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Hasta la Bugsta!
2012-06-11 16:11 82
Here it is, the complete list of changes and bugs that will be fixed during our new update deployed on June 12th!



 

Content and improvements

Classes

General
  • New spell experience system implemented. This new system offers you the chance to reallocate your spell experience points. The “restat” will take place on the 12th June (at the same time as the update). This means that, on this date, we’ll be giving you back all of your spell experience points, according to your current level and the new system. For more details, check out this devblog post.
 

Monsters

Mount Zinit
  • The Sram from Ogrest’s Cult on Mount Zinit has had his characteristics raised and rebalanced.
  • The Eniripsa from Ogrest’s Cult on Mount Zinit is now more aggressive in combat.

Wagnar’s Castle dungeon
  • The resistance removed by Vampyro’s Vamping It spell can be accumulated and now lasts throughout the whole fight. This was believed to be a bug but it is, in fact, correct. We have added information that should make the effects of the spell clearer for the player.
  • Improvement of battlefield borders in fights with Vampyro and Ghouls:
  • Ghoulification Border: If the player starts his turn on the border of the battlefield, he will be put in the Ghoulified state. Response, timings and rules linked to Ghoulification (when two people walk on the same border, for example, or when the creature in the Ghoulified state dies) have all been fine-tuned.
  • Vampyro Border: Unlike before, if the player starts his turn on the border of the battlefield, there is a 33% chance of death. It is no longer possible to start the combat via a Ghoul in order to avoid the death border.

Monk Island
  • The Nun has been optimized: her AI was overloaded and she didn’t summon enough. When she did, the fight was almost impossible. Now, she will systematically summon but in a more balanced manner, leading to a fight with more gameplay. We also:
  • Increased the range of her Spectral Touch spell,
  • Reduced her damage
  • Improved the feedback of Supreme Power and Concentration,
  • Improved the phases management (concentrated / non-concentrated),
  • Improved her targeting and use of spells (Use delay / use per target).

Sureberry Fields dungeon
  • The Merriment state of the archmonster Boarnigen the Damasker has been made clearer: the duration of the state and the fact that Boarnigen suffers from Worn-Out afterwards is now explained.

Bug fixing

Classes

Sadida
  • Voodoll
    • totems appear correctly during fights.
    • The bug allowing to place a totem on a cell blocking the way but not the sight will be fixed
  • Dolls
    • The overall AI has improved.
  • Tree
    • The tree can no longer receive indirect damage due to rebound spells (for example the Piercing Arrow or Invigorating Word).
  • Vaporize and Dolls
    • When a doll is activated with the spell Vaporize, the created Greedy is directly under the “controlled” state.
  • Sudden Chill
    • When using the spell Sudden Chill on a doll, this one will no longer end her turn after casting a spell, and will play normally.

Cra

  • Earth beacon
    • The earth beacon will once again trigger when hit with a piercing arrow, on a critical hit.
  • Piercing arrow
    • Piercing arrow will rebound between enemies as intended, in a line or not.

Rogue
  • Boombot
    • The actual HP of the Boombot will equal the amount shown in its spell description (20 at level 0 instead of 40).
    • Usage condition of the Boombot is made clearer.
  • Runaway
    • Will no longer be able to move with Runaway when KO’d.
  • Pyrotechnics
    • The bug allowing targeting and spending APs while casting Pyrotechnics without the spell having any effect will be fixed.
  • Magnetic Claw
    • A rogue carrying a bomb will now play an animation when receiving damage.

Eniripsa
  • Transcendence
    • When Transcendent, the Eniripsa can no longer lock or be locked.
    • When Transcendant, the Eniripsa is now immune to everything.
  • Hygiene
    • When reaching 100 Hygiene, the next Hygiene gain will no longer bring the Eniripsa back to zero. He will keep his 100.
  • Invigorating Word
    • It is no longer possible to cast Invigorating Word on an empty cell.

