The King of Glory experience server updated a lot of content on August 29. After this update, a new hero, Shadow, was launched, as well as adjustments to heroes and the canyon. So what exactly was updated this time? If you want to know more, follow the editor of gamejapan to take you to see the King of Glory experience server update announcement on August 29.
King of Glory Experience Server Update on August 29
1. New hero - Shadow is now available on the test server
She was originally the witch "Dongjun" who fought for the light of Yunmeng Lake.
Now it has become a dark "shadow" in the forest.
What kind of past and secrets does she have after returning from the dead?
What surprises will this forest bring?
New hero Shadow will be launched on the test server soon
A new storm is brewing
2. Canyon of Kings Adjustment
Anniversary Limited Summoner Skill - Summon
The new season will open the new summoner skill - Summoning for a limited time during the anniversary celebration. Everyone is welcome to go to the test server to experience it.
Select a patch of grass to summon a grass spirit. The grass spirit will continue to attack along the line of troops and continuously restore health to nearby friendly units.
When multiple grass spirits get close to each other, they will merge, up to a maximum of 5 levels.
Optimized the rules for opening the teleportation array
The Spirit of Space becomes the key to open the teleportation array, and the Spirit of Space will continue to refresh in the first 4 minutes.
The Space Spirit will refresh for the first time in the 1st minute, and the teleportation array will be opened after it is defeated.
The refresh interval of the Space Spirit is 60 seconds. After 4 minutes, the Space Spirit will no longer refresh. The teleportation array will be closed during the survival period, and will be reopened after defeating it.
3. Canyon quality upgrade
Large monster smite reminder
With the punishment skill, when it is in a usable state and the health of a large wild monster is lower than the punishment kill line, the health bar of the target wild monster will turn white to remind the player that the punishment skill can be used to complete the final blow.
Large wild monsters include: Space Spirit, Crimson Stone Statue, Blue Stone Statue, Tyrant, Overlord, Shadow Tyrant, Shadow Overlord, and Storm Dragon King.
(Since Sun Wukong and Da Siming's skills already have a reminder effect for killing wild monsters, this function is not applicable to them for the time being to avoid confusion)
Blood-replenishing flower countdown reminder
Now after the Health Flower is picked up, a countdown effect for the next refresh time will be displayed. Players can use this reminder to decide whether to return to the city for supplies or wait for the Health Flower to refresh.
4. Hero Adjustments
Son of the Elemental Flow
Weapon switch cooldown: 5 seconds → 0.5 seconds
Skill 3 (Mage): Effect optimization: When the beam formed by the flow hits a non-hero unit, it will be conducted and linked to the next target
Skill 3 (Mage): Art effect optimization: When rotating the beam, the beam will swing with the direction
Nuwa
"Nuwa is reborn, creating miracles together"
Based on the co-creation plans of players and teachers, we have adjusted Nuwa's skill name and skill mechanism.
Passive: Cosmic Awareness
Each level of Nu Wa increases her field of vision, general attack and skill release range by 2% (up to 28%). When a skill hits an enemy hero, it will be marked. When Nu Wa deals general attack or skill damage to the target, her movement speed increases by 15%~30% and she recovers 60~120 (+1.2% extra health) health points.
This effect can only be triggered once every 0.5 seconds
Skill 1: Divine Glory: Creation
Cooldown time: 8 (-0.5/Lv)
Nuwa releases energy, dealing 210 (+70/Lv) (+0.4Ap) magic damage and knockback to enemies on her path. She gradually stops after hitting an enemy, generates a matrix space and deploys a cross-shaped array, dealing 210 (+70/Lv) (+0.4Ap) magic damage to enemies hit.
The center of the cross array will cause double damage, and the cross array will cause an explosion when it touches the matrix space.
Second skill: Shenhui: Fusion
Charging time: 16 (-1/Lv)
Nu Wa creates a matrix space to prevent enemy heroes from passing through. Enemy heroes around the matrix have their movement speed reduced by 25~50%. The matrix space disappears after 4 seconds. When the space disappears or is touched by Nu Wa's first skill, it will cause an explosion and cause 240 (+80/Lv) (+0.45Ap) magic damage to nearby enemies.
