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Old 05-09-2015, 04:02 PM   #251
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Thank you Adrian for the steady improvements to the game.

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Old 05-09-2015, 04:13 PM   #252
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Killer Instinct (WM Marksman spell) has been fixed too. Adrian, please include it to the changelog.

For some reason /reset_powers doesn't work on AMUN. Pls confirm (?)

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Old 05-09-2015, 04:16 PM   #253
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Killer Instinct (WM Marksman spell) has been fixed too. Adrian, please include it to the changelog.
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Originally Posted by Adrian
This version also includes fixes to several of the changes mentioned in previous changelogs.
Yeah, /reset_powers doesn't work. <- nvm, fixed.
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Old 05-09-2015, 06:10 PM   #254
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Hi everyone! Amun is open to the public again and here are the changes up to 9/5/2015:


When a fort is captured, a counter will appear. When the counter finishes, a reward is given. It can be gold from the Chest of the fort and/or Warmaster Coins.

There is a maximum amount to be received per player. For example, if a fort gives 15000 Warmaster Coins with a max of 400, and there are only 10 allies around, everyone will get 400. If there is 50 allies, everyone will get 300.

If you see the counter, you will get the reward. The counter can disappear for inactivity of the player or for being far from the building (specifically, the flag).

If the Relic Counter starts and that counter is lower than the Reward Counter, this last one will cut time to equal the Relic Timer, in order to avoid having to wait for the Reward.

- Fixed: Multirealming detection for quest objectives (noble) and Invasions rewards.

I like the rewards at the fort. I would like to know more about how Multirealming detection was fixed. A simple crash and I couldnt get Noble credit. Can you further explain this.
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Old 05-09-2015, 06:38 PM   #255
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Spell focus is still a legendary bonus on weapons. Seems useless. Maybe eliminate it and put critical chance. You could change it to -spell resistance for the target, though making my spells land 97.15% of the time instead of 97.00% of the time seems negligible.

(Opponent starting spell resistance 3%, bonus on my weapon is -5%, so 3*(.95)=2.85, giving 97.15% success with spells.)
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Old 05-09-2015, 07:04 PM   #256
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I would like to know more about how Multirealming detection was fixed. A simple crash and I couldnt get Noble credit. Can you further explain this.
I'd also like to know if you can get noble credit, or WMC for defending gate if you've been logged into one account for a good amount of time, but switch characters on that account before an invasion.
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Old 05-09-2015, 07:12 PM   #257
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Spell focus is still a legendary bonus on weapons. Seems useless. Maybe eliminate it and put critical chance. You could change it to -spell resistance for the target, though making my spells land 97.15% of the time instead of 97.00% of the time seems negligible.

(Opponent starting spell resistance 3%, bonus on my weapon is -5%, so 3*(.95)=2.85, giving 97.15% success with spells.)
Its better to keep it useless than to make an other bonus that boost dps classes and do nothing for spell casters.

It wouldnt be the only useless stat anyway.



Why not put a target recived damage bonus on staffs, instead of the regular dps bonuses? (Like death sentence but on the target, but only for the item user of course)

Then add some quest and boss gear and that are mage only with it as well.

Why not go all in and make int convert to a certain amount of this bonus and they solved the scaling issue with spell casting mages.

Last edited by pieceofmeat; 05-09-2015 at 07:32 PM.
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Old 05-09-2015, 11:31 PM   #258
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you guys might wanna have the new German translation phrases be checked before release because there is barely anything right in it
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Old 05-09-2015, 11:53 PM   #259
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also, mana regeneration is buggy.. +7% in my gloves gives me +13% instead. People will notice this anyway, so no sense in hiding this anymore. My gloves have been darn op.

also, If I unequip them, it shows 99% which should be 100%.

also, saying "(1.13%) Manaregeneration" is ust plain wrong. Either it's factor 1.13 or 113% totally. The best way to put it would be "31.4 /s (+13%)" or, if that's too complicated, "31.4 /s (113%)".

also, concerning the new things, dont tell me to tell you the phrases in German which are wrong. First of all, 50% of them are still in English. Secondly, the remaining 50% are wrong, easy as that. Thirdly, I already did this twice. First time, you even implemented it instantly which was great, but the second time I was ignored.

the new ignean desert sound is very much wow. I totally feel like living in 2015 now. cool of you to fix the stuck athmosphere sounds when switching characters! Wait a second, you did not. they're still there

finally, one thing: level 37 warlocks have the same chance of success with their spells on enemies now, can even kill lvl 60 monsters. Only disadvantage is lesss power points and less hp/mana. I'm not sure if this is good. As stated somewhere earlier, I guess spell damage hould be int/level/stafflevel-dependent
edit: hm no, the above seems not to be correct:


shouldn't this be gone now? why do mobs resist so much just because their level is 15 above mine? shouldn't this not matter anymore now? dont get it

Last edited by schachteana; 05-10-2015 at 12:12 AM.
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Old 05-10-2015, 08:51 AM   #260
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Quote:
Originally Posted by schachteana View Post
you guys might wanna have the new German translation phrases be checked before release because there is barely anything right in it
Hi! Translations have not been done yet. We're only applying English and Spanish. As soon as we stop adding features we will apply the others. If you have recommendations and a report on wrong translations, you can send them via PM. They could be really helpful!
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