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Everything posted by Gravestorm

  1. In order to make your game experience even better, we've been working on a new feature that will make its appearance in update 2.41: Quest Tracking! In this interface, you'll easily be able to track the progress of your ongoing quests and their objectives. The days of opening the Quest Book hundreds of times to check your progress in the An Eternal Harvest quest are over. Now, you can play in comfort! How It Works When you receive a new quest, it will be automatically added to the Quest Tracking interface (you'll be able to deactivate automatic adding and add quests manually via an option in your Quest Log). The Quest Tracking interface will open once you begin tracking a quest and will close when there are no more quests to track. You'll be able to track 3 or 5 quests, depending on the option selected. If the interface is full when you receive a new quest, it won't be tracked. You will also be able to track quests directly from the Quest Book using the "Track" button, by clicking on the "pin" icon in the quest list or by clicking on an objective's "landmark" icon! The names of the stages will no longer appear in Quest Tracking. You'll simply see the quest name and the objectives, which will update automatically. To find out more about the stage, you can consult your Quest Book. You can use the pin-shaped button to activate or deactivate specific tracking of certain quests. Each quest added will display the 3 first objectives and will activate the associated landmarks if there are any, so as not to overburden the interface and the landmarks on the map and the minimap. If, however, you would like to see all of a quest's objectives, you can display them using the "See More" button. A "See Less" button will display just the 3 first objectives again. As soon as an objective is attained, it will disappear from the list and the next one will appear. The Quest Tracking interface for the An Eternal Harvest quest, for which the landmark is activated for the first three objectives. Quest objectives are given a specific color for each tracked quest. This makes quest tracking easier, especially when you're looking at the map or the minimap! The quest name is displayed when you pass the cursor over the area where it's located on the map and the minimap. You also have the option of minimizing the interface to a simple icon, placed at the edge of the window (movable). You know, just in case you'd like to pause your "Doing Quests" activity in favor of the "Tearing Apart Mobs" activity! "I'll do some quests later! Over here, Droopik!" Interactions By right clicking on a quest you can: Stop tracking this quest. Display or hide quest landmarks on the map and the minimap. Move the quest up in the list. By left clicking on a landmark you can activate or deactivate the landmark on the map or on the minimap. By right clicking on an objective you can: Remove the objective from quest tracking. If there is only one objective, this will also remove the quest. Hide the landmark for this objective. By left clicking on the green item name or monster name, you can open the bestiary where you will find more specific information about it. Please note that various information messages (commonly known as "feedbacks" in the studio) are displayed in the chat, in particular to warn you that you've reached the maximum amount of quests trackable in the interface when trying to add a new one. Options Track 3 quests maximum / Track 5 quests maximum Automatically track accepted quests Automatic resizing of the window: this option is selected by default. If you untick the box, you will be able to change the height of the window to suit you. The width of the window can always be changed, whether this option is ticked or not. Hide all landmarks Font size: small - medium Opacity of the window background: 50% - 70% - 90% We hope you'll find this new interface especially helpful during your adventures in the World of Twelve. As for me, I wish you all the best in game! Now, I'm going to get back to the mock-up of the interface for... Q & A Why don't the landmarks always show the exact location of the objective? This is mainly due to transitions between external and internal areas, which are problematic for us (especially underground, in the mines, etc.). This is an area where we'd like to make some improvements.
  2. Beta servers have been updated. Here is a list of changes: Quests Quantities of Aspen and Obsidian in quests are increased in proportion to the increase in harvested quantities. Achievements Quantities of Aspen and Obsidian given as a reward from Frigostian Temping are increased in proportion to the increase in harvested quantities. Various The requirement of 1v1 Kolossium rating is correctly set for Pebbles. The background of the quest tracking interface now uses an outsourced color (colors.xml chat.bgColor). In the character creation interface, the naming rules are changed and now depend on the server community. In the Friends, Enemies, Ignore, Group, Dragoturkey, Alliance and Guild Interfaces, text fields that allow you to enter a name are subject to new restrictions. In the Kolossium interface, step 3, the text describing the step is displayed correctly. Damage preview no longer takes into account the damage modifiers of shields.
  3. New Shield/Item stats Nimotopia: the island of Coqueline A new island is available to play, it offers several quests, a family of monsters, a dungeon, new items and Successes. This content is primarily intended for characters of level 180 and above. A boat located in the area of the rocky roads in [-28,-31] makes it possible to go to the island. Kolossium 1v1 An article by Devblog on this subject is available at this address: Click here A new dual mode (1 versus 1) is added to the ISK in an experimental version. This new game mode exploits the ratios of victories and class defeats to each other to improve the matchmaking system and propose balanced fights in which each character would have a 50% chance of winning regardless of the opposing classes. This is an experimental system. The rewards of ISK in duel mode are currently divided by 2 compared to those of the 3vs3 mode. These values could change depending on the average duration of the fighting in this mode of play. Shields The system of shield is modified in depth: Click here Shields can be used in all game modes (PVE and PVP). They no longer have equipment criteria based on points of honor. One or two handed weapon restrictions are removed (they can be used with any weapon). New effects on the final damage caused or sustained are added. These effects can be recovered via new runes by breaking shields. These runes can be used on other equipment than shields. They can be forged via the new Façomage trade. Incarnam Shield bonuses are modified (retroactive). Bonus of the Beginner's shield is modified (the modification is retroactive). PvP Resistance bonuses of the Draconic Shield are removed. PvP Resistance bonuses of the Champions shields are removed. PvP resistance bonuses of the 1001 Claw Shield are removed. PvP resistance bonuses of cosmetic shields available on the shop are removed. PvP resistance bonuses of event shields are removed. Old versions of these shields manufactured before the 2.41 update become broken versions (the shields are renamed, lose their prerequisites for equipment, can be used as cosmetic objects and have no more bonuses), versions manufactured after the installation 2.41 have new effects: Bouclier du Bûcheron Bouclier Volant Bouclier du Bouftou Bouclier en Mousse Bouclier de Bowisse Bouclier du Craqueleur Bouclier Abraknyde Bouclier Fi'Squale Kloume Bouclier du Bawbawe Derma Tho Bouclier Akwadala Bouclier de Sidimote Bouclier du Chouque Ftalmo Bouclier Aerdala Coupe de Dragokart Le Karde Coeur Bouclier d'Asse Bouclier Terrdala Bouclier en Slip Bouclier des Brigandins Bouclier du Sadida Bouclier Feudala Bouclier Ventaille Bouclier du Mont Kipou Bouclier Pandawa Bouclier Taverne Cadran d'Eau Cadran de Terre Cadran d'Air Cadran de Feu Bouclier du Captain Amakna First-generation broken shields can not be traded to the Bouwada NPC against second-generation broken shields. Kolossium Kolossium fighting is now available from level 20. The matchmaking system no longer creates teams that include duplicates of class in the solo queue (even after a long wait time). New restrictions are added to prevent players controlling multiple characters from joining the same team or two opposing teams when they register in the single row. Matchmaking system time management is changed: when a character has a high wait time, the matchmaking system will create fights with less restrictive quality criteria, even if this involves characters No waiting time. This change