When there are two matrix spaces on the field, they will attract each other and then collide with each other, merging into a larger matrix space that lasts for 3 seconds, causing 240 (+80/Lv) (+0.45Ap) spell damage and 0.5 seconds of knockback to enemies along the way.
The large matrix space does not interact with other matrix spaces, and the rest of the effects are the same as the normal matrix space, with a larger range. Nuwa can store up to 3 matrix spaces.
Skill 3: Divine Glory: Coming
Cooldown time: 30 (-2/Lv)
Nuwa creates a rift to teleport herself to the specified location, and deals 300 (+100/Lv) (+0.57Ap) spell damage and 50% slowdown to enemies in a large range for 0.5 seconds. The farther the enemy is, the less damage it receives, with a minimum of 50%.
Taking damage from a hero will slow down surrounding enemies by 25~50%, and gain 330 (+110/Lv) (+6.5% extra health) shield and 30% movement speed for 2 seconds
Fourth skill: Shenhui: Destruction
Cooldown time: 50 (-5/Lv)
Nuwa releases pure energy, dealing 600 (+300/Lv) (+1.15Ap) magic damage to enemies on the path. The pure energy will cause an explosion when it touches the matrix space.
Golden Cicada
Passive: Effect adjustment: The Brocade Robe will protect Jinchan, allowing Jinchan to resist hard control every 60 to 48 seconds, and reduce 30 to 60 points of damage each time it receives damage.
Skill 1: Movement range limit: 250 → 300
Skill 1: Basic Damage: 200 (+25/Lv) (+0.4Ap) → 200 (+40/Lv) (+0.4Ap)
Skill 1: Cooldown: 12(-0.2/Lv) → 12(-0.4/Lv)
Second skill: skill damage frequency increased
Skill 2: Falling Damage: 270 (+30/Lv) (+0.28Ap) → 200 (+40/Lv) (+0.4Ap)
Skill 2: Weapon Damage: 60(+5/Lv)(+0.05Ap) → 50(+10/Lv)(+0.06Ap)
Skill 2: Activation Damage: 300 (+60/Lv) (+0.35Ap) → 250 (+50/Lv) (+0.45Ap)
Skill 2: Cooldown: 8 (-0.2/Lv) → 9 (-0.4/Lv)
Third Skill: Effect Adjustment: Knock out the Seal of Samsara, causing 400 (+200/Lv) (+0.76Ap) magic damage and knockback to the enemy (the distance grows with the magic attack, reaching the maximum value at 1000 magic attacks), and grants the friendly side the effect of Brocade Treasure Clothes to resist one hard control, which lasts for 5 seconds
If the enemy is knocked back to the edge of the hoop or the edge of the terrain, it will rebound and cause an additional 200 (+100/Lv) (+0.38Ap) magic damage. Targets in the hoop will always be knocked back the maximum distance
Gongsun Li
Passive: New effect: The released paper umbrella will gain nearby vision
Optimize the location display of the paper umbrella, add small map logo and small window prompt
Passive: Mark Damage: 140~280 (+0.3Ad) → 120~240 (+0.3Ad)
Passive: Additional attack damage: 0.3Ad → 10~20 (+0.3Ad)
Skill 2: Cooldown: 11(-0.2/Lv) → 12(-0.4/Lv)
Ao Yin
Fourth skill: When Ao Yin transforms into a white dragon and soars into the sky, Yao's ultimate skill will not be cancelled (Yao can fly on the dragon, but cannot release skills during the process)
5. Comprehensive optimization of game experience
Recently, we have communicated with players through the "Planning Speaks" column, and many of the players' feedback and suggestions are very valuable to us. Among them, feedback such as the problem of matching opponents being too strong, lineup conflicts, adding BAN positions, adding some scoring dimensions, etc. have given us a lot of inspiration. We hope to establish such a long-term communication method with everyone, so as to continuously improve the game experience;
In response to the numerous experience issues and suggestions from players, we have made comprehensive adjustments to the current in-game experience-related systems, including matching algorithms, matching mechanisms, BP mechanisms, game communication, settlement processes, and ranking experience. We hope that such adjustments will improve everyone's game experience.
