Development Log - Floating Islands Abound
It's been a while! First of all, sorry for not keeping up with our Itch. We will try to keep things more up to date on here going forwards. That includes all sorts of development news, and what we're up to in terms of concepts and ideas we're toying with.
That being said! We've been hard at working creating a ton of new features and content for everyone to explore. There are new levels, new monsters, new bosses, and new items. You can expect two new regions now included in the floating realms of Advent: the Blackgriffin Canyons and the Warped Shores. These regions are all apart of our newly refreshed game map, which we use for our internal mock-ups when we're developing these zones.
We have also added three new enemies you can encounter, as well as all their associated chroma-variants. Introducing
The Speckling, an overtly intelligent flying monster who appreciates harassing any enemies from afar with knock-back and knock-down wind based attacks. You can find these fellas' handing around bridges, and narrow gaps.
Pebbles, a big brutish rock golem come alive. They can sometimes be confused as rocks, springing to life only as their woeful victims come a little too close for comfort. Often times their victims are found pancaked into the mud.
Pinchy, well, this one is just so self explanatory. Just don't get too close, will you?
All these new monsters can be found in both of the new prescribed areas which are available for users to explore today.
With this, please enjoy taking a look through the change-log since our last post. It covers everything from v0.1.1.2c.
Zenith's Call v0.1.4 - Change log:
- Fixed a minor bug with quest NPCs not finding the related quest properly.
- Fixed a bug with UI scroll bars. It would incorrectly try to scroll even when nothing was available to scroll on.
- Fixed a bug where skills could sometimes not be used in combat.
- Fixed a bug where players knocked down in the intro would be shown a human knocked down even if they were a Wappa.
- Added automatic progression of specific dialogues (intro cinematic, etc).
- Fixed a bug where the player would get stuck teleporting between the starter house interior/exterior because of the tutorial.
- Fixed a bug where players without weapons or gear could get into an endless combat situation with the practice dummy.
- Added prerequisite checks to certain things, such as the warp out of the secluded lodge zone, dummies, etc.
- Fixed a bug where you could get into combat with dialogue open.
- Fixed a bug where players could move around during opening dialogue.
- Fixed a bug where players could open UI menus during dialogue, resulting in a number of UI related bugs.
- Improved the general crappiness of treasure chests when they have multiple objects in them.
- Fixed a bug where NPCs had a longer interaction range than intended.
- Fixed a bug where defeating a monster in battle left that tile unable to be occupied by other entities.
- Improved camera smoothing significantly in battle.
- Fixed a bounding box issue on fence posts.
- Fixed an issue where players in the creation screen would appear in the starting lodge as a nameless, naked entity.
- Fixed a bug where stack amounts in the player shop UI screen were wrongly being erased if the inventory window was closed.
- Heavily modified the quest system to enable for multiple objectives on a single quest type.
- Temporarily removed the quest tracker. It is too out of date to be useful at the minute. This will be overhauled and put back in at a later date.
- Fixed a bug where adding a quest to track would not update on screen cues such as tick marks over top of the target monsters.
- Partial touch ups on the quest log UI in order to incorporate multi objective quests.
- Quest log UI now uses correct font renderer.
- Added job promotion backend system. A character can have four classes starting with the Novice at Lv. 1. Each class has a specified route it can take and promotable job paths. Players are eligible for job promotions starting at Lv. 10, Lv. 30 and Lv. 70.
- Added class promotion quest for Squire.
- Talents UI updated to include job promotion tabs (I -> IV).
- Added Shield Bash skill (Squire).
- Added Counter (Squire).
- Corrected problems with 'NPC Maker' an internal tool that allows us to create NPCs with in-game equipment.
- Centered quest NPC names.
- Adjusted class restrictions on weapons across the board.
- Fixed a bug where player inventory was not respecting the 4th column boxes.
- Fixed an issue where Dark Sphere was not charging correctly.
- Added Scholar.
- Added Magical Blast (Scholar)
- Added Magical Explosion (Scholar)
- Added Supreme-o-Gusto (Scholar)
- Added Phase Shift (Scholar)
- Changed mouse cursor sprite.
