Updates and Bugfixes Pt3

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 Post subject: Updates
PostPosted: Fri Oct 25, 2013 7:31 pm
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Joined: Thu Oct 24, 2013 9:04 pm
Posts: 31

************ MOST RECENT UPDATES ***********

-Farshire City has now been expanded and developed. Descriptions for most areas have NOT been set, but the general layout is about 20% complete. Seth’s Colosseum is now attached in the south-central part of the city. The gladiators in the colosseum are active and are dangerous foes, be careful. (Try to find it by walking around the city and provide feedback on the feel of the layout.) An up-to-date map will be available soon (and posted to these forums.)

– Characters that sleep now “begin to fade from the realm” and then after 5 seconds, they fully fade. A character that is fading will have the (faded) tag.

-Stuns, Disarms, and Knockdowns that are not guaranteed by a move are now only possible at a certain margin over your success. This margin is greatly reduced by the number of ranks you have in the skill.

-Clubs, and Unarmed are now in beta working condition. A character generation is in the works and will include these as an options. An update to allow characters to use unarmed skills while wielding a weapon is coming soon. (Already working for the NPCs ha ha!)

-Upcoming features: Shields, IG Shopkeepers and Bankers, Weather***, Character Generation, Questgivers, Two-handed blunt weapons.

 

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 Post subject: Re: Updates
PostPosted: Sun Oct 27, 2013 11:10 am
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Joined: Thu Oct 24, 2013 9:04 pm
Posts: 31

****Major Updates****

CHARACTER GENERATION IS NOW FULLY OPERATIONAL!!

Well I finally slayed the primordial beast that had stood in the way of a working game for so long. Type @play to enter the play menu, and choose C to create a character. You will be given a list of options to choose from to personalize your character. Once you have created a character, just use the @play menu again to access him/her. Please post any bugs you find to Bugfixes. The chargen is still in beta, so more features will be added later. WARNING: The delete character option is NOT working at this time, so create your characters wisely. You are allowed up to 3 characters on an account. Right now the characters start in OOC WA, but will be moved to the Gameworld once everything needed for a complete gaming experience is appropriated.

****Minor Updates****

-Fixed a bug that was causing sacks and pouches to get thrown in to $nowhere after a despawn.
-Fixed a bug that caused mob creatures to spawn with additional hereditary objects.
-Fixed a bug with the Discard command that allowed you to discard wielded objects, creating an error when you try to unwield/wield subsequently.
-Fixed a bug that was preventing $users and $programmers from having access to their quota supply. (A bug I somehow created 3 years ago..)

Look for Seth’s Pits to be released along with new mob-types!

 

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 Post subject: Re: Updates
PostPosted: Fri Nov 01, 2013 7:54 am
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Joined: Thu Oct 24, 2013 9:04 pm
Posts: 31

-Torches and lighting have now been implemented in the Gameworld. Each new character will start out with a torch and more can be purchased at Pompeii’s general store located on the east side of the city. (Please post any bugs.)

-Food and Drink is about 90% complete. You can purchase a couple of dishes from Valerie in the kitchen of the main tavern in the central part of the city. Currently there are no penalties or gauges for hunger or thirst, but there will be some implemented soon.

-The Pits (Sethro) have been attached to the eastern part of the city. Look out for furry foes wandering the dilapidated underworld.

-Who has been updated and revised. (@who is no longer necessary, but still functional) It now divides the list of users into characters and users in the OOC area, listing name and location.

-The character starting point is now The Crossroads of the city. Once the majority of preliminary building is finished, I will close off the stairs from the OOC Area to the Gameworld.

-Practice dummies have been placed in the city. Look west of the main crossroads for a red door.

-A few new shopkeepers have been placed around the city. Look for lots of new wares to come!

 

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 Post subject: Re: Updates
PostPosted: Sat Nov 02, 2013 4:21 pm
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Joined: Thu Oct 24, 2013 9:04 pm
Posts: 31

-Follow has been expanded to accommodate multiple followers of followers.

-Bleeders will now bleed out and if the same body part receives subsequent bleeders, the damage will stack and cause the body part to bleed harder. You can see your bleeders with the “condition” command.

-Characters and New Users now start with the <Social> channel. To use it, simply use the soc?ial command.

-Fixed a bug with 2 handed weapons.

-Fixed a bug with newbie starting gear that prevented removal.

-Fixed a bug where sacks couldn’t be discarded.

-Fixed a bug that allowed you to “give” npcs items.

-Shopkeepers can no longer be targeted by attacks.

-Practice Dummys only suffer “minor hit” damage.

 

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 Post subject: Re: Updates
PostPosted: Sun Nov 03, 2013 9:50 pm
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Joined: Thu Oct 24, 2013 9:04 pm
Posts: 31

NEWEST ADDITION:
Colors!Colors are now supported and in wrapped format. I also modified mIRC.ini’s to support the recent color changes. PM/Email me for a copy.

