DevBlog > post
Wakfu 0.2 is at the door
by Zidrune - Tuesday June 16, 2009 62 commentariesAh, my dear Wakfusians, my fingers are trembling! So much time has passed, and I’ve so many things to tell you! Wakfu is like the plant we’ve had ever since it was a seed, that we’ve cherished after planting, that we’ve marvelled at after each new bud, that we’ve worried about over each discoloured leaf, and that we hope will bear beautiful fruit. We find it somewhere sheltered and sunny, without being too warm, so that it can show off its magnificent flowers. Every day, we water it with love and….Alright! Stop! Enough with the poetic metaphors! I know full well that you’re eagerly looking for news, and we’ll do everything we can to provide it in this Devblog article.
It’s no longer a secret: version 0.2 is nothing like version 0.1 (from now on, we’ll call them v2 and v1 respectively). Although the basics are the same, the vast majority of things have been revised.
One part of the overhaul that immediately jumps out is, of course, the game’s graphics and its overall aesthetic. In fact, the entire interface has been changed, as have the visual effects of spells. These effects have led to the creation of many new APS (Ankama Particle System).
The other big part of the overhaul is that the majority of the features currently in the game have been entirely rebuilt.
As for the Beta test of v2, after deliberating, cogitating and digesting, we have decided to postpone it.
While we wait for the joy that the launch of the new, long-awaited era of Beta testing will bring, here are plenty of pictures of the fierce development of the last 5 months!
Thanks to Eskarina for her help writing this article.
Chat

Well, we have to start somewhere, so let’s start with the Chat interface, one of the most unassuming yet most used tools in the game! Its transformation is the result of all we are trying to achieve with v2: simplification and reduction. For Chat, that means an entirely new system of coloured filters. As well, tabs have been replaced by a pop-up menu that allows you to enter the name of a player directly to establish a private Chat with them.
Shortcut Bar
The new Shortcut Bar has been totally redesigned. Yes, we did just say “bar” and not “bars”. In effect, the two old interfaces have been brought together to form one new one. You’ll now be able to switch between Combat and World modes using the buttons on the left and add different types of actions and objects to them at your leisure.
General Combat and HP menu
The menu and the HP gauge have now been split. The HP indicator joins the new Wakfu/Stasis gauge and a new bar replaces the old interface (characteristics, spells, professions etc.) to which the ‘Menu’ button has been added (the two little ‘bolts’ on the far right). Essentially, the latter has been promoted and has deserted its old position next to the ‘Report a bug’ button to better integrate the large group of permanent interfaces.
You’ll also notice that ‘Area Challenges’ have disappeared, taking a well-earned rest while awaiting a complete overhaul.
Area information
Even if the display itself hasn’t changed, you’ll notice two new icons corresponding to two new features: current Climate and the Wakfu of the area.
Map
Farewell Astrub ! We’re migrating to theAmakna Archipelago, a land ravaged by the Chaos of Ogrest where the inhabitants haven’t yet been able to rebuild their shattered lives. Four islands, linked by Zaap, are ready to welcome the disciples of the Twelve: Emelka, Ohm, Sevamor and Mork.
The new map is no longer the simple overhead view you’re used to. Now it’s taken on a ‘genuine’ feel, and looks almost hand-drawn; as if you’ve sketched it yourself. You’ll still see available resources on it, and the ‘Locations’ and ‘Notes’ filters are still available to use, although they have a new look.
Characteristic Page
There are lots of new things here as well. The Aptitudes and Mastery systems have been completely reorganised and this has led logically to the same thing happening to the characteristic page. For the time being, it’s still incomplete as there’s still some information to be added to it. We’re working hard to find a more ergonomic and better thought-out way of integrating this information. Missing at the moment, amongst other things, are the indispensable characteristics Prospecting, Mechanics and Willpower. Also, Titles and Biography are still to come (knowing, dear roleplayers, that you won’t forgive us if we leave them out).
Spells
Just as the Characteristic page has been revised, the spell system has also drastically changed. The branching spell tree has been abandoned for a more compact version, with a direct view of the contents of the three Elemental branches, as well as ‘Support Aptitudes’ (temporary name).
Inventory and Items
No great changes for the inventory itself. The interface has undergone the same changes as the others, as well as a small increase in the size of icons to aid visibility.
Rolling-over items has been reorganised and is now more compact. This version is still not definite, however, and you can see a prototype of the next version by enlarging the picture.
