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Weekly Question and Answer – September 30th, 2016

  Q1. Limiting guilds to 35 members feels a little restrictive. Would you consider raising the maximum number of members allowed in a guild? We are in the process of preparing an update patch that will increase the current maximum guild level of 15. We believe you’ll be glad to hear that our plans for this patch also include raising the current maximum number of members allowed in a guild. You can keep an eye on our patch notes for any future updates.   Q2. Do you have plans to develop any features to change the appearance of weapons or attack effects? We’re currently working on the development of a unique design item intended to be used with the Alchemist’s Briquetting skill. We have yet to decide how this item would be obtained in-game, but we expect it to be used to change the appearance of other items, including weapons.   Q3. The first fan art event was a great idea to get the community involved and participating. Any chances of a part two?  We were honestly touched by the positive reception our first Fan Art Fest event had in the community and would like to sincerely thank all the participants and winners once again for their wonderful contributions. You may have seen in our News page already that we have a new fan art event happening until October 18, this time with a Halloween theme. Those interested should make sure to click the link to the announcement here and read the submission details for more information.   Q4. When are you fixing the ranking bug in Regional Guild Battles and Team Battle League? We are aware that the rankings in Regional Guild Battles and Team Battle League aren’t always displaying correctly and we apologize for the misunderstandings this bug may be causing. We want you to know that we are working on tests to fix this issue and hope to update you with a more stabilized version of the rankings as soon as possible.   Q5. Some skills seem to have an effect on things other than enemies or monsters. Is this intended? Certain skills, like the Peltasta’s Swash Buckling, the Chronomancer’s Haste, etc. do interact with and apply to other objects in the game besides enemies and monsters. This feature is in fact intentional; we mostly designed the skills this way so that they could be used to interfere with other players’ AoE debuffs in PvP and GvG play, for example.    

Developer's Blog
October 1st, 2016
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Weekly Question and Answer – September 23rd, 2016

Q1. It's almost the end of September. When is Rank 8 coming to iTOS? A1. We are aware that many of you are waiting for the Rank 8 update.  That is why we are being extremely thorough in the testing process so you will be able to fully enjoy the new contents. We also know that many of you at Rank 7 will love to focus on leveling your characters as soon as the update arrives in order to experience the new classes and skills. As such, we are also preparing a few extra treats that will help you do so near the update's release date. Q2. Swordsman type classes are finding it extremely difficult to complete quests at higher levels due to the high damage from monsters. Having to find a party every time makes questing hard for soloing players. Can you give us any ideas on what you are planning for the Swordsman in the future? A2. We are constantly testing various ideas with regards to re-balancing the Swordsman class.  Some of the things we are considering are adjusting monster parameters, Swordsman exclusive items, the fifth type of gem for melee type classes etc. We'll let you know as soon as we have found a combination of changes that works well. Q3. There's only one way to trade Monster Cards, but it's really inconvenient. Would it ever be possible for us to trade them?  A3. We are considering the removal of trading restrictions on Monster Cards. Further Info. would be released via announcement. Q4. Many of us have chosen to become a Templar in order to create guilds to enjoy the game with others. However, there currently aren't any attributes for Templar skills making the class otherwise less interesting. Is there any chance that we will be able to invest in attributes as well? A4. We deliberately developed the Templar class in such a way so that it would only have to focus using resources on the management of guilds. However, we have received much feedback with regards to the class and are testing various options to see if we can't add attributes to enhance the Templars. Q5. When will we be able to try out the Wonderland Costumes? A5. We are in the final preparations of bringing the new 8 types of Wonderland Costumes to a TP shop near you! We hope that you will enjoy the fantasy themed costumes. Please note that the wings on the costumes do not grant you the ability to fly. On a happier note, you don't have to worry about your hair becoming messed up from the desserts on the hats either.    

