ChanceChronicles of Esshar - 22nd November
#1

The game takes place in the Kingdom of Esshar, the Capital City, Osrona. This massive, medieval-themed area stands as the major hub of roleplay within the world; it has the glamour of high rise noble estates, castles, and theatres, but there are also slums on the outskirts of the walls and an underground sewer system that's maze-like and expansive. There are well over a hundred buildings mapped out in the city alone, to give you an idea of the scope of it all. But most of you reading this already know that and have been paying attention to the development of the world over these past few months!

On the 15th of November, we'll begin processing applications for roles that will help organize the start of the game. More information on that to come then. Make sure to check out the FAQ if you haven't already. We will release on the 22nd of November, a Friday.

[Image: UcV1vB9.png]

The update from Eternia: Spires of Agartha to Eternia: Chronicles of Esshar involved many additions and changes. Here is the bulk of them:
Major
  • Map: Buildings are now set in the map editor rather than spawned in-game. This'll provide us with much more creative freedom than the old system allowed for. Players interact with the door of an available building to claim the property, which has an up front cost and a daily cost that can be paid in advance, of up to 30 days. They can give permissions to other characters to decorate, lock/unloock the door, farm, and pay the maintenance cost. The money generated goes toward the reigning guild's bank in the area, which admins can set in-game.
  • Tome-type items that act as a mini spell trees in place of the old spell tree menu. You use these to access the bulk of your abilities. There are public tomes sold by a broker that are easily accessible (the primary elements, and physical combat), and all tome type items are character bound.
  • Combination elements have been removed in favor of specializations. There are four primary elements (Air, Earth, Fire, and Water), and each has a number of advancements. You 'attune' with the element by buying the opener which is a passive ability / minor stat boost, then you can advance into that tree or skip right ahead to a specialization. The initial investment costs are fairly high; attuning is 20RPP and a specialization's opener is 30RPP.
Quote:
Air: Lightning, Sound
Earth: Crystal, Bone, Metal, Sand, Nature
Fire: Explosion, Magma, Plasma
Water: Blood, Ice
Armed - Physical
Hand to Hand - Physical
Time
Illusion
Gravity
Energy
Cosmic
Holy
Occult
Light (can be accessed via Holy or Cosmic)
Shadow (can be accessed via Illusion or Occult)
  • Abilities are categorized into the following tiers: Basic, Intermediate, Master, Exalted, and Mythic.
    Basic abilities can be accessed so long as you have their pre-req (usually elemental attunement or the tree's opener). Intermediate require that you've spent at least 60 points in the tree. Master / Exalted / Mythic are abilities that are granted via an application approval.
    There's a Mentor Role in-game that can teach basic & intermediate abilities, so long as the target meets the pre-req and has the available RPP. They type a reason that's recorded in the player logs file, as well as the ability they taught and to who.
  • Melee and Force are now one stat, Power. All abilities scale off of Power. If you have Fatal Strike and Fireball on the same hotbar, they will both scale via Power.
  • Mana now drains as a % (sort of). Characters begin with 100 and casting abilities take anywhere from 5 to 20. MP rapidly regenerates, and buffs are not toggled off when you hit 0.
  • A ton of new sprite objects and tilesets to map out the new world, which you have the level designers to thank for - you can follow / see their progress from start to finish in the dev server.
  • Around 60 new abilities and changes/upgrades to almost every spell available in the game.
  • Hotbar slots decreased from 12 to 10, as the former was too much with the more 'centralized' approach to magic and higher costs. The two available slots can be used as spell storage.
  • Most races 'removed' from the game, to prepare for future content in that area and to give a much needed palette cleanse. Human, drakanite, and beastkin are the available options. Races no longer have additional costs in spell trees, instead everything is neutral and humans get a free passive stat bonus to make up for their lack of a racial tree.
    Beastkin sub-races are: Felinae (feline), Kitsune (fox), and Ookami (wolf).
    Drakanite is a primary race and does not have sub-races. It uses the traditional wing sprite.
Minor
  • Medic heals the temporary injury's remaining time by 50% rather than instantly removing it.
  • Prefix: /team <number>, you won't damage anyone on the same team, for things like boss fights in events.
  • Prefix /quote, opens a color wheel that lets you set your font color that'll automatically be used for dialogue in RPs.
  • If targeting someone while whispering, it should send the message to them directly and no one else (defaults to normal whisper range if they’re not within a tile). ‘Player1 whispers to Player2’
  • /whisper2, /w2 command that’s a whisper with a 2 tile range.
  • Prefixes for admins (/tplayer, /tmob, /txyz, /ghost, /assess, /ban, /unban, /announce, /revive, /sobject, /smob, /shutdown, /summon, /edit.)
  • Age now displays as a range rather than a specific number. So at 13-17 it's 'Teenager', 18-27 'Young Adult', 28-45 'Adult', etc.
  • There's an in-game option to zip up your logs and download them all. Much less painful than having to open individual files and copy paste, like before.
  • There's a  'journal' that you can edit and keep track of your progress. Admins can view it and leave notes.
  • Dust clouds and shockwaves are automatically generated depending on the damage output of a physical attack. Dust clouds are also generated during any knockback.
  • Sets up the map editor so it has all the necessary options for the map to be its own project that'll improve and be maintained by a team post-release.
  • Weapons can no longer be resprited, unless they have the unique tag. This is to give more weight to more RP relevant weapons.
  • Adjusts the blacksmithing recipes to centralize things some. You have 'Steel - Bladed' instead of sword/dagger/axe/etc, and that gives 20 power and 10 physical. The staff counterpart gives 25 power. The sprite options for each weapon type has been expanded heavily.
  • Character name appears on mouse over.
  • A 'disguise' variable that can be set to items by an admin. When that item is equipped it asks the character to set their new name, and returns their original name when unequipped.
  • Various code optimizations, primarily with how AoEs are handled. They are much smoother now and were one of the weaker points of the game's performance.
  • Expands the HTML options in descriptions, all listed in the profile tab at the bottom.
  • AP and DR now display properly in the stat menu, rather than being invisible variables. So if an ability gives 10% AP then it'll show in your Power stat.
  • Cooking and farming level display in the stat menu. Consuming food now grants a 24 hour vitality bonus  that does not stack. This bonus scales with the cooking level. The higher your farming level, the higher the chance it is for a seed to return to you after harvesting a crop.
  • Inventory space of non-subscribers increased from 12 to 18. Inventory space of subscribers increased from 18 to 30.
  • Character count in an RP contributes to how much Activity Points was gained to a degree, though it has a cap and is more a bonus than the main modifier.
  • After a dangerous RPB, the victor loses total HP for 3 hours depending on how low their opponent got them. It is a minimum of 5%, and a maximum of 20%. The amount is displayed in LOOC.
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