Machine translation
Machine translation — the official text prevails.
Idols:
- The idol system is a new concept allowing you to considerably increase your experience and loot gains by increasing the difficulty of fights through the addition of new game mechanics for monsters. A Devblog article is available at this address: http://www.dofus.com/fr/mmorpg/actualites/devblog/billets/435200-idoles
- Each character has 6 idol slots; it is possible to use between 0 and 6 idols at the same time.
- Players can choose which idols to activate for their fights from a dedicated collection interface. Idols can be changed between each fight and can be modified outside of fights and during the preparation phase.
- Idols are items present in the inventory, which can be traded between characters; the idol collection interface makes managing them easier. This interface lets you view all the idols that exist in the game and thus better identify the ones your character does not yet own.
- It is not possible to equip the same idol multiple times, and idols can interact with each other through coefficients. These coefficients help balance certain idol synergies that could be too favorable or unfavorable.
- Each idol modifies the fight by adding a rule or an additional effect that will make the fight harder in exchange for experience and loot bonuses. Unlike Challenges, it is not possible to decide during the fight whether to accept these additional constraints or not; idols are chosen beforehand and must be dealt with for the entire fight.
- Some idols whose effects are only relevant with allies or with several enemies have a criterion called "Team". The effects and bonuses of these idols are only taken into account if the fight includes at least 4 monsters and 4 player characters (Companions included).
- The bonuses provided by idols are not affected by Wisdom and Prospecting (they are additive, not multiplicative, with the bonuses provided by Wisdom and Prospecting).
- The effects of idols apply to the entire fight for all characters present. If the characters are not part of a group, it is the character who starts the fight who will impose their idols (they will be visible in combat).
- The first idol in the game can be crafted in Incarnam, during the tutorial for learning professions. Idols are crafted by Shapers (formerly Shield Forgers); they cannot be obtained any other way.
- Each idol grants points that are counted at the end of the fight in the form of a score (the more difficulty an idol adds, the more points it grants). These scores are used to unlock new Achievements.
Professions:
The profession system is improved; a Devblog article is available on this topic: http://www.dofus.com/fr/mmorpg/actualites/devblog/billets/435067-amelioration-metiers
- Characters can now practice all professions. Characters start with all professions at level 1; it is no longer necessary to go learn professions from NPCs.
- Several professions are merged together to increase the number of recipes available per profession and simplify profession progression:
- The Blacksmith profession will merge the following professions: Sword, Shovel, Axe, Hammer and Dagger Forgers.
- The Sculptor profession will merge the following professions: Bow, Staff and Wand Sculptors.
- The Farmer profession will merge the following professions: Farmer and Baker.
- The Fisherman profession will merge the following professions: Fisherman and Fishmonger.
- The Hunter profession will merge the following professions: Hunter and Butcher.
- The Rune-Crafter profession will merge the following professions: Sword, Shovel, Axe, Hammer and Dagger Rune-Crafters.
- The Wand Rune-Crafter profession will merge the following professions: Bow, Staff and Wand Rune-Crafters.
- The Shield Forger profession is renamed to Shaper and will allow crafting the following items: shields, trophies and idols.
- Rune-crafting professions will no longer be considered specializations and can be practiced like any other profession, with no prerequisites based on other professions.
- The profession progression system is improved:
- Professions now have 200 levels (a profession level 100 in 2.28 will be equivalent to a profession level 200 in 2.29; professions will not require more experience to reach their maximum level).
- Recipes are unlocked when the item's level matches the profession's level (a level 50 item can be crafted starting at level 50 in the corresponding profession).
- Characters have 8 slots in the crafting interface starting at level 1. The number of different ingredients in a recipe is no longer necessarily dependent on its level.
- Experience gained in a profession no longer depends on the number of different ingredients but on the level of the crafted item.
- Recipes close to the profession's level will grant much more experience, and those further from the profession's level will grant less experience.
- Crafting items no longer grants experience if the gap between the crafted item's level and the profession's level is greater than 100. Examples: a level 120 farmer crafting a level 10 item gains no experience; a level 120 farmer crafting a level 20 item gains experience.
- Experience gains from harvesting resources are reduced (to compensate for the significant reduction in harvest times at low and medium levels).
- The way harvesting professions work is improved:
- Resource gains are less random and the progression of harvested quantities is more linear (no significant harvest bonus at level 200). Harvesting professions will overall obtain the same quantities of resources at maximum level, but will obtain more resources during their progression phase.
- Harvest time is fixed at all levels of a profession and is overall considerably reduced (3 seconds). Some resources sometimes needed up to 12 seconds to harvest with a low-level profession; we believe that using harvest speed as a progression lever is not a good approach, as it gives those starting a profession a far too frustrating gameplay experience.
- New harvestable resources are added: 6 fish, 3 flowers, 2 cereals, 1 tree, and more than 60 new meats (almost all monsters in the game will be able to provide meat).
- Rare resources are available on tree resource Protectors.
