0.6.9
Forge Levels
The Forge can now be leveled up.
- Every time you upgrade something, the Forge will gain a certain amount of experience. -- The actual amount depends on the quality of the upgraded item as well as the level of the upgrade. For example, a Legendary item will gain about five times as much as an Average item.
- Increasing the Forge level will increase the upgrade cap. It will also tie in with other Forge features in the future.
- The level is currently capped to 50.
The Official Item Shop Bot
You can now camp the item shop in your sleep, using the newly added Official Item Shop Bot. The bot gets first dibs on everything that gets sold to the Item Shop, and if anyone has a standing offer for something, it passes it on to the highest bidder. Better yet, the official Item Shop Bot has a zero millisecond reaction time, which means you'll no longer have to pull out your hair in frustration dealing with macro users and other, lesser bots with sub-second reaction times. - The vast profits the bot is expected to rake in will go straight to the Moogle War Veterans Foundation. - Note that bot tasks expire after a month, when you run out of money, or when the specified amount has been bought. - Also, the bot won't pick up items that happen to be in the item shop at the time the task is set up. - Finally, the bot isn't equipped to deal with equines shorter than 1.5 meters, nor artistic representations of such creatures.
Note that effective cost per each item depends on which other bids are present: - If yours is the only bid, you only pay the minimum value regardless of what your max bid is. - If yours is the solo highest bid, you pay the second highest bid plus one credit. - If several people share the highest bid, the winner is picked by random, and the cost is equal to the max bid. - If the item was sold by a player, bids by the same player are excluded from the calculations.
- (new) If a player sells something to the Item Shop and this is resold by the bot, the player gets half the profits of the sale.
Fair warning: for obvious reasons, you should never put in a strategic bid higher than you are actually willing to pay, since people could easily troll you with it.
Equipment
- The quality of an item now affects the chance of it receiving primary attribute bonuses. Crude and Average have a lower chance than before, while Superior+ have a higher chance.
- Conversely, PA bonuses being added or not also affects the final quality score.
- There are now seven new rare elemental weapon prefixes in addition to Ethereal. These give the weapon an innate Elemental Strike as well as a bonus to elemental spell damage for the same element. -- Using infusions will give the weapon a double Elemental Strike, as long as it's not the same as the innate element.
- Legendary weapons will now always be Ethereal or Elemental. Magnificent, Exquisite, Superior and Fine have a 50%, 25%, 10% and 5% chance, respectively.
Monster Lab
- Made some improvements to the bad name checker for monsters. (Some of these were patched into the previous version.) -- You can no longer have multiple consequtive spaces or hyphens -- You can no longer have spaces and hyphens next to eachother -- Names can no longer start or end with hyphens -- You are limited to max five spaces or hyphens per name -- A space=hyphen rule was added to the similar name check
- High powerlevel monsters now also grant a bonus to overall loot drop chance. This kicks in at PL 500 and adds one percentage point to the drop chance per 25 PL. (So a monster at, say, PL 1229 would drop stuff at a rate of about 34% with no other bonuses.)
- Fixed a bug where if a monster was named or renamed, the cached initialization data battles was reloaded from a database replica that hadn't necessarily received the update yet, which left it with a blank name until the cache expired or something else forced it to reload.
Battle
- The range of the battle damage roll has been tightened somewhat.
- Monster crit damage multiplier and agitation damage multiplier were both reduced from 1.5 to 1.2
- The temporary monster-exclusive health buff has now been removed entirely.
- Base character health scaling is now +10 per level (up from +5) and +5 per endurance (up from +4). This affects both monsters and players.
- Fixed a bug where offhand weapons could proc effects that should normally be unproccable given a monster's state.
- Channeled spells now bypass evade and resist rolls.
- The Absorb buff is now permanent until triggered.
Misc
- Corrected and updated several item descriptions, particularly infusions. Let me know if anything else still seems outdated.
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