Interview Q.) If we are all going to a University to learn how to pilot giant armed to the teeth mecha... where did we go for High School? A.) Mecha Lecka High of course!
K&S! The long-awaited Knife & Spork Challenge Updates have begun! If you have completed the first set of ten Grand Opening Challenges, click the new "More" button above the Contest button to access the second set of challenges, called the Advanced Contest. Challenges 11 and 12 are playable now, with more in the works.
Challenge 11 is a special feature, incorporating the winning designs from a forums contest to Build Your Own Mecha, held 'way back in 2010! Maverik, Vadriel, Bling bla, and Lyris (who entered that contest before she joined the MQ team) finally got their designs in game! It is recommended that you be Level 28 when facing these enemies. Defeating them all opens up a shop with a higher-level Pan arm and also unlocks Challenge 12.
Challenge 12 gives you a series of L30 opponents - one from each House with some customization and stats trained, and a couple of students with Anniversary models and trained stats.
We had a blast pretesting this. One of the Contestants was a little crazy at first - he equipped mini-mechas to his mecha! (That's a byproduct of the intended weapon being the default to a different chassis rather than a standalone weapon.) So Vivi grabbed the screenshot and after we laughed our heads off for a while, I changed things up a bit - we still used the general theme of Bling bla's winning entry as inspiration.
Updating the K&S has been promised for ages but now that I'm able to set them up myself, I'll keep adding new challenges for everyone - and keep your eyes on the forums because I'm going to be looking for more of your setups for new Challengers!
Wrangler Buff! And now from Vivi, the Wrangler mecha buff details:
Specials are listed as NSC (SC, NG) FA, 3 Hits: ---> CD= 2 - Hit 1: +30 (40,50%) damage - Hit 2: +55 (65,75% damage - Hit 3: High (Guaranteed, Guaranteed) chance for a crit
There's a chance the gun will jam - when it does, no damage is done but there's a good (guaranteed, guaranteed) chance for a stun and your bonus increases by 10 (15, 20) for the rest of the fight
BA, 2 Hits: ---> CD= 2 - Hit 1: lowers immo resist by 50 ( 80, 120) - Hit 2: Good (guaranteed, guaranteed) chance for a crit, tries to stun
Shoulders, 5 Hits:---> CD=2 - in creasing damage by +5 (10,+15%) for every Hit - Good (high, guaranteed) chance for an extra Hit, extra Hit crits ( same base damage of Hit 5)
Head, 2 Hits: ---> CD = 5 - Hit 1: blinding NoT, - 5 (8,10) BtH per turn for 5 turns - Hit 2: normal (1.5 time, double) HP DoT for 5 turns SC / NG only: - additional Hit 1: general damage BoT, +8 (10) damage per turn for 5 turns NG only: - additional Hit 2: 1.5 time EP DoT for 5 turns
Thanks for the details & for coding them, Vivi!! And thanks to blues for designing them!
Persistence Bonuses! Korin went through a TON of early quests and added persistence bonuses, so doing the jobs will go faster. I think after we rolled I updated a total of 15 quest names - the Museum quests, the Police quests, and the Hospital quests were all on the list. Thank you, Korin! We have plans to improve the Ghosthunting quests by changing how soon you earn the rewards - and long-term ideas about making that Ghosthunting training pay off.
New Planet Coming Soon! Lyris and Minar and Arklen have all been working on assets for the upcoming new planet - for which Lyris designed the concept & storyline. I've been working with Lyris on some of the script details while she does cutscenes - Minar has some backgrounds in the works and Arklen & Korin are working on vectorizing & animating some NEW enemies drawn especially for MQ by Thyton!
Thanks for playing MQ - don't forget to send your referral links to your friends and family so you can earn bonuses when they play - and have a great weekend!
The War Is Over! Rewards are all unlocked already!
You can still play through it so don't worry - it's just all unlocked and here is how it went down. Freddy Yeti was trying to send you tech as a Frostval present, and Mr. Z sent EC units to intercept the shipment and get hold of it for EbilCorp. There was a war - and you won it in what just might be record time! You went out on Thoh to find the parts that went missing when the starship crashed, and you had to fight mini-bosses to get each piece of the mecha. (You can still do this.) You are able to collect them for a build-a-mech style or just to use as weapons as you go along - and if you can defeat Mr. Z you open shops with a chassis (NSC, SC, and NG versions) and a fully-decked-out mecha model (for Nova Gems only).
Happy Frostval to All! You really pulled together and fought valiantly - great job!! This release was a lot of fun to put together. It was kind of crazy and a lot to do - and with it being a short week & people on the team having limited time with school committments, travel, computer issues I have to say I'm amazed & proud of us for getting this release out to you! Also even knowing that, for some reason I decided I should make a bazillion levels of everything so everyone would be able to have nice rewards so I gave myself a ton of extra work - but it all came together in the end! I like to try to fill you in on who did what, and I'm hoping I don't forget anyone's contribution... Lyris did the opening cutscene and Korin set up the mecha & did the war questing. When Korin finished vectorizing and animating, Minar shaded & colored the mecha. I learned how to break off the weapons to make into standalones and also how to make an empty chassis. Vivi's laptop is having serious issues so I asked blues for relatively simple specials design & then I coded the weapons with Vivi's help when he could get online on his family PC, and then when Korin finished the quests & came back from a bit of Christmas shopping, I turned the chassis (body attack) and fully-equipped mecha over to Korin to code so I could do some Christmas shopping. Vivi & Korin are really good teachers and Warlic laid a good foundation in helping me understand the basics - not that I was writing new code or anything, but you have to know what to modify and where it belongs in order to get things working as intended. The worst thing that happened (that I know of so far anyway) wasn't a coding issue - I made some kind of weird error when setting everything up in the database and for a few hours the weapons were unsellable and un-destroyable. That's fixed now, though. I'm hoping there aren't any major bugs with any of the specials!! If you find one, please let us know on the Gremlins forum.
A facebook friend of mine, David Lark (a.k.a. davids8765 if you play AQWorlds), helped me with names for the rewards - huge thanks!! The language of Latvia is featured - and it's my fault if anything is misspelled! Also a forum member, Master Merlin, mentioned on the forums that he had suggested pricing the Build-a-Mecha chassis the same as a standalone weapon - I used that concept (& it may be that others have suggested the same but his came to my attention) with a bit of tweaking from Vivi to keep it affordable and in line with our 1000-NG pricing of a completely-built model.
