Greetings, Saviors! The issue that NO DATE are seen in some worlds in the game due to "Broken dll files" was generated after the latest scheduled maintenance. We updated the solution of the issue on the Forum, so please follow it, if you have the issue. Solution: https://forum.treeofsavior.com/t/solution-of-broken-dll-files-issue/411107 If the matter is persisted, please let us know by tickets. Sorry for the inconvenience. Thank you.
Greetings, Saviors!We would like to announce the details of our weekly maintenance for (September 13, 2022). Make sure to check below for the maintenance schedule and patch notes.Please note that other issues and bugs are also being worked on even if they are not mentioned below.
Greetings saviors, We would like to let you know that we are aware that there are issues with the party system on the [SA] Silute server. The dev team is currently taking a look into this issue and we will make another announcement when we have resolved this matter. We offer our most sincere apologies for any inconveniences that you may have experienced due to this issue. [UPDATE] The issue with the party system on the [SA] Silute server has been resolved. Please let us know if you are still having difficulty with the party system after this point. We will be keeping a close eye in case it occurs again.
Hello. We are "Tree of Savior" development team. There were so many questions regarding the art concept of TOS, so I asked our art director Maggi directly. Maggi has been with imcGAMES for a long time since “Granado Espada”. ▲The person who had drawn this poster from GE! Q) What was the reason that TOS selected quarter view? A) Back when our team was first formed to develop TOS, there were so many games out there which concentrated on new rendering technologies and detailed expressions. There were just so many of them. All of them focused on reality so it was very hard to distinguish each game by just looking at screenshots. Instead of just showing characters’ backs, we wanted 3rd person point of view so that players can be more immersed into the game and since timing is crucial in this game, we thought quarter view fits well. That’s why we removed angle rotations. It was also easier to take a view around the characters. ▲ Quarter view which emphasizes player's visibility Q) So quarter view was not just selected to reminisce about the old, classic games. A) No. Classical designs are just methods and not our objective. To enhance visibility, we even removed angle rotations which were available in the earlier version. We wanted players to really immerse into their characters so as we develop the game, characters’ representations became more and more simple. Eyes, eyebrows, and lips of the characters in the earlier version were very detailed, but we kept modifying the characters so now characters’ eyes are more emphasized. Q) Are there any differences in the art concept of TOS compared with the other games? A) We wanted to give players a feeling that TOS is like a moving fairy tale book or pop-up book so most of the textures are actually hand drawn by our designers. Instead of relying too much on new 3D rendering technologies, we are trying to emphasize the details so it takes little more time. The number of drawings that we have drawn since the start of TOS project is much more than the number of drawings that we had drawn in the past. Q) Was there some kind of objective that you had in your mind when you were designing the backgrounds of the game? A) I wanted to make TOS like a huge diorama. We wanted characters to touch on or climb on neatly designed architectures and decorations. To give fairy tale feeling, we emphasized on shapes as much as we had on the characters. As a result, I enjoy myself even when my characters just walk on the fields in the game. Q) There are some opinions that the game looks little dark. A) We have thought about it a lot. The world in TOS has some dystopian element so we couldn’t just make it too bright and too happy. Instead, we wanted players to really immerse into the world. The details and the expressions in the game should not be just cute and lovely. Depicting the world as it is, and depicting the reality as closely as possible is more important to us. If there is grass, then it should sway in the wind. ▲ We want to ride on that cable car !! If there is a lever, regardless of how small it is, players should be able to pull it. Q) How did you collect information? A) To collect information and documents for backgrounds, costume designs and etc, our staff traveled to various places including Lithuania, Turkey, Nepal, France, China and etc. We still have many more places to go. ▲Collecting info at Vilnius ▲'Fedimian' is designed based on the information we collected from Bhaktapur, Nepal. Q) There was a question whether this game is based on the Norse mythology. A) We got a motive from Lithuanian mythology. There are classes in the game which are related to the gods in Baltic mythology. The same goes for the “Tree” which is the major part of the story in the game. However, we used Lithuanian mythology only as a motive so the game is not wholly based on Lithuanian mythology. Q) Please give a word to our fans who are waiting for this game. A) We are working happily on TOS. I hope our fans keep their continuous interest on TOS. ▲The initial wizard design in TOS. It may appear as a NPC in the future. Okay so that’s it for our interview with Maggi. AD Maggi is responsible for character designs, costumes, illustrations, NPC images, background images and a lot more in TOS. She always has a drawing pen on her hand. Send her a support message!
