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Deokotaru
Game updates April 19th 2019: Crash/Disconnect protection, guards, and more!
Quote from: Pecon
- Now, if you disconnect from the server outside of town (either normally or because you crashed or something) your player is left behind for up to five minutes.
- While disconnected, your player just stands around doing nothing. You can still be killed and consequently lose your stuff.
- If you reconnect to the server within the five minute period, you are put back inside your player without any penalty.
- This is a complex feature that will not be without its issues. If you experience any problems after being put back in your player, please report the circumstances in this thread or in the suggestions/issues thread.

Yeah, I was outside of town and crashed. Rejoined within 2mins, was back in town all items lost. Wasn't in a room with enemies or anything so I'm fairly sure I didn't die from them after the crash.

Items Lost: Ice Staff, Healing Staff, Chaos Staff, Apprentice Staff, Red WizRobes, Mithril Longsword, Heavy Armor, Mind/Body, Compass, Super Antidote, Recall Scroll. Kept Dagger(p++) Edit: Also lost 4 lvls (29-25) and an unknown amount of gold.

oof...
The Combat
Minor suggestions/issues thread
Can the town guards' aggression be reset upon using a recall? I'd rather not be loaded with arrows and surrounded before I get the chance to heal up.
Tophat
Administrator
Game updates April 19th 2019: Crash/Disconnect protection, guards, and more!
Also, if for any reason your inventory bugs out, use /recall to equip a recall scroll you have available. Relogging in town should restore your functional inventory.
Pecon
Administrator
Game updates April 19th 2019: Crash/Disconnect protection, guards, and more!
Hi everyone. This is the third update so far to AoD, and probably the largest one there will be for a long while. After this weekend I'll probably need to return my attention to other things, so updates will be smaller. Obviously crash/disconnect protection is a very complicated feature, so I'm expecting a lot of issues to arise regarding it that I'll have to fix.

Crash/Disconnect protection
- Now, if you disconnect from the server outside of town (either normally or because you crashed or something) your player is left behind for up to five minutes.
- While disconnected, your player just stands around doing nothing. You can still be killed and consequently lose your stuff.
- If you reconnect to the server within the five minute period, you are put back inside your player without any penalty.
- This is a complex feature that will not be without its issues. If you experience any problems after being put back in your player, please report the circumstances in this thread or in the suggestions/issues thread.

Town guards
- It seems that all of you suck at killing player killers, so we hired a bunch of guards to do what everyone else couldn't.
- When a player killer enters town, a guard will give them a warning that they will be attacked soon.
- One minute after the warning is given, the guards become aggressive to that player and will try to kill them on sight.
- 10 minutes after the warning is given, the guards lose aggression and will re-issue their warning the next time they see that player.
- Yes, there are plenty of ways to cheese the guards, get them stuck, find blindspots from them, etc. I'm not too concerned about this because the point of them is to just put pressure on player killers who would otherwise stroll around town waiting for victims to leave; and I think they do that job pretty well regardless of if some of them get locked away.

Gameplay changes
- The Troll and Spider boss' rooms are now PvP safezones. I didn't intend to do this originally, but it's been pretty common for players to work together to kill these bosses without forming a guild. This is just a convenience so people stop getting accidentally player killer marked due to crossfire in the boss fights.
- There is now a 2.5 second cooldown after a door is generated before it can be opened. This will help reduce lag caused by people quickly running through and opening rooms (and subsequently ignoring the monsters in those rooms, which is lame).
- There is a new visual effect that occurs when you are very low on health.

Poison changes
- Poison stacks are now capped at 25% of your max health.
- When you would gain a poison stack beyond 25% of your max health, it is instead immediately converted into a small amount of poison damage.
- The town and dungeon shops now stock Antipoison potions. Comes in a normal and super varieties.
- It may be possible to get rid of poison via other means now.

Saving system changes
- Current health, current mana, and current poison are all now saved values and won't be reset by reconnecting.
- If you are logged in to the current world and make a new connection to the same world, your currently logged in session is immediately disconnected.
- If you disconnect while dead, your 'second best' item that would be returned to you upon respawn is no longer lost.

Bug fixes/Other changes
- Fixed scrolls not working when you have negative mana.
- Fixed an issue where it was possible to 'consume' a different item in your inventory upon using a consumable.
- Fixed some overworld areas being extremely easy to jump out of.
- Potions take slightly less time to use now.

I anticipate a lot of issues from this update, please don't forget to report any problems in this thread or in the suggestions/issues thread. The worlds should be going up within an hour.
Dglider
Minor suggestions/issues thread
Bugs ================

Sometimes when the server is under load, recently spawned bugs won't rotate to face the floor.

Setting shaders to "minimum" makes all bugs on the final floor appear bright white.

Some of the bugs get stuck halfway up the doorways on the final floor. It is likely they are catching a collision edge.

The "black" filling the windows on the tower in the center of town isn't complete in a few places. It looks like it's missing a 1x2 flat here and there.

