Game Update – v0.59

This update introduces several interface and server updates.

The interface updates generally are for more ease-of-life, but a few new features have been added such as quest reward selections.

The server updates include a new Threat system, designed to force a monster to focus attacks on a player with the highest threat.

User Interface Updates

  • While the chat bar is not focused, and as long as there isn’t already another window open, players can now press “j” to open their journal and “i” to open their inventory.

  • Weapons that do elemental damage (non-neutral damage) now display as such in their tooltip (on hover).

  • Profession descriptions are much more robust now, displaying information regarding ranks. See below screenshots:

  • Quests can now have a selectable reward option as shown below:
  • As shown above, the upgraded quest reward system also allows for item, gold, experience, and reputation rewards to be given apart from the selectable rewards.
  • Once a reward is selected a, “Complete Quest” button will appear, allowing the player to retrieve their rewards.

  • Shop items can be right-clicked to display a menu with options now:

  • Action bar items can now be right-clicked to be removed or assign to a different slot:

  • The shop window now allows you to switch between your inventory and your equipped items via a new button in the bottom right corner.
  • The intention here is to allow the player to view their equipped items, and compare them with items being purchased.
  • Equipped items cannot be sold, otherwise manipulated(unequipped, moved around) while in the shop window.

  • Custom Nodes have been integrated!
  • Custom nodes can be anything! Expect things like chests, flowers, and anything that may be interacted with.
    • Each custom node has a a tooltip (shown above) that gives the player some information regarding the node.
    • All custom nodes have custom scripts attached, meaning anything can happen when a custom node is interacted with.

  • Multiple NPCs can be in a single room now.
    • Each NPC can contain it’s own quests and conversions.

Bugs

  • Fixed a bug that was removing all keys in a stack when used. It will now only “use” one key from a stack.
  • Fixed a bug that prevented stack count from showing in inventory while accessing a bank.

Website Updates

  • New Logo!

Server Updates

  • The first iteration of a threat system has been integrated. It currently is based solely on damage done, but has been setup to allow for more complicated calculations in the future, such as threat multipliers.
  • Overhauled non-heal/magic potion consumes, making it much easier to manage potions that increases certain stats.
  • Scripts can now be executed for the following actions:
    • Canceling a quest
    • Exiting a room
  • Bosses can now have guaranteed drops which are separate from their loot table
    • Good for quest items that need to drop along with fat loot.
  • Had to re-map some rooms that went UP because the ids were going to overlap sometime in the future. This should be resolved forever now.
  • Magic Points and Health Points can now be added as stats to weapons and armor, and used in power potions.
  • A death counter for PVE deaths has been implemented, and the foundation for a PVP counter has also been lain.
  • All images have been moved to a new hosted area.
    • This allows for images to be hot fixed.
  • Rares now give 2x the normal experience.
  • Bosses now give 3x the normal experience.
  • Players will no longer be able to move while their regular attack is on cooldown.

Content Updates

  • Profession drops(ores, herbs, leathers, cloth etc..) prices have been standardized across the board to be more in line with the items and recipes they create.

Developers Log – v0.58

This update introduces several “quality of life” upgrades to the user interface, including quest indicators on NPCs, and allowing for stacks of items as quest rewards. In addition, there has been a major overhaul to the way monsters are stored on the backend, which was a large undertaking but was also long overdue.

User Interface Updates

  • Quests will now display a recommended level to perform the quest within the journal.
    • Upon hovering over the recommended level, a tooltip will appear giving a slightly better explained recommendation.
  • When equipping a wand or staff, the damage minimum and maximum values displayed in the inventory now properly reflect their increases due to magic power.
    • All other weapon types’ maximum and minimum increases are still being displayed as due to attack power.
  • NPCs will now display an exclamation mark when a quest can be offered, and a question mark when the player has undertaken a quest from that NPC:
  • Fishing Poles and Bait now display as such for their type, as well as, the skill increase allotted.
  • Buff’s now display how much longer is remaining on their tooltip:
  • Quests can now result in multiple(a stack) of an item reward and is reflected as such in the quest journal:

Feature Update

  • “Drinking” has been added to the game. Drinking works just like food, except instead of regenerating health points, it restores magic points.
    • Drinking cancels on movement, attacking, and during other certain actions.

Server Updates

  • The way spawned and despawned monsters are stored on the backend has been overhauled. This allows for a much cleaner view server-side, as well as, faster response time.
    • This should affect nothing in game!

Bugs

  • Fixed a bug that was restoring 100% of magic on login.

Developers Log – v0.57

This update introduces a new feature: Quest tracking. There have also been a few new quests added, a couple new UI updates, and of course, bug fixes.

Content Updates

  • A new relatively simple quest has been added to Nolan the Rogue.
  • A new, fairly complicated, level 6 quest line has been added to the Southern Swamp, near the Muggers Borough.
  • Vanish now only lasts 4 seconds. The damage multiplier has not changed.
    • It was much to powerful allowing a player to move unabated for 15 seconds.