should limit unusually long wait times, but may occasionally reduce the quality of some fights for characters with usually low waiting times. Fatal blows are no longer played in Kolossium if they are disabled in the DOFUS client options. Quest tracking interface A new, moveable interface lets you track the progress of quests without having to regularly open the quest log. It displays the current goals of several quests and it is possible to choose which quests you want to follow. An article by Devblog to present this feature in more detail will be published soon. Balancing high-level weapons Following the disappearance of the two-handed weapon system, we are balancing some high-level weapons (these changes are retroactive): Sabres d'Atcham : AP cost changes to 6, Critical hit rate changes to 15% Hache du Chaloeil : Critical hit rate changes to 15% Dagues Erhy : Critical hit rate changes to 5% Marteau R'ture : Critical hit bonus changes to 20 Sceptre du roi joueur : Critical hit rate changes to 15% Arc Nécrotique : Critical hit rate changes to 15% Epouvante : Critical hit rate changes to 25% Baguette des égarés : Critical hit rate changes to 15%, Critical hit bonus changes to 8, Minimum range changes to 2 Bâthon : AP cost changes to 4, critical hit is removed Marteau Phossile : Critical hit rate changes to 15%, Critical hit bonus changes to 7 Marteau des Anciens Steamers : Critical hit bonus changes to 5 Arc de Koutoulou : AP cost changes to 4, Critical hit bonus changes to 10 Pyraguette : AP cost changes to 4, Critical hit is removed Epée du granduk : Critical hit rate changes to 25% Hache Euvale : AP cost changes to 5, Critical hit is removed Arc Honte : AP cost changes to 4, Critical hit is removed Rapière aux glyphes : Critical hit rate changes to 15%, Critical hit bonus changes to 10 Canne Harr : Critical hit rate changes to 20%, Critical hit bonus changes to 7 Pelle Vice : AP cost changes to 5, Critical hit rate changes to 5%, Critical hit bonus changes to 7 Masse Ossiale : Critical hit rate changes to 25% Bâton Beau : Critical hit rate changes to 25%, Critical hit bonus changes to 7 Pelle Fik : Critical hit rate changes to 35%, Critical hit bonus changes to 6 Epée Toche : AP cost changes to 5, Critical hit rate changes to 15% Arc Ahique : AP cost changes to 3, Critical hit is removed Marteau du Glouragan : Critical hit rate changes to 25% Hache Téroïde : Critical hit rate changes to 40%, Critical hit bonus changes to 7 Baguette Hique : Critical hit rate changes to 20%, Critical hit bonus changes to 6, Maximum range changes to 5 Marteau d'Henual : AP cost changes to 4 Hache Rot : Critical hit rate changes to 15%, Critical hit bonus changes to 20 Grésilosceptre : Critical hit rate changes to 25%, Critical hit bonus changes to 7 Pelle Emélaka : AP changes to 3, Critical hit is removed Bâton Champmanique : AP changes to 4 Pelle du Professeur Xa : AP cost changes to 3, Critical hit bonus changes to 3 Hache du Korriandre : AP changes to 3 Dagues Hirr : Critical hit bonus changes to 7 Bâton Brelle : Critical hit rate changes to 30%, Critical hit bonus changes to 7 Az'Tech : Critical hit bonus changes to 7 EpéeKari : AP cost changes to 5, Critical hit bonus changes to 15 Fighting A character in the Gravity state is no longer moved by the effects of symmetrical teleportation, temporal teleportation and space exchange. A status icon is added to indicate the Gravity status. All APs are usable after a loss of AP at the beginning of a turn (in some cases, especially against the monster Father Ver, the characters could not previously use all the AP available for their turn of play). Spells that have a range on the entire map can be launched again by targeting a fighter via the "Timeline". Several minor graphic problems during Feca spell animations are corrected. The appearance of the Pandawas is corrected when they wear a character Ouginak that passes in bestial form. In some cases successful Combat Challenges could temporarily be displayed as failed before the end of combat screen is displayed; This problem is corrected. The display of the shield points (around the central medallion) is improved. When the same state is repeatedly applied to the same target via the same spell, the state is withdrawn correctly at the end of the expected duration. In the interface of active effects on targets, the effects of the Sacrier punishments disappear correctly when they are no longer active. Xelor Ring Tilus: The range bonus of Teleportation is replaced by a reduction in its recall interval. Teleport: Range changes to 4. Temporal Paradox: The area of effect is now 3 boxes. Rewind: no longer applies Gravity to allies. Osamodas Gobball Fire Resistances changes to 35%. Sacrier Light Body Becomes Fury The 1 PM bonus is replaced by an increase in spell damage for 3 turns. Punishments: The functioning of the Punishments is modified. Their bonuses now increase with the turns: the longer a penalty is active, the higher its bonus. Up to a maximum of 3 turns. It is now no longer possible to launch several Punishments in the same turn. Punishment of the flayed becomes Bloody Punishment: The increase in damage suffered is eliminated. Increased damage now only affects spells. Now is needed to cast the Punish spell. The bonuses of the punishment evolve over the towers: First round: damage increase of 10% Second round: increased damage by 25% Starting from the third round: damage increase of 50% Punishment of the traveler becomes Swift Punishment: The penalty of Tacle is deleted. Deactivation of the line of sight of certain spells is deleted. Now is needed to cast the Transposition spell. The bonuses of the Punishment evolve over the towers: First round: 1 PM and 10% reduction in damage at a distance. Second round: 2 PM and reduction of damage suffered at a distance of 20%. Starting from the third round: 2 PM Intact state and reduced damage at a distance of 30%. Punishment of the survivor becomes Robust Punishment: Leakage Malus is removed. Vitality bonus is removed Now is needed to cast the Convalescence spell The bonuses of the Punishment evolve over the towers: First round: 10 Lock and reduce melee damage by 10%. Second round: 25 Lock and Melee damage reduced by 25%. Starting from the third round: 40 Lock and Melee damage reduced by 40% Flying Sword: Its operation is modified. Now there is only one flying sword, whose appearance and characteristics vary according to the active punishment. Swift Chest: +2 MP, can attack twice per turn (1 time per target) and is Intaclable. Blood Punishment: + 50% of final damage caused, causing damage in the area Robust Punishment: reduced damage suffered by 30%, benefits from 40 additional tackle The care of the Cutting spell now depends on the Intelligence and bonuses to the care of the flying sword and no longer the damage it causes. Punishment Requires bloodthirsty punishment. Apply gravity now in addition to damage. Transposition Requires swift punishment. No longer requires line of sight. Convalescence Requires robust punishment. The number of spins per turn changes to 1 at all levels of the spell. The penalty for damages is deleted. The gain of life changes to 6, 7, 8, 9, 10 and 12% at levels 1, 2, 3, 4, 5 and 6 of the spell if the caster has more than 50% of his life. The gain of life changes to 10, 12, 14, 16, 18 and 20% at levels 1, 2, 3, 4, 5 and 6 of the spell if the caster has less than 50% of his life. Sacrifice Range changes to 2, 2, 3, 3, 4 and 5 at levels 1, 2, 3, 4, 5 and 6 of the spell. The retry interval changes to 5, 4, 4, 3, 3 and 3 at levels 1, 2, 3, 4, 5 and 6 of the spell. The area of effect becomes a circle of 2 spaces at all levels of the spell. Increased damage is removed at all levels of the spell. Fulgurance Leakage Malus is removed. The damage bonus is removed. Sure Position Becomes Gain Water damage is replaced by Water Life Flight. Projection Water damage is replaced by Water Life Flight. Bloodbath The healing effect if the caster is under 50% of his life is removed. Ouginak Spear-thrower: Basic Powers of the Pug changes to 100, 120, 140, 160, 180 and 300 at levels 1, 2, 3, 4, 5, and 6 of the spell. The MPs of the Picket go to 4 at level 6 of the spell. The damage of the Pug is now tripled against invocations. Flair: Consumes only 1 level of Rage correctly. Interfaces The chat interface no longer moves abnormally when it is resized upwards by a few pixels. On the Minicard, the character position icon remains correctly visible after a map change. When an interface is closed, the mouse cursor is successfully reset if the cursor overlaps an interactive interface element. On the world map, the character position icon remains correctly visible after disabling the cue point display. The sorting of inventories by average price now works correctly. The contextual menu displayed when