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Devblog

Ask any game designers, they will tell you that the first few minutes of game-play are critical: that's when the player gets to discover the game, and decide whether it's worth their time or not. That's why we put a lot of care into Incarnam, Astub and the whole new player experience, but what happens before all that?
 
The 2.23 Update will reveal the third Divine Dimension. We'll take this opportunity to make significant modifications to the accessibility of Dimensions and the way they work. The Divine Dimensions still aim to offer a content requiring a great deal of preparation and a lot of caution. Failure in these areas is much more punishing than in the rest of the game, these areas are more dangerous, they include game mechanics that are more complex (combat modifiers and monster waves), and they're harder to access than classic areas.
We have however decided to simplify some concepts and to make accessing these areas easier, without compromising our original vision and goals.
In the 2.23 Update, we will be making several modifications to the treasure hunting system in order to make them more appealing, a little bit more 'resilient' against tools that allow one to resolve them instantly, and we will improve the way we're taking visual impediments into account.
Feca Devblog August 21, 2014 - [lichen]
It's been the subject of discussion and debate for months and months, but finally, you're going to find out exactly how Fecas will change after their revamp!
The Epic Server will be a new type of server where the characters' death is permanent in PvM but not in PvP.
This server will be called "Shadow". Here's a little summary of his story:

"A creature born from Ereziah's shadow and the Ebony Dofus, Shadow is fascinated with the void. For him, there is no half-measure or grey area: there is no life after death, only emptiness. Some heroes have been influenced by this radical way of seeing the Krosmoz: they refuse reincarnation of any sort. For them, there can only be one destination, as finale as it is eternal. Their journey is thus made that much more epic."
This time, [Toun] joins us to introduce some quality-of-life improvements that we have planned for update 2.21!
 
You’ve looked all over Brakmar for that old iron thingy in the middle of hundreds of iron-like thingies. You’ve searched for hours for the orange barrel near Astrub that turned out to be three pixels wide and was hidden behind half-transparent tree leaves, the outlines of which were so low in quality that anything behind them was impossible to see. And what about that darned brown hammer, just lying there on a bunch of brown planks like a dead stick insect?! Not to mention the duck, floating freely under the bridge, or the bizarrely esoteric terminology (what the heck is a stele?!)...
 
Uplauncher version 3.9 released Development - April 07, 2014 - [Ourson]
On Tuesday, April 8, 2014, the new Updater (formerly known as the Uplauncher) will be receiving some major improvements! We’ll break down all the details for you in this article, so let’s go!
[Update 2.19] Treasure Hunting Development - March 25, 2014 - [lichen]
In the 2.19 update, you'll discover a new major game system: treasure hunting.
We'd like to offer you a new game mechanic which will depend on your ability to ferret out little clues hidden around the World of Twelve. You'll explore, search, scrutinize and maybe, just maybe, become a rich and famous treasure hunter.
 
 
The Divine Dimensions Development - March 24, 2014 - [Izmar]
In 2014, there will be mysterious new areas to discover in the game that works differently than the areas you know already. The first Divine Dimension will be available in the 2.19 update, and we'll be adding others this year.
 
New Uplauncher gradual deployment Development - February 19, 2014 - [Nerodos]
The DOFUS Uplauncher (the software that downloads and updates your game client) new version has been in testing on the Beta servers for many months already! Many of you have had a chance to test this new version. It's more graphic and more efficient. Time has come to progressively undergo this new version's deployment on the regular servers.
2.18 interface modifications Game Design - February 10, 2014 - [Sili]
We haven't talked about interface improvements for a while now, so it's time we got back to it. 
The 2.18 update contains a lot of small, and less small, changes, and we'll let you discover most of them in-game. However, for the less patient, here's a peak at some of the improvements planned for the DOFUS client.
Balancing 2.17 December 02, 2013 - [Nerodos]
In parallel to the new content added in the 2.17 update, we've had a little bit of time to work on some class balancing. On the menu: spell modification on Ecaflips, Srams, and Foggernauts. And, more globally, a rework of the pushback damage formula!
In update 2.17, we have added a new interface feature that should please players who have mountains of unused ingredients in their inventory.
But allow me to quickly introduce myself before going into the heart of the subject. I am [Hyl-Harant], the latest addition to the client development team. It’s my pleasure to tell you all about this new interface through this devblog article.
 
