- 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.
yaasu
Dec 16 2008, 09:42 PM
OMG!!! O_O, THE 3-1jOBS Free in Renewal Sakray =D, yeah XD
TPPK
Dec 16 2008, 09:48 PM
was there a list of the fixed cast times skills already got?
and I fail to understand the reason why they took fury to a mere 50% sp recovery reduction
Sasarai4
Dec 16 2008, 11:28 PM
Spear quicken working with 1-handed spears bugs me more, now there's no reason to use any other kind of weapon.
Also, the sage ground element skills don't care what element you're using, you just get huge bonuses?
Onyxium
Dec 17 2008, 12:55 AM
Anyone got some screen for Rune Knight et Archbishop ingame ?
... Cant wait for all complète 3-1 and 3-2 class xD
LimitLine
Dec 17 2008, 01:25 AM
OMG finally 3rd clases on client! GREAT
ForteXX
Dec 17 2008, 01:46 AM
Itll be about another.... 1:15 until the sprites (if the patch gets uploaded at midnight, korean time). If noone else does first, Ill upload them.
Nevermind, it's up.
Might as well do this:
Unofficial patch info:
2008-12-17BGM.rgz <--- BGM 129-132 2008-12-17aSakexe.rgz <-- New Client
2008-12-17sdata_k.gpf : Alberta, Aldebaran, Geffen, Hugel, Izlude, Prontera, Prontera Church maps & Minimaps All_wewish wav, icon 2 book text desc, display, res updates indoorsw, jobinheritlist, mapname, mp3name, questid2display, skilldesc & 2, skillname, skilltree updates
Perhaps later the sprites will be in.
Christian
Dec 17 2008, 02:14 AM
Arch Bishop:
Rune Knight:
Rune Knight (Mounted):
Cephiyo
Dec 17 2008, 02:22 AM
Sprites are on kRO (data) or Sakray (sdata) ?
Christian
Dec 17 2008, 02:26 AM
You can only get them with the Renewal Patcher afaik.
Sasarai4
Dec 17 2008, 02:27 AM
Heh, the female rune knight's animation is screwy when attacking.
LimitLine
Dec 17 2008, 02:37 AM
Ohmygod, can somebody please upload the GPF file anywhere (other than filefront) please??
Christian
Dec 17 2008, 02:59 AM
LimitLine
Dec 17 2008, 03:16 AM
Christian, please, could you upload the GPF to mediafire or something like that? Thanks.
alexxdls
Dec 17 2008, 03:46 AM
QUOTE (LimitLine @ Dec 17 2008, 01:16 PM)
Christian, please, could you upload the GPF to mediafire or something like that? Thanks.
Patch file: 2008-12-17rdata_k3.gpf - Skills and descriptions
h4rry84
Dec 17 2008, 08:48 AM
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....
Epoque
Dec 17 2008, 09:16 AM
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 interested in seeing what kind of modifications have been made to the skills too.
Dant3
Dec 17 2008, 12:58 PM
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 ?
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!@
Rikter
Dec 17 2008, 03:12 PM
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:
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)
GigaGaia
Dec 18 2008, 11:07 AM
So does this mean you could work on all 3-1 jobs atm? Or just rune knight or ArcBishop?
Rytech
Dec 18 2008, 11:24 AM
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.
GigaGaia
Dec 18 2008, 11:44 AM
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.
Rikter
Dec 18 2008, 12:17 PM
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
Rytech
Dec 18 2008, 01:33 PM
@Rikter
Thanks for the confirm, I can now update my ID tracking tables. Good to know they have working temporary sprites. Yea im stomped about the missing mount ID's. Chances they will be the ID's after 4079, even tho those show nothing right now. How many mount ID's there will be is kinda known in guessing right now as we talked about.
As you said, 2 different versions of the Rune Knight means their will be 2 different Rune Knight Mount ID's. This will probely apply for Royal Guards, which will probely also get dragon mounts or something else, as well as Rangers with their wolf mounts, and Mechanics with their battle armor mounts. So thats 8 mount ID's so far and 8 more skill trees for me to type. Good thing I can mainly copy and paste the whole thing.
I retyped the Jobchange command information that in the help file for eA server to make it more organized and also added all the latest jobs to it so itl be easier to know what ID's to type. If you need a copy ill be happy to send it to you. I also added the lines needed into the monstorsity_tab file for XRay clients. I wonder...do I have to add something to the class_tab file as well??? Once I find out the ID's for the new skill ill type those into the ability_player_tab.
*UPDATE*
Since we confirmed ID's 4054 to 4079, we have no idea what ID's the mounts are, and ID 4053 is nothing right now and for sure wouldnt be a mount since theirs going to be a bunch of ID's needed (At least 8 right now) for mounts. So ive once again made a guess and added some ID's to my table that will probely become mount ID's soon.
