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--- Patch 2.0 is coming! (http://forum.bloodwars.net/thread.php?threadid=37112)


Posted by Szeszej on 11-05-2018 at09:34:

  Patch 2.0 is coming!

Dear Players,

Below is the changelog of patch 2.0. The patch will go live on 13.11.2018 in the morning.

Best regards,
BWTeam



All servers:

Level recalculation:
We've changed how much experience you need to level up.
Training costs have been altered so that they better fit the new levelling speed and make it possible to train even at higher levels.
Your training and free PoPs have also been recalculated to reflect how much you would have if you were playing with the new costs and level requirements from the beginning.
Ambush, expedition and quest reports now look better. In the new reports, apart from the detailed information included previously, there'll be a simple, animated version! In addition to that, resources gained will be summed up and items found will be sorted by quality

Bestial fury talisman: changed requirements to Green/Green/Blue/Yellow/Yellow (instead of three green and two yellow).
WARNING! When the patch goes live, the rune that changed colour will be removed from all talismans and also from all saved talisman sets.

Added new evolution levels (except for aura-like evolutions). The new levels have identical effects as the first 5 levels. All the effects are cumulative. The cost of buying and using evolutions levels 6-10 is doubled.
Added new evolution: Enhanced muscles.

Lowered the cost of Mana Contamination to 300 / 600 / 900 / 1200 / 1500 evolution points.
The appropriate number of evolution points will be refunded.

You now get evolution points at odd levels:
Evolution points have been given retroactively to every player.

You get the same amount of experience from expeditions and in acts 1-3.
You now get more experience for running expeditions with 2 + people. The higher the expedition, the more experience you get, even in larger teams.
You can no longer decide to not get experience during expeditions.

Blocking or absorbing arcana will no longer disable arcana-based talismans.

Battle stats implemented in patch 1.7.11 have been removed.

Beating the last level of a KotH expedition will award additional experience: character level x 5 x location number.

Apprentice temporary bonus will work up to level 64.
Adept temporary bonus will give you + 1 evolution points and will work up to level 49.
Champion temporary bonus will give you + 2 evolution points and will work from level 50 to level 64.
In the summaries of team fights, the amount of damage dealt will now be equal to the HP lost. For example, if your opponent has 100 HP and you deal them 5000 damage, then the summary will say that you dealt 100 damage.

Underworld:

[UW]Changes in tattoos:
[UW] Increased based critical damage modifier for heavy ranged by weapons by 1 (from 2.5 to 3.5).

[UW] Druid temporary bonus will increase the chance to get a rune on the second expedition map depending on your level:

[UW] Hunter temporary bonus will increase stats and HP during expeditions depending on your level.

Stat bonus:

HP bonus:

[UW] Twisted set bonus – removed dodge bonus against ranged and melee weapons (generic dodge bonus remains unchanged).

[UW] Werewolf suffix: regenerates X base HP after every round of combat and a proportional number of remaining HP..

[UW] Vengeance suffix (ranged weapons): no longer nullifies defence; now ingores defence at Perfect +5 and higher.

[UW] Antique prefix (one-handed and two-handed weapons): now ignores defence at Perfect and higher.',

[UW] Dracula suffix (one-handed and two-handed weapons): now ingores defence at Epic and higher.',

[UW] Axe (one-handed weapon): now ignores defence at Perfect +5 and higher.

[UW] Wings evolution:
Level 4 – dodge against melee + 5 %, dodge against ranged + 3 % (down from + 10 % and +7 %)
Level 5 - dodge against melee + 6 %, dodge against ranged + 5 % (down from + 12 % and +10 %)
[UW] Hardened tendons evolution:
Level 4 - dodge + 3 % (down from + 4 %),
Level 5 - dodge + 4 % (down from + 5 %).

