Machine translation
Machine translation — the official text prevails.
Find in this devblog all the content of the Dofus Retro update - 1.34
Tournament mode
Players have long been asking us to look into ways of organizing PvP-style tournaments. The PvP community is very active on Retro and matters a great deal to us: after all, once you've taken on every challenge the game has to offer and optimized your character to the max, testing yourself against other players is an endless source of interest.
In this update, we've brought in new mechanics designed specifically for you. Starting Wednesday, December 9th, Goultard himself will welcome you on his usual map and invite you into his iconic arenas — mind you, only if he's in a good mood. So you'll be able to set foot in the "Goultarminator" and also in the "Game World" zone. These two special maps each give access to 6 sub-zones of their own, with different themes and distinct placement layouts. That's 2 maps with 8 placement spots, 5 maps with 6 placement spots, and 7 maps with 12 placement spots on offer.
Since the place is watched over by Goultard, he'll enforce his own rules, which are as follows:
- Aggression is strictly forbidden on these maps. That way, you can organize your matches in peace.
- All shields can be equipped with no alignment requirement. Don't get too excited, though — as soon as you leave the arena they're automatically removed.
- During placement, enemies are hidden and are only revealed at the start of the fight.
Lastly, in his infinite kindness, Goultard has also summoned a few training Poutches. He probably figured you might want to practice with these new rules even outside of tournaments.
Polykrome
Polykromes are arriving in-game! A famous — and rather insistent — Astrub tailor managed to convince a renowned magician to create a collection of iconic hats for him, so that they could take on the color of whoever wears them. No fewer than twenty or so hats have been reworked to enable this feature. For the occasion, the color-changing interface has been improved and now lets you see your equipment and currently-mounted dragoturkey in real time — grab your paintbrushes!
Note that while these hats don't grant any stats, they'll require the same level requirement as the original hat: a Polykrome Solomonk hat is therefore level 120. We didn't want to see level-1 characters running around in high-level hats, and that's also why these aren't Living Items.
You'll be able to find them in the shop very soon, and some will only be available in-game, as part of dungeon events.
Sram fixes
In Dofus Retro, we don't touch the different classes and their spells, in order to preserve their original flavor. However, some players have reported technical issues with Sram spells to us, which we've fixed with this update. That said, we want to make clear upfront that we don't want to see the Sram match its modern-day counterpart, particularly regarding the so-called "trap network" technique. So don't be surprised if certain techniques from modern Dofus don't apply on Dofus Retro and won't be fixed.
Let's get into it — here are the issues that have been fixed:
- Fixed an issue preventing combat from ending correctly when the last monster is pushed onto a trap that kills it.
- It was possible to stack several characters/monsters on the same tile if two entities were pushed by repulsive traps and landed on the same destination tile at the same time.
- Under specific conditions, it was possible to remove an enemy Sram's invisibility one turn early; this is now fixed.
- Trying to place a trap on the same cell as another consumed the cast trap's cooldown without it actually being placed, for example for mass, immobilization, or silence traps... this is now fixed.
- When two overlapping repulsive traps were triggered and sent the target in two different directions, the target took damage from both traps on both final cells but only moved in one direction, then teleported to the other final cell at the end of the current turn. This issue stemmed from the game's inability to correctly combine two repulsive traps.
- As a result of the fix above, the new behavior is as follows: traps that lie in the path of a push from at least two overlapping repulsive traps will explode during the movement but won't be counted, and won't cancel the movement either. Only traps on the final cell will be counted and used to trigger another push. A damage-type trap can be placed deliberately in the movement's path to create early turns.
- Traps that lie in the path of a push from a repulsive trap will block the target's momentum, the same way the "Fear" spell does.
Here's an illustration of the phenomenon:
The second stack of traps is ignored and the Sram ends up on the red cell.
The second stack of traps is valid and triggers a new push, the Sram ends up on the red cell and takes damage from all the damage traps.
Example of a network mixing isolated and combined repulsive traps where all traps are counted
Prism PvP adjustment
To boost guild-vs-guild PvP and make room for legendary fights, we've changed the defender restriction during prism attacks. Until now, only two guild members could come to the centaur's rescue in a dungeon, leaving little chance of victory against a team of eight. This limit is being raised to seven defenders plus the prism, same as outside.
