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Everything posted by ADMIN
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Updates are up! Note: Current Antidotes are deleted. Note2: If you had Antidotes on Inventory you need to relog to "release" the blocked space from where they were deleted. Note3: Don't forget to UPDATE CLIENT VIA LAUNCHER! Hopefully it was worth the wait and you like the new things. We'll start to work on V2 Merc soon and then CS V2 system. Please let us know if you find anything wrong after this update, we count on you! Cheers!
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Release date: 15.11.2019 at 17:40 - There will be a server restart, while reconnect is possible it is not guaranteed! Note: You need to update the Client via Launcher! Changelog: [ADDED] Doppleganger Event Doppleganger is now the most precious Event in terms of consumables. Basic Info: You need at least 5 resets and level 300+ to join it. There are 2 entries/day for everyone (including Dealer/PRO VIPs). Lugard can be found in Lorencia, near bar. You need Mirror of Dimensions in order to enter Doppleganger. Sign of Dimensions can be farmed at any mob with over level 85, you need 5 for a Mirror of Dimensions invitation. From now you can't buy Antidotes anymore from shop. From now SD pots (mixed ones) does give 1% SD recovery - removed from game. Doppleganger will be the only "host" for them, alongside with other consumables: Potions: Antidote - 150 pots per stack. Elite Mana Potions - 250 pots per stack with 85% Mana regen. Elite HP Potions - 250 per stack but with 40% lower regen than Large ones (to avoid PvP abuse) - for PvM purposes. Elite SD Potions - 9 per stack, 10% SD Recovery - lower chance. Scrolls: Scroll of Quickness: Increase the attack speed by 40. Scroll of Wrath: Increases the damage by 300. Scroll of Wizardry: Increases the wizardry damage by 300. Duration: 3 hours. Scroll of Defense: Increases the defense by 250. Scroll of Health: Increases the HP with 1500. Duration: 12 hours. Premium Scrolls: Scroll of Battle: +15% CRIT Damage. Scroll of Strength: +10% EDR - lower chance. Duration: 1 hour. Elixirs: Elixir of Strength: +1000 STR Elixir of Agility: +1000 AGI Elixir of Vitality: +1000 VIT Elixir of Energy: +1000 ENE Duration: 6 hours. Can't be stacked. Doppleganger Rewards: Silver chest: 1 random scroll and 1 random potion. Golden chest: 3 random items from normal scrolls and potions, 50% chance for Elixir as 4th item, 25% chance for Premium Scroll as 5th item. [ADDED] New Gens System The current Gens system is not promoting what is intended, instead it is promoting high chars to farm low chars in battle maps, for points and monthly rewards. We're completely changing the system in order to make it more fair and interesting for both low players and high players, while keeping battle maps with their own risk-reward. New System: You now gain 1 gens point every 2 minutes you're online in Battle Maps and out of safe-zones. You no longer gain points when killing others in Gens Map (also people that get killed won't lose points anymore). You can't stay in party anymore with different Gens (on battle maps only). Exp on Battle Maps is now +15% instead of +10%. There is now a RAID feature. 2 times per day (one time at 21:00 and one time randomly between 00:00 and 15:00) a RAID will start. RAID duration is 30 minutes and it is announced globally every 5 minutes during its duration. During a RAID, opposite gens can fight on all the battle maps to earn extra points. How points are calculated: Default value is 20 Points per kill (during a raid). The value is increased/decreased dynamically based on the reset difference. Formula: When target is higher in resets than you, formula is: Points gained = 20 + ((TargetReset-YourReset)*2) When target is lower in resets than you, formula is: Points gained = 20 - ((YourReset-TargetReset)*2) There is a minimum value of 1 Point. During a RAID, you can only gain points for killing the same person once, extra kill(s) won't give you any more points. The Gens Points are updated only when you relog character, not updating live like the original system. The Rewards system will also be replaced with a new system (default rewards kinda sucks). We didn't finished the rewards system yet, we are still thinking about them and how to work, but they will be monthly, alongside the gens reset. We are making a reset on the gens now, and the system will be in BETA for 5~10 days (to make sure it works fine), then there will be the official reset when rewards will be added. Please report us anything you may find