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August 09, More Bug Fixing

I suppose this is unavoidable with large updates... bugs that creep in :/

August 09

  • Updated the bdata.grf.
  • Fixed the monster skill level calculation for 2nd class skills: Monsters were unable to use them until Level 74 (which is the same level at which they can start using Advanced skills!). This bug also affects pets.
  • Rewrote around a bit the training grounds script to use sleep calls, as the previous method seemed to break with multiple simultaneous players.
  • Adjusted the ATK of a couple of Glorious weapons, and toned down the Glorious Staff of Recovery.
  • Criticals and Ignore-Defence equipment will now reduce Armour Defence by 1/3, and Vit Defence by half (rather than both -50%)
  • Corrected a script bug which prevented WoE from ending after the 30 minutes of defence has passed.

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...
  • July 31, Aftermath

    Some small changes that should help make things more interesting/challenging and reduce a bit the power-levelling madness of large parties.

    July 31

    • Changed the way additional monster-HP per player on map yields experience. Previously, 1/3rd of the gained HP didn't give any EXP (leaving you with 2/3rds of it) regardless of party size. Now the amount of EXP "lost" from HP gains is incremental: 20% + 5*Number of players% (but DMR toned down, so it has an upper maximum of around ~70%). This needs testing, and can be toned down if too restrictive, but it cannot be tested but in live scenarios, hence the need to incorporate it into the live server.
    • Increased a bit the job-level of monsters based on players on a map (from +3 per player to +5).
    • Increased slightly the skill-usage rate of monsters from 50% to 75%.
    • Increased the innate status-change resist of boss monsters by 30%, and of MvPs by 50%.
    • Reduced the cost of reverting back to Novice to 1k
    • Corrected Strip skills often passing around the wrong "location," causing things like Strip-All not removing the headgears.
    • Corrected "Auto-reuse fixed-range skills" to stop when the skill fails after casting.
    • Corrected TK stances not automatically updating the used level when you invest skill points into the respective kicks.

    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.
  • July 24, Lazy Updates

    Small things here, and there... nothing major... yet.

    July 25

    • Changed the stats of multiple dummy monsters and added them around the world so that they are added to the random spawns. The monsters include monsters from "Fallacious Okolnir," "WoE SE - Guild Dungeons," and "Another World." The actual monster list is:
      • Piamette
      • Wish Maiden
      • Garden Watcher
      • Banshee Master
      • Beholder Master
      • Cobalt Mineral
      • Heavy Metaling
      • Hell Apocalypse
      • Zukdam
      • Kublin
      • Dandelion
      • Tatacho
      • Centipede
      • Nepenthes
      • Hills Lion
      • Hardrock Mammoth
      • Tendril Lion
      • Cornus
      • Naga
      • Luciola Vespa
      • Pinguicula
    • Note that these monsters don't have any drops as of yet other than random drops, but they still yield experience. Use "@whereis" to spot their default locations.

    July 24

    • Updated the bdata.grf
    • Increased the duration of most Hunter traps by "one level", for those traps whose duration decreases per level (eg: If the duration was 600-30*lv secs, then it went up to 630-30*lv). Affected traps are: Skid, Land, Ankle Snare, Shockwave, Sand, Flasher, Freezing.
    • Updated the pet shops to account for the newer pets (however, the pet armour for them does not work at all on non Jro clients, so they were removed :/).
    • Added a second MvP simulation room. It has a higher entry cost, but it has the advantage of free stat resets once inside. Also added a new monster to the boss listing: "Test Dummy" It does nothing, has no power, no defence, just loads and loads of HP. Meant to be used together with the free resets to test your damage output. Inquire with Arnold for more details.
    • Increased chinese handicraft's trigger rate to 15%.
    • Changed the Siroma and Imp cards so they can't easily be stacked for high damage. The bonus is now +25-X% damage and -25+X% cast time. Where X is 3*(total number of compounded cards). So with one card, the bonus is 22%, two cards 19%x2 and so on.
    • Also changed the Banshee card so the damage boost is also reduced when stacked. The boost is 23-(3*cards compounded)%.
    • Equipment can no longer be removed while dancing (to enforce usage of "Adaptation to Circumstances")
    • Changed the Tarot Card "The Fool" to zap 90% of opponent's SP, and "The Lovers" will now warp the caster one screen away.