- All the negative conditions are now affected by "stresistance" and sent as a "condition" character event - There's a new very aggressive male Harpy - Cuteness adds a negative aggro difference - this way >1 aggro values make some sense too - Bling adds a positive aggro difference - this way even peaceful monsters could attack you - New Item: Harpy Bow - along with its own crafting recipe, Harpy's both drop the crafting material and the bow itself, so it's not just low-RNG based and there'll be a slow but steady progress too
I took a couple of days of this week but should get back to working on the game in 1-2 days
Week in Review [19/09/22]
I have a new approach where I log changes digitally after I make them, instead of just taking notes and quickly visiting my notes each week during a report. With the previous approach a lot of the small changes didn't make it into the report. The update this week will likely be closer to Friday.
- Bunny set now has the ID "bunny" and received 50 Cuteness bonus
- Added Pink Goblin achievements
- New runner function: throw_item(num,x,y)
- White Egg is throwable and aggroad nearby monsters
- Likely going to merge the item throwing and Merchant's Throw skill at one point and make them projectiles too
- "mluck" game and character events, also a "+M" text animation for the merchants who receive an item
-Snowball's freeze is pvp only now
- G.conditions.pickpocket
- Getting out of the bank now requires the bank to internally disconnect too, previously this was just for getting in the bank, when there's a system lag you can feel both connections. Also patched some common ways to get in or out of the bank through other means than a door.
- There's a new stat called `incdmgamp` - Incoming Damage Amp. - "cursed" and "marked" skills use them
- Cursed condition now decreases output by 20 - so it's much more effective against Priest's, damage output only drops to 5% by stats
- "3shot", "5shot", "cburst", "cleave", "shadowstrike" has a new response format, basically it's the first hit amplified with `.targets[]` and `.pids[]`
- "stomp" now returns the `.ids[]` that are hit
- New Monster: Harpy - New Ability: Warp on Hit - New Feature: Flies when charging
- Monsters don't spawn things now when they are disabled
- Dark Mage multiplier is 64 now, and there are achievements
- New Property: Impact Resistance / "phresistance" - Some monsters received varying levels of it
- New "condition" character event, but it doesn't trigger for everything yet, refactoring is in progress
- Status Resistance is integrated
- "bad" property on G.conditions is no more, they only have "debuff" now
- Monster Hunter sets have new resistance bonuses
- Some classes have new resistance bonuses
- Started re-balancing some monsters, once the new dynamics are set, could adjust the existing kill numbers on players if the final difficulty differences are more than 4X
Week in Review [12/09/22]
All NPC's are live entities now, they can be found in `parent.entities` - their ID's start with "$"'s
Citizens started receiving new features, some seek a certain type of players, some attack monsters, some heal nearby players
New NPC: Cunn - can follow a player between maps!
At one point, each NPC will be documented, for now it's up to you to discover what they do!
Priest's now have a separate `.heal` property and each classes have their own `.output`s - so Damage Output no longer affects Priest heals, yet, it's proportionally more effective on Merchants and Priests!
New Skill: Merchant's Frenzy
Many bugfixes and improvements, including timeout corrections on attack frequency changes
Week in Review [08/08/22]
This week was mostly spent on refactoring the internal skills, projectiles, hit animations system. Basically there were a lot of mis-handled animations and procs, simplified the system a lot and moved everything I can to the data side. As a result G.skills, G.projectiles, G.conditions etc. are quite enriched now.
Two paladin skills are live, Smash and Purify
The most visible change this week is the Server Time and Day/Night Cycle, It's Night time between 0-5 and monsters can sleep - when you click on Server Time, you can practically see the event data
In the meantime experimenting with lights, and how to make nights less depressing, lights are very complicated as they are very simplistic and depending on where you stay, the illumination can be illogical, so I'm leaning towards a fog of night, rather than a flat darkening which confused everyone, I personally don't like it myself either, but going to give it some time
There are many other small changes and bugfixes, for example you can make a cake now
Week in Review [01/08/22]
Biggest addition this week is the A/B Testing daily event, also improved the information pages of the earlier events
After receiving the Harpy idea on Discord, started working on a new zone, Jayson completed it yesterday, it's called Frozen Cove and it's accessible through Frozen Cave
For the Goo Brawl, there's now a Rainbow Goo with the `rgoo` ID and after the next update, regular Goo's will become `bgoo`'s - the Monsters UI is slightly improved as well
New Craftable Item: Bat Fang Amulet (Discord Idea)
Items now have their monster droprates listed in a new format
There are many bugfixes this week, at the end of the week I started refactoring the attack and projectile / hit animation routines, ended up diving deep into G.skills / G.projectiles - It'll delay the game update yet in the end it'll simplify things a lot and enhance the data.
