Episode A 1 0 Old Glast Heim
Contents
Work In Progress
If you're reading this early, disregard this, these patch notes are in preparation for an upcoming patch.
Overview and Foreword
After nearly a year, we're back with a new content update that is larger than anything else we've done before. This is part of our new bi-annual major patch updates where we'll try to release something larger in scope that takes longer than normal.
Further, since we're finally past the vanilla pre-renewal content we only have custom renewal content or just entirely custom content to release moving forward. This means we won't be following any vanilla episodes and are "starting over" with A.1.0. (A standing for Alfheim since these patches will be unique to us).
This does mean that moving forward, all content updates will be considered their own episodes and any bug fix/adjustment patches inbetween will be minor patches (like A.1.1 or A.1.3). This is mostly so its easier for us to track when we released a new system or made a fix for tracking purposes.
Coming back to the fun stuff though, Old Glast Heim has been a long time coming and I'm very excited to share it with you. A lot of time and heart went into this and before we get into it I wanted to give a special shout out to all the people who have helped me with this as it goes well beyond just myself. Obviously a big shout out to Ken who has worked his wizardy once again, but also to the Playtest Team for helping me significantly. You've all done a wonderful job and this wouldn't have happened without you! Also shout out to ManlyCaveman for contributing some amazing custom sprites upon request as well as Chelmico for helping out with status icons. Additionally I want to say thank you to Ninja Medik and everyone in the Browedit3 community for helping me with any questions I had when designing these custom maps. In addition to the playtest team I want to thank the GM team for holding down the fort while I worked on this. You all have done a wonderful job. Also Tewi and Lapaco for being incredibly helpful in both moderation and feedback when it came to designing everything along the way.
Without all the friends and amazing contributors who mostly did this out of the kindness of their hearts, the dream wouldn't be realized! This was definitely a pet project of mine and one that I've wanted to do for over 2 years now ever since the idea came into my head. Seeing it all come to life has been nothing short of special for me and I can't wait to share it with you.
How to get to Old Glast Heim
As you can see above, you'll have to travel to the current Glast Heim map to travel to Old Glast Heim. At the entrance upon coming from gef_fild06, you will come across the Mysterious Wanderer. There's no hoops to jump through this time, no items to collect. Just talk to him and he'll ask if you want to witness the events that led to Glast Heim's undoing.
It is important to note you must be LEVEL 79 to travel to Old Glast Heim.
Old Glast Heim
Upon accepting the invitation to visit the past from the Mysterious Wanderer you will find yourself in glast_02 and free to traverse Old Glast Heim in any way you see fit. None of the dungeons here are restricted in terms of access and you'll be able to take on any monsters you can work your way to and fight!
Exploring Old Glast Heim
Old Glast Heim is no longer confined to an instance map with a story you repeat over and over like in renewal. It's now a full thriving (well...was) kingdom filled with people and locations to discover. There are many locations that are entirely new that have never existed before.
The red dots on your mini map will show all major dungeon entrances, but these new locations that are not considered dungeons will NOT be marked on your map. So make sure you explore the map and talk to the citizens of Glast Heim if you're interested in experiencing more of the lore and story. This is entirely optional of course, but it may be worth your while!
All Dungeon Maps in Old Glast Heim
Just like in regular Glast Heim, most of the same dungeon maps now exist in Old Glast Heim fully restored or altered to represent how they were in the past! Not every single map in Glast Heim is accessible obviously, but most are and you'll find the list just below. These are all the maps you will find monsters on so only enter these maps if you are prepared to fight!
-Castle 1
-Castle 2
-Prison 1
-Prison 2
-Chivalry 1
-Chivalry 2
-Abbey/Church
-Churchyard
-Staircase
-Sewers
Royal Sanctum and Chivalry 2
Himmelmez's curse has fully unleashed itself in one particular locale in Old Glast Heim, the second floor of Chivalry. Here you'll find the monsters damage will stick with you thanks to the curse they will apply to you.
This damage cannot be cleansed outside of specific locations within the second floor of chivalry or the Royal Sanctum. Within the chivalry locations will have individual cooldowns on how often they can cleanse you so be careful! If you wish to simply rid yourself of it and reset, you can visit the royal sanctum to cleanse your sins for free without cooldown!
Fear not, this is not the only location to learn about this unique mechanic, all you'll have to do is talk to the knight outside the chivalry and he'll explain the curse to you and to be careful!
Airship Assault
There's not only Old Glast Heim this episode, but a new airship has arrived in Hugel and Captain Ferlock needs your help! Airship Assault and its predecessors renewal instances have been pseudo converted into open world content.
All you have to do to enter is talk to Roderick at the entrance of the Airship and agree to help out onboard. All monsters are below deck so the entrance is safe don't worry!
This content is accessible to everyone, but is recommended more towards solo players who are somewhat higher level. Be weary of an unidentified creature roaming the depths of the airship however....
Temporal Boots Crafting
filler text
New Monsters and Items
Feedback and Monitoring
filler text and explanation of where to provide feedback and discord link here.
Card Art Contest Winners
filler text here
Winners
List of winners here
New Timeline for Alfheim
filler text here for overview of the new episodic system moving forward.
Expanded Rework
filler text here
RWC and WOE
filler text here
Card Captor Sakura
filler text here
Bug Fixes
filler text here
Balance Changes
1.) Hunter's Claymore Trap, Blast Mine, Land Mine, and Freezing Trap scaling divisible by 40 > 35. (this results in a net 20% power increase give or take)