ID:292499
Nov 13 2011, 4:48 pm (Edited on May 4 2012, 11:34 am)
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v12 : Unreleased -Changed: * Improved the bridge from the estate -Fixed: * Updates and Achievement links v11 : Apr 04 2012 -Added: * New cave with 3 new monsters * New cave gen related systems -Changed: * world.fps from 20 to 100 * Following AI for monsters v10 : Mar 09 2012 -Added: * Special Items Super Shop * 7 new random decor objects * New large decor: Fish Racks -Changed: * All new music * Tweaked movement speeds * world.fps from 100 to 20 * Reworded experience messages * Tweaked Exp Stone's description * HUD update delay from 0.1 to 0.2 * Extended bound_width on random decor * Toggle Battles option now effects PvP * The main window now maximizes by default * AutoEdges now special merge into child types * Tweaked the stone patch outside of the Estate * Random decor now uses step() to prevent overlap * Caves can now generate layouts of various materials -Fixed: * Minor typo in victory messages * Selling more items than you had * AutoEdges not covering all corners * Exp bar updating for all team monsters * Cave floors not generating rocky patches * Forward pixel based directional calculations * Double flicked fade effects in another fix attempt v9 : Dec 09 2011 -Added new cave music -Added an NPC by the bridge -Added item selling in shops -Added encounter rate options -Added defaultNum to GetNumber() -Added systems to keep zoned music -Added main menus: Quests, Achievements -Changed world.fps to 100 -Changed HUD font graphics -Changed cave object spawning -Changed pause loops to sleep(1) -Changed player defeated message -Changed the size of created caves -Changed HUD menu systems and graphics -Changed ScreenMove() distance per tick -Changed which enemies appear in the cave -Changed menu sounds to automatically play -Changed monster HP to restore from leveling -Changed the chance of grass details appearing -Changed step_sizes to standardize vs world.fps -Changed battle exp to level entire monster team -Changed FadeEffect flick order to prevent flicker -Disabled Wandering NPCs to test performance -Fixed Bugs: * Not properly loading step_x and step_y * Item stock list displaying longer than item list v8 : Dec 04 2011 -Added ExitCave() in Logout() -Added 100 blank z layers (BYOND Bug) -Added a doorway in the basement corner -Changed loading fade systems -Changed battle encounter rate -Changed behindWalls AutoEdging -Changed world.fps from 30 to 60 -Changed HUD line writing systems -Changed the price of random objects -Changed Stress to update every tick -Changed captured monsters to level 5 -Changed caves to scale monster levels -Changed cave AutoEdging for efficiency -Changed speed of Exp and HP HUD updates -Changed speed of enemies entering battles -Changed AutoEdge logic order for efficiency -Removed PottedPlants from random dock objects -Removed an unused exception list from AutoEdges -Fixed Bugs: * RunTime Error * Fade effects not sticking * Monster Storage giving you 7 (Ganing) v7 : Dec 01 2011 -Added Battle BG: Cave -Added Item: Exp Stones -Added fake quest message -Added random grass details -Added cave creation systems -Added object pushing systems -Added captureDetails pet var -Added a message when defeated -Added more random decor objects -Added sound effect when attacks miss -Added more messages to random objects -Added random objects around Silkenvale -Added Medals: Bright Sight, Bright Soul -Added looting systems on random objects -Added cave entrance across broken bridge -Added attack functionality to: Poison Gas, Vine Whip, Leech Seed -Changed shadow mouse_opacity -Changed Estate grounds mapping -Changed AutoEdge height stacking -Changed Poison Gas to Poison Cloud -Changed random object categorization -Changed captured monsters to Level 1 -Changed Doorways from areas to objects -Changed Soul Stone deployment animation -Changed monster bounds to set when summoned -Changed battle icons to generate on first battle -Changed AutoEdge Systems to handle single corners -Changed default sound and animation for non-functional attacks -Removed tall grass -Fixed Bugs: * RunTime Error * Flawed AutoEdge logic * Inventory stacking by type only * Bounds on random objects overlapping * Loading coordinates after PixelLocate() v6 : Nov 22 2011 -Added sprinting with shift -Added an update notice at login -Added basic shadows to Silkenvale -Added edging around the estate moat -Added edging above the broken bridge -Fixed Bugs: * Wild Monster Queues * Various RunTime Errors * Enemies not exiting battles properly v5 : Nov 21 2011 -Added Subscriber Font -Added Medal Announcements -Added Menu Item: Subscribe -Added Monster Storage Systems (Temporary UI) -Added New Medals: Sub Member, Ding, Level 10, Level 25, Level 50, Level 75, Level 100 -Changed the Hub Icon -Changed Wild Monster Queue -Disabled Enemy Level Scaling -Fixed Bugs: * Various RunTime Errors * Battle Challenges Sound * Endless Loop on Menu Icons * Circular Battle Order Reference * Clicking HUD Icons and Interacting * Enemies Exiting Battles Incorrectly v4 : Nov 18 2011 -Added Updates Link -Added Datum Profiling -Added StartChatSound proc -Added Random Decor Systems -Added a new area: Silkenvale -Added Main Menu by Pet Interaction -Added Interaction to Fountains & Statues -Changed HUD Refresh Rate -Changed Layer of Blackness -Changed Auto Tiling Systems -Changed Layering System Formula -Changed Leech Life to Blood Suck -Changed Attacks that Steal HP to Round Up -Removed Server Info Messages -Fixed Bugs: * Various RunTime Errors * Barrels without Messages * Interface Sizing at Login * Battle HP not updating properly * Pets appearing on top of Owners * Players Logging Out During Combat * Minor Mapping Error inside the Estate v3 : Nov 13 2011 -Added Medals -Added Bright Monsters -Added Maximize Options -Added Subscriber Systems -Added Graphics Toggle Button -Added ToolTips on HUD Buttons -Added Fade Effect when Battles Start -Changed forget a move to default to the new move -Fixed Bugs: * Sleep lasting forever * Forget a move windows overlapping * Battle Challenges Sending to the Challenger |
Monster Kingdom |
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MKO offers a Pokemon inspired adventure, set in a traditional fantasy world. |
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