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Hi everybody, This week I will take over Kam’s duty and bring you some news.In short (for once ^^’) and to go directly to the heart of the matter, I offer you a quick review on the state of things today. Let me remind you – again – that so far there’s no date for the release of the English Beta of Wakfu. It will come but it takes time. So thanks for your patience.Spells: It goes on. We’re almost half way through (50%).Jobs: The code is finished, leaving only data entry to do.Visual : What’s new on the visual aspect? Different modes of camera, on and out of combat which is good news to players who lost their battles due to a sudden sea-sickness, and the rendering of climatic effects (a ray of sunshine here, heavy rain there). PvP : I think I’ve heard that we’re working on a system to join a battle along the way… What is the use of this feature? I’ll leave that to your imagination. Bug fixes : We rarely speak of this but I’ll make an exception. The teleport bug is fixed! Stop thinking you’re the mighty Xelor. Now you cannot go back anymore, you go on!Guilds, Timeline, Dimensional Backpack : Nothing new, still there, still operational.After that I leave you with the story of Zidrune’s first steps on the island of Emelka, my little own experience on this new Wakfu.Have a nice weekend !Zidrune
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Emelka, Discovery of a New Island
Friday April 10, 2009 By Zidrune
[center]Dear diary, I am on this piece of land called Emelka. A nice gentle breeze dances through the wheat where Piwis are running. My golden hair is shining under a beautiful sun. The place still seems to belong to nature, but I’ve no doubt that soon many adventurers will ruin this paradisiacal landsca…Wait! By Ecaflip, why is the sky suddenly so dark? And… Ouch ! One drop on my ear ! No no no, not the raiiiin !Dear Diary,I tried to find a shelter to escape the downpour. (Who said “it looks like Roubaix”? >
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Good day to all.Friday having been a long and hectic day, this post arrives a Saturday. Sorry and all that.While browsing the forums, it appears that many questions are still left without answers for you.For each point we clear up, two more questions appear.Today, I'll "only" answer the 10 most frequently asked questions asked on the forums.All aboard!It's quite the hot topic on the forums.How will PvP work, and will there be free PvP.To sum up, for those who don't know what it is and to keep it simple, free PvP is the ability to attack anyone, any time, anywhere.Sounds fun, eh?That being said, free PvP also means something else: you can be attacked any time, anywhere, by anyone.Roughly, you are a little level 10 harvesting some wheat? Hehe, a big level 80 can come and squish you.Sounds less fun already, eh?These are in fact the two most frequent viewpoints that we observe: "yay, we can do what we please", or "shoot! I'm gonna get aggro'ed all the time!". Both are understandable, and I don't think there is ONE truth. You only have to see the number of posts on the forums to realise how divided you are about it.And since we've to take a decision at some point, I decide: NO, there won't be free PvP.The reason is simple: we are convinced there are ways to provide thrill seekers with the bloody battles they crave, without forcing the more tranquil players to constantly be on the alert.There will be 3 big types of PvP in Wakfu. Maybe more further on, depending on updates and additions, but let's start with 3.The first will be the classical "duel". Two persons agree, shake hands, and kick the sh... and fight.No loss of XP, no spell XP, ... nothing. Only a fight to know who's got the biggest (the biggest sword, that is).The second type of PvP will be linked to your Wakfu. If you are a little bit too chaotic and if you tend to destroy everything around you, beware, you better watch your back.You will indeed be recognised as unbalanced, and from there, more serious people will be able to track you and attack you without mercy.This PvP will also be an occasion to see the appearance of bounty hunters and jails.The last type of PvP will be the Realm versus Realm. Take small islands, archipelagos, governments, mix it all, and you are faced with a chaotic world where everybody fights to take power, not only on the world, but also on the ecosystem.Elections are relatively simple. Each person belonging to the government has one vote per election.Candidates apply by using a register and by giving a small sum of money. Once the election is started, each voter can give their vote to whomever they see fit.Once the election date is reached, the candidate with the most votes wins and is elected. Simple, no?Politics have a role of regulator for the ecosystem and for the economy.Economically speaking, the governor is the one who defines all the taxes (personal shops, Zaap,...)At the ecosystem level, he can define quotas, compensations for slaughtering animals[*], or on the contrary, impose taxes on plantations.A good governor will make his island a balanced, calm and pleasant place, a bad governor will turn his island into a real battlefield.It's up to you to decide who you want to see at the head of your island The problem with multi-accounting is that it skews the game experience. There is no more equality in game when some can play with two characters while others only have one.That being said, some types of multi-accounting are not so damaging. For example, a person using one account for crafting and harvesting and another for fighting isn't really harming anyone.Rather than say "we allow" or "we try to block" multi-accounting, our will on Wakfu is to enable everybody to enjoy themselves with a single account. We don't want a second account to be a major advantage, as was the case in Dofus.This occurs through many little details such as making the classes relatively more self-sufficient, or simply having less constraints on jobs (there won't be, like in Dofus, the need to reach a certain level in a job before you can start another).So, to sum up: forbidden? No, because we are unable to detect it; Encouraged? Neither (and you'd need quite the box to have 3 Wakfu running simultaneously )This could be a post on its own, but I'll try and summarize this quickly.Each monster give a certain amount of experience. At the end of a fight, the experience is summed up, and allocated amongst players, proportionally to their level (a high level player will earn more than a low level player if they are in the same fight).Some modifications can appear:-the number of players (playing in a group gives experience bonuses)-the level difference between you and the monsters. If the difference between the average attacker level and the average monster level is too high, less experience is gained.