- Several hundred recipes are modified in version 2.29; here are a few overall changes we have made:
- Resource transformation steps for crafting consumables are removed through the merging of certain professions. For example, it will no longer be necessary to craft preserved meats or gutted fish before using them to craft consumables.
- Consumable recipes are balanced within the same profession: there were, for example, many imbalances in Baker recipes, with a minority of recipes dominating all the others.
- Consumable recipes are balanced between the different professions: Baker recipes were overall much easier and more profitable than the recipes of other professions producing consumables. Some recipes will be harder to produce but others easier. Our goal is to make all consumable recipes viable, whatever profession is used.
- Almost all consumable recipes use "cross" ingredients from other professions. This change will make crafting certain recipes harder but will value interactions between the different professions and boost trade between players.
- Plank recipes are broadly modified and replaced by composite planks crafted from several different types of wood.
- Crafting wood essences is now assigned to Lumberjacks.
- Combined ingredients (wood essences, alloys, composite planks, complex flours, etc.) are used more often to replace the use of single harvestable ingredients.
- Ingredients that used to be bought from NPCs are no longer for sale. These ingredients are now obtained directly by fighting monsters. Most of these ingredients are obtained via bags containing several units, in order to meet the significant demand for certain ingredients that were previously available in unlimited quantity from NPCs.
- It is no longer necessary to equip a tool to practice a profession. Old profession tools are removed. Only the Hunter profession requires a hunting weapon to be equipped in order to recover meat in combat. Several weapons are changed to become hunting weapons. This change is not retroactive.
- Many skills are merged; for example, the three skills "Sew a cape", "Sew a hat" and "Sew a bag" are merged into a single "Sewing" skill. This merging makes it possible to craft different types of items from a workshop without necessarily having to close the crafting interface to reopen it with another skill. This merging is applied to most of the game's skills where relevant (some skills that use completely different workshops remain separate).
- Certain harvestable resources like Flax or Hemp could be harvested by several professions (Alchemist and Farmer); this no longer happens in version 2.29, and Alchemists will have two new distinct harvestable resources (spread across other locations in the world).
- Many adaptations are made to the professions interface that groups together all the game's professions:
- In the item crafting interface, recipes can be selected with a single click.
- The professions list is changed to display all of the character's professions: next to each profession, its level and the experience progress bar for the next level are displayed.
- In the harvestable resources tab, for harvesting professions, the tool display is removed. Harvest time is no longer displayed since it no longer changes depending on the resource or profession level. The experience granted for harvesting a resource is added.
- Profession listing now works directly from the professions interface, by selecting a checkbox. This listing is disabled between game sessions. Enabling listing activates the craftsman's "Available" mode.
- Listing options are changed to match the new way professions work (the item's level is used instead of the number of recipe slots).
- Recipe lists are improved in the professions, crafting and possible recipes interfaces. From now on, recipe level or item type can be used as filters. It is no longer possible to filter recipes by number of ingredients, as this concept no longer has the same usefulness.
- In the interface of recipes associated with an item, in the list of recipes that use this item, the profession required to craft each item is added.
- The progress of crafting a series of items is now shown with a progress bar.
- Failures and successes when crafting an item are no longer displayed (they are no longer useful since crafting an item can no longer fail).
- When crafting an item cooperatively, when one of the two players confirms the crafting, only the part of the interface concerning them shows the confirmation (green color).
- When crafting items or rune-crafting, the payment system is simplified; payment per item and payment on success are removed as they no longer seem relevant to us. Payment is now made via a simple numeric input field.
- It is no longer possible to offer payment on success; this option no longer seems relevant to us. Listing options are changed to offer only a free or paid service.
- When version 2.29 is deployed, characters will receive profession runes allowing them to convert their old professions into new professions and consolidate them onto one or more characters of the same account. The detailed workings of this transition process are described in the Devblog article about professions: http://www.dofus.com/fr/mmorpg/actualites/devblog/billets/435067-amelioration-metiers
- It is no longer possible to forget a profession.
- Fishermen are no longer subject to range constraints for fishing. The fish they can catch are determined by the fisherman profession's level. The success chances of fishing attempts are set to 100%. We are considering applying other changes to the fisherman profession's gathering phase in upcoming updates.
- The preview of harvested resource quantities is disabled. This information no longer seems relevant to us since the improvement of harvested resource display, and it was needlessly complicating resource tooltips.
- New recipes are available for the Alchemist, Lumberjack, Hunter, Miner, Farmer and Fisherman professions.
- A Handyman's workshop is added to Astrub, as well as a Shaper's workshop and auction house.
- For non-subscribed accounts, the maximum profession level goes from 30 to 60 (since profession levels are doubled in this update).
- Some fish could not be correctly harvested in the Sufokia zone; this issue is fixed.
Critical hit system:
The critical hit management system is changed to be more intuitive and offer more interesting behavior, with no threshold effects and with diminishing returns. A Devblog article on this topic is available: http://www.dofus.com/fr/mmorpg/actualites/devblog/billets/433638-evolution-systeme-critiques
- Critical hit calculation is now done with percentages (each spell or weapon has a base critical hit percentage, and items that increase critical hit probability grant an additive percentage bonus).
