Changelog/Early Alpha

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Nexus War Changelogs
Pending Changes | GA 1.4.* (current) | 1.3 | 1.2 | Beta 1.1 | Beta 1 | Late Alpha | Early Alpha

[edit] Alpha 0.08.5

  • Added more environmental flavor.
  • Binoculars now can be used to view neighboring locations.
  • Modified aspect system: characters can now set a preference as to the gender of any aspects they inhabit. Choices are male, female, and no preference.
  • Implemented portals. This makes the Nexus game engine functionally complete (but not bug free or content-complete).
  • Added "Sense Magic" skill to Paladins, Myrmidons, and Pariahs.
  • Modified the XP requirements per level scheme thusly: Levels 1-10 require 100xp each; levels 11-20 require 200xp each; levels 21-30 require 300xp each. This was done to closer match the skill requirements for each level and address a problem that existed: you could only buy about 1/2 of the basic skills in even tier 2 before maxing out at level 30.
  • More work on the help system, particularly the "Characters" page. Included an auto-generating table that indicates XP required for each level.
  • Bug Fixes:
    • Characters who are not members of factions should not be able to view factions.
    • Fixed issue where characters could promote or demote people in other factions.
    • Fixed a couple places where people were seeing an item's true name instead of its display name when they shouldn't have been able to do so.
    • Fixed a nice crash when trying to smash doors that are both padlocked and locked.
    • Fixed morality shift for damage.
    • XP grants for lockpicking SHOULD be fixed now.
    • Rocks and throwing knives should no longer be usable.