several characters occupy the same cell is updated correctly when one of the characters leaves the map. In the bestiary, the rates of obtaining the booty with the Idols are correctly calculated and displayed. The option to display the grid on the world map (in the options interface) is updated correctly when it is modified from the map (and vice versa). The average prices of items that do not yet have an average price are displayed correctly in the hotels of sale. In the inventory, when a blank object category appears while a category with enough objects to require a scroll bar was displayed before, the size of the scroll bar is properly updated. In the bestiary, clicking on the bestiary entry of the context menu of an object (obtained in booty on a monster) no longer closes the bestiary but correctly launches a search on this object. The spouse interface opens correctly after using the associated shortcut when a social interface is already open. In Inventory, when the Quick Devices tab is opened, the inventory is hidden rather than displayed in the background (old operation could be problematic with some transparent and custom interfaces themes). Breeding Worn-out items can no longer be exchanged with the Bobby NPC. We remove this possibility (introduced to give utility to worn-out rearing objects) because these objects can be recycled against nuggets since the introduction of the recycling system. Our objective is to increase the destruction of resources by reducing the generation of livestock objects by 20% (5 identical worn out objects could be exchanged for 1 new item). In the interfaces allowing the transfer of frames, double clicking on a frame to transfer it now leads to the selection of the next frame (and no longer results in the selection of the transferred frame in its destination inventory). Mass transfers of frames or certificates no longer cause disconnections. Massive and rapid consultation of mounts and certificates no longer lead to disconnections and temporary sanctions. Abandoned pens are no longer immediately put back on sale after abandoned pens have been released (the random delay before resale applies correctly). Achievements A new Achievement and a new ornament are created for the characters who reach the 16,000 Achievement points. Achievement rewards for achieving a character level no longer earns experience points. Professions The Snowdrop resource remains partially displayed after being harvested to signify to the player that a resource has been harvested. Maging A new "Façomage" craft is added, it allows to forge the shields to modify their effects. New forgemagic runes can be obtained by breaking shields. These runes can be used on all types of equipment. If an object is used in a forgemagic workshop and is part of a stack of identical objects, it is no longer removed when a forgemagic attempt fails. Guilds and alliances The coat of arms of guilds and alliances need not necessarily be unique to be valid. Houses A new home management interface is added to anticipate the merge of game servers (in some cases, accounts may have multiple homes on the same server after merging servers). This interface allows to manage the parameters of its houses remotely. It is accessible from the character sheet. A new interface allows you to select your home when using a home potion (if the account has more than one house after merging the servers). On the world map, houses shared with the guild are displayed again. Almanax The 4th of April offering is modified, it now asks to bring back the new version of the Gobball shield (and will not work with the broken version of the Gobball shield). Monsters King Nidas: The Incurable Challenge can no longer appear with this monster. The Chazinos initiative of the Hairy Heath and Stones of Elevation is increased so that they now play systematically before the characters of the players. The amount of resources obtained with the Chazino Chips is divided by 2. We reduce these rewards because the correction of the problem of reappearance of the Chazinos has greatly increased their availability. The Khepricorne Search Notice is correctly visible when the option to not display all monsters in a group is not enabled. The Krokille monster now plays an animation when he casts the Spirit of the Pack spell. Objects Akwadala, Aerdala, Terrdala and Feudala Shields are no longer part of these sets and the bonuses of these panoplies are modified accordingly (the bonuses provided by 8 equipped objects are now active when 7 objects of the set are equipped). The Godfather's Ring: the item is now linked to the account 62 days (instead of one year). Quests Adventurers who have completed the Miniature Adventure quest will be entrusted with a simple mission by Chalcas, the master of the Ouginak temple. At the end of various twists and turns, they will be able to learn a little more about the sibling sibling. And that's just the beginning… Unique quests are available on Nimotopia Island! To reach this new destination, go to the coast of the Cania Plains and answer the questions of Agathe Mainate. On the monsters of Frigost, the rate of obtaining the objects triggering quests is increased. The quest rewards and associated Achievements are reduced accordingly. It is now possible to pick up fresh Cawwots to validate the goal of the quest. It makes you loveable when the quest A draconian remedy is still in progress. Repeatable versions of special fighting quests from Primordial Dofus (available after quests are completed): Adventurers are now teleported to Meriana if they are defeated at the end of these fights. The quest log interface stores the last quest viewed at subsequent openings of the interface, even after the quest has been completed. Epic and Heroic Servers Prices in Kolossokens of items sold by the Glad Yator NPC in the building of Kolossium are divided by 2 (compared to the current values which were already divided by 2) in order to better correspond to the increased generation of monsters resources which these waiters benefit . Treasure hunts New indices are taken into account for treasure hunts: Phénix Ossements Pot en ossements Guirlande d'os Roulotte Statue Eniripsa Statue Pandawa Statue Roublard Statue Féca Statue Enutrof Statue Sadida Statue Iop Statue Osamodas Statue Ecaflip Statue Zobal Statue Steamer Statue Sram Statue Xélor Statue Sacrieur Statue Crâ Panneau avec une tête de mort Community channel International servers (which include several different communities) now have a community channel available in several languages. Only one community channel can be active at a time. This channel is shared by all the characters on the server that have activated this channel. This channel is subject to restrictions on sending messages indexed to the number of participants in the channel (the more players who use this channel, the more stringent the restrictions on the publication of messages). Various The houses abandoned and put back on sale on the first Tuesday of the month appear again as "soon put back on sale". Areas related to Sufokia Bay are displayed correctly on the world map. Adventurers leaving the larval dungeon are now in [-2, -5] (the former exit was in [-3, -7]). The NPC Doro L. Black retired and left the Temple of Xelor for good. Temporal Bloom must now be exchanged for Compensokens with the NPC Sorim Ait, next to the zaap of Amakna Castle at [3, -5]. The NPC Nevark the Hunter is now accessible outside the summer period. He established his quarters in the workshop of the hunters of Amakna, and returned to Vulkania during the summer. The problem of recycling bonuses that were not applied for certain resources in the Blop and Royal Blop dungeons is corrected. Following the return of certain players, various spelling corrections were made in the texts of the game. The widescreen display is enhanced in the Kickroach's Lair. Two objects of the Haven Bag Steamer are modified: a metal base is no longer considered as an object of type ground but as a piece of furniture, it is therefore no longer possible to stack decorations on top. A heap of gear is no longer stackable on a table. In the Haven Bag theme of casino, the object "big arrow" can no longer be placed on the furniture. Several interactions allowing to leave certain houses of the island of Otomai but not functioning correctly are corrected. Wide screen display of tournament maps is corrected. The display of the low resolution models of the Ouginak class characters is corrected. The position of the characters on the petsmount Skrot is improved. Clients connected to an international server can now enter Cyrillic characters when choosing the character name. Naming rules for characters are relaxed in preparation for merging game servers. The shortcut for the Wow attitude of the familiar Dauge works correctly.
