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  • ADMIN

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    Everything posted by ADMIN

    1. Hello, As in my opinion current Merc is kinda done with all the current possible improvements and fixes, I would like to move on with my to-do list and the next thing that I'll start working on soon is the CS System V2. I have many ideas noted for it, but I would like to open a discussion topic about it where you can come with your own ideas or feedback related to what I'll show you, so I can work from start with everything in my mind without remaking things after some work. There are 2 big aspects that will be reworked: 1. CS System I'm thinking about limits of getting points (like guilds under xx points can't feed kill points in throne room). Personal kills & points gained for the team for killers (showing top 3 globally every 3-5 minutes and also when you /info the player). Handicap in points (starting with - points for each consecutive CS won). Making statues/gates useful for Defenders if they choose to repair them. Other gameplay improvements that I may think of. 2. Rewards System I am planning to totally rework how CS rewards does work (ofc, probably they won't be changed during current edition unless everyone wants it). CS rewards will be now "challenges" for the guild. Firstly, there will be only ONE spot in LoT, that won't drop ancients. This spot will be the first challenge, which I'd like to call it the "Apple of Discord". The spot will give +25% EXP compared to any similar spots from server (yet to be decided if for high level or low level). It will test how well a guild can manage such spot for the best gain. Secondly, Erohim will have its own invasion, one time per day, at known hour, in the evening. It will no longer have his current reward. Instead, it will give 2/3 ancient items (directly to players inventory) for each member that participates into its kill. It will also have a short duration (time span to kill him). It will test how well a guild can organize to get enough people in time so it can die before invasion is over. Thirdly Senior Mix will continue with its GM Boxes, but back to only 1 per MIX. It will test how well a guild can contribute for their important players to gear. But, because Senior will have only 1 box per Mix, the rest of 7 Boxes will be split to the rest of CS participants, along with 3 extras. Each participant at CS can get boxes based on its points accumulated at CS, and for every x points, from the SHARED boxes poll. If nobody does gain at least 1 extra box, the 3 ones will go to the CS winners, if at least 1 participant will get 1 GM box, those extra 3 will be removed and not added to winners. So basically, there will be 7 boxes for the rest of participants except of winners and if no guilds get at least 1 box from those 7, winners will get 3 extra boxes, else they won't. This will motivate players to participate at CS for both rewards and to reduce the opponents power with 3 extra boxes. Extra: Also, JoGs will drop only with a low chance on the EXP spot, but will have 100% chance to drop from 2 or 3 random mobs from LoT with 30-60s respawn in random places on map. There must be a "farmer" guy for the guild, no? Looking forward hearing your opinions and ideas for the incoming system
    2. Updates are up! Let us know if you find anything wrong after the update.
    3. Release date: 12.12.2019 at 17:37 - There will be a small server restart. Reconnect is not guaranteed! Congrats to mafy, Mu3rTe and AlmightySM for finishing Stage 3! Note: Make sure to update client as well! Changelog: [UPDATED] EXP on Stage 3 (20rr) is now 63.75% (since yesterday). [UPDATED] Stage 2.1 (15rr) is removed (same exp like on 16,17,18 rr etc. - since yesterday). [UPDATED] Newbies boost applied: Exp for 1-5rr is now 300% and static, like on 0rr (instead of dynamic +150%). Exp for 6-10rr is now +150% from + 70%. Exp for 11-14rr is now +70% from + 25%. Exp for 15-19rr is now +25%. [UPDATED] Released Socket Items drop from Raklion mobs. [UPDATED] Maximum points in a single stat is now 27000. [UPDATED] Released Old Box 5. [UPDATED] Released Medusa. [UPDATED] Released Selupan. [UPDATED] Limit of items on market per day raised to 25 items/day. [UPDATED] Balgass HP has been increased. [UPDATED] PvP damage on CC, Gens, Arena Tournament, Duel & IT has been