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The Prisoners of Alkatrool
Community Manager * Member Since 2012-03-01
posté October 07, 2013, 16:00:01 | #1
The Prisoners of Alkatrool


Today we reveal the new content that will be implemented in game by the October 8th Update!

Happy reading!
 

Incarnam and Astrub Revamp

To welcome newcomers in the best conditions possible, the tutorial and Astrub (the area in which each of you have made your first steps in WAKFU), are getting a makeover!

Among the changes you will discover new members added to the Wodent family, better guidance for beginners, an easier choice of Nation with each of them presented in a more comprehensive way, or even a quest leading you straight to the first chapter of Mount Zinit, which will be available in multiplayer!
 


Find out all about the changes in our dedicated Devblog.
 

New Options for the Non-Subscribers

Starting October 8th,  it will be possible for non-subscribers to start to trade between each others and gain experience for their Harvesting Professions up to level 10 while being in Astrub!

For this purpose the Astrub resources will be removed in favor of "true" level 1 harvestable resources: Wheat, Ash, Sturgeon, Iron, Thistle and Seeds.

Finally, access to boats will be unlocked to allow them to explore the World of Twelve as they please!

We believe that this will give them a better idea of ​​all the different possibilities of gameplay in WAKFU.
 

Foggernaut Revamp

The Foggernaut is running at full power this month since it is the chosen revamped class of the month!

 


Find out all about the changes in our dedicated Devblog.
 

Alkatrool

As we know, it is a good thing when the Vigilantes fight the Supervillains, but it might be even better if they can imprison them behind bars!

Discover with this update a new island, a true floating prison where criminals of the worst kind are thrown into: Alkatrool!

You will be able to fight 2 Supervillians during this month, directly from their prison cell: Decepticod (level 75) starting on October 8th and Merkator (level 95) starting on October 22nd. To enter, you must bribe their Henchman with Kamas.

Combat with these Supervillians will follow the same rules as fighting Ultimate Bosses (see below).

Bug Eradication

As we mentioned in the Letter to the Community of September, our "goal of the month" is to eradicate the most reported bugs by the players.

In this regard we have compiled a list of bugs that we published on the forum, which is regularly updated to keep you informed on the progress of the fixes... And it looks like it has made good progress!

Therefore we invite you to a little meeting with the next update armed with a big insecticide bomb to hunt these bugs once and for all!

Items Level 65+ Rebalancing and New Ultimate Bosses Access Rules

As Zeorus talked about a few days ago in a dedicated Devblog, we will do a rebalancing on the level 65 + items to ensure the progression of all equipment items. This will involve more than 1,400 items in total.

To avoid that some objects are sold unwittingly at bargain prices when reopening the servers, all items for sale in the Marketplaces will be removed and queued for recovery. Beware that taxes will be lost, so we recommend refrain to make any "important" sales a few hours before the start of the maintenance.

Regarding the Haven Bags Display Windows, they will not be emptied, so we invite their owners to remain vigilant and to remove their sales themselves prior to the update.

 


On this occasion, we will also merge the Mechanics and Leadership abilities to facilitate their use and understanding among players. All relevant items will be reviewed in this regard.

Finally, we will review the Ultimate Bosses access rules. To summarize: each character will now have 3 tries per week for each UB. After 3 tries, with either a victory or without one, the UB access will remain locked until the next Sunday (midnight server time). Drop rates will not change, however the specific UB items drops (equipment sets or equipment items not part of a set) will only be obtained with a win on the first try only. However, token and resources will always have a 100% drop rate for each character, and will not be linked to the victory try. Another change: the victory timestamp will be linked to the mechanism of locking the access, therefore it will no longer be linked to the combat start timestamp with the Ultimate Boss.

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

General

  • Respec for all: Due to the many changes brought with this update, a spell and aptitude respec will be offered to all characters, with the quest “Restate of Emergency”. Please note: To all characters that already have a respect quest running, if you are at the last step with the Jonk (“I’m ready to see Master Kano to redistribute my experience!&rdquo, completing the new Respec quest will also complete your current one. If you want to benefit from your current quest, we invite you to visit the instance before the update tomorrow. This way, you will stay in the instance tomorrow and therefore receive 48h to operate a new Respec.
  • [New] More possibilities for non-subcribers: Non-subscribers will now be able to trade with other non-subscribers (not with subscribers) and level their gathering professions up to level 10 in Astrub. Resources in Astrub have been replaced by the “normal” ones of level 1: Wheat, Ash Wood, Sturgeon, Tin, Thistle and seeds.
  • [New] Another respect quest for characters level 10: Characters level 10 and out of Incarnam will now receive an automatic respec available for 48 hours (real time).
  • [New] Merging Mechanisms and Leadership: For a better understanding and managing of these two abilities they will now be merged into a single one, named Control. Items impacted by this change will be modified accordingly. Bonuses to summons damage and bonuses to mechanics will also be merged into a single stat, named “CCM Damage” (Controlled Creatures and Mechanisms).
  • Lock, Dodge and reset of the abilities and Specialties: From now on, it will only be possible to invest up to 100 ability points in Lock and/or Dodge. With this update all Ability/Specialty points will be reset without need to visit the respect instance.
 
