Please Note That: All the Goddess' Blessed Cubes follow the updated item list regardless of the date it was purchased. This policy will be standard unless stated otherwise. e.g. Goddess' Blessed Cube A (Purchased on November of '16), B (Purchased on January of '17) and C (Purchased on May of '17) will all follow the item list the most current.
Greetings, Saviors!We would like to announce the details of our weekly maintenance for January 3rd, 2017. 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.
[UPDATE] Due to unforseen circumstances, we will be extending the maintenance for 30 minutes. Greetings Saviors, We would like to announce that the Official Forums will be temporarily inaccessible as it will be undergoing maintenance. - Maintenance Period : (EST) 21:30 - 22:00 January 2nd, 2017 Please note that access to the other sections of the Official Website will not be affected in any way during this maintenance period. Sincerely, IMC Staff
Greetings, Saviors! This is TypeBPenguin, the programmer in charge of optimization for TOS. Firstly, I would like to apologize for not giving you an update on how things have been going in a while, and for the delay in the optimization update. We needed some time to reconsider the optimization process for there were certain stability issues. These issues have been dealt with since then and, with that success, different aspects of the optimization process have improved as a result. In this quest for optimization, we set out one goal: make the game run without a hitch even with 100 players on the screen! Now, as some of you might already know, this is not an easy task. But we set our goal high and we will dedicate our time and effort to realize it. Also, we have set up a specialized test environment. As you can see from the screenshots below, 100 player characters are moving about, casting skills, jumping and doing all kinds of activities. This would be an ideal environment to test the optimization. Optimization Process The first and foremost thing to solve were the client stability issues from the previous optimization process. During the numerous tests, certain side effects from the previous optimization process have been found and, regrettably, for the sake of stability, we had to forgo some improvements. However, through other optimization processes, we were able to obtain both stability and improved performance. 1. Our resource management system has been improved by applying resource background loading and data pull. What we have achieved was a reduction in the time wasted on resource loading. The graph below compares performances before and after the resource management system application. The unit is ms/frame and the red graph indicates the before, while the purple graph indicates the after. The test environment for both is the same as the one shown in the screenshots above. Please look at the number of spikes and duration. Through the application of these measures, we were able to obtain the best of both worlds and have the benefits from the previous process along with the huge reduction from resource loading. 2. We created a separate thread to process articles, models and other ingame factors to reduce processing time. Most of the total processing time is spent on updating models when 100 characters are on one screen. When characters cast skills, naturally a number of particles are created. Consequently, more time is needed to process the particle effects. Here, we thought of a way to process them in different threads. 3. We reduced rendering time and draw call numbers by improving the rendering pipeline. We have improved the Character Depth MRT process and other unnecessary rendering processes that we weren’t able to do last time. The graph above was obtained in a test environment and based on the results from replays where certain features were locked. There might be a margin of discrepancy in the actual gameplay environment. Also, we must be prepared to deal with unexpected side effects like last time. Therefore, we took some time testing and re-testing to find possible issues so that this optimization process will perform without major problems. Likewise, we did have to sacrifice some performance to ensure better stability, but the ultimate goal was to provide our users with a safe and sound gameplay experience. Ingame Test The graph below is based not on replay scenarios but rather the actual ingame environment like the screenshots above. The red graph indicates the before, the blue graph the after. The first graph is recorded when loading 100 characters doing various activities. The second graph is taken after the character loading and doing various activities. We can clearly see certain significant improvements in the overall processing speed and reduction in frame drops. Closing Words Aside from the processes we have mentioned above, we are also working on improving inefficient algorithm structures and other tasks to reduce even 1ms for our users. We will keep on striving to improve the optimization process. As always, thank you for playing and loving our game :D UPDATE: We thought we'd add in a few words on the general timeline for the new optimization measures after seeing your feedback on this post. One part of the processes described here has already been implemented in kTOS and we hope to apply it to iTOS as early as next week (January 3, 2017). Keep an eye on the weekly patch notes for more on that. Other processes still need some fine tuning before we can bring them into the game, so we'll keep working on those and hopefully we can let you in on more updates in a near future.