-if you haven't taken part in the fight (by staying in a corner), you'll earn less experience (possibly none). Too bad for leechers From the experience, we calculate the level using a polynomial rule (for the more Maths inclined amongst you). For the less Maths inclined, roughly: the further you go, the harder it is to gain levels. Classical, like.Until it changes, no, guilds are not linked to politics. A guild is not a subset of people belonging to the same nation.This means you can be in the same guild than somebody from a neighbouring nation.What is the purpose of the guilds? For a start, to group up, to have a separate chat channel, to see the online status of your friends, ...But that's only one of two points. Guilds will also serve to conquer mini territories. What's better than ripping off a piece of land from your enemies to impose your own taxes on it?Hum... So, I've got bad news on that one: there really won't be any distinction between left and right anymore.Don't shout just yet, let me explain first. We have recently been doing a little bit of testing to improve performances: applying symmetry to the character as it turns about. Roughly, rather than drawing the characters in 8 directions, we only draw half of them, the rest are obtained by flipping the picture.The cool thing about that is that it takes less time, less space on the hard drive, less space in memory, and so it brings better performance.The uncool thing is that depending on which way your character is facing, your weapon is sometimes on the left, sometimes on the right. Yes, I know, it's not cool. But in all honesty, I'm sure that if I hadn't said it here, 95% of you would never have noticed it.So, to get back to the original point, ambidexterity doesn't really have a reason to exist :-/Yes, there will be. As soon as possible. So there There are more or less still here. For the most part, they are now part of the support spell group (those that aren't linked to an element).The rest are either part of an element tree, or removed.Yes and no. We are going to do something similar to auction houses, but that won't be an AH.The big advantage of AH: the ease of finding what you want.The big problem: no communication between players, it makes personal shops redundant.What we are setting up, are market places.These will be areas were you can setup your shop (your satchel).A huge billboard (which more or less matches an AH) will allow you to constantly see a list of items sold in the neighbourhood, with prices and location.That way, we have the advantage of AH without the problems. Simple, no? Ah, that one is THE question.And the answer is: I don't know. In fact, we are hesitating a lot for one reason: the spell trees have not been completely redone for all character classes. And knowing you, if we release a version with only half the classes, you will (with good reason) fall on us like a ton of bricks. Half of you will be disappointed, and the other half won't be too happy either.That being said, I'm well aware that you've been waiting to be able to play for some time now, so I promise you we'll do the best we can :-/There you go, I hope this answers the biggest questions that you had, and I will now try to enjoy my weekend.Good day, bye !KamThanks to Fulminata for his help in translation
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Let's talk geography.Hereis the world of Wakfu.As you can see it is blue. Blue as the oceans that Ogrest's chaos brought us.Is there no more earth?There is, look closer, we can almost see a few darker areas.This one, that's Sufokia.That other archipel, there in the south, under thunderclouds, that's Brakmar. There, up north, you can make out Bonta.By leaning this way, we could probably see Astrub, in this direction.But for now, the archipelago we're interested in is that one. That's Amakna.It's in this archipelago that any hero worthy of the title truly starts his quest for glory.But let's get closer, and look at the islands of this archipelago.The first thing we notice, is that big chunk of dry land. It is of course Amakna. Or rather, what's left of it...Don't be fooled by the appearance of emptiness. You can't realize it as we are still too far off the ground, but this island is alive.On it, one can find numerous animal and vegetal species.One can also find many great human centers (for lack of being able to call them cities) on it, nexus for the exchange of ideas as well as merchandise.Here, gold has a price, bartering is not the only solution.Around Amakna, small blots can be noticed on the ocean. They are in fact islands. Let's count them... 1, 2, 3... it's okay, don't bother, I'll help you.There are 7. Or rather I should say: there are 7 known and colonized by mankind.To those 7 can be added the many islets, too small to be inhabitable, or too dangerous to be visited. Indeed, adventurers are not lacking in playgrounds, nowadays.Let's look at those islands a bit closer.This one in the south, it's Mork.It doesn't generally appear too welcoming for those who set foot on it.Here, rats, living scarecrows and other Gostofs (ghosts, according to