The first update for August will be coming tonight at 00:00 server time - the server will be down for approx. 30 minutes to apply the following fixes and changes:
ITEMS
Mount Runes
Mount Runes that grant Immunity to debuffs have been changed to only Resist new incoming debuffs whilst on the mount - they no longer remove existing debuffs. This is how they were originally intended to work but due to restrictions in the immunity system it was not working properly - they will now be working as intended.
Any players that purchased these runes are welcome to a full refund if they wish - just send me a private message with your character name and the name of the mount it's in, and the rune you want refunded.
The runes that have been changed are:
Resist Rune
Amnesty Rune
Endure Rune
Nimble Rune
Steadfast Rune
Faithful Rune
Resolute Rune
Unwavering Rune
PETS
Pets auto-attack skill icon and tooltip is now displayed in the pet window above the learned skills, showing if it's a Physical or Magic based attack, it's range, cooldown and chance effect details.
Pet auto-attack skill information will also be added to summon scrolls but I haven't finished it yet so it might not make it into this update.
Pet attack skills
Bite and
Whack damage over time effect duration increased from every 3s for 10s to every 3s for 12s, giving 4 ticks of damage instead of 3.
Pet heal skills
Heal Blessing and
Magic Blessing duration increased from every 3s for 10s to every 3s for 12s, giving 4 ticks of healing instead of 3.
You no longer need to keep selecting your pet when you open the Pet Intensify window, the currently selected pet from the Pet window will be used.
Fixed the error! text when teaching your pet a new skill.
The base speed of pet auto-attacks has been reworked. The base speed is now dependent on the pet type (melee, hybrid, caster, ranged etc.) with a modifier based on its rarity (common, rare, epic etc.). This means the higher quality the pet, the faster it will attack.
Melee/Hybrid - the fastest but have to get up close and risk taking damage
Common 1.167s
Uncommon 1.134s
Rare 1.101s
Unique 1.068s
Epic 1.035s
Moolah 0.952s
Defender
Common 1.267s - fast but have to get up close and risk taking damage
Uncommon 1.234s
Rare 1.201s
Unique 1.168s
Epic 1.135s
Moolah 1.052s
Ranged/Caster - slower but don't have to worry about taking damage
Common 1.367s
Uncommon 1.334s
Rare 1.301s
Unique 1.268s
Epic 1.235s
Moolah 1.152s
Support
Common 1.467s - the slowest attacks of all types
Uncommon 1.434s
Rare 1.401s
Unique 1.368s
Epic 1.335s
Moolah 1.252s
The majority of melee type pets will now attack faster than before (some considerably faster).
Ranged type pets will be the same or slightly slower in some cases, but mostly affecting the lower quality type pets (Common, Uncommon, Rare).
As always, you can increase the overall Attack Speed of your pets by feeding them Agility Tonics or using Agility cards on their armor and by teaching them the Quick Hit skill. They get the same amount of Attack Speed per point of Agility as players.
MONSTERS
Magic Tower Insane Payaso's summoned monsters stats and damage have been reduced considerably. He was incorrectly summoning the Circus Insane version of the monsters.
Magic Tower Insane Arcturis now spawns additional Golems instead of ToAi monsters and now uses his Attack Speed and Crit Protection aura instead of Magic invincibility.
TAROT
Players getting a reading from your
Tarot Stall can no longer stop you from closing the stall. If you close your stall whilst a player is getting a reading, the reading will now be cancelled. You can see when somebody is getting a reading so please me mindful of that and don't close before they are finished, unless of course they are purposely delaying to be annoying.
The issue of
Tarot Points gained from giving readings on a
Tarot Stall not getting updated in the
Points & Reputation window until a relog has been resolved.
INTERFACE
Fixed the missing chat window text when you receive a friend request.
BATTLEFIELD
Battlefield team creation will now attempt to evenly match player class types across both teams where possible, resulting in less battles with multiple healers or tanks on one side and none on the other. Class types are Healers, Tanks, Ranged (casters and gunners combined) and finally Melee.
I'm currently considering some other ideas to make battlefields more fun and more accessible to everyone, including a ban system allowing each side to vote to ban the other side from doing something, like using monster transformations, mounts, potions etc. I am also looking into having some battlefields where stats are normalised right down, or not using the stats from titles, costumes etc. It would only be for certain battlefields/time slots, not all. And finally, a new battlefield where you play as a transformation, relying only on it's skills and stats rather than those of your character. Just ideas that I thought I would share.
Thoughts and ideas welcome as always