Post by Belouch on Aug 20, 2023 21:56:22 GMT 1
Game Update - 20 August 2023
Game News
-A real assessment of the faction situation
-Order Recruitment Campaign
Game Updates
-Increased Newbie Bonus
-Leafborn Seeking
-Herbalist Kit
-New Titanium Weapons
-Changes to Old Items
-Order small spawn bonus
-Recap: Mayor Upgrades (Vault & XP)
-Recap: Tribe Images
-Other
Game News
Assessing the Faction Situation
It's been a while that the Forsaken faction has had a slight numerical advantage in the game. There are several reasons possibly explaining and although the situation has stabilized, the difference is still not negligible. But it's also not dramatic, and we see sometimes comments on discord or elsewhere which tend to overdramatize, or (less frequently) underestimate the situation. It is understandable as players only see the world of Agonia through their character and therefore only catch a glimpse of it. Therefore we are making a post to publish some actual data, and to give an objective look at the situation.
[Click here for the link to the thread]
Order Recruitment Campaign
We will run a 2-week Order recruitment campaign:
This is a second-step measure to shore up the population of the order team to try and balance the numbers a little for the long run. Existing Forsaken players who recruit during this time will of course still earn the bonus points for the campaign, even if their recruits go to the Order. We believe you will see the value in recruiting for the health of the game, even if it is bolstering the enemy team. As for the Order, this is a unique opportunity to recruit as many new players as possible for your side. We hope you will take full advantage of this.
Prepare your posts and welcoming messages! As always, the admin team owe you our sincerest thanks for consistently voting on our advertisements, recruiting, and tutoring newcomers.
Game Updates
Newbie Bonus Increases
Newbie XP rates
The newbie bonuses are evaluated and increased over time to allow young characters to catch up and viably compete and participate in the game. Increases to this bonus system are of course retroactive, as it is a simple reference to your character's birth date. Existing new players will notice a boost or extension to their bonuses accordingly.
The Order
Birth tribes: Dwarr, Leafborn, Lightfoot, Mythos
135% chance for double XP, the first 2 months after creation (new)
105% chance for double XP, the following 2 months
90% chance for double XP, the following 2 months
75% chance for double XP, the following 2 months
60% chance for double XP, the following 2 months
45% chance for double XP, the following 2 months
30% chance for double XP, the following 2 months
To encourage newcomers to join the order due to population differences, the order bonus is about 10% overall higher currently.
The Forsaken
Birth tribes: Giant, Kiith, Norsk, Nuruk
120% chance for double XP, the first 2 months after creation (new)
90% chance for double XP, the following 2 months
75% chance for double XP, the following 2 months
60% chance for double XP, the following 2 months
45% chance for double XP, the following 2 months
30% chance for double XP, the following 2 months
15% chance for double XP, the following 2 months
The Free Folk
The free folk have no birth tribes native to them, so newborns who transfer will inherit the newcomer bonus from your birth faction. Swapping to the Free Folk faction will not forfeit your newcomer bonus, however it can make life much harder without a team.
Warning: Swapping to the enemy faction (Order to forsaken, or vice versa) will still forfeit your newcomer bonuses.
The old Newbie Records scheme (30 day / 500FP / 1000FP / 1500FP) and rewards is no longer valid, a new one will be announced soon.
Newbie Soft-cap Exemption
Characters under 6 months of age are not affected by the slowcap. They will gain 100% of XP, even for weapons above softcap. This is training 3x the normal rate.
Characters over 6 months of age are affected regularly by the slowcap (XP divided by 3). There is no longer a month 4-6 transition period.
Batch-Craft Optout Option
There are two main ways to craft in Agonia, focusing on efficiency of turns to maximize work done per day, or focusing on skill-ups, maximizing the XP gained per material cost. Processing many recipe attempts at once will get the work done and save turns, while processing them one at a time avoids the batch craft and allows you to spend more turns per material, which is often how players will train. This unfortunately means that the most commonly used training method for crafting involves many, many page refreshes.
