The Valenfair campaign will start on 9th February 2024 at approximately 1PM UTC and will end on the 20th February.
The campaign rewards can be previewed but we will be adjusting the rewards before the campaign starts so expect them to change.
This seasonal campaign is a 'mini-campaign,' meaning it won't introduce unique locations, enemies, or dungeons. Strategising around Valentine's Day events poses a challenge for us as it falls in an awkward position between the winter event and other more significant seasonal celebrations. Not just that we are unable to allocate substantial resources to fully flesh it out given its comparatively lower significance. This year, this challenge is further compounded by the early timing of Easter, which requires our attention next month.
Currently, when transitioning between campaigns, characters retain their tasks and progression. Consequently, if a character has already completed their tasks prior to the event, they won't be able to redeem them within the Valenfair campaign, thereby reducing the potential points certain characters can attain. We acknowledge this issue and intend to address it by ensuring that tasks are unique to each campaign. However, we cannot guarantee that this adjustment will be implemented before the Valenfair campaign launches. Nevertheless, resolving this issue is our top priority.
We've opted to revamp our classes, shifting towards a model that views them more as "proficiencies" or "specialisations" rather than adhering to a traditional RPG class system. This decision stems from our belief that the conventional class system doesn't align well with the essence of our game. Under our new approach, classes serve as a means for characters to choose a permanent, character-wide enhancement in a particular area of proficiency. Consequently, we're introducing new classes that cater to players who don't engage in the combat system.
The following changes are being introduced:
We recognise that some players may desire to change their character's class. While the option to do so is currently under discussion, it is not yet available.
We’re introducing a new skill - Pet Mastery. This can be levelled up when pets are sent to battle. Increasing the pet mastery skill level will improve all pets stats and increase the effectiveness of patting a pet (resulting in more happiness per pat).
We are now including the latest patch notes directly in the game. The patch list can be found in the wiki. Characters will also be notified on their profile page when an update has been released.
The maximum number of chained enemies now scales with the characters combat level. The scale starts at 3 enemies at the lowest combat level and can increase to 10 enemies at the highest combat level (Lv. 100).
#### Additional Changes