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Super Mario Bros. Online => Game News => Topic started by: Kimimaru on May 28, 2012, 03:01:40 am



Title: **Part 2 of Huge Game Update 5/28/12**
Post by: Kimimaru on May 28, 2012, 03:01:40 am
It's what you've all been waiting for: part 2 of the mega update! Here's what it contains:

Content:

-80+ new maps, introducing a new kingdom, the Beanbean Kingdom!
  -I felt that the game was too linear, so this area is open and has lots to explore!
-70+ new items
-5 new favors
-New town
-15 new recipes
-9 new enemies
-New equipment
-1 new set of Special Attacks
-Passive Specials
-New minigame: Hide n' Sneak
-New setting: Auto-Run. When selected, you will no longer have to hold down the Shift key for your character to run

Changes:

-Turn-based battles now give 1.2x more experience points, down from 1.3x
-The Pay-Off badge now grants 2x more Coins, up from 1.5x
-The Experience Point Plus Badge now increases experience point gain by 15%, up from 10%
-The Speedy Dash Badge now increases your max SP by 50
-The Card Collection screen now shows enemy Speed values
-The prices for the Flower Defense and HP Strength badges in Koopa Islands Village have been cut in half, now being 15 Dim Star Pieces each instead of 30
-The difference in your level and an enemy's level now influences run chance. Additionally, you'll regain back some SP after successfully running from an enemy
-Many special attacks have been changed, with some now being Area of Effect and some only affecting the user
-You can now close NPC/Favor dialog by pressing Enter
-Completely new, revamped inventory system; 4 additional inventory slots have also been added as you grow more levels
-50 more Item Holder slots
-Right-clicking a player's name will now yield a menu, where you can easily PM or get the player's location, Level, and character
-All Spin Badge related glitches have been fixed, including the infamous Spin-Drill crash glitch
-After ending a game of Whack-A-Monty, your SP will now be fully restored
-The "always 0%" run energy glitch has been fixed
-Most enemies have completely new stats, and several items were changed, most notably SP restoring items
  -This was done to both make SP items more useful and make the game's difficulty more consistent. The important thing to note is you will not need to level up as much to proceed throughout the game, but you will need to train more for each level
-Secrets, secrets, and more secrets!
-Probably a bunch of more stuff we forgot we did

Please run your patchers! We hope you enjoy all this update has to offer! We worked hard to get it out to you, and we're very sorry for taking so long to release it, but better late than never, right?


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Razz the Koopa on May 28, 2012, 03:12:03 am
FIRST POST, PENGUIN! IN YOUR FACE! AHAHAHA!

All joking aside, This happened at 3:00 AM in the Timezone that me and Kimi live in. As such, I'm pretty sure I was the first one aware of it when it happened.

...Then again, Kimi giving Cryptic Messages, the Server being down, and my Patcher downloading a Patch were contributing factors to this as well.

Just to make a note of something that Kimimaru missed, you need to run your Patchers now. It should update your Client with the new GFX, Music, and News needed for the Update.

Aside from all that, have fun now everyone!




Side Note: Hey Kimi, how many posts do you think we need to edit now saying "There's a huge update in the works"?


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Kimimaru on May 28, 2012, 04:41:40 am
We just have to fix a couple of more things and have closed the server; they should be done tomorrow.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: jdaster64 on May 28, 2012, 09:32:05 am
Tomorrow as in the 28th or the 29th?  You and your college-time-zone posts.

At any rate, this all sounds great!  I'll have to check this out when I get the time; looking forward to actually making use of the Pay-Off badge.

Just a couple of questions, though; by "Passive Specials", do you mean special abilities/effects that always take place and that are presumably based on your character?  Also, was STACHE ever changed?


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Penguin4478 on May 28, 2012, 09:44:20 am
.-. There's nothing I can do about posting first if you created the topic at...MIDNIGHT?
Anyways, this looks great! I can still run the patcher, even though the server's down, correct?
Wow... You also put in some of my suggestions, such as area of effect (I only mentioned this once) and passive effects :D


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Kimimaru on May 28, 2012, 12:41:04 pm
Tomorrow as in the 28th or the 29th?  You and your college-time-zone posts.

Just a couple of questions, though; by "Passive Specials", do you mean special abilities/effects that always take place and that are presumably based on your character?  Also, was STACHE ever changed?

Sorry, I meant the 28th.