Greetings, Saviors. We are currently aware of the following issues and they are being worked on. We apologize for the inconvenience, and we will update you once they are resolved. 1) Green Blindlem Teeth displayed as Wing Test - After the scheduled maintenance of September 5, the material item Green Blindlem Teeth is appearing as “Wing Test”. Please be aware of this when using this item. This error will be corrected during the next scheduled maintenance on September 12, 2017. 2) Summons affected by irregular low HP - Certain summons have been reported to spawn with low HP, causing them to disappear on the first attack received. Please let us know via Support Ticket if you are experiencing other problems. When reporting issues, please be as detailed as possible. Screenshots, character/team/server/class details and timestamps would be greatly appreciated. The more information we have on a specific issue, the quicker it will be resolved.
Greetings savior, this is the Tree of Savior developer team. This posting is about the future updates scheduled before the update of the Goddess system. Most of the content has been mentioned in the FAQ about Brief plans for 2021 Updates - (2) and more details are included in the post. We will not explain the details of the Goddess system in this posting but will introduce a related post before the reorganization of the Goddess system. Combine Vaivora A system that allows Combine Vaivora function the ability to acquire the desired Vaivora will be added. When combining 3 Vaivora weapons you can obtain one Vaivora Weapon by an equal chance each, and 1 Vaivora Origin Stone will be given per each combining. With 5 Vaivora Origin Stones, you can select a Vaivora you wish. When a new Vaivora is added, you can obtain it from the combine system, and with the Vaivora Origin Stone, you will be able to get the new Vaivora right away. Combine and Dismantle Res Sacrae Gem Currently, saviors achieve Prism Coal by dismantling Res Sacrae Gem and obtain the chance to get a new Res Sacrae Gem by consuming Prism Coal via combining. Unlike other combining systems, this system is divided into 2 stages, making it inconvenient and double-cost. It will be changed into a more similar system as the other combining system as the usage is poor due to the low chance of obtaining Res Sacrae Gem. In the new Combine system of Res Sacrae, you need 3 gems of the same grade and color, and Prism Coal. When combining Legend Res Sacrae Gem, you can obtain 1 gem of the same color by an equal chance. The grade of the gem might increase to Goddess by a very low chance. Also, you can obtain 1 Goddess Gem Fragment of the same color when combining once. With 15 Goddess Gem Fragments, you can select and obtain one of the Goddess Res Sacrae Gem of the same color. When combining 3 Goddess Res Sacrae Gem, you will immediately obtain 15 Goddess Gem Fragments of the same color. This means that you will be able to select another Goddess Gem of the same color when combining 3 Goddess Res Sacrae Gem. Obtain Breath of Power by hunting in the field Breath of Power will be added as the field drop reward and can be obtained by a low chance when hunting monsters in normal fields of EP.13. Housing Workshop : Crafting Consumables Housing Workshop content will be added to the Personal Housing Workshop contents. By installing the new housing items added during the update you can additionally obtain useful consumables. For example, the upcoming Steampunk theme item can produce Reputation Coupons that can be exchanged with Reputation Points when installed in the Personal Housing. Steampunk theme Housing items will be obtainable from Reputation shop, Contents Point Shop, and field hunting in EP.13. Housing Workshop will be constantly updated in the future to produce consumables such as Reputation Point/Mercenary Badges and is planned to develop in a way to reinforce consumable items and collection/life contents. PvP