Em Outubro de 2007 surgiram os "Hyozan" que acabaria por ser a "fase embrionária" da actual In-Extenzo. Somos compostos maioritáriamente por jogadores habituados a outros MMORPG, e que cresceram com a filosofia presente de que a união é o nosso factor chave.
- from the topic: Apresentação
Update 23-07-08
July 23, 2008 by ocelot
Please note we are still looking into this issue as a priority and will be continuing to optimize this in future updates as well.
Also during the downtime we will be taking the opportunity to reset all characters feat training status, so in effect feat trainers will now treat you as if you have never reset your feats before and the cost will be back to it's starting point. Given the recent changes to many class feat trees and the current in progress changes to the combat system we felt this was something that would help players experiment with new and different setups for their characters.
- Resolved several memory leaks.
- Reset all characters feat training status.
Actualizações 17-07-08
July 23, 2008 by ocelot
With this week’s update we wanted to start a new tradition in providing a more detailed commentary of the reasons behind the changes in the updates on the live servers. So welcome to the first update commentary where we will provide a little insight into the current update priorities and explain how we are looking to further improve the game experience for everyone.
Update focus
The focus of this update was to ensure that we could continue to resolve a good deal of the inconsistencies that we can see have been affecting the game-play and at the same time improve on some of the existing game systems so that they are more accessible and more intuitive. So this update sees a good few changes intended to deal with some of the most frequently raised queries from the community.
General Updates
The first set of these changes were generally aimed at what we termed ‘convenience’ fixes, things that have provided unneeded frustrations for players. Not the largest or most comprehensive changes by any means, but ones that we felt could have a direct influence on the general play experience.
- We have added more travel NPCs to the capital cities that allow travel to more locations in the game world.
- The price of the basic mounts has been reduced from 2 gold to 75 silver.
- The price of additional bags has been reduced by between 20% and 50%.
- It should no longer be possible to accidently sell your mount.
- A teleport item, the Totem of Origins is now dropping from boss encounters in group instances. You will be able to acquire it from locations throughout the game starting in the Black Castle. This totem teleports you to your home city once a day and can be used in addition to your path of Asura.
- It will be possible to get experience from ‘grey’ quests again.
Combat Changes
Combat is obviously the core part of the game, and we have been working flat out to ensure that we can address the game mechanic issues that have lead to some inconsistencies. It’s important for us that players feel they are in control of their combat actions and the changes in this update have been worked on to improve the flow and immediacy of the combat system.
- Clickable instant abilities will now actually be executed instantly rather then queued behind other attack animations.
- We have resolved the basic issues with discrepancies between male and female attack times. This has now been resolved for all standard attacks and we are moving onto looking into the combo animations as soon as possible.
- The issue with multi-hit combos ‘rolling back’ their damage if aborted should be resolved. You won’t lose any damage that has already been inflicted anymore.
- Combo finishers (the last attack in the combo chain) now have 25% extra range, which should aid in getting them to land in PvP.
- We have changed the way that requirement checks were processed when spell casting so that the target still needs to meet all the necessary criteria when the action finishes. In the case of range checks, the range of the spell gets an extra 25% bonus to its range when checking at the end of its cast.
GUI Updates
On of our early focus areas now that we have more and more feedback from players has been improving the GUI and this update sees a lot of new features and improvements in the GUI. This update sees a series of changes to improve the options available in the GUI, including
- A GUI element for emotes has been added. Press Y to access this window.
- A host of improvements to the Tradepost Interface to make it easier to use.
- The ability to toggle off the on-screen messages off is now available.
- The Friends/Guild Members window has been changed. It now works with tabs that sort friends by type: Guild Members, Friends, Offline members, and Ignored characters.
- Ranged combos will now appear red on your shortcut bar when your target is out of range, similar to spells
- Floating/movable character portraits were added. They can be enabled from Interface > HUD options menu.
Class Updates
In terms of class specific additions and changes our focus for this update was making sure that the abilities and spells had their effects and notifications improved where needed. A lot of abilities that were without appropriate visual effects have now had them added and a few abilities should be easier to use with clearer cooldowns. This has included optimizing a few of the spell and ability effects so that they don’t adversely affect client performance as much.
