Each elemental path will have an area of effect spell. Here’s a glimpse of the AOE water spell:

We have also revised most Eniripsa utility spells. The spirit of the original spells will be maintained,in that most of them will offer different ways to heal, and they have been redesigned to be more interesting and tactical. For example, Stimulating Word will now have a single target, useable every turn, and will no longer add erosion. It will also put the ally in the “Stimulated” state which gives that ally AP and increases the healing they receive for 4 turns. The spell cannot be cast on oneself, but it can be cast by the Coney on its summoner. As long as their Coney stays alive, the Eniripsa will be under the influence of Stimulating Word. This new state will be consumed to generate additional effects when casting some Eniripsa spells – including Lifting Word, which will now allow an Eni to swap places with an ally!

Thread : General Discussion  Preview message : #1308542  Replies : 23  Views : 4099
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté March 15, 2016, 12:20:52 | #38
Inter-Server Kolossium Beta The operation of the ISK has changed several times since the end of the 2.33 beta. Here are some of the latest changes:

Characters who start Kolo fights are now dynamically directed to two different servers. This change allows us to test the stability of the ISK system when multiple servers are hosting the parallel fights.
When a character disconnects and reconnects during a ISK fight, they no longer receive an error message standing that one of their other characters is in a fight an that this character will be disconnected and the fight lost if they connect.
When a group of just two characters tries to enroll in the ISK queue, the leader of the group will now receive a specific error message.
It is now possible to change spell and item shortcuts during an ISK fight, but the changes made during the fight will not be retained after the fight.
A character who completes an ISK fight can now be invited to another ISK group.
A character who completes an ISK fight can now correctly register for another ISK fight.
XP rewards for ISK battles are now correctly distributed between the character, their guild, and their mount.
A character who completes an ISK battle can now once again see the information of the Alliance controlling the map that they return to after the fight.
If a ISK fight is canceled during the readying phase, all participating characters are now correctly returned to the maps they were on when the battle began.
Characters from the Epic server earn more experience when participating in ISK battles.
When an entire team gives up an ISK fight, all fighters are now returned to their original map and post-battle statistics (score, win/lose record, etc.) are correctly calculated.
A character may now be disconnected from an ISK due to a connection to the same account from a different location without causing errors.
When ISK servers are not available, the performance of game servers is not degraded.

Known issues we're still working on :
Bonuses acquired when a character gains a level are being abnormally applied twice in combat (for example, an extra +1 AP for a level 200 character).
Private chat channels (/w) and the Kolossium channel (/k) cannot be used in some ISK fights.

Thread : Log Book  Preview message : #1307789  Replies : 1  Views : 1005
Game designer Treechnid Hugger
* Member Since 2003-11-07
posté February 24, 2016, 14:29:14 | #39
[Prototype] Mini-map directional preview This feature dynamically displays a mini-map when the cursor is moved over a map change area.

By holding the "Tab" key when the mini-map pops up, you can interact with it.

This feature may potentially replace the mini-map display in the center UI medallion.

To assess the ergonomics of this feature, we'd like you to disable the mini-map in your center medallion (if you are using it) and see if you can easily navigate to different locations using this feature.

In order to try out this prototype, simply update your beta client and enable the experimental features using the new button added in the upper right corner of the client.

Please note that experimental features may be unstable, and may require you to restart your client from time to time.

After you've tested it, please help us out by giving us your feedback on this survey: Click here 

Thread : Dofus Lab  Preview message : #1306859  Replies : 8  Views : 2767
Game designer Treechnid Hugger
* Member Since 2003-11-07
posté February 24, 2016, 12:35:36 | #40
[Prototype] "Faux" 16:9 and 16:10 display We are exploring the possibilities of using the "black bars" that are often displayed in the DOFUS client when the window is resized to a 16:9 or 16:10 ratio.

In this prototype, the client displays a preview of surrounding maps to dynamically "fill" these black areas.

