[28.02.2015]
Map updated:
added Bandit mountain
added boss room
added preBoss room
added new statue, onUse effect is:
converts all your eaten food to HP and Mana instantly
this is so, that players don't have to wait for hp and mana to try boss again.
(if they have food with them in first place)
Working on dynamical boss room in and out mechanics
Currently i have lever what teleports player(s) in the boss room along with the boss.
and lever what is suppose to kick afkers near bossLever.
currently que lever is not working correctly. going to make it tomorrow.
In matter of fact, hopefully i get the entire system working tomorrow.
1 time Boss rewards added
[27.02.2015]
added 1 time boss reward system.
Player who deals most damage to boss now gets EXP reward for killing the boss (only once)
Items can now give skill bonuses.
Example items:
shield: +2 shielding and resistance spells give 15% more resistance
shield: +1 mageskill and elemental damage spells do 10% more damage
Players not longer drop items or loose exp.
Currently don't know how to make death penalties more specific, but no need it for beta anyway.
Field system is completed.
Tip: avoid death fields (1 does not simply step on it and live to talk about it)
[unless he has lvl 5 mage nearby, who has obtained dispell]
Started designing layout and sorting information.
This website most likely will no make it into beta.
[26.02.2015]
Started making Field system.
Every field in game is going trough a custom script.
Currently i have made system for fire field and energy field.
All fields does the initial damage depending on what action id they have.
(so we no longer have to script any future fields, we just rank up the action id)
Fire burns you always half the previous damage after every 3 sec.
Energy burns you after every 1 seconds for some damage.
Today, going to add Death field and poison field and purple field too.
Now NPC's tell you if they have new mission for you, when you complete missions
No need to guess.
Working on Boss room teleportation. halfway done for now.
But the preboss que room needs some more nitty gritty things like:
spectator mode and campfire what gives you hp back instantly from all the food.
(this way you don't have to wait long time to retry the boss after you kill or fail to kill it.)
Added new spell for Sorcerers: Same like his first spell spark, but now with death damage.
Added loot to boss. Now only needs balancing
2 new items added to game:
Shield - gives 10% energy resistance and 50def. adds 15% resistance to all resistance buff spells
Book - gives 20% energy resistance and 20def. Increases elemental damage spells by 10%.
[items don't have vocation limitation. Expect wands]
[25.02.2015]
First grand scale test was engaged (have tested before too ofc, but now played the game with 2 players from start to end)
Gameplay itself played itself out smoothly, but found few annoying bugs:
The shop system was global. 1 player did mission, everyone had access to trade with that NPC
Going to try to make it individual, else i gotta make the trading a little less comfortable for players.
Questlog stopped working at some point xD so gotta find the mistake and fix that too.
Overall early game was fine.
The new things i added to game: Bandits and Boss
they were tested pretty must first time.
When we first tried solo them. we just died. fights lasted ~3-5min but their CC was too huge and in the end they trapped you. The strategy is to kill druid first because he has grazy heal..
with 2 ppl it wasn't that hard because bandit mage focused his CC on 1 player and Druid "summonblocked" another player. or when they trapped 1 then the other could go for clear kill.
It was lot of fun though.
But in the end i nerfed Mage damage and Druid HP.
All these fights the hunter was bugged. Fixed that too now.
Planning to reduce mage cc too.
Now we "meh" items you can kill ~2 bandit camps (4+4 bandits)
Without sourcecode change i wont nerf/buff them anymore. Because i need to take the pathfinding away from monsters. they are so stupid and slow to choose their steps atm.
Also we tried to solo boss, if you don't step on bombs its doable. only Knights cant solo them.
But its all because of this TFS 1.x pathfinding.. these monsters sometimes step back or wait before they start chasing again.. allowing you to kite without taking burst damage for looong time.
So for now i just buffed boss defence a little, but cant do some major changes due to fact i don't know how greatly the better pathfinding for monsters changes them.
fixed few small issues on the go:
Fixed bandit loot (dropped wrong items)
fixed 1 quest (had storage value overlapping)
nerfed reward scaling formulas
Also made NPC even better now.
They take in even more information about your state of game. and respond to you.
But it only works atm when you start the conversation.
Going to add these smart texts in middle of conversations too
[24.02.2015]
Updated spellBook and now shows also the spells what you have when you start the game.
Priest now will {heal} you even when you are not saying hi, and does not take Chat Channel focus.
First boss is ready. and seems now its bugless.
As much information you gathered before, this will be as much you get
.
Details about his spells you would have to see and die for yourself :3
[22.02.2015]
Boss now has improved AI
Going to add new spells Teleport if more players, Secondary target shots and secondary fieldBombs.
Learned to make new Fields to the game.
Soon going to add field system.
Boss can shoot small Fields what turn big after certain amount of time and do custom dmg when stepped on.
[21.02.2015]
Command !spells now open ups a window of learned spells you have with detailed information.
Boss has a freaking Brain !! Oo
He now does spell patterns.
Working on target data collecting and target changing.
In different situation boss will act differently.
What i mean is: When you cast a spell, Boss monsters will try to counter it with their own set of spells. And This will allow to give action for all the players who are fighting with the boss.
