Lista de cambios AOForever 26/06/2024: 1) Ahora al reanudar un clan la alineación del clan pasará a ser la misma que el personaje que está reanudando el clan. 🛡️
Ejemplo: Si se fundó un clan Neutro, se podrá /DISOLVERCLAN y luego de enlistarse en la Armada real se tipea /REANUDARCLAN y el clan pasa a ser para Armadas ⚔️
2) Ahora para eliminar o resetear un personaje primero es necesario abandonar el clan. 🚫
3) Ahora al tipear el comando /PENAS también mostrará las advertencias vinculadas al personaje. ⚠️
4) Solucionado el bug visual en el cliente al comerciar con un NPC y quererle vender items te mostraba un precio pero te los compraba a otro más bajo. 🐛
5) Agregada la probabilidad de golpe critico con Arco con la clase Guerrero (Aumenta 1 solo punto acorde al nivel que sea el que da el golpe) 🎯 6) Ahora los armadas reales no pueden hacer party con criminales ni legionarios, como tampoco un legión oscura con un ciudadano. ⚔️❌
7) La EXP en party ahora se acumula si los miembros de la misma están en el mismo area (Los usuarios premium no tienen este limite de distancia en mapa) 🌟
😎 El correo de notificación del mercado de personajes de AOForever ahora te detallará los dados del personaje y la cantidad de penas del mismo. 📧
9) Ahora mediante el comando /MAO se puede ver si el personaje está +0.5 UP 📈
10) Ahora los personajes publicados en el mercado de personaje tienen (6) días de duración para los usuarios premium y (3) días de duracion para los no premium. ⏳
11) Ahora al loguear una clase trabajadora estará desactivado el auto aceptar items vía Drag & Drop. 🚫
12) Ahora cuando publicas un personaje en el mercado de personajes te aparece la fecha de expiración de la publicacion. 📅
13) Ahora la tecla para la caminata automática se puede configurar desde las opciones del juego (Tecla por defecto: P) 🚶♂️
14) Nuevo sistema de subastas mediante el comando /SUBASTA cantidad. Mediante este sistema en los últimos días hemos subastado una cara única en todo el servidor y 1 mes de tiempo premium, la próxima subasta será el 07/07/2024 por una casa llave Arghal #2 🏠 https://aoforever.cc/subastas.php
15) Ahora el comando /COMERCIAR puede ser utilizado únicamente desde zona segura 🛡️
16) Ahora se puede domar criaturas desde más lejos (hasta 7 tiles de distancia) 🐾
17) Ahora se puede ver la lista de personajes baneados desde la web de AOForever:
19) Ahora en el mercado de personajes se puede visualizar el porcentaje del mismo 📊
20) Se redujo en 1 punto la pesca 🎣
21) Ahora al agregar un nuevo hechizo en un personaje se introducirá de manera invertida (tomando el primer slot libre de abajo para arriba) 🔮
22) AOF Guard: Ahora será necesario verificar con un código único el acceso al personaje, esto evita el uso de terceros y aumenta la seguridad en tu personaje. 🔒
23) Se ha agregado un nuevo efecto visual: cuando un hechizo falla, aparecerá un pequeño destello de sangre que se desvanecerá gradualmente hasta desaparecer. Este efecto es configurable desde las opciones del juego puede ser desactivado. ✨
24) Ahora los usuarios muertos no podrán escribir en el chat global. 🪦
25) Se ha agregado una notificación vía correo electrónico a ambas partes cuando una oferta de intercambio se cancela. 📧
26) Ahora al morir tomando una poción negra en ciudad todos tus items caerán al piso. ⚰️
27) Se ha corregido un error que permitía que los ítems quedaran atrapados en los bordes de los mapas, impidiendo que pudieran ser recogidos posteriormente. 🛠️
28) Ahora, al estar bajo el efecto de mimetismo y lanzarlo nuevamente al aire, se podrá quitar el efecto de inmediato sin necesidad de esperar. ✨
29) Nuevo comando /HISTORIAL nick: Este comando está destinado para ver el historial de todos los nicks viejos de un personaje. 📜
30) Los mensajes configurables ahora no pueden ser utilizados luego de lanzar un hechizo. Para borrar cartel ahora se deberá utilizar el método tradicional (Enter + espacio + enter) ✉️
31) Se aumentó levemente por (2) puntos el daño del laúd mágico. 🎶
This patch is designed to enhance the New Player Experience. It also improves performance, and adds some new cards!
New Cards
-1 new Legendary card added: Fount of Sorcery. -5 new Black Market cards added: Ferocity, Last Stand, Lost Blade of Erimos, Lightning Grove, and Architect.
