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Author Topic: Post Closed Alpha Changes (updates)  (Read 1124 times)

November 15, 2017, 05:36:01 PM
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Nexemis

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Post Closed Alpha Changes (updates)
« on: November 15, 2017, 05:36:01 PM »
Below I will list some of the changes/revisions and modifications I am making to the game since the Closed Alpha ended.

This list will continuously be updated:

INCREASED ABILITY SLOTS
The amount of ability slots has been increased to 7 (up from 5). Ability slots now also render in the middle of the game screen.

IMPROVED RENDERING
I am in the process of updating the rendering code of the client. This should have an improvement around the board and help some lower FPS players. This will also help render all non-game screen items the same way (help for port over apps). You can now disable water animation in the options screen as well.

UPDATED KEYBINDS
Keybinds have been updated. Also fixed an error where numpad numbers were not triggering saved keybinds unless re-saved in options each time you start game.

JOB ADVANCEMENT/SUB-CLASSES
Classes have changed up a bit to incorporate job class advancements. (Example: You can now start as a Mage and then at the end of act 2, complete a quest to become either an Elementalist or a Cleric). Mage abilities learned prior to job advancement are shared and kept after advancing. (Example: Disperse and Ice Shard can be used by both Elementalist and Cleric). All current Ability Points on your character must be used before job advancing (on Mage and General abilities).

MAGE
 ------> ELEMENTALIST  (FIRE / EARTH)
 ------> CLERIC (BENEDICTION / HOLY)


CLASS HALLS
There are now a few class specific buildings in Collingwood. Also, some of the quest locations have changed because of this. (Example: Your Mage trails will now start at the Mages Guild, a tower near the north of Collingwood Captial). After completing your Mage trials you will then become either an Elementalist or Cleric. Elementalists can access the top level of the Mages Tower to continue their class story line, while Clerics will have access to and continue their story line at the Clerics Sanctuary in the Collingwood Church.

QUEST EXPANSION
I have expanded the quest code to include more parameters and objectives, and allowing quests to be started and completed by different NPC. This makes the quest flow more fluid. (Example: Introduction quests will lead players to a different NPC to hand in a quest). You can also track up to 7 quests at a time now on the game screen.

NEW CHAPTER 3 ZONE: MAJESTIC FALLS
After dealing with the threat of the Brotherhood of Bandits in Chapter #2, we start Chapter #3 with Majestic Falls just east of Collingwood Capital. Players will find themselves with a new confrontation with the magic faeries that dwell there. Although once content living along side us Delorians, the fae are no longer patient with us. Not only because of our recent expansion into their land and evil soil even further east, but because they also blame the corruption on us. Things will only escalate more when we discover the faeries are immune to the corruption, and we must act to figure out why. 
« Last Edit: March 02, 2018, 06:56:04 PM by Nexemis »
- Nexemis

Jeffrey O'Blenis