Update 0.37 β Spring Blossom
Happy to present you the April Update 0.37:
- Hunt Easter Goblins and the Easter Hunter, collect eggs, and exchange them in the event shop for valuable items.
- Order dungeon runs or fulfill Contracts for gold at the tavern β a new economic system.
- Challenge the second guild dungeon "Blood Chapel" β defeat two bosses simultaneously.
- Gradually uncover unexplored locations β every cell is part of a unique landscape.
New Mechanics
π₯ Easter Event
An annual spring event. Collect Easter Eggs across locations and spend them in the event shop.
Duration: from April 1 to April 30.
Event currency: Easter Eggs β stored in the backpack and used as event currency.
Ways to Obtain Eggs
- Daily login: 100 eggs each time you log into the game (once per day).
- Regular monsters: 20% drop chance (1 egg).
- Spawns no more than once per hour.
- Upon spawning, a notification with coordinates and spawn location is sent to chat.
- Killing it grants 150 eggs. Reward conditions depend on location type:
- Spawns with a
0.5%chance when monsters appear in a cell, if no other active events are present (chests, shrine, goblin, etc.). - Grants 25 eggs to all players standing on the cell when the event activates.
Event Shop
Purchases in the event shop are available once your character reaches level 25!
You can spend Easter Eggs to purchase various valuable items:
New Skin Collection
In this update, the game will introduce a new collection of themed skins.
- Unlike previous collections, this one will include 6 skins instead of 12 β one for each class.
- You can get the skins by purchasing a special Easter Chest with Easter Eggs.
π Dungeon Contracts
A new type of tavern quest: player-to-player. Order dungeon runs from other players or fulfill orders yourself for gold.
Creating a Contract
The client creates a contract specifying:
- Dungeon β which dungeon needs to be completed.
- Difficulty level β at which difficulty.
- Payment per run β how much Gold per completion (always a whole number; minimum: Difficulty Level x World Tier).
- Number of runs β minimum 100.
A contract for N runs is not a single task for one person. Each time an executor accepts the contract, 1 run is deducted from the total. After a successful run, the executor can take the same contract again for the next run, so a single executor can fulfill the contract multiple times as long as runs remain.
- Reserve = payment per run x number of runs
- Commission = reserve x 5%
- Total = Reserve + Commission
- The commission is deducted non-refundably at the moment of creation.
- The reserved gold is locked until the contract is completed or cancelled.
Contract Visibility
- Contracts are available in the tavern within the current world.
- For each type (dungeon + difficulty), only the most profitable offer is displayed β the one with the highest payment per run.
- The client is not shown.
- If all remaining runs are taken β the contract is temporarily hidden.
- A contract is not displayed if less than 3 hours remain until its expiry.
- If a player has already taken a contract for a specific dungeon and difficulty, that slot disappears from their list.
- Taking a second contract in parallel is not possible.
Run Completion Conditions
A run is counted when all conditions are met:
- Group consists of exactly 6 players.
- All participants have a Dungeon Token (bound) at the moment of completion.
- The dungeon and difficulty match those specified in the contract.
Rewards
- Base run reward: experience, silver, and items from monsters and bosses.
- Gold as per contract terms.
- The contract does not need to be closed like regular journal quests. When the conditions are met β the reward is granted immediately.
- β οΈ Special dungeon rewards (enhancement crystals and gear chests) go to the client.
The client receives for each successful executor run x2 the base reward formula:
Upon contract completion, the client collects the accumulated reward. Unused gold is returned.
Timers
Cancellation and Reset
- Executor: can cancel early β the slot is freed. If the timer expires, the contract is automatically removed.
- Client: can revoke the contract only if there are no active executors. After 7 days, the contract is automatically removed from the board. The client can then delete the contract to reclaim unused reserved gold and create a new one.
βοΈ Guild Dungeon: Blood Chapel (World 2)
The second tier of guild dungeons β a test of coordination. Two bosses with different immunities and tightly linked health pools. The key feature: they must be defeated simultaneously.
Activation
- To launch the World 2 dungeon, a successful World 1 guild dungeon run in the current week is required.
- If no such run exists β activation is impossible.
- After a successful run, the guild has 1 week before the timer resets (reset at 00:00 Monday UTC).
- The counted run also resets on the weekly timer reset.
- To enter, a player must have been in the guild for more than 1 week.
- Activation is initiated by a player with Officer status or above.
Combat Mechanics
The key mechanic β you must kill both bosses simultaneously.
- Boss #1 β immune to physical damage.
- Boss #2 β immune to magical damage.
- Players must split into two groups and attack in a coordinated manner.
It is important that the health difference between the bosses stays below 15%. If this threshold is exceeded, the boss with less health instantly regenerates 25% health. After killing the first boss, a 30-second timer starts: the second boss must be killed within this window, or the slain boss will resurrect and both will regain full health.
Bosses and Their Abilities
- Crimson Rush: Physical damage + Stun effect.
- Abyss Wound: Physical damage to all attackers + Bleed.
- Dark Barrier: Reflects magical damage.
- Passive: Immune to physical damage.
- Blood Typhoon: Magical damage to all nearby + Curse.