[edit] Alpha 0.08

  • THE ACTION POINT AND MAGIC POINT SERVITORS HAVE BEEN DIALED DOWN. You will recover 1 per 15 minutes.
  • THE MAP IS RESTRICTED. You get the north islands for now. Below that is void.
  • Implemented status effects engine and several status effect sub-systems. Status effects will be either AP-based or time-based, depending on function. AP based status effects will last until a certain number of AP are spent; time based ones will last until a certain number of minutes have passed (usually 5).
  • Drinking booze now makes you drunk. Quelle suprise.
  • Implemented item trading. Well. Item *giving*, really. Trading only works between members of the same faction.
  • Infusion bonuses for holding territory are now applied. The numbers are VERY HIGH for the test cycle here - about twice as powerful as I expect the final numbers to sit at.
  • Built out an auto-generated help page for the skills.
  • Added MANY new items. Lots of them will seem useless. Don't judge a book by its cover.
  • Skill and Class Changes:
    • Added new Pariah skill: Blood Claws
      • Innate Hand-to-hand attack. Does 6 points of Unholy damage.
      • Is not lost upon respawn. This is to compensate for the penalty of Explosive Murder.
      • Damage will possibly be nerfed in the future, but not by much. This is probably the Pariah's "Bread and Butter" attack.
    • Added new Pariah skill: Blood Taste
      • Second-tier skill below Blood Claws.
      • Upon a successful Blood Claws attack, the Pariah gains 1 HP.
    • Implemented Pariah skill: Weaken
      • Touch attack. Induces "Weakened" status effect on foe.
      • Five minute duration. Foe is -5 to all attacks and suffers a -1 on all armor soaks. This is primarily an anti-Paladin weapon.
    • Implemented Pariah skill: Lesser Regeneration
      • Fifteen-minute "fire-and-forget" regeneration status.
      • Pariah heals 1 HP per minute (so 15 total HP).
    • Implemented Paladin skill: Strengthen
      • Five-action "fire-and-forget" Strengthen status.
      • Paladin does an addition 2 HP damage with HtH and melee attacks.
    • Implemented Defiler skill: Poison
      • Five minute touch attack Poison effect.
      • Target is at -5 attack for 5 minutes AND suffers 2 HP damage per action taken during this time.
    • Implemented Defiler skill: Demoralize
      • Five minute touch attack Demoralize effect.
      • Target is at -10 attack for 5 minutes.
    • Implemented Defiler skill: Dark Heart
      • Touch attack. Sucks 11 MP from target and grants 10 to caster.
    • Implemented Sorcerer skill: Tap Ley Line
      • Sucks 6 MP from an infused location and grants 5 to the caster.
    • Nefed Divine Armor a bit:
      • Modified Divine Armor so that it is a real "armor" but is innate.
      • Nerfed it's protection towards Unholy damage types (only 2 points).
      • Divine Armor no longer stacks with other armors.
    • Buffed the holy fuck out of Explosive Murder:
      • Explosive Murder now does damage type FIRE, and is soakable (if you have armor for it)
      • It now has a 90% chance to hit everyone in the square. The character's melee defense adjusts this.
      • It now does 5 points of damage per 5 levels of the Pariah.
    • The first nerf to Myrmidons:
      • Decreased Focused Attack bonus damage to 6 points.
      • Increased Focused Attack AP cost to 4.
      • Decreased critical hit damage to a 1.25 multiplier.
  • Map Changes:
    • Added support for neighborhoods into the map.
    • Killed off graphic tile backgrounds in favor of css only-colors. This is a bandwidth saving measure for now. Image tiles will likely return when I have more of them.
    • Added "spawnable" flag to all locations. This is editable in Magrathea, and should solve the "Spawning on islands" problem.
    • Added support for multiple "zones" to the map (Heaven, Hell, etc.)
    • Heavily refactored Magrathea to support zones.
  • Faction Changes:
    • Creating/Editing factions now allows you to define the names for the faction ranks.
    • Creating/Editing factions now allows you to define the capabilities of the faction ranks.
    • If you have authority, you may now promote or demote faction members.
    • Faction editing permissions are now correctly supported.
    • A character's faction and rank are now displayed in the profile.
  • Morality/XP/Misc. Character Changes:
    • Busting open doors now shifts evil.
    • Modified morality changes for combat to include changes based on damage.
    • Lowered XP bonus for picking locks.
    • XP grants for heals now take target level into account.
    • Infusion now correctly updates a faction's karma.
    • Started tracking certain statistics about characters (total deaths, total kills, hp healed, damage dealt, damage taken, doors repaired, locks picked)
  • Spell Changes:
    • Lowered XP Costs across the board.
    • Ice Dart and Fire Dart are now auto-hit.
    • Added damage types to spell effects.
    • Armor soak should now be correctly applied to spell damage.
    • Morality should now be correctly applied to spells.
  • Engine Changes:
    • Rebuilt the search mechanism to have a more stable, faster, and easier to-manage probability system (thanks, Maynard!)
    • Redid the way random numbers get generated for combat. This cuts down on overhead and fixes a weird bug with AoE attacks.
    • Revisited all the item weights.
    • Added admin screens for viewing and manipulating users (not user-visible)
  • Quality of Life Fixes:
    • Now display costs for skills we can't buy yet.
    • Levelling up now includes a message telling you how many XP you need to earn for the next level.
    • Character profiles now show how many XP are needed for the next level. This is only visible to the owner of the character.
    • Added tooltips to map actions and graphics.
    • Modified character box on the map screen to consume less real-estate while calling attention to important stuff.
  • Bug Fixes:
    • Explosive Murder should no longer throw a ConcurrentModificationException.
    • Fencing should no longer grant a 70% attack with swords.
    • You should no longer be able to "use" loaded weapons in the inventory.
    • Searching and finding ranged weapons with a clipsize of less than 1 (e.g., throwing knife) should no longer throw an exception.
    • Using a FAK on yourself should not longer grant XP.
    • The "bombing spell" bug should be fixed.
    • Repairing a door should no longer make the door unlocked. Note that this only works for doors that are *damaged* but not broken or missing.
    • Attacking a door with a chainsaw should now consume fuel.
    • Fixed inversion of Pariah and Defiler descriptions.
    • Renamed Infernal and Divine factions to be more grammar-good.
    • The updates page should now display.
    • Fixed issue where characters were gaining 2 magic points at level 2 rather than 1 (this would work itself out over time but it was annoying).
    • Fixed bug whereby Death Cloud would throw an exception if the caster was Good aligned.
    • Myrmidon's Enhanced Senses should work correctly now.
    • Cleared up text for "Medicine" skill.
    • Fixed issue where you had to click "edit character" twice to get to the edit screen. Neat-o-bizzaro: even clicking it twice shouldn't have worked; I'm surprised the page even compiled.
    • Buying stamina should no longer leave you HP deficient.
    • Levelwise xp bonuses (and penalties) should work for spells.