- Added mouse click state to cursor.
- Fixed an issue with an internal distance calculator method.
- Buffed Blunt Strikes
- Added Scholar promotion quest line.
- Added class requirements for certain quests.
- Allowed quest types to be merged. (ie, hunt 3 blue wolves, deliver 3 blue furrs).
- Fixed a bug where accepting quests still used the old text renderer.
- Fixed a major bug with delivery quest types. These types of quests would not complete under a variety of circumstances.
- Added Rogue class.
- Added Rogue class promotion quest.
- Improved 'meet' type quests and their subsequent quest tracking. Multi objective meet quests now stop tracking objectives you have completed to avoid confusion. This meets if you have to meet three NPCs, once you meet 1 and 2 on that list, it will no longer track them or display quest arrows.
- Added customizable completion text to display to the user after completing a quest.
- Fixed a bug with class restricted equipment.
- Fixed multiple bugs with Bandits Strike.
- Fixed a bug where the camera would move off screen if the player used hotkeys 1 - 4 in battle.
- Fixed a bug where players could interact with the battle menu while moving.
- Fixed a related bug where players could interact with the battle menu while using a battle action (skill, attack, etc).
- Fixed a bug where quests in character selection were appearing outside bounds
- Added 'Detonate!' skill. (Engineer). This skill lays a highly explosive and invisible C4 trip mine.
- Added traps. These can be invisible perimeter fields with variable range and customizable triggers.
- Added 'Wrench Toss' skill (Engineer). This skill hurls a wrench out like a boomerang that returns to the user. This skill can hit twice.
- Modified 'Kickin It' skill (Engineer). This skill allows the engineer to kick movable entities (objects, monsters, players). This damages the entity and any entities hit by it. This skill retains its current function of enabling the user to kick their Pyromancer gas tank. The gas tank additionally still has a chance to detonate when kicked.
- Added 'Rocketman' skill (Engineer). This skill enables the use of a jetpack strapped to the engineer's back, which allows the engineer to rocket off towards the target tile.
- Updated subscription and credits pages to have a similar look and feel across the site
- Updated the launcher. Previously the buttons at the bottom didn't work. This will be an ongoing project.
- Added automatic updates to the launcher.
- Fixed a bug with 'Dash' abilities where their selectors would appear over dense or impassable tiles.
- Fixed a bug with 'Kickin It,' movables affected by this move no longer slowly move. They will jolt forwards as if they were actually kicked.
- Fixed a bug with 'Dash' abilities where you could target the tile you stood on.
- Added the Engineer class promotion quest and associated NPC.
- Fixed a bug where NPC clothing would layer over players.
- Added Twin Bolt skill (Ranger). This is a linear bolt attack that shoots two bolts that each deal damage to enemies hit.
- Added Eagle Eye skill (Ranger). This is a unique buff that increases the chance of a critical hit dramatically for the next turn.
- Added Bear Trap skill (Ranger). This skill lays a dangerous trap that damages enemies that fall into it and lowers their movement range.
- Added Hunting Buddy skill (Ranger). Summon a dedicated wolf companion to help defend you in battle.
- Added Wooden and Iron Bowguns. These are two-handed ranged crossbow weapons that can deal damage from afar.
- Added variable attack ranges to weapons.
- Added projectile handler to weapons. This will display a set projectile between two points for a given weapon. (arrows for bowguns)
- Modified how cardinal range calculations work.
- Fixed a bug with weapon attack costs vs. entity attack costs. Entities now inherit their equipped weapon attack cost as intended.
- Added Gobbo playable race. These tough and rough green goblins despise their peace-loving and friendly neighbors; the Wappa. Additionally, like their hardy stock, they also seek violence and destruction and are best left isolated unless you're looking for a fight.
- Added Ranger promotion quest and associated quest NPC.
- Added Ranger class.
- Fixed a bug with quest completion where it on occassion would leave the character immobile.
- Added the Wooden Bowgun to the training chest in the Secluded Lodge.
- Added Village Chief NPC to Wakai Village.
- Added several quests to the main quest line, extending into Wakai Village.
- Restricted access to Wakai Village until the player reaches that point in the main quest.