 

Classes

Cra
  • Beacons: Will only hit 9 cells monsters once.
  • Destructive Arrow & Precision / Powerful Shooting: Destructive Arrow will now trigger Precision and Powerful Shooting.
 
Cra & Enutrof
  • Beacons and Pouches: It will no longer be possible to place a Beacon on a Pouch.
 
Ecaflip
  • Winning Streak: The Ecaflip will now be able to gain/loose AP and MP during his entire turn (and no longer only at the beginning if the state had the required level). For example an Ecaflip with 6 AP and 3 MP, 90 Winning Streak and gaining +10 Winning Streak at the beginning of the turn (thanks to Ecaflip Die) will have 7 AP and 4 MP. If he uses a 3 AP spell that decreases his Winning Streak, he will lose his AP bonus and end up with 3/6 AP and 4/4 MP due to Winning Streak not being level 100 anymore. Also, the Ecaflip will only gain an AP if he reaches 100 Winning Streak with a spell during his turn.
  • Three Cards: This spell will work correctly. Also, upon casting it, if the cell in front of the Ecaflip is busy, it will no longer prevent placement of the other two cells. The description has been updated.
  • Fleahopper: Healing spells will only apply to living targets.
  • Love Flea: Its heals will work correctly at all levels when the target dies under its effect. Its description will also be modified as follows: “The Ecaflip flicks a flea onto his target. Each turn, it sucks some blood and gets fatter, before finally returning to the Ecaflip to give him HP. It can also be used to lay a Fleech Trap that damages enemies at the beginning of their turn if they're in its area of effect, and can heal an ally in the area of effect when it's set off.”
  • Super Kittikaze: If summoned after God Ecaflip, it will be correctly controllable.
  • Hunter Glyph: Will no longer be visible by enemies.
  • Fleeches: The Ecaflip will now trigger Flea Multiplication each time to trap triggers (and no longer for each target in the area when the trap triggers).
  • Cards God Ecaflip and God Ouginak: The heal linked to the combination of these cards will be correctly influenced by PvP HPs.
  • Card Ush Galesh: It will be possible to cast this spell on combat borders.
  • Paws Off: This spell will correctly apply the state “Critical Failures” (the same as the Crobak one for the Osamodas) limiting the stacking to level 15. Furthermore, the effect will no longer trigger twice on targets that begin their turn in contact with an Ecaflip that came in contact in his previous turn.
 
Ecaflip & Rogue
  • Ecaflip spells & Bombs: Ecaflip spells will correctly removes charges from bombs.
 
Ecaflip & Sadida
  • Double or Quits & Voodoll: Double or Quits will now correctly heal the character linked to the Voodoll.
  • Fleahopper & Voodoll: When Fleahopper will be cast on a Voodoll linked to an enemy, the spell will deal damages and the Voodoll will mirror them to the enemy it is linked to.
 
Eniripsa
  • Air Branch: It will now be possible to target KO’d targets with these spells.
  • Revitalizing Word: Will only hit 9 cells monsters once.
  • Invigorating Word: The rebound will no longer heal targets such as Bacons, Barrels, etc. It will only hit fighters like players and monsters.
  • Sadist Mark: Damages at level 100 will now be 55 (instead of 59).
  • Rebirth Mark: We will modify this spell to limit its use in mechanics that were not intended. It will now only apply 2 marks per fight maximum. It will still be usable afterwards, but will no longer apply marks.
  • Pain Flask: In order to boost the Air Branch, Link of Pain will now spread in a square of 1, and no longer a cross of 1.
  • Lethargy Flask: Will consume 20 levels of Propagator instead of 30.
  • Master Propagator: We decided to rebalance this Specialty. The old version could lead players not to use the effects of their spells and only stack damages. It will now be the opposite. Using spells’ effects will now be the main interest. At max level, it will change from “+2% Air damage per level of Propagator” to “+2% Air damage per level of Propagator consumed (maximum 100%).
  • Coney: The minimum range of this spell will be 1. It will be possible to cast it in contact of the Eniripsa, even if he is under Blindness.
  • Unnatural Remedies: Under Unnatural Remedies, the Eniripsa will be able to hit KO’d targets or Mechanisms to remove their charges.
 
Eniripsa & Enutrof
  • Eniraser & Faking It: Due to the last changes applied to Faking It, it will no longer be possible to cast Eniraser on an Enutrof under Faking It.
 
Eniripsa & Sacrier
  • Marks and Sacrifice: In case of heal on an allied target under Sacrifice, the target will no longer be teleported.
  • Constitution & Angrrr: Angrrr values will be correct for a Sacrier under Constitution from an ally.
 
Eniripsa & Sadida
  • Absorption Aura & Voodoll: Voodolls will no longer receive the Absorption Aura of the Eniripsa.
 
Enutrof
  • Faking It:
    • The pet will no longer loose HP when the Enutrof starts Faking It.
    • During the Faking It turn, if an ally is Disembodied, the Enutrof will no longer be considered as “naked” and will still receive his set bonuses.
    • An Enutrof ending combat under Faking It will no longer finish as a grave.
    • Faking It will no longer trigger De Darm.
    • Upon triggering Faking It, if a mine is under the Enutrof, it will no longer disappear.
    • If an Enutrof ends the fight under Faking It, he will gain all the kamas.
  • Mines: Will no longer appear on combat borders.
  • Geology: The description will be modified as follows: “The Enutrof can detect Mines on the battlefield and use them by placing himself on them. The rarer a deposit is, the bigger the bonus. The Enutrof can also increase his Prospecting by inflicting damage on enemies whilst standing on Mines.”
  • Rascalry & Cutting: Will correctly apply Broke in PvP.
 