New Feature

  • Quest Tracking
    • Quests can now be tracked via the UI using a new feature within the journal. Each quest now has a checkbox allowing a quest to be tracked or untracked. If at least one quest is tracked, the quest tracking module will display. Otherwise it will not be displayed.
    • Kill-quests will be automatically updated within the quest tracking module.
    • Gather-quests will be updated as items are turned into the quest giver, not as they are collected in inventory.
      • This is the same behavior as you would see within the journal.
    • Speak to-quests will only display who a player needs to speak with.
    • Custom-quests will typically be automatically updated within the quest tracking module.
  • When at least one quest is being tracked:
  • When zero quests are being tracked:
  • And the new Track/Untrack Quest checkbox:

User Interface Updates

  • The withdraw and deposit gold popups in banks now autofocus the input field instead of having to click it first.
  • Music now starts playing upon logging into the game.
  • Items that are scripted can now be added to the action bar.

Server Updates

  • Most healing spells can now cause critical healing, restoring 2x the heal amount.

Bugs

  • Fixed a bug that was causing some quests to not be completely canceled when canceling a quest.
  • Fixed a bug that wasn’t properly detracting a consumable from the inventory when used in some cases.
  • Fixed a bug that wasn’t removing certain objects when a player deletes a character.
  • Fixed a bug preventing healing spells from saving the healing done to the character. (It was only updating the UI.)
  • Fixed a bug that was causing some items to display they were being used to other players.
  • Fixed a bug where items used from the inventory (as opposed to from the action bar) were not causing the global cooldown to trigger.

Developers Log – v0.56

Many updates have gone in to make room for a new class that has begun development: The Novitiate. In addition, there has been a slight map overhaul.

Content Updates

  • Novitiate development has begun!

User Interface Updates

  • Spell information within the inventory has been updated with tooltips explaining what each does.
  • Map Overhaul – The map has been updated with several changes to help it’s appearance and add room notes:
    • Room connections are now black to have a higher contrast with the map background.
    • Rooms have a slight shadow to give the map a bit of a “pop”.
    • Letters have been added to some rooms to indicate what kind of room it is:
      • T = Temple
      • I = Inn
      • S = Shop
      • B = Bank

Server Updates

  • Spells now use “Spell Hit” as a bonus modifier instead of physical hit.
  • Wands and Staffs now utilize Spell Power + Heal Power as attack power for physical damage, but still melee critical chance.

Bugs

  • Fixed a bug that was causing Flurry to do less damage with each consecutive hit.
    • Each consecutive hit will now do the same damage as the first hit.

New Class Released – Adventurer

The Adventurer class has official been released, along with content for the first 8 or so levels.

The Adventurer is a heavy DPS class, with a focus on dexterity as their main attribute, but benefits heavily from strength as well. The best professions for and Adventurer are Leatherworking, Weaponsmithing, and Herbalism.

An Adventurer will primarily use leather for armor, but in some cases can also equip cloth.

Base Stats

Generic placeholder image Strength: 5

Generic placeholder image Dexterity: 6

Generic placeholder image Constitution: 4

Generic placeholder image Intelligence: 2

Generic placeholder image Wisdom: 3

Initial Skills

Generic placeholder image Jab(starting skill): The Adventurer strikes forth with a burst of speed and precision reducing damage, but guaranteeing a hit.

Rank 1: Damage dealt is 50% of regular damage.

Coodown: 10 seconds

Generic placeholder image Flurry: The Adventurer instantly attacks three times with reduced damage and an increased miss penalty.

Rank 1: Each attack deals 40% of regular damage at a 25% increased miss penalty.

Coodown: 30 seconds

Generic placeholder image Critical Analysis: The Adventurer focuses their attacks to critical parts of their enemy increasing critical hit chance. Additionally, the passive critical strike chance of the Adventurer is increased.

Rank 1: Increases player critical hit by 5% for 6 seconds. Passive: Critical hit chance increased by 1%.

Cooldown: 120 seconds

Generic placeholder image Vanish: The Adventurer hides within the shadows remaining unseen, disallowing attacks. Vanish does not cancel when moving, but does with most other actions. Lasts 4 seconds.

Rank 1: While hidden attack minimum and maximum are increased by 3% for the next attack.

Cooldown: 40 seconds

Developers Log – v0.55

This update introduces a new playable class, the Adventurer, and a few feature, Dodge, along with a multitude of User Interface Updates, and a few small Server and Website Updates.

Content Updates

  • The Adventurer is now playable!
    • This includes roughly the first 8 levels of game play, including unique content only playable by this class.

New Feature

  • Dodge has been implemented for PVE.
    • A characters dodge percentage is based entirely on dexterity. The formulas are as follows:
    • For Scrappers: Every 25 points in dexterity equates to 1% dodge.
    • For Adventurers: Every 20 points in dexterity equates to 1% dodge.
  • There are also bonus’s and penalties to dodge based on the level of the enemy attacking.
  • Critical hits cannot be dodged.

