Post by Belouch on Dec 11, 2020 0:09:52 GMT 1
Game Update 12 December 2020
Note: We haven't made an update post in a while so some of these changes have been in place for a few weeks now, and some are brand new.
User interface
New look around page
As you probably noticed the new look around page is up and running since a few days.
It was changed to fit the game theme/style but also to enhance clarity and contrast (footsteps, people in some terrains like forests, etc)
To be noted that there are two new types of information you can get:
New in-fight inventory page
The new in-fight inventory page is also up and running now. Redesign was for mobile access to the data (it was in a mouse over before, tough to get to on mobile). Remove links for equipped gear is on the left side of the gear and Wear links for un-equipped gear is on the right side. This allows for plenty of spacing for mobile users to hit their correct target on gear. The Wear link is hidden if you do not meet runic and/or stat requirements for the gear displayed on that row.
Equipment sorts as follows:
1. Equipped armor class items sorted by armor class.
2. Un-equipped armor class items in order of armor class then highest to lowest defense power inside of that armor class.
3. Equipped weapon.
4. Un-equipped weapon class items in order of weapon class (weapon skills on character sheet) then highest to lowest attack power inside of that weapon class.
5. Usable items
Armor class sort is (in order): Torso, Shield, Head, Rings, Belt, Gloves, Pants, Boots, Necklace, Cape
Newbie bonus indicator
Newbies can now see on their Main Page that status (and expiration) of their newbie bonus
Confirmation pop-up on Evolve Page
Following player request, we added a confirmation pop-up on the Evolve page when you buy new stats with evos.
Birth-date on character description page
When viewing a character's description you can now see what date this character was born on
'Sell items' page when out of cap
Following player request, we also changed the 'Sell items' page so that you can check what items you have on sale at the marketplace even if you are outside of the cap. Of course you are not able to act on them (add, withdraw, update, or reset expiration date)
NPC & Quests
Move regeneration in cap
The Priestess NPC in cap has a new spell, she can regen you up to 500 Movement Points. If you have anything between 0 and 499 moves, you will be at 500. If you are already over 500 Moves, nothing will happen. The spell is free.
Two reasons for this:
Edit: to avoid players from abusing the feature to train, the refill has a cost of 1 turn per 170 moves (rounded up).
Movement points as quest rewards
Quests can now give Movement points as quest rewards. Here again the main reason is to give new players more playtime in the beginning. The three initiation quests and the first two fauna quests give 1500 Movement points in addition to the other rewards.
Required weapon skill for quest
We can now set 'moving' skill requirement for quests, which will be the case for fauna atlas quests 6 and up. This means the required skill for these quests will follow the same increase as soft/hardcap skills. The point being that it will not be possible to do these quests unless you are in the slowcap interval (they are meant to help you rush to hardcap).
Community manager
-Auto-equip shield: When in a fight, If you are not currently wearing a shield and equip a one handed weapon, then the first shield in the list of shields in your inventory will be automatically equipped - assuming you meet any existing runic requirements, or it uses the first shield that you do meet requirements. If you are already wearing a shield, then it does not change your equipped shield. You can then pick a different shield to use if you so desire. This is only for the in-fight inventory page, not the normal inventory.
-Alchemy change: There is no need for an alchemy book anymore, or to learn recipes. While this was a really nice RP feature, it was too much unnecessary complications for day-1 material. Alchemy now works just like any other crafts, except it keeps its feature of having 'recipe XP' (hidden) which when you master the recipe can get you some bonus items if you get lucky.
The Initiation II quest has been amended to fit this change.
-Faction change: new players have to wait until they are 10 days old to change faction. Two reasons: (1) too many confused new players were switching faction without understanding the consequences, (2) add a small deterrent against players creating a specific tribe to immediately convert it to other faction on purpose.
Note: We haven't made an update post in a while so some of these changes have been in place for a few weeks now, and some are brand new.
User interface
New look around page
As you probably noticed the new look around page is up and running since a few days.
It was changed to fit the game theme/style but also to enhance clarity and contrast (footsteps, people in some terrains like forests, etc)
To be noted that there are two new types of information you can get:
- If you click on a monster pile, you will see a qualitative estimate of their level of injury (from 'critically injured' to 'alive')
- If you click on other players, you will be able to see what tribe(s) the player(s) on the tile is(are)
New in-fight inventory page
The new in-fight inventory page is also up and running now. Redesign was for mobile access to the data (it was in a mouse over before, tough to get to on mobile). Remove links for equipped gear is on the left side of the gear and Wear links for un-equipped gear is on the right side. This allows for plenty of spacing for mobile users to hit their correct target on gear. The Wear link is hidden if you do not meet runic and/or stat requirements for the gear displayed on that row.
Equipment sorts as follows:
1. Equipped armor class items sorted by armor class.
2. Un-equipped armor class items in order of armor class then highest to lowest defense power inside of that armor class.
3. Equipped weapon.
4. Un-equipped weapon class items in order of weapon class (weapon skills on character sheet) then highest to lowest attack power inside of that weapon class.
5. Usable items
Armor class sort is (in order): Torso, Shield, Head, Rings, Belt, Gloves, Pants, Boots, Necklace, Cape
Newbie bonus indicator
Newbies can now see on their Main Page that status (and expiration) of their newbie bonus
Confirmation pop-up on Evolve Page
Following player request, we added a confirmation pop-up on the Evolve page when you buy new stats with evos.