Developer's Blog
September 23rd, 2016
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Latest Performance Improvement Tests

Greetings, Saviors! Today we want to let you in on some tests we’ve been conducting to improve overall frame performance in Tree of Savior. We’ve compared the current performance in the game in ms with the values obtained after applying two improvement measures intended to minimize elements responsible for frame drop issues, as explained below. Particle Instancing: Optimizes function call when identical particles (objects) are rendered on the screen to improve processing speed. Quest Loop: Considers all existing quests but only updates when their status is changed to either ‘available for start’, ‘ongoing’ or ‘available for completion’, making for a more efficient processing of quests.   Blue represents the data obtained before the optimization measures, red represents the data registered after the measures were applied.   perf1 avg time: 31.6ms / max time: 137ms perf2 avg time: 25.5ms / max time 266.6ms avg time difference: 6.1ms / max time difference: -129.6ms avg time improved 0.8 times / max time improved 1.9 times ▲ MAINLOOP: Overall game performance time. The time required to render and show a frame in-game. FPS will increase as this number decreases.   perf1 avg time: 0.1ms / max time: 6.5ms perf2 avg time: 0.5ms / max time: 74.8ms avg time difference: -0.4ms / max time difference: -68.3ms avg time improved 4.5 times / max time improved 11.6 times ▲ UPDATE_QUEST_LOOP: The time required to check quests in-game. While most are checked server-side, some are being checked by the client. There will be less lag the less time this takes.   perf1 avg time: 0.1ms / max time: 2.2ms perf2 avg time: 0.8ms / max time: 3.3ms avg time difference: -0.7ms / max time difference: -1.2ms avg time improved 9.5 times / max time improved 1.5 times ▲ UpdateAnimation: The time required to show the game’s animations. It shows how much time is required to show a character’s movement per frame. The less time it takes, the less time is required to show a character’s animations.   perf1 avg time: 0.6ms / max time: 7.9ms perf2 avg time: 1.4ms / max time: 4.1ms avg time difference: -0.8ms / max time difference: 3.8ms avg time improved 2.3 times / max time improved 0.5 times ▲ RenderVertex: The time required to show game effects. It shows how much time is required to show the game’s effects. Game effects will appear to be smoother the lower the number is.   Looking at the results obtained from our internal tests, we expect these new measures to bring significant improvements to the performance of the game. We’ll be continuing to test the new measures more extensively to stabilize them, and we hope to bring these improvements to you as soon as they’re ready.

Developer's Blog
September 13th, 2016
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Weekly Question and Answer – September 9th, 2016

    Q1. Being unable to trade items between characters in my team makes it much harder to level other characters. Will we ever be able to share currently untradable items between characters in the same team? A1. We are considering the removal of sharing restrictions on items up to the 'Rare(purple)' tier. However, we do not have any plans on removing the restrictions on 'Unique(red)' tier items which will continue to be character specific. While slightly off topic, recipes that use other recipes as ingredients will appear in the future to add more variety to the crafting system. Q2. Lower level players are having trouble in the Siauliai mission since the level of boss monsters are set to the highest level player. Are there any plans to make things more fair for all the players? A2. We realize that the large level gap may have made it much harder for lower level players than we had intended. We plan to balance the monster levels according to each party. We expect that this will alleviate this issue and this feature is expected to be implemented soon. Q3. It has been a while since we had our last event. Are there going to be any more events? A3. We are currently planning and testing various types of events in order to provide more things to look forward to every time you log in. We hope that you will enjoy the next event we have planned for you. Q4. It has been a while since the x4 and x8 EXP Tomes have been introduced in kTOS. When are we going to be able to use them? A4. We had decided to postpone their introduction in order to make sure that players would be able to get their full potential. You will soon be able to craft them in the enhanced form that is currently available on kTOS.

Developer's Blog
September 9th, 2016
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Weekly Question and Answer – September 2nd, 2016

