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Group Attack Is Now Online!

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The new Update 1.60, Group Attack, is now available in-game! Read this changelog to see what's new.


Try a new kind of group search experience with Group Attack. And that's just one of the new features available right now!

In this new update, you'll find:

  • the Group Search feature
  • changes to Perceptors 
  • changes to the custom set with the Elite Bonus Pack
  • new equipment
  • updates to the Wisdom characteristic
  • and much more!


Full changelog for the changes in this update

Group Search for Dungeons 

A new group search feature is now available in the game! It's accessible through a new button in your shortcut bar, or by talking to the dungeon NPCs. 

Learn more about it in the dedicated devblog article!

 

Changes to the Wisdom Characteristic 

Wisdom, which could previously be increased at a cost of 3 characteristic points for 1 stat bonus, was a significant asset in light of its effects and its impact on the experience earned by players. In short, it allowed characters to reach level 200 more quickly. However, choosing the Wisdom path generally meant neglecting other characteristics that are useful in combat, and it thus had a negative impact on players' experience throughout their adventure by making them dependent on others. 
 
With the arrival of the group search feature for dungeons in version 1.60, we felt it was critical to get rid of these behaviors, which were harmful both to Wisdom-path players and to others. That's why, as mentioned in an earlier devblog post, we decided to eliminate the connection between the experience a character earns and how many Wisdom points they have. 

Learn more about it in the dedicated devblog article!

 

Improvements to Custom Sets 

  • Added 8 additional custom set slots. 
  • In addition, and only for users of the Elite Bonus Pack, the following features are now available through a new button in the dedicated interface: 
    • Ability to save the character's stats 
    • Ability to save spells' levels and their positions in the shortcut bar 
    • Ability to save the character's colors 
  • The button to access the portable bank has been removed from the custom set interface. 

Changes to Perceptors 

  • Perceptors can now be controlled by defenders: 
    • Control is given to the first player who joins the defense. 
    • When that player dies, they will still continue to control the perceptor. 
    • If the player leaves the fight, control of the perceptor will be passed along in order of initiative on the timeline. 
    • If there is no one left who can control the perceptor, it will revert to standard monster behavior. 
  • A new starting spell has been added. This starting spell will provide a bonus to the defending team as long as the perceptor is alive. When the perceptor dies, it will apply a temporary penalty to allies. 
  • Perceptors' spells have changed to increase their usefulness and strategic aspects in combat. 
  • Armor spells have been removed and replaced by a spell that applies a shield that depends on the spell's target's level. 
  • Perceptors' Wisdom characteristic has been replaced by Power, which can be increased by investing points. 1 point invested gives 2 Power. 
  • Spell or characteristic deleveling potions for perceptors have changed: 
    • Armor deleveling potions have been removed, since the spells no longer exist. 
    • The Wisdom deleveling potion has been replaced by a Power deleveling potion. 
    • A deleveling potion has been added for the "Protective Shield" spell. 
  • All points invested in perceptors will be refunded, with the exception of those invested in the maximum number of perceptors that can be placed. 
  • Up to two alliance members can now take part in defending a perceptor. 
  • A "female" skin has been added for perceptors and will be used at random. 

New Equipment 

New level-200 weapons and equipment have been added to the game: 

  • Bethel's Panties 
  • Hungry Pendant 
  • Summery Necklace 
  • Crustic Ring 
  • Mantaze Cloak 
  • Albueran Warrior Ring 
  • Hattee 
  • Protozash 
  • Funerbroadsword Mask 
  • Micrab Slippers 
  • Troubadoration 
  • Spookkoth Amulet 
  • Berylbell's Tonfas 
  • Blade O'Ven 
  • Bitter Billhook 

Changes to Some Equipment 

  • The equipment conditions have been relaxed for the following items in terms of their Wisdom requirements: 
    • Hammer Ingthaiphoons: 100 → 70 
    • Root Een: 150 → 100 
    • Zoth Warrior Axe: 250 → 220 
  • The Kolosso set's bonuses have changed. 
  • The Cawwot Dofus's Wisdom bonus has been replaced by a bonus of 25 in all 4 elements, as well as a Power 1 experience bonus. 
  • The Dofus's equipment level has increased: 6 → 40. 
  • The Dolmanax's bonuses have increased from 50 to 60, and a 60 Wisdom line has been added. 
  • To better integrate with the changes to Wisdom, the following item have changed: 
    • Incarnam Shield 
    • Sponghield 
    • Librarian Amulet 
    • Pin of Mhete 
    • Amulet of Luck 
    • Pota Ring 
    • Aerdala Wedding Ring 
    • Sandals Koholiks 
    • Adelus 
    • Pink Tutu 
    • Gulliver 
    • Akwadala Hat 
    • Turkohat 
    • Purrin Axe 
  • The Croknives' Critical Hit bonus damage has decreased: 7 → 4 
  • The number of uses per turn for Thanos's Staff has decreased: 2 → 1 