Professions

Simplicity and ergonomics are the key words here. The Professions menu has become more modest and more intuitive. Harvesters no longer have any recipes. As a result, they are able to concentrate more on managing resources in their unrefined state: sowing, mowing, replanting…
All the same, we didn’t want to lose the richness and diversity that is a result of this essential feature, so the crafting professions are now tasked with treating these resources. We still have a lot of recipes to create. It’s hard work…and it’s not as if we’re lacking imagination!
Here, exclusively, is the Distill’o’matic, the alchemist’s trusty companion.
Here’s some good news for our crafter friends; they won’t have to work 150-deep in a cramped hut anymore! Yep, from now on they too will be able to breathe that lovely, fresh air! We can hear you saying “you’re hiding something!”. Well, machines pollute, and so you’ll have to work hard at other disciplines to keep the environment clean and pure…unless the pestilent vapours inspire your crazy creations. So, enough of your cynicism, what follows should put your mind at rest.
Recycler

Here’s something new that’s quite significant! We’re delighted to present the new best friend of all Wakfuist (=supporter of Wakfu) craftsmen, also known as the ‘saviour of the ecosystem’, Ladies and Gentlemen, here is…the Recycler! This little beast will allow you not only to get rid of all your unwanted items, but also to ‘de-pollute’ the area. You can already guess how useful this is, not only to balance the negative effects of crafting machines, but also to boost your personal Wakfu gauge, depleted after so many hours bent over your tools!
Community

The old group icon in the Menu has now been replaced with a Community icon, which gives you access to numerous features.
Directory
The Directory’s features have stayed the same, the only thing that has changed is the appearance of the interface. For each friend added to the Directory, it is now possible to:
- write a comment about them,
- invite them to join a fight,
- invite them to a private chat,
- read their biography.
Calendar
A completely new feature is available in the form of the Calendar! Its purpose is to help organise events by making them more accessible and to avoid having to use the forum to do so.
The feature is simple and easy to use. It offers numerous possibilities, like being able to create events, and also for political broadcasts or organising Guild reunions etc.
As well as a title and a description, players will be able to specify the duration of the event, decide if it should be private or not, limit the number of participants etc.
Guilds
Plenty of new machines are making an appearance, of which the biggest, the best, what am I saying, the indispensable, is the Guild’O’Matic! Yes, you read that correctly. Finally, you have the possibility to create your own guilds. As you’re about to find out, we’ve left nothing to chance.
Forget all of your previous stuttering, exhausting, disappointing and irritating experiences with guild creation. Let yourself be guided by a machine that even my grandmother could use. The Guild’O’Matic is about finding a balance between “fast, easy creation” and “advanced personalisation”.
You will be able to customise your guild’s coat of arms to your heart’s content, thanks to dozens of backgrounds and different icons, not forgetting the large colour palette available to you.
After this step, you’ll have access to the Guild panel, which is clear and concise (you’ve noticed by now that concise is the word of the day!):

This interface is a work-in-progress. It will inevitably change, but these few screenshots will give you an idea of the feature’s possibilities!
Option Menu

We’re still working on v2’s Option Menu. You can already see some improvements though, most obviously aesthetically. The entire menu will be easier to read and will allow beginners to access the the game’s interface and its audiovisual options more easily.
Character Creation/Birth
Here’s the piece of the pie that most of you have been greedily waiting for – creating a character! This stage is central to the game for several reasons. Not only does it determine your experience of playing the game through your choice of class and the appearance of your avatar, but it’s also the window onto the game that makes you want to find out more about it straight away. If the process is more or less the same (choice of name, sex, hair and skin colour), the context in which it takes place is no less important to us. In this way, we’ve made a few subtle improvements that we think are essential. From now on, each class has its own background, like a diorama. You can also choose your starting nation from amongst several possibilities. Other similar additions will be made, but there are still a few things we want to keep secret!

Another big change is that your character will no longer appear in the middle of nowhere when you create it, nor will it be revived in one of the Twelve’s Temples when it dies. With the desertion of Astrub, we’re leaving behind the temples as well.
From the next Beta test, your character’s soul will be linked to a gateway specific to each class. They’re open to all, and so more accessible as a result, and we hope that plenty of community-based activities will grow up around them.
We’re still considering a revised, improved mini-tutorial, as well.