Quests, items and other fixes
We have managed to resolve a lot of quest, item and world bugs with this update. Ensuring that we keep resolving these issues will continue to be a major priority for us over the coming updates.
You can find the entire list of update notes here.
Content Updates
In closing we just wanted to provide a quick update on where the content addition plans are! We are very excited to be very close to introducing the first major new additions to content with coming updates. Of course our primary focus is the addition to the new PvP system changes that are being tested extensively at the moment. The systems are now all in place (and indeed you will start to see some of the first signs in the GUI in preparation for it in this update) and it’s now a case of ensuring that it’s fun and stable before we let it lose on the live dimensions.
In addition the live team has some of the new updates just about ready for your consumption. Within the next couple of updates you will see the latest revamped dungeon in the form of a new and improved version of the solo instance the Pyramid of the Ancients in Khopshef. With some great new challenges and quests the designers are really looking forward to seeing how you fare against their latest efforts.
Guild City & Buildings
July 7, 2008 by ocelot
I. General Information
II. Crafting Information
III. Frequently Asked Questions
IV. How Much Does This Cost?
a. Tier 1 Costs
b. Tier 2 Costs
c. Tier 3 Costs
V. Known Bugs
I. General Information
Reserving a guild city location?
The Guild Leader must go to the guild management tab (available at level 20) half way down on the first page there is a plot reservation tool open it and select which of the 3 building locations you want to live in. I recommend visiting each location before you pick they are very different.
After you have reserved the location it will tell you which instance you live in. Level restriction of 40 for one guild member that can be an architect, and 24 members were required to reserve your plot. It was bugged when i did it and our city was reserved at level 22. I do not know if the GM's have since fixed this if you can confirm please post a screen shot of the denial because of your level.Requirements
All buildings are 24 members required, so is reserving a city plot.PvE Nature Of the Towns, Enemy NPC's &; Your Neighbors!
Three guilds are assigned to each city zone, on the pvp servers currently PVP is enabled we are unsure if this is intended or not. Currently only the three guilds that live in your city zone can enter that zone, if one of the other guilds is an enemy they currently have the ability to destroy your city buildings this is definitely not intended, city siege pvp is supposed to be in the boarder kingdoms. Enemy npc's are rumored to spawn and attack your city from time to time at the moment if this is intended it is disabled no npc's have been reported raiding a city to my knowledge.Battlekeeps
They are not in Lachleish Plains, Poitain or The Purple Lotus Swamp, these are PVE city zones reserved to guilds that live in them. BattleKeeps Exist in Border Kingdom Aquilonian End, Boarder Kingdom Cimmerian End & The Border To Kush. To our knowledge each one of these areas only has one instance with 3 keeps in it a grand total of 9 battle keeps per server, representing each country. Requirements for these will come as we learn more and will be posted in the PvP related forums as well as in another thread here titled Battlekeep Building FAQ. Look for that in the next few days. The only requirement i know for sure for these is a tier 3 PVE City.
Spawning NPC's in your town
Barracks are rumored to spawn npc's in the city as well as to provide instance based player housing.. This is all rumors as you can build it but currently nothing happens will post more info when there is hard evidence.Building Repair Costs & Maintenance
Currently this is also disabled will update when that changes.
II. Crafting Information
Quest Info
To complete all the quests for the first tier you have to make 18 plans in all. Two parchment(50 Silver Each) and one Drawing Ink(25 Silver Each) per plan from the merchant in the npc cities of Lachleish Plains, Poitain or Purple Lotus Swamp. 22.5g for the Quests.
Cost
Every quest requires you give the trainer samples of each of the plans.
So you are required to "buy" your levels basically.
Each post in your city will require it's own plan, plans are not reusable they are consumed, this includes the buildings, walls, towers, ect...