We've made tweaks to the crafting code and added an option to opt-out of an individual batch-crafting attempt, allowing players to squeeze the XP out of materials while avoiding the numerous page refresh spam of the past. This is not an option in the options page, it will be available under every valid recipe in the craftsmanship pages and will need to be toggled each time you want to avoid batch crafting a recipe. This is to avoid mishaps, and having to do one active click and decision each time you want to optout is far less than the 120~240 refreshes you used to.
Leafborn Seeking Bonus
The Leafborn tribe is the only tribe that is classed as Excellent in seeking, and until today there's been no bonus for that besides starting at 60 skill instead of 40. Moving forward, all Leafborn will natively have a 10% enhanced herb find rate to suit their expertise in seeking, affinity for nature, and alchemy craftsmanship. They will now find on average 10% more herbs than before while seeking, and this can be from finding an herb when you otherwise would not, or finding multiple at a time instead of one. This power, similar to the Herbalist Kit (see below), only works for herbs and has no effect on ores, sulfur, and other such things you may also find while exploring.
Herbalist Kit
Much work has been done recently to explore and code brand new item powers, to reward investment in both peace-time and war-time equipment. Not all newly coded item powers will appear today, since while the code may be done, they might require further item and recipe design. More new items will be popping up in further updates or future Nyx! But for now, we start with the Herbalist Kit!
Herbalist Kit - Belt
Weight: 2
+20% Enhanced Herb Finds
+5 to Max Carrying Capacity
The Herbalist Kit is a specialty item that will allow you to generate more herbs as you search for them. The added carry capacity is not very high, since we don't want it competing with the alternative, and herbs aren't very heavy, so this belt will let you carry about 30-50 of the extra herbs you'll find. The herbalist kit recipe is available at 350 tailoring skill.
New Titanium weapons
Maul - Two-Handed Hammer
Weight: 5.6
Strength/Agility requirement: 42/14
Damage: 21-33 Blunt
Attack Power: 35
Rune Slots: 0
+40% Leadership on PVP Kill
While we are only showing one in this post, there are thirteen new titanium weapons added, one for each weapon type except for fists, and each with brand new art. These weapons are tier 3.5, both damage-wise and AP-wise, and fit somewhere in the middle of tier 3 and tier 4 for recipe cost as well. Like all Titanium items, runes are not allowed, but they receive a new power which grants a hefty increase to the amount of Leadership XP gained on a killing blow.
Titanium weapons went through multiple design iterations and possible effects, trying out everything we could while fitting within the constraints of being raid-focused and cheap within the titanium economy, but we think this design is powerful for its cost, simple but rewarding, and fitting for its purpose, and we hope you enjoy them!
Titanium weapons are available today, you do not have to wait until the next event. They are available at 325 skill, seven recipes for woodworking and six recipes for blacksmithing.
Changes to Old Items
Changes to Titanium Items
Titanium items are meant to be laser-focused impactful on the raiding economy, as cheap and viable items that are only used for war. These changes are meant to reward raiders, and no-one else. While we know that Titanium Legguards are the meta XP training pants, as the DP bonus is unmatched and more beneficial than armor in higher tier fauna, we aren't ready to pull the trigger on introducing higher tier legwear to compete just yet. Just know that of course we are aware, and to enjoy it while it lasts.
Titanium Breastplate
New stat added: +40% Leadership on PVP kill
Now requires 350 blacksmithing (up from 325).
Titanium Legguards
New stat added: +10% Leadership on PVP kill
Titanium Belt
New stat added: +10% Leadership on PVP kill
Wearing a full set of Titanium gear (weapon, body, belt, legs) will therefore provide a combined +100% Leadership on PVP kills bonus.
Changes to existing combat stat rings
As with newcomer bonuses, we evaluate the impact these items have on the balance of battles over time, as their effects are not a flat delta like power items, but instead a ratio.