There were many small bugs like a reflected projectile having a different hit animation, game checking attacker stats instead of projectile stats on procs, skills that don't use a weapon using weapon features etc. - when I'm done with the refactoring hopefully these will all be fixed - and when the routines are simpler, it'll allow for me to more easily integrate the better promise responses for skills
Week in Review [25/07/22]
There's a new map called 'goobrawl' and an accompanying daily event "Goo Brawl"
You can enter these new events by name with `parent.socket.emit("join",{name:"goobrawl"})` and as a reminder the event data is in the `parent.S` object, so checking `parent.S.goobrawl` in code will let you know when it's live
Currently each server runs a random event around 7pm and 9pm - this will change depending on your timezone, there'll be an NPC at one point that communicates the exact timing of these events
Second daily event is the Giga Crab - extremely challenging, spawns Huge Crab's and only receives 1 damage if there are any Huge Crab's alive!
There's a new internal routine that analyses growth of accounts, this allowed me to add a new rule that prevents multi accounting without any debate. Basically you can run accounts for others as long as they are selfish. When their growth is charted, if they don't grow and instead transfer resources, it will result in long temporary bans
There's a new status called Hop Sickness, this can better shape in the future, right now characters record 40 server entries, depending on your hops in the last 3 hours, your character gets an increasing Hop Sickness. The debate is going on but a simpler solution is likely to bind accounts to a single server and let that server be changes every few days, characters could still function on other servers with stats that hinder the growth 50%+
When you invite someone to Adventure Land, you now receive a "Friend Token"! The shop / exchange isn't live yet, haven't decided on what to offer, likely incredible cosmetics, Hoping to fuel some growth this way. As a reminder the invite URL's check IP's too, so even if your friend buys the game on Steam afterwards, it'll likely match
Last few years haven't been too kind, I guess for all of us, last year was especially hard for me. I've lost my best friend/dog. He had a good life but it was still devastating, turns out he was my last source of motivation, took quite some time to recover. No guarantees whether I can keep it up, but I'm back and it feels good to tackle some big challenges to start with! The daily events are off to a rough start, but it's a start!
I want to thank everyone who reported #bugs and #feedback on Discord, tackling those small suggestions helped me gain momentum. I'd appreciate small actionable #new_ideas as well. For example simple recipes for existing items, or suggestions to introduce planned items that never made it into the game: https://adventure.land/communityselector/pack_20
Daily Events will introduce Fun and PVP tokens to the game, some of them could just be items introduced into these shops.
Other Changes:
vorb and cyber's attributes changed
No more G.inflation, new G.multipliers
Snowflakes recipe
Snippet's can now have await's in them
Drop info at the Monster Inspect UI
Bow of the Weaver received the Weave ability (!)
Crafting and dismantling now propagate properties and materials with different properties don't stack.
Event: Valentine's
The Tiger received improvements, now it just bails out if there's a >999 attack - and somehow the 100% reflection didn't initially made it into the game, now it has 100% reflection and 99% avoidance
The internal calculate_item_properties(def,item) is refactored to calculate_item_properties(item,{def:def}) - second argument is optional
Event: Lunar New Year
Our Extended Lunar New Year event is here, each year a new legendary animal is going to join the ranks, this year Tiger rarely appears to players, he's peaceful and rewards every hit you can land!
Coming Soon: Valentine's Event
Event: Holiday Season
It's Holiday Season on Adventure Land and there are 3 new items coming soon!