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Test Version 1.29, Updated 9/24/09
 [MOD]Wish
Volunteer Forum Moderator Moowoolf Slicer
****
post 9 Sep 2009, 18:24 | #1
Test Version 1.29 Translation of lichen's post here
Changelog 1.29 beta 08/09/09 ("final" update 9/24/09)

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 Salt has been replaced by Salt Measure.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

Dodging AP and MP:
- The upper (90%) and lower (10%) limits imposed on dodging AP and MP loss have been removed to reduce the randomness of AP and MP reduction/dodging.

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 wth 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.

Download links

Windows

Mac

Linux

This post has been edited by [MOD]Wish: 24 Sep 2009, 18:20
Reason for edit: Small adjustment to the Sacrier changes for clarity.


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 [MOD]Wish
Volunteer Forum Moderator Moowoolf Slicer
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post 14 Sep 2009, 16:45 | #2
More bugfixes for your testing enjoyment.

Bug fix 10/09/09: Wyrmlings which unbewitch everything have been corrected (they mixed up bonuses and penalties on allies), Kralove and Kimbo have been fixed (summoning of 4th tentacle only and bad glyph for the disciple respectively).

Bug fix 11/09/09: monsters that kill themselves by hitting something (Hand, Sacrificial Doll) will only do it when they’re sure of hitting something!


Test Server update 11/09/09

Banks:

- New corrections to the addition of items and kamas in banks when a character is being loaded up on a game-server or offline.

Forgemagic:

- The effect “steals kamas” can no longer be lost if an item fails a mage.

Challenges:

- Scanty is now incompatible with the following challenges: Versatile, Gardener, Barbaric, Gravedigger, Casino Royal, Araklover, Pighead and Exuberant.

Pets:

- Pets can achieve their highest bonus once again.
- Pets that aren’t soul-eaters no longer lose their bonus when they eat a Hippi-Ho.

Misc:

- Fighting prisms, village guards or village hearts correctly forces players to activate their wings.
- Offline HP recovery is doubled in inns or houses.

Test Server update 14/09/09:

AI:


The AI no longer casts spells with a minimum recast interval greater than 0 on invisible characters unless it knows where the invisible character is (eg Wyrmling using terrifying cry even without touching the character)

- The AI will count spells that have a limited number of casts per target only when it's touching the target. (for example, Wyrmling’s Dragonfire is limited to 1 turn per target, but it can be used several times to find an invisible target)

- Correction of the bug around the positioning of monsters at the end of their turn when they’ve pushed something, monsters didn’t take into account the fact that they’d pushed their target, so they thought the target hadn’t moved (for example, living shovel or Lousy Pig Shepherd)

- AI performance improved.

- Correction of a bug linked to carrying: The AI takes into account the effects of the person doing the carrying to calculate its actions, and no longer the effects of the person being carried (for example the AI wouldn’t attack a panda who was carrying a Sadida under the influence of Sylvan Power).

Srams:


- Invisible characters re-appear correctly when they have been unbewitched.

Generic Spell changes:


- The change around when spells effects end (at the end of the target’s turn or the caster’s turn) has been removed.

This post has been edited by [MOD]Wish: 14 Sep 2009, 17:41


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 [MOD]Raiu
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post 16 Sep 2009, 23:29 | #3
More translations (same topic as the original one - as long as Lichen keeps adding to his, we'll keep adding to this one):

Changes made by the test server update 15/09/09:

Cra:
We have reviewed the majority of Cra spells to increase the effectiveness of this class in PvP. All spell points invested are given back due to the number of spells that have changed. Here are the major "global" 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 they are 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 between 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. Obstructive effects have been modified to be essentially the same on a normal hit as on a critical hit. We want the tactical effects of obstruction not to be subject to the randomness of critical hits. We have therefore changed spells so that a critical hit does higher damage more than 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 cooldown exceeds the duration of their bonus. 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 bonuses should be much more dangerous, but should not be continuous. The introduction of 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 rates 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. 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 desirable 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.

List of spell changes:

- 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 range goes to 7, 8, 9, 10, 11, and 12 cells at levels 1, 2, 3, 4, 5 and 6 respectively. In addition to the initial damage, the spell now reduces the target’s range for one turn.

- Homing Arrow: this spell is now called "Poisoned Arrow". The range of the spell goes to 7 cells at all levels, and is limited to two uses 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. Half the damage is applied to the target when it is targeted by the spell, and the other half damage is applied at the beginning of the target’s next turn. This poisoning is not affected by the protections and reflections offered by other spells. The spell now costs 4AP at all levels. The minimum range of the spell is now 2 cells.