1. When are you going to develop new content for Guild Battles and Team Battle League? Besides the Guild Battles currently available, we’re working on adding a new PvP gameplay mode. This mode is still in its early stages, but we’ll update you with more details as soon as it’s a little more developed. As for Team Battle League, we would like to expand the current stages in the future, and we’re considering different ways to use TBL features like the spectating mode. 2. Will you consider allowing premade parties into Team Battle League? Including premade parties into TBL isn’t a feature we intended to add initially, but we also recognize that doing so has the possibility to increase social content and allow friends to play together. Because of this, we will be considering the possibility of allowing premade parties to queue for TBL matching, and we will continue monitoring your feedback on this. 3. We noticed the companion UI includes equipment slots. Does this mean our companions are getting their own equipment someday? We’re reviewing different options for companion equipment at the moment. One option would be to have specific items that would alter the physical appearance of your companion when equipped. Another option would be to have the player equip their own items on their companion, similarly to when they are applied to your characters. We will keep actively considering these possibilities for a future update. 4. It would be nice if the guild UI included the times when each guild member is online. What do you think? We think that’s a great idea. We can see how being able to check when each guild member is online would be convenient for guild masters to manage their guild and plan for guild activities. We will most definitely be looking for ways to include a feature like this in an upcoming update. 5. Is the current party setting of 5 players meant to represent one of each class tree, and if so, does that mean we can expect another class tree in the future? We developed parties to be composed of 5 players for gameplay purposes. We found 5 players to be the optimal number that allows you to distinguish the movements of other players without filling up the screen too much. We didn’t really intend to have a different class tree represented in each individual team member when we thought of this number, and we have no plans to develop a new one any time soon. 6. I want to know why guild members can no longer use the guild invite function. We realize this is not the most convenient setting for guilds when the guild master is not logged in, that is why we are developing an alternative function that will allow the guild master to give guild members permission to invite others into the guild. We also plan to add a feature similar to a stand or stall for guilds that they can set up in the long term to recruit new members. 7. Any news about the bird companion? If you’re wondering about the Battlebird companion, we’re planning on releasing it on Steam very soon, so you won’t have to wait much longer. We will also be launching a Battlebird item package for the TP Shop, similar to what we did for the Penguin companion.

Developer's Blog
September 2nd, 2016
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While You Were Away: Updates You Might Have Missed

Have a look at our TP Shop! - TP Shop Additions - Marvelous contact lenses - Reduced Token price 199TP -> 99TP   Silver-Sharing Feature - Using a Token, you can now transfer not only silver, but also Monster Gems and Monster Cards through your Team Storage   Token-Free Trading - However, tradable equipment items can become untradable.   Rank 8 Introduction Updated! - Check out the information on Rank 8 on the links below. - Swordsman - Wizard - Archer - Cleric   Equip Monster Cards and Effects - You can obtain Monster Cards from mission, instanced dungeon and field boss monsters.  How to Transcend Equipment - You can check the information on Transcend through the link. - The chance of successfully transcending an item will increase depending on the number of materials (Goddess Blessed Gems)   you select to use.   Improved World Map - New functions include info on the location of suggested instanced dungeons and suitable quests based on your level.   Obtain Unique Titles! - New titles available through achievements.   New Saalus Convent Mission: Uphill Defense!  - Saalus Convent Mission: Enter by talking to Sister Lhasa at Saalus Convent Level: 120 and up   New Saalus Convent Mission: Lakeside Added! - Saalus Convent Mission: Enter by talking to Sister Aiste at Saalus Convent Level: 240 and up   Fortress of the Land: Gimmick Updated! - Gimmicks and exclusive events added to Ruklys Hall of Fame, Extension and Evacuation Residential District.  - Levels: 230 to 240

Developer's Blog
August 26th, 2016
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Introducing the Item Transcendence System

