Giriş yapmadınız.

Sayın ziyaretçi, Resmi Bloodwars Formu sitesine hoş geldiniz. Eğer buraya ilk ziyaretiniz ise lütfen yardım bölümünü okuyunuz. Böylece bu sitenin nasıl çalıştığı konusunda ayrıntılı bilgilere ulaşabilirsiniz. Eğer sitenin tüm olanaklarından faydalanmak istiyorsanız, kayıt yaptırmayı düşünmelisiniz. Bunun için kayıt formunu kullanabilir ya da bu bağlantıya giderek kayıt işlemi hakkında daha fazla bilgi alabilirsiniz. Eğer önceden kayıt yaptırdıysanız buradan giriş yapabilirsiniz.

1

Thursday, March 26th 2015, 10:39pm

Patch 1.6.2

News from BW TEAM
1 April 2015

With great pleasure, we would like to inform you about the coming changes:


KotH – badass patch
We are aware that some of you are still having problems getting the most powerful enchantments despite the introduction of the Favour of the Lord of Darkness points. That is why we decided to let the really strong players try to complete several levels of KotH at once.

After completing the selected level of KotH, there will be 70% chance of starting another level and then again 70% for the next level until the location is complete or you are defeated.

The new levels will be played WITHOUT HP REGENERATION.
Disposable items and Arcana work normally on all the levels without any additional costs.
If you are defeated, you’ll be able to continue the location from the last completed level, e.g.: after completing slums level 1, you finish slums level 2 and lose on slums level 3. The next time, slums will be played starting from level 3, levels 1 and 2 will be completed.

Additional rewards are awarded for each level separately.


Ranged weapons patch - Underworld!
Soon, Underworld will receive a ranged weapons patch that gives them additional effects against monsters.

Rate of fire:
• additional attacks against monsters for: Composite bow and Pilum (from perfect+0: 1, 1, 1, 1, 1, 2)
• damage against monsters for: Composite bow (from perfect+1: 40, 60, 80, 100, 100)
• chance to hit against monsters for: Composite bow (from perfect+1: 20, 40, 60, 80, 100)
• ignoring defense against monsters for: Composite bow (from perfect+3: 20%, 30%, 50%)
• ignoring defense against monsters for: Pilum (from perfect+1: 20%, 40%, 60%, 80%, 100%)
• critical hit chance against monsters for: Pilum (from perfect+1: 30%, 40%, 50%, 60%, 70%)
• damage against monsters for: Pilum (from perfect+3: 20, 30, 40)
Dryad:
• critical hit chance against monsters for: Composite bow and Throwing Knife (from perfect+2: 40%, 50%, 60%, 70%)
• critical hit damage against monsters for: Composite bow and Throwing Knife (from perfect+3: 20%, 30%, 40%)
• damage against monsters for: Composite bow (from perfect+1: 10, 20, 30, 40, 50)
• additional attacks against monsters for: Throwing Knife (from perfect+1: 1, 1, 2, 2, 3)
Wolf:
• procentowa szansa trafienia przeciwko potworom dla Pilum and Throwing Knife (from perfect+1: 20%, 20%, 30%, 30%, 40%)
• additional attacks against monsters for Throwing Knife (from perfect+1: 1, 1, 2, 2, 3)
• damage against monsters for Throwing Knife (from perfect+1: 10, 20, 30, 40, 50)
• ignoring defense against monsters for Pilum (from perfect+1: 20%, 40%, 60%, 80%, 100%)
• critical hit damage against monsters for: Pilum (from perfect+1: 20%, 40%, 60%, 80%, 100%)
• critical hit chance against monsters for Pilum (from perfect+3: 70%, 100%, 130%)


Anubis and Wendigo for Necro
As per your suggestions, we have decided to up the experience multiplier for the aforementioned monsters by 1.5 and 1.7 respectively.

Clan arena balance
We are always listening to your problems and that is why we have decided to quadruple the number of ranking points gained so that clans can change ranking positions more dynamically.

Seasonal clan points balance
The current algorithm for calculating seasonal points will be replaced with a new one that will incentivise player activity.
The formula is: 50/max possible clan members * people who joined



RUNES and an additional expedition map
With the implementation of the above changes, we can now start coding new monsters and the rune system. We do not know how much time it will take us but do not expect it in one or two months, four or five is much more realistic.

First, we will design new monsters for the second expedition map and after they and their special attacks are coded, we will move to special effects for rune sets and new game interface that will allow you to use runes, see their progress and all the other new options.

As we would like to focus on developing this patch, we would like all of you to be nice and polite in the game and on the forums. The fewer arguments the administration has to settle, the more time we can devote to working on the new patch
Please use the bugs forum to report anything unusual and do not PM us directly. If you really have to PM someone, send a message to your server operator.

Benzer konular

Bu konuyu değerlendir