;D Wow, that looks pretty sweet
I can only hope to get as far as you have with my game. I’ll have a play with it later
Nice work!
;D Wow, that looks pretty sweet
I can only hope to get as far as you have with my game. I’ll have a play with it later
Nice work!
thanks!
Build 113 patch notes:
[bugfix] removed multiple chat depart messages for players who exit the game unexpectedly
[change] lowered MTU for players who were having issues with truncated packets
[change] player corpse decay increased from 1 day to 7 days.
[change] new magical item attribute randomness was increased a bit
[added] beholders can now drop teleporation potions (and recipes which require 4 different ingredients)
[added] ancient ents can now drop death ward potions (and recipes which require 5 different ingrdients)
[added] an event message is sent to all players when a world event (WE) monster dies
[added] event log notifies premium players how much premium time they have at login
[change] the market window is now resizeable for better name/price readability
[change] partially fixed with where on rare occassions a dead players corpse would be invisible
[bugfix] tokens will no longer drop from bags on death
[change] increased chance that a new item recipe will require an additional ingredient type
[change] doubled the chance of potion and coin recipe drops. halfed the number of uses for the recipes
Notes regarding teleportation potions: you can bind them to any spot in the world. Stand on the location you wish to set as your teleport point. Right click on a potion in your inventory (but not in a bag) and choose “Bind.” If successful it will give you an event log notice stating where the potion is now bound to. If you mouse over the potion it will also give the coordinates of where it’s bound to. You can also bind a stack of potions. If you split stack both stacks will still be bound to the same location. If you combine stacks, the stack you add to is the binding that is used for the new stack. You can also remove bindings by right clicking on the potion and choosing “Unbind.” These are very powerful because you can teleport anywhere in the world. As a result they are also very expensive in terms of ingredient costs. The costs will likely need to be adjusted in the future. Currently beholders are the only monsters who can drop the potions (and thus the potion recipe). The ingredients are very common ones.
Death ward: the death ward potion bestows a chance of keeping all of your items upon death. You can right click “use” on one of these potions. It grants a 50% chance to respawn with all of your gear intact. You can stack the effects. If you use 2 it’s 75% chance, if you use 3 it’s 87% chance and so on. Only ancient ents drop these potions (and thus the recipes). The recipe requires 5 different ingredients to make. Like the teleportation potion these are very powerful and are designed to be very expensive. If they turn out to be not expensive enough I will adjust their cost accordingly.
These are just 2 of the new potions in the new alchemy update. Other potions are forthcoming!
thanks!
114 patch notes:
[bugfix] resolved issue where some new users were unable to create accounts
[change] monsters grew tired of adventurers who hide behind walls of corpses to avoid being struck. They have adapted.
Yesterday was also day 30 of alpha testing! The game has come a long way in the last month. Thanks to everyone who has been part of our growing community.
Build 115 patch notes:
[bugfix] the item level of drops from monsters was not being correctly randomized. Thus it’s now possible to get a much broader range of item levels (white, blue, green, purple, gold, etc) from monsters than before. Previously a given monster would only drop a single level of items (IE a legendary ent would only drop purples). This was not the intended effect. The same legendary ent now has a small chance to drop anything from whites to golds or better. This bug was also likely causing the maximum item level in the world (currently level 5) to increase slower than intended.
[bugfix] spelling error in death notification window
[bugfix] copper golems and goblins had short swords listed twice as a loot type
[bugfix] resolved issue where some windows were taller than the screen. the titlebar would be pushed offscreen making the window unclosable.
[bugfix] resolved longstanding bug with server sending null packets
[bugfix] fixed bug where will was able to crash the server
[bugfix] resolved issue where some inventory/bank/corpse items would appear invisible. The item existed and the slot was occupied, but the item couldn’t be seen or interacted with.
[bugfix] reflecting ponds could sometimes spawn on border lava tiles inside crevasses
[bugfix] resolved issue with players being teleported as criminals when they weren’t actually criminals
[added] admins can now unmute players
[change] combat now uses stamina
Build 116 patch notes:
[change] further tweaks to the loot drop randomness from mosnters.
[change] increased percent change of magical items aquiring a second prefix and a suffix in the name.
[bugfix] players should all have the same maximum movement speed now.
