What it do, what it be? It's ya boi, the Glizzster coming at you hot with a new Patch!
And I hear you asking, "But Senor Glizzy Daddy, we've already had so many today!"
Yeah, we been cooking. Mad that you're eatin' more? Stay mad.
Down to business. We didn't like how Labyrinth Hunts have been going down. Mechanics don't lend themselves well to parties, so you got one goon just soloing the whole thing my bad. And it's really supposed to be a community effort, yeah? But if we change
Wow that was short ey? Given this wasn't related to the patch earlier, it makes sense for it to have its own hotfix page. Not quite as in depth, this one aims to give ST a bit more mileage in comparison to its brothers. For a long while, ST didn't really fulfill its niche well enough to warrant using it. So the following is being adjusted:
[Rank 5 Shift] ST Specialist
Cost: 10 SP
Passive
Effect: For the following Sword Arts, +3 to multipliers and +2 to EN cost; ST-I, ST
This one is going to be one hell of a whammy, so instead of getting into too deep this will elaborate on the surface. This patch includes an additional profession (Engineer) as well as a lot of consumables to existing Professions. While also adjusting the elephant in the room with Appraisers needing to make more then 100 rolls per day to craft. Without further ado, lets break it down.
<<Engineer>>
Specializes in consumables much in the vein of Cook/Alchemist/Performer, but th
Hello fair Aincradians? Aincradicans? Accordians:
Staff is back around to give you all just a little bit more fluidity. There have been numerous times that players have wanted to play a piano while making potions? or cook in their home kitchen while also being able to identify items? In the old system this simply was not possible. We found that more often then not players would either abandon their old profession and be riddled with regrets, or simply drop it despite how cool it would be be
What’s up, gamers? It’s ya boi. And I have just so much stuff to announce.
Post Count Requirement Changes:
First up, moving forward, Players are no longer required to reach 20 posts before closing a thread.
I’m gonna just give ya a sec to let that sink in.
It is relatively obvious that a major pain point for the site is that to do anything, you must be willing to commit at least 3000 words to each and every thread you do. That is a large time commitment. And while we don’t m
Hello fellow Aincrad Residents, back around again to approach a new form of 'raid' content. These will take the shape of NIGHTMARE. Now you may wondering what that is, allow me to explain. NIGHTMARE are old floor bosses repurposed to create very hard content for players to really feel in danger. This is an answer to a lot of the community not wanting real difficulty in standard content, but inversely a desire for actual danger by some. Instead of global changes that effect all players, by creati
Oh boy, here comes another big boy hot out of the presses. Staff has been hard at work on some big doozies and I'm here bringing it out full swing. Without further of due:
Guild Rework:
The main focus of this change is to make the system a more active part of the game and allow players who are not intending to make a 'non combat capable' character able to interact or benefit further from the system. Maybe its a book club, or a small conglomerate of farmers? This will allow narrative o
A smaller release today in the form of a new shop, working both as a way to remove exclusivity on past items that still see some use today as well as adding a much needed col sink into the system. Some items have been reworked to better fit the system and keep balance in check, it will be assumed at any existing items matching these will likely see similar errata.
Platinum is purchased using the store at an exchange rate, 1m col per platinum and sold back to the store for 950k col per plati
Hello Fellow Aincradians, Your textbook wackjob back around again to introduce something we've been working on for a bit now. Up until this point, Stealth has felt like a lot of mechanical legwork and a huge amount of SP to use for something that was less reliable and functionally equal to charge. This felt a little obtuse and our goals were to make stealth more readily usable. So we've attacked this problem on a few different fronts:
New Standard Post Actions:
Now anyone and everyone 'ca
Back around for another round, we'd like to inform you all of recent patches released in one dedicated place! Without too much time lets get down to business:
Field Bosses:
Inanos, The Aether Wurm [F26 Field Boss]
T4 Danger noodle, with the atom bomb teeth
Drops: Iridescent Tooth (T4/Reusable/Consumable) | Usable as free action once per combat after you apply a stack of Envenom. This item consumes all of your stacks of Envenom on the target dealing unmitigated damage equal to th
Hello All, Its that time again for some QoL improvements. This time we are releasing something new and adjusting existing mechanics to link them in consistency. First off the frying pan....
Some keywords have been made for the sake of clarity:
[True Level] = Player's Level + Player's Paragon Level (at the start of the thread)
[True Tier] = [True Level] / 10, Rounded Up
These should look familiar to you, given these are the same numbers used to calculate experience earned at the end
Overview:
Hello Incarcerated Citizen's of Aincrad,
Time to address one of the elephants in the room: Armor Skills. There has been noticed a small amount of confusion but a drastic amount of inconsistency across the board in regards to these passives. It has lead to a 'meta' in the shape of light armor and it discourages variety. This patch aims to rectify this.
Original Skills:
Originally our Armor skills looked like this:
Change Reasoning:
Now first lets look at
Overview:
Given the state that support archetypes are currently in (we know, staff as a whole is trying to find a good way to approach the problem) we've discovered that most supports have little to use their post actions on. We'd like to address that by looking to one of their only non-heal based post actions (action economy is everything, and we want players to spend it in a meaningful way.)