Yes, that's what I mean by passive specials, but their effects are fairly simple. Unfortunately, we couldn't decide on what to do for Stache, but we decided to leave it alone for now so we can release the update. If we can think of something to do to it, we will release another update with the change.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: jdaster64 on May 28, 2012, 12:44:06 pm
Again, will the new specials automatically take effect if one's character is already at max level?


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Kimimaru on May 28, 2012, 12:47:21 pm
That is one of the things we're fixing while the server is down. We supposedly implemented it previously but it strangely is no longer there.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Firebros on May 28, 2012, 12:58:45 pm
So, it will be really back on first tomorrow? EDIT: forgot that u answerd, sorry for that.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Nintendo52312 on May 28, 2012, 04:15:25 pm
@Penguin4478 AT MIDNIGHT!? :trollface: nah jk


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Razz the Koopa on May 28, 2012, 05:53:36 pm
Lawl Penguin. I'm just awesome like that.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Randy on May 28, 2012, 07:36:30 pm
I'm gonna be running on a TIGHT  schedule tommarow, and I've collected 8 berry's so far. AT that, I will need assitance upon that, Im willing to pay in bean bean  coin's for maximun support. Thank you, and that will be all.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Penguin4478 on May 28, 2012, 08:06:23 pm
Would you mind telling me how many new badges came? So far i can only think of...7 new badges, excluding any new special badge from a boss.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Penguin4478 on May 29, 2012, 12:47:49 am
Sorry for the double post, but this needed a bump. Anyways, is there even a boss that yields the item to remove rockades? The only one I can think of id the armored turtle, which so far has no known weaknesses... Also, is the thing with the amnesiac guy a favor, cause it doesn't say its a favor in any speech box.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Kimimaru on May 29, 2012, 03:21:12 am
Sorry everyone; there are still a few glitches with favors, and we'll try our best to fix them soon.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Penguin4478 on May 29, 2012, 09:48:01 am
There's also a bean spawn area that doesn't work; I'll try to grt a screenshot up of where it is.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: boshi on May 29, 2012, 10:55:17 am
okays after all that i fell like i have victory dam koopa and ton of hp and then posion cave dam was that hard i got lost a ton in there but i love the stuff u get at da end  :P


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Firebros on May 29, 2012, 11:29:41 am
Was a nice update, the boss was pretty though.(Cant we say that armored koopa was a boss? xD) Poison cave was... umm, just say it so: i hate it.
I think im gonna focus on getting the cards.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Razz the Koopa on May 29, 2012, 01:00:55 pm
Boshi, its really hard to read your posts without punctuation.

Firebros, how did you get into Poison Caves? There was a Rockade there, and only I was able to break it until Kimi fixed it.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Firebros on May 29, 2012, 02:56:24 pm
Boshi, its really hard to read your posts without punctuation.

Firebros, how did you get into Poison Caves? There was a Rockade there, and only I was able to break it until Kimi fixed it.
Hydra fixed it. Its an spec attack to get in, thats all.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: mariofan13 on May 30, 2012, 12:37:18 am
Loving the update so far. I still need to get through two things in the new area still. I wasn't really expecting the Poison Caves to be so difficult. Can't wait what you will do next.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Penguin4478 on May 30, 2012, 01:09:01 am
Hmm... a few things I need to point out:
There are practically no hints for half of the new recipes, which leaves everyone at a loss
I believe there are 10 new enemies if you count armored koopa
I farmed poison bones around 150 kills for 1 1/4 hour; you sure you set it to drop card?
Rewards from HnS should be a little more expensive; I got 200 coins between me and 2 other ppl in about 8 games. I like the hiding places though; I've found one where nobody can find me o.o
Which brings up the point; if one hider is found all the hiders lose? It shouldn't works like that IMO. And since it shouldn't the seekers should be given a little more time to find the hiders. Had it not been the weird thing where only 1 hider had to be found, I'm pretty sure hiders have a great advantage over seekers.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Kimimaru on May 30, 2012, 02:52:34 am
Yes, Poison Bones does drop the card.

I'm not sure what's going on because that's not the case. It says how many hiders must be found when it displays the time remaining in the game. I'll look into the prices.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: jdaster64 on May 30, 2012, 09:37:55 am
There never have been any hints for the recipes; this is no different than any other update in that regard.  Eventually, Kimi has given hints about the new recipes in the past.  Also, your chances of having gotten a card are only 75% after 150 kills (assuming a 1/100 drop rate), so it's not terribly unlikely to not get one in that time. 

