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 Post subject: News (12.03.2018)
PostPosted: 13 Mar 2018, 01:52 
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1) New subsystem of item bonuses for battle projection has been added. It's implemented for top items that can't be blessed. For now this items are:
- Cloak of Winter, Rune Staff, Staff of Corruption, Bardiche of Paraxysmus, Talisman of Paroxysmus, Lord of Flame's Talisman, Lord of Winter's Talisman, Mantle of Fanatic Priest, Hat of Fanatic, Dread Crossbow.
Additional bonuses can be seen using special skill - Item Identification.
Also bonuses of 3% additional damage for weapons made of Dragon / Daemonic and 10% additional damage for weapons made of Holy / Cursed / Legendary been added.
Bonuses works in PvP as well as in PvM but only in battle projection.
It's not a bug that you can enter Arena For Fun in battle and peace projection while Altair is only one in the world.
2) Prices for Premium accaount with duration 3 months and more are lowered.
3) Prices for fame bought at Reinars are lowered.
4) Rates of convertion points at Referal system into gold or gods stones are raised by 1.5 times.
5) Basic bonus to magic force of Mantle of Fanatic Priest is slightly reduced due to significantraise of bonuses in battle projection.
6) Parametrs of Robe of Magic Defence are improved.


Last edited by AlterKyrie on 23 Mar 2018, 23:44, edited 4 times in total.

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 Post subject: Re: News (12.03.2018)
PostPosted: 13 Mar 2018, 01:56 
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For those who wants to see all bonuses at once here is a code

Lord of Winter's Talisman
Code:
        {
            InitMagicDefenceValue(10);
            InitStaticMainAttribute(MainAttribute.EnergyForce, 10);
            InitStaticSkillAttribute(SkillName.Magery, 10);
            InitStaticMainAttribute(MainAttribute.RegenMana , 2);
            //////////////////////WAR PROJECTION BONUSES/////////////////
            InitWarProjMainAttribute(MainAttribute.FireDefence , 5);
            InitWarProjMainAttribute(MainAttribute.EnergyDefence , 5);
            InitWarProjMainAttribute(MainAttribute.NecroDefence , 5);
            InitWarProjMainAttribute(MainAttribute.Armor , 10);
            InitWarProjMainAttribute(MainAttribute.DamagePenaltyBonus , 2);
        }

Dread Crossbow
Code:
        {
            //////////////////////WAR PROJECTION BONUSES/////////////////
            InitWarProjMainAttribute(MainAttribute.DamageBonus, 10);
            InitWarProjSkillAttribute(SkillName.Tactics , 10);
        }

Hat of Fanatic
Code:
        {
            InitStaticMainAttribute(MainAttribute.Armor, 5);
            InitMagicForceValue(10);
            InitStaticSkillAttribute(SkillName.Magery, 5);
            //////////////////////WAR PROJECTION BONUSES/////////////////
            InitWarProjMainAttribute(MainAttribute.Armor , 20);
            InitWarProjMainAttribute(MainAttribute.FireDefence , 5);
            InitWarProjMainAttribute(MainAttribute.EnergyDefence , 5);
            InitWarProjMainAttribute(MainAttribute.NecroDefence , 5);
            InitWarProjMainAttribute(MainAttribute.DamagePenaltyBonus , 3);
        }

Mantle of Fanatic Priest
Code:
        {
            InitStaticMainAttribute(MainAttribute.Armor, 10);
            InitStaticMainAttribute(MainAttribute.FireForce, 20);
            InitStaticMainAttribute(MainAttribute.EnergyForce, 20);
            InitStaticMainAttribute(MainAttribute.NecroForce , 20);
            InitStaticMainAttribute(MainAttribute.BonusHits, 50);
            InitStaticSkillAttribute(SkillName.Magery, 10);
            InitStaticSkillAttribute(SkillName.Necromancy, 20);
            //////////////////////WAR PROJECTION BONUSES/////////////////
            InitWarProjMainAttribute(MainAttribute.FireForce, 10);
            InitWarProjMainAttribute(MainAttribute.EnergyForce, 10);
            InitWarProjMainAttribute(MainAttribute.NecroForce, 10);
            InitWarProjMainAttribute(MainAttribute.Armor, 20);
            InitWarProjMainAttribute(MainAttribute.EnergyDefence, 20);
            InitWarProjMainAttribute(MainAttribute.NecroDefence, 10);
            InitWarProjMainAttribute(MainAttribute.DamagePenaltyBonus, 5);
        }