Tier 1
Drawing Ink (25 Silver)
Parchment (50 Silver)
18 Plans Needed In Total
1.25g X 18 = (22.5 Gold Total Needed To Finish Tier 1 Quests)
Tier 2
Drawing Ink (25 Silver)
Papyrus (1.10 Gold)
18 Plans Needed In Total
2.45 x 18 = (44.1 Gold Total Needed To Finish Tier 2 Quests)
Tier 3
Drawing Ink (25 Silver)
Vellum (2.25 Gold)
18 Plans Needed In Total
4.75 x 18 = (85.5 Gold Total Needed To Finish Tier 3 Quests)
Each city zone varies in price, to find out how much your city will cost add up every building "stone". Each Tier has it's own total requirements check below under the tier sections for those numbers. Also this spreadsheet holds the city costs as well but we warned it has not been updated to reflect the new values so the numbers are off. (http://spreadsheets.google.com/pub?k...z_iVEcg&gid=19)
III. Frequently Asked Questions
Q. Do the building have to be built in a specific order?A. Yes! & here it is...
1 Keep,
2 Trade Post,
3 Temple,
4 Library,
5 Barracks,
6 Theive's Guild,
7 Weaponsmith Workshop,
8 Armorsmith Workshop,
9 Alchemist Workshop,
10 Architect Workshop.
Walls, Towers & Gates Can Be Built Anytime After The Keep Is Built.
Q. Are plans consumed when something is built? And/Or turning them in for the quest?
A. Yes plans are consumed each time you build something and for the quests, they are NOT reusable.
Q. Can i use my quest plan to build anything instead of turning it to the npc?
A. Yes you can currently build the city buildings before actually doing the quest.
Q. Does an architect need to make two sets of plans for every building in order to advance to the next tier?
A. Yes one set for the quest and one set for the buildings themselves.
Q. Do any of the buildings actually do anything?
A. The Trade Post Provides one Trader NPC, all other buildings proved nothing.
Q. Why do you lose the plans for a building once it is built.
A. Consumables... It's a gold sink, they keep inflation at bay and prices reasonable.
Q. Do we have to give our people rank to get the buffs from the city buildings?
A. No this rumor has been tested is it is NOT true!
Q. Is there going to be player housing that can be added to the cities one day?
A. No hard evidence one way or the other yet.. rumor mill says Barracks may have instanced housing in it for each member in the guild as well as spawning npc guards... wait as see!
IV. How Much Does This Cost?
Tier 1 Building Information
Total Cost
Gold (Cash) = 88.75
Ash = 1420
Sandstone = 2220
Silver = 210
Copper = 640
Keep: (Must be built first to allow construction of other buildings)
Plan: Two Parchment(50 Silver Each) + Drawing Ink (25 Silver)
150 Ash Tree - 15 Joist
200 SandStone - 20 Brick
50 Silver - 5 Plain Facade
100 Copper - 10 Brace
Tower:
Predecessors: Keep
Plan: Two Parchment(50 Silver Each) + Drawing Ink (25 Silver)
10 Ash Tree - 1 Joist
20 Sandstone - 2 Brick
10 Copper - 1 Brace
Corner Tower:
Predecessors: Keep
Plan: Two Parchment(50 Silver Each) + Drawing Ink (25 Silver)
10 Ash Tree - 1 Joist
20 Sandstone - 2 Brick
10 Copper - 1 Brace
Ending Tower:
Predecessors: Keep
Plan: Two Parchment(50 Silver Each) + Drawing Ink (25 Silver)
10 Ash Tree - 1 Joist
20 Sandstone - 2 Brick
10 Copper - 1 Brace
Wall:
Predecessors: Keep
Plan: Two Parchment(50 Silver Each) + Drawing Ink (25 Silver)
10 Ash tree - 1 Joist
20 Sandstone - 2 Brick
Gate:
Predecessors: Keep