Hello, this is the developer in charge of skill and class balancing over at the TOS team. We have been closely monitoring all the opinions and feedback you guys have been sending in from in-game, the forums and other sources about class balance. There are a good number of possible class trees that have allowed for some creative builds from players of TOS. As developers, we appreciate all the enthusiasm you’ve shown. Unfortunately, we also understand that not all of our players are happy with their class trees and builds. Some classes show their true beauty the way we intended them to and are consequently loved by many, but some classes weren’t as lucky and have often been ignored… We at the dev team feel the need to reduce this ‘class disparity’. We have implemented five class patches so far. These are the goals we have been aiming to achieve with them: 1. Each class should have its own characteristics and roles. 2. Adjustments should be carefully planned to avoid one class dominating its rank or being left out, and to achieve a fairly equal distribution of classes in each rank. 3. Rather than letting one class become too good to the point of self-reliance, we should devise a plan to encourage different types of classes to work together and develop new play strategies. The sixth and seventh balance patches we want to implement will be to renovate the classes that have yet to fully show their true potential. For example, classes such as the Cannonneer will be undergoing changes to their AoE range, damage, play convenience and so on. Some classes have already had similar changes implemented in previous patches. Now, let’s talk about some specifics of the sixth and seventh balance patches we want to implement. 1) Barbarian - Our goal is to make Barbarian skills easier to use with other Swordsman skills. - Upcoming patches will therefore focus on maximizing the potential synergy of Barbarian skills and Swordsman skills. 2) Rune Caster - We plan to continue expanding the list of skills available when in the Rune of Giants state. - After considering which classes are the most often used in a Rune Caster build, we will examine the skills of those classes and see which ones can be used alongside Rune of Giants without any problems. 3) Cannonneer - We find that the Cannonneer is not fully living up to the promise of being the explosive AoE nuker it’s meant to be. - That is why we intend to lengthen the Cannonneer’s range and improve the tactical use of this class. - Also, we are figuring out ways to improve its performance by utilizing skills from other classes in the Archer tree. 4) Monk - The most urgent problem with the Monk class, we find, is that the skills have too many restrictions. - Removing these restrictions could have a huge ripple effect, however, so we’re proceeding with caution. - Generally speaking, though, we want to improve the Monk’s go-to skills by changing certain restrictions and aspects of the skill system. Aside from the alterations mentioned here, we are still working on other changes to come in future patches. Moreover, in 2017 we hope to emphasize PvP balance patches to answer the needs of players from all around the world. We’re attentively examining all issues regarding the Team Battle League, Regional GvG and general PvP. One thing we want to start on is dealing with the skills considered either too OP or make PvP otherwise boring. The balancing process is never complete, as many seasoned gamers will know, and neither is our quest to improve the Tree of Savior that you and we love. We cannot thank you enough for all the love and support we have received. 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. North America (Klaipeda/Orsha) 1. Crimson / Klaipeda 2. Diamond / Klaipeda 3. Lotus / Klaipeda 4. CuteNotLewd / Klaipeda 5. Alpha / Orsha 6. Impetus / Klaipeda 7. SleepDeprived / Orsha 8. Re:Kindle / Klaipeda 9. Homeless / Orsha 10. cute / Klaipeda Europe (Fedimian) 1. Legends™ / Fedimian 2. Maid Café / Fedimian 3. NyaKawaiiDesu / Fedimian 4. Murloc-Party / Fedimian 5. Insanity / Fedimian 6. TeaTime / Fedimian 7. The_Expendables / Fedimian 8. †EternaL Owls† / Fedimian 9. eso / Fedimian 10. Accepted / Fedimian South-east Asia (Telsiai/Varena) 1. LastOrder` / Varena 2. AvantHeim / Varena 3. HUMBLE / Varena 4. Echelon / Telsiai 5. OrientePrimus / Varena 6. Paradox / Varena 7. Steel^Wolves / Varena 8. OneForAll / Varena 9. Yubikiri / Varena 10. TaKoMo / Varena South America (Silute) 1. Hydrarium / Silute 2. Unbelievable / Silute 3. Caguei na Build / Silute 4. B i q u e i r a / Silute 5. Estige / Silute 6. Tyrant / Silute 7. Paradise / Silute 8. WarLords / Silute 9. Nemesis / Silute 10. TheHeroes / Silute
