New Updates:
- improved client programming efficiency
- dialog transparent backgrounds now clears before its surface is redrawn, preventing overlapped graphics to still be visible in transparent areas after they are moved in certain dialogs (i.e. inventory items)
- updated some sections of the website
Changes:
- temporarily removed damage flinching/stuns
- improved mouse input interaction/focus with client
Fixes:
- issue with font rendering causing texel positions to be out of place when center-aligning text
- player able to move after death (client/server -side)
- pixel shader alpha issues on certain graphics cards
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New Updates:
- implement last-saved date to mysql database
- screen movement for dash attack
- implemented bumping & corresponding sound effect
- screen movement for player movement
- reduce selected skill if the skill limit of 700% is reached (if no skill is selected to decrease client-side, skills cannot be upgraded/changed)
- Implemented special npc's (anti-physical, anti-magic, poisonous, clarivoyant, destructive of magic)
- Implemented summoned npcs via Summon Creature spell; summons die after 6 mins
- sql dump system to dump all sql queries on failed attempts/returns so no data is lost due to disconnection
- Improved SQL server query efficiency
- improved graphic rendering performance by reducing the number of vertex buffer lock calls in a single frame to one big lock call
- added restart shortcut ctrl+r to restart/revive character upon death in designated town portal coordinates
- verify player data saved successfully world-server side before deleting clients game-server side (also prevents new logins, overwriting data & duping)
- berserked npc's have a bonus 1.6x damage compared to players with 2x damage increase
Changes:
- berserked npc's had a bonus 1.6x damage in old code compared to players with 2x (both now have 2x damage)
- removed unused skill masteries and updated item configuration accordingly
- holding items now hides mouse icon for better item description visibility
Fixes:
- duping possible if world-server fails to save client data before another client logs in with the same character
- player info doesn't follow character among other players, but is smooth on self
- music not working
- spot-mobs' sides not set properly for NPCs (traveller/aresden/elvine/civilian indicator not showing)
- ensure saved character data won't be overwritten by early player enter-game (player enters the game before a saving session for that character completes)
- death doesn't disappear properly for other players but works fine for yourself
- spot-mobs' sides not set properly for warehouse, shops, etc. (traveller/aresien/eldenial status not showing)
- object info doesn't follow sprite frames as the object moves
- damage action not properly rendering frames
- damage-move action not properly rendering frames
- Player no longer regenerates HP/MP/SP while dead
- Resolution changes in client causing mapdata to be irregular
- long instances of rendered text batches sometimes exceeds vertex limit of 1000. Vertex limit increased to 2000 to resolve the issue of long instances of rendered text batches. (Note: research increasing this limit further to perhaps reduce amount of GPU render calls)
- client crash due to server-side data sent to client after login rejection (rejection due to character already logged in)
- multiple character logins
- not all npc's show the damage taken animation (flinching)
- crash with very large resolutions because client map data doesn't support that many tiles; this fix also prevents unused memory in low resolutions
- calculating height/width per text engine render instance
- drawing rectangules
- row/column major/minor array pointers
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New Updates:
- implemented more sophisticated memory debugging protocols to prevent memory leaks
- verified HP/MP/SP regen times are correct according to original Helbreath
- new quest system
- client-side quest list
- sql server client quest data (completed, in-progress, objective progress)
- server-side quest client data
- client/server quests & rewards configuration
- quest progress updating server/client -side
Changes:
- berserked npc's had a bonus 1.6x damage in old code compared to players with 2x (both now have 2x damage)
Fixes:
- hb2pak sprites incorrect data for frames greater than 62
- memory deallocation issues
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New Updates:
- add manu bonuses to item info pop-up box
- deposited item into warehouse system message
- safe-attack-mode (10% extra MP consumption after casting magic if safe-attack mode is active)
- test new mouse input system in milti-window, when scrolling, etc.
- save windows/dialogs/text into textures to improve performance and update only when necessary
- show windows mouse when hovering the system menu bar (minimize, maximize, close), hide the in-game mouse when outside the client screen, show the in-game mouse when inside the client screen.
