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Gravestorm

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  1. https://fr.surveymonkey.com/r/LFS8Z5C
  2. That's for Dofus Cube.
  3. Get a preview of what we're working on behind the scenes of the game DOFUS. You gave us a lot of feedback on the first micro-blog about build pages and the encyclopedia. We'll have the opportunity to go deeper into these topics and thereby answer your questions in a future post, once their functionality has been improved. One small point: We work on many aspects of the game every week, but we will concentrate on one or two subjects at a time in each micro-blog. Over the last few weeks, the level design team has been reworking the Sacrier Temple. In light of your feedback about update 2.45 and the new version of the temple, we decided to review it both inside and out so it will better match the 2.44 version and worship of the goddess Sacrier. Everything that we reveal to you in these micro-blogs is WIP (Work in Progress) and is therefore subject to change. See you soon in the next micro-blog!
  4. Back to Table of Contents. Post from Tot's blog from February 9th, 2018. I try, somehow, to resume the rhythm of a note being published weekly. So here we are. Today, I'm going to talk to you about the combat interfaces and take the opportunity to give you an update on the adjustments/modifications that we made on the fights themselves. I take this opportunity to thank Arnaud for his work on interfaces. Arnaud is one of the "dads" of Ankama and it is always a pleasure to see him advance on such important parts. Because in addition to being an excellent graphic designer, Arnaud has a rare faculty, that of thinking of the video game as a video game. How is that very stupid what I just said? Well, maybe a little, so I need to clarify. The biggest difficulty that we can encounter when designing a video game is to bring together teams that will shoot in the same direction. In fact, and many will be able to confirm it to you, each team often tries to pull the blanket towards themselves. It's natural, but it's also what makes things quickly become complicated technically. You may need a concrete example... Well, imagine that for the decorators of a video game, the most important thing is the quality/beauty of the sets, whatever the cost. You will almost want to answer "normal bah, they are asked to make sets." Well I answer you no, not normal. The most important thing for a decorator is to merge, as best as he can, his decorations with the macro vision of the project. That they do one with the game design, the characters, that they adapt with the engine of the game... Well, know that it's not nearly as obvious as that. So Arnaud, I like him because he is precisely the kind of person who adapts his work according to the needs. He sorts, analyzes, compares, makes and redoes proposals and if it does not fit into the global cohesion, he will start again... I know he does not like us talking about him so, in case he reads (I must be able to cope because he does not like reading too much), I'll stop there. Just be aware that the interfaces I'm going to show you are the result of his work. Of course it is only a model, but it is largely clean enough for me to present it to you. By cons I will not do honor to his work on ergonomics. Indeed, the work he has done is a SWF with which I can interact. But not being able to place it here, I'm going to cut it out and make some pictures to explain how a fight works. In this first image you will see all the information needed for a fight. Do not pay attention to the options button at the bottom right, it will change. We spent a lot of time discussing the best position regarding interfaces. It may seem like nothing, but I guarantee you it's a hell of a headache. This is certainly the part that took us the most time on Krosmaga. In the same way, we are working on Unity and to avoid doing and redoing and thus losing precious weeks we agreed with the devs to provide them with completed models and tested in flash before they start with the customer development (dev note that read: thank you!). This allows us to see if things are not clear: In this second image I show you where your interface is and where the opponent's information is. We wanted to place the information in the shape of an L, on the left being everything that belongs to you and on the other side what corresponds to your opponent. This allows to transcribe the side of "confrontation/opposition", a little like launching part of a fighting game: Your corner is divided into 3 groups of interfaces: Sidekicks: These are extremely important in combat and rely solely on your elemental gauges. When you construct your character's build, you will have to choose 9 spells out of 50. Then you will have to decide on your element. Are you going to prefer a mono element game, bi element or even try to play up to 3-4 elements? The concept is pretty simple, the spells you play increase the gauge of the element they are associated with. Each Water spell will increase the Water gauge (the first of the 4 horizontally placed square blocks at the bottom left). And the Sidekicks summon themselves by spending those gauge points. It will therefore be very careful to select Sidekicks that are related to your spells. If you opt for a single element of Water and you only have Earth Sidekicks, you will not go far. Elementary Gauges and AP Gauge: I am not going to describe to you today all the possibilities that the elementary gauges offer. As I've said above, they already allow you to summon Sidekicks, and just for that, they are essential to your game, but they will allow many other things in connection with your style of play (lose more AP if you have at least 5 points in your Water gauge for example). To the far right of the four elementary gauges, you have the AP gauge. I'm not teaching you anything, this one will allow you to cast your spells. This is the circle of life... The AP gauge allows you to cast your spells... Your spells allow you to increase your elementary gauges... Your elementary gauges allow you to summon your Sidekicks... Your Sidekicks allow you to break the jaw... of your opponent. Spells: You already know a little about how they work and we did not re-invent the wheel on this subject. Below, I've put a page of Iop spells to give you an idea of what they can do: So the most picky of you will blame me for not having spoken about the name and the little icon on the bottom left. Well, simply, the idea is to leave a location for a guild. There is also an interface that you do not see in the images yet and that you will discover later. The reserve of power, this is a class specific reserve and we have not put it forward here. I will tell you about it when I will be explaining the first documents of graphical design of spells in the later notes. Through these few explanations, I hope you will understand that we are not looking for the epate but readability with the interfaces. I did not speak about this during the note, but one of the big difficulties on this part is to realize something simple, which can work as well on computers as on mobiles. We dream of only having to change the size of the interfaces according to the needed support... And we will soon know if this will be viable. I hope you have appreciated this note and that it has allowed you to see more precisely in which direction we are heading. I wish you a good weekend and see you next week for a note that I think will be devoted to the NPCs. Back to Table of Contents.
  5. So far we have been rather discreet about our work in progress, but today we would like to offer you a little preview. Builds pages Many of you asked us for characteristics pages where you would be able to save your builds. We are currently working on the development of this feature. The idea is to replace the fast use equipment system, already present in-game, with one that takes into account not only all the stuff, but also the characteristics points and the added variations from the spells. Encyclopedia at your fingers In order to make it easier for you to access information that until now was only visible on our website, we feel that it is time for the encyclopedia to be accessible in-game too. In addition to the bestiary, you will find new tabs: equipment, consumables, and resources. New filters will allow you to refine your search, making it more dynamic. Average prices in the Marketplaces will be displayed. The idea is that you will be able to estimate the cost of a craft or compare two pieces of equipment directly from this interface without having to leave the game client. All that we revealing to you in this Micro-Blog is WIP (Work In Progress) and is likely to be modified, but please do not hesitate to give us your feedback. See you soon!
