Most shops buy via type now (no more 'shop won't buy ___')
Adjusted essences gold cost down in many cases
Changed the weight from 2 to 1
Fabrial armor material-based attribute requirements work now
Fabrial armor material protection level caps work now
Fabrial jewelry armor now has proper level requirements
Tooltips on Infuser and Inscriber are correct now
Diseased notification for self-damage wall spell fixed
Dransik 2.2 - Build: 1066.892
Changes
Items loaded into schematics (gems, essences, equipment, etc…) will no longer appear in the ‘to sell’ list for you when in the shop keeper dialog.
NPC <-> Player to-hit calculations adjusted to accommodate the recent changs to armor. It should be more like it was before when fighting NPCs (higher end ones)
Regular, Elder and Ancient Dragons have resistances on top of the bestiary type
Regular = 10% of their respective element
Elder = 20% of their respective element and 5% for the others
Ancient = 30% of their respective element and 10% for the others
Ancient Dragons have their damage, level and hit increased
Ancient Orange Dragons are now disease from poison
Equipment Changes
Dark Sword, Deathsting and Voidwound are now the Weakness element
Vengeance Hammer now provides +3 Str, +2 Dex, +7 Con
Fixed name on Dreadnaught Blade
Dransik 2.2 - Build: 1064.890
This build was focused on bug fixes and chat improvements. We are focused on some big content changes so likely be some polish and minor improvements until the content is closer to ready.
Chat Improvements
All text chat name color and message color are paired to the same color tone
All text colors are syncd properly with server and changed to be easier to parse and intuitive
Channel names print in lower case for consistency
Emoting added as an option
Slash commands added as shortcuts instead of having to TAB as follows
/r, /reply - Reply to last tell
/t, /tell - Tell someone by name
/s, /say - Use say channel
/sh, /shout - Use shout channel
/w, /whisper - Use whisper channel
/gu, /guild - Use guild channel
/p, /party - use party channel
/em, /me - emote
/ch, /channel - already exist for speaking on a user channel as a shortcut
Names with spaces - for /tell can use _
Example: /tell player_with_spaces how did you get spaces in your name?
For reply, hitting space multiple times after the /r will cycle through tell history for who to reply to
Typing quickly in console and hitting ENTER will no longer also activate a keyboard shortcut for a toggle
Some spelling corrections for error messages
Changes
Weakness damage on player is treated like other weapon damage
Item Rename added to the Dransik Store for containers and upgraded items
GM Page now allows 200 characters
Jail time is less severe if the criminal count gets very large
Dexmor 2nd provisioner is now a jeweler with proper sign
Dransik 2.2 - Build: 1053.888
Changes
Dexmor provisioner is no longer a jeweler
Spell output hurls -> hurl and toward -> towards phrase incorrect
Power hour auto weekly mode is now working (no longer manual)
Type change overrides the instance name incorrectly
Weakness resist is now listed in the resists player panel
Physical (normal) damage is labeled Physical in player stats
Vendor a ‘Fence' added near Fabrial shops to clean stolen items
Tohit calculation now treats all damage types equally (see AC change)
AC above 255 gets converted to Physical to hit the resist
All attacks utilize AC up to 255, and then ToHit resist is applied
Weapon attack speed fixed for things with attack speeds faster than 3
Night ambient light is brighter and different than dungeon ambient light
Dransik 2.2 - Build: 1043.883
Announcing a change of seasons - with the work of the past year and a half wrapping up we are ready to share more about our plans for seasons. Seasons participation will be optional, combining code, content, and GM-driven events. This change is targeted toward the PvP server only.
There will be 2 types of seasons Off Season - where characters are free to roam the lands of Dransik. Past Champions (players from other seasons) will be able to leave the Champions Realm and adventure throughout the lands of Dransik Active Season - all existing characters will move to Champions Realm, and be confined there. In contrast, the season is on and new characters that are created will be allowed to compete for prizes and bragging rights to win the competition for the season.
Goals: objectives and measures of success will be defined
Variables: exp boosts, drop rate changes, etc… will be defined
Season End: winners determined, prizes given
While we have a lot more to work out and some things to complete to enable the seasons, the thinking is that we will have up to 4 seasons a year. This may prove to be a bit too ambitious but near term, it would look something like this.
2024
Season 3: July through December (Off Season)
2025
Season 4: January through February (Active Season) - initial one
Season 4: March through August (Off Season)
More to come
This example is overly simple to communicate how it might look. There will likely be shorter seasons much of the time and not all seasons will necessarily move past players to the champions realm.
In preparation for a season later this year (or perhaps first thing next year, we will be unlocking Champions Realm so past players can join the current players in the lands of Dransik. This seasons players will not be able to visit Champions Realm until the next season starts.
NOTE: We may delay the first Active Season a bit as we need to build out Champions Realm fully (it will be an entire map with its unique content). We also need to create automation and content for the new Active Season so the dates may shift until this is done meaning that the Off Season starting in the next few weeks will run longer.