- Fixed a major bug with pathfinding AI where it would stop working completely.
- Fixed a bug where monsters running away was not working properly.
- Fixed a bug where monsters would not use skills in combat effectively.
- Fixed a bug where Kickin' It was not triggering traps if a monster was kicked onto one.
- Fixed a bug where Kickin' It did not kick a monster as far as it's range indicates.
- Fixed a bug where monsters would not try to use skills after moving.
- Fixed a bug where monsters would not try to use a skill after fleeing from an enemy.
- Fixed a bug where a monster would sometimes be marked permanently as having moved, preventing them from moving ever again.
- Added a new quest location to the hunters map just outside of the Secluded Lodge.
- Added NPC portraits to dialogue boxes
- Modified dialogue boxes to be both more readable and more aesthetically pleasing.
- New background music system that can be made unique to different zones in game.
- Added new tunes for you to enjoy.
- New NPC portraits to fit into the new dialogue boxes.
- New dialogue now realigns to center most value when chat window is closed or opened.
- Added more portraits to the game.
- Switched around the appearance of various NPCs to match new portraits.
- Added the ability for shopkeepers and other interactable NPCs outside of quest givers to have dynamic appearances.
- Added initial dialogue to shopkeepers.
- Portraits now added for main character during opening sequence. These include all racial and gender variants.
- The knocked out version of the player now syncs with their race and gender properly.
- Fixed a bug where numbers were popping up in chat randomly
- Added Old Ternsy Cave
- Added a quest for that area involving an introduction to mining.
- Added a chest to Old Ternsy Cave.
- Added Woodsman to the Wakai Forest.
- Added treasure chest with a Wooden Axe to help players get into Forestry.
- Fixed a bug where the Woodsman chest gave you a wooden axe, not a rusty hatchet.
- Added more ore to Old Ternsy Cave.
- Increased default success rate of recipes to 75% from 40%.
- Modified cost to craft Paper from 3 lumber to 1 lumber.
- Removed Monster Saliva requirement from Paper Hat.
- Lowered Weaponsmith requirement for Iron Daggers from Lv. 7 to Lv. 3
- Lowered Iron Sword lv. requirement for crafting
- Lowered Iron Boots requirement.
- Lowered Iron Axe requirement.
- Lowered Soldiers Helmet requirement & modified recipe requirements to match changes.
- Lowered Twig and Rusty ring level requirements.
- Lowered Silk top level requirement and modified recipe to reflect changes.
- Modified Hard Workers Bandana cost and level requirement.
- Modified Red Gloves requirements.
- Increased experience gains across the board for gathering and crafting.
- Fixed a bug where you could trade equipment that you have equipped
- Fixed a bug where you could trade cards that were active.
- Fixed a bug where you could discard active cards.
- Added descriptions to nearly every item.
- Increased the likelihood of getting wood from Pine Trees.
- Further modified experience gains for recipes across the board.
- Fixed a bug where arrows were getting stuck on the player.
- Added second quest to Hunter quest line in Wakai Forest.
- Updated NPC portraits
- Added cooked fish and all their recipes for each.
- Added shrimps, tuna, mackerel and other fish to the game.
- Improved pathfinding performance by several orders of magnitude
- Fixed a bug where item rewards were not displaying in the quest journal.
- Fixed a bug where the rarity of items in quest descriptions did not match the rewarded item rarity.
- Fixed a bug where items in quest descriptions were interactable/draggable.
- Added recipes for Iron and Bogster Shields.
- Added gathering messages for mining.
- Added help text to food items to show their regen rates.
- Added help text for Potions & Tonics to display their item values as well.
- Added Lv. Up! message for crafting professions.
- Fixed a bug where it was difficult to split stacks of items in the inventory window due to mouse drop events not firing when hovering over another item.
- Tweaked crafting material drops from monsters across the board.
- Added cooking pots to two homes in Wakai Village.
- Tweaked the costs of raw and refined materials.
- Fixed a bug where black pants were in the moving state when displayed in UI menus.
- Modified monster spawning logic for initial battle zone creation
- Prevented new players from interacting with Straw Dummies if they do not have a weapon equipped. (This traps new players).