Skill Balance Adjustments Out of many PvP balances to be adjusted, the first skills adjusted will be skills that cause excessive server load in GTW, where multiple users must participate. Tree of Savior is a style game that targets 2 to 3 in basic melee attacks and 15 to 20 depending on the AoE attack ratio. Among these skills, there are some skills that have a short cooldown or that can be used consecutively by overhit. A large number of consecutive hits multiplied to this is the basic style of battle in Tree of Savior. This allows you to hunt pleasantly by using AoE skills in PvE, but when used equally in PvP, it causes a large number of negative side effects. This is spotted especially in GTW, where a battle between group and group frequently occurs. GTW's server lag (skill works after delaying for a while) has continuously improved through several optimizations, migrations, and machine hardware specifications upgrades. However, server lags are still occurring when dozens of characters are in battle, and the maximum stake in the lag's cause lies in the number of combat operations performed by the server. The Tree of Saviors has a relatively high number of attacks occurred by a single skill compared to other games, which is [Number of actual consecutive hits when using the skill once x number of target]. AoE attacks frequently inflict 5 to 20 hits at 10 to 20 targets for the duration, and the server has to calculate 50~400 times just by this single skill used by a single user. Skills like these are used once every 25~30 seconds and about 10 other skills like this can be used in between. There are many other types of attacks that have a higher number of targets, or fewer, but a very high number of attacks per time. Skills that inflict a single hit against a single target, or skill with a single overhit and short cooldown will be harder to find in Tree of Savior. A large number of targets of AoE skills not only inflicts the lag but also the meta in PvP. If the factor of AoE skill with 10 targets isn’t 1/10 of the single target skill factor, it is natural that only AoE skills are counted in large-scale battles such as GTW. This hasn’t changed for a long time. The goal of this PvP adjustment is to resolve the server lag and partial balance meta by limiting the number of attacks. Of course, the lag will not disappear at once and the meta will not completely change by this AoE/number of hit adjustments, but the adjustments will continue and we hope for an environment a little better than before. Any number of targets over 2 and AoE ratio over 4 will decrease by a certain ratio in PvP only. An adequate number of targets will be set for skills with an unlimited target number, according to the limit previously stated. Some skills with a too wide range will also be adjusted. Adjustment in the number of hits will be applied in both PvP and PvE, starting with skills with too many hits per 1 attack are the targets. Out of AoE consecutive hits, DOT(Damage on Time), and melee consecutive hit skills, skills that have an excessive number of hits will be adjusted and the number of hits decreased will be compensated by the factor. Moreover, the effect of fake-consecutive hits will increase for melee attack skills that inflict many actual consecutive hits during a short period of time. New Vaivora Weapon added 5 new Vaivora Weapons will be added. This Vaivora is Assassin, Zealot, and 3 other classes and it will later be available from Vaivora Combine. As the Vaivora cabinet is reorganized, Vaivora of the common weapon class will be added. Other Updates Other than these, reorganization of the Joint Strike Raid reward, aggregation of title and achievements per team, and pre-quest of Episode 13-2 are planned. This is it for the details on future update plans. Thank you. The villains are coming soon…...♣ ※ Contents described in this posting may change according to the future development policy.
