Administrators rDy Posted July 9 Administrators Share Posted July 9 Release date: 10.07.2024 at 00:10 Note: You will need to download the new Client (OBT v.6.0). Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [UPDATED] Corrected & improved most messages related to Crywolf Fortress. [UPDATED] Extended the coordinates range for Shared Pool of Balgass from 8x8 to 14x14. [UPDATED] Socket Necklaces can now come with ADD between +0 and +3 (instead of always +0). [UPDATED] Slightly reduced the Silver Key & Gold Key drop rates. [UPDATED] There's now a global message when someone is opening a Golden Chest or is mining a Gold Node. [UPDATED] Reworked Treasure Hunt: Removed Elbeland, Noria, Aida & Raklion as part of possible locations. Current maps: Lorencia, Devias, Lost Tower, Kanturu, Karutan2. There's no longer a global refresh of chests that happens every 4 hours. Instead, chests are spawned 24/7 as follows: Initially there are 11 Chests that are randomly spawned across all the available maps. The rule is that no map can have more than 3 chests active at any given point. When a player opens a Chest, that Chest will enter a random cooldown between 10 and 40 minutes. After the cooldown is over, that Chest will be respawned in a new random map and location, that respects the maximum 3 chests in the same map rule. From the 11 initially spawned Chests, 2 are Golden Chests, randomly spawned in any of the maps. If a Chest stays more than 3 hours active without being found, it will auto-respawn in another place. Example of how it works now: Assuming the initial situation of Lorencia having 2x Chests, Devias 1x Chest, Lost Tower 3x Chests, Kanturu 2x Chests, Karutan2 3x Chests. Player X opens a Chest from Devias, so at that point Devias has 0 Chests left and the opened one has entered the cooldown of 10~40 minutes. After 10~40 minutes, that Chest that was initially in Devias has respawned in Kanturu, and now Kanturu has 3x active Chests and Devias has 0 active Chests. [UPDATED] Reworked Mining System: Removed Atlans, Tarkan, Aida, Karutan 1, Kanturu 3, Kanturu Relics & Vulcanus as part of possible locations. Current maps (safe-zones): Lorencia, Devias, Noria, Elbeland, Lost Tower, Kanturu 1, Acheron, Raklion, Swamp of Peace. There's no longer a global refresh of mining Nodes that happens every 4 hours. Instead, mining Nodes are spawned 24/7 as follows: Initially there are 13 Nodes that are randomly spawned across all the available maps. The rule is that no map can have more than 2 Nodes active at any given point. When a player mines a Node, that Node will enter a random cooldown between 10 and 40 minutes. After the cooldown is over, that Node will be respawned in a new random map and location, that respects the maximum 2 Nodes in the same map rule. From the 13 initially spawned Nodes, 4 are Purple Nodes and 2 are Gold Nodes, randomly spawned in any of the maps. If a Node stays more than 3 hours active without being mined, it will auto-respawn in another place. Example of how it works now: Assuming the initial situation of Lorencia having 1x Node, Devias 2x Nodes, Noria 1x Node, Elbeland 1x Node, Lost Tower 2x Nodes, Kanturu 0x Nodes, Acheron 2x Nodes, Raklion 2x Nodes, Swamp 2x Nodes. Player X mines a Node from Noria, so at that point Noria has 0 Nodes left and the mined one has entered the cooldown of 10~40 minutes. After 10~40 minutes, that Node that was initially in Noria has respawned in Kanturu, and now Kanturu has 1x active Node and Noria has 0 active Nodes. [UPDATED] Reworked Lucky Hunt: As previously stated, it is now released as part of Stage 2 content (lvl 800+), instead of Stage 1 content (lvl 500+). There are now 5 Fortune Pouches spawning in Crywolf instead of 10. They now have a respawn time of 3~7 minutes instead of 8~15 minutes. There's now 1 special Fortune Goblin that's spawning, with a respawn time of 25~75 minutes. Fortune Pouch reward: 50% chance for 1x Bless / 1x Soul / 1x Life / 1x Chaos / 1x Creation / 1x Gemstone / 1x Mithril + 50% chance for 1x Credit + 5~20 RUUD + 0.5% chance for 1x Early NS Box Fortune Goblin reward: 4x Bless / 4x Soul / 4x Chaos / 4x Creation / 4x Gemstone / 1x TOCA / 1x ETOL + 3x Credits + 50~100 RUUD + 5% chance for 1x Early NS Box. [UPDATED] Created monsters from Test Server no longer auto-despawns every 15 minutes. Instead, each individual monster auto-despawns after 10 minutes from its creation time. [UPDATED] Created monsters from Test Server no longer auto-respawns after being killed. One spawn = one kill. [UPDATED] The [BOSSES] system will now also announce the next spawn time after a boss has been killed. [UPDATED] The [BOSSES] spawn announcement for Kundun now happens when its