Issues ==============

If I leave and rejoin the game, my armor status is not saved and I am no longer wearing any ranger armor. If my bow was the last thing I selected, a large portion of my arrows go flying everywhere because I can no longer carry that amount of arrows.

I can not set autocast spells on multiple staffs of the same type. I can work around this by binding /c heal and /c healally to keys via a clientsided script.

Suggestions =========

Some of the room load times could be optimized by replacing multiple bricks with a single brick that looks like multiple bricks. Not great if the room is still being developed. But if the design is set in stone, it would help with ghosting.

Make the staffs do some damage as a melee weapon.
Pecon
Administrator
Minor suggestions/issues thread
Note that poison damage was supposed to ignore armor values. I've deployed a hotfix for that.

Next week will definitely include something to help get rid of poison.
Deokotaru
Minor suggestions/issues thread
Poison seems pretty broken right now. I got 150 poison in 1 room and had to sit and camp out for ages before it would go away, swapping from heavy armor to mage armor every 10 or so seconds. If I didn't swap armors for the sake of mana regen to heal, and back to heavy armor to negate dmg, I would have died. So I spent about 20 mins swapping armors and healing. Argg. I was on floor 5 and forgot my recall to make it worse.

+Poison Dmg does NOT ignore armor
+There should be a cap for poison (50-75 sounds ok)
+Please add an antidote
+The final floor is way too dark to see anything, was better before the update
Blind
Minor suggestions/issues thread
maybe a spell for clearing poison or something?

I hate having to go to town and rejoin every time I have over 200 poison because it takes a while to get back to where I was
Pecon
Administrator
Game updates April 12th 2019
Welcome back, this is the second update to AoD so far. This update mostly addresses small issues and finally adds a tileset for level 6. I'm also dialing back some of the PvP changes, since high level players were having fights last far too long.

Gameplay changes
- Improved poison mechanic. Poison is now more relevant and is being introduced to a number of new things. Poison damage essentially works by dealing damage to you equal to the poison level you're at each poison tick (poison tick ranges between every 2-10 seconds, getting longer with higher poison level), and then removing one level of poison. Poison generally isn't a big problem, but it will become a problem if you let too much of it stack up.
- Poison now works on bot enemies.
- Ranged bug's poison shots now deal poison damage.
- Ranged bug's poison shots base damage has been halved. Overall this change should defer most of the damage you would normally take from ranged bugs into poison. This increases survivability during a fight and lets you decide afterwards if your run needs to end.
- Goblins now get upgraded weapons below level 4.
- Certain types of damage (Fall, Impact, Poison, Burning, Suicide) are now disregarded during armor checks. Armor no longer has any affect on these types of damage.
- Lawful players now have a blue name over their player. This doesn't affect their name in the chat.

Boss changes
- The Troll and Spider bosses now scale health based off the total combined level of everyone on the server. This should make the bosses much harder to cheese at a higher level, and require a certain amount of cooperation from people in the server to beat.
- The Troll boss now becomes much more difficult when faced with higher level players.
- The Spider boss now has a ranged attack phase.
- The Spider boss is slightly better at catching people now.
- The Scorpion boss has learned how to jump. It's not very good at it, though.

Spell changes
- Bumped up the likelihood of finding Sunburst in dungeon shops.
- If you cast a spell too soon after casting your last spell, you get a quick centerprint letting you know that's the reason you can't cast yet.
- Recall now properly reserves the time for its channel.

PvP changes
- PvP damage increased to 75%. (was at only 50% before)

Level changes
- Added new tileset for level 6.
- You'll just have to see it for yourself.
- Overworld rooms might be a bit harder to escape out of now.

Bug fixes/Other changes
- There may be a weapon that can apply poison now. Who knows which one...
- The Compass is no longer directionally mirrored. It also no longer makes a 'click' sound when you equip it.
- EXP recalculation after death is now done correctly. (Note, this is actually a MASSIVE change because before now the EXP penalty for dying was erroneously far more punishing than it should've been)
- Fixed some armors not having hats associated with them. For real this time.
- Fixed an issue where you might not have your stuff saved if you disconnected within 0.5 seconds of entering town (via recall or otherwise).
- The HUD now shows EXP changes, similarly to how it shows gold changes.
- Status and armor effects are now shown on a third line.

The worlds should be going up in a few hours and we'll be hosting all weekend like usual.
Pecon
Administrator
Does Anyone have the OST?
None of the songs are really original obviously, but here are the tracks used.


These three are the 'battle tracks' which are selected from randomly each time you encounter a miniboss or enter PvP
Attack! - https://soundcloud.com/angel-beats-osts/attack
Breakthrough - https://soundcloud.com/angel-beats-osts/breakthrough (this one is easily my favorite)
Desperation - https://soundcloud.com/angel-beats-osts/desperation

These are the ones for each of the levels you asked about
Level 3 - Lament of the Angel - https://soundcloud.com/mario-man-5/lament-of-the-angel
Level 4 - Deadful - https://soundcloud.com/lil_upload567/the-binding-of-isaac-olt-dreadful
Level 5 - Abyss - https://soundcloud.com/angel-beats-osts/abyss
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