Greetings, Saviors! In order for players to get back into the game as soon as possible, we have unlocked the following accounts as we have finished investigating and processing them. Below is a list of the accounts released today. [NA] Klaipeda D****Curitis D***ikuru F**ah H***acious I**u M***aki M***KAN M***NGAO N***ERPO q** T***pi [SA] Silute -***nn 0****10100110 A***ys A**ma D****aido D****on D***akiller D***eit D***lz D***man D***no E****ityHope F****ender F***ir F***ndo H****uden i***cence J****hi-kin K****Roots K****udo L****ska L****tica L***p L**oz l**ro M****reca M****riniel M**ri M*z O***es P****aina R****Ge R****val R****yDunno S****ahs S****drazi S****olf093 S****orc S***owsBorn S**s S*T T****sty T***golos T**ja T**z U****rsal V***ar V***gax X****ada Y***ee As we mentioned in our previous announcements, from the accounts listed above, we have proceeded to remove all items related to the DPK error, including those that were crafted, consumed or utilized. This also included items that were crafted using one or more of the affected material items including gems that were enhanced by these items. We did this in all accounts where we deemed that no serious offense was committed. We have sent compensation to these unlocked accounts and special compensation will be provided after our investigation is complete. (Please read previous announcements for more information). We would like to mention that the remaining locked accounts require a deeper investigation. For example, for these accounts we have to thoroughly investigate whether or not certain transactions had negative effects on the market by checking profits and the amount of items that were distributed. Although we understand that this may not have been the true intention of these users, if these transactions affected the market, or if these users actions were deemed inexcusable, this will lead us to investigate these accounts again and to possibly set further restrictions. The extent of these restrictions will be known after our investigations are complete. Since we will have to check these accounts multiple times, investigating them will take a bit longer. We ask for your understanding as we complete this process. We thank you for your patience and until all accounts are processed we will continue to work hard.
Celebrating the 20th anniversary of imcGAMES Hello, this is imcGAMES. This year, we are celebrating our 20th anniversary. First of all, we would like to express our deepest gratitude to our users for supporting us and using our services for so many years. Thanks to you, we have been able to stay in business, develop our technology, and grow on the way. We would like to share with you our hope that we will not rest on the memories of the past and will continue to develop toward a new horizon of entertainment. Since the 2010s, the rapid rise of AI technology has brought a huge wave of impact and change to every sector of society. The field of gaming was no exception, and as we saw the impact of AI technology on even the creation that we thought was uniquely human, we realized that this was both a crisis that we had to overcome and an opportunity to take the fun and enjoyment of gaming to the next level. The impact that AI technology can have on game development and play is far-reaching, but one of the first things we started paying attention to was something we could see and feel. An AI painting technique called Stable Diffusion has seen dramatic technical growth since its announcement last year, and we've been studying it with the goal of training it on content from Granado Espada and Tree of Savior, two IPs we've been developing and servicing for a long time, and today we're sharing our preliminary results. Last April Fool's Day, we created and released simple digital figures of Granado Espada and Tree of Savior, and while the images were meant to enjoy the April Fool's Day event and the figures don't exist in real life, we were pleasantly surprised by the high quality and vivid depiction of the features of our IPs. Users who saw the image on social media were mostly satisfied with the quality and excited to see it. <Figurine illustration based on Tree of Savior> Once the Al program has learned the characters and art style of the game, it allows us to try different ways of representing them besides just using a figurine style. One of the things that we found meaningful was creating "fan art". One of the most common things you'll find in the community of MMORPGs, where you can customize your character with love, is the so-called "drawing your OC(Original Character)" culture. We believe that the special emotions that make you want to record and show your original character - that spent time together ever since you were a beginner - is a unique value of MMORPGs that you can't get in games where you play with a predetermined character. <Like an action figure(Left), Try on a new Hanbok(Right) / Tree of Savior> Creating such a drawing of your character would take the time of a skilled artist. However, if you have a well-trained model with AI technology, you can have an "infinite production" of fan art. By using a combination of different application poses, background themes, and drawing styles, you can depict your character in an infinite number of environments. <Create multiple art styles for the same