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Devblog

Uplauncher version 3.9 released Devblog - 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 Devblog - 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 Devblog - 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 Devblog - 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.
Puppets of Dramak Part 3: Making of a Game Map Devblog - Game Design, Graphics - September 18, 2013 - [Izmar]
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 Devblog - Game Design, Graphics - September 12, 2013 - [Izmar]
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 Devblog - Game Design, Graphics - September 10, 2013 - [Izmar]
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.
Meet the Mimisymbics Devblog - 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 Devblog - 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 Devblog - 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.
Interface Improvements in 2.11 Devblog - Development - April 10, 2013 - [Sili]
The 2.11 update is less than a week away, and like most major updates, it will bring along some new interfaces and client improvements. We've already talked about the new status system and the integrated bestiary, but that's not all! Here's a partial list of the other major improvements that you'll find in your client this coming Tuesday.
DOFUS Bestiary Integrated In-Game Devblog - Development - April 04, 2013 - [Sili]
With the 2.11 update, a new interface is coming into light: The Bestiary. As you might guess from its name, it will enable you access to lots of information on each of the monsters that populate the World of Twelve.
Improvement to the Chat Status System Devblog - Development - April 03, 2013 - [Izmar]
In the 2.11 update, the dev team wanted to introduce a feature that should delight the more sociable players (and the more misanthropic players too, for that matter): a new status management system that allows you to manage invitations, private messages, and more!
2.10 Class Balancing Devblog - Development - February 13, 2013 - [lichen]
Our Balancing Policy In 2.10, we've decided to keep working on several class projects that we started a few updates ago, mainly by balancing the individual spell levels in order to make any spell viable even at level 1. We've gone even further by generally removing the reduction of AP costs between levels 5 and 6 (sometimes by increasing the AP cost of the level 6 spell, sometimes by decreasing the AP cost of the spell in levels 1 through 5).
Maturing Resources Devblog - Development - November 26, 2012 - [lichen]
In the 2.9.0 update, we’re adding a new system for harvestable resources that will ease exploration. You already know the system that adds stars to group of monsters that are rarely attacked; well the same concept is now applied to resources!
Titles and Ornaments Devblog - Game Design, Graphics - November 23, 2012 - [Izmar]
In version 2.9 of DOFUS, we are introducing a new interface dedicated to the management of Titles and Ornaments.

Character Personalization Devblog - Game Design, Graphics - November 22, 2012 - [Izmar]
Those of you who have suffered through our eternal Facebook and forum teasers already suspect that we have been working on a new option for personalizing a character’s face and hairstyle. The news is out, and this devblog will fill in the missing details!
Krosmaster Arena in DOFUS Devblog - Development - October 26, 2012 - [Izmar]
For several weeks now, we’ve been teasing and talking about the new DOFUS expansion, Krosmaster. Thanks to news and videos, you’ve discovered the basics of figurine battles that you’ll experience in both DOFUS and WAKFU. Yet, one aspect of this expansion hasn’t been developed, its integration in DOFUS. How will you be able to access these figurine battles? What will be the reward? Let’s find out together!
The Alert System Devblog - Development - September 12, 2012 - [Brice]
As one of the new features in the 2.8 update, we are introducing a system that will enable you to be notified, via an alert, of in-game events occurring when your DOFUS window is not in the foreground of your screen. Here is a detailed presentation of this tool.

Interface Improvements in 2.8 Devblog - Development - September 10, 2012 - [Sili]
To keep the good news coming, the 2.8.0 update will also contain some updates to the DOFUS client's interface. With this update, the client team would like to introduce you to five major changes or additions to help the DOFUS client meet some of the suggestions and expectations that are often expressed by the DOFUS community.

So let's take a look at what's coming for the client in version 2.8.0
The Secrets of the Almanax Devblog - Game Design, Events - August 30, 2012 - [Izmar]
The Almanax is a new feature included in version 2.8. Its objective: offer recurring content, give players the opportunity to break dull habit with daily events... and introduce a new Dofus to the game!
 
Iop Balancing in 2.8 Devblog - Development - August 29, 2012 - [lichen]
In the 2.8.0 update, we’ve decided to focus on the Iop class. We have been working for a while on some new concepts for this class, because overall, Iop gameplay has not changed much since DOFUS was originally released, and has generally lacked depth.
New Cosmetic Features for Guilds Devblog - Game Design, Community - June 20, 2012 - [lichen]
New Ogrine services:
 
You’ve been asking for this for a while now, and we’ve been promising it’s on its way… Now, we’re pleased to announce that two new Ogrine services for guilds will soon be on offer. You’ll be able to rename your guild and change the appearance of its emblem (colours and icons).

These two services are not going to be released with the 2.7.0 update but should be available a few weeks later.
What’s new on Vulkania Devblog - Events - June 15, 2012 - [Izmar]
After its debut last year, Vulkania is becoming DOFUS’s annual summer event, along with the Goultarminator.
 
Unlike Kwismas Island, where the content is clearly aimed at solo players and groups, we wanted to orientate Vulkania around a community aspect. We aim to steer Vulkania in this direction for the coming years, all the while keeping it accessible to less-populated servers.
 
For the second appearance of this event, we wanted to make several changes with the aim of making adventurers’ visits to the archipelago all the more pleasant.