June 22, 2016
- various minor fixes since the wipe
- combat skill roll changed from [0% to 100%] roll to [50% to 100%] of your skill value, I got tired of my 80 skilled player getting beat up by a 50 skilled monster, I should have made the change for the wipe but it got lost in the pile, keep in mind for V1/V2 reference, it like a skill 500 killing a skill 800, sort of
- yellow flash when you get hit with stamina damage, mainly from shields getting a heavy blow but also from drowning
- Stack All button... oh yeah
- in alchemy test form/panel I added a "Test All" button to help out, set the first ingredient to an organic then hit "Test All" then it will test it with all the minerals that you have, it does NOT test for Major, Mega or Gigas, but just for Minor, once a Minor potion found, it up to you to figure out the better ones
June 27, 2016
- moved "Move Up" and "Move Down" buttons to the Usage button area, opening up the left side in the FUTURE for other stuff like indicators showing that you are swimming, in mud (slowed down), going up/down hill, poison, bleeding, hungry, sad, etc.
- grayvyn, goblin and bandit carcasses are searchable. If you find nothing, it now gives a "nothing found" message
June 29, 2016
- forgot to add shield potions months ago when I added the skill, got it in now
- bridges
July 5, 2016
- tweaked Searchable items down a notch, they were too hard to close to middle start spot
- Search skill uses DEX/WIS instead of INT/WIS so it is more flexible with players attributes
- all ruins should have Searchables now
- alchemy plants get re-added on server restart if it is missing from a 50x50 biome/terrain, this fixes a bug that kills them off by other plants/trees, also coded a fix that should keep them from dying off again, i hope
- redwood trees should be fully cutable
- carry items should scroll properly
July 8, 2016
- edited searchable items again, added copper and silver to medium and higher ones and made silver and gold more rare to find
- towns can add/build a Safe Resurrect Spot that becomes PROTECTED land once approved, safe from attack, plus you get 4 life stones to place on the parcel as you wish
- added a message/alert when entering or leaving PROTECTED land
- tweaked monster speed, should be less fast for most, maybe
- revamped a LOT of monsters, mainly making them harder and expand out farther from middle start, so double check the level before you rush in for the kill
- fixed Bandits, they had wrong skill trained, so they should now be a challenge
- new monster for Arid Plains but no usage for carcasses yet, scorpions just spawn in desert now
- new monster for jungles, plus poison damage! No cure potion yet.
July 12, 2016
- fruit pickers added, doubles output from apple tree, raspberries, etc
- added popup indicators on the left for : mud (slow down), swimming, drowning, over burden, tired (stamina <= 2). Most of these conditions will slow down a player and it may not be obvious why all of a sudden your player is moving slower, so these help out.
- bigger and smaller monster images for some
- mud would slow down swimming, it no longer does since you are above it... swimming
- plants on town land that is "complete" will behave like plants on player owned land: no crowding rules, no seeds
July 28, 2016
- multi-view and alchemy view can now scroll
- fixed monster speed, maybe
August 1, 2016
- while creating a player, you can now pick a town starting spot IF the town has a protected resurrect spot built