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Patch Notes

Lard of Combat
2013-05-20 16:00


Today, we reveal the new content that will arrive on the game on May 21.

Enjoy!
 

Mortal Bacon: The Dragon Pig, New Ultimate Boss

You already met the Dragon Pig yesterday, and it goes without saying that you’re about to take a beating! Only a few days left before meeting him fist to fist!

You can already study your opponent by watching this teaser video, until we publish a Devblog dedicated to this Heavy Weight beast.
 
 

Ultimate Bosses rebalancing

After getting your face revamped a couple of times by the Dragon Pig, you may find it useful to practice on the easier ones.

All Ultimate Bosses will receive significant modifications. Their gameplay will still be the same, but the random aspect of many fights has been reduced, and even removed in some cases.

To compensate, we of course rebalanced some of their attributes. But overall you should be able to build much more reliable strategies.

And the collectors should also be happy since each UB will now have 4 achievements to unlock, granting you no less than 2 Titles and 1 Model per Boss.
 

Converting Tokens to Kamas

Tired of these tokens using space but serving no purpose? Barter them for Kamas!

As we communicated some time ago, we will now implement a machine allowing you to barter your tokens for Kamas.
You will find it where the Nation Gambling Joints used to be.

And here are the exact conversion rates available:
  • 1 Bronze Token = 10 Kamas
  • 1 Dungeon Token = Donjon level * 4 Kamas
 

Clan Members wishes

When we talked about the Kama revamp, we also announced that we’d like to implement a mechanic where CM wishes would impact the Kama gains.

It’ll now be the case. We now lowered the normal Kama gain but also added and modified some bonuses provided by the CMs.

Each area will now have a bonus linked to this area, additionally to the world bonus:
  • Kama gain bonus
  • Wisdom bonus
  • Prospecting bonus

If no wish is fulfilled, there will be no bonus. If at least one wish is fulfilled, there will be a minor bonus. If all wishes are fulfilled, the bonus will be stronger.
 

A main square around the Clan Members

In order to give better visual identity to all Nations, more visibility and better use to the CM areas, we will reorganize spaces with: Jonks, Tofus and Gobballs, as well as the first area hosting the monster of the Nation.

These locations will now have a main square around the CM, and include the main important elements (Drago-Express, specific Workshops, Trade areas, etc.).
 

Nation transports

We will modify the location of some transports in order to ease your travels.

Each region will now have a main Zaap, and Drago-Express will be moved next to the main elements of each area.
 
 

Hunters’ Camps in Nations

Many of you set foot on Chillberg Island and got to meet the Guild of Hunters.

Since this Guild will become more and more important along the next udpates, we decided to start implementing it right now. It will now settle in all Nations and will offer you daily quests for the moment.
 

You will first only have access to a single quest. Once you completed it several times, you will unlock another one, which will then unlock a third one. These quests will consist of resources/seeds gathering or killing the Boss of the Dungeon of the area.
 

Environmental Quests in the Shhhudoku’s Kingdom

For a better coherence between our islands, and because it’s just nicer this way, environmental quests will be added to Shhhudoku's Kingdom. They will of course offer an experience reward adapted to the level of the area.
 

Costume/Insignia slot

Still undecided between wearing this gorgeous Pumpkwin Costume or go for the Guild Insignia of Doom making you so much stronger?

You can now wear both! All cosmetic Insignias will be renamed Costumes and will have their own equipment slot. Insignias granting bonuses will still be called Insignia and use the Insignia slot.
 

Note that a Costume will always display over an Insignia.
 

Nation change

Not such a patriot after all and feeling like the other Nations would have more to offer?

As we explained in this Devblog, you will now have two options to find your right place in the World of Twelve.

First: A quest repeatable every 30 days. You will only have to visit Astrub and pay 25.000 Kamas to the Ambassador of the Nation you wish to join.

Second: As the Scroll of Absolution, you will also find a Scroll of Allegiance in the Boutique, available and usable once a week per account.

What will it be? Amakna, Bonta, Brakmar or Sufokia?
 

What about Dungeons?

Each week (or almost) we will open a new dungeon. We will announce them with our Dungeons sheets, as we have been doing for the past weeks.

