Sunday, August 30, 2009

Finalizing Fixes

After last week's semi-successful debug launch, I'm working today on finishing up the revised version with updated...everything! So far, the changes include:
- new hp/mp calculations
- new spell system
- consumables now work
- sacrificing to a geosid now triggers an "event" every of geonite. generating consumables on this event is currently implemented
- redesigned chaos effects
- new design equations for how agility/intelligence/strength affect magic speed/damage and physical speed/damage


Before the release tomorrow, I still need to finish up a few things:
- allow town geosids to create a portal when they are triggered
- make gold look like gold on the ground
- make town geosids act like safe zones (good players can't be killed) and wild geosids act like pvp arenas (players don't lose exp for dying, don't drop items when killed, etc)
- add an npc type for town guard that attacks evil
- revise special effects for all of the spells
- create the hunter/warrior spell spread
- generate the new map


1430
Looking good so far:
- town guard has been added
- hunter spell spread is nearly complete (it seems really cool!)

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