Bringing this feature to the game would require all transitions between maps to be consistent, which is not yet the case for all areas of the game. Some of these intersections are very coherent (due to decorative elements being cut off, lighting effects, etc). So for now, this feature is only available to be previewed on the Beta server in the Astrub and Incarnam areas.

This preview system can only show the basic decor of surrounding maps. NPCs, monsters, characters, and other interactive elements will not be displayed, or may not be dynamically updated (in the case of harvestable resources). It's also not possible to extend the fight area to other maps.

Graphical immersion is the focus of this prototype, so it does not have an impact on the underlying game mechanics.

We would like your opinion on how this experimental feature affects performance and ergonomics in real game conditions. We recommend that you create a new character and try to complete quests and fights in the Incarnam and Astrub areas so we can have a better understanding of your experiences with this prototype.

In order to try out this prototype, simply update your beta client and enable the experimental features using the new button added in the upper right corner of the client.

Please note that experimental features may be unstable, and may require you to restart your client from time to time.

After you've tested the feature, you can quickly and easily give us your feedback by filling out this survey: Click here

Thread : Dofus Lab  Preview message : #1306853  Replies : 24  Views : 6299
Game designer Treechnid Hugger
* Member Since 2003-11-07
posté February 24, 2016, 12:08:04 | #41
Welcome to the Lab

This new section of the forums will allow us to present experimental features to you and collect your opinions in order to determine how to improve them.

The features that are presented in this section of the forum do not yet have a release date, and may be significantly modified or even scrapped completely, depending on our findings and the feedback of the community.

We will mostly present interface changes to you; features that we can deploy with relative ease on the Beta server, or turn on and off in the client via a hotpatch. We do not plan to present major content features, game mechanics, or monster/spell balancing changes for pre-release commentary.

To test the lab experiments we are releasing today, simply update your beta client and enable (or disable) the experimental features using the new button added in the upper right corner of the client.

Please note that some experimental features may be unstable, and may require you to restart your client from time to time.

Thread : Dofus Lab  Preview message : #1306849  Replies : 0  Views : 1173
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté January 21, 2016, 19:21:05 | #42
Coming Soon: New Letter from Tot and the Team Hi everyone!

A new letter from Tot was published in French today, and it's quite a long text. The English version won't be ready for a couple of days, but I've written up a summary of the Dofus information for you all. I hope you find it helpful!

Feel free to ask questions, and Nero and I will clarify and expand on anything that we can. =)


Ecaflipus (From Briss) – This divine dimension has already been revealed to you, but keep an eye out for nods and references to the Dofus Movie.

Changes to Duo achievements (From Pilou) – some Duo achievements are becoming Trio achievements to make them more accessible to all character classes. This change is currently in testing on the Beta server.

Class Balancing (from Briss) – The Game Development team is interested in revamping a single class in 2.34 (which will be released in April). Right now there are three potential classes (Osa, Eni, Sac) which could receive the revamp, but the final decision has not been made yet.

Inter-Server Kolossium (from Simsoft) – Tests continue, there will be a new version of the ISK released on the Beta server after the release of 2.33. The team is looking into a new rating algorithm called “Glicko.” This system is a major priority for the development team, but it still needs several months of work before it will be ready to release to all servers.

Community Challenges (From Lichen) – We expect to release a new feature in 2.34 that we’re tentatively calling “Community Challenges.” This will be a tool that will allow players to create customized challenges for their friends, their guild, their alliance, or their entire server, and offer a reward for those challenges. This will allow players to create their own events quickly and easily. Initially, this system will primarily address PvM challenges. For example, it will be possible to specify a monster to be defeated under certain conditions, which can be defined by players.

We anticipate that this system could be used for guild leaders, alliance leaders, Twitch and Youtube streamers, any anyone who loves events and their community!