Enutrof & Pandawa
  • Mine Mover & Karchamrak: An Enutrof casting Mine Mover on a Pouch while being carried by a Pandawa will correctly pick up the Pouch (and no longer the Pandawa instead of him).
 
Feca
  • General: Items “+X spells level” will correctly work on Feca spells.
  • Fire Branch: Description of the spells will be modified to better explain their effects.
  • Glyph: Will correctly benefit from elementary damage bonuses and bonuses to Controllable Creatures and Mechanisms.
  • Counter: Will correctly work against spells over level 100. This should fix the issues experienced in some PvP and PvM fights.
  • Flaming Carpet: Will now correctly apply “Disorientated” level 1 (5% chance to apply per plate left) instead of “Blindness”. The state will remain on the target even if it gets out of the Glyph.
  • Intimidation Aura: It will no longer be possible to cumulate the resistance penalty linked to Intimidation.
 
Feca & Sacrier
  • Armor & Sacrifice: The Feca will no longer damage himself by targeting himself with his spells when he doesn’t have a neutral armor. This includes his 15 elementary spells and should avoid the triggering of Sacrifice on a Feca trying to apply armor.
 
Iop
  • Defensive Stance: This spell could give too much Block for its AP cost. Its bonus will now be +40 Block at max level instead of +50.
  • Authority: Will no longer turn its target. With class revamp, other alternatives have appeared for Damage Iops. The mechanic of Authority had no reasons to remain as it was and we decided to modify it to offer more possibilities. These modifications might lead to other small tweaks in the future.
 
Osamodas
  • Enraged Boohemoth summon: The Enraged Boohemoth will correctly benefit from the passive “Phoenix Spirit”.
  • Whisperer Summon: Will no longer rush to the combat borders.
  • Crossbow Whisperers Summon: Their Area of Effect shot will correctly apply a penalty.
  • Whip: Damages changed to 55 at level 100 (instead of 60).
  • Scaraleaf Wing: Damage changed to 29 at level 100 (instead of 32).
  • Symbiosa: Dragon Osamodas appeared to be imbalanced in terms of Direct Damages compared to the rest of the game. Therefore, we decided to change the bonus from +50% Damage to +30% at max level.
  • Gobgob: If several monsters of a same type are summoned in combat, they will correctly lose their “greyed out” effect in the Gobgob interface at the end of the fight.
  • Gobgob: You will now see the effects of your Gobgob’s spells with your own spells.
  • Starry armor: The effect will correctly end at the beginning of the Gobgob’s turn, and no longer at the end of the turn of the player receiving it.
 
Pandawa
  • Karchamrak & damage location: The orientation of the carried character will now be taken correctly into account regarding side and back damages.
  • Barrel: In order to fix many issues that appeared with it, barrels can no longer be pushed or teleported.
  • Barrel & Karchamrak: In the same intent, it will no longer be possible to target combat borders with these spells.
  • Karchamrak: It will be possible to use this spell right after the Black Crow jumped in his phase 2.
  • Dairy Springer: The Pandawa will now deal damages based on his real arrival position, and no longer on the targeted cell. If the Pandawa cannot teleport (due to an effect preventing teleportation for example), his damages will be dealt around his starting position.
 
Rogue
  • Boombot & Piercing Shot: The Boombot will correctly lower the resists by using Piercing Shot.
  • Boombot: Will no longer reduce damages by 30% and will be immune to bombs effects.
  • Bomber Fan: The bonus to bombs damage resistance will correctly only apply to allies. Furthermore, starting from level 10, the Rogue will correctly gain a final resistance of 50% to bombs damage.
  • Flame Wall: In order to limit issues, the AP loss will now apply before monsters damage. Note also that the description of this spell will be modified to specify that 3 bombs are necessary to create a wall, and not 2.
 
Sacrier
  • Sanguine Armor: Lock has been rebalanced in the game, which leads us to modify the Sacrier that could get a much too high result and ignore other alternatives for Lock. Therefore, its Lock bonus will change to +30 (instead of +60). Also, Attraction will no longer remove Dodge from the target.
  • Life Transfer: Will only apply to the allies of the Sacrier.
  • Clinging to Life: Will correctly trigger after suicide from the Sacrier.
 
Sacrier & Pandawa
  • Motion Sickness & Milky Instinct: The effect Motion Sickness will be correctly countered by Milky Instinct.
 