Everyone has now something to do.
And even though i worked ~10h per day i wasn't able to make it work for beta. Estimated time will be pushed few days ahead.
[20.02.2015]
command !keys now open ups window of collected Keys with information:
where did you get this key
and if you have used the key, then also says, where did you use it.
Modifed campfires. (now has a chance to fail to put them off)
Added 4 new tasks (bandits)
9 hours of trying to figure out how to make monster spell pattern.
I think i'm close to breaktrough now.
[19.02.2015]
Exploration mission system added (previously it was planned to be called adventure mission)
daily Exploration mission system added. (scales with levels)
not going to add boss missions. Instead there will be 1 time Experience reward for killing a boss. (will be launched with beta.)
New NPC Peeter added
New Exploration mission added (put down campfires)
4 new item collecting mission added
new daily exploration mission added (like always, scales with levels)
Learned to use globalEvent a bit more. Some items now respawn in game
! Find dem secrets! :3
Also for mappers.. or for myself, mapping is more fun now, because we can take into consideration that tiles can now fly around, talk or do whatever.
[17.02.2015]
Changed the sprite for first wand and perfected script.
No longer shoots 4 times in row different elemental types.
instead> shoots once, but does 4 time damage with different elemental types.
Bandit druid now heals everybody but players (all the monsters he can find)
--Still issues with summoning spell though
Added 2 new wands to game: both of them make instant spells better when equipped.
Loot for all bandits is fully done
Weapons have now been updated and working perfectly (attack speed added)
New spell for druids is added: shiver (does ice damage)
RAIZE YOUR DONGERS!
ヽ༼ຈل͜ຈ༽ノ [if i dont see this image in post by the end of the day(18.02) i'm dissapointed.]
We have new person in team:
@dhrsantan
[16.02.2015]
Items.xml
Weapons. xml has now new sorting system
Easier to find s**t
Moved map around a lil, smaller chance you get lost in the start
Full leather equipment added to game.
Not sure am i going to bring set system to beta yet.
Armor balanced
Reworking Weapons
Different weapons have different attack speed.
The monsters have now loot.
new Mace and Axe are being forged.
and 2 new wands are being crafted by finest Candalf'like guy
Bandit hunter: (ready)
long range: strong physical damage hits every 2.5sec
long range: has 10% chance to crit (100% more damage)
close range: [skipped this atm]
-------------
Mapped new mountain area. Are is build so you will be pulling always 4 monsters on yourself at once. and you have quite decent room to fight with them, without pulling another pack of them.
Monsters there are: Bandit knight/mage/druid/hunter
Bandit knight: (ready)
close range: swings every second second
close range: has 10% chance to pierce trough armor. (every 10sec)
Bandit mage: (ready)
long range: shoots magic walls to trap the player
(and rly does trap, had lot of fun playing around with that guy )
short range: rapid energy damage spell
Bandit druid: (not ready and having issues)
long range: mass heals everybody (expect player)
long range: shoots fire damage
long range?: summons up to 5 squirrels what follow summoner, this way its very annoying to chase down the druid (squirrels have enough hp to sustain 2-3 attacks)
Bandit hunter: (not ready)
long range: strong physical damage hits every 2.5sec
long range: has 10% chance to crit (100% more damage)
close range: weak melee attack, but slows target(maybe slow stacks too, depends how easy is to make stackable)
[15.02.2015]
Reverted back to TFS 1.0
Knight is balanced and remade the ArmorUp spell.
Now gives movement speed boost when armor is off
Knights can kite!! w00
eehm, did some things here and there and ready to map new area for new content today(after i have had some sleep)
If you noticed i haven't done paladin(hunter).
Its because this guy wont make it to beta launch.. not enuf time!
well then dats it for now.
[13.02.2015]
This is hopeless cause(due to fact i cant compile), but also irrelevant, Seems you can do almost anything with scripts.
The only part what will change with codes is TFS version.
Currently its still TFS 1.0 but im making my scripts both for TFS 1.1 and TFS 1.0
Because when experience handling issue gets fixed for TFS 1.1 i will continue from there and forget TFS 1.0 all together
(i get my TFS versions from releases)
Today morning i finished Knight Second spell, what makes damage.
Today i hopefully can balance the early game for Knights too.
so not much of scripting today and more like Playing
FUNFUN
This weekend we will have scripting and playing session with fellow teammembers and friends. We are going to play on this server and "balance it"
[12.02.2015]
Knight has now balanced weapon to do some damage.
His ArmorUp spell is BUFFED ALOT like 5 times better than before xD and now has customerfriendly wearoff (no longer has to guess when the buff is down)
Armor Up also scales with stats.
Magic level increases duration.
Level and magic level together increase armor value
spell Barrier now has scaling system too.
The more stats you have the more you can absorb
Keep in mind that all spells can be altered with specific items when they are equipped.
back to the weapon. its kinda funny but whatever. All weapons now have a script attached to them. currently the value ATTACK on sword doesn't mean anything xD, but i will find use for that attribute for some weapons. maybe.