Specials:
FA Sniega Lielgabals SC only ---> CD=0- starts with extra damage- adds +20% damage per use (only the weapon), caps at 300%- adds +10 BtH per use (only the weapon), caps at 100 BtH
BA Ledus Bumba (NSC, SC, NG) ---> CD=3- starts with extra damage- normal (NSC) /1.5 time, double) HP DoT for 3 turns- SC and NG only: 20 roll for stopping enemy EP regen for 3 turns- NG only: 40 roll for a crit
FS Laasteka Shot (NSC Only) ---> CD=3- starts with extra damage- Chance for a 1.5 time EP DoT for 3 turns- chance for a critical strike
BS Laasteka Shard (NSC, SC, NG) ---> CD=3- starts with extra damage- Chance (NG guaranteed) for a normal (NSC) / 1.5 time (SC) / double (NG) HP DoT for 3 turns- SC and NG only: chance for a crit- NG only: chance for stopping enemy EP regen for 3 turns
HD Sniegapika Volley (NG only) ---> CD=5- starts with 1.5 times damage- general damage boost of +12 per turn over 5 turns- general BtH boost of +15 per turn for 5 turns- defense BoT of +10 per turn for 5 turns
Chassis Milziiga Sniegapika (NSC, SC, NG) ---> CD=5- Uses 0 EP- gives the mecha higher EP reserves. - starts with extra damage- NSC & SC have a chance and NG guarantee for damaging also EP with half of damage done to HP- SC and NG only: double HP DoT for 5 turns- NG only: chance for a critical strike.
If you have the fully-equipped Nova Gem model, in addition to the NG specials described above, the weapons which don't sell as standalones for NGs have the following: FA: - starts with extra damage- adds +25% damage per use (only the weapon), caps at 300%- adds +15 BtH per use (only the weapon), caps at 100 BtH FS: starts with extra damage- double EP DoT for 3 turns- chance for a crit- additional chance for damaging EP with half of damage done to HP
Ok I think that should cover it all! Oh - also if you are a Star Captain be sure to grab the gift boxes - they will open on gift-giving day which is traditionally New Year's Day so I'm shooting for that as our deadline for having them all ready but if we have to be a little later this time it'll still be early January - and the wrapped gifts are fun to play with before they open, anyway!
Have a very happy Frostval! Thanks for playing MechQuest!
There is a NEW Star Captain Back Shoulder weapon in the Traveler shop!
The Grapnel ALB series is a powerful grappling hook styled weapon that has 0 cooldown, increases in power with every use, and has a good chance to deal an HP and EP Damage over Time attack that also increases over time.
You will also find a new shipment of the TNSEWP series including a NEW Level 45 version - and in the Nova Gem shop, the Serious Gatling series has returned!
Screenshot Contest Winners now on the Screenshot Page! Check them out here
Congratulations again and thanks again to the winners:
BILF BELF Blackshock Brownie crazy penguin DiEgO26 EinhanderX01 golden1231 Leon~o Lord Crepe Matri Myra RRR2ok Sarnagon Selutu shattered17 Sparticus Sudz16 WAR, Terra THIS_IS_SPARTA Wizard Man Xrazoc
(note that the screenshots don't appear on the page in this order)
As you might have guessed, we are working on the Finale of the Zargon Wormhole for next week! This release features intense cutscenes, a new challenging boss battle, and lots of excitement. I know, we've left you in suspense over what will happen with Zargon... no spoilers coming from me!
We've got a lot more plans for MechQuest coming along after this Wormhole wraps up, too. I'm really bursting with excitement about everything - I can hardly wait for next week and beyond! Huge thanks to everyone on the team making all of this happen - but most of all, thanks to all of you playing MechQuest! Hope you're having a great summer - or winter, if you're in Australia for example - and enjoy your weekend!
NEW Wormhole Quest (access it via the Dean Warlic button in Soluna City): It's a race against time - can you get to Starstorm before Boltavolt does? (Cliffhanger...) The cutscenes in the Wormhole this week are the simple style, rather than the animated, to give Lyris some breathing room. The backgrounds - specially destroyed by Minar - have some animated fire effects. Note that this can cause a bit of lag in the quest, but shouldn't affect your ability to complete it.
Here's Vivi with the specials he programmed into the new Star Captain Monthly Mecha, the Dharmahp, according to blues' specs:
BA - 2 Hits --> CD=2 Both hits do increased damage First hit lowers immobility resistance by 100 for 3 turns Second hit attempts a stun
FA - 2 Hits All hits do increased damage First hit lowers enemy bonus by 30 for 3 turns Second hit lowers enemy defense by 50 for 3 turns Chance for a third hit
Shoulders - 2 Hits ---> CD=1 Alternating damage buff. Start with 125% damage and add +15% every turn, caps at 250%
Head - 3 Hits Increasing damage per hit Hit 1: Chance for a Bonus BoT, starts with +10, adds +10 every turn, lasts 5 turns Hit 2: Chance for a double HP DoT for 5 turns Hit 3: Chance for HP drain of damage done Damage BoT, starts with +10%, adds +10 every turn, lasts 5 turns (not tied to any hit, activates at the end of the attack)
Body - 2 hits Both hits do increased damage Critical BOT. Starts with 5% and adds 5% crit chance every turn, caps at 75% (not tied to any hit, activates at the end of the attack)
Thanks for putting that together!
We had lots of time for testing and tweaking, so we hope you won't find any Gremlins - if you do, please report them via the Gremlins forum
Have a great weekend - stay cool if you're in a hot climate, and keep warm if it's your winter! Thanks for playing MechQuest!
When Char opened the wormhole and it led to... Zargon, in the VERY recent past, this created the possiblity of averting catastrophe. But, the Queenadent wants you and Sys-Zero to avoid getting involved with events because Chronal Paradoxes are unpredictable and dangerous... You will be faced with a choice: what risks are you willing to take?
With more amazing animated cutscenes by Lyris, rewards drawn & animated by Minar, coding by Vivi and me, Maegwyn (quest by Vivi incorporating an idea of Minar's, arm coding by Vivi, specials designed by blues // enemies coded, stat setup, and re-color, & town file setup & coding by Maegwyn) this was a fun collaboration! I really enjoyed coordinating everything and pushing my limits a bit, too. We miss Korin & hope he's having a nice vacation!
As you explore the Lair, you have the chance to pick up a key card each time you battle one of the Guard Drones. After you complete the quest and return to Sys-Zero, you'll see that he has a new shop - if you don't want to spend time questing for a key card, you may purchase one for Nova Gems!
This quest has three new swordfighting enemies - if you are not a Star Captain, this will be your first encounter with an opponent who can actually pause to regenerate mana points! There is an A, a B, and a C - one of the three is quite dangerous, especially if you are not prepared! (Hint: if you think you encountered the most dangerous one, you may or may not be right.)
Note that there is a Gremlin (a bug) at the engine level - if you have a temporary sword equipped, such as the Yokai Blade, and you find the key, the shop unequips your Energy Blade. So if you are a non-Star Captain, you will want to use one of your strong blades such as the Ultraviolet from Necryptos...
