[UPDATED]: The title item has been changed from 'Mai Waifu' and 'Mai Husbando' to 'Passionate Artist'. Sorry about the confusion. Why hello there, please come in, Saviors! Darling, do you know what time it is? It’s time for FAN ART FEST for Valentine’s Day! This time it will be called ‘Fan Art Fest: The Art of Loving'. The usual rules, policies and details will apply but keep in mind that it should be Valentine’s Day or Romance themed. That means, it should be related to everything Valentine’s Day, love, romance or most importantly chocolate. You can even propose to someone through this. But, please keep it within the T rating of the game (Don’t make it too hot.). Also, as always, the work has to be Tree of Savior related. The submitted works will have a chance to be on in-game loading screens and receive certain prizes. We encourage much participation from our beloved users. I hope all of you will spend victorious, vividly vivacious, visceral Valentine’s Day with someone you love. Reminder: Based on our past experience, please, make sure to upload your work a day prior to the deadline. SENTIMENTAL_STAFF_John 1. Period: From Now Until 2017. 2. 06. 23:59 (EST) 2. Eligible Participants: All Tree of Savior users 3. How to Participate: Upload your work on Forum > Fansites > Fan Art category with the '[SUBMIT]' in the topic title. And please include the following information in the post. - Your Server Name - Your Team Name - Brief Description of the Work - And most importantly your artwork 4. Prize: 300 TP + Ingame title (‘Passionate Artist’) Requirements File Format : jpg/png/psd Size : 1920 *1080px , 300dpi Type: Tree of Savior-related Valentine’s Day or Romance themed works - Illustration - Comic panels - Image that utilize ingame screenshots - EXCEPT for real-life photography or image that utilize such Policies and Disclaimers The creator of the material will hold the rights of the submitted work, however, by submitting the work, you agreed to have the material to be applied to in-game loading screens and posted on the forum to introduce the selected works. The images might undergo slight modification when applying them to the loading screen. The date of loading screen application shall be announced at a later date. The loading screen images are subject to change without prior notification. imcGAMES will not be held responsible for the plagiarized works submitted by a user. When plagiarism or IP theft is confirmed, we may retrieve all the benefits and the prize given to the user. You may not post materials that are sexually explicit, offensive to certain groups or generally inappropriate for the game’s T rating.
Hello, this is the developer in charge of skill and class balance in TOS, writing to you once again to get you up-to-date with the balance-related changes we’re preparing to launch. We were very glad to see your positive reactions and engagement in our previous balance post, so we thought we’d share some details about the most recent balance patch we have planned. These changes will most likely be applied in kTOS very soon, and we hope to bring them over to iTOS as well once everything is ready. Note that this could take a while depending on how smoothly the changes apply over at kTOS, so we ask for your patience… Barbarian Main changes: - Reduced cooldown of Warcry to 42 sec - Added new Warcry attribute We envision the Barbarian as a fearless warrior, using sheer audacity to intimidate and weaken any adversary. In the game, as a mid-lower rank class, the Barbarian is unique in that they become stronger as the combat progresses. In order to stay true to this vision, we needed to incorporate more synergy with other Swordsman tree classes that depend a lot on debuffs. That is why we decided to reduce the cooldown time of Warcry and introduce a new attribute that increases the duration of the skill’s debuff effects. With this, we hope to help all the Barbarians out there unleash their savage side and use Warcy with confidence in battle. Cannonneer Main Changes: - Increased critical chance for Kneeling Shot - Increased range for Cannon Shot, Shootdown, Cannon Blast and Cannon Barrage by 20% - Increased range by 20% and reduced casting time for Siege Bust by 50% The Cannonneer was designed to be the heavy artillery of TOS, a class that can blast through hordes of enemies with a single blow and fill in the role of AoE dealer; a class that comes with its own handicaps, but a powerful one nonetheless. From what we’ve observed, however, the Cannonneer skills’ short range isn’t always letting them fulfill that role. Besides the necessary slow attack speed and single-hit constraints, we felt that some skill-related restrictions were a little harsh. For this reason, we decided to increase the range of Cannonneer skills and ease some of their restrictions and associated penalties. We also increased the critical chance of Kneeling Shot in hopes it can be more widely used with other Archer tree skills. Don’t be too sad about the disadvantages of the Cannonneer class, though. We’re going to keep working on it until we feel it’s as true as possible to its concept. Corsair