Machine translation
Machine translation — the official text prevails.
Version 1.26.0 Version 1.26.0 will be available on 12/16/08.
Users of DOFUS version 1.25 will only need to relaunch their client on 12/16/08 after weekly maintenance, the update will happen automatically. Users of version 1.25 in ZIP format will be able to download a patch in ZIP format on 12/16/08 after weekly maintenance.
New content:
Challenge system:
During each fight against monsters, a challenge is offered to all players present in the fight. If these challenges are completed, they grant end-of-fight bonuses by increasing the odds of getting loot as well as the amount of experience gained. The rewards associated with these challenges are tied to their difficulty and to the number of players present in the fight. During group fights, challenges are shared for the whole team and each player must individually respect the constraints imposed by the current challenge for it to be validated. All fights carried out in dungeons offer two challenges simultaneously, which can be completed independently. All challenges are optional, characters suffer no penalty if the challenges are not completed. We developed this feature in order to offer new challenges to players, to break the monotony of fights by encouraging players to diversify their tactical approaches. We also want to value taking risks in combat thanks to the rewards these challenges provide. We have currently prepared 12 different challenges. More challenges will be added in upcoming content updates.
PvP quests:
From the militia of the cities of Bonta and Brâkmar, two NPCs offer repeatable quests to aligned characters. These quests are assassination missions targeting player characters. When the player accepts this quest, the NPC assigns them a target within the same level range as their character, whose PvP mode is enabled, and gives them a batch of search scrolls to find their target. If they win the fight in a balanced way (with honor point gains), the quest is validated and the character earns a reward in experience points and kamas that depends on the character's level. This quest can be completed with no time limit. The player has the option to request another target every 15 minutes (there is no waiting period to get another target if the character has validated their quest). Targets are assigned "intelligently" by the game server, in order to avoid the same characters being assigned too often as targets and to limit the phenomenon of collusion between characters who accept the quests and their targets. This system helps revive interest in balanced aggressions between characters of different alignments, by granting new rewards (Kamas and experience points) and offers an alternative way to progress your character through PvP fights.
Monster invasions:
Certain creatures can now progressively invade areas of the game (replacing the creatures that normally appear in those areas) as long as their leader is alive. Players must then locate and kill the monsters' leader to stop the invasion. This system is for now only deployed on a relatively small scale (in only two zones). We are waiting for community feedback on this feature before extending it to other areas of the game. This invasion system is meant to let us make the world of DOFUS more dynamic.
Changes and fixes:
Territory conquest and PvP:
- The way prisons work has been changed in order to make defeats in PvP fights less punishing. The waiting time in prison is set to 2 minutes and the amount to pay to get out immediately is set to 1000 kamas, regardless of the character's PvP rank. These changes reduce the penalties applied to characters after PvP defeats, in order to encourage more players to take part in PvP conflicts.
- Conquest villages are now considered as aligned zones adjacent to classic zones. Aligned characters therefore now have the ability to attack and conquer all zones adjacent to conquest villages that belong to their alignment. This change diversifies the conflict zones, enriches the strategic dimension of confrontations and avoids deadlocked situations where only a single prism can be attacked or defended across the whole game.
- Characters who launch aggressions no longer lose honor points if the fight is not considered balanced. This change fixes the problem of aggressions that were launched in a balanced way, but that were no longer balanced once allied characters joined the aggressed character's team.
- Characters no longer lose honor points during prism fights if they lose the fight (whether defending or attacking). We have decided to cancel honor point losses during prism fights in order to once again encourage players to take part in fights, whether defending or attacking. This change may lead to a significant generation of honor points in the long run, and therefore to a gradual increase in the PvP rank of all players. This change is temporary, characters will once again lose honor points in prism fights once we consider that we have put in place a more balanced system. In the meantime, we prefer to encourage players to participate.
- Prism fights grant honor points to the winning team regardless of how balanced the fight was (except when there is no defense at all), but honor point gains are weighted by the level difference between the two teams. We decided to make this change so as not to penalize players who take the initiative to take part in fights and who do not encounter an opposing team of a sufficient level.
- The honor point gain formula is changed, it is no longer possible to lose more than one rank on a defeat. The differences in rank and level of participants during a PVP fight are still taken into account to determine honor point losses and gains.
- The sanctions related to dishonor points are made more severe:
- 1 dishonor point: bank use forbidden, alignment channel forbidden, placing and using a prism forbidden.
- 2 dishonor points: zaapis use forbidden.
- 3 dishonor points: zaaps use forbidden.
- 4 dishonor points: merchant mode use forbidden.
- 5 dishonor points: auction houses and stables use forbidden.