Changes to Pets and Petsmounts 

  • Wisdom pet bonuses have changed. 
  • Wisdom pets and petsmounts will now provide up to 200 Wisdom (220 with an improvement potion): 
  • The Moowitty pet will provide 45 Prospecting and 90 Wisdom (50 and 100 with an improvement potion). 
  • The Grauler pet will provide 40 Power and 80 Wisdom (45 and 90 with an improvement potion). 
  • The Wabbit pet will provide up to 100 Wisdom (110 with an improvement potion). 
  • The Goba Vett petsmount will now provide 40 Prospecting. 
  • Pets and petsmounts with an elemental characteristic bonus will now provide up to 100 characteristic points (110 with an improvement potion): 
  • The bonuses for Bwaks (in their respective elements) are now as follows: 
    • 100 characteristic points (110 with an improvement potion) 
    • 25% Resistance (27% with an improvement potion) 
    • 100 Health Points (110 with an improvement potion) 
  • The Vitality bonus provided by Vitality pets and petsmounts has increased from 400 to 500 (440 to 550 with an improvement potion). Each bonus gained will now provide 10 Vitality. 
  • The bonuses for the Mouselet pet have increased: 
    • 250 Vitality (270 with improvement potion) 
    • 250 Initiative (270 with improvement potion) 
  • The bonuses provided by the following pets with an improvement potion have been fixed to bring them in line with the bonuses of other pets with similar bonuses: 
    • Dragnir 
    • Alabaster Skrot 
    • Razorbuck 
  • The quantities of food required by soul-eater pets and petsmounts have been adjusted to require that, for a given level range, the amount of monsters that needs to be eaten is equivalent from one bonus to the next. For example, it will require the same number of level-200 monsters to fully level up a Damage pet as for a Pods pet. 
    • These quantities have decreased across the board. 
  • Some pets have changed to provide bigger bonuses: 
    • The maximum Healing bonus has increased to 50. 
    • The maximum Damage bonus has increased to 15. 
    • The maximum Resistance bonus for single-element pets has increased to 21. 
  • The Vitality provided by dragoturkeys has increased as follows: 
    • 50 → 100 
    • 100 → 150 
    • 150 → 200 
    • 200 → 250 
    • 300 → 400 
  • The Initiative provided by dragoturkeys has increased as follows: 
    • 500 → 800 
    • 1,000 → 1,500 

For certain pets, the bonus granted by the improvement potion has been increased. To get the new bonus, you'll have to give these pets a new improvement potion to benefit from the new ceiling value.

Our goal with these changes is to strengthen the roles of each of these categories: for dragoturkeys, via the versatility of the bonuses provided, and conversely, via specialization in a single characteristic for pets and petsmounts. 

Changes to Spellmaster Seals 

It is no longer possible to equip Spellmaster Seals in PvP fights. 
 
We originally thought that the addition of Spellmaster Seals would add diversity and variation to fights by giving players the ability to adapt to new situations. 
 
However, their impact on PvP play is sometimes either too strong or non-existent, depending on the Seals that are used. 
 
Therefore, we've decided to restrict their use to PvM and challenges to avoid further perpetuating the imbalance that we created by introducing them to the game. 
 
This restriction will allow us to modify their bonuses more freely later on so that they can fulfill their role of adding diversity to PvM gameplay without impacting other types of content. This will also allow us to offer new Seals in the future, as we had originally hoped to do. 
 
We hope that you will forgive us for the negative financial impact caused to those who have bought or crafted these items for PvP, and for the mistake we made in allowing their use in PvP fights in the first place, despite our best intentions. 

Changes to Effects 

The following changes have been made to Spellmaster Seals: 

Seal: Stampede: 

  • The Range bonus has increased: 1 → 2 

Seal: Dirty Trick: 

  • The reduction in the cooldown period has increased: 1 → 2 

Seal: Bestial Heal: 

  • The reduction in the spell's AP cost has increased: 1 → 2 

Seal: Double: 

  • The reduction in the cooldown period has increased: 1 → 2 

Seal: Fortune: 

  • The reduction in the cooldown period has increased: 1 → 2 

Seal: Scaphander: 

  • The area of effect has changed to a 3-cell circle. 

Seal: Feline Movement: 

  • The increase in the number of casts per turn is now greater: +1 per turn → +2 per turn 

Seal: Paralysing Trap: 

  • Removal of the straight-line casting requirement has been replaced by a 2-turn reduction in the cooldown period. 

Seal: Rewind: 

  • The reduction in the cooldown period has been replaced by a modifiable range effect for the spell. 

Seal: Feline Leap: 

  • The increase in the number of casts per turn has been replaced by a modifiable range effect for the spell. 

Seal: Stabilisation: 

  • Removal of the line-of-sight requirement has been replaced by a 2-turn reduction in the cooldown period. 

Seal: Bling: 

  • The reduction in the spell's AP cost has been replaced by removal of the spell's straight-line casting requirement. 

Seal: Grapple Arrow 

  • The reduction in the spell's AP cost has been replaced by a modifiable range effect for the spell. 

Seal: Tree 

  • The reduction in the spell's AP cost has been replaced by removal of the line-of-sight requirement. 

Seal: Magnet: 

  • The increase of 1 in the number of casts per target has been replaced by an increase of 2 in the number of casts per turn. 

