July 29, Energy Update

So, I've had some time to work around and fix many things this time around...

General

  • Updated the bdata.grf, amongst other changes, you can now select the skill level of Mental Change.
  • Added skill-specific bonuses (attack, heal, knockback boost, cast time) information to "@info self"
  • Added a Kafra to the MvP Simulation Room #2 (the one with free stat resets), this is a minimal Kafra that only allows storage and bank access.
  • Updated the boss/MvP list in the simulation room.

    Game Mechanics

  • Made element resist stacking more strict, so the DMR cap is 100% (meaning you can't get to it). Items that grant resist like the Undead Elemental scroll are also affected.
  • Switching arrows will no longer cause you to stop attacking.
  • The +50% card power when compounded in 2H weapons now applies to all weapon types, not just melee weapons.

    Monsters

  • Added Naght Seiger as a sealed MvP to Thanatos Tower.
  • Moved Piamette's location to the Niflheim fields.
  • Monsters can no longer be captured as pets in maps tagged as "no death penalty" (ie: cities, pvp/gvg/simulation rooms). The main reason is quite simple... the simulation room gave a very convenient way to capture any non-MvP, boss monster at your desired level, without having to engage in what otherwise could be seen as a quest to get the pet (which is in particular a challenging task for certain mobs like Piamette).
  • MvPs with normal respawning times are no longer considered "MvPs." Not being an MvP means that the monster will not yield MvP experience, and will lose a few of the MvP-specific benefits (such as much higher cast-cancel resist). The only monsters that should be affected are the ones from Geffenia, as all other MvPs should either be "Sealed" or summoned via a script/quest.

    Items

  • Added 22 headgears that were commented out in the official eA database, but whose sprites are included in an updated kRO client installation. The headgears in question are:
    1. Holy Marcher Hat
    2. Golden Bandana
    3. Pirate Dagger
    4. Diadem
    5. Hockey Mask
    6. Observer
    7. Poring Party Hat
    8. Sacred Palma
    9. Songkok
    10. Salendag
    11. Koneko
    12. Dark Randgris Helm
    13. Baphomet Horns
    14. Orc Hero Headdress
    15. Bunny Top Hat
    16. Balloon Hat
    17. New Year Suit Hat
    18. Nekomimi Kafra Headband
    19. Tiraya Bonnet
    20. Jasper Crest
    21. RWC Anniversary Bread Envelope Hat
    22. Chicken Hat
  • Updated the headgear shops with the new headgears, also updated a few of their prices.

    Skills

  • Multi-hit splash skills (eg: Esma) will now display a single hit on the splashed-targets, as this is the only way to disable the skill's animation being displayed multiple times for each target.
  • Equipment switching is again allowed while singing/dancing, however, if you don't use "Adaptation to Circumstances," a forced song/dance end will cause the bonuses to end immediately rather than last 20 additional seconds.
  • Summon Slaves/Summon Monster no longer has a cast time, it has now after-use delay instead.
  • Improved Acid Terror to deal DEF2-ignoring damage that is increased by the target's VIT. To make it a bit flasher, the skill now deals "SkillLV" hits. It's cost has been adjusted to 5*lv SP.
  • Reduced the power of Acid Demonstration (as it was easily dealing high damage even to low vitality targets). However the skill still does decent/high damage on high Vit characters (eg: On my creator, Acid Terror will ~2K damage to almost no vit characters while AD will do ~500, but when vit gets high enough (120+), AT does ~4k and AD ~10k). It's SP cost has been also reduced to 4*lv SP.

    Bug Fixes

  • Corrected Adaptation to the Circumstance's "minimum song/dance time" to be an accurate 3 second rather than 4.
  • Fixed the "test dummy" monster not being present in the simulation rooms.
  • Corrected monsters summoned in the simulation Room #2 appearing in the original, #1 room.