But if you can’t wait and want to know directly, the ingame Gazette will reveal them in exclusivity!
 

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!”), 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.
 

Classes

Cra
  • Storm Arrow: Will no longer generate a Tornado. It damages are reduced to 50 (instead of 52) and its MP cost reduced to 1 (instead of 2).
  • Riddling Arrow: Damages are increased to 40 (instead of 39).
  • Lashing Arrow: its range is increased to 2-5 (instead of 2-4). It will now be limited to 2/target and per turn (instead of 2/turn).
  • Destructive Arrow: Damages with Riddling will be increased to 3 (instead of 2).
 
Ecaflip
  • Rough Tongue: Its damages are increased to 47 (instead of 31) for a cost of 3 AP (instead of 2).
  • Up to Scratch: Damages increased to 70 (instead of 66). This spell can no longer be cast if the Ecaflip is stabilized.
  • Fleahopper: Cost reduced to 2 AP (instead of 3). Damages reduced to 17 (instead of 26) and CH bonus reduced to +3% (instead of +7%).
  • Hunter: This spell can no longer be cast if the Ecaflip is stabilized.
  • D-Six: Winning Streak changed to +12 on a six (instead of +4).
  • Loaded Dice: Winning Streak changed to +5/-5 (instead of +3/-3).
  • Craps: Now has a condition “have a target”. Winning Streak changed to +4 (instead of +2) on a 7 and -8 on a 2 (instead of -4).
  • Die Alright: Winning Streak changed to +12 on a 6 (instead of +8).
  • Dice Roulette: Winning Streak changed to +2 (instead of +3).
  • Double or Quits: Its limitation will now be 1 (instead of 2) at level 9.
  • Black Bow Meow: Winning Streak changed to +2 in CH with a Fire spell and bonus changed to +40% Earth dmg (instead of +50%).
  • Roll Again: Now limited to 1/turn at max level (instead of 2) and changed to 50% chances to get back a WP (instead of 30%).
  • Ecaflip Die: Changed to +2x lvl of Winning Streak to Fire dmg (instead of +2x lvl of Winning Streak to CH dmg).
  • Ecaflip Precision: Changed to 50% chances to gain +30% dmg (instead of 40% chances to get +30% dmg), 25% to get +50% dmg (instead of 30% to get +50%) and 5% to get +130% dmg (instead of 10% to get +150%).
  • Flealine Army: No longer has 20% chances to cast Fleahopper, gains +5% to Water dmg for each dmg inflicted by Fleas (removed if no dmg is dealt, maximum +80% Water dmg).
  • Paws Off: A close enemy will correctly receive the “Critical Failure” aura each turn.
  • Winning Streak: Changed to +0.5 CH per lvl (instead of +1 CH per lvl), +1 MP at lvl 75 (instead of +1 MP at lvl 50) and +1 AP at lvl 100 (instead of +1 AP at lvl 75). APs and MPs offered by the state will no longer stack when it gains or loses levels.
  • Fleahopper: Its heal will now entirely apply (and will no longer be only based on damages).
  • Ecaflip's Tarot: Card have been modified:
    • God Ecaflip: Changed to +2 AP (instead of +3 AP).
    • God Ouginak: Changed to -2 AP (instead of -3 AP).
    • Wheel of Fortune: Changed to: Normal effect: Boost by 1 to 20% the Eca’s CH / Ecaflip effect: Boost by 40% the Eca’s CH / Ouginak effect: Boost by 30% the enemy’s CH (instead of: Normal effect: Boost by 31 to 50% the Eca’s CH / Ecaflip effect: Boost by 80% the Eca’s CH / Ouginak effect: Boost by 50% the enemy’s CH).
    • Black Bow Meow: Changed to: Normal effect: The Eca has 15% chances to CF / Ecaflip effect: Enemies have 10% to CF / Ouginak effect: The Eca has 30% chances to CF (instead of: Normal effect: The Eca has 30% chances to CF / Ecaflip effect: Enemies have 50% to CF / Ouginak effect: The Eca has 60% chances to CF).
    • Hairy Hermit: Changed to +2 MP (instead of +3 MP).
    • Fickle Dice: Changed to +1 to 50% dmg (instead of +1 to 100% dmg).
 
