Version: 1.0.23, Kingdoms and Breakpoints, Published on: Jul 22 2021
Welcome back to another Planes of Tlessa update.
Todays bugs are simple, but - it comes with a caveat for one of them. Lets start simple:
- Kingdoms on surface can now be settled on top of kingdoms in labyrinth. That is, if at x/y on surface there would be a kingdom at the same location as on labyrinth, you can now settle there instead of getting a error about not being able to settle there.
- When attacking kingdoms on surface there was an issue where if there was a labyrinth kingdom under the surface kingdom (that is same location on labyrinth plane) the attack would go across planes. This is fixed now so that surface kingdoms, get attacked when targeted.
Now for the tricky bit.
Bootstrap is an annoying pain in my ass when it comes to break points. Not every one plays on large monitors (1920+) Some have monitors, for example that are 1366 (which is what this fixes).
These are the following break points (width wise) that the game plays nice in:
$grid-breakpoints: (
xs: 0,
sm: 576px,
md: 768px,
lg: 992px,
xl: 1200px,
xxl: 1366px,
xxxl: 1920px
);
If Your browser screen size falls between any of these, please state the monitor resolution in the bugs section of the discord channel
As you can see, up to xl, bootstrap doesn't play nice with "in betweens" which a lot of people tend to do, for one reason or the other. Tail wind offers some nice ways to handle this but alas that won't be till 2.0
Version: 1.0.22, Slight Fixes, Published on: Jul 17 2021
- Slight fix to enchanting: We only remove gold once instead of twice and we will give you your gold back is there's an issue on the server that causes an error.
- Skills: Skills will now give you the full bonus applied to a base of 5. Skill xp Formula is now:
5 * $totalBonus;
// where totalBonus is comprised of:
- $xpTowards: How much xp are you putting towards (for training only, crafting, enchanting and soon alchemy will have this at 0.
- $skill->skill_training_bonus: Your total skill training bonus
- $adventureBonus: If you are currently training a skill and doing an adventure, that adventure bonus will be applied.
This will affect all skills.
Note: Crafting and Enchanting do not make use of xpTowards or advenureBonus.
Version: 1.0.21, Crafting Changes and Item Prices, Published on: Jul 16 2021
Don't be alarmed! Crafting and enchanting still work exactly as you would expect.
- Items, with the exception of artifacts, are all pared - there are 33 weapons, armour (all pieces), spells (both types) and rings. These all top out at 2 billion gold and can all be bought from the shop and or crafted. Some of these might move the appropriate crafting skill to 230-250.
- Items with attached affixes have had their prices adjusted as well, since they are not references, but duplicate items.
Crafting + Enchanting (and Future Alchemy)
These skills required you, currently, to spend a disgusting amount of gold, so I have changed how crafting works - slightly:
- Crafting is still random, but: the roll is now between 0 - 100 and not 0 - 400 + bonuses.
- If bonuses exceed 1.0 (100%) then the craft is a success. This should make crafting gear more valuable.
- This make you have more success, with a few failures (if you have no crafting gear) but should see levels go up quicker, thus spending less gold.
The above Info applies to:
- All Crafting Skill
- Enchanting
- 1.1's Alchemy Skill
There are also a few new items to round out the items so that each type has 33.
Monsters
- All monsters will drop more gold across both surface and labyrinth, capping out at 6k per kill on the hardest monster for each plane.
- Labyrinth monsters (for the first levels have been weakened to allow easier entrance)
Version: 1.0.20, The Little Things, Published on: Jul 10 2021
Small changes.
-
Crafting Information Page and Enchanting Information Page have had their tables updated.
- On crafting you can select the type.
- On Both you can see the Skill Level Required and Skill Level Trivial.
- Minor Help documentation updates around settings and crafting.
- Items will now show proper % for stats.
Version: 1.0.19, Minor Fixes and Market Changes, Published on: Jul 07 2021
Nothing major just some small changes:
-
Market Board History Chart can now also be shown by time. That is you can select 24 Hours, 1 Day, 1 Week or 1 Month from the "Show history for last?" drop down button on all history charts.
-
Market board now default to showing the last 24 hours worth of sales instead of all sales.
-
Adventure name fixed on the completed page.
-
Items total stats are now formatted and show not show
5.48674596874596847569%
for example. instead it should just be5%
.
Version: 1.0.18, Kingdoms and overuse of resources, Published on: Jul 02 2021
This update is minor and brings with it a couple changes:
- For the admin: The market statistics chart works - yay!
Kingdoms
- Kingdom buildings for upgrading and rebuilding will now disable the buttons before posting the data to the server. This should stop the upgrade issue of overusing resources.
- Same thing for units and unit recruitment.
- Unit recruitment now has some tool tips you can hover over to explain more about population cost and such.
Market Place
- Buy and sell now show loaders.
Items/Affixes
- Items and affixes are now properly capped.
- Items costing more then 5k wont drop from mobs.
- Affixes costing more then 1k each wont drop from mobs.
But creator, I just a got a drop valued at 700k+
The way the random item builder works, is it cycles through items and appropriate affixes. We only create a new item if an item with the affix doesn't already exist, if it does we might replace it. So over time the system will clean it's self up in regards to the prices of affixes currently.
Version: 1.0.17, Stop selling your equipped items on the market board., Published on: Jun 29 2021
That's it. That's all this fixes.
- Equipped enchanted items can no longer be sold via the market board.
Version: 1.0.16, Nothing Special, Published on: Jun 24 2021
- Admin section can now export and import skills. Extreme caution as jobs are not run when importing, so users will not be updated. This is only for setting up the game.
- Other minor bits and bobs I released last night after 1.0.15
See? Nothing special.
Version: 1.0.15, Attack Formula Changes Pt. 2, Published on: Jun 22 2021
Phew, we did it. We changed the attack formula.
- When Attacking (Can you hit?):
(attacker.base_stat + Math.round(attacker.dex / 2)) * attackerAccuracy;
- When A Monster is Attacking you (Can Hit? Dodge):
(defender.base_stat + Math.round(defender.dex / 2)) * defenderDodge;
To block, its AC > Base Stat
This should fix issues with attacking and with adventures. Your gear does matter.
- Shields no longer provide stat bonuses, instead they provide base defence modifiers.
- New Skills: Fighters Resilience (max level 999, max skill bonus 25%, affects: Attack Timer (-25% at max level))
- Training Skills are now max level 999, they have had their percentages adjusted appropriately.
- Slight monster tweaks.
Version: 1.0.14, Market Changes, Published on: Jun 21 2021
Market board now uses the api to post items to it, this will allow users to make 100 posts per minute.
- Market board also shows base item cost.
- When clicking on a item on the market board it will now show you a percentage of above or below base cost value.
- New Affixes, Affix level adjustments.