
A very productive 4 days after the last update, really hope I can keep this pace up, here's a long list of changes:
- Projectiles can now be avoided if the `.m` attibute of the target changes or the target moves away more than ~72 pixels (to be improved later on, higher for healing) - `.m` attribute changes on transport/teleport
- Improved the "hit" event documentation and added "action"/"incoming"/"target_hit" game/character events
- New system: Penalty Cooldown, when you equip an item, `character.s.penalty_cd` is incremented 120ms - when you attack, your cooldown is increased by this cumulative (but decaying) amount - I suspect the dynamics might change with feedback
- New Item: Frost Bow
- New Projectiles: Fire Bow, Frost Staff, Harbringer, Oozing Terror
- Fire, frost weapons, harbringer now have 2 looks on characters - one resting and one active look
- This is internally a major change, significantly refactored how players/monsters (aka. entities) are sent and processed, they are now bundled with `start` and `new_map` socket events, so there's no vision delay when you first enter a map - Also, more importantly, when you focus an unfocused browser tab, parent.entities no longer become empty momentarily, it's always populated now, this change might break some things with a low probability
- Save code works in bank if you don't change the slot name
- Improved Dragold, new skill charging UI, multi burn has a different projectile, added armor/resistance, nerfed the multi burn damage and interval
- Monster state restoration fixed (when the monster teleports back to its spawn), previously the contribution was reset for bosses, and the announcement was re-sent
- When the server restarts, monsters that drop to 1HP no longer provide 100% drop and count as 1 kill, their drop is proportional to their hp and they count as 2.2X of their progress - so if a boss is only at 10% - it counts as a 0.22 kill - if it's at ~50% - it counts as a whole kill - going to document all these arbitrary multipliers at one point
- Added "death" game events
- New code function: get_focus
- Increased Fire Roamers' essence drop rate
- Monsters can now die from burn too
- Both monsters and players can now die from damage return
- New public character property: `.pdps` - exact metric that's used to calculate party share %
- Evasion now contributes to both `.pdps` and coop points, burn contributes to `.pdps` A lot of other small changes as well (for example traps can now kill players)
Phew, it has also been 1 year in Early Access, was planning to do a review of year, but better not demotivate myself, doesn't feel like it was a productive year :)
