Patch Notes 8/20/19 (Ver 1.00.0)

#1

Features/Improvements

  • Introducing Campaigns!
    • Campaigns are a large scale guild only multi-instance event available at guild level 5.
    • These events will require communication and coordination within a guild to maximize rewards.
    • Campaigns will be active during set periods at a predetermined schedule
    • While the campaign event is active guild members with the correct permissions can choose which campaign map to run.
    • Each campaign map has an associated difficulty. Use the recommended power level to decide which map and difficulty to run for your guild
    • New maps unlock with gaining guild levels
    • Once a map is started the guild will have 24 hours to defeat the map.
    • You can run 1 map per day the campaign event is active
    • The guild is divided into battle groups, each group will have their own version of the map
    • Traversing through the map costs campaign energy. This resource can be gained over time similar to stamina at a rate of 1 every 2 hours
    • Completing nodes will earn campaign points
    • Harder maps and difficulties are worth more points per node. The total points from all battle groups is summed for the guild total
    • Campaign points are only counted for each event and reset when a new event is started
    • Once you commit a formation and allies to a campaign they are locked for the duration of that map. Choose which teams you use appropriately.
  • New instance feature: Cross node buff links
    • This system will be first noticed in campaigns, but may work its way into later game group instances as well.
    • You will find nodes on the map that share a symbol, one of which will have an effect displayed under the node
    • The node will receive a “buff” that will cause that node to be more difficult, such as increased health, damage, defense, or luck.
    • In order to remove the buf the linked node must be defeated first.
    • Defeating the linked node (not the buffed node) will cause the link to be broken and to go away.
    • This adds a layer of strategy for your team where you can decide to take on the more challenging node, or coordinate your plan to remove them first.
  • Player ability management
    • You will now unlock additional movement skills via leveling, starting at level 5
    • You can change your active movement abilities from the new abilities button in the player profile screen
    • You may have 5 movement abilities selected to form your pool
    • Your active move skill is chosen at random from your selected pool when entering combat
  • Enemy information window
    • You can now select an enemy in combat to see more information about them
    • Displays their attack type (Magic or Physical)
    • Displays larger health bar with % health remaining
    • Displays the weighting of their defenses
      • Equal parts of the pie means the defenses are equal between magic and physical
      • If one section is larger it means that enemy has more of that defense type (IE: larger magic side equals more magic defense than physical)
  • Equipment screen now has badging for slots that have newly acquired pieces!
  • Healing and Revive consumables for Group Instances have be price adjusted
  • Players can now purchase healing/revive potions for others in group instances
    • Potions gifted to other players through this feature located on the instance map will be sent to the mail of the receiving player.
    • Prices of group instance heal and revive potions has been reduced.
  • Navigation in the game now has a clearer label and layering display near the back button
  • Raids now have VFX attached to attacks
  • Raids now have a toast notification instead of a popup for when you reach a new loot tier
  • Updated ability tiles to combine duplicate icons.
    • Ability design hasn’t changed the tiles were getting overcrowded so we minimized icons on ability tiles in combat to save space
  • Starter Mercenary gear is saved automatically to loadout 1
  • Kartridge users can use the “Esc” key to quit out of the game
  • Improved text sizes game wide
  • Added SFX to combat, instances, level up, success, and victory
  • Hid Achievement and Buff buttons on player profile until features are ready for release
  • Added animation to loot chest in instances to notify when an item has been added to completion loot
  • New notification added for when guild member summons a new campaign instance
  • Updated level up popup with new UI and Layout
  • Added new currency icons to different bundles
  • Mobile users can now complete offers to receive gems
    • Find the “Free Gems” tile through gem purchase window or gem shop tab

Content

  • New story content and provinces
    • The “Head to Seaview” quest is now available in Marsorce this resumes the main story line and new additional side quests. Over 20 quests have been added
    • These quests will also unlock 2 new provinces West Derlini and North Derlini and all the farmable instances with them.
  • Campaign Season 1
    • Campaigns will run in a “seasonal” rotation. Rewards, schedules, and maps can change be changed for each season.
    • Campaign points earned give you rewards in 2 ways First is through a milestone system, awarding loot as you reach certain tiers, similar to raid loot.
    • Rewards will also be awarded at event completion based on a guild leaderboard. Compete against other guilds in the game to get bonus loot. NOTE: Because the system waits for all guilds to complete their maps leaderboard rewards will be sent out 24 hours after the event time ends.
    • We will run the first event within a few days of this patch and then a small break to ensure everything runs correctly. We will then release them on a regular schedule.
    • New loot for this season is Osse Viandal Medals
      • Osse Viandel is an Elf Shaman in the Attack and Magic categories. He brings powerful offensive magics and support skills to a formation.
  • Training has arrived!
    • One of the primary rewards coming from the campaign system is training seals.
    • Seals are spent on the ally training page to upgrade Allies stats and/or abilities
    • There are 10 tiers of training for each ally.
    • Training seals are not ally specific, they can be spent on whichever allys you wish, but each ally has specific seals required for specific levels.

Bug Fixes

  • Fixed Mac computers having font issues with certain settings
  • Node placement adjusted in a few instances to make nodes easier to select
  • Fixed issue where combat backgrounds wouldn’t load in some cases
  • Ability tiles display the next ability correctly after playing an ability
  • Guild XP progress bar should no longer always appear full
  • Users can now leave the shop if they entered from the world map
  • Rewards button on Pre-instance page should no longer scale oddly
  • Gold, XP, GXP floats on raids should be visible again
  • The word “Tap” changed to “Click” for standalone versions
  • Fixed overlapping button on text in friends list invite for group instances
  • Fix for Hypnotic Note second tier not having the right attack shape
  • Fixed mail sometimes visually duplicating items when mail was open for a length of time
  • Fixed a bug with double tapping on a node producing an error while going into combat
  • Android notifications when selected should open the game properly
  • Energy notifications should not send multiple notifications
  • Unowned ally page should now show correct information
  • Fixed NPC characters not swapping in and out properly during dialogue scenes
  • Ally info should now display correct stats and info from formation page
  • Inactive buttons now show intended greying
  • Removed name text off quest reward items
  • Fixed an issue with quest tiles appearing empty and requiring a restart

Known Issues

  • Mobile memory leak over the course of multiple instance runs.
  • Android empty error popup issue

Reminder:
Update the app to access the new content. This can take some time to populate in the store for different areas of the world. Hang in there, we are excited too!

2 Likes
listed #2