Patch A.1.2

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Under Construction

This patch is under construction until release. For now refer to Patch A.1.1

More OGH Balancing

So we've got some more edits to OGH maps. There's some things I noticed in my own playtesting that really stood out so far so I'll be focusing on what I can control and where I think the maps are still lacking. Some maps felt good but a lot of them really just aren't hitting yet!

The biggest thing I've felt and noticed is that the drops outside of the Temporals aren't worth it remotely. And while I do not wish for OGH to become like Niflheim, I also don't want it to feel like one big slog while you are going along the way. So there will be both mob balancing and item drop balancing as well in this update that isn't related to the temporal boots (which feel like theyre finally in a good spot)

Sewers

Sewers feels "mostly" good in its current state, but could use a little bit of extra to make the grind feel worth it. The stings and gargoyle are just a little bulky but mostly feel good so we'll be toning down DEF/HP a bit since they're almost to where I wan them as is and don't need much balancing overall. Drops wise though both mobs leave much to be desired and will be getting some goodies.

1.) Contaminated Sting: HP: 57k > 53k

2.) Contaminated Sting: DEF: 35 > 30, MDEF: 35 > 30

3.) Contaminated Sting: Oridecon Drop > 13.68%

4.) Contaminated Sting: Stone Arrow Quiver drop removed

5.) Contaminated Sting: Trap added as drop at 100% chance

6.) Contaminated Sting: Coal drop removed

7.) Contaminated Sting: Yggdrasil Berry drop added at 3.94%


8.) Frozen Gargoyle: HP: 66k > 61k

9.) Frozen Gargoyle: DEF: 35 > 30, MDEF: 45 > 35

10.) Frozen Gargoyle: Elunium drop > 11%

11.) Frozen Gargoyle: Elemental Converter drop added at 8%

12.) Frozen Gargoyle: Crystal Arrow quiver drop removed.

Prison 1

So I'm gonna level with you guys straight, Prison is straight terribad right now and I apologize for missing the mark on this one. I definitely wanted people to need to kite and not instantly vaporize the mobs but I've definitely gone too far for prison even for the intended audience. You basically need a lot of gear already just to farm here in the first place and when you finally do, your damage is pitiful and feels terrible. There's something satisfying about being able to deal meaningful damage so we'll be changing up some elements here to allow for more damage to go through from ranged classes. I don't want to hit the Ice Pick builds too hard so we'll be adjusting things in a way that helps the snipers and gunslingers of the world, but also doesn't infringe on the ice pick chemist enjoyers in the process.

I'm also massively lowering the MDEF to open this map up to other magic enjoyers. I'll be keeping an eye on some builds that I think may overtake the map from the intended audience though and if that happens we'll buff the MDEF slightly back up but not to where it was before this patch.


1.) Mutating Prisoner: HP: 76k > 71k

2.) Mutating Prisoner: DEF: 55 > 20, MDEF: 70 > 35

3.) Mutating Prisoner: AGI: 90 > 70

4.) Mutating Prisoner: VIT: 80 > 110

5.) Mutating Prisoner: Elunium drop > 10%

6.) Mutating Prisoner: Element: Poison 3 > Shadow 2


7.) Zombie Guard: HP: 82k > 72k

Bug Fixes

1.) Unidentified Creature: Ruwach skill on target (player) replaced with Fireball like it should.

8.) Zombie Guard: DEF: 40 > 20, MDEF: 60 > 35

9.) Zombie Guard: VIT: 85 > 110

10.) Zombie Guard: AGI: 100 > 70

11.) Zombie Guard: Element: Poison 3 > Shadow 2

12.) Zombie Guard: Oridecon drop > 10%

Chivalry 1

After testing out chivalry since the changes its still not quite in the place youd ideally want it. I envision this map as something where melee soloers or mobbers/magic mobbers can go for their fun. If you're killing one at a time it should be slower than other maps, but it will be safer/easier than other maps. However, the 30% nerf was too harsh and we'll be reigning that in a little bit.

Further, to make this map feasibly mobbable we'll be lowering the HP substantially. I think even with the drops buff, this will still make the map slower than the other (now also adjusted) maps but viable in its own way. Again, I still feel this map can and should be less good for solo killers, but it shouldn't feel dreadful. This is one of the maps I envisioned would be a safe fall back for people who wanted their more vanilla experience.


