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lugdunon
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« Reply #20 on: August 11, 2013, 08:52:56 PM »

August 12, 2013:

  • Released 0.4.8
  • Character movement via the keyboard implemented.
  • Arrow keys are default keybind for character movement.
  • Characters locations are now referenced on a sub-tile resolution. the subtile coordinate range is from -1 to 1 with 0 being tile center and -1 and 1 referencing the left and right extremes of the tile respectively.
  • Added net.lugdunon.input.keybind.movement.PlayerFreeMoveKeybinding client side class.
  • net.lugdunon.input.keybind.Keybinding.handle() now provides an inputMode parameter.
  • Client side character y sorting now take the sub-tile precision into account when sorting.
  • Added a PlayerFreeMoveCommand for initiating and ceasing free movement of a character.
  • Added a net.lugdunon.math.SubTileLocation class to the server side for storing and manipulating a location on the sub tile resolution.
  • Added a net.lugdunon.world.instance.Instance.isTileImpassable(Point loc) method to the server side API for easy tile passability flag checks.
  • Added a net.lugdunon.world.terrain.Tileset.getTileSize() method to the server side API.










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« Reply #21 on: August 12, 2013, 07:50:53 PM »

August 13, 2013:

  • Added net.lugdunon.command.core.IManagementInvokedCommand to server side API.
  • Added net.lugdunon.command.ex.IsNotManagementInvokedCommand to server side API.
  • Added net.lugdunon.addIncomingRequest(String commandId, Map params) to server side API.
  • Added net.lugdunon.command.CommandRequest(String commandId, Map parameters) constructor to server side API.
  • Added net.lugdunon.state.State.ofLocalOrigin(String remoteAddress) to server side API.
  • Added ability to call certain command from the machine that is running the server.
  • Modified net.lugdunon.command.core.console.gm.SaveCommand to implement IManagementInvokedCommand.
  • Modified net.lugdunon.command.core.console.gm.ShutdownCommand to implement IManagementInvokedCommand.
  • On save, the server now attempts to purge orphaned composited images to preserve memory.
  • Added dog art assets, sprite definition and brown dog NPC definition.
  • Added sheep art assets, sprite definition and white sheep NPC definition.
  • Fixed weird hair, mail and cloth chest pieces for female.
  • Moved hair layer in render order to match Meagan's original layering plan.
  • Added net.lugdunon.character.Character.isFreeMoving() to client and server side API.
  • Added net.lugdunon.character.Character.isPathing() to server side API.
  • Added checks while pathing to prevent free movement.
  • Added checks while free moving to prevent pathing.






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lugdunon
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« Reply #22 on: August 13, 2013, 08:28:29 PM »

August 14, 2013:

  • Crafting disciplines are now configurable.
  • Removed PlayerOrientationKeybinding.
  • Added net.lugdunon.input.keybind.Keybinding.getLabel() to client side API.
  • Added net.lugdunon.input.keybind.Keybinding.getBoundKeyString() to client side API.
  • Added net.lugdunon.input.keybind.Keybinding.getBoundKeyCode() to client side API.
  • Changed the parameters for net.lugdunon.states.ActionBarGameState.registerKeybinding() in client side API.
  • Added net.lugdunon.states.ActionBarGameState.listKeybinds() to client side API.
  • Added net.lugdunon.states.ActionBarGameState.getKeybind() to client side API.
  • Added net.lugdunon.ui.settingsMenu.settings.KeybindSetting class to client side API.
  • Fleshed out keybind settings.
  • Added Array.addAll() to client side API.
  • Added Number.keyCodeToString() to client side API.
  • Added brewing, arcane research, and alchemy crafting disciplines, and associated advancements.]
  • Added ability to specify new crafting disciplines in mod manifests.
  • Dialogue, item, quest, and crafting definitions now announce how many of entries came from mods on startup.
  • WebsiteRecipeManifestGenerator now publishes the server's crafting disciplines.
  • Added raw and roast mutton, raw and cooked beef steak, wooden bridge, railed wooden bridge, bucket of milk, raw wool, and wool cloth inventory items.
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lugdunon
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« Reply #23 on: August 15, 2013, 09:40:58 PM »

