1.9.1.0 Changes

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NiteHawk
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1.9.1.0 Changes

Postby NiteHawk » Sun Jul 18, 2021 8:54 am

NOTE: IF YOU HAVE ISSUES UPDATING, REBOOT YOUR MACHINE FIRST.

-EVERY CHARACTER WILL GAIN ONE REALLOCATION POINT. EVERY ACCOUNT WILL GAIN 2 RACIAL CHANGE POINTS. - No reallocation is forced in this update so check the racial changes below!

-DRAGONS OVERHAUL: viewtopic.php?f=35&p=19190#p19190
-Sorted out some issues with the swear filter that was pointed out and added a few shorter words to the exact matches only. (grapes for example.) If there are any more let me know.
-Fix to a bug in the auction hall that caused an color popup error.
-Fix to a log error that would crash the client when exiting.
-Fix to facebook logins.
-MACROS can now use CTRL+F# key. (For now this was a quick add, in the future we'll add customizable macros. People have claimed this will be useful for buffing.). Check the macros window!
-REWROTE THE NPC ATTACK SYSTEM. If you see an NPC attacking/not attacking another player or NPC where they should not be or should be, let me know ASAP. (Hopefully I didn't miss anything but once it's fixed it should be fixed permanently this time around.) RANGER PETS SHOULD BE WORKING AGAIN!
-Many new item images added. (Thanks Keith!)
-Many other small bug fixes not listed here.


-Some affixes balanced:
--Armor affixes have been slightly decreased.
--Poison (Cobra) is now 15% activation rate instead of 100%. The damage now caps out at 25 per tick (original 20 per tick) based on damage. The multiplier for the dot damage is increase from 1% to 1.5% per affix level.
--Burn (Salamander) is now 15% activation rate instead of 100%. The multiplier for the dot damage is increase from 3% to 4% per affix level. All other levels scale based on this.) The cap is still at 80 damage per tick. The tick time has been reduced, now between 3-5 ticks.
--Drain MP effect gives you a message telling you how much you drained and how much you absorbed.

----

-If you drink a craft potion of the same value, it will reset it instead of not being able to drink it the potion. (I.E. You can drink a strength potion, and while it's still in effect drink another to start another one.)
-Killed name should be correct when killing with a affix DOT effect (instead of it looking like you killed yourself.)
-Crafting items can now use different items to achieve the same crafted item with just one recipe (not used yet.)
-Using track while blind will no longer take up an exhaust point.
-Many fixes on death/logout for spells/effects bugging out.
-Clerics spell has been changed from dispel to cleanse.
-Hailshot and barrage no longer hit hidden non player npcs in the room.
-Control crystals can no longer be attacked 10 minutes before downtime. If you are already attacking and are waiting to capture it is fine however.
-All heals increased by 15 hit points (flat)

*Class Changes*
-Ranger

--Pet protect has been lowered slightly.
--Rebalanced weapons/armors including the OAD variants.
--Pet Beam activation rate increased to 33%.
--Pet Leech activation rate increased to 28%.
--Fixed an issue where /pet heal wouldn't heal to maximum in certain setups.
--Added three new special slot abilities: Slow (3-5 tick slow), Bleed (6-8 tick bleed), Unhealable (2-4 tick, new ability: while under this effect the target cannot be healed. Potions still work.) There are negative effects to using abilities however, check the description! (Unhealable can be cleansed if needed.)
--Fixed up some display issues on /pet info.
--Base MR changed from 2% to 1.5%. (MR changes)


-Paladin
--Gain a skill called endure at level 12 which reduces damage for a short period of time but has a long cooldown. The duration is 8 ticks but can be increased with race duration (if there are any.). During this time your damage taken will be decreased on both physical and spells. It is based on endurance (2% per endurance+1)
--Aegis now grants a higher divinity bonus (negation damage)
--New spell, DIVINE. Divine increases damage on their divinity bonus. Based on intelligence.TH. There is a cap however of 5 successful attacks. Each time you successfully apply damage, the debuff duration will reset.
--Base MR changed from 4% to 3%. (MR changes)
--When a paladin attacks, every successful attack will make the target slightly more susceptible to attacks from the paladin's divinity based on strength. This benefits EVERYONE. Will stack up to 5 times.
--Smite changed slightly to deal less damage against non holy targets (Due to the changes).
--Protect Changes:
---Hide breaks protect.
---Protect can be broken in certain ways (Check Knights/Bard for more details.)


-Knight
--Slam renamed to Kick (Having three S starting skills was confusing.)
--New skill added, Charge. Can be used if you are NOT in battle (an initial/starting attack). This has a high chance to hit (Only 33% of the defenders dodge is used.) and deals 10% more damage. You will get +2 focus points if you land successfully and +1 if you do not.
--Skill obtained at level changed: Smash level 8, Taunt level 12, Charge level 15, Strike level 18, Kick level 21.
--When using a two handed weapon, criticals will give you an extra focus point. (Offensive orientated)
--When using a shield, a counter bash will give you an extra focus point. (Defense orientated)
--Smash extra damage increased from 15% to 25%.
--Kick (Old Slam) now does 10% more damage, and removes 33% of the defenders dodge on attempt. Kick now BREAKS PROTECT! Takes 4 focus points to use.
--Strike now deals and extra amount of damage (From 10% to 13% per focus point). The hitrate multiplier is increased as well (From 4.167% to 5% per focus point past 1.)
--Walking around doesn't reduce focus points now. Focus points are only lost over time.
--When a knight shield deflects it will now negate from 40% to 100% damage instead of 20%-50% (which 20%-50% is standard for all classes.)