[edit] Alpha 0.7

  • The character creation process has been modified. All characters now start with 0 XP. However, they are granted a free skill which MUST be purchased at time of creation.
  • Most forms now have instructions associated with them.
  • Added a VERY rudimentary and work-in-progress help/documentation system. This is mostly a bunch of placeholder stuff but there is some content. This will get updated as I have time; it's a lot of work.
  • Implemented doors, locks, and padlocks. This has a bunch of things to note:
    • Doors can be one of the following states: open, closed, locked, padlocked, padlocked and locked, broken, or missing.
    • You can smash open any closed door. Smashing open a door will either break it or destroy it, depending on the damage dealt.
    • You can only smash open doors with melee weapons and your body parts.
    • You may pick locks AND padlocks. To do so, you must have both a set of lockpicks and the lockpicking skill. If you successfully pick a padlock and you have inventory room, you gain a padlock.
    • Success is not gauranteed with picking locks, but it's pretty good.
    • You can ALWAYS leave a building, regardless of lock state. You just climb out windows and such.
    • You can only lock from the inside. You can only padlock from the outside.
    • If you have a crowbar, you can pry off padlocks.
  • Reading books now has a potential XP benefit. Some books will give XP; others will not. Some may even give . . . other things.
  • Added some new location icons: Airport, gun store, bar/nightclub, restaurant, gas station.
  • Renamed the "Construction" skill to "Carpentry." Implemented *one of* the Carpentry skill's uses: repairing doors. This grants a small amount of XP.
  • It is no longer possible to do negative or 0 damage. If an attack hits, it will always do a minimum of 1 point of damage.
  • Characters now start the game with a mere 20 Magic Point maximum. This number is increased by 1 every level they gain.
  • Buying an aligned tier 2 class (Pariah, Defiler, Shepherd, or Paladin) automatically makes you a member of either the Infernal or Divine faction, depending. You should not be able to leave this faction; it is permanent.
  • Demonkind (characters who have bought an evil tier 2 class) are no longer able to be healed by other characters - period. This is a class "feature" and represents evilkind's focus on independence.
  • Morality is now implemented for healing skills and items. It grants a morality shift of +1 per 5 points healed, always, regardless of target (but only if successful).
  • Buffed chainsaw damage by 1 point.
  • Nerfed chainsaws to require fuel.
  • Morality is now implemented for attacking actions. The shift is variable, and follows like this:
    • If the attacker is GOOD and the target is NOT EVIL, the attacker shifts -1 FOR EACH ATTACK.
    • If the attacker is EVIL, the attacker shifts -1 UPON KILLING BLOW regardless of target alignment.
    • If the attacker is GOOD, and the target is GOOD, the attacker shifts -2 UPON KILLING BLOW. This is in addition to the attack penalty.
    • If the attacker is GOOD, and the target is NEUTRAL, the attacker shifts -1 UPON KILLING BLOW.
    • If the attacker is GOOD, and the target is EVIL, the attacker shifts +1 UPON KILLING BLOW.
    • If the attacker is NEUTRAL, and the target is NEUTRAL or GOOD, the attacker shifts -1 UPON KILLING BLOW.
    • If the attacker is NEUTRAL, and the target is EVIL, the attacker shifts +1 UPON KILLING BLOW.
  • Implemented the Lockpicking skill.
  • Renamed the "stealth" skill to Superior Hide and implemented it.
  • Implemented the tier 2 Sense Morality skill.
  • Implemented the tier 2 Read Aura skill.
  • Implemented the tier 2 Psychometry skill.
  • Implemented the Sorcerer Sorcerer's Might skill.
  • Implemented the Myrmidon Weapon Mastery skill.
  • Implemented the Myrmidon Super Reflexes skill.
  • Implemented the Myrmidon Focused Attack skill.
  • Implemented the Myrmidon Enhanced Senses skill.
  • Implemented the Paladin Divine Armor skill.
  • Implemented the Paladin Lesser Smite skill.
  • Implemented the Pariah Hellfire skill.
  • Implemented the Pariah Explosive Murder skill.
  • Implemented the Shepherd Heal skill.
