Week in Review [19/09/22]
I have a new approach where I log changes digitally after I make them, instead of just taking notes and quickly visiting my notes each week during a report. With the previous approach a lot of the small changes didn't make it into the report. The update this week will likely be closer to Friday.
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Bunny set now has the ID "bunny" and received 50 Cuteness bonus
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Added Pink Goblin achievements
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New runner function: throw_item(num,x,y)
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White Egg is throwable and aggroad nearby monsters
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Likely going to merge the item throwing and Merchant's Throw skill at one point and make them projectiles too
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"mluck" game and character events, also a "+M" text animation for the merchants who receive an item
-Snowball's freeze is pvp only now
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G.conditions.pickpocket
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Getting out of the bank now requires the bank to internally disconnect too, previously this was just for getting in the bank, when there's a system lag you can feel both connections. Also patched some common ways to get in or out of the bank through other means than a door.
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There's a new stat called
incdmgamp- Incoming Damage Amp. - "cursed" and "marked" skills use them -
Cursed condition now decreases output by 20 - so it's much more effective against Priest's, damage output only drops to 5% by stats
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"3shot", "5shot", "cburst", "cleave", "shadowstrike" has a new response format, basically it's the first hit amplified with
.targets[]and.pids[] -
"stomp" now returns the
.ids[]that are hit -
New Monster: Harpy - New Ability: Warp on Hit - New Feature: Flies when charging
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Monsters don't spawn things now when they are disabled
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Dark Mage multiplier is 64 now, and there are achievements
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New Property: Impact Resistance / "phresistance" - Some monsters received varying levels of it
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New "condition" character event, but it doesn't trigger for everything yet, refactoring is in progress
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Status Resistance is integrated
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"bad" property on G.conditions is no more, they only have "debuff" now
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Monster Hunter sets have new resistance bonuses
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Some classes have new resistance bonuses
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Started re-balancing some monsters, once the new dynamics are set, could adjust the existing kill numbers on players if the final difficulty differences are more than 4X
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