Cloak of Winter
Code:
        {
            InitStaticMainAttribute(MainAttribute.Armor, 10);
            InitStaticMainAttribute(MainAttribute.BonusStr, 15);
            InitStaticMainAttribute(MainAttribute.BonusDex, 15);
            InitStaticMainAttribute(MainAttribute.NecroDefence, 10);
            InitStaticMainAttribute(MainAttribute.FireDefence, 10);
            //////////////////////WAR PROJECTION BONUSES/////////////////
            InitWarProjMainAttribute(MainAttribute.Armor , 10);
            InitWarProjMainAttribute(MainAttribute.BonusStr , 5);
            InitWarProjMainAttribute(MainAttribute.BonusDex , 5);
            InitWarProjMainAttribute(MainAttribute.FireDefence , 5);
            InitWarProjMainAttribute(MainAttribute.EnergyDefence , 5);
            InitWarProjMainAttribute(MainAttribute.NecroDefence , 5);
            InitWarProjMainAttribute(MainAttribute.DamagePenaltyBonus , 3);
        }

Lord of Flame's Talisman
Code:
        {
            InitMagicDefenceValue(10);
            InitStaticMainAttribute(MainAttribute.FireForce, 10);
            InitStaticSkillAttribute(SkillName.Magery, 10);
            InitStaticMainAttribute(MainAttribute.RegenMana , 2);
            //////////////////////WAR PROJECTION BONUSES/////////////////
            InitWarProjMainAttribute(MainAttribute.FireDefence , 5);
            InitWarProjMainAttribute(MainAttribute.EnergyDefence , 5);
            InitWarProjMainAttribute(MainAttribute.NecroDefence , 5);
            InitWarProjMainAttribute(MainAttribute.Armor , 10);
            InitWarProjMainAttribute(MainAttribute.DamagePenaltyBonus , 2);
        }

Talisman of Paroxysmus
Code:
        {
            InitMagicDefenceValue(20);
            InitStaticMainAttribute(MainAttribute.Armor, 20);
            InitStaticMainAttribute(MainAttribute.PierceDefence, 40);
            InitStaticMainAttribute(MainAttribute.DamagePenaltyBonus , 3);
            InitStaticMainAttribute(MainAttribute.RegenHits , 2);
            //////////////////////WAR PROJECTION BONUSES/////////////////
            InitWarProjMainAttribute(MainAttribute.FireDefence, 5);
            InitWarProjMainAttribute(MainAttribute.EnergyDefence, 5);
            InitWarProjMainAttribute(MainAttribute.NecroDefence, 5);
            InitWarProjMainAttribute(MainAttribute.Armor, 10);
            InitWarProjMainAttribute(MainAttribute.DamagePenaltyBonus, 2);
        }

Rune Staff
Code:
        {
            InitStaticMainAttribute(MainAttribute.FireForce, 70);
            InitStaticMainAttribute(MainAttribute.EnergyForce, 80);
            //////////////////////WAR PROJECTION BONUSES/////////////////
            InitWarProjSkillAttribute(SkillName.Magery , 10);
            InitWarProjMainAttribute(MainAttribute.FireForce , 20);
            InitWarProjMainAttribute(MainAttribute.EnergyForce , 20);
        }

Staff of Corruption
Code:
        {
            InitStaticMainAttribute(MainAttribute.FireForce, 80);
            InitStaticMainAttribute(MainAttribute.EnergyForce, 120);
            InitStaticMainAttribute(MainAttribute.NecroForce , 120);
            //////////////////////WAR PROJECTION BONUSES/////////////////
            InitWarProjSkillAttribute(SkillName.Magery, 10);
            InitWarProjMainAttribute(MainAttribute.FireForce, 30);
            InitWarProjMainAttribute(MainAttribute.EnergyForce, 30);
            InitWarProjMainAttribute(MainAttribute.NecroForce, 30);
        }


Bardiche of Paroxysmus
Code:
        {
            //////////////////////WAR PROJECTION BONUSES/////////////////
            InitWarProjMainAttribute(MainAttribute.DamageBonus, 10);
        }

Robe of Magic Defence
Code:
        {
            InitStaticMainAttribute(MainAttribute.SlashDefence, 35);
            InitStaticMainAttribute(MainAttribute.FireDefence, 35);
            InitStaticMainAttribute(MainAttribute.EnergyDefence, 35);
            InitStaticMainAttribute(MainAttribute.NecroDefence, 35);
        }


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 Post subject: Re: News (12.03.2018)
PostPosted: 13 Mar 2018, 01:57 
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Joined: 14 May 2015, 00:38
Posts: 3032
There are bonuses for all changed items in previous message.


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