  • Implemented the Shepherd Energize skill.
  • Implemented the tier 2 Cast Spells skill.
  • Implemented the tier 2 Sense Magic skill.
  • Implemented the tier 2 Infusion skill (and thus its variants, Purify and Corrupt).
    • You can only infuse outside.
    • You can only infuse if you are a member of a faction.
    • You cannot infuse water locations.
    • Infusion currently grants no bonuses.
    • If a location is 'owned' by another faction, and a member of that faction is present, the infusion will fail.
  • Rebuilt and re-implemented the entire character class and level system.
  • Implemented the Myrmidon innate critical hit ability.
  • Added a new item: throwing knife.
  • Implemented new combat XP gain system. This one dynamically changes the XP granted based on the target level.
    • If the attacker is 10 levels or more above the target, 0 xp are gained.
    • If the attacker is between 5 and 9 levels above the target, 1/2 xp is gained.
    • If the attacker is between 5 and 9 levels *beneath* the target, 2x xp is gained.
    • If the attacker is between 10 and 19 levels beneath the target, 4x xp is gained.
    • If the attacker is 20 or more levels beneath the target, 8x xp is gained.
  • If you have the Psychometry skill, the map now indicates which squares have been aligned to a faction. Good squares have a black-on-white icon, evil squares a white-on-black, and all others have a white-on-grey icon.
  • Implemented an Environment service and EnvironmentServitor. For now, all this does is move the sun around in the sky. It is highly possible, however, that it will change the weather around, and that you will have less chances to see things in the dark.
  • All weapons now deal damage according to a specified damage *type*. This is important when understanding what types of armor protect against it. The types of damage defined (so far) are: untyped, bludgeon, slashing, piercing, ballistic, cold, fire, death, holy, unholy, and all.
  • Rebuilt the armor soak calculation mechanism. This allows different types of armor to provide differing degrees of protection to various damage types (e.g., they'll protect versus more then one thing). Protection provided by armor is now a FLAT number, regardless of weapon damage. What this means is if a suit of armor provides 3 points of protection versus Ballistic weapons, it will subtract 3 from all ballistic types (pistol, shotgun, rifle) instead of a variable amount based on the gun.
  • Added a couple weapons and armor types (bow and arrow, throwing knife, police riot armor, military encounter armor).
  • Rifle ammunition is now called a "magazine." Pistol ammunition is now called a "speedload clip" (see " here). Conversation ended.
  • Implemented Spells and Spell Casting.
    • Spells must be found. Think about where you might find them. They are a random occurance.
    • Once found, a spell will be in your inventory. You will then have to learn the spell - an action that costs XP.
    • Once learned, the spell will appear in your spell book (on the character detail page, only viewable to the owner of the character).
    • The actions panel will then have a new entry for each spell.
    • Casting a spell costs 1 AP and a variable amount of Magic Points.
  • Quality of Life Enhancements:
    • The "Updates" page will now display the global navigation.
    • Several minor interface enhancements.
  • Bug Fixes:
    • Heal Self now works in squares without other people.
    • When a user session times out, the active character associated with it will correctly disconnect now (this was not player visible.)
    • Healing skills should now correctly inform the target of heals. Numbers should match what really happened.
    • Pistols no longer display the "reload" action when there is no clip in the inventory.
    • Items should no longer come off corpses pre-equipped.
    • Newspapers are no longer able to be equipped.
    • Books are no longer able to be reloaded.
    • Characters who only have 1/2 thier maximum hit points should now correctly display as "wounded."
    • Several minor text changes inside of static data:
      • Changed "movement is doubled" to "movement is increased" in swim skill description.

