Mystery Dungeon Adjustments
Posted by Aether
[Thu Apr 15 04:33:24 2021]
We made a few adjustments to Mystery Dungeon. First, the XP/AP bonus
per floor has doubled. So you will now get 120% on floor 1, 140% on
floor 2, etc.
There is now a high chance for mobs to spawn in a room, rather than
guaranteed in every room
Finally, monsters in the dungeon will prevent you from picking up
any gear that is lying on the ground.
These changes are meant to improve the gameplay experience overall
for all races. If you find any issues, please report them. Thanks!
About time!
Posted by Meow
[Tue Apr 13 00:12:02 2021]
Time Mage has been modified, with mostly cosmetic changes.
First, all of Time Mage's skills will now use standardized text for
when statuses are inflicted, wear off, fail to affect monster, or
the target is already affected by them. Several bugs were fixed with
skills not starting combat if the skill missed.
Time Mage was the final job using the "2" suffix for advanced
skills. This has been changed. Comet2 has been renamed to Starstorm.
Haste2 has been renamed to Hastega. Slow2 has been renamed to
Slowega.
Meteor has been reworked slightly. Due to Time Mage struggling to
use area magic at low job levels, Meteor's Job Level requirement has
been changed to 12. The power and cost of Meteor was significantly
reduced, however learning the Red Star passive will boost Meteor to
its former power/cost. Effectively, Time Mage can now use weaker
area attacks earlier.
Any skill that is affected by Red Star will also have "Red" added to
its name, when the passive is learned. These skills are: Comet
becomes Red Comet. Starstorm becomes Red Starstorm. Meteor becomes
Red Meteor.
AP has been refunded for both Time Mage and Swordsman.
Swordsman
Posted by Oreg
[Tue Apr 13 00:10:46 2021]
Swordsman has just received some much deserved quality of life
improvements. The charge mechanic for swordsman is unique and
interesting, but lacked player interaction and required equipment
and/or skills not available to players until after legend status.
The goal of each of these changes was to improve player control and
strengthen the jobs early stages.
The single biggest change is to Charge itself. Swordsman will now
retain their charge for a very brief window after a mob dies,
assuming the swordsman doesn't move. This provides an opportunity to
initiate combat with another mob in the same room without wasting
your hard earned charge stacks. To make room for some of the other
changes and to boost swordsmans early career Charge's stack cap has
been increased by one. Additionally overcharge now has a base 5%
chance to trigger.
Two new skills were added Brave and Default. Default allows the
Swordsman to take on a defensive stance for one turn, and doubles
their charge gains for that round. This skill is available from job
level 1. Brave will duplicate the last charged swdtech skill,
including charge stacks. For a brief time after using Brave swdtech
skills will not be useable, and there is a significant cooldown
between Brave uses.
Lastly the news that will make some rejoice and others hunt for
rotten fruit to throw at me. Slash now requires job level 14, in
exchange QuadraSlam no longer has a job requirement. This means
players who want to Slash things to death will have to wait a little
longer to get started, but Swordsman now has earlier access to their
multi-hit skills.
A variety of other small tweaks and changes have taken place, all in
an effort to make Swordsman a more rewarding experience.
Special thanks to No, who stayed up way too late tossing ideas
around with me; and Meow for helping clean up my code and do
testing. If you find any errors blame Krugen, but I'll fix them.
Mystery Dungeon Races
Posted by Aether
[Mon Apr 12 16:10:32 2021]
The gatekeeper has figured out how to change your race when you are
entering Memoria. If you wish to change your race on a specific
player when entering, speak to the gatekeeper and he will tell you
how to do so. Note that if you have a current run active, you will
always enter as the race you first entered as for that run. You may
reset a run by ringing the bell in the belltower.
Please report any bugs or issues with this. Enjoy!
Mystery Dungeon Traps
Posted by Aether
[Fri Apr 9 18:20:43 2021]
You can now see a list of all the traps you have identified in
Mystery Dungeon using the 'mdtraps' command