Likewise, we'd also like to address the difficulty of obtaining equipment. As it sits we feel
We’ve heard the outcries! It seems the community has some issues with Appraisers, being the most difficult and least rewarding profession we have available. Staff would like to change that. As such we have come up with the following alterations to try and turn this profession into a more rewarding experience.
#1 - Fusions
Appraisers are now able to fuse unidentified items just like any other profession. Appraisers can only fuse unidentified items of the same item type using the followi
Custom Skills:
Thats right! We’re trying this again. So how are they different this time?
They cannot be used in Raid Bosses
They cannot be used in any Site Wide events
When submitted, they enter a waiting list for when they will be evaluated (1 every 30 days). At which time, the one that is currently being evaluated will be reached by a member of staff to create a discord ticket. This area is to discuss and help balance the skill to an acceptable leve
EXP Rewards:
Standard EXP rewards for thread progression changed from (5 EXP * Player's Tier) for every 30 words to (Word Count / 10) * (Player's Uncapped Tier) * (Group Factor).
Group factor table:
Group Size
EXP (Group) Factor
1 player
100% (1x)
2 players
70% (0.7x)
Heyo! This patch isn't quite as big as the rest, but we've got interesting things lined up regardless- Custom Skills mostly! With this update, Custom Skills are being put back into play but with some rules to them to keep the process much more clear cut and easy to follow. So let's get down into the nitty gritty of things!
Custom Skills
So, first things first. The big stuff, every single CS that existed prior to 3.1.1 needs to be resubmitted for approval in order to be usable again. Th
Yo yo yo! It's time for the next patch, and a small break from updates with it. I'll go more in depth once I'm done listing all the changes below, but please do check the bottom of the blog if you don't care about the numbers too much. To get back on track though, this update brings the new combat system playtested two weeks prior, alongside QoL changes in the form of adjusting Dungeons' difficulty, fixing EXP acquisition rates and lowering the amounts of EXP needed to level up, revamping the Pa
Hiya. Just hitting you all with patch 3.0.2, the main highlight of which is a new SA system that's being tested. You can find it in this thread, as an event. In order to sign up for it, you just need to run your threads with the new combat found on it, and make sure to have marked your thread with [PT] at the very start. Any threads done during the playtest will provide quest progress and the standard thread reward, so please make the most of it and give us your feedback when the event is over i
Hey! Staff is currently looking to update 3.0 systems. From previous discussions, this has meant ideas like working on Sword Arts to remove cooldowns. Today, we'd like to gauge interest on another aspect of the game that 3.0 has brought about: Unique Skills (US) and Custom Skills (CS).
The way to obtain a Unique Skill is simple: at the time of writing, Level 31 characters may submit a thread every week to roll for a US. There are 10 US available to players at the moment, meaning that once t
Systems & Development Comments: ah jeeves here we go
Crafting/Shop Changes:
Item Fusion for consumables is now available. This includes the fusion of Demonic consumables.
The cost of materials sold in General Merchant has now been increased from 300col to 700col.
System & Development Comments: There was a concern over the value of player-obtained materials since the price of materials in the General Merchant was considered cheap. The price has been raised, alt
Incognito Antics Removed, Quest Line is now a Two-Part Series
Failure Condition Removed from Incognito Analysis
Incognito Analysis SP Reward increased to from 3 SP to 5 SP
Incognito Assassination SP Reward increased from 5 SP to 7 SP
Disguise Quest Condition Removed (Incognito Analysis)
Disguise condition replaced with “Intercept.”
After failing to trail Uso-Tsuki with Stealth, one can elect to fight Hogo-sha. Upon his defeat, he drops a coded
Just a quick update rolling off the line right now. First and foremost, we're going to be standardizing crafting cooldown. In lieu of waiting a full 24 hours between crafts, the cooldown on a crafting day will reset at 12:00am local time for all users. The Player Support Team already recognizes this; I'm merely making this the new standard.
Finally, for the meat of the update. Tierless item classifications. If you craft an item that does not scale with material tier, you will generate a "Ti
Crafting/Shop Changes:
Crafting in a player's shop thread is now considered an out-of-character interaction.
Systems & Development Comments: One of the main reasons why crafting required a 100 word requirement was because the «Merchants and Shops» sub-forum is considered an in-character sub-forum. Now that crafting is an out-of-character interaction, there is no longer a 100 word requirement while crafting. However, any in-character interaction (e.g. interacting with another
Mechanic Changes:
Stealth:
Players must roll to maintain Stealth at the beginning of their turn. If a player wishes to attack out of stealth they must roll to maintain stealth and attack in the same roll (declaring both in the purpose). If they failed to maintain stealth, they are considered detected and would lose any appropriate bonuses before their action is processed.
Simplified Passive Stealth Detection rules (whenever the stealth roll falls below the passi