With a lot of content adjustments, there may still be some imperfections. We sincerely invite everyone to come to the experience server to experience it together and help Xiao Wang to make the game environment better. Xiao Wang will also work with everyone to protect everyone's game experience!
①Matching algorithm reconstruction
In the new version, we have refactored the matching algorithm, hoping to provide you with a fairer, more reasonable and meaningful game experience.
The new matching algorithm will be matched with the changes in the matching process, taking into account everyone's willingness to play in the lane, gaming skills, and personal style. Under the premise of taking into account the matching time, it will try to let everyone get the lane they want to play in, and try to facilitate more teammates with similar strength and opponents of equal strength to play together, so as to enhance everyone's cooperation and confrontation experience in the game!
②Optimize the quality of lane icons
The visual quality of the lane icons has been optimized, and the lane icons for the confrontation lane, middle lane, development lane, roaming lane, etc. have been adjusted. The adjusted lane icons combine the map position and lane characteristics and will be clearer.
In the game, the corresponding lane icons will be displayed according to the different positions of the camp map, and the blue square icons will be displayed by default in all scenes outside the game.
③ Fully open for split matching
The peak competition and ranked competition will open the lane matching mechanism at all times and in all ranks to ensure that the players' pre-match position wishes are achieved as much as possible. Together with the changes to the matching algorithm, it is hoped that better lineup matching can be achieved before the game begins.
Players below the King rank can choose to match in a single lane before the start of the game, and players can change at any time.
Players at King rank and above can choose primary and secondary lanes for matching before the start of the game. Players can change their choices at any time. The system will prioritize matching the primary lane and try to reduce the matching ratio of the secondary lane to prevent possible problems such as continuous matching of the secondary lane.
For players who can play in more lanes, a new fill-in function has been added, where players can choose to fill in for matching, and the system will also give priority to players' lane usage habits for position matching.
④New selection process
In conjunction with the adjustments to the lane matching system, the selection process for players of different ranks will undergo a series of procedural and functional adjustments.
Adjustments to the selection process for players below Diamond
The entire selection display has been adjusted to provide a consistent visual experience for all ranks in the ranking competition.
When players in the same camp select heroes at the same time, they can choose the heroes in the corresponding assigned lanes; at the same time, the corresponding relationship between heroes in the lanes is refreshed based on the players' usage.
Adjustments to the selection process for Diamond and above and Premier Tournament
The first is the lane display phase for this game.
A new hero pre-selection process has been added, allowing players in their respective lanes to more accurately express and communicate about the heroes they want to use in the game.
The banning mechanism has also been adjusted. The new selection process will be shortened by nearly one minute compared to the previous version to improve player efficiency:
In the Diamond-Star process, the heroes will be banned on both floors 3-5 at the same time, and the banning of heroes by both sides can be repeated;
For King tier and above and the Peak League, new ban slots (6 → 10) will be added. Every player will have the right to ban heroes. 10 people can ban heroes at the same time. Players can see the heroes banned by their teammates in real time, but will not see the heroes banned by their opponents. Finally, the banned heroes of both sides will be displayed, and the banned heroes of both sides can be repeated.
The subsequent hero selection and final adjustment interface remain unchanged.
⑤Other comprehensive adjustments to the selection process
Recommended Set Adjustments
As the player lanes become clearer, equipment recommendations will be displayed more clearly by default based on the heroes in different lanes to improve the efficiency of player equipment selection. (For example: Xiahou Dun's roaming position will display the equipment recommendations for the roaming lane by default)
Adjustment of the function of the all-powerful title
The current positioning of the all-round title has deviated a bit from its original design goal: we hope that all-round is a personal honor, rather than a representative of filling in the position of a "tool man".
The design of placing all-around players on the fourth and fifth floors has been removed, making the all-around title unrelated to the selection floor; at the same time, the display position of the all-around title has been adjusted to make it a more pure display of the player's personal honor.
