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Gravestorm

Dofus 2.45 Changelog

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I seem to be having problems with various spells from different classes is anyone else getting this? (click to use a spell no ap is used it just does nothing).

 

Also getting errors saying files missing however I have already used the updater and there are no changes being made to the files.

 

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2 hours ago, Quadro said:

man ankama dont even know how to code

 

that's the answer to everything tbh 

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5 hours ago, Goatee said:

 

 

Source: https://www.dofus.com/en/forum/2-general-discussion/331647-changes-monster-attack-system?page=2#entry1345917

 

You've misunderstood the new aggro system.

 

> All 2.44 aggressive monsters are highly aggressive monsters in 2.45

> All monsters (ALL!) are aggressive to players with at least 50 lvls below them

> lvl 200 characters are immune to aggression to most non-highly-aggressive monsters that are lvl 150 or below

> 60-second aggression immunity works by not moving at all (logging in, just arriving on a map, leaving your house/havenbag)

> highly aggressive monsters don't care about your lvl. they'll aggro you anyway (given that you moved or 60 seconds have passed since you entered their map)

Am I not being clear enough? The new rules that apply to all aggressive monsters, what I had in brackets - 60-second immunity of aggressive when not moving for the first time on a map, either logging in, entering a map or exiting a fight. The only part that I misunderstood was the level-related one, not the concept of the new aggression rules that apply to most naturally aggressive monsters in game.

 

This is not what is happening. Getting aggressed even when the conditions are true - freshly logging in, changing map or exiting a fight and not moving is still causing monsters to aggress within a few seconds. The only monsters that should ignore those rules and follow both new and old aggression rules are things such as Wabbits, from what can be gathered from the article, but these are not the monsters I am talking about. I am referring to the 2.44 aggressive monsters which should follow these newly stated rules (read: not the level-related aggression rules), that are not doing that.

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Aggro timers are clearly bugged. The 60 seconds thing is not implemented correctly. As far as I can tell, the 3 seconds rule is broken too. I think time just stacks every time you pass an aggresive mob until you reach combined 3 seconds. Or something like that.


Sacrier rant:

Spoiler

 

Before 2.45 changes were announced, I was planning on making a fire sac. The idea of managing self damage and self heals seemed interesting. I tried the 2.45 fire sac with the intention of keeping the same playstile (int + max suffering) since it kept motivating pain as a mid range attack. My impression is that it's a really bland class. You just try to get max suffering (which takes 3-4 turns) and that's it. There's nothing to look for because you have almost all your spells maxed before level 100 (just missing some damage from dragline copy). There's very little mobility, support or anything to gain from spell variants.

 

 

Edited by ElMatematico

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17 hours ago, Stryke~ said:

Bloody ridiculous that treasure hunts are being nerfed simply because of the easing of the aggression system and because some people just wait it out until they get an aggressive hunt.
Why must you always punish us when it's a small bunch of people who wanna just sit there for 10 minutes (x the number of non aggressive hunts you get) when they are the ones who miss out?
Now treasure hunting will take forever to accumulate sands and experience.
And as for Bonta and Brakma hunts being difficult.... they are by far the easiest of the hunts.
The hardest hunts are Astrub,Neutral Pandala and Frigost - Permafrost Port.
By saying that Bonta and Brakma hunts are difficult just goes to show that the devs don't know what they are talking about.

I hope the amount of experience and roses per hunt gets drastically increased to make up for this stupid as hell nerf.

 

I've been playing on Fraktal (mono server) and treasure hunt is by far the easiest way to level. From perspective of a new server, it absolutely needed to get nerfed. And if you ask why you gotta be punished for something affecting a new server... we got boned by the recipe changes, so it's only fair :)

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The beta servers have been updated, here is the list of changes made:

    Plantouflage Potion now protects from aggressive monsters. Its effects disappear when the character moves. It can be made by Alchemists.
    
It is no longer possible to throw a carried entity to an occupied cell.
    
It is no longer possible to create multiple portals on the same cell.
    
Initial class spells work correctly in the Kolossium.
    
