Loving all the progress! Keep it up.
|
Thanks for the tip. I did look into it but I have not yet made the necessary changes.
Appreciate the feedback!
OT:
Lately, I've just been revising some of our old content to make sure they are working the way they should and having proper mechanics. In regards to those contents being revised, here are some of the latest updates:
- Updated vestas combat script.
- Has 2 different modes
- One melee/One distance Aoe
- Now comes with spinning gfx on phase 2 switch.
- Phase (2) Info:
- projectiles being shot out based on how many players in (1 projectile per player)
- mechanic to dodge, doges add pending damage to deal when npc returns to phase 0
- unsuccessful dodge will result in player damage.
- Morrigans combat has been updated
Consists of:
- 2 phases
- throwing axe phase
- fast attacking, low damage
- javelin. phase (30% chance to switch to phase)
- 2x slower attack speed
- bigger damage (can pray to protect some damage)
once javelin phase has been switched to, the phase is active for a random range of seconds from (60-130)
Here is a stupid gif for image teasers:
Please note these 2 bosses are part of the minigame that Zuriels/Statius boss will be apart of. It is a wilderness minigame, which is public and accessible to start at any time for any player. There are decisions made on the death of the boss to dictate whether or not you completed or failed that boss of the minigame challenges.
Loving all the progress! Keep it up.
Because the map will be blacked out during a quest scene so I didn't bother accounting for that during a camera rotation.
OT:
Here are some updates that have been going on this past week. These are not huge content updates. Just small revisions that have been made for the alpha testing which will soon be open to discord members and maybe even the public.
- Completed Vestas Boss.
Now comes with spinning gfx on the phase switch
projectiles being shot out based on how many players in (1 projectile per player)
mechanic to dodge and deal damage when he returns to phase 0
unsuccessful dodge will result in player damage
- Morrigan's combat has been updated (not yet revised balanced)
This boss is a little easier, Consists of:
- 2 phases
- throwing ax phase
- fast attacking, low damage
- javelin. phase (30% chance to switch to phase)
- 2x slower attack speed
- bigger damage (can pray to protect some damage)
once the phase switch is active for a random of minimum 60 maximum 130 seconds.
- Zombie necro boss in Varrock has been updated: (stats are pretty balanced)
- phases are changing
- total hp has been dropped
- when people leave the area, the target will be auto assigned
- no target then boss resets
- also decides new target after each attack (not sure if this will stay)
- Rewards Editor Updates:
- some more idiot proof conditions have been set. [Editor will only be used as an editor for mainly developers/some admins possibly]
- NPC category now load all our NPCs with a temporary drop table if none exists or its existing table
- loads into containers properly with min and max set.
- Pages have been included
- NPC page selections reloads page 1 2 3 of a current container column(common/uncommon/etc)
- Rewards Editor/Viewer and Other Updates
- clickable texts for paging added to interface.. with proper disable/enable
- supports drop table paging for containers
- supports NPC drop tables
- NPC drop tables are chance based atm and not based on how many times you kill it.
- the page exists detections >_>
- super annoying bug fixed where you would randomly dc, due to byte overflow.
- Zombie necromancer is now 100% complete and revised.
- EdgeVille boss has been revised and hp was modified (still remains to be a group boss)
- Website updates
- domain name purchases/reclaimed
- IPS installed
- boards created
- theme changed and modified a bit
- PHP scripts added to IPS, to incorporate store along with IPStheme.
- VPS purchased, the site is now hosted of VPS site will be told to the public later on. You can probably find it if you tried though
Always amazing work from these guys, following this project closely
Thanks for the support! It does not get unappreciated!
OT:
Had some time on hands before my exam later today.
- Editor updates:
- Automatic saving is now added (took some time because I had to configure some old code).
- The editor is now 100% functional as an editor.
- Can add new items
- Select pages for each container
- Delete items
- Edit existing slots
- Change the minimum/maximum amount
- Create a new page
- Category selects(NPC drops/Minigames/Crates)
- Adding in some button restrictions for rights is all that's left for the editor to become a "Rewards Viewer"
Image is kinda quick so look carefully as to how coins number saves and reload with the new table if selected again
Spoiler for quick gif:
Gameplay updates: (a tedious process that takes may way longer to do then coding smh..)