- It is now possible to exceed 50% chance of triggering a critical hit. This change allows characters to specialize more heavily in critical hits.
- The critical hit probabilities of spells and weapons are converted to fit the new system.
- Agility no longer grants a bonus to the probability of landing a critical hit. We removed Agility's impact on critical hits to diversify the possibilities for building critical-hit-oriented "builds" without forcing the use of Agility as a primary characteristic.
- The critical hit probabilities for monsters are broadly changed to compensate for the removal of Agility's impact on critical hit calculation.
Turquoise Dofus:
The way the Turquoise Dofus works is adapted to the new critical hit system:
- Its bonus becomes 10% critical hit chance. Its old bonus had too decisive an impact on obtaining high critical hit probabilities.
- Each time its holder lands a critical hit in combat, they gain 1% final damage for 3 turns. This bonus can stack up to 10 times. This bonus helps make characters with high critical hit probabilities more valuable.
- The changes are retroactive (applied to all Turquoise Dofus already present in the game).
Incarnam:
The Incarnam zone is entirely redone (a Devblog article is available on this topic: http://www.dofus.com/fr/mmorpg/actualites/devblog/billets/435343-evolution-incarnam)
- The zone's graphical appearance is improved and the zone's size is reduced to make character movement easier.
- New monsters and new items specific to Incarnam are added.
- New quests are available; players are now introduced to resource harvesting and crafting. Most of the old Incarnam quests are removed, and characters can do these new quests to increase their quest counter.
- A new dungeon is added for level 10 characters. It includes the new Incarnam Chafers family and its Dungeon Guardian. This dungeon replaces the old Incarnam Dungeon. A new panoply can be crafted from this dungeon's resources (Kardorim Panoply).
- Entering the Incarnam zone no longer changes characters' save point.
- A new tutorial teaches resource harvesting, item crafting, and the use of idols in combat.
- The guided tutorial interface is improved:
- The welcome interface is removed; the guided tutorial can be abandoned by closing its interface.
- The texts are simplified.
- The reward display is simplified (a single reward slot).
Rune-crafting:
- The rune-crafting interface is improved to make it easier to modify items; all of an item's effects, its potential effects and the variations after a modification are now visible. The runes that correspond to the item's effects are displayed directly in the interface (a Devblog article is available at this address: http://www.dofus.com/fr/mmorpg/actualites/devblog/billets/435452-amelioration-interfaces-forgemagie).
- When trying to improve an item while the success chances are zero, rune-crafting is no longer performed (the rune is not consumed and the item is not damaged).
- Automatic payment is now made at the end of the rune-crafting session, rather than after the first rune is applied. A Rune-crafting session is considered closed when one of the players closes the interface, when the client adds a rune to the bag, when the client or the craftsman manually stops the session, or when one of the two players closes their DOFUS client.
- Payment on success is removed.
- When a characteristic completely disappears from an item, it is grayed out and displayed with no numeric value.
- A message is now displayed when a payment is made, and the payment is only validated if at least one rune has been used.
- It is no longer possible to modify items whose level is higher than that of the corresponding rune-crafting profession.
- The progression formula for rune-crafting professions is changed: as with regular item crafting, the closer the modified item's level is to the profession's level, the greater the experience gains. Likewise, the higher a rune's "weight", the more experience it can grant when the rune-crafting attempt succeeds.
- The rune-crafting weight of certain effects is changed:
- Critical: 10
- Healing: 10
- Damage reflection: 10
- Trap damage (fixed): 5
- Critical hit malus: 5
- Healing malus: 5
Dungeons:
- Losing a fight in a dungeon no longer teleports the character to their save point; the character is now teleported in front of the dungeon's entrance. We changed this behavior to reduce travel time after a failure in a dungeon, reduce the penalty associated with a failure, and make retries easier. All dungeons are affected except the Twelfth Dimension dungeon, where teleportation on failure is done to the dungeon's exit map.
- The Dungeon Key Ring is no longer available from the temple merchant present in the class temples. It is now given in Incarnam.
- Wreck of the Flying Grolandais:
- The Pitrailles present in the various rooms are replaced with Fantimoniers.
- Ben le Ripate can no longer summon a Pitraille.
- The Harpirate's hit points are increased.
Divine dimensions:
Several changes are made to the way divine dimensions work in order to make them less frustrating, by reducing the number of portal searches required, penalizing failures less, and making attempts and risk-taking easier:
- Losing a fight in a divine dimension no longer teleports the character outside the divine dimension; the character is teleported to a specific respawn point for the dimension. Turning into a ghost still expels the character from a divine dimension.
- Losing a fight in a dungeon of a divine dimension causes the character to respawn at the dungeon's entrance.
- Energy loss upon death in a divine dimension is doubled. This change compensates for respawning within the divine dimension after a combat death. Divine dimensions remain more dangerous zones that are harder to explore than regular zones.
Alignment quests:
Level 1 to 40 alignment quests are improved. They are aimed at characters level 30 and above.
