Another quick update
Major progress has been made on the skill overhaul. Legend is at the point where he is working on importing and implementing specific types of skills. Attack skills work, as do most status effect skills. Buffs and Debuffs are next but shouldn’t be too hard. There’s still more to go but the light is visible at the end of the tunnel.
In addition to the skill changes we’ve also worked on a few other things (gotta step away every once in a while for sanity sake). Importing of various XML files into database format has had some progress. This includes things like starting item kits and crafting recipes. Having these as SQL databases will make editing/adding to them much easier.
We overhauled one core aspect of the game, how monster melee damage is determined. The original code took the monster level, then added between 0 and it’s Str stat, to determine their damage. The highest Str could go was 127. This means the highest damage a monster could do with a melee swing was 99-226.
After discussing this fact, Legends and I decided we wanted the ability to create harder hitting monsters. We also felt that using level to determine base monster damage was a little awkward and restrictive. To this end, we added two new monster fields to the database called Min Dmg and Max Dmg. We took the existing formula and used them to populate those fields with values identical to what monster were doing previously. This means as it currently stands, everything hits exactly as hard as it did previously. Monster’s also had Int converted to SP, which will be used by the new skill system, but is functionally identical. Monsters no longer have core stats like Con/Str/Dex/Wis/Cha as none of these did anything.
This does mean however we will likely tweak existing bosses (and definitely elites), as well as some new monsters, to adjust their physical damage output. In the past, bosses really were only dangerous if they had high damage magic. Now, some bosses will be dangerous without the need for magic (like Baranka).
That’s all for now, more to come soon.