increased with 5-20%. [UPDATED] Removed Ale from shops & drop. [UPDATED] Potion of Soul: Attack speed increase is now + 10 (from +20). Duration is now 45 seconds (from 2 minutes). [UPDATED] Scroll of Quickness attack speed increase reduced from + 40 to + 30. [UPDATED] Scroll of Battle (EDR/CRIT) increase reduced from + 15% to + 12%. [UPDATED] Scroll of Strength (EDR/CRIT) increase reduced from + 10% to + 8%. [ADDED] Raid Deaths (deaths during raids) counter on Gens Rankings (deaths were registered since around 1 week ago). [ADDED] Quest Deaths (deaths as targets or hunters during quests) on Mercenary Rankings (deaths will start registering after patch). [UPDATED] You can no longer enter Gaion Event during Invasions. [UPDATED] Quiz Questions to match current changes & added few new questions. + Other small fixes/adjustments/improvements. Mercenary things: [UPDATED] Now Mute will remain active when there are 2 characters with quest active in the same time (on same IP), after the first one does finish/fail it. [FIXED] Black List to work correctly. Previously: Only quest targets that were killed in quest were added to Black List and only for the hunter. Currently: Now when hunter finish a quest (repel or kill) both hunter and target will be added into blacklist for both of them. This means that you won't encounter in 7 days people that either targeted you and succeeded/failed or you targeted them and succeeded/failed. Blacklist will start counting from now (previous black list is deleted). [UPDATED] Now mercenaries under 10 resets won't get targets from Swamp. [ADDED] Hunt Assurance Feature Now if you start a quest and you get a target with higher level than you (so, most probably, that stays into a map where you don't have access yet) your level will be adjusted to target level (if it is normal class) or target level +- 20 (depending on class). The maximum level set is 380, if you already have 380+ no changes will be made. This will make sure that you have access to them no matter where they are. The level will be back to normal if you relog, fail quest, win quest, etc. Note: Your level will be set up with -2 levels compared to what you had (but don't worry, when you'll kill few mobs you'll get 2 levels instantly). Note2: Experience acquired is not kept (after setting back the level you'll have 0 EXP). Note3: When there is a quest retry ongoing you'll have to get kill few mobs to get to original level before retrying quest (to make sure you don't lose 2 levels). RF Changes: [FIXED] ARF being incredible strong at PvP compared to how it was presented - FOR PVM - and being much better than VRF. Changes: PvM DSR increased (on VIT build you just need around 2-4k agi and some good items and you'll get mostly misses & low damage on higher mobs). DEF from AGI changed from AGI/5 to AGI/6. PvP DSR changed from Level*3 + AGI/6 to Level*4 + AGI/10. Speed changed from AGI/40 to AGI/50. PvP ASR changed from Level*1 + AGI/1 to Level*5 + AGI/7. PvM ASR changed from Level*3+((AGI*2)/3)+(STR/3) to (Level*1)+(AGI/8)+(STR/15) Skill % dmg cap from AGI raised to 1200% from 1000%. Dark Side damage is now 30% damage on PvP. Dark Side PvM is raised with 30%. Lowered stuck rate. Higher damage from VIT. Higher PvP damage with Chain. Objectives: Have the VRF as intended for PvP (with less power on PvM/Hunt than ARF) but a beast on PvP. That would mean effects like high misses on PvM, lower misses on PvP (vs most builds). Getting more easily to DSR value on PvM (with some AGI) to not die easily. Give a lot of damage (especially vs low PvP DSR builds) and get a lot of damage in PvP, like a real glass cannon. Have the ARF as intended for PvM (with only decent power on PvP) but a beast on PvM after mid-game. That would mean effects like lower DEF from AGI, higher misses on PvP. 30% damage on PvP. Lower speed gain. Higher PvM DPS. Higher scaling up to 1200% skill damage. Note: Starting from today (12.12) until 19.12 all RF's have ONE FREE stats rebuild that they can use. You can rebuild by using command /rebuild!
    4. Yes, currently blacklist isn't working correctly, it was implemented just for quest target initially, tried to modify it during "live time" to work for all cases (for both target and hunter) but I accidentally broke it. It will work correctly when I finish the few improvements I'm working on, as the current blacklist won't be saved anyway.