Combat reconnection system:
The combat reconnection system is now deployed on all game servers. It lets characters return to a fight after an in-game disconnection (software or hardware related). Disconnected characters have 10 minutes to reconnect to the fight after a disconnection. A character who is disconnected in combat within a group will automatically pass their turn as long as they are disconnected, in order not to disrupt the smooth running of the fight. A disconnected character who was playing alone automatically waits 30 seconds before passing their turn, in order to give the player as much time as possible to reestablish an in-game connection and return to the fight.
Spells:
- Spiritual Punishment: the spell's animation is fixed.
- Summoning of Chaferfu: the cooldown is reduced at all levels of the spell.
- Traps trigger correctly when a Pandawa throws a character or a monster into the traps' activation zone.
Pet sanctuary:
How the pet sanctuary works is changed, players now have the choice to embody one of 4 different pet archetypes offered. These pet archetypes have a larger pool of spells. We made these changes to make it easier to integrate new pets into the game and to improve the gameplay experience in this dungeon.
Monsters:
- Rat Basher and Rat Klure: the Ravine spell is fixed, it correctly pushes back opponents.
Heroic server:
- Characters who die on the heroic server now have an additional bonus of doubled experience (i.e. in total, experience gains multiplied by 6 compared to a classic server) when they are played again after their death, and this up to the maximum level they had previously managed to reach with this character. Concrete example: a character reaches level 50, dies, the player who takes over this same character then has doubled experience speed up to level 50, even if their character dies several times in the meantime. Once they reach level 50, their character will gain experience with the classic heroic server bonus (experience gains multiplied by three). This change makes the game less frustrating in case of losing a character (since progression will be faster) and lets the player enjoy a permanent gain mechanism via the maximum level reached by their character (which can only increase).
- Items that were meant to be obtained with a probability of 100% (resources from resource guardians for example) are now obtained with a probability of 100% and no longer 95%.
Quests:
- Delivery issue: Step "Looking for the new delivery man": the "Form to fill out" item now works correctly and no longer gives two different forms.
- The mission to obtain level 32 of Bonta alignment is fixed, the Archer Chafers correctly aggress the player.
- The following quests, whose objectives were no longer appearing, are fixed:
- Kartier Tremai comes clean
- The bootlicker's potion
- Mother Verumacha's Teeth
- Who wants the wabbit's hide
Guilds:
A new permission in the guild interface lets you determine whether a guild member can themselves manage the percentage of experience they give to their guild.
Mounts:
An additional icon lets you tell apart newly born Dragoturkeys.
Client:
- The client now sends the game servers the resolution used by the DOFUS client so that we can more precisely determine your playing habits. This information is anonymous, is only collected once per game account and is only used for statistical purposes.
- The ability to sort items by resale price in inventories is removed since it has become obsolete following the multiple changes to NPC resale prices for resources.
- The waiting time after a challenge is canceled by the opponent is removed.
Miscellaneous:
- Fights are now possible on all 16 maps of the breeders' village on Otomai island.
- We have refactored the entire damage management by the game servers in order to be able to more easily modify and maintain the damage management rules. We will give you more details about the implications and consequences of this change.
- It is now possible to attack, in an arena, a group of monsters summoned by another player after 10 minutes (60 minutes previously), we have also applied a per-IP limit on the number of monster groups simultaneously summoned in an arena. These changes help limit arena blocking issues caused by useless monster groups intended solely to disrupt the smooth running of arena fights.
- The knights who protect neutral-alignment characters now join player groups whose group is closed.
- The management of monster aggression zones is fixed, monsters correctly aggress characters who cross their aggression zone.
Changes made compared to the 1.26 beta version:
- The various community feedback we received about the changes made to the AI not being conclusive, we decided not to include, in version 1.26.0, the AI changes available in the 1.26.0 beta version. So it is the AI available in DOFUS version 1.25 that will be used in version 1.26.0. We will continue to test and improve the AI on the test server over the coming months.
- A resurrection phoenix is now available on Minotoror island. Characters who die on Minotoror island reappear around this phoenix when they are transformed into ghosts.
- Characters who die in the Zoths Village now reappear in the Zoths Village Cemetery when they are transformed into ghosts. This cemetery is located near the Otomai island Cemetery.
- The pets to face in the pet sanctuary can give Eniripsa powders at the end of combat.
- The global DOFUS map is updated, the sub-zones displayed as an overlay are up to date.
- The characteristics of the monsters to face and to embody in the pet sanctuary are changed to make fights faster.
- It is no longer possible in combat to teleport into zones that are inaccessible via classic movement and that contain no enemies or starting positions.
- Points invested in the Counter, Blinding Protection and Spell Return spells are refunded following the changes to damage return management, which are now reduced by the target's protections and then by the caster's.
Reason for edit: Syntax fix