If you can find the hidden shop, the rewards are a hand-to-hand Energy Blade and a mecha-equippable Front Arm, both drawn & animated by Minar!
The hand-to-hand energy blades may seem similar to the ones you can buy on Necryptos at first glance. There is one for Star Captains and one for NSC players. There are two differences: the Volt Spike and Bolt Spike are compatible with the Yokai Ninja Uniform's Magic attack, and they also give you a little buff to your Power Stat when equipped!
Let's go to Vivi for the run-down on the specials on the mecha-equippable Volt Strike series that he coded from blues' specs!
This sword is available to all players, and has SC-powered specials even for NSCs!
Against Equippable enemies: 125% damage Chance to disable a weapon each use on hit. Order is FA/BA/FS/BS. Star Captains ONLY: Starts with the head instead, and you get a guaranteed stun when disabling it. Every other use of the weapon attempts a resistable stun with immobility resistance lowered by 50.
Against Unequippable enemies: 125% Damage Chance to inflict an HP and EP DoT. These DoTs grow more powerful each time you inflict them.
Thanks, Vivi!
So it looks like, unless everything breaks unexpectedly, we'll actually have an early release so we can head over & check out the Arc Attack special event in AQWorlds! I am a huge fan of Arc Attack - I saw them at DragonCon one year with Artix & a few other people from AE! (Have you been watching the behind-the-scenes happenings on the Play by Play at that link?) So maybe we'll catch you online in AQWorlds a bit later, or on the forums as usual!
Thanks so much for playing MechQuest! Talk to you again soon - have a great weekend!
The Traveler Gets a New Shipment! A Star Captain Head complements the Ring shoulder series, and a Nova Gem and a non-Star Captain shoulder also arrive!
The Star Captain Macabre Circlet series: Each of the 4 hits has a chance for a critical hit. Can nerf enemy damage by -10% for 5 turns. Can reduce enemy Bonus to Hit by -10% for 5 turns. Has the potential to do HP and/or EP Damage Over Time for 5 turns.
The Nova Gem Poison Cannon series: May add +30 to your Bonus to Hit for 3 turns. Good chance to do critical damage. May mergepurge all Bonus to Hit nerfs affecting you; can also mergepurge all Damage nerfs affecting you.
The non-Star Captain Flamethrower series: Does extra damage. Good chance for an HP DoT - decent chance for an EP DoT as well. Also has the potential to blind the enemy with a Bonus to Hit Nerf over Time (-10 per turn for 3 turns).
The 4th of July Mecha Models stay in the shop over this weekend! NG and SC get a buff! A lively discussion of the power level of the Deflagrator models is underway on the Balance Discussion Forums. After some mid-week Staff discussion of your comments, we decided to buff the Star Captain and Nova Gem models a bit - the Star Captain models now have a chance to get what was previously the Nova Gem exclusive special, and the Nova Gem models have a greatly-increased chance of that special. So we are keeping the shop open this weekend for you to pick up a Deflagrator.
Char is working on opening the wormhole... but...
This is a sneak-peek from one of the upcoming cutscenes in the newest Wormhole chapter of the Dragonoid saga! Lyris has been putting together some epic scenes and we are working on quests, enemies, and ... rewards! Thyton is drawing up something amazing, and as this unfolds over the next few weeks we think you will be on the edge of your seat!
Minar, meanwhile, is working on an exciting top-secret project in his spare time, while keeping busy designing and animating weapons! Awesome art, as always!
I guess that's it from me for now - I feel like I'm forgetting something I meant to tell you, other than to thank you - and I'll see you on the forums (and facebook, and formspring, and twitter...)
Gremlins Fixed: A huge shout-out goes to NaturallyMaria on the forums for helping confirm and isolate these Gremlins from Yokai! Thanks to Vivi for the fixes! (I helped. Just saying so's you don't think I do nothing. Ha!).
Snake Master Arms: The damage boost and crit boost should be working now The NG special is functioning properly
Tengu Wings: NG version now has correct specials (was using SC numbers before) BTH buff and debuff effects respect the stat cap
Tiger FA: Respects the stat cap Does not reset itself to 0 when you reuse it
Tiger BA: Now increases your boost properly
Also here are the weapon specials from Friday:
Phoenix (1 hit, SC) Quest Reward - Traveler - 1.25 times damage - Chance for 1.5 time HP DoT over 5 turns - Chance for 1.5 time EP DoT over 5 turns - Chance for an HP Heal Over Time over 5 turns - Chance for an EP Heal Over Time over 5 turns
Lightning (1 hit, SC) - 1.25 times damage - Chance for blinding effect, BtH NoT of -10 per turn for 5 turns - Chance for BtH BoT, +10 per turn over 5 turns - Chance for damage NoT, -10% per turn over 5 turns - Chance for damage BoT, +10% per turn over 5 turns
Beam (2 hit, NG) - 1.5 times damage Hit 1: - Chance for a damage BoT of +10% per turn over 5 turns - Chance for a 1.5 time HP DoT over 5 turns - Chance for a 1.5 time EP DoT over 5 turns Hit 2: - Chance for a damage NoT, -10% per turn over 5 turns - Chance for a BtH buff of +50 for 5 turns - Chance for a BtH nerf of -30 for 5 turns
Rift (2 hit, NSC)
- Chance for 1.25 times damage First hit - Chance for a BtH buff of +20 for 5 turns - Chance for a 1.25 time HP DoT for 5 turns Second hit - Chance for a damage Buff of +15% for 5 turns - Chance for a 1.25 time EP DoT for 5 turns
Thanks to blues for designing those, and to Vivi for coding them (and writing them up!) Also - Plasma Charge is the person I wanted to thank for reminding me about the MechQuest facebook page updates.
Hope you all had a glorious weekend! I went to a nice party and had ice cream and worked in the garden - and I'm still at war with the ants... having fun now working with the team to bring you something new! See you on the forums!
So today's release brings new Head weapons to the Gameshow planet and buffs the Mechatron SCMM model.
Here's Vivi with a rundown of the SCMM changes:
Switched the BA so that the specials are more aligned with the rest of the mecha BA is more damaging Head is clickable, toggles whether you'll turn shifting on or off when you attack with it Head gives +30 defense or boost depending on your current toggle Shifted body keeps some crit damage and reduces bonus by 10 per crit instead of 7 Shoulders deal a bit more damage, effects are slightly stronger FA Crits on second hit whether or not you are shifted
Also the default weapons have +2 to crit, and the body has +10 to crit. That's a database-based tweak, suggested by golden1231 on the forums. Besjbo created the discussion, and notable participants were EinhanderX01, glaisaurus_x, NaturallyMaria, Selutu, Street Halo, TostiTostelli, $$$$ (and maybe more but those were the constructive posts that stood out for me - if I missed your post, it was nothing personal - please PM me on the forums please with a link!) - thanks as always for your valuable input!