    5. It is true that adding another check (for level) along with the already checks would be bad design, especially at such low numbers of Merc (would probly work fine with 600+ active mercs spread across all levels). But it is also true that those on high maps (especially swamp) are a bit more safe compared to rest of maps, which is also something that we don't want. So, in order to prevent a bad design and also fix such "safety" in high level maps, we'll add a new feature that will set the mercenar level to the same level (max 380) as the target during quest time, similar mechanism that we created for IT level adjustment. In this way, any map will be accessible for the quest no matter where the target is.
    6. Patch is up! Please let us know anything you find wrong and if you have any feedback for the Merc V2 in this topic: https://oldsquad.ro/forum/forum/51-general-mu-discussions/ Don't forget to update client! Enjoy!
    7. Hello, This is the official discussions topic for Mercenary Squad V2. We'll wait your reports if you find anything wrong related to Mercenary Squad and any feedback/suggestions you may have related to it. Cheers!
    8. Release date: 05.12.2019 at around 17:35 - There will be a small server restart. Reconnect is not guaranteed so make sure to be online. After thousands of lines of code and hundreds of tests we are ready to bring you a reworked from scratch Mercenary Squad system, that we would like to simply call it Mercenary Squad V2. Special thanks to @minimal.ro for his feedback and suggestions that inspired the V2 rework. Note: A full reset to Mercenaries will be made. Note2: Don't forget to update the client after the patch is live! Mercenary System V2: New Features: [ADDED] Mute List Feature Now when you start a quest you will receive Mute on characters online & on any new character you try to log in as well as disabling the option to open a store. Mute will be removed when Quest is failed, retried, repelled or finished, along with the store access restore. This will prevent "friendly quests" as we got used to. [ADDED] Black List Feature Whenever you finish a quest with a Target (kill or repel), the target will be added to the blacklist. Blacklist targets can't appear as quest targets for up to 7 days since they were added to the blacklist. [ADDED] Challenge Feature Now when you are being targeted in a Quest, you will receive a global message, "You are being Hunted!", every 1 minute, in first 5 minutes from quest. During these 5 minutes, you can type /challenge. If you do this, you and your Target (which you don't know) will be moved to a Colosseum Arena, each one in a different side. The first one that will die will lose (means Target will successfully Repel or Hunter will successfully finish the Quest). Both players won't be able to move from the Map until the "duel" is over, or one of them will exit game. If Hunter leave the game before any of them dying, he will fail the quest & lose 50 points. If Target leave the game before any of them dying, he will lose 100 Points and Hunter will get to retry the quest. In Colosseum, both Repel points reward and Quest points reward are increased, for the Challenge. You won't gain any PK level in the Colosseum. [ADDED] Quest Normalizer Feature Now Mercenary Quest will first try to assign you targets based on resets interval as following: It will look 5 times for Target with same reset like you. It will look 6 times for Target with -1/+1 reset compared to you. It will look 7 times for Target with -2/+2 resets compared to you. It will look 8 times for Target with -3/+3 resets compared to you. It will look 9 times for Target with -4/+4 resets compared to you. It will look 10 times for Target with -5/+5 resets compared to you. If it doesn't find any target during this 45 tries, it will look for Target with any reset. [ADDED] PvP Info From now you can see anyone's PvP info (including yourself) when writing /info CharName. By default it will show only PK Kills. If the player is part of Gens it will also show Gens Family. If the player is part of Mercenary Squad it will also show Mercenary Points, Quests and Repels. [ADDED] Mercenary Bounty The old reward (gemstones) is now replaced with Mercenary Bounty. Mercenary Bounty can only be gained from Quests & Repels. Mercenary Bounty drops can be adjusted in time based on economy & stage. Mercenary Bounty drops: 82% chance for Gemstone, Jewel of Harmony, Jewel of Creation. 15% chance for IT Ticket(1), EDR/CRIT/DMG/SPEED Scrolls, 100 Antidotes. 