Sadida
  • Drain: Casting Drain on a doll will correctly summon an Inflatable. Note however that, in order to summon an Inflatable, you will have to target the seed. This will not work if you target an area, of which the seed is not the center. Its description will be modified as follows: “The Sadida drains some Health Points from a target and redistributes them to nearby allies. Cast on a Seed, this spell will cause an Inflatable to grow.”
  • Brambly Armors: Armors will correctly form on all allies at the end of the Sadida’s turn.
  • Dolls
    • Bonuses to summons damages granted by some of the equipment items will correctly be taken into account by the Dolls.
    • They will now be able to store Air spells over level 100.
  • Inflatable: In PvP, it will no longer wait for the players to reach the “red” HP to start healing.
  • Voodoll: A Voodoll linked to an ally will correctly take the heal resist into account.
  • Explodoll: Its level evolution will now correctly apply.
 
Sram
  • Trauma: Will correctly deal its normal damages when Invisible.
  • Forceful Blow: The bonus of this spell will correctly apply. Note however that since the bonus only applies to the spell, it will not last long. Also, the bonus will apply if you attack the target from face, side or back, even though it is only useful when attacking from the back.
  • Double: All shortcut bars will now be duplicated with the Double, just as you set them up on your character.
 
Foggernaut
  • Class revamp: read the devblog to find out more.
  • Flame Fervor: The Foggernaut will correctly appear on the right cell after casting this spell.
  • Microbots: Their charges will appear correctly and take Armor Plating into account.
 
Xelor
  • Temporal Burn: Cast on an empty cell on a Tick turn, it will correctly consume the APs left of the Xelor (up to 3 AP maximum).
  • Underhand: Its cost will change from 4 AP to 3 AP. We also rebalanced its damages (and those of the following spells). The Air Branch appeared to be stronger in terms of damages than the combo Air/Fire. Since it’s harder to play, it should provide a small advantage compared to Air builds. Its damages will now be 39 (instead of 60) at level 100.
  • Aging: Will change to 12 damage for 10 IP lost, instead of 10 damage.
  • Temporal Distortion: Its damages will now be 27 (instead of 28) at level 100.
  • Line of Fire: Its damages will now be 52 (instead of 45) at level 100.
  • Temporal Burn: Its damages will now be 13 (instead of 12) at level 100.
 
Masqueraider
  • Fugue: Killing an enemy with this spell will correctly push the Masqueraider back one cell.
  • Double: All shortcut bars will now be duplicated with the Double, just as you set them up on your character.
  • Burst of Wakfu: Its effects will correctly display in game.
  • Classtanet: To clarify its use, it will no longer be possible to cast it on Mechanisms.
 

Combat

  • Combat borders Water, Earth, Hyperaction & Hypermovement: AP and MP losses of combat borders Water and Earth will no longer generate Hyperaction and Hypermovement.
 

Dungeons

  • Hairy Moon: Will correctly summon a Super Kittikaze after God Ouginak. It will not be controlled and will attack its allies.
  • Crackapult Range: Will be accessible again.
  • Mollusky (Sufokia): Monsters in this dungeon will correctly mirror damages with their Counter.
  • Mollusky (Brakmar): Will be accessible again.
  • Abandoned Cawwot Stowewoom: A Boney Tiwabbit and a Boney Wabbit have been added to the boss room.
  • Ambassador's Wing: It will be possible to hit Missiz Freezz with bombs during her second phase.
 

Monsters

  • [New] Wodent Family: This new family will appear in Incarnam.
  • [New] Bow Meow Family: This new family will appear in Astrub.
  • Resistances: In order to balance monsters with the overall damage boost provided with the revamp of all level 65+ items, monsters level 110+ gained between 5% and 50% resistance (50% for monsters level 140+).
  • Gobballs: The option “Make an Almanax Craft” will no longer appear when right clicking on one of them.
  • Zwombbits: This family will now be immune to the Rebirth Mark.
 

Ultimate Bosses

  • [New] Modification of the access rules:
    • Each character will now have up to 3 attempts per week for each Ultimate Boss,
    • After 3 failed attempts, the UB doors will remain locked until the next Sunday, midnight (server time),
    • In case of victory during any attempt (first, second or third), the doors will then close until the next Sunday, midnight (server time),
    • UB specific items (equipment items that are not part of a set) will only drop if the victory is acquired on the first attempt. Tokens and Resources will keep their 100% drop rate for each character; no matter which attempts was successful. This rule is implemented to make victory on a first attempt more rewarding than the others, without modifying the value of the UB items due to an increased accessibility. Since each loot is individual, nobody will be penalized by the attempts made by their team mates (if the victory is acquired on your first try while this was the 2nd or 3rd try of you team mates, you will have access to all the loots). Note however that if a character leaves the fight, the entire team will receive no loots in case of victory,
    • We will increase rarity of some of the UB items:
      • All crafting set items will become Mythical,
      • Excarnus and Milkar sets will both contain 1 Legendary item,
      • White Crow set will contain 2 Legendary items,
      • Magmog set will include 3 Legendary items,
      • The bonuses of the Larduous and Dragon Pig Sets have been removed and replaced by higher stats on each of their items.
    • Equipment items that are part of a set will only be obtained with Tokens, and no longer be dropped directly by a UB,
    • Non set Equipment items will see their drop rate increased (for example 1.5% instead of 0.6% for Legendary items),
    • Other change: It is now the victory time that will be counted to close the access, and no longer the time at which the combat was started. For example, if you started your fight on Sunday at 11:30 PM and win it on Monday at 12:10 AM, this win will count for the week that just began. You will then have to wait until the next week to get another try.
  • Dragon Pig: Rebalancing
    • The combat border has been modified
    • The AI has been optimized, as well as the threat management
    • Bacon Run will now unsummon all summons in contact with the Dragon Pig
    • Rebalancing of its stats and abilities due to the equipment items revamp
    • Final resists reduced in Phase 1, to shorten its duration
 

