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Post by Psionic-Entity on Feb 3, 2015 19:54:42 GMT -5
Got around to finishing the docks structure plus about a third of the detailing. Really liking how this one's coming together. i.imgur.com/CYsJSTG.jpg
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Post by Psionic-Entity on Feb 8, 2015 4:19:04 GMT -5
Docks area is finished and connected to the Trade Quarter. The rest of the connected terrain tiles are either part of downtown or future coastal areas. i.imgur.com/bgABmCf.jpg
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Post by Psionic-Entity on Feb 11, 2015 1:34:50 GMT -5
Bank System:
- Wrote up a bank system and added a bank area to the trade quarter. - Fairly simple concept, can add or withdraw money. - There's a 5% deposit fee to prevent making the optimal play constant bank trips. - You can also earn interest that works out to roughly 1% monthly, just to add something interesting. It's not expected to work as income, rather a way to eventually offset the cost of storing and to make players sensitive to some of the financial aspects of the game world.
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Post by Psionic-Entity on Feb 11, 2015 16:51:34 GMT -5
XPCraft:
- Using a custom implementation of XPCraft. - To start you are be able to buy template items for all armor types, which can be modified freely with the XPCraft dialog. - Activating template items at the correct targets (it must be an exact match) lets you alter the target appearance to what your template looks like. - Templates will be made weightless and unusable outside of tailor shops. - Item base item appearance changes are restricted but colors and attachments are not. - Weapon modifications are TBD, these are a fair bit tougher to work in with the custom items already ingame. - Placement of the tailor will be near the Sink Hole in the trade quarter.
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Post by Psionic-Entity on Feb 15, 2015 13:08:39 GMT -5
XPCraft implementation is finished and the first clothing store is ready for upload. Calidor Coliseum: - Putting in an arena system that uses script-generated enemies. - As many fights per day as you want, but there are some caps on XP and gold since it's risk-free. - Fights are all team-based, teams with PCs will have extra slots filled by NPCs and go up against an NPC team. - Building up a reputation will unlock special event fights against beasts or elite soldiers. WIP Screenshot: i.imgur.com/I3NUHvQ.png
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Post by Psionic-Entity on Feb 20, 2015 1:02:11 GMT -5
Coliseum: - Area updates. It's going to be part of the undercity, accessible by taking a tunnel from the trade quarter. i.imgur.com/Nq98lCC.png- Got the basic spawning scripts working, it will support fights from 4v4 to 10v10. Item Properties: - Added roughly 20 item properties to the crafting system. Many still need implementation but there will be a finalized list of weapon properties within a week or so.
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Post by Psionic-Entity on Feb 21, 2015 18:00:13 GMT -5
First run at a property list for the big melee weapon types. Going to be evolving a bit as they're balanced out around allowing one of each slot but so far this is the bulk of it. By design each weapon has one property that holds a special material, then two more that hold passive or active abilities. Only one property type contains active abilities per weapon.