- All our NPC stats have been balanced (over 50+)
- Widespread of rewards added temporarily. To be improved during alpha testing.
- Minigame bosses have had their stats revamped and hp reduced.
- Undead control boss in cabbage fields has been reduced to 333 hp.
- Quest 1 updates
- Complete cutscene
- quest progress updates
- when u click on the quest it will show current step and previous steps
- consists of an 8 step quest.
- no guide on forums, but easy to make out locations.. [I'll leave that to the community]
- has 1 boss no crazy mechanics just regular boss
- once you finish the quest you will be allowed down the stairs to the boss to kill it for supplies most likely.
- no drops in place.
- added some conditions to make sure you are in the proper location for certain quest dialogues to appear (since I don't have a crazy auto appear system implemented system I cannot hide NPCs at home and in the wilderness ( Ali is in wilderness and home. Wilderness one is part of the quest.) I can work on it later on.)
Pm me for discord invites to play the alpha which is coming really soon!
Thank you for the PSDs! Appreciate the support. Its a huge upgrade compared to original! I'll be sure to make the changes at a later date.
OT:
Got my finals coming up this week so updates will slow down, but all that is left in my opinion is getting the perks system added. After, Krator will have a closed alpha to a select few to test the game, suggest reward chances, and any other possibly balancing that may need to be done. Here are some updates.
Realized I never had the first boss final phase completed. So here are some boss updates.
- Undead Controller
-3 phases,
- 2 phases of simple boss attacks with mage
- 1 phase with pure minions.
- on the final phase, the chest will spawn.
- rewards will be distributed based on who is in the area and how much damage they contribute.
- There is no (whoever deals more damage gets better loot) you just have to get a certain damage count to have a chance for chest reward
- temporary rewards for chest have been given.
- easy one line code addition to incorporate the rewards for this into our rewards/editor viewer
- noticed a bug with the editor where it would not replace the last slot for very rares container. It was fixed too
Late gameplay updates: [harder content for the more geared/strengthened players]:
- Ancient brothers wilderness minigame updates:
- Consists of 4 brothers (zuriels,morrigans,statius, and vestas)
- Comes with a popup UI, with the option to show/hide the UI and draggable feature to reposition where ever you like on screen.
- Zuriels has 2 phases, the second phase teleports throws aoe to everyone in range, and deals damage if u are projectile land position.
- Statius has 2 phases. Regular attack phase and teleport behind the player and special Statius Warhammer attack happen.
- Vestas has 2 phases. Vls phase, and vestas spear phase. Vestas spear is a dodging game.
- Morrigan's also has 2 phase and is by far the easiest of the other 3. Javelin and ax phases. max damage changes, and attack speed changes.
- please note all phases are rotations and not just do this phase once and then this. They are a cycle which happens with a decision placed after post attack is finished.
- The UI tracks the 4 bosses current hp
- once you start contributing damage to the boss, you will be placed into the decision pile for your current UI instance.
- If you do not contribute enough damage you will fail that portion of the minigames part.
- Once you complete all 4 phases you can go to the ancient brother's chest to claim your rewards.
- stats for all 4 minigame bosses have been adjusted along with there combat level.
- Please note its 4 individual bosses. Its like barrows brothers, without the digging, and the fact that its global minigame. But individual progress tracking for the minigames purpose (receive loot from the chest)
How rewards work for the chest:
- 4 possible tables.
- contributed < 20% total damage you get a chance at tables common-rare
- contributed >20 < 55 total damage you get a chance at tables common-very_rare
- anything above 55 will get you a chance at tables from uncommon-rare.
- Each table you fall under will have their own respective common to very rare items.
- So for example there will be common rare items, and very rare [rare items]
Bump for this amazing team!
« Previous Thread | Next Thread » |
Thread Information |
Users Browsing this ThreadThere are currently 1 users browsing this thread. (0 members and 1 guests) |