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General discussion Topics related to various aspects of Champions of Regnum |
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11-27-2013, 03:38 PM | #1 |
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Join Date: Aug 2011
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List of Changes and Game Notes - Version 1.10.6 (In progress)
Hey all,
We're opening up this thread to share the changes and improvements that will be added as time goes by in the next version of the game. All the changes that in time will be included in this thread will belong to the 1.10.6 version of the game. Gameplay / Invasions: -New: Forts at the War Zone now include 2 guards at the tower, near the flag. These guards will be able to cancel the fort capture as long as they're alive. This avoids other players from easily capturing the fort with almost no resistance by hiding within. -Fixed: The flags in the "Shaanarid" and "Imperia" castles have been relocated to balance the distance that separates the flag from the guards when they try to cancel the "capturing process". Until now, the flag at Eferias Castle was significantly closer to the guards when compared to other castles. -Modified: The invasion dragons' AI has been improved and their vision range has been amplified. This modification will allow dragons to perform a better job, specially under ranged attacks. Gameplay / General: -Fixed: Issue where the Relic Carrier wasn't being able to cast a mount. -Fixed: Issue where a recently revived character was, under certain circumstances, triggering the "Revive" animation after interacting with a fort/castle door. -Fixed: Issue where the the Loot Chance multiplier was multiplying the amount of dropped items from the creatures aside from altering their chances. -Modified: The creature's loot system has been modified. The creatures from categories such as "Chief"; "Champion" and "Epic" now grant the same loot chances to all characters involved in combat. (See note). Note: Creatures used to deliver their loot based on a formula that took into account several parameters such as damage done and received by the player, assistance, etc. This formula ended up being obsolete due to the diverse balance modifications performed through the pass of time and it became notorious in the new dragon instances. Gameplay / Balance: -Fixed: Issue where the effect from the powers "Summon Imps" and "Summon Zombies" was being completely interrupted when any of the creatures summoned died. The desired effect for this is that each imp or zombie works as an independent entity. This correction may possibly require that these powers go through small modifications in the future, after analyzing their impact in-game. Last edited by Frosk; 12-16-2013 at 07:56 PM. |
12-05-2013, 05:32 PM | #2 | |
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Join Date: Aug 2011
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12-05-2013, 06:48 PM | #3 |
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Join Date: Mar 2007
Location: New York City
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12-05-2013, 06:50 PM | #4 |
Initiate
Join Date: Apr 2013
Posts: 101
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The guards in tower of forts, sweet!! No more scary surprising fort captures! Also the new modification of looting seems promising but I'll not hold my breath, have to wait till practical results are out.
LOL......guys wtf? Really? Imps and Zombies? Do people even use them after lvl 20 or max 30? Please start the balance work on warlock already. We need something defensive as both the offensive counterparts (barb and marks) have really better defense than locks. (Spring/Mobility, UM/SOTW, Low Profile) Why not give us (locks) "Allahed's Wind Stroke - The Warlock becomes naturally allied with neighboring winds which makes movement faster". It can be a self buff or an ally buff similar to onslaught :P |
12-05-2013, 07:15 PM | #5 |
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Join Date: Apr 2008
Location: Brasil
Posts: 536
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thats nice =)
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12-05-2013, 07:16 PM | #6 |
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Join Date: Oct 2008
Location: Sofia, Bulgaria
Posts: 1,374
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The bug with invisible fused gloves is not fixed. I got a pair of level 59 conju ones fused to bloodmaster ones which are invisible on my lamai conju (uga in ignis) no matter what i do.
A fusing what is lost...
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RA | Ignis | Lilla My | Conjurer | EVIL IGNIS ROCK Horus | Syrtis | ieti | Conjurer | INQUISITION | LONG GONE |
12-05-2013, 07:25 PM | #7 | |
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Join Date: Apr 2008
Location: Brasil
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frosk, is this already implemented? are players able to drop in epic, champions and legendary mobs who have no difficulty (unchallenging/poco amenazador and no ranked)? thanks! |
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12-05-2013, 09:10 PM | #8 |
Master
Join Date: Jun 2007
Posts: 375
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None of these changes is on the live servers, as the title says it is still in progress.
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12-05-2013, 09:19 PM | #9 | |
Count
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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12-05-2013, 09:36 PM | #10 | |
Master
Join Date: Aug 2011
Location: The Netherlands
Posts: 549
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but overall i get the feeling its just random to player x or player y no matter their contribution to the fight EDIT: I just thought of something i forgot to mention.. could you please try to get a spellbar lock? it is annoying to find out you accidently moved/switched or threw away a spell from its position/spell bar (switched position 6 with shift+6 or 'deleted' position shift+6 from spellbar) it is a real fun killer
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Winter Wolf (hunt) Winter Mage (conju) Winter Strike (knight) Winter's Big Bro (barb) I used Mind Blank too much, now I'm too dumb to resist anything. Last edited by Rising_Cold; 12-05-2013 at 10:25 PM. |
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