Post by Belouch on May 20, 2019 11:34:12 GMT 1
Game Update 20 May 2019
New guide!
The new guide is now open! Still a lot work to add into it but we will do this continuously over the next days.
You can now access it via the links in the login, plmain and main page.
There will be a Walkthrough section for beginners (thanks a lot Emiliana for producing the majority of this content) as well as a Resource section for material and info that's handy for all players.
Check it out here: agonialands.com/hydre/guide/firstday.php
Any comment or suggestion is welcome!
Sorcery
You can now break down any piece of weapon or armor to try and salvage its materials.
Here is how it works:
Tribe bonus when crafting
Finally! The tribe bonus now work when you craft items.
Remember some races were 'good' or 'excellent' in some skills?
If your race is good in one, crafting an item rewards you with 10xp / turn (vs default 9xp/turn)
If your race is excellent, crafting will reward you with 11xp / turn
Teleportation script for inactives
To avoid inactive characters from polluting capitol areas, we made a script that automatically detects characters that have been inactive for more than 28 days to be teleported in cap.
The first sweep moved quite a large number of people as you may have noticed.
Misc changes
New guide!
The new guide is now open! Still a lot work to add into it but we will do this continuously over the next days.
You can now access it via the links in the login, plmain and main page.
There will be a Walkthrough section for beginners (thanks a lot Emiliana for producing the majority of this content) as well as a Resource section for material and info that's handy for all players.
Check it out here: agonialands.com/hydre/guide/firstday.php
Any comment or suggestion is welcome!
Sorcery
Good news! We fixed the sorcery issue and we can finally build all those ring and talisman recipes. We already added the tier 1 ones. Tier 2 and tier 3 will be added in coming days. You can expect changes even to existing sorcery recipes as we calibrate it all so don't be surprised if you see some slight changes in spirits needed etc.
A few changes were also made to spirit-catching:
Uncraft!
A few changes were also made to spirit-catching:
- It is 60% easier to catch a spirit now - reminder: only stats affecting this odd are Will and Instinct (equally).
- The formula of xp received when you catch a spirit was slightly nerfed
- The XP now gets carried over to the next level (before, if you had 220/230XP and caught a spirit giving you 300XP, you would basically lose 290... It is now possible to gain 2 skills (or more) with the same spirit.
Uncraft!
You can now break down any piece of weapon or armor to try and salvage its materials.
Here is how it works:
- There is no minimum skill required to try and break down an item
- Your success rate however depends on your skill and is capped at 70%
- To reach 70% success rate you need to have as much skill as is needed to make the item
- The turn-cost to break down an item is 25% of the turn-cost to produce it
- You will then attempt to salvage all components one by one. For example if the recipes asks for 3 bronze ingot and 2 leather strip, you will have 70% chance to salvage the 1st ingot, 70% to salvage the 2nd, 70% for the 3rd, 70% for the first leather strip and so on...
- Uncrafting an item gives you 7xp per turn in the relevant skill
- Only items that are not runed and not enchanted (with spirits) can be uncrafted.
Tribe bonus when crafting
Finally! The tribe bonus now work when you craft items.
Remember some races were 'good' or 'excellent' in some skills?
If your race is good in one, crafting an item rewards you with 10xp / turn (vs default 9xp/turn)
If your race is excellent, crafting will reward you with 11xp / turn
Teleportation script for inactives
To avoid inactive characters from polluting capitol areas, we made a script that automatically detects characters that have been inactive for more than 28 days to be teleported in cap.
The first sweep moved quite a large number of people as you may have noticed.
Misc changes
- You probably noticed it already but the faction power formula was slightly revised (reminder - the result is juts a very rough estimate of how strong your character is, but as you know, the fight system and stats/weapons/armors and other parameters are way too complex to be summarized in just one number).
- Chat range has been increased from 3 to 5 tiles.
- Some small changes were brought to Alchemy recipes (skill required, output, a few new recipes)
- Server time is now displayed on your main account page (plmain)
- Faction page now shows a link to the faction forum as well as the list of all recent kills made by faction members
- Recipes page for crafts now display images of the items.
Bugs fixed
- There was a bug with Group town permissions getting screwy often. This is now fixed (we had to reset all permissions to make sure they are now how you want them to be)
- There was an issue with building extensions (game thought they were built even when they were not), this is now fixed (some work is still ongoing on buildings page so please report any bug)
- Quest bug: quest was sometimes showing you 'Give 1 item to blabla' when that item was in your dwelling and not in your inventory. This is fixed.
- Quest bug: items received in quest would not stack properly. This resulted in different stacks of items and sometimes double losses when using an ancient relic for example. This is fixed.
- A 'Restat' was sometimes showing on fight page. Fixed.