Then back to Vivi again:
NG Head: 150% damage Even odds of either +40 boost to yourself for 5 turns, -40 boost to opponent for 5 turns, or both ("even odds" meaning 1/3 chance of each) If you're in the Mechatron, this will also trigger or disable the data shift the same way its default head does
SC Head: First hit gives -20 defense Second hit deals 150% damage and either stuns the enemy or heals you equal to damage dealt (50/50 chance of either)
NSC Head: 120% damage Chance to inflict a 1.5x HP DoT on hit
Thanks again, Vivi!
We worked hard on getting this together for you, and we really hope you like the new Heads! Also, in theory the buff to the SCMM should set it up to power standards. We tested it and it definitely plays better - if you have something more tweak-needing to discuss, please use the Mechatron thread in the Game Balance Discussion forum.
If you're in the area, you should check out PariahCon this weekend! Korin & Charfade were instrumental in setting this up, and ArtixEntertainment has a booth so you really should go if you can! And on that note - thanks for playing MechQuest - please don't forget to tell your friends - and have a fantabulous weekend!
Rescue Quest: Though this was put through the wringer of extensive testing, even still when you reached the 75% mark and unlocked it, it became clear that I should have made the timer longer to accommodate some of the lengthier animations of various mecha models and equipment setups. I've made the timer longer now, but hopefully still enough of a challenge to be fun.
Imbiber Bugfix and Buff: Part of the issues with the underwhelming performance of the Imbiber was the result of a bug. Korin made an engine change and Vivi made the code play nice. Also, blues and Vivi and I discussed the buff and looked over your notes in the Game Balance Discussion section of the forums, and here is Vivi with a run-down of the buff details:
Buffed Stats for the Imbiber: DOT Shield is the same as before
Body:
125% damage
If you have enough EP to not go below 0 with this effect, 50% crit chance. If the attack is a critical hit, takes additional EP from you equal to WeaponCost at your level
50% of damage is also inflicted to EP
Head:
Each hit rolls between 0 and 50% bonus damage
First hit heals HP equal to the damage done
Second hit heals EP equal to the damage done
Front Arm: Inflicts a 2x EP DoT, lasts three turns
Back Arm: Inflicts a 2x HP DoT, lasts three turns
Front Shoulder: Inflicts a 1.5x EP DoT and heals your EP each turn by some amount based on your mecha level (this amount has increased from before)
Back Shoulder: Inflicts a 1.5x HP DoT and heals your HP each turn by some amount based on your mecha level (this amount has increased from before)
The fix and buffs should bring the Imbiber up to expectations. Thanks for your feedback on the forums!
I also put the Ice Harvester and Shadowed Arthurian Lion mecha models on a diet so that they can now be used for the timed quest and other walkaround maps. Thanks to everyone for your reports in the Gremlins forum! Now that I've got the hang of fixing that Gremlin I'll be a lot faster at that (and ideally we will catch those now before they roll Live...)
You haven't heard from me on the Design Notes much lately - I'm happy to say that I'm working from home now instead of on the coffee shop circuit! I'm about five times as busy as normal at this stage - working with Vivi and Lyris on an upcoming release, which I can't remember whether Korin has mentioned so I won't say too much for now - along with working ahead on putting together another quest - and then more current things like the usual testing, fixing your House Affiliation Gremlins, doing all the database entries for the upcoming rewards to give you some examples of what I might be up to on a given day. I'll try to be more talkative!
Selectable Ammo! People have mentioned liking to hear who did what for a release, so here is a little breakdown of this part. Vivi updated the code for the Crow's Cannon weapons with the long-hoped-for Selectable Ammo feature! Hooray for Vivi getting this function to work! I set up higher-level versions of these in the database, and also now they display the DPT and EP costs and have updated descriptions (database work). Blues provided the buffs to the ammo specials, which Vivi coded up. You will need to travel to Crow's Nook on Lagos to get the Crow's Cannon series weapons - ammo is available also at Tek's Mechs for convenience.
Vivi provides the details:
General Info: -NSC cannons scale from 20 to 30 and 31 to 40. -SC and NG cannons scale from 25 to 35 and 36 to 45. -The NSC cannon does 110% damage, the SC cannon does 120% damage, and the NG cannon does 125% damage -Clicking the cannon will allow you to rotate through the ammo in your inventory.
If you run out of one type of ammo while you have another in your inventory, the cannon should automatically switch to an ammo you do have without being clicked. If you run out of ammo completely or if you don't buy any at all, the weapon should become unusable (CD set to 999999).
The weapon special is determined by the type of ammo loaded. The NG cannon has slightly improved specials.
(NSC) Burning Cannonball: ---> Chance for an 1.5 time HP DoT, lasts 3 turns
(SC) Cast Iron Cannonball: ---> 70% (80% on NG) chance for a critical hit
(SC) Flash Cannonball: ---> Chance for -30 (-35 on NG), Bonus, lasts 3 turns
Thanks, Vivi!!
New Quest at the Knife & Spork! Talk to Marza Pan, who is standing behind the cash register, to access the new quest. This is available for all players, whether you have completed Maegwyn's Grand Opening Challenges or not. It is actually an introduction to the long-promised new challenges that will be coming to the Diner later this year. This quest will not go rare. You may play it as many times as you like - choose to heal in between, or try it without healing. It does not open up a shop - just another place to get experience and credits with a little bit of storyline attached. As for who did what for this ... all art was re-used, but I did mess around with the boxes and the backgrounds and the scaling of your mecha as you are in the Walk sequences. I wrote the storyline and the dialogue, and set up the quest and the addition to the town file. I chose the enemy list and did the coding for the stuff that needed it - enemies do not have new code. Korin's lessons over the past 2 weeks really paid off - while I did manage to break the quest a couple of times, I also didn't have to ask him a single question about setting it up or about fixing what I broke! (I have discovered that while I'm also very good at breaking things, the experiences with chasing Gremlins and learning what makes them tick and how to fix them have helped make me pretty good at figuring out why something has gone flibberty and fixing it back up again.) Also Azami was here to help with final testing!