New High Level Area (from Lorko) – For June, we are planning to release a new Very High Level area. This may be a completely new area, or we may revamp an existing area to include High Level content, it hasn’t been fully decided yet

Primal Dofus Quest (from Halden) – The rewards of this quest will allow players to show the world that they have actually completed the quests for the Primal Dofus (as opposed to purchasing them!) For 2016 this quest will only be for the first four (Emerald, Crimson, Turquoise, Ochre) Primal Dofus.

Alignment Quests (from KorriGarou) – Alignment quests will continue to be updated and released as they were in 2015. Not associated with a specific update, they will be released as they are ready.

Accessibility (from Furylaxx) – This project has already begun with some improvements to the login screen, character creation, and other early game interfaces. The object is to make the game more ergonomic and intuitive for new players and experienced players alike.

DOFUS Pogo - This will be a mobile game tie-in to the DOFUS Movie. The basic idea is to throw Tofus at waves of falling monsters, using combos and banked shots to maximize your score.

Thanks for reading!

Thread : General Discussion  Preview message : #1304782  Replies : 35  Views : 3633
Developer Treechnid Hugger
* Member Since 2009-04-02
posté December 14, 2015, 15:59:34 | #43

Sorry for the late reply. It was totally to help you practice your French.
Anyway. This issue is in the process of being fixed and we will deploy a fix in a few hours or tomorrow.
This bug was due to a broken Air version.

Sorry for the inconvenience, we will keep you posted.
In the meantime, there is nothing for you to do. Please don't try to reinstall the game as it wont help. The fix will take the form of a simple update


Thread : Problems and solutions  Preview message : #1300865  Replies : 57  Views : 3270
Assistant Community Manager Gigantic Kralove Destroyer
* * * * * * Member Since 2013-10-31
posté December 09, 2015, 21:10:07 | #44
I'm sorry, but this is entirely about Xelor, and thus it does belong in the Xelor Class subforum. Such are the rules, and I stick to it.

However, this doesn't mean your issue is going to be postponed or ignored. Here's a quick translation I made of what Briss, one of the Game Designers, has to say on the matter:

Quote (Briss @ 07 December 2015 16:40) *

I understand that you might see these modifications as an harassment of sorts. I assure you, nothing of the sort is going on. We actually would have preferred not to modify the Synchro and Counter spells.
However, facing the facts, we couldn't let things stay the way they were. I am going to try and be as clear as possible regarding the motivations behind these changes, without trying to convince you of anything.

  • Dark Ray: its AP cost is now 5. Few people really speak up against a power nerf to this spell, the interrogations I've seen are more about the way we carried it out. So, why raise the AP cost? Mainly, because it's the least restrictive modification, and the most effective one. We keep the simple casting constraints, and they don't change, but we make the spell less powerful and less easy to spam, so it's not as easy and obvious to fit into a combo.
  • Synchro: its 2.31 version is bugged, in some cases it doesn't get a boost when all the right conditions are met (and typically at the first boost). In 2.32, the way it works is fixed thanks to an edge effect (a fix applied to another effect also fixed that one), and thus we ended up with a Synchro that would deal 1100 AoE damage at level 200 with no drawback and not enough setting up. There weren't a lot of solutions available to us to get to a result that would be more or less the same as what we used to have in 2.31, and we finally chose to decrease the base damage. This has several consequences, starting with a decrease in the damage the Synchro deals when it blows up on the same turn she gets a boost but via a different spell than the one who boosted it. This solution doesn't satisfy us completely, but at least it makes the way the Synchro works less chaotic (though, and we are aware of this, it is still chaotic). Another solution that we're looking at at the moment would be to postpone the boost one turn from the turn it's applied to the Synchro (so when the Synchro is boosted on the first turn, it would only get the actual boos on the second turn, for example), but it's not a solution that is easy to implement. Maybe this is something we will work into the game later, though, if we think it's for the best.
  • Counter: the spell was really problematic in a line. You may not have used it this way, but it was possible to attack one's ally while being under the effects of counter in order to deal damage to all the opponents. Combined with protection spells cast on the targeted ally, it could be downright abusive. We have looked at various solutions before we "simply" removed the effect in the case of a Telefrag. There was no other solution we could actually implement or we thought satisfying enough. We think the spell is interesting enough without this effect. An effect that was (abuse scenario excepted, of course) rarely significant.

