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  1. Default KMS v1.2.196 - RED 1st Impact


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    (PvE) Skill Changes

  2. Default Re: KMS v1.2.196 - RED 1st Impact


    Character

    Character (Changed)

  3. Default Re: KMS v1.2.196 - RED 1st Impact


    Item

    NPC

  4. Default Re: KMS v1.2.196 - RED 1st Impact


    Map

    Mob

    Mob (Changed)

  5. Default Re: KMS v1.2.196 - RED 1st Impact


    Events (메이플 7월 이벤트)


    Tables will be posted when I have time. They will be in the Ultimate Skill Table board.

  6. Default Re: KMS v1.2.196 - RED 1st Impact




    ill do the honor guys.

    This patch is massive, 200MB.

  7. Default Re: KMS v1.2.196 - RED 1st Impact


    All them 404 errors for the images

  8. Default Re: KMS v1.2.196 - RED 1st Impact


    I was hoping there'd be more Corsair changes from the last KMST but they look the same to me :(

  9. Default Re: KMS v1.2.196 - RED 1st Impact


    Opening

    Instrumental version


    The opening for the update reminds me of the 8th anniversary promo, where they also had a lyrical song and released the instrumental version in-game.

  10. Default Re: KMS v1.2.196 - RED 1st Impact


    I don't care what anyone says. I love that opening.

  11. Default Re: KMS v1.2.196 - RED 1st Impact


    >GMS releases 160 weapons

    >KMS releases 170 weapons (Even if it is only for one class)

  12. Default Re: KMS v1.2.196 - RED 1st Impact


    Saying anything?

  13. Electron Male
    IGN: ThebYssman
    Server: Broa
    Level: 200
    Job: Paladin
    Guild: Abyssel
    Farm: FileIsland
    Michigan

    Default Re: KMS v1.2.196 - RED 1st Impact


    Seriously they need to make a proper anime out of this. They have enough bosses and stories to make enough arcs. Man that video was awesome, I hope the next parts of RED are this good presentation wise.

  14. Default Re: KMS v1.2.196 - RED 1st Impact


    Red Draco is no longer a level 200 mount, it is now a 120 mount.


    B> New badass mount for 200.

  15. Default Re: KMS v1.2.196 - RED 1st Impact


    What class got 170 weapons?

    Also, are those red glowing weapons new Phantom weapons?

  16. Default Re: KMS v1.2.196 - RED 1st Impact


    Zero.

  17. Default Re: KMS v1.2.196 - RED 1st Impact




    I think the two weapons of Zero get better and automatically upgrade to the next one after hitting a certain level.

  18. I post a lot Bi Male
    IGN: ZesseiBijin
    Server: Khaini
    Level: 204
    Job: Kanna
    Guild: NEST
    Farm: Razmosia
    uk

    Default Re: KMS v1.2.196 - RED 1st Impact


    I was thinking that too, it seems like they stick with the same weapon the whole way through, considering they house the souls of Lapiz and Lazuli. So it would make sense if the weapons "evolved"

    I'm really curious about how scrolling and potential works on such weapons.

    Also I think the weapons look really cool as they are evolving... and then suddenly the level 170 versions look like crap.

  19. Default Re: KMS v1.2.196 - RED 1st Impact


    It looks like they scrapped the increase in delay for QT, but nothing else really changed. Shade Split is either using the attackCount = 1 or bulletCount = 3 for the hits...

  20. Default Re: KMS v1.2.196 - RED 1st Impact


    im waiting for the zero testing for Tespia.

  21.  

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