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Game News posted by Aldo
Wednesday, March 10th 2021
An adjustment to the combat formula will be tested on dev tomorrow for roughly a week starting its rollout there.

What the formula changes is a modifier value in the armor absorption that was recently changed. The previous update's modifier was * 3/2. We'll be increasing this modifier to 7/2.

Effectively, what this means (formula's posted in the feedback thread) is that more damage will come through/less absorbed than what is now the case.

Justification for it is that it is still better than the original hard cap we had on absorption, and could allow for tighter/shorter fights while letting more damage through (i.e. void bows..etc can come thruuuu).

We will additionally be testing +10 to min and max damage on the core staff, +15 armor and +10 dskill to the DL with the adjustment tomorrow.

A lot of us on the volunteer team have been doing a lot of simming and playing around with values. Bongo has especially run the proposed changes above in depth (I can share a pastebin of his several simulations/results) and seems to provide for more balanced builds.

Our focus here was allowing for more balanced builds + tighter fights, given the current formula changes as well as not leaving behind the low damage hitters.

I hope this post explains our rationale in these changes.

Once this update has been tried, tested, discussed, and rolled out after next week, we'll look at an armor swap/exchange, among other combat related things.

Reverting things or wiping progress of over a week would've been way too devastating for this game. I think the best course of action here is to fix-forward with these changes with the best and most thoroughly tested (and beneficial) adjustments we can collectively as a team create.

Thanks for your understanding!

~Aldo
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Game News posted by Aldo
Monday, March 8th 2021
Hey all, please be aware further changes to stats/combat are potentially coming. You can see the Armor feedback thread in Main for the latest/more info. For example, there are currently stat changes for amors being tested on dev.

I say this because I've seen many people trading/selling stuff to switch up their builds and I wanna make sure it's said explicitly that there will likely be more changes.

I would not recommend completely upending your build or spending tons of credits getting different items already unless you're aware of all the facts!

Personally, I really do not know what's going to be finalized or what the near future holds so yeah. Make sure you keep up with the Armor feedback thread and any news on updated stats. If you want to make preemptive changes to your builds, do so at your own expense/caution!

~Aldo
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Game News posted by Aldo
Thursday, March 4th 2021
Added a few things to the combat sim to make it easier to analyze, test, and share data.

1. Import/Export buttons

Click Export to copy that current build to your clipboard; Import it in either area or share it with someone else. It's not encoded in any way; you can actually see the values in it, so you can share it with optimizations as well. In time, I'll add the ability to edit item stats itself.




2. Preset Builds

I added a preset builds section that you can quickly drop into Attacker or Defender areas by clicking the respective buttons. If you hover over an item in each build, it'll tell you what crystals are slotted in.

This can be a very fast way to start with a meta or preset build and mod it to your heart's content.



3. A few more details

Added Damage stats + average/min/max fight duration stats (i.e. # of turns).




In an update either this week or next week, I'll make it so that on the development server, you can spawn the items (slotted with whatever upgrades) that you see in your build in the sim.

Hope this makes testing/simming amongst these new changes easier.

Chapter 4 coming soon

~Aldo
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Game News posted by Owl
Thursday, March 4th 2021
Hello Dear Legacy,

I feel like the last update was a stir in this giant soup called Legacy.

I'll try to explain the intentions of this update and the actual changes that were made because overall I feel it wasn't understood by the community as much.
I had intended to post a blog but didn't have the time, so sorry on that from my part.

1 - Gang T4 weapons are out, They were rebalanced couple of times and I feel like we should try em out.
I did read all the feedback about ritual dagger and warlord katana, my itention were that they would have higher damage compared to their gun counterparts, therefore they recieved a buf of 6 damage.

Berserk ability:
Introducing a new mechanic that counts damage, if you get 100k damage on the weapon (Yap it was nerfed) you can activate the weapon to have +20% weapon stats (AFTER crystals+mod calculations) for 2 hours.
It has a 7 day cooldown.
All damage is counted after you press Activate so all damage dealt within these 2 hours are counted towards the next rage.

2- Armor stablization,
The older armor formula as I see it is a defect, it didn't work.
Therefore I planned and tested carefully a new formula that would work for everyone but still make the previous feeling for fights.

This created meaningful stat and rebalanced armors to have a favor based on their stat.

THIS IS STILL A HOT POTATO
Meaning - the stats are still work in progress, Live is a larger scale which affects people more and I never said the current stats are pefect, we will rebalance them and already tested readjustments.
Before making these readjustments I'm still observing how it affects people and we're thinking of ways to introduce fairness to this change so please be patient.

The intentions are still in place:
HF - If you prefer tankier build but you get penelty on dodge.
DL - You want more dodge.
SG1 - You want a balanced build with Def.

It didn't change the intention of the armors just buffed them according to their choice.
Overall players feel that armors are more meaningful and HF is a valid choice now.
This part of the update was a success, Before that I rarely saw someone run a HF armor.
And I'm happy to see people experimenting and choosing an armor

For all other armors, all armor values were multiplied by 1.7 to accomodate to the new formula.
This didn't affect anything just rebalanced their armor value to the same feeling as before.

3. Damage statistics
As I said in previous posts we now count every damage dealt by weapons and damage takne by armors.
We're still thinking of fun features to do with these stats, expect some fun variances that include new tasks and rewards

4. Item abilities
In the last poll people liked the idea of abilities and we'll introduce more to existing weapons, this will make them valid again, this includes:
Railgun T2, Scythe + Scythe T2, Chain blade and C.Sword.

5. Combat updates.
Everyone agreed that combat was stale and boring, everyone got to their end game build and nothing changes - Then I made my first poll about "What kind of updates you want to see".
The conclution was - players want more choices, more builds and more variances.

The focus of these updates are just that, to create more variances, cool choices, second builds and maybe even 3rd builds.
Not all builds are going to be 50/50 but that's called Balanced imbalance.
I want to create more meaningful choices and things you can keep testing and playing with.

What to expect?
More item abilities, more attack types and more items in generally - Weapons, miscs and Gang items.


P.s
I encourage you to send me a PM in discord or Legacy if you feel like something isn't understood or you want more explenation on some things like how I tested and designed them or if you just wanna have a chat it's cool too. The coffee is on you

See you in the next update <3


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