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Haven Worlds
Community Manager * Member Since 2012-03-01
posté June 24, 2013, 16:00:00 | #1
Haven Worlds


Today, we reveal the new content that will arrive on the game on June 25.
 
Enjoy!
 

Haven Worlds

Recently, Azael and Fhenris showed you the Haven Worlds in more details.

You waited eagerly for them, and now they’re here! You’ll soon be able to send your first Rotceres to work!
 
If you stayed hidden in a cave these past months, it’s not too late to catch up and learn more about Haven Worlds.
 
You can start by watching the interview with Azael.
 
 

You can also learn more about buildings in this Devblog, or read another Q&A session with Azael.
 
The following video will show you the first steps in a Haven Worlds.
 
 
Note that the video was shot with content under development and that you might notice differences when the final update is implemented.
 

Guild Revamp

We mentioned that we wanted to bring Guilds back right in the center of the game. It’ll now be the case.
 
In short:
  • You can now create your guild from the Guilds Bank, for 10 000 Kamas or by using a Guildalogem that can be dropped on all monsters.
  • We removed the fight and craft levels and replaced them with a global level.
  • These levels will unlock with Guild points and take time to activate.
  • Each level will give you access to several bonuses that can be bought with Guild Points. Some will be temporary (+% damages, +PP, etc.) and others permanent (+HP, +% Resists, etc.).
  • There will be several ways to get Guild Points: winning fights that provide Experience, completing a dungeon and also completing daily quests.
 
If you want to know more, you can find a Devblog detailing this revamp, here.
 

GvG coming soon

The War of the Guilds is coming. With this update you will start seeing the first signs. Prims will become visible in the game, but you won’t be able to interact with them yet.
 

You will also find an inactive “Ranking” tab in your Guild Interface. Starting in July this tab will display both PvE and PvP rankings.
 
Finally, we invite you to read our GvG Q&A with Azael and start preparing for the hostilities.
 

Gazette

Don’t forget that a part of the Gazette is now here just for you! Have a small announcement to share? A slogan or false advertising for us? Send your ideas to your Community Manager, we will retain the funniest for publication in the next gazette.
 

Bug fixing and improvements

Classes

General
  • For balance reasons, Blindness will no longer be applied by class spells. We decided to replace it with other states while increasing their application rates.
Cra
  • Blinding Arrow: No longer applies Blindness but Disorientated instead (0 to 40% chances to inflict -1 Range).
  • Riddling Arrow: Damage reduced to 39 (instead of 40).
  • Lashing Arrow: Damage reduced to 39 (instead of 40).
  • Destructive Arrow: Damage reduced to 55 (instead of 70). Damages linked to Riddling no longer modified when dealing a Critical Hit.
 
Ecaflip
  • Flealine Army: Description modified to better match its current effects.

Enutrof
  • Fusion: Range increased to 5 (instead of 4). Level of Burning reduced at low level when dealing a Critical Hit.
  • Ember: At max level, Explosion will be level 70 (100%) instead of 100 (70%).
  • Firedamp Explosion: Cost reduced to 3 AP (instead of 4). Damage reduced to 40-50 (instead of 48-60).
  • Hot Magma: Damage with Mines changed to +30 (instead of +10).
  • Phone a Frhend:
    • Furrow: Chances to find a mine increased to 30% (instead of 15%). Chances to find a larva increased to 70% (instead of 50%).
    • Mine Mover: Applies Master Miner: The Enutrof keeps the Fire dmg bonus of the Mine for one turn if he isn’t on a Mine.
    • Tunnel: Condition changed to 2/target (instead of “must target the Enutrof&rdquo. If the target isn’t an Enutrof, it loses 2 AP.
  • Drhellzerker: Descriptions of Furzerker and Drhellzerker modified to better match their effects.
  • Mines: Gold Mine changed to +30% Water/Earth dmg and +48% Fire dmg (instead of +30% all element dmg and +30% Fire dmg). Treasure Hunter will only trigger when dmg is dealt to an enemy.
  • Prime of Life: Costs 2 AP more. On Enutrof: Next movement cannot be locked. On Drhellzerker (at max level): Applies Accelerated lvl 4. No longer gives Dodge.
 
