Dofus 11.20— patch notes (2007)

Released
Completeness
88% · complete

Official text

Machine translation

Machine translation — the official text prevails.

The next expansion will soon be available for download. This major expansion will bring content intended for characters level 30 to 200. This tropical island will let players discover new creatures and never-before-seen items.

Resolving the current technical issues remains our priority, however we continue to evolve the game in parallel in order to renew its interest. Our graphic artists, animators and game designers are not involved in resolving technical issues, so they continue to evolve the game's content. In order to focus on the technical issues, important features that were meant to be integrated into this expansion and that required too much involvement from our development team were not included in this expansion.

We are thus making sure that content updates and expansions do not disrupt the development of technical improvements and the fixing of game issues. You can check the list of technical improvements planned by our development team here.

Here is a list of the features and content added in this new expansion:

Level 6 spells:

All level 6 spells are finally available. Some of these spells will still be balanced and adjusted in the coming months.

Change to class bonuses for weapons and to masteries:

We intend to reduce the in-game importance of "melee" type attacks. We have therefore reduced the power of weapon masteries as follows:

The number of action points needed to cast masteries goes from 6 to 5 at level 3, 6 to 4 at level 4, 6 to 3 at level 5, and from 3 to 2 at level 6. The critical failure probability goes to 1/100. Masteries no longer skip the player's turn on a critical failure. The duration of effects goes to 4 turns. Masteries can be recast every 6 turns. Masteries increase the damage of the associated weapon type by 10% at level 1, 15% at level 2, 20% at level 3, 25% at level 4, 30% at level 5, and 35% at level 6. Masteries now have a critical hit. Spell points are refunded.

The hit points of most creatures in the game have been decreased to compensate for this decrease in the power of weapon masteries.

We have changed the bonuses and maluses for weapon use that the different classes have. The percentage damage modifiers applied for class bonuses are now calculated on final damage (but just before adding fixed damage bonuses).

  • Sadida: 100% damage with staffs. 95% damage with wands. 90% damage with other weapons.

  • Sacrieur: 90% damage with all weapons.

  • Eniripsa: 100% damage with wands. 95% damage with staffs. 90% damage with other weapons.

  • Iop: 100% damage with swords. 95% damage with hammers. 90% damage with other weapons.

  • Xelor: 100% damage with hammers. 95% damage with wands. 90% damage with other weapons.

  • Ecaflip: 100% damage with swords. 95% damage with daggers. 90% damage with other weapons.

  • Pandawa: 100% damage with axes. 95% damage with staffs. 90% damage with other weapons.

  • Sram: 100% damage with daggers. 95% damage with bows. 90% damage with other weapons.

  • Enutrof: 100% damage with shovels. 95% damage with hammers. 90% damage with other weapons.

  • Osamodas: 100% damage with hammers. 95% damage with staffs. 90% damage with other weapons.

  • Feca: 100% damage with staffs. 95% damage with wands. 90% damage with other weapons.

  • Crâ: 100% damage with bows. 95% damage with daggers. 90% damage with other weapons.

Change to the percepteur system

We intend to revalue fights between guilds through the percepteur system. The cost of placing percepteurs will still be indexed to guild level, but will be considerably reduced in order to offer guilds a way to organize PVP (player versus player) fights at a lower cost.

However, we have introduced a minimum time between two percepteur harvests. This time before harvest is indexed to guild level. The minimum time in hours before you can harvest a percepteur's items is equal to the guild's level divided by 5. Our goal regarding percepteurs is to let most guilds be able to place them without having to invest significant sums. The minimum delay between two percepteur harvests will help give more interest to percepteur attacks.

New spell-forgetting system

On Otomai island, players will have the ability to access dungeons that will let them forget all levels of a spell for free (the only requirement will be to finish the dungeons alive!). The higher the player's level, the more difficult the dungeons they will need to venture into to forget a spell's levels.

New characteristic reset system

Also on Otomai island, players will have the ability to reset their characteristics by venturing into dungeons suited to their level, and by completing side quests. Players will have the option to reset their character's characteristics in two ways:

  • They can reassign all their characteristic points, but will lose all points gained through scrolls.

  • They can choose to only redistribute points spent above 101 points in each characteristic.

Characteristics cannot be reset individually. Players can reset their characteristics as many times as they want, but will need to venture into the dungeons associated with this feature again each time.

New class panoplies

New class panoplies can be crafted by artisans. The effects of these panoplies are specific to each class. The colors of these panoplies automatically adapt to the colors of the characters who equip them.

Other items will be available in the coming weeks.

Automatic monster group revaluation system

Every monster group in the game will offer more experience and more resources or items if it has not been defeated for a certain time. The longer the monster group has stayed alive, the bigger the bonuses will be. This system will let us dynamically revalue the least popular monster groups, repopulate deserted areas of the game and encourage players to choose their groups with more care.