[UW] DNA mutation evolution:
Dodge bonus decreased to +1/2/3/4/5 % from +2/4/6/8/10%

[UW] The effect of Leviathan that increases defence and resilience will now activate after every critial hit received (change from non-critical)

[UW] Absorb Power - cost: 35 blood points (up from 30)

[UW] Power of Blood:


[UW] If an effect works differently for one-handed and two-handed weapons, light ranged weapons will be treated as one-handed weapons.

[UW] You can now destroy epic items. You'll get your runes back (effects and colours will be the same but the effect will be random), but lose the stones, evolution points and the item. You can find the option in the Talismans tab.

[UW] Changes to enchantments:

[UW] The price of the enchantment "number of additional attack with each weapon +1" has been increased from 12500 to 17500 FLD (both positive and negative effects are affected).

[UW] Energy rune – critical hit chance +3/5/7/9% (down from +3/6/10/15%)

[UW] Enlightened – levels 4 and 5: Damage of one-handed guns +1/4 of KNOWLEDGE (down from +1/3),
Enlightened – levels 4 and 5: Damage of two-handed guns +1/3 of KNOWLEDGE (instead of flat +12 and +15 damage),

[UW] Ultimate Power talisman: decreased critical damage draining by 0.25% at all levels (to 0.75/1/1.25/1.75).

[UW] Daemon Blood evolution – luck bonus up to 4, 8, 14, 20, 30 from 3, 6, 9, 14, 20.

[UW] Sixth Sense evolution – luck bonus at levels 4 and 5 up to 10 and 15 (from 7 and 10).

[UW] Attack sequencing: when attacking with melee weapons, your agility will now be a bigger factor when determining whether your attacks are dropped to the end of the queue (75%, up from 50%).


Necropolis:

[Necropolis] Level requirements for creating and joining expeditions have been lowered to Underworld levels. There's no longer any experience penalty for too low level.

[Necropolis] Heavy Crossbow - number of attacks per round: 2 (7 at Epic)

[Necropolis] Death Sower suffix – damage of all weapons +1/6 character levels at Normal (+5/6 at Epic) (instead of damage of all weapons +10).


[Necropolis] Orchid suffix - damage of all weapons +1/4 character levels at Normal (+5/4 at Epic) (instead of damage of all weapons +20).

[Necropolis] Orchid suffix - ignores 5 % of the opponent's defence (18% at Epic)

[Necropolis] Flamethrower – critical damage against monsters +25% at Normal (86% at Epic) (instead of +5%/4 levels in all types of combat).

[Necropolis] Halved Resilience on Flamethrower (5% at Normal, 18% at Epic).

[Necropolis] Ritual suffix: luck +15 at normal (+52 at epic).

[Necropolis] Tiger's set: damage of all weapons +1/6 levels at legendary normal, +1/4 at legendary good, +2/6 at legendary perfect (instead of flat +10/15/20).

[Necropolis] Black set: no longer decreases hit chance with guns. Now ignores defence: +10/12/17% on non-legendary and +15/20/30% on legendary set.

[Necropolis] Bloody prefix: added the effect "deals additional damage equal to x% of BP of the opponent with the first strike in each round of combat " (for armour: 120% at Normal / 405% at Epic, for helmet and trousers: 80% at Normal / 270% at Epic)
The additional damage is dealt in the form of an additional strike made after the first strike in the round (no matter if it hits or not). It deals constant damage and always hits. Effective only against vampires (expeditions mobs have no BP).

[Necropolis] Clan suffix: LUCK +2 at normal (+7 at epic).

[Necropolis] Horseshoe (one-handed weapons): LUCK +4 at normal (+14 at epic).

[Necropolis] Horseshoe (two-handed weapons): LUCK +5 at normal (+18 at epic).

[Necropolis] Carapace - level 5: defence against guns increased by 50% of Toughness (stats from arcana are not included).

[Necropolis] Changes to the values of enchantments:

Beneficial:

Detrimental:

[Necropolis] Life and death talisman:

[Necropolis] Breath of death: activates when HP reaches 35% (down from 45%).

[Necropolis] Beast's Hide: decreases the chance of being critically strick by 1% per level (down from 1.25%).



