The short and to the point explanation
There was a bug that was causing all stats above 127 to not be fully utilized as intended. This was hard to spot but after testing things and looking closely at the code I was able to find and fix this bug. This will effect everyone who had any stats past 127.
Second there was a bug with Critical Damage. Well specifically a few pieces of gear that were using whole numbers as multipliers instead of decimal. The bug for this is fixed so that weapons are no longer criting for 10-30 times the damage, instead they are working as they were intended to.
Finally, to make it easier for testing and ensuring everything is working well, I've made some changes to the -stats command. -stats no longer requires -debug to show stat info, but no longer shows the exp info, you can now use the -exp command to see that.
INT now continues to provide SP for every INT, no limits! This means you can continue getting more and more INT to deal more and more damage.
INT now applies its full weight on all damage. There was a bug that caused INT to be treated as 127 even if over 127. It is fixed now.
INT now applies its full weight on all debuffs. There was a bug that caused INT to be treated as 127 even if over 127. It is fixed now.
STR now continues to provide damage boosts past 127 as this bug is now fixed. It is now supported to add damage up to 500 STR.
DEX now continues to provide damage boosts past 127 as this bug is now fixed. It is now supported to add damage up to 500 DEX.
CON now adds more HPMAX on login if you have more than 127 CON
CON now adds more HP Regen if you have more than 127 CON
WIS now adds more MP Regen if you have more than 127 WIS
WIS now continues to resist debuffs past 127 WIS
CHA now adds more luck if you have more than 127 CHA
DEX now adds more ER after 127 dex
-stats now shows ER and Elemental Defenses stats
Pets and summons are now capped at 6 out (not including dolls)
A bug with a message saying you are not high enough level when you are is now fixed.
Ultimate Defense, T5 Knight spell now protects from 50% damage (was 10%) and reflects 50%(5k cap) for monsters and 20%(3k cap) for players.
Formulas for the most popular spells have been adjusted to match the changes to INT and SP so they do not cause the damage to be too high.
All of these changes apply to to monsters as well as players.
Sky Castle Changes
During Sky castle siege the crown will no longer spawn until you kill both the Assassin and Legendary Zajako.
Assassin spawn was moved to be more "conveniently" located
When taking the crown, all players inside of the sky castle will be teleported to the new safety zone version of inside of the castle where no mobs spawn. In a future restart the npc for crafting items will be moved here from the island outside and an npc will be placed on the island to teleport to inside of the castle during player owned time periods.
When siege starts again, the players are evicted and the inside is no longer a safety zone.
In the near future the Sky Castle Dungeon and/or Sky Gardens will be released and will only be able to be traveled to during player owned time periods.
Codex of Time now has Christmas Presents instance on it
Codex of Time now has the beta version of a new instance called Summer Beach Bash. The drops are working for this instance and there are plans to expand the drop list this summer.
- PVP should be much more fun and balanced.
- Growing Stronger should not be something you ever can stop doing.
- Growth of even one STR, DEX or INT should now be noticeable and worth while.
- If you haven't played in a while and you thought you were maxed out and nothing seemed worth the grind to do, try coming back and see if you like the changes, I think you will!!
- Lastly, I will be watching for imbalances and tweaking things over the next week, so if things feel too weak, don't worry I'll get it right!!