  4. Beta servers have been updated. Here is a list of changes: Shields The amounts of Substrates needed in shield recipes are reduced (usually divided by 2). In the recipe for Earth Dial, Solfatara Ulna is replaced by Solfatara Residue. Weapons Dague Adou : Critical hit rate changes to 15%, Critical hit bonus changes to 3. Xelor Loss of Motivation: Unwinding is now applied before damage. Eliotrope Snub: Disengagement is now applied before damage. Professions The collection of Obsidian now yields 7 to 8 units (1 previously). The collection of Aspen now yields 7 to 8 units (1 previously). In the recipe for Memory Potion, Gobball Slobber is replaced by Vilinsekt Antennae. In the recipe for Ancestor Potion, Watchamatrich Rump is replaced by Twansgenic Cawwot. In the recipe for Loafing Potion, Fistulina Volva is replaced by Hemp Fiber. The chance of capturing the Magic Snapper changes from 1 in 8 to 1 in 40. The recipe for Snapper a la Kerub no longer requires Kerub Hair. The weight of Sack of Monkfish changes from 150 to 100 pods. Dungeon Keys Recipes from several dungeon keys are changed. The harvesting resources in the recipes are modified to match the item level. The amounts of Obsidian and Aspen are increased to match the increase in the amounts of Obsidian and Aspen that can be harvested. List of modified keys: Clef de l’œil de Vortex Clef de l'Horologium de XLII Clef du Mégalithe de Fraktale Clef de l'Aquadôme de Merkator Clef du Transporteur de Sylargh Clef des Salons privés de Klime Clef du Laboratoire de Nileza Clef de la Forgefroide de Missiz Frizz Clef du Donjon du Comte Harebourg Clef de la Pyramide d'Ombre Clef de l'Antichambre des Gloursons Clef des cavernes du Kolosso Clef de l'Antre du Korriandre Clef de la Tanière Givrefoux Clef de la serre du Royalmouth Clef Mansot Clef du Grolandais violent Clef de l'hypogée de l'Obsidiantre Clef de la mine de Sakaï Clef du Palais du roi Nidas Clef de la Galerie du Phossile Clef du Trône de la Cour Sombre Clef de la Cave du Toxoliath Clef du Ring du Capitaine Ekarlatte Clef du Ventre de la Baleine Clef du Défi du Chalœil Clef du Miausolée du Pounicheur Clef du Plateau de Ush Clef de la Chambre de Tal Kasha Various When creating a character, the naming rules are updated.
  5. Beta servers have been updated. Here is a list of changes: Shields PvP Resistances no longer appear in the characteristic interface. The D̶o̶d̶g̶e AP Loss Resistance bonus of the Fire Dial is corrected and goes from 7 to 10. The recipe for the Air Dial is corrected: the Atomystique Tephra is replaced by the Atomystique Stone. Negative effects of damage caused or suffered are now displayed at the end of the shield effect list. Negative effects of damage caused or suffered which are used on the shields now have a correct rune weight (they can no longer be removed as easily). The shield of the giant Kralove can no longer be forged. Quests In the quest "The Waltz of the Textbooks", the fight against the hunters is launched correctly. The progress of the quest "Pork fees included" is no longer abnormally blocked if the character has the object Bottle of Bouchonnois. Dungeons When a character loses a battle in Count Razof's Camp, he reappears in front of the dungeon and not at his savepoint. Minikrone: The initial characteristics of the monster are reduced. They remain modified by the invoker's level. The shield points granted to the allies were displayed but were not taken into account when the characters received damage, this problem is corrected. Various Temporal Paradox spell description is corrected and correctly displays an effect area of 3 squares. In combat, when a spell triggers another spell, the spell is played correctly even when the first spell has no animation.
  6. Beta servers have been updated. Here is a list of changes: The following 3 AP weapons can be used twice per turn: Pelle du Professeur Xa, Arc Ahique, Pelle Emélaka, Hache du Korriandre. The Unique Hispanic Shield no longer has a condition of having rank 10. The broken shields (first and second generations), cosmetics and events can no longer be modified via mages. The broken Pandawa shield can no longer be manufactured. Some broken shields retained their effects of PvP resistances; This problem is corrected. The modular system is corrected in Count Razof's Camp. The validation of some of the objectives of the "Pigs included", "Our friends the beasts" and "Shyriiwook" quests was problematic and was corrected. The description of the Razof Count's Hair item has been corrected. The maps used for ISK in dual mode now have single and fixed starting positions (no choice possible for the placement phase). Count Razof is visible and his dungeon is now accessible.
  7. I think they've always been destroyable, now it'll be the only choice though, Nuggets you get are given directly to you and some are distributed to all Alliance's prisms.
  8. The system isn't new.
  9. Shield Improvement In version 2.41, the shield system will be improved and new shields will be added to the game. Find out more here. We would like to improve the shield system for the following reasons: Shields are only useful for a minority of characters (they're of no use in PvE or in the Kolossium, for example). The conditions to equip them are based on an obsolete honor points system that is too often circumnavigated and leaves too much room for cheating and pre-arranged fights. Shields are considered large cosmetic customization elements, but they can't be used with two-handed weapons. We decided to completely review the way shields work in the next update to resolve these problems. Intentions Here are our main intentions for the new shield system: Usefulness for all characters: shields will give bonuses that will be useful in all types of combat (PvP and PvE). Significant impact on playing style: shields will have new effects that might have a big impact on the way a character is played. Choice mechanic: shields that will benefit from large bonuses will also have penalties to encourage players to make decisive choices when selecting a shield. Optimal accessibility: only a level criteria applies to use a shield and all characters can use them regardless of the type of weapon they have equipped. Destruction of resources: shields must allow you to consume monster, boss and kolossoken resources. Interactions with smithmagic: it must be possible to modify shields through smithmagic and generate runes. New effects and decisive choices Shields will be equipment like none other. They will benefit from the classic effects (those you'll find on the current equipment), and they will have new effects which: Increase damage dealt (in percentages) in melee/from a distance/by weapons/by spells. Reduce damage suffered (in percentages) in melee/from a distance/by weapons/by spells. These significant effects usually come with penalties, via effects which: Increase damage suffered (in percentages) in melee/from a distance/by weapons/by spells. Reduce damage dealt (in percentages) in melee/from a distance/by weapons/by spells. Classic effects will still feature on shields in smaller quantities than other equipment, but the impact of the new damage dealt or received effects will make a huge difference to the characters' efficiencies. We link these new effects to penalties to reinforce the notion of choice and help characters choose more efficient specializations. These new effects will be exclusive to shields at first, but may eventually be used (with weaker values and not necessarily with penalties) on other future game items. Hands Free The notion of a 1 or 2-handed weapon will disappear in version 2.41, which means that you'll be able to combine a shield with any weapon in the game. We want all characters to be able to equip shields without having to worry about which weapon to use. Some weapon balancing will be integrated in version 2.41. Crafting Shields will still be crafted by Artificers. Recipes will include Boss essences, Kolossium pebbles, monster resources and harvestable resources. Transition Between Old and New Shields The shields' effects, power and recipes are going to be completely changed and we can't convert all the old shields into new shields. The PvP specific resistance effects will be removed from the game because they will be replaced by different effects that work in all game modes. Here's what we've planned: Old broken shields: they can no longer be exchanged for other shields when talking to the Bouwada NPC. They can be equipped, but not crafted, and they can still be used with Mimisymbics. They will lose their PvP resistances. Examples: Swallowed Akwadala Shield, Horned Kloome. Shields made in game: they will be renamed and you will still be able to equip them, but not craft them. They can be used with Mimisymbics. They will lose their PvP resistances. Examples: Asse Shield, Mount Stinkky Shield. Cosmetic shields (shop): these shields will lose their PvP resistance effects (if they have any), but you'll still be able to equip them and use them as cosmetic items. Examples: Solaris Shield, Chisp Shield. Cosmetic shields (events: there are no changes to these shields. They don't currently have any effects and are purely cosmetic. Examples: Kimbo Shield, Dramak Shield. Tournament shields: these shields will lose their PvP resistance and will once again become purely cosmetic shields. Example: 646 Champion Shield. The thirty or so shields that you can currently craft in game will be reused to create the new shields (we will generally keep the names and visuals of the shields) with different levels, effects and recipes. Around twenty new shields will also be added