  6. Back to Table of Contents. Post from Tot's blog from February 1st, 2018. Here is the eleventh and long awaited note of Dofus Cube. You have been many (at least 5) to point out to me that the pace had dropped well and you are right. It was me who promised you, mouth in heart, one article per week, I admit I have not been very prolific these last 2 months. But before throwing me a stone, you must understand that I am in a particular situation. I'm not going to tell you about my terrible diary, the tornado of sharks that fell on Ankama (which I narrowly missed), because I was kidnapped for two weeks by members of a mexico-roubais cartel, or my eye contracted gastroenteritis following the reading (too much) of an article on the industry of the video games. No, these topics are part of my daily life and can not be a real excuse. But then, what is the concern? Why Tot? Why did you slow down? Well, because I'm caught between friends, worse than a Michael Bay movie. Strangely, things are progressing quite well and we are talking a lot about strategy regarding Dofus Cube. Grosso merdo, it becomes serious. And by becoming serious, the team starts to give me (in the atrium) instructions on what I can say, and what I cannot say... We start slowly to explain that I must not spoil everything... Meuherdeuh... But I launched this blog to be able to say what I want (there, I must imagine myself as a little child, eyes on the ground because we just scolded him). So, firstly I have to start watching the order in which I'm going to announce/present things to you, and secondly, always related to the fact that the project is going well, I... I'm working. Yes it happens to me, on average 2 months a year and there is the big period. I try to advance a maximum because it will stop in March, when the love will begin (there you can imagine that I will have the head elsewhere). So, I will not hide that I'm still a little excited. There have been several months of gestation/reflection to be sure to make the right choices of game design, but since the fall, the choices are engraved in the plaster and the macro decisions are frozen in place. So, of course I'll have to make a little update of the final choices because compared to what I explained to you in the previous 10 notes, everything has changed completely. We start on a solo hack & slash on DS... You control Raoul Tofu (armed with a sword of souls and milk) who has been stolen his favourite pen by one of the last American Indians... No, it's a joke, in truth, there are not so many things that have changed. For its part, Arnaud the lead decor (and my nemesis Badminton) worked on the test interfaces for the fight. The decor team has progressed well in the city of Bonta, the animators have made some very nice animations of NPCs (as beautiful as in our sneak peaks) and we test the concepts of the game with a boardgame prototype. The developers have... They made code? Finally we do not care, they have probably done a lot of stuff and in the worst case, we all know that in a game, the code is not what is most important (thank you little Jesus). In short, all this to tell you that it is moving forward and it feels good. I feel the moment arrive slowly when, past the preliminaries of creation, everything fits in the right way... This magic moment where we feel the first rays of pleasure, often accompanied by a "Oh... Oh yes! It works!!!". Obviously, I can not wait to share these beautiful experiences with you. I also appreciate your feedback on my existential questions (video or not video?) And I will follow the advice of some by staying quite far from it. The idea is to launch one from time to time when the subject really justifies it. In short, there are many things going on and here is the program of the next notes: Point on graphics and animation. A big note on the prototype version of the boardgame that I will present in Cannes (the note will surely arrive the following week). A return on the interfaces worked by Arnaud. At the earliest, a video of a fight in game. A detailed note on the Kickstarter we want to launch late October - early November. This is what awaits us in the main lines until mid-March. But back to our sheep, today's note is about music. Our friend Pitch started some tests and despite his reluctance to listen (I had to break his wrist to get them) we still have some sounds. On this occasion I asked him to write me a note: Pitch: The music of Dofus Cube is based on a writing that is in the tradition of the Ankamian MMOs, that is to say, very orchestral. The wish is also to change the colour a little and to renovate the style to have something more cinematographic. After all, Dofus Cube being placed chronologically after Wakfu, it seemed necessary that there be a musical evolution going hand in hand with the graphic proposal of the game. For the moment, we have gone on 5 major themes each aligning with the 5 great nations of the Worlds of 12 (Bonta, Brakmar, Sufokia, Astrub and Amakna). Musician: Each nation will have its own themes and orchestrations related, of course with its characteristics: Bonta is the nation of good, a nation where loyalty, honesty and bravery hold an important place. We have opted for the moment for very solemn, majestic colors. Thus we will have women's choruses for lightness, lyrical flights of strings, brass for the epic aspect and a solo cello for the majestic side. Bonta Music: Bonta Exploration Sounds: Brakmar being the nation of the filouterie and the point of fall of brigands of all kinds, we opted for men's choirs to have a dark rendering. The staccatos of ropes make it possible to represent the strength and the barbarism of its inhabitants. The orchestral hits punctuate the theme so that the player is never really quiet in these countries. The brass stand is the highlight of the main theme for the serious, metallic and epic side. Note that there is a nod to Wakfu Season 1 in the orchestration. (Tot's Note: Pitch, women for the good side, men for the bastards, it's nice, it's on track with the news, at least nobody's going to bitch about this to us). Brakmar Music: Brakmar Exploration Sounds: Sufokia is the nation of the seas, we sought to give it a more crystalline side with elements of sound synthesis. There is a very Avatar side in the children's chorus and the Duduk reinforces the exotic side of this nation. Sufokia Music: Concerning the in game music, we are moving towards something quite minimalist, even if the rough drafts do not show it, a bit like the Legend of Zelda Breath of the Wild. The soundtrack of this latest opus is not the best of the lineage but they managed to get a good mix between the musical presence and the soundscape (the music is not too invasive but punctual enough to be heard). We have a bit of the same problem with Dofus Cube because the player will spend time exploring. The idea is to have a minimalist sound and a musical atmosphere. Finally, we plan to integrate musical elements to the sets, geography or even gameplay. For example, we could start a small pattern of music when the player moves to a hidden place or next to an inn. Regarding combat music, for now, the idea is to follow the number of turns played as interactive music mechanics. The more intense the fight, the more the layers will overlap. Thus we will have two diametrically opposed systems: the very simple and minimalist exploration, and the much more intense combat. As Pitch told me, of course, it's the start for him. We have worked a lot together in the past because this guy is responsible (among other things) for most of the sounds you hear in our movies and series. Whether it's the movie Dofus or the Wakfu series. I recently discovered his musical talents and I welcome him to the Dofus Cube team. Back to Table of Contents.
  7. Back to Table of Contents. Post from Tot's blog from December 8th, 2017. Dear friends, you will agree that my devotion to this blog knows no bounds. Hardly recovered from the strain of my ten fingers and a cold that turned my nose into a factory snot and my brain goat cheese, I return to the front, like a Roubaisian Spartiate, to deliver the following responses to your questions. First of all, be sure that I have read (and even answered in some cases) your comments and I understand that personalization worries you. I think the next step on this topic will be to present you with some detailed visuals to give you an idea of what that can bring to the game. You have to understand that we are still in a slight technical stalemate on this side and we can not do what we want. It seems to me that we have found an interesting compromise, but as some people point out, perhaps I am wrong. Will you keep the Fragments and its evolution when changing Heroes? Each class will have its own spells. You will also have the opportunity to save builds of decks through your main hero. Simply put, if you opt for an Enutrof for your first game, you can have many decks of Enutrof spells and in each of them, all the spells you have selected will be at their max level. On the other hand, if you decide to change class and take an Iop, for example, you will start again at level 1 with all your Iop spells at the minimum level. Some fragments will be recoverable from one class to another and others will not (fragments to unlock the first levels of each spell will be attached to the character because they are given when leveling up). I hope to be clear in my answer, I feel like I'm grinding a bit. For your part, your Haven Dimension will keep its various advances. On the other hand, concerning the achievements, I still wonder if they will be related to the account or specific to each character... What direction will you go for the economic model? It's a very complicated question. We want to make a game that is affordable and