- player spell list window
- HP/MP/SP periodic increments (20 seconds, 15 seconds, 10 seconds respectively), also a hunger value of < 30 will increase the time by x = (30-hunger), where x = time in seconds and 0 <= x <= 30 and 0 <= hunger <= 100; keep your hunger status above 29 to maintain constant status increments
- hunger system
- cannot use teleport in enemy town
- item colors client-side
- Wizard Tower learn spell client/server -side
- implemented relative item effects/actions: Guild Admission/Withdrawal tickets, Dilution Potion, Map, Recall/Invis/Detect-Invis Scrolls/Potions, Ogre Potion, Hair/Underwear/Skin/Gender Change Potions, Super/Power Green Potions, Paint/Dyes, Study Magic
- consumable item system
- inventory item layering order now saves
- NPC's by default have 20% poison resistance to remove poison status at a 1/5 chance (will be tested to satisfaction)
- berserk, frozen, illusion, illusion-movement, confusion, confuse-language effect client/server -side
Changes:
- change chat history item-link sprites to ground-sprites as opposed to inventory-sprites
- make the mouse toggle from being locked within the window frame in window mode by the user
- Replaced the Direct Input system to the standard windows mouse/keyboard handler to improve flexibility in window mode
Fixes:
- object info displaces by one tile sometimes when running while highlighting the object
- Dead player causing crash when a player enters that area
- spell-casting animation shown for nearby clients
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New Updates:
- global, town/ally, local/global guild, party chat
- penalty kill announcer (red text)
- enemy kill announcer (red text)
- level-up announcer (gold text)
- skill level announcer (light-green text)
- guild system
- party system
- player whisper, whisper command: "/to [Name]" (whispers selected player if available); or, "/to" (to stop whispering), server message indicating successful/failed whisper or offline player
- for the client list, set a global variable to loop through the list from 0~activeclients where activeclients is the variable as opposed to using DEF_MAXCLIENTXSOCK everytime; this should improve performance
- system menu
- player status effects: DS, GDS, PFM, AMP, PFA, poison, frozen, berserk
- npc status effects: DS, GDS, PFM, AMP, PFA, poison, frozen, berserk
Fixes:
- chat history scroll index and message index are not compatible when multiple lines are used (word breaks) for a single message
- large player messages causing crash
- typing large player messages causes issues (temporary fix applied)
- long chat messages in the chat history causing characters to disappear (increased max vertex count per render call from 1000 -> 2000)
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New Updates:
- linkable items in the messaging system (hold ctrl and hover over the item to view it)
- hold ctrl+mouse-over(hover) to see dead object info
- alive/dead object info
- penalty kill response
- enemy kill response
- attack-mode/peace-mode/special-attack main interface icons
- experience system
- new text engine capable of using multiple font styles/colors in a single string/draw call
- improved text-input box handling (i.e. unfocus when right/left click outside of input box, not sending local message when hitting enter key if it is not the message input-box)
- mini window to drop X amount of items
- mini window to deposit/withdraw X amount of items in warehouse
- mini window to give/sell/repair X amount of items to a player or npc (i.e. howard, kennedy, shop-keeper, tom)
- end key to retype previous message
- remove completely new item info when an inventory item is selected; display info under already existing inventory item sprite
- ability to change font colors, size, type, etc. in a single string/render call
- Completion effects/bonuses on manufactured items (item endurance, defense/min damage) on both client & server side
- pretend corpse probability
- update client-side tile data if a player leaves the map/view-area
- update client-side tile data if a player uses a still action (attacking, pick-up, casting, etc.)
