Papanda 3053 Опубликовано: В воскресенье в 13:41 Рассказать Опубликовано: В воскресенье в 13:41 Liberta Ultimata Alpha 1 — expansion 18 Update dated 9 November 2026 Maintenance Monday, 9 November 2026 Estimated duration — 180 minutes (3 hours). Gamma, Black and White — 10:00 (UTC+2) / 05:00 (LATAM, UTC−3) Carmine — 05:00 (LATAM, UTC−3) / 10:00 (UTC+2) About the update Dear friends, The game worlds Gamma, Black, White and Carmine are ready for the new update. The main event of this patch is the launch of the Family System. For the first time, a small permanent community becomes not just a group of characters that exists somewhere outside the client, but an independent part of the game world with its own roster, name, crest and shared tools. The Family System — a place for your own Permanent groups have always existed. There were leaders, a core roster, reserve characters, shared resources and people who have been logging into the game together for years. Over time, such a group stops being just a party, but for the game itself it was as if it did not exist: it had no window, space or tools of its own. In Lu4 this changes. A family is not a small clan or a new set of obligations, but the missing link between a temporary group and a large association. A group of up to 12 characters gets its own roster, crest, shared warehouse, separate chat tab and shared legacy. What to do together — PvE, PvP, boss hunting, character development or peaceful resource gathering — is entirely up to you. Everything that previously existed somewhere between voice chat and a messenger now gets its own place inside the client. This is the first full-fledged version and, at the same time, the foundation of a separate development path for small communities. The system will receive new features, and we will determine the direction of its development based on players' actual experience and feedback from the families themselves. Briefly about the other changes In-game chat: new communication tools, friends and blocked players lists, expanded settings, improved channel management and numerous interface fixes have been added. In-game store: three themed fedoras related to the Family System have been introduced. Each accessory can be tried on before purchase. Epic bosses: the levels and combat parameters of bosses and their guards have been adjusted to account for the progression of the game worlds. Skills and mechanics: skills from Life Stones have been updated, the list of classes for Braveheart has been expanded, Frenzy has been adjusted and the operation of Lucky Blow has been improved. Sieges: the parameters of castle defenders, gates, doors and crystals, as well as the bosses and guards of capturable clan halls, have been revised. Items: rare versions of Soul Bow and Shyeed's Bow now increase skill use range, and all personal Alchemy items now have zero weight. This update brings together a new social system, game client development, balancing of PvP and siege mechanics, changes to epic bosses, skills and items. And now — about everything in more detail. These patch notes compile the main changes that will begin to be introduced after maintenance on Monday, 9 November. The update is being rolled out in stages: exact dates for individual changes are indicated directly in the relevant sections. Thank you for playing and remaining part of Lu4. Interim event results During the first part and the first 6 of 8 days of the second part, players have already opened 130 249 chests on Gamma, Black, White and Carmine. Important: these are not yet the final statistics. Some players are saving the chests they received and will open them later. The chests themselves will not disappear, but daily quests are only available until the event ends. 130 249 opened chests and boxes with an EXP & SP +15% rune for 1 hour ≈153,7 million Soulshot of all available grades ≈61,5 million Blessed Spiritshot of all available grades 4 513 358 HP 3 137 201 CP personal recovery potions Opened chests by character level The largest group falls within the range of levels 52–63 — almost 40% of all opened chests. These players are not always at the center of the most prominent server events, but it is their regular activity that forms the foundation of the community. 20–39 17 416 · 13,37% 40–51 17 378 · 13,34% 52–63 51 732 · 39,72% 64–69 29 541 · 22,68% 70–75 14 182 · 10,89% What players have already received Consumables 32 648 Proof of Loyalty 260 498 buff elixirs 119 924 Noblesse scrolls 130 249 penalty removal scrolls 195 374 Personal Scroll of Escape 39 054 Personal Blessed Scroll of Escape 52 217 Personal Blessed Scroll of Resurrection Enchantment scrolls 2 593 D-grade 2 119 C-grade 3 870 B-grade 1 954 A-grade Jackpots 132 Soul Crystal 114 Stage 11 crystals 18 Stage 12 crystals 44 Will books Regular information Daily Fatigue limits Current limits for the period from 9 November to 16 November. You can learn more about the system and weekly limits for new servers in a separate article. Gamma Fatigue has been