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Rokkekrollek
Premium

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Pharos
Level 763
Warrior
S8
24
54K
24 days 10 hours ago (Last edited 24 days 10 hours ago)

Been running around some now since the update, im really not a fan of the new lights.
5 minutes and it feels like i have dust in my eyes, and when it gets dark ingame it gets even worse, looks dusty. Like a constant activated glowing snowflake before the update. Please make an option for this new lights, make it possible to use the old look. Please!

And also the total lack of areal damage from weapon & belligerent focus feels a bit too boring when constantly fullboxing, i mean it doesnt have to be 100% damage like before, but as they said earlier in this thread, make it reduced when fullboxing? if teamhunt was a thing and having a constant blocker, i would understand.

Super nice with an update tho, thats for sure! :D Getting some sign of life confirmed. ;)
I was hoping for some new hunts & maybe more spots of each HC , and even more improvement on the enchanting in this update (Higher chance to get it legendary from epic, cheapier lockings, physical zez ores) but... From 3 ores to 2 on the epic is a start at least.

Cheers! And im looking forward to the Halloween event! Woop woop! :D8)
Vicarious
Player

Outfit
Pharos
Level 742
Warrior
S2
24
25
49K
24 days 10 hours ago

RIP ranger :(:(:(
Askja
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Elysium
Level 1218
Warrior
S9
S8
S7
S5
24
25
148K
24 days 9 hours ago

1) Having finally signs of life is best news of that update :D


2) Smooth walk is insanely good in free walks. I need more test though during battle to check if I can choose my standing tile after a walk as easy as before (to help shooters as best) I'm afraid of two many back steps.


3) New lights were tweaked wrt previous attempt, and it's better ... but still far too strong. My main concern is with new "white flashes" we have at each magical spells. After a few minutes, I have a constant discomfort in the eyes and I doubt I could even resist a one hour hunt. Only way I found to make things more comfortable is to settle "other animations" to zero ... in other words, for me, this "animations' improvement" ends absurdly killing all animations ...

We urgently need 2 more cursors from 0 to 255, one for static lights (lava, lanterns, etc ...) and another for these white flashes (so that we could have, for example, 0 flashes and 255 other animations together).


4) Two ores price for enchantment from epic is very good, but it's only *half part* of the work.

Mathematically speaking (I won't write proof here, please believe me ... or ask chat gpt), if you want epic items not to be a curse but *always better than ordinary*, you also need to tweak success rate from epic to legendary, in the following way : paying X ores at epic, success rate from Epic to Legendary has to be superior or equal to X times success rate from ordinary to legendary.

To be clear, as we have a 2/30 success rate from ordinary to legendary, we should have now at least 4/30 success rate from epic to legendary. Adding a small buff to this rate would make things still more clear, starting from epic would be always slightly better than starting from ordinary ... Therefore my final suggestion today is then to settle 5/30 as success rate from epic ... exactly as I suggested years ago immediatly after enchanting was implemented :D
Etol
Premium

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Elysium
Level 176
Ironborn
Warrior
24 days 9 hours ago

The new lighting makes everything too bright and it hurts my eyes. It also look hazy? There should be a way to set a brightness so people can turn it down if needed or at least change it back to the way it was before.
Ron
Premium

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Elysium
Level 394
Warrior
S4
24
25
25K
24 days 5 hours ago

Quoting Administration:
A new Zezenia Online Game Update has been released! The game client will automatically download the update.

Engine Update


Zezenia's latest update brings new lighting and visual effects provided by an updated game engine. Lights add more depth to the pixels than before, and areas with with lava turn into life with heat and a hazy bloom. Can you spot all of the new effects? More visual refinements that make use of new technical capabilities are coming soon.



Client performance on low- to high end hardware alike is improved by updated rendering techniques. Players should experience smoother gameplay than before on most supported Windows, Mac and Linux computers on the market.

Smooth Walking


Playing from a longer distance to the game servers? Smooth Walking now allows the game client to predict up to three steps ahead, making movement less janky over a high latency (ping).



There are fundamental limits to internet latency. In crowded areas your character may occasionally roll back to a former position.

Upscaling Filters


View Zezenia's pixel artistry through a new lens using Upscaling Filters. Keep the soft appearance of Bilinear filtering or try Nearest or Sharp for more defined pixels. xBR & HQ2/3/4x give a smoother, more "high definition" appearance to graphics.

