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12/17/2008 - kRO Maintenance, Rune Knight and Arch Bishop appears!!
Experience
post Dec 16 2008, 08:53 PM
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QUOTE (Doddler)
All Servers

- Added the christmas festival event (on all servers except Sakray R).
- Fixed the set bonus of the Linen Gloves and Improved Tights not applying.
- Corrected it so you can no longer remove the delay from guild skills by relogging.

Main Servers

Ragnarok Online 2008
Episode 13.2: Encounter with the Unknown


- Episode 13.2 update was implemented.
- Added two new towns, and two new field maps.
- Added the Nidhoggur Dungeon. The dungeon is contains both a regular dungeon and an instanced dungeon.
- Added 12 new monsters.

- The Login screen is updated.
- The Episode 13.2 update event has also started (see the event page for more details).
- Corrected a bug where the Little Angel Doll could be dropped.

Sakray R (Renewal) Test Server

- The 3-1 jobs 'Rune Knight' and 'Arch Bishop' were added. The temporary job change NPC can be found at the 10 o' clock direction in prontera. Both Knights and Lord Knights can become Rune Knight, and Priest and High Priests can become Arch Bishop. In order to job change you must be level 99.

- Made the following skill changes:

* Lord Knight
  • Clashing Spiral
    • The skill is now available for use with both One Handed and Two Handed Swords.
    • The skill tree requirements have been losened slightly. The skill now requires Spear Mastery 5, Pierce 5, Peco Peco Riding 1, and Spear Stab 5.
* Crusader
  • Holy Cross
    • The skill now receives additional damage when used with a two handed spear.
  • Spear Quicken
    • Spear Quicken now increases your evasion and critical rate proportional to the skill level used.
    • Spear Quicken is now available to use with one handed spears.
* Alchemist
  • Axe Mastery
    • The skill has been changed to also increase attack power of one handed swords.
    • The skill has been renamed to "Axe and One Handed Sword Mastery".
  • Acid Terror
    • The attack power has increased.
    • The damage formula has been updated.
    • Acid Terror is now affected by both the physical and magical attack power of the user.
    • Acid Terror can now be reduced by both the physical and magical defense of the target.
  • Bomb
    • Increased the rate at which the skill hits.
* Assassin
  • Venom Splasher
    • Changed the requirements to cast the skill (The target no longer must have less than 75% HP remaining).
    • Increased the damage of the skill.
* Rogue
  • Sightless Mind (Suprise Attack)
    • When a target is hit by the skill, they'll incur an additional 20% damage from all physical attacks for a short period of time.
    • This bonus is increased by 10% for boss monsters.
    • The area of effect of the skill is increased.
    • The attack power of the skill is increased.
  • Back Stab
    • Now has a chance to stun (7% at level 1, 25% at level 5).
* Stalker
  • Counter Instinct
    • The skill was changed to have no prerequisites.
* Archer
  • Arrow Shower
    • The attack power of the skill has been increased.
* Hunter
  • Blast Mine/Land Mine/Claymore Trap
    • The damage formula has been updated.
* Bard & Dancer
  • Perfect Tablature (Whistle)
    • The evasion rate given by the skill is increased.
  • Song of Lutie (Apple of Idun)
    • The time between HP recovery ticks is decreased.
  • Focus Ballet (Humming)
    • The hit rate given by the skill is increased.
  • Lullaby
    • The interval between hits is lowered.
  • Battle Theme (Drums on the Battlefield)
    • Increases the amount of ATK and DEF given.
  • Harmonic Lick (Ring of Nibelungen)
    • Increases the amount of defense bypassing attack power given.
    • The requirement of having a high level weapon equipped is removed.
* Mage
  • Fire Ball
    • The attack power of the skill is increased.
  • Thunder Storm
    • The attack power of the skill is increased.
* Wizard
  • Fire Pillar
    • The skill no longer requires a blue gemstone.
    • Skill level 6 ~ 10 have a slightly smaller blast area.
  • Frost Nova
    • The cast time has been shortened.
    • The aftercast delay has been shortened.
    • The area of effect has been increased.
    • The attack power of the skill has been increased.
* High Wizard
  • Napalm Vulcan
    • The SP cost has been decreased.
  • Gravity Field
    • The delay between hits of the skill is decreased.
    • The attack power of the skill has increased.
* Sage
  • Volcano / Deluge / Violent Gale
    • Players standing within these skills no longer need to be the correct element in order to obtain the skills benefits.
    • Slightly decreased the attack power given by Volcano.
* Monk
  • Fury
    • Now only decreases your SP regen by 50%.
  • Quadruple Blow
    • Increased the attack power of the skill.
  • Raging Thrust
    • Increased the attack power of the skill.
* Ninja
  • Throw Huuma Shuriken
    • The skill can no longer be interupted.
    • The area of effect is changed to 3x3 cells.
  • Lightening Jolt
    • The skill is no longer a self use skill, but now a ranged targeted attack.
  • Flip Tatami
    • The attack power of the skill has increased.
    • Increased the knockback effect.
  • Haze Slasher
    • Changed the SP cost of the skill (15SP at level 10).
  • Shadow Slash
    • Changed the SP cost of the skill (10SP at level 5).
  • Final Strike
    • Now reduces your HP to 1% after casting.
    • When using the skill in Mirror Image status, the skill's damage is multiplied by the number of mirror image hits remaining.
  • Wind Blade
    • Attack power of the skill is increased.
* Gunslinger
  • Piercing Shot
    • Now deals additional damage when cast with a Rifle weapon.
  • Gatling Fever
    • Increased the attack speed bonus of the skill.
  • Crowd Control Shot (Dust)
    • The skill's cast time cannot be interupted.
  • Spread Shot
    • The skill is now available for use with grenade launchers.
    • Increased the attack power of the skill.
  • Gunslinger Mine (Ground Drift)
    • Adjusted the skill damage formula.
    • Increased the casting range of the skill.
    • Increased the area of effect of the skill.