wrong about the system. [ADDED] New Custom Soccer System The system is now officially released. You can read all info about it here: New changes compared to BETA system from test server: BK soccer skill is now Death Stab - normal 3 range skill. BK stun duration is now 7s from 8s. Now both SMG & EMG have Lightning as Soccer skill (instead of SMG having Cyclone). Spell of Restriction (chains) debuff is now replaced with Ice Arrow. You can attack during Ice Arrow. Now buffs/debuffs will happen every 30 seconds instead of every 15 seconds. Now if the soccer ball is "stuck" in a corner, it will get an auto unstuck, being "jumped" into a random location near the corner where it got stucked. Now buffs duration is 15s instead of 10s, debuffs duration is still 10s. Now you can write /stun on and /stun off to enable/disable your STUN. Note: You can make a macro writing /1 /stun on and /2 /stun off and then press ALT+1 and ALT+2 to enable/disable the STUN during soccer. [ADDED] OldSquad Soccer League (OSSL) All info about OSSL can be found here: [ADDED] Illusion Temple Equalizer Illision Temple had 2 major flaws: 1. The teams were pretty unbalanced, based on luck (3rr teams vs 10rr teams, etc.) 2. IT levels were too populated on high ones and not populated on lower ones. Illusion Temple is now reworked into a more fun & balanced version: IT Level 6 is out of the game. Rewards from IT have been moved with 1 level (IT6 reward is on IT5, IT5 on IT4, etc.). IT damage is increased with +30%. Now IT levels (1-5) are based on character resets instead of level. Now when you click on IT Npc during IT registration your level & stats will be automatically adjusted: Your level will be set based on the IT level you can go based on your resets. Your stats will be set to 15RR stats, with 1000 STR 1000 AGI 1000 ENE 1000 VIT and 16700 points to spend (normal classes) / 20000 points to spend (DL,MG,RF). You will be able to make any build you want that can boost your team strategy / winning chances on the IT. Your level & stats will be back to normal in the following scenarios: IT Event time is over. You leave Elbeland safe-zone (going anywhere else in game except Elbeland safe-zone and IT maps). You disconnect/relog your character. In all scenarios you will get an automatically character relog, for things to get back to normal. There is also a new feature that will make sure that IT slots are enough even with the reset limits: If your current reset IT level is full, you will be redirected to the next IT level that does have a slot for you. Example: If I have resets to enter IT5, but there are already 10 players in IT5, 10 players in IT4 and only 6 in IT3, I will be redirected to IT3 if I click the NPC again. Note: You need to have the redirected level invitation as well to enter. Current Resets table (can be updated based on stage): Chars with 0-2rr can enter IT1. Chars with 3-5rr can enter IT2 & IT1. Chars with 6-8rr can enter IT3, IT2 & IT1. Chars with 9-11rr can enter IT4, IT3, IT2 & IT1. Chars with 12+ rr can enter any IT. The priority of levels is based on the order of entering the IT (first 10 chars with IT5 resets will go only there, etc.) [FIXED] Old Boxes from Balgass not being able to be dropped. Whoever still owns such undropable box PM me for replace. [FIXED] Entries reset message showing 23:00 for reset instead of 00:00. [ADDED] Party check on Merc quest (removing party mates from possible targets). [ADDED] Email check on character market sell for an extra layer of protection on shared accounts. [UPDATED] Now PvP Defense Successful Rate gained from level is also tweaked to match reset server: Change on DSR formula: Level*0.5 from Level*2. [UPDATED] Now Golden Fenrir can no longer die. It has a duration of 6 months now. + Other small fixes/adjustments/improvements.
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How can other MG's like Makiavelli and Exillia (different guilds, same reset or 1 reset higher than you) have such score with same char and same bug? How can they play around it and be relevant and you can only cry? You are speaking about killability on phoenix where most of your kills and top kills were made on poor EE's that doesn't exist here. You sumed up 500 kills in all CS'es (over 7-8 fully played), now here there are hundreds of kills already in only 3 relevant CS'es (first ones with sd pots can't be counted). I'm not going to lose more time with you, people already saw (and myself as well) your real character, everything else is can-can, you are good at writing, failing at playing when there is a real competition. My last reply, gud luck.