I do agree about HnS, though; the rewards could be lowered to 4 and 8 or something.  With my STACHE discount, three of us got enough tokens for the card in a mere five games.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Penguin4478 on May 30, 2012, 09:41:10 am
The hints were there, although a little subtle. Last update depectable drinks spawned from some item blocks in the cave, and fried eggs are pretty eaey to figure out.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: jdaster64 on May 30, 2012, 10:32:36 am
BTW, I really loved the poison cave; it was pretty dang challenging, especially with the enemies cluttering up the first section.  I suppose I could've made room for several more items in my inventory, but I managed it eventually.  Also, that alternate path to the Nuts was just mean.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Medicguy2 on May 30, 2012, 11:24:14 am
I haven't fully-played the update, although I can say I enjoyed it. I haven't found a particular way to beat Armored Koopa (84 attack and 0 damage? Leaves me to believe I'm missing something.), and simu-blocks, though I haven't had a chance to use them, are a VERY nice concept.

Quick question: There is a badge where you need all the Ability badges, which is Pity Flower. The description makes absolutely no sense to me, so I'm just curious how Pity Flower in this game works.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: jdaster64 on May 30, 2012, 11:40:54 am
Near as I can tell, it gives you 10 FP and makes your special attack power (1.5*Base)+(0.6*your ATK) instead of (1*Base)+(0.6*your ATK).  As for the Koopa, you'll have to finish the sidequests first.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Kimimaru on May 30, 2012, 12:37:53 pm
Oh, I forgot to change the description to Pity Flower, sorry guys. It actually adds 30% of your base special attack damage to the attack's damage. jdaster got it right, but here's an example just in case:

A special attack has 10 base damage. With Pity Flower on, 30%, or 3 of that, is added to its base damage, resulting in 13 damage. Then the normal rules are taken into account, with 60% of your Attack being added to the damage of the special attack.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Penguin4478 on May 30, 2012, 09:06:32 pm
I found the spacing of area-attacks a little weird... do they attack from an area AROUND the target, or around yourself? From what I'm seeing it hits an abnormal 2x4 hitbox when using wario's ultra bomb toss.
Another thing: Can you make a chet rippo (retrainer) or lower the damage rate of poison cave? People who intentionally made low HP builds (including people who played for the first time on that acc) have a SEVERE disadvantage in the poison cave. I had 20 nuts in my inventory, and my max HP was 125. After 3 runs through, I finally made it through poison cave. Oh, I also had 12 heals at 7 HP each I used, and I used all my nuts, with only 70 HP remaining. This was AFTER I found out all the secret passages and stuff, so could you possibly make poison cave deal around 1 damage every 1.5 seconds rather than each second? I think it's a little severe at the current damage rate, especially with getting the poison bones card.
Finally, the tutorial ledge doesn't make you fall anymore... you can't make any more new characters without being unable to get past the tutorial.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Kimimaru on May 30, 2012, 10:37:59 pm
The area of effect attacks go a distance around your character, so if the range was 2 it would hit enemies 2 spaces around you in every direction, including diagonally.

I've tested the damage rate of the Poison Cave previously, and anything lower than 1 second is too fast and anything higher than 1 second is too slow. It's completely optional anyway, so if you really need HP then I suggest equipping badges that give a lot of it. I'm actually glad it's been as hard as I intended it to be. I don't expect someone to complete it on his/her first try.

Finally, hydra will work on fixing some bugs soon, so hopefully everything will be fine soon.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Penguin4478 on May 30, 2012, 11:19:54 pm
I forgot that the poison cave was optional, and the only reward is that new passive effect.
Hmm... I suppose that means the tutorial will take another few days to be fixed? I know another player is having trouble with that too.
Can you give me any hints on the new recipes? Jdaster and I found these ones out:
Super Soda
Rock Candy
Yellow Cake
Yellow Candy
Ultra Nuts
Memory Cake
There are 3 unknowns... I'm considering trying poison shroom and cake mix, but it's real hard to come by cake mixes in the beanbean kingdom (I'll refer to it as BBK). I know that paratroopeas do drop them, but I think only a couple maps actually have those enemies. Also, why are most of the cards uncommon? Poison bones is common, which I don't get since I think it's one of the hardest cards to get since you have to be in the poison cave, and it's the highest level enemy in this update. I also think the badge in HnS should be buffed a little more (possibly +4% to both luck-based stats?) Since practically every single special badge pales in comparison to "Right on!"
There is also ONE specific area I am totally at a loss as to how to reach it. It's that area with the red pipe and the bean spawn point surrounded by a gate in the top-left corner of a map, and I've tried practically everything I can in order to reach it, but to no answers.
Another thing is the beans: There are 4 types, that I'm aware of, but I only see uses for 3 beans (2 for the 2 different peppers, and 1 for the defensive badge). Is the 4th bean possibly for cooking purposes?

