[ M I S C E L L E A N O U S ]
. Fyros, Tryker, Zoraï and Matis have their own way of behaving, moving, civilization animation are here.
. Karavan people should have a better standing position.
. Mektoubs collisions have been slightly widen.
. The Zoraï chief tent in Nexus has been repalced by a Fyros tent.
. The banner from the Cockroach camp in the Prime Roots have been moved to the Keepers camp.
[ C H A R A C T E R S]
.The forage 'end' animations are no longer played when the forage actions are not validated (e.g. trying to begin prospecting on a mount made the character stand).
[ L A N D S C A P E ]
. All civilizations used their best landscapers in order to redo some lay out of their land in certains areas. As a result you will be able to notice some changes in the following areas on Atys: Graveyard Walk, Gusty Gorge, Hush Hole, Muse Watch Lake, the Nexus, Elusive Forest, Land of Continuity, Prime Roots, Falls of the two totems, Eastgrove Gate, Westgrove Gate, Highgrove, Killing tree, Smittent Mount, Dragon's Spine, Thesos Spring, Thesos Fall Tor, Highridges, The Waste, Midpeaks, Ruins of Mossok, Dyron Hill, Shadow Riders, Imperial Dune.
. Some guards tower appeared at Highridges and Midpeaks. A control post appeared at the 4 roads in the Fyros land. What homins are up to ?
[ I N T E R F A C E ]
. You can now invert the mouse Y axis in the option, when using freelook.
. In the shard selection window, the first server on your list is automatically selected. Hiting 'ENTER' will make you connect to the highlighted server in your list.
. The keys configuration window (press 'K') have been modified in order to ensure a better readability. You can resize it vertically.
. The craft window have been changed from a vertical to horizontal view. This will be needed for outpost as a new component will be needed to make new items. You now have in the left panel the basic component needed to craft, and on the right panel a preview of the result crafted item.
. IG rollover tool tips have been improved and the way they behaved have been changed. They are now instantaneous and appear by the control, not the mouse cursor.
. It could happen that the text in the info window is cut (eg: raw material info). If this occurs, just go over it with your mouse and a roll over with the text missing should appear.
. More tooltips are added here and there, eg: descriptive tooltips added to the persona window, over character stats.
. The duel offer window is now entirely displayed.
. Clicking SUPPORT at the login page was not directing you to the right support page. It is now fixed.
[ C H A T ]
. Region talk (from player or npc) only involves the characters in the region; it does not reach the characters around the sender if they are not in the region anymore.
[ M E K T O U B ]
. When mounting a mek, any pending exchange is automatically aborted.
. You can only access the stable of the city you are in. For example if you are at north stable in Pyr, you can access the south one but not inventories of your meks in Dyron nor Yrkanis stables. Dam mektoub were sploiting again !
[ MAIL & FORUM ]
. IG forum have been going thru some improvment (eg: topic too long could bug the layout).
[ P v P]
. When leaving a PvP zone and entering a new one, it could happen that you got the message: 'you are safe' when you were not.
. You cannot invite to your team players from opposite factions in a PvP faction area.
. Right now PvP damages are divided by 2 compared to PvE. The original purpose was to make PvP fights to last longer, especially since magicians were able to inflict too many damages. Since we would introduce magical damage absorption, while offensive casters would still have a slightly advantage regarding damage quantity, it would restore some balance here. Also, in PvP, armors above q160 aren't useful since they absorb more damage than a warrior will ever be able to inflict. We then removed this dividing factor.
[ C O M B A T ]
. Basic double missile stanza now have a new cost: the relative cost. In order to fine tune PvP and PvE, double missile add a 20% cost to all actions. Prior to that, double missile enabled you to cast 2 spells at the same time.
. Double affliction + DD cost when making the action has been increased of 20 % overall.
. Recast timer for aura is now of 20 mins.
. Depending on the aura, there is a 10 minutes timer for you to be affected again when one wears off.
. Stanza for Area of Effect (bomb, spray, chain) have had their power doubled, this is for damages and heal also. Except the first stanza/brick of those 3 effects, which is a bit under factor 2.
. Armors should now absorb creatures critical damages as intended by the gameplay. Absorbtion value have been fine tuned. A certain amount of critical melee damages, from creatures, you take will now be absorbed by your armors, of course those will vary depending on light, medium, heavy armors and their stats.
.The new absorption value are as follow:
- For light armors, the absorption range changed from 5%-15% to 5%-25%
- For medium armors, the absorption range changed from 20%-30% to 20%-40%
- For heavy armors, the absorption range changed from 45%-55% to 40%-60%
. 2 hand melee weapons now have their own stats (axe, sword, pike...).
. The way resistance works on jewels have been undergoing some changes. You can notably see those in your personna window 'P'. The RESISTANCE category now has more tooltips and the category PROTECTION appeared, filled with tooltips also. They are both for jewels only.
. In a nutshell, resistance let you know if you will be hit by a spell or not and protection the reduction percentage of spell damage.
. Each jewel can have up to 3 resistances. Those resistances come from the raw materials which you use in order to craft your jewel.
.The new types of resistances (which replace the former ones) are as follow:
- Desert resistance includes fire, blind, madness
- Forest resistance includes poison, sleep, snare
- Lacustre resistance includes cold, shockwave, stun
- Jungle resistance includes electricity, slow, root
- Prime Roots resistance includes acid, rot, fear
. When crafting jewels, in the crafting windows, the greyed stats are not used (only the 3 best are chosen). Tooltips detailthat in the craft window, also providing examples of how it works for a better understanding and making the desired/appropriate jewel.
. Former jewels will have their resistance converted to the new system when needed.
. Moreover, jewel now have 3 qualities: quality 1, 2, 3. Their difference relies on their stats and the higher the quality, the more raw materials you will need to craft those.
. Here's a bit more info on resistance system:
- each homins have various basic resistance.
- civilization resistance (0%, 10%, 20%) depending on their civilization and the magic type.
- natural resistance is: 10% for generic damages, 20% for natural resistance, 0% for all others.
- There is also a maximum natural absorption depending on the best skill of the character.
- Generic magic damages are: Acid, Cold, Rot
- Civilization damages are: Fire (Fyros), Poison (Matis), Sockwave (Tryker), Electricity (Zorai)
[ S T A N Z A ]
. Actions in your handbar could be stuck if you played a spell then a power.
. Some tuning was done on heal sap, sta and HP:
- HP heal are diveded by 2
- STA heal are 5 times higher
- SAP heal are 4.16 times higher
[ BUYING & SELLING ]
. You can now buy from NPC seller items of level > 250.
[ F A M E ]
. Some changes were done in the way fame is addressed, global fame is now identical to personal fale.
[ N P C ]
. Min-cho guards whom had Jen-Lai title were promoted to Min-Cho title. All is back as normal.
. Hoi-Cho guard is back in his flat.
[ F A U N A ]
. The gibbai tribe in The Void replaced their frahar by a gibbai. Frahar trying to sploit as mek it seems !
[ K N O W N B U G ]
. If you buy or have a piece of equipment in your inventory which is red and can't be equipped due to some missing pre-requisites, it will stay red when you'll finally match these pre-requisites. However, you'll then be able to equip it immediately, and the redness will disappear when you relog.
RN 9 September
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