Plan: Two Parchment(50 Silver Each) + Drawing Ink (25 Silver)
20 Ash Tree - 2 Joist
20 Sandstone - 2 Brick
10 Copper - 1 Brace
Trade Post:
Predecessors: Keep
Plan: Two Parchment(50 Silver Each) + Drawing Ink (25 Silver)
150 Ash Tree - 15 Joist
200 Sandstone - 20 Brick
50 Silver - 5 Plain Facade
100 Copper - 10 Brace
Temple:
Predecessors: Keep , Trade Post
Plan: Two Parchment(50 Silver Each) + Drawing Ink (25 Silver)
40 Ash Tree - 4 Joist
50 Sandstone - 5 Brick
20 Silver - 2 Plain Facade
30 Copper - 3 Brace
Library:
Predecessors: Keep , Library
Plan: Two Parchment(50 Silver Each) + Drawing Ink (25 Silver)
40 Ash Tree - 4 Joist
50 Sandstone - 5 Brick
20 Silver - 2 Plain Facade
30 Copper - 3 Brace
Barracks:
Predecessors: Keep, Gate
Plan: Two Parchment(50 Silver Each) + Drawing Ink (25 Silver)
40 Ash tree - 4 Joist
50 Sandstone - 5 Brick
10 Silver - 1 Plain Facade
30 Copper - 3 brace
Thieve's Guild:
Predecessors:Keep, Temple
Plan: Two Parchment(50 Silver Each) + Drawing Ink (25 Silver)
40 Ash Tree - 4 joist
50 Sandstone - 5 Brick
10 Silver - 1 Plain Facade
30 Copper - 3 brace
Weaponsmith Workshop:
Predecessors: Keep, Barracks
Plan: Two Parchment(50 Silver Each) + Drawing Ink (25 Silver)
40 Ash Tree - 4 joist
50 Sandstone - 5 Brick
10 Silver - 1 Plain Facade
30 Copper - 3 brace
Armorsmith Workshop:
Predecessors: Keep, Thieve's Guild
Plan: Two Parchment(50 Silver Each) + Drawing Ink (25 Silver)
40 Ash Tree - 4 joist
50 Sandstone - 5 Brick
10 Silver - 1 Plain Facade
30 Copper - 3 brace
Alchemist Workshop:
Predecessors: Keep, Weaponsmith's Workshop.
Plan: Two Parchment(50 Silver Each) + Drawing Ink (25 Silver)
50 Ash Tree - 5 Joist
50 Sandstone - 5 Brick
20 Silver - 2 Plain Facade
30 Copper - 3 Brace
Architect Workshop:
Predecessors: Keep, Armorsmith's Workshop
Plan: Two Parchment(50 Silver Each) + Drawing Ink (25 Silver)
40 Ash Tree - 4 Joist
50 Sandstone - 5 Brick
10 Silver - 1 Plain Facade
30 Copper - 3 Brace
Tier 2 Building Information
Total Cost
Gold (Cash) = 173.95
Iron = 7000
Granite = 23720
Yew = 12240
Electrum = 2100
Keep II
Advanced Keep Plan
Predecessors: Keep, Alchemist Workshop
1500 Yew - 150 Beam
2500 Granite - 250 Block
500 Electrum - 50 Ornate Facade
1200 Iron - 120 Lintel
Trade Post II
Advanced Trade Post Plan
Predecessors: Trade Post, Keep II
1500 Yew - 150 Beam
2500 Granite - 250 Block
500 Electrum - 50 Ornate Facade
1200 Iron - 120 Lintel
Temple II
Advanced Temple Plan
Predecessors: Library, Trade Post II, Architect Worshop
750 Yew - 75 Beam
1500 Granite - 150 Block
200 Electrum - 20 Ornate Facade
500 Iron - 50 Lintel
Library II
Advanced
Predecessors: Temple, Trade II, Keep II
500 Yew - 50 Beam
1200 Granite - 120 Block
100 Electrum - 10 Ornate Facade
400 Iron - 40 Lintel
Barracks II
Advanced Barracks Plan
Predecessors: Temple, Trade Post II, Keep II
500 Yew - 50 Beam
1200 Granite - 120 Block
100 Electrum - 10 Ornate Facade
400 Iron - 40 Lintel
Thieve's Guild II
Advanced Thieve's Guild Plan
Predecessors: Barracks, Trade Post II, Temple II
500 Yew - 50 Beam
1200 Granite - 120 Block
100 Electrum - 10 Ornate Facade
400 Iron - 40 Lintel
Weaponsmith Workshop II
Advanced Weaponsmith Workshop Plan
Predecessors: Thieve's Guild, Trade Post II, Barracks II
500 Yew - 50 Beam
1200 Granite - 120 Block
100 Electrum - 10 Ornate Facade
400 Iron - 40 Lintel
Armorsmith Workshop II
Advanced Armorsmith Workshop Plan