We're also increasing the initial preparation time from 25 seconds to 35 seconds, giving defenders more time to organize before entering combat.
We're aware that the current system allowed for guild rotation in dungeons, but we believe that banding together and uniting against a common enemy is more rewarding for the game's community side than a fight that's often decided in advance.
Full changelog
Graphical fixes
- Tourmentor artworks are now displayed correctly in the combat info panel.
- The "Feudala Border" and "Feudala Village" zones are correctly delimited on the world map.
- Several class artworks weren't correctly colored in the start-of-turn illustration (e.g., male Feca's ponytail).
- The "Prince of Wa" transformation no longer turns invisible at certain angles.
- When a female Sadida eats bread, her hair no longer clips through her hat.
Remastered-only fixes
- The "Elite Chafer" monster had a few animations not converted to 40 FPS.
- The "Call of the Forest" spell animation from the "Summoning Branch" produced large circles on impact.
- The "Kimbo" monster's animations have been improved, particularly its death animation.
- Many graphical elements, particularly in the "Koulosse Dungeon", "Wa Wabbit Castle", "Astrub", "Bonta", "Cania Plains", "Brakmar", "Sufokia", and "Otomai Island" zones, are now in higher resolution.
Ergonomics and improvements
- To celebrate the arrival of tournament mode, the "Goultard" NPC's design has been reworked to more closely match his appearance during the Goultarminator.
- The right-click shortcuts brought by the 64-bit version are now also available for the 32-bit version.
- The Tynril family is now differentiated by a color code, making it easier to tell the four apart.
- The "Duel" challenge artwork has been reworked to distinguish it from the "Everyone Gets a Monster" challenge, which used the same one.
- It's now possible to switch to "Ready" during the placement phase using the same keyboard shortcut as "Pass turn".
- On login, your IP address is now hidden to protect players from outside attacks, particularly while streaming. Part of the address remains visible to help identify an unwanted connection.
- Given the potentially dramatic consequences of accidentally consuming them, "Profession Unlearning Potion xxx" items now require confirmation before use.
- Certain specific maps now forbid aggression, unless the character has wings activated, to prevent anti-play behavior:
- Maps where an Elm grows. It's also impossible to challenge or trade on these specific maps.
- The "Dark Vlad" map
- It's now possible to leave the "Skeleton Dungeon" without receiving the "Chaferfu Summoning" spell by declining to learn that spell from the NPC.
- Holding CTRL and using the scroll wheel now lets you freely zoom in your game window.
- On the character selection screen, characters are now sorted by their last login, with the one who most recently accessed the game placed first.
Out-of-combat fixes
- Due to the abuse it caused, right-click harvesting of a resource is now disabled.
- Fixed a bug that let players attack a monster group by clicking anywhere on the map while holding the "Z" keyboard shortcut combined with a right-click.
- The "Marcelle Rouste" NPC was incorrectly giving an "undefined" quest; the quest has been disabled.
- Using right-click while harvesting could get you disconnected when attacked by a monster from the "Resource Guardian" family.
- A malicious player could trick the "Fortune Teller" NPC into believing the "Dark Vlad" monster had respawned by using a "Bwak Egg" on that map.
- A cap on the number of summonable monsters has been added to prevent abuse caused by the "Abragland" and "Craqueloroche" items; the Mini-Wakfu tied to these items has therefore been reactivated.
In-combat fixes
- PvP shields that granted fixed earth-damage resistance were also granting the same value to fixed air-damage resistance. PvP shields that granted fixed air-damage resistance weren't granting the user anything. Both values are now fixed.
- The combat movement preview could route the character over a harvestable resource when it was the only path to reach it; confirming this action cost 1 repeatable MP.
- Bonuses granted by a dead ally weren't disappearing from the effects window, causing confusion about what was still active.
- It was possible to visually make a Feca's glyph disappear if it was overlapped by another. The system now correctly tells the different glyphs apart.
- While chat is active, pressing the "Pass turn" shortcut key no longer triggers the action.
- In certain cases, the game could generate untargetable tiles for the rest of the fight.
Optimizations
- When an item is dropped on the ground and the confirmation window is confirmed with "Enter", the icon is correctly removed from the mouse cursor.
- When two general-channel messages were received at the same time, the timestamp wasn't always displayed correctly.
- The window's menu bar is now hidden in 32-bit, leaving more room for the game window.