 

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 Post subject: Re: Updates
PostPosted: Fri Nov 08, 2013 3:22 pm
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Joined: Thu Oct 24, 2013 9:04 pm
Posts: 31

(Previous posts omitted for clarity.)

LATEST SCREENSHOT:

 

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 Post subject: Re: Updates
PostPosted: Sat Nov 16, 2013 7:49 pm
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Joined: Thu Oct 24, 2013 9:04 pm
Posts: 31

-Skill ranking is now affected by your overall total ranks. The more total ranks you have, the harder it will be to gain new ranks. This is to prevent “jack-of-all-trade” characters and encourage skill focus.

-Any time a defensive move is checked against an attack, it is automatically ranked up. The amount of skillup is greatly affected by your stance. You will earn twice as many skillpoints in defensive as normal, and no defensive skillpoints in berserk. This is an experimental implementation to try and curb the nasty defensive move learning curve. Also, this will allow lower ranked blocks to be ranked up even when 3 higher ranked blocks take precedence. This will most likely need to be adjusted, so please report your findings.

-A new front-end java applet is in the works for our webpage. It will have ANSI color capability and hopefully it can be developed to accept GUI input.

-Shields have been implemented, though there is no trainer for them yet. If you would like your character to have shields, @Mail me or message me your request. Report any bugs you might find.

-Fixed a bug that wasn’t calculating the weight of worn items.

-Fixed a bug that allowed wielding while busy.

 

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 Post subject: Re: Updates
PostPosted: Wed Jul 16, 2014 9:59 pm
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Joined: Thu Oct 24, 2013 9:04 pm
Posts: 31

Well it’s been a while since I last posted any updates, so I’ll try to remember all the important ones I’ve made so far.

-Whenever you use a combat skill, or your defenses are checked against an attack, a surplus amount of “skill points” are awarded to your SP pool. These points can be used at various trainers around the city to learn new skills, or rank harder-to-train skills. Use: sski to see a list of your skills and their corresponding SP pools. Skills will continue to go up as you use them, and your basics rank will always benefit from any subskill action.

-Trainers have been placed around the city to help you advance. If you find one, simply type train or train <skill> to see a list of skills being taught. You may use learn <skill> from <trainer> with the option of adding # <amount> for training multiple ranks. Prices are cumulative, and each rank will cost more as your ranks advance.

-You may now use toggle<skill> to toggle a defensive move. The benefit of this is to allow lower ranked defense moves with similar layers to develop quicker, or to limit your character’s defense advancement if you are gearing toward a more offensive character. Use toggles to see which skills you have toggled.

-New shopkeepers and new items have been added around the city. As usual, type stock to see what is for sale. Two new items are lanterns and flasks. You can use the oil in flasks to fill a lantern with pour <flask of oil> into <lantern> as long as there is oil in the flask. You may now sell unwanted items of value to the corresponding vendors. You can offer <item> to <shopkeeper> to see if they will buy it. If they do, they’ll store it and keep a balance for you. You can check it by saying “balance” to the shopkeep. Saying “change” will let the shopkeeper know you want your payment.

-Idling for more than 60 minutes on a character will now log you out.

-The Delete Character option on the character menu is now fully functional.

-Several bugfixes (too many to list) have been implemented in the hopes that players will be able to enjoy a full-game experience.

-Several new commands include: watch scan yell ac match @pvp-t?oggle

More Updates to come.

 

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 Post subject: Re: Updates
PostPosted: Mon Jul 28, 2014 1:51 am
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Joined: Thu Oct 24, 2013 9:04 pm
Posts: 31

-Healing is about 30% done (diagnose, probe, and bandage are all fully functional). Bandages will slow and/or stop bleeding depending on the severity of the bleed.

-I am currently in the process of making magic, rare, and epic items a part of the gameworld. These items will appear in a different color and will contain properties that affect your character’s stats. Changes in stats are also now reflected by color if the current value is different than the base value. Eventually, mobs will have small chances to drop random items based on their level. I’ve included a screenshot as an example of this change.
Image

 

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 Post subject: Re: Updates
PostPosted: Tue Jul 29, 2014 8:54 pm
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Joined: Thu Oct 24, 2013 9:04 pm
Posts: 31

-Look for magic items on some of the higher level mobs around the Realm. You will not know what the properties are until you wear or wield the magic item, then it will be considered ‘identified’ and you can tell its properties with the inspect command. The reason is soon there will be a chance that these magic items will be ‘cursed’ and will have negative effects to your status. A cursed item will not be able to be removed until the curse is removed. Once there is a system in place for identifying and removing curses, be on the lookout for such items.

-Hostile creatures will now appear in red when you look at an area. Any player who attacks you will also turn from teal to red. The hostile color will change back to normal if the player doesn’t attack for more than 30 seconds.

-Fixed a bug that allowed you to wield while already wielding a weapon.

-Fixed a bug that was causing the Kobold B1 boss to spawn with two sets of chest armor. (This boss now has the highest chance to drop magical items.)

-I’m in the process of creating trees full of magical, rare and epic items. Look for stat and level requirements to come on some of these items.

 

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