Dofus 11.26b— patch notes (2009)

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Machine translation — the official text prevails.

Hello,

1.26 has been released but without all the announced changes... Yes, the new AI (monster and summon behavior) was not included in 1.26. This is due to the difficulty of accounting for all possible cases (see http://devblog.dofus.com/fr/billets/53-ia.html).

We still need to balance the actions of monsters and summons. For that we need your help. It's up to you to give us your opinion on monsters and summons.

We will take your feedback into account to balance how monsters work.

To do this, there's just one thing to do: Go to the test server (in a Dofus client, advanced options, access the test server). Test it... Identify what's wrong (or what's better) and tell us via support (much more convenient for me): http://support.ankama.com/fr/faq/515-serve...est-beta-1-26-0 (for those who don't have access to support, do it via the forum in the "test server" section).

Thanks to everyone and happy testing!

LaeTux

Posted on 01/09/2009 at 10:51:54


Hello,

A new version is being put online today on the test server. Some bugs have been fixed (a big thank you to those who posted on support and thanks to those who post on the forum). Here is a list, far from complete...

Better handling of damage boost spells (Dopeul iop protection for example)

Handling of interference between spells Some spells can interfere with each other's effects: for example a Sacrieur with Sacrifice and Coagulation! Since Sacrifice takes priority, the Coagulation spell is useless. Monsters try not to make this kind of combination. So the Dopeul Sacrieur behaves differently. It will often cast Flying Sword, Dodge and Coagulation, then a few turns later cast Sacrifice.

Handling of spell return and sacrifice Spell return: the AI now takes into account the fact that a target is under the effect of a spell return. An action's score is therefore weighted by the probability of the return and the score of that action on the spell's caster.

Sacrifice: the AI is able to detect a target that has been sacrificed. Before, an action's score was simply calculated based on the intended target. Now, the AI checks whether this target is sacrificed and by whom, and calculates the score based on whoever sacrificed the target.

Trap placement: Monsters placing traps no longer place them on the same cell. They are also able to avoid triggering their own traps.

Summons now prefer to act on their summoner for "boost" type spells (counter, heals...)

Line-of-sight spell casts are better (Prespic and its taunt).

Devoted summons move in the direction the summoner summons them from, while moving away from the summoner. If a Sadida summons an Inflatable behind them (relative to the enemies), the Inflatable will move in that same direction.

The Flammiches use their Bomball spell again (they didn't want to commit suicide...). Same for the Xelors' seeker needles.

Summons try to pay attention to the spells they are going to trigger with their spell. The Rabbit is careful not to heal a target that is under the effect of the Black Plague.

If you notice any bugs, please write to support ( http://support.ankama.com/fr/faq/515-serve...est-beta-1-26-0 ). Bugs sent this way are handled more quickly and more effectively than those on the forum (we can't be everywhere).

Happy testing

Ps: rune-crafting still hasn't changed, everything you obtain on the test server will be lost sooner or later, so test the behavior of monsters and summons instead. (Inventory and pod issues are not a priority at all...)

Best regards,

LaeTux

Posted on 01/27/2009 at 17:21:06


Hello,

We have started a backup of your characters on the normal servers, to then put them on the test server. There will therefore be maintenance on Friday morning starting at 9:30am. The duration of the maintenance is unknown.

The purpose of this maintenance is to update your characters and their inventories. So you will have your characters from today's normal servers on the test server. The contents of chests (houses and banks) will not be erased.

The purpose of the test server is to test the changes currently in development. These only concern the behavior of monsters and summons (what we call the AI). Rune-crafting is not affected by these changes. In addition, all kamas and items obtained on the test server are bound to disappear, so stop rune-crafting.

For bugs, please contact support or the forum if you don't have access to support.

Best regards,

LaeTux

Posted on 01/28/2009 at 11:09:19


Hello,

Today's maintenance consisted of copying your characters from the normal servers to the test server. Characters created on the test server were not changed, nor were bank and house chests.

I'll remind you of the purpose of the test server: to test the AI (behavior) of monsters and summons to spot bugs but also to tell us your opinions so we can adjust certain effects. For that, go through support.

Happy testing

Best regards,

LaeTux

PS: the test server is available again

Posted on 01/30/2009 at 15:45:33


Hello

XP is multiplied by 8 to motivate you to go fight monsters. I don't yet know how long this change will last... Happy testing

Best regards,

LaeTux

Posted on 01/30/2009 at 16:49:20


Good evening,

Please gather your AI bugs here: http://forum.dofus.com/fr/serveur-de-test-...ia-t216424.html if you can't write to support.

Best regards,

LaeTux Dofus Dev

Posted on 01/30/2009 at 18:28:33


Hello,

Since this morning the test server has been unavailable because our host is doing maintenance to avoid this weekend's issues recurring.

Best regards,

LaeTux

Posted on 02/03/2009 at 09:32:07


Hello,

Character creation is now available on the test server.

Best regards,

LaeTux

Posted on 02/04/2009 at 11:16:03


Hello,

After the test server's morning maintenance on Friday 02/06/09, XP will no longer be multiplied by 8. This bonus was granted to motivate certain players to test the AI when they had lost some gear.

We think this bonus has lasted long enough. Hoping you were able to enjoy it a bit and that you will keep testing the monster AI anyway... and don't forget to write to support if you notice a change (bug or improvement) in the behavior of monsters and summons. These comments are taken into account to balance actions.

Best regards,

LaeTux

Ps: support: http://support.ankama.com/fr/faq/515-serve...est-beta-1-26-0 AI explanation: http://devblog.dofus.com/fr/billets/53-ia.html

Posted on 02/04/2009 at 16:17:15


Hello (good evening actually...)