does not require players to spend hundreds of euros every month. Basically, not a game from Supercell. We do not want a subscription game either because it has become particularly unacceptable for the majority of players. I do not believe that a game based entirely on cosmetics is viable for us. Whatever some believe, Ankama remains an independent company that does not launch games for 10 million euros. We are a team of 25 working on Dofus Cube. As a result, we prefer to work on content related to gameplay than spending hours on cosmetic items. For the moment, it is very vague. We think the best solution will be a mix of all that. From the sale of fragments but perhaps by limiting the number to buy every month to avoid large differences... From the sale of Sidekicks also perhaps, for those who do not want to go to search/unlock them in the world... No, frankly, we do not yet know exactly what we want to do on the subject. Even within the team, all opinions clash on the difference between a pay-to-win and a pay-to-fast... I quoted Supercell above and many of us think differently about their economic models. Personally, I hallucinate that players can spend several thousand euros every month... It shocks me... But for some people who play for free it goes cream because they go at their own pace and confront players of their level... Even PC games that you buy for 60 euros all have in-app purchases now. I admit to being a little lost on the subject and need time to think about it. Especially since, more and more, game developers must integrate monetization directly into their work... Will the loot be limited to fragments? Not at all. We want to place the fragments in the center of the loots because they will allow (as explained in the note dedicated to them) to evolve your monsters, spells, Sidekicks... Therefore it will always be enjoyable to loot fragments because they serve in many cases. But this will not prevent to integrate other types of rewards (characters, resources, weapons, Kamas...) What is the relationship between Wakfu Season 4 and Dofus Cube? Will the game be released before Wakfu Season 4? Will Oropo have a link with the features of the Haven Dimension? I will answer your three questions with one answer. To explain what I want to do, I think I need to talk to you a bit about my/our motivations. When we launched ourselves on Dofus Cube, one of our first wishes was to start a little more from scratch on the Krosmoz universe. We decided to take our time to develop something that suits us to imagine a game that can be enriched with extensions over the years. We have multiplied games/projects around the Krosmoz universe and inevitably generated inconsistencies between the different media. And even if there is nothing very serious, finally, the various people working on the universe sometimes have trouble finding it, me first. The desire was to start on a new game based more on animation and comic media and start on a sound basis. Attention, I'm not saying that we will throw in the trash everything that already exists in our current games. I'm just trying to explain to you that the best way for all of us to move forward is by emancipating a bit of each other in terms of history. It does not mean that we are going to do anything and go in all directions, but that everyone will be more specific about a period of Krosmoz. We will discuss the major elements while developing our part of the timeline. My deep desire with Dofus Cube is to start on a clean foundation. In fact, the link with Wakfu Season 4 is quite naturally compared to my workload. If I take this direction it is to be able, personally, produce more. Know that I hope to have good news next year regarding Wakfu Season 4. I cross my fingers so that the luck follows us again. And at the same time, I'm a bit scared because Dofus Cube is already taking me a lot of time. So I prepare a little ground by concentrating my efforts. It's been ten years since I work this way. I develop ideas around a story by trying to dispatch them on other media/projects. When I was working on Wakfu Season 3 for example, I imagined the size of Oropo as the one we could offer in Dofus Cube. To answer one of the questions, Oropo will not appear directly in Dofus Cube but if you have seen Wakfu Season 3, you will have an idea of how your Haven Dimension will work. There will be small variations, but the concept will have been presented to you. Another example concerning Eliotropes. At the time of the OVA 3, using the power of the 6 Dofus, Yugo gives life to the Eliotropes. We knew in broad outline what we wanted to do and the frame of Wakfu Season 3 was already ready. In the same way, I know what I want to write for Wakfu Season 4. I do not want to play the master mind or the guy who tells you things 2-3 years in advance but it is the case and I try to reflect the events in each media on which I work. In fact I have thought a lot about this method of work and I think I can not do it otherwise. It is sometimes very frustrating because between what I write and when you discover the product, often several years go by. That's why yes, Wakfu Season 4 will have a big relationship with Dofus Cube. Because it allows me to concentrate my efforts on the development of history. By cons, I do not think that Wakfu Season 4 will arrive before Dofus Cube. It's simple, Dofus Cube is in production and its development depends only on us (people of Ankama). Conversely, Wakfu Season 4 requires co-producers. Ankama is not alone in deciding and waiting before having a go can sometimes be long. I confess that the more you go, the more I would like to find a way to use Crowdfunding platforms to go faster and deliver episodes more regularly... What is the ultimate goal of the game in terms of scenario? As a player, your ultimate goal will be to survive. The era of Dofus: The world is doing well, it is opulence. The era of Wakfu: First great cataclysm, the rise of the waters presages the end of the world. The era of Dofus Cube: The big villains have fallen but the wars and clashes have been such that the world of 12 is about to disappear. Many creatures have disappeared and there is not enough space on the world to accommodate the different populations. Fortunately divine dimensions have been created (I will not tell you by whom) for you, the inhabitants of the world of 12 who are too... There is of course a parallel with global warming and the misfortunes of refugees... I absolutely do not want to enter into debates on these subjects, our goal being to create entertainment. The idea is rather to leave feelings and to think a little. As a player you will have your Haven Dimension that you will evolve. You will surely feel very good and you will realize that you are always welcome on the major nations that have survived. You can try to get a nationality but will you really want to? If Bonta, Amakna and the other nations accept you this will be for the simple reason that you are useful to them... To this we would like (much later) to add a travel system in time. Much knowledge has been forgotten and you will have to travel in time to recover recipes, items and other valuable information. It will also be an opportunity for us, if all goes well, maybe and I say maybe, to reunite all eras. I think I have already told, I have the dream completely crazy to gather all the eras on one and the same game... But that's another story. Release date of the game It's almost impossible to give you a release date of the game. But I can tell you what we are planning. First of all, I think it will take us 2 to 3 years to do what we have in our heads. Or get close to what we have in our heads. This annoys Camille and myself. Being partners in Ankama, we are not comfortable with the idea of spending so much time on a project. Especially since the energy it asks of us is enormous and therefore forces us to devote ourselves to it to the detriment of other subjects (starting with the management of society). We are talking a lot about the best course of action and for a while we have imagined that the best solution would be to cut the game in half. The idea would be to release a restricted version by the end of next year. We think this is playable if we focus on the Haven Dimension and PvP by putting aside the open world. In pure game development, the longest will surely be the writing of Quests, NPC dialogues, design of level design. The decorators are well advanced on the city of Bonta and it will be beautiful. But when I see the time that it takes when we have not integrated anything yet, I think we have to be smarter... I share our ideas/hypotheses with you but please, do not take everything as validated facts. Does Dofus Cube cannibalize our other games? I feel like I'm back 5 years back when we were about to launch Wakfu. The answer is no, I do not think so. Dofus players love Dofus as it is. They spent time on it and have their bearings there. Wakfu has not cannibalized Dofus and Dofus Touch has created such a buzz that it has brought back many players to Dofus on PC... Will this blog exist after the release of Dofus Cube? Yes of course. This is my personal blog. A few months before its release, Dofus Cube will have its own website and I will talk less about it. But that will not stop me from continuing to come here to discuss the game or other ongoing projects. I created this blog to discuss with you without taboos and find a dynamic. We have become very serious over the years at Ankama and I need this closeness with you. There is certainly nostalgia about our beginnings but also the fact that it gives me a regular appointment to present ideas and confront them. Our exchanges make me think, and personally, this proximity makes me feel good. It's hard to explain but I need it. Back to Table of Contents.
