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Patch Notes: Crafting and Adventuring Update


Cardinal

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<<Crafting and Adventuring Update>>
SAO-RPG Patch 2.5.1

Timeline Update!

Please note that the following is out of character knowledge.
Time progresses at a different rate in the game than in our characters' real lives. As of November 6, 2017 (OOC real time), characters should have the perception that 2 years have passed since the game's launch. This will continue to roughly mirror the passage of real time until the game's completion. The note that the perception of time is different in-game is to allow the idea that a set amount of time has passed in the real world (likely 2 years) upon the game's completion, regardless of how long it takes for the site to clear all 100 floors.

We hope to release more changes soon that will streamline boss fights and floor clearing, as well as help new players establish themselves despite the time gap, but hopefully this timeline serves as a helpful tool for players throughout the rest of our time spent clearing the game.

Site Changes:

  • A post count feature has been added to the site. The number of each post (i.e. #1) now displays on the top-right, beside the "Link Post" feature.

General Rule Changes:

  • Word count requirement for posts in which a player is stunned or paralyzed has been reduced to 100 from 150.
  • PvP and Player Killing Rules have been updated:
    • No player can kill another without OOC permission.
    • The rule for initiative rolls on Unauthorized Combat have been removed.
    • The NPC Guard mechanic has been removed.
  • Characters Level 5 and under are eligible to claim a New Character Bundle, regardless of when their journal was created.
  • Unidentified items, when obtained in a thread, no longer have to be declared until they are identified by a Merchant. For example, a weapon drop can be claimed from a locked thread as an Unidentified T1 Weapon, rather than an Unidentified T1 2H Assault Spear. When identifying an item, the Merchant should then specify the item type in their roll(s). To clarify, items leaving locked threads should be specified according to the loot tables as: Weapon, Shield, Armor, Consumable.
  • The Loot Table has been slightly adjusted, mainly to increase the number of consumables dropped from monsters.

Crafting Changes:
A note to all crafters: Be sure you are transferring your materials (col for Merchants) to the @Banker account when crafting.

  • The <<Earning a Living>> quest has been updated, and is now profession-specific.
  • Three new crafting/gathering-based quests have been added: <<Nature's Treasure>>, <<Witch of the West>>, and <<Challenge of Olympus>>.
  • +CD bonuses for crafting have been reintroduced. These can be obtained through the new quests <<Challenge of Olympus>> & <<Witch of the West>>.
  • Merchants:
    • The chance to successfully identify a unique enhancement now scales with Merchant Rank.
    • The identification chart for Consumables has been reworked. The process of identifying consumables has changed.
    • Identification prices have been reduced by 20%.
    • General stock items have been adjusted. Blank Recording Crystals have been removed, and five new items have been added: Glow Stone, Single/Double Tents, Spyglass, and Water Canister.
  • Alchemists/Cooks:
    • Enhancement lists for both professions have been reworked.
    • Successful crafts now have a chance to yield additional items. The Crafting Die Result charts have been updated.
  • Performers:
    • Song types have been adjusted.
    • Enhancement list has been reworked.
    • Successful crafts now have a chance to become 'Masterpieces'. This allows the craft to be submitted for evaluation with an additional effect.

Skill Changes:

  • Hiding Mod: Surprise Attack
    • Has been split into two mods:
      • Surprise Attack (Assassin)
        • Cost: 15 SP
        • Passive
        • Effect: Attacks made from stealth cannot miss. Attacking from stealth grants +2 DMG. Stuns and other status effects (Bleed, Paralysis, Burn, etc) cannot trigger. Cannot posses both Surprise Attack (Assassin) and Surprise Attack (Trickster).
        • Description: You have mastered hiding, and now can move so silently that the target has no time to react, guaranteeing a hit. You focus on hitting critical zones and exploiting your target's weak points, allowing for bonus damage.
      • Surprise Attack (Trickster)
        • Cost: 15 SP
        • Passive
        • Effect: Attacks made from stealth cannot miss. Attacking from stealth reduces final damage by 50% and automatically applies all status effects (Bleed, Paralysis, Burn, etc) the player possesses on active equipment/consumables. Cannot posses both Surprise Attack (Trickster) and Surprise Attack (Assassin).
        • Description: You have mastered hiding, and now can move so silently that the target has no time to react, guaranteeing a hit. You focus on slipping past the enemy's defenses and sacrifice strength in order to apply as many status effects as possible.
    • Mod: Vanish
      • Cooldown reduced to 3 Turns, from 5 Turns.
  • Energize
    • Can only affect target party member.
    • Mod: Hyperactive
      • Increases energy regeneration of target player by 3 for three turns, up from 2 for two turns. Can only affect target party member.
      • Cooldown reduced to 3 Turns, from 5 Turns.
      • Energy cost increased to 5, from 3.
  • First Aid
    • Mod: Purify
      • Cooldown reduced to 1 Turn from 2 rounds.
    • Mod: Sharpness
      • Energy cost increased to 12, up from 8.
      • Cooldown reduced to 1 Turn from 3 Turns.
    • Mod: Barrier
      • Energy cost increased to 12, up from 8.
      • Cooldown reduced to 1 Turn from 3 Turns.
      • Effect now applies a Safeguard effect to target party member that lasts until the beginning of the user's next turn. Does not stack with the Safeguard enhancement. A player can only be targeted by Barrier once per combat.
    • Mod: Field Medic
      • Cooldown reduced to 3 Turns, down from 5 Turns.
  • Fighting Spirit
    • Now affects hate-generating abilities (Howl & Focused Howl)

