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Post by Psionic-Entity on Sept 14, 2015 14:40:42 GMT -5
Update Today:
- Added a skinning knife. So far it's only valid on wolves but I wanted to test out the mechanic. - Reworked the pawn shop to be more selective and not to take bugged items. - Fixed a bug with the Wyler boss.
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Post by Psionic-Entity on Sept 15, 2015 20:45:04 GMT -5
Update Today:
Mechanics:
- Added a dive helmet to the crafting system. - Dive helmets are an "untyped" accessory item, meaning they count towards a full set for any of the three armor types. - Put in a small underwater sewer area in the docks district for use with said dive helm. - No combat currently but the current area is a proof of concept for potential underwater dungeons.
Experience and Levels:
- Reworked bonus pool XP to function in smaller increments (100 for every 1 currently) - Added experience counters to skills.
Bug Fixes:
- Fixed a bug where bosses could spawn at tier 0. - Fixed the rusty pipe area issues.
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Post by Psionic-Entity on Sept 18, 2015 16:25:26 GMT -5
Update Today:
Skills and Experience:
- Added medium armor XP to damage inflicted by rage. - Added light armor XP to dirty fighting. - Added heavy armor XP to taunting. - Added unarmed XP to boot blade attacks.
Potions:
- Changed bloody murder to work off melee attacks and altered the penalties. - Added a new buff potion type along with reagents.
Items:
- Rescripted some of the loot generation code for wider variety. - Added heater rounds to stores and increased weight/cost a little.
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Post by Psionic-Entity on Sept 19, 2015 15:22:46 GMT -5
Update Today:
- VFX update with some new water themed effects. - Update of item and ability scripts for underwater areas.
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Post by Psionic-Entity on Sept 20, 2015 20:52:44 GMT -5
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Post by Psionic-Entity on Sept 23, 2015 19:06:38 GMT -5
More Progress on the downtown area: i.imgur.com/O2BLSnn.pngThe next systems update will be on Friday or the weekend, it'll include some bug fixes and updates to item properties.
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Post by Psionic-Entity on Sept 25, 2015 14:56:47 GMT -5
Update Today:
Lockpicking:
- Updated lockpicking systems to work off tiers instead of flat DC. - It's now impossible to open looks too far above your skill/ability level, but you should be getting XP from any lock you can open. - Added a break lock option which has a chance of damaging whatever's behind it.
Items:
- Added two whip item properties and an armor property. - Defibrilators and potions now have the correct (unwanted) underwater function. - You can no longer remove a dive helmet underwater.
Areas:
- Added an encounter to the flooded sewer.
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Post by Psionic-Entity on Sept 28, 2015 15:55:50 GMT -5
Update Today:
Areas:
- Downtown Calidor has been added. So far nothing much to see, but quite a few DM plots have centered around things located there. - Some landmarks include the hospital, university, and council hall. - Trade Quarter, Cemetery, and Docks areas have been updated to account for the new terrain.
Dungeons:
- The first stage of the underwater dungeon has been added. I'd like to run some tests on it to balance out underwater combat and find out how long it takes to get through the current setup with a party.
Bug Fixes:
- Fix for the undead/tesla coil interactions.
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Post by Psionic-Entity on Sept 29, 2015 16:29:40 GMT -5
Small update:
Bug fixes:
- Tesla coil fix. - Fixed the walk mesh in the flooded sewer.
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Post by Psionic-Entity on Sept 30, 2015 16:24:34 GMT -5
Update Today:
Areas:
- Fixed some walkmesh issues in the flooded sewer. - Added some other base areas to hold encounters.
VFX:
- Added camb's combat effects hak.
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Post by Psionic-Entity on Oct 2, 2015 12:15:16 GMT -5
Update Today:
Areas:
- Some updates to the flooded sewer spawners and creature types. - New cemetery area. - Added the first area on another continent. More updates on this over the next week or two.
Creatures:
- Added two new bestiary entries to drop tables. - Modified the selection size and default attack ranges of sharks and snakes.
VFX:
- Rescripted the game engine's combat effects system to allow for hit effects that vary by amount of damage and whether there's water around. - Added random rotation to camb's splatter effects to avoid the stacking problem.
Bug Fixes:
- Prospective fix for a bug that caused double gold loss on death in certain circumstances.
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Post by Psionic-Entity on Oct 3, 2015 15:50:40 GMT -5
Update Today:
Areas:
- Finished the second underwater area. Will go live once the boss is done. - Added a second area to the new continent. - Added ~20 loading screens to various areas around the server. - Removed non-engines load screens from circulation so that areas with RANDOM selected don't show default ones. - Fixed a problem with the water in the second crypt area.
Creatures:
- Minor stat tweaks to some newer spawns.
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Post by Psionic-Entity on Oct 4, 2015 16:59:35 GMT -5
Update Today:
Bug Fixes:
- Fixed a bug with the new crypt area. - Address an issue with sneak attack.
Areas:
- Area and boss spawn for the underwater area, will be released once they're tested and polished.
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Post by Psionic-Entity on Oct 7, 2015 14:32:32 GMT -5
Update Today:
Areas:
- Second underwater area is in. - Boss encounter has been scripted up to tier 4 for this area.
Items:
- Added the Jezail, a version of the hunting rifle that deals more reliable (albeit lower) damage and uses low caliber rounds.
Bug Fixes:
- Addressed an issue with the onhit script that caused problems for abilities like sneak attack. - Added an additional armor calculation step to NPC spawns to prevent "no armor" bugs on the first attack.
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Post by Psionic-Entity on Oct 9, 2015 15:45:28 GMT -5
Update Today:
Areas:
- Two new desert areas.
System:
- Updated the spawn system to consider only combat skills in choosing encounter difficulty. - Non-spawn related level checks still use the full set of skills. - Tweaked air usage rates underwater to allow for longer runs.
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