Quests

  • [New] “Quester's Block” state: In order to limit “Quest farming” on environmental quests, upon finishing one of them, you will now receive the Quester’s Block state for 5 minutes. This state will prevent you from participating in any other environmental quest.
  • General: Overall, environmental quests will now spawn more monsters/interactive elements/resources to make them easier to complete.
  • “Hordes” environmental quests: It could happen that the last Horde was impossible to find. This has been fixed.
  • Sadida Kingdom environmental quests: the 2 quests will now have an XP reward.
  • “Kill a monster” quests: Will now complete for the entire group, and no longer only for the character that dealt the last blow.
  • Oh Ye Of Brittle Faith: All passives will now be deactivated as long as the player will be under the form of a Frigostian from the Past.
  • Clamdog Millionaire: Will correctly display in the quest tracker and will also complete correctly.
  • Five-finger Diss Count: Will correctly complete at the end of the fight against Harebourg.
  • Radagascar: Killing a Radenalty Radbandit will no longer complete the guild quest “Complete a Dungeon”.
  • Chowder's Gate: It will now be possible to complete the quest and get the Macawker.
 

Achievements

  • Larvageddon: Can now be completed.
  • War of Whirlcraft II: Can now be completed.
  • Pacjelly: Jellophobia: Can now be completed.
 

Incarnam & Astrub

  • [New] Revamp: To welcome newcomers in the best conditions possible, the tutorial and Astrub are getting a makeover. New quests and environmental quests will be available in Astrub, and its level design has been completely modified (dungeons and resources positions, for example). You can find more details in this devblog.
  • [New] Plants and Monsters Ecosystem: Astrub will now have its own Ecosystem for plants and monsters. Make sure to respect the wishes of the Clan Member of the area, plant what you take or kill, if you don’t want to run out of plant and monsters!
 

Mount Zinit

  • Chapter 1: It will now be doable in a group. The story and design will remain the same, but the quests will be modified to be doable as a group. Note however that the balancing will be unchanged and the quest will still be doable solo.
 

Nations

  • [New] HQ revamp: All Workbenches will now be available around the HQ of all Nations.
  • [New] CM areas of level 40-50: To continue what was started in May, we will implement a main square around the Clan Members in the areas level 40-50 of your nations. These locations will contain the main points of interest (Drago-Express, Phoenix, Prims, Workbenches, etc.).
 

Marketplaces

  • Reset: Due to the rebalancing of items level 65+, and to limit speculation, all Markets will be reset during the Maintenance. All auctions will be considered as over and the items unsold. All Marketplaces will therefore be empty and the items will be waiting for you in the unsold interface. Note however that the Haven Bags display cases will not be reset: you will have to make sure to remove your items before maintenance!
 

Politics

  • Elections: A candidate getting below 1000 Citizenship Points will no longer appear in the candidate list. If he gets over 1000 CP before the votes end, he will appear again.
  • Citizenship rank: It will no longer appear each time you log in.
  • CP gain and loss: Planting seeds to fulfill the wish of a CM will correctly reward you with CP.
 

Islands

  • [New] Alkatrool: This new island will offer you to fight two Super Villains. The access rules will be the same as Ultimate Bosses. You will however have to blackmail their minions to enter:
    • Decepticod (level 75): Can be fought from October 8, for 800 Kamas.
    • Merkator (level 95): Can be fought from October 22, for 1000 Kamas.
  • Trool Fair: A boat leading there will be added to Astrub, allowing non-subscribers to go to the fair and come back.
  • Bilbiza:
    • Welcome Kiosk: Feedbacks will only appear to the concerned player.
    • Pack-Jelly: The effects linked to player’s equipment will no longer apply during this mini-game.
  • Wabbit Island:
    • Dojo:
      • Uppelcut and Kick spells will correctly apply MP loss.
      • The effects of Cawwotality will display correctly.
      • It will no longer be possible to obtain the Headband of Haldship infinitely.
 

Guild

  • Knowledge of Equipment: The Kit Skill bonus will correctly apply when entering a fight.
  • HP bonus: Characters receiving these bonuses that are not hit in combat will no longer lose HP at the end of the fight.
 

Professions

  • Wood Lathe: Will no longer cause the client to freeze.
  • Citronana: Since this is a rare resource, to simplify the creation of recipes using it, Captain Cockle will only require one Citronana.
  • Exotic Crab: Gathering on its body will correctly give Exotic Flesh.
  • Slave Cloth: Will be obtainable on Puddlies.
  • Crystal Stone: Since this is a rare resource, to simplify the creation of recipes using it, we lowered the required quantity.
  • Diamond Stone: Since this is a rare resource, to simplify the creation of recipes using it, we lowered the required quantity.
  • [New] Monsters seeds growth: Groups created by monsters seeds will now spawn much faster (between 2 and 10 seconds after planting).
 

