Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Adventure
Dransik
Dransik 2.1 - Build: 608.286
This is mostly a bug fix and continued balancing release post the major release a few days ago.
Issues Addressed
Playerfloater and map tags config issue
Demon Spire spawns in valid locations only now
Target Protection affects monsters
Monsters/bosses hitting too often
Improper amounts from certain racial bonuses
Increase Guards atk speed or to-hit
Enhancement: Option to turn off out-of-range message
Enter Key to go into chat won't work
Map Reveal product descriptions need to be updated to clarify that map reveals are per char
Stone-crafted items do not retain their proper type
Mining (pick axe) giving only iron ore
Targetting town folks switch upon logging in
Lower Demon Spire cooldown on test
Crasher Fix
Guild Invite / Deed Transfer - Test again
The server isn't letting players attack guards/town-NPCs
Equipment Changes
Large Blades
Dark Sword no requires no base stats (reduced from 100 base str), level 100 overall requirement unaffected. Added +5 Int to additional stats
Dreadnought Blade now requires 80 base str (reduced from 100 base str) and 50 con (reduced from 70 base con)
Rune Sword now has no base stats requirement (reduced from 100 base str)
Ancient Sword now requires 70 base str (no change), 50 total dex (reduced from 50 base dex) and 100 total con (reduced from 100 base con)
Small Blades
Horn of Nycadaemon now requires 80 dex (reduced from 100 base dex)
Great Dagger level requirement lowered from 3 to 2
Short Stiletto level requirement lowered from 8 to 7
Blue Stone Dagger level requirement lowered from 5 to 4
Bone Dagger level requirement lowered from 8 to 5
Polearms
Staff of Nycadaemon now requires 60 base str (reduced from 75 base str) and 100 base int (no change)
Lumpfuq's Claw now requires 80 base str (reduced from 100 base str), 20 base dex (new) and 20 base con (no change)
Rune Staff now requires 90 base int (increased from 80 base int), aligning with Rune Lord Robes' requirement
Blunts
Sceptre of Orcus now requires 60 base str (reduced from 75 base str) and 100 base int (no change)
Hammer of Lightning is now back to Lightning damage type from Acid (oops)
Hammer of Earth is now Acid damage, changed from Poison
Vengeance Hammer now requires 100 total con (reduced from 100 base con)
Bows
Gold Air Bow is now speed 12 (increased from speed 11)
All bows now have updated purchase prices
Axes
Famine Bringer now requires from 80 base str (no change) and 50 total con (reduced from 60 base con)
Dagon Cleaver now requires 80 base str (reduced from 100 base str) and 60 total dex (reduced from 80 total dex)
Armor
Chainmail Gloves level requirement lowered from 5 to 4
All Banished Knight armor now requires 80 base str (reduced from 100 base str), 20 base dex (no change), 20 base con (no change)
Dransik 2.1 - Build: 597.276
A major backend milestone allowing new content to be created by the designers to support the future content roadmap and game features.
With a 100% rewrite of all code across client, server, and editor along with significant changes to scripting and data models a lot has changed since the first days of rewriting the client late last year. With this release, we wish to ensure that the rules & feel is Dransik as it is today. Every game system has been touched during this process and we want to make sure we have a baseline that we can make changes that is as similar to what the experience is like on live.
Issues Fixed
Minimap progress no longer gets corrupted/reset
Can click through transparent windows to items (targets) in the play-area (Console/FPS)
Merchants will no longer run out of ‘static’ items
A lot of bad data was cleansed from the editor dataset (20 years worth)
Using items via hotbar in the bank
A lot more!!! See code changes
General Changes
100% new code is what it is. All is rewritten to be extended upon.
Client - Loading progress bars for loading operations
Client - Additional information about characters on character select
Client/Server - All content is now editor-driven (hardcoded design content removed)
Store items are updated and classified properly for character and item.
Stolen/looted is less intrusive and stolen/looted items should retain their information but not penalize the person who has it as much
Merchants buy & sell in one transaction now, no more running out of 'standard items'
A corpse has more stages (see description below)
Follower control is now more sophisticated with more options and doesn't poof from the command window
The jail has some minor changes (such as inventory is no longer banked) and rocks are now put in backpacks and walked vs dragged
Combat has more detailed information
Client and server stability and performance greatly improved
Robust chat system supporting user-defined channels, tells, reply and made more consistent in color formatting
Power hours, Zerk Potions, and other duration effects are stable and retained across relogs (confirm!!)