Eniripsa
  • Gangrene: The description of the Gangrene state has been modified to better explain its behavior.
 
Feca
  • Fecastopheles: The MP removals linked to this spell will take Hypermovement into account and generate some.
 
Osamodas
  • Black Hole: Can now heal allies by +2 to +17 HP.
  • Starry Armor: Heal increased to 24 (instead of 18).
  • Starry Motivation: Heal increased to 38 (instead of 30).
  • Lucky Star: Will no longer boost resists. Heal is increased to 40 (instead of 22).
  • Protective Command: Has been renamed to “Vital Command”.
  • Weakening Command: The resists loss will take place at the beginning of the Gobgob’s turn.
  • Summons: For balance reasons, we applied the following changes to these monsters spells:
    • White Gobbly: The AP loss of White Slobber will take resists into account.
    • Black Gobbly: The MP loss of Black Slobber will take resists into account.
    • Gobball War Chief, Fluffy War Chief: Horned Rush will no longer apply the Stunned state.
    • Tofurby: Roly-Poly will no longer applies Stunned.
    • Demonic Rose: Sharp Scent will no longer apply Lead Legs.
    • Young Wild Sow: Porker Spit will no longer cause Range reduction.
    • Moskito: Sting will no longer remove the state of the enemies and allies.
    • Little Mushd: Mud Spit will no longer apply Blindness.
    • Big Mushd: Stain will no longer apply Blindness.
    • Chafer Lancer: Will no longer negate damages from front.
    • Whirlitsar: Whirlichoo will no longer apply Blindess.
    • Whirlikid: The MP loss of Whirli-Shot will take resists into account.
    • Drheller: Drheller's Charge will no longer apply Stunned.
    • Crackrock: Stone Dance will take resists into account.
    • Exotic Crab: Slick Lick will no longer apply Poisoning.
    • Crobak Chief: On a Roll will no longer apply Stunned.
    • Rat, Skeleton Rat: Sickly Bite will no longer apply Poisoning.
    • Rat: The MP loss of Tooth Mark will take resists into account.
    • Blimprat: Ratatonia will no longer apply Contamination.
    • Borbat: The MP loss of Borbrawl will take resists into account.
    • Exotic Albatrocious: Guano will no longer apply Bad Luck.
    • Zinit Surimi: Sand Fling will no longer apply Range loss.
    • Greedodude: The MP loss of Blop Splash will take resists into account.
    • Prancing Chimera: The MP loss of Degassing will take resists into account.
    • Rokoko: Rokokortation will no longer apply Stunned.
    • Crossbow Whisperers: Murmarrow will no lonver apply Blindness.
 
Pandawa
  • Blisskrieg: Will be limited to 1/turn. Damage reduced to 101 (instead of 107).
 
Rogue
  • Fusillade: Can no longer be cast with the use of Magnetic Claw.
  • Barbecued Ribs: The MP loss linked to this spell will take Hypermovement into account and generate some.
 
Sacrier
  • Attraction: When pulling Infantry Whisperers from front, the Sacrier will no longer take damages.
 
Sadida
  • Voodoll: It will now be immune to Zombification in order to prevent the bypass of immunities (particularly with Bosses).
  • Intoxicated: Maximum damage has been lowered but the chances to apply stay the same. It will now correctly be removed on the second turn of the opponent if no other spell applied it again during the Sadida’s turn.
  • Brambly Armor: Can now be cast every turn.

Sram
  • Shadow Trap: The MP loss linked to this spell will take Hypermovement into account and generate some.

Xelor
  • Sinistro: The AP loss applied by the Sinistro will take resists into account and apply them as if it was an AP debuff.

