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Changelog 12/02/2018


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#1
Insomnia

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Changelog

  • Additions
    • Added in champion monsters
      • All champion monsters have increased HP, EXP, JEXP, and drop rates.
      • There are five variations of champion monsters you can find
        • Swift - Higher flee rate and faster attack rate
        • Solid - Increased HP, DEF, and subsequently more EXP
        • Ringleader - Increased attack and summons slave monsters
        • Furious - Increased HIT and attack
        • Elusive - Likely to heal and teleport around the map frequently
      • Respawn rates for all champion monsters are between 50 minutes and 70 minutes.
    • Added in the ability to increase Chef level via talking with the Master Chef (where you become the Chef Profession)
      • Chef 2 requires level 50, 5 crafts turned in, and needs at least 5 total successful crafts.
      • Chef 3 requires level 85, 5 crafts turned in from the level 2 recipes, and needs at least 15 total successful crafts.
    • Added in the ability to increase Tailor level via talking with the Master Tailor (where you become the Tailor Profession)
      • Tailor 2 requires level 50, 3 crafts turned in, and needs at least 3 total successful crafts.
      • Tailor 3 requires level 85, 3 crafts turned in from the level 2 recipes, and needs at least 10 total successful crafts.
    • Added in the ability to increase Shaman level via talking with the Master Shaman (where you become the Shaman Profession)
      • Shaman 2 requires level 50, 10 crafts turned in, and needs at least 10 total successful crafts.
      • Shaman 3 requires level 85, 10 crafts turned in from the level 2 recipes, and needs at least 30 total successful crafts.
    • Added in the following territories (all territories are now complete)
      • Geffen Territory
      • Payon Territory
      • Morroc Territory
      • Comodo Territory
    • Added in a display message that will let the player know if they are entering a new territory or not.
  • Fixes
    • Fixed being able to enter the swordsman and rogue job change areas while mounted, making the job test easier.
    • Fixed receiving an error message when trying to create a guild while in a clan.
    • Fixed a few various indoor map names.
  • Changes
    • Enchant Poison (Assassin Skill) now overrides other weapon endows.
    • Sage's endow skills can now override other weapon endows.
    • Sage's endow skills are now level selectable
      • Level 1 - 1 second cast time - 20 SP - 60 second duration
      • Level 2 - 2 second cast time - 30 SP - 120 second duration
      • Level 3 - 3 second cast time - 40 SP - 180 second duration
    • Repair Weapon (Blacksmith Skill) cast time reduced from 7.5s -> 1.5s
    • Over Thrust (Blacksmith Skill) party ATK bonus changed from flat 5% -> skill level * 2%
      • Maximum bonus of 10% ATK bonus for party members.
    • Over Thrust (Blacksmith Skill) break rate changed from 0.1% -> 0.03% to stop weapons from breaking so frequently.
    • All monsters in prontera are wiped during day/night change to prevent permanent crowding the warp portal needed for the thief job test.
    • Clan bonuses changed in-game and updated on the main site.
      • Removed the stat bonuses for joining a clan in order to prevent clans becoming heavily populated with one job class.
      • All clans receive the same bonuses of Max HP + 50 and Max SP + 15
    • Homunulus EXP changes
      • Job EXP is also earned when a homunculus kills monsters.
      • Homunculus will receive 10% of the base EXP it's owner receives as well.
    • Advanced Book (Sage Skill) ASPD bonus when wielding a book increased from 5% -> 10% at max level.
    • Soul Strike (Mage Skill) damage very slightly increased and after cast delay decreased.
    • Napalm Beat (Mage Skill) damage increased slightly and cast time greatly reduced. Also no longer splits damage among targets.
    • Changed Chef Assistant -> Profession Assistant
      • Now also carries Medicine Bowls.

Side notes:

  • The main client download for both windows and mac has been updated as of 12/02/2018.
  • The main client now has an included custom homunculus AI pre-configured to work without needing to adjust things. (unless you want to)
  • There is now a mega.nz mirror for both mac and windows clients.

 

 


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#2
sera16

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So the clan stats bonuses are removed... Whats the point in joining them then? Their names implyes why one would join, the sword clan would gather knights, rogues, monks looking for that +1 STR, arc wand would also gather monks and rogues besides wizzard looking for INT, and so on? I think this diminishes the clan system.

If this was discussed in another platform or topic, sorry.


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#3
Insomnia

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So the clan stats bonuses are removed... Whats the point in joining them then? Their names implyes why one would join, the sword clan would gather knights, rogues, monks looking for that +1 STR, arc wand would also gather monks and rogues besides wizzard looking for INT, and so on? I think this diminishes the clan system.

If this was discussed in another platform or topic, sorry.

 

The reason that they were removed is to promote a variety of classes in each clan since clans have other benefits besides just stat bonuses. With the clan territory system, players are required to complete PvM-related tasks as a clan to conquer a territory. If one clan was majority priests, that would mean they would have a much harder time than the clan that's a majority hunters. With the individualized stats removed, you should have PvM-capable classes across all clans.

 

It's better to think of clans as more of an extremely large PvM guild.


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#4
sera16

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The reason that they were removed is to promote a variety of classes in each clan since clans have other benefits besides just stat bonuses. With the clan territory system, players are required to complete PvM-related tasks as a clan to conquer a territory. If one clan was majority priests, that would mean they would have a much harder time than the clan that's a majority hunters. With the individualized stats removed, you should have PvM-capable classes across all clans.

 

It's better to think of clans as more of an extremely large PvM guild.

I see, but what "individualizes" each clan, i mean, why join one instead of the other?


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#5
Insomnia

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I see, but what "individualizes" each clan, i mean, why join one instead of the other?

 

Clans are individualized in the same way that guilds are individualized. It's about the people that are in the clan and what territories they own. Clans are intended to be the PvM version of guilds. I'll be adding a check in the next changelog to prevent any one clan from holding too many members as well.


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