abolished. All characters can level up to level 75 and 100% experience. Black White Carmine 33 600 000 per day 8 400 000 per day Total: 42 000 000 per day Period Total 02.11–08.11 30 400 000 7 600 000 38 000 000 09.11–15.11 33 600 000 8 400 000 42 000 000 16.11–22.11 36 800 000 9 200 000 46 000 000 23.11–29.11 40 000 000 10 000 000 50 000 000 30.11–06.12 44 000 000 11 000 000 55 000 000 07.12–13.12 48 000 000 12 000 000 60 000 000 Family System Family System Liberta Ultimata — is a game not only about characters, equipment and great victories. First and foremost, it is a game about the people we meet along the way. Over time, many players develop their own small circle: a permanent group, old friends, acquaintances from voice chat or simply those very people with whom they want to spend every evening. Such groups play together for years, sharing victories, resources and memories. There may be too few of you for the large structure of a clan, while an ordinary group has long ceased to convey what unites you. At the same time, until now the game itself had nothing to offer such a community: no separate window, no infrastructure of its own, no shared space in which you could say: these people here — are our own. That is why we created the Family System — an independent game entity for small permanent communities. This is not a scaled-down copy of a clan, but a new social level that has long been needed in the game: the ability to bring close players together under a shared name, crest and legacy, without adapting your group to someone else's format. Already in the first version the Family System allows you to create an association with a capacity of up to 12 characters with its own crest, shared warehouse, separate communication channel and a passive skill for all members. This is a working foundation that will be steadily expanded in subsequent updates. Family main page The family now has its own place inside the client: here you can see its roster and crest, manage members and quickly access the main family features. What previously had to be kept in messengers, spreadsheets and the leader's memory becomes part of the game itself. Creating a family Creating a family is available at an early stage of character development: the system is intended not only for long-established groups, but also for new groups that want to follow their path together from the very beginning. A family can be created by any character of level 20 or higher, who has obtained their first profession. The creation cost is 350 000 Adena. Creation is available from any guild leader — similarly to registering a clan. A family cannot be renamed after creation — choose its name wisely. An existing family can also be joined by any character of level 20 or higher, who has obtained their first profession. A clan leader can also create and lead a family — these roles do not conflict with each other. Each character can belong to only one family. At the current stage, one family can have up to 12 characters. A family does not restrict your playstyle or require you to choose between it and your usual activities. It is your small team within a large world, and its goals are determined by the members themselves. Important: a character who belongs to a clan or family can no longer be listed for sale in the Character Tavern. Family crest The crest makes a family recognizable and gives a small group its own symbol within the game world. Currently, it can be selected from a prepared set. The set of available crests will be expanded in subsequent updates. In the future, we also plan to add additional customization options so that each family can acquire a truly recognizable appearance. The family crest is displayed in the selected target panel when a character is targeted. Only the clan emblem is still shown next to the character's name — the family crest does not replace it. Family settings The family head gets a separate space for managing the association and its main parameters. As the system develops, new tools needed to organize a small permanent team will appear here. Communication and playing together You can invite a family member to a group directly from the family window — you will no longer need to search for the character through the friends list or enter their name manually. A separate additional tab in the in-game chat is provided for the family, so that family communication does not get lost among other messages. Our goal is to gradually bring the familiar tools of a permanent group into the client, so that everyday play together requires fewer actions outside the game. In future updates, family communication will also receive new features, including a message history that you can return to after logging into the game. Shared warehouse Shared resources are an important part of the life of a permanent group. Now they have their own storage inside the game: not just additional space for items, but the first element of shared family infrastructure. The family head can create a shared