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Post by Tim on Feb 25, 2017 0:02:09 GMT -6
V17 Stoplight ChartLegend- DONE: Coding done and added to site. Basic testing done by me, but could still be buggy.
- IN PROGRESS: Some code changes made, but not fully functional yet.
- TODO: No changes made yet.
- PUSHED: Pushed to next version because I'm a slacker.
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- Class and Stat tweaks
- Tweak Poison DONE
- Tweak Taint DONE
- Tweak Wound DONE
- Tweak Ter'angreal Stats and drop order DONE
- Change Starting Classes DONE
- Change Weapon Focuses DONE
- Tweak Specialized Classes DONE
- Add Shield focus to starting focus list DONE
- Things Pushed from V16 and bugs
- Estate trade with no city selected barfs DONE
- Fix Inventory equipment bug DONE
- Fix Horde plural bug DONE
- Investigate making drop down menu wider PUSHED
- Investigate Chat in Edge browser PUSHED
- Fix item rewards for player quests PUSHED
- Check Patrol and Tax Collector upgrades from Estates PUSHED
- Refine Tourney points inline with CB PUSHED
- Add Actual value to Market items PUSHED
- Remember sub-tabs on business page PUSHED
- Bubbles shouldn't show up during quests NO CHANGE: Decided to leave the chance of Bubbles showing up during quests. Otherwise some players might not see Bubbles ever if they always do quests of some kind.
- Clan Tweaks
- Lock clan support in CBs DONE
- Restrict supporting to no more than 1/4 of the cities for a single clan. DONE
- Restrict supporting to no more than 1/2 of the cities total. DONE
- Limit of 4 active support quests per clan DONE
- End of Age/Heroes stuff
- Lock Heroes page Coin tab when LB starts instead of finishes DONE
- Add more Heroes page titles DONE
- Lock Nationality titles at End of Age PUSHED: Don't say it, KR...
- Misc
- Remove Strength from NPC experience calc DONE
- Check how Market Sales apply to Net Worth DONE: Changed only add half the coin from market sales to prof earnings to reduce net worth inflation from market recycling.
- Tweak Horde/Army alignment effects PUSHED: Too big a thing to squeeze in last minute. WILL be in next version.
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Post by kaldar on Feb 25, 2017 11:29:15 GMT -6
If you remove strength from NPC experience calc then aren't all non dueling battles basically worth the same, aside from random level that you have no control over ?
edit:
After thinking about it a while, I think this could be worth a try for at least an age. Neither Ger , nor myself, really enjoyed fighting weak all age to gain more XP, so this would certainly solve that.
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Post by kaldar on Feb 27, 2017 9:24:12 GMT -6
Wound - So, it could be working correctly or it could not. It is difficult to say for sure because we can't see it go off. It never shows up in the battle log.
What I think is happening is when wound is added a particular turn, it is showing up as stun, and if wound goes off for 0, then it doesn't show in stun. It is just a bit confusing because we can't see anymore how much of the stun is from stun and how much is from wound.
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Post by Tim on Feb 27, 2017 9:45:57 GMT -6
Wound should still be showing up in the battle on the turn it gets added if it's greater than the previous wound amount. Else you'll just see it as more stun. Sounds like that's not working quite right, so I'll take a look as soon as I get a chance.
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Post by Tim on Feb 27, 2017 9:49:56 GMT -6
And yes, the removal of strength from NPC battles was to remove the need for naked battling vs NPCs for max XP. It doesn't help the "Explore = Win button" issue though, but like you said, it's worth a try. I'd much rather encourage people to keep stronger builds as much as possible, while before it was too big a reward for having a crappy one.
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Post by gerdonat on Feb 28, 2017 6:47:51 GMT -6
Well, you eliminated the only way that you could get an xp lead without sacrificing drops, the only ways left are horde battles (3 to 1 drop ratio for minimal xp gain) and dueling (0 drop ratio and higher risk of losing so it may end costing you xp).
Maybe there should be other ways to get higher xp? suppose there are zones or quests that are harder and you fight vs creatures that are of higher lvl allways (instead of -2 to +2 from 0 to +4 for example)... that way you can get higher challenges without unequipping or lowering your stamina...
Anyway, I find that there are lots of different things you can excel in the game, as Richard said, people get fun from different things, from economic, ji, quests, xp, and you just crippled one of those things...
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Post by gerdonat on Feb 28, 2017 6:51:55 GMT -6
One more thing, fixing the horde plural bug, without adjusting strength at high levels can have dramatic effects on the end game. I think that needs to be tested with lvl 90 chars vs hordes/armies
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Post by kaldar on Feb 28, 2017 7:21:20 GMT -6
With regards to the horde/army bug "fix", can we get leveled up to higher levels in a week or so in order to test them at higher levels ?
Honestly, even without testing I can assure you that without tweaking the advancement of the NPCs, higher level horde/armies are going to be mostly unbeatable.
For example, some of the harder hitting hordes such as drunken soldiers, at the high levels, were hitting for ~700 damage per hit last age. You would need to have at least 60% health gain to even survive that battle, I imagine.
Most stats, at +50, on horde/armies are simply overpowered, because it isn't just a 1000 hp NPC you are trying to kill, it is a 200k to 1 million horde. It is as I said when we first pointed out the bug, there needs to be discussion on this, not just a "quick fix".
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Post by kaldar on Feb 28, 2017 9:09:09 GMT -6
Speaking to Ger on this, he had what I think could be a really good suggestion. Can you push the horde fix into last age, and then we will be able to test the effects on horde quests with our high level characters?
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Post by Tim on Feb 28, 2017 10:59:08 GMT -6
I agree it definitely will be a big change. Still determining the best way to test it.
Also, try and keep suggestions in separate threads. Want to keep this one just for status updates.
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Post by Tim on Mar 9, 2017 21:58:51 GMT -6
So FYI: As the test site name implied I was hoping to launch next weekend. That ain't happening at this point. My goal is to shoot for the next weekend (3/26). The weekend after that is my point of no return: I'm kinda busy that weekend but I could make it work. Every other weekend in April is packed, so I HAVE to launch before then. Go Team!
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Post by Tim on Mar 24, 2017 20:21:26 GMT -6
So here's the plan: My goal is to knock out as many things left on the list as I can this weekend. Whatever doesn't get done, probably ain't gonna make it. Then we'll take the next week iron out any remaining bugs. Launch WILL be next weekend. I'll send out an email with an official announcement of when it will be this Sunday. Wish me luck! Go Team!
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Post by Tim on Mar 26, 2017 23:37:08 GMT -6
Got a lot of things sorted out tonight. Some cans were kicked (most of them for at least the 2nd time...), but others I'm not ready to give up on for this version yet. Hoping to get some more fixes in tomorrow and/or Tuesday.
Go Team!
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