- Retreat Arrow: the spell's damage is now less random. 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. 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 maximum range of the spell passes to 6 cells at all levels. The critical hit rate is now 1/40 at all levels of the spell.

- Burning Arrow: the damage is now less random, and increased on a normal hit and reduced on a critical hit. 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 range is now 4, 5, 6, 7, 8 and 9 cells at levels 1, 2, 3, 4, 5 and 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 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 levels 1 to 5 and 1AP at level 6. The critical hit rate is now 1/30.

- Atonement Arrow: the damage is less random and the spell now causes Water-type damage. The spell can be recast every 4 turns. The maximum range of the spell is 5 and the minimum range is 1 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 2 turns. The spell costs 4AP at all levels. The spell now gains a damage bonus for a period of 4 turns when it is cast, thereby significantly increasing the spell damage (damage multiplied by 3), if it is cast every 4 turns. This damage bonus cannot be unbewitched.

- Bat’s Eye: The spell costs 3AP at all levels. The duration of the effects of reduced range last 2 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 range is now 4, 5, 6, 7 and 8 cells at levels 1, 2, 3, 4 and 5.

- 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 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 range of the spell is now 4, 5, 6, 7, 8 and 9 cells at levels 1, 2, 3, 4, 5 and 6.

- Punitive Arrow: damages are less random. The spell can now be recast every 3 turns and gives a damage bonus for a duration of 3 turns which can significantly increase the spells damage when it is recast after 3 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 4 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 turns at levels 1, 2, 3, 4, 5 and 6. The spell increases damage by 110, 120, 130, 140, 150 and 200% damage on both a normal and 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.

- Plauging 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 is increased at all levels of the spell.

- 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 removes 1MP for 2 turns on both a normal and a critical hit at levels 1 to 5. The spell removes 1MP for 3 turns on a normal and a critical hit at level 6. The spell costs 3AP at all levels. The spell’s range is now 7 cells at levels 1 to 5. The critical hit rate is now 1/40 at all levels of the spell.

- Eagle Eye: The spell costs 3AP at all levels. The range bonus lasts 4 turns at all levels. The critical hit rate is now 1/50 at all levels.

- Destructive Arrow: The spell costs 4AP at all levels. Damage is less random. Damage is increased at levels 1 to 4. The maximum range of the spell is now 6 at levels 1 to 5. The minimum range of the spell is now 2. 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 period of one turn. The spell is limited to two casts per target.

- Absorbing Arrow: the damage is less random. The spell costs 4AP at levels 1 to 5. The damage on both a normal and a critical hit at levels 1 to 5 is reduced in order to offset the spell changing to 4AP. The average damage caused by the spell is maintained. Damage is increased at level 6. The spell is limited to two casts per target. The critical hit rate is now 1/50 at all levels of the spell.

- Slow Down Arrow: the damage is less random. The damage on a normal hit is increased and decreased on a critical hit. Damage is increased at levels 1 to 4. 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 last 1 turn (the turn the spell is cast, and the following turn). 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.

Enutrof
- Slaughtering Shovel: the damage is less random. The damage on a crit is reduced and damage on a normal hit is increased. The average damage of the spell is maintained. We changed this spell to make its operation more stable and thus make the spell more usable in a tactical game. The spell's damage at levels 1 to 4 is increased.

Sram:
- An invisible character reappears correctly when it attacks in close combat, or when it casts a spell that inflicts direct damage.

- The position of a character that becomes visible as a result of attacking in close combat or casting a spell that inflicts direct damage is no longer highlighted by an arrow.

Artificial Intelligence:
- Pushback damage: the handling of pushback damage is improved, the AI will now more effectively calculate pushback damage.

-----

That's all for now. Keep an eye on this spot for more.

-DS-

This post has been edited by [MOD]Wish: 23 Sep 2009, 20:39
Reason for edit: Persecuting Arrow changed to Tormenting Arrow


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post 18 Sep 2009, 05:40 | #4
Most recent changes:

Cra:
- Paralyzing Arrow: damages on a crit and non-crit are no longer the wrong way round.
- Powerful Shooting: the bonus on a crit is correctly managed.
- Atonement Arrow : the damage bonus now applies to the caster and not the target
- Punitive Arrow: the damage bonus now applies to the caster and not the target

Other much more significant improvements are being prepared for the test server update 22/09/09.

