August 09, More Bug Fixing
Posted August 9th, 2009 by SkotlexI 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
Posted August 8th, 2009 by SkotlexIndeed... for some reason I've spent a little over a week working on this update. Enjoy~
General
Game Mechanics
Monsters
Items
Skills
Bug Fixes
July 31, Aftermath
Posted July 30th, 2009 by SkotlexSome 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
Posted July 29th, 2009 by SkotlexSo, I've had some time to work around and fix many things this time around...
General
Game Mechanics
Monsters
Items
- Holy Marcher Hat
- Golden Bandana
- Pirate Dagger
- Diadem
- Hockey Mask
- Observer
- Poring Party Hat
- Sacred Palma
- Songkok
- Salendag
- Koneko
- Dark Randgris Helm
- Baphomet Horns
- Orc Hero Headdress
- Bunny Top Hat
- Balloon Hat
- New Year Suit Hat
- Nekomimi Kafra Headband
- Tiraya Bonnet
- Jasper Crest
- RWC Anniversary Bread Envelope Hat
- Chicken Hat
Skills
Bug Fixes
July 24, Lazy Updates
Posted July 24th, 2009 by SkotlexSmall 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.