Iop
  • Judgment: No longer applies Blindness but Disorientated instead (0 to 75% chances to inflict -1 Range).
 
Osamodas
  • Summons: Damages dealt by the Blimprat will be correctly located.
 
Pandawa
  • Dairy Springer: No longer applies Blindness but Disorientated instead (2% chances to inflict -1 Range per level of Dizzy).
 
Sadida & Pandawa
  • Spells that a Sadida can cast on himself will no longer affect a Pandawa carrying him.
 
Xelor & Sadida
  • Xelor's Dial & Voodoll: The Dial can no longer neutralize a Voodoll if one of its cells it located on the Doll.
 
Masqueraider
  • Air Branch: Damages will be correctly located.
 

Combat

  • Fist: Cost changed to 3 AP (instead of 4), allowing players to attack twice in contact with a new character.
 

Dungeons

  • Mollusky Dungeon: Wisdom bonus on players and family state on the members of the Mollusky and Kralove families will correctly apply.
  • Rat Dungeon: The Key can now be correctly deleted from the inventory.
 

Ultimate Bosses

  • Magmog:
    • Defeating him will provide the correct experience and rewards.
  • Dragon Pig: The corrections required to reopen its lair couldn’t be completed for this update. We will therefore have to keep it closed for now. We will try to reopen it in the next update. 

Quests

  • The Leaves of Others: Will now be a Solo quest and correctly provide a reward when completed.
 

Achievements

  • Chafer Burner: The step “kill the boss first” will complete correctly.
  • Holo 2: The step “Discover the Zaap of Thicket of Yurbut” will complete correctly.
  • Alibert Odyssey: The step “Discover the Zaap of Emelka” will complete correctly.
  • Steam Fortress: The step “Discover the Zaap of Stimulating Shore” will complete correctly.
  • Justice Cause: The step “Discover the Justice Cave” will complete correctly.
 

Nations

  • Amakna: The main Nation bonus will now be +30% Earth damage (instead of +30% Water).
 

Guild

  • [New] Guild Revamp: The current level of all guilds (fight and craft) will be converted in Guild Points that can be spent in the Guild Interface. The chest tabs will remain unlocked if they already were before the update. Don’t forget to read our Devblog article.
  • Guild versus Guild: Prims will be integrated in the update, but you will not be able to interact with them (this will come in the July update). You will also find a Ranking tab in your Guild Interface, also inactive for now. Read our Devblog article to find out more about GvG.
  • Guild Banks: become Guild Counters. Additionally to the storage, you will also find the auctions schedule (giving you a book for free, listing all the Haven Worlds auctions to come), the guild office (former guild machine), the ladders and the Guild-o-matic.
 

Professions

  • Voluminous Miner Box recipe: Will stay as it currently is in game: 25x Sovereign Titanium, 10x Royal Bauxite, 10x Tadbole Plank.
  • Trapper Box recipe: Will be correctly modified as described in the “Chillberg right ahead” update: 20x Whispery Feather, 10x Wild Leather, 10x Tadbole Plank.
 

Haven worlds

  • [New] General: Haven Worlds are now available. The auctions will begin for 16 Haven Worlds on Wednesday, June 26 at 7 PM (Server time) and last for one week. Only guilds level 3+ can participate. At the end of the auction, 16 new Haven Worlds will see their auctions begin for one week. This step will repeat until the 64 Haven Worlds are sold. Find more information about the feature in the following links:
 

Items

  • Almanax items: Will now be tradable (except the Teleport of Scriptures and titles).
  • Gemlin items, Zinit items, Achievement and Non-repeatable quests items: Will stay non-tradable as intended, but can now be deleted from the inventory.
  • Raval Costume: Its boots will currently display.
  • Elf Costumes: The state given by these costumes will correctly be removed when un-equipped.
  • “Prisoner” state and costumes: The Prisoner costume will always display over any other costume when under the “Prisoner” state.
  • Celestial Piwiboots: Will now correctly be level 26 (and no longer 0).
  • Deckhand Torso: Will correctly display on female characters.
  • Hoodlum altars: The Foggernaut Altar will correctly display.
  • Fire of Love: Can be acquired in Bonta.
  • Grampar's Tooth: Will respect its respawn duration.
 

