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Jamie

LOMCN Developer
Developer
Mar 29, 2003
4,862
418
350
United Kingdom
Experience Table
  • Levels 42 to 70 have been made smaller to create a smoother leveling curve
  • Levels 70~ 74 have remained the same.
  • Level 75, All of the Experience that was removed from level's 42~70 were added onto this level.
  • Levels 76+ have been made bigger.
This should shrink the power gap, make the level 42~70 much more inline with the rest of the game, Some people will gain a few levels others will gain some %. No one has Gained or Lost any actual Experience, it will just move you along the leveling scale to where you would have been.

Hermits
  • Attack Element can only be chosen from level 40~59, (Total of 20x)
  • Attack Element will now use the old system where you could choose which element. (Max Attack Element from Hermits is 50)
  • AC and MR Hermits now give Min and Max instead of just Max.

Spells
  • Turn Undead no longer works on Monsters level 70 or Higher.
  • Interchange can no longer be used on Maps that you cannot Random Teleport on.
  • Beckon can no longer be used on Maps that you cannot Random Teleport on.
  • Teleportation can no longer be used on Maps that you cannot Random Teleport on.
  • Geo Manipulation can no longer be used on Maps that you cannot Random Teleport on.
  • Summon Puppet can no longer be used on Maps that you cannot Random Teleport on.
  • Dance of Swallows can no longer be used on Maps that you cannot Random Teleport on.

Monsters
  • Yumgon General no longer Teleports to its Target.
  • Banyo Solider now has Holy Attack Element
  • Goru General now has Dark Attack Element
  • Goru Spearman now has Fire Attack Element
  • Icy Spirit Warrior and Icy Spirit General are now Dark instead of Ice Attack Element.
  • Icy Spirit Warrior Paralysis rate has been fixed.
  • Banyo Captains now have less Critical Attacks and should be more approachable
  • Escort Commanders in Holy Palace now have either Lightning or Physical Attack
  • Icy Spirit Spearman now has Physical Attack instead of Ice Attack.
  • Highest Level non-boss monster is 75


Other
  • Critial Damage in PvP is now 30% instead of 20%~100%
  • The Lair now Drops Advanced Renounce, Advanced Potion Mastery, Advanced Bloody Flower. (albeit at a harder chance compared to the original drop locations).
  • Can No longer reconnect on Phantom Ship Lv 1.
  • Can no longer reconnect on Frost Dungeon 4th and Higher.
  • The duration from Conquest Request to Conquest Start has been increased by 24 hours
  • You must be level 40+ to now sell GameGold instead of 50+

Caves/Maps
  • You can now Random Teleport on Lair 1st.
  • You can now Random Teleport on Holy Palace 1st.
  • Flea Cave 1st - Exp: 0%, Drop 0%, Gold: 50%, Health: 0%, Damage 0%
  • Flea Cave 2nd - Exp: 50%, Drop 0%, Gold: 0%, Health: 0%, Damage 0%
  • Ant Cave North - Exp: 0%, Drop 0%, Gold: 50%, Health: 0%, Damage 0%
  • Ant Cave South - Exp: 50%, Drop 0%, Gold: 0%, Health: 0%, Damage 0%
  • Uma Temple 3rd - Exp: 100%, Drop 50%, Gold: 0%, Health: 100%, Damage 0%
  • Red Moon Valley 1st - Exp: 0%, Drop 0%, Gold: 50%, Health: 0%, Damage 0%
  • Red Moon Valley 2nd - Exp: 50%, Drop 0%, Gold: 0%, Health: 0%, Damage 0%
  • Red Moon Valley 3rd - Exp: 0%, Drop 50%, Gold: 0%, Health: 0%, Damage 0%
  • Banya Temple 2nd - Exp: 10%, Drop 5%, Gold: 5%, Health: 10%, Damage 0%
  • Banya Temple 3rd W - Exp: 20%, Drop 10%, Gold: 10%, Health: 20%, Damage 0%
  • Banya Temple 3rd E - Exp: 20%, Drop 10%, Gold: 10%, Health: 20%, Damage 0%
  • Banya Temple 4th - Exp: 30%, Drop 15%, Gold: 15%, Health: 30%, Damage 0%
  • Banya Temple 5th - Exp: 40%, Drop 20%, Gold: 20%, Health: 40%, Damage 0%
  • Banya Temple 6th - Exp: 50%, Drop 25%, Gold: 25%, Health: 50%, Damage 5%
  • Banya Temple 7th - Exp: 60%, Drop 30%, Gold: 30%, Health: 60%, Damage 10%
  • Banya Temple 8th - Exp: 70%, Drop 35%, Gold: 35%, Health: 70%, Damage 15%
  • Banya Temple 9th W - Exp: 80%, Drop 40%, Gold: 40%, Health: 80%, Damage 20%
  • Banya Temple 9th E - Exp: 80%, Drop 40%, Gold: 40%, Health: 80%, Damage 20%
  • Banya Temple 10th - Exp: 90%, Drop 45%, Gold: 45%, Health: 90%, Damage 25%
  • Desert Dungeon 2nd - Exp: 10%, Drop 0%, Gold: 10%, Health: 0%, Damage 0%
  • Desert Dungeon 3rd - Exp: 20%, Drop 0%, Gold: 20%, Health: 0%, Damage 0%
  • Underground City 1st - Exp: 100%, Drop 50%, Gold: 50%, Health: 100%, Damage 10%
  • Underground City 2nd - Exp: 100%, Drop 50%, Gold: 50%, Health: 100%, Damage 10%
  • Underground City 3rd - Exp: 100%, Drop 50%, Gold: 50%, Health: 100%, Damage 10%
  • Underground City 4th - Exp: 100%, Drop 50%, Gold: 50%, Health: 100%, Damage 10%
  • Underground Mine 1st - Exp: 300%, Drop 100%, Gold: 100%, Health: 300%, Damage 20%
  • Underground Mine 2nd - Exp: 300%, Drop 100%, Gold: 100%, Health: 300%, Damage 20%
  • Underground Mine 3rd - Exp: 300%, Drop 100%, Gold: 100%, Health: 300%, Damage 20%
  • Goru Cave 2nd - Exp: 100%, Drop 5%, Gold: 50%, Health: 100%, Damage 10%
  • Goru Cave 3rd - Exp: 300%, Drop 10%, Gold: 125%, Health: 300%, Damage 20%
  • Goru Cave 4th - Exp: 700%, Drop 15%, Gold: 200%, Health: 700%, Damage 30%
  • Banyo Island - Exp: 900%, Drop 0%, Gold: 150%, Health: 1000%, Damage 0%
  • Banyo Cave - Exp: 900%, Drop 25%, Gold: 250%, Health: 1000%, Damage 15%
 