Haven Bag
Here’s another huge v2 change that’s more likely to feed your hunger for information than satisfy it. Prior to the update, the Haven Bag was as naked and sad as a retired bodybuilder. No longer! The next generation Haven Bag will be spacious, stylish, infinitely customisable, and above all, you’ll be able to decorate it to your taste! You can choose the layout of the rooms, one of which could, for example, have a clay floor and be dedicated to culture, the other reserved for your display cases, containing items for sale, etc. You will of course be able to control other people’s access to your cosy little nest. But you’ll see for yourself that the Haven Bag has plenty of other promising secrets hidden away.
Marketplace
The days of seeing Astrub awash with red carpets like a fridge door covered in post-it notes are long gone (these awful analogies should be long gone as well!). From now on, you’ll find real marketplaces dedicated to this essential activity! There’s a notice board at the centre of each marketplace, listing all the merchandise available, provided that each merchant has paid their fee to the state. Once you’ve found the item of your dreams, all that’s left is for you to visit the owner’s Haven Bag and grab it.
For concerns about security, and so that buyers and browsers don’t end up in the same open Haven Bag at the same time, the Amakna council has imposed a minimum distance between two bags across the Archipelago.
Dungeons
We’ve not really told you anything about Dungeons to maintain the surprise for the upcoming Beta test. Eight dungeons are finished, although they still need a few final touches to bring the gameplay up to the level we’d like. You’ll be able to discover one of them exclusively at AC#4!
Mines
Talking of exclusives, here’s another, and it’s not bad, either! Mines are finally available! Here’s a glimpse:
APS
You must have had your fill of text by now, so to finish with something less wordy, and more beautiful, it’s our pleasure to present a small sample of the many different APS that have been created just for you! A big Thank You to Vliir for dazzling us with them.
Cra:
Ecaflip:
Eniripsa:
Feca:
Iop:
Pandawa:
Sacrier:
And finally, things we’re working on at the moment:
Now that the majority of what’s been implemented has been revealed, here’s an outline of what we’re working on at the moment, and what we’re hoping to have in place for the Beta test :
- Refactoring the combat system, improving its layout and progression, and its interface;
- setting up an improved scrolling system that will avoid making people feel seasick;
- Improving the soundtrack;
- one of our biggest tasks: we want to improve the AI of monsters, to make them more lifelike and convincing.
Thanks for staying with us to the end of this article. I hope this report made your mouth water (be careful, however, as your keyboard isn’t waterproof!). The new Wakfu is at the door, we just have to take one small step to let it in.
The new map is pretty awesome "ye olde".
Preview of some new Sacrier spell-icons.
I can't actually see anything different about the inventory, except it has some new squiggles in the borders. I think the main problem that needs to be addressed is how the multiple bags pop-up. I'd suggest opening them all in a single box, with a clear border dividing each "section" (corresponding to each bag).
For professions, it seems like harvesters lost something. At the moment, their craft recipes take over during long breaks between actual harvestable resources. I think instead of taking that away, they could share basic recipes that other professions get. So a farmer and a baker, can turn seed into flour, but only a farmer can harvest the high-level stuff, and only the baker can make high-level bread. I know there's no longer a strict level you have to be in order to craft an item, but I hope we still have some guidelines as to success, ease, etc chances for each recipe.
They've finally got a Marketplace. Hopefully, they'll add to the cost of putting an item up for sale an additional cost to automatically repair the item, so that instead of having to wade through 100s of the same item in different states of repair, we can just pick up whichever is going for the lowest price. And it'd even allow people to ignore the Repair profession for a fee.
Now we just have to hope for a fix on the black tile glitch.
Date for this beta test release?
Whats AC#4?
Although, I must admit, the chat interface (with its different channels), and the Combat/World interface (with its combined, switchable Item/Spell area) do seem like those used in Dofus.
Other than that, a great improvement over both, graphics, as well as the player's control over graphical options.
Good wowk, Dev team! Your fans are pwowd!
As for the last one, I only left the information wich were really useful. if you have question, feel free to ask!
(P.S. : Sorry if the term I use are not necessarly correct…. ;) And please note that those are not always the same exact word used by the person, mostly the same information.)
Even if we have presented you with the maximum information we could about the game advancement, but it is still only the aesthetic side of the game. We must keep you some surprises after all!
That would be the main reason why we didn’t mention the politic… The fact that it is also a feature that we want to be proud of and, at the same time, the player too! Meaning it won’t be in the v2 but will be integrated as soon as we judge it satisfactory.