Durability Changes Coming:
won't impact weapons/armor until at 50% durability.
will show impact to weapon (speed, hit mod) and armor (protection) in tooltip
player stats AC will refresh as armor degrades (or is repaired) and show impact if not
warnings wont start showing until 50%
maximum impact to items is still 50% effective at 0 durability
Changes
Negative modifiers (BK armor) will show as - now instead of a giant number
Tuntrite misspelling fixed when the level up message is displayed
Digging/Mining ore is determined by mountain type and evenly balanced
Skill quantities now properly scale above 10 if Skill > 100
Skills like healing scrolls and others places a skill roll is used now combine the skill and skill adjust for total effectiveness
Nimble Quiver / Schematics will stay in their container on relog
Console logging now has milliseconds added
Console logging now has information on you vs creature for combat messages
Speak to the Game Master NPC on Champions Realm to leave
Current season character are not allowed on Champions Realm
Gold drop amounts doubled
Vendor buyback price for items increased
Mage Apprentice gives one of six basic arcana knowledge scrolls to new players and more accurate info on how to cast
Bellows/loom no longer appear active at all times; animation turns off appropriately
Provisioner now sells Kindling as well as a Simple Torch
Simple Torch is a new shield obj that gives light; craft one with a wooden stick (foraged) and a cloth (made from cotton via loom and spinning wheel)
Fix for Alchemy Book deleting itself
Placed alchemy book with basic recipes in Jeel and Parian mage shops
Old Warrior on Silvest gives some gear, and advice now; not a quest.
Tundrians give +10 axes now
Cinnamon not pickable (must use scythe)
Thrallenite cannot be obtained till skill 30
Ettin heart chance doubled
Farmer Giles grape req dropped 10 > 5
Milling foods such as cinnamon, sugar, and wheat has a chance to give more depending on player harvesting skill
Fishing utilizes varying skill levels as designed; level 20 or above for bluefin, thod, and casucs; level 50 for river blackfish, archerfish, and redfin perch; level 75 for anglerfish
Print when adding water to plants so the player knows the action is complete
Objects on the edge of the screen coming in and out of sight no longer pop (lighting) and overall is much smoother
Oversized props and NPCs now (tall columns, pillars, bosses) now occupy their tiles instead of being center-placed. Ie, 1x2, 2x1 or 2x2, etc… This means they prevent movement in those tiles and align properly with the various 1x1 tile objects
Combat/Target/Range/Distance-oriented tests account for tileSize of the 2 objects in question
The main focus was on balance issues, trade skills, and others, with this release accounting for all the great suggestions we got from people. Please keep the balance of recommendations and observations coming. We will continue to balance and adjust as we have more data and all the new game systems/items + the previous ones are utilized more by players.
Changes
CTRL+Click “OnLook” is how you open the Nimble Quiver now vs clicking (which equips/unequips)
Nimble Quiver now works properly hotbar as well
D’Golar has a tinkerer now
The stamina potion count was incorrect on a low level treasure table
Mineral veins (number of swings) are a bit larger
The ability to get more rare minerals is now also influenced by skill level (small)
Increased skill roll success rate and lowered exp slightly
Attribute will have a slight influence on success rate (in addition to bailing out a bad roll)
Smithing accounts for the number of items consumed to give more exp when crafting
Chat Logging - Enable in the Options menu, log files are in the steam install folder Console___.log
Editing map markers will properly remember which map they are on
Fishing net now degrades
Sped up fishing
Net and pole give more than 1 fish (but the net does more)
Server crasher fixed
Client performance/cleanup - faster, default is now 15 dynamic lights
Smooth movement (for other NPCs is enabled by default)
Reduced STA potion stutter (.6s for normal, .8s for Greater)
The essence of Sewing now properly boosts Sewing vs the Tailoring parent skill
Casting net now has its used animation in the water back
Bride's and Groom's rings added to drops from a couple of lower-level bosses
Confirmed that Royal Chests can be purchased from Carpenter vendor after being sold
A vendor bought infused gem now shows 0/x health in the shop tooltip
Guild Quest (final steps) work again
Crafting Dev Note: quantity is influenced by skill. For example: digging for a mineral vein -> to get more quantity you need to have as high skill as possible (including above 100) the attribute doesn’t influence it
Dransik 2.2 - Build: 1000.866
Changes
GUI elements cannot be clicked when drawn over a black/non-visible area of game window (underground or in a closed room/home)
Tundrite Smelting typo
Item Removed / Added consistency miss
1 tile press/release move at a time works well now
Stamina fail spell cast requires Q Q to reset the cursor
Quick Drag item appears to drop but is stuck on the cursor (invisible)
Target cursor visually dropped but still on target (and will attack)
Windows over playarea cant be clicked
Blood Crossbow is Giant
Camera / View alignment issue - shows clipped objects left/top edge (and Fog of War)
over queue of camera moves fixed
Content area of scrollable lists can become unselectable
Perhaps fixed the server lockup + extra debugging context
Dransik Build: 994.865
Playarea and rendering improvements.
Changes
Video Scale - in the options menu works properly again.
movement system that is MUCH BETTER keeping movement the same regardless of connection speed (within reason)
smooth movement option available in the options menu (defaulted to off)
a handful of other improvements
Small Patch - Movement
Movement is no longer as impacted by ping and fps - so low ping players won't be at a disadvantage in movement
Smooth movement of NPCs is an option in the options menu