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Azusa Battle Arena Re-Opening Tomorrow!



Battle Arena is finally back!

Work in your squad and compete with other players in a casual PVP version of Azusa!

The Battle Arena mode will stay up until the full version of the game re-opens for our 2025 season!

Invite your friends and test your builds and strategy and get ready for some nostalgic Azusa!

If you are unaware of what is Battle Arena mode read this: https://steamcommunity.com/games/773590/announcements/detail/1697229319587766503

Azusa 2.9.5



With the beginning of a new wipe, balancing and the introduction of new parts in mechanics previously considered complete were necessary, all for the proper functioning of the game. But my personal favorite is the new Elite Armors, Modestia based on Saint Seiya's Pisces armor, and Imperito based of Minos de Griffon's introduce a new gameplay style and opens up a new mix of strategy, can't wait to see it being used!


Also this time we will start the wipe with a new setting:
Starting Global Story: Circe vs Hermes


Two hundred years ago, a prolonged war among Zeus, Hades, Poseidon, and Athena nearly destroyed the world. Gradually, Hermes began to organize and take over the remnants of civilization in preparation for the return of the other gods. He did not, however, anticipate Circe awakening before the more powerful deities.

Circe's awakening has been affecting the tournaments for Guardian armors around the world, suggesting that a new Holy War could start at any moment. Aware of this, Hermes also prepared for his return.

A tense neutrality pervades the town on the outskirts of the Sanctuary, where civilization is just beginning to regrow.

Common Knowledge
-The Main Gods and the Holy Wars: Hades, Zeus, Poseidon and Athena
-Existence of Relics
-Existence of Armors and Tournaments



Changelog


@everyone Hey guys, summary of Changelog:

Two new complex Elite Armors: Imperito and Modestia
-Devils Garden skill, Throw Rose skill
-Cosmic Marionation skill

Gameplay Changes:
-Power Training Reviews:
Nerf from 3x,2x to 2x,1.5x
Normal Guardian to power train a non Guardian now requires the guardian to be a master,
Elite to power train a normal guardian now requires the elite to be a master,
A God to power train an Elite requires the god to be a master.
(elite x non guardian doesnt need to be a master etc.)
Power Train won't raise the snowball effect of cosmo gains.
Power Training will just trigger if both have been active and roleplaying in the last half an hour.
-Masters now gets half the SP of the RPP from people they train.
-Being Knocked out while Astral Projection will break all your bones.
-Being awakened brutally from a Astral Projection will also break all your bones.
-Being Limboed as a Reaper even with Hades Powers active, will break all your bones.
-Immortals resets God Worship when becoming immortal, but will now be able to restart worshiping after.
-Reviews on Inactivity gains, making catch up more realistic.
-Made Angel/Demon transformation reqs better as they arent immortal anymore.
-Gods can now pick Elites by the cost of 5% their current God Power, requires the player to have atleast 2k RPP (value change at runtime with admin setting)

Bugfixes:

-Fixed a problem with master gains continueing over their spar upon KO.
-Fixed a bug with Wagons entering.
-Limited cosmo wont affect gains anymore.
-Fixed some bugs with Cartography
-Fixed a bug with blasting some NPCs, and related to getting turn locked upon punching butterflies ontop of enemies
-Can't leave Atlantis with a player grabbed anymore (due to Olympo metas)


Final considerations


I been working hard for the players to be able to experience the best roleplay possible in Azusa but lately we been running through some issues with group of players breaking basic roleplay rules, so please consider reviewing these articles:
Roleplay Guide How to correlate Roleplay in the Games Mechanics Metagame Article Powergaming Article

Please, understand that as a roleplaying game this game shouldn't be played as a generic mmorpg or moba, doing so is like trying to play a race game in street fighter, different genres have different experiences.

Hope you are ready to live a great storytelling experience that you won't forget! with that said, hope to see you all ingame!

Azusa Re-Opening v2.9.0


Hello guys! Hope you are excited for the new wipe 2024 of Azusa!

The main focus and changes in this versions will be an attempt to fix two major problems show in the previous one, based on amount of words typed, and grind time spent training (limited by food/nutrition)
the old method worked 8 years ago, but nowdays this just promotes people/veterans that uses macros (and now chatgpt) that do nothing and just accumulate massive powers, while people who spend their time roleplaying for real and building their chars life and story ends up falling behind massively without real chances to catching up.