Pets

  • [New] Croum: This pet can be acquired in your Guild Office (former Guild Machine)!
  • [New] Chafer Legs: This pet can be acquired on monsters in Morbax Neplopolis.
  • Snoofle:
    • Dyes will currently apply to the entire body of the pet.
    • The Roguish Dye will be black, and no longer brown.
 

Emotes

  • Brandish a weapon: Correctly works with axes.
 

Gazette

  • New Gazette: A new gazette will be implemented with this update: check it out in game!



Soft Crackler * Member Since 2012-07-06
posté June 24, 2013, 16:15:28 | #2
aw ye - to the brandishing axes!

aw poo - to poor cras and the whole blindness thing.


This post has been edited by khackt - June 24, 2013, 16:16:22.
Tofurby on Diet * Member Since 2012-03-12
posté June 24, 2013, 16:22:51 | #3
pls debug the Aura from Dhreller by Enutrof


Short Strich * Member Since 2012-03-14
posté June 24, 2013, 16:23:19 | #4
Click here

Polar Crackler Shields Vs Class Mechanics

dont fix this ?

and

Rattagain set bugged fix this ?


This post has been edited by Fabregas88 - June 24, 2013, 16:30:44.
Eccentric Moogrr * Member Since 2011-09-14
posté June 24, 2013, 16:27:30 | #5
"Prime of Life: Costs 2 AP more. On Enutrof: Next movement cannot be locked. On Drhellzerker (at max level): Applies Accelerated lvl 4. No longer gives Dodge." 2ap more? Eww, what's an awful change :/ I don't like that at all


BTW, do we get free respec? because with this change on classes i don't want prime of life on my earth enu anymore and i'll not pay for respec to do that.


This post has been edited by Calleen - June 24, 2013, 16:39:40.
Overweighted Chafer * Member Since 2011-08-27
posté June 24, 2013, 16:48:36 | #6
my earth enu gonna be mad if not getting free respec coz of this :@


Lord Madgobb * Member Since 2011-12-11
posté June 24, 2013, 16:57:12 | #7
If Prime of Life costs 2ap you can't actually use it in Drhellzerker form. Unless they've changed how this works. No Dragon Pig lol. The nerf on Destructive arrow makes me sad.

I didn't see anything clearly stating we'd get a respec. Can this be confirmed yes or no please?

Tunnel working on all allies is a nice addition. Nation bonus for earth dmg fixed, good stuff.


Squited Arachnee * Member Since 2011-10-26
posté June 24, 2013, 17:12:06 | #8
I DONT CARE WHAT BONUS

NEED LEGS STALKING ME

chafer massacre time.

can we get pretty pink ballet shoes accessory for them chafer legs at a future update? please? 


This post has been edited by Genepe - June 24, 2013, 17:13:18.
Wilder than Wild Dragoturkey * Member Since 2012-03-06
posté June 24, 2013, 17:17:27 | #9
Kinda sad that we wont see any revamps this time, the tunnel thing is nice and the removal of blindness is ridiculous.

The game got after the last few updates more and more a simple heal, trow and dmg game. Im starting to believe the pvp is the cause of all of this and its a shame.


Featherless Piwi * Member Since 2012-04-08
posté June 24, 2013, 17:31:03 | #10
y0 nerf more the cra we do so much dmg..

Air cra dead nerf.... earth cra now to dead nerf... why dont nerf the eca with 1500dmg a row?

oder some ohter class? -.-"

im rly pissed of the fukn nerfs... im done with wakfu.....


Nun Shall Pass * Member Since 2008-01-09
posté June 24, 2013, 17:33:14 | #11
Oww, no eni revamp again...?


Lord Madgobb * Member Since 2011-03-01
posté June 24, 2013, 17:41:28 | #12
Aahahahahahaha

cra nerfs but no fire eca nerfs?

