1、国家任务终章。

2、副本新机制(尼玛法国佬脑洞又大开了!快来围观啊!!!)

进副本不需要钥匙了,提供一个新的物品可以在副本里复活。打啾啾本也能体验食人魔副本的难度啦!!!简单来说就是增加了受虐模式,打1级副本也能体验200级难度,怪物增强,对应的经验和掉落也翻倍!可以得到超过3倍的经验和掉落!!!唉,法国佬尽瞎鸡巴改,我的装备依旧没动静。

Update 1.50: Test the Beta now!

 

Finally, the Beta of the new Update 1.50 is coming! The highly anticipated final chapter of the Quest of Nations is now officially accessible. Don’t give up now, the divine artefact is within arm’s reach!

How about a good end to the week? By testing the Beta of Update 1.50, for example! There are a lot of hot new features on the menu for this update, and you get can get warmed up with Chapter 5 of the Quest of Nations!

Oh yes, all good things come to end… This final chapter will bring the Quest of Nations to a close. This time, you’re headed to Sufokia, where you can finally explore Oktapodas’ Sunken Temple, located in the Steamulating Shore region. The divine artefact will soon be yours!

The latest chapter will have some big surprises in store, so you know the conclusion won’t disappoint…

Features:

  • Adventure, with a whole temple to explore.
  • Emotional reunions with old allies… as well as old enemies who haven’t forgotten you!
  • Guaranteed thrills with new monsters who’ll make you wet yourself.
  • Originality with a mode of transport that’s rather… unusual!*
  • Suspense, with enigmas that will have you racking your brains…

And, we hope, a happy ending with a well deserved artefact!*

But that isn’t all…

The Stasis Dungeons

We also wanted to present, in a few lines, a new concept/feature for the dungeons that we are going to implement in the Beta too.

This new concept is still in its beginning , but we wanted to start making you aware of this feature as you will get to start testing it!

The goal being to allow you to adjust the difficulty of your dungeons according to your needs. Adaptable difficulty monsters, rewards and even associated achievements, which will also earn you more rewards.

A few more perks:

  • Dungeon Keys will no longer be necessary to enter dungeons
  • A new consumable will allow you to revive yourself (only for dungeon use)

More details will come in English soon, but those who can’t wait, you can read all about it on the French announcement: Here.

How can I access the beta version?

  • Download the beta client: Here.
  • Connect using your usual sign-in information and test the new content.
  • Tell us about any problems you encounter: Here.

But take note that actions performed here will not have any repercussions on the standard server. In addition, since this is a beta server, its content is still under development and we may need to restart it or update it without warning.

Also, keep in mind that the content on this server is subject to change and doesn’t necessarily reflect the final quality of content present in the game.

*For information, these elements might not be available in the Beta version.
**Please note that the content of the Beta version hasn’t been translated yet, so it’s still entirely in French. Your feedback is always welcome on our forums!

The Stasis Dungeons

This is not all since this beta also brings a new concept: Stasis dungeons!

You are already wondering what is behind these simple words? We suspected that and it falls well since Dy7 left you some explanations on this vast subject!
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Work in progress %image_alt%

The word of [Dy7]

Hello everyone,

I come to present, in a few lines, a new concept for the dungeons that we will put in place in beta from this Friday!

This new concept is still in its infancy and all the rules are not yet available but we nevertheless wanted to share with you the development of this functionality. The whole will be expanded as the beta coming up to the final version.

We named this feature “Stasis dungeons”. Why Stasis? Well, just because you’re going to be able to permeate the Stasis monsters to make them more or less powerful.

” But for what ? »Will you tell me

Our goal is to allow you to adjust the difficulty of your dungeons to your desires. Thanks to this new system, you can fight:

Extremely weak monsters on difficult difficulty level – the equivalent of old Easy Dungeons.
Normal monsters, the equivalent of current monsters.
Powerful monsters in difficult difficulty – the equivalent of the old Hardcore dungeons.
Monsters much stronger from the difficulty levels Expert, Master, or even more!

And most interesting in all this is that the rewards will follow: when you increase the difficulty, you will gain more experience, have more chance to recover objects, more transmutations, boss resources, and Validate the associated exploits, which will also earn rewards.

However, it is likely that the names change from here to the final version and we do not propose the exploits at first but only later, after having rebalanced the dungeons that would seem too simple – or too hard! – as well as any particular cases that still pose problems. In the same way, some changes that I will present below may not all be available at exit.

How’s it going to happen?

When you click on a dungeon door, you will no longer have multiple choices to make (normal dungeon + normal automatic dungeon + hardcore dungeon + automatic hardcore dungeon) but only one! Once you click on it, it opens a new interface: “Interface of Dungeon”, on which you can choose your difficulty and if you want to do it in automatic mode or not.

Admire this “skill paint” showing you the concept of the interface. Attention, it may not look like this at all in its final version.

Work in progress

After choosing the difficulty, and whether you want to go into automatic mode or not ( “adjusted to your level” in the example above), you can click on the swords to enter, or click on the other icon to teleport All your group inside the dungeon.