to the game for some extra diversity. We advise you to recycle shields (made before update 2.41) to get nuggets before the release of update 2.41 (they won't be able to generate nuggets after this update because it will no longer be possible to craft them). Rune Destruction, Smithmagic and Generation In order to ensure the durability of shield crafting, you will be able to smithmage them to modify their effects, and it will also be possible to shatter them to generate classic Smithmagic Runes. The new shield-specific effects will allow you to generate new types of Smithmagic Runes and can therefore be used with all equipment through exotic smithmagic! The shields' low number of effects will primarily make smithmaging these items even easier (especially with the addition of exotic bonuses), but players will be encouraged to own several shields so they can easily adapt to different fight environments. This means you'll need to add exotic bonuses to several shields. Q & A Are you planning any alternative rewards for alignment PvP? We would like to concentrate on 1v1 PvP in the Kolossium's new 1v1 system, which will offer more balanced fights with kolossokens as rewards and experience for all characters, regardless of their level and their efficiency. Therefore, we're not planning on introducing alternative rewards for alignment PvP, which has more issues than you can shake a stick at, as far as we're concerned (an overwhelming amount of cheating, pre-arranged fights, very unbalanced fights, etc.). Why keep the old versions of the shields, which get in the way when consulting the Marketplaces? We have to keep the old shields in their category so they can continue to be used with the Mimisymbics. We are aware that keeping these old shields poses readability problems in game, but we would still like for you to be able to use these shields for cosmetic purposes. Will the shields make the characters more powerful? Generally speaking, the shields are going to make characters a bit more powerful. Most of all, though, it will allow characters to be better specialized because the biggest bonuses on the shields will have penalties. It will be easier to minimize the shields' penalties in PvE than PvP (monsters can't change shield and try to specifically counter your choices), which should make some of the PvE content more simple. This modification does not, however, replace the reduced difficulty of "end game" content that we are planning in 2017. Will the shields' new effects be taken into account when previewing damage? We're going to work on the damage previews to try and take into account all the new effects added by the shields. Are you planning to add new shields after update 2.41? With the new shield system a large variety of shields can be introduced. We would, therefore, like to add new ones after update 2.41.
  10. The Server Fusion will take place in several waves. We'll start on April 18th with the fusion of the following servers (which will be grouped together to form a single server): Rushu (int) Rosal (int) Solar (int) Aermine (int) Zatoishwan (int) Shika (int) Dark Vlad (nl) Ereziah (it) Nehra (de) Padgref (ru) On the new international server, a new general communication channel will be added for some languages (IT, DE, NL, RU) to allow players from these communities to communicate more easily. Our communication will, therefore, initially be focused on our international players. We will guide them through this first stage and only then, once we know everything's working as it should, will it be the French servers' turn. We'll need to wait a minimum of one week between each wave of fusion to make sure the process has worked correctly, without any major incidents. Of course, we're talking about the minimum deadline, but it may be extended if we encounter any problems. In any case, we'll keep you informed of our progress. Character Names, Guilds and Alliances After the fusion, it may be that several characters, guilds or alliances have the same name. If that happens, the following rules will be applied. Character Names The character who is level 50, who has logged in within the last 12 months and who has held a subscription will be given priority in keeping their name. If two players have priority for the same name, then it goes to the character with the oldest creation date. If two characters the same name but neither of them has priority, then it goes to the character with the oldest creation date. We'll add the original server tag to the end of the other characters' names. These characters will be given the chance to change their name free of charge via a potion provided (linked to the character for life). They won't have to change their name when logging in, they can change it whenever they like. For example, for a renamed character that was originally named Simsoft from the Jiva server will look like this: Simsoft-[Jiv]. Guild Names The guild with the oldest creation date gets to keep the name. The other guilds will be given a tag at the end of their name, indicating their original server. They will be able to change their names free of charge using a potion given to the leaders (linked to the character for life). For example, for a guild named Roxor from the Pouchecot server: Roxor-[Pou]. Alliance Names The alliance with the oldest creation date gets to keep the name. The other alliances will be given a tag at the end of their name, indicating their original server. They will be able to change their names free of charge using a potion given to the leaders (linked to the character for life). For example, for an alliance named DevRoxxor from the Bowisse server: DevRoxxor-[Bow]. Alliance Tags The alliance with the oldest creation date gets to keep its tag. The other alliances will have a number added to the end of their tag. They will be able to change their tag free of charge using a potion given to the leaders (linked to the character for life). For example, for an alliance with the tag SAV: SAV2. We don't talk about active or inactive guilds or alliances. Once they're inactive, they're automatically deleted. So, it's not possible to have an inactive guild or alliance. Don't forget that as long as one member is active, their guild and alliance is also considered active. As it stands, guilds and alliances with no active members are automatically deleted. The creation date of guilds and alliances will therefore be the only criteria taken into account to determine which one will have priority over any other guilds or alliances sharing the same name. What will happen to perceptors? Perceptors will be removed from all maps during the fusion. However, their inventory will be transferred to their owner's bank. What will happen to alliance prisms? Alliance prisms will be removed. Unfortunately, we can't return nuggets, but the modules present on them will be transferred to the alliance leader's bank. We would therefore advise you to anticipate this and collect the nuggets before the server fusion. Will the naming of characters be relaxed? Yes, we plan to make the naming of characters more relaxed. It will be possible, for example, to use class names, two dashes and apostrophes. Are you going to free up the names of characters that haven't played in a long time? Yes, we're planning on freeing up the nicknames of accounts who have never held a subscription and who haven't been logged in for over two years. Houses and Paddocks We have developed a system of "instances". In other words, several versions of houses and paddocks will be able to exist on the same server. Of course, each owner will only be able to access their own paddock or house and won't be able to use the other instances. When you hover over the entrance to the house or paddock with your mouse, a tooltip will display the names of all the owners. Will it be possible own several houses on the same server? Currently, you can only have one house per account per server. This limit will still be in place when buying a house, but an exception will be made if an account already owns several houses over separate servers that are going to be fused together. In this case, the owner will still own all their houses after the fusion. It will therefore also be possible to own several instances of the same house after the fusion. Will it be possible to own the same house several times? Yes. If a player owns the same house on servers that will be fused together, they will be the owner of several instances of this house. In this particular case, in addition to the owner's name, the original server will also be displayed. This will be especially useful in choosing which instance to access. How will mounts in paddocks with several instances be displayed? If several guilds own the same paddock, several instances of this paddock will exist: The members of the guilds that own the paddock will see the mounts from their own guild; Characters who are not members of these guilds will see the mounts from one of the guilds. Are you going to keep the abandoned house and paddocks system? Yes, but abandoned instances cannot be put up for sale. Instances that become abandoned will automatically disappear and, eventually (as more and more are abandoned), there will only be one instance of each house or paddock left. If there is only one instance of a house or a paddock, it will be possible for it to become abandoned and it will automatically be put up for sale. When an instance is deleted, its basic purchase price is reimbursed (not the real purchase price). Will it be possible to sell a paddock or house, even if there are several instances of it? It will be possible to sell your instance