Fixes · NewAge x2 and Spark x1

The Damage Bonus, World Bosses and Walking Through Walls

The Damage bonus on dolls, cloaks, bracelets and skills is counted once now and applies to everything you deal, in PvE and PvP alike; Fafurion’s Authority and Seal of Protection +10 give what they promise for the first time. World bosses got a no-PvP zone with a radius of 3000, the Lesser Augmenting Stone properties started working, and characters stopped walking through walls.

On September 27 we took apart the Damage bonus — the stat that sits on dolls, cloaks, bracelets, runes and a number of skills. It is counted once now and applies to everything you deal. Alongside it: a no-PvP zone around every world boss, the Lesser Augmenting Stone properties that used to give nothing, and the end of walking through walls.

Damage bonus

How it was

  • The server handed the stat out as a set of separate PvE and PvP bonuses, and part of your damage went past that set. The Valakas Doll and the Fafurion Doll did not strengthen physical skills against monsters, and the Bronze Goblet did not strengthen normal hits.
  • Where the stat was written correctly — Fafurion's Authority and Seal of Protection +10 — it did not work at all: the core never read it.

How it works now

  • The stat is part of the damage formula and applies to everything you deal: normal hits, physical and magical skills, damage over time and fixed damage, in PvE and PvP alike.
  • Reflection, vampiric rage and the damage numbers on your screen already count it.

Where you will feel it

Added and toned down

  • Ferion Doll: the bonus only existed at level 5, and now level 6 has it too, as described.
  • War Roar: Master at level 2 gave 15% in PvE instead of the promised 5%. It is 5% in PvE and 10% of the common bonus now, exactly as described.
  • The Valakas and Fafurion dolls lost the magical skill critical power that came with the old set: their descriptions never had it.

World bosses

  • A no-PvP zone with a radius of 3000 appears around a world boss when it spawns. Inside it players and their guards cannot attack each other; the zone disappears with the boss.
  • If the aggression leader leaves the zone, or walks further from the spawn than the boss chases, the aggression on them is dropped and the boss switches to the next one on the list.
  • Damage dealt to the boss from beyond that border no longer counts: the hit shows as "Blocked", takes no HP and is ignored when the rewards are shared.

Enchant stone properties

What started working

And also

  • Taking such items off no longer shifts the weapon-type damage or the back and side critical damage: exactly what was added is removed.
  • The same resistance, MP cost and skill evasion properties on two items — two agathions, for instance — both work now. Only one of them used to, and after removing the items or switching an A/B set the resistance dropped below normal until a relog.

The Blue Snake Doll

The doll bonuses

  • The doll's extra hit fires from area skills now — physical and magical alike. The similar hits from the Blue Snake Magic Energies started working the same way.
  • The bonuses themselves were raised: XP and SP from +5% at level 1 to +150% at level 15, PvE damage at levels 11-15 from +5% to +15%, and the extra hit chance at levels 13-15 to 3% / 6% / 9%.

The synthesis window

  • The result window shows only the dolls you received, with their count and chance.
  • The dolls given by the guarantee are in the result too: instead of a chance they say "Guarantee". Some of them used to be missing from the window.
  • The extra empty page in the result window is gone.

Walking through walls

Reaching a target

  • Standing behind a wall, selecting an NPC, an object or an enemy and pressing Attack or Talk no longer walks your character through the wall: they run to the nearest point they can reach and stop there.
  • If your character ended up on the other side of the wall on screen, the server puts them back where they belong.
  • The character no longer twitches in place when the target cannot be approached any closer.

NPCs up on ledges

  • For NPCs on pedestals and parapets the character now finds a path to the nearest reachable spot next to them instead of stopping at the first obstacle. The talk starts from there if the NPC is close enough.

Movement

  • Clicking somewhere unreachable now more often walks you to the nearest reachable point, around the obstacles.
  • This works with mouse movement and the Pathfinding option enabled in Alt+B. With the keyboard the character still walks straight until the first obstacle.
  • Monsters get to players they cannot reach directly more accurately, and no longer run through walls on screen while chasing.
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