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You are again writing just to make sure you have something to write. Let's see about fire slash bug: https://oldsquad.ro/forum/topic/2525-fire-slash-bug/?tab=comments#comment-27250 - it was always here, and always the same, when there are multiple targets in MG range, again talking trash. Not putting stats on VIT? Lul, most tanks had enough VIT to TANK, some even TANK+DMG. "I know to play", hah, so on Phoenix you had 560+ kills and 26 DEATHS as MG because you were "SKILLED"? Ok, I'll take it, so why you're crying about BALANCE now then, if the ppl with good score just know to play? Like you say you did as well. Castle Siege is a TEAM PLAY Event (ofc, something you don't know in your solo gameplay). Event is designed for tons of players, ofc that you need multiple chars to kill others, it's not your 5v5 war event where you just blindly kill 1v1 players. Same TANKS DL's on Phoenix were unkillable, just like here, again you're just trash-talking. I am pretty sure I know more about first 4 CS'es (missed last 2) than you know about your last CS. Your arguments and complaints are just trash, when you have something better come again please. You're even more pathetic talking about my age, I'm pretty sure that what life experience I have at my age you won't have in your 50s, so let's keep the personal things out of discussions.
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It's funny how people's real characters are showing up only when they lose or when they're not relevant. You're kinda pathetic mr DIEE, you're saying "trash gameplay" when it's exactly the same CS gameplay (probably even better currently) that Phoenix had, not a single difference. Same earthquakes/moving skills, same "killability" (even worse than now) and everything that CS does have. Why you never cried on Phoenix? Simple, you were part of the "winning side", with only 26 deaths and 564 kills on the same character (MG). Now you're not relevant anymore and start to trash-talk. Please, avoid mentioning me in your comments, idk if I should laugh or cry. Gameplay is the same for everyone, and anyone can find any excuses when losing, accusing others instead of looking at themselves. If somebody managed to win on any meta (good or bad) he just deserve the win. 3-4 CS'es ago when Squadron cried about "moving meta" I made few screens of guilds characters (during CS) from both Rampage and Squadron, and guess what? Squadron did had both more DL's (7 vs 5) and both overall more characters able to move, using cyclone/lightning abilities (20 vs 18). Still, Rampage won, under same circumstances, with even lower "force" on that meta, but ofc, blame the game instead of themselves. Now, if Squadron won with a new "strategy" congrats to them, any guild can do the same, the gameplay is absolutely the same for everyone. And ofc that TANKS will barely die at CS, this is why they are TANKS and not KILLERS, they are made to keep the switches/crown with 95% UPTIME (ofc, if both guilds are similar in power). If TANKS would easily die, then I don't wanna imagine how normal chars would play the CS, not even saying lower reset chars that would be practically useless. Yes, the bad thing about killability was that any char (build) was able to "tank", which wasn't intended, but that's it. The CS gameplay and what is deciding who win and who lose is based on a sensible combination of 3 aspects: Good tanks for switch & crown. Good amount of killers to farm extra points and put pressure on the tanks. Good amount of disturbers to gain extra time for defenders (DL's, cyclones, ice, ice arrow, sleep, lightning). And then, the key aspects which are communication and strategy (you can have 10 DL's on switch, if there is no organisation/communication between their cooldowns they will never get the tank out of the SW). Now you should all play more and write less, learn from mistakes and stop finding excuses when you lose, I'm pretty sure you're all mature enough to take a lose just like you take a win, else you'll just look bad in the eyes of the players. Peace.
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Maintenance is over, updates are up! Let us know if you find anything wrong after this update!
