Expansion

Conquest 2.0 patch notes

The First Completion of the Pits Of Despair dungeon was the final milestone needed to initiate sweeping radical changes in Conquest.

The changes will affect the mechanics of gameplay and the internal storylines.

PATCH CHANGES

Combat Mechanics

Until now fight mechanics in Conquest have been limited to exchanges using four categories of direct action, attacks, counterattacks, and blocks.

The effects of those actions can also be indirectly negated by consuming items such as potions, or by using Skills to 'buff/debuff,' 'heal' or 'control.'

The 2.0 patch adds new variables to the combat mechanics that will significantly change the gameplay.

Evasion

Players and mobs will have the option to evade attacks in Conquest 2.0. Successful Evasions will depend on several factors including level, innate ability, Skills and attributes.

The addition of Evasion will significantly affect the game balance, reducing the number of successful attacks within a given period. All other things equal Evasion will reduce the amount of damage in a given period.

There will be a 30% reduction in the effectiveness of healing abilities to compensate for the effects of Evasion. The amount of HP replaced by Heal Skills will be reduced by 30%, and increases to HP and Mana Regen rates from Skills will be reduced by 30% also.

Stamina will play a major role in player's arsenal as of now. Character Stamina levels will be increased by 10%.

The cooldown for [Block] will change from 5 sec to 10 sec.

Dexterity

Dexterity will affect character reaction time and character movement.

Dexterity focused classes will benefit more from Evasion than other classes.

Damage outputs of hunter based classes will be lowered to compensate for Evasion.

Use of the target lock-on mechanism will be optional. Hunter based classes will be able to manually aim ranged attacks.

Damage Value Variances

Successful Attacks to the head or torso will cause more damage than attacks to the arms or legs. There will be exceptions to the rule, for example mobs with nonstandard anatomy and weak points, and some attacks that cause status effects, such as Bleed, and Crippled.

Defense Penetration

All weapons above level 100 will have an enhanced defense penetration attribute.

The Penetration attribute ignores a calculated amount of relevant Attributes in Defense-oriented mobs and players.

To balance Defense Penetration, tank classes will receive a critical change to their character Attribute distribution.

The Health Points of tank class characters will be calculated using 20 HP (instead of 10 HP) for every Attribute point in VIT.

Stagger/Critical Hit

When an attack Staggers an enemy, the next attack (Basic or Skilled) will have a 50% stackable damage bonus. This is only applicable one time for each instance of Stagger and only while the status is in effect.

The Critical hit ratio is no longer fixed at 1% for every skill/attack.

New Crit generating items have been implemented in the game.

Runes

Runes will be a new category of power-up items in the game. Runes can be dropped by monsters or given as quest rewards.

Runes can add or otherwise modify Attributes, modifiers, and effects.

Runes are not stackable and players will be able to equip up to six runes.

There will be an undisclosed number of Rune tiers, levels of power and effects. More information about Runes can be learned by speaking to any NPC magus in the game.

Level Differences

Players will no longer receive any EXP for killing regular mobs 20 or more levels below their own, or for killing boss mobs 40 or more levels below.

The mechanic applies to groups of players with mixed levels. The group member with the highest level determines the cutoff levels for the entire group.

New Game Features

Pain sensors and SFX/smells/ environmental effects.

A Pain setting is now available. It is freely adjustable by the player, with an artificial 'maximum' setting imposed by the system.

The SFX/Natural, sounds, smells, and psychic effects, have been reworked to make them more true to 'real' life.

For example, instead of only visual imagery, Fear effects will induce a physiological simulation of fear responses in players.

Scaling Items

Rare and legendary weapons with scaling properties are now available.

Before upgrades or increases all Scaling items will start with lower Attributes than non-scaling items of the same category and Quality.

Each scaling item can be upgraded in different ways, the holder of the scaling item must discover and decide how to upgrade it.

Many skills have been modified to adjust to the changes in this patch. All players will receive a notification with more personalized information regarding the changes.

For more information about the general game changes please proceed to the detailed explanation part of the patch notes here.

Conquest Patch Notes 3.0 - ch.264

"Hello Players,

Emile Kada here, the Conquest Development Team has decided to make some changes to the gameworld and how it players interact with it. This Service Pack update includes changes to several key game mechanics as well as a few other items. The patch notes give a brief summary of those changes.

PATCH NOTE CONTENTS

New Skill Progression System

Removal of the Level Difference Penalty

Status Screen Template Update

EXP and Combat Damage Calculations

Changes for Calculating Experience Gain and Level-Up

Changes to Monster and NPC defensive attributes

New Death Penalty System

Player Interface AI Replacement

Attribute Point Refund and Re-spec

\*\*\*

New Skill Progression System:

The game of Conquest is meant to be experienced as a world of fantastical and magical wonders. Players can explore the massive world of Conquest as they quest, create, forage, trade or any of a myriad of other activities available for their enjoyment. But the main focus of the game has always been and always will be about strife and player combat!

To encourage more ingenuity in combat and other gameplay, the developers added a progression system for Skills. Players should experiment with Skill combinations and uses them in different ways to discover how they synergise to create more powerful abilities with additional effects.

\*\*\*

Removal of the Level Difference Penalty:

The Level Difference penalty between players and monsters was meant to extend gameplay longevity. However, on balance it has done more to impair the adventurous spirit of players..