Smithmagic

  • Runes: Wisdom, Prospecting, Dodge and Lock runes will now work correctly.
  • Relics: It will now be possible to crush them into powder, and obtain 700 to 800 powders. The rank of this powder will follow the general rules of Smithmagic. Rarity will be Perfect. For example, a Gelano will give 700 to 800 Perfect Powders of rank 8.
 

Haven Worlds

  • Haven World put back on auctions: The Haven World of Shhhudoku Kingdom – Center will be put back on auction on Remington as soon as the server reopens.
  • Preview: The bubble preview outside of a Haven World will be more accurate.
  • Mines: It could happen that mines would not produce ore. This has been fixed.
  • Laboratory: Its bonus will be correctly calculated and unapplied when leaving the Haven World.
  • Rotcere Bazaar: Its Kit Skill bonus will correctly apply when entering a fight.
  • Volleyball Court: Monsters will react better when fighting inside this building.
 

Haven Bags

  • Display: Characters entering a Haven Bag right after leaving a Haven World will no longer have a black screen issue.
  • Saw-It: Will correctly appear when placed in a Haven Bag.
  • Benches, Stools & Wells: It will now be possible to place and use them in all Haven Gems.
 

Items

  • [New] Rebalancing of items level 65+: All these items will be rebalanced, and their Willpower/Perception bonuses will be removed. Since these modifications affect over 1400 items, we will not be able to list them all here. All the details can be found in this devblog.
  • [New] Survivor Pack: From October 8 (during the day), all players who participated in the Beta between April 2011 and until launch will receive a Survivor Pack on all newly created characters, as well as the existing ones. This Pack includes a Survivor Costume (replacing the Survivor set) and the Survivor title. We implemented this service for all of you who lost these gifts that were only offered once on all accounts.
  • Daggers and Two handed weapons: It will no longer be possible to equip a Dagger and a Two handed weapon in the same time.
  • Apisauce: Will be consumable again, even if your HP is at maximum.
  • Breads: They will now be stackable up to 9 999. Only the food from the Trool Fair will remain in stacks of 99 to limit any abuse.
  • Insignias: They will correctly cover the entire equipment of the character.
  • Quaquack: It will now eat Babbage, Sandwich Bread and Larva Skin.
  • Pipi Bag: Will now offer +10% gathering on monsters.
  • Brrrbley Spears Statue: Will have the correct appearance.
  • Stools: It will now be possible to sit on the Screwloose Stool, Cawwot Stool, Lemon/Strawberry/Raspberry/Mint Beach Seat.
  • Fairyworks: Will have ingame visuals once again.
  • Seals: If a character completes the quest allowing him to trade a seal, he will only need to trade the seal WITH the book containing the recipe. The Seal will remain tradable as long as it is traded with the Book.
  • Survivor set: It will be replaced by a non-tradable Costume.
  • Single-Use Shovel: Will now work correctly.
  • Wodent: Since Willpower has been removed, this pet will now offer a bonus to CCM Damages (+30% at max level).
  • Baby Schnek: You’ll now get a Schnek Egg Shell (quest item) with the Baby Schnek. Also, Ullu will offer an egg in the Truce Rift (Zinit) to all players that don’t own a Baby Schnek, a Schnek egg or a Shell but still have completed the Queen quest. This will allow players who lost their Baby Schnek to get a new one.
 

Emotes

  • Ultima: The Ultima emote will now have an ingame icon.
 

Interface

  • [New] Boutique: It will now be directly accessible ingame via the “Ogrines” icon on the right of your screen. You will be able to shop their just as on the website.
  • [New] Tutorials: You will now have access to an interface listing all the ingame tutorials. You will be able to open it by clicking on the “Quest” icon, and then “Tutorials”, or by pressing Shift+T.
  • Temporary Inventory: When a player tries to transfer an item from a chest to a full inventory, the temporary inventory will no longer open.
  • Zoom: Zoom settings will be correctly saved when changing instances. This way you will no longer have to zoom in or out again when leaving a dungeon.
  • Character deletion: If you changed your secret answer, it will be automatically taken into account on character deletion.
  • New Gazette: Discover the new Gazette!



posté October 07, 2013, 17:03:26 | #2
poor pandas..


troyle what do you mean by

sadida
"
  • Drain: Casting Drain on a doll will correctly summon an Inflatable. Note however that, in order to summon an Inflatable, you will have to target the seed. This will not work if you target an area, of which the seed is not the center. Its description will be modified as follows: “The Sadida drains some Health Points from a target and redistributes them to nearby allies. Cast on a Seed, this spell will cause an Inflatable to grow.”
"

The drain changes dont make sense at all. You could never summon an inflatable if you didnt target the seed to begin with..

By the way thank you for all the modifications to classes like iop and rogue again, and ignoring modifications to sadidas


Overweighted Chafer * Member Since 2011-08-15
posté October 07, 2013, 17:05:36 | #3
Same issue with the French post


  • Hairy Moon: Will correctly summon a Super Kittikaze after God Ouginak. It will not be controlled and will attack its allies.


This should be posted in "Ecaflip" not "Dungeon"


Eccentric Moogrr * Member Since 2011-02-24
posté October 07, 2013, 17:11:21 | #4
Lock, Dodge and reset of the abilities and Specialties: From now on, it will only be possible to invest up to 100 ability points in Lock and/or Dodge. With this update all Ability/Specialty points will be reset without need to visit the respect instance.





