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Post by Tchalvak on Mar 17, 2011 23:52:42 GMT -5
...and lots lots more, including: new items (that don't work quite yet)
New stuff up! Explore and find it out for now! I'll give better explanations later.
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Post by physicsp on Mar 19, 2011 13:29:14 GMT -5
I'm stoked as hell about the new items, Tchal. When can we expect them? Will they be the last thing in this update or is there more coming soon?
I like the layout for the new update at all, I was skeptical on the test site, but it seems to work great since the last roll out.
Anything further on making the game more map-oriented? clan halls? more NPC's? Or is all that in the distant future?
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Post by Tchalvak on Mar 21, 2011 10:03:47 GMT -5
New items will be made useful and active slowly over the immediate future. It'll depend whether the purposes of the items get working. For example, anything that might potentially be worn will depend on the armor system. Weapons will depend on the wielding system (not that hard), turtle shell shard will depend on the magic absorption system. Some items will not be coming in until the hard npcs come in. Now, with all that said, if you think that there'd be a cool (and logical and reasonable) way to use some of the items, feel free to suggest that in the suggestions forum, 'cause extra ways that items will be used is not fixed in stone yet. Note that I said cool, not powerful, 'cause balance will come first. For example, being able to stab someone with a shell fragment as well as using it for it's primary purpose, that'd be cool. Anything that could potentially auto-kill, well, even a level 1, will be a suggestion disregarded out of hand.
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Post by Tchalvak on Mar 21, 2011 10:12:56 GMT -5
Other stuff now in the game:
Clone kill: Obliterate clones/multis. Won't be 100% effective in all cases, and I expect it to be problematic with false positives in some cases, so if you have problems being effected by it unfairly, certainly let me know ASAP.
Map: Preparing to make it into a real travel-able thing, and now the images load faster so it's less of a beast to load.
Items: Kunai and tessen fan items are partially operational for throwing.
Mushrooms & caltrops have effects (speed & slow, respectively). They cancel each-other out somewhat, and are less effective with repeated use during the same life.
Auto-levelling: Auto-levelling is in, and is the norm. If you have banked kills, expect to level every kill/revive!
Changing class: You can change directly to a class now. It takes turns instead of kills now. Dim Maks: Dim mak takes turns instead of kills now.
(Revives are the only thing that still takes kills now, expect that to change in the near future).
NPCs: Two new minor npcs, an insect and a snake, expect a lot more in the near future, I plan to focus on churning them out soon.
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Post by Tchalvak on Mar 21, 2011 10:27:38 GMT -5
...continued...
Stealth: Bugfixed, hopefully, everything under the sun shouldn't be blocked by stealth any more. Let me know if that doesn't appear to be the case, haven't had extensive time to test everything.
NEW STATS, they're not effective yet: Stamina: Will affect regen, max health, and health gained when reviving. Currently mainly effects health gained when reviving, the only part of the new stats that is actually essentially active. Strength is the same. Speed: Will affect dodge.
Strength, speed, & stamina are gained 5 per level at the moment (eventually you'll be able to allocate them yourself as you wish). That should have retroactively been applied to levels as well, so if your numbers are off, let me know and I'll probably do a system-wide rebalancing & resetting.
Ki: Will act like a pool of magic point that can be used for certain Ki skills. Can be gained in many ways. Again, I'm not sure that the numbers are right at the moment, so if you didn't start off with the right amount, let me know. DO NOT EXPECT TO KEEP THE NUMBERS THAT YOU HAVE NOW, since I'll have to be doing some rebalancing. So if you're working on increasing your Ki for now, don't bother, it's probably going to be readjusted before the first Ki skills roll out. Which should be alright, gaining Ki is mostly a thing that you'll do while just playing normally anyway.
Karma: Karma's not going to be effective/in play for a while. It will be a measure of your site-trust, essentially, and will allow you to do some really powerful things. (e.g. create items, create mobs, create rooms, at really high levels) It will be vetted by your peers, in different ways, such that if people don't like what you're doing, they'll downvote your Karma. Anyway, for the next long while, it's only going to be a shiny number. Expect it to be adjusted drastically in the near future.
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