Dev log

Hit flinch, guild wars, monster temperaments, shop gifts

Update

More impact in combat

  • Getting hit makes you flinch for a moment, and during that instant you can't walk, attack or cast; the higher your level, the shorter the flinch
  • Monsters stagger when hit too, and pause for a moment when struck by a spell or knocked back
  • Left-click a monster once and you keep attacking, even after letting go, and you'll run over to chase it from a few cells away
  • Swing and hit sounds are sorted by weapon, and getting hit and dying have separate male and female cries
  • Items on the ground flash every few seconds, and corpses are drawn beneath living characters
  • Doors built into maps now open and close: walk up and the door opens first, then shuts by itself a few seconds later

Monster ownership and death

  • A monster's experience and loot go to whoever hits it first, and only pass to someone else after 6 seconds without a hit from them, so kill stealing is less of a mess
  • Death drops were reworked: each equipped item has a small chance to drop, doubled at high PK points; items in your bag drop more often; red names drop everything
  • PK points drop by 1 every 2 minutes, and corpses stay on the ground for 3 minutes
  • Hiding breaks on any step you walk or run, but not when you attack or cast
  • Fighting monsters more than ten levels below you gives less and less experience
  • Yellow names are gone; names are now only white, gray or red

Guild wars and free PK zones

Guild leaders can declare war on another guild from the guild page or the right-click menu. The other side doesn't have to agree, and the war lasts for a while. During the war, both sides see each other in the "enemy" color, and kills between them add no PK points, though deaths still drop items as usual.

Maps now have "free PK zones": killing inside adds no PK points, attacking someone doesn't turn you gray, and dying drops nothing.

Monsters act more like themselves

Statues, monsters buried underground, monsters that revive, monsters that self-destruct, monsters that go berserk at low health, and monsters that blink away when surrounded now each have their own temperament. Their hits may paralyze or poison you, or knock you out of hiding. Later I also added spawning minions, summoning a wave when health drops, life steal, running from players, pulling you to them, and jumping onto you. Each monster gets its own set, and it can all be tuned in the editor at any time.

Pets changed too: they no longer go looking for monsters on their own, they die when their master dies, and summoned pets get faster with skill level. Wild monsters can see pets within 3 cells. Summon Skeleton and Summon Shinsu now appear in the cell right in front of you.

Gear, levels and weight

  • The level cap is 45, and the experience per level is based on how long each level should take to play
  • Added wrist strength and weight limits: gear you can't carry shows the missing stat in red in its tooltip
  • The Paralysis Ring, Revival Ring and Protection Ring are back in the item list
  • Removed the few remaining armors above level 40
  • Amounts always use thousands separators, and durations show at most two units, like 2 h 41 min

Shop gifts, top-ups and character names

Every pass and look in the shop now has a "Gift" button next to it, and you can pick the recipient from your party, your guild or nearby players. You can gift someone who's offline; if nobody sees it, they get a Telegram notification, and the account page has a "Gifts" section too. Top-ups are now open.

Character names may only use common Chinese characters, letters and digits, and look-alike letters (like capital I and lowercase l) count as duplicates, so nobody can impersonate anyone.

Rebuilding the foundations behind the scenes

Each public scene now has its own server, so a crowded mainland won't drag down other maps. Saving now records each event as it happens instead of saving the whole character at once, so unexpected disconnects and server updates are less likely to lose anything.

Looks are still being polished

The Wizard skill looks went through a few more rounds. They're still in review, and each one goes on sale as soon as it passes.