- applications sleep for 10 ms after each frame in Debug Mode to optimize CPU usage
- create a Main class for the main/world/game servers to prevent stack memory overloads/leaks
Changes:
- healing/edible items are non-stackable
- ctrl+click function changed to ctrl+alt+click to link items into chat
- increase chat message item links to 4
- long chat messages render over the chat history window; implement word breaks to create new lines if it becomes too long
- chat history and new text engine compatibility
- removed citizen status (any enemy citizen is killable without penalty to prevent abuse/spying)
- improved pixel shader performance by "discarding" invisible pixels to skip the rendering phase
Fixes:
- peace mode does damage
- dropped items losing stats/color/endurance
- memory issues caused by too many global functions & declarations; moved most of the code into a main class object
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New Updates:
- special/critical attacks
- dash attacks
- farming skill system
- fishing skill system
- manufacturing skill system
- pretend corpse skill
- crafting skill system
- skill system
- implemented safe memory allocation practices to prevent/catch unallocated heap memory
- smooth frame rendering/movement based on time; alternating frames now doesn't skip pixels based on the total frames like it did previously
- added crop effect
- level 30 requirement for farming
- level 30 requirement for fishing
- level 30 requirement for mining
- crop effect becomes more transparency over time
- crop depletion/death becomes more transparent over time
- pick axe/fishing rod/hoe lose endurance after each usage (successful or not) attempt (limitations such as level/skill requirements do not overrule this effect)
- you can damage a crop with a hoe if you do not meet the minimum level 20 farming skill, this effect does not apply to the minimum character level 30 requirement
- crops have a life-time of 3 minutes before depleting automatically if not farmed first
- Removed: Fish Schools/Mysterious Bubbles have a limited fishing attempts which can range from 1~10 chosen at random when spawned
- you can only successfully fish at Fish Schools/Mysterious Bubbles once before they deplete
- fishing attempts
- reduce endurance of fishing rod after a fishing attempt
- dynamic objects disappear slowly after completion/death
- crop growth based on amount of hits from a hoe (12 -> 22 -> 29; total of 3 crop growth states, 29 being the completion/death of the crop)
- fish/bubbles depletion based on fishing success/attempts
- crop depletion based on total hits from a hoe
- right-click mouse attacks (special/normal attacks)
- player item drop action including drop confirmation/amount window
- player item positions save upon logout
- player item inventory order (client-side only)
- able to plant crops with hoe equipped (or unarmed) - shields do not matter
- mining ore/item probabilities, rock depletion, rock difficulty, rock generator
- skill experience system server & client side
- minerals spawn once every 10 seconds at a 25% chance if there are mineral spots available
- successful fishing attempts increases fishing skill experience, catching an item/fish also increases the skill experience equivalent to the difficulty of that item
- gain farming experience when produce drops or when the crop changes its growth state (3-5 skill experience per crop and you cannot be beyond 10 levels of the minimum skill level for that produce type)
- gain mining experience when you successfully hit a rock
- gain alchemy experience when you successfully brew an item
- gain manufacturing experience when you successfully synthesize an item (must be at or within the effective skill level range for the specific recipe to gain experience)
- original fish catch chance calculator system; chance to increase/decrease (1% chance to do nothing) fishing success chance every 4 seconds after catching a special fish/item (Fish School/Mysterious Bubbles)
- if the fish object disappears after reaching its time limit, you cannot catch the fish any longer even if you successfully attempted to (fishing dialog opened)
- mysql server integration
Changes:
- changed Ginseng item ID for crop name display convenience purposes
- Fish Schools/Mysterious Bubbles have a life-time of 10-30 minutes before depleting automatically if not fished
Fixes:
- unintentional movement after casting a spell
- cannot cancel fishing dialog, you must try to catch the fish or logout to exit it
- dropping equipped items crashes the client
- crash when equipped item is handled but has been removed prior due to several circumstances (i.e. dropped, sold, etc.)
- respawned monsters causing alive ones to disappear where dead ones with the same ID as the newly spawned one are
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Beginner's Guide
 How to install the game?incomplete! Game Mechanicscoming soon! New Featuresincomplete! Items
 Equipmentnew! Raresnew! Consumablesnew! Miscellaneousnew! Skills
 Miningincomplete! Manufacturingincomplete! Craftingincomplete! Fishingincomplete! Alchemyincomplete! Farmingincomplete! Pretend Corpseincomplete! Weapon Masteriesincomplete! Magicincomplete! Resistancesincomplete! The Game
 Game Installationincomplete! Game Informationincomplete! Item Databaseincomplete! NPC Databaseincomplete! New Featuresincomplete! Upcoming Releasescoming soon! Patch Historyincomplete! Server Statusincomplete! |