character / Granado Espada> Cosplaying game characters by real people is one of the ways to leverage IP. However, creating high-quality cosplay outfits can be very time-consuming, expensive, and labor-intensive. By combining AI photorealistic models with models trained on game IP, you can easily create realistic cosplay photos. <Cosplay of a Virtual Human / Granado Espada> The original characters, which are designed in the game's distinctive art style, can be recreated in a variety of art styles to give them a new look. <Granado Espada in a variety of styles> <Anime Style Tree of Savior> <Mix live-action, figures, and anime / Granado Espada> <Gender Chance of a same character / Granado Espada> But the possibilities don't stop there: what if you could combine characters from Granado Espada and Tree of Savior? We were curious to see what would happen if you could do it in different ratios: 5:5, 2:8, 7:3, 9:1, and so on. <Granado of Savior> Like the examples above, we are currently working on a plan to maximize the use of these rapidly evolving AI tools. Training high-quality AI models take a lot of time, money, and expertise, but we're making it easy for anyone to reap the benefits of these technologies. As a first step, we have planned and started a follow-up event of the April Fool's Day figure event, where users can submit screenshots of their characters and we'll create and send them an AI drawing of this character. [‘Turn your character into a figure style image…for real!’ Event Page] We hope these images are a small gift to those who love Granado Espada and Tree of Saviors. This event is the start of a series of features we're working on in Granado Espada and Tree of Savior that will allow anyone to train an AI model of their character to create a variety of images with minimal interaction within the game. Who knows, maybe you'll discover your inner artist when you start creating images using AI technology. <Illustration style (left) and webtoon style (right) / Tree of Savior> Once you've created a beautiful image using AI technology, you could be able to share it with others and see what they've come up with, not just keep it to yourself. MMORPGs are an ideal platform for this kind of activity. We're working on augmenting the current community features to allow users to share and view AI images created by others. In addition to image-generating AI, text-generating AI is also showing great promise and impact. In particular, ChatGPT's near-human conversational and reasoning abilities have surprised everyone, and we expect that these aspects will also enable new experiences in the game world. We're also interested in teaching conversational AI bots to learn in-game settings and interact with them as they would in-game. We're looking to start with something as simple as automatically adding on the quests in the game to make them richer in terms of experience, and then move on to having direct conversations with NPCs in the game. Ultimately, we're hoping to fully train our own language model and create a unified world where the stories of the players and their activities become legendary. Language AI and image AI are fascinating on their own, but when combined, they will open up even greater possibilities. This is an area of active research in academia and the professional industry. At IMC, we are also continuing our research and development with this as our ultimate goal. <This was generated by learning a GM's drawing style>. How did you see our post? It seems clear that AI technology will have a huge impact on gameplay. We intend to continue our research and development to ensure that AI is not just a dreaded replacement for humans, but something that takes human activity to the next level. Twenty years ago in April 2003, imc founded a company based on the idea of Impress, Motivate, and Connect to become a professional MMORPG developer, and we have come a long way since then. With the mindset of starting a second company for the 20th anniversary, we aim to bring the appeal of the MMORPG genre to a new level through AI technology, and we would like to share the fruits of our labor with you. <Kim..?> Thank you again for your support over the past 20 years, and we'll be back with more news in the future. Thank you!
Greetings Saviors. We are happy to announce the following GvG TOP 10 ranks. Hope others keep on challenging to Top of your region. In addition, guilds which tried to GvG with others receive 50 event-talts throughout guild's storage. North America (Klaipeda/Orsha) 1. Crimson / Klaipeda 2. Lotus / Klaipeda 3. Alpha / Orsha 4. Diamond / Klaipeda 5. CuteNotLewd / Klaipeda 6. Ravens / Klaipeda 7. Asperity / Klaipeda 8. Impetus / Klaipeda 9. SleepDeprived / Orsha 10. cute / Klaipeda Europe (Fedimian) 1. Legends™ 2. Maid Café 3. Into the Abyss 4. The_Expendables 5. WhitePopolion 6. FreakSquad 7. Insanity 8. Nifelheim 9. NyaKawaiiDesu 10. †EternaL Owls† South-east Asia (Telsiai/Varena) 1. LastOrder` / Varena 2. AvantHeim / Varena 3. Dispeller* / Telsiai 4. -CHAOS- / Telsiai 5. Echelon / Telsiai 6. HUMBLE / Varena 7. "young&naive♪" / Telsiai 8. OrientePrimus / Varena 9. Paradox / Varena 10. Steel^Wolves / Varena South America (Silute) 1. Hydrarium 2. Unbelievable 3. Paradise 4. TheOverMind 5. WarLords 6. Tyrant 7. B i q u e i r a 8. Irmandade 9. Caguei na Build 10. Estige