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RE: AQ Upgrades

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7/19/2007 7:40:31   
  Captain Rhubarb

What's new in Upgrade 33.66

AdventureQuest Game Engine Updates

* Improved Cheat/Hack Detection
* Bug Fix for Pack Monsters (the Attack menu should stop disappearing now)
* Some new code that will allow more interesting effects to be done with Weapons/Armor/Shields/Pets.
* Old login picture of Twilly added back to the 'Game Guard' screen.
* A ton of other behind-the-scenes changes that might fix some various bugs, but likely make new ones too! :)

< Message edited by Captain Rhubarb -- 7/20/2007 15:53:32 >
AQ DF MQ AQW Epic  Post #: 26
9/10/2007 0:56:22   
  Captain Rhubarb

What's new in Upgrade 33.7?

* The old yellow XP bar is gone! (yes, it's okay to cry if you want)
* The bar is gone, but we still earn XP for battles and level-up using XP.

* You can see your current XP on your character profile in-game.
* XP display on hover-over-pop-up character profile rotates between XP, XP %, and needed XP
* The labels for clan, subrace, and class are removed from the profile. The information is still listed, in a more compact form.

* Introducing the new Skill Points (SP) Bar!
* Every time you login you start with zero Skill Points. (someday, stuff like sleeping at an Inn will also also reset your SP to zero)
* Every battle round, your character will gain 10 SP + a few extra SP based on your level.
* Max skill points is 50 + 5 points per character level.

* Fleeing from battle costs a few skill points. The higher the monster level, the more SP required.

* Drinking potions costs a few skill points
* Drink two potions at once! Costs 20 skill points

* When you log into the game, and you have not watched any ads that day, the Ballyhoo screen will show up before you get to town.
* The smallest game screen size (540x405) has been removed. (too small to properly show ads)

Coming Soon:
- Some Class armor abilities will use SP instead of MP
- Some Misc items will use SP instead of MP
- Monsters may have drain SP attacks
- Interesting equipment that uses SP

< Message edited by Captain Rhubarb -- 9/13/2007 11:38:18 >
AQ DF MQ AQW Epic  Post #: 27
9/13/2007 11:37:58   
  Captain Rhubarb

Upgrade Version 33.8

By popular demand, the yellow experience bar is back!
Click on any of the bars to cycle between three different displays.

New Option Setting: Automatic Graphics Quality adjuster!
* Click the Options tab underneath your XP bar, then click the More button to open the Game Settings window.
* The automatic setting will raise and lower the game graphics setting to keep the battle animations running as smoothly as possible.

More Detailed Error Messages
* If there is an error when loading or saving a battle, along with the Blue Scroll of Doom, the little white pop-up message may display a more specific error message.
Please mention that message when reporting repeated problems with battles not saving.

Also, the updated base class armors use SP for many of the class abilities.

< Message edited by Captain Rhubarb -- 9/14/2007 19:27:47 >
AQ DF MQ AQW Epic  Post #: 28
10/8/2007 14:22:46   
  Captain Rhubarb

What's new in 33.85

* More colorful Player/Monster pop-up profiles. This was just a quick update to the look. Maybe someday we'll have a real artist redo the whole AQ interface.

* Added more cheater detection. You knew this was coming right?

* Faster saving system (and I hope more reliable too!). Saving treasure chest 'monsters' will be a few seconds faster now.
AQ DF MQ AQW Epic  Post #: 29
2/19/2008 12:58:54   
  Captain Rhubarb

What's new in 34?

- More reliable battle saving system. You can retry twice if the battle doesn't save correctly when the blue scroll comes up.
- Detailed damage information will now appear on the wall chart in the larger houses that have them.
- When you level up, leftover extra XP is no longer lost. It will carryover to your new level.

If you haven't upgraded to the latest version of the Flash player on Windows (version, released in December)
and you have a dual or quad core system, then do upgrade your flash player! The animation speed is much faster!