family warehouse with a capacity of 200 slots. You can choose your own name for the warehouse and rename it later if necessary. You can access it through any Warehouse Manager. Any family member can deposit and withdraw items from the basic storage. Future updates will introduce the ability to create additional family warehouses to separate resources by purpose and build a convenient storage structure for your team. A separate system of permissions and access restrictions will be provided for additional storage. Family Legacy All family members receive the passive skill Family Legacy. This is the first shared element of development: as the family grows, acts together and creates its own history, its legacy becomes stronger and benefits every member. At the current stage Family Legacy increases MP recovery speed: This permanent passive skill works independently of any other bonuses and effects, including clan skills: it does not replace them and operates simultaneously with them. While running — +0.6. While walking — +1.2. While standing — +1.8. While sitting — +3.0. In the future, the skill can be developed, unlocking more significant bonuses for all family members. This will give a small team its own long-term progress, created through joint efforts. Leaving a family A family is designed as a permanent association of players and will be linked to shared quests and development in the future. Therefore, moving between families is accompanied by restrictions that protect the system from abuse. Upon voluntarily leaving, a character receives a penalty lasting 3 days, during which they will not be able to join another family. When a member is expelled, they also receive a joining penalty lasting 3 days, and the family loses the ability to accept new members for the same period. The system is protected against completing family activities consecutively in different associations: you will not be able to leave one family and complete the same quests again in another. Important: the penalty for leaving a family is applied automatically and cannot be removed by Support — including when a family was left by mistake. No exceptions are made for accidental exits, so there is no need to contact Support requesting its removal. The future of the family system The current version is not the final point, but the foundation of a large system. We want to turn the family into a full-fledged separate development path for a small group: with shared goals, its own progress, new communication tools and its own place in the game world. At the same time, we do not want to decide in advance for the players what a family should become. After launch, we will observe how the system is used in actual gameplay, collect feedback and refine the priorities of subsequent updates based on it. Important: the features listed below are in development. Specific mechanics, conditions and release dates will be presented separately as they become ready. Homes for families In the future, families will have their own place in the game world — a base just for their own, which can be developed and gradually turned into a true home for the team. Two types of such properties are being considered: City houses — a more accessible option for families that are just beginning their journey. Estates — more valuable properties located directly in game locations. They will be harder to obtain, but they will be able to provide additional advantages related to territory and PvE activities. A separate system for obtaining and competing for houses is planned, and later — base development, interior customization, new NPC and additional features. Specific rules for ownership, renting and competing for the most valuable estates will be presented later. Family development The family will have its own level, which will grow with its activity and unlock new features. A separate system of family skills will allow the association to be gradually strengthened and a development direction to be chosen based on its members' interests: PvE or PvP, physical or magical bonuses and other specializations. Family rivalry Among future directions is the ability to declare a confrontation with a specific family without involving the entire clan. This will allow rivalry between small permanent groups to gain clear rules and its own place within the game. Family quests We plan to add daily and weekly PvE activities with shared progress: each member will be able to contribute to a family goal, and the result will become an achievement of the whole team. Among the directions being considered: quests in specific locations hunting creatures of a specified type bosses with special mechanics Family activities will become an additional source of development and rewards, but most importantly — they will give a small group of friends new shared goals. This is the beginning of long-term development. We have given permanent groups the place inside the game that they have lacked for years; next, this place will have to be filled with