- Fixed a bug where upon death players would simply fall from the sky rather than respawning at their designated spawn points.
- Increased strength of monsters across the board.
- Significantly nerfed player stat influence on physical and magical attributes. This should help prevent the huge power creep that spirals out of control at later levels. (Lv. 5s one shotting lv. 2 monsters, etc)
- Increased party limit to 4 from 3.
- Fixed a server crash from minimum range calculations.
- Fixed a division by zero error that resulted in shop window UI calculations.
- Improved performance when new client connects.
- Fixed a bug that crashed a looping process.
- Fixed a bug that caused users quest hand-ins to fail.
- Fixed a bug where skill macro 1 was broken.
- Four new quests added to the main quest line.
- Fixed a bug where having a duplicate item in your inventory would cause a banked item's stack to reset when withdrawed.
- Fixed a bug with quest hand ins not triggering properly.
- Added another quest to the main quest line.
- Fixed a bug where dungeon clear time logic was mistakenly inverted.
- Fixed a bug where profession level ups mentioned the level of the crafting skill before the level up.
- Fixed a bug where occasionally door teleporters would get triggered incorrectly, causing players to warp to the teleported location.
- The users inventory will now update if open when an item is acquired.
- Fixed a bug where the very last item in a delivery mission would not be accepted by the quest NPC.
- Improved ability to split stacks of items.
- Added ability to combine stacks of items by dropping them on each other.
- Fixed several issues with quest hand ins.
- Fixed a bug with player shops and cost listings. These were missed in a recent refactor to how pricing works internally.
- Added more user feedback to party invites.
- Added female portrait for female NPCs.
- Failed crafting attempts now award half XP.
- Global chat is now a different color.
- Added more coal nodes and reorganized the node groupings in Old Ternsey Cave.
- Added mouse click functionality to battle UI.
- Small tweaks to battle functionality in order to make way for mouse click.
- Added mouse click movement to the overworld.
- Fixed numerous issues with point to point movement.
- Fixed a bug where NPCs and all space bar interaction would break.
- Fixed a bug where players could be forced into battle while still in the lootscreen.,
- Halved movement delays across the board to speed up monsters in combat.
- Fixed a bug with mobs jittering around in the overworld.
- Fixed a bug with autopathing.
- Using WASD will automatically stop auto pathing now.
- Sped up players overworld autopathing speed.
- Fixed broken interactions (spacebar and click).
- Fixed a bug where you couldn't click players.
- Introduced 'max encounter size' for certain monsters. This lets us control the maximum number of enemies a battle can have. This is introduced to control newbies being swarmed by upwards of 4 - 5 bownies in the starting zone.
- Players now receive one skill point upon ranking up their class.
- Fixed a bug where players could combine stacks to form stacks greater than 99.
- Lowered the amount of tiles available on spawn selection in battle.
- Spacebar can now be used to end dialogues instantly.
- Significant improvements to mouse (click) based movement. This includes improvements to path finding, speed, positioning, and overall performance.
- Added interaction cues to objects that can be interacted with. Your cursor will highlight green.
- Dialogue can now be progressed via mouse click
- Clicking an NPC that is out of range will now automatically path your character into interaction range and then interact.
- Refactored the code surrounding interactions (click & space bar).
- Fixed an issue where quest reward preview images were not removed from screen after accepting a quest.
- Fixed an issue where if a user click and dragged an item, and while still holding down the mouse button, right clicked - the cursor image would get stuck.
- Fixed a bug where some regions of the game did not have the correct background alpha or lighting level.
- Darkened chat box.
- Further improvements to mouse move. This is all part of on-going implementation of mouse controls.
- Fixed layering issue with treasure chests.
- Removed all legacy map zones that were lingering around from previous versions.
- Can now right click while in a battle menu to return to the previous menu.
- eg, skills menu to battle menu, stop selecting tiles, etc.
- Status effects no longer intercept mouse clicks.
- Fixed an issue where text would have a 'ghostly' backdrop behind it that would intercept mouse clicks.
- You can now click your character when in battle to quick activate movement or attacking.
- Monsters now move less often in the overworld.
