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A new build is out for 5$+ tier supporters! Thank you for your support and your patience! Quite a lot has been added / refactored for this build, so here's a copy/paste of the development notes:

== MISC / SETTINGS ==

  • Unity build version updated from 2020 LTS to 2021 LTS.
  • Strafing settings in the Input tab are now functional. (Not the dropdown setting yet)
  • New settings added for the Network / UI tab.
  • Internal Game Database (Items, Enemies, Races, Skills, etc) refactored when caching on game startup.
  • Gravity / Force on Physics based objects (Projectiles, Enemies) refactored.
  • Camera sensitivity slider now scales by decimal instead of whole numbers.
  • Camera render distance options added.


== GAME ==

  • The Instanced Field Zone, "Woodpeak" added. (Still a WIP, unfinished)
  • Fixed still being able to get damaged while teleporting to a new map.
  • Fixed Recalling while underwater, making the game think you're still underwater.
  • Getting damaged / hit while casting Recall now interrupts the cast entirely.
  • Recalling now works for connected clients.
  • Scepter Weapon Type (Normal Element) projectiles adjusted. Scepter Charge 1 max hits reduced from 8 to 3. Scepter Charge 2 max hits reduced from 12 to 5.
  • Projectile hitbox dissipation time adjusted, hitboxes should no longer linger for too long and still deal damage to enemies when the projectile visuals are long gone.
  • Skill "Cryo Needle" now has 4 Ranks.
  • Skill "Fireball" now has 2 Ranks.
  • All Slimes now have a long distance based attack. (Circle Strafing endlessly while targeting them now has potential punishment).
  • Added a brief "freeze" buffer to Slimes (Basic Enemy Behavior) movement / rotation after their attacks, so that their hitboxes can stay more stationary rather than follow the player at all times.
  • Time before Stamina Regen increased from 2 seconds to 3 seconds.
  • Time before Mana Regen decreased from 7.5 seconds to 7 seconds.
  • Fixed bug where pressing the block and cast input at the same time will make your character stuck blocking until they run out of Stamina (This still happens to connected clients however).
  • Incremental Movement Speed reduced when strafing.
  • Stamina Reduction Rate while blocking increased from 0.3 seconds to 0.8 seconds.
  • Successfully Dash Dodging an enemy attack hitbox now costs an additional 3 Stamina.
  • Getting critically hit while blocking now increases the cost of Stamina. (>= 30% of Max Health: +3 Additional Stamina Cost, < 30% & >= 50% of Max Health: +5 Additional Stamina Cost)


== STAT ==

  • Base movement speed is slightly faster.
  • Magic Attack Stat is renamed to Magic Power.
  • Physical Damage base reduced to 85% from 100% of your overall Attack stat.
  • Magical Damage base reduced to 65% from 100% of your overall Magic Power stat.
  • Skill Tooltip updated. Skill type "Support" is renamed to "Cure", and "Utility" is renamed to "Buff".
  • Skill Potency Values added. Skill Potency is scaled by a percentage of a stat type (Attack or Magic Power). Overall Skill Potency can be increased for each Skill Rank upgrade.
  • Magic weapons now deal their damage range added with 50% of your Magical base damage.
  • Defense / Magic Defense damage reduction % adjusted.
  • Magic Critical Strike % is now functional. It can be upgraded by applying points into the Mind Attribute and/or finding gear that upgrades it.
  • Magic Critical Strike %, Magic Defense, and Movement Speed % now appear correctly and accurately on the Stats Menu Tab.


== DISPLAY / SOUND ==

  • Minimap added. (WIP)
  • Floating value numbers are entirely re-worked both mechanically and visually, they now add up on a timer while dealing damage / have easier readability.
  • Low health now emits a warning sound effect, and a sound effect every time the character pulses red.
  • Low health warning emits when health is below or equal to 30% of the overall max health instead of being below or equal than 10 health.
  • Sound effects and particle effect added for when you land from a jump / fall.
  • Double jumping shortly after dashing no longer cancels the double jump animation.
  • Helms no longer clip on Kubold and Byrdle heads.
  • Helms can now hide Misc objects and Ear Objects to prevent clipping depending on design.
  • Changs are given Poon voices (for the time being), preventing a game disconnect / interruption when typing into chat as a Chang.
  • Byrdles now have idle animations and a movement animation.
  • Byrdles now have proper armor display.
  • Fixed the Material error reference exception that appears on game startup.
  • Fixed the "Level Up" effect from re-ocurring and getting stuck after teleporting to another map.
  • Updated Leg Up Buff effect.
  • Level difference color codes updated. (Green: 5+ levels lower, Lime: 1-5 levels lower, Yellow: same level, Orange: 1-5 levels higher, Red: 5+ levels higher)
  • Player, Item, and Enemy Nametags sizes increased.
  • Stamina Gague Wheel size increased.
  • Player Block Shield Orb effect updated.
  • Error prompts now play a sound effect. (Fatigued, Out of Mana, etc)
  • Player character now glows White when they recieve IFrames
  • When dead, the "Release Soul" UI element will permanently cursor unlock and un-hide, no longer needing to press escape to unlock the cursor to click the button.


== CUSTOMIZATION ==

  • Character creation environment re-designed.
  • Race selection icons are re-done to fit the look of the character models better.
  • The random alternate idle animation (looking around, stretching, etc) no longer plays while having a weapon out and while customizing the head of the character.
  • Byrdle body blendshapes for customization added.
  • Added new mouth options for Kubolds.
  • Fixed hair color and misc color profiles copying over and overwriting to a selected existing character after exiting character creation.


== NOTED ISSUES / BUGS ==

  • Woodpeak is still incomplete and does not have very much game logic in the zone.
  • The Minimap is still a WIP, and will not display maps other than the Woodpeak segments for now.
  • Toggle Setting "Hide IP / Password Inputs" does not work yet.
  • Toggle Setting "Remember Last Connected IP / Password" does not work yet.
  • Toggle Setting "Send Limited Character Proportions in Packet" does not work yet.
  • Dropdown Setting "Max Allowed Ping" does not work yet.
  • Toggle Setting "Kick AFK Clients" does not work yet.
  • Toggle Setting "Fade Music Out of Window" does not work yet.
  • The bow is still not working.
  • Chests still drop duplicates of items when they shouldn't.
  • Enemy aggro detection still not working properly / as it should.
  • Null reference exception error in a network message when starting the game resulting in infinite loading may occur. If so, let me know and try restarting the game until it works.
  • Some skills such as Flak, Spire, and Lightning Barrier may not work properly.
  • There is a enemy based mesh / model collider error that may occur. I'm aware of this error and I will be fixing it when I refactor the aggro system.
  • Colliding with steep slope walls underwater still feels weird and air attacking them still locks the player until they land on the ground.
  • Attempting to climb up the ladder in "Test Room 02" will not work still due to the double jump providing less jump force.
  • Rope climbing still needs to be refactored and can get you stuck sometimes.
  • Holding down the F key (interact) while an item is still dropping as a connected client (not host) will make it impossible to pick up.
  • Equipment Item Object drop displays are still a WIP, helm item objects specifically still appear invisible.
  • The Slimens (Modified Lvl 1 Slime) do not display their correct level to connected clients. (They appear as level 1, but should be level 4.)

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