Masqueraider
  • Air Branch: Spells damage will be correctly located.
  • Kickoff: Damage increased to 33 (instead of 32).
  • Scherzo: Damage increased to 28 (instead of 25).
  • Classtanet: Damage increased to 20 (instead of 17).
  • Classerole: Damage increased to 48 (instead of 42).
  • Classablanca: Damage increased to 40 (instead of 39). Now limited to 2/turn.
  • Psykotik: Damage reduced to 45 (instead of 48).
  • Dance of Death: Changed to +10 spell levels (instead of +9) at lvl 9.
  • Burst of Wakfu: No longer gives resists. The AP gain is changed to +2 (instead of +1).
  • Charade: Renewal gain is doubled.
 

Combat

  • Zombification: The resists of a Zombified enemy will now be taken into account when he receives heals.
 

Dungeons

  • YeChti'wawa's Kennel:
    • YeChti’wawa: Icy Wa-Wheeze will no longer hit his allies.
  • Ambassador's Wing:
    • Chafers are now immune to Rebirth Mark.
    • Missiz Freezz’s damage has been slightly increased.
    • Missiz Freezz can no longer be hurt by Zombification.
    • Missiz Freezz can potentially have more than one summons.
 

Monsters

  • Metastasis:
    • In order to improve its gameplay, it can now summon.
    • Now has the state “Immunity to Stase”.
  • Chafers: They will now be immune to the Rebirth Mark.
 

Ultimate Bosses

  • General: the random aspect of many fights has been reduced, and even removed in some cases. To compensate, we of course rebalanced some of their attributes. But overall you should be able to build much more reliable strategies.
  • [New] Dragon Pig: This new Ultimate Boss will be found in the Thicket of Yurbut in Bonta. Before facing him, you may want to have a look at this video, and read the devblog written by Zeorus.
  • Excarnus
    • Modification of the placement positions of the players and monsters,
    • Addition of 6 Gobbals to begin the fight,
    • Herd Spirit: Excarnus will now automatically summon 2 Gobballs at the end of each turn (after the first) in specific and displayed areas,
    • Call of the Wild Herd: this summon spell has been removed,
    • Totems: Evil Earth Totems and Life Totems will be present and active at the beginning of the fight. Once destroyed, their effects are removed and cannot be brought back by the boss. Life-Draining Totems and Macabre Totems have been removed,
    • Removal of the Stunned state on the Evil Earth Totem,
    • Weakened Soul combat border: Instead of preventing the use of AP, the state will now increase the cost of all AP spells by 2 AP,
    • Only the blocking areas will be affected by the area destruction of the UB,
    • Added 4 Achievements and 1 Supreme Achievement about Excarnus,
    • Added 2 titles linked to the Achievements,
    • Added a model linked to the Achievements,
    • Added a quest with Kama and XP reward upon death of the UB,
    • Feca's Intimidation Aura will correctly lower its resists.
  • Milkar
    • Moowolf Frenzy: Its level has been limited to 5 (+5 AP, +25% CH),
    • Canine Dodge: Modification of the random system,
    • Removal of the Counter: Milkar won’t be able to counter attack after a dodge,
    • Deep Wound : Rebalancing of its damages and application rate,
    • Rebalancing of the Dodge and Lock of Milkar,
    • Milkar can now be locked. However when locked he won’t end his turn but lose all his MP and gain 50% damage,
    • Call of the Moowolf Pack: this summon spell will no longer destroy areas,
    • Milimoowolves will now be summoned close from Milkar in a circle of 2,
    • AI: Milimoowolves will no longer run on the combat borders (except if forced by a player for example),
    • Added a few more Block points,
    • Added 4 Achievements and 1 Supreme Achievement about Excarnus,
    • Added 2 titles linked to the Achievements (including Milkar Milker which can now be obtained again),
    • Added a model linked to the Achievements,
    • Added a quest with Kama and XP reward upon death of the UB.
  • Black Crow
    • Modification of the random aspect of the spell rebound,
    • Lightning Speed: Its level has been limited to 5 (phase 2),
    • Violent Gusts: The application of MP loss has been slightly lowered,
    • Black Crow's Flurry: Is now limited to 1 CH (phase 1) per combat,
    • Up in the Air: Is now limited to 1 CH (phase 2) per combat,
    • Crobak: Only one can be summoned per turn (except with the spell “You're Not Much of An Adventurer”),
    • Crobak Shot: The resists loss in case of CH has been reduced to 30% instead of 50%,
    • Added a few more Block points,
    • Added 4 Achievements and 1 Supreme Achievement about Excarnus,
    • Added 2 titles linked to the Achievements (including Milkar Milker which can now be obtained again),
    • Added a model linked to the Achievements,
    • Added a quest with Kama and XP reward upon death of the UB.
  • Magmog
    • Meteor Shower: This spell has been removed,
    • Meteor: Magmog can now cast this spell all along the fight,
    • Flame Return: Modification of the random aspect,
    • The state Stunned has been replaced by “Shocked” (temporary translation). This state increases the AP cost of AP spells by 2 and doubles the movement costs (2MP instead of 1),
    • Improvement of the feedback (chat and visual) for a better understanding of the combat and gameplay,
    • Reduction of 25% of the Magmog’s resists,
    • Only the blocking areas will be affected by the area destruction of the UB,
    • Added 4 Achievements and 1 Supreme Achievement about Excarnus,
    • Added 2 titles linked to the Achievements,
    • Added a model linked to the Achievements,
    • Added a quest with Kama and XP reward upon death of the UB,
    • Feca's Intimidation Aura will correctly lower its resists.
  • Glyphs: 9 cells monsters will now correctly receive the effects of glyphs when they step on them.
 