\*\*\*

Status Screen Template Update

A new effect has been added to the Dexterity Attribute [Reflexive Evasion]

[Reflexive Evasion]: Players have a chance to completely evade damage an attack.

Agility now increases critical chance to skills and attacks. Critical hits cause double damage and do flat damage.

Critical Hit chance is increased by 1% for every 100 AGI. (Capped at 50% CRIT)

Reflexive Evasion is increased by 1% for every 100 AGI. (Capped at 10%)

The Vitality attribute has been removed.

Adding one attribute to Health Points increases character's health maximum by 10.

Rogueclasses, adding one attribute point to Health Points, increases health maximum by five (5) Health Points (HP).

For avatars that are considered 'tank' classes, adding one attribute point to Health points increases their character health maximum by 20.

Strength now increases carrying limit by one kilogram (1 Kg) for every ten (10) points of STR.

Stamina consumption is decreased (becomes more efficient) 1% every 100 STR (Capped at 50%)

The defensive attribute, Magic Absorption, has been renamed Magical Defense.

The defensive attribute, Damage Nullification, has been renamed Physical Defense.

Damage Immunity has been removed due to its redundancy with the other defensive attributes.

Items with Magical Defense attributes, Physical Defense attributes or both will be modified by a 1.3 base attribute multiplier (items that do not already have these stats will not gain anything)..

The amount of Stamina an avatar has will be displayed in the corner of the player's interface in a Stamina Bar.

When an avatar takes damage Stamina is consumed. Emptying the Stamina bar results in the player entering the [Exhausted] state in which the player will be unable to attack and receives 50% more damage from all sources for 5 seconds.

The Focus and Rage attributes have been removed, Skills that used Focus or Rage will now use Stamina. The restrictions of Focus and Rage combined with Skill cooldowns created unreasonable delays in the pacing of combat.

The base Stamina Point, Health Point, and Mana Point now regenerate at a fixed percentage rate. Each pool is restored by 0.1% per second starting 150 seconds after combat, taking damage or engaging in combat stops the regeneration.

Below is the new character status screen template.

\*\*\*

\*\*\*

EXP and Combat Damage Calculations

The new formula used to calculate the amount of EXP needed to level up is:

(4\*(CL^3)/5)+200

Where:

CL is the character's level.

EXAMPLE 1: Using this formula a level 100 player needs 800,000 EXP to level up to level 101.

The amount of EXP a player gains from killing a monster is calculated using the following formula:

(4\*(ML^3)/(10\*(MR+LD)/4 EXP.

Where :

ML is the monster's level.

MR is the monster's rarity, from 1 to 5 (1=legendary, 2=Epic, 3=rare, 4=uncommon, 5=common)

LD is the difference between the monster and player level (From 1 to 20).

This is only valid if the monster is below the player's Level.

The EXP the player gains from killing a monster that is higher in levels is calculated by:

(4\*ML^3)/(10\*(MR+LD))/4 = EXP+ (EXP\*0.2\* LD)

Players will not receive any EXP for killing monsters 20 levels below their own.

EXAMPLE 2: If a player avatar at level 100 kills a Common monster level 90 the EXP rewarded is calculated as:

(4\*(90^3)/(10\*(5+10))/4=4860

Which means the level 100 player in EXAMPLE 1 would need to kill 165 Common monsters at level 90 in order to earn the EXP necessary to progress to level 101.

EXP from killing a monster is divided equally between players in a party.

To prevent power leveling, the Support EXP system was removed.

Players in a party must meet one of the following conditions to gain EXP in a party:

Player must cause at least 1% of monster's total HP in damage.

Player must heal at least 10% of the total HP lost by the party during the fight.

\*Bardic classes, see details.

\*\*\*

Changes to Monster and NPC defensive attributes

The hit points and defensive attributes of Monsters and NPCs have been revised to account for the now removed Level Difference system.

Only a set number of players will be allowed in a dungeons at one time. The number varies according to dungeon difficulty and other factors.

There is a 50 player cap on the maximum 'raid party' size.

All World Bosses have a new trait, called [Territory], which limits the number of players fighting the boss to a maximum of 200 players. Once the boss fight begins new players cannot replace the original raid members that are sent to respawn.

If a world boss kills the entire raid party the world boss will regenerate Health, Stamina and Mana to maximum levels instantly.

\*\*\*

New Death Penalties

When a player character is killed the avatar loses all EXP and one (1) character level.

The player will respawn without a delay period in a planar reality adjacent to Conquest called Limbo. The player is banished to limbo for 8 hours in-game time, after which the player can choose to return to Conquest at the player's previously chosen 'normal' Conquest respawn point.

While in Limbo and before returning to Conquest, the player can earn EXP (at double the normal rate) to regain the penalized character LEVEL, but not the lost EXP.

\*\*\*

Attribute Point Refund and Re-spec:

Last but not least. There are a lot of changes, so of course, Players will be able to re-spec their characters when they log-in after this Service Pack is installed. All attribute points from level ups will be refunded to players. The character re-spec is meant to allow players to optimize and personalize Character builds to suit their game preferences.

\*\*\*

That's it for the Patch Notes Players. But before I leave you, we want to welcome a recent addition to our group. A new General Artificial Intelligence, named Albert, is administering the player/game interface. Due to the higher demands and growing complexity of game operations management made the decision to replace Alfred for a more adaptable AI with greater capabilities.

That's all for now.

Emile Kada, Conquest Lead Developer