We at Nexon America are happy to announce that MapleStory Fest will be returning with a special All-Digital Event for its third year on November 11! Come celebrate the legacy of MapleStory in the safety and comfort of your own home, participate in trivia contests, compete with other Maplers in cosplay and fan art contests, and learn more about what's coming soon to MapleStory and MapleStory M!
While we're staying socially distant for the whole event, you'll still be able to enjoy the contests and exciting news from the MapleStory Twitch channel, and you can enter the raffle now on the MapleStory Fest website to win special in-game prizes during the event.
We are very excited to announce that Popup Dungeon has been picked to participate at Game Development World Championship Weekly Vote!
To vote for the game, just go on GDWC’s website (https://thegdwc.com) and vote for Popup Dungeon. No registration needed, just click vote and, presto, you’re done!
We are looking forward to sharing an announcement of Popup Dungeon winning Week 20 all through our community’s support by sharing this news with your friends!
Legend of Keepers: Career of a Dungeon Manager - Akrythael
Hotfix for the new update is available! Thank you to all players who have reported bugs so quickly and precisely to help us fix the remaining issues in no time!
We've also decided to lower the masters unlock level condition after gathering all your feedback on the matter.
Enjoy and have fun!
Hotfix 0.9.0.1:
Level required to unlock Enchantress and Engineer reduced from 10 to 6.
Fixed an issue with Occult Thorn artefact softlocking the game at the start of fights.
Fixed an issue where launching a dungeon defense with only 1 active trap was softlocking the game during preparation phase.
Fixed an issue with Lucky me event preventing to go to next week when clicking on a choice button for runs in progress prior to the update.
Fixed an issue with tutorial softlocked.
Fixed an issue where the Kamigoblin’s Kamikaze attack was not killing him and applying twice the intended stacks of Burn.
Fixed an issue where the Kamigoblin’s passive could softlock fights if triggered with an Orc Sorcerer in the group or when the Crystal Skull artefact would trigger.
Fixed an issue with Plague Bringer’s passive applying the Penalty to himself instead of the attacker when being attacked.
Fixed an issue with the behavior of effects applied to traps from talents, artefacts or monsters attacks and passives.
Fixed an issue with advanced traps that were sometimes displayed in other rooms in specific situations.
Fixed an issue where Enchantress default archetype had the wrong starting traps.
Fixed an issue where Enchantress default archetype had the wrong reward.
Heya adventurers! The Harmony Festival is here! It’s going to be an extremely abundant week for everyone with all the buffs, rewards, freebies and more that we have in store! So, get hyped and prepare yourself for the onslaught of bounty coming to you! And as always, don’t forget to take a gander at the Item Mall to check out all the cool, new things we have!
Harmony Festival Event
Free your inventories because we’re about to fill ‘em up yet again! Get ready for weeks of freebies and buffs ahead!
We’ll start off with a Harmony Festival-exclusive title: Wise Peace Maker (7 Days)! All you have to do? Just login for 30 minutes and it’s yours! Get one once every week!
Don’t miss out on our event-exclusive food items! The Harmony Festival Pie? Absolutely free! Take as much as you want! The others cost a mere 100,000 ED! Just talk to Ariel to haul ‘em!
The Bonfire Site is back! Hang out there solo or with friends for 1 minute and get a buff! It’s a different buff each week!
Also, get a [Luriel] Crimson Trace Reset Ticket once a week when you login for 30 mins!
But that’s not all! Starting this week, enjoy 2 whole weeks of dungeon runs with these boosts: Free Entry to Secret and Heroic Dungeons, Free Entry to Elrianode, and ALL Secret Dungeons are open!
Complete Quests to acquire Harmony Festival Part 1 Tickets which you can exchange for epic items and rewards. Including the new Harmony Festival Ceremonial Robe!
Item Mall Goodies
It won’t be a traditional Elrios Harmony Festival with a costume! Blend in the crowd when you don this costume suit and exude an air of mystery as the festivities commence! Get the Harmony Festival Ceremonial Robe when it comes out!
A new, adorable companion is here! Super lovable and absolutely darling, Sherbet will guarantee ‘aawws’ wherever you go! Take them home now!
So after last updates new massive expansion of the gnome insult battles, I was sad that they appear only as an option in upgraded throne room entertainment acts. The only solution... a gnome village. But where could such a village go?
THE GNOME VILLAGE OF THE SOUTHERN LANDS (25 features)
Hidden away somewhere in the south you'll find a gnome village guarded by something terrible, but inside you'll find a sweet and kind community of happy little gnomes. Fit with a gnome battle pit, a new board game, 40 unique random dialogues and more!
