Tibia Christmas update info
Christmas Update Test Server Online!
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GM Chayenne on Antica
Customer Support
Inhabitant of Antica
Profession: None
Level: 2
Posts: 25
Dear Gamemasters, Counsellors and Tutors,
we would like to invite you to our private test server for this year's christmas update. As you might have already read and seen on screenshots, we have revamped a whole bunch of graphics such as water, shores, grass, mountains, ships and many more. Secondly, there are two new long quests to discover and solve. Last but not least, we present you a new set of features and adjustments for the magic system, including spellwands having a "real" function now, revised mana regain and new level requirements for different spells.
Please read the following instructions on how to join the test server and the testing agenda carefully. Report all bugs you find with ctrl + z in-game. Typical bugs include:
- Critical errors (e.g crashes)
- Graphical errors (e.g. broken graphics, blue pixels, wrong automap colors)
- Map errors (e.g. broken ground textures, broken wall parts)
- Feature errors (e.g. wand doesn't work like it is supposed to)
- Object errors (e.g. a takeable tree, walkable stone)
- NPC errors (e.g. something is bought for more money than it is sold)
- Text errors (e.g. typos, misspellings, non-suitable name for an object)
- Quest errors (e.g. dead ends in the quest line)
As always, I have to inform you that all information gathered on the test server is for your eyes only and not to be published.
1. How to join the testserver
- Please make a copy of your Tibia folder before you do anything else, because
else you might not be able to log on the normal Tibia servers again after
having logged on the test server.
- Name the copied folder e.g. "TibiaTest".
- Now, create a shortcut to the Tibia.exe in your test folder, e.g. by rightclicking
the .exe file and choosing "Create shortcut" from the context menu.
- Start the Tibia client via this shortcut.
- Activate the testserver login by clicking the according checkbox in Options
-> Network.
- Attempt to log into the game to activate the automatic patch.
- Log on!
2. New Quests
Please take some time to thoroughly test the two new quests which have been implemented. One evolves around the so-called "explorer society", whose buildings some of you might have seen on the last test server in Port Hope and in Northport. The other quest deals with strange occurences in the ape city Banuta.
It would be advisable to do this with two people at the same time - the first one always receives the mission objectives and solves the tasks, while the second one just accompanies him or her without receiving mission objectives and should not be able to do anything in the questline.
Good luck!
- to be continued -
GM Chayenne on Antica
Customer Support
Inhabitant of Antica
Profession: None
Level: 2
Posts: 25
3. Revised Map
Please stroll around Tibia and have a look at the old areas with new objects and graphics. It is probably impossible for everyone to test everything, so just pick out a few areas which you know well and check out whether the functionality is still as it was before. This is especially important for:
a) Mountain regions
There are many plateaus now which can't be accessed via 'Levitate' or parcels
anymore. If an important hill (one of these where you actually have to climb
up to reach an important area) is blocked now, please inform us. Same goes
for narrow mountain paths in general. Please check whether all ropespots are
still usable and whether no important paths are blocked. Moreover, look for
"broken" walls - mountains or mountain houses which have holes in
their walls that shouldn't be there.
b) Water and Swamp
Here, it is especially important to check whether you can still fish in different
water spots and whether objects are disappearing if tossed into water and
swamp. Try to fetch a bucket of water and the like and have a look at some
shorelines for possible graphical bugs.
c) Ground textures
Since we replaced all "transitions" such as the border between grass
and dirt floor, it is possible that some areas have strange combinations of
transitions which looked okay before, but look horribly messed up now. If
you come across a really ugly looking mix of ground textures, don't hesitate
to send a bug report.
d) Ships
Oh yeah, the new ships! Since the old ships were basically torn apart and
new ships were built from scratch, simply everything about them changed. Of
course, the NPCs should still function as before, you should not get stuck
in any walls or reach areas on the ship you obviously shouldn't reach. Set
the sails! (On a sidenote, since I know that many of you are interested in
this matter - the Tibianic was not rebuilt yet due to some problems with house
patching. However, the Tibianic will definitely be revised within the next
time, so don't be too disappointed.)
e) Roofs
Basically just climb around on the roofs a bit and check for any possible
bugs. Everything should be the same as it was before, so if anything unusual
occurs or if something seems strange about the graphic, let us know.
f) Colourful lightsources
Turn off your magic lightwands and lightspells - explore Tibia in the darkness.