New Player Experience
(We've added new features and animations that better communicate to the player what is going on in the game.)
-Card tooltips have been added! There are tooltips for most major effects (Arrow Damage, Poison, Enflame, etc.) Some effects that had no keyword are now keyworded. -When your deck is empty and your discard pile is shuffled into it, you'll now see the cards fly out from your discard pile and into your deck. -Removing a monster from the monster deck with a card like Banish now makes the monster pop out of the deck, float, then disappear. (Like with Enflame cards.) -Level Up animations now have an animation when they level up. -Barrel Toss, Fermented Grimberries, Drakkan Twinblade, and some new cards have new visual effects at the start of battle that show you the cards they're creating for you. -When a boss appears there will be some visual effects, and the boss will appear up and chase you down. (Previously you'd just be sent to a static pre-battle screen, which could be confusing.)
Card Text Updates (Also part of the New Player Experience)
-Text was changed on most cards to simplify wordings, or to add keywords. Too many changes to list everything here, but the changes should be intuitive, especially along with the new card tooltips. -Any card that is one-use-per-battle now has the "Deplete" keyword instead of the "Void Stone" icon. (The icon didn't end up being as intuitive as a keyword for most players.) -All Wizardry cards were changed to Ability cards and given the "Deplete" keyword. -All Treasure cards were changed to Ability cards and given the "Unplayable" keyword. -"Permanent" cards had the name of their card type changed to "Ongoing Effect". (A "Permanent" is a long-lasting hair wave produced by mechanical and chemical means.) -Arrow Damage is now worded as "Deal X Arrow Damage" instead of "Deal X damage —>." This should make the syntax more understandable for new players. It also makes more logical sense to read out loud as it's written. It's also easier to remember what it's called, since the term "Arrow Damage" is only mentioned in the tutorial. -"Hulking" (the ability that said a monster is immune to Destroy/Transform/Purge effects) was removed. This keyword was confusing since it introduced *three* additional keywords to describe itself, without defining those keywords. The few cards that cared about Hulking were reworded so they still can't hit big monsters. Essentially we saved a lot of text box space, removed a confusing keyword, and the gameplay is pretty much the same. -The term "removed from the game" is no longer used. Instead, the term "removed from this battle" is used.
Performance
-Many unused sprites were deleted so that the game uses less memory and runs smoother. -A new setting was added to the Settings menu called "Disable Glow Effects". It disables animations for things like cards glowing, zadeus tentacles glowing and animating, and more. Using this setting will make the game use less memory and may make load times faster. It also may make the game work better on devices where it formerly had issues. This is just the start of future performance options.
Card Changes
-Golden Golem now has an extra effect: If it's discarded from your hand, you gain 1 gold. -Gate Guard (a Black Market card previously called Strong Man) has had its health increased by 3. (It's now a 0/7 instead of a 0/4.) -Cosmigorius now deals 6 damage to all non-angry monsters instead of destroying them. (Generally intended as a buff compared to the previous build, since before it couldn't hit large/"Hulking" monsters, and now it can.)
Mastery Changes
(The TLDR here is that there was too big a difficulty jump from Mastery 4 to 5, so we're making Mastery 5 a little easier.)
-Masteries 5+: Enemies no longer spawn faster. Enemies are no longer more aggressive. Your starting gold will not be reduced more than it was at Mastery 4. -Instead of buffing "normal" enemies at Mastery 5, we're now buffing boss/elite enemies at Mastery 5, and moving the "normal" enemy buffs back to Mastery 6. This is to make Mastery 5 easier since "normal" enemies were already buffed at Mastery 4, so doing it twice in a row made things really tough.
Other Changes
-The Bazaar's Black Market cards had their costs reduced from 300 Bloodrunes to a range of 225-300 Bloodrunes. -Bazaars now sell 4 non-Black market cards instead of 5. -Cosmigorius and Irko's Tome are unlockable again, through the Beastiary achievements. (They were not unlockable for a while due to an oversight.) -Artwork was updated on many cards. Black Market cards were originally going to be themed around a demonic carnival, but we decided not to go with that theme. So the art and names of those cards were updated to traditional fantasy. -Slay and Stupefy, which can be used on Goblins, can now also be used on Goblin Blowpipers and Goblin Guards. (Monsters in the Cave Goblins fight.) -You can no longer get Fara's Commnad as a random starting rare card. (Some very niche cards like this are excluded.) -Irko's Gift now asks if you're sure when you pick a card to remove from the battle. -Reality Shift can no longer duplicate Wisp (a card you get from an artifact.) -Some cards that have several other cards associated with them (such as Irko's Tome, Argatamos's Bargain, and Lost Blade of Erimos) now show those cards on mouseover. Also, Irko's Tome will only show which "Irko's" cards are left so you know which ones you'll get to pick from. -Build was replaced with the identical card Gem Mine. This was just so we could use Build's art for the new Architect card since it was such a good fit. -The names of the game speeds were changed from "Normal/Fast/Very Fast/Super Fast" to "Very Slow/Slow/Normal/Fast". Since the 3rd speed is the default it made more sense for that to be "Normal".