Predecessors: Weaponsmith Workshop II, Trade Post II, Thieve's Guild II
500 Yew - 50 Beam
1200 Granite - 120 Block
100 Electrum - 10 Ornate Facade
400 Iron - 40 Lintel
Alchemist Workshop II
Advanced Alchemist Workshop Plan
Predecessors: Armorsmith Workshop, Trade Post II, Weaponsmith Workshop II
750 Yew - 75 Beam
1500 Granite - 150 Block
200 Electrum - 20 Ornate Facade
500 Iron - 50 Lintel
Architect Workshop II
Advanced Architect Workshop Plan
Predecessors: Alchemist Workshop, Trade Post II, Armorsmith Workshop II
500 Yew - 50 Beam
1200 Granite - 120 Block
100 Electrum - 10 Ornate Facade
400 Iron - 40 Lintel
Tier 3 Building Information
Total Cost
Gold (Cash) = 337.25
Duskmetal = 118000
Basalt = 273200
Oak = 139400
Gold = 25100
Keep III
Superior Keep Plan
Predecessors: Keep II, Armorsmith's Workshop II
2400 Duskmetal - 240 Girder
5000 Basalt - 500 Slab
3000 Oak - 300 Frame
1000 Gold - 100 Grand Facade
Trade Post III
Superior Trade Post Plan
Predecessors: Trade Post II, Keep III
20000 Duskmetal - 2000 Girder
30000 Basalt - 3000 Slab
18000 Oak - 1800 Frame
6000 Gold - 600 Grand Facade
Temple III
Superior Temple Plan
Predecessors: Temple II, Keep III, Trade Post III
12000 Duskmetal - 1200 Girder
19000 Basalt - 1900 Slab
10000 Oak - 1000 Frame
2200 Gold - 220 Grand Facade
Library III
Superior Library Plan
Predecessors: Library II, Trade III, Keep III
7000 Duskmetal - 700 Girder
15000 Basalt - 1500 Slab
6000 Oak - 600 Frame
2200 Gold - 220 Grand Facade
Barracks III
Superior Barracks Plan
Predecessors: Barracks II, Trade Post III, Keep III
7000 Duskmetal - 700 Girder
15000 Basalt - 1500 Slab
6000 Oak - 600 Frame
1300 Gold - 130 Grand Facade
Thieve's Guild III
Superior Thieve's Guild Plan
Predecessors: Thieve's Guild II, Trade Post III, Keep III
7000 Duskmetal - 700 Girder
15000 Basalt - 1500 Slab
6000 Oak - 600 Frame
1300 Gold - 130 Grand Facade
Weaponsmith Workshop III
Superior Weaponsmith Workshop Plan
Predecessors: Weaponsmith Workshop II, Trade Post III, Keep III
7000 Duskmetal - 700 Girder
15000 Basalt - 1500 Slab
6000 Oak - 600 Frame
1300 Gold - 130 Grand Facade
Armorsmith Workshop III
Superior Armorsmith Workshop Plan
Predecessors: Armorsmith Workshop II, Trade Post III, Keep III
7000 Duskmetal - 700 Girder
15000 Basalt - 1500 Slab
6000 Oak - 600 Frame
1300 Gold - 130 Grand Facade
Alchemist Workshop III
Superior Alchemist Workshop Plan
Predecessors: Alchemist Workshop II, Trade Post III, Keep III
12000 Duskmetal - 1200 Girder
19000 Basalt - 1900 Slab
10000 Oak - 1000 Frame
2200 Gold - 220 Grand Facade
Architect Workshop III
Superior Architect Workshop Plan
Predecessors: Architect Workshop II, Trade Post III, Keep III
7000 Duskmetal - 700 Girder
15000 Basalt - 1500 Slab
6000 Oak - 600 Frame
1300 Gold - 130 Grand Facade
V. Known Bugs
1. The Library currently uses the University Plan & their is no Library Plan(Mislabeled) just use the University Plan to make your Library and you will be fine.
2. No NPC's Spawn In The City
3. The Trader Npc was recently added, currently all the others are still not spawning.
4. No Buffs
The building buffs and abilities are disabled or not in-game so currently there are no bonuses.
Diplomacia
July 2, 2008 by ocelot
A nossa primeira etapa é reunir entre 25-30 membros Portugueses, para posteriormente podermos avançar com a construção da cidade de Guild.
