02-20-2017, 05:07 PM
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1.75
Pixel Movement - The pixel movement system has been implemented on live for some serious testing. Please see this topic for all the details.
- Random dungeon chests are now separated into categories.
-- Wooden chests have crafting materials or various items, but are rarely locked and/or trapped.
-- Crown chests (with the crown mark on the lid) can be gold bar chests, or equip only chests. They are locked and/or trapped around 50% of the time.
-- Runed chests (with the triangular lids) are 'rare' chests, and have a crafting material, equipment, and various items inside of them. They are always locked and usually trapped.
-- Red chests are very rare chests, and can only spawn in level 60 or higher dungeons. They contain rare crafting materials, rare potions, and an equipment item of rarity 8 to 10.
- Newyen Seeds can now be crafted.
- Automated Shopkeeper's greetings can now be customized.
- Mirror Knight can be fought at the Statue of Memories if you've completed his boss fight.
- Archer's Fortune Wind changed to: 24 FP (-1 per Rank), Evade bonus is equal to 5 + 50% of Scaled LUC, secondary effect range changed to 4, secondary effect damage changed to (status LV * 3) + Wind ATK.
- Magic Gunner's Lucky Shell's Lucky Fortune effect (that avoids damage) will now halve the level of Lucky Shell after triggering.
- Ghost's Rebound now heals for 150% of Scaled RES per enemy (from 100%).
- Monk's Setting Sun changed to; creates a sun at the location for up to 3 rounds. When the skill is used again or the duration expires, it sets, dealing its effects.
- Wind Slasher now lists its Talvyd enchant bonus.
- Haunted Soul enchantment now reduces your status resist by 25% when equipped.
- Armor of Nails now deals damage equal to 25% of your level, or 5, whichever is higher.
- Campfire lighting has been adjusted a bit to look more natural.
- Using a special arrows skill while already having the same arrows active now refreshes the status instead of clearing it.
- Air Shafts, when created, will now knock anyone on that spot airborne.
- Rebelling enchantment changed from +2 Power for every 1 Rarity below 9* and -5 Accuracy to; +1.5 Power and -3 Accuracy per 1 Rarity below 9*.
- Sanguine Crest's STR bonus to battle weight now applies outside of battle (to prevent metagaming).
- Spine Leash's Ice ATK bonus has been changed to a non-stacking effect. (Meaning, it won't stack with other Spine Leashes you have equipped.)
- Release All on the spirit management screen now has a second confirmation window to make sure you want to do that.
- Skip now has a 2 round cooldown.
- You can now swap skills in the class board by dragging/dropping them.
- Prayer Tools now display what prayer status it gives, and what the status does.
- During back attacks, the status phase will take effect.
- ci-close-new will close new interfaces and the new quest log, provided it can. (No real change except for heavy macro users.)
- Some enemies are now treated as having a specific armor type (all others default to Unarmored as usual);
-- Heavy Armor; Snakeman Knight, Forgery, Spectre Knight, Soldier Kraboid, Mirror Knight, Gold Beetle, Headless Knight, Animated Sword, Critter, Spatial Ravager, Delver
-- Light Armor; Snakeman Sniper, Goblin Spear, all Bandits, Spatial Terror, Sand Kraboid
* Bug Reports
- Lunar Lunatism's Charm LV was being inflicted at a higher level than intended.
- Raging Flame was not covering all of the tiles it should be when applying its effect.
- There are no longer two Fluffles running around.
- Camera Flash no longer blinds you instead of the enemy. (I also changed the flash effect to the new, more efficient version.)
- Hellspike and Glowing were sticking around between battles when used by monsters.
- Wretched Oil can no longer hit enemies who are removed from the battle temporarily.
- Ignis now properly gives the 3% per Rank bonus to Burn infliction that it should (it was only giving 1%).
- Layouts were not being saved when door status was changed in houses.
- Races weren't being validated after changing from one race to another via Legend Extend.
- Ice Sheets had a layer higher than normal.
- Spatial Ravager no longer leaves his battle ring behind after completing Ravage Rampage.
- Moonlight Mercy's headshot effect should only play once, as intended.
- Steel Blood says it targetted enemies only, which wasn't true.
- Final Flare was breaking daggers/etc. if it wasn't used before a battle ended.
- Improvised Weapon could be used even if you already had an Improvised Weapon.
- Yenten cards were not appearing in most cases. Status icons are no longer shown while playing.
- The battle bar optimization caused incorrect look-ups on skills cached, resulting in Attack and Subattack using the wrong pattern/etc.
- Skills with HP costs were mistakenly showing up as FP on the battle bar.
- Imperialist race icon in the character panel was incorrect.
- Geist Schritt now expires when you are defeated, as intended.
- Treated wounds could still become infected.