Roleplay Points will now be used differently, we will have two separate, total RPP and Current RPP as before, but they will work differently, while they are still going to be able to be spent, they are meant to be used as some sort of "training fuel", as you train, you will relatively quickly/easily convert those points into stats/whatever your building.

Before we go on, I have to re-explain the catch ups and caps etc of Azusa, as they will play major role in this new version:
Instead of using PL as a base like before, the caps and catch ups will be using the total RPP as a base, but with some minor changes :
- The game will just update the cap if there are over 10 players online. (this is to prevent reboot abuses, or night time abuses for better caps, or late game 3 players skyrocketing the cap then logging in alts to prevent new players to catch up etc)

This means that now the gains ratios of the RPP itself will be based off the cap/catch up.
This overall simplify everything, also letting people who been away to actually catch up properly etc.

OK now you might be wondering, HOW WE GET RPP NOW IF ITS NOT BASED ON WORDS TYPED? ok. ok.
I strongly believe that rewarding lengthy texts is a big mistake on rp games, and it ends up killing the good will on writing quality long rps, turning all rps posted into big spams to grind points, I miss legit long quality rps on a epic scene, that the person is writing alot because ALOT must be described, and not just because they want to collect the points, know what I mean?
With that in mind I am aiming to return to the organic natural RP flow we used to have, while still rewarding the good rpers that is really living their chars:

So to distribute the BASE RPPs, it will basically be off 4 main groups:
    Active played time of char life.
    Inactive time of char life.
    Rewards from Admins/ranked.
    Milestones.


(I say base RPP because its modified by the cap/catch up, more total rpp you have compared to the active playerbase, less you will gain)

All those groups have daily/chars limits of rpp(base) you can get from, and some requires recent RPs and players interaction to count/be considered.

Example: (1)Getting killed in a RP battle being a milestone that can reward you some extra rpps, will just "work" if during said battles you guys been roleplaying enough.
(2) meeting new players/contact will give you a milestone only if you guys rped/talked etc.

As they are also limited by the amount of things you can earn a day/char, for example, being active 24/7 with macros wont give you more rpps as someone who been playing humane logical activity hours etc. (as there are different rewards for active/inactive times)

Ps: inactive time counts the same as afk or offline.

And ofc the final one: admins/ranked players rewards are also limited (each admin can reward 4 players once a day, a player can only receive one reward a day), but if you are super good rper and been impressing the playerbase with your epic chars, its only natural you will be receiving those nice extras. ETC ETC.


I dont want to go into detail with what are all the milestones I will be setting at first, but I will need to give you extra examples as we go back into Training MULTIPLIERS:

We were used to have active training work as multipliers to gains, they won't be like that anymore, only thing that will multiply gains is Masters trainings, so if you want to get the MAX out of your RPPs, the meta is to ICly be trained by the best IC masters.

(fighters ofc gains more etc etc as they train, same as always)

but you might be wondering what/how active training will be used for, well, I explain:
learning and teaching a training method will also be milestones,
but reaching a higher tier of an active training will be a daily milestone, so its a IC training that if you do ocasionally (once a day is enough) you will get extra rpps, so lets say you reach lv 10 once a day, thats the training you get from that.
(mastery grind is usefull cuz it makes easier to reach the max etc)

The training methods stats distribution is still the same, each method trains up to 3 stat, one more, 2 less.
However while they are good for focus training your stat builds, sparring (or getting in real battles) with other players is more efficient as they raises every other stats (and natures if you are in the proper battle condition)

You will be able to control and use your RPPs wisely if you manipulate your Nutrition, while you train (or fight) with nutrition it will spend your rpps into trainings, but if you are without nutrition you wont spend your rpps. Knowing this you can double click yourself to remove your nutritions to prevent accidental trainings!

Now finally the last topic: As most of you might be worried about some players cheesing and trying to cheat the system and metagaming hard the milestones doing them like simple daily checklists, the milestones were placed in situations that generate real rps and conflicts and even while some can try to get them without proper rp, they are NOT the core of the rewards, actually all the milestones together will not place you far ahead, also the same thing goes with the activity times, you should look for the 4 methods of progression if you want to get alot of points, and most importantly be involved in the story.
If you overdo milestones with little rps like checklist you will be left with hours of gameplay wasted and you will end up quitting out of boredom, while organic roleplayers will be getting way more points just by simply being actively roleplaying and having fun.