The display effect of the all-round title has been optimized: the player’s all-round title is displayed first, and then the all-round icon is moved in front of the player’s nickname for continuous display.
Updates to the hero pool in lane split
We will update the hero library display in each lane from time to time based on the use of heroes by the majority of players in each lane, so as to better meet the recognition of the majority of players.
Disable teammate pre-selected hero reminders
When teammates pre-select heroes, the visual prompt for disabling the hero will be strengthened, and button delay protection will be implemented to prevent the situation where teammates' pre-selected heroes are accidentally disabled.
Tips for choosing heroes not in your lane
There will be more stringent prompts and penalties for players who choose heroes that are not in that lane.
Added recommended disabling feature
Based on the players' pre-selected heroes, combined with the overall market data and players' cognition, the recommended banned heroes will be intelligently displayed.
Adjustment of branch expression function
With the adjustment of all-level lane matching, we removed the lane expression button in the lower right corner and adjusted the player's lane honor expression to the personal data sending interface.
⑥ Game communication function
In order to improve the tactical communication experience within the game, we have added a new "Guess What You Want to Say" function so that players can communicate the changing tactics in the game more efficiently; at the same time, we will also enhance the recognition and positive behavioral interactions between teammates to create a better cooperative communication experience.
Added "Guess what you want to say" intelligent signal recommendation function
In a rapidly changing game, tactical communication information will be recommended to players based on different situations such as game stage, heroes, scenes, resources, etc., so as to facilitate quick communication.
The intra-office intelligent communication function adds positive behavior triggering scenarios
In the in-game automatic communication function, we have added triggers between teammates' positive behaviors to enhance the sense of cooperation between teammates;
The newly added signals include "I'll help you block the line", "Please eat the health pack", "The shooter comes to get the red", "The mage comes to get the blue", "I'll help occupy the vision", "You guys drive the dragon, I'll watch the vision", "Don't worry, I'm disconnected!", etc.
Adjustment of the in-game like function
We have added triggers and content interactions for scenarios such as cooperative defeat and team annihilation of the enemy to the in-game Likes function, hoping to better promote the cooperative experience between teammates.
⑦Settlement process
We have reconstructed the visual effects and functions of the settlement process, and made comprehensive changes to the process sequence, information validity, settlement evaluation system, gold and silver medal system, and scoring mechanism.
Like interface
We have adjusted the team likes process to the first settlement interface. At the same time, we have added performance content display of different teammates to allow more teammates' performances to be seen. We have reconstructed the visual of this interface, hoping to enhance the team feeling at the end of the game.
Personal data interface
The personal data interface and the like process have a more continuous visual effect, while optimizing the effectiveness of the interface information.
Rank upgrade interface
Adjustments have been made to the interface visual information.
Ten-person data interface
The visual information of the interface has been reconstructed, the display of gold and silver medals and MVP has been differentiated, and the display of player skin cards has been added.
⑧ Other comprehensive adjustments to the settlement process
Settlement evaluation algorithm iteration
We have optimized the settlement evaluation algorithm. In the past, the algorithm would place too much emphasis on result data such as kills, deaths and assists, but the process behaviors that contribute to the team in the battle should also be seen and affirmed.
In the new version, we have added more data dimensions, such as assisting in pushing towers, controlling dragons, etc.; and optimized the weight of each evaluation dimension; we hope that the differentiated performances of different heroes in different games can be evaluated in a reasonable way; for multi-lane heroes, we will consider the unique contributions of players in different lanes in different ways, and we will also adjust and expand the definition of multi-lane heroes based on the version.
Adjustments to the Gold and Silver Medal System
We adjusted the original gold and silver medal professions into gold and silver medal lanes, and updated the visual of the gold and silver lane icons.
In conjunction with the settlement evaluation, the achievement of gold and silver medals has been slightly adjusted based on the performance of different heroes and lanes of the players.