Enemy Changes
-Enchantress's "Cold Snap" card now only gives Frost Drakes +1/+1 instead of +3/+3. (Frost Drakes are already powerful, and giving them +3/+3 was too often a run-ending effect. Frost Drakes are annoying enough without it.)
Notable Bug Fixes
-Fixed a bug that was preventing the player from drinking Health Potions at the Bazaar and on some other screens. -Fixed a bug where Ferocity Serum on Beast Companion caused the companion to not heal at end of turn.
Minor Bug Fixes
-Hunter's "Time Stop" will now update your "Death Imminent" status after you play it. -Fixed an issue where, when the card Rogue's Dagger showed up as a dungeon reward, it showed a picture of a non-existent artifact instead. -Fixed a bug where the cards from Search wouldn't be aligned correctly. -Fixed a bug where monsters would continue walking around while you were at an Event. -Fixed an issue where Bazaars, Events, and Obelisks were only spawning on the bottom half of the map, and could occasionally spawn outside the map. -Fixed an issue where map locations (towns/bazaars/obelisks/etc.) were able to spawn top of each other. -Fixed an issue where the glow around Stalwart Knight when it levelled up was the wrong size. -Fixed Outpost and Otherworldly Draught tooltips saying they'd work in Elite battles. -Fixed an issue where Poison Daggers said it dealt Enflame damage equal to double the Poison on the monster board instead of just the amount of Poison (i.e. there is no doubling.) -Fixed a bug where Poison Bomb could damage The Tidebringer. -Fixed a soft lock that could happen if you tried to play a Poison card while the only monster on the board was The Tidebringer. -Fixed a bug where the game log said Poison damage was happening at the end of your turn instead of the start. -Fixed a bug where Artifacts could be attached to Flame Blast, causing them to be lost. (Flame Blast is received from an artifact and can't be upgraded or enhanced with artifacts.) -Fixed an issue where the message telling you to pick a card from Lost Cities would say the wrong card count. -Fixed a bug where Enhance Magic would cause costless cards to say they now costed 8. -Fixed a bug where when trying to play an Equipment card with no Defenders in play it would incorrectly say "Not Enough Energy". -Fixed a bug where Irko's Gift could soft lock the game if you used it while your deck and hand were otherwise empty. -Fixed an isssue where Constellation Mirror's tooltip went off-screen on the dungeon clue screen if it was a dungeon reward. -Fixed an issue where Ice Strider would incorrectly say it was removing a card from your deck when your deck and discard pile were empty. -Fixed a bug where the "Poison" icon on a monster card would be misaligned if the monster had Slow as well. -Fixed an issue where Element Cannon couldn't be activated if the closest monster was a monster that used to have the "Hulking" ability. -Fixed a bug where monsters who had received an attack bonus were having their attack bonus calculuted twice when checking if your death is imminent. -Fixed a bug where River Stalker and Grimgut's Maul damage wasn't counting when deciding whether death is imminent. -Fixed a bug where Brewmaster's Boast ability to fight a harder enemy didn't work against Glade Nymph. -Fixed 20+ more minor bugs not listed here.
- Adjusted camera logic, should reduce abrupt camera movement when pogoing or jumping real high.
- Removed World Cores.
- Reworked difficulty modifier/seal menu. (Seals are taking some time off.) - Adjusted Fog difficulty modifier timer values to compensate for less Nails per area. - Seal Machine can now only be used by hosting player. - Added difficulty modifier unlocking.
- Enemies now have increased health with 3+ players. (25%/50% extra HP at 3/4 players.) - Reduced floor sizes in multiplayer.
- Picking up an ally now ignores weight and is faster. - Increased Grab grip duration from 1.5 → 1.65.
- Abilities that increase movement speed during them now also increase acceleration. (Most notably Decksweeper and Punch.) - Reduced Punch windup movement speed bonus to compensate for that other line of text.
- Reverted Miner's blast resistance to reducing damage to 1 instead of always losing 1 hp. - Powder Pouch no longer gains durability from taking explosion damage. - Reverted Miner's durability gain on level up to reduced durability lost on use. - Miner's Radar Pulse stuns again instead of applying Mark.