Flash download: http://www.adobe.com/go/getflashplayer

< Message edited by Captain Rhubarb -- 2/19/2008 12:59:05 >
AQ DF MQ AQW Epic  Post #: 30
7/9/2008 20:02:08   
  Captain Rhubarb

What's new in 34.1?
* New login screen.
* New AQ logo (borrowed from the AQWorlds logo)
* Behind-the-scenes stuff to prepare for the very-soon-to-launch Housing Estates

What's new in 34.2?
* Pack monster bug fixes.
AQ DF MQ AQW Epic  Post #: 31
8/26/2008 14:13:22   
  Captain Rhubarb

What's New in 34.3

Battle Win Scroll Change
* The scroll is larger now, and says "Battle Rewards" at the top.
* If you are at max level, it won't bother showing the +0 XP
* A new message system has been added, that is displayed after you click Next on the scroll.
The messages might contain information such as:
- Important server messages like "server about to go offline for maintenance"
- Finding special stuff from random monster drops.

House Market Value Slowdown
* The increase in AQ house values has lowered to +3% increase per week.
* House values will increase now on a daily basis, so you don't have to wait for an exact day of the week to sell.
* House value is now based on the day you completed building your house after clearing the plot. (Instead of the day you bought the house from the shop)

The House Value increase system was originally designed to help players slowly save up tokens to buy larger houses.
It was NOT designed as a way for players to continually buy and sell houses in order to buy Z-Token weapons/pets/etc.

Using house value in that way has led to an extreme inflation in Z-Token weapon and spell prices.
We considered making the house value only be used to upgrade to new houses.
The decrease in weekly sell-back increase is a better compromise.

< Message edited by Captain Rhubarb -- 8/26/2008 17:38:29 >
AQ DF MQ AQW Epic  Post #: 32
10/6/2008 18:12:33   
  Captain Rhubarb

What's New in 34.32

* The login picture is different for each day of the week.
* A few minor bug fixes to the login system.
* Some technical changes to how the Ballyhoo system works for some ad campaigns
AQ DF MQ AQW Epic  Post #: 33
1/30/2009 18:38:01   
  Captain Rhubarb

What's New in Version 35?

Big Changes:
- Lucky hits! There's about a 10% chance of doing extra damage. The higher your Luck stat, the more damage. Lucky Strikes do not occur if you have 0 Luck.
- New status display thing. If you freeze or paralyze a monster, you'll see it.
- The amount of SP you need when fleeing monsters will be no higher than 150 points.
- Magic weapon damage stat bonus has changed , spell damage stat bonus remains the same
- Ranged weapon damage stat bonus has changed
- Guardians can now choose what equipment slot to equip at Login by talking to Nimrod at the Guardian Tower (If you don't see this option, re-login to the game)

Little Changes:
- Misc Item stat bonus displays on the Misc Item info pop-out instead of next to the Misc Item name.
- New slots for temporary pets, spells, and misc items
- ElementX damage appears as a purple cross
- The weird bug with Death element displaying as a random element should be fixed too.
- Slight added delay after player/monster/pet's turn during combat rounds. This was added to reduce chances of special actions overlapping between turns.
- Monsters can no longer heal past maximum HP when they absorb an attack.
- Swapping pets no longer skips your guest/miscs turn.
- Tied initiative rolls no longer go to the monster, instead a winner is randomly picked (this means that at equal luck going first is a 50/50 chance).
- Monster HP and MP formula has changed (average remains the same but now 0 Endurance/Intelligence monsters have variations in MP/HP).
- Slight change in the to-hit rolls (a monster with 1 defense now blocks an attack with +0 BtH 1% of the time, as you'd expect and the same for a player (before it required 2 defence to block +0 BtH 1% of the time))

Credits and Thanks go to:
Kalanyr for writing 99% of the new game code
Galanoth for keeping the whole team focused on getting this release on time.
The AQ staff testers and KoO for many hours of time making sure all the code changes don't break stuff.
The AQ Guardians for helping to test this release before we went live.
Mrs. Rhubarb for being patient while I worked very late hours to get all the pieces put together this week.
AQ DF MQ AQW Epic  Post #: 34
10/1/2009 11:13:28   
  Captain Rhubarb

The level cap will be increased to level 135 when we have 10,000+ Guardian Characters to reach level 100 or higher.

We currently have about 7500 at level 100+
There were about 7000 a month ago, so it shouldn't take too long to reach the goal.

Note: Cheater characters are not included in the counts.
AQ DF MQ AQW Epic  Post #: 35
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