Minor update to start off the week.

You can now track your arrows much easier

Changes

  • Fix for not losing yellow skull if a white skull you have targeted but not actually hit dies
  • Fix for not getting a yellow skull if you are killed by a white skull you attacked then return to fight them again
  • Main UI counterĀ that shows both the type of ammunition equipped, and how much is left

Edit: Server hotfix and Google Play patch

  • Server side fix for issues arising if a player was killed by a monster, not another player
  • Client fix for the ammunition counter only showing in Lanscape mode

Liam

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Hello everyone,

So I’ve been burning the midnight oil with milctea and KnDunek who have very kindly given me hours of their lives this evening testing, fixing, and improving the skull system. There are a number of edge cases and fixes that have gone in as a result!

Our lives for the last 3 hours

  • Logging out and in will no longer make your yellow skull invisible to you.
  • Fix for the server not quite correctly tracking who has hit who in all cases.
  • Significant fix to how combat cooldown works, found a major bug that meant your PVP cooldown reset completely every time someone attacked you if you had killed a player.
  • If a white skull dies, all yellow skulls who hit them are now cleared. This is a major code change.
  • If a white skull kills you unjustly, provided they don’t lose their skull you can return and smack them again without getting a yellow skull.
  • Mages have been given a 15% chance to AOE, just to make them a little bit less completely broken.
  • I have a wedding in 6 hours and I haven’t slept, why am I still awake.

Thanks to everyone who has tested and helped with this, you are the best šŸ™‚

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Hiya,

Unfortunately I had an accident at the gym on Thursday that saw me wasting much of Friday in A&E, I worked my ass off in the evening however and have managed to get the first pass of the new PVP changes implemented.

Yellow skulls?

Here are the changes in today’s update…

  • If you have no skull, attacking a skulled player who has not attacked you first will:
    • PVP flag you, locking you out of safe zones
    • Give you a yellow skull that you and they can see
    • Make you a “justified” kill for them
  • Combat timer overhaul:
    • PVP cooldowns now persist through PVE actions, making it much easier to lose a skull
    • Killing a player gives you a 10 minute PVP cooldown
  • Deleted characters are now exempt from highscores
  • Deleted characters no longer show up in the moderator’s /view command
  • Fix for moderator logs UI crash

Server side hotfix @ 1am…

  • Monsters remembered how to switch targets

Why do we need yellow skulls?

In mirage skulls are used to indicate that a player has been involved in PVP combat and there will be no penalty for killing them. This wasn’t working with just white skulls as if you were white skulled attacking someone for whatever reason and other players jump into the fight against you, they could just run back into the safe zones if you fought back despite the fact you would actually be defending yourself at that point. Now, aĀ yellow skull indicates that a player you haven’t attacked has decided to jump into the fight. Only you and that person can see that they have a yellow skull (so to bystanders it will still look like you are just being a murderous nutcase) but when you see a yellow skulled player it lets you (and the game) know a few things:

  • It is justified for you to kill them, there will be no penalty (when penalties are added)
  • They are now blocked from safe zones, just like you

So if I defend myself I get a yellow skull?

No. If you are minding your own business and someone comes and starts attacking you, you are free to both fight them back and run into the safe zone. If someone else who isn’t involved sees you getting attacked and decides to hit the white skulled player, theyĀ will get a yellow skull that the person attacking you will be able to see, and they will not be able to run into a safe zone like you can as they joined a fight.

This system will be greatly expanded upon in the near future. Cheers.

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Hello again everyone,

This update adds a bunch of boring stuff that, like with most of the updates recently, we needed to get out of the way.

Finally, you can delete your unwanted Heroes šŸ™‚

Additions

  • Character name punished is now recorded against violations
  • Upgraded to latest version of LibGDX, minimum android version is now 2.3
  • Added “time created” to account
  • Added “time created” to hero
  • Time played is now tracked
  • Added broadcasts for punishment revokation
  • /TimePlayed command implemented
  • /AllTimePlayed command implemented
  • /view command shows time spent online
  • Moderation logs UI implemented, accessible via CM chat
  • Namelock feature implemented – namelocked names are perma-disabled for new chars, future renames etc
  • Heros can now be deleted
  • NPC definitions now specify their own respawn times, lots of monsters respawn times tweaked
  • Moderator MOTD added for better internal communication
  • Addition of commands to let game masters manage the active CMs
  • IP Address logging for moderator reference

Fixes

  • Fix for 1 week punishing the player for 1 month
  • Fix for equipment screen crash on old versions of Android
  • Fix for moderator enforce punishment screen sometimes crashing
  • /view command is now /who command
  • The kick command can now kick players who are in combat
  • The summon command will no longer break peoples clients if they are mid map transition or dead
  • You can no longer perform actions on yourself
  • Main menu will no longer “pause” when it loses mouse focus on Desktop
  • The main menu now server ping, preventing timeouts while creating characters etc

 

The three major things here are the hero deletion, ability for moderators to lock offensive names (rather than ban the player), and the new moderator logs interface. The next update will be a gameplay update, focusing on the skull system and making open world PVP fairer for everyone involved.

Liam

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Hello everyone,

This update fixes some issues surrounding the PVP implementation and makes more areas PVP enabled to make things a bit more interesting.

  • Fix for targeting while moving
  • Fix for not being able to target attack a player if you already have another target
  • PVPĀ attack is now double tap instead of long-press
  • Long press now exclusively loots bags under other players / monsters
  • Fix for short skull time if you kill a player
  • New PVP zones:
    • Slime forest
    • Deeper Widow cave
    • Felwalkers
    • Inside Cyclopse plateau
    • Deepest Water Wyrm cave
    • Imp volcano

It is worth noting the patches that occurred last night as they are changes that are otherwise unlisted.

  • Mages and Rangers do full damage even when stood next to players (PVP only)
  • Knights do not throw knives at distance as it was preventing them from hitting their hardest (PVP only)

I’m sure there will be many more tweaks to come but this is a good start. Its interesting to already see little wars and guild arguments developing over hunting zones that are PVP enabled… suddenly it is very beneficial to form friendships and be part of a guild if you want to hunt effectively in the harder zones. I look forward to seeing how this pans out over the coming months, though I feelĀ Guilds may now be needed sooner rather than later šŸ˜‰

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