3% chance for TOCA, Flame of Condor. Updates: [UPDATED] Now when you are in Battle Maps you won't gain Mercenary Points. [UPDATED] Now when you are in Battle Maps you won't be targeted for Quests. [UPDATED] Now you will gain Mercenary Points only out of safe-zones. [UPDATED] Now you won't gain Mercenary Points in Events maps & other inaccessible quest locations. [UPDATED] Now you will gain 1 Mercenary Point every 7 minutes instead of every 10 minutes. [UPDATED] Now if you leave game or go to Server 20 during quest time you will fail the quest. [UPDATED] Now Points earned from Quests/Repels are Dynamic: Now Points are based on the kill type (normal or challenge), repel (normal or challenge) and reset difference. Now Default *Normal* Quest Points reward is 35 Points. Now Default *Challenge* Quest Points reward is 45 Points. Now Default *Normal* Repel Points reward is 45 Points. Now Default *Challenge* Repel Points reward is 65 Points. Now the formula of points added is DefaultValue +- ResetDifference*2. Minimum points gained: 10. Maximum points gained: 85. [UPDATED] Now you will lose Mercenary Points when you are being killed as Quest Target (and only Quest Target, not for Repel). Formula: 1% of current Mercenary Points. Minimum points lost: 5 Points. Maximum points lost: 60 Points. Note: If you already passed the Seal Upgrade requirements you won't lose the Upgrade no matter if you go back under Points requirement. Note2: Points lost by dying as quest target or by leaving the Challenge can't go under 0 (minimum points value is 0). [UPDATED] Quest Retarget won't happen automatically anymore. You can retry by typing again /pvpquest when your target is gone/inaccessible. In this way you can choose for how many times you retry. [UPDATED] Now Quest extra reward is progressive: You gain 0 Mercenary Bounties as extra reward when you have < 500 Points. You gain 1 Mercenary Bounty as extra reward when you have between 500 and 999 Points. You gain 2 Mercenary Bounties as extra reward when you have between 1000 and 1999 Points. You gain 3 Mercenary Bounties as extra reward when you have over 2000 Points. You gain +1 Mercenary Bounty for every extra 1500 Points after 2000 (at 3500,5000,etc.). [UPDATED] Now Repel extra reward will always be the same amount of Mercenary Bounties that the Hunter would get based on his Points (if target has 0 Bounties as reward Repel will be 0 Bounties, etc.). [UPDATED] Seals System: Now you will have both ML Seal & Normal Seal active in the same time. Now each Seal will show you current seal level & bonuses. Normal 3rd level seal and ML 2nd level seal visuals are different. Now Normal Seal will give you +5%/+10%/+15% EXP based on level. Now ML Seal has only 2 levels: Level 1 = +6% ML EXP, and it is gained when Normal Seal reach Level 2. Level 2 = +12% ML EXP, and it is gained when Normal Seal reach Level 3. Requirements for Level 2 changed from 1200 Points & 10 Quests to 1600 Points, 8 Quests & 4 Repels. Requirements for Level 3 changed from 3500 Points & 30 Quests to 4500 Points, 25 Quests & 12 Repels. [UPDATED] Bonus EXP on Battle Maps is now +12% instead of +15%. [UPDATED] Mercenaries no longer gain Gens Points from online time in Battle Maps (only from RAIDs). The new Merc System will try to make sure that the playerbase is split in both Battle Maps and normal maps. In our vision, the new changes should make the gameplay balanced for 3 types of players: Casuals can play normally (without battle-maps and merc squad) with 100% EXP and no extra rewards. Semi-Casuals can play normally + battle maps when they are active, for extra 12% EXP and chance for Gens Rewards. Active players can play fully with Merc Squad (higher gain in long term). Advantages & Disadvantages between Battle Maps & Merc Squad: Advantages for Battle Maps: Battle Maps are giving constant high EXP bonus without any effort except online time. Battle Maps are safer than being Merc, as there are only 3 RAIDS per day to motivate killing AFKs. Chance for good rewards. Can be killed only by "half" of players (different Gens). Disadvantages for Battle Maps: Less maps/spots to play around. Harder to find/make party due to Gens Family restriction. First levels can't be played in Battle Maps as there are no very low Battle Maps. Lower ML exp in Vulcanus (even with the extra 12%) compared to Swamp Merc. Not guaranteed rewards & unscalable rewards. Monthly Contribution resets. Advantages for Merc Squad: High amount of maps and spots to play around. Easier to find/create party due to no Gens restriction & enough casuals playing in the normal maps. EXP bonus can help you in first Maps. EXP bonus has impact on Events (BC/DS). Higher ML EXP compared to Gens (in Swamp). Guaranteed rewards that are scaling. No further Merc resets. FUN. Disadvantages for Merc Squad: You need to reach at least Seal Level 2 to surpass Gens Bonus (with BC/DS extra EXP). Never safe AFK except in Crywolf. All PvP restrictions are removed versus other Mercenaries (for some this is an advantage I guess). No short-term gain. You need good effort to progress in the Merc System that will pay-off only in the long-term. We hope that you'll love the Mercenary Squad V2 as much as we loved to work on it!
