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V1.4.1 Updates

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Sapphire168

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Baron

Posts: 162

Joined: Mon Jun 10, 2013 12:00 am

Post Fri Jun 28, 2013 5:18 am

V1.4.1 Updates

Dear Monster Trainers,

Haypi Monster Version 1.4.1 has been approved by the App Store and will be available for download by next Monday. In preparation for the release, we will perform maintenance on all servers from 5:00 AM to 8:00 AM on July 1st, 2013 (GMT). This maintenance is expected to last for 3 hours and players will not be able to log in during that time.
In order to help you explore the changes, we will temporarily raise the amount of EXP a monster can gain. From right after the maintenance to 5:00 AM on July 8th, 2013 (GMT), monsters will receive 50% more EXP through trainings and challenges.
Here are the modifications of Version 1.4.1:
1. Limit on Daily Collectible Boss Essence through Boss Raids.
a. Players can receive up to 10 Boss Essence a day through Boss Raids. Once they have reached the daily limit, they will receive no more Boss Essence, even if they continue to fight raid bosses.
b. Players can still receive uncollected Boss Essence from previous days under the Reward Center.
2. PP consumption feature removed.
a. PP will be automatically restored to its fullest after every battle.
b. White, Green, Blue, and Purple Potions have been removed from game.
3. The reward requirement for monster senders has been raised.
Inviters can get their skill book chests when their referrals reach level 15.
4. Bugs fixed on Mirror Shield and Magic Shield.
5. Adjusted the effect of Pressure.
The effect of the mystery talent Pressure will no longer be stacked when multiple monsters with Pressure are in combat.
6. Adjustment made on Penetrate.
Now Penetrate works against Foresight, Mirror Shield and Magic Shield.
7. Team Mode item drops adjusted.
Super Love Potions will drop again in the Team Mode of Frozen Cavern, Chaotic Swamp, Holy Ruins and Barren Land.
8. Adjustment made on AI.
NPC monsters no longer use the same supplementary skills repeatedly.
9. Bugs have been fixed on some skills in Boss Raids.
Raid bosses will no longer be affected by the debuffs of certain skills.
10. Error fixed on Daily Challenge Task.
Previously, an error kept players between levels 31 and 40 from receiving Daily Challenge tasks. This has been fixed.
11. Adjustment made on Foresight.
Foresight has been adjusted to improve the overall balance of skills. The more frequently a monster uses it, the less effective it will be.
Thank you for all the enthusiasm and support that you have shown Haypi Monster. Please feel free to send us whatever feedback you have on the game so that we can make it even better!
If you have any questions regarding the update, please feel free to contact Monster Support at monstersupport@haypi.com or visiting our forums at http://www.haypi.com/forum.


Best Regards,
Haypi Monster Team
Server: 101
Username: HA_1681768
Character Level: 34
Silver (approx.) : 11.5 million
Gold (approx.) : 925
S Grade Monsters: Smiter, Pewgway, Ignightmare, Neon (2), Meniss, Scythe (2), Brawny, Cygness, Purrfection, Trunky, Rhor, Pattafly, Sneopard, Flight
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Stavey

User avatar

Conqueror

Posts: 945

Joined: Sat Mar 23, 2013 6:31 am

Location: Middle-Earth

Post Fri Jun 28, 2013 10:42 am

Re: V1.4.1 Updates

By next Monday do they mean after 3 days or 10 days?
I dont trust Haypi translators :roll:
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schwag

Conqueror

Posts: 982

Joined: Wed Jun 20, 2012 4:55 pm

Post Fri Jun 28, 2013 10:57 am

Re: V1.4.1 Updates

Good point lol but they said July 1 which would make it 3 days.
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casp3rcs

Newbie

Posts: 19

Joined: Tue Mar 19, 2013 5:32 am

Post Fri Jun 28, 2013 11:52 am

Re: V1.4.1 Updates

11. Adjustment made on Foresight.
Foresight has been adjusted to improve the overall balance of skills. The more frequently a monster uses it, the less effective it will be.

This is too vague.

Can support please clarify?
Is it not 100% cast rate?
Or priority reduces with increasing number of cast?
Or damage received increases with each cast?

I believe we have the right to know more instead of waiting for the update.
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Lexoph

User avatar

Lord

Posts: 1525

Joined: Sat Feb 16, 2013 2:10 pm

Location: Hidden

Post Fri Jun 28, 2013 2:38 pm

Re: V1.4.1 Updates

casp3rcs wrote:11. Adjustment made on Foresight.
Foresight has been adjusted to improve the overall balance of skills. The more frequently a monster uses it, the less effective it will be.

This is too vague.

Can support please clarify?
Is it not 100% cast rate?
Or priority reduces with increasing number of cast?
Or damage received increases with each cast?

