Added by Nilstilar 2 months ago
The next patch (which we plan to apply this Friday starting at 23:00 UTC—expect about 2 hours of downtime on the game server) implements the activation of Bosses in all regions of Atys. The new Bosses system has indeed been running smoothly for several weeks now in Prime Roots.The associated guild application may not have been updated yet, but it will be shortly after the patch.In the new regions concerned (on the surface of Atys), the species of the 6 Bosses that will receive your assaults will be chosen exclusively from those present in the region. However, the places where the Bosses obeying a particular mechanic appear (such as Gebre, Cratchakin, Shooketh, etc.) will remain unchanged.The redesign of the Bosses will then proceed with the testing and implementation of new mechanics for all Bosses, wherever they spawn on Atys.
The above mentioned patching will be accompanied by a rotation of the outposts (OP) and followed by an bidding period set this time to about ten days (in order to include two weekends).The distribution of OP materials has been reviewed: after this rotation all types of materials (8 in all) will be available in Q250, Q200 and Q150 on at least one of Atys' OPs. Therefore, no Q250 material will be missing during the so started cycle.
We will continue the migration of rewards into Rywards (shift+e) to include everything possible to include and make it a big catalog.Like mounts, the Zigs will be migratable in Rywards which will make it easier to change them and not risk losing them. For that, as for the mounts again, it will be necessary to send them to the pasture to then list them in Rywards. It will not be necessary for a Zig to be in the stable to be able to replace it with another one, it will be enough for it to be in your bag. Only Zig #1, however, will be substitutable: the others will have to go through the pasture to be substituted. As it is already the case with the mounts, the inventories will not be affected by this operation.Underclothes will be real underclothes, usable as such, not equipable inventory items anymore. Therefore, it will be enough to equip them once for them to hide (or highlight) your character's forms when this one takes off her/his armor, without depriving you of any slot that can be occupied by a piece of armor. Trading them will still be possible but will be done via a special interface allowing you to indicate the name of the character and via Izam exchange.
Edited 5 times | Last edited by Nilstilar (2 months ago)
Added by Ghost of Atys 3 weeks ago
AgendaNew Ticket systemNew EncyclopediaAllegories
Added by Nilstilar 2 weeks ago
Ryzom's ticket system, which regulates the interactions between the support team and the players, has been updated for a new interface and better usability.You will find in a few minutes, the details of the changes of use implied by this improvement in the announcement published on the forum.I only specify here that some categories of posts can only be read by Senior Game Masters.
In fact, we talk about "new" because the interface and some other things will change, but the idea remains the same. The Encyclopedia will remain a collection of rites, each of which will unlock an interesting item (a stanza or access to a new in-game ability) along with a text explaining the thing. But sometimes, several rites will have to be completed to obtain such an item.The interface of this new Encyclopedia is largely inspired by that of the lessons. It will present a complete list of "finishable" rites (those that a player character can actually accomplish).Some of the rites proposed by the current Encyclopedia will be gradually converted into a new version where :• the pre-ritual missions, although as simple as the current ones, will be more in line with the objective of the rite and not ordinary missions;• except for four of them (national rites providing the same stanza in a specific version for each nation), no fame condition will be required;• the progression in the rite will be in six steps (each corresponding to a face of an amber cube);• the first and last steps of the rite will require dialogue with an NPC;• the three steps following the first one will consist in the completion of simple missions (current pre-ritual assignments, rewritten);• the fifth step will require the completion of a more complex and challenging mission: the "ritual quest", which constitutes the rite itself.As for the future rites, they will also include six steps, but the character of each one will vary according to the rite that they will compose.
I remind you that allegories are engravings that a Majestic Garden NPC applies on jewels which, once engraved and when worn by the character, give the latter special abilities. Because they are rarely used by players, because they are expensive, because it is not easy to get one for each ecosystem, and because some of them are no longer very useful, the system that regulates their use will be reworked.But above all, we are going to add three new ones that should be more interesting. The first one will allow the wearer to obtain generic materials instead of those he currently gets by looting on killed creatures. Thus, the player, if he simply wants to increase his character's skills of armorer, tailor, etc. through training, will be able to alternate hunting sessions with crafting sessions.
The other two new allegories are identical in their effects, but one is for use during hunting sessions and the other during drilling sessions. They will give the character n % chance to find, while drilling or hunting, an object to identify buried in the bark or in the corpse of a creature.The quality of these items will depend on the level of the region where they have been collected and they will be extremely diverse: excellent and supreme materials (these very rare), materials from a Boss of the region (also very rare), generic colored materials, pieces of pattern of weapon winnable at the Wheel, etc. Note, however, that generic weapon patterns will not be such items: they will be in the Encyclopedia.In addition, we plan to introduce, in the fure, every week or month, special items for an unique player to find. If you have ideas for other such items, do not refrain from proposing them on the forum. Of course, the more valuable the item to be identified, the rarer it will be.During a session, the wearer of the allegory will be able to obtain an item to identify on any creature (or source of raw materials), regardless of the number of creatures killed (or sources exhausted) during the session. Indeed, the popping of the item depends on successive dice rolls at a frequency calculated from the n % mentioned above.Finally (the best, in my opinion) some objects to be identified will be treasure maps indicating more or less precisely the location of a chest to be extracted from the bark, and it will be up to you to set up a group expedition to go and get it.The chest in question could contain various precious objects, Elyps and other tokens, as well as (even if it is not really decided yet) the Muse-Ham dress (LAM skin 3).
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