Forum - Change Log: May 8-31

Welcome! Please login with your in-game name.

 

Author Topic: Change Log: May 8-31  (Read 2170 times)

Tobias

  • Global Moderator
  • AR1 Security Unit
  • *****
  • Posts: 1572
« on: May 14, 2012, 12:12:03 pm »
Bug Fixes

- Skill cooldowns are no longer reset upon switching skill sets. (Reported by Pike)
- The client now displays shared cooldowns on newly picked up items as well.
- Monsters used low-chance skills very rarely, and should now prioritize their skills correctly.
- The "Honourable Defender" buff is no longer applied to the opposing team. (Reported by Kitson)
- Characters now fall properly when they enter a map airborne.
- Players that enter a map will fade in, instead of appearing instantaneously.
- The Telivision Set in the Robot Factory will no longer overlap players. (Reported by Pike and Willow)
- Fixed several glitches with incorrect positioning if players lost or gained speed buffs while moving.
- Fixed a glitch causing incorrect camera movement upon respawning in CtF. (Reported by Pike, Zuki and Willow)
- Jumping into an area will now correctly apply the auras of any effect there. (Reported by Pike)
- The Master Alchemist trophy is now correctly awarded when its criteria is met. (Reported by Pike)
- The Brightheart Fliffies in PvP can no longer be knocked into the ground, to their doom. (Reported by Kitson)
- If a player did not meet reputation requirements of a shop item, none of the other items in the shop were shown. (Reported by Eleng555)
- Participants in cheese hunt continue to wear whatever they held in their maw, upon passing the cheese on in cheese hunt. (Reported by Pike)
- Roc no longer asks the player to bring five cursed roots, when the quest only requires four. (Reported by Silverstream)
- A bug caused monsters with persistent spawn times to respawn immediately after getting killed. This has been fixed.
- Several bugs with the positioning code have been fixed. (Reported by Nyssa and Willow)
- Partied players of the opposing team no longer show up on the minimap. (Reported by Dazz and Caydence)
- A race condition caused Frigus to reset upon entering the ice realm. This has been fixed. (Reported by Kitson and Eleng555)
- Characters that become out of range are now removed from the stage, instead of being placed at their last position, so their spells should no longer show up in the place where they left vision. (Reported by Blizzardfoot)
- The position of stealthed characters that are talking or using emotes is now revealed.


General Changes

- World bosses and the Ashaya arena monsters are now at least as high level as the player attacking them.
- - This affects hit and critical strike chances, but does not affect armour, health or the monster's target.
- - Monsters that have such a dynamic level will have a "+" after their level (e.g. Bizz is a "Level 19+" monster).
- Adventurers can now jump off the ledge in the Robot Factory for a (risky) shortcut to the second floor. (Suggested by Caydence)
- - A couple of graphical touchups were made to the bottom right corner of the first floor in the Robot Factory. (Suggested by Willow)
- Entering or leaving area effects such as Shield Walls should now trigger the buff even when players cross them without getting hit.
- Rick Argan now haunts the Argan Jungle. (Suggested by Fluffeh and Caydence)
- - A necklace and a Pot of Gold has been added to adventurers that brave his charming confessions. (Suggested by Willow and Birk)
- Many monsters now have a dynamic range at which they will engage combat with a hostile target, which is determined by how high the level difference of them and the target is.
- Hit and Dexterity now both affect spell hit chance.
- Elixirs of Precision have been added.
- Damage priests are now able to learn Unfaltering Resolve, which recovers a chunk of their mana, while substantially decreasing the damage they take during the duration of the spell.
- - In addition, this ability also reduces the cast and channel time lost upon damage.
- NPCs that are hostile to players can now be attacked.
- - This includes, in particular, quest givers in PvP who are hostile to one team and friendly to the other.
- - A bug that caused flags to be no longer usable because of this has been fixed. Whoops. (Thanks to everyone who reported it!)
- Alchemists now sometimes manage to create stronger versions of the potions they make.
- - At the moment, only Major Mana/Healing/Rejuvenation potions are effected.
- - The chance of making stronger potions is increased for alchemists that have reached Alchemy Level 2.
- A Toy General will now spawn in the robot factory every once in a while, dropping pearls at a higher chance, as well as candy and a blue hat.
- The spawn times of several monsters will now persist reboots (meaning that if a monster was due in 30 minutes, it still will be due in that time even if the server is rebooted).
- - This means that some monsters no longer respawn immediately after reboot.
- - Currently, the spawn times of the following monsters will persist reboots: Rick Argan, Toy General, Emeraldscale Lizard.
- The server will no longer send information about monsters outside the player's view.
- - The client has been given a new command - "/option mmonsters" - which displays the location of all known monsters on the minimap. This may or may not be enabled by default, depending on feedback.
- Bees, Venomstalkers and Hollow Tree spiders now all have their spirit bottles. (Thanks to Goldy)


Dungeons

- To account for missing particle effects, seeping poison is displayed slightly more prominently in very low quality.
- The vertical range of Seeping Poison has been reduced.
- Any stone statues that are still alive when Gorath dies will now despawn. (Suggested by Caydence)
- Terechia was never officially announced in any change log, so here it is: A third boss, Terechia, has been added to the monastery. (Name picked by Caydence)
- Quests for Goldsnare and Terechia have been added.
- The Bulging Poison Roots are now spawned slightly farther apart.
- Terechia will use Jinx slightly less frequently.
- - In addition, Jinx uses a stronger visual effect now, both for the player that is jinxed, and the other players.
- Terechia will no longer use Dark Barrage directly after Seeping Poison if she was engaged by three or less players.
- A hairpin has been added to Terechia's loot table.
- The Diadem of the Observatory's appearance has been touched up slightly.


PvP

- The Siege of Brightheart, a new PvP battleground has been added. (Thanks to Caydence, Birk, Fluffeh and Kitson for various suggestions)
- Several platforms were fixed to make them more easily accessible. (Reported by Pike)
- The sight range of the burrow guard has been increased.
- - In addition, its magic, as well as its level of "Pitch Potion", have been increased.
« Last Edit: June 01, 2012, 10:26:25 am by toby »

Kitson

  • Nyranthix
  • ****
  • Posts: 397
« Reply #1 on: May 19, 2012, 08:53:28 pm »
Jinx was evil... and like, people who got it stayed near us and gave us the doom... x-x; oh well. We better be more careful. >3

Tobias

  • Global Moderator
  • AR1 Security Unit
  • *****
  • Posts: 1572
« Reply #2 on: May 20, 2012, 11:11:13 am »
It's supposed to do that; a lot of people ignore mechanics if they can get away with it. The slight increase is a 1.5 second increase of a 22.5 second cooldown - if you died before because of it, you still die now: The increase doesn't change the mechanic if you failed to counteract it (it will still stack up, just with a 1.5 second delay - big deal), it simply requires a bit less movement for groups that successfully get rid of the effect.

The Darkcasters in the cultist village debuted this spell - so anyone fighting them could become aware of the effect, and how it worked. Those that didn't bother (because it didn't kill them - so what if the healer had a harder time) are the same that now have trouble on the boss (where you can't ignore it anymore).
« Last Edit: May 31, 2012, 12:16:19 pm by toby »