Added a new ranking points system
We have removed the Hero Points system and used a new ranking points system as a more real-time and clear performance feedback; ranking points will be increased based on the player's gold and silver medal performance. In short, if the player wins and gets a gold medal, he can add 2 stars, and if he fails, the gold medal will not lose stars. The same applies to silver medals and good performance. There are corresponding ranking points mechanism rewards. The detailed rules are as follows:
(1) 100 qualifying points = 1 star;
(2) When a player obtains a gold medal, +100 points or so;
(3) When a player obtains a silver medal, +40 points or so;
(4) When the player performs well, there will be a certain amount of ranking points bonus;
Adjustment of star number system for lanes above King
In the past two seasons, we have received some feedback from players about the star system for lanes above King; after discussion, we will remove the star system for lanes above King in the new season.
Affected by the removal of the lane star system, the original lane star card props and the lane star tasks in the season mission will be invalid. As compensation, we have adjusted the relevant systems and rewards:
1. Reduced the difficulty of completing the season missions, and removed the path star number missions from the original season missions. Increased the experience rewards for training missions and match missions, and lowered the experience required to complete each level of the season mission. Overall, players will complete the season missions faster than before in the new season;
2. The distribution of reward content has been adjusted. In the season mission, the star-saving cards for each lane in the lane training mission will be replaced with the Amazing Magic Box·Excellent. At the same time, two general star-saving cards will be added to the season mission level rewards; the star-saving cards for each lane that were originally awarded after reaching the King rank in each season will be replaced with three general star-saving cards.
Adjustments to battlefield cleaning process
We will move the battlefield cleaning process forward to the victory interface to make the subsequent settlement process smoother.
6. Combat experience optimization
①Optimization of precise aiming function
Adjustments to precision aiming settings
Different release method options are available, and everyone can choose the function that suits their operating habits.
Finger press release
It is suitable for players who have a slow key-touch speed and do not have a strong demand for precision.
Release when finger is lifted
Suitable for players who have a fast touch button speed and a strong demand for precision.
Adaptive Release
Predict the player's operation behavior in advance and reduce the response delay when tapping normal attacks.
Suitable for players who have a slow key-touch speed and a high demand for precision.
② Optimized feel of precision indicator
Weakened the visual effect of the indicator edge and highlighted the aiming crosshair.
Before optimization:
After optimization:
Adjusted the additional enemy-seeking range of Precision Aim
Unified the aiming range of the additional enemy seeker to ensure consistency of feel for heroes with different ranges.
Adjusted hero priority when aiming quickly with precision attacks
We hope that in fast aiming scenarios, players can still select heroes more conveniently and accurately.
Optimized the pursuit function while moving
Precision skills now support chasing the target for a short period of time after aiming at the target. This function is affected by the [Chase While Moving] setting.
③ Optimized enemy selection logic
Adjusted the priority of searching for enemies with the last hit key
Before adjustment: Tower > Hero
After adjustment: Hero > Defense Tower
Adjusted the priority of searching for enemies with the tower push key
Before adjustment: When there is no defense tower in the enemy search range, the battle status is wild monsters/soldiers>heroes, and the nearest unit is selected when the priorities are the same
After adjustment: When there is no defense tower within the enemy search range, the nearest unit is always selected
Normal attack skill selection consistency
The [Priority Attack Target] function now also applies to skills.
④ Optimization of imprint icon display rules
Optimized the display rules of stamp icons when they overlap:
⑤ Added a new soldier hatred mechanism
Heroes experience extreme advantages and disadvantages in the laning phase, and heroes who are at a disadvantage in the early stages have less room for maneuver.
We hope to incorporate soldier damage considerations into the combat game by adding a soldier hatred mechanism, thereby increasing the decision-making cost of the advantaged side crossing the soldier line to suppress the disadvantaged side during laning.
Soldier hatred mechanism: When an enemy soldier attacks a hero in the enemy camp within a certain range, the soldier will immediately shift the target of attack to the attacker.
⑥ Actively releasing skills no longer disables active equipment
Active equipment can be used when releasing most skills actively, making the operation of active equipment more timely and practical.
The list of heroes and related skills involved in this change are as follows:
⑦ Displacement-type enhanced normal attack attack range indicator
For enhanced normal attacks with displacement effects, we have marked their attack ranges to help users better judge the timing of displacement.