-Druid
--Morph stats are dynamic and update every tick. This means if your WISDOM changes, so will your stats automatically every ~4 seconds.
--Fixed some issues when unmorphing that your HP wouldn't be set to the correct % in bear form.
--Dispel has been split into two spells: Dispel and Cleanse. Dispel removes buffs, Cleanse removes debuffs. Cleanse does not need any MR check but still requires you to have wisdom to remove multiple effects.


-Archers
--Rapidshot damage increased from 16.67% to 20% per successful hit. This is to compensate for a little issue that was found where crit damage would stack by mistake. The average damage is better than before vs the broken mechanic.
--/drainshot gives you a message telling you how much you drained and how much you absorbed.
--Sorted an issue when using drainshot with the leech MP affix.
--Bindshot changes: 15MP per shot. 2 ticks for 16 int or higher, 1 tick for 15 int or lower. Bonus intelligence is checked. Bindshot has a 4 second immunity after it removes so you cannot spam it.


-Assassin
--Negative spell resistance removed (-4% to 0%).
--Spell damage taken changed from 5% to 7.5% (This will be negated with the new MR)

-Assassin/Thief
--Autosneak amount increased.


-Bard
-Song Changes:
--The effect on songs now changes dynamically with your charisma every tick.
--All songs now stack with other effects. For example, the sorcerer power spell or a strength potion.
--Power song armor and shell have had their values tweaked. (Shell gives more armor but the song gives a little less.)
--Two new songs added:
---First song is called tempo. Increases agility and you can drink potions a little faster.
---Second song is called break. Break has a chance to break protect in the room per tick. Does not effect your own party.


-Sorcerer
--Beam can now be useful during high MR situations as a low damage but higher chance to pierce the enemies MR. This only applies as your level gets higher up to 12.5% higher pierce chance at level 25.
--Blast damage reduced by a small amount (10-15 damage)
--When calling out a 'titan' (revamped golem with the special class ring), It will now show up as a titan as well.


-Necromancer
--Leech can now be useful during high MR situations as a low damage but higher chance to pierce spell. This only applies as your level gets higher up to 8% higher pierce chance at level 25.
--Rot damage very slightly increased. (Check wither next for reasons.)
--Wither no longer gives a negation bonus. With the Rot damage bonus and the wither damage reduction, the damage will balance itself out to where it was originally. Wither however still removes MR and armor.
--Blind no longer messes up your minimap when you move around while blinded (aka the map will retain when unblinded). While blinded the map & entities are still invisible but will now show the room directions line, but not the full description.


*Race Changes*
-Half-Orc

--Gains a skill called ENRAGE. Increases your strength for a short period of time (8 ticks). Has a cooldown. You will gain 5 strength at level 25. Is based on BONUS STRENGTH (no multipliers effect this.). Stacks with other strength effects just fine.
--Gain 10HP per tick.
--Maximum wisdom increased from 12 to 14.
--Gain a 10% cooldown reduction to using food/potions.


-Dark-Elf
--No longer gain a fizzle decrease. (From 10% to 0%)


-Drakeblood
--Maximum wisdom increased from 10 to 12.


-Dwarf
--Dwarf now reduce debuff effects from 75% to 90%.
--Maximum endurance increased to 23.


-Elf
--No longer gain a cooldown modifier for items. (From 2.5% to 0%).


-Fae
--MR bonus decreased from 8% to 6%. (Check MR notes below).


-Goblin
--Maximum wisdom increased from 16 to 17.


-Half-Elf
--Maximum wisdom increased from 18 to 19.


-Primordial
--Maximum agility increased from 19 to 20.
--Maximum charisma increaed from 14 to 16.


-Gnome
--Gain a 25% fizzle reduction
--Gain 2MP per tick.
--Flat 100 Mana Bonus.


*MR CHANGES*
-MR AND SPELL NEGATION HAS BEEN ADJUSTED:

--MR starts at a 36% base with 3% increments.
--1.5% negation starting at 10 wisdom as a baseline of 0 negation. For example if you have 15 wisdom you will have 7.5% spell damage negation.
--ARMORS NOW GIVE A SPELL DAMAGE NEGATION BONUS. This may change to be part of the armor but for now we're doing a global test. The amount of negation is based on the level of the armor. The maximum is 'capped out' at level 20 and higher equipment. (So anything level 20 or higher has the highest spell negation you can get.)
---Cloth: 7.5% negation
---Light: 5% negation
---Medium: 2.5% negation
---Heavy: 0% negation
---Light Helm: 2.5% negation
---Heavy Helm: 0% negation
---Shield: 2.5% negation
--Certain races/classes have had their MR or negation tweaked, check the class/race charts for more info.


-If anything is incorrect in the help window for classes/race/etc please let me know ASAP.

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