I got some updates. Been working on the source mostly fixing bugs and thought about how to realize certain things. Here is what I am content with for now. Upcoming beta runs will show if this approach is valid and sustainable.
Key features
²: As stated earlier, this is a non-profit project and thus there won't be a cash shop available. I strongly believe this game is more fun in the long run if everything is obtainable ingame or through trading with other players. I will however accept voluntary donations in order to fund ingame events or ongoing server costs. It is important to note that donating won't give any advantages ingame, ever.
Gameplay changes
I aim for a retail like experience but decided to make some slight changes here and there. These include but are not limited to:
¹: While updating to newer patches the game will naturally receive some gameplay changes as intended by the original developers. At some point in the past GalaLab changed the behaviour of pet card drops and effectively killed of its deterministic nature. This will be adjusted in future patches and the old reliable farming will remain the best method to obtain specific pet cards. Once we update to Epic 7.X players will be able to find creature cards from other monsters at a much lower rate.
In addition, specific dungeons are more likely to drop creature cards of higher rarity.
Due to the amount of grinding needed, and the fact that I don't know what to do with the Ursa Cavern yet, The Mystic Koala will be available as an ultra rare drop from open world bosses and elites, starting from level 120+.
While the above gives players an opportunity to find exciting drops in form of creature cards while playing in dungeons it is highly recommended to farm open world monsters for these drops instead.
²: The exact values will be available when the server goes online but don't expect jumping a massive amount of levels while doing the Witch quest series on this server. As stated earlier I'd prefer players to group up for Crystal Valley instead. However, these quests will reward some nice items instead. More on that later!
³: Some cash shop items are added to the drop tables. These include both consumables such as Fragments, Pieces, GMFB, SS and anything enchanting related. Some start dropping as early as Trainee Island, others are only to be found in dungeons and / or open world elites. These drops will be considerably rare (plenty enough to not feel bad about using them, rare enough to not have 100% uptime without player trading) and I'm excited to see how players will integrate these into the economy.
The fabled T-Protect Mirror won't be available on this server, ever. Higher rarity parts are an important part of character progression and are to be earned, not brute forced. Sorry!
Balance changes
Planned events for launch
More to come in the following weeks. I also thought about beta testing in advance and the ETA for that is first week of August. Stay tuned folks!
Key features
- Server will start on Epic 5.2: Dragonic Age
- Final version will be Epic 7.2: Obsession
- Hosted in EU, France
- Custom source built client and server for 5.2, future upgrades will run on builds respective to their version
- Fixed a plethora of bugs, exploits and some memory leaks
- The server in its entirety (Client, Website) will be English only¹
- No cash shop, donations available²
- Low Rate server: 0.8x EXP, 1x QUEST³, Taming based on Epic 6.1
²: As stated earlier, this is a non-profit project and thus there won't be a cash shop available. I strongly believe this game is more fun in the long run if everything is obtainable ingame or through trading with other players. I will however accept voluntary donations in order to fund ingame events or ongoing server costs. It is important to note that donating won't give any advantages ingame, ever.
Gameplay changes
I aim for a retail like experience but decided to make some slight changes here and there. These include but are not limited to:
- Mutliclient (2x at a time) is functional and allowed
- Therefore creation, leveling and use of buff slaves is a legit playstyle
- Updated lootpet logic: Your little critters are faster, more efficient and (hopefully) don't get stuck as easily
- Some item stack sizes have changed. Overall weight however is left untouched
- Creature card drops will continue following the rules of Epic 5.X / 6.X in future updates¹
- The experience gain of some quest chains is significantly lower while itemized rewards are higher²
- Added additional items to the drop table, the drop rate of existing items is untouched and in line with the respective Epic³
¹: While updating to newer patches the game will naturally receive some gameplay changes as intended by the original developers. At some point in the past GalaLab changed the behaviour of pet card drops and effectively killed of its deterministic nature. This will be adjusted in future patches and the old reliable farming will remain the best method to obtain specific pet cards. Once we update to Epic 7.X players will be able to find creature cards from other monsters at a much lower rate.
In addition, specific dungeons are more likely to drop creature cards of higher rarity.
- Relics of Arid Moonlight: Normal Rarity Cards
- Lost Mines: Basic Rarity Cards
- Crystal Valley: Basic Rarity Cards
- Palmir Plateau: Basic Rarity Cards, Rare Rarity Cards
- The Sanctuary: Rare Rarity Cards & Special Rarity Cards
- Temple of the Ancients, Lost Souls and the Exile: Rare Rarity Cards, Special Rarity Cards & Unique Rarity Cards
Due to the amount of grinding needed, and the fact that I don't know what to do with the Ursa Cavern yet, The Mystic Koala will be available as an ultra rare drop from open world bosses and elites, starting from level 120+.
While the above gives players an opportunity to find exciting drops in form of creature cards while playing in dungeons it is highly recommended to farm open world monsters for these drops instead.
²: The exact values will be available when the server goes online but don't expect jumping a massive amount of levels while doing the Witch quest series on this server. As stated earlier I'd prefer players to group up for Crystal Valley instead. However, these quests will reward some nice items instead. More on that later!
³: Some cash shop items are added to the drop tables. These include both consumables such as Fragments, Pieces, GMFB, SS and anything enchanting related. Some start dropping as early as Trainee Island, others are only to be found in dungeons and / or open world elites. These drops will be considerably rare (plenty enough to not feel bad about using them, rare enough to not have 100% uptime without player trading) and I'm excited to see how players will integrate these into the economy.
The fabled T-Protect Mirror won't be available on this server, ever. Higher rarity parts are an important part of character progression and are to be earned, not brute forced. Sorry!
Balance changes
- Classes are left untouched
- Success of enchanting rates are slightly higher than retail to compensate the availability of cs items. +20 will be still considerable hard to achieve.
- Hidden Village buffs have had their duration increased (60 minutes) and can be applied to pets. This is experimental for beta and might not make it into the live version of the server.
Planned events for launch
- Tamed pet of choice (up to Rare) for the first three players of each class to hit level 150.
- Tamed pet of choice (up to Special) for the first three players of each class to hit level 155.
- Tamed pet of choice (up to Unique) for the first three players of each class to hit level 160.
More to come in the following weeks. I also thought about beta testing in advance and the ETA for that is first week of August. Stay tuned folks!