Zezenia Online Forum Screenshot


Ranger Changes


Rangers are most effective at a distance. To reinforce their role of an agile warrior on the move, rirochet and areal effects are suppressed when adjacent to a hostile monster. The attack indicator dims when these effects are suppressed.

Enchanting Updates


In an act of balancing, the price of enchanting Epic items has been reduced from three Zezenium ores to two.

Zezenia Online Forum Screenshot


Equipment tooltips now display the Quality of the item, measuring the rarity of its attributes. Will you be the first to loot or enchant a Perfect item? Hold the Shift key for a full Quality Score and comparison with equipped gear.

Item Locking & Auto Compaction


Item Lock ensures that your favorite equipment can't accidentally be sold to a shop or on the market. Auto Compact cleans up identical stacks within a container automatically.

Options Redesign


The Options dialog has been reorganized with more clear grouping and visual live previews. Customize the client to be just the way you like it with ease.

Zezenia Online Forum Screenshot


Dungeon Entrance Changes


All dungeon entrances are now outside protection zones, while all dungeon exits lead to protection zones.

Zezenia Online Forum Screenshot


Dungeon entrance now allows the hosting player to choose invited players to the dungeon session. Players can share dungeon lever tiles while waiting to enter.

Coming Next: Halloween Events


Look forward to the Halloween Event of 2026, beginning October 23rd! Familiar happenings such as the Halloween Dungeon and Time Warp will return, along with new and exclusive one time rewards to reap!

Full Changelog


Quoting Full changelog:
New Features

- Updated graphics with colored lighting, glowing crystals, fire embers, heat haze, desert mirages, and new spell and projectile effects.
- Added Nearest, Sharp, xBR, HQ2x, HQ3x, and HQ4x upscaling graphics filters for sharper pixels or smoother edges.
- Improved walking smoothness and responsiveness on higher network latencies.
- Updated dungeon entrance interface to allow player selection and invitation.
- Added Quality rankings to equipment based on the rarity of their attributes.
- Added equipment comparison to tooltips when holding Shift.
- Added Item Lock to prevent equipment from being accidentally sold to shops or on the market.
- Added Auto Compact to automatically combine identical item stacks within a container.
- Redesigned the Options window with grouped settings and live previews.
- Made official website links clickable in chat.
- Added an explicit vsync setting toggle.

Updates & Changes

- Standardized dungeon entrances as non-protection areas and dungeon exits as protection areas.
- Rangers can no longer inflict ricochets or equipment AoE while adjacent to a hostile monster.
- Premium Card buy offers must now match at least the latest Noble Coin price.
- Added an Ironborn indicator beside Health in the Status window.
- Added a sand color to the minimap.
- Improved the readability of character speech and on-screen messages.
- Food tooltips now show approximate regeneration duration in minutes.
- Added a Noble Coin purchase shortcut to the Bestiary coin counter.
- Reduced Epic enchanting costs from 3 to 2 Zezenium.
- Compatible equipment slots now highlight while dragging equipment.
- Adjusted dungeon entry fees and difficulty selection.

Fixes & Adjustments

- Fixed diagonal targeting and positioning for Piercing Shot, Spread Shot, Dark Spikes, Rocky Ascension, and Blind Rush.
- Corrected Strong Bewilderment animations, Bravery feedback, and several spell descriptions.
- Corrected quest logs, dialogue, reward displays, and requirement hints across dozens of quests.
- Corrected the Beast Collector achievement description to require 50 monsters.
- Corrected Birlusk's rage waves and Wojatupp's trap damage patterns.
- Fixed stuck progression in Smart Trader and Smuggler's Life for certain characters.
- Fixed issues with nectar collection in Adria's Sick Daughter and wall restoration in The Fate of Isaac.
- Fixed the Royal Residence ladder and The Six Portals' spike resets.
- Fixed assorted monster and quest mechanics to work as intended.
- Corrected Heal Friend critical healing, Divine Touch healing attribution, and Mortal Melody mana/cooldown handling.
- Fixed interruptions to active Cerberus encounters.
- Fixed incorrect Lizard hardcore exit.
- Fixed issue with Bersund arena entrance.
- Improved analyzer accuracy including loot totals, healing reports, session durations, and experience rates.
- Fixed keyboard navigation, hotkey editing, and Enter-key shortcuts in several windows.
- Fixed rare pathing issues around certain tiles.
- Fixed several client gameplay and runtime crashes.
- improved client rendering and gameplay performance.
- Improved server responsivity of autoloot shortcuts (Shift + Right click).
- Reduced network usage during gameplay.
- Improved server performance during heavy gameplay.


