See the v1.63 update notes on the wiki for a rundown of the most significant changes. Also check out this forum post for some last minute notes and information that everyone should have regarding this update. Enjoy!

See the v1.63 update notes on the wiki for a rundown of the most significant changes. Also check out this forum post for some last minute notes and information that everyone should have regarding this update. Enjoy!

The highly anticipated v1.63 update will go live next Friday, April 20th. If you’re unfamiliar with this update then check out our previous coverage of v1.63 for details:
With over 100 recruitable companions, the amount of diversity in v1.63 is ridiculous. No two companions are the same, and almost every conceivable class mish-mash and stat permutation is out there. Imagine a Warlock who can tank, a Ninja healer, or a pure Wizard-type that uses Will instead of MP. Each companion is essentially its own unique character class, making it all but certain that “catch ‘em all” fever is about to hit NEStalgia.
v1.63 isn’t just a huge update, it’s a transformative one. The solo experience has been improved immeasurably – all while keeping the multiplayer focus intact (Reserve Bonuses add an entirely new layer of customization and strategy to the game). The only way that this update could be better is if it were packed with a content expansion… but that’s our next priority.
Although this won’t be a part of v1.63, we’re about to begin public testing on the standalone version of NEStalgia. Imagine downloading a simple NEStalgia package which allows you to install the game like any other (sans BYOND), then places a shortcut on your desktop that opens this splash window:

NEStalgia will remain powered by BYOND (and your current accounts will still function), but with this standalone installer the BYOND side of things stays under the hood. BYOND is awesome, but taking away the confusing step of having to install a separate program to play NEStalgia is really going to widen the game’s appeal and legitimacy. Look for public testing on this to begin soon – I’ll post details here on the blog when we’re ready.
Our first holiday event of the year kicks off this Thursday, April 5th and will last through early Monday. This weekend’s Easter event is an upgraded version of what we ran last year and comes packed with a harder world boss and some cool new prizes.
Head to Ardan to pickup two new daily quests, and prepare to encounter Choco Bunnies all over the world who drop special rewards if you manage to defeat them before they run away. Your maxed out characters will face a greater challenge this year as you do battle with the dreaded “Ether Bunny” who roams the overworld. Beat the Ether Bunny and you’ll have a chance to loot a coveted Bunny Rod.
There will be plenty of Easter themed dyes to be won this weekend, and new prizes include a female-only Bunny Ears Mask and a very special item meant for use post-v1.63: the Choco Bunny Egg. Players can use this egg in v1.63 to hatch their own Choco Bunny companion, which is only obtainable during this weekend’s event.
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I’ll be announcing the official release date for v1.63 next week. I’m very excited to get this patch out the door; it’s easily the best major update that NEStalgia has ever received. It’s been a long time since I’ve become so absorbed when testing a NEStalgia update that I found myself actually playing the game and enjoying it. All of this stuff may have taken a long time to develop, but I’m confident that the end result is worth the wait.
For many of you, the best news about the release of v1.63 is that regular content expansions are going to be our sole focus from here on out. That means new areas to explore, new quests, new gear and the oft-requested level cap bumps. It may take us some time to get that first big expansion up and running, but we’ll keep you updated as we go.
I hope that all of you enjoy this weekend’s holiday event – I’ll be back next week with the v1.63 release date announcement and more.
The slog continues, and I’ve designated the forthcoming companion update as v1.63. I still don’t have a release timeframe, but we’re getting close. Today’s preview should fill in most of the remaining blanks about how companions are going to work.
One of the big new changes in v1.63 is the reputation system. Reputation is basically a new type of experience that is accrued by winning battles and completing quests in a region (regions generally meaning a town and its local area). As your numerical reputation increases, your “reputation rank” in a region levels up. There are a total of five ranks, each of which requires more reputation to achieve than the previous rank.
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New daily quests with large reputation bonuses have been added to every region in the game. As of the initial release of v1.63, reputation will only be used for two major systems: seed slot boosting and companion recruiting. In the future it will likely factor into many other systems.
Monsters aren’t captured Pokemon-style. Instead, every time that you fight a particular type of monster there is a chance that it will ask to join you. Whether or not you’re eligible to recruit a monster is based upon your regional reputation rank. Generally speaking, the stronger or rarer the monster the higher reputation rank that it takes to recruit it.
