Changes for Version 4.32.1499 (2024-11-15)
- Some rebalance on enemy stats and levels. Levels are higher now to be more in line of player levels. Stats per level except hp are halved. Drop rate increased. That basically means the fights take longer and one shotting them is less likely, but they are not harder. Should increase the exp gain a bit as you need to spend less time searching for enemies. The damage calculation is now changed to ((attacker int/att * 150) / (target res/def + 100) - target res/def / 3). This change means that low def enemies usually take more damage as before but high def enemies have it harder to completely mitigate damage. This makes low damage skills and the Thief class a bit better at average. Event pumpkins are not affected by the different calculation.
- Added Archer as a new T2 class.
- Added metal and iron armor.
- As that refined or enhanced crafting material kinda clutters the UI with the different qualities, I removed the quality now and made it all in one default. Just converting items of higher qualities gives more of it depending on the quality multiplier.
- Added different colors for different equip qualities to see the quality easier.
- Added a new enemy area to adventure. This one is hard and only beatable with the new equip and high levels.
- Changed the exp scaling for adventure mode a bit. Previously the exp calculation had three different calculations which increased after lv 20 and 60, which gave big jumps in increases. Now it is more even with a single formula: (Level^5 / 340 + Level^2 * 50 + 10) * Class Tier Multiplier for class levels and (Level^4 / 10 + Level^1.9 * 40 + 10) for normal levels. The total exp needed until 100 is similar as before.
- The set skills for classes fire now always in order. Like if you have def break in slot 1 and aura blade in slot 2, it will always use def break first.
- Rewrote animations for adventure a bit, they should be a bit better and more customizable for me so I can add animations more easily in the future. They are not finished yet, only some skills have animations and others default to one, but I might get improvements in the future.
- Prepare for adventurer now regens twice as fast.
- Added Archer as a new T2 class.
- Added metal and iron armor.
- As that refined or enhanced crafting material kinda clutters the UI with the different qualities, I removed the quality now and made it all in one default. Just converting items of higher qualities gives more of it depending on the quality multiplier.
- Added different colors for different equip qualities to see the quality easier.
- Added a new enemy area to adventure. This one is hard and only beatable with the new equip and high levels.
- Changed the exp scaling for adventure mode a bit. Previously the exp calculation had three different calculations which increased after lv 20 and 60, which gave big jumps in increases. Now it is more even with a single formula: (Level^5 / 340 + Level^2 * 50 + 10) * Class Tier Multiplier for class levels and (Level^4 / 10 + Level^1.9 * 40 + 10) for normal levels. The total exp needed until 100 is similar as before.
- The set skills for classes fire now always in order. Like if you have def break in slot 1 and aura blade in slot 2, it will always use def break first.
- Rewrote animations for adventure a bit, they should be a bit better and more customizable for me so I can add animations more easily in the future. They are not finished yet, only some skills have animations and others default to one, but I might get improvements in the future.
- Prepare for adventurer now regens twice as fast.