This change affects the following heroes:
⑧Optimized the clarity of the mirror/phantom mini-map
The mini-map portraits of hero mirrors and ghosts will now be different from normal heroes and display the correct orientation.
⑨ Optimization of cumulative damage floating characters
Added cumulative damage text to some skills to enhance the feedback and differentiation of attacks. Try to make them deal the maximum damage~
This change affects the following skills:
⑩ Training camp puppet optimization
In order to give everyone more realistic feedback when beating the puppet, we have unified the puppet's health bar with the hero's health bar.
Shield display and controlled status, which were not supported by the health bar before, will now be supported. You can use the puppet health bar feedback to test heroes more accurately and in detail.
⑪Added in-game key code sharing
A new secret phrase sharing function has been added to the in-game key positions. After clicking on the secret phrase sharing, you can paste the secret phrase of the key position plan and share it with your friends.
After copying the secret phrase, open the external layout setting interface and the shared layout plan will pop up. You can view and use the shared layout plan with one click.
7. Added hero-specific highlights
New hero highlights added in this issue: Zhao Yun - Seven Ins and Seven Outs, Zhao - Broken Jade Slash, Da Siming - Condensed Soul Slash, Ma Chao - Cold Spear Continuous Attack,
As well as the hero-exclusive highlights created by players: Yu Ji - Blessed by the Tree God, Yu Ji - Chu Song Piercing the Clouds, Shangguan Wan'er - Writing Against the Sharp Edge, Ma Chao - Piercing Spear, Zhen Ji - Covering the Moon with Snow.
We will continue to add more hero highlights through various forms such as player co-creation in the future, so stay tuned~
8. Adjustments to the Canyon of Stars
① The fifth level of the original trial is opened
To adapt to the combat needs of 10V10, in 10V10, the Primal Trial can reach up to the fifth level, and the overall economy remains unchanged.
②Added multiple icon merging
We have added a new multi-buff merge effect, and prioritize its use in the team-shared buffs of Crimson Stone, Azure Stone, and Dusk Stone to reduce the interference of too many buff icons on everyone.
③Upgrade the appearance of the dim stone statue
The overall appearance of the dim stone statue has been upgraded.
④Optimization of the rules for opening the teleportation array
Unify the rules of Canyon of Stars and Canyon of Kings.
The Space Spirit will refresh for the first time in the 1st minute, and the teleportation array will be opened after it is defeated.
The refresh interval of the Space Spirit is 60 seconds. After 4 minutes, the Space Spirit will no longer refresh. The teleportation array will be closed during the survival period, and will be reopened after defeating it.
⑤10-player portraits on the small map
⑥10v10 spectator system
The spectator system will support 10v10 Star Canyon match viewing. Everyone can choose the 10v10 match they want to watch and watch it.
⑦10v10 20-person room mode
10v10 Star Canyon will support room mode, with a maximum limit of 20 people in the room. Come experience it with your friends!
⑧10v10 recommended together function
After the 10v10 Star Canyon ranked game is over, you can click the "Queue Together" button to team up with your tacit teammates. Up to four teammates can be invited.
Start the next 10v10 game with your teammates who have good rapport with you~
⑨Added 10v10 data content
New 10v10 match and ranking related game data has been added to personal battle data. You can check your relevant game data by selecting the corresponding mode in the battle data.
⑩10v10 Ranked Match Adjustments
The season inheritance rules for the 10V10 ranking competition are the same as those for 5V5. At the same time, the victory points required for single stars in different ranks in the 10V10 ranking competition have been adjusted in the new season.
9. Optimize the preparation experience
Added adjustment tags. After adjusting the equipment, you will be able to see the corresponding adjustment tags when viewing the equipment information, helping you quickly understand the equipment adjustment status.
10. Adjustment of personal homepage content
A new 10v10 rank has been added to the personal homepage, and everyone can quickly view the specific ranks of different modes through the personal page.
11. Double Sky Screen Function is Online
In the past, each player could only play one sky dome during the game loading phase. The dual sky dome feature supports all skins wearing two sky domes, and during the game loading phase, each player can choose to play up to two sky domes that the skin has been wearing.
