Public Testing this weekend!

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Hello Realmers,

We will have the release of the 1.5 update happening on the 4th of May and, as usual, we are letting the most curious of you take a sneak peak in a Public Testing Session happening over the weekend. So feel free to join at our Testing servers (remember to change it at the top right corner of the launcher). If you haven’t made a testing account yet, remember you have to. Your regular one won’t work there.  You can also download the new testing version of the launcher at test.realmofthemadgod.com. It’s not mandatory in order to join the testing server, and the game and testing environment will work perfectly without it… but it’s something new for you to check as well. 

Here’s a list of the changes you can see:

  • Summons changes (VFX on spawning a summon + you can now hide or make your  summons transparent)
  • Changed the proc sprite of Mechanical Mace and did some tweaks on the beam animation, check them out!
  • Chess room is now accessible without the ARG: you just need to say “chess” to Guill!
  • Reverted April Fools/Easter resprites

Crystal Entity battle rework

We have reworked the Crystal Entity! The new Crystal Entity’s battle flow will go like this:

  1. Spawns an easy Mini Boss (Lizard, Cyclops). Crystal Entity can attack and will stay Invulnerable until that Mini Boss’ death.
  2. When the miniboss dies Crystal Entity becomes vulnerable and uses its “Red Crystal Attack.”
  3. Once the Crystal Entity’s health goes below 75%,  spawns another mini boss (Scorpion, Fish). Crystal Entity can attack and will stay Invulnerable until that Mini Boss’ death.
  4. When the miniboss dies Crystal Entity becomes vulnerable and uses its “Red Crystal Attack”
  5. Once the Crystal Entity’s health goes below 50%,  spawns a final mini boss (Monstrosity). Crystal Entity can attack and will stay Invulnerable until its death.
  6. When the miniboss dies Crystal Entity becomes vulnerable and uses its “Red Crystal Attack” (This will last until it dies)

Also, we have worked a bit on the colors associated with each phase of the battle to make it more congruent with the overall theme.

Crystal Entity
– HP 90,000→ 120,000
– Becomes Armored during final rage at 50% HP
– With each rage, pulse entity travels faster and boss has more attacks
Crystalized Lizard (Easy)
– New shotgun type attack added (5 shots, 160 dmg/shot)
– Crystal Walls no longer confuse and slowRandomized starting position 
Crystalized Cyclops (Easy)
– Randomized starting position
Crystalized Scorpion (Mid)
– Scorpion now does cycles through shotgun and spin attack
– When it reaches less than 70% health it switches to split scorpion phase once, and at 40% health it uses the target attack once
– Slow shotgun projectiles speed and damage reduced (225–>180)
– The spiral attack has 4 tentacles now and has higher damage (115-120)
– Split scorpion do less damage on explosion (100-175)
– Split scorpion flashes for half a second before exploding
Crystalized Fish (Mid)
– Now immune to Stun

Collision detection improvements

Enemies no longer ignore any changes made to the map.

An example of this would be when the setpiece for the Lost Sentry is created. Previously, any enemies would ignore the walls and go straight through them. Now they are blocked by it instead as they should

Another example is the Beehemoths getting stuck on seemingly nothing, because the setpiece overwrote once unwalkable ground (Cyclops God castle). Instead they move over traversable ground as normal.

This change affects some enemies that used this bug as a feature. All of these have been adapted to work in this new setting. Externally, it should seem as though nothing changed. Some examples of this:

  • Hermit God can still move through its deep water, as well as any arbitrary enemy. However, players still cannot.
  • Chief Beisa can still walk over the space tiles he creates, but not escape the boss room.
  • Oryx 3 cannot escape the boss room at the start, despite the gate being open.

Item Rebalance

We’ve got some long awaited balance changes coming up! Below is a pretty sizable list of item balance, ranging from little touch-ups to significant changes. We’ve mainly targeted items which were left behind in other balancing efforts of the past several months, so hopefully these are exciting to see and try out!