Illusionism mechanic is triggered (rather than when the boss is actually summoned after Illusionism is handled). [UPDATED] The [BOSSES] spawn announcement for Nightmare now happens when the Kanturu Refinery fight is ready to start (rather than when Nightmare is spawned inside the Refinery). [UPDATED] The [BOSSES] spawn announcement for Selupan now happens when the Eggs respawns and the Hatchery is opened (rather than when the boss actually appears after the Eggs are destroyed). [UPDATED] The [BOSSES] spawn announcement for Lord of Ferea now happens when the Crystal Orbs resets again after a boss kill (rather than when the boss actually appears after the Crystal is destroyed). [UPDATED] The [BOSSES] spawn announcement for God of Darkness now happens when his Monsters respawns after a boss kill (rather than every time they respawn after a "wipe"). [UPDATED] Some bosses respawn time: Lord Silvester & Core Magriffy now respawns 7 hours after they are killed (instead of 8 hours). Selupan now respawns 11 hours after its last apparition (instead of 12 hours). Nightmare now respawns 7 hours after it is killed (instead of 8 hours). Note: We made these spawn changes so that, by rotation, the bosses will match most hours from a day. [UPDATED] The following bosses/mini-bosses now have the global message seen on all sub-servers on their kill: Golden Budge Dragons Golden Derkons GGDs White Wizards Royal Dragons Death King Cursed Dragon Nightmare Bloody Witch Queen Medusa Selupan Nix The following bosses only have global message on their own sub-server in order to keep the "most dmg" player on them (no technical possibility to have "MOST DMG" as global message on all sub-servers), which is more important for the participants on that sub-server: Kundun Lord Silvester Core Magriffy Lord of Ferea God of Darkness [ADDED] [WEBSITE] The missing icons for the new items. [UPDATED] [WEBSITE] Earrings options to match the latest rework. [ADDED] [WEBSITE] Stack images (for 2~50 quantity) for the following items: TOCAs, Silver Keys, Gold Keys, Nixie Spirit Fragments, Cracked Armor Fragments, Wings Relics (Level 1~4). [ADDED] [WEBSITE] Guardian options & elite resistance options for the guardian items. [UPDATED] [WEBSITE] Artifact items to be correctly displayed as well as having our current, custom options. [ADDED] [WEBSITE] Artifact System as part of the Character Information - Equipment. You can click the Artifact icon to open the Artifact Information for that Character. [ADDED] [WEBSITE] MUUNs equipped as part of the Character Information - Equipment. Note: The old "pet" slot was removed, since most mounts are now normal, clickable items, instead of equipped items. [ADDED] [WEBSITE] Full support for: Bonus Mastery Options. Bonus Socket Options. Mastery Options (for mastery shields & weapons especially). Socket Necklaces. Spider Artifact Items. [UPDATED] [WEBSITE] Wings level 1~3 options to correctly match the latest rework as well as fixed some other things showing wrong for them. [ADDED] [WEBSITE] Full support for the Wings Level 4 stats, options & elemental options. [ADDED] [WEBSITE] Full support for all ancient sets (normal & mastery sets) with our updated options and items as well. [ADDED] [WEBSITE] Real time fast & efficient quick search of items from the Market. [ADDED] [WEBSITE] Arca War on side-bar (along with CS) as well as dedicated page on the Event Info button. We will also add some custom rankings once we understand the event deeper. [UPDATED] [WEBSITE] PvM Rankings Tweaked PvM Rankings titles, sub-titles and orders. Splitted Elite Monsters in Tier 1 Elite Monsters and Tier 2 Elite Monsters rankings. Budges, Derkons & GGDs are now sub-rankings as part of the "Goldens" main rankings. "Illusions" is now sub-rankings as part of the "Kundun" main rankings. Added the following rankings: Dragons (Royal Dragons & Baby Dragons). Crywolf (Balgass & Dark Elves). World Bosses (Dark Mammoth, Dark Giant, Dark Iron Knight, Giant Mammoths). Lord Silvester. Core Magriffy. Lord of Ferea. God of Darkness. Nix. The following bosses now gives PvM Points to all participants instead of only to the killer: GGD Death King Cursed Dragon Nightmare Kundun Bloody Witch Queen Note: The newly added bosses (from Silvester up to Nix, as well as Balgass & World Bosses) do also gives PvM Points to all participants. Changed the amount of PvM Points for the following PvM monsters: Dark Elves: 12 PvM Points. GGDs: 12 PvM Points. Tier 2 Elite Monsters: 12 PvM Points. Baby Dragons: PvM 15 Points. Royal Dragons: 20 PvM Points. Nightmare & Kundun: 20 PvM Points. Bloody Witch Queen: 24 PvM Points. Giant Mammoths: 24 PvM Points. Medusa & Selupan: 30 PvM Points. Balgass: 35 PvM