Posted by RexB on 11-05-2018 at12:50:

 

Can we turn off the animations? Please? An option in settings.

A lot of us think it's awful. Sorry to be blunt. But the rest of this patch looks great.



Posted by Szeszej on 11-05-2018 at13:52:

 

It's a popular demand so probably going to happen Smile



Posted by alyat on 11-06-2018 at08:31:

 

and is it possible not to see before i look the animated report if i have won or not?
when i see that i have 2 msgs 1 for report other for stonecount i know that i won



Posted by theheraldofogc on 11-07-2018 at00:21:

 

I'm going to ask something you can in no way promise, but I really hope you can take in to consideration...

If it's ready on the Friday, could you roll it out early?

On your side of things, this is a regular job. It makes sense to roll out at the start of a working week.

But we're the end users playing a game for fun. This would give us all a weekend to mess around with the changes, and in the case of the Polish players a long weekend to play around with all the new toys.

Just putting it forwards that if you manage to finish early, please feel free to roll out early! Smile



Posted by alyat on 11-07-2018 at07:14:

 

will the collected PoP recalculated too?
or is it usefull to spend them before patch



Posted by Szeszej on 11-07-2018 at07:18:

 

theheraldofogc - we could do that in theory but imagine something bad and unexpected happens on Saturday when no one is around to fix it (or at least do it quickly). We've already had rollbacks and I don't think it's a pleasant experience for anyone. It's better to deploy a patch, especially one as big as this one, when we can act immediately if something goes wrong.

alyat - your collected PoP will also be recalculated. Spend them if you want but overall you should be happy with the recalculation.



Posted by Ba_al on 11-07-2018 at08:17:

 

quote:
Originally posted by Szeszej

alyat - your collected PoP will also be recalculated. Spend them if you want but overall you should be happy with the recalculation.



Hey Szesebleh <3

can you clarify your answer a bit more


some of us have 100 million + Tongue and we dont know what to do with it Tongue


is it benificial to spend pop now or after patch ? or it dosnt matter ?



Posted by Demandred on 11-07-2018 at09:17:

 

I'm going to presume that spending your PoP before the patch shouldnt make a difference. If the recalculation is based off the new level/training system it should give the same relative value either way.
But keep in mind that, as has always been the case, if you spend PoP before a level up that gets you free stats, you increase the (potential)value of the free stats, so given the fact that you will also gain multiple levels with the patch, you should probably spend them anyway.

I am assuming some key details though, so I'd definitely prefer some clarification.



Posted by Szeszej on 11-07-2018 at09:46:

 

I can't give you the exact formula, but I can say that the recalculation will be more beneficial for people who invest in training more heavily.



Posted by Ba_al on 11-07-2018 at10:12:

 

quote:
Originally posted by Szeszej
I can't give you the exact formula, but I can say that the recalculation will be more beneficial for people who invest in training more heavily.



thanks Sz



Posted by trub on 11-09-2018 at12:21:

 

Does the recalculation of xp mean we will be
refunded xp based on stat levels now and after the patch?



Posted by alyat on 11-09-2018 at12:24:

 

patch 2.0 is still beta?
means there will follow some balance minipatches?
what u mean how long the minipatch balancing phase will be till we will leave beta status



Posted by Szeszej on 11-09-2018 at13:05:

 

Hopefully not long Big Grin We want to catch us many bugs as possible and make some balancing adjustments if needed.



Posted by Grizly on 11-13-2018 at16:23:

 

quote:
Originally posted by Szeszej
I can't give you the exact formula, but I can say that the recalculation will be more beneficial for people who invest in training more heavily.


So the points that we loose after patch was used to rise our stats or they just was taken abusively from us?

For example i loose 20 000 000 for what?



Posted by Demandred on 11-13-2018 at16:42:

 

quote:
Originally posted by Grizly
quote:
Originally posted by Szeszej
I can't give you the exact formula, but I can say that the recalculation will be more beneficial for people who invest in training more heavily.