Eniripsa and Sacrier
  • Clinging to Life and Eniraser
    • The Sacrier can no longer survive an additional turn after his Clinging to Life if the Eniripsa resurrects him.

Eniripsa and Xelor
  • Absorption and Temporal Burn
    • When an Eniripsa with Absorption receives a Temporal Burn from a Xelor, Absorption will only apply once instead of twice.

Osamodas
  • Summons
    • The Spear Shark summoned by the Osamodas won’t summon Sharkies.
    • It is no longer possible to infinitely reflect damage between a summon under the state Prespic Hair and a monster with Spell Rebound.
  • Symbiosis
    • The Osamodas’ Knockout animation in Symbiosa will play correctly.
  • Whip
    • Hitting with a normal strike with Whip and then a critical hit in the same turn will no longer allow having double bonus.

Sram
  • Invisibility
    • When an invisible Sram leaves a fight, the arrow showing his position will no longer stay visible
    • Players will now be able to move correctly after walking on the position of an invisible Sram and succeeding a dodge test
  • Double
    • The Double will no longer receive infinitely the bonuses his caster had when it was summoned. He will now only get the basic statistics of his caster (equipment+abilities).
  • Shadow Trap
    • Shadow Trap is no longer visible for opponents: only the caster of the spell can see the position of the Trap.
  • Diversion
    • Targets of Diversion will now have an animation.
  • Hemorrhage
    • Hemorrhage taking effect on the Sram when invisible will no longer allow monsters to know his position.
  • Master Stabber
    • The Stabber state now applies when the target is killed with this spell.
  • Torment
    • The effect of the Torment spell now matches its description. The HP taken into account are those of the opponent and not of the Sram.
  • Bloody Ripoff
    • The maximum damage of the critical hit with Bloody Ripoff is now correct (58)
  • Cold Blood
    • The maximum damage of the critical hit with Cold Blood is now correct (58)

Xelor and Pandawa
  • Sinistro and Karchamrak
    • The Sinistro is now considered as “cannot be carried”.

Feca
  • Glyphs
    • Getting out of the influence zone of a glyph and coming back in no longer allows getting the bonus again. From now on, a character only receives the AP/MP bonus at the beginning of his turn.
    • A character in the influence zone of a glyph when it is cast no longer receives the bonus twice.
    • Descriptions of the water Glyphs show a bonus per charges lefts of 3% whereas it is 1%.
    • Fire glyphs will now take into account the character stats, and bonuses linked to Charges.
  • Peace Armor
    • A Feca in Peace Armor placed on the Vampyro platform no longer disappears.
  • Feca Staff
    • The damage bonus of the glyph with Feca Staff now matches your elementary mastery and has the intended critical hit.

Ecaflip
  • Ecaflip Precision
    • No longer applies on direct damage. This avoids bugs such as: when Precision triggers on Fleabag, the opponent doesn’t lose any HP and nobody wins any.

Ecaflip and Xelor
  • All In and Temporal Burn<
    • Fumble on All In or Temporal Burn still consumes the casting cost of the spell.

Enutrof
  • Pouch
    • It happened that the Pouch wouldn’t give any item. This has been fixed.
    • It is now possible to loot a Pouch with the Drheller when this one is in the earea of effect of a Cra Beacon or a Xelor Dial.
    • The Pouch no longer allows to gain some quest items twice.
  • Drhellzerker
    • While in Drhellzerker, the Enutrof converts the AP bonus of the Xelor's Sandglass into MP bonus
  • Geology
    • Bonuses are now applied to an Enutrof teleported on a Mine (with Assault for example).

Xelor
  • Mummification
    • When several allies are KO, the Mummification state no longer reveals all of the KO allies, but only the one targeted with the spell.
  • Temporal Images
    • Now, when a Xelor uses his Temporal Images spell when affected by the Ecaflip state Flea Love, the real Xelor and all his doubles receive the same visual effect. Other similar issues with guild insignias and other visual effects are also fixed.