There are a LOT of things I like in this update though:
Heal Power-I'm devising a wonky heal-looping build with this
Area-effect specials: Right now I'm spamming bomb-tosses with the elite shy guys, who were unfortunately nerfed in both stats and EXP reward D:(I'm confused as to which specials affect an area. Can you possibly say whether or not the specials do area damage in the description?)
Those secrets: That hidden life shroom really was something, as well as that badge right at the entrance of EBB (east beanbean) Pity Flower is also a nice badge, but does it also effect healing?
The new minigame: This minigame is possibly one of my favorites, although some balance really should be done in terms of time the seekers get. I used up all 2 minutes looking for 1 person, and I was only able to get about 3/4 of the way through. This was BEFORE I learned that you needed to attack the person in order to tag them, so I'm thinking that an extra minute would be great for seekers.
No boss: I like how there's practically no boss, except for the armored koopa, and the poison cave, which by themselves are EXTREMELY DIFFICULT (I wouldn't expect anyone to actually finish that without 5 tries. I was only able to do it more quickly because boshi told me how to get past the 1st troubling area, and that I have 125 max HP and 75 FP to heal-spam with). The prize you get from the armored koopa really is something neat, though.
Passive effects: I LOVE this new implementation. It can really make lower-leveled players enjoy the game more with a mix up, but I was hoping there would be a separate thing on the special attack list for passive effects, because some of the passive effects make sense (Ex. +1 attack passively when you learn "muscle growth" for Wario), but sometimes it's just weird, like gaining 5 max HP when you learn weak yoshi bomb.
Those new thingies in the coding: As SMBO progresses, so does the complexity of the badges. Before SMBO had really simple badges, such as HP and FP Plus. Then, it was upped a little more with attack speed badges such as power rush, and exp badges like EXP boost. Finally, it's at a really interesting point where you get some really unique badges like heal power and pity flower.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: jdaster64 on May 31, 2012, 12:02:22 am
All in all, I really enjoyed the update as well.  I've still only got about half the recipes, but I've finished almost everything else.  Looking forward to trying out the new PvP area as well; it looks like the best-designed one yet.

Just a few things I think could be touched up:
- As Peng said, card rarities don't make any sense (Poison Dry Bones should be Uncommon, if anything)
- Perhaps a more appropriate name for Pity Flower?  It doesn't do anything remotely similar to its PMTTYD namesake, nor does it suggest its actual use that well.
- The Beanies' HP values are ridiculously high for their level; the slightly lower DEF doesn't make much difference.

Also, why the heck isn't Nuts + Cake Mix = Nutty Cake a recipe?  There's already an item by the name in PM, lol.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Kimimaru on May 31, 2012, 02:31:42 am
The Poison Bones Card is Common because Poison Bones are unique to the Poison Cave. If the drop rate was even lower it would be fairly frustrating (if it isn't enough already) to get the card.

The Cards in the Beanbean Kingdom (with the exception of Poison Bones), go by tiered enemies. Beanbean Spinies and Sworms are the lowest tier enemies and appear everywhere; as a result, their Cards are Common. The enemies unique to each section of Beanbean Outskirts are all Uncommon.

I'm thinking of reducing some of the stats on Right On! because it seems pretty overpowered, but I'm not sure yet.

The names of badges don't necessarily have to correspond with their counterparts in other games. The Beanies' lower Defense actually does make up for their high HP. Remember that you're intended to enter this area at around level 40. At that point, you'd be able to hit the Beanies and train on them, but unless you're Wario it'll be quite a task to kill the Troopeas. Also, I forgot about the Nutty Cake recipe in Paper Mario, otherwise I might've put it in.

I'm glad you guys like the update!


