Patchnotes 1.0.11
The maintenance has been finished and the server is back online!
A few days ago we noticed a bug that affected the server stability and caused partial crashes of the server. After intensive research into what triggers the error, we were able to find the cause today and thus fix the bug. We will continue to keep an eye on the stability of the server.
Gameplay:
• Added Windshoes+ to the itemshop.
• Added Windshoes as a rare drop to all dungeon bosses.
• Added a maintenance information window to the game.
• Added buffs being removable by clicking their corresponding affect icon.
• Added a slider option to the system menu to change the range of showing shop names.
• Added an effect when refining/equipping sashes.
• Improved the unstuck function in dungeons, use the button in the ESC menu when you're stuck.
• Reduced the drop rate of both material chests.
• Reduced the randomness for spawn points of ore veins drastically.
• Reduced the respawn time of ore veins from 20 to 10 minutes.
• Added unclear information to the "The sick brother" quest texts.
Bug Fixes:
• Fixed the Shrunken Heads from the Lv. 90 Apprentice Chest not being useable.
• Fixed a bug in the inventory when picking an item.
• Fixed receiving EXP from chests even though the Anti EXP ring is activated.
• Fixed the shining of sashes starting at 19% absorption rate.
• Fixed a client error with hair styles.
• Fixed some dungeon items still being tradeable.
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It has been almost 2 weeks since the server start and it's going really well! On the 18th we have achieved our all-time record of concurrently online players
(even after the Multi Farm Block was added) and have been able to maintain this total amount of players with a tendency to increase even further. Most of the suggestions for improvements have already been implemented and almost all known bugs have also been fixed already. Therefore, it's about time for the next major steps. Since we want you as a community to have a part in deciding on major updates and new features, we have decided to let you decide on the next
2-3 major systems.
We are looking for ideas for systems that meet the following criteria:
- Fits into the oldschool concept
- Long term possibility to actively do something for it
- No massive intervention in the overall gameplay
Please leave your ideas in the form of
short descriptions or even more
detailed concepts in
. As soon as we have collected and debated a bunch of ideas, we will initiate a
poll to get a final opinion of the community.
It is important to note that this is
not about general improvement suggestions, but actual new
systems! Regular improvements should still be suggested in
.
Furthermore, we are not looking for passive systems like an ingame ranking or something like that, but for systems that bring real added value, a task, a goal or something like that. Anything you can have fun with over a longer period of time, but still fitting into the oldschool-kinda vibes.
We are looking forward to your ideas!