Administrators rDy Posted 2 hours ago Administrators Share Posted 2 hours ago Release date: 06.12.2025 at around 15:30 Note: You will need to update your client via Launcher. Note2: No server restart will be needed, unless something goes wrong. 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: [DOCUMENTED] [UPDATED] Reworked the Illusion Temple Anti-AFK system: Now there are 2 separate checks: 1. Movement detection -> if no movement detection for more than 60 seconds (when not a Ball Holder) -> you'll be kicked and banned from IT. 2. PvP activity -> if no PvP activity/engagement found for more than 150 seconds -> you'll be kicked and banned from IT. Now there are warnings sent to players (30s before AFK kick and 60s before PvP Activity kick). Now if teams difference is more than 1 (example 1v3 or 2v4, or 3v5) -> PvP activity will no longer matter for anyone inside that IT, only the AFK counter will still run. What counts now as "PvP activity" and resets the timer: Holding the Ball. Attacking other enemy players. Being killed by another player or by the special summoned monster. Now there are also "grace time" bonuses on the PvP Activity timer: If there's a round reset (a team scored a point) -> everyone will receive +30 seconds grace time on their last PvP Activity (to have enough time to leave base and re-engage in PvP). If a player kills a normal IT Monster -> it will receive +20 seconds grace time on its last PvP Activity. If a player is killed by a normal IT Monster -> it will receive +10 seconds grace time on its last PvP Activity. So, as long as you respect the event and engage accordingly in it (and not use it as an easy-reward farm), no matter your team chances to win, you'll be able to continue playing it. [DOCUMENTED] [FIXED] Obsidian & Demolish getting stuck in a cast-loop while using the Helper when players from party were further than the maximum range of the skill. [DOCUMENTED] [FIXED] Illusion Knight's Twisting Slash not working in /off-attack. [DOCUMENTED] [FIXED] Kundun Mage's Decay not working in /off-attack. [DOCUMENTED] [FIXED] [WEBSITE] IK's weapons not correctly showing its class or being found by the filter for its class. [DOCUMENTED] [ADDED] [WEBSITE] Magical DMG % & Curse DMG % for Staff, Books, Guns, etc. on Website as well as Magical DMG instead of Attack Power for Magic Books. [DOCUMENTED] [FIXED] [WEBSITE] Divine Weapons showing wrong damage as if they had the EXC. item bonus damage (but Divine Weapons are never "non-exc" so their base damage is their "EXC" damage). [DOCUMENTED] [UPDATED] Removed "Monarch Crest" from default Helper pick-ups. [FIXED] Sealed Bloodangel Illusionist Pants, Helm & Gloves not correctly being rendered visually. [UPDATED] Replaced the default "shield" system of Kundun & Illusions with a new custom one: Each Shield application now have a fixed, consistent duration of 5 seconds. There's now minimum 30 seconds between Shield casts. Result: no more random, annoying infinite shield loops that aren't consistent. Illusions HP have been buffed with +25% HP to compensate. Illusions DEF is now progressive (lower Kalima Illusions have lower DEF now and higher have higher DEF). [UPDATED] Replaced the "teleport" skill of Cursed Dragon with a new custom mechanic: Take Flight 2 times per fight (when reaching under 70% HP and when reaching under 30% HP), Cursed Dragon will become immune to damage and, after 5 seconds, it will fly to a new random location in Elbeland. In many cases, you'll be able to see its "flight path" (when he shoots off) and guess the zone where it may land. [UPDATED] Buffed GGDs and BoK+4 Goldens HP. [UPDATED] Slightly buffed Derkons & BoK+3 Goldens HP. [UPDATED] Slightly nerfed Doppelganger monsters HP & DEF. [UPDATED] Slightly nerfed BC1 & CC1 monsters DEF. [UPDATED] Slightly reduced the Elemental Defense of monsters between level 300 and 400 maps. [UPDATED] Slightly reduced the Defense of Dark Elves & Balgass from Crywolf Fortress. [UPDATED] Replaced the Jewel of Creation rare consumables drop from Alkmaar with Elemental Rune. [UPDATED] Slightly increased the drop-rate of Mithrils. We know it's a bit harder for new players to level-up in the lower maps when most of players already level in higher maps (so easier for them to find parties), which forces new players to level in a lower map than they should, for a prolonged time, in order to have a decent kill-rate. And while there will still be a higher boost for entire level 1-480 after the Stage 1 is over, we're adding a small bonus exp for level 1-240 to help newcomers overcome the difficulty to find parties: Level 1-240 boosted with +50% EXP compared to their default, dynamic rates. Good, fast, cheap - you can only pick 2! Link to comment Share on other sites More sharing options...
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