Finaltwist
Squire
No, the map was taken from the Gargoyle royal city from OSI, but in adventures, its Praetoria, in the land of Darkmoor
The map is perfect for this - this is a land of good and positive karma mobs - its bright and cheery - meaning its perfect for evil players to go and corrupt. The city of prateoria is being changed to make it more .. omnious and evil.
The good/evil fight in adventures is at the core of the multiplayer experience - though the balance is 90% towards good now, evil players have been moving it slowly towards the dark side. This affects most systems in the game, including death penalties.
Im in process of adding harvesters now - we have offline skill books (which help gain skills while offline by studying) which really help lower the need for macroing. I wanted to do the same for harvesting materials... so harvesters will add an area control element to the game. Place a harvester and come back in a day to see what it got... but you better hide it since someone else could destroy it.
recently also did a bunch of QoL changes, reducing lockpick/potions/etc weight, streamlining the automatic tasks djeryv has ingame (we have 500,000 items now, so those tasks needed some tweaking to make them more efficient), added trick or treat bags to the loot tables, etc etc.
also, Sygun is working on a dwarf stronghold ... looks good so far!

The map is perfect for this - this is a land of good and positive karma mobs - its bright and cheery - meaning its perfect for evil players to go and corrupt. The city of prateoria is being changed to make it more .. omnious and evil.
The good/evil fight in adventures is at the core of the multiplayer experience - though the balance is 90% towards good now, evil players have been moving it slowly towards the dark side. This affects most systems in the game, including death penalties.
Im in process of adding harvesters now - we have offline skill books (which help gain skills while offline by studying) which really help lower the need for macroing. I wanted to do the same for harvesting materials... so harvesters will add an area control element to the game. Place a harvester and come back in a day to see what it got... but you better hide it since someone else could destroy it.
recently also did a bunch of QoL changes, reducing lockpick/potions/etc weight, streamlining the automatic tasks djeryv has ingame (we have 500,000 items now, so those tasks needed some tweaking to make them more efficient), added trick or treat bags to the loot tables, etc etc.
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also, Sygun is working on a dwarf stronghold ... looks good so far!

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