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8/6 Weekly Development Updates 
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Joined: Thu Jan 03, 2013 12:56 am
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Location: Crofton, Maryland
8/6
- Mobs will not ambush until you are level 10.
- Melee skills were adjusted again to help them in the early levels. I tweaked them yesterday, but it was still considerably more difficult.
- Warrior and Ranger's kick ability was adjusted to interrupt 75% of the time, up from 50%.
- Mobs' ambush now has a cooldown to help prevent instances of getting chain-ambushed.
- Fixed a bug with the bank system. Items should now save properly 100% of the time. :?
- Made the automatic mob filtering much less difficult, particularly before level 20. You won't get mobs two levels above you at level 2 anymore.
- Centered the bank to make it slightly less awful looking.

8/7
- Reduced the cost of Shadow Knight's Summon Dead. With some race/class combinations you can't even cast it at level 9 which is pretty funny.
- Reduced the cooldown of Shadow Knight's Death Strike and Gasping Frenzy.
- SK's Gasping Frenzy will no longer be derailed by a single dodge or miss caused by blind.
- The amount of mana Gasping Frenzy leeches was reduced due to its recent damage and cooldown buffs.
- SK's Crescent Cleave cooldown has been removed.
- Paladin's Purge cooldown has been removed, but the damage was slightly reduced.
- Paladins Rebuke invincibility duration was extended to 1 second.
- Reduced Ranger's Ignite cooldown to 10 seconds.
- Ranger's Rapid Shot cooldown has been adjusted to 4 seconds, but the damage was downgraded a bit. The SoW and Snare bonuses also were removed since they're now irrelevant.
- Ranger's SoW and snare now provide bonuses to volley shot. Volley Shot's tooltip will reflect these new values in real time.
- You will no longer be stunned by bash when the following effects succeed: Warder's Rift, invincibility, dodge, riposte, parry/block, mirages absorb, absorb, mirror images absorb, or when a mob is successfully dazed.
- SK's slam properly adds a debuff icon.
- Warrior's kick no longer costs any rage.
- Warrior's Avenging Strike had its minimum damage increased based on offense.
- Warrior's Slam had its stun effect increased to 3.5 seconds.
- Fixed up some of the mob casting animations. Looks a little less crappy now.
- A new option menu provides the following options to be set: loot filtering and monster avoidance.
- Loot filtering lets you automatically discard white and blue items (or nothing).
- Monster avoidance lets you select what kind of mobs you want to avoid. You can choose none, low, high, or both.
- Monster filtering is now much more player-friendly. You can't even con a red mob until level 30 now. You can't con a yellow until level 10 (assuming you stay in "recommended" zones). This should make the first 10 levels much easier for new players.
- Smoothed out some of the lower level mobs in Crushbone and Blackburrow. Brought pawns' level range up to be within the zones' suggested range.

8/8
- Channeling now levels when hit while casting, not when you finish casting any spell.
- Channeled spells, Ice Block and Magic Missiles, cannot be canceled anymore.
- Mobs below level 24 can no longer drop magic/rare items with +all stats, skills, or resists.
- Slightly reduced the drop rate of magic, unique, and rare items. Made magic find more effective for finding rares.
- Improved the track success rate for Rangers, Bards, and Druids.
- Added an automatic cooldown upon logging in for some skills with long cooldowns. Some skills affected include Track, Harm Touch, Lay Hands, and basically any skill with a cooldown longer than 90 seconds.
- Wizard's Ice Block does not turn the button red until it finishes channeling.
- Reduced Druid's Tornado cooldown to 12 seconds.
- Touched up the nameplates a bit. Most importantly the mob's nameplate now has a color-coded indication of the mob's level.
- Fixed Searing Revelations tooltip. It erroneously said it hits all targets.
- Fixed a bug with daze spells that causes mobs to machine gun you to your imminent death.
- Fixed a bug that caused Lustrous Russet Bracer to drop properly.
- Most warrior skills had their damage buffed... just like... almost all of them. Try them out and see how it goes.
- Warrior's Avenging Strike has been redesigned. It now costs no fury if you have less than 60 fury. If you have more than 60 fury, it will spend 20 fury and trigger a regeneration effect. This effect will heal 1% of your max health every second for six seconds.
- The options menu now allows you to turn weather effects on and off. This will help users on slow devices like iPads or iPhones... or 10-year-old computers running on IE8.
- Designed new and improved dynamic tooltip system. This will pave the way for expanded bank slots and inventory slots.
- Fixed up some loading screen animations.
- Fixed up some mob death animations which are pretty comical.