* Reworked an area in the south to hold the new gnome village * Added ability to send peasant/knight/soldier to explore the area (the better the unit the better chance of survival) * Added Battle system with the guarding monster (with sfx and dynamic text for the outcome of the fight, 12 possible screens) * Added gnome introduction scene (with sfx) * Added gnomes give random loot item upon introduction * Added large central hut to the gnome village * Added ability to speak to the gnome village grand vizier 'Bongles the Great' (12 unique dialogues) * Added Gribble's Tavern to the gnome village * Added new drink 'Gnome Ale' (tiny compared to normal ale and unlikely to get you drunk) * Added ability to speak to Gribble the Bartender (9 unique dialogues) * Added ability to speak to random gnome tavern patron (20 unique dialogues) (with sfx) * Added special song Gribble can sing * Added new gnome tavern game called 'Biggleroll' * Added ability to watch gnomes play Biggleroll * Added ability to ask the name of the Biggleroll host * Added special event if host's name is Biggle (super rare) * Added local brewery to the gnome village * Added Slug pen to the gnome village * Added ability to speak to Slug pen watchgnome (7 unique dialogues) * Added water hole to the gnome village * Added ability to speak to a random local gnome (20 unique dialogues) (with sfx) * Added gnome battle pits to the village * Added random number of insult battles per year (between 2-20) * Added ability to destroy gnome village (with sfx) * Added ability to visit ruined gnome village
A cave... hmm
What in the realm is that?!
Bongles the Great
The gnome's reward can be great
Or not so great (good luck)
The new gnome village
Gribble's Tavern, the hottest place in town
Biggleroll... a hit new tavern game that all the gnomes are playing
Flip the gnome coin and prove your worth with Biggleroll
BUGFIXES (8 features)
A couple of bugfixes here, once again largely thanks to player reports so thank you all! :)
* Fixed thickblood tavern owner dialogue menu kick out bug (credit u/TheUniqueFidji) * Fixed asking flobert to drink the drink he's brought you loops forever (credit Ursur) * Fixed goblin slap stall never charging you to slap the goblin if you are king of Darkdale * Fixed shutting goblin stall down doesn't restart correct crowd sound * Fixed Blackmarket station guards option after conquering it not working (credit u/TheUniqueFidji) * Fixed asaruk bartender dialogue bug * Fixed dice game 12 text bug * Fixed mercantile leader alliance event incorrectly displaying trade agreement instead (credit u/CopyOkapi)
EVERYTHING ELSE (2 features)
Some nice new things here, now the cult meetings in Darkdale have new sounds, and if you own the arena now by checking the upgrades screen you can find out the total crowd capacity!
* Added new audio for Glory to Ha'hah crowd in Darkdale cult meeting * Added total arena capacity tracker in the arena upgrades screen (credit Homuya [GER])
WHAT'S NEXT
I'm planning on tackling the end of turn report very soon but for now I'll be taking most of this week off to finish moving into my new place and getting settled in.
Config: “Hide secondary story tiles” is now disabled by default.
Dynamic contrast shader now has config options for intensity and midpoint.
Depth of Field shader should now behave better; added configuration option for used focusing type.
Armour/metals are now rendered with more detail and less blotches.
Shadows now fade out more smoothly in relation to distance and height/angle.
Fixes
Fixed the localisations not loading some keytable content (like voiceovers).
Lighting: Fixed an issue in the light range calculation that resulted in lights occasionally flicking off/on rather than fading out smoothly.
Renderer: Optimised renderer GL buffer handling.
Fix texture animations sometimes not animating. #68
Renderer: Fixed clear colour erroneously reverting to black when loading into an area if a game object was received at exactly the wrong time.
Fixed the water shader showing seams.
Water now always uses the env map.
Danglymesh is now properly frozen when the game is paused.
Grass: Fixed fade-in Z fighting/shimmering when viewing from above, fixed grass appearing abruptly instead of fading in smoothly.
Skyfade fog coloured model below the horizon now covers below area, so missing meshes and keyholing show a black backdrop.
Fixed minimap data being assigned incorrectly when deleting an area via VM::DestroyArea.
Fixed cloaks and robes not inheriting visual transform animation speed. #159
Fixed items losing the possessor reference when failing to merge a stack out of a container, resulting in dead/unusable items and eventually a crash.
Model loader: Set mesh ambient and diffuse to vec3(1.0) by default.
NWSync command line args now verify the URL and Hash formats.
Debug UI: Fixed a client crash in the NWScript Widget when inputting a invalid object ID. #141
Fixed an issue where the first texture in a material was replaced with the NULL texture after an area change.
