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Client Patcher

The game is now able to automatically update itself on Windows and Linux on launch.

PvP Arena System

Players are able to challenge each other to wagered fights of up to 4v4. The arena manages the rounds, reward distribution, scoreboard etc. Upcoming and ongoing games show up on your screen allowing you to spectate other peoples games and wagers.

Basic Monster AI

Monsters spawns are managed by a spawn area. They know how to navigate the map and chase players and avoid obstacles using steering techniques.

Character creation/customization

Players are able to create and customize their characters using the creation screen. Currently you can pick your hairstyle, facial hair, hair color, eye color and skin color.

Party System

You can form parties of up to 4 players and benefit from reduced friendly fire damage. You can see your teammates on the radar and keep an eye on their health on the party bar.

Party formation bonuses are not yet implemented.

Artisan House/Queue System

Towns will provide players with artisan stations which support multiple benches and player queues. These stations currently allow you to craft anything you have ingredients for. In the future you will need matching blueprints/recipes with the station. Station blueprints and provided by whoever controls the town. Owners are currently unable to manage the prices or bench counts however.

Item upgrades

The upgrade station is another thing provided by a town. You're currently able to upgrade items by having the right ingredients and currency.

Item repairs

Item repairs are not fully completed, but mostly work. You can repair either your equipped items or everything in your inventory and equipment. In the future you can also select individual items to repair.

Zoning (server transfer)

While buggy, this mostly works. Players can transfer from one map to another through a door. Servers also redirect players to the right server if they for some reason connect to one that is currently not hosting the map they are on.

Interest Management

Every player has their own view of the world and interest management helps to figure out what each player should be notified about. This makes sure fireballs you don't see are not transmitted to your client.

Simple Day-Night Cycle

As time passes the light fades.

Player and monster drops

When monsters die items they drop get inserted into your inventories. While players die they might drop a portion of their inventory contents (ones not placed in the protected slots). These player chests disappear after a while.

Death and respawn

You die and respawn at the nearest spawn location. In the future it might be possible to resurrect someone you killed before the respawn timer runs out.

Terms/Requirements System

Town elders and kingdom rulers can define who can use certain features in their region. For example the terms system can be used to limit artisan station access or region access to players that don't meet the requirements. The system currently compares terms to a players activity log and world state (weather, time etc.).

Basic Law and Crime System

Kingdom rules can define laws (killing and looting citizens of certain kingdoms, special area access, gathering and more). When someone commits a crime players nearby have the chance to report or ignore the crime witnessed. When the server defined report count reaches a certain number the player acquires the criminal status in that kingdom. The status currently doesn't do much, but can already be used for filtering with the Terms System.

Currency

Players have a wallet that fits a certain amount of currency which cannot be lost on death. Once the limit is reached the rest of the currency is sent to their inventory as regular items that look like coins. The coins can drop like any other item unless they are placed in the protected inventory slots.

Radar

The radar currently shows where nearby monsters and players are.

1st Revision of Ranger

The ranger class still has some undecided abilities, but can be created and used with whatever he has right now.

Dynamic Event system

Dynamic events randomly start in predefined locations. Players get notified of events nearby and finishing them in time gives rewards. There are currently only 3 templates for events (gathering, monster invasion, monster invasion with attack waves).

Experience and levels

Currently players can level up by killing monsters. In the future more things will reward experience points.

Basic Gathering

Gatherable are spawned using a similar system as monster spawns. Players can pick up a gatherable and use it for crafting. Currently there are only flowers available, but the system is similar to other types of gathering.

Item stats

item stats alter your damage and defense. Whether this only works for PvE and if or on what scale this will remain in the game is unknown.

Footprint System

When someone attacks you they start leaving footprints which allows you to get to them faster if you run on their tracks. This makes fleeing a fight you agreed to participate in sub-optimal, however still might let you escape someone who attacked you and you didn't attack back.

Player Log System

Players actions are recorded on the server. These actions will be used to generate Fame and can already be used to approve or deny players to use certain features in towns and kingdoms.

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