of a paddock or house, even if there are several instances of said paddock or house. Will mount certificates be transferred over? Certificates (whether invalid or not) won't be deleted during the fusion and will therefore be transferred. Will abandoned paddocks and houses be transferred over? Abandoned paddocks and houses will not be transferred over during the server fusion. They are no longer in use and we would like to reduce the number of instances of houses and paddocks over time. How will home potions work if a player has several houses? If a player only has one house, it won't work any differently than with the current system. However, in the case of players who have several houses, an interface will be displayed allowing them to choose their teleportation destination. Banks, Items and Trade If an account has several banks over different servers that are going to be fused together, the contents of these banks will be combined in the new bank. Items in Marketplaces at the time of the fusion will be placed in the bank and the sale fee will be refunded. Characters in Merchant Mode at the time of the fusion will be removed and the associated fees will be refunded. The contents of public inventories (trash, for example) will be deleted at the time of fusion. Will artisans' signatures be transferred over? Artisans' signatures on items will be correctly kept (and automatically updated in the case of changes to the character name) following the fusion of the game servers. What will happen to the average prices? Information about average prices will be pooled (between servers that will be fused together) to generate new average prices. What will happen to the rune shattering rate? Information about shattering will be pooled (between servers that will be fused together) to generate new rates. Haven Bags The chest contents of the different Haven Bags (used on the servers to be fused) will be grouped together in the new Haven Bag chest. The chest's item limit may, therefore, be temporarily exceeded. Please note that as long as the chest limit is exceeded, you won't be able to add anything else to it. If you have Haven Bag rooms on different servers, they will be grouped together, but it won't be possible to exceed the maximum number of Haven Bag rooms. Therefore, certain rooms may disappear. In this case, the following rule will be applied: the rooms kept will be the ones containing the most scenery elements. For example: Haven Bag Room A: 10 chairs and 1 table Haven Bag Room B: 15 carpets If your account's maximum number of rooms is 1, only Haven Bag Room B will be kept. The number of rooms kept takes into account the purchase of additional rooms. We have decided to give priority to the rooms containing the most elements because this lets the players choose for themselves which rooms they most want to hold on to (by "emptying" rooms they don't wish to keep). Server Distribution The aim of the Server Fusion is to bring together enough players on each server to guarantee an optimal game experience (like on Agride, for example). The criteria used for the choice of server distribution are the communities and the number of players connected at peak hours. Will Agride be fusioned? No, Agride will not be fusioned with other servers. Historically, this is our host server for new players, so its population has been permanently renewed over the last few years. At the moment, players on Agride benefit from an optimal game experience and we would like to keep it that way. Additionally, we would like for it to continue working the way it is now (no incoming migration, outgoing migration permitted and preferred server for the creation of new characters). Are you taking into account the RP and PvP communities? When determining how servers will be grouped, our main criteria is the number of simultaneous players at peak time. "PvP and RP group presence" type criteria are not taken into account, because they're difficult to quantify. Furthermore, should we make sure that each new server has at least one PvP and RP community? Or, on the other hand, should we try to group these communities together? We think that the server fusion is a new adventure. Communities are going to evolve naturally, according to the players' wishes, regardless of any choices we make. Are economic differences taken into account? We aren't taking into account economic differences between game servers. They are far too complex to estimate (each item may have its own price) and, generally speaking, the economies all work the same way from one server to another. There are some differences, but these will all be smoothed out quickly with the fusion anyway. Will the migration move small servers onto existing servers? There won't be any "host" servers. The fusions will combine multiple servers into "new" servers. We want all our players to start off again on an equal footing in this adventure. We're taking advantage of these changes to modify the physical architecture of our servers and use more efficient architecture. Services Will it still be possible to change server after the fusion? The character migration service will be available after the fusion for communities with several servers, in other words, Spanish and French. Are you planning on suspending any services during the fusion? To avoid various problems when announcing the server distribution, we will temporarily deactivate the following services: Migration of a character to another server Transferring a character to another account Changes to character names Changes to guild names Changes to alliance names Miscellaneous Are you going to adapt the number of harvestable resources? The ecosystem for harvestable resources was planned to work on servers with a large population and we don't expect it to require any changes. As the value of resources depends in part on their rarity, it's to be expected that some resources are more difficult to obtain. The trade value of harvestable resources is often seen as being insufficient. We think that with a bit more competition, this value could increase. We will, however, be keeping an eye on any problems you may encounter and will adjust the respawn speed of the resources if necessary. Isn't there a risk of there being too many characters in some maps? We don't expect this to be the case because the game was designed to work with a large number of players. However, if we notice that some activities (quests, professions, harvests, etc.) become unworkable on certain "overpopulated" maps, we will make some changes to better redistribute these activities throughout the game. Will it be possible for a French player to play on an international server? This rule isn't going to change. The international server is for those players who don't have their own specific server. Will the server fusion have a direct impact on the Epic and Heroic servers? The fusion doesn't concern these two servers, so they won't be affected by these changes. Will we keep our friends list? The friends list will be kept after the server fusion. Where will the characters reappear after the fusion? There won't be any changes to the way it currently works. When a character logs back in, they will be in the same place as where they last logged out. What will happen to the age bonuses of monsters and resources? Bonuses (shown via stars above the monsters and resources) will be reset after the fusion. What will happen to the community challenges? All community challenges will be cancelled and any fees paid will be refunded.
  11. With update 2.41, we wanted to add a one-on-one mode (1v1) for the Interserver Kolossium (ISK). Here are the details. Up until now, we've been reluctant about promoting 1v1 PvP, primarily for the following reasons: The difficulty in finding a satisfactory way of balancing this game mode. The risk of dividing players between too large a number of PvP modes and reducing the number of visits to the Kolossium (increased waiting times). We now have some potential answers to these problems and that's why we wanted to introduce a 1v1 Kolossium mode. We know that 1v1 PvP is a very important and passionate aspect of the game to some players. It offers quick-fire confrontations that bring out a single winner. This is also, theoretically, a more accessible activity because it doesn't require knowledge of the synergies between classes. How It Works The 1v1 Kolossium will work on the same basis as the other Kolossium modes. The player will be able to register for 1v1 mode and the matchmaking system will search for a suitable opponent and suggest that both players engage in combat. If they agree, they will then be teleported directly onto the fight map. 1v1 mode will have a specific ranking (like the two 3v3 solo and 3v3 team modes, which each have their own ranking) because characters vary greatly in efficiency in these game modes. Balancing Class balancing in 1v1 has always been problematic because of themarkedly different roles, abilities, and game mechanics between classes. It is our opinion that 1v1 PvP is currently the least balanced PvP experience. The abilities and game mechanics are so different that classes suffer a big "Nemesis”-type mechanic (class A may find it almost impossible to defeat class B, who has very powerful abilities to counter class A). To get around this issue, we're going to dynamically register the results of each class against the other game classes (by level groupings and in 1v1 only) so we can calculate class A's average chances of beating class B. This information will then be used by the matchmaking system to offer more balanced fights. For example, if characters