Apresentação
July 2, 2008 by ocelot
Em Outubro de 2007 surgiram os "Hyozan" que acabaria por ser a "fase embrionária" da actual In-Extenzo. Somos compostos maioritáriamente por jogadores habituados a outros MMORPG, e que cresceram com a filosofia presente de que a união é o nosso factor chave.
Recrutamento
July 2, 2008 by ocelot
Nome
Idade
Nacionalidade/ Locadidade
Nick
Raça/ Classe
Server
Importante:
Há alguns aspectos que consideramos fundamentais
TeamSpeak
Espiríto de equipa e entre-ajuda
Maturidade
Sentido de humor
Team In-Extenzo
July 2, 2008 by ocelot
Paulo aka Ocelot
Aquilonian Conqueror

Coordenador Geral/ Sub-Líder
António aka Alkorx
Aquilonian Barbarian

Fórum Mood./ GuildMember
Sérgio aka Kenishi
Aquilonian Priest of Mitra

Fórum Mood./ Guild Member
Marcos aka Kenishi[/color]
Aquilonian Priest of Mitra

Guild Member
Cristiano aka Btzar
Stygian Tempest of Set

Guild Member
Alberto aka Langsuyar
Aquilonian Assassin
Actualizações - 17-06-08
July 2, 2008 by ocelot
As novidades que a Eidos e a Funcom anunciaram são as seguintes:
PvP evoluído - To the Death
É esperada uma grande actualização do combate jogador contra jogador para os finais de Junho. Entitulado de "To the Death", esta actualização traz mais consequências e recompensas ao PvP, e uma parte importante dele é o sistema "Fugitive". Quantos mais jogadores de baixo nível matarmos, mais fácil será para os outros jogadores matarem-te. Para além disso, serão adicionados 10 novos níveis PvP com ranks adicionais, haverá mais armas e itens específicos para o PvP.
Guerras entre clãs
Deu-se inicio a uma pré-produção de uma actualização gratuita que será lançado no final do ano. Denominada de "Kingship!" os clãs poderão formar alianças, conquistar e reinar em grande escala. Todos os que fizerem parte de uma aliança terão um papel importante neste sistema, e juntos podem construir quartéis generais da aliança. As alianças podem lutar entre elas e construir "maravilhas do mundo" especificas de cada cultura, podendo assim aceder a poderes mais potentes. Como parte deste sistema a Funcom vai permitir que haja um maior numero de jogadores nas batalhas massivas.
Powerpoints
Neste Outono vai ser introduzido um novo sistema de evolução de personagens e recompensas chamado de "Powerpoints". Este sistema vai recompensar o comportamento activo no jogo, e vai permitir que se obtenha pontos das mais variadas formas como chegar até ao nivel 80, ganhar jogos em PvP, ou simplesmente por ser um membro activo de um clã. Haverá vários métodos de se obter "Powerpoints" e numerosas recompensas que vão desde armas, a armaduras e poções. Os Powrpoints também vão permitir que se suba de nível mais rápido.
Novas áreas e masmorras
Não vão ter que esperar por um novo pacote de mapas para aceder a novas áreas. Brevemente a Funcom vai incluir novas áreas e evoluir as áreas já existentes. Haverá uma nova masmorra em Aquilonia, um redesign das três masmorras em Stygia, e uma nova cadeia de montanhas em Cimmeria.
Aldeias e battlekeeps melhorados
A Funcom vai continuar a expandir as áreas feitas pelos jogadores existentes. Vão ser melhorados elementos massivos do jogo, desde os personagens não jogáveis até às opções disponíveis.
Melhorias sociais
Vão ser melhorados os sistemas de comunicação social. Um exemplo disso é a inclusão de um sistema de dança baseado em combinações que foi realizado através de captura de movimentos realizados por dançarinos profissionais.
Mais aventuras
Age of Conan foi muito bem recebido pela critica pela sua imersão e pelos vários quests. Estão a ser preparadas novas aventuras para o jogo, que serão dispersadas por todo o mundo e para todos os níveis de ranks. Brevemente haverá cerca de 60 quests, completamente vocalizados, que irão aumentar a imersão.
Ouvir a comunidade
Muitas das melhorias no jogo foram, e serão feitas, baseadas na receptividade da comunidade, e nos desejos dos jogadores para o futuro do jogo.