August 16, 2013:

  • Keybind settings panel implemented. Yep, that means you are free to rebind keys!
  • Added net.lugdunon.input.keybind.Keybinding.setBoundKey() to client side API.
  • Added cows.
  • Added chicks.
  • Added piglets.
  • Cows drop steak.
  • Sheep drop wool and mutton.
  • Added roast mutton crafting recipe.
  • Added cooked steak crafting recipe.
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« Reply #24 on: August 17, 2013, 07:38:50 PM »

August 18, 2013:

  • 0.4.9 released.
  • Fixed LUGDUNON-285. Error was caused by referencing the offsetX property of the event (which is undefined in FF).
  • Fixed LUGDUNON-253. Caused by indiscriminate client logging in the default character stats class and player advancement command.
  • Fixed LUGDUNON-267 by adding prompt on window unload begins and also filter key events based on whether or not an input is focused.
  • Don’t allow free move in edit mode.
  • Added fullName field to crafting disciplines object.
  • Fixed issues with crafting section in inventory dialog.
  • Added game.getLatency() to clientside API. Returns the latency betweeen client and server.
  • net.lugdunon.state.item.action.IActionHandler.invokeCooldownAsWeapon() now factors latency into cooldown.
  • net.lugdunon.state.item.action.IActionHandler.invokeCooldownAsTool() now factors latency into cooldown.
  • Added shears in the 4 standard tool grades.
  • Added calves.
  • Added lambs.
  • Added shorn sheep.
  • Added cow horn and leather inventory items. Cows drop both.
  • Added the 4 shears, and horned leather helm crafting recipes.
  • Modified net.lugdunon.command.core.play.FillBucketCommand.FillBucketCommand and net.lugdunon.state.item.action.BucketActionHandler to allow the player to use buckets on mature cows in order to milk them. In other words, clicking on an adult cow with an empty bucket will replace your empty bucket with one filled with milk.
  • Added net.lugdunon.command.core.play.UseShearsCommand and net.lugdunon.state.item.action.ShearsActionHandler to allow player to shear mature sheep in order to obtain wool.
  • Added net.lugdunon.state.character.behavior.core.EvolveBehavior to the server side API to allow for NPCs to ‘evolve’ or grow into other NPCs.
  • This is the basis for how chicks become chickens, or a shorn sheep regrows its wool.
  • Thrown eggs now have a small chance of spawning a chick instead of a chicken.
  • Fixed an issue that was causing some items in the loot table to never drop.
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« Reply #25 on: August 20, 2013, 07:17:28 PM »

August 21, 2013:

  • Added net.lugdunon.state.character.party.Party to server side codebase.
  • Added net.lugdunon.state.character.party.Party to server side codebase.
  • Added net.lugdunon.state.character.party.PartyManager to server side codebase.
  • Added net.lugdunon.character.party.Party to client side codebase.
  • Added net.lugdunon.ui.unitFrame.PartyFrame to client side codebase.
  • Added game.unitFrames property to client side API.
  • Began work on creating a client side moveable UI window class.
  • Added net.lugdunon.state.character.PlayerCharacter.isInParty() method to the server side API.
  • Added net.lugdunon.state.character.PlayerCharacter.joinParty(Party party) method to the server side API.
  • Added net.lugdunon.state.character.PlayerCharacter.leaveParty(Party party) method to the server side API.
  • Added party.leader.timeout config property to the server.cfg file. Defaults to 300000 (5 minutes in milliseconds).
  • Added /pcreate, /pdisband, /pleave, /pinvite, /pkick, /ppromote, /p, and /party console commands.
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« Reply #26 on: August 24, 2013, 08:53:46 PM »

August 25, 2013:

  • 0.4.10 Released.
  • Cows got a makeover.
  • Characters can now set a ‘target’ character.
  • Completely refactored cursor display and action when cursor is over a character. The cursor will display as the default pointer, and clicking on a character will now target them.
  • Characters can also target party members by clicking on their unit frame in the party window.
  • Fixed an issue that was resulting in window location properties being stored incorrectly.
  • Hitting the options toggle key (escape by default) with a target selected will instead clear your target. Hitting the key with no target will cause the options window to open.
  • Added net.lugdunon.item.Item.prototype.getToolDef() to the client side API.
  • Added net.lugdunon.item.Item.prototype.getWeaponDef() to the client side API.
  • Added net.lugdunon.state.item.Item.hasActionPresenceInstance() to the server side API.
  • Added an inputBegan property to net.lugdunon.state.item.action.IActionHandler.IActionHandler.handleUse() in the client side API.
  • Added net.lugdunon.states.tiledGame.TiledGame.overChar property to the client side API.
  • Added a net.lugdunon.ui.unitFrame.TargetFrame class and html def to the client side API.
  • Added net.lugdunon.command.core.play.TargetCharacterCommand.
  • Both net.lugdunon.state.character.Character and net.lugdunon.state.item.PlaceableItemInstance extend net.lugdunon.math.Locatable (in the case of net.lugdunon.state.character.Character it is actually net.lugdunon.math.SubTileLocatable).
  • net.lugdunon.state.item.action.IActionHandler.isSimpleTrigger() replaced with net.lugdunon.state.item.action.IActionHandler.getTriggerMode() and returns one of three modes: TRIGGER_MODE_NONE,TRIGGER_MODE_SIMPLE,TRIGGER_MODE_COMPLEX.
  • Added net.lugdunon.state.item.action.MeleeWeaponActionHandler.
  • Axes can now be used as tools and weapons.
  • net.lugdunon.character.Character.prototype.actionPerformedWith() on the client side now takes an action type in addition to the itemDef.
  • ActionPresence split into two classes, ActionPresence and ActionPresenceInstance. ActionPresence now acts as a dictionary of sorts for various ActionPresenceInstances.
















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« Reply #27 on: August 25, 2013, 09:02:45 PM »

August 26, 2013:

  • Both ranged and melee attacks completely refactored. The attack itself is triggered via hotkey or action button press. Ranged attacks also require the presence of a target.
  • Fixed an issue with not setting the character’s orientation on the client side during free movement.
  • Fixed an issue with the net.lugdunon.state.sprite.Sprite.animateOnce() function always returning to the idle sets instead of the current frame set.
  • actionHandler item property moved to the root props object, insted of the tool def.
  • net.lugdunon.ui.ActionButtonType.isRetriggerable() added to client side API.
  • net.lugdunon.states.tiledGame.actions.ItemAction.isRetriggerable() added to client side API. An item action is considered retriggerable if it is a macro, a simple or a complex trigger.
  • Axe melee animation added to default art assets.
  • net.lugdunon.command.core.play.MeleeWeaponSwingCommand added.
  • net.lugdunon.command.core.play.RangedWeaponFireCommand added.
  • Added net.lugdunon.math.Point.wrap(int max, Point p) method to the server side API.
  • Removed the code for turning when attacking if the effectiveness modifier is 0 as this is no longer needed due to the AOE nature of melee attacks.
  • Fixed orientation setting code in net.lugdunon.command.core.player.PlayerFreeMoveCommand in the client side code base.
  • Added net.lugdunon.state.character.Character.setOrientation(int orientation, boolean noUpdate) method to client side API to disable client updates when setting orientation.
  • Added the concept of trigger methods to the net.lugdunon.state.item.action.IActionHandler. This helps differentiate between an action fired by hotkey or clicking on the action button, vs an action fired by clicking on an item in the game world.
  • Added an inputMethod property to the net.lugdunon.state.item.action.IActionHandler.handleUse() function call in the client side API.
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« Reply #28 on: August 27, 2013, 08:38:17 PM »

August 28, 2013:

