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AoD v1.2.1 Major Patch



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Pecon
Administrator
All of you currently enjoying v1.2 will surely love this. Finally, a big update that doesn't require your save data to be reset!

Core Game Changes
The Death Rework
- Death has been overhauled to be much less punishing, while still fulfilling its intended mechanics.
- You no longer lose a percentage of your gold and EXP. Now, each death is measured in gold value based on your total EXP. This value scales from 100 gold at minimum EXP to 150,000 gold at 1 million EXP. This value is capped at 150,000 gold; so players with extreme amounts of EXP can't lose monumentally large amounts of progress in a single death.
- When you die, gold you are carrying on you is spent to pay for your death cost; if you can pay the full death cost with your on-hand gold then you will not lose anything else.
- If you don't have enough gold, you will drop up to half of your inventory items at random, but you'll always retain at least three items regardless. Each item dropped this way will help pay more of the remaining death cost. These items become shop items on the ground where you died, so they must be repaid in order to be picked up again.
- Soulbound items such as Gram, chests, and curses are also applicable to this system and so are no longer automatically lost on death. Soulbound items which are randomly dropped cannot be recovered and will burn away moments after death.
- Finally, after dropping items any remaining death cost will be paid with EXP at a rate of 2.25 gold per EXP.
- You will get a popup box with a breakdown of your death cost a few seconds after each death.

Christmas Event
- Thanks to collaboration between Conan and Sentry, there is a simple christmas event to do which you can find the start of right in town!
- The town is temporarily decorated.
- Find quest items in the dungeon to claim an event-exclusive reward item!

Divine Crafting
- Added new 'crafting' prayer which can be used to obtain a couple ultra rare items.
- Using this prayer will check your inventory for compatible components and combine them if they match a recipe.
- Can you figure out any recipes? (Hint: All of them require a golden idol as a catalyst)

- The town music has been updated with a cover of Little Madra by Carbon Zypher.
- The floor portals have had their visual appearance updated by Carbon Zypher.
- The healing system has been modified to be more robust. This fixes a few longstanding issues with healing, especially for dungeon enemies themselves. Unfortunately the inconsistencies with healing spells seem to have not been entirely resolved with this. (We still have no idea why they're inconsistent. I blame Math Bad)
- All potions have been buffed and now grant much more of their respective resource than they used to. They also show exactly how much they grant when held. EXP potion prices have been increased accordingly for this.
- New coin sack items are now available in chests and drop tables. Use them to unbag a bunch of coins! Chests now drop coins less frequently to balance the existence of these.


Class Updates
Melee
- Spears are now obtainable melee weapons. These are the oddball of melee weapons, you have extreme range but cannot hit anything at point-blank.
- Spears have a backdash special ability when using melee class armor, use this to stay in appropriate combat range.
- Spears cannot be bought in town, but can be found anywhere else where melee weapons could normally be obtained (dungeon shops, drop tables).
- Axes are now much faster and have DPS more comparable to the other melee weapons.
- The forward dash axe special ability is usable when melee class armor is equipped.
- Longswords can now cleave multiple enemies, and now have a 'sweet spot' near the edge of their range which deals increased damage. Use good positioning and intuition to greatly increase your damage output.
- The throwing dagger special ability now throws three daggers straight in a row rather than in a fanning formation.
- The shortsword's shield now also reduces some incoming melee damage while active.
- Some DPS balance adjustments across the board.
- Gram can now only crit once every ten seconds, reducing its boss-fight DPS without affecting its power for general dungeon crawling.
- The Dragon Dagger (p++) and Feast & Famine have had their poison abilities reduced.

Ranged
- Bow/crossbow special attacks now scale up in damage based on bow tier. This should help make their power level less stagnant.
- Swiftbow base damage increased.
- Crossbow base damage increased substantially.
- Legendary bow base damage increased slightly.
- Poison modifier slightly nerfed.
- Fire Crystal modifier buffed.
- Arrow Bombs modifier replaced with Thermite Shrapnel modifier. Bomb arrows were not really good at fulfilling their intended purpose, so we got you an incendiary shotgun instead.

Magic
- New channeling orb model by Conan.
- Healing spell heal ratios have been nerfed. (Cauterize 40% -> 30%, manaStitches 60% -> 45%, auroraHealing 75% -> 60%)
- Cauterize and manaStitches now have more range for ally healing.
- Slightly buffed frostShards DPS.
- Awesome new VFX for sunBurst designed by Magus.
- Sunburst buffed substantially.
- A couple new spells designed by Carbon Zypher have been added.

Dungeon Enemies
Bosses
- Added the new Floor 4 boss designed by Carbon Zypher and Magus!
- Added the new Dark Wraith miniboss designed by Carbon Zypher!
- Decreased floor boss rewards across the board a bit, so boss runs consist of a similar amount of total reward as before.
- A floor 5 boss is mostly complete but is being pushed back to another update so that we can get this update out to you today!
- The overall difficulty level of the Cursed Knight has been reduced a bit to make it more accessible to players who would normally be able to clear floor 3.
- The Cursed Knight's absorption attack now duplicates each projectile it absorbs, making it a bit more relevant to the fight.
- The Cursed Knight has had some dialog changed.
- Fixed an unintended mechanic where the Cursed Knight said a line of dialog any time it absorbed a projectile with the absorption ability. This has been fixed such that the dialog is only used when a substantial amount of projectiles are absorbed.
- The Spider Boss's healing mechanic now makes sense due to a fix in the healing code.
- The Spider Boss should now more consistently stay visually flipped over while walking or eating on the ceiling.
- Fixed some weird behaviors with the Troll Boss.

General
- Enemies now regenerate 1% of their max hp every two seconds while completely out of combat. This also applies to bosses.
- Enemies now track who/what is dealing damage to them, and will sometimes prioritize their targets accordingly.
- Enemies now support fighting each other in the right circumstances.
- Enemies no longer lose the ability to fight players while in town, they're dangerous!
- Town guards now automatically attack enemies that enter town. They're no longer useless!
- Fixed human enemies (bandits, etc.) not understanding how walls work and trying constantly to walk through them instead of looking for new targets.

That's all! Servers should soon be online again with this patch. Thanks for all your patience!

(PS: Unless otherwise specified most changes made in the 'class updates' section were done by Conan. It would have looked rather visually cluttered if I specified that he did each of those changes. Thanks for doing so much work on AoD this month Conan :) )
Panpour5
let's go!!!
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