Build 138

Filed under Chipped Dagger Development

Build 138 is finally finished! I just took the server offline. I will do a database backup, then I need to hand edit some of the tables for the update. Next i’ll deploy the new client and server versions. After that we’ll turn it back on and see how many bugs there are. I expect the server will need to be restarted multiple times for bugfixes. If all goes well the game should be back up in running in an hour or two. If things don’t go so well it could take many hours!



PS i’ll post patch notes here as soon as i’m ready to turn the server back on.

Build 138 patch notes:

[bugfix] admin tool mob spawner could crash the server on ocassion
[bugfix] possible server memory leak resolved
[change] temp disabled packet write error debugging info
[balance] lowered high level item drop rate (higher level and especially higher meta mobs now give better items on average)
[bugfix] fixed issue where some white items were no longer spawning!
[balance] rate of new max level items dropping has been reduced (this should slow the rate of item progression)
[balance] recipe drop rate for bags/armor/weapons (vs the item itself) has been lowered a bit on high end mobs
[balance] lowest min/max charges on bag/armor/weapon recipes a bit
[balance] lowered essence reclamation rate. old system was based on item level. new system is base % + bonus for karma
[balance] changed max stack size for coins/pots/mats from monster corpes (now more heavily weighted toward higher meta level monsters
[balance] lowered size of stackable items needed for crafting new items in recipes
[change] removed recipes that require more than 1 ‘white’ item. IE glove recipe that requires multiple gloves to craft
[balance] lowered chance that a new recipe will require an additional base material to be crafted
[bugfix] new highest level items were not always being added to the pool of available new items
[bugfix] new items were only being based off the oldest high level item of that type
[balance] negative vs positive new stats spawning on items is now much more highly dependent on mob level + meta level + player karma
[balance] bag weight/bag slots changes on newly spawned bags adjusted somewhat
[balance] newly created items are now much less likely to spawn additional stats (for example: a sword that didn’t have lightning attack is less likely now to gain lightning attack)
[balance] recipes for high level items should be A) actually craftable due to lower mat requirements and B) useful to craft!
[balance] weapons/armor are now much less likely to turn into JOATs (jack of all trades) which should encourage closer item selection for equipment
[change] newly found bags now come with more varied names!
[bugfix] some base materials were not dropping (IE crystals, horns, black/red/green/blue hides). they can now be found.
[balance] item drop rate for the various item types has been balanced.  For example, amulets and rings were dropping much more often than wooden and metal shields.  Items should drop (and thus level up) much more evenly now.
[change] level 0 items (gray text) can no longer be duplicated using reflecting ponds
[change] bank box was increased from 5×5 (25 slots) to 7×7 (49 slots)
[balance] requirements to increase health and stamina using essenses now increase every 100 increases instead of every 20.  This will make increasing health and stamina much less painful
[feature] added new “Bag of Essen[tials]” for existing players. it’s a non-pondable 36-slot bag perfect for storing and organizing essences!
[balance] players now burn 3 stamina per attack when attacking monsters/players (up from 1.5 stamina drain per attack)
[balance] players now have 0 base health regeneration instead of 1 base health regeneration
[feature] World event message is now sent to all logged-in players when a player finds a new highest level item!
[feature] increased number of bag icons from 1 to 256. thanks SEBlog! olds bags have a special icon as does the new bag of Essen[tials]. Other bags use random icons
[balance] health/stamina potion drop rate increased (to help counter lack of base health regen and higher stamina burn rate during combat)
[balance] items are now low/medium/high instead of rock paper scissors. For example plate now has higher base defense than chain and chain has higher base defense than leather.  In the old system all armor types had the same numerical values, but defended against different attacks.  The same has been done for weapons.
[feature] Increased number of recipe icons from 1 to 256. thanks SEBlog! health/stamina/DW/TP potions all now have special icons.  Coin recipes also have special icons.  Other recipes use random icons.
[feature] colors for item level text is now as follows: lvl 0 = gray, lvl 1 = white, max level = red.  blue/green/purple/gold items now are based on tiers.  blue are items in the lowest quartile of items for that type, the gold is the highest quartile (but less than the maximum level discovered for that item.  This should help player better understand where their item sits in relation to other items of that type.
[bugfix] bags with stats other than weight/slots were fixed.

Note: your stats might well be bugged when you first log in.  Equipping and/or unequipping an item should fix the display bug!

Follow items were NOT deleted: karma, titles, stats, essences, potions, coins, materials, and recipies for coins/potions. old bags were renamed and converted to level 0, but still retain their slots.

Items will likely need to be further balanced.  My hope is that we should need to do another item wipe, but I cannot guarantee it. If you feel something is out of balance please by all means let me know in game or better yet post on our forums.  I changed many variables and I expect there we will need further balance to get things just right.

Thanks for your patience and thanks for playing Chipped Dagger!


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