Points. Silvester & Magriffy: 40 PvM Points. Dark Mammoth, Dark Giant, Dark Iron Knight: 45 PvM Points. Lord of Ferea & God of Darkness: 50 PvM Points. Nix: 55 PvM Points. The PvM Score is now splitted into Individual Score (killer-only PvM Points), Shared Score (shared/participation PvM Points) and Total Score (the sum of both). [UPDATED] [WEBSITE] The extra info from some of the Rankings has been moved at the front of the rankings, under a clickable toggle which shows/hides it. [UPDATED] [WEBSITE] Now if you have the Account Lock active in-game (logged-in without using /unlock or logged-off), you'll have to introduce the Lock Password when selling items or buying from Market. Note: This was added in order to highly improve your account security on shared accounts, basically reaching a 100% protection of your Items when you're using the Account Lock function. [UPDATED] Account Lock now also prevents chatting (normal, guild, gens, /post, etc.) until the account is unlocked. [UPDATED] Removed the Doppelganger Illusion Knights that are rendered as "bulls" from the event. [FIXED] PvP timer on the Doppelganger PvP round disappearing if you're moved due to not being in the valid PvP zone. [UPDATED] Now if the PvP time runs out in Doppelganger and there was PvP happening during the PvP round, but more than 1 team is "alive", there's now an "auto-winner" set based on the party with the most PvP kills during that PvP round. [ADDED] [WEBSITE] Custom rankings for Doppelganger event: PvM Wins = Killing the Ice Walker and opening the Gold Chest. PvP Wins = Being a survivor of a party that wins the PvP round. PvP Kills = Kills during PvP rounds. Points = Amount of Points based on PvM Wins, PvP Wins, PvP Kills & Monster Kills based on each DG level and its custom points. [ADDED] Doppelganger Points formulas: DG1: PvM Win - 1000 Points, PvP Win = 500 Points, PvP Kill = 300 Points, Monster Kill = 20 Points. DG2: PvM Win - 1200 Points, PvP Win = 600 Points, PvP Kill = 330 Points, Monster Kill = 22 Points. DG3: PvM Win - 1400 Points, PvP Win = 700 Points, PvP Kill = 360 Points, Monster Kill = 24 Points. DG4: PvM Win - 1600 Points, PvP Win = 800 Points, PvP Kill = 390 Points, Monster Kill = 26 Points. DG5: PvM Win - 1800 Points, PvP Win = 900 Points, PvP Kill = 420 Points, Monster Kill = 28 Points. DG6: PvM Win - 2000 Points, PvP Win = 1000 Points, PvP Kill = 450 Points, Monster Kill = 30 Points. DG7: PvM Win - 2200 Points, PvP Win = 1100 Points, PvP Kill = 480 Points, Monster Kill = 32 Points. [UPDATED] Illusion Temple participation reward is now delivered when the event ends (either by time-up or by a team winning earlier), instead of being delivered after 6 minutes from the event start. [UPDATED] Now if you reach 100 seconds of having the IT Artifact in your inventory (without scoring a Point), you'll be teleported to the middle, stunned, and a monster will spawn and kill you so the Artifact is dropped from you. [ADDED] Anti-AFK system on the Illusion Temple event. If it detects an AFK character (without any PvP activity/impact or Artifact holding) for more than 3 minutes, it will auto-disconnect it from the Event and ban it from the event (on character, account & IP) for 4 days. [FIXED] Targeting / clicking on Illusion Temple - an old, persistent problem is now fully fixed. [FIXED] Characters to no longer get stuck if cancelling a personal buff during Illusion Temple (like Strong Belief, Berserker, etc.). [UPDATED] Removed the "Kill Point" system messages from IT monster kills. [UPDATED] Removed items drop from the IT monsters. [ADDED] [WEBSITE] Custom rankings for Illusion Temple event: Ball Time = Amount of seconds while having the Ball on your character. Kills = Amount of kills on IT events. Ball Kills = Amount of kills of Ball holders. Points = Amount of Points based on Ball Time, Kills & Ball Kills based on each IT level and its custom points. [ADDED] Illusion Temple Points formulas: IT1: Ball Time - 5 Points / second, Kill = 100 Points, Ball Kill = 250 Points. IT2: Ball Time - 6 Points / second, Kill = 125 Points, Ball Kill = 312 Points. IT3: Ball Time - 7 Points / second, Kill = 150 Points, Ball Kill = 375 Points. IT4: Ball Time - 8 Points / second, Kill = 175 Points, Ball Kill = 437 Points. IT5: Ball Time - 9 Points / second, Kill = 200 Points, Ball Kill = 500 Points. [UPDATED] Highly reduced the monster levels from maps between Cubera Mine and Bloody Tarkan, in order to be more closer to the monster levels of the previous maps to no longer cause an imbalance in terms of zen gained and PK points gained on kills. Good, fast, cheap - you can only pick 2! Link to comment Share on other sites More sharing options...
Recommended Posts