Amethyst/Emerald/Diamond Agility rings
+Agility increased from +2/4/6 to +2/5/8
Amethyst/Emerald/Diamond Strength rings
+Strength increased from +2/4/6 to +2/5/8
Amethyst/Emerald/Diamond Health rings
+Max Health increased from +10/20/30 to +10/25/40
Changes to Infrastructure Watchtowers
The recipe for Infrastructure Watchtowers has been changed to cost less:
1 Dragon Eye (Unchanged)
1000 Plank (Down from 1440)
50 Copper Nails (Down from 60)
5 Iron Nails (Down from 10)
200 Turns needed (Down from 250)
Watchtowers will also require more movement per attack on their durability making them more costly to destroy, costing 1000 movement points per 10% (up from 750 movement points per 10%)
Additionally, we have a groundwork plan for alleviating the biggest issue with towers, the one that constrains them to only being placed on certain tiles. It will take some time to develop and finalize but it will open up a lot more possibilities with these towers and allow cooler things as well. Any terraforming done to use watchtowers due to this limitation would be qualified for reversal.
Quest Adjustments
Fauna Atlas - Volume 8 now has a flat skill requirement of 525, and no longer increases with hardcap.
A player who attends a relic training course in one capital city is now excluded from the equivalent training course in the other for that month.
Order small spawn bonus
The third and last tweak (after the +15% Order newbie XP bonus and the Order recruitment campaign) to try and mitigate the slight difference in faction balance, is an increase in the spawnrate of monsters by 1% on the Western side of the map. Since on most terrains the spawnrate is 20%, this is a relative 5% bonus. It's not huge, it's not negligible either. Hopefully it helps reduce the gap slowly overtime without the other side feeling it is too unfair either.
We know for some this will sound like too small of a bonus, and for others it will sound way too generous. We are walking a thin line trying to narrow the gap for the interest of the game, while also trying not to 'punish' the other side for having done slightly better in keeping their players. We hope you will understand that this is hopefully for the good of the game. Of course this is nowhere near a permanent bonus and it may be revisited at any point.
Recap: Mayor Upgrades
Capital Vaults
Recently, we've added a new facility to the faction capitals. The Capital Vault is dedicated to faction organization, and can be accessed by the current mayor and their helpers while they are within the capital grounds.
You can access the vault through the Inventory page.
-Ownership of the vault and its contents is transferred to the new mayor following the results of an election.
-The mayor and their helpers can view the contents of the vault from afar.
-The general public can view the contents of the vault, and the transaction history, but only while in the capital itself.
-The vault has a starting maximum capacity of 2000 weight.
Additionally, in the future mayors will have the ability to generate Vault Slips for their capital, which when handed out will allow the holder to store into, but not withdraw from, the capital vault.
-Vault slips can be generated by the mayor while viewing the vault.
-Existing Vault slips can also be viewed, and revoked by the mayor, while they are viewing the vault.
-The vault slips are soulbound, weigh 0.1, and have no other purpose than to allow storing.
-Automatic Mayor creation and destruction of Vault Slips will not be coming today, though you can ask Emiliana if you need any help in the mean time.
While Freetown will have a vault due to code, there is no mayor, no helpers, and no way to generate vault slips, so it is functionally useless.
Increases to Mayor & Election Leadership
Mayor's Election Victory: Increased from 2000 to 3000.
Mayor's Repeat Term Victory: Increased from 2000 to 3300.
All Candidates Leadership (Per vote received): Remains the same, 25.
Mayor's Helper Leadership at end of term: Increased from 400 to 600.
Voter XP: Increased from 50 to 75.
