[Changelog] DOFUS 2.0 - June 22, 2010
Notice: to bring this changelog to you as quickly as possible, our translation team is updating it as parts of the translation is completed. Please stay tuned for further updates.
New area, the Island of Frigost:
Episode 1 of the Frigost expansion is available with this update. The Island of Frigost will only be available at the end of the afternoon (the other changes brought by this update will be available just after the end of the maintenance on June 25th).
Episode 1 includes 4 new dungeons, roughly 50 new pieces of equipment, new areas, quests, monsters, resources, houses and paddocks.
This episode is aimed primarily at characters of level 100 to 180 even though the area can be enjoyed from level 50 (the minimum level needed to access the island) up to level 200.
Quick-equip Custom Sets:
New functionality allows sets of equipment to be defined and saved, and then equipped with one mouse click, meaning a character can very quick swap between one or more different items. An expansive devblog article about this subject can be found here:
http://devblog.dofus.com/en/posts/53-custo...-interface.htmlNew characteristics and bonuses on items:
Episode 1 of the Frigost expansion sees new characteristics and bonuses on items. A summary of these characteristics can be found on the advanced characteristics tab. We have created these new effects to more effectively vary the new pieces of equipment in-game and to make it easier to create more diverse or specialised characters.
Here is a list of the new characteristics:
•Lock (or Tackle): This characteristic determines the ability of a character or a monster to lock their opponent in close combat (on a cell adjacent to theirs).The higher this characteristic, the less chance your opponents have to escape (dodge roll) when they are on a cell adjacent to your character. 10 points in agility is equivalent to 1 point in the Lock characteristic.
•Dodge (or Evasion): Dodge is the opposite of Lock. It determines the ability of a character or a monster to escape an opponent’s lock zone (make a dodge roll). The higher this characteristic, the higher your character's chances of escaping your opponent’s lock zone. 10 points in agility are equivalent to one point in the Dodge characteristic.
•Air / Water/ Fire / Neutral / Earth Damage: these are fixed damage bonuses similar to the classic damage bonuses, but they only affect the corresponding element.
•Critical resistance: this bonus provides a fixed reduction to critical damage in all elements. It only applies when a character receives damage from a critical hit. This new characteristic will allow us to reduce the effectiveness of damage from critical hits which we currently feel is too great.
•Pushback damage: this bonus increases the damage caused by pushback spells.
•Pushback damage resistance: this bonus increases fixed resistance to damage caused by pushback spells.
The separation between agility, lock and dodge allows us to reduce the significance of the agility characteristic (which we think is too great) and allow the creation of builds that are much more varied and specialised. A person specialising in locking will no longer necessarily need to be a character with a lot of points in agility. Agility will continue to provide bonuses to locking and dodging and a character accumulating points in agility and lock or dodge bonuses will always remains more effective for locking or dodging than a character that only has lock or dodge bonuses and lower or no agility.
Adaptive experience for quests:
The XP rewards for quests are now based on the level of the character completing them. For the moment, only the Frigost quests will benefit from this change. The "old" quests will gradually benefit from this change in future updates. This feature increases the XP rewarded to high level characters performing low-level quests making the majority of quest rewards more worthwhile for high level characters. The amount of XP given by high level quests (Frigost quests for example) is reduced for low-level characters so as not to allow them to progress too quickly. This system allows us to offer high-level quests with decent XP rewards without significant risk of adverse effects on characters’ learning curves.
Optimisation and performance:
•A new interface in the options menu called "Compatibility" now displays the version of Adobe Air in use and can be used to alter the version used by the client. For technical reasons beyond our control, this option can only be altered if the Flash quality setting can also be changed. If the Flash option cannot be changed, the interface will offer to download the Adobe Air 1.5 or 2.0 installers. If the option can be changed, the client will default to version 1.5 of Adobe Air for stability reasons. Players who would prefer to use version 2.0 of Adobe AIR will need to manually change the option.
•The world map display has been improved. Now only the visible parts are loaded into memory and the map is now available in several resolutions. The map loads more quickly and consumes less memory. In addition, this menu is no longer cached, which frees up about 50 megabytes of memory after it is opened.
•The inventory is now displayed more quickly.
•Messages posted in the fight log (in the chat interface) are now merged when the same effect affects multiple targets. This change makes the fight log easier to read and improves client performance in a fight.
•AI performance has been improved, some unnecessary computations when losing or gaining AP/MP have been removed. This change improves the overall performance of the servers.
Installation and updating:
•Character, monster and sound files are now grouped together, making the installation and update of the game faster.
•The sound engine is now updated correctly under Linux.
Interfaces:
•The automatic server choice now works correctly on the advanced server selection menu when the complete list of servers is displayed. This interface can now be opened several times.
•Cancelling the creation of a character on a server where the last character has been deleted now returns to the list of servers.
•Text displayed in orange buttons is now positioned correctly.
•Moving a non-exchangeable item from an inventory to the world map no longer displays a pointless confirmation message.
•The name of the area is no longer displayed over the house management interface.
Inventory:
•Items added to inventories (character, bank, chest, dustbin, Dragoturkey etc.) are once again displayed at the top of the list.
•Inventory filters are no longer changed when the number of Kamas possessed changes (after selling an item to an NPC, for example).
•Item icons in the inventory are no longer switched.
•Character auras no longer appear on the inventory interface.
•Clicking on an item or a spell from the shortcut bar removes the text displayed on a mouseover.
Maging:
•The option to filter items that can be used for maging works again.
•The status of the option to filter items that can be used for maging is now saved after a relog.
Markets:
•When checking items in a market (in buying mode), single items are no longer selected by default following a price change.
•The option to filter available sales in a market works again.
•The status of the option to filter available sales in a market is now saved after a relog.
•The market menu is now opened correctly even if the inventory menu is open.
•Bought items are no longer displayed in the market’s buying menu (in some cases, bought items remained displayed).
Chat menu:
•Character names are now interactive in the chat menu for messages signaling a friend logging on or leveling up, or when using the “/whois” command.
Combat:
•The names of characters in combat log messages are now interactive (clickable) and now display the targeted character with an arrow.
•The display of the duration of triggered spells that affect a target is corrected when the target is the caster.
•An idle mode is now available in fights that include more than one character. If a player passes his turn without moving the mouse or without pressing a key, they will enter idle mode and will therefore automatically pass their next turns until they leave idle mode (by moving the mouse or by pressing a key). This system will speed up fights when players are no longer participating in the fight.
•The shortcut bar now displays spells when the placement stage is over, rather than at the start at the placement stage. This change facilitates the use of shortcuts to quickly select a new set of equipment before the placement stage is complete.
•An error message is now displayed when it is impossible to use an item during the placement stage (when an item giving HP is used when the character already has full HP, for example).
Spells:
•Triggered spells (like the Asploda’s “Ka-blooey” spell, for example) can be reduced once again (by spell reflection or reduction, for example).
•Triggered spells can now only be triggered a limited number of times per turn. The number of times a spell can be triggered per turn is specific to each spell.
Perceptors:
•Ghosts can no longer join perceptor fights.
•When attacking a perceptor, the time remaining to join the defenders is once again visible in the guild interface and works correctly even if the guild interface is closed and then reopened.
•Images showing the opposing team are displayed correctly when a perceptor is attacked.