As for the Guild, it as been added for the v2 but in it’s basic state only. Meaning there is no real option for now attach to it and the creation of a Guild can be done by anybody for the purpose of helping with the testing. Henceforth, we don’t see any reason to limit the creation for now.
For the Market Place, there is an option to point you in the direction of the heaven bag of the desire object.
There won’t be any reachable Temple on the Island for now, but Portals.
Some of the thing we talked to you about have been implemented to a minimum ot be revised later, some are still in the making, some are done and others will be made later…
Not all of the features wil be in the v2.
For exemple :
Guild are at a minimum and will be revised later.
The government is in progress.
The Pvp with the militia and the killers is for later.
What you can realistically expect for the closed, or for the open, are :
- 7 to 9 classes, maybe 12, but the last 3 will probably still getting finalized
- New Island, between 1 and 8
- New dungeons, between 4 and 8
- The new aptitude system with all the class aptitude anda t least all the combat ones too
- The new spell system, their effects, their power, the way to obtain them and theur evolution
- The new Professions system with it’s new receipe and the new receipe experience evolution
- The Calendar for personnal or guilde vents with the possibility to join, invite and receive notification
- Ther Personnal Wakfu : each action having an impact on your character so that he is eitheir wakfu or stasis (some functionality will be added later, like the power given by the wakfu/stasis)
- World Wakfu : each zone having it’s evolution
- Weather like sunny and rainy (only the minimum though) (Elf : Yes, day and night are still there too! ;) )
- Satchel : adding gems, access controls, adding rooms, farming, shop
- Market Place : the inscription of your shop, selling, buying, searching
- Zaap : travelling between the isle
- Government Tax on the zaap and market place
So there will be the actual player government and the Pvp wich will be missing for now and are related to many other things in the game like the Wakfu. They should be, normally, the two biggest incoming features for future updates. (Elf : Don't ask any date, it was meant in the general sense, and not necessarly the next two update either)
Simple… it’s been deleted!
Since it didn’t appear really necessary and was disturbing some player we simply removed it. There is also the fact that it didn’t fit in the new profession system and was making it hard to balance the wakfu/stasis gauge.
Now, maybe you have noticed, maybe not, bu the copyright says 2008…. It was only a mistake it should have been 2009.
If some of you are curious about it, there is a big debate about the guild system (yeah, kindda like if you have set your option to display 40 post in the same page, it has 3 pages already!!!
Anyway.. that is all I can think of for now! Nice evening and if there is something else I shouldn’t be too far! ;)
Xianz : AC#4 is the Ankama Convention #4 wich is happening in France actually.. kindda like a Japan Expo i’d say but only of Ankama….
"As well, tabs have been replaced by a pop-up menu that allows you to enter the name of a player directly to establish a private Chat with them."
This will certainly make things more simple and user-friendly. An odd thing to be excited about but hey, I like a perfectly idiot-proof system that is as streamlined as it could possibly be.
"Essentially, the latter has been promoted and has deserted its old position next to the ‘Report a bug’ button to better integrate the large group of permanent interfaces."
Ah more streamlining. It's the little things that make a good game become great. Yet another minor thing that I am pleased about.
"You’ll also notice that ‘Area Challenges’ have disappeared, taking a well-earned rest while awaiting a complete overhaul. "
lol they were used sparsely by myself while playing the Beta but their potential in the environment stability could be immense.
"Even if the display itself hasn’t changed, you’ll notice two new icons corresponding to two new features: current Climate and the Wakfu of the area."
Now if you mean the climate to refer to the Pollution or the Resource levels then I get it, if not then please explain.
"The new map is no longer the simple overhead view you’re used to. Now it’s taken on a ‘genuine’ feel, and looks almost hand-drawn; as if you’ve sketched it yourself. You’ll still see available resources on it, and the ‘Locations’ and ‘Notes’ filters are still available to use, although they have a new look."
Oh my this one is a doozy. I am really proud of you guys for making this map alteration. It was something that didn't need to be done in the least but just the sheer doing of it shows how great this game is going to be. Bravo.
"There are lots of new things here as well. The Aptitudes and Mastery systems have been completely reorganised and this has led logically to the same thing happening to the characteristic page. For the time being, it’s still incomplete as there’s still some information to be added to it. We’re working hard to find a more ergonomic and better thought-out way of integrating this information. Missing at the moment, amongst other things, are the indispensable characteristics Prospecting, Mechanics and Willpower."