features, history and the decisions of the players themselves. The more actively families use the system and share their experience, the more precisely we will be able to take the next steps. A clan unites players for great goals. A family unites those with whom you want to share the journey itself. Game Client In-game chat The in-game chat has received new features and a number of important fixes. Working with channels, messages and other players has become more convenient, and the behavior of familiar elements — clearer and more predictable. New features The context menu opened by clicking RMB on a character's name in chat has been fixed and expanded. Through it, you can start a private conversation, offer a trade, invite to a group or command channel, add a player as a friend, select them as a target or block them. Clicking LMB on a character's name immediately prepares a private message to the selected player. Added a separate friends list. Added a blocked players list. The upper system chat window can now be resized in the same way as the main window. Tabs moved onto the screen follow the Show Tabs: setting: they can be hidden, and when hovered over they temporarily appear for quick access. NPC lines can now be disabled. In the system message settings, you can separately hide notifications about the use of arrows, Soulshot, Spiritshot and attempts to level up Soul Crystal. The selected chat channel has received more noticeable visual highlighting. The ability to clear accumulated messages has been added to the tab's context menu. Fixes and improvements Fixed the display of chat history after logging back into the game. When a tab is selected, messages are automatically directed to the corresponding channel. This also works when adding items and skills to a message, and switching tabs correctly changes the channel of text already typed. Channel symbols +, % and @ are recognized only at the beginning of a line. If there is a space before the symbol, the message is sent to normal chat. Fixed the visual state of the system chat tab after hiding and re-enabling it. Fixed sending a private message through the selected target's context menu. Chat no longer loses focus after adding the maximum number of links to items or skills. Pressing Enter opens the input line again after selecting a character as a target. The command /target works again with a partial character name. The system message about a friend logging into the game is now displayed correctly. The display of the dual-weapon tooltip has been improved and made clearer. The display order of system messages has been improved: events in combat and rewards received are now easier to track. Adjusted the vertical alignment of digits relative to text. Removed unnecessary underlining of character names in chat. In private chat, the down arrow again clears the last recipient's name, preserving the private message symbol for quickly entering a new name. The combination Alt+Enter correctly switches between windowed and fullscreen modes again. In-game Store New accessories In honor of the introduction of the Family System three themed fedoras have been added to the in-game store. Each can be purchased in the store, and before purchase — tried on using a special try-on version. Boss's Fedora A white fedora with a contrasting black band — a light-colored classic for someone accustomed to confidently leading their family. Boss's Fedora — appearance Consigliere's Fedora A deep red fedora with a black band — a striking look for a trusted adviser whose word always carries weight in the family. Consigliere's Fedora — appearance Old Man's Fedora A formal black fedora — a time-tested classic for those who do not need to speak loudly to command their family's respect. Old Man's Fedora — appearance Epic and Raid Bosses Epic bosses Gamma For Queen Ant, Core and Orfen certain combat parameters have been adjusted. The change will make battles with these bosses better balanced. Black, White, Carmine The level of Queen Ant, Core and Orfen has been increased to 68. The level of these epic bosses' guards has been increased to 67. The combat parameters of the bosses and their guards have been proportionally increased in accordance with the new levels. Skills and Mechanics Skills from Life Stones On the servers Black, White and Carmine the magic level of attacking skills has been increased to 68 Skill power has been proportionally increased We remind you that buffs (passive, active and chance-based) have the maximum effect level We remind you that it is possible to add and remove SA in weapons using Life Stone. More about the Life Stones (LS) system in our Wikipedia Braveheart Braveheart has been added to the Destroyer and Tyrant classes. The skill is available to the classes Gladiator, Warlord, Destroyer, Tyrant, Bounty Hunter and Warsmith at level 68. The corresponding book is required to learn it. Active skill: instantly restores 1 000 CP, and then additionally restores 66 CP per second for 15 seconds. Effect duration — 15 