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With less than two weeks left before the release of DOFUS 2.0, we’re taking a little time to explain to you how we plan to change the DOFUS 2.0 client, not only until December 2nd, but also afterwards. There’s not enough time left before the launch to make major changes, but we are completely devoted to continuing the development and improvement of the DOFUS 2.0 client to satisfy the needs of the community after its release. DOFUS has made great strides since its first release over five years ago and we don’t look at the release date of December 2nd as the last improvement or adaptation of the game. DOFUS is going to continue growing and improving thanks to updates and expansions which we intend to keep releasing. For this article, we want to address the most interesting or worrying issues under discussion by the community on the forums and in game.

Players who had paddocks or houses in DOFUS 1.29 will find their belongings safe and sound in DOFUS 2.0. The size of the paddocks or number of chests in the houses will not be reduced. Players will find their animal husbandry and storage capacities in pristine condition on December 2nd. Some paddocks and houses needed to be moved because of the new layout for maps and cities. The owners of these displaced houses and paddocks will be informed of their new location when launching the new client. We have not - for lack of space - created new paddocks in DOFUS 2.0, but we added new houses by turning all the houses previously used as decor (especially in Bonta and Brakmar) into purchasable homes. From now on, we’d like to avoid making too many zones devoted to breeding and training mounts, as they are relatively poor use of graphic space (the problem of repetition in areas where paddocks are on the majority of maps makes it difficult to liven up these zones) and can only be used by a small minority of players. We will add new enclosures in the future, but we will also try to include paddocks in houses (in the cellars, for example).
Some equipment is still ill-fitting on the characters, has the wrong size or simply doesn’t look good to the players. We’ve tried to completely revise the appearance of some items and after the release of DOFUS 2.0, we will review them again to see what else needs to be changed. For example, we’ve already planned to revise the Mopy King Sovereign Hood, Ancestral Treechelmet, class sets, Inky Cape, Chee Cape etc.
We will continue to improve the appearance of the different classes both before and after the release of DOFUS 2.0. However, we are not planning to completely overhaul their appearance. The illustrations are final and define the overall appearance that the classes must have in-game. However, there is room for interpretation between the reference designs and the appearance of the characters in-game so we might sometimes make some minor changes which nonetheless have a large impact on players (like bandages on the arms of Pandawas, or a character’s expression, for example).
We will continue to improve the animation and movement of spells before and after December 2. We will try to diversify the character animations in battle little by little (many class spells currently use the same common animation at the moment), making them more consistent with the spell used and shortening their duration. Animations of running characters will also be improved slightly, but they are almost definitive as they are.
We will continue to review the effects of spells after the release of DOFUS 2.0. Some spell effects are not adapted to the associated spell, are too long, or cause performance problems.
We recently fixed the main memory leak which was negatively affecting the performance of the DOFUS 2.0 client. After December 2 we will continue to try to limit the client’s memory use and we will correct the few minor memory leaks that remain. We will continue to work on optimising the display of tooltips, on the speed at which interfaces are displayed and on the game engine overall. Our goal is to keep a level of performance that is, at the very least, equivalent to that of DOFUS 1.29. So far we have worked on the optimisations that are most accessible and quick to implement. After the release of DOFUS 2.0, we will need to work on more complex optimisations that will take longer to develop. Improved client performance will remain a very important priority for the client development team, even after the game is released.
We’ve worked hard on this aspect of the game in version 2.0, limiting as much as possible the number of spells that locked-up the client, and reducing the delay between each action to have responsive and fast fights. However, several related issues sometimes make fights too slow: the sometimes inadequate performance of the client, spell effects that are too complex and too many animations. We plan to rework those aspects of the game after December 2 to make fighting better and faster.
The chat interface currently allows a display virtually identical to that used in DOFUS 1.29 to be maintained (all channels can be grouped in one tab). This can be done by setting the option from the chat interface option menu. At the current time, we do not intend to review the way this interface works. We have recently added keyboard shortcuts in order to very quickly enable or disable channels in a tab. Even if it is a bit confusing at first for existing players, we believe that this new system of tabs is more effective for chatting and especially customising the chat interface. The interface is also much more scalable than the previous one. We will, if necessary, add more chat channels, without being constrained by the limited amount of space allocated in DOFUS 1.29 to the buttons used for selecting and deselecting channels.
According to the statistics we have collected from the game, most players play DOFUS full-screen with a native resolution adapted to that used by DOFUS 2.0. However, the majority of texts present in the DOFUS 2.0 interfaces are too difficult to read on small screens or when using windowed mode. We started working on several improvements to the readability of fonts (by changing some of the colours used), which will be added after the release of the game but we are aware that this is not enough. We will rework the majority of interfaces that currently present problems, increasing the font size. As these changes involve a lengthy process to change the arrangement of information (the text takes up more space - so we need larger interfaces with more tabs, for example), it will be several months before they will be integrated into the game.