Iop
  • Iop Wrath
    • The damage of critical hit with Iop Wrath is now correct (x1,5 instead of x2).

Sacrier
  • Multi arm
    • Characters in a fight with a Sacrier will now see his arms linked to the Multi Arm state.

Monsters

Boss and World boss
  • Boss and World boss are now correctly immune to the state Ethereal of the Pandawa.
  • Now, after casting his spell “You’re Not Much of An Adventurer”, Black Crow correctly teleports to contact of a random enemy instead of going back down to his former position.
  • The starting position of Black Crow has been changed.

Lunar Altar dungeon
  • Boowolfines Moon and Hairy Moon can no longer lock.
  • Boowolfines Moon is now stabilized and cannot suffer transpositions / attractions / push.
  • It wasn’t possible to destroy the Moon at the biggining of a fight since it couldn’t be targeted. This prevented from completing the step “kill the boss first”. Therefore, this step no longer exists and was replaced with “kill the boss last”.

Kab-Cave dungeon
  • The spell Aspiration of the Gobby Bulga will always send its target back to its starting cell.
  • The Gobby Bulga now uses his spell Gobbit as intended to regenerate.

Wagnar's Castle dungeon
  • The spell Borbrawl of the Borbat now removes 2 MP as it was intended.
  • Vampyro now regains his AP/MP with the spell Vamping It.
  • Vampyro will no longer cast his spell Vampyrokylose on a character already stabilized.
  • With Burner, Vampyro no longer removes WP from his Ghouls.
  • Vampyro doesn’t cast Vampyrokylose on his summons anymore.

Monk Island
  • Accelerat’s Teleportation spell now has a visual effect.

Polters
  • The Curse state inflicted by Polters is no longer applied over and over again on his victims.

Kokokos
  • Kokokos no longer hit each other in fights.

Bernardos
  • When the Bernardo is jumping, he can no longer take damage if another monster is pushed against him.

Tofus
  • Tofurby will no longer go under cells of some specific combat ground when casting his Roly-Poly spell.
  • In the group interface out of combat, the Royal Tofu now has his own boss icon.

Striches
  • Striches will now leave a body after death.

Cracklers
  • Cracklers will now display their rolling animation correctly.

Crobaks
  • The Crobaks Feather Tornado spell will now have a description and a visual effect.

Kraloves
  • Kraloves and Kralamores now move in a regular manner.
  • The Kralien no longer steers clear of its Kraladrop Glyph.
  • Kraloves no longer hit each other in combat.

Snappers
  • Bernardo dia Reya no longer moves once he has landed and at the end of his turn the jumping and falling animations are no longer displayed.
  • Some monsters, such as Don Puffnando , used to appear and disappear repeatedly when they gained 1 MP, even at the end of their turn. This bug has been corrected.

Combat

General
  • The HP bar no longer overlays characters in flight (Eniripsa and Xelor for example).
  • Before, two players could occupy the same cell during the placement phase of a battle. This bug has been corrected.
  • A character leaving a fight and joining it again will no longer be invisible.

Mount Zinit
  • All players can now see the Queen Schnek during the combat start animation.

Wagnar’s Castle dungeon
  • A player on Vampyro’s Platform is now immune to heals.

Quests

Incarnam

  • Pappy Pal no longer removes extra kamas. In order to avoid multiple exchanges, Pappy Pal now immediately removes all of the player’s kamas as well as any materials used. Also, Pappy Pal’s exchanges with a player who is in a group are now delivered when the player is in front of the Zaap and not when he uses the Zaap.

Mount Zinit

  • Mount Zinit quest items such as Piece of Moze's Pendant or Piece of Dowsing Rod are now correctly stored in the quest inventory. This avoids their accidental deletion.
  • Some players couldn’t see Will-o-the-Wisp fly away and therefore couldn’t access the following part of chapter 1. This has been fixed.

