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V323.X - PATCH NOTES

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Revision as of 12:12, 30 July 2020 by GM-Crow (talk | contribs) (Guild War Related Enchantments)
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Patch v323

This patch is currently not yet released.

This patch is going to be introduced near the end of the month of July, 2020. Major changes in this patch include a new functionality for cards (Enchantments), new Guild War setup and additional modes added to the game.

Enchanted Cards

Enchanted cards is our new system for the currently available "Level 10" and "Level 11" cards. Since most players have reached the near game maximum of items, we wanted to introduce new game effects through a completely custom system we call Enchantments.

Current "E" cards (Level 10 or 11) will automatically be converted with their respective skill during this update.

Examples

  • A level 10 card with 39% activation
    • This card would be converted to an Enchanted card with the following enchantments:
      • Enchantment #1: Level 10 Upgrade @ 100% Chance
      • Enchantment #2: 3% Second Skill Activation Upgrade @ 100% Chance
      • Enchantment #3: <None>
  • A level 11 card with 41% activation
    • This card would be converted to an Enchanted card with the following enchantments:
      • Enchantment #1: Level 11 Upgrade in PVE, Level 10 Upgrade in PVP @ 100% Chance
        • This enchantment is unique and is only applied to older cards being converted. This enchantment cannot be found when using the Enchantment Fusion cards.
      • Enchantment #2: 5% Second Skill Activation Upgrade @ 100% Chance
      • Enchantment #3: <None>

How does Enchantment work?

Enchantments are replacing the current "Level Fusion" and "Skill Fusion" cards. These new cards will be under new names:

  • Level Fusion (currently Chaos Fusion) will be "Lesser Enchantment Fusion"
  • Skill Fusion (currently Level 10/11 Upgrade) will be "Greater Enchantment Fusion"

The Lesser Enchantment Fusion cards can be more easily found throughout the game's reward structures (DMS, Loot Crates, Guild War, GEN Coins, etc.) while the Greater Enchantment Fusion cards are harder to obtain. Both cards function the same but the results of the fusions differ. We will explain this below.

Players will be able to access their Enchantment information for their cards by equipping their cards and using the command @enchantment <wep/acc/all>. This will display their current Enchantments to the chat window.

Magic cards will remain non-enchantable for now (we will decide if we want to include this in the future).

Technical Details

  • Due to the limitation of the "Level Fusion/Lesser Enchantment Fusion", all "Enchanted/E" cards will appear as level 8 cards. Once you join a room, the card will automatically change to level 9 (or 10/11 if the card has the enchantment)
  • Likewise, cards that have Upgrade enchantments will see those changes once a game has started.
  • Enchanted cards will have the "E" marker on the top left corner of the card similar to how level 10 and 11 cards do.
  • Enchanted cards can only be Gold Forced for 365 Days.
  • Enchanted cards cannot be traded or placed in the User Shop.
  • Cards can have up to 3 Enchantments via each card's 3 possible Enchantment Slots.
  • Enchantment Fusions will ALWAYS reset all current enchantments on a card and randomize new ones.
    • There is no Enchantment card that can target specific enchantment slots. All enchantment cards will target all slots and randomize them.
  • Enchantments cannot be rolled back. Once you decide to Enchant your card, the changes are permanent.

Enchanted Cards: Base Benefits

Enchanted cards will also have a base benefit added to ALL enchanted cards while equipped and used:

  • Increased DMS completion speed.
  • Guild Points earnings will be increased by 20%.
    • GP Earnings can be increased further with the Guild Point Increase enchantment.

Enchantment Fusions: Rates

  • Lesser Enchantment Fusion (Level Fusion Card)
    • 70% Chance to roll 1 Enchantment
    • 25% Chance to roll 2 Enchantments
    • 5% Chance to roll 3 Enchantments
  • Greater Enchantment Fusion (Skill Fusion)
    • 50% Chance to roll 1 Enchantment
    • 30% Chance to roll 2 Enchantments
    • 20% Chance to roll 3 Enchantments

Examples

  • With a card, the player attempts an enchantment using the Lesser Enchantment Fusion.
  • There is a 70% chance that this fusion will generate 1 Enchantment, leaving enchantments #2 and #3 blank.
  • There is a 25% chance that this fusion will generate 2 Enchantments, leaving enchantment #3 blank.
  • There is a 5% chance that this fusion will generate 3 Enchantments, filling all possible Enchantment slots.