  8. Back to Table of Contents. Post from Tot's blog from December 3rd, 2017. As promised, this tenth note is devoted to your questions. I had a cold sweat finding the list of these in your comments but fortunately Adrien came to lend me a hand. He helped me to list them and even took the time to answer some of them. I will put it forward when it comes to one of his answers. What will be the style of the game? Adrien: The game mixes different genres, so it's hard to categorize it, especially since it's multi-platform. MMO, RPG, Strategy, Management... It would be necessary to invent a new genre, but let's say in short that it falls mainly in the MMORPG category. No worries about the esport aspect yet, in the sense that we arrive (on paper for the moment) to find a balance in the creation of the game. in addition, for tournaments and other competitive PvP events, we plan to have set spell and character levels. Tot: We did not really think about a type or style of play especially when we started working on Dofus Cube. From my point of view, it was rather to draw up an inventory of our past productions. Of course, mobiles are more and more present in everyone's video game habits, but that's not really why we chose this mix. I personally think that there are now, as in the film industry, two major categories of games: "Little games" often made by independents, I do not just talk about mobile games, there are plenty of "little games" on consoles and PCs, with "small" meaning small or medium budgets. And on the other side, the big blockbusters, in the video game industry we name them the triple A. Our productions are in the first category. We have never done AAA and will probably never do. There are too many issues and that does not correspond to us. Starting from this observation, we have to do what we have always done (and above all, always liked to do): community games. But you know as well as me, big MMOs are not in the air anymore. People have "less time" or think they have less time. In fact, they spend more on their phones than on their computers. In any case, that's what I personally think. The way to "consume" has completely changed and our will has been to adapt. The goal is to make a game that would have several ways to be played. Some players could focus on the mobile part and never enter the open world, while others would have access to the whole (and especially a much more narrative part) on PC. The example is simple, we have released Dofus Touch on mobile and it has no connection with the Dofus on PC. I think if we could (technically) have the two communicate, it would have been perfect. This is what we want to do with Dofus Cube and taking the idea into account from the start of the project, the whole becomes much more "feasible". Note, that I will not make such a long answer on every question :). What is the progress of the project? It is a very complicated question in the sense that it depends on the person who will answer you. In terms of pure technical progress we are only 5% there. But for my part, I feel that we have done the fullest. The two sentences are opposed but I think the most important thing in a project is knowing where we are going. If after a few months we stay on our positions, the hardest is done. I think, whatever the project (cartoon or video game), that there is 10% that must absolutely not be missed and that they are the cause of success or failure. 1. The first 5% to start production. The writing of a script and its storyboard for animation and definition of the main lines of game design for a video game. If you are clear at startup, the next 90% will roll. We will "cut down" the jobs without asking too many questions. 2. The last 5% that consists of "closing" the production. This is where we will begin to doubt and lose a lot of time to calibrate things. The mass of details accumulate and we no longer realize that the last 2-3 little things to finish are in fact the last 200-300 things to finish... It is for this reason that I am quite serene for the moment. I think we've gone through one of the two most complicated phases and we're going to be able to go into production seriously. How many classes will there be at the beginning of the game? We expect 12 classes. But it's a bit early to talk about it. Will they have roles/styles like in Dofus/Wakfu? Adrien (who tells it and answers in English): For me, it’s more interesting if a class has a specific role. We could imagine the most versatile classes can play 2 or 3 roles, but never simultaneously, or in a non-optimized way. The main advantage of the « trinity » (Tank, Heal, DPS) is thatplayers have to play together because they are complemetary. Nowadays, MMORPGs offer more and more « Swiss-knife » class, making each character and player indepedent from the others. Unfortunately, this is reflected in the content and the social aspect of games, where more and more things are solotable, where groups are built without any communication, and where everything to do is relatively « no-brain » or very assisted. We would like to bring back the social aspect in Dofus Cube and develop it to bring more life in the game, whether with the players or NPCs (it’s just a thinking). Is the power ratio always about X4 between a Level 1 and a Max Level? Adrien: There is an x4 power ratio between the lowest level and the highest level of a character's spells. It's about getting a balance, both for the PvP and for the PvM. We do not want a player to start with 50 HP and get to 15,000 some levels later. The numbers must be reasonable while giving a sense of power evolution. In addition, the evolution will also go through the release of spells and the construction of the deck. How many elements will there be in Dofus Cube? I do not think I've talked about it in the previous notes and it's going to be an opportunity to create some debate :). In our new game, we do not set limits on the number of elements that can be implanted. Maybe we'll start with 5-6 and then add the item "Ice" or "Lightning". I can see from here the javelins pointed in my direction, written roughly on them "And how do you balance the resistances if you gradually implant them? Badger!". And here I leave my shield on which is engraved: "There is no resistance system in Dofus Cube". Okay then, either the javelin throwers are taken aback and wait for the rest or they stop to return to play "Cooking Mama". The idea behind all this is to make the combat more legible and not have to make calculations of sick whew to understand what will cause the damage of a spell. Oh, another javelin was thrown... "And what are the elements for if there is no resistance? Jester!". Well they will be used to "mock" each other to create new, more "game-oriented" play styles. And then I lie a little, there will be resistances... on monsters. Will customisation of Heroes be bigger than in Dofus/Wakfu? Well, to explain the choices we're making, I'm going to talk about Dofus and Wakfu. Not to criticize the two big brothers, but to give you the advantages and disadvantages of each project. In Dofus and Wakfu you have a "template" system that has been put in place. That is, the characters all have more or less the same body and size. For the different objects to equip themselves on all the classes it is obligatory. This is even more true in Wakfu because the personalization is more advanced than in Dofus. In Dofus, you equip the cape, the hat and the weapon. In Wakfu you equip these three items, but also epaulettes, boots, a belt and a breastplate. In Wakfu, to be able to equip all this, all characters have exactly the same template/skeleton. In Dofus, artists can play with 3 sizes but within reasonable limits. Each time, you must understand that there are advantages and disadvantages. Personally, what annoys me is that in the world, all the characters are alike. You get used to it, but I immediately wanted something much more advanced, always in the idea of having a game that is closer to our television animations. Our choice is thus: You will create a character (hero) who will resemble those of the other players. You will have some colours available but no possibility to have 10 different haircuts... We do not expect any direct customisation on your heroes. I know, some are already crying like babies and the javelin throwers are preparing a second salvo. But our alternative proposal is to create a lot of different sprites. And these will be triggered when you equip a particular weapon. If I summarize, for you to understand well, the idea is to have (for example) more or less 20 Weapons for the Iop. And when you equip one, not only will it change the entirety of your skin, but it will also give an idea of the type of gameplay you use. With this type of concept, I think the world will be much more beautiful and varied because we will have no size limit (you can embody a dwarf, a big...). Will you keep the fact that each class can wear the same equipment? I think the answer to the previous question is appropriate for this one. What connection will customisation have with the Shushu Weapons? Some weapons will be Shushus, but not all of them. I think it will be a particularly rare weapon with special visual effects. Will the Sidekick and Haven Dimension systems not provide anatomy to players and to the detriment of the coop aspect? Mistrust forces you to think that everything is often done at the expense of something. I understand the question and we ask it regularly. Again, from my point of view, the idea is to allow players to do what they want. If some people prefer to play alone, they can do it. They will be able, but will not have access to all the content. In addition, many of the ideas we have are based on coop or PvP. If I have to summarize roughly, I would say that for all the farming part, the players will be able to play easily alone in their corner. For big dungeons in certain game modes, they will be forced to group up. What about Professions? As I said before, there will be no professions in Dofus Cube like in Dofus/Wakfu. I understand that it is a pleasure for some when they want to "pass the time". But frankly, it's not a pleasure to produce, and most importantly, a trap to con. It is, for example, because of the professions that there is no loot in Dofus. If it's not important enough, it's bad, and if you give too much importance to it, it is to the detriment of the rest of the game. Personally, the professions, they really piss me off. Like that said :). I do not want to think of foolish concepts aimed at wasting valuable time of my beloved players. We will have crafting, dropping of resources and a lot of things, but not mass farming. I'm thinking more of something close to Pillars of Eternity. The idea is to make you drop the production recipes of certain items and once you have them, you can create them. No need to grind a level 100 Archmagus to do it... I think this answer will illuminate the face of the person who asked if the fragments would be the only loots of the game... Obviously, we did not put aside the farming system via your unused Sidekicks... Questions about the Wakfu Gauge I will not bring you more answers now dear friends. Not that I do not want, but rather that I told you everything previously and that I can not tell you more without having tested directly in game. Know however that your fears are taken into account and that absolutely nothing is stopped on this concept. Computer content vs. Mobile content On mobile: You will have access to your Haven Dimension. You can develop it by taking care, among other things, of your 3 dungeon rooms. You can attack and try to loot the dungeons of other players. You will also have access to the 1v1 combat mode. On computer: You will have access to everything on mobile. But in addition you will have the open world part with its quests and dungeons. You'll also have more advanced 2v2 and 3v3 PvP modes, as well as competitive fighting modes that I have not told you about yet. It will be to enter arenas with special modes. I do not dwell too much on the subject, otherwise, it will spoil me a next note. Back to Table of Contents.