[edit] Alpha 0.6

  • The map has been rebuilt. It's. . . MUCH bigger now. The alpha 0.05 map was 10x10 (100 squares). The new one is 50x50 - 2,500 squares. This is important, because this is close to the final map for the battlefield. The following should be noted:
    • All bars, nightclubs, hospitals, factories, power plants, police stations, fire stations, malls, gun stores, museums, libraries, and schools should be named. If you see one that isn't (it's name will be just "Museum" or something equally generic) THAT IS A BUG.
    • Known issue: some locations don't have descriptions.
    • Don't know where something is? Think about where a building of that type might be in the real world. For example, where do you find bars and nightclubs? In seedier or industrial neighborhoods.
    • I'm certain some building types are under-represented (like, say, supermarkets).
    • I know a lot of search stuff is busted. Note them, please.
  • Implemented character levels. This has a couple of effects:
    • The cost of respawning increases as you level. Respawning now costs 1 AP per character level. This serves to make it easy for new characters, who will get killed constantly, and will serve as a sufficient deterrent for high-levels.
    • The cost of buying skills changes as your level goes up. The math is very easy: level times 50.
    • The cost of each level goes up. It's the same math.
    • NOTE: while the XP math is the same between the two, character level is independant of the number of skills you have. This has an interesting, anti-twink side effect: it is to your advantage to buy skills as early and as often as you can. If you hit level 10 and you've never bought a skill, you'll be paying 500 xp a pop for them. The reason why this is will become VERY apparant when you start learning spells.
  • Changed system of AP cost per respawn, as noted above.
  • Modified the way guns are reloaded. The previous method was basically "add gun to bullets" when it should have been "add bullets to gun." This fixed the "can't reload pump action shotgun" problem. The inventory screen now has a "load" action for weapons. This only appears if the weapon requires reloading AND if you have ammunition of the type required.
  • You can no longer hide in the water (or any other location with a 0 percent hide chance.)
  • Armor items are now equippable and provide damage soak protection. The amount and type of damage soaked depends on the armor.
  • It is now possible to change character classes. To do so, you must be at least level 10. Right now, only one class (Sorcerer) is available.
  • Dropped items are now correctly destroyed in the database. They don't reappear after server restart.
  • Implemented Sorcerer's "Heal Self" skill. This eats up magic points.
  • Nerfed the search skill AGAIN by 5%.
  • Nerfed find rate of swords in mansions and museums.
  • Quality of Life Enhancements:
    • Added the number of rounds in a weapon to the weapon's display in the inventory.
    • Broke the changelist/update information into its own page. This is accessible from the global navigation.
    • Removed the "unhide" button. This doesn't really make sense and it's totally frustrating to unhide immediately after hiding (if you want to unhide, just search, and you'll unhide for the same AP cost PLUS you may find something.)
    • You are now notified when someone heals you.
  • Bug Fixes:
    • Using a FAK on yourself should now correctly produce a message.
    • Pump action shotguns can now be reloaded.
    • Swimming in the sea now costs 5 AP per square rather than 2. It's harder to avoid sharks.
    • When hiding, it is possible to have an attack chance be less than 0. This is correct behavior; however, the weapon pulldown should not show any number less than 0. This has been fixed.
    • Hiding (and other skill usage) can no longer be done at 0 or lower AP.
    • You shouldn't be able to use a FAK on a dead person.
    • Fixed description for City Hall

[edit] Alpha 0.5

  • THERE WAS A CHARACTER WIPE.
  • In theory, you should no longer spawn in water.
  • The messaging system was rebuilt to be much less spammy on the database access side. This should be invisible to characters (save a performance boost).
  • Dead characters are now completely removed from the battlefield. This is a forced "half spawn" - you can no longer see the map.
  • All available location types now have default descriptions.
  • Added new weapon: pump-action shotgun. KNOWN ISSUE: it cannot be reloaded.
  • Weapons should now spawn with a random number of rounds.
  • Fixed weight of ammunition. They were each calculating as 2, when they should have only been 1
  • Added new weapon: truncheon
  • Fixed how museums weren't spawning anything.
  • The Graveyard Servitor is running. Corpses now dissappear after 2 days.
  • Buffed the damage of firearms pretty significantly.
  • Fixed bug where Axes were only doing 1 damage.
  • Nerfed some tool weapons and melee weapons (Tire Irons doing 9 dmg? wtf?)
  • Decreased search bonus granted by the Search skill by 5
  • Modified the AP cost of Hide: it's now 1 AP per failure, and 5 AP per success.