Swords
Blade: Titanium Edge, Adamantium Edge, Silver Edge Core: Mercurial Core, Folded Steel, Lightning Rod, Magnetic Attractor Handle: Oil Canister, Blade Guard, Pommel Spike, Discharge Coil, Chainblade
Hammers
Surface: Titanium Surface, Adamantium Surface, Silver Surface Head: Sonic Reverbrator, Lightning Rod, Folded Steel, Magnetic Attractor Shaft: Pommel Spike, Discharge Coil, Jackhammer, Torch, Aspergillum
Axes
Edge: Titanium Edge, Adamantium Edge, Silver Edge Head: Lightning Rod, Folded Steel, Magnetic Attractor, Shield Hook Shaft: Pommel Spike, Discharge Coil, Torch, Chainblade, Retracting Pick
Spears
Tip: Titanium Edge, Adamantium Edge, Silver Edge Head: Folded Steel, Lightning Rod, Barbed Hook, Magnetic Attractor Shaft: Drillspear, Lightning Spike, Scorcher, Heel Catcher, Retracting Pick
Halberds
Tip: Titanium Edge, Adamantium Edge, Silver Edge Head: Folded Steel, Lightning Rod, Magnetic Attractor, Shield Hook Shaft: Lightning Spike, Scorcher, Heel Catcher, Retracting Pick, Chainblade
Ball/Spike
Tip: Titanium Surface, Adamantium Surface, Silver Surface Head: Folded Steel, Magnetic Attractor, Gyroscope, Mercurial Core, Lightning Rod Shaft: Discharge Coil, Pommel Spike, Aspergillum, Striker
Melee Weapon Property List
Adamantium Edge/Surface: Rare metal property that gives 25% chance of keen and also massive criticals. Aspergillum: A head design with holes and channels. Buttons release liquid in to the channels that gets dispersed on impact, or mostly held if the swing is a miss. Liquid tubes load in to head or handle depending on design. Barbed Hook: If the target rolls low on armor you inflict heavy bleeding but take a penalty to attack rolls for a round. Blade Guard: Simple, cheap attachment that increases block by 1. Chainblade: Special attack that deals massive damage if the target rolled poorly on armor. Discharge Coil: Dissipate electrical charge by firing it at a nearby target. Charge is held permanently but must come from an external source. Charge pool is shared if you have a lightning rod. Drillspear: Spear can use a clockwork drill attack that punches through armor. Folded Steel: Simple +1 damage. Gyroscope: Ball weapon has an intricate set of gears and weights that cause it to move in more reliable arcs, increasing critical hit chance by 50%. Heel Catcher: Can use a special knockdown attack. Striker: The ball weapon's head can be lit on fire using a button on the handle. Special attack action lights the head and makes a melee attack. Even on a miss it lights ground on fire. Jackhammer: The hammer is made with a pneumatic extender, so you can hold it in two hands and make a single spear-like attack causing a chance of disorientation or knockdown. Lightning Rod: Insulated handle and capacitors let the weapon absorb 25% of incoming electrical damage and give a 50% chance of fully absorbing targeted electrical attacks at self and nearby allies. Absorbed electrical damage is stored as charge for up to 3 rounds, during which attacks deal additional electrical damage equal to defender block roll (modified by any anti-electric properties). Lightning Spike: Similar to discharge coil but the attack is a line attack damaging all targets. Magnetic Attractor: Each side of the weapon carries a different charge as a result of using magnetic fields during forging. Hitting a target in metal armor gives you +1 to your next attack against that target. Mercurial Core: A chamber filled partially with mercury makes the weapon harder to use (-AB) but more devastating on critical hits (Massive Criticals). Oil Canister: Takes in oil as fuel, can be activated to give the weapon a flaming property that lasts about a minute before a refill. Pommel Spike: Pneumatic spike on the pommel lets you make a single armor penetrating attack as a full round action. Retracting Pick: Activate to make a regular attack, if the target rolls >50% on armor it gets stuck and you make a kick attack to force it lose, causing negative effects. Scorcher: Load with oil as fuel. Carries enough for a single ranged ray attack. Targeting ground makes a small region of fire, targeting an enemy deals direct fire damage. Shield Hook: Axe head is modified to hook shields and weapons. If you strike a target in block mode they take a -2 penalty (non cumulative) to block for 30 seconds and have a 25% chance of being knocked out of block mode. Silver Edge/Surface: Silvered blade edge is lethal to shapechangers. Sonic Reverbrator: Hammer head has a sonic gearbox that automatically triggers a deafening blast when the target rolls high on armor or is in block mode. Spike Driver: Head has a spike that can be activated to make a ranged AP attack. Tesla Coil: Takes some damage away from the bullets but adds it back as electrical. Titanium Edge/Surface: Property gives a 50% chance of keen applying on hit. Torch: Activating causes the item to function as a torch. Once active you can expend gas to make a short-ranged fire cone attack.
