Showing posts with label codex. Show all posts
Showing posts with label codex. Show all posts

Monday, 31 August 2020

End of the migration season and iron missions

With the Eomon pheromones lowering wildlife will be returning to normal, marking the end of another migration season on Calypso, and with the year grace period up, we also say goodbye to the old iron mission system on planet Calypso.

Just over a year ago the new codex system was introduced. Last year it was announced that the old mission system was being replaced by the new codex system, a grace period of one year was decided to allow Entropians to complete both codex and as much of the iron missions as they can before the switch over, this also allowed Entropians to complete last years and this years migration season iron missions.

The old mission system has remained in place, with the removal of iron missions and a few other kill chain quests, keeping storyline missions. The codex will now become the main hub for all hunting challenges and rewards on Calypso.

The future plans for the other planets in the system will be to adopt the new codex system over chained hunting missions. A similar grace period will take place as the other planets move from one system to another.


Sunday, 21 June 2020

Version Update 17.2: Details

In the last few minor updates, we have seen changes in the tiering system, and the removal of the tiering skill in the crafting system, in the latest release further modification have been made to the tiering, enhancers and crafting system. 
The equipment tiers for each level has now been changed to a new single TIR system, rather than having individual tiers levels for each level, the equipment now has a single TIR value. For unlimited equipment the TIR value can range from 1-200, for limited equipment the TIR value can be as high as 4000.

Armour equipment tiering has been adjusted closer to the amount of damage absorbed to the total protection of the armour part. This change makes it faster to tier armour parts versus tougher enemies, while the total armour deterioration would remain the same against weaker enemies


Limited Items:
Limited tools no longer have a sound effect for when they gain a minor tier increase.

Changes to limited items makes it easier to gain an increases at higher item tiers, but slightly more difficult at lower item tiers. This change provides a more smooth and predictable item tiering progression.

Limited tools has an increased probability of gaining a minor tier increase as their Trade Terminal value decreases.

Limited armour parts has their maximum tier potential determined by their Trade Terminal value rather than the speed at which they gain tiers, as limited items life span is determined by their value.


Unlimited Items:

Unlimited excavators now gain minor tier increases at the same rate as weapons.

The tier increase probability for unlimited armour parts are now based on how likely each armour part is to get hit. Each armour part of course still has its own TIR, so the tier speed of any individual part may still be faster/slower than that of another. 


Enhancers:

The chance for enhancers to break is now directly and in line with the benefit provided.

While the break chance was always influenced by the benefit provided to the item being enhanced, it has now been changed to be in line with the benefit it provides.

This means that a damage enhancer inserted into a low-damage item such as the Sollomate Opalo, the Jester D1 or the Barbarella Z12, will have an extremely low chance of breaking. While compared to one attached to a high-damage item such as the Unique Dub or the McCormick Terminator. A high-damage, short-range shortblade will consume range enhancers much more slowly than damage enhancers.


Crafting System:

Changes in the crafting system will now produce better returns, resulting in less fails and more near success.

Shrapnel has been added as a scrap resource for failing in manufacturing, with a lower priority than residue. This means that manufacturing attempts on blueprints with a very low Trade Terminal input value previously would result in a failed attempt, and will now result in a near success and provide shrapnel instead and a small amounts of shrapnel will also be included in manufacturing attempts on all blueprints that result in success or near success for any remaining value below 1 PEC.


Other Changes, Fixes and adjustments:

Classified Strongboxes purchased from the web shop can no longer traded between people.

Adjusted drop rates for Garnet, Opal, Emerald, Ruby and Diamond.

Buff effects are now displayed in an item tool tips when hanging the mouse over an item, and heal per second information has also been added to tool tips for healing tools.

It is now possible to turn in attribute tokens in quantities that do not award a full attribute point, removing the need to keep these items in inventory or storage.

The rewards and thresholds has been adjusted for the Ambulimax Codex.

Fixes include incorrect energy burn value for the M91 Stalker Augmented weapon, an issue causing “This person cannot be a disciple” message to repeat on screen, and an issue causing boss damage deflection buffs not to deflect damage in all situations.

Finally the usual server performance improvements and optimisations, specifically tailored to better handle an increased numbers of participants.


Tuesday, 24 September 2019

Codex Released and Shares Trading

Bestiary Codex Released

Anyone who keep track of Entropiazine will know that back in July MindArk announced that the current mission system will be replaced with a new mission system.

Today the citizens were handed a new Codex system today containing information on the creatures they have killed, along with a new ranking system based on contribution. The bestiary list in the codex will automatically be added when a person makes their first kill with the new system.


There will also be a period where both the new and old systems will be in place at once, during which kills on qualifying creatures will result in progress on both the old and new system.

The grace period between the two systems will extend approximately one year, if you complete the requirements for the old iron mission during the cross over period, you will receive the usual reward, but you will not be able to begin the next mission of the old system.

When the one year cross over period has elapsed, all missions from the old system will be disabled for all participants. Progress will no longer be possible for the missions, and uncompleted missions will not provide any rewards.


Crystal Palace Shares For Sale

In other news today, we also see the release of the ability to sell shares in the shares system. Right now people are buying and selling shares in the new system.

Back in May Crystal Palace Shares was released to the public, being the first land area to implement the share system.

500,000 shares are available shares equalling to 100% of the Crystal Palace's land area and was originally sold for 10 PED or $1.00 USD each. All the shares were sold in less than 3 days.

Currently the price of each share is around 17.50 PED, but we can not predict if the price will raise or fall. The revenue from the shares have an average of 0.01 PED each per week, payed every Monday.

The estate is be managed by the official avatar "MindArk CrystalPalace Manager". Energized Fertilizer necessary to maintain creature spawns in the biodomes will be acquired by "MindArk CrystalPalace Manager" at the normal auction at market prices.