12. Personalized soldier experience optimization
We have optimized and upgraded the performance of personalized soldiers during the combat loading phase. When players equip personalized soldiers and cheer them up, the personalized soldiers will appear at the position of the hero avatar to cheer everyone up.
13. Gifts for logging into the Experience Server
After the update on August 29th - September 4th, log in to the experience server to receive 3-day Haruno Train Skydome Experience Card, 3-day Spring Encounter Skydome Experience Card, 15 Hello Kitty Soldier Limited Free Cards, and 15 Lingbao Intimacy Items.
14. Lingbao system is launched
During the Dragon Year Spring Festival limited-time event, Lingbao was loved by the majority of players, and many players hoped that Lingbao could stay in the game and accompany them more. Therefore, we also polished and upgraded the system as a whole (Note: the values and resources in the experience server are not the final results, and will be subject to the official launch)
①System entry
Lingbao will be displayed in the lobby. By clicking on the Lingbao model, a function entrance will appear below the Lingbao. Click it to enter the Lingbao system.
② Cultivate intimacy with Lingbao
Lingbao King Continent is a creature born of "flow", a good friend of mankind, and it depends on you very much. Interacting with Lingbao and satisfying its thoughts can enhance the intimacy between you.
You can view the thoughts of Lingbao through the lobby and development interface, and interact with Lingbao by clicking on it.
Logging in every day and interacting with Lingbao for the first time will increase a small amount of intimacy.
Log in every week to play the bubble popping game with Lingbao.
Lingbao playfully spits out various small bubbles, and you need to pop as many of them as possible.
Completing the game will increase your intimacy by a large amount.
③Unlock new abilities of Lingbao
Increasing intimacy can continuously unlock new abilities of Lingbao. In the development interface, click "Ability Growth" to view the unlocking conditions of each ability, and click on an ability to view the specific description of the ability.
Depending on the unlocking progress, players can choose whether to display your spiritual treasure in the lobby, team room, invitation interface, Jixia Academy, battlefield and other scenes.
Through "Display Settings", you can turn on/off the display of your spiritual treasure in the corresponding scene.
If you turn off the "Game Lobby" display, Lingbao will no longer be displayed on the lobby interface. You can turn it on in "Game Settings - Function/Privacy".
④ Dress up your Lingbao
In the dressing interface, you can dress up Lingbao in different sets of clothes. Currently, only complete sets are supported.
Switch the in-game display to see the effects of the Lingbao suit on the battlefield.
⑤Interaction with battlefield spirit treasures
Players can configure the actions of the spiritual treasures they have obtained. After meeting specific trigger conditions, the spiritual treasures will appear on the battlefield and interact with the players. At the same time, if the player has never configured the actions of the spiritual treasures, they will be automatically equipped for the player when obtaining new actions.
Active use: After configuring the action, you can manually summon the spirit treasure to interact with players in the game.
Performance trigger: Assemble the action to the corresponding condition scene, and when the condition is triggered in the game, the spirit treasure will appear and interact with the player.
Description of conditional scenarios: personal honor (highlight moments, personal first kill, double kill, triple kill, quad kill, pentakill), fountain performance (birth, resurrection, landing after returning to the city), key nodes (dragon birth), team honor (obtaining dragon buff, enemy being wiped out, enemy high ground being destroyed), battle damage moments (own death, enemy taking the dragon, own team being wiped out, own high ground being destroyed).
You can set the display of the spiritual treasures in the game in the in-game battle interface. If it is turned off, the spiritual treasures of all players in the game will not be displayed. This setting only affects yourself and does not affect the performance of others.
⑥ Naming Lingbao
Players can change the name of the Lingbao.
When the name of the Lingbao is not the default initial name, it can be displayed in Jixia Square.
⑦ Spring Festival Lingbao related experience inheritance
1. The spiritual treasure growth value will be converted into the intimacy value at a ratio of 10:1, and the growth value will no longer be displayed in the future.
2. The Lingbao display in the game will be unlocked at 15,000 intimacy, which is consistent with the unlocking conditions during the Spring Festival.
3. Actions will be issued to players according to the following rules: