7.0 is LIVE!

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7.0 is LIVE!

Postby Harboe » 12 Jul 2019 18:10

Hey guys,


Not Aion has updated to 7.0! This is not a completely ordinary update, however, as we have updated ahead of the retail update schedule. That means you need a custom 7.0 client (non-official) that we stitched together to play on Not Aion until July 24 when GameForge releases the update on retail.


Aion 7.0 custom client download
Download the custom 7.0 client through torrent (30 GB): https://notaion.com/launcher/Not_Aion_7.0.torrent

(you can use a torrent client program such as qBittorrent to download the client)


The custom client has been created from stitching together the current Russian 7.0 Aion client patched with a fan-made English translation pack, credits to Github user Kukami (https://github.com/Kukami). Disclaimer: any translations of tooltips, etc. are fan-made and therefore cannot be trusted to be accurate.

You must use the custom 7.0 client to play on Not Aion until the update is released on retail on July 24. You cannot use your GameForge client before then, so don't even ask.

Once GameForge releases 7.0, you will be able to update your retail Aion client and play with that on Not Aion as well. Both clients are compatible.


What does the update bring?

I'm sure you all know about the new Painter class which is the long-anticipated second class from the Artist starter class. There's also a new Open World map, a massive overhaul of skill balance, new gear and skins and other things. You can figure out the rest on your own. Oh, and by the way, Kaisinel Transformation is now unlocked for everyone! And GP has been soft reset.


Regards,
Harboe
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Re: 7.0 is LIVE!

Postby Harboe » 12 Jul 2019 20:31

Update tomorrow

Since the new gear has a wide range of stats you can get through the random identification system (4 stats out of 8/10 possible), we're reducing the number of possible stats you can roll from next update (tomorrow). It will no longer be possible to roll MP, Magical Resist, Parry or Fly Time. This will in most cases drop the max number of stats for your items from 8 to 6, which increases the probability of hitting the 4 stats you want from 1.4 % to 6.7 % which is a massive improvement.

For those of you identifying gear until then, good luck with the clicking :)

EDIT: And those pesky siege gates will also not block every single skill anymore.
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Re: 7.0 is LIVE!

Postby Juzi » 12 Jul 2019 20:50

So that means, if someone already rolled Magic Resist to some parts, will they disappear or not?
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Re: 7.0 is LIVE!

Postby Harboe » 12 Jul 2019 20:54

Juzi wrote:So that means, if someone already rolled Magic Resist to some parts, will they disappear or not?

No, they just won't be able to roll it anymore.
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Re: 7.0 is LIVE!

Postby Juzi » 12 Jul 2019 20:57

Harboe wrote:
Juzi wrote:So that means, if someone already rolled Magic Resist to some parts, will they disappear or not?

No, they just won't be able to roll it anymore.

Thanks
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Re: 7.0 is LIVE!

Postby Harboe » 12 Jul 2019 21:30

After a discussion with staff members, the conclusion is that the Magic Resist that has been rolled must be removed with tomorrow's update in order to ensure an even and balanced setting for all players. I wasn't aware it would pose an issue earlier.
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Re: 7.0 is LIVE!

Postby Juzi » 12 Jul 2019 21:47

Harboe wrote:After a discussion with staff members, the conclusion is that the Magic Resist that has been rolled must be removed with tomorrow's update in order to ensure an even and balanced setting for all players. I wasn't aware it would pose an issue earlier.

Then why ppl can't make macc gear? xD
Why we have to lose way to self deffence?
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Re: 7.0 is LIVE!

Postby Harboe » 12 Jul 2019 21:56

Because there is no other way of making re-identification less of a pain in the ass. And to be fair, only a minority of players (read: Clerics who want to be tanks) have any real use of being able to roll Magical Resist on gear.
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Re: 7.0 is LIVE!

Postby Juzi » 12 Jul 2019 22:00

Harboe wrote:Because there is no other way of making re-identification less of a pain in the ass. And to be fair, only a minority of players (read: Clerics who want to be tanks) have any real use of being able to roll Magical Resist on gear.

Then were is even the point in adding Magic Resist manastones?
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Re: 7.0 is LIVE!

Postby Harboe » 12 Jul 2019 22:03

Juzi wrote:Then were is even the point in adding Magic Resist manastones?

If Magical Resist manastones aren't viable without the identification stats on gear, then they aren't viable. So just don't use them then. It's as simple as that.

I already gave you a reason for why this update has to happen, and there is nothing to discuss.
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Re: 7.0 is LIVE!

Postby Arna » 12 Jul 2019 22:43

Harboe wrote:If Magical Resist manastones aren't viable without the identification stats on gear, then they aren't viable. So just don't use them then. It's as simple as that.


So if some people took already MR manastones and put them on their gear, we can have back our mights or it's not possible ?
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Re: 7.0 is LIVE!

Postby Harboe » 12 Jul 2019 22:52

Arna wrote:So if some people took already MR manastones and put them on their gear, we can have back our mights or it's not possible ?

It's just tough luck. Won't be possible to reimburse.
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Re: 7.0 is LIVE!

Postby Youmu » 13 Jul 2019 01:40

Before this restriction with any class you could have in the armor hp crit mag def and mag res, that is very broken: https://m.youtube.com/watch?v=HDZHkPRZPI0

But you can use in another set hp crit phy def evasion and it is very broken too:
https://m.youtube.com/watch?v=DXbFyoUr9JY
https://m.youtube.com/watch?v=kGB3TwDm7nc

I think if there is a balance about magic resist should be a balance with the evasion too.
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Re: 7.0 is LIVE!

Postby Harboe » 13 Jul 2019 08:30

Update notes

You can no longer roll MP, Magical Resist, Parry or Fly Time when identifying gear. This makes it much easier to roll the 4 stats you want reducing a lot of headache.

The gladiator Daevanion skill Wild Tremor has been completely disabled. I have simply come to terms with the fact that fixing this skill to not randomly bug people out is beyond what I wanna spend my time on (already spent several hours on it, but it's not possible to reproduce on test server, so yeah, fuck it).

Painter's beam skills are now properly cancelled on CC or Bind.

The .enchant command now costs 10 Might per +, just like the enchantment stones in shop.

Those pesky siege gates will not block every single skill anymore.

Oh, and I also buffed the Might you get from Jotun Stronghold slightly, so it's not a complete waste of time.
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Re: 7.0 is LIVE!

Postby nokia8800 » 13 Jul 2019 09:04

SO MR stat is useless at this patch bois ?
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