Dodge will be used more by Adventurers than Scrappers because the Adventurer prioritizes dexterity more than a Scrapper. This is to offset the lower armor value that Adventurer’s gain from leather, as compared to Scrappers who gain more armor by wearing mail and plate.

User Interface Updates

  • Monsters have been centered within their respective containers.
  • A new notification will be displayed when a separate quest from the one you’re attempting to undertake is needed to be completed first.
  • Many new music tracks have been added to areas.
  • A new sound effect has been added when selling and buy items.
  • A new sound effect has been added when opening your inventory.
  • A new sound effect has been added when opening your journal.
  • Skill tooltips have been widened.
  • Critical hit text has been updated to stand out a little more.
  • Added a background to the login splash screen and changed the colors of the cog and text.
  • The inventory stats section has been re-arranged to accommodate the new dodge feature.
  • Recipes now show what level a character needs to be to use the item created from the recipe.
    • Also, small “dots” have been added to separate extra information within item tooltips.
  • The chatbox will now allow a player to scroll through instead of forcing the user to the bottom.

Server Updates

  • The last tic of eating food now displays that you are also done eating, and one tic has been removed because the last tic was actually over healing.
  • Base health regen rate has been increased to seven seconds.
  • Some stats are now rounded to two decimal places.

Website Updates

  • Class selection now shows the starting ability for each currently playable class during character creation.
  • When selecting a race during character creation, it now properly displays the races background image.
  • Removed some notices that shouldn’t be displayed to some user logins.

Bugs

  • Fixed a bug that was preventing profession nodes (ores/herbs) from respawning correctly.
  • Fixed a bug that was displaying “1” when trying to purchase a full stack of an item but the player did not have enough gold.

Developers Log – v0.54

This update includes some fixes to overpowered items, a small server bug fix, and some website upgrades. Please be sure to check out the Attribution section.

Content Updates

  • Quality level’s of the “X of the heart” items have been reduced, but their levels increased.

Server Updates

  • Fixed a bug that still displays a player after they had moved (teleported) away.

Website Updates

  • Added a badge to the account dashboard indicating if new updates are from today or yesterday. Badges shown as “New” and “New Yesterday” below:
  • Started adding licensing and attribution for art added to the content. View here.

Developers Log – v0.53

This updates includes a new playable class, the Adventurer, some content re-writes, and a few UI changes.

User Interface Updates

  • The inventory gold tooltip has been changed to “Gold on Hand” to match that of the tooltip while in a bank.
  • The logout context-menu (right click) has been moved from everywhere within the UI to exclusively within the action bar box.
  • The “Action Available” text has been made smaller, and it’s box border given a little more style.
  • Experimented with music files. Cavernous music now plays when entering the Bat Cavern, and stops after exiting.

Content Updates

  • Some race descriptions have been re-written.
  • A lot of the poorly written tutorial text has been re-written.
  • The first few levels(~1-3) of the Adventurer are now playable.

Website Updates

  • A forums were created and added.
    • The official Discord server is still the recommend avenue for community connection.

Developers Log – v0.52

This update includes a myriad of updates to the user interface, some small content updates, and an overhaul to the monster respawn module.

User Interface Updates

  • If a user’s client disconnects from the server, it will redirect them back to login more often now.
  • Added a link to contact an admin during the tutorial.
  • The room description text size has been increased.
  • When debuffs afflict an enemy, it will be indicated as such via the chat output to the player causing the debuff.
  • The “heal” action button within a temple will now display about how much it will cost to heal when hovering over it.
  • Banks will now display both your gold deposited and your gold in inventory.

Note: Be sure to clear your cache to see new User Interface Updates. Learn how to do so here.

Content Updates

  • Guard Phillip now “examines” your Commendation on exiting the Military Academy.
  • Fixed some room description text that said “north” but should say “south”.
  • Added some [Tutorial] text to some quest descriptions to help players understand how to move up and down within rooms.

Server Updates

  • Updated the monster respawn module to be more reliable.
    • Hopefully this fixes the multiple spawns of the same monster.

Developers Log – v0.51

This update includes shopping and inventory improvements, as well as, some small bug fixes.

User Interface Updates

  • A full stack of items can be purchased when holding shift while purchasing an item.
    • This is great for buying stacks of potions, food, or other ingredients and consumables.
  • Equipment can now be equipped from the context menu when right clicking an equippable item from your inventory.
  • Equipment can now be unequipped from a new context menu when right clicking an already equipped item.
  • Removed some text from the Tutorial that wasn’t applicable anymore.

Bugs

  • Fixed a bug that was causing the Forest Rabbit to emit it’s text to every player in game.
  • Resource nodes now spawn the right amount of nodes per area.