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moonID.net - Please discuss stuff about moonID here → Announcements → ⚔️ INT8 opens 29.10. at 20:00: here's what changes

cvd CRATR.games
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Posted Oct. 22, 2026, 10 p.m.

Knights, we promised you the details. Here they are. ⚔️

INT8 opens on Thursday, 29.10.2026 at 20:00 (CET).

Quick recap: on INT7 (Veligrad), 1H/2H didn't work out the way we wanted. INT8 is our second shot. Three things are different on this world, and only on this world.

1️⃣ No Battleground

INT8 is not connected to the Battleground. We've all discussed this a lot. It's also a concession to the new combat system, so we're giving it a try.

2️⃣ Daily MoonCoin limit for gold

The biggest complaint we hear: the gap between paying and non-paying players grows too fast, and everyone else feels left behind by day 3. The main driver is converting MoonCoins into gold and pumping it into skills. That's the one spending feature with no natural limit, so that's where we put one.

  • Days 1 to 30: 2,000 MoonCoins per day
  • Days 31 to 60: 4,000
  • Days 61 to 90: 6,000
  • and so on, +2,000 every 30 days, so late joiners can catch up.

3️⃣ The big one: combat builds reworked

Three builds, three different feels, none better or worse in progression, cost or combat power:

  • 🛡️ Defensive Knight: armor + shield + one-hander
  • ⚔️ Brave Knight: armor + two-hander
  • 🪓 Berserker: no armor + two-hander

2H without armor is no longer the build. It's one of three equal choices.

To get there we had to touch more than a few item stats: gear cost per build, skill points needed for the same power level, the stat math behind item combos (that's what made 2H + armor broken), the item stats themselves, and progression length.

What that means for your gear:

  • 1H, 2H, shields and armor now go all the way to ~level 420
  • Gem and MoonCoin prices for low and mid level items are lower
  • 2H weapons have a wider damage spread than 1H
  • Shields give parry only, no armor
  • Weapons give damage only, no other stats. The bonus stats were a marginal choice for 1H and no choice at all for 2H.
  • Premium items are no longer several levels ahead. They sit on the normal progression ladder but get +1 socket
  • Bazaar-only items also get +1 socket compared to items in the same level range
  • Rarity colors (grey, green, blue, …) now actually mean something: they show if an item is special for its level range

Tell us what you think in the thread below. We'll watch the first weeks closely and adjust if something's off.

🎃 PS: Our Halloween Promo is live from tonight until 19.11. Good timing to fill your war chest before the gates open.

👉 Get your up to 50% bonus

Fight well, Knights! ⚔️

Your CRATR.games team

KnightFight INT8

#KnightFight #INT8 #NewWorld #1H2H #Halloween #MoonCoins #moonID #BrowserGame

Show comments (1)
0441_1707
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Posted Oct. 24, 2026, 2:38 a.m.

If it turns out the way you described, it's gonna be awesome ;)

Ethalia
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Posted Oct. 22, 2026, 11:16 p.m.

CVD, what you’ve written sounds too good to be true.

It looks like you’ve done a fantastic job.

I am very pleasantly surprised by how seriously you’ve taken the requests and suggestions that the entire community has been voicing on the forum for the past 2 years. I suspect—my dear friends from the game—that none of you expected this, certainly not on such a scale, and definitely not such an ambitious project. And yet, you’ve pulled it off! 🙏🙏🙏

Ethalia
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Posted Oct. 22, 2026, 11:40 p.m.

Now, I’d like to ask a more technical question.

Could you publish a detailed list of changes to the weapons? Something along the lines of a KF wiki?
https://kfwiki.arcadewelten.eu/index.php?title=Zweih%C3%A4nder/en

This is crucial when it comes to choosing 1 of 3 character classes. It would allow us to simulate combat for a knight at various levels and, in doing so, get a clear picture of his specific characteristics.

CVD, could you perhaps give us a quick sneak peek and share the equipment stats using as an example knight on 20 lvl? Could you list the damage and defense values for the following items, as well as the bonuses they provide after your change?

Defensive 1h (tank) – Level 20
42 points in armor:

  • stats of armor?
  • stats of shield?
    18 points in 1h weapons:
  • stats of weapon?

Berserker – Level 20
60 points in 2h weapons:

  • stats of weapon?

Armored 2h – Level 20
39 points in 2h weapons:

  • stats of weapon?
    21 points in armor:
  • stats of armor?
Show comments (1)
deisolator
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Posted Oct. 23, 2026, 4:27 a.m.