I believe we have the right to know more instead of waiting for the update.

I agree it's too vague at the moment.
However, if I have to hazard a guess it will be that it won't have a 100% accuracy rate - meaning that subsequent use may result in the proceeding casting of the skill to not work.
It may also be that part of the damage supposedly successfully defended against might actually go through, a percentage of it!
Quitted!

"The past is history, the future is a mystery
and today is a gift."

Image

Haypi Monster S11: Lexoph
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TarTar

Marquis

Posts: 407

Joined: Mon Mar 11, 2013 5:00 pm

Location: The Frozen North known as Canada

Post Fri Jun 28, 2013 2:41 pm

Re: V1.4.1 Updates

casp3rcs wrote:11. Adjustment made on Foresight.
Foresight has been adjusted to improve the overall balance of skills. The more frequently a monster uses it, the less effective it will be.

This is too vague.

Can support please clarify?
Is it not 100% cast rate?
Or priority reduces with increasing number of cast?
Or damage received increases with each cast?

I believe we have the right to know more instead of waiting for the update.

Hasn't it occurred to you by now? E-consumers have no rights to any knowledge of their product.
Over
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euanenzo

Baron

Posts: 166

Joined: Fri Mar 29, 2013 2:47 pm

Post Fri Jun 28, 2013 3:01 pm

Re: V1.4.1 Updates

I Still think that foresight is doing what it is intended for.

There are enough counters for it and it serves primarily the monster who casted it and not the monster that the monster who casted it is protecting (in case of Taunt, where this nerfing is most probably coming from) when countered by a AoE skill the intent fails. it is not invincible, you just have to work your way around it.

I may say that Pressure is what needs to be nerfing but not this one. The name itself describes why it is thay way it is.
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Chuckyin99

Beginner

Posts: 43

Joined: Wed Mar 20, 2013 6:40 pm

Post Fri Jun 28, 2013 3:10 pm

Re: V1.4.1 Updates

Fine then i got schoolcamp...
Youtube account : MmorpgFreak99
Feel free to look at the HM vids
Myym pal code if intrested in it.
Current S ranks : Smiter
Working on : Neon
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superfly88_713

Conqueror

Posts: 1109

Joined: Tue Feb 05, 2013 4:03 pm

Post Fri Jun 28, 2013 3:22 pm

Re: V1.4.1 Updates

Lexoph wrote:
casp3rcs wrote:11. Adjustment made on Foresight.
Foresight has been adjusted to improve the overall balance of skills. The more frequently a monster uses it, the less effective it will be.

This is too vague.

Can support please clarify?
Is it not 100% cast rate?
Or priority reduces with increasing number of cast?
Or damage received increases with each cast?

I believe we have the right to know more instead of waiting for the update.

I agree it's too vague at the moment.
However, if I have to hazard a guess it will be that it won't have a 100% accuracy rate - meaning that subsequent use may result in the proceeding casting of the skill to not work.
It may also be that part of the damage supposedly successfully defended against might actually go through, a percentage of it!


I'm guessing will be reduced 33% effectiveness with every use. Like other skills.

I'm glad they are addressing POD invalidate issue. With #8 I think?
I think they should just change the AI so that if a mob has inval AI should not cast POD at all. Before all these legendaries with 200+ Attk/Mattk came out you can survive 2-3 hits. Now its 2 hits or 1 crit ohko most of the time so even casting POD once on invalidate is high chance of losing
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Lexoph

User avatar

Lord

Posts: 1525

Joined: Sat Feb 16, 2013 2:10 pm

Location: Hidden

Post Sat Jun 29, 2013 12:28 am

Re: V1.4.1 Updates

superfly88_713 wrote:I'm guessing will be reduced 33% effectiveness with every use. Like other skills.

I'm glad they are addressing POD invalidate issue. With #8 I think?
I think they should just change the AI so that if a mob has inval AI should not cast POD at all. Before all these legendaries with 200+ Attk/Mattk came out you can survive 2-3 hits. Now its 2 hits or 1 crit ohko most of the time so even casting POD once on invalidate is high chance of losing

Exactly! I actually sent them a support ticket regarding Power of Darkness and they replied back saying they will look into it. I know they usually say that but this reply didn't feel like that!

Invalidate or similar skills should immediately prevent the casting of Power of Darkness. Some suggested that it should just stop after 1 cast but I find that that isn't a good compromise. Invalidate should just act as a balancing skill and not like this.
Power of Darkness isn't as powerful as before, as you already mentioned, so it wouldn't be a bad idea to say this.
*This is also what I propose to the support staff so I really hope they consider this!
Quitted!

"The past is history, the future is a mystery
and today is a gift."

Image

Haypi Monster S11: Lexoph

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