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A collection of useful things to improve the Dofus Retro experience. > Downloading and installing Dofus Retro You must be subscribed to access the Dofus Retro servers. 64-bit version uses Adobe Flash Player 32 and has notifications for when a character's turn starts, though it doesn't work with the AHK script. 32-bit version uses Adobe Flash Player 10 and doesn't have the notifications, but it works with the AHK script. If using the Ankama Launcher version and crashing/lagging, try using the 32-bit version, can be enabled in the Dofus Retro settings or launched through the AHK script. _____Improvements_____ > AHK Script AHK Script is an AutoHotKey script that automatically launches a specified number of clients, logs them in, selects the server/character and invites them to the group, as well as lets you switch to a specific character window with hotkeys among other things. Also launches WindowTabs if WindowTabs.exe exists in the same location as the script. (Source Code, currently the newest version is 30, alternative AHK script) It automatically uses/launches the 32-bit version from the default Ankama Launcher location, as the 64-bit version doesn't work with the script. Settings: > WindowTabs WindowTabs is a nice tool to group Dofus windows separately, as well as sort and switch through them easily with specified hotkeys or the scroll wheel at the top of any Dofus window, works with the AHK script. (Activated newest 2014 version: Download. Activated 2013 version in case the 2014 lags: Download. Official version, has 3 client/tab limit: Download) Settings: > 2.0 Spell Icons 2.0 Spell Icons changes the spell icons to look like the 2.0 ones. Dofus Remastered has great custom made colourful spell icons based on element/spell type. _____Other_____ Other improvements that are not compatible with Dofus Retro (1.30). See also: Dofus Retro Wiki/Useful Links Dofus 2 Starter Pack Dofus 2 Wiki/Useful Links Dofus Logos Ankama Games
TABLE OF CONTENTS Links to different posts in this thread about official information regarding Dofus Dungeons Introduction and ideas. (March 9th, 2018) (Scroll down below the Table of Contents) Level Design. (March 16th, 2018) Game Design. (March 21st, 2018) Characters & Designs. (March 23rd, 2018) Loot & Items. (March 29th, 2018) Q&A. (March 31st, 2018) Divine Items. (April 6th, 2018) Sidekicks. (April 12th, 2018) Bow Meow Mini-World (Part 1). (April 16th, 2018) Classes. (April 19th, 2018) Bow Meow Mini-World (Part 2). (April 23rd, 2018) WIP Video. (April 27th, 2018) Team. (May 16th, 2018) Class Focus: Cra. (May 18th, 2018) Introduction to Dofus Dungeons Hello everyone, First of all, I welcome you to this new blog. The most diligent of you have heard me explain that we were going to take a new turn internally. A lot of messages were exchanged and as soon as I spoke about our thoughts on new directions hundreds of tweets followed one another... It's quite crazy to see that some topics, which we announced as "thoughts", are transformed into what players want to see. Subjects go from "being thoughts" to "being in development" in the minds of some, and the blast extends to sometimes becoming uncontrollable. Strangely, the only way to calm this "buzz" is to ignore it. Yes friends, we are sometimes reduced to that and it's scary. To get things back up quickly and avoid overflows, we decided to launch this blog and communicate with you earlier than expected on what we want to do in the coming months. I spoke of "taking a new turn", of wanting to "reinvent ourselves" and of wanting to push the conversations with you further. I do not drag the suspense any longer: this new turn is called Dofus Dungeons and I will explain our ambition concerning this "new project" (I place "new project" in quotation marks because we will use the Dofus engine to propose you this new experience). First, before getting to the bottom of the subject, I want to explain to you why we want to share this blog here rather than on dofus.com or somewhere more official. Those who follow the evolution of Dofus Cube will seek, for now, information on my personal blog. This blog, created in October of last year, was a need for me to return to the simple conversations of our beginnings. As you know, Ankama has grown considerably over the years and gradually we have lost some values. The fundamentals are still there, basically, but drowned in the mass of things to do... Everything has become more complex, slower, heavier. If I started my own blog, it's not because I wanted to short-circuit what we've put in place in recent years, but rather to find myself more creative. So for a few months now, I've been taking a lot of pleasure sharing the projects we're working on. Wishing to initiate a new movement around the Dofus MMO, I naturally said that the simplest thing was to resume this format. Obviously, I hope that it will achieve success as well as it did on my personal blog and that the constructive conversations will be at the rendezvous. Finally, and before going further in the explanation of our project, I want to tell you that I will not tolerate insults, aggressive messages or other malicious acts. Don't be a Persona. What is Dofus Dungeons? Dodo (from its inspired code name) is a Dofus-based game mode. You will therefore simply access the project by launching your favourite MMO. Dofus Dungeons will be accessible as a normal server. No new game to install, which should guarantee you the same level of technical accessibility/performance. Concerning the gameplay, you will play the same classes (even if there will probably be no more than 10 at the start) with the same spells and the same mechanics (guilds, groups...). However, we are wondering whether we should offer the spells of the current Dofus or 1.29, or work a mix between the two. We will make this decision by talking to you and collecting your feedback. As its name suggests, the game mode will be based on (new) dungeons with (often) new families of monsters. This game mode is therefore, above all things, focused on PvM. It's so much PvM that there will be no trades. There will also be no open world, but rather many small instances. I imagine that all this information should leave you with more questions than anything else. Rest assured, you will have, on this blog, several times a week, the progress of the project. Background In terms of the story, I won't lie that it's going to stay very simple, although the goal is to introduce you to a new very important character. In terms of the universe, we should rather see this game mode as a big dimension disconnected from the rest. I would like to avoid, at first, the big quests full of texts. The idea is to develop something quite new with a system of narrative information directly integrated into the fighting. That is, your opponents will give you information while you face them. In Dofus Dungeons, you must also know that you will find all the heroes of our universe. We are preparing a scenario based on parallel worlds that will tell you more about the subject. A new artistic direction We will also take the opportunity to introduce a new graphic style. One of our developers is currently working on the 3D acceleration for the game that should allow us to add new effects, more lively animations and bring life to the decorations... I have often spoken and I think that this time, it's good: we will try to gradually merge the different artistic directions of our games. Obviously, this will be done smoothly and with your agreement. We even think that it would be possible to coexist the old graphic style with the new, in the worst case. We must ask ourselves concretely on the subject because it is a big issue for us. In terms of industry, I let you imagine the possibilities of creation if we managed to bring together the artistic teams. Rather than 3-4 animators per team, we could have 12-15 animators who would produce the same content for all our games. My point of view never changed on the subject, be it Dofus, Wakfu, Krosmaga... It is about a single universe whose adventures develop in different times. I dream of a unification of the whole, even if I know that it is a subject that will divide. Dofus Dungeons will allow us to present you something new and I cross my fingers that you will like it. For information, the idea is to be as close as possible to our cartoons. Simplification One of the other great intentions of this project is to return to the source, the origins of Dofus. So, you'll probably say: "That's nice Tot, but in 13 years, it's not just a source, it's a whole river!". And you're right. To me, the "sources" are above all a simple and fun gameplay through a loot in the heart of the game, quick access to areas and fast, lucrative fights. Why do Dofus Dungeons as a separate game mode? This is certainly the big question you ask yourself. It's really about making big experiments that could not take place in the current Dofus because it is too risky. Here is the list of what we want to test (and I insist on the word "test"): Free to Play: No need to subscribe to play Dofus Dungeons. We will see if the mechanics that we propose to you are viable (economically speaking). Depending on the feedback, we can think about adapting some ideas to our historical game. Art direction: Completely change the artistic design on decorations and characters. As I explained above, this is one of the big projects that will allow us to save time later. Character classes: Adjustment of class spells according to your proposals. Hard to achieve on the classic MMO, much less risky on this separate game mode. We must decide whether to keep the current spells, return to the old 1.29 spells, or to propose something new. 3D acceleration: Run tests on this development and check if everything works well. The goal is obviously not to redo Dofus in 3D. 2D will remain in the spotlight, but with better performance. A new way of communicating: I talk about it below as it is perhaps one of the most important topics. As you can see, most of these points are virtually impossible to apply in our historic MMO and we will take advantage of this game mode to test them. The idea is obviously to integrate everything that works into Dofus. Ankama and its community We hope, through this project, to develop a new way to exchange our ideas with you. Each week, we will present our progress here. But above all, I would like us to be able to propose working groups and use the ideas that we would all have together. For example, for 2 weeks we will open the topic around the "Loot". The goal will be to think of new ideas around this feature and develop them. How to renew a mechanic that is present for so long? I'm sure we can have hundreds of ideas. We will take the best ideas and list them and then implement them in the game. Of course, this can not happen without some order and maximum respect and we will remove any messages that are anti-constructive or have nothing to do with the subject requested. Regarding Dofus I will finish this first message by talking a bit about Dofus and Wakfu MMOs. For having already experienced such situations, I know we will have thousands of responses of the type "during that time, you will not work on your key games". So I want to announce that the games will experience a drop in pace in terms of updates. But that does not mean we will not do anything, far from it. We will work on new features (which we will talk about soon) and especially, spend a few months purifying the games of their bugs. In addition, you must understand that all the tests we are going to do on this game mode are intended to prepare the ground for our historical games. In terms of deadlines, we will do everything to present you the first tests in July. We do not know exactly where this new game mode will be, but the idea is to go fast and experiment with it. Back to Table of Contents | Next blog post ->