Ray Katana

  • Damage: 111 → 140
  • RoF: 100% → 110%
  • Range: 6.11 → 6.2

Kageboshi

  • MP Cost: 80 → 100
  • Held effect removed
  • Shoots 4 projectiles instead of 1
  • Projectiles now boomerang
  • Damage: 400 – 600
  • Lifetime (MS): → 800 
  • Range: 8.4 → 6

Trap of the Vile Spirit & Trap of the Blood Spirit

  • Damage: 650 → 800, now armor pierces
  • Throw Time: 0.75 → 0.5 seconds
  • On Equip: 
    • +20 MP → 0 MP
    • +3 ATT → +4 ATT
    • +3 SPD → +4 SPD

Amber Encrusted Helmet

  • Removed Cooldown

Robe of the Mad Scientist

  • On Equip: 
    • +55 MP → 0 MP
    • +4 ATT → 0 ATT
    • +13 DEF → +12 DEF
    • 0 WIS → +7 WIS
    • +2 VIT → +7 VIT
  • Added “On Ability Use” Proc: +25 MP

Soul’s Guidance

  • Proc Cooldown: 1s → 0.4s
  • Forgotten Soul spawn chance: 10% →  15%

Plague Poison

  • On Equip: 
    • +2 ATT → +4 ATT
    • +2 ATT → +4 WIS
  • Throw Time: 1.5 → 1.2 seconds

Resurrected Warrior’s Armor

  • Trigger on taking damage: 0 → 40 
  • No Stacking of Wisdom Debuff
  • On Equip: +15 WIS → +20 WIS

Staff of Esben

  • Amplitude 1.35 → 0.85
  • RoF: 0.8 → 1.0
  • Damage 70-90 → 55-75

DPS is effectively still the same. Primarily the shot pattern is affected.

Orb of Aether

  • MP Cost 90 → 110

Fire Dragon Battle Armor & Eggre Battle Armor

  • Added “On Ability Use” Proc: Deals a burst of 500 damage to enemies within 5 sqrs and poison them for 500 damage over 5 seconds. Cooldown 15 seconds.
  • On Equip: +4 ATT → +6 ATT

Leaf Hide Dragon Armor

  • On Equip: 
    • +3 VIT → +5 VIT 
    • +3 WIS → 0 WIS
  • Added “On Ability Use” Proc: Increase defense by 15 for 5 seconds. Cooldown 15 seconds

Water Dragon Silk Robe

  • On Equip: 
    • +12 DEF → +13 DEF 
    • +3 WIS → 0 WIS
    • 0 VIT → +5 VIT
  • Added “On Ability Use” Proc: Heals 100 HP and applies healing for 3 seconds when under 75% HP. Cooldown 15 seconds

Ring of the Sphinx & Enchanted Ice Shard

  • On Equip: +4 WIS → +4 ATT

Tome of Holy Protection & Tome of Frigid Protection

  • On Equip: +4 VIT → +4 DEF

Pharaoh’s Requiem

  • Changed mask behavior to orbit in place instead of randomly wander
  • Reduced mask size 120 → 100
  • Mask radius: 2.5 → 3

Hivemaster Helm

  • Cooldown removed
  • Bees are now summons (meaning using the ability again replaces the existing 3 bees!)
  • Curse chance 50% → 100%

Ritual Robe

  • On Equip: +15 WIS → +20 WIS

Bloodshed Ring

  • On Equip: 
    • +100 HP → +110 HP
    • +5 DEF → +6 DEF 
    • +5 WIS → +6 WIS

Quiver of the Shadows

  • On Equip: +2 DEF → +6 DEF
  • Arc Gap: 8 → 5
  • XP Bonus: 7% → 8%
  • Pierces through obstacles

Armor of Nil

  • On Equip: 
    • +24 DEF → +26 DEF
    • -4 SPD → -3 SPD

Superior

  • Projectile size reduced by 25%

Gambler’s Fate

  • Throw Time: 0.8 → 0.6 seconds
  • Throw Object color: FFD800 (gold)

Turncoat Cape

  • Invisibility: 2 → 3 seconds
  • Proc Activated on taking: 40 → 30 damage

Lumiaire

  • Projectile size reduced by 25%

Divine Coronation

  • On Equip: 
    • +90 HP → +110 HP
    • +40 MP → +55 MP

Enforcer

  • Arc Gap: 6 → 14
  • Speed: 140 → 130
  • Lifetime (MS): 420 → 410
  • Range: 5.88 → 5.33

Ballistic Star

  • Shots now pass through objects for less interruption
  • offsetAngle of main shot 0 → 45
  • offsetAngle of secondary shot – 90 → 135

This change is so that one of the stunning projectiles of the star is shot out straight ahead 

instead of sideways.

Centaur’s Shielding

  • Proc Duration: 3 → 4.5 seconds

Battalion Banner

  • Duration of the Damaging buff from the banner: 1 → 0.6
  • Cooldown of buff application 1.0 → 0.2

Effectively making it more consistent, like the marble seal: If you stand in the banner you ‘just get the buff’. It shouldn’t be missable if you stand in the radius!