- Added a treasure chest to reward alpha testers with a random item every 24 hrs.
- Pathfinding will now no longer route players into a dense destination.
- Sped up Magical Blast.
- Turn start, Battle Win and Battle Loss indicators no longer intercept mouse clicks.
- Fixed an issue where clicking anywhere before selecting a spawn location would cancel spawn placement.
- Fixed several issues with movement and attacking.
- Fixed an issue where the skills tab was not working
- Fixed an issue where certain menu items were not responding to space bar input.
- Fixed an issue with left and right clicking your character in battle not working.
- Fixed an issue where skill descriptions were not popping up under certain use cases.
- Fixed an issue where minions were not registering mouse clicks.
- Party members will no longer be visible before selecting their spawn points in battle.
- Pets (minions) will no longer skip a step back if they move to their maximum movement distance.
- Lowered Bowney's speed and damage.
- Fixed a layering issue when players created new characters.
- Increased the drop rate of Monster Meat on Bowneys. (30% -> 80%)
- Lowered the number of Bowneys the Old Hermit asks you to hunt during the tutorial quest line. ( 6 -> 2)
- Sped up crafting time.
- Added auto_complete flag to quests to enable players to have a 100% success rate on crafting items related to said quest. This will be useful for tutorial quests where there is normally a failure chance.
- Added login and logoff messages to notify the world when users connect.
- Fixed an issue where refining nodes (pots, forges, armor benches) were on the wrong visual layer.
- Re-styled the quest tracker to properly meet the new design language.
- Added quest tracker to HUD.
- Added different short text for 'meet' quests.
- Fixed a bug where players could be seen as naked, uninitialized character during creation.
- Fixed a bug where players names could be uncapitalized.
- Removed the quest tracker arrow.
- Added a text filter to player names
- Added a text filter to chat.
- Fixed a bug where the close button in the Recipe UI did not work.
- Hid the options & minimap menu buttons for now. These will return when this functionality is implemented.
- The movement indicator will no longer appear when clicking UI elements
- Fixed several issues with exiting panel selection in battle.
- Improved input bar by greying it out rather than hiding it when not actively typing.
- Added different mouse pointers for each interaction able to be performed on objects.
- Modified treasure chests to be easier to click.
- Updated mouse click indicators.
- Fixed an issue where the chatbox was intercepting mouse clicks
- Sticks n' Stones now costs 3 AP up from 2 AP.
- Fixed a bug where XP display string was not being rounded in the after battle screen.
- Lowered the amount of wolves required for Squire promotion from 7 to 4.
- Fixed an issue where the game blackscreen after character creation
- Fixed an issue where Cooked Meat had a success rate of 0%
- Fixed a UI bug that caused the on screen UI to completely stop working
- Fixed a bug where NPC overlays pixel offsets were not being respected.
- Removed deprecated lentext() calls.
- Added a 'flee' button. This will remove your character and all their units from a battle. If it is a multi-player battle, the battle will continue without you.
- Sped up the battle start transition effect. 5 seconds to 2.5 seconds.
- Added a stat reset button in the character menu.
- You can now click treasure chests to interact with them.
- Fixed a bug where the text filter would parse inner sections of words thinking they were inappropriate. (i.e, class becomes cl#@%, due to the filtered word inside).
- Pressing escape now exits menus.
- Moved the 'rugged miner' NPC around in Old Ternsy Cave.
- Monster item drop tooltips now fade out instead of vanishing all at once.
- Nerfed Sticks n' Stones damage across the board.
- Added confirm dialogue to fleeing from combat.
- Reduced time it takes to gather a resource node from 10 to 5 actions (50%)
- Fixed a bug where selling an item would break your cursor.
- Lowered crafting times by 33%.
- Further refined the swear filter so it is more accurate.
- Fixed a bug with the '/stuck' command.
- Added /stuck to the /help command list.
- Increased global XP modifier by 50%
- Increased permagana drop chance to 2% from 1%
- Fixed a bug where some tiles were not being deleted when battles were being instanced and rezoned.
- Fixed a bug where the quest 'A kindly hand' was misnamed to 'Cook Dinner'.