Last edited:

benny182

Dedicated Member
Dedicated Member
Jul 6, 2006
63
0
32
  • Underground City 1st - Exp: 100%, Drop 50%, Gold: 50%, Health: 10%, Damage 10%
  • Underground City 2nd - Exp: 100%, Drop 50%, Gold: 50%, Health: 10%, Damage 10%
  • Underground City 3rd - Exp: 100%, Drop 50%, Gold: 50%, Health: 10%, Damage 10%
  • Underground City 4th - Exp: 100%, Drop 50%, Gold: 50%, Health: 10%, Damage 10%
Should It be Health 100%?
 

Jamie

LOMCN Developer
Developer
Mar 29, 2003
4,862
418
350
United Kingdom
  • Underground City 1st - Exp: 100%, Drop 50%, Gold: 50%, Health: 10%, Damage 10%
  • Underground City 2nd - Exp: 100%, Drop 50%, Gold: 50%, Health: 10%, Damage 10%
  • Underground City 3rd - Exp: 100%, Drop 50%, Gold: 50%, Health: 10%, Damage 10%
  • Underground City 4th - Exp: 100%, Drop 50%, Gold: 50%, Health: 10%, Damage 10%
Should It be Health 100%?

Thanks, that is correct (just a typing error)
 

LightBringer

Mir Evolved GM
Veteran
Evolved
Game Master
Feb 13, 2014
3,911
1
1,829
260
Can't wait, thanks for the hard work Jamie and listening to feedback, this patch is going to be class..
 

BERTY

Loyal Member
Loyal Member
Jan 25, 2017
27
2
14
could you add a little trainer in bw :P but still great work pal
 

holo

Dedicated Member
Dedicated Member
Aug 27, 2014
200
17
45
Slight suggestion, if you are limiting all the other slightly op skills from non RT maps, maybe transparency as well? Just so everyone is losing something (makes it feel a bit more fair), plus it might limit the whole taos soloing hard bosses thing?

Taos still have normal hides, plus their pets and new aggro system, so it's not like they would lose out that much. Just stops a bit of the abuse it can be used for.

(prepares to get murdered by every tao on server)
 

KillerMan

Dedicated Member
Dedicated Member
Oct 12, 2009
246
32
55
Nice update.

I would like to see an additional buff for newcomers from 0-40 to help them out as well.
 

Sorry

Audrey
Dedicated Member
Apr 13, 2011
461
1
45
Slight suggestion, if you are limiting all the other slightly op skills from non RT maps, maybe transparency as well? Just so everyone is losing something (makes it feel a bit more fair), plus it might limit the whole taos soloing hard bosses thing?

Taos still have normal hides, plus their pets and new aggro system, so it's not like they would lose out that much. Just stops a bit of the abuse it can be used for.

(prepares to get murdered by every tao on server)

What's wrong with Transparency? All other 3 classes have a mecanic that makes them " jump " ... while taos have to Hide ... so in a mass lure where you hide how do you get out of it? pet's and try to leave? if you summon pet's your dead in the next second so ... i don't see how does this affect you ?
 

Mythra

LOMCN Veteran
Veteran
Aug 6, 2015
259
78
55
I think we should put a cap to these changes made to AC/MR just like elemental stacking since it hasn't been properly tested and some people doesn't seem to agree. Every point in AC/MR you invest gives you 2-2 until you hit lvl 60 where it no longer gives you minAC/MR, this way we can get feedback from all the players and if it's not broken you could lift that cap anytime you want.
 