Enhancement Changes:

  • Thorns:
    • Damage increased to (9 per slot * Tier) from (7 per slot * Tier). 
    • Effect has been updated to specify that only damage dealing, melee attacks trigger Thorns.
  • [Performer]
    • HP Recovery
      • Reduced to (20 per slot * Tier), down from (40 * Tier) per slot.
    • Mass HP Recovery has been removed.
    • Monster Call has been reworked into two different enhancements:
      • Monsters' Fortune
        • Cost: 1 Slot
        • Cap: 3 Slots
        • Effect: When played, gain +1 LD per slot when rolling for loot on the next monster killed.
      • Monsters' Favor
        • Cost: 1 Slot
        • Cap: 3 Slots
        • Effect: When played, gain +1 CD per slot when rolling for loot on the next monster killed.
    • Familiar Call
      • Renamed to Familiar Sight.
      • Grants +2 LD when searching for a familiar, up from +1.
    • Incarceration
      • Effect now applies to one target.
      • Effect now lasts for one battle.
    • New Enhancement: Perpetuate
      • Cost: 3 Slots
      • Cap: 1 Slot
      • Effect: When played, doubles the length of damage over time effects (Bleed/Poison/Burn, etc.) on a single target. Effect lasts for one battle.
      • Applicable to: Debuff Song
    • Misperception
      • Effect now applies to one target.
      • Effect now lasts for one battle.
    • Hypnosis
      • Cap reduced to 2 slots, down from 3.
      • Effect now lasts for one battle.
    • Lullaby
      • Cap reduced to 2 slots, down from 3.
      • Effect now lasts for one battle.
    • Mesmerism and Berceuse have been removed.
  • [Alchemist]
    • Damage
      • No longer scales with Tier.
    • Mitigation
      • Reduced to (5 per slot * Tier), down from (9 per slot * Tier).
    • HP Recovery
      • Reduced to (20 per slot * Tier), down from (40 * Tier) per slot.
    • Mass HP Recovery
      • Reduced to (30 * Target's Tier), down from (45 * Tier).
    • Over-Health
      • Cost reduced to 1 slot, down from 3 slots.
      • Cap increased to 3 slots, up from 1 slot.
      • Reduced to (15 per slot * Tier), down from (50 * Tier).
    • Antidote
      • Effect now grants immunity to negative status effects (Paralyze, Bleed, etc.) for a number of turns equal to the slots used. For example, if a player uses an Uncommon Antidote (1 slot), and is then affected by Burn for 2 turns, they would negate the damage from the first turn, and then take the appropriate damage on the second turn, as their protection from Antidote has run out.
    • Toxic Venom
      • Adjusted to (8 * Tier) damage over 3 turns, from (6 * Tier) damage over 4 turns.
  • [Cook]
    • New enhancement: Evasion
      • Cost: 1 Slot
      • Cap: 2 Slots
      • Effect: Reduces the die value by (1 per slot) on an enemy’s attack against you. Cannot be used to avoid a critical hit.
      • Applicable to: Snacks, Desserts, Meals, Feasts
    • Mitigation
      • Reduced to (5 per slot * Tier), down from (9 per slot * Tier).
    • Over-Health
      • Cost reduced to 1 slot, down from 3 slots.
      • Cap increased to 3 slots, up from 1 slot.
      • Reduced to (15 per slot * Tier), down from (50 * Tier).
    • Protein
      • Cap reduced to 2, down from 3.
      • Effect reduced to (1 per slot) base damage and -(5 per slot * Tier) mitigation, down from (1 * Tier) base damage per slot and -(9 per slot * Tier) mitigation.

Item Changes:

  • <<Banner of Command>>, <<Banner of Leadership>>, <<Banner of Inspiration>>, <<Banner of Support>>, and <<Banner of Greater Support>> no longer have the ability to be recharged. Any players that have one of these items may continue to use them until their current number of charges have been depleted, after which they become vanity items.
  • <<Name Tags>> now can not only change the name of an item, but the description/appearance as well. This includes any Name Tags received in the Fireworks Festival Raffle.

