Posts Tagged ‘XP’

Attributes Update

Thursday, September 17th, 2009

Alrighty! It’s been a while coming, but there’s been an overhaul to general attribute usefulness.

  • The way maximum HP is determined has changed. It is now determined by the lower of Strength and Will. In other words, you’ll collapse when either your physical endurance or your force of will gives out.
  • All four attributes now have hard coded uses.
  • The running away system (such that it was a system at all) has been rewritten to give a range of results, stretching to both sides of the current results.

And some other changes to round out the day:

  • Added some new dialogue for Lo if Dr. Amundsen dies before you’ve rescued David. Thanks to Al for the suggestion and Lord Finisher for helping me debug it.
  • Fixed a bug with Chemical Mixture’s delayed damage in gang warfare. Good catch, Rykar!
  • Corrected some weirdness that was causing a second footer (‘Continue On’, etc.) to appear below noncombats in the Slags Maze. Thanks Shirogane!
  • Cable tangles are now appropriately usable, thanks to Mag.
  • And corrected a whole slew of typos from Caradal, Edwahd, and Mag.


XP Distribution

Wednesday, September 16th, 2009

Added another way that choices matter, which is always awesome, and sorted out a little weirdness today.

  • Experience gained in combat is now weighted based on your Techniques used. You should still get some experience towards all four, just more towards the ones you’re actively using. Thank you, Al, for reminding me about this.
  • Special messages from the unearthly coin shouldn’t fall under the “Continue On” options anymore. Thanks, Pyren!
  • The experimental coat will no longer count the buffs it just removed towards the new buff it hands out. Good catch, Cryptodynamic!
  • Corrected the fused sword description to actually describe the fused sword. :) Thanks Mag!
  • Fixed a serious Metros breakdown. Thanks for the bug report, RazielSonofKain.


Caught Up

Saturday, January 3rd, 2009

Okay, I’m officially caught up on the reports from my vacation. The related storm of updates is listed below.

  • As a number of people have requested, avoiding encounters now doesn’t usually cause energy loss. If you see anything weird with this, drop me a bug report.
  • On a related note, running out of Techniques in a fight now drains Energy properly.
  • Masses of Tentacles encountered on the Slags beach now give XP and items like they’re supposed to. Thanks to Twitch for keeping at me about this.
  • Once you’ve bought a drink for the day at the Happy Hour, you can now reenter without buying another drink or expending Energy. Thanks Argeth.
  • Items whose “use” is selling them have been relabeled to make that clearer. Thanks again Argeth!
  • Items that give XP now grant it immediately instead of after your next encounter. Thanks MoreUmlaut!
  • Its no longer possible to complete the Dock Song sidequest multiple times. Thanks to MoreUmlaut for reporting this.
  • Pinatas have experienced a holiday-related growth surge.

And I’m spent. Back to working on PvP for me.


Increased XP

Monday, December 8th, 2008

XP gain for fighting more powerful enemies has been increased. Roughly speaking, instead of the current enemies being on a 1-3 scale, they are now on a 1-5 scale.

Quick status update: The Slags quest is coming along nicely. Two more areas to complete and some additional crafting implementation.