A major backend milestone allowing new content to be created by the designers to support the future content roadmap and game features.
With a 100% rewrite of all code across client, server, and editor along with significant changes to scripting and data models a lot has changed since the first days of rewriting the client late last year. With this release, we wish to ensure that the rules & feel is Dransik as it is today. Every game system has been touched during this process and we want to make sure we have a baseline that we can make changes that is as similar to what the experience is like on live.
Issues Fixed
- Minimap progress no longer gets corrupted/reset
- Can click through transparent windows to items (targets) in the play-area (Console/FPS)
- Merchants will no longer run out of ‘static’ items
- A lot of bad data was cleansed from the editor dataset (20 years worth)
- Using items via hotbar in the bank
- A lot more!!! See code changes
General Changes
- 100% new code is what it is. All is rewritten to be extended upon.
- Client - Loading progress bars for loading operations
- Client - Additional information about characters on character select
- Client/Server - All content is now editor-driven (hardcoded design content removed)
- Store items are updated and classified properly for character and item.
- Stolen/looted is less intrusive and stolen/looted items should retain their information but not penalize the person who has it as much
- Merchants buy & sell in one transaction now, no more running out of 'standard items'
- A corpse has more stages (see description below)
- Follower control is now more sophisticated with more options and doesn't poof from the command window
- The jail has some minor changes (such as inventory is no longer banked) and rocks are now put in backpacks and walked vs dragged
- Combat has more detailed information
- Client and server stability and performance greatly improved
- Robust chat system supporting user-defined channels, tells, reply and made more consistent in color formatting
- Power hours, Zerk Potions, and other duration effects are stable and retained across relogs (confirm!!)
- An expanded set of user /slash commands
- Skills window enhancements for easy expanding and collapsing
- Level/experience values for skills and players are more stable and show accurately
- Equipment, inventory, and dragging are more stable and provide proper feedback on the failure point of holding
- Encumbrance is scaled based on overweight and harder-to-control yourself
- The server is configuration driven - global changes easier
- The complexity and amount of art (frames, sizes, colors) is unlimited and not bound to palettes and tiles
- New effects: lighting ball effect and level up
- Guards no longer teleport
- Creatures have move and run speeds
- Creatures are a bit more persistent when you run away and a little better at avoiding obstacles
- Traveling salesman is back in the game
- Epool experience: set to normal level (multiplier removed)
- EXP: level of NPC diff vs you considered
- Move anim less ridiculous
- Potion timers adjusted
- resist panel on playerstats and both panels are flyouts
- Silvest level/skill cap at 20
- Tooltip font is much better / cleaner
- Autorun is a toggle, moved to INSERT key (notifies you in play area title)
- VIP gets additional benefits like bonus EXP and corpse recover equip (no PvP only)
- Alignment bonuses for INT (as well as DEX) between Good and Evil range
- Tooltips won't go offscreen if the window is close to the edge
- New streamlined damage, armor, and resist mathematics (future proof)
- QuestLog added (in progress with some early quests)
- Bestiary / Monster manual added (not implemented game mechanics)
- Books are done using a new system with improved formatting (which can be extended)
- Store, Skill, and Quest windows remember the control state (sorting, filter, positions) better
- Identify skill impacts Bestiary abilities
- Collectables weight reduced by 50%
- Conversation box resizes to show entire conversation (no scrolling)
- Right click to place map marker (vs left)
- Alt-X will instant exit game
- Soft locks related to crafting/selecting and combat solved
- Guild configure button state fixed
- New zone types added (prison) and stricter rules enforced for new player zone
Editor/Server
- all hard/soft caps on game content were removed.
- Allows adding new maps, items, players, creature types, NPCs, tiles, etc..
- Enables the next set of game content
- New properties can be added/extended (damage types, resists, and new ones)
Minimap progress
- This is now saved PER CHARACTER on the server.
- Progress will no longer get corrupt but requires server tracking progress
- This means the client only (past progress) will be lost!!!
- Previous purchased Map Reveals will be credited (re-provided)
Season Concept Introduced
- Code has initial support for season (future feature)
- Pvp Servers Combined into Atreus
- Pantheon became season 1
- Atreus as of now is seaon 2
- Pantheon Characters not allowed to enter game (as designed)
- more to come but current season doesnt interact with past seasons
Equipment Changes Overall
All equipment has been looked over and adjusted accordingly with the following:
- Level requirements
- Stat requirements
- Resistance values
- Stat bonuses
- Weapon element changes (some)
- Gold prices (Buying and Selling)
- No pre-requisite items are required to wear their respective items
Swords
- Increased damage on higher-tier items
- Dark Sword is now non-elemental
Small Blades
- Reduced damage overall
Axes
- Reduced damage overall
- Dagon Cleaver requires 100 base str, 80 total dex
Blunts
- Minor damage changes, should be relatively the same
Polearms
- Increased damage overall
- Lumpfuq's Claw requires 100 base str, 20 base con
Bows
- Reduced damage on higher-tier items
Crossbows
- Reduced damage on higher-tier items
Thrown
- No changes as they are rarely used currently
Earth Stone weapons
- now Acid, not Poison
Frost/Dragon/Serpent armor
- only has resistance values
Most armor above level 4
- provides bonus stats
Almost all weapons that are labeled "Magic"
- provides bonus stats
Body Decay and Looting Stages
Body decaying is now 2 minutes longer from death to full body drop. The changes are as follows: (for PvP):
- Before 3 minutes: auto loot is available
- After 3 minutes: unable to auto loot, must drag/click from body
- At 5 minutes: the body is lootable
- At 10 minutes: the body drops to the ground
*Note: Animations will not line up with body decomposition timers after auto loot stage