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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.
- Bunny set now has the ID "bunny" and received 50 Cuteness bonus
- Added Pink Goblin achievements
- New runner function: throw_item(num,x,y)
- White Egg is throwable and aggroad nearby monsters
- Likely going to merge the item throwing and Merchant's Throw skill at one point and make them projectiles too
- "mluck" game and character events, also a "+M" text animation for the merchants who receive an item
-Snowball's freeze is pvp only now
- G.conditions.pickpocket
- 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.
- 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
- "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
- Monsters don't spawn things now when they are disabled
- Dark Mage multiplier is 64 now, and there are achievements
- New Property: Impact Resistance / "phresistance" - Some monsters received varying levels of it
- New "condition" character event, but it doesn't trigger for everything yet, refactoring is in progress
- Status Resistance is integrated
- "bad" property on G.conditions is no more, they only have "debuff" now
- Monster Hunter sets have new resistance bonuses
- Some classes have new resistance bonuses
- 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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