Planetwide Games have announced they will release the final version of Risk Your Life: Path of the Emperor to 8100 retail outlets across the U.S and Canada on 21 June.The game has been available to pre-order for two months from EB Games, GameStop, Best Buy and Fry's, and those who pre-ordered will also get a unique virtual item when they receive their final version copy on 21 June.
Online players got to try out the final version early - over the past two days a patch was rolled out that applied the changes seen in the final version.
All of the changes applied are listed below:
CHANGES:
1. Whenever a player dies from a monster, they will loose some exp. The player will also loose 20% of durability of all gear that the player is wearing. Whenever any player respawns with a resurrection, they will not loose any durability.
2. When a player chooses to respawn in town, HP/MP will be at 25% with G-mode on.
3. When a player respawns with the resurrection skill, HP/MP will be at 75% with No G-mode.
4. If a player chooses to respawn in their Guild Fortress, HP/MP will be at 50% with G-mode on.
5. Shields are now useable by the Priest, Cleric, Defender, and Acolyte classes.
6. You can now purchase the Stone of Oblivion item from 1 NPC on Almighty Ground.
BUG FIXES:
1. Network traffic improvement between client and server.
2. Reduced Low texture specs. We lowered previous low res textures by 1/2. So, new low-res textures are 1/4 the size of previous low-res texture.
3. Decreased load times.
4. Better control over Siege Time. New options have been introduced to Seige Times that allow us greater control over when we can / can't have Seige Time.
5. Guild Fortress siege frequency and Mining frequencies have been changed.
Guild fortress siege is only possible on Wednesday and Saturday. This will change.
Mining ability is set to the same time as Seige Time.
6. The Launcher / Server select screens have changed. There are no longer 2 screens on the Launcher. Everything is integrated into 1 screen.
7. When creating a new character, you will no longer spawn in the water under the dock.
8. Pure nationality's HP / MP Max is 5% higher than god's pirate.
9. NPC guards have been added to all spawn area's in Caernarvon. The guards are level 95, VERY tough and respawn every 30 seconds. They give no loot and no experience.
10. Upgrade success rate has been increased 25%.
11. Stat transfer is now ONLY possible at +0 or +10.
12. The game will automatically load a "low spec" version if you are using a slower machine (P3 800 or less, 256 megs of ram or less, graphic card with 32 megs or less).
13. Two new DragonTrans Centers have been added to Almighty Ground. They are located at: 2801, 2231 and 2679, 2322.
14. Two new respawn points have been added to Almighty Ground. They are located at: 2805, 2226 and 2670, 2317.
15. HP / MP bars should display correctly now.
16. Fortress store/mine model bug fixed.
17. Duel spamming of text when you kill another player is fixed.
18. Guild store doesn't lose items when server resets.
19. Guild store tax rate doesn't reset when the server resets.
20. Party Bug is fixed.
21. New Launcher functional.
22. Launcher button mis-alignment is fixed.
23. Korean text for Guild Alliance / Guild War has been fixed.
24. Ascii characters will no longer display when building a mining kit.
25. New map art for Dark Caernarvon implemented.
26. New Loading screen for Dark Caernarvon implemented.
ADDITIONS:
Original Guild Fort can now be upgraded to a Shop type Fortress and a Mining type Fortress.
1. Each type can be upgraded by adding Siege material at +1 original guild fortress.
2. Guild Fort defense has increased, and HP recovery has been added.
3. Modification to Guild Fortress’s repair ability will complete in 30 sec after the repair begins.
4. Guild Fortress auto attack ability is working properly.
(Crystal Ball that is able to attack 45m radius around the Guild Fortress is added, and
Crystal Ball for World Weapon to auto attack is also added.)
5. Various armor modifications.
6. A new map is available! (Dark Caernarvon).
Light Caernarvon Details:
1. PeaceParty Map
2. C+++++ is the highest item dropped by monsters.
3. World Weapon available
4. Mining and Fortress stores available.
5. 1 New Boss Monster.
6. Siege Time available.
Dark Caernarvon Details:
1. FULL PvP
2. B++++++ is the highest item dropped by monsters.
3. No World Weapon
4. No Fortress, Mining, and Fortress Stores
5. 50 - 66% Increased XP.