[change] increased stamina burn while fighting
[bugfix] lore typo
[change] increased chances that lengendary and world event monsters can have health & stamina regeneration
[change] most of the monster attributes were adjusted. In general monsters now deal less damage. To compensate they have higher defenses on average. They will likely need further tweaking in the future. Approach monsters with caution under you are comfortable with the changes. Please note that higher meta level mobs (yellow, orange, red, and purple) can still end up with very nasty modifiers! Overall though the changes should drastically reduce the chances of being one-shotted by mobs. With their higher defenses however it might take multiple players to kill some of the more difficult monsters.
[change] drop rates for weapons/armor/cloaks/jewelry was increased by approx. 35% for all monsters. With the new loot system higher level and higher meta level monsters should drop higher quality items more oftne now.
[feature] a mysterious traveller setup shop in town. He offers a chance to reclaim essences from your unwanted magical items.
[feature] there is now a second route into the distant lands via the road to the south. The monsters to the south are not as harsh as the monsters to the west and might provide a smoother transition for players wanting to explore the distant lands.
[feature] player lists in chatrooms are now alphabetized
[feature] enabled potion use notices in client
Note: all monsters were despawned. The new monsters will have the new stats. The server will likely be slow for about an hour or so while the server despawns/repawns dungeons and populates the world with monsters!
Build 117 patch notes:
[update] images from krumple
[change] a greater variety of monster types can spawn for the world event
[change] the names are WEM are now shown in the event log when they spawn
[bugfix] adjusted all the old bugged +5 stamina regen gloves. existing gloves still have the modifier, but new gloves will have to work their way back up from +1 stamina regen.
[bugfix] small areas of the non-premium part of the world were incorrectly flagged as premium.
[added] ability to open bags inside the bank
[added] ability to drag items into/out of bags inside the bank
[added] ability to stack items into and out banks/bags
[added] ability to split stacks inside bags/banks/corpses
[added] ability to sell/trade items from bags
[change] bags containing items can no longer be sold on the market
[bugfix] ownership flag for items inside bags is now being correctly applied when the bag is moved
[bugfix] traded bags containing items should now correctly apply the ownership flag to the new owner
[feature] ability to name bags
[bugfix] rare packet out of range error
Build 118 patch notes:
[update] image updates from krumple
[bugfix] with chat tab ordering defaulting to the wrong channel
[bugfix] multiple login dialogs no longer appear if a player idles at the login screen
[change] add extra info to login dialog
[feature] ability to change account passwords ingame
[feature] ability to add email address ingame for account recovery
[change] chat window & event log are now positioned near the center of the screen on clients with extremely low resolutions
[bugfix] bug allowed players who ran out of premium time to remain in the premium area
[feature] added a /roll feature to chat. performs a d100 dice roll serverside and broadcasts the results to all players in the channel
build 119:
increased essence requirements for skillgain (health and stamina excluded from the new requirements)
lowered recovery rate for item reclamation
increased percent chance that items will have + modifiers instead of – modifiers
increased the chance that new item names will aquire a second prefix and a suffix
Build 120 patch notes:
Today’s build has a new musical score and sound effects! A big thanks to Rance for composing the music/sound fx and to Will for integrating the new sound library into the game. The music is location dependent. There are many different sound effects for opening/closing/moving/creating/consuming things. Mobs also have distinct fighting sounds. You can adjust the volume properties via the menu->options window. The changes are another step toward polishing the game. Enjoy!
NOTE: Numerous players have experienced issues trying to log in. Clearing your cache seems to resolve the problem.
Also, for those interested in the technical side of the game, we integrated a Java Sound library written by http://www.paulscode.com/.
120 days and 37,512 lines of code later we’ve reached the 4 month mark. Alpha testing has been going on for about 5 weeks now and we’ve had nearly 750 people play TCD! Thanks to everyone who’s played, given feedback, and helped out with the game!
cheers!
This is very good.
Suggestions:
thanks for the reply Masochist.
-I’m assuming you mean walking animations? Eventually this would be nice to add, but for the moment at least i’m really concentrating on the core gameplay functionality.
