Hello Realmers,
It’s all about balance… and with this update we are making some important item rebalancing changes. We’ve listed the changes so you can know exactly what to expect. We’ve also made changes to the Crystal Entity and its battle flow, to the dungeon player caps, and to the way the game handles collision. Of course, there are bug fixes to go through and a handful of new skins to check out as well!
Here are the changes we made with this release:
- Players can now select to which server they want to connect to via the launcher.
- Summons changes (VFX on spawning a summon + players can now hide or make summons transparent).
- Changed the proc sprite of Mechanical Mace and made some tweaks to the beam animation.
- Chess room is now accessible without the ARG: Players just need to say “chess” to Guill! We also fixed some bugs in it, check down below!
- Reverted April Fools/Easter resprites.
- Forge items sorting has changed. Most are sorted according to Forgefire cost.
- Teleporters that take players to the boss room no longer appear during chest events (or at all, for that matter).
- /pause function removed completely (not just the command disabled), and is also removed from the /help information.
- Improved the telegraph of Crystal Caverns bats, they now glow a more visible color as well as grow in size before explosion. Duration of the telegraph has also been reduced.
Crystal Entity battle rework
We have reworked the Crystal Entity! The new Crystal Entity’s battle flow will go like this:
- Spawns an easy Mini Boss (Lizard, Cyclops). Crystal Entity can attack and will stay Invulnerable until that Mini Boss’ death.
- When the miniboss dies Crystal Entity becomes vulnerable and uses its “Red Crystal Attack.”
- 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.
- When the miniboss dies Crystal Entity becomes vulnerable and uses its “Red Crystal Attack”
- 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.
- 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 EntityHP 90,000→ 120,000Becomes Armored during final rage at 50% HPWith 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 attackWhen it reaches less than 70% health it switches to split scorpion phase once, and at 40% health it uses the target attack onceSlow 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 |
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!
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
- Changed Forge material quantities when dismantled/crafted.
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
- The changes for this item will be released in a future patch. At the present time it will remain unchanged.
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 → 12
- Speed: 140 → 130
- Lifetime (MS): 420 → 410
- Range: 5.88 → 5.33
Enforcer’s key change comes from the adjustment of its arc gap from 6 degrees to 12 (14 on PT), which we know was a controversial one when first revealed. Our reasoning for this is not just that Enforcer outclassed every other katana, which is NOT the goal of endgame UTs, but that the weapon had no real specialization. The previous arc gap of 6 was so tight that it was effectively decorative, meaning DPS was always maximized even as its generous range for a katana.
With these changes, Enforcer is now a more distinctly dual-purpose weapon. Its true range is not the same as its max range, but it still has the reach to hit targets with at least one shot at a distance, which itself is still strong. And by being more daring, you can get closer to land both and regain that extreme DPS for a risk/reward balance. This is still FAR from the proximity required for DBlade as some comparisons made, but it makes Enforcer not instantly the best and safest choice in every situation.
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 players stand in the banner they ‘just get the buff’. It shouldn’t be missable if players 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
- 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
- +0 MP → +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)
Chess
- Fixed a bug with the black king incorrectly checking squares under attack by white pawns.
- Fixed a bug where castling was initiated when moving the king onto a “castling square” outside of the real castling sequence.
- Fixed a bug where a player could skip an opponent’s move while promoting a pawn.
Dungeon Caps
- Court of Oryx Dungeons have all a maximum number of players of 25.
- Other Dungeons that have had a maximum number of players of 65 have now been reduced to 50.
These changes are related to our long-term plans, and it’s important for both performance improvements and overall game balance. We feel these changes will fit better the intended game experience and work with mechanics like bosses’ HP scaling.
Collision
- 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 behaviour 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.
Please note: There’s a small chance we might have missed something affected by this collision issue. If players notice any weird behavior, please record that part of the gameplay and send us a support ticket.
New Skins
- Paladin Beachcake and Beefcake skin
- Glyph Researcher Trickster Skin
- Rainmaker Sorcerer Skin
- Oryx the Baby God Pet Skin
- Paladuck Paladin Skin
- Biard Pet Skin
- Malus? Pet Skin
- Possessed Earring Sorcerer Skin
- Lonesome Swordswoman Samurai Skin
Bug Fixing
- Fixed a bug that caused enemy icons to be enlarged when a user enters the dungeon.
- We believe we have fixed the bug which caused thrown objects (such as tossed minions or AoE attacks) to be invisible and not render their sprite. Although we were no longer able to reproduce the bug on our side after fixes, please let us know if it still occurs anywhere!
- Fixed a bug that caused the players to get a “You can not download this build” error on the launcher on Production after switching from Production to Testing environment.
- Fixed a bug that caused the user not to receive the verification email after clicking on the “Resend Mail” button when creating an account.
- Fixed the /ignore command.
- Fixed a bug that caused the new players to get the tutorial only on the second launch of the game.
- Fixed a bug that causes disconnections when a player spams the fire button as soon as he removes the weapon from the weapon slot.