It would be very good to see a real example.

J@sny
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Posted Oct. 23, 2026, 7:54 a.m.
  1. Since this will be a completely new world logic and combat engine, will it be possible to tweak settings or parameters if something doesn’t work as planned or creates unintended advantages in certain builds? I imagine it’s not easy to simulate everything perfectly.

  2. Also, will the new combat system handle the relationship between Fight Ability and Parry better in the late game? Currently, even a 50–60 point difference between one player’s FA and another player’s Parry (250 / 200) can sometimes seem to make little to no difference.

p_b
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Posted Oct. 23, 2026, 11:18 a.m.

Is this making use of Fwiffo's massive re-work to the whole battle system - or just equipment level adjustements?

RafaelgFaria
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Posted Oct. 23, 2026, 1:26 p.m.

Nice changes, let's try it, think that will help the game a lot, the three builds is my favorite part of the changes, I always thought that two-handed was overpower in the other servers, with this ajust, maybe, the things can be a little more balanced.

Aeglos
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Posted Oct. 23, 2026, 11:15 p.m.

This all sounds very positive! I completely agree with what Rafaelg said. I tried to build a 1h knight in int 7, more specialized in armor, but 2h are just much stronger. No matter how good your stats are. That is why I am very curious whether this problem in the resit has indeed been fixed. I'm very curious about all the other adjustments. Nice to hear that the bg has been omitted. Because of that alone, I expect this world to be alive much longer, so I'm very happy that we players have been listened to in that regard as well.

PoyrazBey
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Posted Oct. 24, 2026, 12:35 a.m.

I couldn't have received better news today. Throughout my entire time playing KF, I’ve always wanted to build a one-handed knight; however, the significant damage output of two-handed knights—even though I personally find them less effective than one-handed knights in BG—always pushed me toward choosing a two-handed build. Another piece of great news is the removal of BG; it had reached a point where the game was no longer just a hobby—it demanded 8 hours of continuous daily commitment, which could seriously impact one's social life, especially if you have a demanding work schedule. I’m calling this server "KF Classic," and I’m looking forward to it with great anticipation.

Doom75
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Posted Oct. 24, 2026, 9:35 a.m.
Edited by Doom75 Oct. 26, 2026, 8:07 p.m.

Daily MoonCoin limit for gold

While I understand that you still want to keep this source of income, I feel it will ruin the game by giving a huge advantage to players who are willing to spend Mooncoin on stats. With the extra 3*4k gold during the first 3 days, while everyone has access to the free premium package, those players could reach level 30 FA or PA or level 25 STR, DEX, or STA. This would create a significant imbalance between paying and non-paying players, especially in the early game when even a small advantage can have a major impact on progression and competition.

Show comments (1)
Nimoe
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Posted Oct. 24, 2026, 3:28 p.m.

@Doom 75

I agree:

Regarding point

2️⃣ Daily limit for MoonCoins to Gold

Your biggest criticism is that the gap between paying and non-paying players is growing too fast, and everyone else feels left behind from day 3 onwards. The main driver is converting MoonCoins to Gold, which is then used to purchase abilities. This is the only way to spend them without a natural limit, so that's exactly where we're focusing our efforts.

Days 1 to 30: 2,000 MoonCoins per day

Days 31 to 60: 4,000

Days 61 to 90: 6,000

and so on, adding 2,000 every 30 days to allow latecomers to catch up.

This assumes that latecomers also invest in converting MoonCoins to Gold. Otherwise, everything remains the same. It just takes a little longer. The gap will still be there, though.

Show comments (2)
Doom75
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Posted Oct. 24, 2026, 11:39 p.m.

I assume it’s no coincidence that Int 8 will launch while the Halloween promotion is running.

Nimoe
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Posted Oct. 25, 2026, 1:42 a.m.

@ Doom 75

That's right.

There's nothing better than buying coins cheaply at an event like this and then immediately spending them in a new game world.

As is well known, the urge to buy is greater in new game worlds than in older ones, especially since the prices are initially manageable and gem/MoonCoin prices for low- and mid-level items have now dropped, which could boost things even further.

Since there's no battlefield, the money has to be made up for in some other way, and buying items with MC would compensate for that, albeit not a huge amount.

Doom75
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Posted Oct. 25, 2026, 9:53 a.m.
Edited by Doom75 Oct. 25, 2026, 11:04 a.m.