So the points that we loose after patch was used to rise our stats or they just was taken abusively from us?

For example i loose 20 000 000 for what?


I dont understand why we lost pop either,
Thankfully I gained more than I lost (I'm assuming that was a refund from the reduced training costs), but without explaination for the lost pop it just seems like robbery.

Is it related to the apparently reduced exp from expos?

quote:
Your training and free PoPs have also been recalculated to reflect how much you would have if you were playing with the new costs and level requirements from the beginning.


How would any change to training costs (esspecially a reduction) affect how much pop (basically exp) you've earned?

Or is it that you've no idea which stats were bonus stats, making it impossible to accurately give refunds, so you force spent everyones pop before/after the conversion and gave refunds based on resulting stats?



Posted by terjohnny on 11-13-2018 at20:05:

 

Hey Szez, is there any reason you are limiting power of blood in quests? I get the point outside of quest but not for questing



Posted by Demandred on 11-13-2018 at20:28:

 

quote:
Originally posted by terjohnny
Hey Szez, is there any reason you are limiting power of blood in quests? I get the point outside of quest but not for questing

My guess is because any absorber with decent bp gear had way more luck in quests than a non-absorber collector could hope to match, which was a bit ridiculous to be fair.



Posted by Szeszej on 11-14-2018 at06:58:

 

The PoPs you've lost were basically used to increase your stats to speed-server levels. I'll ask about the arcanum change.

EDIT:

As stated above, the arcanum was simply too good in quests too.



Posted by terjohnny on 11-14-2018 at09:12:

 

OK, just checking.



Posted by trub on 11-14-2018 at10:56:

 

you guys launched a speed server and then lowered the
xp were getting from expos?
it`s like the wookie on endor., it doesnt make sense..

we were getting 1.1 mil PoP for 2 man astarte,
its now down to 900k..
3 man astarte gives only 500k PoP, down from 750k.

is this a bug or is it how it`s gonna be?



Posted by Aichi_Sendou on 11-14-2018 at11:11:

 

The level up requirements are alot lower, therefor you will level up quicker



Posted by trub on 11-14-2018 at11:13:

 

last thing, the luck seems to be effected by something,

67 base luck, + 30 PoB =127 luck,
+ daemon blood + grimoire = 55, so thats 182 luck,
but only 167 luck is registering..

is this a bug also???



Posted by trub on 11-14-2018 at11:21:

 

i know that aichi, but why reduce xp if we are ultimately on
a speed server..??
sure we lvl up quicker overall, but this hinders the
process.. 1.1 mil per day, thats fast levelling,
but now its reduced, thats an extra expo or 2 to lvl up,
so its more like a not so speedy server., you get me?

im only asking anyway, satisfy my curiosity.



Posted by trub on 11-14-2018 at11:31:

 

[quote]Originally posted by Szeszej
The PoPs you've lost were basically used to increase your stats to speed-server levels. I'll ask about the arcanum change.


should we not have gained PoP on top of our saved PoP szej?
if the stats were recalculated then there should`ve been change from
the recalculation added to our PoP that we saved?

http://prntscr.com/lhld6j That`s my training page from 2 days ago, surely
my knowledge alone would`ve covered the stats??

I suck at math`s so it`s partly why im asking.. Smile



Posted by Szeszej on 11-15-2018 at08:17:

 

As I said, I can't give you the exact formula Frown

Regarding your luck, could you post it in the bugs section?



Posted by trub on 11-15-2018 at11:22:

 

is it classified or redacted Big Grin

i will try get screenshots of the luck now..



Posted by Loco on 11-15-2018 at12:11:

 

Nope, just one big f*** up, that's what it is. Mad



Posted by faceeater on 11-15-2018 at13:42:

 

im ok after the patch, I was crap before it and im still crap after it, that's just brill



Posted by Demandred on 11-16-2018 at07:17:

 

I really does seem strange to reduce the cost of training but charge people for the change, but I do acknowledge that accurately caculating what people spent on training is impossible due to the free stats from lvl-ups (unless it was tracked from the beginning, wich I highly doubt was the case).
The math really fails to show any sign of logic as to where all the pop went given training costs are so much lower at higher levels.