Piff1

Legend
Veteran
Apr 17, 2015
2,895
463
145
Africa
Nice update.

I would like to see an additional buff for newcomers from 0-40 to help them out as well.


Wouldn't make sense as 42 is where the big jump is in exp needed to level so the leveling curve is perfect and with the new system to higher floor maps giving more EXP people should fly to 40.
 

Mythra

LOMCN Veteran
Veteran
Aug 6, 2015
259
78
55
Wouldn't make sense as 42 is where the big jump is in exp needed to level so the leveling curve is perfect and with the new system to higher floor maps giving more EXP people should fly to 40.

I got feedback from some of my friends who just started playing and they tell me they're struggling to make some gold because high lvl players are hogginng all the gold zones for themselves, as for exp... they were struggling from 1 to 20 so I gave them a quick boost but after that they were fine by themselves (after i gave them some money to get items from the marketplace ofc)
 

Triggy

Dedicated Member
Dedicated Member
Jun 19, 2003
20
0
77
Why should taos lose something when they never benefited from those spells in the first place? Just so other people feel better? Should probably instigate some safe spaces on every map too.. Just to be sure you know.

Edit: that was to holo, not a comment on the patch notes.
 
Last edited:

KillerMan

Dedicated Member
Dedicated Member
Oct 12, 2009
246
32
55
Experience Table
  • Levels 42 to 70 have been made smaller to create a smoother leveling curve
  • Levels 70~ 74 have remained the same.
  • Level 75, All of the Experience that was removed from level's 42~70 were added onto this level.
  • Levels 76+ have been made bigger.
This should shrink the power gap, make the level 42~70 much more inline with the rest of the game, Some people will gain a few levels others will gain some %. No one has Gained or Lost any actual Experience, it will just move you along the leveling scale to where you would have been.

We've got two users Poker,China both who are currently 76.

If all experience from 42>70 will be added onto 75>76 isn't it fair for them to lose a level? Otherwise they will be far ahead from everyone else.

OR

Implement changes after 76 not 75?

Apart from that it seems like a good update.
 

Jamie

LOMCN Developer
Developer
Mar 29, 2003
4,862
418
350
United Kingdom
We've got two users Poker,China both who are currently 76.

If all experience from 42>70 will be added onto 75>76 isn't it fair for them to lose a level? Otherwise they will be far ahead from everyone else.

OR

Implement changes after 76 not 75?

Apart from that it seems like a good update.


Why would it effect them, either way they did the same amount of exp needed to get to 76.
 

holo

Dedicated Member
Dedicated Member
Aug 27, 2014
200
17
45
What's wrong with Transparency? All other 3 classes have a mecanic that makes them " jump " ... while taos have to Hide ... so in a mass lure where you hide how do you get out of it? pet's and try to leave? if you summon pet's your dead in the next second so ... i don't see how does this affect you ?

Those "jump" mechanics were removed from non RT maps, it's right in the OP. By your logic, you should therefore lose hide, to make it fair that no one can just escape mobs. Essentially don't mass lure mobs on floors which are supposed to be hard. Basically made the point for me tbh, if everyone else loses their get out of jail free card, so should taos.
 

WelshSteel

Hallucination Critic
Dedicated Member
Dec 15, 2016
699
203
85
Slight suggestion, if you are limiting all the other slightly op skills from non RT maps, maybe transparency as well? Just so everyone is losing something (makes it feel a bit more fair), plus it might limit the whole taos soloing hard bosses thing?

Taos still have normal hides, plus their pets and new aggro system, so it's not like they would lose out that much. Just stops a bit of the abuse it can be used for.

(prepares to get murdered by every tao on server)

You would like transparency to be useless wouldn't you! Nobody gives a sh1t unless it's their own class do they *** me...

Promising changes but wake me up when Tao goes from "Working as intended" to "Working as it should of been all along".

---------- Post Merged at 06:27 PM ---------- Previous Post was at 06:26 PM ----------

Those "jump" mechanics were removed from non RT maps, it's right in the OP. By your logic, you should therefore lose hide, to make it fair that no one can just escape mobs. Essentially don't mass lure mobs on floors which are supposed to be hard. Basically made the point for me tbh, if everyone else loses their get out of jail free card, so should taos.

@Tai allow downvoting god damn I'm triggered. - nah I retract that removes free speech but still *** holo please use brain.
 
Last edited:

SkeemaLOM

Loyal Member
Loyal Member
Feb 6, 2017
175
7
30
patch seems decent. just curious as to why summon puppet has been disabled on non RT floors when you already made it not possible to use it to jump walls. if i doesnt jump u over walls then what was the reasoning to take it out?
 

Sorry

Audrey
Dedicated Member
Apr 13, 2011
461
1
45
Those "jump" mechanics were removed from non RT maps, it's right in the OP. By your logic, you should therefore lose hide, to make it fair that no one can just escape mobs. Essentially don't mass lure mobs on floors which are supposed to be hard. Basically made the point for me tbh, if everyone else loses their get out of jail free card, so should taos.


By your logic you have proven me and i'm sure to many others that i should not waste my time anymore to talk to you or reply to your stupidity lol. Thank you for your time. Next please