The problem of starting the quest Touch Bottom is fixed.

 

Enutrof:

    
Animated Spade correctly casts his spell.
    
Ghostly Spade: The Critical Hit Rate and Damage on a Critical Hit is corrected (previously the rate was 0 and the damage was lower than the normal hit). The maximum cumulative effect is 1.
    
Abatement: The extent of the damage is reduced so that the Critical Hit can not do less damage than the normal hit.
    
Carnivore Spade: The maximum cumulative effect is 1.
    
Last resort does not affect allies, the description of the spell is improved.
    
Wandering now only works when cast on summons.
    
Clumsiness: The Linear constraint is removed. The withdrawal of MP goes to 2 at level 3.


Eliotrope:

    
The Fulgurant Fist spell casts correctly if the target is in the Portal state, even if the spell is not cast through a portal.


Eniripsa:

    
The Impartial Word AoE works correctly even if the main target is killed by the damage of the spell.
    
Rally Word works on Lapino and Protective Lapino.
    
Word of Flight works on Protective Lapino.
    
The range of Lapino Protector is corrected (it is identical to that of Lapino).

 

Ecaflip:

    
Audacity of Ecaflip now moves the caster and its target before causing damage.

 

Huppermage:

    
Manifestation: When the summon dies, it is Huppermage which fixes the elementary state and no longer the Manifestation.
    
The Elemental Guardian can move properly, its Quadramental Ray spell can now be cast only once per target.

 

Iop:

    
Surge brings the caster closer even if the target is killed by the damage of the spell.
    
Duel no longer works if it is cast on an ally.
    
Emprise now withdraws 100 MP from the target.


 
Rogue:

    
Espingole can correctly be cast 2 times per turn at level 3. MP withdrawal can no longer be unbewitched.
    
The description of Imposture is corrected.
    
The Megabomb can be properly exchanged places with.
    
The Ambulant Bomb can be pushed, attracted and swapped.
    
The Ambulant Bomb can no longer be launched on an occupied cell.
    
Latent Bombs now appear with 40% additional combo.


 
Sacrier:

    
Unleashing can now be launched on an empty cell.
    
Convalescence works properly if the caster has less than 50% HP.
    
Destroyer pushes back correctly in the direction of the attack.

 

Sadida:

    
The Powerful has a Global Cooldown.
    
Voodoo curse: the maximum cumulative effect is 1.
    
The Treant no longer uses a summoning slot.
    
Repotting can no longer be cast when an enemy is next to the Sadida.
    
Scourge properly steals HP if the target is infected.
    
Ascent of Sap no longer causes additional damage to infected targets.


Foggernaut:

   
Forage Turret can no longer cast its Excavation spell on itself.

 

Sram:

    
Funny Trap: Heals are correctly generated on allies.

    Toxines: Critical Hit is removed.
    Casting
one of these spells: Chausse-Trappe, Perfidie, Traquenard or Toxic Injection no longer removes the accumulated bonuses from the other 3.
   
Perfidious Trap that replaces the Silence Trap is renamed to Insidious Trap.
    
The effects of Meprise and Guet-apens work correctly for the lifetime of the Double or the Comploteur (previously did not work on the last turn).
    Pillage
no longer heals enemies if cast on an ally.
    Meprise
now only works with the caster's Summons.

 

Xelor:

    
Xelor's Hourglass works properly on Telefrag allies. In addition, if the main target dies, the AoE is still performed.


 Masqueraider
:

    
Grimace: The increase in damage suffered is working correctly (it was not really effective).

Edited by Gravestorm

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Quote

Clumsiness: The Linear constraint is removed. The withdrawal of MP goes to 2 at level 3


I'm going there, play with my dolls,  alone. Bye

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When is the update going to get released live?

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Sometime in December. Hopefully towards the end so it's not quite as broken as normal. 

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Developers originally planned it for very early December.

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2 hours ago, Gravestorm said:

Developers originally planned it for very early December.

Of last year....

