Major Update: 2.1.0
The biggest update since launch is here! Version 2.1.0 brings massive changes that will transform your Eternum Online experience.
🎮 Quality of Life
We have implemented general improvements in the game:
- The quantity Slider now has a ”+” and ”-” on the sides to facilitate more precise number selection.
- PC: The main cursor has been enlarged and a cast cursor has been added when selecting a spell or arrow.
- Extended use of yellow color on the border of items that are valid but you don’t have enough level to use (inventory, bank, shops, market).
- Now, when you have an active exp BOOST it will appear on part of the screen and can be hidden by clicking on it.
- Now, with a product purchased with EOCoins active (like a name change) it will appear on part of the screen and can be hidden until you use it.
- Added name change and character transfer services for EOCoins.
- Added an epic intro music! Eternum Online’s INTRO music with its own lyrics.
- Now, on the start screen, the music volume appears so you can deactivate it. The selected volume will be remembered for future launches.
🏰 New Castles
We want the gain of points when killing rivals from another clan to be higher, thus basing the gain of points not only for those clans that have the castles but also for those who are able to kill their rivals and have few casualties along the way. In addition, we have updated the castles to modernize these maps in accordance with the renovation that has been taking place in the rest of EOWorld.
Now, when you conquer a castle, in addition to adding points to the clan, it also adds them to the character who conquers it:
- A complete REMAKE of the castles has been made. In the castle maps there are entrances that take you to a new castle map better designed for PvP.
⚔️ PvP Season
Today at 20:00 UTC the first Castle season of Eternum Online begins!
- All points of all clans will be reset to 150.
Seasons will last one month. During the season, clans will be able to fight for points with kills in castles and conquest. The rewards for this first season will be as follows:
- For the winning clan: Gold chest to all players who remain in the clan at least 4 days before the season closes.
- For the clan in second position: Silver chest to all players who remain in the clan at least 4 days before the season closes.
- For the clan in third position: Bronze chest to all players who remain in the clan at least 4 days before the season closes.
Chests include exp bags, gold and items. The amount of bags, gold and the level of items that can drop depends on the chest quality.
The season will last one month, until November 21st.
⚖️ Character Balance
GLOBAL
We have detected that the mana spent by healing spells is a problem, reaching the point where some characters no longer improve this spell to avoid such a high mana cost even though they need to cast this spell several times to heal completely. This mechanic is frustrating and also quite unfair, since a player who didn’t know this in advance will have improved their spells and won’t be able to go back to previous levels.
- The cost of healing has been reduced for all classes. Now healing spends a percentage of mana at all its levels, so improving it is essential for it to heal more and it won’t make it consume more mana at higher levels.
- Now, Invisibility, Revive, Paralyze and Remove spend percentage of maximum mana. Being spells that are only learned once and don’t evolve, it makes sense that they always spend a fixed percentage of mana (they will spend the same at top lvl, and less at low levels compared to current cost). (Applies to Mage, Paladin and Assassin).
The “letters” that characters display when casting spells are an outdated concept currently. However, it is necessary to reveal characters when they are invisible and attack other players or MOBs. To achieve a more intuitive character identification and modernize the game’s aesthetics, characters emit an “aura” when casting an ability. This aura will be a different color depending on each class (improving the ability to recognize your enemy) and also, by occupying the character’s body, it will be more intuitive for new players to know exactly where the attacker is (letters were a system that worked for experienced players, the character was more or less in the center of them, but they represent a barrier for completely new or inexperienced players)
- Letters have been removed from the game! Now, characters emit an aura of their class color when casting a spell, to give a more modern aesthetic without losing the exposure that an invisible character suffers when casting abilities.
Regarding open world combat (invisible) we want to reduce the potential of mechanics like paralyze abuse, which completely denies a small group’s ability to defend themselves in these fights. On the other hand, classes that need to hit in melee feel weaker, since normally when you walk towards your enemy the letters have already revealed you and therefore it’s quite likely you won’t reach them. We have applied changes to improve the quality of life of these classes in these situations.
- A DR (Diminishing Returns) has been implemented for paralyze. Now, when you paralyze a character, they cannot receive a new paralyze for a brief period of time.
- Slightly increased time between blinks in invisible, to favor outnumbered users in conquest and increase chances of escaping in open world.
- Combo classes (Paladin, Assassin) don’t emit Aura (the replacement for letters) when paralyzing. This will help these characters to get close to attack in melee without having too high exposure.
MAGE
In general, mages have become too complete a class: thanks to their versatility they completely dominate open world PVP and as for 1v1 their “Flare” spell allows them to control their rivals too well thanks to the damage over time it applies. We are going to balance both situations, giving rivals more power in invisible combats and adjusting the dueling style that the mage has in 1v1. We want to orient this class towards a sense where it’s the class that can cast the most magics consecutively but can’t kill their opponent in 2 spells under equal conditions.
- The Mage’s flare will no longer leave a DOT (damage over time) on the enemy.
- The mana cost of the Mage’s offensive spells has been slightly reduced.
- The damage of the Mage’s Nuclear Apocalypse has been slightly reduced.
PALADIN
Our idea with the paladin has always been to make it a more magical class. A paladin should abuse their sacred power to take down their opponents and shouldn’t be able to kill their rivals by paralyzing and auto-attacking.
- The mana cost of the Paladin’s offensive spells has been slightly reduced.
- Keep in mind that now they won’t be able to paralyze several times consecutively, which greatly weakens their melee power.
ASSASSIN
The assassin has become a tremendously strong class in 1v1, and more so now that they will spend less mana when defending. On the other hand, the DR in paralyze will weaken their melee power so we will closely follow their progress:
- Their defensive mana costs have been reduced.
- The damage of the Assassin’s Death Scream has been slightly reduced.
- Keep in mind that now they won’t be able to paralyze several times consecutively, which greatly weakens their melee power.
ARCHER
The archer, although still needing improvement in quality of life, is too weak at low levels and too strong when reaching maximum potential. We are going to readjust their behavior a bit.
- Attack speed has been slightly increased at lower levels.
- Attack speed has been slightly reduced at higher levels.
- The archer’s trap will ignore paralyze DR, so no one will be immune to them.
- The energy cost of several Archer spells has been reduced.
- The Archer’s energy cost when missing arrows has been reduced.
- Slightly increased immunity time to paralysis when exiting “ice block”.
- Increased cooldown time of “ice block”.
- The mana spent and damage dealt by the archer’s ice rain has been reduced. Its learning level has been reduced to 35.
- Modified bow levels so more bows can be equipped at earlier levels (there is no longer a level 50 bow, but that’s okay, it’s the level 45 one, exactly the same but you can equip it earlier)
🔧 Technical Improvements
- Graphics engine optimization (+30% average FPS)
- Reduced lag in massive combats
- Server synchronization improvements
- Fixed over 50 reported bugs
Download the update and join the battle!