the legend) gather to beat seven shades out of you.It's also a land that sees the Torors lay waste to it more often than not.I'm sorry? You don't know what a Toror is? Simply consider that since the era of Dofus, some names have been simplified.And if I told you that a bit of their name has disappeared... and this bit was "Mino", do you see it, now?Here you go, that's it, big beasts with horns that are better left alone.That being said, let's not dismiss Mork too quickly.This island is a haven of peace for some. The puddlings, notably, a species at once cute and extremely kind. If you go to Mork, you'll assuredly meet some, but it's probably that you might not see them.They are so fearful that at the least noise, they turn into... puddles!This other island, to the East of Mork, is Sevamor.This island's particularity?No, it's not a dance. Nor a drink, sir. No, not a typical dish either.It's a flower. A rose, to be precise. What's special about it? Oh, not much. Except that it is demonic, and that its sting can be extremely dangerous.And if only that was all... But Sevamor isn't just roses. It's also carnivorous plants, scaraleaves and mutant dandelions...A little further North, we find Ark.Ark is a relatively quiet island. At least, as tranquil as an island can be nowadays...Here, people look to cultivating their lands, bake their bread, and thus provide for their family.A good place to spend your retirement in peace, if you want my advice.On the other side of Amakna, there is Kara.Kara has always been a place loved by Enutrofs.I can already see the gold glittering in your eyes... no, don't get carried away. There are no open air diamond mines, on Kara. And the only gold mines to be found are no more extraordinary than those on Katrepat or Ark.And so, why do Enutrofs love it?Some say it's because the shape of the island remind them of a diamond.Others say that it's because of those small animals that can be found on its surface, the phorors.In any case, if you go to Kara, don't leave your wallet open. You never know, an Enutrof could be passing by...North of Kara, we find Katrepat.This island has, and always had, a bad reputation (as in the song).Only one advice for the more adventurous amongst you who would want to visit: don't go out at night.Many are the stories in Katrepat talking about bats, blood craving monsters, and disappearing young maidens...Even further north, there is Fork.Fork is famous for its castle.Well, let's calm down, "castle" is quite a big word.Let's rather say it's a dungeon.Or rather, if I may, a tower.Slanderers would surely say that it's simply a big house.Nonetheless there have been rumors circulating recently about disappearances at the castle.Info or hoax? Who knows... Ah, and all the way up north, here comes Ohm. What to say about Ohm...It's the typical island for the area.Take a pinch of Piwis, some bellicose Chafers, sprinkle with Gobballs (or even Gobrogs), and serve hot, very hot, with a side of Boowolves.The ideal island for a picnic, don't you think?And finally, our destination, this small island below us: Emelka.Emelka is known for two things. Its haunted forest, for one thing, and the motivation of its inhabitants, for another.Here as everywhere else, you won't fail to bump heads with gobballs, tofus and other larvas.But the quality of the soil and the wheat that grows there means that the Emelkans love their island.One notable local figure is Allibert. This former bounty hunter has laid his shovel to rest to try and create here a haven for his family.For all the adventurers in need of calm, or simply wishing for a break, I only have this message.Go help them! Help them to build what they believe in. Wouldn't it be idyllic if each of us could build here on earth his own little chunk of paradise?There, the geography lesson ends here.Before you leave, I've a few little things to tell you.1-Hurry up to visit those islands. Who knows what the chaos of Ogrest has in store for us... Who can tell which isle will be partially submerged tomorrow? (in other words: all this information is non-contractual :p)2-Any resemblance to fact, persons, or a cartoon, whether living or imaginary would probably be totally fortuitous...3-Don't forget to set your clocks and alarms forward.KamThanks to Fulminata for his help in translation
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Progress and Spells
Saturday April 04, 2009 By Zidrune
Good eveningLately, I've taken the habit of starting all my posts saying they would be short.This time, I won't just say it, I'll do it Let's first talk a bit about the progress since last week.Resource management in the SatchelThat's it! You can sow in your satchel, as long as you have a gem of the "harvest" type.It doesn't sound like much, but it means that you can plant some wheat seeds, go for a walk around the world of Wakfu, come back a few minutes later and... shazam! The wheat has grown, you can harvest it.And it even works if we shut down or restart the server, if we disconnect/reconnect...Rewriting of the monstersCurrently in testing on Emelka, to do a last pass on balancing.DungeonsIn testing too, with all their effects, monsters, doors that open...Ah, and I was mistaken: there won't be 6 dungeons on Emelka island.There will be more :pProfessionsThe code is in testing, the recipes are still being added (we've to add quite a few, so you don't get bored :-/ )Character spellsIn testing. It's a long process, especially as we are working on the description texts, to make them shorter, concise and more readable.New interfacesThe world map is redone (although the design needs validation, still). So are the timeline, inventories, and spell bars. We are starting the end of combat interfaces (already designed), and then the exchanges.Weather effectsWoah, if you could see the rain in game! It's too beautiful, it's like you were there OK, for the wind, it still needs a bit of polish, but it should be fine, too.Some technical bitsWe add a lot of little