Recap: New Tribe Images
We have generated a new set of beautiful character images, and this set will serve as a baseline for new characters. We are currently scoping out code and design for allowing players to unlock and choose from multiple variants based on personal preferences and accomplishments in the game, along with rethinking the lore of the tribes themselves to see what backstory these additional variants and trinkets may have. We're still playing with different AI tools and learning how to fine tune the outcomes, but it's exciting and very powerful stuff. We can generate a lot of trials for having different hair colors, hair styles, face paints, armor pieces, prestige pieces like crowns or extra jewelry, scars, and so on, so we're hopeful to have a little variety for everyone, but the ones we think are coolest you may have to earn!
Here's some probable Nuruk and Lightfoot variants as a teaser.
Other
- Added Player Group and Town renaming functions to the admin panel. To apply for these functions, please contact Emiliana.
Note: This has no effect on diplomacy, storage, or any other system. Renames will be announced publicly.
- Ongoing server performance improvements, mostly focusing on the fight engine. Thanks to everyone who joined the Nyx Arena to help!
- Added support for special powers to body, legs, shields, weapon for future content.
- Changed dragon behavior (no spoiler )
- Slight changes to Nozama and Elias Nun market behaviors, nothing groundbreaking. Database fixes for Elias Nun shop.
- Changed inventory and fight inventory icon sizes for equipment and weapons for better readability and click-ability.
- Continued fixing of old images with artifacts and size issues alongside the size increase in inventory. If you see any game art that has issues, please let Emiliana know.
Bugfix: Dragons now properly avoid players in 'safe' tiles while hunting for food (a dragon spent an undetermined amount of time hiding in plain sight inside Exodus capitol on an inactive player!).
Bugfix: Movement points are now properly displayed in the quest rewards list.
Bugfix: Crafted 0 items display should be removed.
Bugfix: Removed a database limit for certain evolution purchases.
Bugfix: Fixed an issue with +Max Health and +Max Mana bonuses not calculating correctly in certain pages.
Bugfix: Fixed a display issue in the character sheet allowing elemental resistances to display above the cap of 75%.
---
Bel & Em & Dspe
Game News
-A real assessment of the faction situation
-Order Recruitment Campaign
Game Updates
-Increased Newbie Bonus
-Leafborn Seeking
-Herbalist Kit
-New Titanium Weapons
-Changes to Old Items
-Order small spawn bonus
-Recap: Mayor Upgrades (Vault & XP)
-Recap: Tribe Images
-Other
Game News
Assessing the Faction Situation
It's been a while that the Forsaken faction has had a slight numerical advantage in the game. There are several reasons possibly explaining and although the situation has stabilized, the difference is still not negligible. But it's also not dramatic, and we see sometimes comments on discord or elsewhere which tend to overdramatize, or (less frequently) underestimate the situation. It is understandable as players only see the world of Agonia through their character and therefore only catch a glimpse of it. Therefore we are making a post to publish some actual data, and to give an objective look at the situation.
[Click here for the link to the thread]
Order Recruitment Campaign
We will run a 2-week Order recruitment campaign:
- The Recruitment Campaign will take place starting September 1st 2023, and will run for 14 days
- During this duration, all recruit points earned will be doubled!
- All players, of all factions, will receive the double points for their recruits
- For the duration of this campaign, only Order tribes will be available to new players
- After the campaign ends, Forsaken tribes will be available again too
This is a second-step measure to shore up the population of the order team to try and balance the numbers a little for the long run. Existing Forsaken players who recruit during this time will of course still earn the bonus points for the campaign, even if their recruits go to the Order. We believe you will see the value in recruiting for the health of the game, even if it is bolstering the enemy team. As for the Order, this is a unique opportunity to recruit as many new players as possible for your side. We hope you will take full advantage of this.
Prepare your posts and welcoming messages! As always, the admin team owe you our sincerest thanks for consistently voting on our advertisements, recruiting, and tutoring newcomers.
Game Updates
Newbie Bonus Increases
Newbie XP rates
The newbie bonuses are evaluated and increased over time to allow young characters to catch up and viably compete and participate in the game. Increases to this bonus system are of course retroactive, as it is a simple reference to your character's birth date. Existing new players will notice a boost or extension to their bonuses accordingly.
