Fluctuating cyborg reqs bug fixed on some high level equipment
Posted by No
[Wed Jul 10 21:25:58 2024]
Due to a bug in how item levels were calculated, a handful of high
level items were randomly having a slightly lower cyborg level
requirement on some reboots, and a slightly higher one on other
reboots. These items include: Balmung, Lunar Crystal Helm, Shield
Armor, Raven Armor, Battle Gear, Escort Guard, Blessed Shield, and
Lunar Aegis Shield. It's possible that a few other high level items
may have been affected as well.
This bug has been fixed, meaning that the item levels are now
stable, and won't change from one reboot to the next any more. If
you're a cyborg and you use one of these pieces of equipment, check
its level requirement and make sure you can wear it. The wiki has
already been updated with the new correct cyborg level requirements.
This bug was also affected the coliseum rating of these items, since
that uses the same calculation, so double-check those items before
you wager them. They might give slightly different rewards in the
coliseum than the last time you checked, depending on what reboot it
was.
Sorry for the really strange glitch. I don't usually make news
posts about bug fixes, but this one could potentially make a cyborg
unable to wear equipment that they recently obtained, so I felt like
I should.
Cheaper Group Boss Loot
Posted by Rynn
[Wed Jul 10 02:43:06 2024]
In order to make high-level gear a little more accessible, Black
Rabite and Odin items now only cost 5 tokens instead of 10.
New Mystic Knight passives!
Posted by No
[Tue Jul 9 21:32:45 2024]
Two new passive abilities have been added to Mystic Knight at job
levels 11 at 16. The first of these, Enchant Mastery, causes Fire
Sword, Ice Sword and Bolt Sword to inflict Magic Break when the
enemy is weak to them. The second passive ability, Elemental
Tyrant, increases the damage of Fire Sword, Ice Sword and Bolt
Sword. Previously, even if an enemy was weak to them, they still
did less damage than Flare Sword; they should now be more appealing
against enemies with weaknesses.
Neither of these abilities can be leveled past ability level 1, so I
didn't feel the need to give an AP refund. If you want to learn
them, go gain some AP, ya dinguses.
Monk Mission Changes
Posted by Rynn
[Tue Jul 9 16:16:04 2024]
I've somewhat overhauled how the Monk mission works. The previous
version was causing some issues when we had to reset ability levels
in Monk. I've split each fight up into a different mission, each
with gradually increasing level requirements. This should stop some
people from getting obliterated to higher-level bosses than they can
handle because the mission starts so low. Additionally, the students
no longer give you a belt you must activate. Instead, beating the
bosses will automatically unlock the abilities that beating the boss
unlocks.
Unfortunately, this was such a big change that I had to reset
everyones progress. You'll need to do the missions again to unlock
abilities if you don't meet the job level requirements. I've also
reset everyone's AP in Monk, so remember to learn your abilities
again.
Backend Change to Ability Requirements
Posted by Rynn
[Tue Jul 9 02:35:12 2024]
I've implemented a backend change to how ability requirements work.
If you suddenly find yourself missing abilities that you should have
access to, please submit a bug report.