This post has been edited by Experience: Dec 16 2008, 08:56 PM
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Replies (15 - 29)
LimitLine
post Dec 17 2008, 03:55 AM
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This was supposed to look like an eye. A really bloodshot one.
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Thanks a LOT allex XD

Btw, I just noticed, why are the sprites so small compared to their heads?
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Cisco
post Dec 17 2008, 06:12 AM
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which grf contains the new sprites?
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Waeyan
post Dec 17 2008, 08:29 AM
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3-1 jobs can be found in this GPF

ftp://ragnarok1-gravity.ktics.co.kr/Patch/
Patch file: 2008-12-17rdata_k.gpf

Patch file: 2008-12-17rdata_k2gpf
- Mounted RK

Patch file: 2008-12-17rdata_k3.gpf
- Skills and descriptions
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h4rry84
post Dec 17 2008, 08:48 AM
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hm... is it just me or when the Female Rune Knight attack, the head is a bit off from shoulder.... and the Female Arch bishop head is way bigger than the body....

This post has been edited by h4rry84: Dec 17 2008, 08:50 AM
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Epoque
post Dec 17 2008, 09:16 AM
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tar -xzvf epoque.tar.gz
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Well, glad to see they're starting to implement the new job classes for over Christmas. Should be interesting to play around with the sprites.

Now the only question we have to keep under control is "when are the new jobs and skills being implemented into eAthena?"
Pretty cool though (IMG:http://www.eathena.ws/board/style_emoticons/default/smile.gif) interested in seeing what kind of modifications have been made to the skills too.
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Dant3
post Dec 17 2008, 12:58 PM
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QUOTE
Now the only question we have to keep under control is "when are the new jobs and skills being implemented into eAthena?"
Pretty cool though smile.gif interested in seeing what kind of modifications have been made to the skills too.


I think, if the 3rd Classes will be released on February 2009 we will have the classes on eAthena.. July~August 2009 ?
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TecnoCronus
post Dec 17 2008, 02:07 PM
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@waaeyan

I'm crazy or I need a login and password to see this link:
ftp://ragnarok1-gravity.ktics.co.kr/Patch/
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Epoque
post Dec 17 2008, 02:08 PM
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tar -xzvf epoque.tar.gz
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Depends on how many of the developers decide to work on the classes. Might only be one interested, or multiple. The more working on different classes, the faster they'll be implemented.

To be honest, i'd help with the implementation. I can't deny that i'd like to see the classes up and working, but then again, I understand that it's going to be quite a while before they're actually implemented. So it entirely depends on how many developers are interested in the implementation.

@TechnoCronus:

Username: ragadmin
Password: icsragadmin!@

This post has been edited by Epoque: Dec 17 2008, 02:09 PM
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Rikter
post Dec 17 2008, 03:12 PM
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Did anyone notice that in those .gpf files there are default WinXP "thumbs.db" files which are used by O.S. for Microsoft image preview? lol

EDIT: Looking at skillnametable, next classes coming up will be Ranger, Warlock and Guillotine Cross =P

EDIT2: Was implementing them on a local eA test server.
as far as see, ID for jobs should be:
CODE
4054 Rune Knight
4055 Warlock
4056 Ranger
4057 Arc Bishop
4058 Mechanic
4059 Guillotine cross


and from jobinheritlist.txt, I see that these classes are repeated again for IDs 4060-4065, and 4072 is Dark Chaser.

since 4049 is Soul linker, 4050 Should be Jianshi (or whatever they called it), 4051 Death knight and 4052 Dark collector.
can someone confirm this?

also, anyone knows Rune Knight Mounted ID?

