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Ryan

[June 16th, 2020] QoLs, Fixes, Improvements and more!

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Patch notes:

  • Blood obelisks (wildy boss spawning)
    • We've heard quite a bit of reports about players not being able to carry out their Boss Hunter blood slayer tasks (depending on the boss)
    • In order to remedy this and allow for more wilderness activity, we've added this new feature!
    • The following bosses now have "blood obelisks" at their lair in the wilderness, where you can spawn your own personal boss:
      • Blood hydra
      • Crazy archaeologist
      • Chaos elemental
      • Barrelchest
      • Vet'ion
         
    • There are a few requirements and restrictions to this in order to keep this balanced:
      • You can only spawn bosses via obelisk if it's your blood slayer task
      • There can only be 3-4 players with spawned bosses (depending on the boss) at a time (per boss)
      • You can not attack the main/actual boss if you have a spawned one
      • Your boss will disappear if you are too far from it, or it gets dragged too far from the obelisk
         
    • Bosses spawned by obelisks can indeed trigger a superior boss spawn if it has a superior version!
    • For other players, these bosses will appear as a "shadow" figure of the boss in order to reduce confusion, and will not have an attack option in order to reduce misclicks

      Pmbv2wj.png
       
  • Safety teleport (DCing/Crashing)
    • If your character disconnects, or your client crashes/closes, the server will attempt to make your character use the "Teleport to home" spell
    • This should help reduce instances of players being locked out of their account while in combat or dangerous locations
    • Just like the actual teleport spell, it will not work if you are restricted (wilderness level, tele-block, etc.)

      Z2Cs0RQ.png
       
  • Combat fixes and improvements
    • The hit delays for ranged and magic combat should now be proper
      • Our improper hit delays caused for very poor combat scenarios, some of which made it near impossible for enemies to "out eat" combos
      • As a result "hit stacking" should also be far more proper, especially when switching from range/mage to melee
      • Things that influence hit delay with range/mage are your distance from the target & your PID
    • Fixed the attack distance from granite maul spec
      • The special attack still functions like before, but if you're too far away it will light up the spec bar and only attack once your character runs up to a close enough distance (before this fix, you were able to spec from any distance)
    • Balanced the abyssal dagger and abyssal dagger (i) special attack
    • Balanced the korasi's sword special attack
    • Balanced the barrelchest weapons special attacks (standard, not malevolents)
    • Improved the magic damage set effect bonus for purple graceful
    • Fixed an issue with Sythe of vitur's multi attack in PvM combat
    • Fixed DHL (Dragon hunter lance) not granting bonus damage against Great Olm (Chambers of Xeric)
    • Fixed freezing in the duel arena
       
  • New clan features
    • There are now new commands for clan owners and ranked members to use for easier management!
    • All of the commands above can be used by any member of your clan that has the rank/privilege to kick/mute:
      • ::ccranks - Shows a list of all clan members with a rank (ordered from greatest to least in superiorirty)
      • ::ccbans - Shows a list of all usernames banned from the clan (shows time remaining if temp ban)
      • ::ccmutes - Shows a list of all usernames that are muted in the clan (shows time remaining if temp mute)
    • In addition, we've also added a ::ccdemote [name] command for clan chat owners!

      LPuflut.png

      Y4IMwX4.png
       
  • Other gameplay changes & Bug fixes
    • The summer event is coming soon! We added a new theme to the game world while you guys wait (type ::summer to disable it)
    • Fixed the notorious "logout bug" where players were being attacked by other players after logging out
    • Separated the drop rate for "ring of vigour" for chaos elemental between wildy/non-wildy
      • Buffed the wildy vigour drop rate and reduced the non-wildy (dzone) rate
    • When doing cursed BH, you will not received cursed emblems if you were unskulled at any point during the fight
      • Players were abusing the skull requirement by typing ::skull at the end of their fight, which led to this system in order to prevent it
    • You now receive a bonus chance for gold/deep-wild artifacts when you have a "Very high" or "Extreme" wealth risk
    • You now receive a bonus chance for grand treasures (balmung, DDS scroll, etc.) when you have "Very high" or "Extreme" wealth risk
    • You can now drop items in Kharazi (minigame) if you're in PvM combat
    • Fixed an issue where wilderness bosses sometimes respawned in the wrong location
    • Fixed a bug where players could unskull themselves whil wearing an amulet of avarice
    • Optimized the client with interfaces such as the marketplace, item spawner, and NPC drop table which should improve client memory usage
    • Improved the look/feel of "new hit marks" especially in scenarios where there are large hit stacks
    • Increased inquisitor mace protection value
    • Increased swift bow protection value
    • Increased swift blade protection value
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so how much of a nerf did these weapons get, you wernt able to see what ur max was with the specs before other then in live combat. ?

 

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So i understand changing the drop rate of vigours. But i dont think its fair to nerf ::mythic zone drop rate as well. The mythic revs arent nearly as good of cash. Just seems to me mythic is a complete waste at this point.

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What does everyone think of the new ranging mechanic? I feel magic works well with the quicker time from cast to hitsplat, but range is a bit off? Just wondering how everyone else finds it. Might just be a case of getting used to it again.

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