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Yeah, and the update came out on December 6th, I guess this year the goal is the same as they've said that they're aiming for very early December, hopefully they'll take their time if needed though.

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It makes you think. This whole thing was planned for last year. It was stated that there wouldn't be any new elemental paths and variants would keep the spirit of the class intact. We were going to get new characteristic scrolls in exchange for kolossokens and also cosmetic stuff (hinted to be skeleton dragoturkey skin). People complained and the whole thing was pushed a year.

 

Now we know that during that year they created a fourth elemental build for all the classes that didn't have one, pushing base spells into variants (directly nerfing the diversity of many classes, the opposite of the promised effect). And we didn't even get the new scrolls.

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They've completely scraped the other update that tied Spell Variants to Omega Levels and made this from scratch.

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Exactly, and we missed out on that because of people complaining about the economy and the price of kolossokens.

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Yeah, that didn't really change much sadly, not sure why they didn't add more cosmetical things instead of one overpriced thing. The scrolls were pretty op, so they were in the very maybe list, along with XP Potions and nerfing Rune generation, which were all dropped.

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The beta servers have been updated, here is the list of changes made:

     When sounds are reactivated during the combat preparation phase, the combat music is played correctly.
     The level of spells is correctly displayed (in some cases, level 1 was abnormally displayed while the spells were level 2 or 3).
     The damage preview for AoE spells that require a target is corrected.
     The level gain interface is displayed correctly behind the minimap.

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With the changes to elio/insult coming up, do you reckon iop/elio(agi) duo's are still doable? Was just about to change class until I read about these changes

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The beta servers have been updated, here is the list of changes made:

Other:

    
When a character does not get any resources at the end of a fight, he can still get kamas.
    
The appearance of Tactical Modes is improved (some shades are modified to improve readability and reduce visual fatigue).
    
New Tactical Modes are added to 1vs1 tournament and Kolossium maps.
    
In the Plants vs. Trephalts quest, NPC Fidji Merline gives 5 crates as expected instead of just one.
    
The progression of the quest Beyond the Coast continues correctly after defeating Cranberry Howler.
    
In the quest Beyond the Coast, the Howler Cranier appears in play as he follows the player.
    
In the Fiery Stones quest, the fight against the Marsh Robbers starts correctly and stops the progression.
    
Some minds refused to leave the silent wrecks. Now they stop haunting the place after the player's intervention.
    
Some Achievements related to Bethel Akarna and Solar were not validated, this problem is now fixed.
    
Scrolls that teach special spells are disabled and can no longer be purchased from the Temple Merchant.
    
The characters are correctly centered in the level gain interface.
    
The shortcut "Ctrl + digit" allows to launch several clients from the Updater again.
    
When multiple clients are started and a client is closed, the Updater no longer displays that a client has not closed properly.
    
When the Updater is restarted while a DOFUS client is still active, it is possible to launch new clients.
    
The route calculation works correctly from a Haven Bag.
    
Monsters and humanoid NPCs keep their suits when fighting in submarine areas.


 
Enutrof:

    
The Musette Animée now works properly.


 
Huppermage:

    
Solar Spear: The position swap no longer works if the caster is in the Gravity state.
    
Elemental Loop works correctly if the target is in the Air state.


Rogue:

    
Sticky Explobombe: Its AoE is corrected. The Sticky Explobombe is correctly activated by the different effects that trigger a bomb (the explosion of a bomb, detonator, etc.)
    
Latent Bombs: Combo bonus on appearance works fine.
    
Sealing, the variant of Blunderbuss, is activated.
    
Earth Walls work properly.
    
Rebours correctly applies erosion on the Target Bomb.


Sacrier:

    
The colour of the status icon of Negative Suffering is improved.


 
Sadida:

    
Repotting: The teleportation cell of the target tree is corrected.
    
Force of Nature:
The max cumulative effect is 5.
    The Madoll correctly removes 3 AP at level 3.
   
The Inflatable: The Range of Poupesque Acceleration is corrected (2, 4 and 6 at levels 1, 2 and 3).

    Harmony now only works on dolls.