things, corrections here, improvements there... the main goal being that there may be as many of you playing as possible.We are thus progressing on how many players can be handles by a single server.This means sharing data between machines, keep everything up to date... it doesn't look like it, but it's all this that will allow several dozen thousands players per world!Economy In order not to have everything break down in a few months, we are setting on paper Wakfu's economy now, and trying to take into account: exchanges, money, auction houses, satchel's shops, but also the fight against bots.And otherwise, a little bit more details?A few words on spellsThe main difference with the existing spell system: no more tree.Each class has access to 3 elements out of 4, and each of those 3 elements contains 5 spells.On character creation, only one spell of each element is accessible. So on level 1, you'll only have 3 elementary spells.As soon as a spell hits level 2 (generally after the first fight), the 4 other spells of the element gets unlocked.Conclusion: it's more or less like before, except that you can use all the spells you want as early as the second level. You won't be forced to level spells that are useless later on, you won't have to wait X levels so that you can unlock the spell of your dreams.After these elemental spells, you'll also have 10 support spells. This term of "support" is perhaps not the most adequate, so don't worry if it gets changed for the update :pThese spells will be different in three ways:1- They won't have 100 levels, but only 5.2- They don't gain xp during fights.3- They are increased through the aptitudes (see the previous post about the character sheet)Amongst those support spells, you'll find all the spells for which 100 levels didn't make sense, such as Iop's Jump.There you go, it's a bit short, but a small picture being nicer than an old speech, here is a little screenshot.KamThanks to Fulminata for his help in translation
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Hello,I haven't done it for a while, so here's a little post on the project's status.I'll be direct, as I'd hinted at it last week, the new update won't be this week.Why? Because we've overhauled the spells, the professions (and a lot of other things I'll explain), which necessarily takes time.Roughly speaking, here's what has been done over the last month:Shop management inside the satchel: Done. You can set up displays, organise them as you wish, see from the outside what players' shops contain, manage rights, see a nice interface for a history of your sales, and, most of all, customize your satchel layout using gems.Timeline management: Done! There are one or two visual effects missing for the extra turns to really blow your mind, but otherwise it's all good!Monsters rewrite: Well advanced. The number of monsters per family has been rethought. There won't necessarily be less, but the groupings will be more logical, and some monsters have become much rarer.Progress: almost 90% on Emelka Island.Ecosystem rewrite: Done. Emelka Island is done, we can start on the next one!Dungeons: Around 80% done. 6 dungeons are available on the first island. A few visual details and some bugs are left, but otherwise we're good.Professions implementation: The design is done. The code is 70-80% done, and the interfaces 50%. The recipes need to be typed in, but that's not the longest part, you can trust me on that one.Implementation of character spells: Right now, we are focusing on 3 classes (Iop, Cra and Ecaflip).They are in the middle of being tested (mostly for balance).Once we are happy with these, we'll finish the rest, mostly by re-balancing and re-using a major part of the existing spells.Progress, then: around 25% (ouch).New interface: The game interface changes. Franho, our designer, was getting bored, so we asked him to work on what was planned from the very beginning: lighter, more legible and moveable interfaces.Today, all the main interfaces are done with the new graphical charter, with details left to polish up.Progress: around 50%, roughly speaking. Really roughly, even.Guilds: They were working two weeks ago, they are still working. Only the basic functionalities are implemented, the rest will come later, in a second phase.The Wakfu: Has been simplified a lot to improve comprehension. There is still a bit of work to adapt what's already been done to the latest design decisions.Progress: around 80% (again, roughly speaking).So where does that bring us? As I was saying, the update won't be this week (or the next week either), but that, you already knew.When? I'd rather not give you a date now that I won't be able to reach.We had set ourselves today, internally, to do a little demo and see how the things planned had progressed.The results were satisfactory, and even encouraging.Starting Monday, we'll write down what's left to do, and will plan another sprint to bring your something of quality.I know some of you will say: "Raah! We wanna play!" And that's good, that shows that there are players out there who are impatient for Wakfu :pBut honestly, to quote a great company: the update will come out "when it's done". Which is to say, we won't show you until it's ready.I do hope this will be soon, and in any case, as soon as possible.One more thing: yes, we are pushing the release of the update. But, I'd like to say it again, the reason is simple: many things have been modified that weren't planned. As we progressed in our overhaul of basic things, it became clear that many details could not be brushed under the carpet.This is why we came to the decision to modify the characteristics, and then the interfaces, then the timeline...Many things that push back the deadline, but which I hope (or rather, which I'm certain) will make of Wakfu THE game that you dreamed of. Have a good Weekend!KamThanks to Fulminata for his help in translation
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The Character Sheet