MQ Team Notes: There has been a lot of concern about MQ's team, so here's a little peek at some of the things we're all doing. Korin is working on really awesome stuff for the upcoming planet and providing moral support & direction leading this whole project along. Jemini is providing some backgrounds (the art that sets the scenes so everything is not just gunmetal blue) for at least one of our upcoming releases. Minar is working on at least one weapon that I know of for sure and possibly more than one (design, art, animation). Lyris has been doing some things for upcoming releases. I should ask Korin what Thyton and Arklen are up to, and here he is now! Ok, Korin tell me that Thyton has drawn some bzzts for the new planet and Arklen just finished animating one of them. I've probably forgotten someone - not being at the Secret Underground Lab, sometimes I overlook what other people are doing for MechQuest. So if I forgot anyone it doesn't mean they're not crucial members. I know that Warlic is available especially for any music needs MQ may have, and always answers questions and is willing to lend a hand when needed. Also I left some things & people out because of what is...
Coming Next Week: While Korin works with Dumoose and Llussion on the game challenge thing next week, he is letting me steal the MQ release again! blues and Vivi are plotting the SC challenge - we've been working on this for a while now. Vivi will code what blues designs for the enemies attacks, Minar is designing & drawing & animating the reward - I will be setting up the quest, putting the code on the buttons and so forth, and doing the database work. (Each enemy or monster needs an entry - each reward needs entries with DPT and EP costs, names, descriptions.)
I hope that gives you a nice window into things MQ - and I hope you enjoy this week's release! Have a great weekend!
Normally I would only give you guys the quick-and-dirty details of a new weapon or mecha, but with how awesome Chrono is I decided that a more extensive write-up would be worth the time. So here is what Chrono is capable of.
First off is the Front Arm - Chrono-Meter. This weapon's effect changes depending on how long you've gone without using it or the body attack, so be sure to plan your timing with this weapon to get the best effect possible! -1 round (body was used last turn): 125% damage -2 rounds: 130% damage, boost increased by 15 for 3 turns -3 rounds: 140% damage, boost increased by 20 for 4 turns -4 or more rounds: 150% damage, boost increased by 15 per turn for 4 turns
Next is the Back Arm - Chrono-Cannon. This attack deals 125% damage and also inflicts your enemy with a Nerf Over Time that will decrease their bonus by 12 points each round. A simple weapon on its own, but it plays well to Chrono's strength as a long-term battler and has great synergy with Chrono's head and body attacks.
Now for the shoulders - Timestopper. These shoulders work together to keep your opponent immobile while you set up your buffs and nerfs, ensuring that you won't ever be left vulnerable at the start of a battle or after effects begin wearing off. The first time you use either Timestopper shoulder, it will attempt to stun the enemy mecha. If it fails then your next Timestopper use (whether it's the same shoulder or the opposite shoulder) will lower their immobility resistance before making its attempt. On top of all this, the one turn stun will occasionally turn into a two turn stun, buying you even more time to do what you want! Quite a duo indeed.
Next up is the Head, Chrono-Graph, which is a very important weapon for Chrono. It deals increased damage, and by itself also inflicts a 1.5x EP DoT. However, if you've activated one of Chrono's over-time buffs or nerfs (such as the ones on the arms), the effect changes! This weapon is capable of moving the clock back and increasing the duration of an over-time buff that you've applied to yourself by 1 turn, OR moving the clock forward and causing an over-time nerf on your enemy to skip a weaker nerf for a more powerful one! With all of the over-time effects that Chrono has access to this weapon is sure to play a big role in any of your strategies.
Last but not least, Chrono's body: Time Warp! The body attack will buff your bonus and defense by 10 points each turns for 5 turns while nerfing your opponent's boost and defense by the same amount. Once per battle, it can also restore some lost HP and EP. Normally it will restore 1 attack's worth of EP and give back the HP you lost from the last enemy attack that did damage, but occasionally it will restore ALL of the HP and EP you've lost in the entire battle. When does this once-per-battle effect kick in? You decide! By clicking the center of Chrono's body during your turn you can toggle this effect on or off! This feature has NEVER BEEN SEEN in MechQuest and is definitely one of the coolest things Chrono has to offer.
Thanks, Vivi!
It was really fun working together on this - now that we have a working button mechanism set up, this opens up all sorts of possibilities. Exciting!
Thanks for being patient & waiting for the more-detailed Design Notes! Yesterday I did a terrible haphazard job of vacuuming but I had a lovely time at the corner store and spent some time out with my cousins and brother-in-law plus some friends. Later, my cousin came over and played guitar with my husband - I played a little trumpet, but that is a loud instrument for late-night jam sessions in a quiet neighborhood...
Anyway, I was a little surprised that the Encore War wasn't going very quickly - until Terosin asked whether there was a reward... it does help to know that you're fighting for something, doesn't it!? There is a brief mention in the newsletter also, but here's the scoop. Jack has some new mods for your mechas, but you'll have to get through the groupies and have a facedown with Evil Jim himself before those shops will unlock. Azami and I worked together on these - even though they're holiday rares, the idea is to create some that fill an empty niche. So you won't already have something with the same stat boosting values. There are NSC, SC, and NG mods waiting for you in the shops, and Korin made a really cool cutscene... I think I'll wait until you get to 100% and have a chance to see Evil Jim in action before I talk more about Mogloween-related stuff - so Battle ON!
So if you've battled the character IDs in PvP from yesterday's DNs - 8367666 and/or 304236 - you've gotten a little sneak peek at the Chronomech's capabilities. When you have one of your very own, which you can get by ordering the AE Calendar at HeroMart (right now these are just pre-orders and they have not begun shipping yet- so there will be a wait before you can get your calendar with your code) you will be able to click an area of the body during battle. This is a new thing for MechQuest - with this button you can choose between two specials on the body attack. The regular special - that happens if you don't toggle the button - triggers the Time Warp Drive that wears down your enemy's weapons and armor (Nerfs Over Time) while increasing your own speed (Buffs Over Time). By toggling the button, you can choose during battle when you want your next body attack to do its healing special. This is available once per battle, and has a VERY rare chance of restoring your HP and EP back to where they were at the beginning of the combat. So this is something that is impossible to see in Assault Mecha, and just one of the cool innovations - Vivi and I will post all the specials for you in much more detail. They are very interactive specials so the PvP AI can't display the real power and potential for you. Also we'll get a picture up.
Real life calls again for now - I need to do a better job of vacuuming (haha) and also help my husband, who is trying to figure out some issues with our plumbing... I know some of you are awaiting answers to your PMs on the forums too, so I'll get to those later also. See you on the forums when I have my household tasks done!
125% damage Randomly selects one of the following specials. Head has a CD of 3 to make up for the randomness.
1) Crit 2) +50 BtH for 3 turns 3) +50 def for 3 turns 4) +25% general damage boost for 3 turns 5) 2x HP and EP DoT for 3 turns Thanks, Vivi, for the specials list!
