Updates - Versions
Updates - Versions
Thread For Version Notes
20016-10-14-01
Update:
I've switched to a different dungeon i had previously built, that will allow the "spreading" of the difficulty from a 1 to 10 scale to a 1 in 16 scale.
This should allow a wider variety and more steady progression.
Note: I strongly suggest you FORGET any teleports you had in the old dungeon. You will probably end up in a wall, or worse.
Brad
I've switched to a different dungeon i had previously built, that will allow the "spreading" of the difficulty from a 1 to 10 scale to a 1 in 16 scale.
This should allow a wider variety and more steady progression.
Note: I strongly suggest you FORGET any teleports you had in the old dungeon. You will probably end up in a wall, or worse.
Brad
Re: Updates - Versions
Due to the enormous size of this expansion, i'm officially making it a new scenario.
Our first in years!
Thanks for all the great testing!!
Our first in years!
Thanks for all the great testing!!
Re: Updates - Versions
Parties in the Refuge now "Side Kick" lower level party members.
You will be able to hunt with your friends, of virtually any level.
- They will have the average level of the party
- They can wear leveled equipment
- They get health and saving throws appropriate to their level
- They can use level based temporary effect items
Note
- Their experience gain CANNOT bypass level caps (they must still do content to get permanent level increases).
- They can't learn abilities inappropriate for their level
- Not many questers will view them as the real level
- Treasure from chests and other items will be scaled appropriately to their REAL level. (Sorry no arcane QP at level 10)
You will be able to hunt with your friends, of virtually any level.
- They will have the average level of the party
- They can wear leveled equipment
- They get health and saving throws appropriate to their level
- They can use level based temporary effect items
Note
- Their experience gain CANNOT bypass level caps (they must still do content to get permanent level increases).
- They can't learn abilities inappropriate for their level
- Not many questers will view them as the real level
- Treasure from chests and other items will be scaled appropriately to their REAL level. (Sorry no arcane QP at level 10)
10-19-2016
Update:
- Refuge is now its own scenario
- Flee and Find refuge now work for any level over 20
- Level 0 creatures have had a 50% damage reduction, scaling upwards
- Sidekicking should now work for levels 20 + in your group
Brad
- Refuge is now its own scenario
- Flee and Find refuge now work for any level over 20
- Level 0 creatures have had a 50% damage reduction, scaling upwards
- Sidekicking should now work for levels 20 + in your group
Brad
10-22-2016
- NPCs now have a variety of weapons
- Chests, treasure / trapped doors and other "treasure droppers" now "know" what approximate level they are in. A number will be displayed when you loot, you can check the number against nearby npcs
- Testing the first platinum shopkeeper. "Temporary" should now only take platinum. please test!
- Chests, treasure / trapped doors and other "treasure droppers" now "know" what approximate level they are in. A number will be displayed when you loot, you can check the number against nearby npcs
- Testing the first platinum shopkeeper. "Temporary" should now only take platinum. please test!
10/31/2016
- Most Arcane abilites are now impelemented (have about 5 left) (its a shame this only gets one bullet point ...)
- There is a new frontend up for download that should fix all the macro loss/crashing. One side effect is that some of the "greying" out of buttons doesn't work at the moment. Thanks for all the patience on this one
- Survival trainers should now properly calculate health bonus and health cap based on relative danger level
- Fixed a few more places in the code where the level cap was not properly calculated when sidekicking lower level friends.
- Figured out the locker issue.. the "crossover" locker can be addressed by 3 sides (and standing on it)
I'm currently trying to find these last few issues with using the new compiler (having to do with the rect fill code and paint code on buttons and other areas). It will be nice having the system completely compiled on a modern compiler . (No more booting windows XP to compile!)
Brad
- There is a new frontend up for download that should fix all the macro loss/crashing. One side effect is that some of the "greying" out of buttons doesn't work at the moment. Thanks for all the patience on this one
- Survival trainers should now properly calculate health bonus and health cap based on relative danger level
- Fixed a few more places in the code where the level cap was not properly calculated when sidekicking lower level friends.