Seal: Heroism: 

  • Removal of the line-of-sight requirement has been replaced by a 2-turn reduction in the cooldown period. 

Seal: Insolent Bramble: 

  • Removal of the straight-line casting requirement has been replaced by a 2-turn reduction in the cooldown period. 

Changes to Some Monsters 

  • The Ougaa boss has changed to better align with the standards for its level: 
    • Its Health Points have increased: 8,400 → 8,500 
    • The maximum number of summons has been smoothed for all grades and is now 3 
    • Some resistances have changed: 
      • Water Resistance (%): 41 → 35 
      • Fire Resistance (%): 15 → 11 
    • The monster's stats have decreased, as well as its Wisdom to a lesser degree 
    • The cooldown period for the Hallucination spell has increased: 2 → 3 turns 
    • The Critical Hit odds for the Hallucination spell have decreased: 25 → 15 
  • The passive for monsters in the Plantala area has changed. When one of these monsters dies, it now causes a loss of 10 MP (parryable but not unbewitchable) on allies and enemies in a straight line and diagonally with that monster for 1 turn. 
  • The Serpula monster has changed: 
    • Serpulchritude: 
      • The spell's range has increased and is now modifiable: 1-1 Range → 1-5 Range 
      • The spell can be cast without line of sight. 
    • Backroll: 
      • When the spell is triggered: 
        • The duration of the Unhealable state has increased: 1 turn → 2 turns 
        • A Range penalty of 5 is applied for 2 turns. 
  • The Fungore monster has changed: 
    • Sporksword: 
      • The spell now has a line of Fire damage. 
      • Each time the spell is cast, its damage will continue to increase indefinitely. 
  • The Mecanofoux monster should now use its Rotapush spell in a wider variety of situations. 
  • Since giving up with a Poutch is no longer considered a defeat, their Vitality has increased. In addition, resistances have been added based on their level to enable more test situations. 

Class Balancing 


Cra 

Summoning of Tactical Beacon 

  • The casts-per-turn limit has been replaced by a 1-turn cooldown period. 

Abolition Arrow 

  • When the spell kills a beacon, the spell now increases the maximum number of casts per turn for the Summoning of Tactical Beacon spell by 1. This should enable Cras to reposition themselves more easily and to prepare beacons in advance during fights if necessary. 

Rogue 

Magnet 

  • The spell can now be cast twice on the same target at level 6. 

Feca 

Heroism 

  • A maximum limit of 2 casts per turn has been added at level 6. 

Pandawa 

Stabilisation 

  • A maximum limit of 2 casts per turn has been added at level 6. 

Bamboo Milk 

  • When the spell is cast in the Carrying state, the spell's effects are also applied to the caster. 

Osamodas 

  • Osamodas summons' Vitality has been fixed to correctly take into account the Vitality provided by equipment. 
  • Some of these summons' Vitality has changed. 
  • The Summoned Tofu's damage has increased slightly. 
  • The Wyrmling's Dragofire spell no longer has modifiable range. 

The Economy 

The number and distribution of boss resources has changed to limit the number generated and enhance their value. Experience rewards and kamas remain unchanged. 

  • Completed dungeon achievement: no longer provides resources 
  • Challenge 1 achievement: 1 common boss resource 
  • Challenge 2 achievement: 1 common boss resource 
  • Duo achievement: 1 common boss resource + 1 rare boss resource 
  • Overall achievement: 1 common boss resource + 1 rare boss resource 

In order to avoid causing shortages or negatively impacting the economy around rune generation, recipes for many 1- to 6-cell items of equipment and weapons have been adjusted. 

  • For equipment, most recipes for non-set items no longer require dungeon keeper essences, instead requiring monster resources or resources from harvesting. 
  • Set and non-set weapons no longer require dungeon keeper essences, instead requiring resources from harvesting or monster resources. 

Full list of items whose recipes have changed

Miscellaneous 

  • A help button has been added to many interfaces, redirecting users to the in-game encyclopedia for more detailed explanations. 
  • Using the /tips command in the chat now opens the in-game encyclopedia. 
  • The icons for smithmagic potions have changed to add an indication of their power, as was previously done for smithmagic runes. 
  • Fixed the experience preview with the Artificer profession and its 5-cell recipes. 
  • Fixed the descriptions for some Spellmaster Seals. 
  • The level of a group of monsters and the XP it provides are now similar between a single tap and a long press. 
  • In the spell book, required and prohibited states are now clearly separated to avoid any confusion. 
  • Minimum and maximum rolls for each stat of an item are now shown in the item's description. 
  • Theoretical stats highlight the stats lost when smithmaging an item. 
  • A pop-up has been added to explain how Ascension Island works to players who meet the conditions for accessing it. 
  • The color of the orchid dragoturkey has been fixed in the mount information sheet. 
  • Weapon Skill has changed, now providing a bonus that increases damage inflicted using weapons. It can be bought from the corresponding NPC for 500 Kolossokens. 
  • Quantities of Kolossokens in some purses of kolossokens obtained through Daily Missions have been fixed. 
  • Multiple texts have been corrected. 
  • Paddocks and houses are progressively being put up for sale. Find out more here

 


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