[currently i'm just showing average physical damage with attack value]
The reason why i have it like this is: it is very hard to keep the sourcecode formula under control for my server. So i decided i make my own simple formula. Each weapon has its own damage, not multiplied by anything.
Further into game i have now lot of unused attributes (factor, defence value, attack value)
Time will tell how i use them.
[11.02.2015]
Knight has new spell: Armor Up
Gives 10 armor (tomorrow i will see how much it should give after balancing Knight vocation)
now i have Upgrade Stones in game. They give armor to items.
Tier1 stones give 1 armor until total of 5 armor. Tier 2 stones give 2 armor at once and go up to 9.
Also Slowly upgrading to TFS 1.1, customized some scripts over already, BUT there is 1 HUGE issue with tfs 1.1, i cant turn off exp gain and at the same time get exp with scripts..
And for last thing. Found out that my NPC's arent actually that smart, there are some bugs. Gotta fix them soon.
[10.02.2015]
Not rly early game content i'm scripting here, but whatever, im doing something.
Finished first part of Upgrade system. I can now add any kind of attribute i want to item with gems.
Examples: Dragon Damage/resistance, Undead damage/resistance, PvP damage/resistance, etc
Why i did this? no idea.. not even needed for beta xD, i wanted to add armor to attributes with gems and then i just got carried away.
Well then.. i didn't even make script what add armor with item :\
I will make it next asap and rush with on with the knight vocation for beta..
time is closing in!
[09.02.2015]
Changed spellScrolls scripts (now i have tables for onLook and onUse effect) much easier to add future spellscrolls. Polished few other scripts too.
Tried to figure out how to make knight spell, but no avail.
Tried to figure out first paladin spell also. Seems like its gona work. somehow, soon.
[08.02.2015]
Yeiia. Sorcerers have now new spell: Barrier
Cost: 100 mana, CD: 20sec
Effect: Gives barrier what absorbs 100damage.
barrier takes 50% less damage from all sources.
Almost like mana shield. but you cast it before.
You can think of it like with 100mana you add 200 hp.
In boss fights its ment to block burst damage and early game its simply a tool for spending mana.
In the end-game also items will boost this spell significantly.
[07.02.2015]
2 more NPC's added (Smith and Cook)
both have new collecting missions.
All NPC's are now smarter (their messages depend in what state you are)
Well, almost a month has passed when i first "created" a team.
Currently there are 2 person in team. me and Gerh.
I have gotten lot of help from this team, when i have issues with scripts or website.
Thank you again:
Limos, Ninja, HalfAway, Vanderley who has been actively answering my questions when i have posted/asked them something.
Well, i just tried to bring back the focus to fact that joining my team is still an option.
We are more experienced with data changing now and have far better todo list compared to the one i had in start. When you join my team as: whatever you can do, i assure you, you will have something to do. Also perhaps we will have some funtime testing things too. Because well last day we did already had competition Me vs Gerh playing in the server
. Le fun times.
Also when you noticed we have estimated beta launch.
So extra people helping along with the project would speed that launch time up.
For mappers, same thing as before. Still need a map detailer. I got areas, but haven't used time to make it look nice. And most likely wont do it before launch either. If you want to chisel some great maps for tibia players, here's your chance.
[06.02.2015]
Chain mission system added (some mission require some other missions completed before you can take new one)
finished NPC Priest
NPC priest has now 3 missions (endgame missions, no idea why i did these missions xD)
Tasks are now shown in Questlog (and removed when task done)
Mission are now shown in Questlog (and removed when mission done)
4 tasks added to questlog
3 mission added to questlog
[04.02.2015]
finished NPC Tanner
i now have daily item collecting mission what scales with levels.
Im missing: adventure/daily adventure mission (traveling around talking to other NPC's or doing something at some place, etc)
Im missing: ~boss missions / daily ~boss missions (similar to task system, also daily should scale with level)
[03.02.2015]
I now have now item collecting mission
Added NPC Tanner - he will be giving out some missions, daily mission and shop where he is buying "tanning" materials. (first money income for players in game
)
There is now 3 new missions: wolf, boar, bear (item collecting missions)
[02.02.2015]
Pretty chillaxed day.
Entire Task system was ready today and rest of day spent on having fun and finally reworking the task system to make it more developer friendly. (now to add task you only alter table)
Small overall planning what to do next and well
tomorrow going to add initial mission npc.
Don't feel like updating this thread post 1 right now, but i feel like i will do it soon
(its simply makes it even better to browse trough my latest updates and more accurate information titles)
This thread is not only keeping you up to date, but also keeping myself on track and gives me hints what to do next.
[01.02.2015]
Well.. no big update then..
I was trying to upgrade Task Master by adding chooseable skill rewards.
I got it working, but trying to figure out how could i make the code look thinner, because right now for each task i copy-paste ~12 lines what are exactly the same xD
There is now 4 new tasks: Dear, Wolf, Boar, Bear
Also trying to modify the npc text more user friendly, by adding test for every end.
what i mean is, right now when you say a word what usually does something, but it doesnt do anything this time because none of the requirements you need aren't matching it will say and do nothing.. so it kinda annoying..
I cant fix it with simple IF else thing. so its more complex.. will c if i get it work somehow better.