Incredible news...period. I am also wondering for the future.....seeing as OFFICIALLY RO can go beyond lvl 99, I wonder how that will integrate itself into eA's private server exp tables or if they'll have to be modified (which is probably going to happen anyway considering the entire revamp RO will get). Food for thought I guess lol.
SuP3rTauFU
Dec 18 2008, 03:44 PM
How to add in these job in server files?
Epoque
Dec 18 2008, 04:56 PM
QUOTE (SuP3rTauFU @ Dec 18 2008, 03:44 PM)
How to add in these job in server files?
The best you can really do for now is probably just replacing previous sprite files. The jobs, their skills and their equipment bitmasks aren't implemented, so for now all we have are the sprites and the skill name/description files that go along with them.
Aerisu
Dec 18 2008, 05:37 PM
QUOTE (shete333 @ Dec 18 2008, 09:18 AM)
Finally english translations of the skills and descriptions...
The best you can really do for now is probably just replacing previous sprite files. The jobs, their skills and their equipment bitmasks aren't implemented, so for now all we have are the sprites and the skill name/description files that go along with them.
I dun understand what you are going to tell me... just make the guide so easy /heh
cristal0
Dec 18 2008, 05:49 PM
he said thet for now you cant implement them anywhere, you can just wait
Tynne
Dec 18 2008, 06:11 PM
Umm, if you look in the latest Xmas patches, it does appear they're using Usako's Christmas Prontera Edit. o.O The mini-map appears to have all the same changes as her maps contain..
Maybe it's just me, but it looks very, very, VERY similar. I haven't checked the gat/rsw/gnd files yet.. but yeah. Wow if it's a rip off of Usako's.
Also, further looking into the gpf files, it appears there's a new skill called all_wewish, along with a .wav file that plays "We Wish You A Merry Christmas". News on releasing this in eAthena in time for the holidays? :3
Cephiyo
Dec 18 2008, 06:27 PM
And, if you really want to see Arch Bishop/Rune Knight skins, rename the spr/act files with High Priest/Lord Knight names in your sprite folder in your data.
Rytech
Dec 18 2008, 06:43 PM
If anyone wants to see the sprites in action, just go to Doddlers Ro Future Wiki. Its enough to hold you down until their added in.
Epoque
Dec 18 2008, 06:55 PM
QUOTE (Tynne @ Dec 18 2008, 06:11 PM)
Umm, if you look in the latest Xmas patches, it does appear they're using Usako's Christmas Prontera Edit. o.O The mini-map appears to have all the same changes as her maps contain..
Maybe it's just me, but it looks very, very, VERY similar. I haven't checked the gat/rsw/gnd files yet.. but yeah. Wow if it's a rip off of Usako's.
Also, further looking into the gpf files, it appears there's a new skill called all_wewish, along with a .wav file that plays "We Wish You A Merry Christmas". News on releasing this in eAthena in time for the holidays? :3
This has already been brought up in this forum, check Usako's post.
QUOTE (Aerisu)
holy flip, those skills are so overpowering >o<!
Possibly, but then remember, we can assume that Gravity intends to increase the maximum level, HP and other factors of each other class; especially the 3rd classes. So in the end, we might find that the new classes balance themselves out. For now we just have to wait and see what other changes they're going to be making to the pre-existing stat calculation functions and the skills for the new classes.
Usako
Dec 18 2008, 08:04 PM
QUOTE (Tynne @ Dec 18 2008, 10:11 AM)
Umm, if you look in the latest Xmas patches, it does appear they're using Usako's Christmas Prontera Edit. o.O The mini-map appears to have all the same changes as her maps contain..
Maybe it's just me, but it looks very, very, VERY similar. I haven't checked the gat/rsw/gnd files yet.. but yeah. Wow if it's a rip off of Usako's.
Also, further looking into the gpf files, it appears there's a new skill called all_wewish, along with a .wav file that plays "We Wish You A Merry Christmas". News on releasing this in eAthena in time for the holidays? :3
The models (xmas trees, xmas signs, etc) were ALL by gravity. The only thing I did was add snow textures to the maps. I did nothing with the map files themselves. :x
I have not checked kRO...but as far as I know they do not have my textures. FrenchRO, on the other hand, does.
EDIT: Checked, kRO does not use my textures, and therefor, is not ripping anyone off (except those sprites they added that were in pRO that were stolen :x And probably other sprites and stuff from fRO later on).
SuP3rTauFU
Dec 19 2008, 01:22 AM
Hope someone make it faster =,=" i has been waiting for 1 years /sigh
LimitLine
Dec 19 2008, 02:14 AM
QUOTE (SuP3rTauFU @ Dec 19 2008, 01:22 AM)
Hope someone make it faster =,=" i has been waiting for 1 years /sigh
I would give up then, because seriously people, do you think 3rd classes will REALY be done in 3 months or something? Considering the actual circunstances I'd say at least on October 2009, and I still doubt it. Oh well, as people were saying it really depends on how many devs are actually willing to turn to work on them, and I'm afraid there won't be that much, but if the demand is really high, why not? But I really wouldn't wait for 3rd classes on eA anytime soon.