Quests

  • Zinit Set and Amulet: They will be available again in the normal inventory (and no longer in the quest inventory). They will be correctly usable to complete the quest.
  • The Leaves of Others: This quest in the Sadida Kingdom will become soloable and correctly offer a reward.
  • A Snoofy Movie: This quest will become soloable and its objective changed to “Catch 5 Snoofles” (instead of 20).
 

Achievements

  • Rats and Monks: Achievements linked to these monsters will now complete correctly.
 

Almanax

  • Benediction: A bonus of +30% heals will be added to the current list of possible bonuses.
 

Mount Zinit

  • Aguabrial: Defeating him will correctly trigger the apparition of a teleportation cell allowing you to leave the area.
 

Nations

  • [New] Nation change: You will now be able to change your nation. You can either complete a quest (repeatable every 30 days) asking you to give 25000 Kamas to the Ambassador of the nation you want to join, or purchase the Scroll of Allegiance available on the Boutique and usable once a week per account.
  • Kamas gain: The Kama gain rebalancing initially announced will finally not be implemented. Kama gains will therefore stay unchanged.
  • CM wishes: They have been rebalanced in all Nations, and now offer new area bonuses (see below).
  • Area bonus to Kamas, Wisdom and Prospecting: Each area will now grant a bonus additionally to the world bonus:
    • Kamas gain (+0%, +10% or +20%),
    • Wisdom (+0, +5, +10),
    • Prospecting (+0, +5, +10).
  • If no wish is fulfilled, there will be no bonus (+0% Kamas, +0 Wisdom, +0 PP). If one is fulfilled there will be a small bonus (+10% Kamas, +5 Wisdom, +5 PP). If all are fulfilled, the bonus will be better (+20% Kamas, +10 Wisdom, +10 PP). The CM wishes interface has also been modified to include these bonuses on the area and the world.
  • [New] Central Square around the first CMs: We have reorganized the spaces where you can find Jonks, Tofus and Gobballs as well as the area in which you can find the first monsters of the Nation. They will now have a central square around the CM including the main important tools (Drago-Express, specific workshops, trading cells, etc.).
  • Relocation of Transports:
    • Drago-Express: New Drago-Express have been added to all Nations.
    • Zaaps: 2 Zaaps have been added to each Nation, 1 at the HQ and 1 in the Village (Jonk area).
    • Canoons: They will be modified. It will no longer be necessary to save them and they will all be visible on the map. There will be 4 per Nation (1 at the HQ, 1 on each of the 3 Trade Bridges) and they will allow to go to other Nations, for a cost of 500 Kamas.
  • [New] Hunters’ Camps in the 4 Nations: The Guild of Hunters will now settle in all Nations and will offer you three daily quests for the moment. You will first only have access to a single quest. Once you completed it several times, you will unlock another one, which will then unlock a third one. These quests will consist of resources/seeds gathering or killing the Boss of the Dungeon of the area.
 

