v0.19 - A whole buncha changes.

Hey guys,

I'm pushing v0.19 out today.

It has a whole bunch of new changes:

- I removed minotaurs and the minotaur archer from the southwest hidden cyclops spawn, and replaced all instances of former minotaurs, with ghouls. I feel like ghouls and cyclops get along better than minotaurs and cyclops.

- I removed minotaurs from the rotworm spawn, and replaced all former instances of minotaurs with, well, more rotworms and carrion worms.

- I expanded the hidden cyclops spawn and remapped the original floor slightly (enhanced it for continuity.)

- Changed stats on: noble axe, great axe, golden helmet, enchanted staff, staff, ornamented axe, blue legs, dragon backpack and buggy backpack.

- Revised "enchant staff" so it's no longer worthless. It now requires level 50, 1000 mana, a staff, and using the spell creates a permanent "magic staff" (renamed) that can be used by druids and sorcerers of any level requirement. The staff created is 35 attack + 15 energy attack, 50 defense, +5 magic level, and lightweight.

- I created 2 new sorcerer spells, death beam and great death beam. They differ from energy beam as they have higher damage output and less damage variance. I also created 2 new druid spells, earth beam and ice beam - both which are weaker than all of the sorcerer's current beams, have higher damage variance (on the low spectrum) and no "great' version will ever be added in the future.

- Introduced a new monster: drillworm.

- Adjusted loot on: dragons, dragon lords, cyclops, cyclops smith, cyclops drone, rotworm king, rotworm queen, rotworms, carrion worms & drillworms.

- Adjusted health, attack/defense and experience on rotworm king, rotworm queen and behemoths (behemoths are now able to hit more frequently for 300+ damage with their melee attacks)

- Introduced a drillworm raid, and adjusted the previously existing rotworm raid. Speaking of raids, although it's minor, I changed Dick Dastardly's appearance slightly by giving him addons to his outfit.

- I changed the AI on dragons and dragon lords. Previously, they were 100% resistant to fire, and now they're 100% immune. The difference between resistance and immune are how they walked around placed fire fields. When they're resistant, even 100%, they'll still walk around fire fields and only run through them if your character is completely blocked and there's no other way to attack you. If they're immune, they'll run through them regardless of whether or not it's a last resort.

- I altered the house "Mangrove Inn" - adding 3 more beds, and gave it a small exclusive area considering its former price vs sqm. On the note of houses: I fixed a small bug with hangable items on walls and re-tiled all the houses accordingly. You should be able to hang trophies and such on walls now without them vanishing.

- I fixed a lot of map bugs (e.g - lily pads in trees, trees on flowers), bordering corruption and map corruption (void tiles hidden by walls, etc). I cleaned up about 80% of the tile errors in-game. There's currently still some in the more legacy areas, but the majority should be squashed now.

- I fixed a small bug ("white and black chessboard") and renamed it "beautifully tiled floor" in the humanoid area. Previously, the tile used was chessboard instead of white & black marble, so I just renamed the tiles.

- Severely nerfed (and buffed) dark magicians. They should be far less annoying now, less spam-like, less frequently invisible, slightly slower, but more damaging when they do attack.

- Updated NPCs (mainly, Johnny and Kat, to buy more rare items and creature products).



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