- Figured out the locker issue.. the "crossover" locker can be addressed by 3 sides (and standing on it)
I'm currently trying to find these last few issues with using the new compiler (having to do with the rect fill code and paint code on buttons and other areas). It will be nice having the system completely compiled on a modern compiler . (No more booting windows XP to compile!)
Brad
11/7/2016
All Arcane ABilities and Quirks are now fully functional!
(There will be tweaking of course).
- There is a new client with some fixed graphic issues, continue to download at the link!
- Fixed an issue with melee based creatures that was giving them almost unhittable "claw" items
- Thieves have a had a boost on their trap avoidance
- You now earn arcane quirks (that was an oversite)
Almost ready to let in the masses!!!
I'm aware of the crash bug with twigging, looking into it!
(There will be tweaking of course).
- There is a new client with some fixed graphic issues, continue to download at the link!
- Fixed an issue with melee based creatures that was giving them almost unhittable "claw" items
- Thieves have a had a boost on their trap avoidance
- You now earn arcane quirks (that was an oversite)
Almost ready to let in the masses!!!
I'm aware of the crash bug with twigging, looking into it!
11-12-2016
- Refuge Testing is now available to all subscribers! (With nameless access)!!!
- Twigging now works again! Note: If you drag from sack to ground, you must have a free hand
- New client now available! Grab http://www.kingdomofdrakkar.com/downloa ... erTest.exe
- Twigging now works again! Note: If you drag from sack to ground, you must have a free hand
- New client now available! Grab http://www.kingdomofdrakkar.com/downloa ... erTest.exe
2016-11-15
Scaling updates!
- Halved the potential damage of the first group of creatures, scaling upwards. This should keep the entry level a lot more palatable.
- Updated trap code to be a bit more effective against creatures
- Tweaked up thief chances of avoiding environmental traps (chests, doors).
- Added a few more types of drops.
- Halved the potential damage of the first group of creatures, scaling upwards. This should keep the entry level a lot more palatable.
- Updated trap code to be a bit more effective against creatures
- Tweaked up thief chances of avoiding environmental traps (chests, doors).
- Added a few more types of drops.
2016-11-18 Launch Prep!
Be prepared to download a new client (one that is compatible with both games).
It should be ready this weekend. It won't be default-installing into the "test" directory any longer.
If you still want to run two clients, you will have to manually change the directory.
It should be ready this weekend. It won't be default-installing into the "test" directory any longer.
If you still want to run two clients, you will have to manually change the directory.
2017-12-26
- Removed the deep carpet spots in IR (completely).
- Reduced the increase of creature health by 90% per growth area
- Reduced the NPC combat damage increase by half (per area)
- Reduced the to-hit per area from 5 points to 2 points
- Reduced the defensive adds per area from 5 points to 2 points
Thanks for all the feedback!
Brad
- Reduced the increase of creature health by 90% per growth area
- Reduced the NPC combat damage increase by half (per area)
- Reduced the to-hit per area from 5 points to 2 points
- Reduced the defensive adds per area from 5 points to 2 points
Thanks for all the feedback!
Brad
2018-01-09
Quick IR Micro Patch:
- Changed the wording of the iron bread patch, to make it clear that its generated in a regular pot, not requiring an actual OVEN
- Added a super expensive version of two items, so people who dont want to experiment to find out how to produce them can buy them and then take them to one of the questers to reverse engineer.
- Bumped up the treasure table (push the drops higher into the good stuff)
- IR was allowing free players in
- Changed the wording of the iron bread patch, to make it clear that its generated in a regular pot, not requiring an actual OVEN
- Added a super expensive version of two items, so people who dont want to experiment to find out how to produce them can buy them and then take them to one of the questers to reverse engineer.
- Bumped up the treasure table (push the drops higher into the good stuff)
- IR was allowing free players in