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Post by Psionic-Entity on May 25, 2015 20:57:35 GMT -5
Items and Crafting:
- Wrote scripts for a few weapon activated properties. - Updated the crafting system levels. By default you can use half of a crafting skill, each feat lets you use 20 without penalty, so a level 70 crafting skill with two feats gets an effective level of 55.
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Post by Psionic-Entity on May 30, 2015 14:32:48 GMT -5
Items and Crafting:
- Finalized the weight system to allow for the fractional effects of material types. - Altered armor descriptions to have up to one decimal place instead of fractions. - Armor properties that have fractional values now work properly. - Added weight to the crafting menu. - Recast the critical hit stats as being the probability of scoring a hit and the extra damage from doing so. - Weapons will receive a small balance pass where these are altered slightly to increase weapon variety. - Properties that affect critical hits show up in the crafting menu.
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Post by Psionic-Entity on Jun 7, 2015 13:00:18 GMT -5
Items and Crafting:
- Finished the effects and activated ability scripts for all melee weapon properties. - Wrote code for two new armor features, critical hit immunity and minimum armor roll. - Minimum armor roll puts a floor on your armor roll, making it more valuable than just +1 armor. - Critical hit immunity puts a % chance on avoiding critical hits. These will be kept low (under 25%) by design, except in the case of magnetic armor, which trades armor and AC for almost no chance of critical hits.
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Post by Psionic-Entity on Jun 8, 2015 20:36:25 GMT -5
Game Engine:
- Added the First Aid skill. This skill controls how strong your Triage ability is (healing without item use) and also how well you do with applied healing items (not potions). - Added the Triage ability. Out of combat this forgives some persistent damage, in combat it allows some healing (up to the out of combat maximum) and also can be upgraded to remove status effects. - Altered the levelling scheme so that further levels take longer to improve.
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Post by Psionic-Entity on Jun 12, 2015 20:08:01 GMT -5
Game Engine:
- Finished up the first aid skill by adding a second line and first aid kit items. - Fully implemented readable UI books.
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Post by Psionic-Entity on Jun 13, 2015 13:12:17 GMT -5
Game Engine:
- Finished the levelling system revamp so that levels can't be skipped, skills can't be levelled over 100, and so that there's a more reasonable progression with more XP required to go from 9s to 0s. - Added a new airship model by Rekov.
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Post by Psionic-Entity on Jun 14, 2015 14:53:13 GMT -5
Calidor:
- Added the Church of the Saintly Triumvirate to the trade quarter. - Added map notes to various parts of the city.
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Post by Psionic-Entity on Jun 14, 2015 19:28:35 GMT -5
Dungeons:
- Added a new trap system in which placeable triggers can be found using detect and destroyed.
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Post by Psionic-Entity on Jun 15, 2015 22:21:15 GMT -5
Calidor Crafters' Guild:
- Added a crafting guild to the trade quarter. - Allows PCs to purchase memberships and access crafting facilities. - NPCs sell crafting goods, later there will be some recipes for sale. - There is also a shop that contains certain specialty items like crossbows and a few low level items with engineering properties.
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Post by Psionic-Entity on Jun 16, 2015 22:09:48 GMT -5
Crafting:
- Made some tweaks to the crafters guild, will get a new shiny name before it goes live. - Wrote effects for 10 more armor properties. - Updated some properties so that the Tailoring skill can be useful to armor specialists who make heavy armor.
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Post by Psionic-Entity on Jun 18, 2015 21:46:15 GMT -5
System:
- Wrote the system for acid damage. - Scripted the Neutralizer item property. This property uses fuel to cancel out acid damage after it crosses a certain threshold.
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Post by Psionic-Entity on Jun 20, 2015 10:36:04 GMT -5
Crafting and Loot:
- Added effects for magnetic armor and plate capacitors. - Updated the loot system to include newly added items. - Started work on a "rare drop" element that occasionally adds properties to item drops. - Item properties added via rare drop can be used by hostiles before they're beaten. - NPCs who get rare items will have superior stats and (eventually) slightly different appearances.
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Post by Psionic-Entity on Jun 22, 2015 21:04:19 GMT -5
Items and Crafting:
- Finished implementing all passive item properties.
Other:
- Made a handful of new load screens for some of the Calidor areas. - Added a scripted NPC encounter to the cathedral.
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Post by Psionic-Entity on Jun 25, 2015 22:25:15 GMT -5
Items and Crafting:
- Made 10 more scripts for item activated abilities. - Started base code work for creating potions via the crafting system. - These will be done in stacks with properties chosen by the creator.
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Post by Psionic-Entity on Jul 5, 2015 0:14:56 GMT -5
Items and Crafting:
- Finished up the item properties slated for launch. Still a few on the wish list like grenade launchers and potion injectors but those involve some complicated code work. - Added potion crafting. You pick your level and 1-5 ingredients, then craft stacks of 10. - There are four reagents now, corresponding to the four potion effects. Later there'll be more complex ingredients and combinations. - Added item properties to random item drops. NPCs and chests with items will now be eligible to drop items with 1-3 properties based on what's available in the crafting system. They'll be rare in standard loot but many bosses will guarantee you an item of a certain level and rarity for various tiers.
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