Good thing I don't play much anymore get your shit together ankama

Raval Costume: Its boots will currently display.I JUST NOW SAW THIS

god bless my complaining paid off 


Soft Crackler * Member Since 2011-02-02
posté June 24, 2013, 17:52:02 | #13
Don't worry Entrof friends, prime of life costs 2 MP and 1 AP under zerker form and you gain +4 MP  


Community Manager * Member Since 2012-03-01
posté June 24, 2013, 18:03:36 | #14
Additional information:

There will now be a limit of 200 maximum members in a Guild. This is implemented to solve the issue where guilds with too many members would experience game breaking display bugs.

If your guild has more than 200 members after the update, you will simply not be able to recruit more, and your guild interface will only list 200 of them.



Lord Madgobb * Member Since 2011-12-11
posté June 24, 2013, 18:14:17 | #15

Quote (Niddhoggy @ 24 June 2013 17:52) *
Don't worry Entrof friends, prime of life costs 2 MP and 1 AP under zerker form and you gain +4 MP

I assume you mean 2MP and 1WP?


Soft Crackler * Member Since 2011-02-02
posté June 24, 2013, 18:24:31 | #16
Oh sorry, typo!!! Yup, 2 MP and 1WP.


Speechless Crobak * Member Since 2011-06-30
posté June 24, 2013, 18:28:39 | #17

Quote (Troyle @ 24 June 2013 18:03) *
Additional information:

There will now be a limit of 200 maximum members in a Guild. This is implemented to solve the issue where guilds with too many members would experience game breaking display bugs.

If your guild has more than 200 members after the update, you will simply not be able to recruit more, and your guild interface will only list 200 of them.
I though the bug only occurred when a guild had over 300 members, so wouldn't a cap of 300 be better?


Soft Crackler * Member Since 2012-04-09
posté June 24, 2013, 18:44:28 | #18

Quote (Fabregas88 @ 24 June 2013 16:23) *
Click here

Polar Crackler Shields Vs Class Mechanics

dont fix this ?

and

Rattagain set bugged fix this ?
maybe because they are not broken? making it short: damage from firewall, bombs, glyphs, beacons, etc dont cost ap the only way to get the shield down is using ap.... is like asking why you cant remove the shield using earth or air... is not programmed to be like that.

Bombs cost ap to set, but the explosions are "ap free", i read in that link you posted someone complaining about beacons costing wp, something like 1wp = 2ap so it should lower the shield... well, once again... the shields are programed to lower based on ap used, wp =/= ap... deal with it, is not that hard to lower those shields anyways :S

Edit.

Both rat sets are fixed, the spanish notes says so... dunno why they didnt add it here -.-


This post has been edited by saphiLC - June 24, 2013, 18:50:23.
Eccentric Moogrr * Member Since 2011-09-14
posté June 24, 2013, 19:08:53 | #19

Quote (saphiLC @ 24 June 2013 18:44) *

Quote (Fabregas88 @ 24 June 2013 16:23) *
Click here

Polar Crackler Shields Vs Class Mechanics

dont fix this ?

and

Rattagain set bugged fix this ?
maybe because they are not broken? making it short: damage from firewall, bombs, glyphs, beacons, etc dont cost ap the only way to get the shield down is using ap.... is like asking why you cant remove the shield using earth or air... is not programmed to be like that.

Bombs cost ap to set, but the explosions are "ap free", i read in that link you posted someone complaining about beacons costing wp, something like 1wp = 2ap so it should lower the shield... well, once again... the shields are programed to lower based on ap used, wp =/= ap... deal with it, is not that hard to lower those shields anyways :S

Edit.

Both rat sets are fixed, the spanish notes says so... dunno why they didnt add it here -.-
But there is something wrong with this... Enu's mines are ap free too, but they're able to take some armor from polar cracklers... So what will you tell about that?
No-one want to tell if it's intended or not... And why one thing is working and other not...


posté June 24, 2013, 19:28:13 | #20
no reset.tyvm ankama