  9. https://www.dofus.com/en/forum/2-general-discussion/332335-dungeon-rusher-rewind-5
  10. The BETA server has been updated yesterday, here are the changes made: Ecaflip: Bravado: Damage on a Critical Hit is reduced, Damage bonus on a Critical Hit is increased. Misfortune: Damage on a Critical Hit is reduced and the advancement effect on a Critical Hit is now 2 cells. Rough Tongue: The Range bonus and penalty is increased at levels 2 and 3. (4 at level 2 and 5 at level 3) Eliotrope: Insult: No longer causes damage to allies. Parasite: Damage at the end of the turn is reduced to match the initial damage. Coalition: The 2 AP bonus is no longer cumulative. No longer works on enemies. Flexible Portal: Damage bonus is reduced: 15% -> 5% Enemies can no longer pass through a portal on the first turn. Requires Line of Sight. Portal: Enemies can no longer pass through a portal on the first turn. Bullying: Can be cast on the first turn. Huppermage: Morph: Damage is reduced. The Damage bonus via the Fire State is reduced: 20 -> 10 The Range bonus via the Air State is increased: 2 -> 4 Iop: Cleaver: No longer causes damage to the caster. Duel: Cooldown is now 6 and 5 at levels 1 and 2. (Unchanged at level 3) Accumulation: Max effect accumulation is reduced: 2 -> 1 Osamodas: Favouritism: Cooldown is now 2. Spiritual Leaves: A resurrected summon correctly recovers the effects of the current transformation of the Osamodas. Rogue: Fuze: No longer causes the damage of the Gluing Explobomb. Sadida: Voodoo Curse: Damage (direct and poison) is reduced. Direct damage is correctly applied to infected targets. The damage of the spell is no longer abnormally increased when triggered by a bomb wall or a spell that has passed through an Eliotrope Portal. Proximity Poison: The animation is played correctly. Paralysing Bramble: Removes MP correctly from the main target. Vegetal Influence: The effects of Sylvester's Warlock are no longer removed when Treant dies. Inoculation: AP cost is increased: 2 -> 3 Casts per turn is now 1. Sram: Mist: Cooldown is increased: 3 -> 4 Foggernaut: Recursiveness: Works properly on allies. Trawler: The pulling distance changes to 2, 4 and 6 at evolution I, II and III to match the range of the Area of Effect. Seizing: Damage is reduced. Xelor: Temporal Dust: Works properly on allies. (They were not teleported properly) Time Rift: Now works only through the summons of the caster. Temporal Paradox: Now works only through the summons of the caster. Masqueraider: Bocciara: Damage on a Critical Hit is reduced. (It was abnormally high)
  11. 1. In order to balance the class items within their sets, some effects are moved. The goal is not to have all the spells of the same elemental way on a single item, and conversely have no item that does not improve any elemental spell. Eliotrope: Cape / Ring: Lightning Fist and Curative Palm are changed with Snub and Cabal. Boots / Belt: Stretching and Contraction are changed with Offence and Affront. Eniripsa: Hat / Boots: Turbulent Word and Mischievous Word are changed with Regenerating Word and Regenerating Mark. Enutrof: Hat / Ring: Ghostly Shovel and Ghostly Spade are changed with Reducing Key and Armlock. Feca: Cape / Ring: Bubble and Swelling are changed with Burning Glyph and Perception Glyph. Osamodas: Ring / Boots: Dragonic and Aquatic Wave are changed with Gobball and Sacrificial Fire. Sram: Hat / Boots: Tricky Blow and Cut-Throat are changed with Deviousness and Pitfall. Foggernaut: Boots / Ring: First Aid and Rescue are changed with Surge and Short-Circuit. Xelor: Boots / Ring: Xelor's Punch and Gear are changed with Temporal Paradox and Time Rift. Masqueraider: Belt / Ring: Plastron and Ginga are changed with Apostasy and Brincaderia. 2. Following the last modifications to the spells and their variants, the bonuses granted by the class objects are modified: Cra: Hat: Absolute Acuteness: Cooldown reduction becomes AP cost reduction. Ecaflip: Ring: Corollary: AP cost reduction becomes a 1 Range bonus. Eliotrope: Cape: Rigid Portal is renamed to Flexible Portal: The bonus becomes 1 Range bonus. Boots: Exodus: Cooldown reduction becomes AP cost reduction. Eniripsa: Boots: Rallying Word: Linear constraint deactivation becomes a 1 Range bonus. Ring: Uniting Word: 2 Range bonus becomes Modifiable Range activation. Enutrof: Belt: Carnivore Spade: AP cost reduction becomes a 2 Range bonus. Huppermage: Belt: Sun Lance: Linear constraint deactivation becomes Line of Sight deactivation. Ring: Elemental Cycle: Casts per turn increase becomes Line of Sight deactivation. Osamodas: Boots: Favouritism: AP cost reduction becomes a 2 Range bonus. Ouginak: Hat: Stripping: AP cost reduction becomes Line of Sight deactivation. Ring: Tetanisation: AP cost reduction becomes a 1 Range bonus. Pandawa: Belt: Brewing: Cooldown reduction becomes a 2 Range bonus. Ring: Filthipint: AP cost reduction becomes a 1 Range bonus. Rogue: Hat: Latent Explobomb: Line of Sight deactivation becomes a 2 Range bonus. Cloak: Latent Water Bomb: Line of Sight deactivation becomes a 2 Range bonus. Boots: Latent Grenado: Line of Sight deactivation becomes a 2 Range bonus. Belt: Obliteration: AP cost reduction becomes a 2 Range bonus. Fulmination becomes the new spell Crossover: The bonus remains Line of Sight deactivation. Ring: Latent Seismobomb: Line of Sight deactivation becomes a 2 Range bonus. Fuze: Cooldown reduction becomes Line of Sight deactivation. Sacrier: Hat: Attraction: The bonus no longer affects the spell Attraction but the spell Mutilation. Casts per target increase becomes a 1 cast per turn increase. Belt: Nervousness: Linear constraint deactivation becomes a 20% Critical Hit bonus. Penitence: Range bonus goes from 3 to 2. Desolation: AP cost reduction becomes a 20% Critical Hit bonus. Ring: Coagulation: AP cost reduction becomes a 1 cast per turn increase. Aversion: Line of Sight deactivation becomes a 15 Damage bonus. Sadida: Hat: Repotting: Casts per turn increase becomes a 2 Range bonus. Cape: Shake: Cooldown reduction becomes AP cost reduction. Ring: Plaguing Bramble: Casts per turn increase becomes a 15 Damage bonus. Sram: Cape: Toxines: Cooldown reduction becomes Line of Sight deactivation. Boots: Malevolent Trap: AP cost reduction becomes a 2 Range bonus. Insidious Trap: Linear constraint deactivation becomes a 2 Range bonus. Ring: Miry Trap: Range bonus becomes Line of Sight deactivation. Foggernaut: Boots: Seizing: AP cost reduction becomes a 15% Critical Hit bonus. Ring: Recursiveness: Cooldown reduction becomes AP cost reduction. Xelor: Hat: Conservation: Cooldown reduction becomes AP cost reduction. Cape: Desynchronisation: AP cost reduction becomes a 2 Range bonus. Boots: Knell: Cooldown reduction becomes a 2 Range bonus.