Fusion Mania

  • Fusion Mania will increase the chance of 2/3 Enchantments.
    • Lesser Enchantment Fusion
      • 2 Enchantments: 25% -> 30%
      • 3 Enchantments: 5% -> 7%
    • Greater Enchantment Fusion
      • 2 Enchantments: 30% -> 40%
      • 3 Enchantments: 20% -> 24%

Enchantment Fusions: Enchantment List

  • All enchantments with decimals indicates the percentage can range with decimal places.

Guild War Related Enchantments

Enchantment Description Activation Period Min. Activation Chance Max. Activation Chance Min. Amount Max. Amount
GP Percentage Increase Increase Guild Point accumulation by a percentage for all game modes. Upon Earning GP 50% 100% 0% 60%
GP Percentage Increase (PVP) Increase Guild Point accumulation by a percentage for PVP modes. Upon Earning GP in PVP 50% 100% 0% 100%
GP Percentage Increase (PVE) Increase Guild Point accumulation by a percentage for PVE modes. Upon Earning GP in PVE 50% 100% 0% 100%
GP Theft Steals Guild Points from another player when defeating them in combat. Enchantment will always steal 1% of defeated player's Guild Points at a 0.1%-0.5% chance. Upon Defeating Players 0.1% 0.5% 1% 1%
GP Guard Guards from Guild Points being lost upon death. Does not guard from GP Theft. Guards up to 80% at a 1%-15% chance. Upon Dying 1% 15% 1% 80%
GP Stun Stuns a player from obtaining Guild Points for a duration. Upon Defeating Players 0.01% 3.00% 30 seconds 300 seconds (5 minutes)
GP Super Multiplier Dramatically increases GP gain for a duration. Upon Defeating Players 0.01% 3.00% 500% Increase in GP (5x) 1,500% Increase in GP (15x)

Drop Related Enchantments

  • All drops are untradable.
Enchantment Description Activation Period Min. Activation Chance Max. Activation Chance Min. Amount Max. Amount
Skill 1 Card Drop Chance to drop Skill 1. Upon Game Completion 0.01% 3.00% 1 1
Skill 2 Card Drop Chance to drop Skill 2. Upon Game Completion 0.01% 3.00% 1 1
Skill 1-1 Drop Chance to drop Skill 1-1. Upon Game Completion 0.01% 3.00% 1 1
Skill 2-1 Drop Chance to drop Skill 2-1. Upon Game Completion 0.01% 3.00% 1 1
Skill 2-2 Drop Chance to drop Skill 2-2. Upon Game Completion 0.01% 3.00% 1 1
Lesser Enchantment Drop Chance to drop "Level Fusion/Lesser Enchantment Fusion". Upon Game Completion 0.01% 3.00% 1 1
Greater Enchantment Drop Chance to drop "Skill Fusion/Greater Enchantment Fusion". Upon Game Completion 0.01% 2.00% 1 1
Loot Crate Drop Chance to drop a Loot Crate (@lootcrate). Upon Game Completion 0.01% 2.00% 1 1
Avatar Coin Drop Chance to drop Avatar Coins. Upon Game Completion 0.01% 8.00% 1 5

Card Upgrade Related Enchantments

Lesser Enchantment and Greater Enchantment cards yield different maximum percentages for these Enchantments.

Enchantment Description Activation Period Min. Activation Chance Max. Activation Chance Min. Amount Max. Amount
Level 10 Upgrade Upgrades card to Level 10 for ALL modes. Upon Game Starting 1% Up to 40% with Lesser, Up to 80% with Greater N/A N/A
Level 11 Upgrade Upgrades card to Level 11 for ALL modes. Upon Game Starting 1% Up to 15% with Lesser, Up to 30% with Greater N/A N/A
Second Skill Activation Percentage Increase Upgrades card's second skill activation chance for ALL modes. Upon Game Starting 1% Up to 50% with Lesser, Up to 100% with Greater 1% Up to 4% with Lesser, Up to 8% with Greater

Guild War

New Modes

Trade Credits