All lightsources have a certain colour now, from warm yellow to deep red,
shimmering blue and poisonous green. It might be unusual at first, but let
the effect sink in a bit and give yourself some time to get used to it. If
you stumble across a lightsource which obviously emits the wrong light (e.g.
a red fire seems green), please inform us.
g) Houses
With this update, we will also patch all houses. Everyone who owns a house
on Antica will also own it on the test server. Please visit your Antica house
and check a) whether it is completely empty and b) whether all of your belongings
have been correctly sent to the according depot.
- to be continued -
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GM Chayenne on Antica
Customer Support
Inhabitant of Antica
Profession: None
Level: 2
Posts: 25
4. Revised Magic System
There are many changes to be tested, where to start?
a) Magical spellwands
The currently existing spellwands were given a new name, outfit and functionality
and are designed to especially support young sorcerers and druids on their
way from low level to mid level. Below you will find a list of what each wand
does now:
Golden Wand -> Snakebite Rod (Druid, min level 7, type poison, avg damage
13, 2 mana)
Conjurer Wand -> Moonlight Rod (Druid, min level 13, type energy, avg damage
19, 3 mana)
Wand of Might -> Volcanic Rod (Druid, min level 19, type fire, avg damage
30, 5 mana)
Wooden Wand -> Quagmire Rod (Druid, min level 26, type poison, avg damage
45, 8 mana)
Elven Wand -> Tempest Rod (Druid, min level 33, type energy, avg damage
65, 13 mana)
Blue Spell Wand -> Wand of Vortex (Sorcerer, min level 7, type energy,
avg damage 13, 2 mana)
Red Spell Wand -> Wand of Dragonbreath (Sorcerer, min level 13, type fire,
avg damage 19, 3)
Green Spell Wand -> Wand of Plague (Sorcerer, min level 19, type poison,
avg damage 30, 5 mana)
Yellow Spell Wand -> Wand of Cosmic Energy (Sorcerer, min level 26, type
energy, avg damage 45, 8 mana)
Ritual Wand -> Wand of Inferno (Sorcerer, min level 33, type fire, avg
damage 65, 13 mana)
Crystal Wand -> No function yet
Now, how do they work? They are similar to how bows function - you simply place them in your hand, target an enemy on the battlelist and the wand will automatically fire, at the same time consuming a small amount of mana per shot as given in the list above. The mana used for the spellshooting will count towards your magic level. The wands work at different ranges - some require going rather close to the enemy, some will allow you to leave a safe distance between you and your foes. They are onehanders, which means that you can carry a shield at the same time. The damage is a fix value, not dependant on level or magic level. However, each wand has a level restriction and a vocation restriction, as also given in the list above. If you try to use a druid's rod as sorcerer, attacking will simply turn out as a fist attack and vice versa.
Please also check whether the immunities of different monsters against the damage type of the wands work correctly, meaning that if you use a poison wand against a monster which is immune to poison, the wand should not inflict any damage - and so on.
There are two NPCs who give away all wands for free during this test - Sigma (Thais crossroads) and Omega (Edron castle entrance). Please behave reasonably and don't block these NPCs (there are no secret functions whatsoever, they simply hand out wands/rods and that's it ), allow each of your fellow tutors to obtain these items.
I'm sure that most of you have a low level character somewhere on the account, please take some time and actually try out how it feels to hunt with these magical weapons as a low level sorcerer or druid and leave some comments for us.
b) Mana regeneration and cost
In order for the new spellwands to allow a fluent gameplay much as knights and paladins can hunt with their weapons, we raised the mana regeneration significantly. You will regain your mana 4 times faster now.
Of course, this makes several adjustments necessary - since if everything else would stay the same, it would lead to the quadruple amount of runes made, quadruple speed of magic level increase, and so on, and so on. In the following paragraphs I'll talk about all important changes in general.