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Almost any monster in the game can be recruited to become a companion, and every single species is unique. No matter what type of monster you recruit, they will always join you as a level 1 companion. Therefore, recruiting a monster from a higher level region does not necessarily give you a more powerful companion. An Ice Slime from the Arctic doesn’t have any statistical advantages over a Mage Slime from Bedoe; they’re just different.
Every region in the game now has a Companion Ranch, the place where your extra companions are stored for safekeeping. Companions can be deposited or withdrawn anytime, and your stored companions are shared between all of your characters. However, only subscribers can actually withdraw companions stored by their other characters, and you can’t withdraw companions that are a higher level than your current character.
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Every Companion Ranch features a regional Bestiary that shows which monsters are in the area and what reputation rank is required to recruit them. In order for a monster’s information to show up in the bestiary you first need to beat it in battle, otherwise its entry will contain minimal information. Like the ranch companion storage, the bestiary entries are also shared between all of your characters.
In order to expand your Stat Seed slots in the current version of NEStalgia, you must to purchase expensive Seed Boosters from a late-game vendor. As of v1.63 those Seed Boosters are going the way of the dinosaur, although all existing Seed Boosters and/or their resulting extra seed slots will still function.
In v1.63 stat seed slots are automatically opened up by raising your reputation to “Honored” in a region (rank 3). Because reputation is not shared between characters, you’ll have to do this on each character separately (the grind up to Honored isn’t that time consuming and can generally be accomplished by completing most of the quests in the region). Although there are currently seven regions in the game, you’ll still only be able to open up a total of six extra slots.
Although I had previously talked about allowing solo players to have only one companion fighting alongside them in non-boss battles, I’ve changed things up and solo players will now be able to utilize both of their companions in all encounters. Partying up with other players will always make for a much stronger team, however, as companions are comparatively weak and don’t always make the best strategic decisions in big fights. Furthermore, any companion who is with you but not in your active party when you group with other players will give you a substantial “Reserve Bonus” in the form of a stat boost or some type of extra skill or ability.
If you have any additional questions about how this stuff works the please feel free to ask in the comments. We’re at the point where most of the implementation is finished, so I can now give plenty of details about what all of these changes entail.
I know that development is moving much slower than anyone had hoped (including myself), but please bear with us just a bit longer. The standalone installer is almost ready to go, meaning that we could theoretically be launching v1.63 alongside the standalone installer, which will mean a massive exposure boost for the game right as we turn our focus over to regular content expansions. Everything is falling into place in just the right way, and I’m very optimistic that all of this hard work and waiting is going to pay off in the near future.
Both Spiff and I have been hard at work this month on different tasks. While Spiff has been tackling an automated PvP tournament system, the majority of my time has been devoted to Monster Companions.
The automated PvP tournament system will allow us to schedule regular weekly tournaments for both brackets (20s and 32s). The brackets are generated based upon the teams that sign up during the week (and show up on time), and then the tournament takes place without the need for Moderator supervision. Members of that week’s winning teams will be rewarded not only with Colosseum Badges, but with statues of themselves displayed inside the Colosseum (Spiff’s idea!).
The new tournament system has been in open testing all month long and is very close to completion. Yesterday we also hosted our very first closed beta test for Monster Companions, which went incredibly well. Everything is looking very solid, including the Companion battle A.I. (which let me tell you was no small task to create).
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Although you won’t be able to directly control your companions, you will be able to set each companion’s battle tactics via the new Tactics menu in battle. The tactics themselves are fairly self-explanatory (Balanced, Offensive, Defensive, Conserve), and can be changed on the fly at anytime during battle.
In the overworld players have full control and will be able to cast their companion’s spells manually. Companions won’t be able to equip gear or carry items, but they do have slots for Stat Seeds and their own version of Skill Trees called “Milestone Boosts”. These boosts allow the player to choose between one of two skill options for the companion every 5 levels. What’s more, every companion has a unique set of Milestone Boosts specifically tailored to its breed.