Also would love to know where the logic comes from on the reduced exp from expos. Surely reducing potential exp gain, after such a long time at higher levels, will, in effect, increase the gap between low/mid and high level players.
Relative lvl gain remains the same so the arguent that we gain lvls faster now is irrelevant. The time it will take to gain the exp that high lvl players have already has greatly increased. Based off the expos I've seen over the last few days, it looks like ~33% lower exp gain, which means ~150% of the time to gain the same amount of exp as before the patch.

Edit: Just to clarify, there's lots about the patch that I like (particularly the push in ranged tattoo paths to specialise in light or heavy) so I'm certainly not rejecting it as a whole. I just cant understand the logic regarding the abovementioned issues.



Posted by Szeszej on 11-16-2018 at08:03:

 

Exp from expos was boosted in previous patches to let you level up faster. Now levelling up takes much less exp, so we've just cut the boost.



Posted by Demandred on 11-16-2018 at20:07:

 

quote:
Originally posted by Szeszej
Exp from expos was boosted in previous patches to let you level up faster. Now levelling up takes much less exp, so we've just cut the boost.


But you do realise how that solidifies the gap between high and low level players dont you?
It's not so simple to just remove a boost to exp gain.
Even if the boost was proportionately the same, higher mobs gave more "boosted" exp, so higher level players gained alot more boosted exp than lower levels. If the boost remains constant it's not a problem, as every player would have the same opportunity to take advantage of that boost, but by removing it after so long, only the highest players will ever see the rapid grow they had... newer players (or 10+year veterans like myself who just havent had the time to dedicate to playing as consistantly and have lagged behind others who've played as long) will now require ~150% more time to reach the stage of current high level players.
This is an old server, its been 10 years since act 2 launched (7yrs since act3), thats a pretty long time of accumulating boosted exp.
You've made efforts to help newer players "catch up", but they're dwarfed by the shere mountain of time it'll take to "catch up" to our server's rank 1 player. Nndungu has over 1mil points (and I'm sure other servers have higher lvl players than that), even if I could earn 1mil exp a day from day 1 (about 5 or 6 times what I'm getting now at lvl 112) thats still nearly 3 years to reach Nndungu's current lvl.
Crudely speaking, you can essentialy say 33% of Nndungu's current exp was from the "boost" (assuming the boost gave +50% exp as it appears to have), so even with the scenario of earning 1mil exp a day that's gives nearly a year of playing just to match the "boosted" portion of Nndungu's exp.

Do you expect me to play another 5-10 years to reach current top player levels?
Actually catching up with high level players will be impossible now unless they quit playing for several years.
Please reconsider the implications of removing a boost thats been in place far longer than not.



Posted by Szeszej on 11-21-2018 at07:55:

 

I think the issue of new players not being able to catch up to old players is much bigger than any single patch. It's more of a something built into the game. Ideally the issue would be solved by having new servers and I have high hopes of that when the app is finally finished.



Posted by sqeshy on 11-21-2018 at10:47:

 

The gap was still big before the patch. Say for 2 man astarte we used to get up to nearly 2 mill pop daily, now barely getting 1.2 mil. Compared to Agra's etc now we don't get much points anymore and the difference is roughly the same



Posted by RexB on 11-27-2018 at13:28:

 

The game itself is way too slow. You'll never get any new people stay. Especially if you make an “App” that is just an app that loads a website for example.

What you need are things to speed stuff up. Any game now days has constant bonus' to keep people involved and interested in games. There is a fine line between pay to win and speeding up.

The only new people are old ones that are rejoining there's nothing to keep people here.



Posted by Trigerog on 11-28-2018 at08:22:

 

New server would be nice indeed...


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