Greetings, Saviors!We would like to announce the details of our weekly maintenance for December 26th-27th, 2016. 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! The much-awaited Rank Reset Voucher, an item which allows you to redo the class tree of one of your characters, is finally arriving on December 27, 2016. If you’re considering using the Rank Reset Voucher, you will know that this item will also reset your learned attributes. While attributes learned before the reset can be relearned at no cost, we want to support your dream class tree even further by introducing a limited-time 20% discount to all attributes. See below for the details. About the Attribute Discount - All attributes will be available at a 20% off discount from the scheduled maintenance on December 27, 2016 until January 24, 2017. - The attribute discount will apply to every team and character (not just the ones using the Rank Reset). To ensure that you make the most of your Voucher, we would like to remind you of some important aspects you should keep in mind when retrieving and using this item. You will not be given additional Vouchers, so make sure you understand all the conditions and take all the precautions necessary. About the Rank Reset Voucher - During the scheduled maintenance on December 27, 2016, you will receive one ‘Rank Reset Voucher (14 Days)’ item in the Message Box, which is located inside your in-game lodge. - The Rank Reset Voucher can be retrieved until January 17, 2017 (EST). - Upon retrieving the Rank Reset Voucher from your Message Box, you will be asked to give it to one of your characters. The Voucher cannot be traded and cannot be moved via Team Storage, so make sure you are giving it to the correct character. - After one of your characters receives the Rank Reset Voucher, you will have 14 days to use it. The Voucher can no longer be used after the 14-day period expires. - Before you use the Rank Reset Voucher, make sure your character gathers all the conditions necessary. The most important details are made explicit in the item description itself, but you should also read the full explanation here to avoid any mistakes. 1. You MUST have all your items unequipped AND all the costumes received from class advancements unlocked in your inventory. 2. You MUST NOT have any attribute learning in progress. 3. You MUST NOT have any companions following your character. 4. You MUST be inside a city (Klaipeda, Orsha, Fedimian). 5. You MUST NOT be using any shops. 6. You MUST NOT be crafting, enhancing or combining any items. 7. You MUST NOT be a guild master if your character is a Templar. IMPORTANT: Read the rest of the details in our Rank Reset Voucher dev post here: https://treeofsavior.com/news/?n=766.
Greetings, Saviors! The New Year is almost here and we’re starting 2017 off on the right foot with a little help from some lucky Fortune Cookies. See the details below to find out how to participate in the event. 1. Event Period - From: scheduled maintenance on December 27, 2016 - To: scheduled maintenance on January 17, 2017 2. How to Participate - Defeat the final boss in any mission or instanced dungeon to receive a Fortune Cookie. - Use the Fortune Cookie item from your inventory to receive its buff effects. - Each Fortune Cookie will give you 30 minutes of +30% EXP gains and +1 movement speed. - Receive different prizes according to the total number of Fortune Cookies used. 3. Fortune Cookie Prizes - 10 Cookies used: Token: 7 Days x1 - 20 Cookies used: Settlement Support Potion x10 - 30 Cookies used: Old Enhancement Card x1 - 40 Cookies used: Superior Gem Abrasive (14 Days) x1 - 50 Cookies used: Silver Anvil (14 Days) x1 - 60 Cookies used: Penguin Hair Accessory x1 4. Important - This event is open to characters of all levels. - Fortune Cookie items are untradable. - You can stack the effects of up to 5 Fortune Cookies. - Each prize can be received a maximum of once per account. - The number of Fortune Cookies used is calculated on a per-account basis. - You will see the total number of Fortune Cookies used by your team appear every time one of your characters uses one. - Prizes will be delivered directly to the inventory of the character that achieves the required Fortune Cookie use count (i.e. since used Cookies are counted on a per-team basis, whatever character in your team is the 10th to use a Fortune Cookie will receive the prize corresponding to 10 Cookies used, and so on). Keep this in mind when consuming the Fortune Cookies. - Prizes with time limits will begin counting down as soon as they are received by your character.