Karain
Jack of all trades
Update Logs since Thursday 17th of May
-Addition of 10.98 Items and monsters
-Small Revamp of the starting village
-Daily task rewards updated to reflect their difficulty
-Addition of small quest chests under the starting village
-Reworked all loot and monster rarity system to properly reflect their percentage rates
-The majority of the item quality will be [POOR] or [NORMAL], the rest of the become progressively rarer
-Rare (skull) monsters will not drop any poor quality items or lower and they properly multiply the chance of getting higher quality items than Normal
-Added Basic Alchemy crafting recipes to craft potions in bulk
-Added Basic Fletching recipes to craft arrows and bolts in bulk
-Performance improvement to loot rarity generation
-Logic Improvement to item upgrades and enchants
-Significantly buffed City guards with ranged attacks
-Significantly buffed Aggressive NPCs
-More improvements and features to the Crime and Punishment system
-Players now gain Infamy for fighting NPCs and guards in the city, 1 point per damage done
-Infamy will degrade over time by 1 point per second as long as the total is below 10k Infamy points
-Infamy will increase the buy prices and decrease the sell prices of NPCs up to 100% at 10k Infamy points
-Normal NPCs will refuse to interact with you completely with players with over 10k infamy points
-City Guards will actively chase and attack players with over 10k infamy points
-City Guards now actively attack hostile monsters
-Shady NPCs (i.e. Oramash) will not interact with 'clean' players with less than 10k infamy points
Bug Fixes:
-Fixed issue causing distance weapon not gaining attacks on upgrades
-Fixed 'Excitant' spell sharing cooldown with 'exori gran ico'
-Fixed issue were upgrades applied on invalid items (tiles, floors, doodads)
-Player built houses will no longer have invisible walkable tiles in them
In Progress
-Revamp the main city of Teral'nar
-Implementing new classes of hired mercenaries
-Adding spell word expertise to quest log for tracking
-Adding more unique hunting grounds and zones to the map
Roadmap
-Adding Item retrieval quests to the Daily quests
-Revamping hunting zones for more variety of monsters
-Adding specific tasks for criminals
-Implementing the first player built town
-Implementing summoning mechanics to the spell system
-Addition of 10.98 Items and monsters
-Small Revamp of the starting village
-Daily task rewards updated to reflect their difficulty
-Addition of small quest chests under the starting village
-Reworked all loot and monster rarity system to properly reflect their percentage rates
-The majority of the item quality will be [POOR] or [NORMAL], the rest of the become progressively rarer
-Rare (skull) monsters will not drop any poor quality items or lower and they properly multiply the chance of getting higher quality items than Normal
-Added Basic Alchemy crafting recipes to craft potions in bulk
-Added Basic Fletching recipes to craft arrows and bolts in bulk
-Performance improvement to loot rarity generation
-Logic Improvement to item upgrades and enchants
-Significantly buffed City guards with ranged attacks
-Significantly buffed Aggressive NPCs
-More improvements and features to the Crime and Punishment system
-Players now gain Infamy for fighting NPCs and guards in the city, 1 point per damage done
-Infamy will degrade over time by 1 point per second as long as the total is below 10k Infamy points
-Infamy will increase the buy prices and decrease the sell prices of NPCs up to 100% at 10k Infamy points
-Normal NPCs will refuse to interact with you completely with players with over 10k infamy points
-City Guards will actively chase and attack players with over 10k infamy points
-City Guards now actively attack hostile monsters
-Shady NPCs (i.e. Oramash) will not interact with 'clean' players with less than 10k infamy points
Bug Fixes:
-Fixed issue causing distance weapon not gaining attacks on upgrades
-Fixed 'Excitant' spell sharing cooldown with 'exori gran ico'
-Fixed issue were upgrades applied on invalid items (tiles, floors, doodads)
-Player built houses will no longer have invisible walkable tiles in them
In Progress
-Revamp the main city of Teral'nar
-Implementing new classes of hired mercenaries
-Adding spell word expertise to quest log for tracking
-Adding more unique hunting grounds and zones to the map
Roadmap
-Adding Item retrieval quests to the Daily quests
-Revamping hunting zones for more variety of monsters
-Adding specific tasks for criminals
-Implementing the first player built town
-Implementing summoning mechanics to the spell system