@Nimoe

That's exactly why I'm leaning towards not starting a knight on Int 8. No matter how skilled player I am or how much I invest in premium package, premium tavern and premium items I simply won't be able to compete with players who are willing to exchange Mooncoins for gold. Without Battlegrounds there's no realistic way to compensate for that disadvantage, either in the short term or in the long run.

Nimoe
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Posted Oct. 25, 2026, 2:30 p.m.

@ Doom 75

That's true, since you only receive 2 gold per trade regardless of level, you have to invest quite a bit, which is manageable at first. However, it gets more expensive with each additional level.

Therefore, there will likely be many characters in the same level range who differ significantly in their abilities, depending on how much you're willing to spend.

Even if the purchase of gold is slowed down by MoonCoins, it does not change any potential imbalance if someone squanders several hundred euros on their game character right at the beginning in order to gain an advantage over other players.

What bothers me personally—because it doesn't seem like an advantage at first glance—is the following:

look:

Shields now only offer parry, no longer armor.

Weapons now only offer damage, no other stats. Bonus stats were hardly possible with one-handed weapons and not at all with two-handed weapons.

Premium items no longer offer a level advantage. They are on the normal progression ladder but have an additional socket.

Items that are only available in the bazaar also have an additional socket compared to items in the same level range.

I'm somewhat conflicted about this, as some items have become worse, but on the other hand, the negative stats have also been removed.

Example:

Brutal Dragon Shield
Damage Resistance: 20.5–24.5
Dexterity: -13
Stamina: -10
Parry: +17
Requirement – ​​Armor Skills: 186

This means that with this shield, the negative Dexterity and Stamina penalties are removed, but the Parry ability remains. However, the removal of damage resistance is not ideal. No armor refers to damage defense, doesn't it?

What is the point of playing a defensive knight (armor + shield + one-handed weapon) then?

Will the armor values be higher than before due to the removal of damage resistance for shields?

Premium items are no longer several levels ahead. They now progress normally on the progression ladder but have an additional socket.

An additional socket initially sounds promising. On the other hand, one has to wonder if the premium items are even worth it for just one extra socket when their stats are otherwise similar to those of a standard weapon in the progression system.

I'm not a pro player—but even for me, as a casual player, this leaves a bad taste in my mouth. It feels more like a step backward than an improvement. Nevertheless, I think the new weapons up to level 420 are fantastic. So many players have been waiting a long time for new items.

Show comments (1)
Lila
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2026 July MG Test Event Winner
Posted Oct. 27, 2026, 3:45 p.m.

I'm not a pro player—but even for me, as a casual player, this leaves a bad taste in my mouth.

I think that's a different problem. 😶

akuryou CRATR.games
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Posted Oct. 27, 2026, 10:29 a.m.

Thanks for all the interest and the sharp questions! Here are more details, and one correction. ⚔️

🛡️ Two builds, not three

Our post said three equal builds. That was a mistake, sorry for the confusion.

INT8 is balanced around two:

  • 🛡️ Knight: one-hander + shield + armor
  • ⚔️ Warlord: two-hander + armor

You can still fight without armor, but it isn't balanced to keep up. To keep it short, after a lot of investigation we had to realize that the math of the KF stat and combat system just does not suffice for 3 equally balanced builds. Adding an additional balancing dimension would have required a complete engine rework.

📊 Are they really even?

We fought both builds against each other in a 1:1 copy of the fight engine, at every level from 1 to 420, with stats and gold taken from real active characters, then double-checked in the game's own engine.

On the classic worlds the item ladders were built around the two-hander. On INT8, Knight and Warlord stay between 45 and 53% against each other from level 50 to 420. Early on it wobbles a bit more, there are only a few items per step there.

⚖️ Fair beyond the fights

On INT8 both builds get:

  • the same skill points per step (shields use your armor skill, no extra cost for the Knight)
  • the same gold per step
  • gear all the way to ~level 420
  • premium items on the same steps

@Ethalia

Love that you want to simulate it yourself! 😄 We'll keep the item list to ourselves for now though. Finding out what the next step brings is half the fun of a fresh world, and we don't want to spoil that before the gates open.