Level 41 to 70 quests are no longer available. They will be changed and become accessible again in a future update. Characters who have one of these quests in progress can finish it, except for the quests Apprenticeship: Renegade Hunter and Apprenticeship: Soul Hunter.
A new merchant is available in the militia building of Bonta and Brâkmar.
New Achievements and rewards linked to level 1 to 40 alignment quests are added. The new Achievements and their rewards are granted retroactively to characters who have already completed these quests.
Characters who had already validated these quests before update 2.29 do not lose their progress.
We plan to progressively improve all existing alignment quests before adding new alignment quests. This is a long process that will take place over several updates and should extend into 2016. Our goal is to offer more interesting, richer quests, with better rewards, that can accompany characters from level 30 to level 200.
Achievements:
Several hundred new Achievements are added with the idol system, the improvement of alignment quests, and the improvement of Incarnam. Some of these Achievements unlock new ornaments and titles.
The Worker Achievement now requires reaching level 100 in a profession. If the Achievement has already been validated, it remains validated.
The Companion Achievement now requires reaching level 200 in a profession. If the Achievement has already been validated, it remains validated.
The Skilled Labor Achievement now requires reaching level 200 in two professions. If the Achievement has already been validated, it remains validated.
The Elbow Grease Achievement now requires reaching level 200 in three professions. If the Achievement has already been validated, it remains validated.
The objectives, level and rewards of the Abraknydians Achievement are changed.
The Dark Abraknydians Achievement is added.
The Irascible Abraknydians Achievement is added.
The objectives, level and rewards of the They Deserved It Achievement are changed.
The rewards of the Champis Achievement are changed.
It is no longer possible to validate Achievements for a fight that was forfeited, even if the fight is won by the team.
The Achievement for Alma's Cradle monsters no longer requires defeating a Pitraille.
Dungeon Meta-Achievements are updated to include dungeons that were added after these Achievements appeared.
In the Achievements list, objectives are now displayed in a specific order.
The exploration Achievements "Rocky Peaks" and "Phoenix Rock" are disabled (they refer to the old version of Incarnam). The "Head in the Clouds" Achievement is updated to no longer take these two Achievements into account.
Prospecting thresholds:
- Prospecting thresholds are removed for all resources in the game. It is no longer necessary to have a minimum Prospecting value to unlock the ability to obtain certain resources.
- We removed Prospecting thresholds because they gave too much importance to the number of characters present in a fight, and because we no longer want to require a significant investment in Prospecting to unlock the ability to obtain certain resources. Over the course of updates, we started working around the limitations imposed by Prospecting thresholds (star bonuses and Challenges allowed increasing characters' Prospecting to bypass the thresholds), but these solutions did not provide sufficiently relevant answers for monster groups with no stars or for resources with very high Prospecting thresholds.
Pod management:
- We want to bring more comfort to characters who do not wish to practice professions; characters will therefore gain 5 additional pods per character level (995 extra pods at level 200).
- Professions will continue to grant pod bonuses, but in a more gradual way.
- For example, if you had 6 professions at level 100 in 2.28, in 2.29 you will have 6 professions at level 200, for a total bonus of 11,343 pods granted by professions. With 18 professions at level 200, professions will grant you 16,716 additional pods.
- Strength will continue to grant the same pod bonuses.
- A summary table of the pod bonuses obtainable through professions is available in the Devblog article about professions: http://www.dofus.com/fr/mmorpg/actualites/devblog/billets/435067-amelioration-metiers
Turn time carry-over system:
The way turn duration works is changed:
- Characters now have 15 seconds of base play time (versus 20 before); they gain 1 second per AP and per MP (not counting AP or MP bonuses gained during the fight). For example, a character with 12 AP and 6 MP will have 33 seconds of play time per turn.
- When you end a turn before it runs out, half of the remaining seconds are added to the next turn.
- Play time can be accumulated and carried over across several successive turns.
- A turn cannot last more than 1 minute.
- The fixed minimum turn duration of 30 seconds is removed: characters whose total AP and MP is less than 15 can now have a play time shorter than 30 seconds.
- By playing quickly during simple turns, it now becomes possible to have more time during complex turns. This additional turn-time management concept increases the tactical dimension of fights by introducing a new type of resource to manage during fights, while making it easier to set up very elaborate tactics.
- We believe the reduction in base play time is largely offset by the gains from carrying time over between turns. Our goal is not to increase the overall duration of turns and fights, but to allow players to better manage their time "capital" over the course of a fight.
Character creation:
- When creating a character, a new interface presents the 3 existing game modes (Normal, Epic, Heroic) and their particularities. This new interface increases the visibility of the other game modes.
Heroic server:
- At the end of a fight that could result in a character's death (against monsters or other characters), victorious characters are immune to aggressions for 5 seconds. This change allows characters to quickly escape at the end of a fight they just won, and reduces the impact of characters whose only purpose is to separate opposing groups or stall for the arrival of other characters. This makes the Heroic server potentially "less dangerous", but we believe it makes fights on this server fairer and more interesting by reducing the effectiveness of techniques bordering on cheating.
