Aero Tales Online: The World - Anime MMORPG - Anisage Games
[General] - Costumes and elephant mounts obtained from daily rewards can no longer be traded. - Several translation errors have been fixed. - Bronze and Silver Arena medals that can no longer be obtained are now unusable. - EXP Scrolls can now be stacked. - Improvements were made regarding movable windows appearing in front of the screen.
[Event] - Preparations have been made for the Eid al-Adha event. + During the event, you can receive daily event quests from the Event Manager NPC. + Hunt Wild Ox in any grinding map and collect Sacrificial Meat. Exchange quest rewards for premium items and a rare gathering pet. + Event start date: June 6, End date: June 21 at 23:59 Server Time.
[Map] - Grinding spots in the Aztec Temple map have been made more efficient. - Grinding spots in the Narakha Basin map have been improved. - A new map, Lost Coast, has been added to the game.
[Quest] - A new daily quest has been added to the Grand Fortress Quest Board for levels 70–85.
[Bug Fixes] - Fixed a bug where characters would stand up when typing while sitting. - Fixed a visual bug where wizards appeared larger after exiting their house. - In the Golden Fish event, player positions are now completely randomized. - Players kicked from a clan will now also be removed from the clan castle. - Dark-level players now gain less EXP from non-dark monsters. - Players you ignore can no longer send you friend requests. - Family messages no longer interrupt your character’s movement.
[Visual] - Visual adjustments made to Dark Lord weapons. - Streamer name tag has been updated. - The remaining time window for planted seeds has been renewed.
[Voice Acting] - Turkish voice acting has been added to the game.
[Farming] - Upon logging in, if your field crops are fully grown, you will now receive a system message.
[Balance] - Some changes have been made to the Ranger class: + Void Bomb is now a skill that originates from the character. Stun duration reduced from 1.6 to 1.5 seconds. + The stun area of Void Bomb has been reduced to match the size of the Arrow Spin skill. + Shock Bomb’s stun chance increased from 60% to 100% (excluding stun resistance or miss). + Shock Bomb’s stun duration increased from 1 second to 1.6 seconds. + The shout sound effect of Ground Strike has been changed. Reason: The adjustments were made to reference the archer, as having two AOE stun skills made dodging with dash nearly impossible.
[AI] - AI systems have been improved with Lilith AI v2. - The translation system now performs better.
[Blacksmith] - Materials required to upgrade items +4 and above have been updated in line with the new item dismantling system.
[System] - Dungeon end cards will now change color based on the rarity of the obtained item. - You can now browse markets within your field of view more easily via the market window. - An auto-walk system has been added for mobile devices. - Market owner names will now appear in purple until they leave the map. - PC players can now press ` to auto-target enemies. - Private chat windows have been added to the game. - You can message someone with /chat nickname or chat with players from your friends list and markets via dedicated chat windows. - A new item dismantling system has been added. You can now destroy any item at the blacksmith to obtain materials required for upgrading. - For upgrades +5 and above, you must obtain items from the dismantling system. - If you are upgrading SSR items, you can dismantle unwanted SSRs to obtain SSR Dust. - This system is designed to increase the value of low-tier SSR items and equipment in the market.
[AC Shop] - Thunder Lucky Box has been added to the AC Shop for a limited time. - Fog Clan set has been permanently added to the AC Shop.
The main-preview now resembles the aspect ratio of the final render and the thumbnails are now displayed in a horizontal bar at the top, making more room for the main preview.
I also added the possiblity in the renderer to use images (i. e. "true rgba colors") as source of color inside variations.
This was a rather challenging task as there where not free channels to hold this image-rgba-colors (four components). It was done by introducing a new render pass. This render pass is only active when true colors are used and causes the renderer to be little bit slower than using no rgba-colors.
There is also the possiblity to mix the rgba-colors with the fractal iteration color, causing more variation inside the image. To control this, there is a now parameter "image mix value" at the "gradient" section. When set to 0, the fractal color is completely discarded, and only the image-colors are used.
Also, there are tonemapping options to change the color of the used image on the fly (basically the same as used when applying a background image)
And, you can have multiple images inside one fractal.