seconds. Base cooldown — 150 seconds (2 minutes 30 seconds). Frenzy The bonus to P. Skills Crit. Damage has been adjusted. It now amounts to +20% | +25% | +30% depending on the skill level. Active skill for the class Orc Raider → Destroyer. Acquisition levels: 32 | 46 | 55. Frenzy can be used when the character's HP falls below 30%. Main bonuses at skill levels 1 | 2 | 3: P. Atk.: +30% | +40% | +50%. P. Skills Crit. Damage: +20% | +25% | +30%. When using a two-handed Sword or two-handed Blunt, additionally: P. Atk.: +25% | +20% | +16%. Accuracy: +2 | +4 | +6. With HP up to 30% and when using Sword, Blunt, Polearm or Dual Blunt, additionally increases P. Atk.: +54% | +88% | +131%. If HP is restored above the threshold, the conditional bonus for low health ceases to apply. The other enhancements remain until the effect ends. Effect duration — 90 seconds. Base cooldown — 600 seconds (10 minutes). Lucky Blow Class skill Bounty Hunter. Acquisition levels: 65–75. Now Lucky Blow can be used with both a one-handed dagger and dual daggers. Previously, the skill was available only when using dual daggers. Fixed the delay after using the skill. The usage time itself has not changed, but the character now moves on to the next action faster. Thanks to this Lucky Blow has become more responsive and pleasant to use. Items Rare weapons: enhancing Bow of Long Shot The bonus of rare versions of Soul Bow and Shyeed's Bow with the effect Bow of Long Shot has been expanded. It now increases the range not only of normal attacks, but also of skills used with a bow. Previously: normal bow attack range +100. Now: normal bow attack range +100, and skill usage range +10%. For example, a skill with a base range of 900 will be usable from a distance of 990. Soul Bow - Clairvoyance Soul Bow - Clairvoyance — without SA. Soul Bow - Clairvoyance: Cheap Shot. Soul Bow - Clairvoyance: Quick Recovery. Soul Bow - Clairvoyance: Focus. Soul Bow - Clairvoyance: Cheap Shot {PvP}. Soul Bow - Clairvoyance: Quick Recovery {PvP}. Soul Bow - Clairvoyance: Focus {PvP}. Shyeed's Bow - Clairvoyance Shyeed's Bow - Clairvoyance — without SA. Shyeed's Bow - Clairvoyance: Cheap Shot. Shyeed's Bow - Clairvoyance: Focus. Shyeed's Bow - Clairvoyance: Quick Recovery. Shyeed's Bow - Clairvoyance: Cheap Shot {PvP}. Shyeed's Bow - Clairvoyance: Focus {PvP}. Shyeed's Bow - Clairvoyance: Quick Recovery {PvP}. Other Changes to siege parameters The parameters of defenders, gates and other key siege objects have been revised to account for current player progression. The changes will help keep siege content relevant and make battles for castles and capturable clan halls more eventful. Devastated Castle and Partisan Hideaway The levels and combat parameters of bosses and guards have been increased. Balancing was performed separately for Gamma and the servers Black, White and Carmine — taking into account differences in character development and equipment. The strength of different types of defenders has been adjusted individually: the changes affected levels, physical attack, physical and magical defense, as well as HP. Capturing these clan halls will require more time and effort, but without an unjustified jump in difficulty relative to each server's current stage. Gates and doors The HP of a number of secondary gates and doors in castles and capturable clan halls has been increased by 40%: 250 000 → 350 000. The HP of the front gates of the castles Gludio, Dion, Oren, Giran and Innadril has been increased by 20% — to 600 000. The physical and magical defense parameters of all siege doors have been brought to a uniform standard. For weak doors, physical defense has been increased by 25%, magical defense — by 20%. For doors of medium durability, physical defense has been increased by approximately 12%, magical defense has remained virtually unchanged. For the most durable doors, physical defense has not changed, while magical defense has been reduced by 12%. As a result, the ratio of physical to magical defense has become more consistent, and magic groups will be able to participate more confidently in destroying the most durable siege targets. Castle crystals The crystals have received an additional enhancement. Maximum HP has been increased by 60%: 50 000 → 80 000. Castle defenders The levels of defenders of all castles have been increased on average by 3. Physical attack has been increased on average by 12%. Magical attack has been increased on average by 20%. Physical defense has been increased on average by 20%. Magical defense has been increased on average by 15%. Additionally: defenders of different castles have been brought to a uniform standard. Historical differences in sets of enhancements, passive effects and parameters of individual guard types have been eliminated — defenders with the same purpose now operate under common rules. This is a systematic adjustment to siege mechanics that will make castle defense more consistent, and the battles themselves — fairer, more dynamic and more fun. Siege