Or click here to view the game's hub page and learn about it, see screenshots, who's playing, and more!
1.75
Pixel Movement - The pixel movement system has been implemented on live for some serious testing. Please see this topic for all the details.
- Random dungeon chests are now separated into categories.
-- Wooden chests have crafting materials or various items, but are rarely locked and/or trapped.
-- Crown chests (with the crown mark on the lid) can be gold bar chests, or equip only chests. They are locked and/or trapped around 50% of the time.
-- Runed chests (with the triangular lids) are 'rare' chests, and have a crafting material, equipment, and various items inside of them. They are always locked and usually trapped.
-- Red chests are very rare chests, and can only spawn in level 60 or higher dungeons. They contain rare crafting materials, rare potions, and an equipment item of rarity 8 to 10.
- Newyen Seeds can now be crafted.
- Automated Shopkeeper's greetings can now be customized.
- Mirror Knight can be fought at the Statue of Memories if you've completed his boss fight.
- Archer's Fortune Wind changed to: 24 FP (-1 per Rank), Evade bonus is equal to 5 + 50% of Scaled LUC, secondary effect range changed to 4, secondary effect damage changed to (status LV * 3) + Wind ATK.
- Magic Gunner's Lucky Shell's Lucky Fortune effect (that avoids damage) will now halve the level of Lucky Shell after triggering.
- Ghost's Rebound now heals for 150% of Scaled RES per enemy (from 100%).
- Monk's Setting Sun changed to; creates a sun at the location for up to 3 rounds. When the skill is used again or the duration expires, it sets, dealing its effects.
- Wind Slasher now lists its Talvyd enchant bonus.
- Haunted Soul enchantment now reduces your status resist by 25% when equipped.
- Armor of Nails now deals damage equal to 25% of your level, or 5, whichever is higher.
- Campfire lighting has been adjusted a bit to look more natural.
- Using a special arrows skill while already having the same arrows active now refreshes the status instead of clearing it.
- Air Shafts, when created, will now knock anyone on that spot airborne.
- Rebelling enchantment changed from +2 Power for every 1 Rarity below 9* and -5 Accuracy to; +1.5 Power and -3 Accuracy per 1 Rarity below 9*.
- Sanguine Crest's STR bonus to battle weight now applies outside of battle (to prevent metagaming).
- Spine Leash's Ice ATK bonus has been changed to a non-stacking effect. (Meaning, it won't stack with other Spine Leashes you have equipped.)
- Release All on the spirit management screen now has a second confirmation window to make sure you want to do that.
- Skip now has a 2 round cooldown.
- You can now swap skills in the class board by dragging/dropping them.
- Prayer Tools now display what prayer status it gives, and what the status does.
- During back attacks, the status phase will take effect.
- ci-close-new will close new interfaces and the new quest log, provided it can. (No real change except for heavy macro users.)
- Some enemies are now treated as having a specific armor type (all others default to Unarmored as usual);
-- Heavy Armor; Snakeman Knight, Forgery, Spectre Knight, Soldier Kraboid, Mirror Knight, Gold Beetle, Headless Knight, Animated Sword, Critter, Spatial Ravager, Delver
-- Light Armor; Snakeman Sniper, Goblin Spear, all Bandits, Spatial Terror, Sand Kraboid
* Bug Reports
- Lunar Lunatism's Charm LV was being inflicted at a higher level than intended.
- Raging Flame was not covering all of the tiles it should be when applying its effect.
- There are no longer two Fluffles running around.
- Camera Flash no longer blinds you instead of the enemy. (I also changed the flash effect to the new, more efficient version.)
- Hellspike and Glowing were sticking around between battles when used by monsters.
- Wretched Oil can no longer hit enemies who are removed from the battle temporarily.
- Ignis now properly gives the 3% per Rank bonus to Burn infliction that it should (it was only giving 1%).
- Layouts were not being saved when door status was changed in houses.
- Races weren't being validated after changing from one race to another via Legend Extend.
- Ice Sheets had a layer higher than normal.
- Spatial Ravager no longer leaves his battle ring behind after completing Ravage Rampage.
- Moonlight Mercy's headshot effect should only play once, as intended.
- Steel Blood says it targetted enemies only, which wasn't true.
- Final Flare was breaking daggers/etc. if it wasn't used before a battle ended.
- Improvised Weapon could be used even if you already had an Improvised Weapon.
- Yenten cards were not appearing in most cases. Status icons are no longer shown while playing.
- The battle bar optimization caused incorrect look-ups on skills cached, resulting in Attack and Subattack using the wrong pattern/etc.
- Skills with HP costs were mistakenly showing up as FP on the battle bar.
- Imperialist race icon in the character panel was incorrect.
- Geist Schritt now expires when you are defeated, as intended.
- Treated wounds could still become infected.