You will find the latest information about current and past updates here.
*Creation of website.
Changelog:
* Bugfix: Adding aggro to an AI which sets its target is now not called if the AI is in a state of 'Running Home'. The moment an AI runs home it removes all its aggro but poison dmg over time was re-adding back some aggro which would freeze the AI in place for a second before it would attempt to run home again. This fashion would repeat until the AI was completely stuck in its spot and fully broken.
* Bugfix: When AoE effects take place, if they hit an enemy who was 'Too far from home' and was running back to homepoint, the aggro being added could potentially break them and cause them to get stuck in place and not attempt move anymore. Added in to disregarded doing AoE debuffs + adding aggro if too far from spawn is running.
* Redesigned the poison system. Its no longer HP percentage based but instead follows the dmg of the staff as the duration/counter added. Each second the poison will tick and damage the enemy for damage equal to the counter. The counter has a max of 100 which means a max of 100 damage per second.
* Bugfix: If you had an existing stack of an item in your inventory while buying that same item from the shop, if the shop amount you're buying was over the stack limit by 2 or more stacks, the 'remainder' wouldnt be given to you. Example:If you had 70 tin ingots and purchased 500, you'd end up with 2 stacks of 250 in inventory and missing the 70.
* Bugfix Crafting: Required item amount for crafting will now show the total amount of items in your inventory as well as let you craft the item without having to move around partial stacks that werent high enough for the required amount.
* Bugfix AI Behavior 'Freeze/Bound': AI would sometimes continue running at you even when frozen. This was due to them already in chase mode and recieved a freeze mid logic. Logic added to exit out of that portion of the tree and run its own seperate logic of stopping movement and looking at target.
* Bugfix AI Behavior 'Casting': AI would sometimes continue running at you even when casting an ability. This was due to them either being in chase mode while just close enough to attack and could initiate an ability while moving, or from moving in closer to condense empty space mixed with the target running away at the same time. Logic added to exit out of that portion of the tree and run its own seperate logic of stopping movement and looking at target.
* Modified the connection timeout from whatever its default of 20 seconds, to 60 seconds. Should help with anybody losing connection while their geo server spins up too slow and would have dropped the player.
* Bugfix AI Immunities: Immunities were not saving and would regen new immunities upon running out of range and back in range.
* Added spirit meat compatibility. Spirits will now drop their meat.
* Added Panther meat and Spirit Panther meat and assigned all the information to all places where applicable.
* Bugfix: Somehow bat skins were all reset to be the default skin. Re-assigned the correct skins.
* Added 2 new Scorpions, a T4 (Pit) and a T5 (Ash).
* Rebalance for Tiers & dungeons:
-Removed all bosses and elites from dungeons. They can now only be found in their respective realms. This was done so there can be no favored dungeon over another due to missing Tiers or 1 race having elites/bosses while another race doesnt. Also removed anything past T5 as dungeons will only showcase Tier 1 through Tier 5 creatures to keep things balanced.
-Dragons only had T1/T2/T3. Added 2 new dragons '(T2) Blue Dragon' and '(T3) Black Dragon'. Changed Queen to T4 and Guardian to T5.
-Removed Silver bat (T6) from bat dungeon moblist.
-Removed Wraith Mistress (T6) from ghost dungeon moblist
-Removed 'Wooden (T3)' golem from existance. He never looked that great and we dont really need him. Changed the higher up golem Tiers down 1 level to compensate the missing T3 wooden golem. Granite golem is now the highest at T5 instead of its original T6.
-Removed 'Lizard King (Elite)' from lizard dungeon moblist.
-Removed 'Demon Minotaur T6' from minotaur dungeon moblist.
-Removed 'Orc Champion T6' and 'Orc Assassin T7' from orc dungeon moblist. Added 'Orc Mage T5'.
-Removed 'Frost Panther T4' from existance and lowered 'Malacite Panther T5' to T4 and lowered 'Stone Panther T6' to T5.
-Added Deahtskull (T5) in place of the tyrant/lord for Skeleton dungeon moblist.
-Removed Demon Spider (T6) from Spider dungeon moblist. Added new spider 'Dread Spider (T5)'
-Added 'Ferocious Tiger (T3)', 'Bloodstripe Tiger (T4)', and 'Shadow Tiger (T5)' to Tiger dungeon moblist.
-Added a T2, T4, and T5 Wyrm creatures to the wyrm dungeon moblist.
-Added a T3, T4, and T5 Plant creatures to the Plant dungeon moblist.
* Changed the spawner zones to start level 1 through 40 to begin at Mangel and continue off towards fingle. Should be far less confusing.
* Changed the starting town location of Fingle to where Mangel is located and Mangel town is now Fingle. Fingle is now on the beachline (previously mangel) and when coupled with the level zone changes, this makes for a better starting experience.
* Modified the backend logic for item upgrading, making things far easier for future upgrading of stats. Its now cleaner and a bit more condensed/more efficient.