8/9
- You will no longer automatically switch targets when a monster dies if you preemptively acquired a valid target. Previously if you DoTed up a mob, changed targets, and let it die while fighting another target, it would change your target assuming you wanted to fight something else.
- Did a general GUI touch up. Fixed the vertical centering of the mob's level in Chrome. Changed many gradients to have a more consistent style pattern.
- Redid how some particles look and some casting animations.
- Messed with the death animation a bit.
- Fixed the tooltip positioning problems in Chrome.
- Dual Wield will now level faster.
- There are now 63 bank slots available. CLEAR YOUR BANK OUT OR YOU WILL LOSE ALL ITEMS TOMORROW NIGHT.

8/10
- Increased Warrior's Subjugation's activation time from 3 to 6 seconds.
- Increased the cost of Avenging Strike's regeneration effect from 20 to 25 fury.
- Decreased Avenging Strike's damage a little bit. It was a little too good?
- Slightly adjusted warrior and ranger's kick damage. Scales with offense instead of level.
- Changed how Warrior, SK, and Paladin Slam ability's damage works now. It now scales with level more smoothly than before. This change also affects Warrior's Shockwave.
- Your boots' armor value now affects most kick skills in the game including warrior's kick, ranger's kick, and Monk's crane kick, windmill kick, and flying kick.
- Most warrior skills were tinkered with to some extent. Expect changes.
- Warrior Absorb Spell now works properly with DoTs.
- Buffed Monk's Chakra Blast.
- Most monk finishers were buffed.
- All characters now have 24 inventory slots.
- Some design work was done. Window backgrounds look about 1% less crappy now.
- Space bar will no longer scroll your webpage if your window is sized too short.
- The tooltip will no longer linger after double-clicking an item in your inventory and moving it to an empty equipment slot.
- You can now double-click items in the bank to move them to an open slot in your inventory.
- The character sheet and bank will automatically toggle each other if you try to open both at the same time.
- Dropped the rate at which magic find affects rare item drops a little bit.

8/11
- Warrior's Intrepid Might now behaves properly when bashed as an Ogre. It will now activate despite racial bash immunity.
- Spent more time on the site's design. Looks less crap now.
- Hard coded coordinate values for more accurate mob positioning animations.
- Removed all box shadows. They were definitely hurting performance, so I removed them all. They're just not worth it for a minor "oooh factor".

8/12
- Bard musical skills are now properly displayed on the character sheet.
- Removed all blur effects on text shadows for a performance boost.
- Made tooltips indicate instrument skill boosts for bards and block is indicated instead of parry for monks.
- Bards got buffed. They kick ass now.
- Boastful Bellow was reworked. It is now a single-target pulse DD (like a DoT) for 3 pulses (4 with selo's). Starting the song again cancels the original bellow, so there's incentive to not interrupt your own songs.
- Changed Paladin and SK cooldowns to 5 minutes, but made them more powerful.
- Mobs spell particles now properly animate to their actual center points for certain animations.

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Wed Aug 07, 2013 12:00 am
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Anuran Assassin

Joined: Fri Jul 05, 2013 8:24 am
Posts: 527
Loving the warrior change :D, the dmg is great, makes duel wield something you want to use instead of dreadful to use. Avenging strike is a nice change :D


Fri Aug 09, 2013 6:16 pm
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Site Admin
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Joined: Thu Jan 03, 2013 12:56 am
Posts: 4133
Location: Crofton, Maryland
Cool, thanks for the feedback. I thought it would be a smart gameplay mechanic myself!

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Fri Aug 09, 2013 8:24 pm
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