Others
  • From now on, Jonk correctly indicates that the quest Come Grain or Shine requires 25 iron ore (and not 100).

Items

Trades
  • It will no longer be possible to perform a trade while another action is underway (breaking runes, placing items in a guild chest, etc.).
  • You will be able to place non tradable items in a haven bag chest.
  • The quantity popup will no longer appear when trying to trade a non-tradable item, or when deleting an item that cannot be deleted.
  • Accepting a trade no longer closes the temporary inventory.

Weapons
  • Constellation Key will display correctly during fights.
  • Hammer type weapons won’t shake during fights.
  • Some weapons changed size during fights. The issue has been fixed.
  • The Crobak Monocle will display correctly on characters.
  • The Domacion shovel will have an icon.

Equipment
  • If a player equipped the complete Green Googoo Set and used Earth spells in combat, the spell experience window wouldn’t show the progression. This has been fixed.
  • Merged sets now all have descriptions.
  • Capes that were cut in fights will now display correctly.

Others
  • The “Add a compass” button wasn’t available on some dungeon keys (Bow Meow and Vampyro, for example). The button will now be available for all keys apart from the hidden dungeons and the ones available on each Nation (Tofu, Piwi, etc.).
  • The text for the class books now displays within the text area.
  • “Heads or Tails” and “Feel Ill” emotes will now have a description.
  • Dodge scrolls will now have a description.
  • Character hairs will display correctly when using the “Harp” emote.

Professions

  • The profession book of the Jeweler now displays all the recipes correctly.
  • It will be possible to plant Ghouls seeds in Forfut in order to renew the ecosystem.

Sounds

  • The chest opening sound will only play once and no longer twice.

Miscellaneous

  • Opening and closing a private chat window will no longer prevent you from receiving private messages.
  • It is now possible to delete custom notes on the world map.
Your comments
82
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runjunwin 19 June 2012 - 14:39
Hello!! I Have a big question...I look at some of the others to shoot the movie, they each do a command appears like-1AP-1MP's, symbol, I see I have no, or BUG?
Quantum-Cat 14 June 2012 - 23:14
Spell experience earned in combats will now be between 20 and 30% of the character experience earned (10% before), depending on whether you used a mono-element (20%) or multi-element (25 to 30%). Spells will therefore receive more experience than before, with a bonus to multi-element strategies.
An element tree with more than 1/3 of the total spell experience (your most powerful tree) will earn twice less experience than the tree(s) that received less than 1/3 of your spell experience.

Solo moogroon lvl25
Earth tree is main, fire tree has lowesrt xp

First battle - 1 element + sword
Air beakon used once = 1107 xp
Second battle - 2 elements + sword
Air beakon, earth beakon used once = 571+268 = 839xp
Third battle - 3 elements + sword
Air beakon(13), earth beakon(14), fire beakon(10) used once =
400+177+353= 930
Third battle - 3 elements + sword-another order
Fire beakon(13), earth beakon(14), air beakon(13) used once =
390+174+369= 933

so

1 elements per battle - best for spell leveling. Three elements give more XP than two but less XP than one element.
Main elements spell not always get 1/2 of weak element spell
Same spell same level differ elements (middle and weak tree) got no equal xp.
YashaMeiudo 14 June 2012 - 20:05
Chrolo [2]



Troyle please, create a topic explaining exactly how this new spell system works, for stop all possible new threads complaints about the low exp rate
Chrolo 14 June 2012 - 19:18
^No idea if he is complaining, bug reporting or confirming something...
Nsuidara 14 June 2012 - 18:59
"1st spell" means "the spell with the highest level" and "5th spell" is "the spell with the lowest leve
NOT TRUE
20,20,20,20,20

0,6*20+0,6*20+0,4*20+0,3*20+0,1*20 = 40% dmg
40,40,20,0,0
0,6*40+0,6*40+0,4*20+0,3*0+0,1*0 = 56% dmg