  12. In the coming weeks, we will perform a balancing update that will affect all classes. Given the extent of the update, a BETA server will be set up in the coming days to allow you to test the changes. Here is the list of changes: Weapons: Archaic Bow: Casts per turn is reduced: 2 -> 1 Srambad Daggers: Casts per turn is reduced: 2 -> 1 Conditions are lowered: 551 Strength and Chance -> 450 Strength and Chance Corrupted Spear: Casts per turn is reduced: 2 -> 1 Dagger Doo: Casts per turn is reduced: 2 -> 1 Creizy-Stufh Wand: Casts per turn is reduced: 3 -> 2 Koutoulou Bow: Critical Hit Bonus is reduced: 10 -> 5 Catseye Bow: Range is reduced: 8 -> 7 Necrotick Bow: Range is reduced: 8 -> 7 Critical Hit Bonus is reduced: 7 -> 4 Cra: Frozen Arrow: Damage is increased. Repulsive arrow: Maximum Range is increased: 5 -> 7 Minimum Range is reduced: 2 -> 1 Concentration Arrow: Area of Effect is increased: 2 -> 3 Damage is also applied to targets affected by attraction. Damage is reduced. Withdrawal Arrow: Range is increased: 5 -> 7 Arrow of Judgment: AP cost is reduced: 5 -> 3 Damage is reduced. Casts per target is increased: 1 -> 2 Casts per turn is increased: 2 -> 3 Erosive Arrow: Range becomes modifiable. Damage is increased. Plaguing Arrow: Range is reduced: 8, 10, 12 -> 5, 6, 7 Absolute Acuteness: AP cost is reduced: 5 -> 4 Cooldown is reduced: 4 -> 3 Sentinel: AP cost is reduced: 4 -> 2 Cooldown is reduced: 4 -> 3 Poisoned Arrow: MP Reduction is reduced: 2, 3, 4 -> 2, 2, 3 Explosive Arrow: Damage is reduced. Fulminant Arrow: Max effect accumulation is now 10 Damage is reduced. Slaughtering Arrow: AP cost is increased: 3 -> 4 Damage is increased. Devouring Arrow: The spell now applies Air Damage immediately that depends on the number of Devouring Arrow charges on the target. Reprisal: Applies the Gravity State. Atonement Arrow: No longer applies the Gravity State. Minimum Range is reduced: 8 -> 6 Ecaflip: Yowling: Casts per turn is now 2. Godsend: AP cost is reduced: 3 -> 2 Heals and Damage bonuses are reduced: 25% -> 15% Roar: AP cost is reduced: 2 -> 1 Pussycat: The spell now heals when cast and then at the beginning of the next 2 caster turns. Peril: Cooldown is reduced: 2 -> 1 The effects of the spell no longer affect the caster. Rough Tongue: Damage is increased. Range is increased: 3 -> 5 Lucky Star: AP cost is reduced: 3 -> 2 Cooldown is reduced: 2 -> 1 Heals are increased: 5% -> 7% The spell now heals when cast and triggers whenever moved. Pawpads: Minimum Range is reduced: 2 -> 1 Pushing is now done before the Damage. Perception: Range is increased: 4 -> 6 Bravado: Damage no longer affects the caster. Pushback Damage bonus is increased: 50 -> 100 Max effect accumulation is now 2 Corollary: AP cost is reduced: 5 -> 4 Range is increased: 2 -> 3 Misadventure: Minimum Range is now 0 Damage is increased. Kraps: Minimum Range is removed. The damage is now effective in the center of the Area of Effect. Wheel of Fortune: Power bonus now only affects spells. Feline Spirit: Reduction of the duration of active effects is removed. Damage is reduced. Damage no longer affects allies. Lapping Up: Damage is reduced. Claw of Ceangal: Linear constraint added. Ecaflip's Audacity: Damage is reduced. Misfortune: Range is now modifiable. Travel distance is increased: 1 -> 2 Eliotrope: Parasite: Damage is reduced. Affront: Damage is increased. Composure: Damage is reduced. Audacious: Damage is reduced. Lightning Fist: Damage is reduced. Insult: Damage is reduced. The effects no longer affect allies. Therapy: Damage is increased. Attraction is now done before the damage. No longer needs to be cast through a portal to attract. Sinecure: Damage is reduced. Correction: No more damage to allies. The attraction is now done before the damage. Rigid Portal is renamed to Flexible Portal: AP cost is reduced: 2 -> 1 Casts per turn is increased: 1 -> 2 Spell damage bonuses when cast through a Flexible Portal are reduced. Contraction : AP cost is reduced: 3 -> 2 Cooldown is reduced: 3 -> 2 Exodus: Cooldown is reduced: 2 -> 1 Conjuration: If the spell is cast through a portal, the damage increase effect is instantaneous and applied whenever the target crosses a portal. Damage bonus is reduced: 25% -> 20% Convulsion: Area of Effect is now a diagonal cross. Eniripsa: Agonising Word: Damage is now applied by the caster and no longer the target. Fixed damage is now taken into account only once in the calculation of damages. Also works now if the main target is an enemy. Furious Word: Damage is now applied by the caster and no longer the target. Fixed damage is now taken into account only once in the calculation of damages. Also works now if the main target is an enemy. Pernicious Word: Damage is now applied by the caster and no longer the target. Fixed damage is now taken into account only once in the calculation of damages. Also works now if the main target is an enemy. Seductive Word: Base HP of the Vial is reduced: 500 -> 200 Self-Sacrificing Word: Heal penalty is reduced: 50 -> 25% Resounding Word: Damage is increased. Life-Giving word: AP cost is reduced: 2 -> 1 Whirling Word: Damage is reduced. Word of Silence: AP Reduction is reduced: 3, 4, 5 -> 2, 3, 4 Regenerating Mark: Now Heals only allies. Range becomes modifiable. Rallying Word: Linear constraint is removed. No longer removes the Stimulated State and no longer kills the Lapino. Uniting Word: Range is increased: 4 -> 6 Enutrof: Loafylactic: AP Reduction is reduced: 3 -> 2 Damage is reduced. Max effect accumulation is increased: 1 -> 2 Spade of Judgment: Pushback Distance is now 2 cells. Damage is now done on the central cell. Damage no longer affects allies. Miserliness: AP cost is reduced: 5 -> 4 Spade Kiss: Fire Damage is also applied when casting the spell. Vivacity: Can not be cast in Gravity State. AP cost is reduced: 3 -> 2 Carnivore Spade: AP cost is reduced: 4 -> 3 Life steal now only applies to enemies. Feca: Tetany: Damage is reduced. Dazzling: Damage is increased. Ataraxia: Casts per turn is now 2 Inertia: AP cost is reduced: 4 -> 3 Perception Glyph: Damage is increased. Fulminating Glyph: Damage is increased. Roaming Glyph: Damage is increased. Excursion Glyph: Linear constraint is removed. Huppermage: Telluric Wave: Damage is increased. Flamethrower: Damage is increased. Striking Meteor: Damage is increased. Storm: Damage is increased. Stinger: Damage is reduced. Cataract: Damage is reduced. Range is increased: 1 -> 2 Linear constraint is added. Volcano: Damage is no longer a steal. Damage is reduced. Hurricane: Damage is no longer a steal. Damage is reduced. Stalactite: Damage is no longer a steal. Damage is reduced. Celestial Wave: Damage is reduced. Tectonic Breach: Damage is no longer a steal. Damage is reduced. Elemental Cycle: AP cost of the spell is now refunded, so it is free if it targets an occupied cell. Casts per target is now 3. Casts per turn is now 4. Propagation: The effect on the runes is removed: the spell now only allows to propagate an elemental state to enemies near the target. AP cost is reduced: 2 -> 1 Cooldown is reduced: 2 -> 1 Global Cooldown is removed. Elemental Trap: AP cost is now 2 When triggered, trap effects now apply in an Area of Effect of 2 cells. Runic Repulsion: Area of Effect is increased: 1 -> 2 Quadramental Current: Area of Effect is increased: Air: 2 -> 3 Water: 2 -> 3 Earth: 1 -> 3 Pushback Distance is increased for the Earth effect: 1 -> 2 Morph: AP cost is reduced: 4 -> 3 Max effect accumulation is reduced: 2 -> 1 Manifestation: Area of Effect is increased: Air: 1 -> 3 Water: 2 -> 3 Earth: 1 -> 3 The application of the elemental state is now done well at the death of the manifestation even if it is killed before the