Once again, I'd like to stress that I'm not actually expecting you to be satisfied with these explanations, I just wanted to give them to you so you know we put a lot of thought into the issues at hand before we decided on the changes you see in-game.

Enjoy the game.

I really and honestly hope this helps.

Thread : Xelor  Preview message : #1300419  Replies : 6  Views : 1536
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté November 26, 2015, 10:13:52 | #45
After the maintenance at 10:30 AM on November 26, 2015, the problem will be fixed and emote use will be restored.

Thanks for hanging in there, everyone!

Thread : Server Status  Preview message : #1299517  Replies : 1  Views : 1463
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté November 25, 2015, 12:34:00 | #46
[Information] Emotes Temporarily Disabled on All Servers Today, November 25, 2015, we were forced to temporarily disable all emote functions, due to a problem that allowed large groups of players to interrupt server functions.

We are working on a fix for this problem, and emotes will be returned to their usual function as soon as possible.

We apologize for this inconvenience, and thank you for your patience as we work to fix the issue.

Thread : Server Status  Preview message : #1299480  Replies : 1  Views : 1463
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté October 26, 2015, 18:30:49 | #47
[Changelog] Update 2.31 - October 27, 2015

Changelog 2.31

Legendary treasure hunts and sets:

  • 5 new legendary treasure hunts have been added:
    • Zatoishwan (150)
    • Anatak Goldisk (160)
    • Warrior of KOs (180)
    • Voldelor (200)
    • King Kongoku (200)
  • These allow players to gather the resources to craft 5 new sets:
    • Kongoku Set
    • Voldelor Set
    • Warrior of KOs Set
    • Zatoishwan Set
    • Celestial Swashbuckler Set

Smithmagic and rune generation:

  • A Devblog article on rune generation modifications is available at this address: Click here
  • The rune generation formula has been modified, and broken items will generate more runes from now on. This increase is greater for lower level and medium level items whose destruction we wanted to upgrade in order to simplify rune generation in a more selective manner.
  • Breaking items no longer generates Pa and Ra runes, which can now only be created via crafting. This change was necessary because rune generation has now increased significantly.
  • Runes can now be recycled to obtain nuggets.


  • The level of the Kanniball Mask is changing from 40 to 50; there is now a recipe for it and its effects have been modified.


  • Fecaflip boots can no longer be bought from Charlotte.
  • The Bouquet of Demonic Roses can no longer be bought from the Priest NPC. It can be crafted from now on, and its effects have been modified.

Thread : Log Book  Preview message : #1297693  Replies : 1  Views : 2721
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté October 22, 2015, 15:49:37 | #48
By the way, if anyone would like to try out these changes, they are live on the Beta server right now. =)

Thread : General Discussion  Preview message : #1297378  Replies : 22  Views : 1735
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté October 07, 2015, 10:55:15 | #49
Extended Maintenance Notification - November 3, 2015 On November 3, 2015, we will be upgrading the database servers that host all Ankama Accounts. For this reason, the normal DOFUS maintenance that would usually take place on this day will be extended until 1:30 PM (Paris time).

We apologize in advance for this extended maintenance, and we also thank you in advance for your patience and understanding as we work to improve our services.

Thread : Server Status  Preview message : #1296367  Replies : 0  Views : 1455
Community Manager Nileza Separator
* * * * * * Member Since 2009-10-19
posté September 22, 2015, 12:08:02 | #50
  • The quest Bushwhacking, or Not! has been corrected, the interactions at the Bandit Hideout are fixed.
  • The coordinates of the quest objectives for Apprenticeship: Follower of Pain have been corrected.

Thread : Log Book  Preview message : #1295677  Replies : 5  Views : 3651