    9. ADMIN

      Raid Gens

      I'm pretty sure that it's fixed, let me know feedback.
    10. ADMIN

      RAID Battle

      If you want safe AFK you stay on non-pvp maps, that's what they are designed for, if you wish to stay AFK on Battle Maps you do it on your own risk, but with a lower risk compared to Mercenary, while gaining enough EXP boost that is matching the risk.
    11. Release date: 29.11.2019 at 00:15 - Stage patch is up and no restart is needed. Congrats to mafy, Trompeta and Atenea for finishing Stage 2.1! Changelog: [UPDATED] Stage 2.1 exp (15rr) is now 63.75% instead of 21.25%. [UPDATED] Stage 2 is now removed (exp on 10rr is now normal, like 9rr, 8rr, etc.). [UPDATED] Newbies boost applied: Exp for 1-5rr is now +150% from +100%. Exp for 6-10rr is now +70% from + 25%. Exp for 11-14rr is now +25%. [ADDED] Released GGD's (Vulcanus & Raklion).
    12. Maintenance over. Patch is up!
    13. I used to play CS on a Romanian server with 150-200 chars online (Rere4Fun), without any special CS system or rewards (the old last 5 mins register crown) and where MS from SM was 85% so almost no chars dying at CS except support chars. And guess what, there were constantly 3-4 alliances coming at CS to have fun (alliances with 2-4 guilds each) and endless fights. The 80% of servers where I played there were only 2 classes for PvP & PvM (BK and DL or BK and RF), the rest being useless (AE), support classes (SM/SUM) and "just for fun" classes (MG). And people playing (including me) were just having fun, without endless complaints. Years ago I was incredibly excited just to participate at a GM Event, with trash rewards, just to have fun and see my name on the screen if winning/qualifying, and share some good talks with the GM and rest of participants. Current playerbase doesn't enjoy anymore this game, either full AFK and casual and complaining that active players are ahead (even with our boosts for them), either full competitive and drama queens, never satisfied, that thinks having big virtual balls still matters in almost 2020, for such game. I used to work with passion and enjoy watching what our ppl do, gameplay, strategies, etc. Now I work for the already invested almost 4 years and for the sacrifices I made during them, but with close to 0 passion (except loving to improve the weakest game I ever played), at least in the current circumstances, that I pray to change on 2020/2021 when S14 will be released with a new playerbase. Gud luck.
