Fully transitioned into a pixel based game, much thanks to Avid and Ter's advice/help.
Rough list of updates:
Combat and stat system revamping:
-new "passive" stat: dodge and accuracy
-Strength no longer increases health
-Speed now effects max damage significantly less (40%) but now increases the new stat critical_rate, soft capping at 30 hard capping at 60 through a trainable passive, also increases dodge rate capping at 30.
-Speed now has a bigger impact on attack speed, movement speed, and run speed
-Dexterity now effects max magic damage significantly less (40%) but also increases crit/dodge rates much like speed - also slightly increases max mana pool
-Intellect no longer increases max mana
-Stamina now has a slightly bigger impact on max health and mana
-Chance of critically striking enemy based on crit rate - increases damage by 50%
-Hitting an enemy in the back does 25% extra damage - critically -hitting an enemy in the back does an extra 100%
-Chance to dodge projectiles and other forms of damage based on your dodge level and opponents accuracy level -- successful dodges have a chance of increasing dodge passive. Dodging is only possible if there the damaged is not surrounded by density
-Heavy punching a physical based projectile now reduces damage based off users max strength and the casters max strength*projectile damage mod - if damage is fully negated the projectile bounces in a random direction excluding the users and casters.
The same applies to magically striking a magic power based projectile on impact -- magically striking a physical based projectile nulls this system and vice versa
-Clash system: punching/kicking at the same time as your opponent causes a clash- whoever has higher strength- or magic power if both users have magic strike activated - wins and takes no damage, loser gets pushed back roughly 2 tiles
New Mage Class progress log
Spent a majority of my time redoing skills and skill learning system:
-Finished fire dragon master with 7 passives
-Holy sage revamped passives in work
-Water mage re added - small hold up on the art- passives in work
-Battle Mage(Erza) re added with 4 armors (heavens wheel armor, gigante armor ,adamantine -armor, and Japanese clothe fairy sword) - passives in work
-Time mage/Dark Mage/Giant/Beast Man/Celestial mage in planning still
-You now pick from four starting classes: Holy sage, Dragon Slayer , Battle Mage(erza), and Celestial Magic
-Players can now learn all types of magic, however, they are limited when it comes to learning all but one of the starting classes - still incomplete on the drawbacks
-Learning skills not part of your mage classes now require experience based on the level of skill being learned.
-30 new alchemy ingredient additions: added new kinds of armor only obtainable through alchemy
-Can no longer spam potions - drinking more than 3 potions within 70seconds causes potion intoxication for one minute - attempting to drink potions while intoxicated causes the drinker to lose health/mana instead of gain
-Replaced in game HUD
-Increased efficiency of game, so far no noticeable causes of lag
-Can now pay a sailor near main town - allows for travel to Khione(a snow village).
-Started writing and gathering art for story based game play, will most likely follow certain fairy tails;) and a bit of mythology.
Player Quest Request system:
Players can now create requests and set rewards for said quests allowing other players to take and complete: rewards so far are limited to experience and ingame currency - will be expanded later to involve all items and equipment.
Requests are currently limited to item retrievals/gathering, and player/NPC bounties
-New guild systems so far including: raids, guild vs guild events, and in guild teams
-Host and test
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