Friday April 03, 2009 By Zidrune
Hello,Here is the Friday post. Today it's gonna be small, because it has been a long day. But I'll getback to that later.The little post of today will discuss the character sheet and the characteristics.You all know the current character sheet. There you can find, among others, the characteristics such as strength,intelligence, agility, wisdom, chance... ON top of this basic data, you can also find willpower, mastery oftraps, and other ancillary skills that cannot be increased manually.We are going to change all that.Why change the current system?Three main reasons for this.Firstly: you have been many to voice your doubts on the benefits of leveling with the current system. In the end, the fact that Wakfu's system is much too similar to Dofus' shocks you. OK. We got the message, so we'll see what we can do about it.Secondly: one thing was bugging us: although the evolution of spells was based on their usage, the evolution of the character (and its statistics) was manual. So you can play fire spells all day, and still put all your points in strength to increase your damage with Earth spells later on. This wasn't in line with our desire to make a game where "you reap what you sow".Thirdly: We wanted to find a way that would allow each character to be different. The only way to distinguish two characters of the same class at the moment is a play on the items and maybe one or two different builds. A bit limited, we must admit...OK, very good, so what's the new system?It's relatively simple, and consists of three concepts: the characteristics, the aptitudes and the masteries.The characteristics are those 5 well known little abbreviations: HP (hit points), MP (movement points), AP (action points), WP (Wakfu points) and initiative. These characteristics are the main indicator of your character's abilities. You can't increase them directly, but through items, or through aptitudes (I'll explain this shortly).So, to simplify: goodbye strength, intelligence, chance and wisdom. The aptitudes are skills that your character can learn to evolve. Each time you level, you gain aptitude points (5) which can be spent as you wish, when you wish, amongth 48 existing aptitudes.I can already imagine you asking yourself "eh... what's an aptitude? Did I miss something?" So here are some of the "simpler" aptitudes that will exist:Increased Constitution:each level in this aptitude costs 1 aptitude point and gives you 1 HP. Nothing new here, you'll tell me, this sounds much like Vitality... Indeed.Lightning Reflexes: each level costs 2 aptitude points, and gives you +1 in Initiative. Ah, that's new.Serpent's Suppleness: 1 aptitude point per level, +1% to avoid tackles.GobBowl Player: 1 aptitude point per level, +1% to tackle.Four-leaved Clover: 15 aptitude points per level, +1% critical hits.Penny Pincher: 1 point per level, 1% extra Kamas gained from monsters.Science of learning: 2pts per level, +1% experience at the end of a fight. Action Man: 150 points per level (that's a lot, eh?), but ... you gain 1 AP.I must immediately point out that these values are only for testing, are not definitive, and might very well (and quite probably) be modified. But you get the idea. There will be 48 aptitudes of this kind in total. Most of them will be for fighting, some will be specific to a class, others will be for professions.The goal is to allow everyone to be able to choose precisely the way they want to play their character. You want lots of initiative to gain an extra turn more often? No problem, put everything on Lightning Reflexes. ON the other hand, don't complain if you don't have a lot of hitpoints... In fact, by multiplying the possible choices, the character types are increased, and I bet that we won't have, like in many games such as Dofus or others, two, at max three ways of playing a given character class. With this, all variants become conceivable.The masteries, finally, are those bonus to damage and to resistance that appear depending on what you do. There are four, which is one per element, and they evolve in two ways: either by practicing a profession (in a small proportion), or by using spells. Use a fire spell, and your mastery of fire will increase. These masteries will correspond more or less to the bonuses that were previously given by intelligence, strength or agility. But from now on, the only way to boost these is to play spells that match them.So what's it gonna look like?Hehe, a small image being better than a long speech, here is a screenshot of what it looks like. That way, you'll also have an idea of the new interfaces earlier than planned. Enjoy...I await your remarks, and in the mean time, I'll go make another post on our progress. Happy reading!Kam
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As announced last week on this devblog, here is the weekly post, the one that discusses professions.Right now, the professions in game are not... how shall we say... not always accessible.The most common criticism that is made?Strange names (such as "coliflorage"), plants that cannot be cut all over the place, illogical recipes, that require rare ingredients to produce low end products.Thus we have taken all those criticisms (and a few more I forget at this instant) and we tried to mix all this with our will to center Wakfu on what it should have been from the beginning: a game where you can do anything.The result? It's coming. It'll be up to you to tell us what you think of it!The types of professionsTo begin with, two great types of jobs are accessible, which in itself, nothing extraordinary: there will be harvesting professions and crafting ones.A harvesting profession doesn't only involve picking apples from apple trees. There are in fact many facets.Firstly, it allows you to cut all the plants and trees in the world of Wakfu. Yes, I said all. (for those in doubt, check the previous devblog).Some will be very long to gather, but by joining forces and taking your time, everything will