The Order
Birth tribes: Dwarr, Leafborn, Lightfoot, Mythos
135% chance for double XP, the first 2 months after creation (new)
105% chance for double XP, the following 2 months
90% chance for double XP, the following 2 months
75% chance for double XP, the following 2 months
60% chance for double XP, the following 2 months
45% chance for double XP, the following 2 months
30% chance for double XP, the following 2 months
To encourage newcomers to join the order due to population differences, the order bonus is about 10% overall higher currently.
The Forsaken
Birth tribes: Giant, Kiith, Norsk, Nuruk
120% chance for double XP, the first 2 months after creation (new)
90% chance for double XP, the following 2 months
75% chance for double XP, the following 2 months
60% chance for double XP, the following 2 months
45% chance for double XP, the following 2 months
30% chance for double XP, the following 2 months
15% chance for double XP, the following 2 months
The Free Folk
The free folk have no birth tribes native to them, so newborns who transfer will inherit the newcomer bonus from your birth faction. Swapping to the Free Folk faction will not forfeit your newcomer bonus, however it can make life much harder without a team.
Warning: Swapping to the enemy faction (Order to forsaken, or vice versa) will still forfeit your newcomer bonuses.
The old Newbie Records scheme (30 day / 500FP / 1000FP / 1500FP) and rewards is no longer valid, a new one will be announced soon.
Newbie Soft-cap Exemption
Characters under 6 months of age are not affected by the slowcap. They will gain 100% of XP, even for weapons above softcap. This is training 3x the normal rate.
Characters over 6 months of age are affected regularly by the slowcap (XP divided by 3). There is no longer a month 4-6 transition period.
Batch-Craft Optout Option
There are two main ways to craft in Agonia, focusing on efficiency of turns to maximize work done per day, or focusing on skill-ups, maximizing the XP gained per material cost. Processing many recipe attempts at once will get the work done and save turns, while processing them one at a time avoids the batch craft and allows you to spend more turns per material, which is often how players will train. This unfortunately means that the most commonly used training method for crafting involves many, many page refreshes.
We've made tweaks to the crafting code and added an option to opt-out of an individual batch-crafting attempt, allowing players to squeeze the XP out of materials while avoiding the numerous page refresh spam of the past. This is not an option in the options page, it will be available under every valid recipe in the craftsmanship pages and will need to be toggled each time you want to avoid batch crafting a recipe. This is to avoid mishaps, and having to do one active click and decision each time you want to optout is far less than the 120~240 refreshes you used to.
Leafborn Seeking Bonus
The Leafborn tribe is the only tribe that is classed as Excellent in seeking, and until today there's been no bonus for that besides starting at 60 skill instead of 40. Moving forward, all Leafborn will natively have a 10% enhanced herb find rate to suit their expertise in seeking, affinity for nature, and alchemy craftsmanship. They will now find on average 10% more herbs than before while seeking, and this can be from finding an herb when you otherwise would not, or finding multiple at a time instead of one. This power, similar to the Herbalist Kit (see below), only works for herbs and has no effect on ores, sulfur, and other such things you may also find while exploring.
Herbalist Kit
Much work has been done recently to explore and code brand new item powers, to reward investment in both peace-time and war-time equipment. Not all newly coded item powers will appear today, since while the code may be done, they might require further item and recipe design. More new items will be popping up in further updates or future Nyx! But for now, we start with the Herbalist Kit!
Herbalist Kit - Belt
Weight: 2
+20% Enhanced Herb Finds
+5 to Max Carrying Capacity
The Herbalist Kit is a specialty item that will allow you to generate more herbs as you search for them. The added carry capacity is not very high, since we don't want it competing with the alternative, and herbs aren't very heavy, so this belt will let you carry about 30-50 of the extra herbs you'll find. The herbalist kit recipe is available at 350 tailoring skill.