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Post by Psionic-Entity on Feb 22, 2015 18:17:49 GMT -5
Handguns
Barrel: Silencer, Extended Barrel, Compensator Rail: Tesla Coil, Targeting Lamp, Foregrip, Pneumatic Bayonet, Ammo Clip Scope: Reflex Sight, Magnification Scope
Rifles
Barrel: Silencer, Extended Barrel, Compensator Rail: Tesla Coil, Targeting Lamp, Foregrip, Pneumatic Bayonet, Flamethrower, Grenade Launcher, Penetrator, Ammo Clip Scope: Reflex Sight, Magnification Scope, Sniper Scope, Variable Scope
Hybrid
Barrel: Extended Barrel Rail: Tesla Coil, Reinforced Grip, Ammo Clip Scope:
Firearm Properties
Ammo Clip: Ammo can be stored near the rail, gives a -10 reduction in reload stamina cost. Compensator: Heavy barrel end redirects gasses to alter recoil pattern. -1 AB after moving but gives massive criticals. Extended Barrel: Barrel extension adds AB and costs damage. Flamethrower: Produces a cone of fire effect when used, takes in oil. Foregrip: Grip improves recoil control and long ranged accuracy, but only when standing still. Grenade Launcher: Using a grenade type on the launcher sets its type, ammo is whatever you have in inventory. Activating fires the grenade in a way that makes it blow up on impact, but with a stamina cost and cooldown. Penetrator: Battery-activated coil runs around barrel and allows you to make a single, devastating line attack. Pneumatic Bayonet: Bayonet has an AP attack using a pneumatic system. Reflex Sight: Improved reflex sight removes movement penalty from attack rolls. Magnification Scope: Scope increases chance of getting a critical hit when standing still. Reinforced Grip: Grip is reinforced to do extra melee damage. Silencer: No longer suffer a hide penalty when attempting to hide after shooting. Sniper Scope: -2 AB when moving, bonuses to hit, score critical, and critical damage increase while standing still, but get used up on hits. Targeting Lamp: Special light and lenses produce a thin strip of light that helps close range targeting, grants point blank shot. Tesla Coil: Bullet damage is reduced but projectiles are electrical. Variable Scope: Reduces movement penalty from attack rolls and also gives extra critical chance when standing still.
Shields
Surface: Adamantium Surface, Titanium Surface, Mirror Surface, Welded Steel Surface Body: Beveled Edges, Shield Spikes, Alloy Undermesh (weight) Attachment: Rotary Action, Electrified Mesh
Shield Properties
Adamantium Surface: Increased minimum armor roll. Alloy Undermesh: Reduced weight and stamina cost. Beveled Edges: Improved block and counterattacks. Blazing Disc: Shield can be lit on fire via oil canisters. Fire damage on attacks, or damage on hit when in block mode. Electrified Mesh: Shield takes charge, can make electric shield bashes. Mirror Surface: Reflects certain types of ranged attacks. Rotary Action: Shield can spin up to make a devastating saw-like attack. Shield Spikes: Adds piercing damage. Titanium Surface: More armor and block. Welded Steel: More armor.