An expanded set of user /slash commands
Skills window enhancements for easy expanding and collapsing
Level/experience values for skills and players are more stable and show accurately
Equipment, inventory, and dragging are more stable and provide proper feedback on the failure point of holding
Encumbrance is scaled based on overweight and harder-to-control yourself
The server is configuration driven - global changes easier
The complexity and amount of art (frames, sizes, colors) is unlimited and not bound to palettes and tiles
New effects: lighting ball effect and level up
Guards no longer teleport
Creatures have move and run speeds
Creatures are a bit more persistent when you run away and a little better at avoiding obstacles
Traveling salesman is back in the game
Epool experience: set to normal level (multiplier removed)
EXP: level of NPC diff vs you considered
Move anim less ridiculous
Potion timers adjusted
resist panel on playerstats and both panels are flyouts
Silvest level/skill cap at 20
Tooltip font is much better / cleaner
Autorun is a toggle, moved to INSERT key (notifies you in play area title)
VIP gets additional benefits like bonus EXP and corpse recover equip (no PvP only)
Alignment bonuses for INT (as well as DEX) between Good and Evil range
Tooltips won't go offscreen if the window is close to the edge
New streamlined damage, armor, and resist mathematics (future proof)
QuestLog added (in progress with some early quests)
Bestiary / Monster manual added (not implemented game mechanics)
Books are done using a new system with improved formatting (which can be extended)
Store, Skill, and Quest windows remember the control state (sorting, filter, positions) better
Identify skill impacts Bestiary abilities
Collectables weight reduced by 50%
Conversation box resizes to show entire conversation (no scrolling)
Right click to place map marker (vs left)
Alt-X will instant exit game
Soft locks related to crafting/selecting and combat solved
Guild configure button state fixed
New zone types added (prison) and stricter rules enforced for new player zone
New properties can be added/extended (damage types, resists, and new ones)
Minimap progress
This is now saved PER CHARACTER on the server.
Progress will no longer get corrupt but requires server tracking progress
This means the client only (past progress) will be lost!!!
Previous purchased Map Reveals will be credited (re-provided)
Season Concept Introduced
Code has initial support for season (future feature)
Pvp Servers Combined into Atreus
Pantheon became season 1
Atreus as of now is seaon 2
Pantheon Characters not allowed to enter game (as designed)
more to come but current season doesnt interact with past seasons
Equipment Changes Overall All equipment has been looked over and adjusted accordingly with the following:
Level requirements
Stat requirements
Resistance values
Stat bonuses
Weapon element changes (some)
Gold prices (Buying and Selling)
No pre-requisite items are required to wear their respective items
Swords
Increased damage on higher-tier items
Dark Sword is now non-elemental
Small Blades
Reduced damage overall
Axes
Reduced damage overall
Dagon Cleaver requires 100 base str, 80 total dex
Blunts
Minor damage changes, should be relatively the same
Polearms
Increased damage overall
Lumpfuq's Claw requires 100 base str, 20 base con
Bows
Reduced damage on higher-tier items
Crossbows
Reduced damage on higher-tier items
Thrown
No changes as they are rarely used currently
Earth Stone weapons
now Acid, not Poison
Frost/Dragon/Serpent armor
only has resistance values
Most armor above level 4
provides bonus stats
Almost all weapons that are labeled "Magic"
provides bonus stats
Body Decay and Looting Stages Body decaying is now 2 minutes longer from death to full body drop. The changes are as follows: (for PvP):
Before 3 minutes: auto loot is available
After 3 minutes: unable to auto loot, must drag/click from body
At 5 minutes: the body is lootable
At 10 minutes: the body drops to the ground
*Note: Animations will not line up with body decomposition timers after auto loot stage
Dransik: 464.242
A small patch to address a few items.
Issues Fixed
Monsters disappear when going over decaying bodies lying on the ground.
Jail is broken - can't reduce time with rocks and time doesn't countdown
Demon Spire no longer spawns monsters when attacked
Shops get too many items and things get slow
Clicking on the conversation/buy&sell button when above another window raises underneath the window
Stolen & Looted System Changes There have been quite items over time that were "marked" from corpse dropping or using trade table plus bugs in the past. Please spend a moment making sure you know the status of any items you are using. We are still working through the looted/stolen changes. Recommend you hover over any equipment items you have to identify if they are LOOTED or STOLEN.
If STOLEN, the Identify skill can tell you who they belong to. If it is one of your alts or someone you trust you can give it back to them to clear the STOLEN flag then trade through a table (or via ground/containers in the world) and it will no longer be STOLEN.
Items will only become STOLEN if you take them from someone who died corpses (or the ground) or someone puts an already STOLEN item on the ground and you take it.
Items will only become LOOTED if you take them from a corpse.
Items that are not yours (STOLEN) will not be able to be retrieved immediately from your corpse and you will have to wait for the proper corpse stage/timer before they can be retaken.
Thanks
Dransik: 460.242
Based on feedback, small client and server update with some critical fixes and content adjustments.