Get your copy of the novel, The Dragon's Secret, by Lyra Trice Solis, at HeroMartand redeem your code for this novel item in MQ today! Check out the promos in the other AE games as well! Be A Hero! Why not consider donating a copy of the novel to a classroom or library, if you would like to unlock promos for more than one character per game?
AE Calendar:
The calendar goes up on HeroMart for Pre-orders on Thursday, November 11th! (That's tomorrow!) We only have a limited number of calendars, so you'll definitely want to be one of the first in line to get your pre-order in to make sure you get ALL these AMAZING rewards!
The calendar is only $12.00 USD, which is a GREAT deal!
MQ's Chrono Mecha:
We worked together to get this amazing promotional mecha assembled - if you've been watching Twitter and/or facebook you might be aware that Vivi & I collaborated on a never-before-seen feature for this! Here on the Design Notes I can tell you that while I cobbled together a rudimentary, working-ish prototype-y version of the vision, and we danced a little when certain features worked, the real excitement (complete with jigging and dining room Zorbo-dancing and similar shenanigans) came when Vivi's fancy code tested out as "Working as intended!" We solemnly called Korin in to the (virtual, as in chat) room, and had him test the mecha without much explanation. He later referred to us as "becoming a power team of awesome" - which is teamly... and awesome! Anyway, this is an amazing mecha and you should totally pre-order a calendar just to get one for your very own. Because that's the only way to get this, and it's got a cool new feature. Plus some timely specials.
MogloWhat? Mogloween? It's still not over! Evil Jim is still around for some reason...
Random Fact: Ketchup is classified as a liquid in the US, in certain places where such things are regulated and classified. It's classified how and why I know this random fact. Until maybe Saturday, when I might say more. Or I might not! Muahahaha!
First-off - you guys were amazing, tearing through the waves of enemies so quickly to get the rewards shops open and reach the Boss fight in record time! Again, Happy Mogloween! Now here are the specials for the war rewards weapons and Skelapunk mecha: thanks to blues for the design and to Vivi for the coding!
Weapons
Pumpkin Shoulders, 4 Hits, NG
FS: - Increasing damage per hit - Hit 1: -30 enemy BtH, 3 turns - Hit 2: chance for a crit - Hit 3: -50 defense, doesn´t wear off - Hit 4: chance for a crit
BS: - Increasing damage per hit - Hit 1: +30 player BtH, 3 turns - Hit 2: chance for a crit - Hit 3: +30 defense, doesn´t wear off - Hit 4: chance for a crit
Tombstone Launcher Front Arm , 1 Hit, NSC
- chance for a normal HP DoT, lasts 3 turns - chance for a normal EP DoT, lasts 3 turns - chance for a crit
Ectorifle Back Arm, 1 Hit, SC
- 1.5 times damage - chance for a 1.5 time HP Dot, lasts 3 turns - chance for a 1.5 time EP Dot, lasts 3 turns
Skelapunk Mecha:
Specials are mostly decided by the player's upgraded status regardless of whether they're using the NSC or NG variant, unless otherwise noted
Head (1 hit) NSC: -25 bonus for 5 turns SC: 125% damage, Bonus NoT (-10 per turn for 5 turns), General Damage Boost of 15 for 5 turns, 25 against shadowscythe and doesn't wear off SC on NG model: General Damage Boost is 25 instead, 35 against Shadowscythe
Body (3 hits) NSC: Increasing damage per hit First hit lowers defense by 30 for 5 turns Second hit lowers boost by 15 for 5 turns Third hit has a high chance to crit SC: Increasing damage per hit First hit gives a defense NoT of -12 per turn for 5 turns Second hit gives a damage NoT of -10 per turn for 5 turns Third hit has a high chance to crit
Front Arm (3 hits) NSC: First hit has a chance to inflict an HP DoT Second hit has a chance to inflict an EP DoT Third hit has a chance to deal damage to EP equal to the HP damage SC: First Hit has a chance to inflict a 1.5x HP DoT Second Hit has a chance to inflict a 1.5x EP DoT Third Hit has a chance to deal damage to EP equal to the HP damage SC on NG model: Third Hit special deals 1.5x EP Damage
Back Arm (2 hits) Both hits do increased damage Additional special if the second hit connects: NSCs: chance for an extra shot SCs: chance for an extra shot, if that connects it deals damage to EP equal to the HP damage they took SC on NG model: third hit is more powerful, EP damage is 1.5x the HP damage of the third hit
Shoulders (2 hits) Start off at 120% damage for NSCs/125% damage for SCs, increase by 20% per use for NSCs/25% per use for SCs if the second hit connects
Thanks to Vivi for writing up the specials!
Many people commented on the forums in hope that the mecha would be color-customizable, and Korin does plan to add this feature for Star Captains and also for the Nova Gem model.
Mogloween 3010 isn't over! The story continues this week and next week! New side-quest before everything wraps up, plus more rewards and holiday items! I don't want to say too much, so I'll simply note that Evil Jim has some interesting fans - and that laying the smackdown on a certain someone will open up another nice reward - and that if you are a Star Captain, you'll want to have a look in the Swag shops! And that's not even all...
As I hinted on the forums, all did go well, and Vivi coded up more specials for the Non-Star-Captain Dropship weapons! He's putting together a note on what everything does so I'll add that in when he's done. Oh he's done already!
NSC FA
Salvaged Pulse Laser: Good chance at -25 bonus for 3 turns on hit
Squire's Volt Sword: Good chance at +25 boost for 3 turns on hit
Double Autogun: Very Good chance at -30 defense for 3 turns on hit
NSC BA
Used Gatling Gun: Good chance for EP DoT for 3 turns on hit
Mecha Boomstick: 140% damage
Bargain Bin Laser: Good chance for -25 boost for 3 turns on hit
Refurbished Machine Gun: Very good chance on each hit to raise bonus by 10 for 3 turns
NSC BS
Freshman Laser Pointer: Good chance for an extra shot that does 50% damage
Thanks, Vivi! We'll have a part three with some Heads - ideally next week but we're not promising an exact timeframe on those yet.
Update to Dropship Interface:
In response to some feedback (thanks for passing this along, neodiabolus) Korin has given SysZero a button to Tek's Dropship Shop, with a bit of extra dialogue.
Yokai Mantis Quest Bugfix:
A couple of Gremlins reports came in with people being unable to unlock the Mantis Master. I found where the problem was hiding, and Korin helped me with updating the code! I'm starting to understand those kinds of bugs a little better, so this was a really exciting fix.
Exciting Week: Monday Bugfixes, Friday is Almost Here, Azami is Back from Hiatus, and Other Notes!
