August 08, Titan Update

Indeed... for some reason I've spent a little over a week working on this update. Enjoy~

General

  • Updated the bdata.grf.
  • Finally added the training grounds. They are available to characters with level below 50, and are composed of five maps, each one designed for a range of 10 levels. Each map also is filled with survival tips and important information regarding the MouRO core mechanics.
  • Increased the success chance of the extra-slotter NPC. Rather than the chances being 10%, 20% and 25%, they are now 25%, 50% and 75%.
  • Turned on the Guild Storage log, to record who stores/removes items from their guild storage.
  • Simplified the Accessory Shop to have only some essential items.
  • Pets are no longer allowed in WoE.

    Game Mechanics

  • Characters that are knocked back now stop attacking if their target is no longer within attack range.
  • The direction that a character faces is now updated when skills are used.
  • Now when a character rolls back, their job-level for battle-mechanics (BAtk, Flee, Hit, max Hp/Sp, etc) will also be scaled appropriately (it doesn't affect other things like, refine/upgrade success rates).
  • Max Hp/Sp calculations now give greater weight to Base Level than Job Level.

    Monsters

  • Removed the Dragon Zombie mob from the db, as it has no sprite.
  • Maps now have a "Slay Counter" which keeps tracks of how many monsters have been defeated so far in that map. As the slay counter goes up, monsters will take gradually longer to respawn. The counter goes down gradually with the passage of time in maps that have no players. The slay counter is displayed on map change, as well as in the output of @pdiff.

    Items

  • Reduced a bit the Arch Angeling SP boost to +Luk/3%
  • Fixed the Dex bonus of item 2747 (Black Cat).
  • Glorious weapons have been toned down a bit: their Demi Human damage increase has been set to 50%, and ATK adjusted accordingly (based in comparison to other weapons of the same type).
  • Spell Scroll items can no longer be used in WoE

    Skills

  • Shield based skills now use the armour's element as their attack element.
  • Acid Terror & Demonstration are now affected by cards.
  • Adjusted the Acid Demonstration damage equation, so it is still usable as an average damage skill against targets with no Vit. The damage increase from Vit is much lower now.
  • Simplified bowling bash: the target is knocked back into other monsters, and they all take damage. However, the targeted monster receives a second hit whose power increases with the number of targets it collided against.
  • Dispell now dispels a few more status changes (noticeably some 2nd Advanced buffs that for some reason were immune).
  • Joint Beat's success rate has been increased to 5+ 3*lv%.
  • Auto-Counter is now a support buff, which enables up to 10+2*lv counters against frontal normal attacks while active. The trigger rate is 25+2*lv%, and uses the Reject Sword icon to indicate its activation.
  • Increased slightly the damage of Palm Push Strike to +50*lv%, but the activation delay has also been increased to +0.3*lv secs.
  • Desperado now combines all hits within a single skill attack: triggering an attack that does up to 10 hits rather than up to 10 individual attacks.

    Bug Fixes

  • The Treasure Hunting script won't allow the same map to spawn more than one guardian at a time.
  • Fixed the changing of "defender/attacker" state during WoE when the Emperium is destroyed.
  • Fixed a possible case that would cause the remaining WoE time to be calculated as a negative value.
  • Fixed armour breaking items actually breaking the weapon instead.
  • Fixed @effect hiding your own effects when it should only hide "player" ones.
  • Fixed a rare case where the old-antiques merchant could replace an item currently in sale for another more expensive, which could lead to players currently making a purchase acquire the recently added item rather than the previous one for sale.
  • Fixed the stacking of temporal regeneration items (eg: General Egnigem, Azhura Mazda) when stacking bonuses from different durations. The previous method was causing a 3% heal every 10 secs to be converted to 6% heal every 5 secs! Which quadruples the intended power of the item.
  • Autolooting will now stop when a character dies.
  • Fixed the refine rate of equipment from rolled-back characters being miscalculated: Rather than starting at +0 and approaching the original refine level as they had higher level, it was going backwards! Reducing with higher level...