Sram:

     Toxins: The max cumulative effect (5) is correctly displayed in the spell's tooltip.
     Larceny: The chance steal is correctly increased on a Critical Hit and is now done before the damage.
     Dragline) Intelligence steal and attraction are now done before the damage.
     Misunderstanding is working properly again.
     The traps correctly increase the Exploder's (Double variant) blast damage.
     Cruelty no longer has a Global Cooldown.
     Poison Trap: Cooldown is corrected at level 3 of the spell (3 -> 2).

     Epidemic: The max cumulative effect is 1.
     Inquisition: Damage is no longer caused on allies.
     Looting appears correctly in the combat log.
     Calamity and Sneaky Trap properly trigger Toxins and Chakra Concentration.



 Foggernaut:

    
Support: The teleportation cell of the target turret is corrected.
    
The Tactirelle correctly casts its Transko spell.
    
The Bathyscaphe no longer casts Decompression several times on the same target.

Edited by Gravestorm

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The beta servers have been updated, here is the list of changes made:

    Common Spells are functional.
    
The characters have been reset (their state is identical to the one they had at the launch of beta 2.45).
    
Enabling the option to play music in a loop during combat no longer causes looping of zone music.

 

Cra:

    
Redemption Arrow: The max cumulative effect is 1. The spell now requires a target.
    
Massacrante Arrow: The max cumulative effect is 1.


Enutrof:

    
Ambulation works properly on enemies.


Pandawa:

    
Brewing: The effects can no longer be unbewitched.
    
Bombance no longer changes the appearance of the Pandawa.


Osamodas:

   
The spells: Crapoussée, Tofu Transposition, Gobball Attraction and Dragoheal correctly have a Global Cooldown.
    
Resurrected summons correctly have their 2 AP bonus.
    
The effects of Aquatic Wave, Sedimentation and Dragonheart can no longer be unbewitched.


Ouginak:

    
Added animation for Gangrene.
    
Muzzle: The max cumulative effect is 1.


Rogue:

    
Sealing: The effects are no longer removed at the death of the bomb.
    
Imposture works properly on the Sismobombs.
    
The Megabomb and the Sticky Explobombe no longer cause target damage in the Kaboom state.


Sacrier:

    
Motivating Pain properly increases Suffering.
    
Desperation repels the target and not the caster.


Sram:

    
Pillage and Funny Trap no longer steals life from allies.


Foggernaut:

    
Added animations for the spells: Assistance, Torpedo, Sabordage, Nautilus, Harmattan.
    
Compass works correctly when it targets a Turret.


Xelor:

    
Remember: The number of casts per turn is 3, the number of casts per target is 2.
    
Cross Reference: The minimum Range is 1.
    
Pendulum: 
Can no longer be cast on the first turn.

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On 11/23/2017 at 3:03 AM, Archangel-xx said:

 

I've been playing on Fraktal (mono server) and treasure hunt is by far the easiest way to level. From perspective of a new server, it absolutely needed to get nerfed. And if you ask why you gotta be punished for something affecting a new server... we got boned by the recipe changes, so it's only fair :)

For solo accounters on Echo Treasure Hunting is really the only sure fire method of gaining experience and kamas outside of grueling repeatable quests and grinding mobs for piss poor experience.

Before the Mono account servers (Which I can't access anyway) Treasure Hunting was the only nice thing Ankama has ever done for solo accounters since 2.0 was released.
Low level gear doesn't give piss for wisdom.
Medium Level gear doesn't give piss for wisdom unless you sacrifice stats that would otherwise help you kill mobs faster.
High level gear gives ok Wisdom but at that point it's not really much of a big deal.

Ever since the server merge profession resources aren't worth squat and no one needs a craftsman that badly so money making is a hassle.

I just want to get every character and profession to 200 so I can quit this sack of shit game and move to a game where the devs actually play their own game and understand our problems.

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Still no date on when this update will come out ?

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Nah, they're pushing updates on beta every day except the weekends, so probably a load more to do.

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Hope its pushed trying to clear w/e achieves I can before enu nerf.

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