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Release date: 09.11.2019 at 17:35 - Patch will be up after maintenance. Congrats to Makiavelli, darkyo and Devex for finishing the Stage 2! Note: You need to update the Client via Launcher! Changelog: [UPDATED] Stage 2 exp (10rr) is now 75%. [UPDATED] Stage 1.1 is now removed (exp on 5rr is now normal, like 4rr,3rr,etc.). [UPDATED] Newbies boost applied: Exp for 0rr is now 300% from 200%. Exp for 1-5rr is now +100% from +40%. Exp for 6-9rr is now +25%. [UPDATED] Maximum points in a single stat is now 16.000 from 8.000. [UPDATED] Old Boxes 3 & 4 are released. [UPDATED] Cursed Dragon evolved, HP increased, can drop OB3&4 as well now. [UPDATED] Balgass have been buffed in HP as well, and will drop extra 2x Old Box 4 as well. [UPDATED] 380 quest NPC is now released as well as 380 quest monsters. [UPDATED] Illusion Temple is now released. [UPDATED] Arena Tournament levels: 0-2rr is now 0-5rr. 3-6rr is now 6-10rr. 7-10rr is now 11-15rr. Added an extra level: 16-20rr. New schedule: 0-5rr is every Tuesday. 6-10rr is every Thursday and Sunday. 11-15rr is every Wednesday and Saturday 16-20rr is every Monday and Friday. [UPDATED] Imperial Guardian is now released. Note: You need at least 5 resets and level 300+ to join it. [UPDATED] Bloody Queen is now released. [UPDATED] Professional VIP is now released. [UPDATED] Chaos Machine (on site) is now maximum +12 from +11. [UPDATED] Reset Skill Tree (on site) is now released. [UPDATED] Increase ADD Option (on site) is now released. [UPDATED] Character Market (on site) is now released. [UPDATED] Limit of Market items is now 20 items/day from 10 items/day. [UPDATED] Market does require at least 1 reset to be used now. [UPDATED] Dark Horse got a new skin update, being an actual Dark Horse now xD. [UPDATED] Dark Horse is no longer requiring the level for bonuses to be active. The same thing is now applied to other pets that also requires level. [UPDATED] User interface have been visually updated. [FIXED] BC Reconnect being applied until xx:34 instead of until xx:30, "stuck-ing" players in some cases. [FIXED] Warping to pvparena from sv20, bypassing requirements. [UPDATED] From now DS6 & DS7 reward (box of ancients) will be generated into user inventory instead of dropping to the ground. [UPDATED] Blue golems no longer have their skill (that drains your mana). [UPDATED] Jewels drop on low and very low mobs have been highly reduced. [UPDATED] Now PvP Attack Rate gained from level is much lower (to reduce the gap between lower level characters vs high level characters, as it's a reset server). Change on ASR formula: Level*1 from Level*3 [UPDATED] RF Defence gain formula is now AGI/5 from AGI/7 (so he can be able to survive in maps like rest of chars). [UPDATED] RF DSR PvM rate is now AGI/6 from AGI/8 (same reason). + Other small fixes/adjustments/improvements.
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Hello, The Stage 2 is close to its end, so the new patch is incoming. We'll take this opportunity to also make a full maintenance on our systems. We expect it to happen at around 17:00 tomorrow (Saturday), it will take 5-30 minutes and, while reconnect can work, it is not guaranteed so make sure to be online (or leave the characters in /offattack). We have both good and bad news. The good news is that the incoming patch is pretty big, covering both stage content and new content/features that will add another layer of gameplay and economy to our server. The bad news is that we are working on many things simultaneously and couldn't finish all of them yet, so the patch will be split in 2 parts, first part will be released tomorrow with stage content, fixes and updates while the 2nd part will be released in few days, along with new features/gameplay changes. Also the mercenary rework didn't started yet but it will come as well hopefully in 7-10 days. The 10rr exp will be unlocked before the actual patch from tomorrow (exactly when stage is over). Expect to see nice things in the next period. Thanks for being part of our journey! Kind regards, OldSquad Team #MakeMUGreatAgain!
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True or not, rumours or facts, I can just sincerely congrats @Reporter for such articles, he's shaking the spirits from the ground and creates some spicey content, much better than we really thought that such concept can bring. Just like in the "real" news, you shouldn't blame him for anything he writes (he is free to write whatever he wants) and just discuss on the theme. Meanwhile, get some 🍿🍿and keep the decence in your comments, @Gion will clean them.