Islands

  • Frigost: The experience provided by monsters of the island has been increased in order to better match the difficulty of the area.
  • Shhhudoku's Kingdom:
    • Environmental Quests have been added to this area for more coherence with the other islands. These quests will offer rewards and experience adapted to the level of the area.
    • The experience provided by monsters of the island has been reduced in order to better match the overall balance of the game.
 

Economy

  • Tokens to Kamas conversion: We will add machines allowing you to exchange your Tokens into Kamas. They will be found in the Gambling Joints. The conversion rates are as follows:
    • 1 Bronze Token = 10 Kamas
    • 1 Dungeon Token = Dungeon level * 4 Kamas
 

Smithmagic

  • Chest: Right clicking on an item in a chest will correctly show the runes set in this item.
 

Items

  • Fire of Love: It will no longer be possible to obtain more than one.
  • Trool Fair: All consumables available in the Candy Machine of the Troll Fair will now be stackable up to 99.
  • Rings: For balance reason, in the last update it became impossible to equip 2 identical rings. It will now also be the case with the Makabrakfire Ring.
  • Crobak Set: It will correctly apply its Air dmg bonus when 2 pieces are equipped.
  • Hagen Daggerz: Its damages have been rebalanced from 47 to 40.
  • Rogmourne: The MP loss linked to this item will take Hypermovement into account and generate some.
  • Wakfulily Seed: Can now be deleted from the inventory.
  • Scroll of Absolution: Can no longer be used in Prison.
  • Enutrof Prospecting Candy: Can now be stacked up to 99.
  • Imperial Summoner Armor: Stats changed to:
    • +150 HP (instead of 152)
    • +22% dmg all (instead of 10)
    • +25% summon dmg
    • +16% resists all
    • +17 Dodge
    • +5 Block (instead of 6)
    • +2 CH
    • +1 Leadership
  • Imperial Pyrotech Belt: Stats changed to:
    • +109 HP (instead of 120)
    • +12 Dodge
    • +15% dmg all (instead of 10)
    • +25% Mechanics dmg
    • +2 CH
    • +14 resists all (instead of 15)
    • +1 Mechanics
  • Imperial Assassin Cape: Stats changed to:
    • +1 AP
    • +59 HP (instead of 145)
    • +16% dmg all (instead of 10)
    • +10 dmg from behing (instead of 25)
    • +10% CH dmg
    • +15 Dodge (instead of 30)
    • +3 CH (instead of 4)
  • Rogmourne: Stats changed to:
    • +98 HP (instead of 101)
    • +1 AP
    • -15 Willpower
    • +4% CH
    • +25% dmg all
    • +10% Chdmg
    • +8% resists to AP/MP loss (instead of 18)
    • +1 lvl to all elementary spells
  • Black Crow's Ring: Its rarity is changed from Rare to Mythic.
  • Black Crow's Sword: Stats changed to:
    • +1 AP
    • +15 Initiative
    • +10 Dodge
    • +3% CH
    • +22% Air dmg
    • +22% Water dmg
    • +100 HP (instead of 115)
    • +10% CH dmg
    • +7% resists all
    • +1 lvl to Air spells
    • +1 lvl to Water spells
  • Phosphorescent Set:
    • Added the “Phosphorescent Breastplate” (temporary translation). Its stats will be as follows: +91 HP, +21 Initiative, +4% CH, +23% Earth dmg, +15 dmg from behind, +16% resists all.
    • Phosphorescent Clasp is no longer part of this set but can still be looted.
    • Warning: If you have a merged set before the Update, upon unmerging it after the Update you will receive the new version, with the Breastplate. In other words, the previous element of this set will be replaced by the Breastplate if your set is merged during the update.
  • Mecha-Cane: Will now be a two handed weapon. Note that if you were wearing a second weapon, it will appear in the temporary inventory upon reconnection.
 