Issues Fixed
Some gauntlet items are misspelled or abbreviated
Fixed can't loot items from your own corpse plus looting stolen items from your own corpse won't reset looted flag or make you crim again
Shops won't deal with stolen or looted goods
sometimes crashes when you try to ID another player.
Update text on Vels vs Mainlands when you bind
Death Port shouldn't be usable when killed by PvP
GM Demon Spire Attack - not working
Poison and Disease not properly persisting through a full relog
Elverum (Server) crasher
Bloodwater solid tile in the doorway
Weird Animation - Blue Stone Dagger
Disconnect on Carpentry (or using crafting skills)
Attack speed doesn't honor the stasis flag (from potions)
Damage is confusing if a ranged attack and the target goes offscreen
Weapon Balance - Adjusted min/max, to hit, and requirements on most weapons.
Vengeance Hammer now requires ANY alignment
Rune Guardian hit too hard - adjusted to less dmg output
Increase TC7 Boss chance %
Holy/Black Gauntlets and Shield missing from TC4 Rare Drop Table
Adjusted Armor Values on some gear
Banished Knight Gear - Only Drops in Castle Toxicum
Dransik 452.236
Some important/priority fixes and some visual/client input enhancements!
- Clicking certain elements windows will not pop the window to front - Don't allow trading of items that are not going back to the owner (no trading hot loot) - Animating tiles not working along with some other animation types - Crasher - update is being modified while it's being iterated over - Can't loot own corpse fix (maybe got this - haven't been able to repro so see if happens after this release)
The server will restart immediately after shutdown.
Dransik Update: 446.233
Very minor server/client changes here around accuracy and quality of life.
Console 'exp to next level' is 1 level too low
Made the large tooltip 1.35 scale instead of 2
Color code damage types throughout combat messages
Simplified combat messages and made them more consistent
Next couple of months We are still looking into a couple of high-priority items that will trigger a patch when we find/fix them, but outside of that, we will be patching more iteratively. Probably every week or two with content and code changes. There will be some introduction of new features as well.
Phase 3/3 We have 1 more large change to be developed for an early summer release. This will complete the code rewrite of the server which is at about 85% now and allow us to finish off the feature list.
Dransik Update: 444.233
Mostly bug fixes and QoL improvements.
Crafting check needs to be reworded so people don't craft if they can't hold
the skills exp not updating except for relog
Epool not showing on the client
Fixed large experience/damage values showing/visual negative in combat messages
System messages: potions, reuse, etc... is now consistent
Toggle to make tooltips larger (default = TRUE)
Remove 0s from the resistance tooltip
Gnolls are like 2 legged goats they can eat anything
The number of critical code issues is small. The patching schedule will change to less frequent (normal iteration on content/code - biweekly or so) unless something critical is fixed/needed plus regular design change.
Thanks, everyone
Dransik Update: 442.233
A few more code fixes. Still looking at 1 or 2 other priority issues related to code. Will look at some data/design changes after those are resolved.
Fixed
100,000,000 Gold Max Stack Limit enforced properly and combine action will cancel if exceeding
32,000 Max Non-Gold Stack Limit enforced properly and combine action will cancel if exceeding
Corpses not showing sometimes
Dransik Update: 438.233
Just some bug fixes
Potion use should be a system/combat channel (currently does a say)
My forging in skills is vanishes
Orcs swimming a lot north of Orc Fort
Time to time in Pirate ship pirates spawns over barrels
You can only see system chat if you have say chat on
Unable to create guild
Players underground will shadow above
Dransik Update: 437.233
- Dieing without a corpse doesn't give you a marker on the map and then items become looted and drop every time you - Demon Claws drops to frequently (Balance/suggestion) - Should be able to sell to a shop or otherwise resolve the overstuffed backpack without ditching to ground - Gold in merchant shot should only show whats in BP - Hailstrom Feedback (Weapon rebalancing) - Keep going crim on PVE - Can't delete character - 111 Million Days to wait - Demon Spire spawns in invalid locations - Tooltip on equipment not showing resistances - When you control click on someone it shows your own kd and shows them as crim when they are not - Target protection yet? It prevents targeting most monsters I've faced - there is also a visual bug which keeps you poisoned after you die according to WarriorofDransik - if you kill a gaurd, and they respawn when you are uncrim. They start attacking you - Looks like maybe person is able to drag some corpses of a BANKER into their bp? - Client Chat can be on SAY but going to SHOUT channel - vMoved Shalox portal to the middle of the room. - Nanuek is more difficult, more HP, spawns Rune Guardians - Ancient Sword now has a special attack
* NOTE - visual issue where you couldn't see the items > 64 slot has been fixed. BUT REGARDLESS, a full relog will shuffle any items > 64 down if there are empty slots open.
* NOTE - you can sell to VENDOR even if > 64 slots and gold will be put into your BP regardless