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The fact that I can't 'register' when a goal does happen makes it a bit hard for such thing. I can make a work-around by resetting effects on players when ball gets into its original position, but I am afraid that it can be abusable, as it would reset the effects any time ball gets into that coords (even if by mistake or intended). But it also adds another layer of strategy, where one of the team members should be more of a "defender" (like in real soccer), being a bit behind compared to the opponents gate, especially for such cases.
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Ok so network is back on 100% for now (as you probably also noticed that it didn't repeated). I have also tried for the past 2 weeks to troubleshoot the random disconnects problem (where 150-300 random characters got disconnected-reconnected) 1-2 times per day, and I think that I finally found (and fixed) the issue. So far it didn't happened since last night when I applied the fix (had to rework some scripts to work asynchronously with the database). The rest of them will be reworked for the incoming patch, to be even more sure that it is fixed. It was pretty hard to trace the problem as it never left anything behind (neither log, errors, crashes or network activity). The fact that not everyone was getting the disconnect and also numbers were random and characters were random made it even harder to trace. There can still be random disconnects-reconnects to only part of characters but they should be much more rare and its related to network dns problems / peers problems / attacks / etc. At least in this cases we clearly know what is the cause (as it leaves info in the network activity). Thanks for your patience! :d
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It's possible, but all buffs/debuffs from Soccer lasts for 10 seconds each, we may increase the buffs to 15s and leave debuffs to 10s
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While it's a good idea, I'm 90% sure that it is not technically possible, will try that 10% though. Other option similar to this that is possible (but not friendly enough for people) is to stun by command, like /stun charname, that can be set to macros on /1 /2 /3 for each opponent name, but it's harder and can cause more damage than help. Due to his powerful shots, that's how RF does work with this skill, it's a drawback, sometimes can play against you, but with mastering the character (to know when to use left click and right click) is really powerful, and a team with RF also won the tournament (can't say because of him, but it showed that it can be really good). With enough practice on that character, the advantage can surpass the drawbacks. The corner thing is kinda fixed with the new improvements that will take place, hopefully will work as intended. I will check the boost thing, but I am pretty sure that it doesn't cancel the buff, most probably it does expire during stun (it only lasts for 10 seconds, and if you get a stun after 2-4 seconds of the buff, they basically expire in the same time). Consolations were already given last night, 20x Jewel of Soul for each participant not in Top3 (except of UDRII that got 10x for only 1 game). They were added on vaults (and in some rare cases, on a secondary char inventory from account).
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Wrong. Berserk is reducing HP, but you get 2 HP per 1 VIT like rest of chars, add VIT without Berserk active.
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Yo! Just uncheck "long-distance counter attack" from Helper
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I just want to make clear few aspects about RF. Yes, there is a problem with it, which we didn't thought about after the EE nerf, and that's purely PvM problem. The problem with RF is that he is both missing a set item (gloves) and also having the worst DEF from AGI from all chars. That would not be a problem in a normal gameplay with EE, but currently there is a problem because he can barely survive even on high AGI. We didn't thought about it, and focused on the PvP aspect mostly, but yes, I do agree that it is a problem and that will be fixed on the next bigger patch. Now, on the RF subject, there are 3 major things that most of you are missing: 1. RF build is totally different than usual (where VRF would just go full VIT and ARF would just go full AGI). It is not working here, you need to find the best build and balance between STR (as main stat for any RF) and the secondary stat depending on build (AGI for ARF, VIT for VRF, ENE for ERF). More than 80% of RF's are ARF, and expecting PvP power, which is wrong, the entire PvP power stays in VRF (STR+VIT), but is losing PvM power in the trade, you need to choose carefully. VRF can be a beast, but I count with the fingers from one single hand how many VRF's are playing, which is pretty sad for such strong build especially on early game. 2. RF (and especially ARF) is the only PvM character that scales into mid-late/game because the nature of its skill damage. That makes him a lot weaker in early-game than other chars because this is how it works. Why it is scaling? Let's compare him with other PvM beasts: SM - He is getting constant damage from Energy and that's it, no skill damage %, lower points dedicated to Energy as he needs to focus on AGI as well for def+speed+dsr. EMG - Just like SM, just with more points to spend. AE - Similar to RF, STR+AGI build, giving same things as RF, difference is that AE doesn't have skill damage % so it gets constant damage. RF - He gets both constant damage from STR and skill % damage, which makes him scaling exponentially, combined with the nature of his dmg stat (AGI) that gives both speed,deff,dsr and damage %. 3. The biggest thing that makes RF a bit weaker that many doesn't know is that his level 2 cape is much weaker than normal w2's. Level 2 RF cape + 9 does have 33 armor, 38% inc damage and 28% absorb, while, for example W2 MG does have 58 armor, 41% inc damage and 43% absorb. He is really a level 3 cape dependent in order to gain a lot of power "back" (as RF have same stats on w3 like rest of chars). And just an observation because I don't like ppl that type/chat without being informed: All characters does get 2 HP points per 1 VIT, except of BK that gets 3 HP points per 1 VIT, there is no difference between any class on HP subject, except of BK ofc.