1.) Contaminated Raydric: HP: 76k > 60k

2.) Contaminated Raydric: DEF: 30, MDEF: 20

3.) Contaminated Raydric: VIT: 40 > 70

4.) Contaminated Raydric: Oridecon drop > 8.6%

5.) Contaminated Raydric: Coagulated Spell drop > 60%

6.) Contaminated Raydric: Temporal Crystal Ivory drop > 0.10%

7.) Contaminated Raydric: Temporal Crystal Cerulean drop > 0.04%


8.) Contaminated Raydric Archer: HP: 68k > 58k

9.) Contaminated Raydric Archer: Coagulated Spell drop > 60%

10.) Contaminated Raydric Archer: Temporal Crystal Ivory drop > 0.10%

11.) Contaminated Raydric Archer: Temporal Crystal Cerulean drop > 0.04%

12.) Contaminated Raydric Archer: Elunium drop > 10%

13.) Contaminated Raydric Archer: Sharp Arrow drop removed

14.) Contaminated Raydric Archer: Cursed Water drop added at 30%

Castle 1

Castle 1 is design wise hitting the mark I intended. Melee group up and beat em down. However, having seen it play out finally I can say that its just not where it needs to be so I'm doing the most dramatic adjustments here to get this map in a good spot.

My thoughts are that the kill speed being slow is fine, but its just a bit too slow. the HP is just too high even for 3 melees who will at some point have to back off and dodge. There's some other issues, putting knock back on mobs where the main dps is melee looks awkward watching it and their AOE skill spam which is intended to make you dodge simply happens far too often. I don't mind making you guys work for it, but I'm making you work so hard for so little on this map.

Given the kill speed I saw today the map could use huge adjustments to be fun so we'll be upping the drops as well to hopefully incentivize parties and make it not just fun but also worth your time and exciting to come to. I'm not nerfing the EXP at all to go with these sizeable HP reductions. I think the mobs are interesting and challenging enough to warrant "good" exp. especially since its very clear people will not be mobbing these efficiently I don't have to worry about there being "too much".


1.) Corrupted Duke: HP > 215k

2.) Corrupted Duke: ATK: 1400-1800

3.) Corrupted Duke: DEF: 45 > 40

4.) Corrupted Duke: VIT: 40 > 45

5.) Corrupted Duke: Oridecon drop > 10%

6.) Corrupted Duke: Arunafeltz Desert Sandwich drop added at 11%

7.) Corrupted Duke: Phantom Thrust Skill removed from Chase Status (will no longer pull you in while he is chasing)

8.) Corrupted Duke: Grand Cross > Cast Time Increased from 1.5 to 2.5 seconds

9.) Corrupted Duke: Grand Cross > Cooldown doubled from 15 seconds to 30 seconds.

10.) Corrupted Duke: Bowling Bash skill removed.

11.) Corrupted Duke: Bash skill added in replacement of Bowling Bash at equal damage.


12.) Undead Noble: HP > 210k

13.) Undead Noble: Elunium drop > 10%

14.) Undead Noble: Regeneration Potion drop added 6%

15.) Undead Noble: Phantom Thrust skill removed from Chase status (will no longer pull you in while he is chasing)

16.) Undead Noble: Grand Darkness > Cast time increased from 1.5 to 2.5 seconds

17.) Undead Noble: Grand Darkness > Cooldown doubled from 15 seconds to 30 seconds.


18.) Roaming Spellbook: Is now Boss flagged. (this makes all 3 enemies on this map boss protocol for easier itemization)

19.) Roaming Spellbok: HP > 200k

20.) Roaming Spellbook: Oridecon drop > 10%

21.) Roaming Spellbook: Chewy Ricecake drop added at 6%

22.) Roaming Spellbook: Phantom Thrust skill removed from Chase status (will no longer pull you in while he is chasing)

23.) Roaming Spellbook: Magnum Break skill removed.

24.) Roaming Spellbook: Heaven's drive skill added at 2.5 second cast time and 30 second cooldown.


Abbey (Church)

1.) Royal Druid: HP: 1.1m

2.) Royal Druid: Element: > Fire 2

3.) Royal Druid: Extra drop of Contaminated Magic added at 100% (this means it drops 3 contaminated magic at 100% each)

4.) Royal Clergy: 2nd drop of Contaminated Magic lowered to 50%

5.) Corrupted Bishop: 2nd drop of Contaminated Magic lowered to 50%

Bug Fixes

1.) Unidentified Creature now correctly casts fireball on chase on the player instead of making them cast ruwach.

2.) Goblin's once again properly all count towards the card for item captor.

3.) @hidepet now functions properly as does @hidepetttalk now properly check @settings and won't be hiding by default unless you chose that setting.

Other Balance Changes

1.) Himmelmez: Earthquake on chase removed.

2.) Phantom Amdarais: HP: 6m > 4m, DEF: 40 > 20, Earthquake on Chase Removed, All AOE spells cooldown increased

3.) Enraged Amdarais: HP: 6m > 4m, Earthquake on chase removed.

4.) Gigantes (both) hammer fall skills lowered to level 5 from 8.

5.) White Knights and Khalitzburg Knights removed from ogh_chiv1

6.) Contaminated Raydric Spawns increased from 130 > 150 in ogh_chiv1