Main changes: - Reduced stamina consumption for Double Weapon Assault according to Jolly Roger skill level In kTOS, we introduced a few changes to Jolly Roger combo requirements and effects, expecting to differentiate the role of Corsairs as party leaders in Earth Tower and other high-level contents. We realized, however, that in solo combat, Corsairs were still not living up to the image of the ruthless pirate we had imagined. So this time, we decided to make the effects of the pirate flag apply to the casting character as well, and use the skill level of Jolly Roger to reduce the stamina consumption for Double Weapon Assault. Ultimately, we want Corsairs to prove their worth not just as leaders of a group, but as capable solo fighters too. Monk Main changes: - Added stamina-reducing attribute to Double Punch - Reduced Energy Blast charging time to 0.25 sec - Reduced cooldown of Golden Bell Shield to 120 sec Last time on the dev blog I wrote about how we thought Monk skills were a bit too restrictive, especially all the cool skills players usually go for when they choose this class. To bring a little freedom and efficiency into Monk skills, we first added an attribute to reduce the stamina consumption of Double Punch and cut the charging time of Energy Blast in half, increasing these skills’ versatility and efficacy. Finally, we decided to buff Golden Bell Shield as well, seeing as, despite being a Rank 7 skill, it doesn’t offer much more than Safety Zone, which can be learned at Rank 1. We understand that, especially in the case of Golden Bell Shield, which makes you invincible after all, we need to be extra careful when tampering with some of these skills in order to avoid something that’s too OP. We’ll keep this in mind for future updates. Rune Caster Main changes: - Wizard skills become usable under the effect of Rune of Giants In our previous dev blog balance post, I broke the silence about hidden class changes to write about the updates we were planning for Rune of Giants. We played around with some of these changes and, fortunately, they seem to help Rune Casters use other skills with Rune of Giants a lot more actively like we hoped. Following that, we want to lift even more restrictions from the skill and allow Rune of Giants to be used with the most sought-after Wizard class skills. At the moment we don’t foresee any major negative impact from liberalizing Rune of Giants, so we hope these changes will help turn it into a skill that is increasingly helpful, rather than just “for show”. Warlock Main changes: - Extended duration of Mastema’s stigma (Devil type) to 20 sec There are only a handful of skills in Tree of Savior that give characters the ability to change the property of enemies, and Mastema is one of them (another prime example is the Druid’s Chortasmata). The main advantage of Mastema is that, as its stigma changes enemies to Devil type, characters with strong attacks against this property can use it to deal extra damage to any monster (this is especially useful to your Cleric friends). On the other hand, we thought 5 seconds was a little too short to have a significant impact in actual combat, so we decided to give a big boost to the duration of Mastema. Our hope is that this will encourage Warlocks to use Mastema in a wider range of situations and in combination with their own as well as other characters’ skills. I would like to stress here that these changes are just a preview of what we have prepared. By the time this balance patch reaches iTOS, some details may have been changed, so don’t take anything for certain just yet. That said, we look forward to your feedback on these changes, and we hope to keep providing you more updates through the dev blog, so stay tuned!
Greetings, Saviors. We will be performing a short maintenance on all servers today to fix a few issues that arose after the scheduled maintenance of January 3, 2017. This maintenance is taking place during the following time period: January 4, 2017 from EST 01:30 to 02:30 03:00 (extended by 30 minutes) Thank you for understanding.
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. Lotus / Klaipeda 3. Diamond / Klaipeda 4. Alpha / Orsha 5. CuteNotLewd / Klaipeda 6. Asperity / Klaipeda 7. Ravens / Klaipeda 8. Impetus / Klaipeda 9. SleepDeprived / Orsha 10. Guardian / Klaipeda Europe (Fedimian) 1. Maid Café / Fedimian 2. Legends™ / Fedimian 3. Sparks / Fedimian 4. EriLayne / Fedimian 5. Insanity / Fedimian 6. TeaTime / Fedimian 7. Elegy / Fedimian 8. Aurora! / Fedimian 9. GoodGuild / Fedimian 10. FRIGORIS / Fedimian South-east Asia (Telsiai/Varena) 1. LastOrder` / Varena 2. AvantHeim / Varena 3. Dispeller* / Telsiai 4. TaKoMo / Varena 5. Echelon / Telsiai 6. young&naive / Telsiai 7. Steel^Wolves / Varena 8. Yubikiri / Varena 9. OneForAll / Varena 10. Comfy / Telsiai South America (Silute) 1. Hydrarium / Silute 2. Paradise / Silute 3. Caguei na Build / Silute 4. B i q u e i r a / Silute 5. ColiseoDragon / Silute 6. TheOverMind / Silute 7. Pallium / Silute 8. AgeOfThorns / Silute 9. Phalanx / Silute 10. TheHeroes / Silute
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.