Sincerely,
Zezenia Staff




The walking update feels a lot smoother, but the visual changes made the lights a bit too bright, kinda straining on the eyes, especially during nighttime in-game.


The Ranger changes were a bit too harsh, IMO. I'd suggest adjusting Ricochet and Areal Arrow so they deal at least 20% and up to ~66% less damage to monsters on the 8 tiles surrounding the Ranger, depending on how many monsters are within that area. I mean, something like an 8% damage reduction for each monster on those tiles, capping at around 66% total damage reduction. This would only apply to Ricochet and Areal Arrow, not the Ranger's overall damage.


It’s always nice to see the staff actively proposing changes for the players. Thanks for the effort Administration !
Askja
Premium

Outfit
Elysium
Level 1218
Warrior
S9
S8
S7
S5
24
25
148K
24 days 5 hours ago

Rangers can no longer inflict ricochets or equipment AoE while adjacent to a hostile monster.


After some tests it appears there may be a bug here. If as tanker I gather a box *all aggro on me* and ranger is adjacent to one of these *non hostile (towards him) monsters*, still ranger can't ricochet on them.

I suggest :

1) This non-ricochet feature should only work if adjacent monster is aggro on ranger.

2) Together with long waited blocker spell aggroing double box, it would still limit solo ranger but definitely revive party hunts
Ranger
Player

Outfit
Elysium
Level 15
Ranger
24 days 2 hours ago (Last edited 24 days 2 hours ago)

Quoting Administration:

Ranger Changes


Rangers are most effective at a distance. To reinforce their role of an agile warrior on the move, rirochet and areal effects are suppressed when adjacent to a hostile monster. The attack indicator dims when these effects are suppressed.



Completely removing ricochet and areal arrow from hitting adjacent creatures hurts solo Rogues the most, since they rely on traps to kill mobs standing on them.

Marksmen would be affected less, as they actually fit the "role of an agile warrior on the move".

Rogues are more like frontline fighters, built to tank hits and fight creatures up close, while Marksmen focus on mid-range spells like Arrow Volley and Piercing Shot.

If the staff wants to balance Rangers, they should consider reducing their HP per level from 15 to 10, between warriors (15) and mages (5). This would tone down their tankiness, which currently seems to surpass even Barbarians.

On top of that, this still doesn't address the fact that Barbarians have no silence or stun spells for a decent PvP performance (For Ex.: Blind Rush could stun or silence the target) and their AoE damage in late-game PvE falls short of what you'd expect from an offensive warrior. Proposal for PvE: Rage of Fury could receive a second wave.

Warlocks are also still terrible when it comes to AoE damage X Cross of Annihilation's size in PvE, on top of having weaker defensive buff than Shamans and especially Pyromancers. Proposal for PvE: Increase Cross' size and Remove its second wave. Besides that, increase absorbing aura - negation of damage - from 24% to 28/30%.
Millasz
Player

Outfit
Pharos
Level 503
Warrior
S9
23K
24 days 2 hours ago

It's impossible to move around. One click can move you 1, 2, or even 3 sqm... The animations are way too intense, and my eyes are hurting.
Vultoso
Premium

Outfit
Elysium
Level 330
Warrior
S5
7K
24 days 1 hour ago

ty for fuck rangers again...time to quit...
Ilj
Premium

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Pharos
Level 551
Ranger
24
25
11K
23 days 11 hours ago (Last edited 23 days 5 hours ago)

Great update, it really improved the gameplay <3

However, I have to agree with the majority... The lighting is very beautiful—everything in the city looks lovely—but during a hunt, the excess of light becomes a hindrance; it’s a bit confusing and uncomfortable for the eyes.

Oh, the ricochet was nerfed, they should increase the damage of bows maybe. It was like getting a pay cut notification, sad :X
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