This has been an exciting week already! On Monday, we got a few bugs fixed with the new minigame
Invincible enemy on stage six is no longer invincible
The triple shots now work on a timer, so you don't have to wait until all the bullets fly off the screen, but only on the triple shots
Level skipping bug is gone
Also I am going to be insufferably proud of myself and make a big deal out of this: I found and fixed the Hoverscythe A infamous "damage oover time" bug! It was the weirdest thing ever - "oover" just didn't exist - everything looked A-Ok - and then he would attack with that arm and it would pop up again... "damage oover time." Well, I tried something new and different, and Vivi & I tested it, and it worked!
Speaking of testing - Azami's schedule has freed up enough now so that he is back with us on the pre-testing and planning and bug-squashing again! I'm so excited I'm dancing...
...Speaking of dancing... the forum member caneyempor was inspired to post a thread about having a Mechquest dance! Circe, who is very excited about this, showed me the thread - and I got very excited about it as well. I was hesitant at first, because these kinds of decisions are made by Korin, whether we are even considering an idea - so when I saw Korin online this morning I pounced him and gave him the link. He said he is game for a "prom" - some kind of Spring Dance! When he said that, I danced, and then I messaged Circe (because we're both so excited) and emailed Lyris (because her pre-staff suggestions post had something related to this) and put something up to alert the whole MQ team. So please use this link http://forums2.battleon.com/f/tm.asp?m=18243761 to discuss your ideas - the MechQuest team is listening and starting to put together plans for the future. In fact, as I'm writing this, I'm IM-ing with Lyris!
...Speaking of plans for the future... Korin has given his blessing to me and Vivi to work on the parts of the S.O.O.N. list that we can tackle without needing the entire team! As in, stuff that doesn't require completely new art, or complex coding, and so on. So we are going through the list making an assessment - we'll have news and results for you... er... soon (haha! get it? soon!)
Vivi, who did the coding for these, says, "For dropship weapons here's what they do for the ones we took care of. The rest of the NSC weapons will get fixed up sometime next week. A lot of the heads don't have attack animations so I'm not sure if anything will happen with them but we'll see."
NSC BS
N-00B Missile (2x): 40% crit chance on each hit
Miscalibrated Sniper Rifle: 90% chance at +50 bonus for this shot
N-00B Missile (4x): 40% crit chance on each hit, extra damage for additional EP cost
Retractable Rifle: 80% chance at 50% extra damage
SC FS
Sapphire Mana Photon: EP DoT for 3 turns on hit
SC BS
Star Sapphire Blaster: EP DoT for 3 turns on hit
SC HD
SC Staredown: 80% chance to deal 160% damage
NG BA
Inker: -40 bonus for 3 turns on hit
NG BS
Robotic Rifle: 50% chance for 50% extra damage, heals HP equal to the damage done
NG HD
Rock N Roll Skull Mask: -25 boost and bonus for 3 turns on hit, +3 crit passive
Verified FA
Cavalier Blue Photon: 150% damage
Crusader's Shining Repeater: 168% damage, higher EP cost than normal
Experimental Stun Gun: Stuns for 1 round
Verified BA
Dragontooth Chaingun: 120% damage, each successful hit lowers enemy defense by 10 for 3 turns
Verified BS
Large Blue Laser: -30 Bonus for 3 rounds on hit
Sniper Rifle: +60 bonus for this attack only
Large Military Repeater: HP DoT on hit
Thanks, Vivi!! And of course, if you discover that something isn't working as intended, please report it in the Gremlins forum.
Enjoy the rest of your weekend, and thanks for playing! And now I'm going to go outside to enjoy the beautiful, sunny day!
Maegwyn: Well of course this is that time of year when the Floorivator actually works! Usually!
GEARS Student: Well the Floorivator isn't working at Tek's
Maegwyn: It's gone flibberty...
GEARS Student: "Is there a party this year?"
Maegwyn: Party like it's 3009! ...3008! ...3007!
We are absolutely opening up the party for celebrations this month - we have a couple of starship items prepared, along with some other Anniversary trinkets. It looks like we should have that sprocket by Friday to de-flibbert the Floorivator, and we're still on track with the Dropship revamp for this month as well.
I had intended to consult with blues and Vivi before posting the following, because of the arm cooldowns, which I'd left at 2 but perhaps they really ought to be at 3 - but anyway here is info on the SCMM and Birthday Newbatron specials!
Vivi says:
Wow, did we really forget descriptions...those will get added when someone who can do it has time (don't know if it can be done before Monday or not).
(Maegwyn says: oops... Right-o. My fault... sorry! I'll get on that! And now back to Vivi!)
Anyway, quick rundown of the specials on Nemesis so that everyone knows what it does.
First off: The Front Shoulder and Back Arm ONLY work while all defaults are equipped. If you change anything their specials disappear (so when you customize it make sure to replace those two).
Front Arm (1 hit, CD = 2) <--intended at 3? Damage starts at 125% and increases by 25% per use -25 enemy defense for three turns
Back Arm (1 hit, CD = 2) <--intended at 3? Damage starts at 125% and increases by 25% per use -25 enemy bonus for three turns
Front Shoulder (3 hits, CD = 3) Increasing damage per hit Hit 1: -25 enemy defense for three turns, stacks with front arm Hit 2: 1.5x HP DoT for three turns Hit 3: 1.5x EP DoT for three turns
Back Shoulder (3 hits, CD = 3) Increasing damage per hit Hit 1: -15 enemy bonus for three turns, stacks with back arm Hit 2: 1.5x HP DoT for three turns, stacks with front shoulder Hit 3: 1.5x EP DoT for three turns, stacks with front shoulder
Head (4 hits, CD = 5) Increasing Damage per Hit Crit chance on each hit
Body (4 hits, CD = 5) Increasing damage per hit Hits 1 and 3 have a high crit chance Hit 2 lowers immobility resist Hit 4 attempts to stun
_____________________________
And while I'm on it, here are the specials for the Anniversary Newbatrons. The NG model has an additional 30 EP as an extra bonus.
Front Arm (2 hits, CD = 3) Single EP DoT for three turns
Back Arm (2 hits, CD = 3) Single EP DoT for three turns
Front Shoulder (1 hit, CD = 3) Crit chance
Back Shoulder (1 hit, CD = 3) Crit chance
Head (4 hits, CD = 4) +25 boost and bonus for three turns
Body (1 hit, CD = 4) Chance for any one of the following: 3007: Guaranteed Stun 3008: Extra hit 3009: 3 turn HP DoT (1x for NSC, 1.5x for SC, 2x for NG) 3010: Heal HP equal to the damage done
Here are the specials for the latest shipment of weapons in The Traveler's shop!