6. 4 New Boss Monsters.
7. No Siege Time.
***In order to reach Dark Caernarvon, the player must take the teleporter to Light Caernarvon FIRST then take another NPC teleporter to Dark Caernarvon.
Mining type
1. Mining type can mine metals, gems, gold and etc from the land it was built. Guild members are also able to use the Mining Facility as a‘re-spawn’ point.
2. By adding 20 Siege Materials, +1 original guild fortress can upgrade to Mining Type fort.
3. Mining starts when Guild Master Commands mining after Siege Time is ended. All items that were mined will be limited to 1000 each.
4. Items that were mined will be saved in Fort’s temporary depository, you can take out and use mined items every 7 days.
5. You can check Mined items’ current condition from Status Menu.
6. Amount of mining is all different by area, and can check how much Mine Fort has mined for a day by using Mineral Deposit Kit. Mineral Deposit Kit is sold by Siege material NPC, when checking the amount of mining, you can’t move for a minute. After 5 min, you can check total mined amount for a day.
7. If the fortress was destroyed by enemy, all the mined items will be dropped to PC that destroyed the fortress.
Shop type
1. Shop type does same ability as Private Shop (by player); selling items and repairing ability are supported. Guild members are also able to use the shop as a ‘re-spawn’ point.
2. By adding 10 Siege Materials, Shop type fort can be upgraded from +1 original fortress.
3. Only Guild Master can put in the items
4. Allied/Neutral players can use any Guild Fortress Shops.
5. Repairing ability will have daily routine tax; gains from tax will be deposited in Guild Fortress’s temporary depository. Only the Guild Master can adjust tax rates.
6. Sold items’ gold will immediately go to Fort’s temporary depository, and temporary depository’s gold will be deposited on Guild ‘storehouse’ after 7 days.
7. If the fortress was destroyed by enemy, all the items that were in shop will be dropped to PC who destroyed the fort.
8. Mining and Shop types can change to each type, when changing Siege Material requires numbers are different by Guild Fortress’s upgrade level. It won’t upgrade to other type when there are items (metals or items from shop) presented in Fortress.
World Weapon
1. World Weapon is used as an AOE weapon. Guild members are also able to use the World Weapon as a re-spawn point. ONLY KR and MK nations can build a World Weapon, and the World Weapon can only be built in Caenarvon.
2. KR and MK World Weapons are named ‘King Conlatin’s Authority’ and ‘Life Absorbing Machine’.
3. World Weapon can be purchased from the Siege Shop NPC.
4. Guilds must have 2000 Guild Fame to build a World Weapon.
5. World Weapon can only built by KR and MK, these 2 nations, and only one nation from these two can build in Caernarvon.
6. All the players that are of the nation that built a World Weapon will have +5% maximum HP/MP (only in Caernarvon), and other nations will have -5% maximum HP/MP.
7. You can NOT build World Weapon in Almighty Ground, building requirements and usage is same as Guild Fortress. (But can not upgrade to Shop/Mine types)
8. You can charge weapon by using 50 Siege Materials, and only 1 World Weapon can be charged at a time.
9. When the weapon is charged, you can fire the weapon, after firing the World Weapon, it will be destroyed.
10. Any Guild can rebuild World Weapon after 3 Siege Times have passed.
11. A fired World Weapon will damage 256m radius from selected location. All Players and Fortress will get damaged. Fame does not decrease in this situation. (Even players in G-mode will get damaged).
12. World Weapon’s original damage is 10,000. An addition 10,000 damage will be added with each upgrade. (Guild Fortress and weapon types will receive 25% of damages)
13. When a World Weapon is charging, or firing, ALL users will be informed via the announcement window.
14. There will be same amount of fame increase / decrease as a Guild Fortress when destroying a World Weapon or when one is destroyed.
15. When a World Weapon is destroyed by an enemy Guild – All Guild members that control the destroyed World Weapon will lose 100 fame.
16. If a Guild auto-destructs a World Weapon, all members will lose 50 fame.
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