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Post by Psionic-Entity on Mar 27, 2015 18:47:15 GMT -5
Sink Hole: - Finished for now, and connected to the trade quarter: i.imgur.com/BG9olDA.pngItem Properties: - Did around 20 icons for all of the melee weapon properties. - Added proper passive effects for base materials and the simpler properties.
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Post by Psionic-Entity on Mar 31, 2015 16:10:07 GMT -5
Beetle Caves:
- Finished and added to the live server, accessible off the sewers beneath the trade quarter.
Sink Hole:
- Added a scripted jukebox that lets you change the area music. Maybe some local NPCs will have a preference.
Trade Quarter:
- Added Bob's guns, a mid-level firearms merchant inside one of the buildings.
Item Properties:
- Fully finished the script work for all passive melee weapon properties. - Added a fuel system to handle charges for activated abilities.
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Post by Psionic-Entity on Apr 4, 2015 19:47:50 GMT -5
Spider Caves:
- Added the boss creature to the spider caves. - Boss is located in an instanced sub-area and has a 5-stage fight involving minion spawns and destructible eggs. - Boss loot functionality added to all bosses, will need to update this with an item property generator.
Item Properties:
- Added scripts for lightning rods, discharge coils, and pommel spikes. - Built up a new system that grays out item ability icons when they can't be used. Includes fuel, ammo, cooldown, etc.
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Post by Psionic-Entity on Apr 5, 2015 21:48:05 GMT -5
Sewers:
- Added the lower trade quarter sewers. - Moved the spider caves here and put the beetle caves to the area between Beggar's Cross and Calidor. - Added a new variant of stag beetle called the Mole Beetle, these move while underground and deal damage by popping up underfoot. - Started work on a spawner for simple sewer encounters like wolves and rats. - Added transitions for a new dungeon off of Beggar's Cross.
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Post by Psionic-Entity on Apr 12, 2015 13:32:03 GMT -5
Item Properties:
- Added all melee weapon properties. - Updated the fuel system to support different burn rates, multiple fuel types, etc. - Created an updating hook that tracks what percentage of fuel an item has available, this can be added to the UI. - Wrote the scripts for a UI update extending the item hotbar to hold up to 8 items. - Set up the 2da entries for armor properties (these will be next).
Cultist:
- New dungeon available off Beggar's cross. Human enemies, highly storied, and based on quests from within the city. - Added new NPC behaviors that let them activate certain item properties. NPCs will now light "elemental" weapons and use timer-based weapon specials against PCs.
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Post by Psionic-Entity on Apr 13, 2015 13:41:54 GMT -5
Item Properties:
- Added the passive properties for heavy armor. Still need to do some icons. - Introduced a new metal. Mithral items with lower weight can be crafted.
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Post by Psionic-Entity on Apr 15, 2015 14:22:44 GMT -5
Item Properties:
- Added all armor properties to the crafting 2da. - Wrote a new system that pulls item descriptions from the TLK to add to item descriptions. - Made up around 20 new icons for armor properties. - Next to add will be accessories (boots, gloves, helmets).
Calidor:
- Added a conversation for the cemetery groundskeeper. - Added rug items to the rug merchant. - Hooked a new house area up to the docks district.
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Post by Psionic-Entity on Apr 16, 2015 16:55:34 GMT -5
Item Properties:
- Finished adding 2DA entries for all item properties, there are over 100! - Added another set of icons, now at 60%. - Added firearms to the crafting system.
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Post by Psionic-Entity on Apr 18, 2015 15:47:29 GMT -5
Item Properties:
- 2DA Entries and icons done for all 104 item properties. - Spell entries for 32 activated properties added. Still need to do fuel and some scripts.
Cult:
- Added a new system for stealth against nonhostile enemies, detection, sounding the alarm, etc.
Trade Quarter:
- Three new merchant conversations along with intro cutscenes.
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Post by Psionic-Entity on Apr 26, 2015 13:24:22 GMT -5
Been a busy week. For starters I needed to move the server to my home PC because our old webmaster needs the Legacy server for other stuff. That should mean overall faster everything, but more down time. There have also been some updates:
DM Tools:
- Updated the DM chooser to allow DMs to use spawning scripts to set up NPCs at various levels.
Cult:
- Did the area design for the inner sanctum. Next bit will be the boss.
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Post by Psionic-Entity on May 1, 2015 11:36:32 GMT -5
Cult:
- Main sanctuary area is finished with spawns. Could still use some loot/extra story options. - Second area is also done, this one is a little shorter but includes a big section for the boss fight. - Quelzarn boss is finished, this one is a giant sea monster that attacks by emptying a belly full of water at the PCs. - Set up a secondary implementation so that it can be used in less "epic" fights, ie. sewers, ships. - Last step will be to make the boss loot and give players a way to exit the dungeon without backtracking.
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Post by Psionic-Entity on May 11, 2015 10:37:38 GMT -5
Cult:
- Finished up the boss loot and dungeon exit. - Added some remote doors and levers scripts to make the second half more interesting.
Bandits:
- Added enough variants for bandit spawns to represent all of the playable races.
Design for System Update:
- The last big project before beta is an update to the game system. - Removing backgrounds, instead players will get to pick 2 starter abilities (one from each skill is available). - Moving training focus to the background selection screen. - Reworking the UI so that it's possible to go back, this was originally removed for the "skipped" parts. - Reworking passives to be a little more clear cut in how they work. - Removing abilities that reduce stamina costs, those don't work well with stamina increases as progression. - Making it so that activated abilities are always better than a full round attack. - Adding some new weapon types and finishing up scripts for current item abilities.
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Post by Psionic-Entity on May 15, 2015 10:57:34 GMT -5
Spawn System:
- Updated the system so that it uses a separate script for every creature type. - New script calling will make it so that scripted dungeons can be developed in parallel without file issues.
Clothing Hak:
- Built up a clothing hak using some of the more popular mods. - XPCraft is about 70% hooked up with it, still needs live server testing.
Item Properties:
- Set it so that affecting "base stats" with item properties shows up in item stat lines. - Reworking critical stat lines to be "% of scoring a critical hit" and "% extra damage on a critical hit". - Dynamically applying keen and massive critical properties will ensure that these are as accurate as possible.
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Post by Psionic-Entity on May 17, 2015 13:59:48 GMT -5
Spawn System:
- Added support for NPCs using abilities like power attack, whirlwind, etc. - Bandits, cultists, and skeletons now spawn with feats appropriate for their weapon types. - Usage is based on a timer rather than PC stamina.
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Post by Psionic-Entity on May 24, 2015 20:03:52 GMT -5
Server Stuff:
- Changed all file DL links to a dns service, this will let me change up the server's IP without staging.
Abilities:
- Did a pass over abilities. - Added ability lines for the six crafting skills. - Rebalanced ranged attacks so they don't get really awful attack bonuses.
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