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Changelog DOFUS 2.0 Beta - October 22, 2009
 Izmar
Community Manager Scaraleaf Planter
*
post 22 Oct 2009, 16:53 | #1
Changelog DOFUS 2.0 Beta - October 22, 2009 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.
-The transformation into a Black Knight when a Tormentator is equipped is now managed properly.

Monsters:
-White Rat is now displayed in the timeline and in the animation at the start of its turn.
-The animation of Dark Treechnids that wasn’t correctly centred has been fixed.
-Treechnids’ walking and running animations have been reworked.
-Karne Riders now have an attack animation when they cast Tricky Blow.
-The disappearing Dragon Pig has been fixed.

Animations:
-The weapon is now visible during a close-combat attack with a weapon equipped.
-All weapons are properly secured in the characters’ hands.
-New animations on a close-combat critical failure have been integrated. There are now seven different animations, according to the weapon with which the critical failure occurred.
- All characters’ spell animations (the character's movement when casting a spell, not the spell effect animation) have been harmonised to never exceed a period of 2 seconds.

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.
- It’s no longer possible to quit the tutorial, disconnect, reconnect, and restart the quest from the last completed step.
- The arrows used to indicate the interactive areas during the tutorial no longer move when the game is resized.

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.
- Fixed resistances and percentage resistances are properly taken into account.
- Critical states (e.g. Corrupt) can no longer be unbewitched, even after a resurrection.
- Invisible characters no longer reappear after receiving pushback damage.
- Spells and movement no longer consume the entire reserve of AP and MP.
- The number of AP gained from an AP theft has been corrected.
- Monsters are no longer inactive when placed on two glyphs.
- Set bonuses are no longer accumulated after a disconnection and reconnection in combat.
- When a character is pushed, their position is properly updated, and the character remains targetable in the timeline.
- When a spell is selected, the display is standardised if a character is moused-over and if a characters icon in the timeline is moused-over. When mousing-over a character, their name and HP are displayed above them and their characteristics are displayed in the bottom right of the screen. When mousing-over the character's icon in the timeline, the name, the HP and characteristics are displayed.
- Speech bubbles no longer appear in combat so that it is no longer possible to hide combat areas by speaking.
- A new visual effect has been added during a critical hit or a critical failure in combat.

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).
- The arrow showing the way to another map is correctly displayed at the corner of the map.

Interfaces:
- Characters having a level 20 Livitinem can now open their inventory.
- The appearance of Livitinems is properly updated in the inventory and characteristics interface.
- Items in the quick shortcut bar are no longer displaced by a disconnection.
- Reflections in the locket containing the picture of the person's face have been reduced.
- On the login screen, the option to directly connect to the last game server used has been renamed.
- Waiting queues are displayed correctly.
- When selecting a server, if the server list is modified (by displaying the servers that do not belong to your community, or those in which the player has no character), the server that was previously selected remains. If this is not possible, the first server in the list is selected.
- It is no longer possible to play the character animation on the character creation interface.
- Adding and removing tabs in chat works correctly.

Mounts and Breeding:
- The use of mounts is no longer forbidden in houses belonging to player characters.
- Some tooltips have been added to the mount and paddock interfaces.
- Mount icons are correctly displayed in the family tree interface.
- Guild house potions work correctly.
- It is once again possible to take an item out of a paddock.
- Interactive buttons on the mount interface no longer remain interactive once they have been greyed out.
- Mounts are correctly displayed in interfaces.
- The mount interface now indicates when a mount is fertile.

Maps and Areas:
Corrections:
- Interactions in the Temple of Cra have been corrected.
- Zaapis in the Militias of Bonta and Brakmar now work correctly.
- Characters can longer walk on water on map 1046.
- Water in lakes no longer floats above fish.
- Various interactions have been corrected throughout the game.

Improvements:
- Danaida’s fountain in Incarnam has been reworked.
- A toll booth has been added to the entrance of Pandala Island.
- Sufokia’s North entrance has been reworked.
- The lower level of the Imp Village has been reworked.

Changes in progress:
- The Cania Plains.
- Crackler Mountain.
- Low Crackler Mountain.

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.
- Player characters’ houses are correctly set to correct the problems of entry and exit.
- Auras no longer show on characters in merchant mode.
- It is once again possible to transfer Kamas to a bank, a chest or a dustbin.



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 Izmar
Community Manager Scaraleaf Planter
*
post 23 Oct 2009, 17:11 | #2
Many comments have reached us about a particular subject: at the moment during a battle on a dragoturkey spells take several seconds to cast. This is normal behavior created by the absence of mounted spell animations. These animations are not implemented yet and are under going an overhaul.

This bug will be corrected in a few days. Thanks for your patience and understanding.


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Lo-Fi Version Time is now: 23 November 2009, 14:31