That being said, I've purchased a vps and gotten a significant amount of work done on my source and am to the point where I really do need to start getting people on the server in order to flesh things out more.
<edit>
<Updates: 20/2/10>
Fan/tower re-calculated:
Fixed all known bugs with the calculations including...
-Glory gems now work properly in towers
-Stats calculate properly as you add/remove them (they were stacking for a while lol)
-Revamped tower defense to be slightly larger than fan. This will balance gameplay when we go beta.
-Tested calculations for quality, gems and plus. All are working properly.
Guild war Mini revamp:
-Guild gates no longer heal every time you open/close them.
-Gates that have been destroyed cannot be closed until the pole changes hands (it will close but has 0 hp)
Fixed buggy guild deletion:
-Guilds delete properly now
Note: you may need to relog. I'll fix that part later though.
Lotto revamp:
-Balanced out the chances of +'s (no longer same chance to get a +8 as it is to get a +1)
-Fixed prize broadcast msgs
-Added chance to win blessed items (1,3,5)
-Lowered chance of sockets
-Lowered chance to get dbs
-Raised chance to win items (chance of winning nothing is lower now)
-Gave armors/headgear a random color when won from lotto
Removed unwanted npcs from market
Adjusted composition costs (past +9)
Adjusted login server
Added voting system on login
-Currently voting will cause it not to pop up for that character for 12 hours. I may convert it to an ip check to reduce annoyance on alt chars... depends how lazy I am though.
-Added small reward for voting (50 guild points)
Removed Nado lockon
Single target spells will no longer auto target characters.
In summary: Pvp has been completely 'revamped' in that there are FAR less damage calculation bugs that were pissing people off. No more 2k+ zaps from trojans, stuff is balanced now.
<UPDATE>
Sun, Feb 7: 9:14 Pm
Bug fixes in last day
-Added buffer to tfb to check where attacked client is when final attack code is executed. This removes the lag hits that cause players to hit when a client has already jumped away
-Added buffer to melee/wep skills: No more laggy long distance hits (yay!)
-Corrected problem where guards were attackable in peace/capture mode
-Added dueling system: Version 1.0 added to server! Complete, npc just needs betting and custom points to be finished. 2.0 will include map checks to make sure players are sent to separate maps from eachother
<UPDATE> More screenshots
Duel system
Quiz show
New login screen <Updated>
*NEW* Player commands are now enabled for pre-beta testing!! *NEW*
All players currently have access to
/teleport
/scroll
/item
/prof
/skill
/vit/dex/spi/str
/xp
/money
/cps
/job
+ more
PRE-BETA ONLINE NOW!
-Vps now online
-Domain online
-Temp website online
-Registration page online
-Forum online
The server is now up: Expect updates with new features on a regular basis as well as some announcements for special events (heads up, planning next weekend to do a stress test so I can hopefully figure out approximately how many players this server can handle) as well as screenshots and videos of game updates.
New domain name is
Features
CoEmu 5095 based source:
Code:
Guild/Guild war system: 90 percent -Guilds 100 percent: Ally/enemy/creation/bulletin/etc -Guild pole 95 percent: Forbid attack for all attack types if you are holding pole (common problem in many sources, you could use aoe/fb to still hit pole if you already won) -Need to code the pole for healing it up. -Guild halos 100 percent: Assigned from killing pole, no npcs, saving fully. Loose halo when you loose the pole, gain it when you gain the pole. Simple enough. -Guild war rewards: 50 percent: -Fund/donation 100 percent: Hitting the pole adds donation and guild fund properly -Final reward from gw not implemented: will be doing that later on once server is more complete -Monsters 99 percent -All monster moving/attacking/spawning working fully. Dmaps ftw! -Skills 98 percent -Weapon skills: 100 percent (added buffer to avoid long range hits!) -Xp skills: 95 percent: All except fatal strike, not sure if I want to implement that -Aoe spells: 95 percent: All working/calculating properly. need to add some mana costs/damage adjustment for some of them -Single target skills/spells: 95 percent: Finished, need to add some mana costs/damage adjustments -Ninja skills: Update: nerfed fog, nerfed TFB and made it have a range buffer (no laggy long range hits!) -Reflect 99 percent: Does not cap damage currently -Vending 100 percent -Nobility 100 percent (with icon, no shitty npcs) -Quiz show 95 percent (working, no rewards currently) -Random event system 80 percent (working, still adding more random events such as pvp tournies) -Warehouse password 100 percent -Friend/enemy/partner 100 percent -Trade 100 percent -View gears 100 percent -Marriage 100 percent -Met/db bank *IMPROVED* 100 percent -Hunt npc quest 95 percent (needs more prizes) -Lotto 80 percent (working, needs more prizes) -Exp balls 100 percent -Heavens bless 99 percent. needs tweaking -Improved Auto Cp System 80 percent. needs tweaking -Dis City 80 percent. Functionality in place.. need to actually finish piecing it all together though. NEW: Dueling system! Challenge a player to a 1v1 fb/ss tournament! First to hit limit wins.
Anyone wanting to help test should post here or our forums. Registration is open now so come log on and take a look around. If you are wanting to help develop the server more, let one of us know. We will be happy to accept any help you can provide.
I WILL be looking for staff: Currently not accepting requests. Staff will be chosen from those who do well in the pre-beta testing phase.
Note: I will be looking for decent graphic designers to help with site/client mods. That's not something I'm good at or enjoy.
Till then,
Pro4Never
<edit>
In case you guys missed the change, this is online now.
Pre-beta will last the next week or two minimum while serious bugs are fixed (seriously... it's amazing how much you miss when it's only you playing). When pre-beta ends there will be a full server wipe and those who had gm before wipe will NOT be getting it back (unless they obtain a staff position... which is determined partially by past performance during the pre-beta phase. Rates during pre-beta will be VERY high (and most people will have pm/gm)
NOTE: To get pm on the server, show up and test and lemme know (without spamming or being an idiot) that you would like to gm test. The only real requirement is not causing problems with other players and speaking decent english/knowing wtf you are doing... this will obviously be removed in beta
Beta is expected to last the next month or two at LEAST while we flesh out full features and add unique stuff to the source. As it is right now there is alot of stuff that needs to be finished. That being said it's still alot better then most of the generic bin servers being thrown around in this section (not pointing fingers )
Alpha will start when all added features are stable/finished (doesn't mean server is finished, just means there are no huge gaping holes being patched daily/hourly). Alpha will again tighten the server up a bit and making things a little bit harder to obtain in game (seeing as you will want something to work for lol)