Now that the debugging seems to be over we can get back to working on our patches. There have been alot of questions, complains and misunderstandings about RO2's actual mechanics, limitations and the overall direction this server is headed. I felt this would be a good time to share with you all what I have had planned since the inception of YggRO2, and things which have come up since launch.

I cannot make promises or give any ETA's, but I will state we plan to release a content patch before the holidays and continue to work at the pace we had been before the entire rollback issue came out of nowhere. The following are the things we had been working on or plan to work on and are listed in no particular order:

Things listed in BLUE have BEEN IMPLEMENTED since this was written.

Server changes:
Fixing most skills, clown abilities and other skills which actually exist in the client (not all the skills gravity listed were ever created in any form)

Major changes to the stat system, additional effects applied to stats as well as increasing current effects (see below). These were all "designed" by myself alone and have been testing and balancing for the last month. These are NOT set in stone, and more changes may come but these are what I have determined are to be done first.
STR, +2 PDEF per str
CON, +4 P hit (ranged/short), 3x what it used to do for ASPD (all types of aspd)
DEX, increase P SHORT crit 2x what it does now, +4 Magical hit, +2 P evasion (short/ranged), 4x what its affect on CD is right now
INT, increase P RANGED crit 2x what it does now

Stat resets will have their cost based on Clvl ranges now, allowing players to change more easily BUT still costing enough to force players to put effort into being able to access that service.

Fixing the mailbox's outbox functionality

Fixing few minor party things, and eventually the random crashing issue

Revamping the entire boat system (mostly emulator changes only, the current system is poorly done)

The addition of RESSURECTION via the item "Yggdrasill leaf" which will function like it did in RO1 as best as we can make it.

A complete overhaul to the skills system (and specialty skills) Each skill will REQUIRE specific weapon type(s) however almost every skill that exists will be available via the specialty system. This will make use of the multiple weapon system we spent a few months fixing, and make full use of the "complex job system" gravity created. People will be able to "dual class" by swapping weapon sets but still limit their choices.

Finish cleaning up all the dungeon zones (no more mobs SPAWNING in the walls)

The addition of a new City/zone for higher levels (drops for 90-99)

The addition of Cog_D02 as a 2+ person dungeon with level 75-85 gear and corresponding experience rewards and difficulty (these new zones will also have new HG, shields, capes, backpacks and auges)

Overhaul to the resistance system similar to the DEF system while making the UI DISPLAY correctly (It shows percents not points, 100% resist is 400"%")

Fixing all Karma stone's effects

Completing the rewriting of all quests (most of Prontera's that were added in the debug have the Wing of Wind/Stone of Promise fix applied so you can warp, or warp and re pickup the quest where it left off from a quest board)

A thurough cleanup of Monster EXP, so that mobs give correct and fair exp for their levels

More temporary scripted events and permanent ones like escort quests


Client Changes:
Wing of Wind warps displaying correct titles for their warps and adding titles for new warps

Adding tags to blacksmiths, armor dealers and other custom npcs


Longer outlook
AI overhaul, pathing, skill use, SP and crap for mobs too

The addition of new races, mobs, and equipment

Adding and modifying animations (IF testing works this could be soon for a few animations)

Adding a stylist system


VERY long term
A guild system

A pvp system

A marriage system