Class Changes
Guardians can now also equip mid armors.
Paladin and Monk have had their starting values tweaked as well as switch in the Unlockable order of passing master quests.
Samurais can now equip Staffs
Some melee classes can now equip weapons in their accessory slot for "dual wielding" *see dual wielding for more info
Master Quest has been reworked with more doors on all classes but with a new feature of unlocked doors. In order to make the effort given for the people that put it in doors you now unlock will stay unlocked unless you fail another Master Quest. For example if you get to the second door and fail on your first mq the first door will be unlocked on the next attempt, but if you fail again on the same door you will be set back one door. . *This change not go into effect until the existing season finishes* While this may speed up seasons temporary the increase in doors should balance this out to not have too long nor two quick doors. the amount of doors you go through may be adjust per class in the future.
Passing warlock now allows you to choose to play as a headhunter or an alchemist. Both must be passed in order to reset the ladder but the order is up to you. Once chosen a choice persists until reset. Doors are adjusted accordingly. This should be more consistent in rewarding those higher classes and the efforts associated in getting there.
Dual wielding- rogues, fighters, and ninja have the ability to dual weapon weapons from their class. there is a flat chance of attacking twice with a reduced overall damage between the two. This should add a bit more to melee classes that can not use shields. Weapons in accessory slots still maintain only 75% of their effective stats.
Shield users currently consist of barbarian, guardian, paladin, and headhunters
Alchemists stats have been re-tweaked slightly to make it more overpowered compared to warlock as a caster but also staying inline with head hunter.
Catacomb Changes
All objectives have been reworked to spawn at proper levels but no longer will you not be able to NOT spawn an objective.
Objectives will only spawn once for any given character. The rewards for completing it and a hidden spawn counter are separate. The objectives in the game are features that should be experienced and not gated behind other factors. the spawn limit is to prevent abuse. Also removed is the timer before objectives can be triggered.
Spins will no longer spin you to an explored location on the map.
rooms within catacombs have been further increased but balanced with sizes of the catacombs in general.
Trap doors are reworked to be more rewarding in all ways but balanced with difficultly. if your goal is to get to mq but not loot these certainly are not for you.
With new mods on class specifics td detection is now achievable for most classes with enough effort. Solo exploring should be improved. Never should exploring to find maps be a days effort wasted by a trap door you can do nothing about.
Td detection has been reworked. detection also being a mod spawned on class specific items detects tds no matter where they are. the td will visually be persistent in all catacombs of a certain size but possibly more than one. Choosing to take a td is available on every class. HRMMM wouldn't that also be nice to have detection's of other types you ask? that guardian who heals use may have the DL on those warm lights ill have to investigate *hint hint*
Room types have been balanced per each existence of catacombs. if an objective is active in a game it should certainly be able to be proceed within that catacomb. Wells and tds are more common and it should be a rarer occasion that a catacomb not have either present.
Sizes have been re-balanced based on levels as well as respect to objectives and types of rooms within. overall exploring should be that exploring to see whats there. whistling has provided the player base the ability to mass mq to get to preferred classes or making serious attempts at resetting the ladder. Exploring catacombs is now something to undertaken seriously as something to be found. New room events such as altars, flares, water rooms, armories, gardens are all some of the new rooms that can be found. the mechanics and new features simply have to be explored to be found out what they really do.
Back tracking now no longer will generate a wave of monsters while changing directions within a single room. While i wanted to make them similar to maps with no events at all it felt too over powered given the additional changes to catacombs. This should get you back to exploring faster and overall be a smoother exploring experience.
In addition to new catacomb rooms finding rooms within the catacombs that allow skilling with bonuses to each can be found. Kitchens, Dank ponds, stone circles, and forges are some of the rooms that can be found that preset boost to related skills in some way. Find one today and investigate yourself.
Maps
Maps have been reworked to allow for more rewards quality and or quantity dependent on the difficulty of the cata explored to find them. Spending 6 hours exploring a catacomb successfully for the map as the final reward should be exactly that rewarding. Level, magical tiers, stats re-balanced on their own algorithm specific for maps which are based the actual difficulty present in that catacomb. factors include but not limited to eps, objectives enabled versus completed, group size, damage dealt, and many more.
maps in general should be a rewarding experience now have higher caps to allow you to use maps on a more regular basis while climbing. In short not running a map because you will spend too long fighting monsters without adequate exp shouldn't happen as frequently.
Maps now have bosses guarding then end map treasure chests. Similar to eps but with some kick. Bosses will be slightly themed to map type.
Proficiency Changes
When proficiency were added they gave you the ability to control a level of investments one puts into their characters. New changes to these as well as synergies and mechanics below.