  • Added excludePortraitless property to assetManager.listSpriteDefinitions().
  • Fixed an issue with orientation setting on path completion.
  • Added net.lugdunon.character.NonPlayerCharacter.isHostile() to client side API. Returns true if the NPC in question will attack a player on sight.
  • Refactored sprites to increase their usefulness beyond that of just characters.
  • Sprite selector dialog will now only show sprites that have portraits (are capable of being associated with a character).
  • Added defaultFrameSet property to sprite definitions.
  • Refactored unit frame code to make things more modular and extendable. Unit frames now must adhere to a specific API (defined in net.lugdunon.ui.unitFrame.IUnitFrame) in order to respond to events that are of importance to maintaining a unit frame’s state.
  • Target and player unit frames should now properly handle a player’s instancing.
  • Added game.callUnitFrames(fun,args) to the client side API.
  • Added game.listUnitFrames() to the client side API.
  • Added game.getUnitFrame(id) to the client side API.
  • Added game.callUnitFrames(fun,args) to the client side API.
  • Added game.registerUnitFrame(unitFrameClass) to the client side API.
  • Added a target indicator that appears when a player has targeted a character. The target indicator has three states to indicate the danger of a targeted character: friendly (green), neutral (gold), hostile (red).
  • When a player is activated on the server, their target property is cleared.
  • Client side prediction implemented for free movement. This should help to alleviate the jerkiness that has been present in that method of movement.
  • Added a set of alternate keybinds for free movement.
  • WASD and arrow keys are now bound to free movement by default.
  • Implemented ‘enemy’ NPC and party ‘tab’ targeting. By repeatedly pressing the tab key (or ‘`’ key in the case of party members) you can cycle through available targets.
  • Added net.lugdunon.input.keybind.target.CycleEnemyTargetKeybinding to client side codebase.
  • Added net.lugdunon.input.keybind.target.CyclePartyTargetKeybinding to client side codebase.
  • Stubbed out support for a treatAsTakeOne method for stack interaction in the inventory screen.
  • Default volume setting for master volume reduced to 50% of maximum.
  • Default volume setting for music volume reduced to 75% of maximum.
  • Added net.lugdunon.ui.unitFrame.PartyFrame.nextMember(member) to client side API.
  • Unit frame portrait canvas now has rounded corners.
  • Added a portrait object to the sprite definition. This defines the frameSet and viewing rectangle for rendering a portrait based on the sprite definition.
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« Reply #29 on: August 28, 2013, 07:23:00 PM »

August 29, 2013:

  • Killing NPCs now grants experience!
  • Added /who and /online aliases for the /list online players console command.
  • Fixed some issues with party location / status discrepancies when relogging.
  • Refactored input system with respect to key events. Multiple key events at a given time are now allowed, and repeated trigger of keydown events are processed in the same way (and with the same 3 frame / 51ms interval) as mouse and tap retrigger events.
  • Target cycling now has a retrigger interval of 255ms.
  • Chat console history cycling now has a retrigger interval of 255ms.
  • Added a blur event to the input system. This event is triggered if the main window loses focus or if an in game dialog is opened.
  • Fixed an issue that sometimes caused the default action to be triggered (bare hands attack) when leaving a dialog.
  • Added net.lugdunon.ui.unitFrame.TargetFrame.updateIndicatorType() to the client side API. This will update the target indicator if the target’s state has changed.
  • Added a CharacterSerializer.INSTANCE_ID_FLAG for serializing the player’s current instance id.
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« Reply #30 on: August 29, 2013, 06:49:54 PM »

August 30, 2013:

  • Fixed an issue that was causing net.lugdunon.state.sprite.Sprite.animateOnce() to animate for roughly eternity.
  • Fixed an issue that could leave a player with no action selected if an item was removed programmatically from the action bar.
  • If an action is performed by a character and the main player is further than 40 tiles from the point of action, the client will not be notified. This will keep those pesky zombies from announcing their attacks from half a world away.
  • Fixed an issue that made ranged combat on unsuspecting, yet agressive NPCs akin to shooting fish in a barrel. Default aggro drop radius increased to 30 tiles (max bow range is 20 tiles).
  • Stone outcroppings are now susceptible to pickaxes as well as bare hands. Pickaxes are faster and more efficient, yielding on average more items per attempt.
  • Sand piles and clay deposits are now susceptible to bare hands as well as shovels. Shovels are faster and more efficient, yielding on average more items per attempt.
  • Due to popular demand, the candle recipe has been fixed to be more ‘candle like’.
  • Quest ‘A Light in the Darkness.’ updated to reflect new candle recipe.
  • Quest ‘Hot Potato.’ now grants the player a bronze sword, a bronze bound bow, and 64 stone arrows upon completion. Happy adventuring!
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lugdunon
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« Reply #31 on: September 02, 2013, 06:42:28 PM »