become possible.Secondly, it will allow you to plant the seeds and other tubers that have been harvested back into the environment. Planting a flower or some wheat will not only be possible, but also recommended, for what would become of a world where nothing is planted? In a classical MMO, to plant nothing is not a problem, since the resources respawn on their own. In Wakfu, if you don't plant, expect to see species disappear...Thirdly, the job allows you to collect resources from the fauna. (For the unread, "fauna" means the animals). You notice a little Arachnee freely roaming around? Search around, you will probably discover a few threads of silk that it has left behind...To summarize, the harvesting professions are those that allow you to recover ingredients.What do you do with those ingredients once you have them? That's the role of the second type of job, the...Crafting professions The goal of these jobs is to take the ingredients that the gatherers will have accumulated, and to process them, transform them, mix them to create new items.Later, other types of professions will appear, such as bounty hunters, but... let's focus on our resources, first.The harvesting professionsThere are six:-the Miner, whose goal it is to collect the metals of the world, but also to find gems and other precious stones.-the Lumberjack, who will not only fell trees, but who will also be able to collect the fruits growing on them.-the Fisherman, who... fishes. Yeah, I know, we really outdid ourselves on that one -the Hunter, who will be able to skin animals to collect leather, wool, or fangs. He will also be able to attempt collecting resources from live animals, as long as they are calm (he might milk a “Bouffette” (female gobball), but not a female Boowolf...)-the Farmer, who will have the goal of planting, harvesting and cutting plants. He'll get the seeds, the vegetables, or even the fibers that can be used to make cloths.-As for the Herbalist, he will be specialized in leaves and flowers. He won't know how to grow wheat, but he'll be an ace when it comes to finding four-leaved clovers.The crafting professions-the Smith will be the specialist in metalworking. Whether your spade needs a new head so you can do your gardening, or a sword that needs sharpening, he'll be there to help.-the Jeweler will know how to take your precious metals, rare gems, and produce quality jewelry if he's gifted. Some will even be able to create runes and other magic artifacts that weapon makers will then be able to use to improve the quality of their production.-the Carver/Woodsman. He's the partner of the smith, but specialized in wood. If a handle is required to go with the spade's head made by the smith, he's the one who will carve it. You want a new bow or simply a new display to show your trophies in your Satchel? He should be able to help you.-the Tailor will be the specialist of fibers, whether animal or vegetal. Give him a long leather string, a belt buckle, and like MacGyver he will use his magic to create... a belt! Ain't it nice?-the Cook will know how to prepare all sorts of dishes that you might wish. In need of a little bit of energy or a little boost before your next dungeon? Look for a cook to help you.-the Alchemist is to the cook what the spellbook is to a normal book: the same thing with a pinch of magic added. At the alchemist's, don't look for strawberry pies, you'd be disappointed. However if you are looking for a slightly miraculous potion or simply a brew able to change your color, you'll have to deal with him."OK. So, we got twelve professions. And that's it???" No, no.These twelve professions are in fact only the basic professions.The idea is to allow specialties within the same profession.Let's take a practical example: the smith.The more you forge, the more experience you'll gain in smithing. Quite logical, so far.However, "forging" is a very generic term that covers a lot of things.After all, it's possible to craft quite a lot of items out of a chunk of metal.This distinction will appear in the smith profession, which will have several "sub-professions".For example, there will be the forging of blades, which might encompass the skills of sword, dagger or even needle smithing (Xelor's needles, not the knitting kind).There will also be armor-smithing, which will cover helmets, mail plates or even iron shoes.We'll also have the forging of small metal items such as the belt buckle I mentioned earlier.The twelve basic professions are therefore not just twelve, but more like forty.And what of the evolution of our profession over time? (xp and levels) Let's display our smith jobs in a tree form (an incomplete one, of course, but it'll do for now):-Smith....Blades........Swords............Ha Sword............Fwell Sword........Daggers........Needles....Armors........Simple plate armor....TrinketsThe idea is to come closer to reality.Let's imagine, in our real life, a master swordsmith able to craft splendid blades.This man will have been forging blades all his life, bent over his forge, a hammer in hand.Of course, it would be impossible for him to learn overnight to craft a full plate armor with the same level of skill.Further, let's imagine in our real life, someone who never touched a tool of his life and who's afraid of fire.Let's take the swordsmith and the complete beginner and ask them to craft... say, a metal helmet.Obviously, the experienced swordsmith will perform much better. Why? Because he knows how to work metal, how to heat it, bend it, shape it...In the game, the same will happen.Every time a character improves in a specialty, he will also improve in the "general" skill.In this fashion, when he tries a new specialty of a branch he's already familiar with, he won't be a complete beginner.In practical terms, each successful recipe in a profession will give experience:-in the recipe. The more experience in a recipe, the higher the chances of crafting a better object from the same ingredients.