Sarah Otter

Mad Otter Games
Developer
Last edited by a moderator
We will be bringing the servers down sometime within the next two hours to push a small fix-it patch. Servers will be down less than an hour. We will provide a 15 minute in-game warning announcement just prior to bringing the servers down. Thanks for your patience during this time!

Patch 4.57.2 Notes

Improvements

  • Golden Speed now allows emote animations to be played (dancing, bowing, flexing, etc) without dismounting. However, combat still forces a dismount.
  • Numbers that have a "k" or an "m" at the end will always display at least three digits. For example:
    • 1234 -> 1.23k
    • 12344 -> 12.3k
    • 123444 -> 123k
  • Made a variety of changes to the following raids:
  • The Chanteuse’s Rookery
    • Lilith’s range has been decreased significantly. She should now be close to melee.
      • Lilith’s enchanted music runes will only deal damage at Silver tier and above.
      • Lilith will only summon minions at Silver tier and above.
      • Minions/bosses in the Chanteuse’s Rookery should no longer have the affix, “Chilled Blood”.
      • Abelard no longer has the “Lightning Shield” affix.
  • Bandicott Woods
    • The Vicious Spiders have been removed from the survival objective.
  • Flooded Cloisters
    • Maggwood is now an Elder boss
    • Strange Fungi size has been doubled
    • Killing a Strange Fungi restores 50% of the killer’s mana.
  • Bellamere Palace
    • The feat, “Charge” has been removed from all mobs in Bellamere Palace
    • The Red Prince now reflects 10% damage (was 20%).
  • Mulgrew Swamp
    • AoE abilities have been removed from toads
    • Cooldowns have been increased for Swamp Brutes
    • Some other changes to hopefully fix FPS issues in the zone

Bug Fixes
  • Fixed: Dungeoneering was being capped at 30% instead of the correct 50%. This is now fixed- Dungeoneering now caps at 50% (at level 50). In addition to the cap at 50%, you can also receive an additional bonus to health and damage when your Dungeoneering is above the challenge level of the Raid. This is a boost of an extra 6% for each rank above, to a maximum of 30% when 5 ranks above. The maximum benefit you can now receive to Damage and Health for Dungeoneering is 50% (at level 50) plus 30% bonus (when 5 ranks above challenge level) = 80% max bonus.
  • Because of the above fix to Dungeoneering, we undid the temporary nerf to Raid monsters at Gold Tier and above. They are now set to their normal values.
  • Fixed: Sometimes the Red Prince (and other enemies) were sometimes showing the wrong buff.
  • Fixed exploit in Bandicott Woods that allowed players to sneak out of Foyer area without starting the raid. If a player leaves the Foyer area, and the raid is *not* started, then it will automatically start now.
  • AOEs will no longer add a charge to the effect, "Expose Weakness".
  • Updated text in the quest, "Romancing: Done Again" to say "dye vendor" instead of "potion vendor" in the collect safflower portion of the quest.
  • Fixed bug with drop rates for epics/armaments
  • Mana and health regeneration on reinforcement runes will now only show the in-combat increase.
  • Fixed issue that caused Big Toad in Mulgrew Swamp to send a server wide message when he is defeated.
  • Fixed issue that let players easily start the raid in Mulgrew Swamp at the position -314.5 304.8 510.3.

PC Only
  • Fixed issue that caused the portrait to not appear for an online friend if they had more than one character on their account.
  • Fixed issue that caused the friend list entries to not shrink to fit current text. Each entry should now be properly sized.
  • Fixed issue that caused previously selected friend to remain highlighted even though a different friend was selected.
  • Fixed issue that caused a highlighted friend to stay highlighted even if the cursor had left the menu. Also, fixed issue that caused a selected friend to remain highlighted after closing and re-opening the friend window.
  • Fixed issue that caused the left side of the screen (party area) to be unclickable while in a party with only a few members.
  • Fixed issue in the friends window that caused text to display "None All" if a character had no friends. The text should now show, "You have not made any friends in Villagers and Heroes yet." if you have not made friends.

Mobile Only
  • Hopefully fixed issue that caused C.O.G supplies to be displayed at small sizes for certain resolutions.
 

Zaphyra

Master Villager
Characters
Retired
Platform
Android, PC
When can we get a fix for the quests/tier rewards not matching the player’s class? If it’s not tradable, it should definitely match the players class (like all other quest rewards).