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Post by Psionic-Entity on Feb 22, 2015 21:28:19 GMT -5
Heavy Plate Armors
Surface: Adamantium Surface, Titanium Surface, Welded Steel Surface Plating: Magnetic Plating, Plate Capacitors, Sound Dampening, Interlocking Plates, Camouflage Padding: Kevlar Vest, Insulation, Fireproofing, Mesh Sleeving, Padded Undersuit, Buoyancy Attachment: Armor Spikes, Power Armor, Tesla Mesh
Chainmail
Surface: Adamantium Surface, Titanium Surface, Welded Steel Surface Chain Links: Magnetic Links, Absorption Links, Sound Dampening, Camouflage Padding: Kevlar Vest, Insulation, Fireproofing, Mesh Sleeving, Padded Undersuit, Buoyancy Attachment: Electromagnetic Fence, Armor Spikes, Constricting Chain
Scale Armors
Surface: Adamantium Surface, Titanium Surface, Welded Steel Surface Scales: Biting Scales, Electrostatic Scales, Sound Dampening, Camouflage Padding: Kevlar Vest, Insulation, Fireproofing, Mesh Sleeving, Padded Undersuit, Buoyancy Attachment: Armor Spikes, Armadillo Plate
Breastplate
Surface: Adamantium Surface, Titanium Surface, Welded Steel Surface Plating: Magnetic Plating, Plate Capacitors, Sound Dampening, Camouflage Padding: Kevlar Vest, Insulation, Fireproofing, Mesh Sleeving, Padded Undersuit, Buoyancy Attachment: Armor Spikes, Tesla Mesh
Nonmetal
Surface: Cured Leather Plating: Sound Dampening, Camouflage Padding: Kevlar Vest, Insulation, Fireproofing, Mesh Sleeving, Buoyancy Attachment: Armor Spikes, Tesla Mesh
Boots
Surface: Adamantium Surface, Titanium Surface, Welded Steel Surface, Cured Leather (Depends on metal vs. not metal) Attachment: Retracting Blade, Cleated Treads, Padded Soles, Asbestos Soles, Retractable Flipper, Spring Heel, Smoke Stomper
Gloves
Surface: Adamantium Surface, Titanium Surface, Welded Steel Surface, Cured Leather (Depends on metal vs. not metal) Attachment: Injector, Igniter, Shock Gloves, Threaded Spikes, Knuckle Plates, Grenade Launcher, Wrist Brace
Helmets
Surface: Adamantium Surface, Titanium Surface, Welded Steel Surface, Cured Leather (Depends on metal vs. not metal) Attachment: Light Amplifiers, Shades, Monocle, Gas Module, Listener
Armor Properties
Adamantium Surface: Minimum armor roll up by 2 (body) or 1 (accessory) Absorption Links: Absorbs electrical attacks and stores them as energy. High energy adds a floor on armor rolls, but past a threshold it automatically discharges against melee attackers. Armor Spikes: Anyone attacking unarmed with same or lower tier gauntlets takes bleeding damage. Your unarmed damage goes up by 1. Armadillo Plate: Expend electrical charge to get slowed but also great crit/KD immunity and some armor bonus for short period of time. Asbestos Soles: You take much lower damage for walking in fire AOEs. Biting Scales: When you roll under 10% on armor anyone who hits you takes -2 to attack for a round or two. Buoyancy: Armor has inflatable compartments that make it possible to recover stamina while floating. Camouflage: Increases hide without a weight cost. Cleated Treads: Increases stamina cost but adds KD resistance. Constricting Chain: If you're injured/bleeding you can activate this to heal you and stop negative effects. Cured Leather: Simple armor bonus of 1 (body) or 1/2 (accessory) Electromagnetic Fence: Electric current can be expended to charge chain links, causing them to lift away from magnetic plates under the armor. Gives AC against ranged/piercing attacks, better DR, but uses charge fast. Fireproofing: Fire resistance. Gas Module: Makes you impervious to cloud poison effects. Grenade Launcher: Wrist-mounted grenade launcher, ultra heavy model. Grounding Scales: Scales absorb electric attacks. Synergy with armadillo. Igniter: Wrist-mounted flamethrower taking oil. Injector: Syringe setup lets you pick a potion stack and inject it. Insulation: Gives resistance to cold damage. Interlocking Plates: Increases KD immunity, adds extra armor if you roll really well. Kevlar Vest: Adds bonuses against ranged attacks. Knuckle Plates: Additional unarmed bludgeoning damage. Light Amplifiers: Goggles illuminate at night, gives darkvision for power charge. Listener: Head module increases detect rolls against targets that move. Magnetic Links: Lighter link magnetism causes links to stick to weapons and bind together. Higher