This post has been edited by Rikter: Dec 17 2008, 06:20 PM
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ShetE
post Dec 18 2008, 09:18 AM
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Finally english translations of the skills and descriptions...

Arch Bishop: HERE
Rune Knight: HERE
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Rytech
post Dec 18 2008, 09:37 AM
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@Rikter

Ive looked into the files and did some research and got some intresting results. Here's all the info I typed up for those ID's, as well as some extra information that explains why they did all of this. Also, I have no idea on what ID the mounts use. Maybe its that unknown ID 4053???

The info below is straight from a ID Tracking Documnent I typed up today...

List Of Job ID's

Before reading, be sure to remember this at all times...

"The primary advantage of transcending first is that one is able to learn the transcended skills before turning to
the 3rd class, whereas changing immediately from base 2nd class would never be able to obtain them."
Information from Doddler's RO Future Website.

The format is as follow...
Job ID / Job Skill Mark / Job Name / Extra Info

4046 TK Taekwon
4047 SG Star Gladiator
4048 SG Star Gladiator (Union Mode)
4049 SL Soul Linker
4050 MB Gangsi
4051 DE Death Knight
4052 DA Dark Collector
4053 ?? ????? (Skiped and unused??? Why???)
4054 RK Rune Knight (Regular 2nd to 3rd)
4055 WL Warlock (Regular 2nd to 3rd)
4056 RA Ranger (Regular 2nd to 3rd)
4057 AB Arch Bishop (Regular 2nd to 3rd)
4058 NC Mechanic (Regular 2nd to 3rd)
4059 GC Guillotine Cross(Regular 2nd to 3rd)
4060 RK Rune Knight (Trans 2nd to 3rd)
4061 WL Warlock (Trans 2nd to 3rd)
4062 RA Ranger (Trans 2nd to 3rd)
4063 AB Arch Bishop (Trans 2nd to 3rd)
4064 NC Mechanic (Trans 2nd to 3rd)
4065 GC Guillotine Cross(Trans 2nd to 3rd)
4066 ?? ?????
4067 ?? ?????
4068 ?? ?????
4069 ?? ?????
4070 ?? ?????
4071 ?? ?????
4072 ?? Dark Chaser (Regular 2nd to 3rd)
4073 ?? ?????
4074 ?? ?????
4075 ?? ?????
4076 ?? ?????
4077 ?? ?????
4078 ?? ?????
4079 ?? Dark Chaser (Trans 2nd to 3rd)
4080

Extra Info 1: (Regular 2nd to 3rd) These are the ID's for if the player changes from a regular 2nd job to a 3rd job.
A example is a Knight changeing to a Rune Knight. These ID's will not have access to trans skills since the job
skill tree chains will skip the trans jobs trees.

Extra Info 2: (Trans 2nd to 3rd) These are the ID's for if the player changes from a trans 2nd job to a 3rd job.
A example is a Lord Knight changeing to a Rune Knight. These ID's will have full access to trans skills since
the job skill tree chains will link through the trans job trees.

This show's that their will be 2 different skill tree's for each job, one without trans skills and one with trans skills.
I think what they did was smart.

Note: For some reason, ID 4053 was skiped and wasnt used and the 3rd class ID's start at 4054. Why is this???

Note 2: The Job Skill Mark is the 2 letter mark at the beginning of the skill tags. They usually mark which job
orginally uses this skill. These letters helps us figure out which skills belong to which jobs. However, some past
skills can be accessed by more then 1 job.

This job ID tracking list was put together using the information found in the jobinheritlist file. I reorganized the ID's
to better show how the 2 different versions of each job was found. Below is the info from that file as of December 17, 2008.

Format
Job ID / Previous Job In Chain

// Regular 2nd to 3-1
4054#7#
4055#9#
4056#11#
4057#8#
4059#12#

// Trans 2nd to 3-1
4060#4008#
4061#4010#
4062#4012#
4063#4009#
4065#4013#

// Dark Chaser Regular and trans to 3-2
4072#17#
4079#4018#

I have a perty good idea on what jobs will use the ID's I left blank between 4066 to 4078.
Below is what I think they will be...