and epic boss schedule Dates and times Castle siege schedule Black, White — 15 November 2026, 18:00 (UTC+2). Carmine — 15 November 2026, 18:00 (LATAM, UTC−3). Gamma — 22 November 2026, 18:00 (UTC+2). Next capture of Devastated Castle Gamma — 19 November, 20:00 (UTC+2). Black, White — 12 November, 20:00 (UTC+2). Carmine — 12 November, 20:00 (LATAM, UTC−3). Next capture of Partisan Hideaway Gamma — 19 November, 20:00 (UTC+2). Black, White — 12 November, 20:00 (UTC+2). Carmine — 12 November, 20:00 (LATAM, UTC−3). Epic boss schedule for November The schedule applies to Gamma, Black, White and Carmine. All bosses appear at 21:00 local server time: Gamma, Black and White — 21:00 (UTC+2); Carmine — 21:00 (LATAM, UTC−3). On Wednesdays Core and Orfen alternate: one of them appears each week. Queen Ant — on Mondays: 9, 16, 23 and 30 November. Core — on Wednesdays: 18 November. Orfen — on Wednesdays: 11 and 25 November. Alchemy All 203 personal Alchemy items now have zero weight — like other personal items. Rewards from gift codes, daily quests and other sources will no longer take up the available weight limit. Sight into the future Upcoming plans and changes already in active development 23 November — only for Black, White and Carmine: the game will receive 18 new Bosses, SA progression up to level 12, as well as updated epic Boss rewards. On Gamma this content has already been available since September. Detailed information about the new Bosses, their locations and rewards will be published in the patch notes dated 23 November. Subclass skills: a new level of build crafting The subclass skill system will appear in one of the upcoming updates (within a month). Subclass skills will become a full-fledged build crafting system: new opportunities will unlock as you develop both the main class and subclasses and will allow you to shape your own character development path regardless of their current class. This is a completely new and much deeper system, capable of changing the familiar understanding of character development — and giving a new answer to the question of what to do this winter. Game client Aden Castle — refinement of visual and technical aspects Epic and raid Bosses Epic Boss update New epic Bosses Zaken and Baium New raid Bosses: New bosses will appear in pools as the server develops. Top A-grade boss pool (November/December): Storm Winged Naga Longhorn Golkonda Cherub Galaxia Death Lord Ipos And many other Bosses with updated mechanics, Top A-grade loot and leveling SA up to level 13 for Top A weapons. Quest to upgrade A-grade armor (shoulder) Summoners Changes to various aspects of summoner gameplay. We continue to monitor developments. Grand Olympiad Work is currently underway on creating and testing arenas for the future Olympiad Development of the Olympiad is at an early stage, so the system is not expected to launch anytime soon. We want to work through all elements thoroughly to prepare a high-quality and balanced game mode More gifts from our Telegram bot @EGlobal_Master_Bot We have updated the gift code system in the Telegram bot, to make regular giveaways more convenient and fairer for every player. Now, instead of one shared code, each giveaway participant receives their own personal unique code. A personal gift for everyone. You no longer need to wait for someone to bring a code to the clan chat or group — just open the bot and claim your reward yourself. More regular bonuses. Approximately once every 2–3 weeks new giveaways with useful gifts for your characters will appear in the bot. Unique codes. Each player receives their own code, and each character can activate one code from each such giveaway. The minimum activation level — 20. The gifts are intended for actively played characters, so rewards will not be spent en masse on temporary level 1 characters. Add the bot in advance and keep it handy — this way you won't miss the next giveaway, and free gifts will come straight to you rather than being discovered by chance several days later in the clan chat. Besides, the bot is useful for more than just gifts: it contains up-to-date game information, important notifications, links and other useful things, so it is worth checking between giveaways too. You will need to use our Launcher so that the update is displayed correctly. We strongly recommend that you use the function Check Files, as we regularly release various minor and major updates. Follow us to stay up to date with all the project's trends, news and discussions Liberta Ultimata Telegram channel Liberta Ultimata news and updates «Shilen's Diary» Telegram channel MasterWork and Liberta Ultimata news Liberta Ultimata Telegram chat Finding a group and chatting «Radio» Telegram channel MasterWork music and broadcasts Safero's Telegram channel Streams, news and announcements Our Discord Community communication with , E-Global & Averia Rylai и neovrolok 1 1 Ссылка на сообщение Поделиться на других сайтах More sharing options...
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