Fixed classstat abilities modifiers not being considered for feat requirements on levelup, when the abilities are gained on the very same level. #45
Fixed classstat ability modifiers sometimes not updating after a levelup (for example, for STR damage bonus).
Renderer: Fixed some erratic keyholing behaviour in certain situations.
Renderer: Reduced the number of shader reloads.
Toolset
Toolset: Fixed shadow rendering with fog disabled.
Toolset: Fixed VFX emitters not rendering properly. #162
Toolset: Fixed some shadows not rendering properly.
Art Fixes
Fixed a crash in TNO01 Ship1 and Market Stall, Long: caused by too many mesh parts
TTF02 and TTS02 Doors: Fixed DWK naming and settings
TTF02 Water: Fixed bad transparency settings in stream tiles (as seen through tree branches)
TSS13 (Seaships): Added edge tiles TSS13_edge.2DA
TNO01: Fixed chimney & window animations in Inn, Coach 2x2
Shields/Cloaks/Robes (all): Turned Ambient and Diffuse values to 1.0 1.0 1.0, so area lighting and tinting can have fullest effect as well as clothing matched-up from race-to-race. Compiled shield models
Skybox, Black: Added missing model
Restored the "Lightning Tiles" in TDE01, TNI02, and TSW01, added animloops for shutdown where needed
XP3 placeables: Many fixes for useability, shadows, z-fighting, walkmesh, and appearance
Reworked placeable Use nodes to strict 13-character length requirement, cleaned up PWK walkmesh settings
Shadow, Mesh and Bounding Box fixes
Rebuilt placeable walkmeshes on several larger models to be 3D instead of a flat plane
Low Ambient Values raised to 1 1 1 (to allow other forms of tinting)
Added in several missing art models and portraits, along with toolset blueprints (DoD Flags, Signs, & Duke Painting; Tyrants Flowering Plants & Wavy Water 1x1, Invisible Ground 4x4, Worldmaps - Floor and Wall-Mounted)
Added half-dragon tail to Half-Dragon blueprint
Added missing texture for worldmap placeables
Glass and Metal textures: Fixed TXI settings, added an alpha channel to maps for specularity and custom environment mapping (new textures)
Candles (Non-Ambient): Added a dynamic light with shadowing (Disclaimer: nearby props must not be set to Static in order to cast shadows, but work much better than Ambient lights)
Elven Lanterns, Fixed candle flame not showing through panes, added ambient/dynamic versions as with candles
Fixed a SQRT Domain error in TNO01 Boat (at last!)
Kochrachon: Fixed deformed arms & a floating "thumb"
Kobolds/Goblins/Orcs/Golems/Giants/a few others: Added default environmental mapping
Doortypes.2DA
Added proper blueprint ref's for the two new elven doors (TTF02)
Loadscreens.2DA
Added default tileset entries for DoD and Tyrants loadscreens
Placeables.2DA
Fixed various settings on placeable entries
PlaceablePalStd.ITP
Added new entries for missing blueprints, removed a couple bogus entries
Portraits.2DA
Added missing entries, for missing blueprints
Tailmodel.2DA
Changed entry 5000 from "karandas" to "Half-Dragon"
Premiums
DoD: Fixed use node on the Daggerford Wagon in the dev hak
Using NWSync Serverside
The linux/macos nwserver binaries can now bootstrap from NWSync instead of having to have a copy of all hak data.
New argument -moduleurl, from which the module data will be sourced.
New optional argument -modulehash; which is considered to be `latest` if omitted.
You need to generate the server/module repository with --with-module.
You can reuse the public repository to save on duplication/disk space; or use a separate/private one. If you reuse the same repository and do not want to leak the module data, turn off http content listing and write the data with --no-latest.
Data is stored in SERVERHOME/nwsync, same as on the client. It will auto-prune old data if the group_id matches, also same as the client. The rest is left up to you.
New Scripting Functionality
// Sets the current hitpoints of oObject.
// * You cannot destroy or revive objects or creatures with this function.
// * For currently dying PCs, you can only set hitpoints in the range of -9 to 0.
// * All other objects need to be alive and the range is clamped to 1 and max hitpoints.
// * This is not considered damage (or healing). It circumvents all combat logic, including damage resistance and reduction.
// * This is not considered a friendly or hostile combat action. It will not affect factions, nor will it trigger script events.
// * This will not advise player parties in the combat log.
void SetCurrentHitPoints(object oObject, int nHitPoints);
Played the latest update? Want to help us improve the state of the game balance? Take a few minutes to fill out the October Community Survey: https://forms.gle/cLyMxL348f9x2Nus9