Quest Changes:

  • Quest Revamp: <<Earning a Living>>
  • Quest Revamp: <<Witch of the West>>
    • Witch of the West is a quest specifically for players who have a profession that takes place on floor fifteen.  By defeating the monsters and the boss players can receive a +CD consumable for their profession specifically.  By taking the quest again, you do not have to fight the boss but still must face the mobs in order to obtain the item.
  • Quest Revamp <<The Iron Guardian>
    • Loot drop changed from the <<Banner of Support>> to the <<Crystal of Support>> a mass healing crystal.
  • New Quest: <<Nature's Treasure>>
    • On each tier's first floor, players are able to take the quest.  The quest itself is designed to make material grinding easier whether you are actively searching for materials, fishing for materials, or fighting mobs for materials.
  • New Quest: <<Challenge Of Olympus>>
  • New Quest: <<Trouble in The Mines>>
    • Mining on Floor Twenty One has ceased to a halt with the appearance of Drakelings in the mines. The town has requested your help in clearing them out, so they can resume work. Of course, bringing back proof of your exploits will be rewarded handsomely. 
  • New Quest: <<Betrayal of The King>>
    • Rumors of an old king long forgotten have began to resurface, bringing about fear that he had been resurrected. It is up to the players to stop him, and return this dangerous King back to the land of the dead. Those who complete this task will be reward not only with Col and SP, but the chance to obtain T3 equipment. 
  • New Quest: <<The Hidden Village>>
    • Players have been tasked with finding out more about the town of Charko, which has remained shrouded in shadow. Though the trip through the tunnels does not prove to be simple, as powerful monsters stand in the way of the players' discovery. After bypassing these mobs through either combat or stealth, it will be up to them to determine whether Charko stays a secret, or is revealed. 
  • New Quest: <<Burning Phoenix Feathers>>
    • Rumors of a powerful item that can change the look or description of an item have surfaced, and that these Name Tags are dropped by a powerful phoenix. 
  • New Quest: <<Bane of Blood>>
    • Word has been received that upon the fifteenth floor, a new more vicious wolf alpha has been terrorizing travelers and merchants. Bulletins of the beast are posted on exits to the city. Many merchants are fearful to travel around, and the city is becoming more afraid of not being able to get the supplies they need. Towns have gathered col and a few other rewards for the person or party who hunts down these powerful beasts and returns for the reward alive. 
  • New Quest: <<The Swashbuckling Buccaneer>>
    • Players will find themselves fighting against a crew of cunning pirates in the hopes of being rewarded handsomely with Col and other treasure. 
  • New Quest: <<Keep Calm and Ki'Raion>>
    • Rumour spreads of an exceedingly powerful monster, hidden deep in the far Eastern reaches of the 19th floor. Those that hunt down this Field Boss will find that its patterns change depending on the time of day this boss is discovered. Players will be rewarded with Col, SP, and Equipment for the defeat of this boss. 
  • New Quest: <<The King of Lakes>>
    • At the bottom of the Lake of Reflections lurks a powerful aquatic monster that has evaded many fisherman's lines for months. However, one fisherman has revealed he may know the trick to fishing him up. He sends you out to retrieve the bait before giving you a shot at catching the powerful King of Lakes. 
  • New Quest: <<What We Fight For>>
    • Deep in the Forest of Memories lies a chamber that has been said to reveal to players what they miss most of their real world outside of SAO.

Housing Changes:

  • Guild Hall Costs have been reduced.
  • Room upgrade cost lowered to 15,000 col. Players who have spent col to upgrade rooms since the initial housing update have been reimbursed.
  • Living Room Effect changed to: “Increases HP regen by (5 * Tier HP) and decreases full energy regen to 2 Out of Combat Posts”
  • Dining Room, Living Room, Master Bedroom, Master Bathroom, Extended Workshop, and Mega Slime Farm slot cost reduced to 1, down from 2.
  • Dining Hall room slot cost reduced to 2, down from 4.
  • Removed restriction for having both a Basic Kitchen and a Chef’s Kitchen.
  • Basic Kitchen is now able to create Tier-specific food items. The material costs for using a Basic Kitchen has slightly increased. Limited the maximum number of items created per thread to 3.
  • Dining Hall and Dining Room effects have been reworked.
  • Basement buff increased to +2 from +1. Cooldown changed to once every 10 posts(total), from once per thread.
  • Clarification added: Food items created with a Basic Kitchen may be traded to and used by other players, but still may not be used outside of the thread they are created.
  • The ability to Upgrade/Downgrade Plots of Land has been added.

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