IN GAME
5 5 5 0 0
0,6*5+0,6*5+0,4*5+0,3*0+0,1*0 = 8% ? its not true in game
7 7 1 0 0
0,6*7+0,6*7+0,4*1+0,3*0+0,1*0 = 8,8% ? not really not true in game

mistake... 1rd 0.1?, 2rd 0.6 and 3rd 0.6, 4rd 0.4, 5rd 0.3 ?
why 1rd 0.1? small...


when 0,1 / 0,4 / 0,6 / 0,6 / 0,3 ratio spellls
5 5 5 0 0
0,1*5+0,4*5+0,6*5+0,6*0+0,3*0 = 5,5% ? true!
7 7 1 0 0
0,1*7+0,4*7+0,6*1+0,6*0+0,3*0 = 4,1% true!!!
[Troyle] 14 June 2012 - 17:26

(SohoDoll @ 14 June 2012 17:21) *
Btw, it seems like the coefficients are 0,1 / 0,4 / 0,6 / 0,6 / 0,3. I've tested different combinations of spell levels and the formula looks correct.

Indeed, these are the right ones (confirmed by the playtesters on the FR side).
SohoDoll 14 June 2012 - 17:21

(iiNoted @ 13 June 2012 22:50) *
They changed the way spells give bonus.
It's now like this:

1st spell x 0.1, 2nd spell x 0.6, 3rd spell x 0.7, 4th spell x 0.3, 5th spell x 0.3.
"1st spell" means "the spell with the highest level" and "5th spell" is "the spell with the lowest level". It was mentioned in this topic: Click here

Btw, it seems like the coefficients are 0,1 / 0,4 / 0,6 / 0,6 / 0,3. I've tested different combinations of spell levels and the formula looks correct.

 
krowakot 14 June 2012 - 15:31

(iiNoted @ 13 June 2012 22:50) *
They changed the way spells give bonus.
It's now like this:

1st spell x 0.1, 2nd spell x 0.6, 3rd spell x 0.7, 4th spell x 0.3, 5th spell x 0.3.

So let's say you get all your spells at lvl 60
You'll have 120% Damage and 60% Resist Bonus to that Element.

If you however made it like this:

54 54 84 54 54 you will get 129% Damage and 65% Resist bonus.

Hope it helped.
Can anyone confirm this? This looks kinda... senseless to me. Why would 1 random spell give better bonuses than the other ones? it's also completely unbalanced. For example, 3rd spell of air Cra is the crappiest one (plaguing arrow), while 3rd spell of air Rogue is the best one (boomerang).
[Troyle] 14 June 2012 - 14:33

(Rolaru @ 13 June 2012 21:49) *
"The damage of critical hit with Iop Wrath is now correct (x2 instead of x1,5)."

The in game spell info says otherwise. Does it get nerfed or what?

It's a mistake in the changelog.

Damage in case of critical hit was changed from x2 to x1,5, to match all other critical damages.
Nsuidara 14 June 2012 - 00:19

(iiNoted @ 13 June 2012 22:50) *

1st spell x 0.1, 2nd spell x 0.6, 3rd spell x 0.7, 4th spell x 0.3, 5th spell x 0.3.

So let's say you get all your spells at lvl 60
You'll have 120% Damage and 60% Resist Bonus to that Element.

If you however made it like this:

54 54 84 54 54 you will get 129% Damage and 65% Resist bonus.

Hope it helped.

:O WoW i dont know...
3rd spell x0.7... interesting ...

but is no fier... 2rd and 3rd eca spells is so ... bad...

3rd water is ok.. but earth ? ... or fire ? :/
2rd all.......

grrrrrrrrrrrrrrrrrrrrrrrrrrrr stupid ratio .... 0.4 0.4 0.4 0.4 0.4 ... better was...
0.1 0.6 0.7 0.3 0.3 is horrible...
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