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Dransik 2.1 - Build: 597.276

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