Unconfirmed and guessed ID's
Job ID / Job Skill Mark / Job Name / Extra Info

4066 ?? Royal Guard (Regular 2nd to 3rd)
4067 ?? Sorcerer (Regular 2nd to 3rd)
4068 ?? Minstrel (Regular 2nd to 3rd)
4069 ?? Wanderer (Regular 2nd to 3rd)
4070 ?? Shura (Regular 2nd to 3rd)
4071 ?? Generic (Regular 2nd to 3rd)
4072 ?? Dark Chaser (Regular 2nd to 3rd)
4073 ?? Royal Guard (Trans 2nd to 3rd)
4074 ?? Sorcerer (Trans 2nd to 3rd)
4075 ?? Minstrel (Trans 2nd to 3rd)
4076 ?? Wanderer (Trans 2nd to 3rd)
4077 ?? Shura (Trans 2nd to 3rd)
4078 ?? Generic (Trans 2nd to 3rd)
4079 ?? Dark Chaser (Trans 2nd to 3rd)

This post has been edited by Rytech: Dec 18 2008, 11:13 AM
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GigaGaia
post Dec 18 2008, 11:07 AM
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So does this mean you could work on all 3-1 jobs atm? Or just rune knight or ArcBishop?
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Rytech
post Dec 18 2008, 11:24 AM
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Mainly Rune Knight and Arch Bishop can be added for their sprite to show and be playable, just wont have any skills or any supported equiptable equips. The others wont right now. Tho while waiting for the others to be added in the future, we can start adding support for all the future jobs since we know the ID's for the jobs right now (half of them at least), that way once those jobs are released, well allready have the ID's and masks programed in the server and will hopefully bealbe to change to those jobs and have the sprite show.

As for skills, im makeing place holders for them, but im not able to assign them ID's since I have no idea what ID's the skills are using. Their was a tool that one of the XRay developers made that ripped the ID's into table files and save them in TXT files, but sadly the program is sooooooo old and out of date that it doesent work anymore. Hopefully someone can figure them out and post them so I can start typeing them into the skill data base, as well as the skill trees and whatever else needed.
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GigaGaia
post Dec 18 2008, 11:44 AM
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Awesome news. I bet they will release the other four jobs in 1-2 weeks on wednesday? I mean, they could put 2 each wednesday for 2 weeks.
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Rikter
post Dec 18 2008, 12:17 PM
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QUOTE
Unconfirmed and guessed ID's
Job ID / Job Skill Mark / Job Name / Extra Info

4066 ?? Royal Guard (Regular 2nd to 3rd)
4067 ?? Sorcerer (Regular 2nd to 3rd)
4068 ?? Minstrel (Regular 2nd to 3rd)
4069 ?? Wanderer (Regular 2nd to 3rd)
4070 ?? Shura (Regular 2nd to 3rd)
4071 ?? Generic (Regular 2nd to 3rd)
4072 ?? Dark Chaser (Regular 2nd to 3rd)
4073 ?? Royal Guard (Trans 2nd to 3rd)
4074 ?? Sorcerer (Trans 2nd to 3rd)
4075 ?? Minstrel (Trans 2nd to 3rd)
4076 ?? Wanderer (Trans 2nd to 3rd)
4077 ?? Shura (Trans 2nd to 3rd)
4078 ?? Generic (Trans 2nd to 3rd)
4079 ?? Dark Chaser (Trans 2nd to 3rd)


I confirm this, Tested Yesterday.
I made several Tests, while talking with LimitLine too.
I forgot to update my post 'cause it was like...way past midnight, so I went to sleep XD
I completely agree with everything you said, also thanks for sharing your infos.

About adding other jobs, they works, but they use a temp sprite, like Guilltoine Cross -> Assassin Cross, Etc..
also, I tested Mounted Rune Knight with 4053, and it doesn't work.
I tested it adding both 4053 and 4054 Riding skill in their Skill trees, changed sourcecode so Riding would recognize Rune Knight as job and point to it's mounted version, but failed: It shows novice sprites with 1_ETC_1 Jobname, so yeah, Probably that ID has been skipped, even if I my though is that they initially reserved that ID for an "alternative" form of Dark Collector [See skill Reincarnation]

About skills, I've been trying several IDs. I wasn't able to find the right ones.
I really hope someone will be able to find them, along with Mounted Rune Knight ID.
I mean...we could just use XRay to add them and see them, but I'm actually aiming to a proper implementation so they'll fit with eA implementation when it will happen :\

Rytech, we must talk on msn anyway =P
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