* Tweaked Wings: Previously they would reset back to 0/x upgrades but have better starting stats than the Tier before, now they instead continue where they left off in the upgraded stats but reset the upgrades. Tweaked the stat amounts to account for continuous increases. Added in Glide Speed. Setup Attack Speed increase to be a static amount per Tier (Just like the dust rates).
* Bugfix Dismantle: Armors were still set to return 12 ingots at 70% chance when they should have been 16 ingots (their crafting cost) per chance.
* Changed item requirements from clvl to dlvl. You can now equip gear and use pots etc based on your skills level rather than clvl. Now that you can use gear sooner this also means less upgrades required for earlier gears.
* Renamed 'Dodge' to 'Combat'.
* Setup 'Kill' rewards of combat exp to be granted anytime you kill a creature above your own combat level thats within the 10 level cap. For now its equal to the level difference. By killing a '10 pointer' creature, you gain 10 points of exp. Character 'Age' will influence this amount, acting as a multiplier, eg; killing a 10 pointer creature while you're character Age is 1 (first age complete), you'd end up with a (10*1=10) + (your original 10) = 20 exp per kill. This gives newer players the chance to gain exp + farm gold at the same time as well as a little extra help to the veterans. Gear in the future will also increase your creature lvl limit (going from 10 pointers to say 12 pointers and up via rings, necklaces, etc) which will further increase the exp per kill math for even greater gains.
* Removed enhancers from newbie kit lvl 10. Too easy to obtain now. Given the change to combat level being the deciding factor as to when you can equip gears, this means you may not even need to bother upgrading early gears.
* Fixed Naral spawn location.
* Changed player marker icon from orange to yellow for easier visibility.
* Removed hunger bar cost from foods that only have regen over time. Anything that does instant health or acts like a potion will continue to use hunger bar cost.
* Bugfix: Extra Life was failing due to incorrect 'compare distance' logic being used to find the closest spawner and spawn the player there. Default respawn logic would fire off due to this.
* Bugfix Camera: Lootpots and Players were blocking the camera, resulting in camera zooming in/out instantly when looking around lootpots or when a player would run into you.
* Slight nerf to chestplates. The math i use to decide the armor amounts didnt account for the surplus of 5 points to each chestplate so i removed those 5 extra points. eg:Gloves/Boots/Bracers etc had 9 points of armor while chestplate had 14, now they're all 9.
* Removed the DEP (Dust Effect Penetrate) stat and changed to using your combat level as the equation. For every 1 level your enemy is over your own combat level, that equates to 2% resistance. As long as you fight monsters within your level range, you will rarely see substantial dust effect resistance from your target. Enemies 50 levels over your combat level will completely ignore dust effects aside from blue and gold.
* With the above change, i've now capped the max amount of debuff time you can apply to an enemy in 1 single hit is 30 seconds. This helps to avoid the 1 hit tap per creature and he's fully debuffed with a max timer-from users collosal amount of dusts equipped. Having no limits would lead to mass-buildup of dusts from having high dust rates mixed with high debuff values, this change helps to combat that.
* Applied Dust Effect Resistance of enemies to staffs projectiles. Uses the same logic as the weapons where 50 levels over your combat level = 100% resistance to projectile effects. This means you must fight enemies within your level range or the resistance builds to a point at 50 levels above and beyond are fully resistant to debuffs.
* Applied a damage mitigation based on monster resistance. This currently only applies to Staffs that do straight damage such as Explosion. Melee weapons do not get mitigated and thus you can always use those without dmg mitigation. This fixes using explo staffs to easily kill enemy's outside your level range.
* Staff Durability: Updated staff charge amount per upgrade to use the new upgrade system that allows me to more finely tune the durability amount per item per upgrade. Staffs durability amount was lowered to the below. The durability amounts that existed before were a bit too high and making staffs last quite a while. The changes:
-Pine: From 25 per upgrade to 20
-Birch: From 50 per upgrade to 30
-Spruce: From 75 per upgrade to 40
-Oak: From 100 per upgrade to 60
-Onyx: from 125 per upgrade to 80
-Elm: From 150 per upgrade to 100
These changes dont account for the extra durability gained at each upgrade level (+10 for lvl 1, +20 for lvl 2, etc)
* Bugfix: Floating Damage text-Visibility issues were always present for floating text due to the character body of your target or of yourself. It now ignores actors of player or AI and wont self destroy if it hit one.
* Added Floating Damage text for 'Resist' so you can easily see at a glance if your target fully resisted all debuffs per hit.
* RoTD music: Wasnt looping for the music and ambiance.
* Changed debug mode key ' to *.
* Bugfix Teleport: Updated the teleport code when using recalls. I say bugfix but we wont know if its actually fixed until time has passed with no issues.
* Added new code in multiple places for Version information. Version number can now be seen in bottom left of login screen. Additional code has been added to fire off upon Login so it checks your version number and fails login if the servers version differs, as well as outputs an error to tell you your version differs.