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Old 02-25-2011, 07:40 PM   #111
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Ngd fixed pets!! Ty ty ty ty ty ty ty ty ty ty ty ty ty
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Old 02-25-2011, 07:44 PM   #112
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Was about time.
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Old 02-25-2011, 09:05 PM   #113
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Bah i wanna play so much lol
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Old 02-25-2011, 09:36 PM   #114
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Hello to everyone. This is the list included in the second Hotfix for the current game version.

The list has been added to the thread in question, in which we explain all the new features included in the recent expansion. You can check it out by clicking here.

As I previously said, we are very thankful for all the comments that will undoubtedly help us improve the game experience. So, keep posting!



Changes included for Versión 1.7.0 (Hotfix 2)

Gameplay:
-Corrected: Error that did not allow to master monster with a level superior to 51 (this issue does not affect beasts or minor creatures). Some creature’s restrictions remain unalterable and there are properly inform when they cannot be mastered.
-Corrected: Error in the calculation for the protection values on the creatures armors. This caused that some creatures were too resistant and other too weak. This issue also affected pets and invocations

Server:

-Corrected: Error that caused, in some occasions, the normal activation for daily quests in the proper time.
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Old 02-25-2011, 09:51 PM   #115
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Ok, this is my first response about the warmaster expansion

All of the introduced features are awesome . I am amazed by the new quest, and how it increased activity of many players, I love new levels and I adore the item expansion. Of course that everything might be not working as intended, but hey! that happens, and will be solved.

The only real issue I have experienced is the xp curve. It seems somehow inconsistent that up to lvl 50, The xp was cut up from 6M to 3M and only from lvl 50 to 60 it is insane 7(!)M.

I know it is a bit too late, but I would prefair to have few levels added every few month (constantly?) instead a huge leap once in several years...
I sincerely hope something will be further done with this, let's see.

Anyway, I'm soo hapy there were improvements added and new areas to experience the game, I was a bit afraid that Regnum might just become boring.

Good job NGD, keep it up
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Old 02-26-2011, 01:16 AM   #116
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Aaah well... after some days i must say...... I like le Update
Never liked grinding. Always loved to go to wz.
But today i had an awesome grinding day (best day ever)... and i hope to have more like these
Most of the people wont like to hear this.. but it was fun to grind with other realms without getting killed..
Sometimes getting zerged by a huge hunt group who prolly had the quest, sometimes grinding near to samal and the door get kicked in fast.... and not getting discovered... was fun today

Only bad thing for me was... everyone was talking about awesome drops. I have been grinding almost the whole day and only got 2 stupid barb drops... Hope i will get my luck someday with the drops
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Old 02-26-2011, 07:33 AM   #117
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As has been said many times, mob respawn rate and count really needs to be improved, even if only temporarily. Currently scrolls are just wasted on both grinding and war, because in grinding, there's not enough mobs of your level (fighting both Easies and Hards, with no Normals or Challengings is a common scenario for example), and in war, people do not give enough experience to warrant booster usage. Perhaps boosters should behave differently in war, although I'm not quite sure how. The main thing is that we need to be able to go to war without wasting our boosters.
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Old 02-26-2011, 08:49 AM   #118
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How are we supposed to steal gems now on Horus?
50 syrtis vs 20 alsius this morning and we broke gate took gems and got trapped inside when alsius took Aggersborg then we couldn't make gate in danger again.

Guard captains are useless now.
Don't tell me we need to w8 3 months till people become warmasters for a successful invasion
Or you want us to have 80 people to be able to invade 20?

Remove gate going in danger if the realm that tries to invade has less than 4x times people than the realm that is going to be invaded, so we don't waste time.

If 3rd realm wants to help the invaded realm they can go with all their numbers and help the invaded realm by breaking the door and killing all of the invading realm players and then letting the invaded realm to take the fort.

All the added arrows at NPCs at cs are kinda crappy lvl 53 slashing arrows make same dmg as lvl 48. And all arrows above 55 are piercing only. We don't have a chance choose arrow damage type.

Last edited by Stooge1; 02-26-2011 at 08:59 AM.
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Old 02-26-2011, 09:51 AM   #119
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You failed the first attempt on horus since the warmaster release. Then we had some of the best warring I have sen in a while. How about you get good and stop complaining.
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Old 02-26-2011, 10:49 AM   #120
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The realm doors are ridiculously weak. They are even weaker than normal fort doors. We were not that many and lacking of warriors (like 20-25) and yet, realm doors went down almost instantly...
I like the idea of making the usual fatal barb/lock area spamming at realm door useless, but realm doors (at least the external door) should be at least tougher than lvl4 fort doors... Just logic...

Else, lvl4 forts are (still) bugged. Both GC and flag are present. So it's possible to capture them without killing the GC, which makes it and the lvl4 useless.
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