Fights:
- When several entities are killed at the same time, death animations are simplified and played almost simultaneously, in order to speed up the pace of fights and not penalize players who kill several entities during their turn.
- Quick equipment changing is optimized to improve client performance when quick equipment changes involve changes to the combatants' turn order.
- The combat log display of damage from spells with several damage sources on targets in the Infected state is fixed.
- Creature mode correctly deactivates at the start of a fight after having used its keyboard shortcut then its button in a previous fight.
- The links to cells shown by spectator characters work correctly for members of their group present among the spectators.
- Permanent tooltips display correctly above targets that are moved.
- Characteristic maluses can now reduce damage dealt down to a minimum of 100% of the attack's base damage. Example: in 2.28 a character with -100 Agility and 100 Power dealt 200% Air damage because we considered them to have 0 Agility and a 100 bonus to Power. Whereas in 2.29 they will deal 100% Air damage because their -100 Agility malus will reduce the damage bonus provided by their 100 Power bonus.
- In certain cases, Companions' MP could fail to be correctly updated after an MP loss; this issue is fixed.
- The icon representing the "1-cell perpendicular line" area of effect in the interface and spell tooltips is changed.
- After a reconnection, disabled portals are correctly displayed as such.
- In tactical mode, dark and light ground cells keep the same display order, regardless of the interface theme used.
Damage and action preview:
- In certain cases, Telefrag previews with an active Synchro in combat were not working correctly and displayed lingering previews; this issue is fixed.
- The damage preview displays correctly when a spell results in several damage shares.
- The damage preview of the Unsummoning spell displays correctly when bombs are targeted.
- The damage preview of the Evolution spell displays correctly when the spell is cast on allied targets.
- The damage preview is only displayed on the relevant targets for charge spells (Punitive Arrow or Iop's Wrath for example).
- The damage preview displays correctly on a target affected by the effect of the Fury spell.
- The damage preview displays correctly for healing spells based on a percentage of the target's health.
- The damage preview works correctly while transformed during the quest fight against Dark Vlad.
- The damage preview of attacks cast through Eliotrope portal networks works correctly after replacing older portals with more recent ones.
Xelor:
- Temporal Paradox:
- The initial cooldown becomes 1 turn.
- Invested spell points are refunded.
- We changed this spell because we do not want to allow Xelors to swap positions with an enemy entity as early as the first turn of the fight.
- Teleportation:
- The initial cooldown becomes 1 turn.
- Invested spell points are refunded.
- We changed this spell because we do not want to allow Xelors to swap positions with an enemy entity as early as the first turn of the fight.
- Xelor's Dial:
- The summon's AP Removal value is now equal to that of its summoner.
Sadida:
- When a doll is killed, the tree summoned upon its death now suffers a 50% vitality malus. We made this change because a doll's death was not penalizing enough when it was replaced by a tree with all of its HP.
- The Sacrificed:
- She no longer dies if she casts her "Sacrifice" spell on an unoccupied cell.
- Sylvan Power:
- The "Groute" summon now has a Dodge value equal to that of its summoner.
- Natural Gift:
- The calculation of damage sharing between several targets is changed: the damage that the target would have taken is now used to calculate the damage sharing.
- Invested spell points are refunded.
- We changed this spell because it allowed granting far too much protection to a group of characters by sharing, between several targets, the effects of certain protection spells intended for a single target.
Ecaflip:
- Roulette:
- The critical hit bonus value becomes 25 at all levels of the spell (30 on critical hit).
- Invested spell points are refunded.
- We changed this spell to adapt this bonus to the new critical hit system.
- All or Nothing:
- The spell now always affects its caster, even when cast through an Eliotrope portal.
- Invested spell points are refunded.
- We changed this spell because using it without suffering its constraint could make it too powerful.
Zobal:
- The level at which certain spells are obtained is changed to improve the game experience for beginners:
- The Picada spell is now obtained at level 1.
- The Class Mask spell is now obtained at level 3.
- The Support spell is now obtained at level 6.
- The Reuche spell is now obtained at level 13.
- Coward's Mask:
- The spell no longer applies the "Weakened" state to the caster.
- We changed this spell to offer more possibilities for Coward mode.
- Trance:
- The caster suffers the spell's malus if it is cast into an Eliotrope portal.
Items:
- The spell-forgetting potion is now part of the "Potion" category.
- Spell-forgetting potions specific to a single spell are removed from the game (they were no longer usable and it was no longer possible to obtain them).
- Potions that allow teleporting are now part of the "Teleportation Potion" category. This item category is available in the Alchemists' auction houses.
- The value of the effects of most consumables that restore HP or energy is changed.
- The weight of items in the Bread, Potion and Dye categories becomes 2 pods.
- The weight of items in the Edible Meat category becomes 3 pods.
- Recipes using items from the Plank category are changed.
- Items in the following categories can no longer be crafted. They can be used to recover the associated resources or equivalent items: Gutted Fish, Preserved Meat.