- Buffed projectile homing by 25%.
- Added a bit of "projectile autocorrect" to player bullets & arrows; near misses now conveniently shift themselves into enemies.
- Uncharged Bow shots now only deal 1 damage but come out much faster. - Fixed Huntress not getting the +1 Bow damage buff.
- Increased Power Bracers grab power bonus from 15% -> 20%.
- Ray Rifle infusion now also pre-draws bows by 15%. - Added pitchfork infusion 40% projectile speed bonus. - Invuln potion infusion now gives Block instead of Armor.
- Removed Vendetta max heal cap, increased Vendetta+ health bonus from 1 → 2.
- Made Really Big Weed drop fruit, added another RBW room and added particle effects to the root attack. - Added 4 Brittlekeep rooms. - Added 6 Tower rooms. - Added 10 Brittledeep rooms by Wunarg. - Added a Brittlekeep treasure room.
- Added a softlock protection button to the pause menu. (Tyrant)
- *Maybe* fixed the bug that causes everything in certain areas of the map to turn invisible after a player dies and is revived in multiplayer. - Removed redundant collision from Hub Hall of Records. - Fixed elite enemies with Armored elite modifier appearing to take full damage from physical attacks on client. - Fixed Vendetta mark having collision. - Fixed splitting elite modifier icon not appearing. - Fixed Soul Candle not triggering on-hit/on-damage effects. (Wunarg) - Fixed dropped passive items not being visible good. - Fixed min draw distance of Bracers. - Fixed decks getting a bit weird when moving long distances between death and revival locations in multiplayer. (Aewynne) - Fixed dodge roll & form of the mole combining to get people stuck in floors and walls. (Aewynne & Jazdia) - Fixed Needle Cape not getting weapon enchantments. (Wunarg) - Fixed Needle Cape infusion not working. (Fwutters)
Hello, Fellow Magnates! We've got a jam-packed update for you in this month's Hotel Magnate blog. From exciting progress on our maintenance system to the early development of disaster mechanics and some nifty UI improvements, there's a lot to dive into. So, grab your coffee (or tea), sit back, and let's unpack the latest and greatest changes coming your way!
Maintenance Changes & Testing
We're thrilled to announce that the maintenance changes we've talked about in previous posts are now available for public testing! No more will maintenance issues automatically be detected and fixed by a mysterious force. Now, your staff will need to notice these problems themselves, adding an extra layer of realism and management challenge. This means you'll want to ensure your cleaners and other staff are frequently visiting rooms to spot any issues. To compliment this we've streamlined the manual reporting process, allowing you to set priorities easily. For those eager to dive into the nitty-gritty details and provide feedback, head over to our Discord channel.
Here you can see the new maintenance management buttons on the object toolbar. You can manually call for a maintenance person, increase its priority or cancel the call
Disasters Progress🔥
Brace yourselves, because we're venturing into the thrilling territory of disaster management! Our team has started implementation work on the fire-spreading system, a feature that's taken numerous design meetings and creative brainstorming sessions to get just right. While we aren't ready to showcase this feature in all its fiery glory just yet, rest assured that more updates and sneak peeks are on the horizon. These developments are crucial as they lay the groundwork for introducing more complex disaster scenarios, ensuring a dynamic and engaging hotel disaster experience.
UI Changes and Improvements
Quality of life improvements are always a top priority for us, and this update is no exception. We've enhanced the visibility and intelligence of our warning and alert UI, making sure you never miss an important notification. Additionally, we've added new sounds when opening menus like room, staff, and guest details, adding a touch of auditory delight to your management tasks.
Above is the improved UI for maintenance alerts, making them a lot more visible and easier on the eyes. (we have also been updating the cleaning and other alerts to match)
One of the most requested UI features—being able to see the exact value when setting curved walls—has also been implemented, making it easier than ever to replicate those perfect curves in your hotel design.
That’s all for now, Magnates! Stay tuned for more updates and keep sharing your feedback. Your input is invaluable in helping us shape the ultimate hotel and resort tycoon experience. Until next time, happy building and managing!
Don't forget to join us on our Discord where you can chat with other fans and the devs or participate in testing for some of these things we have been working on! Or visit our voting/suggestion platform to vote on and suggest features.
The "Checking In: Report" is your regular dose of Hotel Magnate insights! Dive into our progress, recent bug fixes, and catch an exclusive sneak peek into what’s brewing for the future. These brief updates aim to keep you in the loop about the ongoing developments for Hotel Magnate at Arcade Oven