September 3, 2013:

  • Released 0.5.0
  • Fixed several issues with item cooldowns not syncing to the client properly.
  • Fixed an issue with ranged weapons not tracking their trajectory correctly.
  • Ranged weapon projectiles will no longer pass through solid (impassable) objects.
  • Action buttons now show their keybind value just above the button.
  • Action buttons now display the cooldown time remaining in hours, minutes, or seconds.
  • Added net.lugdunon.ui.ActionButton.setKeybind(keybind) to the client side API.
  • Added net.lugdunon.ui.ActionButtonType.currentRechargingStatusText() to the client side API.
  • Added conch shell item, icon, and tileset entry.
  • Added homing conch item, and icon.
  • Added net.lugdunon.math.Location class to the server side codebase. This object encapsulates a point and instanceid.
  • Added homeLocation property to net.lugdunon.state.character.PlayerCharacter class in the server side codebase.
  • Added net.lugdunon.command.core.play.ReturnToHomeCommand. This command returns the player to their home location.
  • Added net.lugdunon.state.item.action.spell.ReturnToHomeActionHandler. This action is used by the homing conch.
  • Added a new quest, available from Uncle Owain, to introduce the homing conch.
  • Added net.lugdunon.state.character.advancement.ICharacterStats.update(delta) to the client side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats.itemCooldownInvoked(itemType,cooldown) to the client side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats.getItemRechargeStatus(itemType) to the client side API.’
  • Refactored net.lugdunon.command.core.console.gm.WarpCommand, implementing net.lugdunon.command.core.IServerInvokedCommand to serve as a general purpose player relocator.
  • Added a ruins instance template.
  • Added a ruins terrain layer and elevation.
  • Added a ruins portal entrance.
  • Added a scribes bench resource node.
  • Added orange, red, green, blue, and violet wall sconces, as well as inivisible versions of all wall sconces. These are all different states of the wall sconce placeable and can be cycled using the configure tool after placement.
  • Fixed an issue with warping in edit mode.
  • Default character definitions are now capable of supplying character stat information.
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« Reply #32 on: September 03, 2013, 08:22:00 PM »

September 4, 2013:

  • All references to cooldown changed to recharge.
  • Reduced the FPS for casting animations from 10 to 6.
  • Throwing an egg is now accompanied by an animation.
  • Homing conch now accompanied by a casting animation.
  • Item charging (casting time) basics implemented.
  • Added net.lugdunon.state.item.action.BaseChargedAction class to server side codebase.
  • Added net.lugdunon.state.character.advancement.ICharacterStats.itemChargeInterrupted() to server side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats.itemChargeInitiated(BaseChargedAction ca) to server side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats.getWeaponCharge(Item weapon) to server side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats.getToolCharge(Item tool) to server side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats.getWeaponCharge to client side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats.getToolCharge to client side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats.itemChargeInvoked to client side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats.getItemChargeStatus to client side API.
  • Added net.lugdunon.state.item.Item.getWeaponCharge() to server side API.
  • Added net.lugdunon.state.item.Item.getToolCharge() to server side API.
  • Added net.lugdunon.state.item.action.IActionHandler.invokeChargeAsWeapon() to client side API.
  • Added net.lugdunon.state.item.action.IActionHandler.invokeChargeAsTool() to client side API.
  • Refactored net.lugdunon.command.core.play.ReturnToHomeCommand to function as a charged action.
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karlozalb
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« Reply #33 on: September 04, 2013, 01:28:59 AM »

A lot of progress Smiley. That editor looks cool. My editor is a pain in the ass xD
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« Reply #34 on: September 05, 2013, 05:11:44 PM »

Thanks!

The editors are going to be getting some more attention soon. I have been occupied these last few releases with usability improvements and multiplayer features.