-in the specialty. This will unlock new recipes of the same type. Do a lot of simple swords, and after a while you'll have learnt enough to attempt more complex ones.-in the basic profession (smith). In this way, you'll unlock recipes in other smithing specialties.So, we've another system where skill level = available recipes. Not quite.In fact, the level of your profession or specialization is more an indication of your ability to craft without making a mistake.But nothing stops you from trying.You're a complete beginner in swordcrafting, but you saw a great swordsmith create one? You wrote down what ingredients he used?No problem, you can try to craft this sword.With a bit of luck, you might succeed. Even if it's more probable that you won't get any result.The levels and other "mastery levels" will be there to give you an indication of your success rate in the crafting of such and such item. But you are free to do as you please And... what about the other professions? Good question. Thanks for asking! (bloody hell, I’m patting my own back...)If I ask you what makes up a bow, what will you answer? A piece of bent wood and a string?Well done, you're really good at this.In Wakfu, like in real life, creating an item will need people to join their talents. For the bow above, you'd need a wood carver AND a tailor who will be able to give you fibers or process animal tendons for you.The exchanges between professions will therefore be indispensible!And what about the links with combat? These will occur in two different ways.Once more, the idea is to be logical about things.Let's take our smith (once again!) who spends his days hitting pieces of half molten metal with his hammer to craft such and such item.He will get two bonuses in combat.The first bonus will be to his skill with the hammer. After hitting his anvil for so long, he'll have a good grip on it and will be even more fiercesome in a fight.The second bonus will be a better mastery of fire spells. It might not be obvious, but all those hours spent at the forge make you a lot more resistant to fire!And so on and so forth with all professions, in such a way that a player regularly practicing his profession will have some advantage in a fight.We touch briefly on another concept of the game design: the masteries.It's another big point of discussion that I will detail more next week, at the same time as aptitudes, another brand new concept that we'll unveil.So, thanks to have read all this, and sorry again for the post not showing up on the devblog.See you soon in game,Kam
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Hello, Here's the eagerly awaited post:We’ve already written quite a few news on the game’s production, so I don't really know where to start...First important point, something that many of you were expecting: the overhaul of spells.There it is! We've advanced quite a bit on this subject, and we are now ready to start on the modifications for the next update.Our goal: to take into account your remarks relating to the leveling, the usefulness of spell trees...But yeah, this is still not set in stone so I won't dwell on it too much, as you'll probably have a news on the topic very soon.The negative side of this upheaval: timing. It's quite probable that we'll have to delay the next update by a few days, compared to what we estimated initially.But once again: give us enough time to put our ideas and the new design on paper, and I'll get back to you with more detailed info.Second point: professions.They got revamped quite a bit too. Our goal: to improve readability, clarity, and coherence with spell skills, but also and above all, to make it fun!These will probably be the subject of a future post on the devblog to give you more information.But today, I'm going to talk about the Time Line.Tot wanted to post this message himself in order to explain to you the way the system works, but for good old boring technical difficulties, I'll be his voice and post in his stead.First, what's the Time Line?It's that little bar that appears at the top of your screen when you launch a fight.It shows in what order each character goes. You can find all the fighters, with the first to go on the left, and the last to go on the very right.At the moment, your position on the timeline when you start a fight is defined by a character's stat: the initiative.The higher it is, the further to the left you'll start on the timeline, the sooner you'll play.One class, the Xelors, even has abilities that can affect the initiative of characters during combat. It is thus possible, from one turn to the other, to change places on the timeline.This system is already in place, and it works. Very well. Therefore, why change it, you ask?In fact, initiative as it is today doesn't have as much importance as we had initially planned. The role of Xelor characters is negligible, and items that increase initiative have very little interest.This is where the new system comes into play.I don't just play faster, I play more!This title sums up the goal of the new system.A new concept comes into play: the extra turn. It's an additional turn that players will be able to take from time to time, with all their AP and MP replenished.Simply put: a player with a lot of initiative will have more "free turns" than a player without initiative.An example! Ok, here is an example of how this will work.Beware, if you are of a literary disposition and allergic to maths, you might not want to continue Each character starts with 100 initiative points.This basic initiative can be increased when gaining levels, or by using rare items that will boost the stat.At the beginning of a fight, a "timeline value" is calculated using the following formula:{Sum of players' initiatives} + 1200 - (100 * {number of players})Then, each player goes according to their initiative (like it is now).However, on a player's turn, they advance on the timeline by an amount equal to their initiative.And when a player reaches "the end" of the timeline, they gain an extra turn.Simple, isn't it?No? Ok, the same with numbers.Take two players, one with 200 init. and the second with 150.The timeline size is then: (200 + 150) + 1200 - (100 * 2) = 350 + 1200 - 200 = 1350.So on the first turn, we'll have:-Player 1: advances on the timeline and is now at position 200.