- Certain items in the following categories can no longer be crafted. They can be used to recover the associated resources: Flour, Plank.
- The following potions are moved from the Potion category to the Preparation category: Mineral Potion, Alteration Potion, Pressed Ecumouth Juice, Longevity Potion, Memory Potion, Old Age Potion.
- The following potions are renamed and moved from the Potion and Rune-crafting Potion categories to the Substrate category: Wood Chip Potion, Solid Wood Chip Potion, Rare Wood Chip Potion, Unusual Wood Chip Potion, Grove Essence, Copse Essence, Forest Essence. They can no longer be used to repair ethereal weapons.
- The following items are no longer available for purchase from NPCs, and most of them can be obtained from monsters or crafted: Eggplant, Cherry, Lemon, Tasty Juice Dose, Water, Spices, Salace Leaf, Element Vial, Biblop Grease, Jelly Grease, Frying Oil, Baker's Yeast, Pepper Measure, Salt Measure, Onion, Perlimpinpin Powder, Temporal Powder, Abraknyde Resin, Scurvy Blood, Terrine.
- New beers are added so that every tavern offers at least one drink.
- Trying to use a "Monster Bread" on a map that forbids fighting monsters no longer results in the loss of the item.
Equipment:
- The characteristics and recipes of most items below level 20 are changed to make these items more interesting. Overall, these items' recipes require more ingredients.
- Some items below level 20 that existed in several variants are removed. Examples: Small Boisaille Shovel, Boisaille Shovel, Large Boisaille Shovel, Powerful Boisaille Shovel. In this example, only the Powerful Boisaille Shovel is kept and is renamed "Boisaille Shovel".
- The following weapons are now hunting weapons (this change is not retroactive):
- Golden Rhizome
- Hick's Bow
- Nidanwa Axe
- Grifflets
- Falistos Hammer
- Dark Abraton
- Doncule Sword
- Assin Bow
- Caribbean Staff
- Houalle Wand
- Shattkitou Shovel
- Blueronne Hammer
- Harnée Axe
- Tangent Bow
- Soft Oak Wand.
- The recipes of the following items are changed to no longer include other items whose effects were variable and prevented crafting the recipes in bulk:
- Fungus Dungeon Key
- Ogralimde Blade
- Bouftou Royal Sword
- White Rat Sword
- Fuschia
- Sailor's Amulet
- La Reinette
- The levels of more than a hundred pieces of equipment are reduced to offer a better distribution of equipment recipes by level (overall, the affected items are those that were underpowered for their level).
- The level of the following panoplies is increased:
- Adventurer Panoply
- Blue Piou Panoply
- Green Piou Panoply
- Pink Piou Panoply
- Yellow Piou Panoply
- Purple Piou Panoply
- Red Piou Panoply
- Arakne Panoply
- Champ Champ Panoply
- Countryside Panoply
- Foam Panoply
- Bouftou Panoply
- The description of spells triggered by items (Nebulous Dofus for example) is now displayed in the items' tooltip.
- Most equipment that could be obtained by fighting monsters can now only be obtained by crafting it through professions. Most of these equipment's recipes are simplified.
- The Jingling Belt's recipe is changed.
- The head position on characters of the first appearance of the Obvijevant Hat is improved.
- The head position on characters of the Pourih hat is improved.
- The head positions on female Eniripsa characters of the Boreal headdress and the Maskamakna are improved.
- The position on characters of the draconic shield is improved.
- The Korko Klako and the Korko Kousto can now be equipped by all classes; they are no longer limited to the Sadida class.
- The recipes for the Wooden Helmet and Wooden Wings (items required to travel to Moon Island) are no longer secret.
- The NPC resale price of most equipment below level 12 is reduced.
- The Bad Pick is now level 6 and can be crafted.
- In the Skargo Ring recipe, the liquid heavy metal potion is replaced with Meupette padding.
Resources:
- The minimum quantity of drawn Water goes from 1 to 5.
- The 5-Leaf Clover is removed from the loot of the various types of Bouftous.
- Oats are removed from the loot of the various types of Karne Riders.
- Euphoric Hemp is removed from the loot of Fungi and the Master Bolet.
- Iron, Silver, Bauxite and Gold ores are removed from the loot of the various types of Dark Miners, Dark Blacksmiths, Ouginaks and Pandits.
- Aluminite, Ebonite, Magnesite, Bakelelite, Kouartz, Kryptonite, and Kobalite alloys are removed from the loot of the various types of Dark Blacksmiths.
- The Flower and Plant categories are moved to the Alchemists' auction house.
- The Greuvette is removed from the loot of the various types of Pichons.
- Bouftou wools, horns and drools are removed from the loot of Cave Bouftous.