- Eyes of Oblivion: Magical damage to all + Sleep.
- Soul Harvest: Magical damage to attacking targets + health regeneration.
- Passive: Immune to magical damage.
Rewards
Each participant (if present in the boss cell at the moment of death):
- Base reward for killing a Boss type monster
- Enhancement Crystals
- Master's Chest (by World Tier)
- Awakening Essence, Level 5 (bound)
- Guild Experience
πΊ Goblin in Locations
A special event monster that appears in locations starting from monster level 16. It is rare, accounting for only 5% of all cell events.
As soon as the fight starts, the goblin immediately tries to run away to a neighboring cell. It is a coward and will not fight!
crowd control effect
If it makes it to the neighboring cell...
The goblin starts opening a portal back home. This takes 10 seconds.
- Deal any damage to interrupt the portal, and the goblin will start running again.
- If you do not interrupt it in time, the goblin will escape from the location permanently.
Killing the goblin grants a reward as if it were a Boss!
πΊοΈ Location Exploration
The first time you enter a location, you only see the nearest cells. Move around β and the map will reveal itself as you go.
How Cell Discovery Works
- On first entry, all cells are hidden except those within the vision radius from the starting position.
- Base vision: +1 cell from current position.
- When moving to an adjacent cell, new cells within the vision radius are revealed.
- Revealed cells do not become hidden again β progress is saved.
Exploration Progress
Updated Map Appearance
- A parchment texture background has been added β the map now has a tactile visual style.
- A transition animation has been added between cell states β discovering new cells and changing cell state is accompanied by a new animation.
Battle Vision
If an event (daily or story quest, guardian or world boss) appears in an area of unexplored cells, only the event icon is shown on the map β without the cell itself or a route to it.
Mini-Map
A customizable mini-map has been added:
- Opens by holding the "Map" button.
- Size and transparency can be adjusted.
- Tapping a cell on the mini-map opens cell information with the option to move there.
- Allies in motion β π’, enemy monsters β π΄ (without quantity).
- Each cell shows only the single most important event.
Change Log
π Tutorial. First Steps in the Game
The system for gradually introducing players to the world of Ligmar has been updated β the interface now adapts to the character's level.
Only unlocked mechanics or those soon to become available are now shown on the game screen. Locations and buildings are displayed 5 levels before they unlock, so players know what will open and when. This helps new players ease in and gradually discover game mechanics.
City Mechanics and Buildings
- If there are more than 5 levels until a mechanic unlocks β the building is not shown.
- If there are 5 levels or fewer remaining β the building is visible but locked, showing the required level.
- When the required level is reached, the mechanic unlocks + the player receives a notification about the new mechanic's availability.
Locations
Party-Wide Progress
Mechanic & Locations unlock status is determined by the highest level character in the party. So all other characters even a level 1 character can enter any unlocked buildings and locations.
Tutorial Screens
- The list of mechanics that trigger Lia's tutorial screen (shown once) has been significantly expanded. This will help new players better understand mechanics that gradually unlock as they progress.
π Other Changes
Master: Harvester
- A restriction has been introduced: cargo can only be collected in the second world with a Level 2 Harvester (with level 1 β only in the first world).
Items
- When activated, increases the amount of materials obtained at locations by 50%.
- Activating multiple orbs simultaneously stacks the bonus up to 150%, and the effect duration stacks as well.
- Watcher's Lens now provides not only +1 to vision, but also +1 cell to tracking sense.
Chat
- Added the ability in chat settings to specify which messages to show in the lower chat area during combat and which to hide.
Interface
- Added character state display in the Hall of Heroes when a character is on an expedition. This will reduce the number of questions about why a character cannot be selected.
- Updated display of boss and location type icons, monster level, and available quests on the location card. This information is now more prominent and easier to read.
- Added an item icon on the auction and market buildings in the city if there is an item in the warehouse waiting to be collected.
- In the trading post, the "Other" category now opens first (as the first tab) rather than "Equipment", since player actions β especially purchases β are more often related to "Other".
Miscellaneous
- Fixed a bug where the magical attack boost from the fountain blessing was only applied to the character who activated it and was not preserved upon character switching.
- Added a messenger notification about a character returning from an expedition.
- Fixed a bug in the location tax display: "Scorched Forest" showed 1,000 silver, while 5,000 was actually deducted.
- The story quest for status is credited to all players in the cell, not just group members.
- When completing a dungeon, if a weekly reward is available, a large "Collect Reward" button is displayed instead of the entry button. This ensures players don't forget to claim their rewards.
- Quest block: previously only available in location lobbies. In this update, the "My Quests" block has been expanded and added to dungeons β upon entering a dungeon, all available quests and contracts for that dungeon will be visible.
- Fixed an issue where a dungeon might not reset from Sunday to Monday if the player was online in the game at the time of the event.
- Fixed an issue where the number of health and mana potions was displayed incorrectly on the character screen in the city.
- Fixed a critical issue where it was impossible to activate items from the backpack during combat, such as orbs, the Watcher's Lens, or to open chests.
- Fixed the display of the Ancient Chest opening notification after a world boss.
- Updated the item crafting animation.