Oryx’s Escutcheon:

  • Throw Time: 0 | 0.8 → 0.6 | 1.6 → 1.2 seconds
  • Stun Duration: 1.4 → 2 seconds
  • Damage: 850-900 → 1000-1200 
  • Radius: 2.25 → 2.75 
  • Max Cast Range: 2.5 → 3.0

Thousand Shot & Blazon Bow & Sunny Side Bow

  • Damage: 45-130 →  60-125
  • Blazon Bow XP Bonus: 7% → 6%
  • On Equip: -5 SPD → 0 SPD

Sealed Crystal Skull

  • Min Wis: 30 → 25
  • Ignore Def: 55 → 70

Bottled Medusozoan

  • Removed cooldown

Cloak of the Mad God

  • Cooldown: 6.5 → 6
  • MP Cost: 125 → 110
  • On Equip: 0 DEF → +5 DEF
  • Feed Power: 900 -> 950

Lightshow Scepter

  • Mana Cost – 125 → 100 
  • Wisdom on Use – 10 → 20 
  • Mana on Use – 30 → 50 (Only if using the full set)

Performer’s Hat

  • On Equip: +70 HP → +77 HP
  • Procs Cooldown: 20 → 15 seconds
  • Procs Chance: 15% → 20% 

Ancient Spell & Spectral Spell

  • Damage 53-115 → 55-115 
  • On Equip: 
    • 0 SPD → +2 SPD
    • 0 VIT → +5 VIT

Harmonious Harp

  • Speed: 50 →  65
  • Lifetime (MS): 1200 →  1000
  • Total Range: 6 → 6.5
  • Rate of Fire: 80% → 85%

Nectar Crossfire

  • Damage: 35-60 → 50-65

Oryx’s Greatsword

  • Damage: 185-245 → 185-215
  • RoF: 110% → 120%
  • Range: 2.8 → 3.5

Tricorne of the High Seas

  • Cooldown: 5 → 0
  • Proc Cooldown: 6 → 3
  • Applied wismod formula of tiered helms
  • Proc damage threshold: 60 → 40

Staff of Eruption

  • Amplitude: 0.35 → 0
  • Lifetime (MS): 300 → 366
  • Range 4.5 → 5.5

Kiritsukeru

  • Damage: 190-260 → 220-270

Watarimono

  • MP Cost: 100 → 80

Reinforced Root Armor

  • Negative speed proc removed
  • On Equip: +4 SPD → 0 SPD
  • New “On Hit” Proc: While wearing “Traveler’s Trinket” and taking 40 damage, + 20 vit for 4 seconds. 6 seconds cooldown.

Daring Discoverer ST Set Bonuses:

  • On Equip 2 Pieces:
    • +3 DEF → +4 DEF
    • +3 ATT → +0 ATT
    • +2 SPD → +4 SPD
    • +0 MP → +40 MP
  • On Equip 3 Pieces:
    • +3 SPD → +0 SPD
    • +3 DEF → +4 DEF
    • +0 ATT → +4 ATT
    • +50 MP
  • On Equip All Pieces:
    • +6 ATT → +8 ATT
    • +5 DEF → +8 DEF
    • +40 HP

This information is a bit difficult to digest at face value. Hence, this is the difference of the whole set bonus, compared to before:

-5 SPD, +40 MP, +3 ATT, +5 DEF

Additional Feed Power & XP changes:

  • Arcane Rapier (600 → 700 FP)
  • Snake Charmer Pungi (600 → 650 FP)
  • Cloak of Cubic Enigma (1000 → 800 FP | 6 → 7% XP)
  • Seal of Cubic Conundra (1000 → 800 FP | 6 → 7% XP)
  • Shadow Serpent Sidearm (500 → 800 FP | 6 → 7% XP)
  • Sealed Crystal Skull (6 → 7% XP)
  • Skull of Endless Torment (8 → 7% XP)
  • Wakizashi of Crossing Fires (6 → 7% XP)
  • Crystal Sword (400 → 600 FP)
  • Enchanted Ice Blade (400 → 600 FP)
  • Crystal Wand (600 → 700 FP)
  • Frozen Wand (600 → 700 FP)
  • Jade Storm (900 → 950 FP | 6 → 7% XP)
  • Shield of Flowing Clarity (900 → 950 FP | 6 → 7% XP)
  • Tome of Holy Furor (6 → 7% XP)
  • Mayhem Medallion (350 → 850 FP)
  • Ring of Wrath (350 → 850 FP)
  • Autarch Amulet (350 → 850 FP)

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