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General discussion Topics related to various aspects of Champions of Regnum |
11-11-2013, 07:16 PM
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#1
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Banned
Join Date: Aug 2011
Posts: 4,089
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List of Changes and Game Notes - Version 1.10.5 (In progress)
Hey all,
We're opening up this thread to share the changes and improvements that will be added as time goes by in the next version of the game.
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As for now, the changes included are:
- New: Merchant NPC added to the city of Altaruk, in the realm of Ignis. This npc's name is Ireth Galathill.
- New: Merchant NPC added to the Syrtis Central Save. This npc's name is Janea and it has been switched from "Carpenter" to "Merchant".
- Modified: The required capture time to unlock Relic Cages at Forts and Castles has been reduced to 15 minutes (previously 30 minutes).
This way, we expect to make the whole relic stealing process a bit more simpler, as well as to have it occur more often.
- Modified: Mana Pylon has been adjusted in terms of casting time and barrier points granted per second, in each of its levels.
Quote:
Casting time = 1.5 secs (it used to be 2.5)
Barrier points per level:
Level 1 = 25 (it used to be 10)
Level 2 = 30 (it used to be 15)
Level 3 = 35 (it used to be 20)
Level 4 = 40 (it used to be 25)
Level 5 = 50 (it used to be 30)
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- Fixed: Visual issue where characters killed by a DoT power (progressive damage), timed the "Death" animation incorrectly.
- Fixed: Issue where Sultar gloves made out of "Fabric" weren't visible in male characters.
- Fixed: Fixed an issue where players were being disconnected while entering the Dragon Caves.
- Fixed: Relics now, when falling on the floor, go back to their last location instead of their original altar.
With this change, we look forward to avoid players intentionally placing Relics in locations that are easy to reach, but impossible to come back from.
We've added an exception to this, which applies whenever a Summoning Altar (the ones that hold all 3 relics) loses a relic and later on another relic from a different realm is placed in it. This avoids relics from different realms to coexist in the same Altar.
- Fixed: Mana Pylon cannot accumulate more than 2500 Barrier points; preventing even the possibility to generate an infinite stack of Mana Pylons on a character.
Since this was an error present in the game from a long time ago, it is quite possible that having it fixed affects the general combat balance.
- Fixed: "Mana Pylon"; "Mana Communion" and "Whirlwind" modifiers do not accumulate on a single affected character. Read explanation below.
After analyzing a great amount of reports received on both forum and Support system, we’ve found out that some Auras in the skill system were malfunctioning.
Which powers are affected by this problem?
The powers affected are: Mana Pylon, Mana Communion and Windwhirl.
What’s this problem about?
Basically, a player may be simultaneously affected by any of these auras up to 4 times, multiplying the effect by 4.
Why is this bad?
Taking as an example the skill “Mana Pylon”, that grants 30 barrier points at level 5 per round (each second): when a player is affected by 4 auras of the same effect, it accumulates 120 barrier points per round.
This behavior ends up reducing progressive damage powers such as “Sultar’s Devouring Mass” to 0 in most cases.
Why do we fix this now if the problem has been present for so long in the game?
Because we understand that the effectiveness of a lot of powers will be positively affected by fixing this, and some others will regain relevance (knight auras, progressive damage powers, etc).
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Keep in mind that this thread will continue receiving updates until it goes live (which will happen in approximately 10 days), so we recommend you to read it periodically.
Best,
Last edited by Frosk; 11-26-2013 at 06:48 PM.
Reason: Updated; Text re-structured.
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11-11-2013, 07:24 PM
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#2
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Banned
Join Date: Apr 2008
Location: Brasil
Posts: 536
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Quote:
Originally Posted by Frosk
- Fixed: Relics now, when falling on the floor, go back to their last location instead of their original altar.
With this change, we look forward to avoid players intentionally placing Relics in locations that are easy to reach, but impossible to come back from.
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hey, frosk, i didnt understand how will this work... what criteria will be used to decide what was the "last location"? will it prevent relic holder "stucking" relic in places such as thorkul hole, shaanarid roadside and imperia mountains?
thank you!
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11-11-2013, 07:55 PM
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#3
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Pledge
Join Date: Sep 2012
Location: ur mom
Posts: 39
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any upcoming change on warlock spells?
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11-11-2013, 07:58 PM
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#4
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NGD·Studios
Join Date: Apr 2008
Location: Montsognir
Posts: 775
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Quote:
Originally Posted by GreekFireborn
any upcoming change on warlock spells?
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Soon
(short text short text)
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11-11-2013, 08:03 PM
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#5
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Baron
Join Date: Feb 2012
Location: Nowhere
Posts: 765
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Quote:
Originally Posted by Ponter
Soon
(short text short text)
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And other classes?
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11-11-2013, 08:05 PM
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#6
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Initiate
Join Date: Feb 2011
Posts: 147
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Quote:
Originally Posted by errei
hey, frosk, i didnt understand how will this work... what criteria will be used to decide what was the "last location"? will it prevent relic holder "stucking" relic in places such as thorkul hole, shaanarid roadside and imperia mountains?
thank you!
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I think he mean the last fort where the relic was placed. For example, if samal relic was at imperia, and ignis holded imp until relic cage is open and someone glitchs sam relic somewhere, it will reset to imperia instead of samal.
Quote:
Originally Posted by Ponter
Soon
(short text short text)
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__________________
Jorge Segundo (RA) entre otros..
h o u d i n i - Jorge (Haven)
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11-11-2013, 08:06 PM
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#7
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Master
Join Date: Mar 2011
Posts: 422
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regarding the relics:
Please, do disable mounting with Relics (just like realm gems). It affects the gameplay in a definately bad way and makes it nearly impossible for the defending realm to stop, once the relic carrier escaped out of the trap door.
Have a banana, it's Monday
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11-11-2013, 08:13 PM
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#8
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Master
Join Date: May 2010
Location: England
Posts: 455
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Quote:
Originally Posted by Frosk
Communication at last!
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Thanks for listening and sharing, glad to see some communication from NGD, even if updates might not be what I personally want to see *cough*bugfixes*cough*, it's good to know what's going on!
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11-11-2013, 08:48 PM
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#9
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Pledge
Join Date: Oct 2013
Posts: 17
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Quote:
Originally Posted by Ponter
Soon
(short text short text)
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Please never touch knights
They are balanced.
But what about marks? It sucks that the class gets penalized for doing norms. No other class does.
Also, please nerf CCs. None should be longer than 10seconds, even that is a. lot
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11-11-2013, 08:48 PM
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#10
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Count
Join Date: Aug 2009
Location: United Kingdom, England
Posts: 1,038
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Any new changes to hunters coming?
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