Birth-date on character description page
When viewing a character's description you can now see what date this character was born on
'Sell items' page when out of cap
Following player request, we also changed the 'Sell items' page so that you can check what items you have on sale at the marketplace even if you are outside of the cap. Of course you are not able to act on them (add, withdraw, update, or reset expiration date)
NPC & Quests
Move regeneration in cap
The Priestess NPC in cap has a new spell, she can regen you up to 500 Movement Points. If you have anything between 0 and 499 moves, you will be at 500. If you are already over 500 Moves, nothing will happen. The spell is free.
Two reasons for this:
- Give new players more playtime in the beginning before running out of moves, allowing them more opportunities to discover the game on day 1, and also to catch up a bit faster. We are not worried about players exploiting this because the areas close to cap are very low XP for anyone who is not a newbie (and it's also why we make it go up to only 500).
- Incentivize traffic to caps. If players know they will save up to 500 moves on their trip to cap they are more likely to go there for market, arena, politics, relics, etc.
Edit: to avoid players from abusing the feature to train, the refill has a cost of 1 turn per 170 moves (rounded up).
Movement points as quest rewards
Quests can now give Movement points as quest rewards. Here again the main reason is to give new players more playtime in the beginning. The three initiation quests and the first two fauna quests give 1500 Movement points in addition to the other rewards.
Required weapon skill for quest
We can now set 'moving' skill requirement for quests, which will be the case for fauna atlas quests 6 and up. This means the required skill for these quests will follow the same increase as soft/hardcap skills. The point being that it will not be possible to do these quests unless you are in the slowcap interval (they are meant to help you rush to hardcap).
Community manager
Ever since the beginning of Agonia, Emiliana has been of precious help to us devs and to the community (for those who ignore it she made most of the guide for example).
Recently, her interest has shifted from playing the game to helping develop it. Therefore we have appointed her as Community Manager for the game. She will help to take a lot of work off of our shoulders so we can focus on future improvements.
Her help includes:
To be very clear, Emiliana does not have access to the admin console. Therefore she has strictly no more access to information than any other player.
The only thing different is that I built three custom-made tools for her that she can access from her own ingame account which are:
-Give gold to a player
-Give a gift or a relic to a player (The item giving is extremely limited and is only used to maintain the lottery and event rewards, and could open up in the future as needed for those.)
-Give leadership XP to a player
Obviously each action is logged and visible by all admins.
Recently, her interest has shifted from playing the game to helping develop it. Therefore we have appointed her as Community Manager for the game. She will help to take a lot of work off of our shoulders so we can focus on future improvements.
Her help includes:
- Management of certain events (like the Tournaments for which she did an excellent work)
- Producing roleplay text for quests, events, etc
- Helping in Discord #support
- Managing the Discord lotteries (remember the bot is a discord bot, all we do is launch it, there is no bias here)
- Handing out rewards for events and lotteries
To be very clear, Emiliana does not have access to the admin console. Therefore she has strictly no more access to information than any other player.
The only thing different is that I built three custom-made tools for her that she can access from her own ingame account which are:
-Give gold to a player
-Give a gift or a relic to a player (The item giving is extremely limited and is only used to maintain the lottery and event rewards, and could open up in the future as needed for those.)
-Give leadership XP to a player
Obviously each action is logged and visible by all admins.
Bug fixed
-Ingame outbox is fixed, you can now see the ingame messages you have sent to other players.
-Discord ingame app is fixed.
-Item images: Several items had black backgrounds instead of transparent ones. They have been fixed. The new fight inventory page makes them very easy to spot so if you see one please report it. Make sure to do a force-refresh to clean your cache images (ctrl+F5) to make sure you see the latest image.
Other changes
-Ingame outbox is fixed, you can now see the ingame messages you have sent to other players.
-Discord ingame app is fixed.
-Item images: Several items had black backgrounds instead of transparent ones. They have been fixed. The new fight inventory page makes them very easy to spot so if you see one please report it. Make sure to do a force-refresh to clean your cache images (ctrl+F5) to make sure you see the latest image.
Other changes
-Auto-equip shield: When in a fight, If you are not currently wearing a shield and equip a one handed weapon, then the first shield in the list of shields in your inventory will be automatically equipped - assuming you meet any existing runic requirements, or it uses the first shield that you do meet requirements. If you are already wearing a shield, then it does not change your equipped shield. You can then pick a different shield to use if you so desire. This is only for the in-fight inventory page, not the normal inventory.
-Alchemy change: There is no need for an alchemy book anymore, or to learn recipes. While this was a really nice RP feature, it was too much unnecessary complications for day-1 material. Alchemy now works just like any other crafts, except it keeps its feature of having 'recipe XP' (hidden) which when you master the recipe can get you some bonus items if you get lucky.
The Initiation II quest has been amended to fit this change.
-Faction change: new players have to wait until they are 10 days old to change faction. Two reasons: (1) too many confused new players were switching faction without understanding the consequences, (2) add a small deterrent against players creating a specific tribe to immediately convert it to other faction on purpose.
Upcoming work
-New event, unlike any other before! No official date yet.
-New spell system! Expected for end of December/January.
Note: we make extra efforts to try and always explain how and why every change is made. Please do not mistaken this as an invitation to open a debate on every single change .
-New event, unlike any other before! No official date yet.
-New spell system! Expected for end of December/January.
Note: we make extra efforts to try and always explain how and why every change is made. Please do not mistaken this as an invitation to open a debate on every single change .