So instead of rebalancing the mobs by giving them higher dodge or maybe Stablized status the developers decided to cap our build stats...... Sacs, Masq's, and Possibly some enu's will really feel the brunt of this ridiculously hair brained move. If the dev's didn't bosses/mobs being lock-blocked they should've fixed them rather than punishing the rather ingenious players who discovered and implemented such strategies..... 


Nun Shall Pass * Member Since 2012-01-05
posté October 07, 2013, 17:18:24 | #5

Quote
Note however that if a character leaves the fight, the entire team will receive no loots in case of victory

This is a quote concerning UBs.

So, if someone disconnects (or dies?) the entire team gets no loot? WTF? Why?




Quote
Lock, Dodge and reset of the abilities and Specialties: From now on, it will only be possible to invest up to 100 ability points in Lock and/or Dodge. With this update all Ability/Specialty points will be reset without need to visit the respect instance.


You really don't like it when people beat your pet UB with a strategy you didn't specifically intent, huh?

To explain: People have been beating DP with like 700 lock Sacs. I guess Ankama got mad at that...


This post has been edited by Shaleigh1 - October 07, 2013, 17:20:49.
Speechless Crobak * Member Since 2011-06-30
posté October 07, 2013, 17:18:53 | #6

Quote
[New] Survivor Pack: From October 8 (during the day), all players who participated in the Beta between April 2011 and until launch will receive a Survivor Pack on all newly created characters, as well as the existing ones. This Pack includes a Survivor Costume (replacing the Survivor set) and the Survivor title. We implemented this service for all of you who lost these gifts that were only offered once on all accounts.


Yay.


Overweighted Chafer * Member Since 2012-03-01
posté October 07, 2013, 17:27:17 | #7
Hi,

Amazing changes ! I loved them all, load of bug fixes, really really happy ! Good work !



Care to explain the “Quester's Block” state idea ?

It was said before that you are trying to provide better ways to level up besides the most used "leeching" method.

Improving the number of monsters/interactive elements/resources will definitely make solo questing more attractive, but adding a block and reducing the exp (a couple of patches ago) is a little counter productive don't you think ?

What about a bonus EXP for the environmental quests if the group players are similar in level ? (15 levels above or below).


EDIT: By the way, will you add more Dodge and Lock to equipment ? 


This post has been edited by IvanSouza - October 07, 2013, 17:34:42.
posté October 07, 2013, 17:32:16 | #8
Cap dodge and lock but leave initiative high XD

So they're saying that Rogues should benefit and Masqs shouldn't.

Nice ankama ^^


Teethless Sharkie * Member Since 2013-02-22
posté October 07, 2013, 17:35:28 | #9
Wodent pet, wodent pet, wodent pet....my osa makes a happy dance


Narcissistic Larva * Member Since 2012-02-27
posté October 07, 2013, 17:39:12 | #10
Yay changes


Eccentric Moogrr * Member Since 2011-09-14
posté October 07, 2013, 17:40:55 | #11

Quote (Neneko88 @ 07 October 2013 17:32) *
Cap dodge and lock but leave initiative high XD

So they're saying that Rogues should benefit and Masqs shouldn't.

Nice ankama ^^
My main is Rogue, but if they made limits to dodge and lock, they should do the same thing for initiative...


Short Strich * Member Since 2012-02-28
posté October 07, 2013, 17:42:27 | #12
May I have some clarification please?

Whip: Damages changed to 55 at level 100 (instead of 60)

This means whip will be taking a -5 damage nerf at all levels? or just won't do as much damage at level 100?



Mister Winter Fashion Victim 2012 * Member Since 2012-12-20
posté October 07, 2013, 17:43:47 | #13
  • Authority: Will no longer turn its target. With class revamp, other alternatives have appeared for Damage Iops. The mechanic of Authority had no reasons to remain as it was and we decided to modify it to offer more possibilities. These modifications might lead to other small tweaks in the future.

AWWWWWWW YES. Ascended to God tier with one change baby.

• Mango


Soft Crackler * Member Since 2012-01-18
posté October 07, 2013, 17:49:53 | #14
Thank goodness they will remove the citizen alert. For me, it would sometimes glitch and stay on the bottom screen, blocking use of whatever it covered. Finally they will have insignias that cover all your gear, been waiting for that for ages. Now my eni can finally wear bride without the ugly epps showing. XD


Vamp'emo * Member Since 2006-10-23
posté October 07, 2013, 18:03:42 | #15
I was really hoping citronanas would be more common so we can craft tutti fruitti lures and catch perches...


Squited Arachnee * Member Since 2012-02-15
posté October 07, 2013, 18:19:43 | #16
So far everything is tolerable

...except Lock and Dodge... The whole development team gave the okay on that one, right?

Are the stats Lock and Dodges values being lowered on your equipment creation tool so we can have more lock and dodge on all equipment to compensate?