Panoplies crafted by artisans

Almost all panoplies in the game that can be obtained from monsters will also be craftable by artisans.

New houses and new enclosures

We have added numerous breeding enclosures and more than 250 new houses in this upcoming expansion.

Guild houses

House owners will have the option to turn (temporarily or permanently) their house into a guild house. New permissions will be available to manage these guild houses:

  • A permission to be able to teleport into a guild house (using a guild hearth potion!).

  • A permission to be able to enter a guild house.

  • A permission to access the guild house's chests.

Guilds will be able to decide whether or not to display their coat of arms on their guild house's door. Guilds will have the option to own several guild houses (one guild house per 10 guild levels, as with breeding enclosures).

New PVP and territory conquest system

We decided to completely revise the current PVP ("player versus player") system. It will no longer be possible to gain honor points during aggressions between players.

Players will only be able to gain honor points by carrying out collective actions of defense and zone conquest. Every zone in the game (example: "Bouftou Corner", "Jelly Peninsula" etc.) will be able to be controlled by an alignment (with the exception of a minority of particular sub-zones). Players will gain bonuses to experience, item and harvest gains in zones controlled by their alignment. Players will suffer maluses to experience, item and harvest gains in zones controlled by an enemy alignment. Neutral players suffer no malus and cannot benefit from any bonus in these zones. Honor points will let players gain additional bonuses in zones controlled by their alignment and suffer smaller maluses.

The importance of conquest villages will be increased since they will become key points, and the number of conquest villages an alignment owns will determine the number of zones it can control.

Taking control of a zone happens by placing a prism in the zone concerned. Players will need to defend these prisms or attack them depending on their alignment. It is above all players' participation that will be rewarded during these confrontations; regardless of their level, players will have a role to play in these battles where numerical superiority will be decisive. In order not to disadvantage less popular alignments, we have integrated several self-regulating mechanisms that will help ensure a certain balance between the different alignments. Players of the weaker alignments will for example have more powerful prisms, and will have larger bonuses and smaller maluses. The overall numerical inferiority of an alignment will also be taken into account in zone defenses and conquests in order to better balance confrontations. An alignment's numerical superiority will not be decisive for the defense and conquest of sub-zones, but the relative participation of players of each alignment will be. Thus, significant participation from players of one alignment can easily counter the assaults of the most powerful players, if the latter are not numerous enough.

Players will not be able to lose honor points if they fail while attacking or defending a sub-zone. Players present in a zone in conflict will not lose any honor points if they cannot defend another zone that is under attack.

Only players who do not take part in territory defenses will lose a percentage of their honor points. During attacks or defenses, players present in the zone concerned will be able to join the fight for the prism very quickly by teleporting there. Players who are not present in the zone will be able to get there quickly, but will need to make part of the journey themselves.

Only zones adjacent to already-controlled zones can be conquered or attacked. Thus, conflicts will mainly concentrate around a front line. We have started reviewing the organization and division of certain areas of the game to make this new PVP system more interesting. Changing the layout of the game's sub-zones is not yet finished and will be refined over the coming months. Conquest villages will be considered aligned zones, and can therefore be used to extend the number of controlled zones.

Here are the general goals of this new PVP system:

  • Encourage multiplayer PVP fights.

  • Reduce the imbalances caused by sometimes significant gaps between the number of players present in the different alignments.

  • Above all reward players' participation.

  • Let all players, regardless of their level, participate and play a decisive role during the conquest or defense of territories.

  • Make the territory and zone conquest system dynamic.

  • Let players have a real influence on their game universe, its management and its organization.

  • Unite players of the same alignment around community goals.

  • Regularly renew PVP stakes when we add new zones (with each update or expansion).

  • Bring major strategic goals, involving many players, over long periods.

This new PVP system is still being balanced, certain parameters will still be adjusted in the coming months.

Posted on 09/24/2007 at 13:01:20

Unofficial sources

Unofficial · reliability : probable · Machine translation

JeuxOnLine retrospective: 1.20 and the Otomai Island expansion

According to the JeuxOnLine retrospective, 1.20 corresponds to the opening of Otomai Island, an expansion reachable from level 30 offering content up to level 200, with new monster families and dungeons. The article also mentions the ability, granted by the island's quests and dungeons, to reset stats or forget a spell, every class gaining level 6 on all their spells, the option to share one's house with a guild, and a new PvP system with an accompanying set of changes.

Unofficial · reliability : probable · Machine translation

Dofus 1.20 — precise date (Loonaire)

The JeuxOnLine retrospective "Dofus, le fil du temps" gave only a vague window for version 1.20; the dedicated Loonaire "Dofus History" timeline pins the date to September 11, 2007, with the opening of Otomai's island and a major class-balancing pass as content.