Previous Article | Back to News Summary | Next Article
Announce News Post #2735

Mercenary Adventure Changes

Written by: Jesse
Date: Saturday, June 21st, 2014
Addressed to: Everyone


I've added three new short adventures. They are considered to be introductory adventures to the currently available adventures, but they only require tier 1 adventuring abilities (the ones you can purchase in the shop). They should be pretty easy to farm to help your mercenaries collect the guidebooks and equipment they will need for later adventures. These are now the level 1 adventures.

You will need to complete each of the new adventures at least once before you will be able to attempt the subsequent adventures again.

I've also redone the existing three adventures, removing all of the tier 3 adventuring ability requirements and adjusting the difficulties of the ability checks. They should now only require tier 1 and tier 2 adventuring abilities. These are now the level 5 adventures.

I've increased the gold and XP rewards for the level 5 adventures, and standardized them as they all have equivalent difficulties now.

Other changes:

- Fixed a bug that was preventing mercenary equipment from modifying mercenary abilities. Some pieces of equipment have bonuses to specific abilities, but they were previously hidden. They should show up on the equipment information now.

- Adventure events that require an ability check will now show you the percentage chance that your mercenaries will succeed at that event, rather than the flat difficulty number.

- Incapacitated mercenaries (mercenaries with 0 health) will no longer be able to contribute to adventure events.

- You can now MADV <adventure-id> ABANDON to prematurely end an adventure and return your mercenaries home.

- Your default mercenary adventure list will now only display your active adventures and adventures that you have completed but have not yet received the rewards from. You can MADV LIST ALL to see a list of all of your recent adventures, completed and failed.

- Mercenary adventure details will now show the 6 most commonly required mercenary abilities in the adventure. While there will be events that will require other abilities, those 6 will be the ones that show up the most, allowing you to strategically take some risks as to which mercenaries you want to send in.

- You can no longer send empty mercenary groups on adventures.

- Fixed the bad variable expansions in fight resolution messages.

Penned by my hand on the 24th of Fas, in the year 50 AM.


Previous Article | Back to News Summary | Next Article