Take a look at what’s coming later this month! We’re adding some exciting new features:
You can read the full preview here:
This is a preview. Version 0.55.0-PB will release later this month.
We fixed a bug in the enemy scaling system. The problem was that enemies of the same level weren’t showing their real differences in power. For example, the Arvendor Guardian was meant to be much stronger than a Will-o’-the-Wisp, even though both are level 100. Because of the bug, they ended up with the same strength, which was never intended.
The issue came from the health formula. It didn’t properly include each enemy’s base power, so scaling treated them as equal. We’ve adjusted the system so it now works as it should. This means some enemies, especially those in the Citadel, will feel tougher than others even when they share the same level. You might also notice small changes when fighting other enemies, scaled or not, since the health formula has been updated across the board. These changes should be minor, but in some cases battle outcomes may be a little different.
last_activity
from the character inspection endpoint. This will default to the beginning of the year. It will be removed in a future update.online_status
to the character inspection endpoint.Characters who join assaults will receive a Shard reward based on their position in the zone leaderboard, regardless of whether their guild wins.
Each zone has its own leaderboard, and characters can appear on multiple leaderboards if they participate in assaults in different zones.
A character’s position is determined by the total EXP they contribute to their guild’s conquest in that zone.
The rewards are from 20,000 shards down to 2,000 shards depending on the position. You can check the wiki for a breakdown.
The game now has a public API which can be used to access various data in the game. This will become particularly useful for creating your own applications, such as Discord or Telegram bots.
Due to the involvement of the public API, it will be a project that will be completed over time. Right now, there are 18 endpoints available, with plenty more on the way. Over time, we’ll continue to expand and refine what’s accessible.
The API comes with several limitations
#### Battle Queueing (or... "Battle All")
You can now queue your battles up to your maximum idle time. This lets you defeat a wide range of enemies in a single action, instead of fighting them one at a time.
You can queue stacks of up to 5 enemies per queue. Each stack can be different, or even the same enemy under different conditions. For example, you might queue 100 non-scaled rabbits followed by 100 scaled rabbits.
Note: For the first 24 hours, please use this system with a little caution. We’ve rewritten a large portion of the underlying mechanics (the old system wasn’t built for this), and while it has been thoroughly tested (including a closed alpha test) there may still be rare issues that only appear at scale. Some bugs may surface early on, but we’ll be monitoring closely and fixing them as quickly as possible.