Raiding to a higher tier and getting an item that is little more than shop food is too harsh.
I'd also like the soulbound items we buy with Ducats, to match our mastery. We're paying for these items with Ducats, earned by Raiding or purchased from the Crown shop... stats may vary, but they should match our mastery. Nothing's more frustrating than getting an item with all the stats you want... for the wrong mastery ☹👉 🥳 ... 😦 ... 🤬 ... 😖 ... 🥺 ... 😭
 

Sarah Otter

Mad Otter Games
Developer
Server messages have gone out. In case anyone missed them, servers will be coming down in about ten minutes from now.
 
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Zaphyra

Master Villager
Characters
Retired
Platform
Android, PC
Server messages have gone out. In case anyone missed them, servers will be coming down in about ten minutes from now.
Sometimes we spend a lot of time in the forums complaining or suggesting improvements *cough* ME *cough*... but I hope all the Otters know that our complaints and suggestions are based on our love of the game... and we really appreciate the Otters listening to our feedback and working to make improvements. Thank you very much! ❤💕
 

Lyrra

Huntress
Characters
Lyrra, Lythe, Livelie, Chicken Little, xFURIx
Platform
iOS, Android
When can we get a fix for the quests/tier rewards not matching the player’s class? If it’s not tradable, it should definitely match the players class (like all other quest rewards).

Raiding to a higher tier and getting an item that is little more than shop food is too harsh.
I am a Nature Hunter with ONE marksman spell on my bow... Concussion. Yet the vast majority of drops I am getting are for Marksman... including a natural legendary bow... Boo!

I am wondering what is being used by the game to determine a player's drops? If it is our gear, we will continue to get mismatches, because many use one or two of the other build spells available.

It seems to me it might be better to go by what talents we have chosen.

For example, I have 100% of my nature talents maxed... if that information was used, I would get mostly nature drops, which would make me very happy!

Hybrid builds could get the same percentage of drops for each build choice as they have selected on their talent tree.
 

Lyrra

Huntress
Characters
Lyrra, Lythe, Livelie, Chicken Little, xFURIx
Platform
iOS, Android
Sometimes we spend a lot of time in the forums complaining or suggesting improvements *cough* ME *cough*... but I hope all the Otters know that our complaints and suggestions are based on our love of the game... and we really appreciate the Otters listening to our feedback and working to make improvements. Thank you very much! ❤💕
Absolutely!!
 
Reactions: Zaphyra
  • Likex1
Platform
Steam
I am a Nature Hunter with ONE marksman spell on my bow... Concussion. Yet the vast majority of drops I am getting are for Marksman... including a natural legendary bow... Boo!

I am wondering what is being used by the game to determine a player's drops? If it is our gear, we will continue to get mismatches, because many use one or two of the other build spells available.

It seems to me it might be better to go by what talents we have chosen.

For example, I have 100% of my nature talents maxed... if that information was used, I would get mostly nature drops, which would make me very happy!

Hybrid builds could get the same percentage of drops for each build choice as they have selected on their talent tree.
It isn't related to skills, it's related to which mastery is higher. Most of your drops will be for the higher mastery(tho you still get items for the lower mastery sometimes.).
 

Ekimie

Hunter
Royal Guardian
Platform
Steam
I am a Nature Hunter with ONE marksman spell on my bow... Concussion. Yet the vast majority of drops I am getting are for Marksman... including a natural legendary bow... Boo!

I am wondering what is being used by the game to determine a player's drops? If it is our gear, we will continue to get mismatches, because many use one or two of the other build spells available.

It seems to me it might be better to go by what talents we have chosen.

For example, I have 100% of my nature talents maxed... if that information was used, I would get mostly nature drops, which would make me very happy!

Hybrid builds could get the same percentage of drops for each build choice as they have selected on their talent tree.
I got this but everything for nature, I have 0 nature spells or talents. It's super frustrating. epics (if they drop at all) are nearly always nature
 

Ekimie

Hunter
Royal Guardian
Platform
Steam
It isn't related to skills, it's related to which mastery is higher. Most of your drops will be for the higher mastery(tho you still get items for the lower mastery sometimes.).
no that is quest rewards. for drops it doesnt (seem to) work that way, because my nature mastery is near 0
 
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Zaphyra

Master Villager
Characters
Retired
Platform
Android, PC
I am a Nature Hunter with ONE marksman spell on my bow... Concussion. Yet the vast majority of drops I am getting are for Marksman... including a natural legendary bow... Boo!

I am wondering what is being used by the game to determine a player's drops? If it is our gear, we will continue to get mismatches, because many use one or two of the other build spells available.

It seems to me it might be better to go by what talents we have chosen.

For example, I have 100% of my nature talents maxed... if that information was used, I would get mostly nature drops, which would make me very happy!