-by get rid of the java components are you referring to the metal look & feel? One of the first things I did was try out the synthetica L&F because it’s supposedly “easy” to make your own L&F. The first two things that struck me about it was it’s poor performance especially related to my custom tooltips which use the glasspane. Secondly their idea of “easy” isn’t anywhere close to what I would call easy. Eventually i’ll probably extend the basic L&F to do what I want, but for now i’ll work on the gameplay instead. It does annoy me that I cannot even do simple things like change the titlebar color of a JInternalFrame without jumping through a bunch of hoops. /boggle
-polish is coming slowly to the world. The terrain tiles are being fleshed out and the world editors are making it a more interesting place to be.
-mini map is on my todo list!
build 125 patch notes:
[bugfix] dagger was listed twice in copper golem lore window.
[bugfix] resolved issue where kill rights could be granted even in no security areas
[change] reduced number of uses for coin recipes
[change] lowered ore requirements for coin recipes
[change] higher level monsters now have a better chance of dropping essences (especially beholders and above to help compensate for their difficulty)
[change] it now costs fewer essences to increase health & stamina (the increases now comes at every +20 instead of every +10)
[change] increased health/stamina potion recipe drop rate
[change] decreased health/stamina potion recipe number of uses
[change] decreased teleportation potion drop rates for beholders
[change] increased deathward potion drop rates for ancient ents
[change] increased chance to get a teleportation/deathward recipe
[change] reduced teleportation/death ward potion recipe max uses
[change] pressing the esc key returns focus to the map
[bugfix] minor lore typos
[bugfix] performing a spit stack on a full bag item would cause the bag to become unusable
[bugfix] resolved issue where splitting a stack inside a corpse could result in a loss of the new stack on rare occassions
[change] corpse/bag/bank/reclamation center windows are now brought to the front when the window contents are refreshed
[bugfix] resolved an issue where a rare chain of events could strip the ownership flag from items stored inside bags rendering them invisible to the owner
[change] some serverside changes for better long-term item tracking
[change] new players cannot attack other players until they aquire at least 10 karma (karma bonuses from items do not count toward this total)
[added] minimalist “jump to page” feature in the market
[added] page up/page down can now be used to navigate market pages
[change] double clicking on the same item stack now repeatedly activates the item. For example you can now continue double clicking on a stack of potions and every second click will use an additional potion.
[feature] inventory hotkeys are now setup by default for new players
[bugfix] resolved issue where it was possible to manipulate items inside corpses from another dungeon
[feature] players now receive an event log message when entering a crevasse denoting how many monsters are inside
[feature] players now receive an event log when the last monster in a crevasse
I noticed a problem with the way the rules are setup. Currently a person can follow you around stealing loot off your corpses. There is no way I can think of to defend against this besides just logging till they get bored of it, as attacking/killing them would destroy my karma.
Items:
make it so dragging an item to an occupied inventory slot swaps the items.
make it so auto equipping an item works, currently the picture of the body is a lot of wasted space.
It was a fun game overall and I look forward to seeing where it goes.
*Edit:
I forgot to mention I found a bug where bags didn’t redraw after you used an essence reclaimer or trade skill house.
And I agree there is a real need for a mini map.
Heya zoto,
I hadn’t thought of that player tactic before. You already noted one possible counter. You could stab them in the eye, or you could lead them into a no security zone then stab them in the eye, or you could use a teleport potion to depart the area and adventure elsewhere. The world is large enough that they would waste lots of time trying to find you again. I can see a possible issue with veteran players “baiting” new players by ninja looting monster corpses in an attempt to provoke them to pvp. I’ll have to do some thinking about good counters. Thanks for pointing it out!
Double click to equip is an often asked for feature and it is on my todo list. I really should get that ingame since so many players want it.
The issue with bag contents when reclaiming essences is indeed a bug. Thanks for pointing that out as well.
build 126:
[bugfix] context menu for bags located inside banks lacked an “Open” option
[change] removed some of the higher end mobs from spawning as WEMS because they are currently unkillable by players (there’s a rebalancing coming that should resolve this issue)
[change] monsters will now retarget less often than before. This should allow for more strategic fighting when players are fighting in groups.
[change] the 3 existing world event monsters had their damage reduced so they can be killed. New ones that spawn should be killable by players
Downloaded it. Tried to login, nothing happens. 12 packets sent. 0 packets received.
Oh well.