Introduction
Hello, friends!
As briefly as possible about the most important news:
- The WN Dev Contest is over for us - we thank everyone who voted for our project, and we will give out awards in the coming days;
- The delay in the update is due to the fact that in February-March the project team was doubled, and a lot of new mechanics were work in progress, referring to each other;
- We are finishing the refactor (read - “rewriting” the code) of the critical level, which means that from this month almost all 5 programmers will start working on new mechanics and updates of old ones;
- In the current updates, there are already features from Beta-1 of Beta-2 - this is due to the ongoing refactor, we will return to the last Alpha features next week;
- After updating the Arena to version 0.6, we are planning a small tournament with rewards;
- The following videos will tell you about siege towers, arena, physics of the combat system - watch for their appearance;
Because the code update turned out to be large-scale - this is far from the entire list, but only the main systems that are presented in the build.
Have a great weekend - ROGgoms up!
Change list 0.54.602 from 04/02/2021
Code
General
- Added:
- Item requirements;
- Siege structures (towers);
- Climbing ladders;
- Character customization (ver. 0.7);
- (prototype) Dummy for training and DPS parser;
- Technical buffs (note. “Criminal”).
- Optimized (incl. full refactor):
- Complete refactor of server game time;
Arena (0.5)
- Added:
- The arena itself, fights organizer, pits, cages - which form a single complex;
- Formation / acceptance of applications for a fight and their administration by the organizer;
- System of bets, fines, compensations and rewards;
- Fight type: 1х1;
- Timer system for invitation / preparation / fight.
AI
- Added:
- A system of attacks with physical pushing/throwing a target in different directions and with a different impulse;
- System of turns to the target during normal attacks;
- Agro system (counter, target change);
- System of complete reset of aggro;
- Dynamic tagging system;
- Dynamic tag “Criminal”;
- Safe zones system;
- Mass threat system (zonal and radial), counter of criminals and AI, alarm and threat response.
- Changed:
- Troll - got all new mechanics, SFX.
- Optimized (incl. full refactor):
- Complete refactor for all types of spawners;
- Complete refactor of AI class hierarchy, base class;
- Dead NPCs are now removing from the world;
- Gradual spawn of NPCs in turn;
- Fixed::
- NPC respawned only once;
- NPCs are no longer duplicated when spawning;
- HP bar of NPC that remained after death;
- Late equip / unequip of weapons from the NPC;
- NPCs do not leave the specified area when walking.
Game world
General
- Added:
- Daerkunn town;
- Arena of Daerkunn;
- 2 mines (2 or 3 entrances each);
- 4 quarries;
- Borders of 2 counties (visual).
- Changed:
- Natural lighting;
- 2 old quarries;
- Removed teleports to resource extraction locations.
Items
- Added:
- Requirements for medium and heavy armor (T0);
- Weapon requirements (T1);
- Requirement for some powders.
Harbour Village
- Added:
- Safe zone.
UI/UX
- Added:
- Agro AI widget;
- Displaying requirements in item tooltips;
- Bag: checkbox for automatic opening / closing by “TAB” button.
- Fixed:
- Display of the main characteristics on objects (HP / MP);
- Tooltip (level l): item type icons, information location, breakage when fixing with “F” button;
- Displaying min / max - HP / MP recovery.