SuP3rTauFU
Dec 19 2008, 02:23 AM
Now kro already release... so we wait for ea release only /heh
exo
Dec 19 2008, 03:04 AM
Still, it isn't even in the half of the half of the full release.
HiddenDragon
Dec 19 2008, 03:25 AM
Hello folks, been a while since I last posted here/contributed to eA. I have taken a look at the latest releases from kRO and I must say, we do have a lot of work to do xD
Rytech et. al, I am currently working on an implementation (for the server I work for, essenceRO) of the Rune Knight and Arch Bishop classes. I have successfully added both of them and usable with an xRay client (but I suppose it should work once we have a suitable hexed kRO client). Skills are lacking of course, since we still don't know what skill numbers they belong to.
However, from cross-referencing xRay rips and info already in eAthena, the skill ID's between 544 and 652 are all Jianshi/Dark Collector/Death Knight skills, s o most likely the 3rd class skills will start from the 700s and onwards.
I'm currently working on getting skills in game, as I currently have rune knights/arch bishops somewhat playable. They can equip knight/priest equips and such, and currently have LK/HP stats xD. Your info on class IDs is very helpful, and likewise I am also confused as to the location of the mounted Rune Knight ID. There's simply no space allocated for both versions (2nd ->3rd and trans->3rd)!
Tharis
Dec 19 2008, 04:23 AM
Its probably fairly easy to overlook that Rune Knight and Arch Bishop are balanced to renewal mechanics. An accurate implementation wouldn't be possible without them.
Rytech
Dec 19 2008, 09:03 AM
Yea I spent a entire day working on adding them in. Me and Rikter are working on the adding of the new jobs as we speek. Ive spent a entire day working on the database entrys, organizeing, and prepareing things.
I found the mount ID's in the client for Rune Knights and Royal Guards and theirs 2 versions for each which took a few hours to find and we tested and confirmed them for 2nd to 3rd and the trans to 3rd. I also found the ID's for the skills minutes before I went to bed.....and your not goina believe where the ID's start. I wont be releaseing anymore info for now due to certain reasons right now.
Right now im putting together a team that will be working on the adding of the 3rd class. Once I get a team, well name the project, find a spot to do and share our work, and start working on the addin's. Just to let everyone know, you must remember a few things about eA, this project, and whats going on the official server.
eAthena is a program that emulates the official kRO server. Currently kRO uses the old mechanics and so does eAthena. The 3rd class jobs are being developed on the renewal server and will be ballanced for use with the new mechanics when they add them in. Because eAthena uses the old mechanics, the developers will not bother trying to add them in because it will defeat the purpose of trying to make the program as close to official kRO emulation status. If added in, eAthena will not be around official anymore.
Also, the developers are very busy working on other things, like the quest system, adding core features, fixing many many bugs, maybe adding TXT support for some of the features that currently only have SQL support, maybe a improved map cache to be more effective with the new map cell engine like ultramage wanted to do (if I read correctly in the notes). The eA developers have a lot of work ahead of them and the last thing they need is getting spammed with thousands of posts and messages asking "When are the 3rd jobs going to be added?", "Will they be in within 2 or 3 months?", "Why are you ignoreing me?".
Finally, SOME of the data, not all of it, for Rune Knight and Arch Bishop was released and very little data for the other jobs exists right now. So right now its impossiable to fully add any of the jobs in. Also we have to remember that as their added into the renewal server they will be ballanceing them out and adjusting the effects for all their skills. So things can change at any time.
Now here's whats going to happen. My team will be working on the adding of the 3rd classes little by little as we collect info about them. Right now im working with the data I currently have and am typeing up the lines bit by bit and researching the data looking for answers. Each team member will be working in a certain area of the project at their own paste and will not rush through their work. Remember, things like this arnt finished over night, so just wait until their finished. We dont want to release incomplete data, players start playing them, and then later we make a update and they notice something different and message us with "Something is broken, the skill no longer does this or its weaker, or doesent work like it did in the past." messages.
Well be posting screenshots and video's of our progress along the way to keep the community updated. When the progress on a job is mostly complete and it passes the developer's field tests, well release the data for that job for the community to mess with and test and hopefully well get some feedback if anything goes wrong with them. When all the jobs are completed and passes the field tests and the community finds them bug free, well start work on the final phase which will be balanceing all the classes around the old mechanics. This part will probely be the hardest task and will take some time. But with enough feedback, well beable to do this with no problem.
And now, Rikter's first screenshot on the progress...
He didnt feel like posting it and told me I could post it. So here it is. Whats going on here is Rikter is testing out the ID for the Rune Knight Mount. Currently its only showing in the equip window, but his actural charactor is by himself without a mount. Im guessing the programing for the mount to show isnt in the client right now and will be added later.
Im currently looking for people to join the team. If anyone is intrested, send me a PM and well talk.