Honestly, a few level-20 items wouldn't help your sim much either. Items, skill requirements and the build balance all changed together on INT8, so single numbers next to classic-world gear would point you the wrong way. The chart above is the answer those numbers would add up to. From the 29th you can test it with real knights. 🛡️

@J@sny

  1. Yes, requirements and prices can be adjusted for INT8 alone. Stats of items you already own won't change.
  2. Same formula as always: hit chance is 50% + 45.5 × ln(FA ÷ parry). 250 vs 200 is ~60% instead of 50%. It's a ratio, so the same gap matters less at higher values. That's why INT8 shields grow with you, up to +218 parry.

@p_b This is a complete retune of the items, economics, combat math and progression, s. above.

@Aeglos @PoyrazBey @RafaelgFaria Go build that Knight. 🛡️

We hope that answers your questions, let us know if you have more.

J@sny
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Posted Oct. 27, 2026, 1:42 p.m.

@akuryou

Thanks for the reply. Considering the time spent adjusting item stats and expanding their availability at higher levels, has there been any consideration of boosting standard leveling, missions, and gold progression as well?

Let's be realistic: without Battleground, our progress will slow down dramatically. This seems contradictory to the improvements aimed at late-game content and higher-level items. At this rate, reaching those levels feels like a goal for 2030 or even later.

Most of us will probably be around level 50 by next year, meaning the Parry bonus will remain out of reach for the vast majority of players. Doesn't it make sense to balance progression with these late-game improvements?

Lila
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2026 July MG Test Event Winner
Posted Oct. 27, 2026, 4 p.m.

I don’t think it’ll take us that long to level up. Maybe the XP from missions could be increased a little bit. But let’s just give it a try first. The builds seem to be so close to each other that it doesn’t really matter. We can always complain later if we end up getting bored. 😉

Changing the balance is a bit like performing open-heart surgery. 💔We need to test it under real-world conditions. It’s not like we’re going to die a "dramatic" death as long as the surgeon keeps making adjustments. 🙂

I’m optimistic. After such a long time, everyone’s wishes are finally being fulfilled, or at least attempts are being made to address them. It doesn’t have to be perfect right away, because that’s unrealistic. One step at a time. And the next step with INT8 is going to be a really big one.

There might be a few bumps along the way, but we’ll never figure out how to make things better if we tear everything apart before we even give it a chance.

akuryou CRATR.games
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Posted Oct. 27, 2026, 4:45 p.m.

Interesting point regarding progression.

All that depends on what experience YOU the players want.
Rather a "paced" match until the next character or a long term experience for years.

Did not check in detail yet but it should be possible to define different gold / xp gains per world.

I'd love to hear some more player opinions here before we tune any numbers.

p_b
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Posted Oct. 27, 2026, 5:25 p.m.

Has the "turtle" build remained nerf'd then in a same sort of way that you must have nerf'd the zerker for it not to be viable anymore?

EG loads of armour & dex and next to no sword - either 1H or 2H now.

I took nearly 20 year to hit lvl 200 - as stated on discord - with only a limited (200+ almost all free BG sessions) - It's great that you've spec'd things out to lvl 400+, but it when you get to the top of the pyramid, and you can't gain XP from fights (because other knights are stronger), one's level progression stalls with 5xp from a 10min mission.

I'm not premium, so maybe I could have got to 200 quicker if I'd stayed that way for the last half of my knight's life, but we're probably only talking a year or two due to the exponential XP requirements per level.

has the RNG factor been adjusted between FA and PA? - that's mostly every-one's annoyances at high levels, 500FA/PA and 50+ more than an opponant still results in a RNG loss as % terms it's really close, even if other stats ought to swing it in one direction vs the other.

Show comments (1)
J@sny
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Posted Oct. 27, 2026, 5:41 p.m.

As for the last point – it has already been addressed in his previous, detailed response. In short words - it will not be adjusted.

J@sny
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Posted Oct. 27, 2026, 5:33 p.m.
Edited by J@sny Oct. 27, 2026, 5:34 p.m.

Sorry for long post :)

I believe progression will be extremely slow and that we will reach the first real bottleneck very quickly. I would say that already at level 30–50, we will start seeing a clear gap between players and many of them will fall and leave it behind.

The main reason not to introduce INT 8 progression into Battleground (apart from the technical requirement to keep its logic and mechanics separate from other servers) should be to give everyone a fair chance and keep the competition relatively balanced. We should limit the advantage of players who can spend 8 hours a day clicking zombies, so everyone else can enjoy the game without feeling pressured to play every day just to avoid falling behind. But as sideeffect we will get snail slow playground with few fanatics to keep playing.