Well, with all of this explained its time to test and see how this new era of roleplay reward will do!
So Invite your friends and see you in Azusa!

Changelog:
  • Remade every training and gains system in the game (and its scales);
  • Removed alot of commands from Spend RPP button;
  • New activity tracking system;
  • New Roleplay (texts) score system;
  • New Roleplay Points distribution system;
  • Total Roleplay Points is now used as the cap;
  • Every training gives the same amount of Experience, Cosmo (and cosmo Gains) for the same amount of RPP
  • Any Nature training will also train Element Control in a /2 scale (this is the only method);
  • Inteligence training is now a training method (Study, and also works on recipes), also uses RPP as fuel.
  • Roasted Meat recipe doesnt require 5 inteligence to be learned.
  • Skill Points is obtainable through leveling up OR spending RPP (in the spend rpp button).
  • Bigger Blasts (from relics) now have minimum level req to use (40,50,60)
  • Fixed a list of login related abuseable bugs.
  • Admins can see logs and details of RP rewards
  • Added "Other" section when double clicking someone with extra commands: Battle, Reward, Freeze Gains (Self)

Azusa Reopening v2.6.0



Azuuusa... Justice in your haand~~

Well who else is feeling super nostalgic? Well, I bring good news:
Azusa is coming back today!

There are some slight gameplay changes, but main changes went toward making the game playable in recent byond versions

Also one big note is: We are under new administration, the game will be headed by @Hadex and the team, events and story ideas, ranks and other things will be remade/organized by him and his team.

Lets talk about the new changes:

-The God's Path, this is a dimension that links the Underworld to Olympo!
However only spiritual beings or people with 8th sense can survive there, the entrace in the underworld to the god´s path is behind Hades throne, through the wall.
and to get through it from olympo simply go down the entire mountain and dive down, and you will reach the god´s path.

There are a bunch of afterlife gameplay changes, to promote a more exciting gameplay for Angels/Demons and ofc to undead people, being able to create spiritual wars etc.
-to keep this line the Judge of Underworld also have the power to judge someone (that is unjudged) as a Hero, and this will send them to Olympo alive. (then there they can try to become immortal as it will be easier to meet some gods there)

-Spiritual Teleport will now depend on someone with Sekishiki power in a Sekishiki map to perform a ritual to work, this nerf on spiritual teleport promotes angels/demons to have a longer afterlife gameplay before just sitting on earth, and creates some interesting RP ideas of asking spiritual help with Sekishiki rituals!

-Olympo Arenas, there will be "Original Instance" of the elemental arenas in Olympo, letting Heroes and
Angels obtain their ordinary armors.

-Armors will break more.
I increased significantly the damage rates of the armors, this is to promote more of the armor rest-time dramas and real armor death/upgrades! So be a good guardian and take care of your armors!

-Attack and Defence nerfs
These status now need nutrients like all others, these status have been an issue on the last wipes due to them being way easier to train (and benefited some macroers with atk/def builds) that spar/pbag spammed, well, now it will be similar to the other stats so no excuses!

-Harder Caps!
Now we have a new setting to control the game overall progression, being able to set the game in a hard cap style, where the team can set up some hard caps making it easier to control the amount of grind needed to catch up and how difficult it becomes to go over the cap! Saving more time for RP and getting the focus out of mindless grind!

Azusa v.2.5.0



Hello! Azusa has been through a downtime after the latest core changes and engine update, creating some bugs and leaving the game in an unplayable state, during this last period we have been working hard to fix and review every issue we could.


New Interface


Due to the engine's latest changes, Azusa's classic interface quickly became old and heavy, so I had to change to use some native elements of the engine, resulting into a faster experience.



The most noticeable changes are the amount of elements that used to cover the play-scene now being docked, this makes rendering faster, and results in less amount of visual bugs. However the 4 new elements on the screen can be resized/dragged to fit the player's preferences; I will explain each of these elements:


  • Top square is the Profile Display, here you will be able to see the other player's characters' profile information, this is also where the event window will appear when an event occurs nearby!
  • Under the Profile Display you will find your chat, the most important element in a RP game.
  • Far left is where your skills will be shown.
  • Next to your skills is your inventory, and here is also where will display listed elements, such as contacts, and admin commands.



Travel Changes


Now that the screen range has been adjusted to fit any monitor, this long wanted feature is finally doable.
We can now travel using the mouse, clicking in the destination will make your character walk there through pathfinding, letting you tab away or chat while you travel, but since you will always need to come back and click on the next destination, going full afk is still inefficient.