Pets

  • New pets
    • Scarafly: It will grant you a maximum bonus of +60 HP, +25% Fire dmg and +20 Initiative,
    • Krakotte: It will grant you a maximum bonus of +60 HP, +20 Initiative and +25% Earth damage,
    • Surimi: It will grant you a maximum bonus of +60 HP, +20 Initiative and +25% Resists to Water dmg,
    • Young Wild Sow: It will grant you a maximum bonus of +60 HP, +25% Air dmg and +20 Initiative.
  • HP bonus: From now on, all pets will offer an HP bonus of at least +50HP additionally to their current bonus. The only exceptions are the Wodent with a bonus of only +40HP and the Gemlin that stays unchanged.
  • Rebalancing:
    • Striped Bow Meow: Now offers a maximum bonus of +125 HP (instead of +50),
    • Tofu: Now offers a maximum bonus of +25% dmg and +60 HP,
    • Quaquack: Now offers a maximum bonus of +25 Prospecting and +50 HP,
    • Mimimoowolf: Now offers a maximum bonus of +5 Block, +13% resists all and +90 HP,
    • Moofly: Now offers a maximum bonus of +3% CH, +13% dmg and +55 HP,
    • Yechti’Wawa: Now offers a maximum bonus of +40% CH dmg and +70 HP,
    • Snow Bow Meow: Now offers a maximum bonus of +30% heals (instead of +35%) and +70 HP.
  • Araknomecha: The explaination of “Mecha Defense” will now correctly display when hovering over the state in the inventory.
  • Macawker: Since it’s an achievement reward, it can no longer be traded.
  • Food: The description for the timing between meals in the pet interface has been clarified.
 

Inventory

  • [New] Costume / Insignia slot: All cosmetic Insignias have been renamed Costumes and will use a new slot. Insignias granting bonuses are still named Insignias and can still be equipped in their former slot. Note that a Costume will always display over an Insignia.
 

Gazette

  • New Gazette: Discover the new Gazette!
Your comments
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knollcats 22 May 2013 - 15:03
Why do you hate ecaflips so much? QQ

And what is up with the 500k charge for using canoons? 100k gets you a zaap to a specific place in any other area. Considering that canoons randomly shoot you somewhere in another nation (usually far from a turkey) it doesn't make sense for that to cost 5x as much as precision transportation like a zaap, now does it?

Maybe 50k at most would make sense, but then again you can now just take a boat to another nation (for 30k) and have a dragoturkey right next to the port, which still makes canoons a poor choice. Canoons filled a niche as a method of international transit you could use WITHOUT kamas - players who didn't want to spend their funds on travel could put in a bit of effort to craft powder and get slightly less precise transportation.

Please add this feature back - it really is detrimental to have EVERY form of transportation be dependent on kamas, especially since kama drops really don't give you that much - the amounts are low and you don't get them from fighting a lot of different monsters, since it's dependent on your character level.

I'm not even going to get into how irritating the new nation bonuses are. Suffice to say forcing players to change nation in alignment with their character element or take severe penalties is draconian and makes little sense, especially when a lot of people are in their nations for good reason (such as guilds aligned with a particular nation/friends in that nation, etc.).

Please think about what the players want when making changes to the game - we want bugs actually fixed and for changes that make our experience easier and more enjoyable, not constant influxes of new material or sweeping changes to established systems that only result in more bugs to fix.
Butterflyx 22 May 2013 - 13:48
@Kikuihimonji

Lol. You can do the "Nation change quest", and your element problem will be solved. And then you can do it again if you decided to change your build... Stop doing drama over something that is actually good for the game. Each nation has now something different to offer, and I hope many players will migrate; especially from Bonta.

It's also "good" for "tactical aspect" of the game. When I see Brakmarian Sacrier, I can suppose it is a fire Sacrier; and when I see a Bontarian Sacrier, I can suppose it is an Air Sacrier; so I know what to expect PvPing with these players.

Really, any Nation-based bonus is better than none.
Kikuihimonji 22 May 2013 - 12:40

(Thejordand @ 22 May 2013 12:24) *
What is this avatar?! Now during war its going to be with all members of the nation being the appropriate elements Fire nation vs Air nation vs Water nation vs Earth nation :/
Exactly. I also think it's stupid. What if Sram is stuck in nation that give him high... earth bonus? Or if Sadida is in nation that give fire bonus? Pointless. Please change it.