Let's take level 100 as an example. It is certainly not a low level, but it is also not particularly high when you consider that we will have level 420 equipment available. Assuming 12 missions per day at an average of 3 XP each, plus 10–12 fights at 1 XP each, we are looking at roughly 50 XP per day. And that assumes you play every single day and always have enough available opponents to gain those 10 extra XP from attacks — something we know from the last few years will not be sustainable in the long run.

Even at this pace, reaching level 100 would take over 1,000 days. That's almost three years of consistent daily activity just to reach a level that should hardly be considered endgame.

The experience curve is already far from optimal. Looking at INT 7 as a reference, level 100 requires approximately 50k XP, while level 140 requires almost twice as much. That is an incredibly steep progression curve, even for a server with Battleground.

I don't have my Excel spreadsheet with the XP requirements per level with me right now, so I can only check the numbers on my current servers. Level 216 requires 233k XP. At a rate of 50 XP per day — or let's be generous and assume 65 XP per day for a highly dedicated player — reaching that level would take around 10 years.

Do we really want another monster server with painfully slow progression? We've already had that kind of experience for almost two decades. Maybe it's time to try something different.

At this rate, you might as well put your knight account in your last will and testament so your children can eventually reach the higher levels.

I understand that INT 8 introduces a lot of changes, but we cannot keep opening a new server every year just because the previous one is nearly dead and everyone has to start from scratch again.

I know the progression curve needs to increase with each level, but I think the current one was designed for a different era of the game. It should be rebalanced to provide a more enjoyable long-term experience, with meaningful progression that keeps players motivated rather than making every level feel like a lifetime achievement.

Besides, we will be completely separated from Battleground. We won't have to deal with players from other servers complaining that we somehow cheat by reaching their levels despite their years of seniority. We already know what happened on INT 5. On INT 8, we will be in our own bubble, so we have much more freedom to experiment with progression without affecting anyone else.

The goal should be to create a server that people actually want to play for years, not one where progression is so slow that players lose interest long before reaching the higher levels.

This also partially overlaps with what I wrote about half a year ago in the Ideas section. Gold and XP gains should scale much more noticeably with level than they do now. The progression system should reward players for advancing and make higher levels achievable within a reasonable timeframe, while still preserving the challenge and sense of accomplishment.

Lila
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2026 July MG Test Event Winner
Posted Oct. 27, 2026, 5:36 p.m.

There’s already a precedent for this, after all. MG doesn’t have BG either, and there you start getting 10 XP per 10 minutes of human hunting at a higher level. (I don`t know what level exactly.) I think that would be a good pace to keep things from getting too grindy. But don’t ask me, because I’m always in favor of pace, and I hate Tamagotchis. 😂

Lila
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2026 July MG Test Event Winner
Posted Oct. 27, 2026, 5:43 p.m.
Edited by Lila Oct. 27, 2026, 5:49 p.m.

but we cannot keep opening a new server every year just because the previous one is nearly dead and everyone has to start from scratch again.

But that’s exactly what we can and should do. As long as young people are standing on stage with guitars and Cratr keeps launching new servers, the world is just the way it should be. 🤪

I love new servers. 🤘💜

Show comments (1)
J@sny
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Posted Oct. 27, 2026, 5:51 p.m.

I know new servers bring excitement and that fresh-start feeling, but my point is that we should focus on creating good servers that remain enjoyable for years, rather than constantly launching new ones that only stay alive for a year and a half before the cycle starts all over again.

Show comments (1)
Lila
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2026 July MG Test Event Winner
Posted Oct. 27, 2026, 7:23 p.m.

Yeah, I totally understand where you’re coming from. It really comes down to personal preference how long you want to play a game, or rather, how long you want to spend leveling up a character. I’m just not a fan of that Tamagotchi feeling, where you log in once a day, feed your pet, take it to the toilet, and then have nothing else to do. 😄

MG and KF thrive on new servers. It’s part of the game’s design, because they’re Darwinian games. MG even more so than KF. That’s why the recurring resets are an integral part of the gameplay, and that’s never going to change, because otherwise there would never be any new players and everything slowly drifts off to sleep. It’s just like in nature: the old has to die so that something new can emerge.

Pucek
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Posted Oct. 27, 2026, 5:53 p.m.

It would also be cool to have zombies that hand out gold—that would really liven up the game.

Show comments (1)
Lila
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2026 July MG Test Event Winner
Posted Oct. 27, 2026, 7:27 p.m.

😂

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