- The probabilities of obtaining the following resources are increased:
- Bambouto Magic Root
- Crab's Eye
- Empty Crab Shell
- Thierry Voodoo Doll
- Sarbak Voodoo Doll
- Jav Voodoo Doll
- Archer Voodoo Doll
- Traumatized Kokoko Nut
- Kokomilk
- Kokostraw
- Leather Saddle
- Bulbiflora Magic Bark
- Bouftou Stomach
- Army of Ticks
- Bouftou Eye
- Bouftou Blood
- Bouftou Hoof
- The probabilities of obtaining the following resources are reduced:
- Bambouto Wood
- Bambouto Leaf
- Crab Pincer
- Crab Tongue
- Kokoko Trunk
- Kokoko Leaf
- Fourbasse Bark
- Bulbiflora Flower
- Bulbiflora Root
- Bouftou Brain
- Bouftou Horn
Monsters:
- The Lévitrof's poison correctly disappears when its death triggers the arrival of a new wave of monsters.
- When the Boubourse is in the player characters' team and is killed at the same time as the last monster of a wave, it is correctly resurrected.
- Agent Gklung, Gink and Louise Degraine now correctly use their doll-summoning spells.
- Krtek no longer allows obtaining ores at the end of a fight.
- Militiamen no longer respawn in the cities of Bonta and Brâkmar.
Artificial intelligence:
- Monsters correctly play their turns when trying to target an entity located behind a block of 4 portals.
- Monsters correctly pass their turn when positioned on a portal surrounded by other portals.
- Monsters more efficiently handle effects triggered by healing (such as the Black Rat's "Black Plague" spell, for example).
- Monsters now take into account the AP and MP they can recover when leaving a glyph-aura.
- Handling of cone-shaped areas of effect is improved.
- Monsters that have area spells requiring them to be cast directly on a target can now correctly cast these spells after moving (example: the Kolosso's Razepoutine spell).
- Monsters more efficiently handle damage-taken multipliers.
- Monsters more efficiently handle the effects of spells triggered by their actions.
Mounts breeding:
- An error message is displayed when trying to add a mount to a full enclosure.
- In the enclosure and stable interface, if a filter other than the last one is removed, the remaining filters keep the same value.
Percepteurs:
- Having an open trade with a Percepteur at the moment the game server shuts down no longer results in a Percepteur that cannot be interacted with after the server restarts. Percepteurs affected by this bug are removed.
Quests:
In the quest log interface, when a quest has only a single step, the step dropdown list is no longer displayed.
In the quest log interface, the names of items that need to be crafted are now interactive.
The objectives of the Astrub quests Reap Without Sowing, Culinary Art, Guédon's Weapon and Ready-to-Wear are changed following the changes made to the profession system.
The price of Fireworks Powder goes from 100 to 1 kama.
The answers offered by the NPC Guardian of the Bridge of Death take into account the weight change of Morito Coral.
In the quests that use them, resources that can no longer be crafted by craftsmen are replaced with other resources.
In the quest The Art of Doublespeak: the Schemer is moved so that the well's interactive zone does not interfere with interacting with the NPC.
Ethereal weapons:
- Ethereal weapons can no longer be obtained as loot from fights against monsters.
- Ethereal weapons can no longer be repaired.
- Ethereal weapons will be permanently removed from the game within more than 6 months.
- We decided to progressively remove these items from the game because we believe the mechanic of destructible weapons does not have a place in the game. They added a "complexity" (specific weapon type, very large variety of ethereal items complicating searches, specific repair mechanic, etc.) to the game that was not worth their interest. The vast majority of ethereal weapons obtained were resold for kamas to NPCs. We are aware that they could occasionally represent interesting kama gains for beginners, but we prefer to work on making resources obtained at low and medium levels more worthwhile.
Treasure hunts:
- Only the waypoints of the current hunt are now displayed on maps, to improve their readability.
- Several changes are made to the clues:
- A new coal bag clue is now recognized.
- The Skewered Tofu clue is now also considered a Dead Tofu clue.
- The pitchfork of the Skewered Tofu clue is still considered a pitchfork clue.
- A new jar clue is now recognized.
- Two new crate-stuck-in-snow clues are now recognized.
- A new spiked shield clue is now recognized.
- A new arrow-stuck-in-the-ground clue is now recognized.
- A new crate clue is now recognized.
- A new frozen shield clue is now recognized.
- A new painted skull clue is now recognized.
- Two new closed tube clues are now recognized.
- A new closed tube clue (built into a Zaap) is now recognized.
- A new square planter clue is now recognized.
- A new butcher's crate clue is now recognized.
- A new silo clue is now recognized.
- A new fishing rod clue is now recognized.
- Two new egg-in-its-nest clues are now recognized.
- A new medical crate clue is added.
- A new mystery crate clue is added.
- A new giant syringe clue is added.
- A new Flamèche-on-a-pontoon clue is added.
- A new hollow fallen trunk clue is added.
- A new paddle wheel clue is added.
- A new Chacha-caught-in-a-web clue is added.
- Crate clues are no longer used for treasure hunts taking place in the cities of Bonta and Brâkmar.
Maps and zones:
- In certain zones, a temporary save point is used when the character dies. This temporary save point makes it possible to avoid overwriting the character's original save point. Affected zones:
- Incarnam
- Minotoror Island
- Center of the Minotoror Labyrinth
- The Dragon Pig Labyrinth
- Xelorium
- Srambad
- Enutrosor
- The graphical appearance of the class statues present in Astrub is improved.
