Machine translation
Machine translation — the official text prevails.
Version 1.24.0 will be available on 06/17/08
Here is the list of new features and changes brought by this version 1.24.0:
New PVP system:
The current prism system is kept, but another way to gain honor points is added. It is once again possible to gain honor points during aggressions between characters of different alignment. Characters can only gain honor points during balanced fights:
The victorious team only gains honor points if their level is not more than 25% higher than that of the opposing team.
The victorious team only gains honor points if their level is not more than 15 levels higher than that of the opposing team.
Team levels are calculated as follows: (level of the highest-level player) + (level of the next player / 2) + (level of the next player / 3) +...
Honor points can only be gained against players whose "player versus player" mode is enabled (alignment wings deployed).
Honor point gains and losses are influenced by level differences between teams. If your team's level is 10% lower than that of the enemy team and you win the fight, you will gain 10% more honor points. If you lose, you will lose 10% fewer honor points.
Characters whose alignment wings are grayed out are of too low a level compared to your character, and will not grant you honor points. However, they can gain some if they win a fight against you.
Characters whose alignment wings are surrounded by a glowing aura are of a much higher level than your character; you can gain significant honor point bonuses if you win a fight against them, and you won't lose any if you lose against them.
Honor point gains are degressive if you face the same character several times within a span of a few hours.
Disabling "player versus player" mode now results in a loss of 5% of the character's honor points.
Passive losses of honor points related to territory conquests are removed.
Passive gains of honor points for players present in zones affected by territory conquest are disabled.
Archmonsters:
New creatures resurface, no one yet knows where they come from or what they want, what is certain is that each Archmonster is much more powerful than the original monster it's inspired by... There is only ever a single copy of each Archmonster at a time, and they accompany monsters of the same family. They are stronger, more dangerous, but also offer better rewards.
Quests:
A new mysterious quest is offered by Otomai and his assistant. It will make you travel and visit the entire universe of DOFUS.
The "Poor potato" quest is fixed.
Mounts:
It is no longer possible to exceed the limit of 100 mounts per enclosure using mount certificates.
The activation of breeding machines present in enclosures is improved.
Mounts appear correctly in enclosures after game servers are restarted.
The passive bonus gain system for mounts has been revised. Mounts now gain much more bonus even when there is no player to take care of them. We do not want breeders to be forced to perform an enormous number of repetitive operations (using emotes in a loop for example) to raise their mounts. The bonuses gained passively in enclosures have therefore been considerably increased. The gain of these passive bonuses depends on the number and quality of the breeding machines present in the enclosures. With each passive bonus gain (carried out at regular intervals, whether the owner is connected or not) a breeding machine is randomly chosen in the enclosure and gives its bonuses to the mount.
Mounts can benefit from passive gains in public enclosures.
Spells:
Mount Taming: the spell no longer skips the player's turn on a critical failure, the spell has new bonuses that increase the amount of experience gained at the end of combat by the equipped mount. The spell now has a level 6.
Soul Capture: the spell no longer skips the player's turn on a critical failure, the spell has new bonuses that increase the probability of successfully capturing souls at the end of combat. The spell now has a level 6.
Slowdown: the spell is limited to a maximum of 4 uses in the same turn. Spell points invested are refunded.
Time Theft: the spell is limited to two uses per target in the same turn. Spell points invested are refunded.
Withering: damage is increased at all levels of the spell. The critical hit probability goes from 1 in 50 to 1 in 40.
Frostbite: the AP cost of the spell is reduced at levels 1, 2, 3, and 4. Damage is increased at all levels of the spell.
It is now possible to stack glyphs on traps and vice versa.
The area of effect of detection spells now works correctly, only players present in the area of effect benefit from the effects of detection spells.
Paralyzing Poison: the spell's damage is no longer influenced by the target's characteristics, but by the caster's.
Territory conquest:
Teleportation to zaaps or enclosures in sub-zones of enemy alignment or under attack is possible again.
Players who belong to a minority alignment can benefit from a reduced rate on the use of all Zaaps. The amount of this reduction is indexed to the overall alignment balance (players of an alignment whose overall balance is two times below equilibrium will for example pay 50% of the classic price of a Zaap).
Aligned players can no longer freely use the Zaaps present in zones of their own alignment.
Client:
The display of characters and monsters in a static position has been considerably optimized (performance gain of 10 to 30% in heavily populated areas).
A new message lets you confirm whether a trade was carried out successfully or not.
Monsters:
Monster behaviors are fixed with regard to characters affected by the Dodge spell.
The spawn probability of Brumen Tinctorias is increased.
The spawn probability of the three bandits is increased.
The spawn probability of Fouduglen the squirrel is increased.
Miscellaneous:
Enclosure potions no longer teleport characters inside the enclosures.
The last creature summoned during a summoner's turn now plays in first position (right after the summoner). New summons therefore no longer play after already-summoned summons.
It is no longer possible to bypass the actions present on certain cells by attempting to send a very large number of requests to the game servers.
From now on, when a summon carried by a Pandawa dies, the Pandawa no longer stays in the carrying state.
The Morrie Gane NPC no longer removes the player's kamas before changing their alignment.
The fishing animation of female Osamodas characters is fixed.
The "applaud" attitude ("emote") is fixed for male Feca characters who are facing away on a mount.
The movement animations of the Darkli Moon are fixed.
The description of the oat bag is fixed.
Captain Essacarf's dialogue is fixed.
The animation of the Sacrificed's spell is fixed.
The Kimbo Canopy is now shown at the correct position on the world map.
The Chachka NPC's dialogue is fixed.
Cape animations when a male Ecaflip character runs facing away are fixed.
Brâkmarian alignment "wings" are now displayed at the correct height relative to the character's name.
Mercenary alignment "wings" are displayed correctly.
AP/MP loss dodge system
The various dodge systems tested on the test server did not produce results conclusive enough. The dodge system will therefore not be changed in version 1.24.0. We will test other dodge systems on the test server in the coming months.
Posted on 06/16/2008 at 16:29:08