ranged penalty and stamina cost for minor crit immunity and -1 AB to anyone who hits you. Magnetic Plating: Reduces AC but gives good critical immunity. Super heavy. Mesh Sleeving: Tight binding mesh sleeves reduce bleeding damage. Monocle: Better ranged accuracy and spot but lower AC. Neutralizer: If cumulative acid damage gets over a threshold then consumes fuel to zero it out. Padded Soles: Increases move silently. Padded Undersuit: Increases AOE resistance. Plate Capacitors: Absorbs electrical attacks and stores them as energy. High energy adds a floor on armor rolls, but past a threshold it automatically discharges against melee attackers. Power Armor: Takes in oil as fuel, can be activated as a free action to power up physical attacks. Retractable Flipper: Faster swimming. Retracting Blade: Boots include a pneumatic blade that can be used to make an AP kick attack. Shades: Immunity to blinding effects like flash grenades, etc. Shock Gloves: Wire mesh on gloves delivers charged lightning attacks in melee. Sound Dampening: Reduces noise greatly. Spring Heel: Activate to get a short burst of speed as a free action. Smoke Stomper: Allows for the use of personal target smoke grenades that automatically cause you to attempt HIPS. Tesla Mesh: Item takes charge, when activated power is used to create a shield of temporary DR against attacks at a cost of movement, but electrical damage causes it to shut off. Threaded Spikes: Gloves do additional piercing damage in melee. Titanium Surface: Increases AC by 1 on armor and drops weight a bit, reduces penalties on accessories without a downside. Welded Steel Surface: Armor bonus up by 1 (body) or 1/2 (accessory). Wrist Brace: Adds parry if you aren't using a shield.
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Post by Psionic-Entity on Mar 1, 2015 20:33:50 GMT -5
i.imgur.com/ew5nO1H.pngAnother arena WIP, this time showing the entrance and connection to the undercity. The arena actually doubles as a first undercity area, connected directly to the trade quarter.
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Post by Psionic-Entity on Mar 9, 2015 10:19:14 GMT -5
Coliseum:
- Added to the live server, accessible from the trade quarter. - Has full progress tracking and fight spawning function. - Area will need a rework, the lighting is causing frame drops and odd effects on NPCs. - Something is also off about personal reputations, NPCs are behaving properly but the PC isn't being affected.
Tailor:
- Added near the sinkhole and fully functional.
Beetle Caves:
- Started preliminary spawn work for another low-level dungeon.
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Post by Psionic-Entity on Mar 10, 2015 11:39:38 GMT -5
Coliseum:
- Updated the spawner for proper hostile/friendly indicators and appropriately balanced enemies. - Rather than restricting interesting stuff for event fights, occasionally "boss" enemies will spawn with unique gear/abilities. - Beast/creature fights will be added once dungeon spawners support more types. - Arena rewards are currently gold for every fight and XP once certain tiers are reached.
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Post by Psionic-Entity on Mar 15, 2015 2:55:06 GMT -5
- Added two new weapons, whips and dire flails. Whips are a melee weapon with reach and dire flails are a special two handed weapon that allows an extra attack per round. - Updated a few merchant conversations to include cut scenes on first meeting and more detailed interactions afterwards. - Added an event fight in the Coliseum that lets you take on elite gladiators every few wins.
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Post by Psionic-Entity on Mar 16, 2015 15:29:22 GMT -5
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Post by Psionic-Entity on Mar 22, 2015 22:18:43 GMT -5
Beetle Caves:
- Finished up work on the spawner for this short, early level dungeon. - Stag beetles pop up from the ground and also burrow to regain health. They can work in groups to knock down tough PCs. - Bombardier beetles can also burrow (albeit much more infrequently), but their primary means of attack is to spit acid, either in a cone or at range. Their acid even heals other beetles of the same type.
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