Complete changelog: - added an additional render passs to the renderer to support colors coming from an rgba-image. - new "image_rect"-variation to use image textures inside of fractals - added tonemapping-options to the "image_rect"-variation - added auto-transparency for non-png-textures, used by the "image_rect"-variation. (auto-transparency sets all pixels with a luminance beloww a vcertain level as transparent. This is just for helping in playing around with with *.jpg-images, for better results. Please note, that this parameter is ignored when applying a non-transparent-*.png-image. you should use *.png's with real transparency) - new option "image_rect auto transp." in the application settings to specify auto transparency (or disable it) - added 4 example-images with transparency for use inside the image_rect-variations - added new "image mix value"-attribute at the gradient section, which defaults to 0.125 (has only influence when using a variation which sets rgba-colors) - fixed a bug regarding loading flames and the new custom resolutions - flame-editor: variations: put resources above attributes (e. g. "image"-parameter in "image_rect"-variation) - added 4 more example-images with transparency for use inside the image_rect-variations and made them accessible as variation-presets - background-images of flames are now centered by default - flame-editor: the main-preview now resembles the aspect ratio of the final render - flame-editor: the thumbnails are now displayed in a horizontal bar at the top, making more room for the main preview - added custom quality profiles (in the application settings). So you may render at any desired qualily level now - flame-editor: improved the main-preview (free sizsble, less flickering when switching between sections) - realtime animation-preview: fixed the initial flickering - realtime animation-preview: increased the number of initial stabilization iterations - realtime animation-preview: also respects the flame render aspect ratio
A quick patch for some more fixes and minor improvements. This patch also contains a few run-progression changes in the form of greater baseline Scavengers per expedition and tech drafts that are biased in the player's favor.
This will update NOT clear your in-progress runs, and should actually fix an issue where some runs may have been cleared.
[v.415663] ✦ ⇒ Community-inspired change
Tech
✦During Boss tech drafts, you are guaranteed to get an option that draws you cards and an option that grants additional Command
During tech drafts, you will not see repeat tech again (until you've seen all tech)
Signal Booster has been moved from artifact tech to boss tech
Scavenging
Base Scavenger count on expeditions increased from 5 to 6
Bonus Scavenger count on expeditions from empty deployment slots decreased from 2 to 1
Units
During perk drafts, you will not see a repeat perk again (until you've seen all perks)
Added victory animations for the Bell Maiden, Navigator, Purifier, and Lancer
Field Ingenuity: Fleeting Attack value increased from 1(2) to 2(3)
Back to Back: Fleeting Armor value increased from 3 to 4
Enemies
✦Various Depth 3 encounters show up slightly later and have less stat scaling
City & Events
Squad improvement cost for basic units increased from 25 to 30
Squad improvement cost for rare units decreased from 100 to 90
✦Fungal Bloom Strength option increased so the base value is always a minimum of 1
UI/UX
Intent tooltip separated from the other tooltips so that they only appear if you hover the intent area
✦Max HP becomes visible when hovering a unit or enemy's combat HUD
Fixes
✦Fixed an issue where Sunder was applying Armorshred rather than Armor Break to fix an interaction with temporary armor
✦Fixed an issue where deploying to various regions in Depth 3 would take longer than expected for the units to arrive on the battlefield
✦Fixed an issue where the weakpoint on the Siege Murk could be obscured under the HUD
✦Fixed an issue where the upgrade preview would jitter (again)
Fixed an issue where the {!} (New card icon) would stay on the screen if the card was hovered as it spawned
Fixed an issue where the Commander's perk description on the metaprogression screen was incorrect
bugfix: getting killed by getting sliced in half would result into broken gamestate, where you couldnt restart the game, bugfix: fix issue with laserbeam aiming, bugfix: fix issue where slicing in half particles would cause water to get rendered on top of ground, bugfix: stat list was not accounting the stats coming from gear, bugfix: issues with most upgrades in the game, bugfix: fix issue with water debree,
feature: equipable onhit effects, feature: flaming cape that adds fire aura, feature: equipable fire on hit, sets ground on fire with melee, turns energy projectile into flames, feature: equipable freeze on hit,
feature: equipable laser, turns projectiles into laserbeams, turns swords into laser swords that cut enemies in half,
feature: basic minimap, feature: equipable grappling hook, feature: axe that deals damage based on missing health, Feature: upgrade that lets you hit more than 1 target with 1 melee attack, Feature: upgrade that lets you add base strenght to your basic attacks,
change: viking helmet now has 100% crit chance, change: inventory description now uses icons for stats instead of text, change: levelup only happens between waves of enemies, not during, change: dashes are now more limited in the early levels, change: jump animation is now different, change: when interacting with inventory, enemies are now instantly paused, change: pause enemies when camera is panning from enemy introduction