Hybrid builds could get the same percentage of drops for each build choice as they have selected on their talent tree.
I feel your frustration and I'm only guessing, but I think the majority of our drops are meant to be for the opposite mastery, to encourage players to buy/sell/trade gear? :unsure:

Either way, it feels like almost all my drops are for the opposite mastery and I'd really like to get more items in MY mastery. 🙏💕
 
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Zaphyra

Master Villager
Characters
Retired
Platform
Android, PC
It isn't related to skills, it's related to which mastery is higher. Most of your drops will be for the higher mastery(tho you still get items for the lower mastery sometimes.).
I'm not sure that's correct... my Fire Mastery is much higher than Ice and the majority of my drops are Ice. 🥶

I thought this might be intentional, to increase trade between players... but if you're getting more drops for your mastery, maybe the drop-rate is bugged for some players or classes? :oops:
 

Sinjin

Jack Of All Trades
Platform
iOS
Last edited
Drops are purely random. (Edit: not purely random. Drops are weighted in favor of your base class, so as a Hunter you’ll see more Hunter rewards than you will warrior rewards... but there is an equal chance for them to be for either Hunter mastery.)

Quest rewards always follow mastery. Well, they did... until they added raid quest and tier rewards and decided to call them quests, but didn’t force them follow quest reward rules. Now it’s “some do, some don’t”.

If its bind on pickup (quest rewards, ducat rewards, raid quest rewards, raid tier rewards), it should always follow mastery. Anything else is a bug.
 

AirAmy222

Huntress
Characters
ToughKitty, TKO1, Furrball
Platform
iOS
I am a Nature Hunter with ONE marksman spell on my bow... Concussion. Yet the vast majority of drops I am getting are for Marksman... including a natural legendary bow... Boo!

I am wondering what is being used by the game to determine a player's drops? If it is our gear, we will continue to get mismatches, because many use one or two of the other build spells available.

It seems to me it might be better to go by what talents we have chosen.

For example, I have 100% of my nature talents maxed... if that information was used, I would get mostly nature drops, which would make me very happy!

Hybrid builds could get the same percentage of drops for each build choice as they have selected on their talent tree.
Great suggestion! Often wondered why I am marksman and 95% of my drops are nature
 
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Helos

Citizen
Characters
Helos, Helox, Heloq
Platform
iOS
Not to be too pesky, but there wasn’t anything about the dungeoneering bug, Will that be in a later patch? Also, purely a question, will dungeoneering reset at the end of each season?
 

TheRam

Adventurer
Platform
PC
Thank you very much for the speedy fixes on these important issues that were hindering gameplay!!! Otterz rulez!
 

Damon Otter

Mad Otter Games
Developer
p.s. Forgot to post this:
  • Fixed: Dungeoneering was being capped at 30% instead of the correct 50%. This is now fixed- Dungeoneering now caps at 50% (at level 50). In addition to the cap at 50%, you can also receive an additional bonus to health and damage when your Dungeoneering is above the challenge level of the Raid. This is a boost of an extra 6% for each rank above, to a maximum of 30% when 5 ranks above. The maximum benefit you can now receive to Damage and Health for Dungeoneering is 50% (at level 50) plus 30% bonus (when 5 ranks above challenge level) = 80% max bonus.
  • Because of the above fix to Dungeoneering, we undid the temporary nerf to Raid monsters at Gold Tier and above. They are now set to their normal values.
 

MadameAnna

Huntress
Characters
Madame Anna
Platform
Android, Steam
why you erase my reply when i asked you whether its counting from base health or like it should be from all hp? :mad:
 
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sirbabbo

Guest
p.s. Forgot to post this:
  • Fixed: Dungeoneering was being capped at 30% instead of the correct 50%. This is now fixed- Dungeoneering now caps at 50% (at level 50). In addition to the cap at 50%, you can also receive an additional bonus to health and damage when your Dungeoneering is above the challenge level of the Raid. This is a boost of an extra 6% for each rank above, to a maximum of 30% when 5 ranks above. The maximum benefit you can now receive to Damage and Health for Dungeoneering is 50% (at level 50) plus 30% bonus (when 5 ranks above challenge level) = 80% max bonus.
  • Because of the above fix to Dungeoneering, we undid the temporary nerf to Raid monsters at Gold Tier and above. They are now set to their normal values.
It’s still reading base health and not the stats you are saying it should be. Need this to be fixed please. Submitted bug reports and nothing.. also the Relics in heroic are giving rare relics, kinda defeats the purpose of us raiding high heroic levels. Submitted a bug report to.
 
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