Serious Gatling series: FA (4 Hits), NG - Boosted Damage - Each Hit gets +8 accuracy (Bonus to Hit) on hit for 3 turns - Hit 2 and Hit 4 have a chance for a critical hit
BA (4 Hits), NG - Boosted Damage - Each Hit gets +8 defense on hit, no roll for 3 turns - Hit 2 and Hit 4 have a chance for a critical hit
Pretty Laser series: BS (2 Hits), NG - Boosted Damage - Each Hit gets -15 enemy accuracy (Bonus to Hit) on hit for 3 turns - Hit 2 - chance for a double HP DoT for 3 turns
FS (2 Hits), SC - Boosted Damage - Each Hit gets -10% damage on Hit for 3 turns - Hit 2 - chance for a 1.5 x HP DoT for 3 turns
FS (2 Hits), NSC - Boosted Damage - Each Hit gets a chance for -7% damage (on Hit) for 3 turns - Hit 2 - chance for a 1.5 x HP DoT for 3 turns
Also testing whether the use of punctuation in the Headline breaks things. This Design Note has no punctuation in its Headline.
The Uber Jameson series (Turbo, Super, Hyper, Ultra, Mega, Giga, Uber ) is making a comeback with a tiny modification to the name (each is now 3010) and some buffs to the chassis. Specifically, each chassis now has an extra +15 HP, +10 EP, and +1 regeneration rate, to make an already-wowz0rz mecha even better.
Important: These chassis buffs apply also to last year's models, so there is no need to buy a 3010 model if you have one of the Uber Jamesons!
We hunted around and we're not sure these got the love they truly deserve - and we can't find an exact description of the specials - so Vivi with his Valorous Vigor has put together a run-down! This thing is complex, to say the least, and really underrated!
FA: Tool Shed - CD 1 -
vs Equippable enemy / or unequippable monster
Machete:Damage boost between 50 and 70, and has a chance to dismember either the head or body or inflict a 2x HP DoT
Axe:Chance for critical hit; and has a chance to dismember one of the shoulders - if the enemy is equippable - or to inflict a double EP DoT if they are unequippable
Claws: Damage bonus between 50 and 70, and gives the enemy -33 bonus and boost
Chainsaw: vs Equippable: First hit has chance for a 1x HP DoT Second hit has a chance to dismember one of the arms *
*note that in Assault Mecha, strange things happen and something else might get dismembered. A " feature!" yeah yeah that's what it is! Chainsaw vs Unequippable: First hit has a chance for a 2x HP DoT Second hit is guaranteed to critical
BA: Megawatt Surge - CD 4 - Increasing damage per hit (starts at 20% and increases by 10% each), last hit halts EP Regen and applies a 1.5x EP DoT
FS: Armor Piercing Shot - CD 3 - Second hit does increased damage (total damage from the weapon is 150%), -20 defense
BS: Photon Machete - CD 3 - Chance for extra hit that is guaranteed to be critical
Head: Terror Cannon - CD 5 - chance to critical between 60 and 70%, and guaranteed stun on a critical hit
Body: Ultimate Devastation - CD 5
-First hit lowers defense by 30 for 5 turns -Last hit lowers bonus by 30 for 5 turns -Even-numbered hits except the last hit have a chance to do increased damage -Odd-numbered hits except the first hit have a chance for a critical hit
Thanks, Vivi!
Korin decided to re-release the credits models as well - these are absolutely un-changed from previous years, so if you have one, you don't need a new one!
So what's NEW? Well, you could check out the Cursed Tape. What makes it Cursed, though? What could it mean....
Hint: Check out the video, then just battle either in the Camp Murky Lake button or wherever you please ... looks like the rewards are worth doing a bunch of battles this weekend, hm?
Hint 2: To lift the curse, log out and back in again, and don't watch the tape again this time!
Also new: new Chainsaws in the weapons shops at Camp Murky Lake! More details on those later though - I should really eat breakfast now that it's 8:30 PM my time!
Have fun, have a great weekend, and thanks for playing!
And here is what you waited for.... the playable versions of the Yokai Mechas:
Supreme Master
Special rolls are NG Damage NG>SC>NSC Only the NG version has choosable attacks, NSC and SC version have a random attack order
Staredown: - Increased damage - Hit 1: +20 Bonus and Boost for 3 turns - Hit 2: chance for -30 Bonus for 3 turns
Beard Fist: - increased damage - chance for a crit
Double Kick: - increased damage - Hit 1: chance for a stun, -30/40/50 defense for three turns - Hit 2: chance for a crit and Boost -30 for three turns
Dragon Spirit
Every attack has a chance for a crit!
Shout - acc decrease- -10 per Hit
Crescent Kick - -25 enemy defense per Hit, -50 in total
Chi Phantom Punch - damage decrease -10% per Hit, adds up to -30
Slap Kick - acc decrease - 5 per Hit, stacks with shout
Fists of Fury - Increasing damage for every Hit
Dragon Attack - accuracy boost +15 per Hit, stacking to +45 total
The NG Model has additional +4 defense and accuracy per Weapon, stacking up to 24 for both!
We hope you enjoy the release, enjoy your weekend and as always...
Have fun!
Note fromMaegwyn&Korin: Blame that transdimensional whatsit for the lateness of this note - blues sent it for publication last weekend *cue innocent whistlings*
And here come the specials of all the new Weapons:
Yokai war reward Heads
NSC (Gong series)
- 120% damage - chance for -20 BtH - chance for a general damage boost of 25% for 5 turns
SC (Sugegasa series)
- 130% damage - chance for -30 BtH - chance for a general damage boost of 30% for 5 turns
NG (Acu-Puncture series)
- 140% damage - chance for -35 BtH - chance for a general damage boost of 35% for 5 turns - chance for a 1.5 time HP DoT - chance for -40 defense for 5 turns
Final Fight on Yokai (NSC,SC,NG)
Head (Beard Fist)
- 1.2 (1.3,1.5) times damage - general damage boost of 20 (25,30) for 5 turns - +20 (25,30) accuracy
Shoulder (Rocket Boot)
- chance for 1.1 (1.2,1.3) times damage - chance for a crit --> NG>SC>NSC - -20 (-25, -30) accuracy for 5 turns
Arm (Finger Zapper)
- chance for 1.1 (1.2, 1.3) times damage - chance for a crit --> NG>SC>NSC - chance for a guaranted stun --> NG>SC>NSC - -30 (-40,-50) defense for 3 turns
And not to forget our new Promo Item the BOOMBOX Thats a boombastic BS Weapon It comes with NG DPT and a CD of 2. - increased damage for both Hits - Hit 1: +40 Acc, -40 Def - Hit 2: chance for a crit, chance for -40 Acc
this sounds already sweet but now comes the boomtastic extra special:
50/50 chance for an extra Hit
- chance for -30% damage for 4 turns - chance for a crit - chance for a guaranted stun
I hope you like all the new Equipment delivered to you by your MQ Team! As always.....