Skill proficiency's are now account wide on their related server. Since you don't lose any prof from deaths on soft-core and allowing skilling to be more fluid while playing prof for skilling is now the same on any character played. ladders have changed to reflect users and not characters for skills.
Prof mods at level 5 in any given category there will be a mod given to your characters based on that skill. these are increased after obtaining every 5 levels of a given mod. some examples are below
Transmuting - level 15 +3 Magic Luck
Axe - Level 24 +4 Power shot
Staff - 36 +7 Parry
Skill changes
Suffusencing
Essences can now be combined to create a higher essence. This requires proficiency and is not instant. Higher level essences can be made. There is a chance of loss of both essences. Beware great rewards require great risk. Failure rate reductions from events and skilling items will affect these.
Transmuting-
Essence downgrade has been tweaked. No longer is it a even chance of what you get when stripping items. there is some weighting to favor better outcomes. Having Arcane items becoming magical essences should be a bit rarer than 1/6.
Transmuting items recipes are back. When rerolling items with essences a third box appears available in the muting window. This allows you to add an additional item that will be consumed. Rumors of the quality of this item affecting outcome have yet to be proven but some level of control on potential outcomes similar to old recipes. a table has been included in the ls portal information will be filled out as the community discovers them.
Cooking-
New items found from monsters such as beast hearts, or dragon teeth can be added when cooking fish. These have mysterious bonuses depending on the items used. be warned you may need alot or you may just need the right one.
Fishing
New monster items such as hearts, teeth, bones can all be used while fishing as well as BAIT.
Using the proper bait can affect the quality and type of fish caught are some of the various effects different bait have.
Bait are not immediately consumed upon catching a fish but do a chance of being consumed.
other changes-
Totems can have + proficiency rolled on them. this is prof value not an entire level. type of prof is also rolled. for example +876 fire proficiency. this is a permanent addition and will persist through resets of seasons.
Totems and potions drop rate adjusted not generically but more likely doing harder more rewarding content.
Items can be placed on the market listed with 0 fg tax and a cost of free. Note these items will be removed from your personal market upon placement. There is a secondary select screen confirming this action. Free items will show up upon searching the market place and can be purchased by anyone. Free items also delete after their timers have expired. Post up unwanted items for new folks today. There is a random delay from the time you post and item to the market as free as to when it will show up from searching. This is a feature for sharing of unwanted but usable gear for new folks not as a way to circumvent trading. usage will be monitored and adjusted as necessary.
Evil wells now display a counter visually with hover of cursor on the remaining usages available.
Guild only games are now password protected games which require a password when creating and entering them.
Guild only bonuses will automatically be enabled when all members of a group of the same guild. An in game notification will be sent to all group members when this is enabled or disabled by related member joining.
/g command has been added to the in game commands allowing you to talk to members of the same guild. toggles for turning off this feature can be found in the menu in game. /g messages will be shown with green text in game. sending "/g what level are you noobs? " Would send the message to all guild members logged in who have not disabled /g messages from the menu.
Return of chatroom from town allows members to meet up and chat and skill while in a "group" there is no max size to these groups but cata is disabled.
Character Renaming now allows you to select a new potential name before payment of fg for the rename. Allowing you to see if a name is available.
Chat log can again be highlighted and copy pasted as text.
Passage of master quests now initializes server wide mini event bonuses. In addition to the events schedule that rotates on Monday and Thursdays small random bonuses will be granted to the server whenever an individual passes a master quest. These will be displayed globally. these are temporary but will persist for a minimum of 2 hours. new command /event will display all active bonuses in game. Types of bonuses may or may not be based on the class passed as well as how good or fun they are.
White items are now stack-able. items need to be the same tier and type to stack.
Auto stack option in vault added and can be toggled in the game menu. This allows items to auto stack upon depositing them into the vault.
Un-stacking is now available. Simply hold alt while dragging and item to an empty slot to deposit one from the stack. keep clicking to add more from that stack held to the new stack. Unstacking can also be performed in the Market Place sale screen. When placing a stack up for sale a quantity can be entered to place up for sale the remainder will be placed back in your inventory.
Market Place logs have been added in game allowing you to search the last 3 months of SALES that have happened by using the new tab logs. searchable filters are the same as finding an item on the market place but results will list any item being sold within the last 6 months. Currently adjustable time searches are not available but may be patched in the future to allow for more control.
Hovering over an item in the marketplace will show you small recent history of previous sales of that item. this same information can be found using the item history in your gold logs. Item number, amount of times sold, most recent sale price are some of the information displayed. Plugging the item number into the history found in gold log can show complete history.
Extending vault duration x 30 days now adds 1 day to guild transfers
Item Naming feature- items can be given your character's name or a unique name for 100 fg. This is permanent.
Sex changes available on character selection screen
additional purchasable character slots are now available
Mod rolls ( item stat quality ) has been boosted across the board.