start of the next turn and the size of its Area of Effect is increased: 2 -> 3 Sun Lance: Linear constraint is removed. Telluric Blade: Critical Hits bonus and penalty is increased: 5% -> 20% Elemental Guardian: Its Quadramental Ray spell no longer has a cast limit (but retains the limit of 1 cast per target) Its cost in AP is increased: 2 -> 3 The Elemental Guardian gains shield each time the Huppermage generates an elemental combo. The cumulative shield limit is 1 per elemental combo type. (but if the shield disappears or is broken, it can be reapplied) Iop: Virtue: AP cost is reduced: 4 -> 3 Strengthstorm: Damage is increased. Tumult: Enemy damage included in the Area of Effect is increased. Massacre: The spell no longer causes damage to allies. Agitation: The Dodge bonus is replaced with the Unlockable State. Outpouring: Range as well as the approach distance are increased: 3 -> 5 Damage is increased. The value of the shield points is increased: 2% -> 3% Minimum Range is now 0: the spell can be cast on itself to get a shield. Conquest becomes the variant of Intimidation. Threat becomes the variant of Outpouring: The value of the shield points is increased: 3% -> 4% Minimum Range is now 0: the spell can be cast on itself to get a shield. Endurance: The value of the shield points is increased: 5% -> 6% Minimum Range is now 0: the spell can be cast on itself to get a shield. Cleaver: Damage is increased. Minimum Range is now 0. Pygmachia: No more damage to the caster. Area of Effect becomes a circle of 2 cells. Damage bonus for each cast is increased. Accumulation: Casts per target is now 2. Max effect accumulation is now 2. Damage bonus if the spell is cast on yourself is increased. Fit of Rage: Damage is increased. Gathering: The spell no longer attracts the caster's allies. The spell now attracts at the time of the cast in addition to attracting each time the target is attacked. Zenith: Damage is increased. Friction: The spell now attracts at the time of the cast in addition to attracting each time the target is attacked. Fight Back: The spell now repels at the time of the cast and repels each time the caster is attacked by the target. Power: Cooldown is reduced: 4 -> 3 Osamodas: Protective Balm: AP cost is increased: 1 -> 2 Animal Communion: The increase in damage suffered is removed. Animal Union: Cooldown is reduced: 3 -> 2 Crop: Linear constraint added. Albino Tofu: The damage of its attack spell is reduced. Gobbly: Its attack spell now has a Max effect accumulation of 2 Its number of casts per target is increased: 1 -> 2 Its cast limit per turn is removed. Its Range is reduced: 4 -> 3 Albino Wyrmling: The damage of its attack spell is increased. Slimy Toad: Its attack spell now requires a target. Its cast limit per turn is removed. Added a cast limit per target of 2. Albino Toad: Its spell Crapoison is replaced by the spell Crapostillon of the Black Toad. Range of Crapostillon is increased: 1 -> 2 Damage is reduced. Black Toad: Its spell Crapostillon is replaced by the spell Crapoison of the Toad Albinos. Its cast limit per turn is removed. AP cost is reduced: 4 -> 3 Damage is reduced. Favouritism: AP cost is reduced: 5 -> 4 Ouginak: Carcass: Damage is reduced. Stripping: AP cost is reduced: 5 -> 4 Casts per turn is increased: 2 -> 3 Casts per target is increased: 1 -> 2 Vertebra: The duration of the poison is increased: 2 -> 3 Affection: AP cost is reduced: 4 -> 3 Range is increased: 3 -> 5 Reduced spell damage with increased rage. Carving Up: The reduction in the duration of the active effects is replaced by a reduction in Heals received by the target by 50% for 1 turn. AP cost is reduced: 4 -> 3 Damage is reduced. Tetanisation: No longer applies the Gravity State. MP penalty is increased: 3 -> 4. Range is increased: 1 -> 2. Determination: Apply the Gravity state on the targeted Prey. (in addition to the damage increase) Pursuit: AP cost is now 2. Watchdog: Damage is reduced. Pandawa: Karcham: Casts per turn is now 6. Chamrak: Casts per turn is now 6. Stain: Power penalty is no longer applied to allies. Bombance: Cooldown is reduced: 3 -> 2. Burning Circle: Damage is increased. Propulsion: Damage is also applied to the carried character if it is an enemy. Brandy: Heals are also applied to the carried character if it is an ally. No longer requires Line of Sight. Sherpa: Added a Lock bonus. Eviction: Casts per turn is increased: 2 -> 3 Casts per target is increased: 1 -> 2 Damage is increased. Brewing: Cooldown is reduced: 3 -> 2 Prohibition: AP cost is reduced: 3 -> 2 Hooch: Casts per turn is increased: 2 -> 3 Casts per target is increased: 1 -> 2 Absinthe: The Diagonal throw is replaced by a Linear throw. Damage is increased. Range is increased: 4 -> 6 Filthipint: AP cost is now 4 Casts per turn is now 2 Damage is reduced. Damage is now a steal. Stretcher: AP cost is reduced: 3 -> 2 Rogue: Fuze: operation reviewed The spell now has the same casting constraints as Detonation at level 3. If triggered with Fuze, the targeted bomb does no damage and can not remove AP or MP. The caster gains 3 AP. The bomb can still trigger other bombs or generate effects specific to certain spells (including Countdown and Overload) Works on Latent Bombs and Gluing Bombs. Latent Grenado: No longer requires Line of Sight. Latent Water Bomb: No longer requires Line of Sight. Latent Explobomb: No longer requires Line of Sight. Latent Seismobombe: No longer requires Line of Sight. Obliteration: Damage is reduced. Damage is increased each time an Explobomb explodes (including Gluing Explobombs). Max effect accumulation is now 5. The damage bonus is removed when the spell is cast. Arquebus: Unbewitching is now done before the damage. Seismobomb: Damage to the walls and the explosion is increased, they are now equivalent to those of the Grenado and Water Bomb. Fulmination, the Powder variant, is removed. Countdown, the Magnet variant, becomes the variant of Powder. Crossover is added as the new Magnet variant: Attracts the bombs in the Area of Effect to the target cell. Zone: size 3 star. Can be cast on an empty cell. Preview Strategy: No longer requires Line of Sight. Cadence: Area of Effect of the main effect is removed. Damage is reduced. Casts per turn is increased: 2 -> 3 Casts per target is now 2 Gluing Explobomb: Casts per turn is increased: 1 -> 2 Overload: AP cost is reduced: 4 -> 3 Sacrier: Suffering: The Final Damage bonus applied to each level of Positive Suffering is removed. Coagulation: Increases the Lock and Heals taken. AP cost is reduced: 3 -> 2 Nervousness: Linear constraint is removed. Riposte: AP cost is reduced: 3 -> 2 Cooldown is reduced: 3 -> 2 The caster is still getting close to the original target (he was closer to the attacker before) The caster approaches the target at the moment of casting the spell (and each time it suffers damage at a distance) Penitence: The exchange of place is done at the time of the thrower (and whenever the ally suffers damage) Range is increased: 3 -> 6 Influx: Area of Effect is increased: 2 -> 3 Attraction distance is increased: 1 -> 2 Bloodthirsty Madness: Now removes 2 Suffering Charges. Life Transfer: Now removes 1 Suffering Charge. Perfusion: Now removes 1 Suffering Charge. Sacrifice: Now removes 2 Suffering Charges. Berserk: Now adds 2 Suffering Charges. Torture: Range is increased: 1 -> 2 Desolation: AP cost is reduced: 4 -> 3 Damage is reduced. Convalescence: The increase in damage to the caster is removed. It adds damage by 2% per charge of Negative Suffering for 1 turn. It reduces damage by 2% per charge of Positive Suffering for 1 turn. Aversion: No longer requires Line of Sight. Range is increased: 4 -> 5 Blood Pact: 30% of damage is returned to the caster. Sadida: