- Death ray change that was reverted. See that thread for updates.
- New armor skill, which is being tuned and then will open up for all.
- Fixed VIP casino instancing
- Instanced Alaria training tower
- Instanced the pirate Ziggurat
- Fixed bug where you could drink someone’s potion in their home.
- New “button-bar init” command for setting your button bar to the default buttons. Useful for older characters.
- Enlightenment now shows what level monster can kill you with death ray.
- Added a hidden escape hatch to the new Tutorial. In the map outside the cabin, go to the lower left corner of the map and it will prompt you to leave. Useful both for experienced players and for folks who are stuck due to edge-case bugs.
- Changes to Rod of Death Ray:
- Made them artifacts since they’re apparently OP due to recent changes.
- Lowered max charges to 25
- Added them to angel/archangel inv artifact list
- Changed angel/archangel artifact drop rates to 1/50 (up from 1/250)
- Added them to the generic random artifact list so they’ll show up in other spots that generate artifacts.
- If you find one now, have fun with it.
- Fixed major horrible bug in tutorial where nobody could finish it. :-/ (The skills training.)
- Based on a pretty meaty in-game discussion just now, I’m reverting the minimum chance of death for Death Ray – the change is live now.
I did change the formula for how dpro (death protection) is calculated, so it’s harder to achieve full immunity. Enlightenment now shows it to you. I didn’t have time before the game crashed, but Enlightenment will soon show you the highest-level monster you can fight and have full immunity.
For now, the calculation is:
Resist chance = (monster chance - your dpro) Monster chance = 10 + monsterLevel * 5 Your dpro = resist-death + protection*3 + level*2.5
The game rolls random(100) and if it’s higher than your total resist chance, you survive that death ray. So your goal is to get your total dpro well above 100, ideally up to at least 185, which makes you immune to all death rays in the game.
Based on player feedback, I will be working on ways to make death ray have serious harmful effects, but non-instakill.
The other big change is: I discarded the graph library’s dijkstra shortest-path cache and instead keep my own small cache of paths it has found. If all goes well, you won’t notice any difference. It’s possible that the compass will take longer to respond and point the right way as you move around, especially early on in the reboot cycle. If the compass seems to be taking forever most of the time then I will revisit this. But it should make the game never run out of memory again, if it works.
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