- to be continued -
GM Chayenne on Antica
Customer Support
Inhabitant of Antica
Profession: None
Level: 2
Posts: 25
c) Magic level advance
As most of you might know, the mana which you spent used to count towards
the next magic level in steps of 20, which means that if you casted a spell
with e.g. a cost of 70 mana points, 60 of these counted for your magic level
advance and 10 were simply lost. This has been improved with this update.
Now, all mana points which you spend are actually counted for your magic level.
The magic points needed to advance to the next magic level have, of course,
been multiplied with 4. This means that the regain time for your next magic
level stays the same, but you will actually advance slightly faster in the
long term, since no mana will be lost anymore (except for mana drain and mana
shield as before).
d) Adjusted spells
We raised the cost for almost all rune spells and supply spells to the quadruple
amount of mana, which basically means that the time you have to wait to create
a certain rune will not change. However, it also means that you now need a
higher level to create a certain rune. But think of it this way: how logical
is it that a level 11 druid can create the best healing rune in the game already,
just after leaving Rookgaard? How balanced is it that a level 15 sorcerer
can create the strongest attack rune in the game? This will change after this
update, which won't make the real low levels very happy, but remember: nothing
will change for mid to high levels, and the lower levels receive magical spell
wands to be able to level and gain money without using runes at all.
Moreover, some rune spells are better now, because they do not cost the quadruple amount of mana (such as desintegrate or convince creature) but can be casted much faster now. Some have also slightly adjusted charges.
Secondly, most instant spells will keep their current mana cost and function, which means you can make use of them 4 times as often now. There is a handful of exceptions such as Ultimate Healing and Ultimate Explosion being slightly more expensive as they were before, the effect of the Haste spells having been shortened a little or spells like Challenge consuming less mana now, but in general, most spells will stay the same, just that you can cast them way more often now. We are especially interested in what you think about the healing spells and whether they are too good now.
Please try out how this works out for you and if you notice any obvious irregularity apart from the minor changes which I mentioned.
e) Spell and rune purchase
As mentioned in the previous paragraph, you will need a higher level to cast
certain spells (mostly rune spells) now. This also means that all NPCs who
sell spells had to be adjusted. Please talk to these NPCs and check out how
the conversation works for you. You can now browse through categories of spells
as well as ask for spells for a certain level (not magic level anymore), and
as before, if you know the name of the spell, you can buy it right away without
much conversation.
Very few spell prices have been raised, since they require a higher level now. They will cost about the same now as other spells for this level do. Check whether this level restriction works for you. You should also be able to buy druid spells as druid, and the purchase of spells which are meant for other vocations should still be impossible at all NPCs.
Moreover, a few runes which you can purchase ready-made at NPCs are a little cheaper now (such as Destroy Field or Desintegrate) in accordance to the rune spell itself becoming better.
Last but not least, two NPCs which were previously selling spells as well as spell runes at the same time - Shalmar in Darashia and Etzel in Kazordoon, who tended to mess up sometimes whether a character wanted to purchase a rune spell or the rune itself - have been granted an assistant, who now does the rune selling for them. Please check whether everything works fine for you now.
- to be continued -
GM Chayenne on Antica
Customer Support
Inhabitant of Antica
Profession: None
Level: 2
Posts: 25
f) Mana fluids
Since the mana regeneration is that much faster now, leaving mana fluids as
they are now would not make much sense and basically render them useless.
This is why we also made them better - they will recover twice as much mana
now (around 100 average) at about half the price (55 gp including deposit).
Please contact your local mana fluid NPC to see if he already knows about
this change and has adjusted his prices properly.
g) Soul Points
Concerning runes and instant spells, nothing has changed there, no worries.
However, even if the macro farming has become less frequent after the recent
balancing measures, it unfortunately seems to be necessary to add a soul point
cost for all supply spells creating a permanent item such as arrows, bolts
or food.
Thanks for your help, and have fun!
Regards
Chayenne
Screenshots of update:
New skulls and graphics...
more new GfX
All the new wands.

Check out http://photobucket.com/albums/d146/Craggles_/ for more sshots