The Intergalactic Trashman also looks amazing btw!
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« Reply #35 on: September 05, 2013, 05:12:54 PM »

August 6, 2013:

  • Action bar buttons now show a reverse filling animation (with countdown text) while an action is charging.
  • Unit frames now display a progress bar while an action is charging.
  • Added the ability for the ActionPerformedCommmand to kick off a recharge action when the command is processed. This is triggered if the “triggerRecharge” boolean command property is present and set to true.
  • Added net.lugdunon.command.core.player.ChargeActionCommand to allow for updating clients as to a charge action initiation or interruption.
  • Added net.lugdunon.state.character.advancement.ICharacterStats.itemChargeInterrupted(itemDefId) to the client side API.
  • Added net.lugdunon.state.character.advancement.ICharacterStats.invokeRecharge(String itemType, long recharge) to the server side API.
  • net.lugdunon.character.Character.actionPerformedWith signature modified to include a “triggerRecharge” property.
  • Added net.lugdunon.character.Character.chargeActionInitiated(itemDef,type) to the client side API.
  • Added net.lugdunon.character.Character.chargeActionInterrupted(itemDef,type) to the client side API.
  • Added net.lugdunon.state.sprite.Sprite.animateFor(actionPresenceInstance,orientation,duration) to the client side API.
  • Added net.lugdunon.state.sprite.Sprite.interruptAnimation() to the client side API.
  • Added net.lugdunon.ui.ActionButtonType.charging() to the client side API.
  • Added net.lugdunon.ui.ActionButtonType.currentChargingStatusText() to the client side API.
  • Added net.lugdunon.ui.unitFrame.IUnitFrame.chargeActionInitiated(character,itemDefId,actionType) to the client side API.
  • Added net.lugdunon.ui.unitFrame.IUnitFrame.chargeActionInterrupted(character,itemDefId,actionType) to the client side API.
  • Added net.lugdunon.ui.unitFrame.TargetFrame.chargeActionInitiated(character,itemDef,actionType) to the client side API.
  • Added net.lugdunon.ui.unitFrame.TargetFrame.chargeActionInterrupted(character,itemDef,actionType) to the client side API.
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karlozalb
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« Reply #36 on: September 06, 2013, 01:44:11 AM »

Thanks!

The editors are going to be getting some more attention soon. I have been occupied these last few releases with usability improvements and multiplayer features.

The Intergalactic Trashman also looks amazing btw!

Thanks Smiley
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« Reply #37 on: September 07, 2013, 07:37:19 PM »

September 7, 2013:

  • Fixed the client issue of displaying only a white screen at initial startup.
  • Recharging status text now displays in a larger, orange font and is centered on the button.
  • Fixed an issue causing some text in the recipe editor dialog to render with the incorrect font.
  • Added net.lugdunon.state.character.advancement.ICharacterStats.getLootAmount(int dropAmount) to the server side API. This coincides with the harvestBonus advancement effect, which influences all harvested items.
  • Added net.lugdunon.state.item.ItemDefinitions.getItemDefs(String itemType) to the server side API.
  • Added net.lugdunon.state.item.ItemDefinitions.getItemDefs(String itemType, String itemSubType) to the server side API.
  • Placeable item instances now support the gathering of items by type and subtype as well as id.
  • Added icons for glass, oil, black, brown, red, orange, yellow, green, blue, and violet phials.
  • Added icons for light, shadow, air, earth, fire, and water runesources.
  • Added icons for light, shadow, air, earth, fire, and water scrolls.
  • Added icons for light, shadow, air, earth, fire, and water pages.
  • Added an icon for paper.
  • Added items and recipes for glass phials, flax seed oil, black, brown, red, orange, yellow, green, blue, and violet inks.
  • Added items for light, shadow, air, earth, fire, and water runesources.
  • Added items and recipes for ‘Lesser Heal’, and ‘Flare’ scrolls.
  • Added multiple items for each of light, shadow, air, earth, fire, and water pages.
  • Added an item and recipe for paper.
  • Scribe’s Benches now have a chance of dropping any of the elemental pages.
« Last Edit: September 10, 2013, 07:45:44 PM by lugdunon » Logged
AutumnPioneer
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« Reply #38 on: September 08, 2013, 03:45:59 AM »

This looks great, keep up the good work Smiley I don't know if I'll be able to kill the chickens though! They're too innocent  Tongue
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« Reply #39 on: September 08, 2013, 07:49:40 AM »

Thanks for the kind words! I have a hard time killing them as well, and the sheep are even harder. Tongue
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