Enutrof:
- Slaughtering Shovel: level 6 of the spell has been corrected and conforms to the changes announced earlier (less random damage, normal hit increased, critical hit diminished). The average damage is increased at all levels of the spell.

Monsters:
- Boomba: the spell Bombomb works correctly

Misc:
- The area in which an inaccessible Malicious Chest could be found in Dark Vlad's Labyrinth is now accessible.


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post 22 Sep 2009, 19:56 | #5
Here's the most recent changes! smile.gif

AI
The AI will now choose to attack the summoner rather than summons.

Cra
- Spells' damage on a crit has been increased to improve the effectiveness critical hit builds.
- The increase in power of certain spells between levels 1 to 5 has been improved in order to increase the interest in investing points in spells.
- The ability for a Cra to restrict its opponent has been improved by increasing the duration of range reduction, the amount of range that is reduced, and making the reduction faster.
- The majority of cooldowns are preserved but spell effects have been increased. We want to keep the game flowing by changing the intervals when a Cra can be offensive and when it has to be defensive.
- 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.

Spell Changes:

Dispersing Arrow: This spell can now move the caster as well. The spell’s range changes to 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.

Magic Arrow: This spell now steals range as opposed to reducing it. 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.

Poisoned Arrow: the primary 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. The spell is limited to 1 use per target in a single turn. We've changed this spell to make it more effective against protection and damage reflection.

Retreat Arrow: damage on a crit is increased at all levels. Damage on a non-crit is increased at level 6.

Frozen Arrow: damage on both crit and non-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.

Burning Arrow: damage on a crit is increased at all levels. The spell's maximum range is now 3, 4, 5, 6, 7 and 8 cells at levels 1 to 5.

Distant Shooting: 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 spell's maximum range becomes 10 cells and is modifiable. The spell now has a minimum range of 8 cells. The Gravity effect now lasts 1 turn and the spell is recastable every 3 turns. The damage bonus is reduced. Damage on a crit and non-crit is increased at all levels of the spell. 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: reduced range lasts 3 turns. HP Theft on a crit hit 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.

Critical Shooting: the damage bonus on a crit is increased.

Paralyzing Arrow: the bonus on a crit is increased at all levels. The spells maximum range is now 5, 6, 7, 8, 9 and 10 celss at levels 1, 2, 3, 4, 5 and 6.

Punitive Arrow: the spell now has a minimum range of 6 cells. The damage bonus on a crit and non-crit is increased at all levels. The spell can now be recast every 2 turns. We have changed this spell to give Cras an offensive spell at long distances, but with a significant range constraint.

Powerful Shooting: the bonus on a crit and non-crit is increased at level 6.

Plaguing Arrow: 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 spell now removes 2MP for 1 turn at level 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. 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: damage on a crit and non-crit is increased at all levels. The damage reduction effect is increased. The spell's maximum range is 8 cells at all levels. The spell's minimum range is 5 cells. We have changed this spell in order to increase its offensive potential but have added a range restriction to it.

Absorptive Arrow: Damage on a crit and non-crit is increased at all levels. 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: damage on a crit is increased at all levels.

Bow Skill: damage on a crit and non-crit is increased at all levels. The spell's effects now last 2 turns.

This post has been edited by [MOD]Raiu: 23 Sep 2009, 12:16
Reason for edit: Persecuting Arrow -> Tormenting Arrow


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post 24 Sep 2009, 17:31 | #6
Changelog 1.29 Beta 24/09/09
Items:
Prancing Chimera Potion: the recipe has been corrected.
Cra:
Absorptive Arrow: the limitation of 2 casts per target during the same turn has been reintroduced.
Distant Shooting: at level 6 the spell costs 2AP.
Xelor:
Rhol Bak: the spell is no longer castable under the effects of Gravity

Dodging AP and MP:
The upper (90%) and lower (10%) limits imposed on dodging AP and MP loss have been removed to reduce the randomness of AP and MP reduction/dodging.

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


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post 26 Sep 2009, 03:03 | #7
Another quote note from Lichen:

On the Beta Server, we got rid of the system of minimum and maximum limits for dodging AP and MP loss in order to get a quick, overall feeling for the change.
We understand that many people do not like the change at all and we believe that some complaints are justified.

The change is too premature, especially when it should be accompanied by changes in the ability of Xelors to remove AP.

The change will not be applied in version 1.29. We will wait until we have resolved the problems associated with Xelors removing AP before getting rid of the system of minimum and maximum limits.

-DS-


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Lo-Fi Version Time is now: 23 November 2009, 11:53