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You’ll notice that the companions either use MP, Will or Rage to power their abilities (Rage is identical to the Merchant Credit system). The type of resource a companion uses to power its moves has a big impact on how it handles itself in battle. The earliest healing companion in the game (Blue Slime) actually uses Rage to power its abilities, which makes for a decidedly different type of healer that can’t always burst heal but will never run out of MP.
As usual I’m not going to give out release projections for this stuff until it’s much closer to being finished. I’m very happy with where we’re at though, and I’m also getting excited to dive right into content expansion work as soon as companions are done. As testing continues over the course of the next couple weeks I’ll be sure to share many more details and screenshots
Although our attacker was not successful in actually bringing down our servers or causing an interruption of service, he did succeed in scaring off our host who shut down our VPS without warning and didn’t respond to my emails/phone calls for about 36 hours. Our host had advertised protection against that type of thing, but they neglected to mention that it’s much more cost-effective for them to just terminate a client’s contract in the event of a sustained attack. Fun times!
The crazy thing is that our attacker isn’t even particularly sophisticated: the attacks have been small and have always originated from a single IP. We’re dealing with a script kiddie who googled the term “DDoS”, and it’s baffling to me how even the most highly recommended VPS hosts aren’t equipped to deal with that sort of thing. Therefore, we’re done with Virtual Private Servers and graduating to a true Dedicated Server with a host who specializes in DDoS protection. Triple the cost, but well worth the increased reliability and peace of mind moving forward.
Anyway, I apologize for the downtime. If I had understood the flawed nature of all VPS hosts then I would have just switched over to a dedicated server a couple weeks ago during the first round of attacks. This is just one of those growing pain things that I’m thankful happened now rather than down the road when we’ve got a ton of servers to worry about. I’m sure that this won’t be our last encounter with these sorts of attacks, but we’re much better equipped to handle them now.
I really appreciate everyone in the community being so understanding and supportive in regards to this situation. Any amount of downtime for an online game like this is really frustrating, and I’m very thankful to have a community of players who dealt with it so well.
Algol: byond://72.20.57.158:50444
Zenithia: byond://72.20.57.158:51616
As we continue to plug away on the big Monster Companion update, more and more of the supporting changes are going to start to make appearances on the live servers. The next version bump won’t bring companions, but it will bring us one more important step closer.
There won’t be any earth shattering changes packed into v1.61, but there will be many small ones. Changes include the addition of a “Level Lock” toggle which will prevent your character from earning experience and leveling up. Another tweak: the “Plus Exp” and “Plus Gold” stats are becoming “Extra Exp” and “Extra Gold”, as both stats will now be added as a direct bonus to the Experience and Gold earned from battles, rather than a percentage increase.
My favorite change so far is something that I’ve been meaning to implement for a long time. Per modern MMO standards, all “Quest Giver” NPCs will have quest indicator icons floating above their heads in v1.61:
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Exclamation Points indicate that an NPC has quests available; Question Marks mean that you have a completed quest that needs to be turned in to that NPC. The indicators are yellow for regular quests and blue for dailies.
These indicators are one of those random things that was surprisingly challenging to implement, which is why I hadn’t done so before now. With the companion update looming, the quest indicators finally made it to the top of my to-do list because there will soon be many more daily/repeatable quests scattered all over the world related to the new reputation system.
I’ll continue to add items to the v1.61 update notes as I work. The patch should go live by this weekend.
I’ve been getting this question a lot lately, and all that I’m willing to say is that we’re making great progress on the update and that it will be ready when it’s ready. As soon as I have a public release date set it will be posted here on the blog/Facebook/Twitter in big flashing letters – I promise that you won’t miss it.
Being able to dole out most of the big code changes incrementally on the live servers has really sped up development as compared to the Skill Tree update, which had to be released in one huge chunk. It should also dramatically reduce the amount of time that we need to private test stuff.
As most of you know, some random script kiddie managed to topple our servers with a DoS attack last week. Turns out that he/she/it did us a favor: I switched over to a faster host with proper DoS protection and so far the results have been great.
In stark contrast to the crappy side of humanity displayed by our attacker, we had several community members step up and make big financial contributions in the past week. “Ninja O” (key: AdamSetzler) made an incredibly generous donation by teaching me how to setup a recurring monthly PayPal donation system and then subscribing to it. For as long as he decides to contribute, his monthly donation will be covering our server costs in full every month. Booyah!