[edit] Alpha 0.4

  • Who wants to loot corpses? We want to loot corpses.
  • Implemented VERY RUDIMENTARY faction support.
  • The state of a location's door is now visible to characters.
  • Created new skill: lockpicking. This is not fully implemented yet, so don't go buying it.
  • Massive performance increase on the character searching system (we now preload search sets rather than load on each search). This will not be user-visible.

[edit] Alpha 0.3

  • Lots of backend SQL fixes that users will never see.
  • Quality of Life Fixes:
    • Creating a user account automatically logs you in.
  • Bug Fixes:
    • Accessing pages when logged out now correctly forwards you to the login page.

[edit] Alpha 0.2

  • GUNS! Guns, guns, guns. Three kinds, currently, with three kinds of ammunition: shotguns, rifles, pistols. Rifles are rarest. You can find them where you would expect to normally.
  • It is now possible to find hidden characters using a Search.
  • You may now unhide without leaving the room or performing an action.
  • Quality of Life Fixes:
  • It is now possible to find hidden characters using a Search.
  • Created new skill: Strength (increases maximum carry)
  • Created new skill: Stamina (increases max hp)
  • Created new skill: Boxing (increases fist damage by 2)
  • Created new skill: Advanced Martial Arts (increases HtH attack)
  • Implemented Dodge skill.
  • Implemented Hide skill. This is a but unbalanced right now; there is no way to see if someone is hidden.
  • Fixed defense bonus granted by Martial Arts vs. HtH and Melee.
  • Fully implemented surgery skill.
  • Watches now tell time.
  • Characters now spawn (and respawn) possessing a random, normal item.
  • Quality of Life Fixes:
    • When hidden, a nice red notification appears.
    • The "Hide" button turns to "Unhide" when hidden.
    • Added current XP meter to map page.
    • Added maximum carry and total weight to inventory box.
    • Layout change to index page.
  • Bug Fixes:
    • The "Dead but not a corpse" bug should be fixed now.
    • Again, hopefully we've fixed the "Using items at 0 ap" bug.
    • Swords should actually be usable as weapons now.
    • I *think* I've fixed a respawn issue where characters can respawn into location 0. This is tough to test, though.
    • Deleted everyone's "Death Touch" power. That shouldn't have been searchable.
    • Dead characters should no longer be able to use items from the inventory box.

[edit] Pre-Alpha

  • THERE WAS A COMPLETE DATABASE WIPE. ALL ACCOUNTS AND CHARACTERS WERE LOST.
  • The action point servitor now grants AP to characters. Currently, this is set to 1 AP per minute (testing purposes only).
  • Corpses now appear when characters are killed.
  • Some tiles have been replaced with semi-actual representations.
  • Police stations, Fire stations, and Hospitals now have a small icon in them on the map indicating that they are such.
  • Characters may now use first aid kits on other characters.
  • Characters may now search for items. The kinds of things you find (and your likelihood of finding them) depends on the area searched. You will have better luck indoors than outdoors, though things can be sometimes found outside as well.
  • The "Search" skill now works.
  • The "Use" function for items now works. Some items may be used already (mostly medical supplies and food).
  • Upgrades to the character inventory box. It now includes descriptions of items (hidden until asked for.)
  • Characters may now enter and exit buildings. When entering a building, all surrounding locations are blanked. Characters may only exit buildings by clicking "Exit" - you cannot click to a square outside.
  • Map squares have been increased to 125px by 125px. The reason for this will become apparant later.
  • Squares with occupants now show icons rather than occupant counts.
  • Fixed problem with correctly saving sword skills (and pistol, shotgun, and rifle).
  • Rebuilt the skills panel so that it looks a lot better and is less confusing.
  • Character profiles can now be viewed when the user is not logged in.
  • A "Buy Skills" link appears in the globalnav when a character is connected.
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