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Based on the current feedback, the following changes will be applied for the Soccer System before its official release: BK soccer skill is now Death Stab - normal 3 range skill. Now both SMG & EMG have Lightning as Soccer skill (instead of SMG having Cyclone). Spell of Restriction (chains) debuff is now replaced with Ice Arrow (there is already a "stun" as debuff from opponents). You can attack during Ice Arrow. Now buffs/debuffs will happen every 25 seconds instead of every 15 seconds. Now if the soccer ball is "stuck" in a corner, it will get an auto unstuck, being "jumped" into a random location near the corner where it got stucked. Still looking forward any soccer system feedback/suggestions/ideas!
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Changes are up to today's CS as well. Thanks for your votes!
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SMG should be able to use only cyclone, EMG only lightning, base rule is ENE>STR for EMG and vice-versa for SMG, I will check if there is a problem with it. RF has very powerful shots on ball, as part of his kit, but it is also the hardest char to master at soccer (due to the lowest range and also that ball can go on opposite direction when hitting it hard, along with other char same time). I personally like how it is, high risk high reward soccer character. The thing with ball getting out of the gate, it happens when there it is still being hitted by chars, giving the possibility for the "goalkeepers" to make a good play. I can't personally control that aspect as it is part of the integrated soccer system, I'm just making an extension of that system, but I really think it is a good possibility to make nice plays. Maybe the buffs/debuffs are too frequent, I can make them every 20/25/30s instead of each 15s, if you guys want that. About game duration: It can't really be controllable, I saw games that lasted 7-9 minutes only, and longer games as well. We can add like a max time limit for a single game, but then how we can pick the winner at the end of time? It's easy if captains make a screenshot with the current score when game is ended, but what if both teams have same points? I can't get the soccer score programmatically unfortunately. About RF damage - damage is now totally disabled instead of 99% mana shield, was fixed since your 1st game. SM is great with lightning, in our own soccer tests, SM was MVP, due to its high range and ball control, as well as easily getting ball from bad zones. Cyclone - it is a bit worse than rest skills, but it has its advantages like can stick to the ball to continue the attack, compared to rf for example that can only do 1 shot, then move, then 1 shot, etc. The bad part about smg/bk is that they don't really have skills alternatives for soccer (single target skills), but we're open for ideas.
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Feedback for early-game is closed now! Thanks for your input! Rewards were delivered. I'll take my time and answer to most of your replies soon, it was an overall good input!
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+ [FIXED] PvP Quest failing since last patch, instead of retargeting when target goes on safe-zone/bmaps with same gens/etc. [ADDED] Now if you disconnect/exit character before BC/DS starts (so maximum until xx:15) you will get your BC/DS entry back. [ADDED] Now if you disconnect during BC/DS (after it already started) you will be reconnected back at the Event, but you won't be part of it anymore (you can't access rewards/points), but you will still be able to farm the xp/drops. This things are up from now!