- Renamed Red Teddyburs to Reddyburs
- Renamed 'Wolf' enemies to 'Wulf'
- Fixed an issue where spawn points were not saving correctly.
- Modified global damage calculations to more accurately reflect power scaling.
- Added a larger bridge
- Added Hawthorne Pass, a peaceful hamlet that connects Wakai Forest to Blackgriffin Canyon.
- Added more plant life, ferns and other small shrubs
- Added new monster type for Blackgriffin Canyon. These monsters, called Pebbles, masquerade as rocks until players get close. They take the shape as small rocky golems and pose a risk to unsuspecting travellers.
- Added Specklings as a monster type you can encounter in Blackgriffin Canyons.
- Modified the monster movement algorithm to allow for undense, flying monsters.
- Added various decorations for Blackgriffin Canyon.
- Added sand tiles for beach scenes.
- Added palm tree gathering nodes.
- Added coconuts, a healing item that can be gathered from palm trees.
- Fixed a bug where monster overlays did not inherit the pixel offsets of the monster.
- Impassable terrain now has a minimum height of 4px, changed from 1px.
- Fixed a bug where monster's position was resetting after movement.
- Fixed a long standing bug where the sleep and wake-up portions of AI were called at incorrect times.
- Improved the mouse experience on in-battle menus.
- Improved the mouse experience when selecting tiles in battle.
- Added configuration and rigging for resting and awake states for monsters. Monsters can now handle wake up and sleep animations when players walk near, or leave.
- Added various decorations for Blackgriffin Canyons. Skulls, mine carts, mine tracks, dead trees, barren rocks, etc.
- Fixed up the bounding boxes that were incorrect on some monsters.
- Fixed an issue where flying monsters were not calculating paths correctly.
- Added an animation above player characters when they receive an item in the overworld.
- Cleaned up a lot of prototype code, replaced with proper disposal pattern. You may notice a few bugs from this (objects lingering around, effects hanging, etc), please report them as you encounter.
- Fixed a bug where appearance info wasn't being cleaned up on dispose. This would break objects that were removed from the garbage collection list prior to collection and reused.
- Fixed several bugs where pixel offsets were being reset when monsters/players moved. This was discovered due to Specklings having high pixel offsets that are set to correlate to their world position. These weren't aligned in-game.
- Fixed a bug with monster mouse hover info where the monster highlight would be out of sync with the physical monster.
- Added mouse priorities to monsters and items. Items can now be clicked when underneath other objects as well as monsters.
- Fixed a bug where item pickup animations were not syncing with the players step offset.
- Fixed various bugs related to selecting in-battle tiles. The general experience should be much better.
- Cleaned up a lot of bad code relating to in-battle tile selectors. These should function more smoothly now.
- Added a staggered delay to item pick-up animations for when multiple items are added to a player's inventory.
- Cleaned up more legacy code. The saga continues.
- Fixed a bug with pathfinding that would lead to inaccurate calculations. This commonly came in the form of trying to route through dense objects.
- Fixed a bug where sometimes interactions would not work after pathing to that object.
- Dramatically improved the click to move experience. This can be used to move anywhere on the map and move to interact with any interactable object.
- Fixed a bug where mouse priority was not set to UI elements, allowing users to click through UI windows on monsters/portals/interactables unintentionally.
- Fixed a layering bug where portals were not layered on the same layer as the player - leading to irregularities.
- Fixed an issue where quest NPC pointers were intersecting mouse events.
- Fixed an issue where fishing spots could not be pathed to by mouse click.
Get Zenith's Call
Zenith's Call
A Tactical, Turn-Based 2D MORPG
Status | In development |
Author | Crazah |
Genre | Role Playing |
Tags | 2D, Fantasy, Massively multiplayer, MMORPG, Multiplayer, Pixel Art, Tactical, Turn-based, Turn-Based Combat |
Languages | English |
Accessibility | Subtitles |
More posts
- World Map PreviewFeb 12, 2020
- Introduction of Cards, Potions & Food!Jul 24, 2018
- Weekly Devlog UpdatesJul 15, 2018
- Item World IntroductionJul 14, 2018
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