Paralysing Bramble: MP Reduction no longer accumulates with the infected effect. Rise of Sap: Range is increased: 5 -> 7 Proximity Poison: AP cost is reduced: 3 -> 2 Area of Effect is increased: 1 -> 2 Repotting: AP cost is increased: 1 -> 2 Cooldown is increased: 1 -> 2 Puts a Tree on the target cell. Vegetal Influence: MP Reduction from Treant now depends on that of its summoner. The Trap Sylvester spell of the Treant no longer affects allies. The Trap Eve spell now applies the Infected State for 2 turns. Shake: Area of Effect is increased: 1-> 2 Cooldown is reduced: 3 -> 1 Inoculation: Also works on infected targets: the damage and the infected state are then applied in the area around them without consuming anything. Force of Nature: The increase in tree damage in the field is increased: 15 -> 20 The value of the Critical Hit is corrected (it was identical to the normal hit) The damage amplitude is increased (the average damage remains the same) Bane: Damage is reduced. Poisoned Wind: Cooldown is reduced: 3 -> 2 Vegetal Altruism: Caster gains 2 MP for 1 turn. Plaguing Bramble: Casts per target is increased: 1 -> 2 Casts per turn is increased: 2 -> 3 Now requires a Leafy Tree. Contagion: AP cost is reduced: 5 -> 4 Area of Effect of the spread of the infected state is increased: 1 -> 2 Damage is reduced. The Tree of Life: The target tree gains a 50% Vitality bonus for 2 turns. Cooldown is reduced: 4 -> 3 Voodoo Curse: Causes Water and Fire Damage at the time of application. Inflatable: Cooldown is now 5 at all levels (vs. 6, 5, 4 before) Madoll: Range is increased: 1 -> 3 Sacrificial: Range is increased: 2 -> 3 Ultra-Powerful: Range is increased: 2 -> 3 Sram: Insidious Trap: Linear constraint is removed. Contempt: Now removes the Invisibility of the caster. Toxines: Cooldown is reduced: 3 -> 2 Miry Trap: Now requires Line of Sight. Mass Trap: Casts per turn is increased: 1 -> 2 Poisoned Trap: Damage becomes Air. Jinx: Damage is now a steal. Malevolent Trap: AP cost is reduced: 5 -> 4 The number of enemies in the trap's area of effect now increases the base damage of the spell instead of reapplying them. Deviousness: Damage is increased. Cruelty: Damage is reduced. Repelling Trap (variant): Casts per turn is increased: 1 -> 2 Foggernaut: Anchor: Damage is increased. Mooring: Casts per turn is increased: 3 -> 4 Casts per target is increased: 2 -> 3 Assistance: The spell now heals the target turret for 25% of its HP. Armour-Plating: Cooldown is reduced: 2 -> 1 Max effect accumulation is now 1 Corrosion: AP cost is increased: 3 -> 4 MP Reduction is increased: 2 -> 3 Damage is increased. Torpedo: Range is increased: 3 -> 5 Hypertension: Abnormally no longer applies a Power bonus if cast on an ally. Bathyscaphe: Its Decompression spell also applies shield to the target. (same values as Bathyscaphandre) Short-Circuit: AP cost is reduced: 5 -> 3 Sonar: Do not push the caster again. Area of Effect is increased: 1 -> 2 Ambush: Damage is increased. Seizing: Range becomes modifiable. AP cost is reduced: 5 -> 4 Casts per turn is increased: 1 -> 2 Casts per target is now 1 The spell now requires a target. Recursiveness: Cooldown is reduced: 3 -> 2 Xelor: Hand: AP cost is reduced: 4 -> 3 Damage is reduced. Xelor's Sandglass: Area of Effect AP Reduction and Damage no longer affects allies. Xelor's Punch: Now unlocks at level 9 Gear: Now unlocks at level 125 AP cost is reduced: 4 -> 3 Damage is reduced. Dark Ray: Now unlocks at level 92 Shadowy Beam: Now unlocks at level 195 Area of Effect Damage no longer affects allies. Range becomes modifiable. Drying Up: Casts per target is increased: 1 -> 2 Casts per turn is increased: 2 -> 3 Max effect accumulation is now 1. Secondary Damage no longer affects allies. Temporal Distortion: Casts per turn is increased: 1 -> 2 Time Theft: Damage is increased. Conservation: AP cost is reduced: 3 -> 2 Cooldown is reduced: 3 -> 2 The increase value of damage is reduced: 50% -> 30% Area of Effect is now a circle of 2 cells. Temporal Suspension: AP cost is reduced: 4 -> 3 Damage is reduced. The reduction of the duration of the active effects is now applied before the damage. Temporal Instability: Cooldown is reduced: 4 -> 3 turns. Desynchronisation: AP cost is reduced: 3 -> 2 Casts per turn is increased: 1 -> 2 Premonition: AP cost is reduced: 3 -> 2 Cooldown is reduced: 2 -> 1 Mummification: The effect of increased damage when a Telefrag is consumed is removed. The minimization of random effects is removed. Knell: operation reviewed Returns the target to its combat start cell (ignoring states that prevent movement) and halves its damage done for 1 turn. AP cost of the spell is reduced each time a Telefrag is generated. AP cost is 15 Cooldown is 3 Range is 0 to 3 Linear constraint. Temporal Dust: The spell now works the same way whether the main target is in the Telefrag state or not. Now teleports only the Telefrags that are in the spell's Area of Effect and deals Fire Damage to them. Area of Effect is increased: 2 -> 3 Preview Masqueraider: Armadur: Duration is increased: 1 -> 2 Cavalcade: Moving is now done before the damage. Damage is increased. Comedy: AP cost is reduced: 3 -> 2 Ginga: Power bonus is replaced by a 50% Melee Damage Reduction. Bocciara: Pushback Damage bonus is reduced: 100 -> 80 Capering: AP cost is reduced: 4 -> 3 Linear constraint added. Damage is reduced. Grimace: The mask shield bonus when an enemy leaves its lock zone is increased (10% -> 20%) and also applies to the Masqueraider. Inferno: Power bonus is increased: 100 -> 200 Max effect accumulation is reduced: 2 -> 1 Boliche: Damage is reduced. Diffraction: Cooldown is reduced: 4 -> 3 Apostasy: The caster now approaches the target instead of moving away from it. Range becomes modifiable. Brincaderia: Casts per turn is increased: 3 -> 4 Casts per target is increased: 2 -> 3 Damage is increased.
  13. They're still working on it, I guess they sometimes push features early to gather feedback. It's a bug.
  14. The servers have been updated today, here is the list of changes made: Miscellaneous: Lavasmith Dofus: The shield bonus is correctly applied when the character is carried by a Pandawa. The spell shortcuts now work correctly during the first fights of the tutorial. The spell shortcuts are correctly reset when a character is replayed on Heroic and Epic servers after a death. A case of unwanted disconnection from the game in the guided tutorial during combat has been corrected. The Captivating Shield no longer has the appearance of the Ancient Sufokia Shield. Cra: Striking Arrow: Max effect accumulation of the AP Reduction effect is now 1. Ouginak: Woof: The stacking limit now works correctly. Sacrier: Clobbering no longer increases Suffering if cast on an empty cell. Sram: The Epidemic animation is now correctly played on a Critical Hit. Contempt no longer works if the target is in the Gravity state. Repelling Trap: The cooldown is now 1 at levels 1 and 2. Eniripsa: Revitalizing Word heals the caster properly if its Coney is alive (healing wouldn’t be applied before if the Coney had been alive for more than 4 turns or if the Eniripsa was unbewitched). Class Sets: Helmeteo: the "Venison" spell is now correctly cast 2 times per turn with the hat class bonus. Boots Hanik: Now reduces the recast interval of the "Poisoned Wind" spell by 1. Sleepless Belt: The maximum casting bonus of the "Temporal Distortion" spell now becomes a +1 Range bonus for the "Souvenir" spell. Hatter Lily: The bonus of 15 damage of the spell "Xelor's Sandglass" now becomes a bonus of +2 Range for the "Slow Down" spell. The 15% CH bonus of the “Temporal Distortion" spell now becomes an increase of the maximum amount of casts per turn.