- The way the Sacrieur temple entrance works is improved.
- The graphical appearance of certain Goultarminator tournament maps is improved.
Screenshot system:
- A new screenshot system is built into the client.
- A first customizable shortcut ("F2" by default) lets you take a screenshot of everything displayed in the client.
- A second customizable shortcut ("F2 + Shift" by default) lets you take a screenshot with no interface visible.
- For each screenshot, the file's save location is shown in the chat interface. The message is interactive and allows opening the corresponding folder.
- Files are named with the character's name, and the exact date and time the screenshot was taken.
Interfaces:
- When several clients are launched successively, the default account names used are selected successively from the history. For example, if a first client is launched, the default account name will be the first in the history; if a second client is launched, it is the second account name in the history that will be used by default, etc.
- It is now possible to open the Zaaps interface with a single click (without a contextual menu). Saving a Zaap as a save point is now done in the Zaaps interface.
- On the world map, points of interest icons are now displayed in a higher resolution, with a white background, and now have a fixed size regardless of the zoom level used on the map.
- The appearance of the button to open the world map is improved.
- The overall behavior of dropdown lists in the DOFUS client is standardized and changed to match that of internet browsers (taking into account keyboard shortcut input to navigate efficiently and quickly through a dropdown list).
- The zoom level of the world map and the mini-map is kept between openings of these interfaces.
- In the chat interface, links to items sent from the auction house interface now work correctly.
- In the soul stone auction house, the list is correctly reset when disabling the search (by clicking the button a second time).
- Quick equipment correctly takes into account the limitations imposed on exotic rune-crafting bonuses when equipping (quick equipment sets were sometimes unusable even though they were valid).
- It is no longer possible to enter line breaks in text fields meant to display only a single line (it is no longer possible to add a line break when renaming a Dragoturkey, for example).
- In the possible recipes interface, an issue that could prevent certain items with different effect values from being transferred is resolved.
- The icon of the button to display the world map is improved.
- The character location icon on the world map is improved.
- In the zaapi interface, the zaapis list is no longer empty after clearing a search that returns no results.
- When requesting automatic server selection, if no server is available, a message "No server is currently available, please try again shortly." is displayed.
- The usage conditions displayed on attitude scrolls now correctly display in red when the conditions are not met, and in white when the conditions are met.
- In the friends interface, the search field now has its text aligned to the left, like the other search fields.
- In the characteristics interface, in the "Advanced" tab, if the character has temporary bonuses in a characteristic (during combat, for example), the details of the bonuses in that characteristic are shown on hover.
- In the character's characteristics sheet, Achievement points now replace professions.
- In the bestiary, Prospecting thresholds are no longer displayed when hovering over loot (Prospecting thresholds no longer exist in the game).
- In the panoply interface, when the bonus-stacking checkbox is checked, the effects displayed are correct and correspond to the sum of the effects of all selected items added to the panoply bonus for the number of items selected.
- In item sheets and in the panoply interface, effects are always displayed in the same order.
- Permanently account-bound items now have this effect visible when displaying the item's theoretical effects.
- In the real estate agency interface, the text for enclosures is fixed for clients using the English language.
- In merchant mode, items already for sale can now be correctly modified with a new price of 1 kama.
- In the auction house interface, while a search is in progress, the content of the purchasable items list keeps updating.
- In the zaap interface, it is now possible to favorite the current zaap.
- Links to personal pages (by clicking on a character) now work correctly for all client languages.
- For items that trigger spells in combat, clicking on the spell's name in the item sheet now only displays the spell's name and description.
Guilds and alliances:
- When you replace a prism, the new prism no longer appears as a question mark.
- The hourglass pattern used on alliance banners now displays correctly.
Sounds and music:
- Temple music no longer stops for no reason and correctly resumes when reactivating the music loop playback option.
- The sound volume during fights is now the same as outside of fights.
Shield and Authenticator:
- In the game's main menu, information indicating whether the account is protected via the Shield or the Authenticator is added.
- Restricted mode now benefits from the experience bonus granted to accounts using the Shield or the Authenticator.
- Activating the Shield during a session is taken into account for granting experience and loot bonuses.
Connecting to the game:
- Connection handling is improved for clients whose IP address is dynamic and may change between the connection phase and arriving in-game. Affected clients should no longer be disconnected during this phase.
Miscellaneous:
- A default shortcut is added to enable or disable tactical mode: Shift + '.
- The zoom level is reset after changing maps.
- The Alt + F4 shortcut in combat speeds up the progress of game turns.
- The Ombre and Padgref servers now have a server illustration.
- Some dungeon names present in Almanax bonus texts are fixed.
- The term "greu-vette" is now spelled "greuvette".
- The animations of summoning spells, of Flamiche and of Foudroiement are improved.
- Items that use a Mimibiote with the appearance of an item that no longer exists after an update are now correctly handled: upon logging in, the item regains its original appearance and the character receives a new Mimibiote.