Are monsters going to have their lock and dodge values reduced at all? They have absolutely ridiculous stats with massive lock and dodge...so the developers are telling players that don't want to stay in the tackle zone that they should just sit and die? I guess this further emphasizes the need for classes that can get another class out of the tackle zone as even more necessary...so if that was your goal, then mission accomplished?...indeed

Are the mechanics of how Lock and Dodge work being changed at all in this update, so my complaints can be put to rest? What of classes with passives to lock and dodge, and abilities and passives that rely on the stats to be of any real use?

Indeed, so those classes will either feel the sting of this update in some way or reap the benefits of being one of those golden classes with a passive to boost lock or dodge so that way at least they can walk around freely in pvp...not PvE though.

Also, almost all of the abusive pandawa tactics are now pacified with this update...things that we have always been able to do...situations developers have noticed in the past and chose to let it go cause it wasn't a big deal then are now being changed in one instance because a ultimate boss was abused like any other creature or boss prior was?

... honestly it's not that big of a deal...but.... I don't see why the devs decided to do this at all considering that abusing such a tactic in the fight against a certain boss who will not be named because he is the most poorly designed being in the existence in the world of twelve mechanic wise next to every enutrof clan member design who isn't Moe Knee Torks, Baal Stroud and Alibert; is a ban-able offense, so no one would use it in the first place.

Though, don't get me wrong.... I'm pretty sure every pandawa ever saw this nerf coming at some point..just not so late in the game where it seemed like the feature was actually acceptable till recent affairs...meh, indeed.



-- Lie Lien Rou-Jian


Ah, to continue on from where Lien left off about Lock being used against Dragon pig, I can see why they were upset. Not so much because their "precious" Dragon Pig was defeated by such a tactic... but rather they were discouraged by their own design not being taken into account by players...this goes for all "abusive/ self made" strategies.

With this strategy involving Lock the players were no longer thinking about Dragon pigs mechanics as much and now instead only more so thinking about Dragon pigs stats.

I do not believe that the developers design any boss with the intention of putting players in a situation where they need to retool their characters in response to the boss's stats like dodge. These stats are always a factor, but not what their designs want to put emphasis on...save for Stritch dungeon.


Also...a bit of respect is in order...am I reading it right in the devlog when it says that an enutrof who ends the battle in the Faking it State gets "All" the kama?... I don't mean to sound greedy, I am just.. at a loss for words...was this always the case..? I may actually max this passive for once...



-- Argus Saffi Espen



Well, let's just see what happens, yah? I really am excited for this revamp regardless of what those wet blankets say~ I hope those incarnum and asturb critters are catch-able~ '3' OOOooh and then the fogger revamp~ wooo ^3^ I can't wait to bring Artura back from his break...sorry Qeb~ you knew what this was :3c

I hope certain summon focused gear doesn't get spanked too hard for balance reasons under the new tool~ Also, what the heck does the new damage bonus for summon and mechanic damage even mean? Does this mean you are nerfing the effects on non level capped creatures who are under the influence of summon damage bonuses from gear? :L.....

I guess you would go and nerf every branch of the osamodas class except for earth... we have had special attention lately so I guess it's fair... Q ^Q



-- Frey Haakon Erich


This post has been edited by Christian-CAO - October 07, 2013, 19:04:46.
Reason for edit : indeed... sorry to interrupt, lien.... Pardon the intrusion~ '3'
Dokushuuuuu * Member Since 2012-02-19
posté October 07, 2013, 18:23:15 | #17
lowering to the cost of underhand is all i see with this and all i have to say isYESSSSSSSSS!!!!! you made the skill not horrible.

besides that idk how i feel about some of this... ill get back to ya if i have complaints ;o


Eccentric Moogrr * Member Since 2012-01-09
posté October 07, 2013, 18:56:28 | #18

Quote
Glyph: Will correctly benefit from elementary damage bonuses and bonuses to Controllable Creatures and Mechanisms.

Boombot:
Will no longer reduce damages by 30% and will be immune to bombs effects.
Um, yes. Give me more. I think I'll play a lot more often with these changes.


This post has been edited by KingKamor - October 07, 2013, 18:56:45.
Grizzled Dandelion * Member Since 2012-02-03
posté October 07, 2013, 19:10:58 | #19
I don't see why whip gets such a nerf really since it's really not as game breaking as they're making it out to be at all and kicking down the damage % for dragon form is just kicking osaswhen they're already down XD you want game breaking? i see sacs and ecas almost breaking the 3k damage in a turn.


Ancient Eradicator * Member Since 2008-06-09
posté October 07, 2013, 19:18:57 | #20
I had a long paragraph explaining the flawed logic of increasing the resistance of mobs on Wabbit Island, but when I submitted it I was kicked out of my account. I will just keep it short this time. For Wabbit Island gear, it appears that Ankama only redistributed the points of the gear, rather than provided more points. Thus, the player's combat efficiency, when they obtain wabbit gear, will be the same before and after patch. They gain more damage, but lose resistance, initiative, critical damage, et cetera. So after the patch, the enemies' strength will become stronger, while the player's efficiency, when they have Wabbit gear, will stay the same. Sure, in lower islands, the added resistance would seem logical, but this affects 110+ monsters, and the high resistance buff affects only high level Wabbit mobs. In summary, Ankama is trying to hide the fact that they want to make Wabbit Island harder by saying it is because of the damage increase, despite the best gear in the game keeping the same combat efficiency.