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Penguin4478 on May 31, 2012, 10:00:51 am
Right on! Really isn't OP for the higher levels *Levels 65+*, but it can really boost the stats of the level 50 characters (particularly the low defense ones)

IMO the attack of all enemies hsould be slightly increased (by around 2-3) and their exp reward also increased for compensation (probably another 5-10%) This is because, according to jdaster, practically all enemies except for like 2-3 have 20-ish attack power, so 19 defense would be sufficient for training a character. Luigi's acquired defense from equips is:
+3 (cap)+6(shirt)+2(Legs)+2(right on)+3(multiple defensive badges that are possble) meaning that a character would only need to level up defense about 4 times to deal with most enemies. This is definitely a problem, because lower level-players may feel like they need more defense, and then they gain like 30 defense by the time they reach lvl 75. If someone already knows that 24 defense would be the max to take 1 damage from every single enemy in the game (as far as I'm concerned), practically all those characters would be extremely unprepared for PvP unless they have around 100HP, giving those power-focused characters a great advantage in which they can practically one-shot anybody in PvP with damage up and, if necessary, an attack buff.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: jdaster64 on May 31, 2012, 11:19:34 am
Wow, I didn't realize how much the new update polarized stats.  Including just base stats, passives, and char-specific equipment:

Toad has 55/65 HP (unranged/ranged), everyone else 15-20
Yoshi has 45 FP, everyone else 0-15
Mario has 58 SP, everyone else 32-38
Wario has 15/16 ATK, everyone else 4-7
Luigi has 12 DEF, everyone else 7-9 (lolwut, Wario and Toad are the same now)
Mario has 8 SPEED, everyone else 0-3
Waluigi has 13/14 STACHE, everyone else 1-4
And everyone's SR is in the 34-38 range, with the outermost being focused on SPEED/SP and STACHE, explaining the difference.

Not that the super-strengths are a bad thing; however, I liked it when everyone had two or three strong stats.  Now it seems that all of the other stats are sort of averaged out, and everyone but possibly Luigi is geared towards very limited types of builds.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Kimimaru on May 31, 2012, 06:21:44 pm
Penguin, keep in mind that the enemies are only around Level 40. Each character has advantages and disadvantages; in Luigi's case, you won't need to increase Defense as much as another character. The same can be said for every other character with their respective stats. There is no problem with a player increasing more Defense; this makes that player stronger in PvP and in future updates. Power-focused characters are countered with things like Damage Down, Defense-boosting Special Attacks, Attack-reducing Special Attacks, HP, and Defense.

jdaster, most characters still have 2-3 strong stats; their strongest stats are just more noticeable now.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Penguin4478 on May 31, 2012, 08:00:40 pm
This is just a simple question: does Pity Flower also boost the power of heals?


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Kimimaru on May 31, 2012, 08:16:52 pm
Nope, it only affects damaging Special Attacks. Also, I added a change with Experience Point Plus and Speedy Dash on the first post.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Kimimaru on June 01, 2012, 07:54:54 pm
Sorry for double posting, but you don't need to target yourself to use Special Attacks marked as "Self." They will automatically be used on yourself.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Penguin4478 on June 01, 2012, 09:16:52 pm
How many new items are there EXACTLY? I want to total them all up to see how many recipes are duplicates and how many aren't


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: MG2123 on June 02, 2012, 05:11:18 am
Are you supposed to do the poison caves with multiple persons? I cannot figure out how you are supposed to do this on your own.

I can't get past that second section with the 3 wall breaker blocks, when I go past the second one the game sets me back and I have to do it all over again..


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Penguin4478 on June 02, 2012, 09:08:36 am
Yes, that part's quite tricky... after a few tries though, you'll find a way to solo through that area with ease.


Title: Re: **Part 2 of Huge Game Update 5/28/12**
Post by: Penguin4478 on June 03, 2012, 10:29:17 am
Well, just in general a LOT of badges have been changed. Block and Crit rush's effects were doubled, and Flower up a now gives 15 FP instead of 10. There are probably more altered badges, but I'll have to look around

I'll just make a list of the things that were changed...(The list will get longer as I advance my character more into the game)
Weapons:
Toad's Spear-Now gives +1 stache and +5 HP
Badges:
Flower Up A-Gives an additional +5 FP now
Block/Crit Rush-Gives 10% chance of their stats