Choosing nation because of elemental bonus is bad. It's not an equipement that we can change when we want to.

Changing nation should be optional, not somthing important like the element that fit your build.

So let's say i am newbie and i choose nation without knowing that what element bonuses i will get. I decided to go water/air but the nation i have chosen gives me earth or fire element bonus as highest, wich means i have to either buy scroll to change nation or delete my char and make new one in different nation. This is bad, Ankama. Really bad.

And if nothing will be changed then at least make Sufokia with high water dmg bonus. People who like water choose this nation because you know - it's full of water and water monsters!

I'm very dissapointed. I don't feel like subbing again knowing that i have wasted time making character in wrong nation. And still even if i can change nation with scroll - it's not an option because i like my current nation, the coat of arms it have and my guild is made from people of 1 nation, wich now screw a lot of my guild mates with their builds.

Thanks for ruining the game and make us not give an option to choose nation at will but instead making us choose nation because of what class we play. Stupidiest idea ever.

I know you wanted to give something different for each nation, but for that you have proffesions. Give Bontarians higher craft exp % when they level lumberjack, give Amakna higher craft exp% when they level Farmer, give Brakmar higher craft exp for Miner or Armorer and give Sufokia higher craft exp% when they level Herbalist or fisherman, but don't make nation give higher dmg% to 1, set in stone, element.
mirokolindo 22 May 2013 - 12:26
WTF HAPPNED TO MINES????THEY ARE FULL OF ROCKS AGAIN
Thejordand 22 May 2013 - 12:24
What is this avatar?! Now during war its going to be with all members of the nation being the appropriate elements Fire nation vs Air nation vs Water nation vs Earth nation :/
Butterflyx 22 May 2013 - 11:47
Well, I like the nation bonuses. There's finally some reason to choose e.g Sufokia over Bonta. I hope that nations like Sufokia and Brakmar will get more players with the nation change quest.

What I don't like are the Clan Member bonuses. They are very low, not really making a significant change so most players will still don't care if the CM is satisfied or not. 5 wisdom or even 10 doesn't make a difference.

I would put the bonuses at 30 when the CM is happy. That makes a difference and a reason to for example cut down the overgrown number of trees or spawned monsters in the area.

No one's gonna waste subscription time for 5 wisdom bonus, sorry Ankama.
Shaleigh1 22 May 2013 - 09:32

(FeldePard @ 22 May 2013 03:21) *
The Nation bonuses are bullshit. Just saying. I don't even care about 95% of this. :|

@Troyle: Is it at all possible to get a statement of the devs about what the reasoning behind this is? It pretty much looks like they want all characters of one element to gathe in a certain nation, but I don't think that is very interesting or good gameplay.

It pretty much forces the players in once direction and at the same time creates very dull nations.
AllenKung 22 May 2013 - 07:49
There seems to be a bug with the quest "fire of love". when i finish the quest, the system told me already get the item. But in fact i don't have one.
Kouromaro 22 May 2013 - 06:44

(Troyle @ 20 May 2013 16:00) *
Eniripsa Gangrene: The description of the Gangrene state has been modified to better explain its behavior. Combat Zombification: The resists of a Zombified enemy will now be taken into account when he receives heals. Dungeons Almanax Benediction: A bonus of +30% heals will be added to the current list of possible bonuses. Imperial Summoner Armor: Stats changed to: +150 HP (instead of 152) +22% dmg all (instead of 10) +25% summon dmg +16% resists all +17 Dodge +5 Block (instead of 6) +2 CH +1 Leadership

1. May I suggest letting heal benefit from general damage bonus and get rid of that new almanax bonus please?
Reminder: You (devs) said that heal not benefiting from general damage bonus is mainly due to monsters unable to resist against eni's kill-heal. Now that they DO... Well, do something about it.

2. If all possible, could you please add +1 MP bonus on the Imperial Armor? It kinds of make sense too anyway.

By the way, fix the forums while you are at it, lots of my formatting is lost upon posting.... 
FeldePard 22 May 2013 - 03:21
The Nation bonuses are bullshit. Just saying. I don't even care about 95% of this. :|