Greetings Saviors! This week on the Developer's Blog, we would like to cover the Item Transcendence System.  Item Transcendence - Only weapons, armor and accessories are eligible for Transcendence. - The chance of successfully Transcending an item will increase depending on the number of materials(Goddesses' Blessed Gems) you select to use. - Different Gems are required depending on the type of equipment you wish to Transcend.   - There are different chances of success for each stage of Transcendence and each success will elevate the item to the next Transcendence Stage. (Maximum of 10 stages) - The item will lose one Transcendence Stage upon failure but will not decrease in potential. - Transcended equipment will become untradable. ※ Please note that equipment that has been reduced to Transcendence Stage 0 due to repeated failures will become tradable once more. - The damage of items will increase accordingly to their original stats when Transcended. ※ The contents above may be changed as results of patches.   How to Transcend Equipment [Instructions] - You will be able to obtain a [Blessed Shard] from a [Saalus Cube] that is given after completing the Saalus Convent Mission.   - You will be able to complete the mission twice per day and a Cube will be awarded upon completion. Token users will be able to obtain up to 6 Shards if they reopen the cubes. - You will be able to create Blessed Gems by buying Goddesses' Blessed Gem: Weapon / Armor / Accessory recipes from the Item Merchants in Klaipeda and Orsha.     - You will be able to transcend the items by talking to the Blacksmith NPCs in either Klaipeda or Orsha with the Blessed Gems.     - Drag and drop the equipment and Blessed Gem you wish to use to Transcend. - You will be able to see the success rate after placing the Gem. - The main ability of the item will increase at a set % per Transcendence Stage.     - The Transcendence Stage of each item will be displayed as a Purple Star on the item. - The increased stats will also be displayed on the item’s tooltip.     ※ The contents above may be changed as results of patches.   Extracting Blessed Gems - You will be able to extract the Gem from Transcended items from the Blacksmith NPCs at either Klaipeda or Orsha.  - Monsters will have a chance of dropping the Hammer of Dismantlement which is required to extract Blessed Gems. - You will be able to retrieve some of the Blessed Gems used to transcend the item after it is destroyed. - Click the ‘Extract Blessed Gem’ option at either the Klaipeda or Orsha Blacksmith NPC.     - Right-click the Transcended Item and Hammer of Dismantlement in your inventory. - The Transcended Item will be destroyed and you will receive some of the Blessed Gems that had been used.   ※ You will not be able to retrieve Gems if the item is only Transcendence Stage 1.     ※ The contents above may be changed as results of patches.   Extracting Items - You may remove Transcendence effects at the Blacksmith NPCs at either Klaipeda or Orsha. - Monsters will have a chance of dropping the Spell Rod which is required to remove Transcendence effects. ※ You may not retrieve Gems when removing Transcendence effects.     - Right-click the Transcended item and the Spell Rod in your inventory. - All Transcendence effects will be removed and you will not be able to retrieve any Gems that you had used. - The color of the Star displayed on the item will change to yellow.     ※ The contents above may be changed as results of patches.  

Developer's Blog
August 22nd, 2016
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Weekly Question and Answer – August 19th, 2016

Q. It seems as if the level difference when entering the Siaulai Mission has greatly increased. Are there any plans to increase the penalty ratio according to the now widened level difference? A. We widened the level difference in order to allow for more convenient and faster match-making. This will of course mean that the penalties will have to be adjusted accordingly. We are currently testing different ratios and will apply them as soon as we figure out something that works well. They will be mentioned in the patch notes when they are applied, so please pay close attention to future patch notes.    Q. A lot of time on the EXP Tomes seem to be wasted while we travel back and forth between maps or wait in queue for the instanced dungeons. Are there any plans to make them more user friendly? A. We have received a lot of feedback regarding the EXP Tomes and are currently considering many options. We wish to improve them as to allow players to be able to use them to their full potential. We are looking forward to announcing improved versions in the near future.   Q. Protecting the "Torch" for 3 minutes during the Siaulai Mission seems to be a bit too long and tiresome. Will there be any chance of re-balancing that particular part of the mission? A. Thanks to player feedback, we have decided to take a close look into improving the game play experience of the Siaulai Mission. While unable to tell you the specifics, we are testing various variations in order to find a good balance. We will make an announcement with more details after the finishing touches are made. Please be on the lookout for any related announcements.   Q. When will we able to enter Cut-scenes in Party Quests and not get stuck? A. The particular bug has been fixed in the August 16th Scheduled Maintenance. We offer our most sincere apologies in the inconvenience it had caused before getting fixed, and wish to thank all of you that have endured before it got fixed.

Developer's Blog
August 19th, 2016
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Rank 8 Update Preview

Greetings Saviors. We would like to give a glimpse of the Rank 8 Update which we are aiming to release in late September. You can see the introductory video here. Firstly, the long-awaited Rank 8 classes are to be added. There will be 24 new classes in total, 8 of which that are entirely new classes with wholly original concepts. As it has been previously mentioned, the level cap for your character and your companion will be raised to 330. Empower and enrich your character builds with the Rank 8 update. For more info on these classes please click the link of the class you want to see. Swordsman  Cleric  Archer Wizard    Secondly, more than 30 new areas are for you to explore. These new maps will have new themes and environments that will enhance your gameplay and further deepen the world. Along with the area expansion, three new field boss monsters will be added. We will keep you guys posted on any new significant developments on the aforementioned contents. Thank you for your continued love, enthusiasm and support.

Developer's Blog
August 17th, 2016