Post by Tim on Dec 6, 2008 3:16:23 GMT -6
alpha2.talij.com/
Before I go any further, remember that this is my testing site as well, so don't freak out if there's a glitch or the game gets reset unannounced. If you want a stable version eventually, you'll just have to deal for now. Tis the price of seeing my changes early!
I cleared out all the old bug fixes and suggestions threads to make it less confusing to determine the new ones (doing so reminded me of a few older things I was gonna do . Please report any bugs you think you might have found and let me know if there's anything you think needs to be added/removed.
So now that that's out of the way, I feel I should probably explain a few of the new features:
Remember that all my changes for v2 aren't in yet. There are some features and functionality that aren't done yet, none of these new additions are completely complete yet, and none are set in stone as they are. That's the whole point of testing: see what works and what doesn't.
Hope you all enjoy it! Go Team!
Before I go any further, remember that this is my testing site as well, so don't freak out if there's a glitch or the game gets reset unannounced. If you want a stable version eventually, you'll just have to deal for now. Tis the price of seeing my changes early!
I cleared out all the old bug fixes and suggestions threads to make it less confusing to determine the new ones (doing so reminded me of a few older things I was gonna do . Please report any bugs you think you might have found and let me know if there's anything you think needs to be added/removed.
So now that that's out of the way, I feel I should probably explain a few of the new features:
- Equipment point:
- All items are assigned a point value based on its individual stats. Players have a maximum number of points they can equip. You can't equip an item that uses more than 2/3rds of your total points by itself (displayed in red in your inventory).
- Players will fall into 3 categories based on how many of their available equipment points they are using: Heavy (>90% used), Average (60-90% used), or Light (<60%). This distinction can be used as a guide to judge about how difficult an opponent may be to defeat. Also used in calculating experience after a duel (see the duel section)
- All items are assigned a point value based on its individual stats. Players have a maximum number of points they can equip. You can't equip an item that uses more than 2/3rds of your total points by itself (displayed in red in your inventory).
- New/changed stats:
- Melee/Ranged distinction is gone. Just damage now.
- Speed/Stun: Speed is used to determine the order of attack. Players will higher speed will attack first (tie goes to attacker) and possibly more often, depending on the difference in your opponents speed. Stun will slow your opponent down, allowing you to possibly gain the advantage.
- Accuracy/Dodge: Used to determine how well your attack hits your opponent. Accuracy increases how well you hit your opponent, and dodge decreases how well your opponent hits you. The better the hit, the more damage you'll do. Range anywhere from a critical hit (175% damage) to a complete miss (0%) damage.
- Poison: Deals fading damage to an opponent, but also lowers their attack and defense for the next turn by percentage (ie. X poison lowers their attack X%). Only a 50% chance to poison your opponent per turn.
- Taint: Deals increasing damage to an opponent. The amount of taint damage opponent receives increases every time your attack adds taint to them and does NOT fade. Only a 50% chance to poison your opponent per turn.
- Melee/Ranged distinction is gone. Just damage now.
- Duels:
- Experience from Duels now based on:
- Difference in level with your opponent (+5 max, -15 min
- Difference in how heavily equipped you are compared to your opponent( +/- 4)
- WINNERS ONLY: If your opponent is in the clan controlling the the location(+3)
- WINNERS ONLY: If you or your opponent are in the top 10 based on exp (+3)
- Difference in level with your opponent (+5 max, -15 min
- Losers receive half of what the winner would receive (minus the WINNER ONLY bonuses)
- Players will now receive experience and gold for battle (almost) anyone, including those >5 levels below you. However, based on the experience formula, you will receive less experience the further down you go. In addition, for each level >5 that your opponent is below you, you will win 10% less gold.
- Experience from Duels now based on:
- Clan vaults:
- Clans now include a vault in which they can share items with other members. Once an item is put into a vault, it is marked to that clan. Any member can withdraw items from the vault, and they can return them when they are done. Leaders or subleaders can force the return of any item from the vault, as well as discard any items in the vault. No gold is gained from discarding these items.
- Clan Items cannot be sold, traded, or put on the market. If a talisman is used on a clan item (or the talisman IS the clan item), the resulting enhance item will be a clan item.
- If you leave a clan, all your clan items will be returned to the vault.
- Clans now include a vault in which they can share items with other members. Once an item is put into a vault, it is marked to that clan. Any member can withdraw items from the vault, and they can return them when they are done. Leaders or subleaders can force the return of any item from the vault, as well as discard any items in the vault. No gold is gained from discarding these items.
- User interface changes:
- Inventory now has checkboxes used to cache and sell items.
- Nearby list now contains links to duel, as well as other information
- New graphics are still a work in progress, so I'd say don't count on any of them as being final.
- Avatars will now automatically resize to fit in a 500x375 area. They will retain their dimensions (no stretching)
- 3 new Towns: Whitebridge, Fal Dara, and Bandar Eban. All towns now have 4 paths in and out of them (display for travel selection will be changing, as some of the 'directions' don't make since)
- Inventory now has checkboxes used to cache and sell items.
Remember that all my changes for v2 aren't in yet. There are some features and functionality that aren't done yet, none of these new additions are completely complete yet, and none are set in stone as they are. That's the whole point of testing: see what works and what doesn't.
Hope you all enjoy it! Go Team!