New Titanium weapons
Maul - Two-Handed Hammer
Weight: 5.6
Strength/Agility requirement: 42/14
Damage: 21-33 Blunt
Attack Power: 35
Rune Slots: 0
+40% Leadership on PVP Kill
While we are only showing one in this post, there are thirteen new titanium weapons added, one for each weapon type except for fists, and each with brand new art. These weapons are tier 3.5, both damage-wise and AP-wise, and fit somewhere in the middle of tier 3 and tier 4 for recipe cost as well. Like all Titanium items, runes are not allowed, but they receive a new power which grants a hefty increase to the amount of Leadership XP gained on a killing blow.
Titanium weapons went through multiple design iterations and possible effects, trying out everything we could while fitting within the constraints of being raid-focused and cheap within the titanium economy, but we think this design is powerful for its cost, simple but rewarding, and fitting for its purpose, and we hope you enjoy them!
Titanium weapons are available today, you do not have to wait until the next event. They are available at 325 skill, seven recipes for woodworking and six recipes for blacksmithing.
Changes to Old Items
Changes to Titanium Items
Titanium items are meant to be laser-focused impactful on the raiding economy, as cheap and viable items that are only used for war. These changes are meant to reward raiders, and no-one else. While we know that Titanium Legguards are the meta XP training pants, as the DP bonus is unmatched and more beneficial than armor in higher tier fauna, we aren't ready to pull the trigger on introducing higher tier legwear to compete just yet. Just know that of course we are aware, and to enjoy it while it lasts.
Titanium Breastplate
New stat added: +40% Leadership on PVP kill
Now requires 350 blacksmithing (up from 325).
Titanium Legguards
New stat added: +10% Leadership on PVP kill
Titanium Belt
New stat added: +10% Leadership on PVP kill
Wearing a full set of Titanium gear (weapon, body, belt, legs) will therefore provide a combined +100% Leadership on PVP kills bonus.
Changes to existing combat stat rings
As with newcomer bonuses, we evaluate the impact these items have on the balance of battles over time, as their effects are not a flat delta like power items, but instead a ratio.
Amethyst/Emerald/Diamond Agility rings
+Agility increased from +2/4/6 to +2/5/8
Amethyst/Emerald/Diamond Strength rings
+Strength increased from +2/4/6 to +2/5/8
Amethyst/Emerald/Diamond Health rings
+Max Health increased from +10/20/30 to +10/25/40
Changes to Infrastructure Watchtowers
The recipe for Infrastructure Watchtowers has been changed to cost less:
1 Dragon Eye (Unchanged)
1000 Plank (Down from 1440)
50 Copper Nails (Down from 60)
5 Iron Nails (Down from 10)
200 Turns needed (Down from 250)
Watchtowers will also require more movement per attack on their durability making them more costly to destroy, costing 1000 movement points per 10% (up from 750 movement points per 10%)
Additionally, we have a groundwork plan for alleviating the biggest issue with towers, the one that constrains them to only being placed on certain tiles. It will take some time to develop and finalize but it will open up a lot more possibilities with these towers and allow cooler things as well. Any terraforming done to use watchtowers due to this limitation would be qualified for reversal.
Quest Adjustments
Fauna Atlas - Volume 8 now has a flat skill requirement of 525, and no longer increases with hardcap.
A player who attends a relic training course in one capital city is now excluded from the equivalent training course in the other for that month.
Order small spawn bonus
The third and last tweak (after the +15% Order newbie XP bonus and the Order recruitment campaign) to try and mitigate the slight difference in faction balance, is an increase in the spawnrate of monsters by 1% on the Western side of the map. Since on most terrains the spawnrate is 20%, this is a relative 5% bonus. It's not huge, it's not negligible either. Hopefully it helps reduce the gap slowly overtime without the other side feeling it is too unfair either.