Another beautiful rendition of the current system. I was wondering how you guys were going to manage this with all the new aptitudes and am not disappointed. Detailed yet streamlined. Not too shabby at all.
"The branching spell tree has been abandoned for a more compact version, with a direct view of the contents of the three Elemental branches, as well as ‘Support Aptitudes’ (temporary name)."
Just gorgeous. We have seen this before but now it just seems the best time to comment on how much better it looks than the current system. Very much part of that "winning formula".
"Ladies and Gentlemen, here is…the Recycler! This little beast will allow you not only to get rid of all your unwanted items, but also to ‘de-pollute’ the area."
OH YES! Finally I get to see the instrument that I was most interested in. I am very happy to see that I can even get rid of my unwanted items in a way that will benefit the environment (and ofcourse myself in the process
"We’re still working on v2’s Option Menu. You can already see some improvements though, most obviously aesthetically."
And how. It seems that even above functionality, this overhaul is doing wonders for the beauty of the game. To me, a game that looks good (in it's own, original way) makes me more excited about playing it than just considering the gameplay alone.
"From now on, each class has its own background, like a diorama. You can also choose your starting nation from amongst several possibilities."
Yet again, a minor, simple but oh so very good addition. So far so good lol.
"But you’ll see for yourself that the Haven Bag has plenty of other promising secrets hidden away."
Ah so then I guess this means that we will have to discover this ourselves...no more descriptive updates explaining it thoroughly? Oh well, it's all good.
"There’s a notice board at the centre of each marketplace, listing all the merchandise available, provided that each merchant has paid their fee to the state. Once you’ve found the item of your dreams, all that’s left is for you to visit the owner’s Haven Bag and grab it."
BAM. Right here. This is THE best addition you guys could possibly make. How many hours did I spend just browsing hundreds of bags looking for the items I needed at a reasonable price. By far the biggest deterrent to playing the game (well except for the bugs ofcourse
"For concerns about security, and so that buyers and browsers don’t end up in the same open Haven Bag at the same time, the Amakna council has imposed a minimum distance between two bags across the Archipelago."
Alright, I have no clue what this means. Anybody care to explain?
"You must have had your fill of text by now, so to finish with something less wordy, and more beautiful, it’s our pleasure to present a small sample of the many different APS that have been created just for you!"
And how. Very pretty indeed. Yet another great example of a visual attraction.
"# Improving the soundtrack;
# one of our biggest tasks: we want to improve the AI of monsters, to make them more lifelike and convincing."
Both fantastic ideas.
A good soundtrack can really add to the gaming experience and would encourage people like myself from not pressing that oh-so-useful 'Mute' button.
Ah the AI...this is by far one of the most important updates to me (and well most people who play this game). I am very excited to see how this will be. Very excited indeed.
Alright, I have no clue what this means. Anybody care to explain?
It means you can't go in your bag if you're too close to another.
Now if you click on a bag, even if it's not yours, you go in it. So we need a security distance between bags if we want to be able to move accross a marketplace.
The feca spells looked awesome is prob one of the classes besides osa of course wich i wanna play the most in the v2 xD.
Now if you click on a bag, even if it's not yours, you go in it. So we need a security distance between bags if we want to be able to move across a marketplace.
I think it is clearing up now. I suppose you are trying to prevent bag-to-bag scamming? I think this is one of those things that is exceedingly obvious to most but just a "blank spot" to me.
I will more than likely understand it fully when I play the game so till then I will glean any info on this from other descriptions, logs and answers.
By having a minimum of space between the bag, like 3 tiles for exemple, it allow you to actually walk around... since clicking on a bag make it so you would enter it. Also, if under 3 tile of another bag you try to access yours even just to fetch some more kama (go figure if there ill be a bank or not in there...
Take note: 3 tiles was just for exemple purpose...
The closed bêta should begins this week, for only 2, 3 weeks and for July the game will be in open-beta
PS : Maybe I made a mistake I'm not sure to understand all :s
The closed bêta should begins this week, for only 2, 3 weeks and for July the game will be in open-beta
PS : Maybe I made a mistake I'm not sure to understand all :s
That was the original plan, but apparently it has since been delayed for some reason.
(P.S. Does mass murdering animals lower our Wakfu? Or does it not do anything? I hope this is where I'm supposed to ask that
Now all we need is a fix for the invisible tiles glitch, hope thats a part of it too
P.S hope i m in the Beta (whenever it is)
I just realized all my sentences end with emotes
Its a new dungeon.
Its a new dungeon.