from the Sadida class have a better chance of beating characters from the Iop class in 1v1, the matchmaking system will take this statistic into account and will look for a “less effective" Sadida character to go head to head against a “more effective" Iop character to compensate for this imbalance between the two classes and offer a fight in which, theoretically, both characters should have a 50% chance of winning. Waiting Time Since the introduction of the ISK, the number of people visiting the Kolossium has increased considerably and we think we will be able to introduce this 1v1 PvP mode without significantly reducing the number of people in 3v3 mode. It's difficult to predict how players who currently use 3v3 mode will to react to the arrival of 1v1 mode, but we know that some of our 1v1 mode fans don't play in the current 3v3 Kolossium mode. Their arrival will, therefore, increase the global Kolossium audience rather than reduce the number of players in 3v3 mode. We also plan to look into the feasibility of simultaneous registration for several game modes (1v1 and 3v3 solo) to allow players to "populate" several Kolossium waiting lines at the same time (as soon as a fight becomes available in either game mode, it will be offered to the player). This sort of feature isn't planned for the release of 1v1 mode; it's just a possibility we're looking into. Rewards 1v1 mode will offer the same type of reward as the classic Kolossium (experience, Kolossokens, and kamas). We would like players to be able to progress through the game and generate enough wealth to craft or buy equipment. However, the end-of-fight rewards won't be as good as those for 3v3 mode, because 1v1 fights generally don't last as long and because we want to encourage players to play in a team. Currently, we're planning to divide the rewards from 3v3 mode by two to get the 1v1 mode rewards, but we might increase these rewards depending on the average duration of the fights and the waiting time imposed. Maps Initially, 1v1 mode will use a specific Kolossium map, but over time, we plan to create a dedicated group of maps. Q & A When will 1v1 Kolossium be available? The 1v1 ISK should be available in beta form at the same time as the 2.41 beta version. However, this system is still at an experimental stage, and we can't guarantee that the 1v1 ISK will be available in the 2.41 final version. If results are satisfactory during the beta phase of version 2.41, we will integrate it into the 2.41 final version. Will a 1v1 ranking (leaderboard) be available on the official website? In the long run, we plan on adding a 1v1 ranking on the official website (as for the 3v3 modes), but we can't yet guarantee that it will be available in time for the 2.41 final version release. Are you planning to do any specific class balancing for 1v1? We think that the class victory ratio system is a better-suited solution to the 1v1 balancing concerns than implementing specific balancing. Is the ISK 1v1 going to replace the alignment attack system? We're not planning to prevent attacks on characters of other alignments, but we do eventually want to remove the honor points system, which is too full of errors to work correctly (it's too easy to circumnavigate and exploit). We think that a 1v1 Kolossium system will provide a much better 1v1 PvP experience, with a very large number of fights available, material rewards and experience to progress, much more balanced fights, and a much greater number of different opponents (thanks to the ISK). For us, it's also the opportunity to better pool our efforts for arena PvP. Will the class victory ratio system also be applied to 3v3 mode? Initially, this system will only be used and tested on the 1v1 Kolossium. If this system works well, we will look into the possibility of also allowing the 3v3 modes to benefit from it, but in a different way. We may consider using the victory rate of class pairs compared to other class pairs, so we can estimate the strength of the different class synergies. This is a very ambitious project from a technical point of view and it is not currently planned. But we are aware that it's a solution that is likely to improve the quality of Kolossium fights.
  12. These are only the goals/ideas and they might and will probably change. Release is planned for next year. The name might change. Live feed of Dofus 3.0 news from the conference. Core Game The production has started 1 month ago. It is still being worked on to not be as childish as some people say. January, February or April, the release of a demo showing the game. The lore is related to Wakfu Season 3, takes place several decades after Dofus 2. Dofus 3 will be made by a new team of developers, Dofus 2 and Dofus Touch will still exist with the same team of developers. Change in payment model, will follow something like Dofus Touch. (F2P) Will be playable on several devices, PC, Mac, tablet, mobile, servers will be the same. The game will be focused on combat, combat will be similar to Final Fantasy Tactics. PvM and PvP will be separated/balanced, will let players advance in either one. Most content will be level based, adapting to the character's level. Fewer servers, rather the populated areas (like the Haven Dimensions, Dungeons, maybe even the whole world if there are a lot of players) will be managed by instances (like Incarnam in Dofus 2). Creation of "bots" in-game to farm resources, craft, etc. for the player (no fighting bots). Separate the Drops from Professions. Exchanging between players will be limited to some daily quota or between guild members. Hero System from Wakfu will exist (multi accounting with 1 character, like Sidekicks), multi accounting will be the base of Dofus 3. Esports. Objectives: Characters Unique characters, will have lots of customization for role players (even height). Characters will have lots of spells, but they will need to choose which ones they want to fight with (spell decks, something similar to the upcoming Spell Variants in Dofus 2). Characters will change appearance depending on which spells they use. Unsure about the groups of characters yet, thinking about 6, 8, or even more. Two more elements are added, Light and Dark. Iop visuals: Iop transformation to the Dark element with certain spells: Different types of Iop, depending on the spells used: Research on different templates of the characters, especially the customization aspect: The World Regular maps and the maps the character fights in will be different (not fixed maps, but random maps). Haven Bag dimension where players will start the game in, they will have houses to evolve and a zaap. Haven Bag Dimension: Haven Bag evolutions: Reduction of the size of the world, but an increase in Dungeons, each area will have one of the 6 bosses. Reduction of the size of the combat maps. Before entering a Dungeon, an estimated time of doing it will be shown. +-6 Mini-Dungeons per area, they will have 1 room, completing all Dungeons will yield a key to the normal Dungeon with 5 rooms, where one of the 6 end game bosses will be present, depending on the area. The maps will be interactive (items to break, traps). Areas of the game: Mini-Dungeons: 6 end game bosses to fight: Monsters: Human Arachnee Tower Dungeon: Dungeon visuals: Combat in the Dungeon: Something: Visuals Visual preference is minimalism and animations, rather than a static world. Some visuals: Bonta: Combat: Tot: Some new artwork as seen in the Letter to the Community:
  13. Update 2.41 is nearly here and all we can say is, it’s going to blow you away! Summer is still a long way off, but pull out your shades cos’ you’re gonna need ‘em! Check out two exclusive sketches of the new zone right now: Mishell Island. Mishell is a young Osamodas devoted to animal rights who is giving her all to protect every animal species in the world, which she shelters on her island. So don’t fall for that puckish, naive look! It will be thanks to her alone if your great, great, great grandchildren ever get to see a Plain Pikoko or a Royal Pingwin. This pure and innocent soul spends her time gathering up the eggs of every species and keeps them safe on an ark, remind you of something...? Noah’s Ark: that’s the major theme for this zone! The new update is going to cast a cheerful rainbow over the World of Twelve and there’s a strong chance that the creatures also come in a dizzying array of colors... Behind the good vibes and fluffy backgrounds – as if an army of multi-colored blops just regurgitated their last meal – lies the darker side of Mishell Island. In contrast to our young Osamodas, who strives to protect all of the Krosmic fauna and flora, the hunters are hell-bent on destruction and devoid of compassion and scruples. That’s right, the dramatic contrast between the devotion of one and the obsession with dumb trophies of the other, can only mean one thing: Mishell isn’t out of the sands yet! Visit us in April to explore this new zone!
  14. Quick Potrick is quick and simple! You just have to be subscribed and visit this link! Once you get there, just scratch as if your life depended on it! So what’s all the fuss about? You can win one of the gifts below: Praline Shigekax Almond Shigekax Oirish Tailcoat Tipsy Top Hat Green Piwin To be on the safe side, find a four-leafed plant first for luck and to appease the goddess, then scratch! You can play 2 times every day until Monday, March 20th (23:59 Paris Time)! On a side-note, please be aware that our green-garbed friends the Leprechauns will be spawning in game starting today. They will vanish at midnight on March 20th, so hunt them down and steal their gold while you can!