In an earlier Devblog article about the future of Dofus (eggs), we explained that, among other things, our intention was to make all Dofus permanently linked to the account of the character that gets that Dofus.
 
This article led to significant debate within the community, which we have been following with a great amount of interest. The team was quite invested in your discussion of the article because this decision was also debated at length within our team before the article was published. It was a thorny decision, because both sides provided many positive possibilities, but also some potentially negative counter-possibilities.
New Breeding Equipment in 2.16 Game Design - October 07, 2013 - [Izmar]
Version 2.16 will include some minor changes that will directly impact our Dragoturkey breeders! Here's a quick rundown:
  • New breeding items, craftable using boss resources.
  • A dragoturkey's energy has now a direct impact on breeders and not just on adventurers. Their energy is now fixed and independent of their level: At level 1, your dragoturkey will have a maximum energy value equivalent to that of a level 100 dragoturkey prior to the 2.16 update.
  • The majority of the old breeding items will no longer be craftable, but remain usable. Some can still be crafted but their recipes have been reviewed.
  • It is now possible to exchange used up breeding items against brand new ones. For that, you need to talk to Bobby the Builder in the Koalak Mountain Breeder Village, where he will exchange five breeding items of the same type for a brand new one.
  • Around 60 new paddocks have been added to the game.
Intrigued? Read on to find out more...
Since the introduction of guild alliances, the community has, on multiple occasions, raised the issue of insufficient rewards offered by the conquest of territories. We have worked on this aspect of AvA for the 2.16 update.
Puppets of Dramak Part 3: Making of a Game Map Game Design, Graphics - September 18, 2013 - [Aasimar]
In this third article about the creation of Krismahlo Island, it’s time to create the decorative elements and build the area with the Level Design team!

In this new area, we started with a simple foundational idea: The Theater. It seemed a natural choice for us, because we wanted to give life to a true, archetypal villain: a deeply manipulative individual consumed with resolute egomaniacal fervor, two of the necessary ingredients for dominating the world! This is how we created Dramak the Schemer.
 
Puppets of Dramak Part 2: Making of a Monster Animation Game Design, Graphics - September 12, 2013 - [Aasimar]
In this second article about the production of Krismahlo Island, we’ll take a closer look at the work of Flash animator Rumo. We’re going to see a step-by-step breakdown of the creation of one of the new monsters from Krismahlo Island: the Morongrel.
 
Puppets of Dramak Part 1: Making of a Cut-scene Animation Game Design, Graphics - September 10, 2013 - [Aasimar]
This article is the first in a series of three, in which we will introduce you to the different skills and professions at work in the graphics team, and also show you all the steps that must be completed before our artistic endeavors are ready for you to discover inside the game.
The future of the Dofus (eggs)! Game Design - August 13, 2013 - [lichen]
For a long while now, we’ve been talking about how we eventually want to take a fresh look at the balance of all Dofus eggs and re-evaluate how they are obtained.

Many of you have expressed regret that some Dofus (yes, the plural of “Dofus” is “Dofus”) are not powerful enough, their stats are too variable, and acquiring many of them is a process that is slaved to chance and luck rather than merit.

In this article, we’ll present a summary of what we expect to change in the short term and the long term to improve the function of these Dofus and how they are obtained.
Meet the Mimisymbics Graphics - August 08, 2013 - [Izmar]
Mimisymbics are useable items that allow you to add the appearance of one piece of equipment to the characteristics of another piece of equipment. This new type of item gives players the opportunity to finally wear those cute items purchased in the Great Emporium without sacrificing their stats. You won’t have to use quick-equip slots to swap between being cute and being battle-ready; you can choose the look that suits you, even when fighting.
[2.14] Improvements to Wabbit Island Development, Graphics - August 01, 2013 - [Izmar]
For the 2.14 update, we decided to improve Wabbit Island. It is one of the oldest islands in the game, and much of its content seems outdated compared to the changes that have taken place on the mainland and other islands over the years. We’re improving the appearance of this island by adding a lot of new, fresh details to its decore and giving each of the smaller islands that make up the Wabbit Archipelago their own unique feel. We’re also updating the look and theme of the dungeons on this island.
[2.14] Improvements to the AvA System Game Design, Development - July 30, 2013 - [lichen]
For the 2.14 update, we have continued to work on improving the AvA system and Perceptors, based on the feedback from the players on the forums. In this update, our focus in the realm of AvA is to improve the “King of the Hill” (KotH) mode and address concerns about multiaccounting in the KotH system.