Someone WILL. Just let the official translation come through the proper channels.
I mean, in the series, Ruel Stroud's bag looked like the inside of a tent. When people see that and then play Wakfu, they are going to be scratching their heads, wondering why its different.
Dont get me wrong, I dont think it poses as a big problem, but I thought I should point that out.
I myself, happen to fancy NPCs because they give you good quests. I know that Wakfu will have quests too, but last time I checked, they are random messages that pop up on your screen from time to time.
Another reason I think I will like Dofus better is because of lushness of the environment, It just gives me a better feel for the game, other then the flooded world of Wakfu.
However, Ill truly find out when both games are developed and playable.
Wakfu will be game where you must think and no like DOFUS only kill monsters lvl up...
I mean Wakfu will be for older ppl...
Q1: I need to be p2p to creeate Guild?
Q2: Can anyone create a guild with any lvl and kamas?
Wakfu will be game where you must think and no like DOFUS only kill monsters lvl up...
I mean Wakfu will be for older ppl...
Q1: I need to be p2p to creeate Guild?
Q2: Can anyone create a guild with any lvl and kamas?
Wakfu will be for older people? I dont see how that makes sense, seeing as this game for "older" people, happens to have a tv show on a kids cartoon channel.
Im not saying Wakfu is for kids, but its not just for the older crowd.
And yes, Dofus 2.0 will more then likely only be a graphic update, but that is going to be BIG on account of the fact that Ankama said they have been working on it since Dofus hit beta. Btw, I dont know if you have heard, but the Dofus 2.0 characters are no longer going to look like the chibi style characters that they said they were going to look like. I read on the Devblog that they are going to be making the Dofus characters have the manga look, but also have a more serious look.
Iop:

Female Sacrier:

___________________________________________________________
What you see is a before and after. I must admit, some part of me will miss the chibi style. The new look is very interesting though.
Oops, I seem to have finally realized that im posting Dofus content on a Wakfu forum.
Sorry
Wakfu will be game where you must think and no like DOFUS only kill monsters lvl up...
I mean Wakfu will be for older ppl...
Q1: I need to be p2p to creeate Guild?
Q2: Can anyone create a guild with any lvl and kamas?
Q1: There is not much detail about guilds right now... it is mostly a wait and see....
Q2: As for the close beta, yes. In the open it should be so too... As for the final version, they weren't sure as to how they are going to finalize it.
@Goldfish: Might be harder to enjoy, if they stop and ponder where all the talk is gone... but if they enjoy simply destroying without understanding, then I think we may say: Houston! WE have a problem! All the gobball are set to crash on the sun!
P.S.: As for the new posts on the french devblog, there are gonna be a few in the coming week so please, be patient, I'm sure they will translate it as soon as possible.
about that statis and wakfu...
What happens, if everyone kill and do bad things?
I mean Kama farmers...
statis affects all if you kill too much mons?
about that statis and wakfu...
What happens, if everyone kill and do bad things?
I mean Kama farmers...
statis affects all if you kill too much mons?
Yes, they would end up being in the stasis part of the Evolution bar.... only thing is that if they only kill, but always change the zone where they are, they might end up being Wakfu for the simple reason of the monster population in the zone.... but I doubt a kama farmer will bother with that.
For those who where asking for information on the next open beta, it is going to be in september, right after the first episode of Wakfu on France 3 tv station.
And from what I saw, it was announce since may 11th on the Wakfu Serie forum by Tot... and was reconfirm today by a dev on the french forum.
For those who where asking for information on the next open beta, it is going to be in september, right after the first episode of Wakfu on France 3 tv station.
And from what I saw, it was announce since may 11th on the Wakfu Serie forum by Tot... and was reconfirm today by a dev on the french forum.
september That sucks ><
besides, i plan on living 100 more years.... so i have plenty of time to w8 for Wakfu XD
P.S. Nešto te dugo nije bilo Saurone.... ova beta dosadila već?
I find this amazing..!
So far the Market idea is my favorite Idea.
Can't wait to try it out and help you guys on completing your goal by finding some or most of the bugs.
might run away
Especially since that's when my holidays start hehe.
Hope everything will turn out as good as expected!
im sick of looking up translations on google =P.
im sick of looking up translations on google =P.
One part of me agrees with you, but then, game is still a young beta and to spend hours on translations that might not be used later is just a waste of time. Better they work hard to get the game ready for release.
//Sandi
What are you looking forward to in v2?
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