-Player 2: advances on the timeline and is now at 150.Turn 2:-Player 1: advances to 400.-Player 2: advances to 300.Turn 3:-Player 1: advances to 600.-Player 2: advances to 450.Turn 4:-Player 1: advances to 800.-Player 2: advances to 600.Turn 5:-Player 1: advances to 1000.-Player 2: advances to 750.Turn 6:-Player 1: advances to 1200.-Player 2: advances to 900.Turn 7:-Player 1: advances to 1400.-Player 2: advances to 1050.On turn 7, player 1 goes beyond the timeline size, which was 1350. They will therefore gain an extra turn all for themselves.Turn 8:-Player 1: Is back to 200.-Player 2: advances to 1200.Turn 9:-Player 1: advances to 400.-Player 2: advances to 1350.On turn 9, player 2 also reaches the end of the timeline, and gets their extra turn.In the end, player one got their extra turn earlier. Furthermore, if the fight goes on, player 1 would get their extra turn on round 14, whereas player 2 would wait until turn 18.Now imagine a fight with four players, with their respective initiative being 400, 250, 180 and 100.By doing the same calculation, it emerges that one player will get their extra turn in 5 turns, the next in 7, the third in 10 and the last player in ... 18!With this, initiative is getting quite the boost!And... that's it? No, of course not.There will also be two other ways to modify initiative during a fight.The first, which I've already discussed, is to use Xelor spells that will add or remove initiative from players.By doing this, it will be possible to accelerate or delay the extra turn.The second solution will be to play fast.Indeed, in order to speed up the game and encourage players to pass their turn after they are done player, a bonus to initiative will reward those who play fast.Of course, a bonus of a few dozen points might seem ridiculous at first. But let's talk about it again when this bonus will let you beat a monster just before they obliterate you!So there you go, I hope these few lines will make you want to play a Xelor, or at least will make you take notice of your initiative as a characteristic worth investing in, the next time you level up.In the mean time, I apologize to those who were expecting a post from me on Friday.I don't have any specific excuse... perhaps the fact that we've moved on Friday. In fact, we've moved to an upper floor.The advantage of being higher? More light!The problem: we must climb down an extra set of stairs to go get a coffee KamThanks to Fulminata for his help in translation
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Good evening everybody!Today’s topic will be… flora.Flowers, trees, all that stuff. After a while, when you make an MMORPG and want to have jobs, you eventually have to make some growing resources. Trees, flowers, vegetables…Two solutions there.1/ You define in advance restricted areas where resources can grow. If they are cut, they come back automatically after a while. Very good MMO work that way, Dofus to name but one :p2/ You are crazy and tell yourself : in real life, nothing prevents me from planting wheat in the middle of a football field (except maybe the guard dogs but, well, that’s not the point here). And it might even grow, provided that it’s not synthetic grass.Of course, we are a little crazy and we have time since we’re ahead of schedule (derision inside). So we opted for the second one.What this means is that in Wakfu, you can plant seeds virtually anywhere in the world.With few exceptions which are common sense. On a stone or a paved road, you can always try to grow a tree, you will have trouble in every days life. Well it’ll be the same in Wakfu.Ok, you can make everything grow everywhere. No problem.Except that there is one anyway. In real life, try to plant wheat in a dense forest and you will see that it doesn’t grow easily. Why? Maybe because the soil is too acidic. Or because trees around hide the sun. Or even because the root of the trees prevent it from attracting water.The solution in game to be consistent and provide a realistic ecosystem? Easy. We just have to define thatwheat grows less if it is under a tree, fungus is more likely to grow close to a tree, on the contrary a dandelion is more likely to see the day in a plain and a tree near a river.That is a lot of settings to manage, isn’t it? Well actually there weren’t enough;And yes, it still lacks something. Think carefully… What influences the growth of plants? Bingo. Weather.The weather does have an impact in Wakfu. You’re on an island with a continental climate? During spring you’ll have some small rain showers from time to time that tend to speed up the growth of resources.During summer you have the risk of a heatwave that could grill your crops.How can you avoid this? Don’t worry, your political leaders will be able to intercede with the gods and genius inventor to find solutions to climate issues.To sum up: - You can try to plant virtually anywhere in the world- Soil type influences the growth of all plants- Surrounding vegetation influences the growth of all plants- The weather is integrated into the world, and has an impact on the ecosystem.I have given you the wish to see the world of Wakfu evolve, here? To put your hands in to see if you can help it? Yes, a little? Whew, great. So I will not have to say any more to convince you.Like explain that when it is old enough, a tree will bear fruit on its branches. That if you do not collect this fruit, after a certain time they drop small seeds all around and may give life to new plants.Or that some plants attract monsters who love their smell/taste/color.Well, since you’re already convinced, I can stop there and go home :pKam
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