Update Post

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Postby Liberator » Sun May 01, 2016 4:00 pm

Created a new update post to keep it cleaner. The old one has been renamed.

Been implementing the setups for one of the new quests. It's quite a timely process, as there is a lot of elements that go in to it. Should be ready by EA release. I plan to add another quest into this ones chain, which will make it four in total.
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I also done a bit of work within the dungeon generators levels today, fixed an issue pointed out Anunnaki, implemented some more areas for puzzles to spawn, increased some hallways size and layout.
I done a few edits of the new head that I was working on, four re-colours in total now and there's also a new wizard looking hat XD

Ben and Gabe worked on some more in game chat functions. They started implementing different language channels, a local/zone chat.
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Postby Liberator » Wed May 04, 2016 10:41 am

Added some new smilies into the game.
Worked on some more quest stuff.
Added some more NPC interaction, mainly in the areas where I have been messing with the quests.
Place the Ghoul and Golem in some dungeons ;)
Many bug fixes XD

Much more, but gotta work out before it gets to late!

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Postby Liberator » Thu May 05, 2016 8:35 am

Snake Way.

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Been working on some more underworld to add more places to explore. I have some pretty awesome plans for this set of levels in the future, but for now they'll hold some little secrets and such. Should be ready and able to be explored after EA. I'll also continue to update the Ghouls in that time and work on some SFX for them :) and add a win condition to Surely You Jest.
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Postby Liberator » Thu May 05, 2016 4:43 pm

I made a friend. Our relationship didn't have the best of starts, but we got there in the end.

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Finished that dungeon and it will be in the next patch, I also added a new quest, more secretes on the overworld and in the darker places of the maps.

About the lightest this dungeon will be :) Unless you're near a monster or one of the few torches.
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Postby Liberator » Fri May 06, 2016 5:54 pm

You shall not pass!

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Wait, what part of the sewers is this? I think I'm lost.

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Oh, I don't know if people noticed, but you should lose some EXP when you die now.

Bed now, 6 AM >.>
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Postby Liberator » Mon May 09, 2016 7:16 am

Some of the things in the works and also we're doing some work on more end game type elements, as per request. Going at full speed, but with bug fixing - things are somewhat slow.

We're working on a progression dungeon, which will hold some set element puzzles within it.
New forest instance (to replace the old little one)
More puzzle elements, ciphers and passwords, switches, in level clues to figuring them out (somewhat like in Skyrim)
Working on the Jester Quests boss still then we can release that quest finally.
Much bug fixes :D

For a number type puzzle, might do some alternates with elements, animals etc. Which will give you clues on how to solve it :P

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Ben and Sirebrus trigger system.

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Sirebrus bastion/monster he made. We have some ideas on how we're going to use it also :D

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Added an icon above the guild hall - should make it easier to spot.

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I have also added in more purchasable homes in Shamble, Burr and Woodmore. Please let me know if you spot any horrific tiling errors, house placement errors, as I did it all rather quickly >.>

Added a poison effect "poison claw" to the Ghouls and they can also call for assistance from nearby monsters. Also, it slows the movement speed :) insult to injury.
I added call for help skill to appropriate NPCs, Wolf, Humans, Trolls.
Added a bone cage stun to the skeletons. Very low chance of it happening.

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Postby Liberator » Tue May 10, 2016 7:46 am

More bug fixes and the like.
Fixed the Cutlass Cove warper.
Changed the Crab Isle one.
Updated /fell to work within an instance (for player housing)
Modified an area in the North, so you wont get stuck and freeze to death.
Updated the chemical waste images.

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Postby Liberator » Wed May 11, 2016 6:02 pm

Not as awesome of a update post today, but bug fixes are happening as per usual (not always listed)

I added a new level 1 - 3 quest to let people know we have more then just kill that, find this type quests. Sometimes, you have to think and solve some puzzles XD it's quite a neat we quest actually, you pick it up from Folmar. Even if you're level 40 you should enjoy the puzzles, not super hard and reuse a lot of mechanics (except Sirebrus and Bens password system)

I also worked on two quest story lines and some level edits for the beginning of the quests and I will be implementing them tomorrow. These are in the northern areas, from Hunter Roberts. If you spot any areas leading up to that point that are a bit baron or just need some quests, please let me know. I plan to also add a bunch of secrets, puzzles, chests.
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Fixed the non clickable levers (you can still target them with T targeting and spacebar) will be in next patch.
Fixed some quest dialogue
Went through some quest dialogue I just wrote.
Created some records images for playerhousing.

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Puzzlers!
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Cooking ingredients :O
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Postby Benoit » Fri May 13, 2016 4:50 am

New fullsize world map:
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I also fixed some of the annoying guild bugs today.
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Postby Benoit » Fri May 13, 2016 6:01 am

Started working on guild upgrade. This will unofficial be a small guild update patch:

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Postby Liberator » Sun May 15, 2016 5:33 am

Been working on bug fixes, a lot of graphics work and setting up new quests.

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Postby Liberator » Mon May 16, 2016 2:04 pm

Added in some map markers for player housing transport location and town names.
Added in two quests.
Worked on more of a bigger quest (5 quests)
Worked with Ben on the Follow NPC bug(s)
Discussed some fairly big things for the upcoming patch.
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Postby Liberator » Tue May 17, 2016 5:06 am

Ben:
Follow quest bug fix
Updated the tutorial to include arrows over to Bluevale cave (using slimiest cave quest)
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Ben and I added shortcut key for player stats/info
Created more map icons, still implementing atm.
Nomad camp in the North, with some merchants and will hold a few simple quests. Also, has some returning quest characters - finally.
Created a certain weapon for a certain quest and it smells bad.
Map markers added in.
Fixed some spelling steaks ;)
Re-wrote parts of Brotherhood of the traveling pants.
Added in a new quest.
Wrote down two quests, just waiting to implement them.
Modified some skill icons and redid one.
Added a little puzzle and secret warper.

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A few are wrong, but will fix them up. Also, if you have suggestions after they are release - for places that need icons - then please let me know.
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Will update this again, later on tonight.

Also, bare in mind that the items, descriptions etc were rolled back to an older version >.> so that will be fixed also in next update.
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Postby Benoit » Tue May 17, 2016 7:29 am

I've implemented a little of Quality of Life to make it easier to deal with anti-social behavior:
1) We now have a swear filter. I'm fine with some appropriate swearing (like you get your first death at lv 39) but I'm not ok with noobs coming in and spamming racial slur in chat. The swear filter is a simple search for substring which is crappy and will disallow legitimate words like 'cockburn'. I hate this blanked 'punish everyone' but I think overall it will result in a friendlier community without needing active moderation (slowing patches). We will reject character names and chat messages that contain bad words.
2) Trade window just got a bit better. When a player closes the window it will now close for the other player so you wont be trying to setup a trade that isn't seen or causing the window to re-appear on the other side.
3) The trade window now has a button to ignore trades from a particular player for 15 minutes (or log out). This will make it easy to ignore trade spam requests.
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Postby Liberator » Fri May 20, 2016 11:33 am

Bug fixes, per usual :D
Added in two or four more quests, can't remember. Works out to be a slight quest chain also. Still need to add some polish. Quest also includes a new puzzle type.
General work on some graphics.
Increased the undercities size by 2, but yet to add in the "housing object" >.> not looking forward to that, again, so tedious.
Updated a few skill icons (not sure if that made the latest patch)
Fixed up a few more map icons (Bluevale cave to have the cave icon)

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Sorry for deleting your conversation, but I want to try keep this fairly easy to navigate to the updates.
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