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Release date: 01.11.2019 at 18:25 - Updates are up and no restart needed! Notes: All VIPs (that had it active since at least 4 days ago) got an 8 hour extension on their VIP period - for the downtime(s). Also, this weekend EXP bonus duration is increased from 1.5 hours on each bonus to 3.5 hours on each bonus - total of 8 extra hours of doubled exp! Changelog: [UPDATED] Now Lock system (with /lock command) will lock the account instead of character! That means you can easily use it now without the need of creating 5 non-deletable characters in account. Note: All current character locks have been deleted. [UPDATED] Now characters can be deleted up to 1 reset instead of up to level 10 and 0 resets, to match the new Lock system changes. [FIXED] Invasion Normalizer not working in Raklion. [UPDATED] Rare items are now released and can drop from OB1 and OB2. [UPDATED] Gens rewards have been given for last month, go to NPC to get them, you have 7 days to pick them up. Note: We didn't made a reset to Gens yet as we're going to rework the system before next gens season. The rework will come (hopefully) with the Stage Patch, and only after that gens ranks will be reset. Your points made until then won't count. [FIXED] Bob (race manager) going crazy when the hour does change - like it happened last time. [FIXED] Now if you disconnect/relog after being registered at race you will be back skinned, chained and registered. Note: This happens only before race start, if you relog/disconnect after race already started, you can't join back. [UPDATED] Now instead of drop from Monsters, Box of Ancients can be given at the end of DS to all participants with 25% chance (DS6) and 35% chance (DS7). [FIXED] Calendar showing events with +1 hour since last night. Update via Launcher! + Other small fixes/adjustments/improvements. Mercenary Squad: [FIXED] Mercenary Seal sometimes not being deleted in Battle Maps. [DOCUMENTED] [FIXED] Merc IP Check on register counting the unregistered chars from IP as well. [DOCUMENTED] [FIXED] Any Merc being considered target for "Repel" instead of only the real quest target. [ADDED] Second Chance feature at PvP Quest. Now if you start a quest and you fail to finish it (by running out of time) you will be able to try again in 6 hours (instead of 12). If your Target does Repel you it won't trigger the second chance, you'll still have 12 hours to wait. This can help in cases that you get a very strong target that you can't kill or don't want to kill, with a smaller punishment. [ADDED] Target name being showed each minute during quest time. Info: We're working on a bigger patch, that will hopefully be released along with the next Stage Patch, can't promise that everything will be ready until then but we're working hard, it will be worth. One of the important things that will come is a V2 version of Mercenary Squad. It will contain a lot of improvements and reworks of the current Mercenary Squad. There will be a challenge feature for 1v1 between target and merc, progressive rewards, points & rewards system reworked, reset intervals for quests, a points system based on target and hunter difference in resets, and other things. That means there will also be a full Mercenary reset when the V2 will come out, to be a fair new race for the top, as the current race wasn't that fair due to the amount of bugs/abusive things it had in order to gain extra points (that were mostly fixed). We strongly believe that if we succeed to make everything that we want for V2, it will be much more fun, balanced, fair and less-abusable than current V1 iteration.
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This is not a topic for your complaints, as I said, if you think that bk is that easy and strong just play it, nothing holds you do to so, and nothing ever did. I'll delete other off-topic replies.
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It makes sense, potion delay affects tanks more than cs damage, overall damage increase is more for non tank chars, but is not that noticeable (think about 6% from let's say 1k sd damage), but it adds up with the rest of changes.
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Hi there! We have some new small changes to improve a bit the killabillity at CS while making sure the concept still remains the same (tanks barely killable and still team-effort for kills). Changes: - SD pots recover rate on SV20 from 5% to 4%. - Potions delay on SV20 from 1.2s to 1.5s. - CS overall damage increased with 6%. We made a Poll if you want the changes to go live on this CS as well or they will go live on the next CS. In order for the update to go live on this CS, the option must have at least 70%+ votes for yes. Poll will be closed on Saturday at 23:59. What I also want to let you know from now is that we will work on a V2 CS System (after we finish our current new systems) that will imply changes like: Handicap for consecutive CS winners, rewards for all loser CS participants (Guilds) based on number of points they made during CS, etc. This will be made based on your current feedback in order to both motivate other guilds to participate at CS and also boost the morale of losers at consecutive CS's, giving them small advantages vs the consecutive winners, so CS won't stay too long on the same alliance, balancing the power a little. I can't give an ETA about it, but at least 2-3 weeks from now. Cheers!