We know for some this will sound like too small of a bonus, and for others it will sound way too generous. We are walking a thin line trying to narrow the gap for the interest of the game, while also trying not to 'punish' the other side for having done slightly better in keeping their players. We hope you will understand that this is hopefully for the good of the game. Of course this is nowhere near a permanent bonus and it may be revisited at any point.
Recap: Mayor Upgrades
Capital Vaults
Recently, we've added a new facility to the faction capitals. The Capital Vault is dedicated to faction organization, and can be accessed by the current mayor and their helpers while they are within the capital grounds.
You can access the vault through the Inventory page.
-Ownership of the vault and its contents is transferred to the new mayor following the results of an election.
-The mayor and their helpers can view the contents of the vault from afar.
-The general public can view the contents of the vault, and the transaction history, but only while in the capital itself.
-The vault has a starting maximum capacity of 2000 weight.
Additionally, in the future mayors will have the ability to generate Vault Slips for their capital, which when handed out will allow the holder to store into, but not withdraw from, the capital vault.
-Vault slips can be generated by the mayor while viewing the vault.
-Existing Vault slips can also be viewed, and revoked by the mayor, while they are viewing the vault.
-The vault slips are soulbound, weigh 0.1, and have no other purpose than to allow storing.
-Automatic Mayor creation and destruction of Vault Slips will not be coming today, though you can ask Emiliana if you need any help in the mean time.
While Freetown will have a vault due to code, there is no mayor, no helpers, and no way to generate vault slips, so it is functionally useless.
Increases to Mayor & Election Leadership
Mayor's Election Victory: Increased from 2000 to 3000.
Mayor's Repeat Term Victory: Increased from 2000 to 3300.
All Candidates Leadership (Per vote received): Remains the same, 25.
Mayor's Helper Leadership at end of term: Increased from 400 to 600.
Voter XP: Increased from 50 to 75.
Recap: New Tribe Images
We have generated a new set of beautiful character images, and this set will serve as a baseline for new characters. We are currently scoping out code and design for allowing players to unlock and choose from multiple variants based on personal preferences and accomplishments in the game, along with rethinking the lore of the tribes themselves to see what backstory these additional variants and trinkets may have. We're still playing with different AI tools and learning how to fine tune the outcomes, but it's exciting and very powerful stuff. We can generate a lot of trials for having different hair colors, hair styles, face paints, armor pieces, prestige pieces like crowns or extra jewelry, scars, and so on, so we're hopeful to have a little variety for everyone, but the ones we think are coolest you may have to earn!
Here's some probable Nuruk and Lightfoot variants as a teaser.
Other
- Added Player Group and Town renaming functions to the admin panel. To apply for these functions, please contact Emiliana.
Note: This has no effect on diplomacy, storage, or any other system. Renames will be announced publicly.
- Ongoing server performance improvements, mostly focusing on the fight engine. Thanks to everyone who joined the Nyx Arena to help!
- Added support for special powers to body, legs, shields, weapon for future content.
- Changed dragon behavior (no spoiler )
- Slight changes to Nozama and Elias Nun market behaviors, nothing groundbreaking. Database fixes for Elias Nun shop.
- Changed inventory and fight inventory icon sizes for equipment and weapons for better readability and click-ability.
- Continued fixing of old images with artifacts and size issues alongside the size increase in inventory. If you see any game art that has issues, please let Emiliana know.
Bugfix: Dragons now properly avoid players in 'safe' tiles while hunting for food (a dragon spent an undetermined amount of time hiding in plain sight inside Exodus capitol on an inactive player!).
Bugfix: Movement points are now properly displayed in the quest rewards list.
Bugfix: Crafted 0 items display should be removed.
Bugfix: Removed a database limit for certain evolution purchases.
Bugfix: Fixed an issue with +Max Health and +Max Mana bonuses not calculating correctly in certain pages.
Bugfix: Fixed a display issue in the character sheet allowing elemental resistances to display above the cap of 75%.
---
Bel & Em & Dspe