    14. Release date: 28.11.2019 at 17:35 - Patch will be up after the full maintenance. It will take around 5~15 minutes, reconnect may work but it is not guaranteed! Note: This patch is standalone and not related to the stage mini-patch (because stage isn't over in time). The stage patch will be released after stage is over, without downtime. Changelog: [FIXED] Explosion blade having lower damage than Beuroba (lower tier item). [FIXED] Summon working on Karutan1, Relics & Tarkan even if no goldens alive. [FIXED] IT Warns not correctly deleting old participants since last patch, giving free warns for old participants every IT when they are not there. Note: Accumulated warns from the bug were deleted daily. [UPDATED] Removed STUN from Ice Walkers & Push from Giant Mammoths (Raklion). + Other small fixes/improvements/adjustments. Gens System BETA is over, a reset is made and it is starting officially along with the next changes: [UPDATED] From now you can join guilds with different gens compared to your char. Note: Killing Guild Mates during RAID won't give you any points. [FIXED] Gens Ranks from website to show real Rang based on Points & Gens rank (Officer, Knight, etc.) [ADDED] Raid kills counter on website gens ranking, showing total 'valid' (on unique targets) kills during RAIDs . [UPDATED] Gens switch time is now 6 hours instead of 12 hours. [UPDATED] There are now 3 RAIDS instead of 2. RAID1: 20:45 (from 21:00). RAID2: Random hour/minute between 01:00 and 07:59. RAID3: Random hour/minute between 10:00 and 16:59. [UPDATED] RAID duration is now 20 minutes instead of 30. [UPDATED] RAID default points per kill raised from 20 to 40. [UPDATED] RAID dynamic points formulas will go up/down with 3 points per reset difference instead of 2 points. [UPDATED] Now if you are killed during a RAID, you will lose points based on your Reset: Points lost = 5 + (ResetCount*3) [UPDATED] If you are killed during a RAID you won't be able to gain points from the Killer if you kill him back. Avoiding abuses where people would agree to kill each-others for points. [ADDED] Gens Rewards: At the end of each month, the players with most gens points (and not only) will be rewarded. The Gens reset will happen at the 30th day of each month, at 23:50 (everyone that is part of Gens will get disconnected-reconnected). After this disconnect you will be able to get your reward for the previous month. You will be able to take your reward for previous month anytime until the next Gens reset. There is also a gens contribution reset at the same time. In order to take your reward you'll have just to click the Gens NPC for your gens familly. It has a global cooldown of 4 seconds between rewards. Global cooldown means if Player A gets reward now, the others can get the reward 4 seconds later. Gens Rank Rewards: 1st place from Varnert & Duprian: 3x OB5 & 3x OB4 (assuming that OB5 will be unlocked until next month rewards). HoF Badge. 2nd place from Varnert & Duprian: 3x OB5 & 2x OB4. 3rd place from Varnert & Duprian: 3x OB5 & 1x OB4. 4th place from Varnert & Duprian: 2x OB5 & 2x OB4. 5th place from Varnert & Duprian: 2x OB5 & 1x OB4. There are 25(50) extra rewards for top 5~30 players from Varnert & Duprian: 2x OB4. So, choose your gens carefully! If one gens is lower populated you have more chances to get in top there!
    15. One of the greatest players & human characters. Legion's work wasn't public mostly, but he had a big impact in many of the gameplay changes, a lot of brainstorms together behind the scenes. Thanks for everything and wish you the best going forward, even though you'll be around from time to time
    16. A client update has been added into Launcher, please make it! Lilium set & stick got a replace with a "custom" lilium set/stick, because the original ones couldn't accept harmony (internally they were still considered socket items). Whoever has Lilium items (old) please equip them, go to crywolf and write /replace for each of them, to have the new ones. Cheers!
    17. Hello, Phoenix edition has reached its deadline and due to the amount of players left active there is no point in keeping it online longer than it was granted. I am personally proud of what Phoenix achieved, born from NonReset mistakes it reached a very high quality level for its first edition, a quality that wasn't touched on any of our previous projects, in my opinion. It was also the server with the least problems. The only (bigger) downside it had was the population, it barely reached 580+ online but it was really stable in terms of population (some good months without getting lower neither bigger). But it is understandable, it was a pretty new concept that was hard to understand without playing it (non reset fans were afraid of the optional resets while reset fans were afraid of non reset stats), judging from advertisements and on first view, without reading info. It wasn't perfect, but it was really good, and due to your honest feedback across its life-time, we expect the next edition to be even greater! The 2nd edition will start somewhere between February and April, in 2020. As for now, Phoenix will be closed tomorrow (22.11.2019) between 20:00 and 23:00. HoF has been updated: https://oldsquad.ro/forum/topic/3047-hof-edition-22-march-2019-22-november-2019/ Thanks to everyone that took part in this project and especially to those that kept playing it on the long run!