As a priority we are focusing our development resources on the optimisation and stability of the DOFUS 2.0 client, but we have developed the DOFUS 2.0 client and the new client/server communication protocol to be more effective against bots. We have developed a database of tools and features that, once complete, should allow us to more significantly reduce the nuisance caused by the presence of bots in-game.
Improvements have recently been made (since the maintenance on 17/11/09) to DOFUS 1.29’s connection server (both hardware and software changes). These changes will also benefit from the new architecture of the connection server used in DOFUS 2.0. The software part of the DOFUS 2.0 connection server is designed to potentially manage multiple connection servers in parallel, in order to reduce downtime problems and connection queues. The management of multiple connection servers will not available at the release of version 2.0, but it should be in the coming months.
The client’s module system will not be available for the release of version 2.0. We have decided to focus primarily on the performance and stability of the client before making the module system available.
We have fallen behind in developing Mac and Linux versions of the DOFUS 2.0 client and their "updaters" (the program that updates the game). However, compatibility with these operating systems will be operational when the game is released.
Once DOFUS 2.0 is released, our development team will focus for several months on the performance and stability of the game. Part of the design team will continue to work on whatever graphics we feel are not yet up to scratch. Another part of the design team, as well as the level and game designers, will soon begin to prepare for the game’s upcoming expansion, when you will discover the continent of Frigost. This expansion will primarily involve new content (quests, zones, monsters, objects etc...). At present we do not intend to develop new features for this expansion as we want to focus our development resources on optimising the game.
We have less than two weeks before the release of DOFUS 2.0. All of the DOFUS team is working tirelessly to improve the game. We all realize that this is only one step in the development of the game and that we must remain very attentive, available and responsive after its release. Due to time constraints, we could not incorporate all of the new features or improvements that we wanted to develop for December 2 but we will do our best to integrate them into the game gradually. Many team members are DOFUS gamers, and as players we want to see a more beautiful and more enjoyable game. We know that the game will continue to improve over time.
We're happy to bring you three more classes, re-introduced in DOFUS 2.0 style!
Have a look at the new Sadida, Ecaflip and Pandawa! Don't forget to let us know what you think on the forums!
Sadida :
Pandawa :
Ecaflip :
It won't be long until our next session of Operation GateCrashers and the release of DOFUS 2.0 on December 2nd. We'll see you then!
In DOFUS 1, the cells at the start of combat were placed by the Level Designers. 16 cells were placed on each map: 8 per team.
To make combat more "exciting" and organic, we’ve made cell placement in DOFUS 2.0 completely random. At the beginning of each battle, an algorithm draws 24 cells at random - 12 for each team –given that a maximum of 8 characters can take part in each team. This allows for a lot more freedom of movement. This algorithm does not operate in dungeons because these spaces are too complex.
The system is quite simple, and occurs in 2 stages:
1) When a server is launched, the possible and fixed/possible and random/impossible cell placements are established
2) At the beginning of each battle, you pick among the possible positions. If the choice involves a random cell, the cell placement is revised.
There are 20 possibilities at present, 11 of which are random and 9 fixed. For fixed arrays, predefined shapes are placed on the map on “high scoring” cells. For random, we choose 24 cells among the best "rated" according to various divisions of the screen (top/bottom/left/right...) or you can also try placing the same form several times as in the "squares of 4" below.
As for the shape of the cells - anything goes - space invaders, pong (2 games that we love here) or simpler forms – arrows and pyramids, for example.
Because I am a super nice Dev, I’m giving you the chance to get your design in game! We need shapes made up of 24 cells with or without the placement of different teams. You can send your design to us in two ways:
- A drawing in MS paint with 12 red and 12 blue squares;
- An ascii art drawing with 1 for the first team of 12, 2 for the second team of 12 and zeros to make up a rectangular shape .


We’ve even created a thread for you to show your designs off to the whole community. The closing date is 20th of November…
We’ll have a look at all the designs and tell you before December 2nd.
After Sram, Xelor, Enutrof and Cra, here's the next part of our presentation of the new character class appearences in DOFUS 2.0!
Yesterday, many of you were able to discover DOFUS 2 for yourselves thanks to Project «GateCrashers» on the test server. Don't hesistate to come give us your imnpressions - no matter what they are - on the forum!
Meanwhile, meet Enripsa, Iop, and Sacrier 2.0!
Eniripsa :
Iop :
Sacrier :
Come back next week for even more 2.0 classes!
Last week, we introduced the new Srams to you players who haven't had a chance to try out the beta test of DOFUS 2.0!
Today, it's time to discover (or rediscover) the new look of Enutrofs, Xelors, and Cras!
To learn even more about DOFUS 2.0, don't forget to check out the forum devoted to the 2.0 beta test!
And now... On with the show!






Come back next week for even more 2.0 classes!
