nikos32 last won the day on June 6
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4 MOUNTHS OF BLOCK AND NO ANSWER
nikos32 replied to Vinicius's topic in [Ban Appeal] - [Apelación de Ban] - [Ban Açtırmak]
@Vinicius -
the characters in ancient/treant spots were receiving the anti-captcha notifications just fine, I don't know why you misunderstood what I said. I can spot a couple of main characters in the list, perhaps you should check it again. what was the ban reason is clearly stated in the: chatbox is not a report section, you should open a topic and do a proper report just like the players above did. but just from 1 character name that I did check, he seems to be included: https://professionalko.com/?page=char&id=darskert
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Considering that this is probably the last beginner-focused update, since there won't be any new sets of weapons or armor after this, and the focus will likely shift toward rebalancing existing items, I’d say it’s not quite the right time yet. The 2nd maintenance is almost there, though, just like the upcoming summer season for most players. Whether that means all the updates will be included or only some remains to be seen.
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Regarding the second strike, there is a possibility it may have been issued in error -- I will need to review that further. However, using a macro in an area not designated for active farming is against the rules. As for F30, it was grouped with the other characters at the time. Given the context, it appeared that a farming party had been intentionally set up with a macro running on Bowl, and the character in question isn't just a random participant. Therefore, the action was applied to the entire group.
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help recover account
nikos32 replied to edwinps's topic in [Game Support] - [Soporte Del Juego] - [Oyun Destek]
weren't you the one who contacted me on discord? I asked for some information through PM. -
Resolved I sold my MS+8 to the store
nikos32 replied to Clovis's topic in [Game Support] - [Soporte Del Juego] - [Oyun Destek]
@Clovis open and close PUS, Enhanced Mirage(+8) will then appear in your inventory.- 1 reply
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There were no changes to non-tradeable items. The merchant system has also been fully replaced, transitioning from the official version to our own. If you notice any abnormal behaviour, please report it. Typing into the merchant chat field is no longer required when setting up a merchant. Only one person reported the issue. It was live patched, and we awarded the player for his report.
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Further improvements to buff bars: Added a couple of visual cues to move operations to help explain behaviour: A yellow border will be drawn around the bar you're hovering over, to indicate it will group with that bar. A preview of the bar will be drawn in the location the buff bar will try to move to once you let go of the mouse. When grouped, bars will now be fully linked with the topmost bar: Moving the topmost bar will move all of the explicitly grouped bars below it. Moving linked bars will unlink them. The parent can link with another bar, preserving the order of its children in the new parent. Displayed bar order is now consistent and persists across logout. Previously it would only remain consistent until a bar was closed with no more icons. Now they keep the order you set, no matter what. You can now change child bar order amongst grouped bars by dragging its children onto the bar you wish to move it below: You are now able to finish positioning a bar even after its last icon expires (so long as you were already moving it before it expired): Icons will now consistently right-align or left-align depending on where the bar is positioned. If it's positioned against the left side of the screen, the icons will align to the left: Added a setting to flip the buff icon order to behave as in ROFD, where the icons display from oldest to newest: MYKO (Newest -> Oldest): ROFD (Oldest -> Newest): As always, this can be configured realtime via the Options Editor under "User interface" -> "Buff bars" -> "Icon order": The bar's lock state now persists across logout. Reworked it a little so that we could improve its performance in a few areas, e.g. ensuring we only ever update bar positioning once per frame. Added configurable map caching: When you enter a map for the second time, it will reload the cached map from memory to considerably reduce subsequent load times of that map. Note that this can use a decent amount of memory, so you should configure appropriately for your system. These options can be found in the Options Editor under "Game" -> "Map caching": As always, these settings can be configured while in-game and will update immediately upon save. Note that for performance purposes, maps will only expire when either loading a new zone, or when config was updated. Optimised out some unnecessary file I/O while walking around ingame. This should be especially helpful to those running the game on an HDD. Fixed the time of day incorrectly applying after the load screen finishes. This was causing an unintentional visible lighting change as a result of the sun/moon shifting to different places immediately after the load screen ended. Finally, we've also fixed a few server issues caused by the 17/04/2025 patch: [Hotfixed live] Fixed a bug causing item sealing/unsealing requests to fail. [Hotfixed live] Fixed a specific case causing the client to give up reconnecting when it should have simply retried. [Fixed in the previous hotfix restart] Fixed a bug on warp causing some players in the area where you are warping to visually have incorrect positions. [Hotfixed live] Fixed a bug causing Lupine Eyes' effect to break for all except the first party member (solo use was fine). Fixed a bug causing name change requests to fail. Fixed a bug causing players to be disconnected again after reconnecting, when originally disconnected by certain cases. Fixed an official server bug causing server-side disconnections to be treated inconsistently, which was sometimes causing it to allow players to reconnect after being intentionally disconnected. Fixed a bug causing dead players (who have somehow regained some HP since) to not be able to respawn after reconnection. Most likely this happened due to a delayed heal at the same time as an NPC attack, but that's a problem for another time; as far as reconnections are concerned, death prompts are now handled consistently with everything else.
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