    18. New: [FIXED] Move to swamp requiring 400 level instead of 380 as written. [FIXED] Zen cost for move (all maps) being much lower compared to what it is written. [UPDATED] IT damage decreased with 12% to match the new max VIT limit. + Other fixes related to IT system.
    19. Release date: 20.11.2019 at 01:00 - Updates are up and no restart is needed. Note: You need to update the Client via Launcher! Changelog: [FIXED] Current EXP not being correctly replaced after IT stats are gone. [FIXED] Killing the first mob on IT still giving level-up, causing sd restore, no matter the exp gained. [UPDATED] You are no longer able to add more than 7000 VIT at Illusion Temple. Exception: RF Damage at IT was also reduced with 12%. [UPDATED] Illusion Temple mats have been removed from drop. From now you can drop Illusion Temple Ticket (with 1 entry) at mobs over level 90 with a very low chance. IT ticket from OB4 will now have 16 entries instead of 10. Note: Current normal IT invitations will be auto-deleted when you click on NPC, you can't use them anymore. This is made in order to make the new IT redirection system more user-friendly, encouraging all levels to be populated without extra effort of having different IT invitations. [UPDATED] Elite Mana Potions (Dopple) replaced with (Medium) Mana Potions that were boosted to 85% mana restore. Mana Potions have been removed from shops. This is made because Elite Mana Potions were not automatically used when mana was low, being useless for PvM (their only goal). Whoever has Elite Mana Potions can PM me for replace. [FIXED] Move to swamp requiring 400 level instead of 380 as written. [FIXED] Zen cost for move being much lower compared to what it is written. [UPDATED] IT damage decreased with 12% to match the new max VIT limit. + Other fixes related to IT system.
    20. We're waiting feedback about new gens system, and suggestions about rewards if you have any thoughts. We want to release it officially in the next few days.
    21. New: [FIXED] CC7 dropping rare sets ancient variants (Warrior/Drake, etc.) [FIXED] IT mobs giving exp, causing level-up and sd-restore. [FIXED] DL command being set to 0 on IT stats change, will be set to 300 now. [UPDATED] IT mobs have been boosted in HP, DEF & DMG to match 15rr stats. [UPDATED] Sign of Dimensions droprate slightly raised. [UPDATED] At today's CS everyone will have an antidote effect constantly during entire CS (like you would spam Antidote). This is the only CS with such effect.
    22. I will try to reproduce it on test server. Screenshots would help.
    23. Doesn't matter level, will update it when clicking on NPC. Drop will probaly be slightly increased. The enemy thing wasn't for you personally, but for squadron as a guild considering this change like it was a change made against them, from an enemy. I just didn't thought it would affect CS builds in any way. You showed me an example that can hurt and I agreed with it and said it won't happen at this CS, that's it. No hard feelings! Cheers.
    24. Added some late-night hotfixes: [FIXED] Antidotes still being deleted. [FIXED] Doppleganger close time (cooldown) being 180 minutes instead of 1 minute. [FIXED] ML Exp not working dynamically high -> low, taking normal reset exp into account instead of own exp. [FIXED] Antidote dropping from low mobs. [FIXED] Dreadfears causing dps problems for ES. Their skill is removed now. [FIXED] New IT system failing to restore stats back to normal in some cases.
    25. Except of "CS AE tank build" that antidote would affect and for which I said I will let free antidotes on this last CS, the patch date doesn't matter. I announced part 2 since part 1, that will come in few days, I worked on it until the very last hour before the patch went live. More than that, announcing antidote change prior to patch would have ment just extra useless manual work to delete antidotes from people that would have just stacked them on web warehouse on multiple accounts, after seeing patch info. Better safe than sorry. I'm not your enemy, hands down.
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