The required vigor per step is also increased to fit the new system, keeping travel the challenge that it should be.
An important note is also that every "dead end" common zones have now changed. Every common zone now has sources of food, and some even have slightly more dangerous mobs.
(so no more dead ends for your gameplay)

Capricorn and a new Nature!


Also would like to introduce our 10th Zodiac, Capricorn is finally here!
This armor is heavily linked with the new rare nature: Sword.



Capricorn's skill is called Cosmo Sword and gives the user a very high Sword mod/talent (0.7) and 1 control, letting the user train, and with high enough elemental control, they can raise the strongest offensive nature tag in game:
At 1-2 tags you will see slashes when you fight in melee.
At 4-5 tags you have a chance to cause the bleed effect.
And at the 6th tag, you will be able to reach the Legendary Slash, a cut wave that deals the highest real damage ratio among all other tags: (4-60) in a ratio of 30%.
These high numbers make Capricorn very lethal in melee combat, and all they need is great element control and to practice their sword nature to become the most lethal soldier in game!


https://gyazo.com/fbb3fabb95c29408a64bff6ac37cd68b
(a gif showing sword in action)

Sword is the second rare nature added to the game so far, in a list of 10 to come. (Sword and Wild are in)
and Sword has advantage against the future-to-come Dimension tag.

Change log



  • New Interface.
  • New Profile Display.
  • Travel with mouse.
  • Removed common zones without a food source during travels.
  • God's prayer database is back.
  • Fixed bug: Golden armors skills were not working!
  • Fixed bug: Nature focus wasn't working.
  • Fixed bug: Gods Relics were not working.
  • Fixed bug: Using Learn could get you stuck.
  • Fixed bug: Using credits could get you stuck.
  • Fixed bug: Spiritual Protection and teleport skill for angel/demon had switched permission, not letting you use it in spiritual mode.
  • Fixed bug: The interface bugs were linked to a lot of issues related to interface, crafting and shop.
  • Fixed bug: Bug related to Titan tier stars.
  • Fixed bug: A chain of problems related to invisibility upon relogging;
  • Fixed bug: Choosing "no" on the change god prompt, still removed your god.
  • Fixed bug: When a god tried to bless someone, it automatically gave them immortality bypassing every checks/reqs.
  • Fixed bug: Gods could ally themselves.
  • Fixed bug: Armor potential could be stacked if you spammed it after using rest/stop resting.
  • Fixed bug: Using the bandit's question window could help you farm nature and cosmo fist infinitely.
  • Fixed bug: Ultimate Tiger could be used to increase the global caps due to its huge bonus on cosmo.
  • Fixed bug: Same problem with bandits also could happen with horses.
  • Fixed bug: Active Training methods could have its cooldown bypassed, giving huge mastery gains.
  • Fixed bug: House destruction wasn't running properly resulting in many house building bugs.
  • Fixed bug: At the moment of death, every reaper and dark guardian were getting affected by Hades powers and keeping the immortality bonus, now it needs to be also a follower of a god allied with Hades to obtain the status loss shield.
  • Fixed bug: Dead people weren't being affected by the debuff of limited cosmo and reduced gains out of underworld.
  • Fixed bug: People affected by any kind of seal that should debuff the gains and reduce cosmo wasn't working as intended;
  • Now we can automatically withdraw water from wells, it will stop once you move; (this makes civilian's lives a lot better).
  • Nature Control doesn't affect PowerLevel anymore, instead it was replaced with Element Control; (This makes nature building way easier, also makes learning nature skills more feasible).
  • ncreased Element Control base gains.
  • Since Nature Control isn't capped anymore, the amount of nature each punch affects into a battle was reduced by 5x.
  • Changed the way to obtain Sixth Sense: during Any level up after level 10, you have (30+current level)% chance of learning sixth sense.
  • Changed the way to obtain Seventh Sense: with Sixth Mastery at 100%, during any level up after level 15, you have (15+current level)% chance of learning seventh sense. (These changes make your stats build don't ruin your chances of developing these senses, also catch up to a late game wouldn't make obtaining these too trivial either).
  • Skill Points can be obtained anytime through spending RPP.
  • Skill Points can only be obtained through RPP.
  • Increased significantly the armor breaking chance.
  • Added rare Nature: Sword,
  • Added new armor: Zodiac Capricorn.


(More to come soon)