Tomorrow morning, the server will undergo minor maintenance. This maintenance consists, as with all morning maintenance, of updating the server code to fix AI bugs. There will be no loss of items, levels, or anything else... (well normally, you never know with machines ;-))

If a maintenance results in updating characters, this will be clearly stated in the devblog a few days before.

Happy testing

Best regards,

LaeTux

Posted on 02/05/2009 at 21:51:47


Hello,

We did a server and AI overload test on Friday around 5:30pm. Players were supposed to reach 1000 fights. They reached 1200 fights in 10 minutes. In our offices we also launched fights to check the lag... and everything went well. To thank the players, I decided to put XP*9 this weekend. This let us see that with 5005 people connected on the test server, it held up.

Now all I have left to do is check the server logs to find out what went wrong and fix the bugs that players were kind enough to send to support.

Best regards,

LaeTux

Ps: by the way, I'll remind you of the purpose of the test server: to help us balance and fix the AI, that is, the behavior of monsters and summons.

Posted on 02/09/2009 at 09:28:58


Hello,

We carried out an operation to update the databases. Normally this is transparent for players... not today :/ Please be patient a little before trying to access the test server. BillFR is doing everything he can to fix (his mistake) this problem ;-) (he even stopped his morning stir-stick throwing for this!!!)

Best regards,

LaeTux

Posted on 02/10/2009 at 09:04:23


Hello,

A little reminder, so that everyone understands...

I would like to clarify a point that doesn't seem clear: the XP * 9 caused the server lag despite itself, bringing it back will... watch out... lag the server again (to sum up: too many people, too many messages between clients and servers... overload of the server and of the players!).

In computing we call this an infinite loop, and it's very very bad.

There, that was the science tidbit.

So there won't be XP * 9, * 8, *18 or * a-number-greater-than-1 (and if I see one more message on the forum about this topic, I might feel like lowering the XP: xp / 2... not bad, that)

So please stop cluttering up the forum, think of the moderators who have to read 100 messages asking for the same things that are impossible and beyond their control :/

Best regards,

LaeTux

Ps: there is no maintenance that erases characters, you can relax. An announcement will be made right here a few days beforehand.

Posted on 02/10/2009 at 17:28:37


Hello,

The server shutdown around 5:15pm on 02/25 was not planned at all (I usually warn you in advance with a nice red message). Our "kind" host decided to stop the server without warning us :/ (we're trying to find out why). My apologies... the server is restarting

LaeTux

Posted on 02/25/2009 at 17:30:10


Hello,

The new feature was indeed put in place on 03/02/09 (my blonde moment didn't strike a second time).

To make it easier to test the AI of dungeon bosses, we've put together teleportation potions. These potions are "on sale" at the duty free with the NPC "Sister Halliwell". Hoping to get your messages via support (I no longer have enough time to look at all the forum messages :/) and that these bosses will make you happy.

Best regards,

LaeTux

Ps: support: http://support.ankama.com/fr/faq/515-serve...est-beta-1-26-0 AI explanation: http://devblog.dofus.com/fr/billets/53-ia.html

RePs: thanks Lichen and especially RatDog even though it cost me a homemade chocolate cake that Lichen didn't have time to taste

Posted on 03/02/2009 at 17:22:26


Hello,

We had a slight hardware issue last night. I only saw it this morning when I arrived (well yes, I sleep a bit at night :/). We're doing everything we can to make sure this doesn't happen again. There were surely some item losses since the backup may not have worked, so today XP*2. Happy testing and sorry for the inconvenience.

LaeTux

Posted on 03/04/2009 at 08:45:31


Hello,

The test server will be closed all day tomorrow (from 9:00am and until at least 6pm). The purpose of this maintenance is to do a big cleanup on the servers: connection server and game server. We hope that thanks to this there will be fewer unexpected disconnections (which weren't actually disconnections but denied access to the server due to too many pending commands), less waiting to play. We apologize for the inconvenience.

LaeTux

Posted on 03/05/2009 at 17:04:56


Hello,

You were all waiting for it, rejoice, the famous update to your characters is coming. It's planned for Tuesday. So Tuesday evening you will have your characters from the normal servers as of Tuesday morning. As with other maintenance: we don't touch your chests (banks and houses) nor characters created on the test server. So Tuesday: server off all day (yes, again!)

Another small but important piece of information: I will be away from the 13th to the 22nd. During that time, the AI is still there to test ;-) So if an AI issue comes up, please send it to support, I'll be happy to answer once I'm back. So don't expect a quick response whether on support or on the forum. In the meantime, BillFR and Oopah will be taking care of the server, be nice to them ;-)

Stay tuned to the devblog!!

LaeTux

Edit by BillFR: The server has been reset for the deployment of a new complete version to test, v1.27. The 1.26 test session is therefore closed.

Posted on 03/12/2009 at 17:03:39

Unofficial sources

Unofficial · reliability : confirmed · Machine translation

Dofus 1.26 bis (AI beta)

On the JeuxOnLine community forum, a player relayed developer LaeTux's official message in early February 2009 announcing a x9 experience bonus on the 1.26 bis test server, meant to reward players who took part in a load test (1200 fights in 10 minutes, 5,005 simultaneous connections). Player replies were less enthusiastic, describing an overloaded test server: several seconds of latency, endless fights, an unusable chat. This thread confirms, from a source independent of Ankama, the reality and timeline of this AI-focused beta test period for monster and summon behavior, distinct from version 1.26 itself (released December 16, 2008) and from the following 1.27.0 (April 7, 2009).