Note that you will no longer need Dungeon Keys to enter the dungeons. We make this choice with a view to simplifying the system and reducing the punishment suffered in case of defeat. This is an important point that will allow you to test the most complicated dungeons and then reduce the difficulty if you do not feel it well enough, or make dungeons easier during short game sessions.

With this in mind, we are considering creating a consumable that would act like the BenKO but that you could use to resurrect yourself when you are in grave, but only in dungeon.

Also, do not worry about your cabinetmakers. To preserve a certain fluidity in the craft of cabinetmaker and a recycling interest in the common resources of the monsters of the zone, these will always be used in the craft of cabinetmaker but to make runes of low quality rather than keys.

Once you enter the dungeon, do not be afraid, you’ll still be able to make adjustments through a micro-interface you find at the top right of your screen, in the usual place the clan master takes. Still in an impulse of infinite “skill paint”, here is the pre-model:

Work in progress

On this one you find the level of Stasis to which you make the dungeon, an icon symbolizing if you realize the dungeon in “adjusted” mode (= automatic) or not, a button to access the previous interface to change The difficulty, and another to see the bonuses related to the current difficulty (it will likely be replaced by an overflight).

Only the group leader can modify the difficulty of the dungeon, and under certain conditions: you can not change the difficulty during a fight and you can not increase it after hiring the first monster group. On the other hand, you can reduce the difficulty at any time, except in combat.

How this increase in difficulty
Will it transpose itself into play?

As a first step, it is necessary to know that only difficulties 1 to 50 will be available, divided into several levels of difficulty: 1+ = fast, 11+ = normal, 21+ = difficult, 31+ = expert, 41+ = master.

Impregnated by the Stasis, monsters gain power at every level of difficulty, but the rewards they offer also increase. In addition to the increase in characteristics, we will add a major state to each level of difficulty. These states will essentially be used to avoid promoting too long fought fights over monsters with too many points of life for your team, and to reduce imbalances that would favor too much a style of play compared to another. Without further ado, here is an overview of the curve, which can be adjusted according to the tests:

In addition, the highest difficulties will have to be unlocked as time goes on. Basic you will have access to difficulties 1 to 20. It will be necessary to succeed the dungeon in difficulty 20 and to level to reach difficulties 21 to 30, then to succeed the dungeon in difficulty 30 to level to reach difficulties 31 to 40, and finally Successfully complete the dungeon in difficulty 40 and level to access the current difficulties. Our goal is to prevent you from directly confronting monsters far too strong for you, and to give you some intermediate goals to accomplish.

If you have not read between the lines: I confirm that difficulties greater than 20 will only be available when you make “level” dungeons. This means that for a dungeon unlocked at level 141, you will only have access to difficulties 21 and only if you are at level 155 maximum, or if you use a build that you have reduced to level 155.

At the same time and in the continuity of the model by levels, we decided to apply now the modification on the access levels of the dungeons: the various dungeons of a range of levels will now unlock all at the same time Time to the minimum level of the tranche. For example, level 126 to 140 dungeons will all be released from level 126.
In this context, we still hesitate to unblock difficulties by dungeon or all dungeons of a level.

Note that these changes to the monsters’ characteristics necessarily involve modifications to certain mechanics based on these characteristics. For example, a boss who changes phase to 7,500 / 15,000 PdV will change phase to 50% of his max PdV to work at all difficulty levels. Note that we will not have made any changes of this type as of the first version of the beta, and that your returns on the various dungeons will be very useful!

But that’s not all…

In addition to this new feature, we also plan to add some secondary mechanics on the dungeons, to make it all more interesting and dynamic. Here is the first mechanics we will try to propose to you this patch.

We reviewed the mechanics of the Mimics to extend it to all the dungeons. Now, Mimics are no longer just chests in the dungeons and it is no longer necessary to feed them with Mimicroquettes. These are monsters in their own right that can appear randomly in your fights and you have to kill to get rewards. But it will not be as simple as it seems: they pass their first turn and never attack but they run away after 3 rounds, or if they reach a bubble edge!

There will be Mimics of different types who will have a chance to drop treasures to each of the fighting players when defeated. Here are a few Mimics that I hope will make you salivate: Mimic Runique, Mimic Rose Bonbon or Mimic Fragmentaire …

If you think that this feature is already very nice, know that you are not at the end of your surprises, because we intend to forward it in a future update of another functionality which will rely entirely on this first one and of which The concept is nothing else than to create rankings on these dungeons!

We will however wait to see the success of the Stasis dungeons, and that they are better balanced among themselves within the same level of rank, before offering you these rankings.
If these two combined features remind you of the Ambulant Arena, it is no coincidence that we wanted to offer you an experience of “JCM (Players Against Monsters)” at stake and that we create the ” Environment to make it accessible to characters of all levels, and applied to all of your activities!

Hoping that this feature will please you, and waiting for your returns, I wish you a good digestion of this pavé!

Dy7

作者

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