  15. One zone for Level 180~200.
  16. The Sacrier was the last class on the list for a revamp in 2016, and is meant to finish off the year in style. Just like we saw in the Eniripsa and Osamodas revamps, the Sacrier has some damage spell weaknesses that are the result of a very limited range of elemental spells: only the Water path fares a little better with 2 spells, while the other 3 paths have only one. What’s more, the Sacrier’s capacity to absorb damage dwindles as the power of monsters increases. When this is combined with almost exclusively short-distance attack spells it makes the class highly vulnerable to high level content. In addition, these spells are starting to be a little too old and inefficient in comparison to the other recently revamped classes. All in all, this makes a convincing argument for revamping the Sacrier class from top to bottom. The Sacrier’s roles have always been clearly identified and will be reinforced: positioning, damage and, above all, the capacity to receive hits in place of their allies. In this revamp, we try to strengthen the roles fulfilled by the Sacrier while making each of them more challenging and compatible with each other (without blocking them like with the Masqueraiders) while also improving the different elemental paths. Punishments The basic function of punishments hasn’t really changed in years, maybe even since the class was established: it consists of receiving hits to be able to inflict even harder hits. There has been one punishment per element and an additional one that never really proved its efficiency: the Vital Punishment. We would like to undo this elemental punishment system and move towards a system that gives each punishment a role from among those three that are traditionally the Sacrier’s, and which will considerably improve the Sacrier’s capacity to fulfil said role, while making them generally less effective in the two others. As such, there are three punishments: Voyager’s Punishment: A punishment that improves the positioning role. It makes it easier to cast spells from a distance but also decreases the caster’s vitality. Scathing Punishment: A punishment that improves the damage inflicting role. It increases the Sacrier’s potential for damage, but also makes them less resistant. Survivor’s Punishment: A punishment that improves the tank role. It increases the Sacrier’s vitality and allows them to add a life steal effect on some spells. In return, they inflict less damage. To these effects we add a new mechanism that reinforces each Punishment: if the Sacrier is low on health at the start of their turn, their appearance is modified and the effects of the punishments are reinforced, making them more dangerous. Obviously, the Sacrier cannot cumulate the effects of several Punishments but they can switch between them every turn, depending on what they want to achieve. Furthermore, the Sacrier can also decide to play without using any punishment if they do not want to suffer the penalties. To do so, they just have to cast the active punishment once again to undo its effects. Scathing Punishment Voyager’s Punishment Elemental Spells Following the same logic as Punishments, each elemental path has 3 spells, and each reinforce a particular role. However, the Earth path has been removed to allow other paths to have more spells without reducing the Sacrier's range of utility spells. There are no restrictions on elemental spells: each can be cast independently from the active Punishment. Air Element Spells for this path are focused on movement and position switching: it is the mobility path. It allows the Sacrier to move around the map more easily while inflicting damage. Assault: The spell has been revamped and now lets you switch places with a target in close range, while also causing Air damage. Light Body: Inflicts damage at close range and gives 1 MP to the caster each time. Light Speed: Teleports caster in a line and causes Air damage in the cells crossed. If the Sacrier’s health is low, they will earn a Dodge bonus. Fire Element The spells for this path are the most powerful in terms of damage, but they also injure the Sacrier. Their effects are not limited to simple damage-dealing and can prove very effective in a group fight. Blood Bath: The caster inflicts Fire damage on themselves while also dealing it to an enemy. Allies in contact with the target are healed. If the Sacrier is near death, then their healing potential is increased. Motivational Pain: Inflicts Fire damage on the caster and to any enemies in the spell's area of effect. Gives the caster a damage bonus for one turn. Blood Loss Ritual: The caster inflicts Fire damage on themselves while also dealing it to an enemy. Reduces the target’s mobility. Water Element The spells for this path allow the Sacrier to spring to the center of a melee and increase their resistance to damage. If the spells for this element are used in combination with Survivor’s Punishment, they will all benefit from a life steal effect. Absorption: Steals life based on Water element. Projection: Takes the Sacrier closer to the target and deals Water damage to the target. Safe Position: Deals Water damage and reduces enemy mobility. If the Sacrier is near death, then they become more resistant Utility Spells The effects of Evasion, Punishment and Life Transfer stay the same: the first allows the Sacrier to dodge a close-combat attack, while the second deals damage based on the Sacrier's health. Lastly, the third one transfers some of the caster’s health to nearby allies. Flying Sword has been changed to adapt to the Sacrier’s active punishment; its characteristics are going to be altered based on the active punishment. Punishment Attraction still attracts a target, obviously. But it also transfers some of the Sacrier’s health to the target in the form of healing if it is an ally, and in the form of damage if it is an enemy. Transposition now functions on allies as well as enemies and has the same special effect as Attraction, based on whether the target is an ally or an enemy. Bodyguard replaces the Sacrifice spell. It allows the Sacrier to receive damage instead of an ally, but the damage suffered during its effect is magnified. Invigorating Sacrifice allows the caster to sacrifice some of their ability to cause damage in order to regenerate health. Self Sacrifice: The caster loses health points in order to cause damage in an area around them. Characteristics Update This is the last class that needed to be updated on this score, so we have taken this revamp as an opportunity to standardize the softcaps on characteristics. The Chance, Strength, Intelligence and Agility characteristics now have the following softcaps: 1 for 1 from 1 to 100 2 for 1 from 101 to 200 3 for 1 from 201 to 300 4 for 1 from 301 upwards Vitality remains at 1 for 1 and Wisdom remains at 3 for . So, the Sacrier will no longer have the possibility to have more vitality than other classes using the repartion of their characteristics points. This will be compensated by the removal of the Erosion penalty on Punishment spells and a gain in vitality when using the Survivor’s Punishment. Furthermore, this gives Sacriers more choice in how they can distribute their characteristics and no longer limits them to investing everything in Vitality. These changes will be available in the 2.39 Beta, so feel free to come try them out and tell us what you think. Please note that some of the spell names used in this Devblog are not final and may change before release.
  17. The suppression rules for inactive accounts have been clarified in the previous message (only the accounts that have never been subscribed and have never spent Ogrines or Euros in any Ankama game are affected). We apologise for our lack of precision in our first communication on the matter. We are deleting these accounts in order to: Free up as many account names and character names as possible: in order to allow players to find a character or account name that suits them more quickly. We want the character name changes to be as simple as possible for players, considering the incoming server merger. Reduce maintenance time: by reducing the amount of accounts in our databases, we can reduce the duration of weekly maintenances and the occasional massive data crunching we have to do now and then. Reduce the time it will take to merge the servers: in order to make sure the server merger process is performed as quickly as possible, we need to reduce the amount of characters we will merge to the upcoming new servers.
  18. Hello everyone, If you've found this page through a google search, you may have received a newsletter in your email account that looks something like this: If you did, don't panic! This newsletter is official, and all you have to do to keep your account is to simply log into the game. If you still don't trust the newsletter, it's fine, but please do give logging into your account a go. You know where to go to do that safely. And if you haven't received the newsletter but you think you should have because it has been a long time since you've logged in, except you don't remember the associated email account (or any other issue that may have arose to prevent you from playing in the past two years), and you don't want to lose your account, then we advise you to log in as well. And if you don't remember your password either, then Support will be able to help you out. Please note that normally, this action should only apply to Ankama accounts that have never made a purchase (using cash or Ogrines from any source) or held any subscription for any Ankama game. If you believe you have received this message in error, please contact support right away! If you're a faithful Twelvian and have logged in at any time in the past two years, then... please continue to do so, and enjoy the game!
  19. Ankama really wants people to log in, they'll need to contact support to make the characters active again.
  20. They will still transfer the characters, they just won't be active, to free up names. I think they did with the 2.0 migration.
  21. Same, let's add another plug. https://www.twitch.tv/grave_storm