Lumino also made a massive contribution this week by purchasing a ton of gift subscriptions for other players. He has gone on these gift subscription sprees several times in the past, making him our largest financial benefactor.
So, thank you very much Ninja O and Lumino! Between community members who open their wallets, to those who have contributed incredible artwork, put in countless hours testing/posting bug reports, or even just those who provide lots of moral support, I feel very humbled and grateful.
I’m going to wrap up this beast of a blog post before it gets any longer, but be sure to check in this weekend for v1.61 and keep your eyes on the blog for many more news updates this month.
Getting DCed in the middle of battle in any online game sucks, and NEStalgia has been no exception. Up until now we’ve had to count all battle disconnects as a death for the player, meaning that you’d lose half of your gold and be returned to the last town you visited. Thankfully, however, the nature of NEStalgia’s turn-based battle system affords us a unique opportunity to take most of the sting out of battle disconnects in a seamless way. With today’s v1.60 update we’ve finally made good on that opportunity.
Battle disconnects are handled differently based upon the type of battle that a player is disconnected from. While the philosophy of how the system works is fairly simple, the devil is in the details:
There is an expiration timer of sorts on the disconnect saving, as whenever we update the game to a new version number it will reset your saved battles and count them as a loss. Therefore, it’s probably a good idea to only rely upon this system when you have to. A feature like this must be designed in anticipation of the ways that players will try to abuse it, and it was very important to ensure that logging out mid-battle could never give a player any sort of strategic advantage.
The v1.60 update has already gone live. It has (of course) been thoroughly tested, but if you do find any bugs in this new system then please report them right away.
We’re probably going to start doing the NEStalgia podcasts bi-weekly until the standalone game clients and content expansions start to roll out. I know that it’s really only the more hardcore/active players who listen to the podcasts, so I’d like to balance things out with some regular blog posts for all of our dormant followers who just stop by occasionally to check in on NEStalgia.
This was a fairly busy week for us: we merged the two remaining PvE servers Algol and Sosaria into one giant super server (we kept the name Algol). The nice thing about this merge is that players with characters on both servers had their savefiles merged together, so the transition was fairly seamless. When we eventually have hundreds of veteran players returning to play the content expansions we’ll simply start up a couple new PvE servers and be good to go. We’re also exploring ways to allow individual servers to host more players.
In addition to the big merge, maintenance was performed on every single savefile on both Algol and Zenithia to prepare the game for Monster Companions. The only change that players will notice from this maintenance is that their character slots have been re-sorted, eliminating any empty gaps between files.
As you can see in the official update notes, v1.58 is a pretty small release in terms of updates visible to players. On the backend, however, there were lots of efficiency improvement and code changes related to Monster Companions. In fact, we can actually create working monster companions for testing purposes on the live servers right now. We’re still a ways off from the actual release of the companion update, but v1.58 was a big step forward.
Spiff has been making good progress on his automated Colosseum tournament system. Having regular weekly tournaments is going to be a big deal for the community, and I can’t wait until we get there.
I’ve been tackling Monster Companions, and some of the fruits of my labor may be popping up on the live servers in the very near future. The long-promised battle disconnect saving system that will essentially eliminate the penalty for battle disconnects is next on my agenda.
Last but not least, don’t forget about the official PvP tournament on Zenithia this Sunday.
With a standalone installer and the flash client on the way, 2012 is going to be a big year for NEStalgia. As we work to exponentially increase the NEStalgia’s player base this year, the game itself will continue to receive lots of awesome new updates and content expansions. The next big update in the works is the previously announced Monster Companion expansion that will enable players to recruit almost any monsters in the game to be their AI controlled allies. For this week’s podcast we did a Q&A about this new companion system based upon player submitted questions:
You can find this and previous podcasts on the NEStalgia Podcasts page and also on iTunes.
Although lots of progress is being made, I won’t be making any big preview blog posts about Monster Companions (or the automated PvP Tournaments that Spiff is working on) until there is something worth showing off. As soon as I have something solid to report, all of you will be the first to know about it.
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