2018 Update

Hello 2018!

First, thank you to everyone who wished me well. Things are going much better. My car is still being fixed, but we replaced my fiancee’s car and my mother had her surgery which went great. When they did a biopsy of the growth they determined it was “precancerous” and that their initial diagnosis was not accurate. She isn’t fully out of the woods yet, she will need to do a lot of follow up stuff, but it was absolutely the best news we could have gotten.

Anyway, enough about that stuff, this blog is about Lineage! One of the nice things about the skill overhaul taking longer than expected is I have time to work on stuff we didn’t originally plan to include at launch. I’ve spent the past week or so working on another new zone, our 75+ group hunting zone. The plan for this zone is to provide an extremely challenging experience for players who have reached what I would call the “end game”. Here are a few of the key points for the zone:

  • Zone is currently called Hellscape, and it uses the Hell map.
  • Scrolls to hunt there will be very expensive, probably between 2-5 million adena. Monsters there won’t drop adena either. Hunting there is intended to be an adena sink.
  • The zone will be incredibly difficult. Monsters there use many existing boss models (DK, Demon, Varlok, Tarak, Chaos, Ken, Cerenis, Iris, KV, Bapho, Beleth) plus some new ones. They all have thousands of hp, regen health, do significant amounts of damage in single target and AOE, and will have other abilities that make them very dangerous (stuns, debuffs, cancels, teleporting, summoning adds, etc.).
  • I expect hunting there to require balanced, coordinated groups of players who hunt cautiously. You won’t be able to escape, there will be an NPC who will tele you out if you reach them. People will most likely die, especially the first time they go there.
  • The zone will likely have a boss, but he won’t be THAT much more difficult than the other stuff there simply because most monsters there are already very strong. The real difficulty will be finding him and dealing with him and the other monsters already around.
  • Monsters there have very high XP, but not proportional to the difficulty. It’s not really intended to be a zone you hunt to level up, as other places would offer better efficiency. Still you will earn good XP, especially considering the group XP bonuses.

The droplist is what I am currently working on. It’s going to be skewed towards things that have resale value to other players like enchants, dolls, etc and not include stuff that vendors for adena (except maybe consumables for hunting like potions, so players can try to extend their hunt as long as possible). This is because I want this map to pull money out of the economy and to encourage high level players to sell items to lower level players. It will also serve to help lower the cost for low/mid tier items by increasing their availability once the player base gets strong enough to hunt here regularly.

So what’s in it for the high level people taking the risk? Well, they will likely walk away from a hunt with tons of enchants, doll tokens, and many mid tier weapons/armors/rings they can sell or blow up. Many rare boss drops will drop there, but will remain very rare. Still, it’s a good place to farm for boss tier weapons/armor to try to over enchant. Materials needed for the new Fidelity crafting recipe will drop there, so making Fidelity weapons will require either hunting there or buying those mats from a player who does. Some unique items will drop in the zone that won’t be obtainable anywhere else, like best in slot t-shirts. Standard Elixirs will drop there (a reminder that we combined all elixirs into one item, and it is tradeable. The 5 elixir cap still exists), as well as extremely rare different kind of Elixir called an “Eternal Elixir”. This item works just like a normal elixir, except there is no cap for how many you can use.  This gives super late game players a way to still add power to their character (I stress again though, they are going to be extremely rare). Eternal elixirs will not drop from any other source except Elite Dragons. Speaking of Elite Dragons, this zone will also be the only place where Summoning Shards are dropped in their completed form, giving high end pledges a way to farm up shards significantly faster in order to summon high end elites more frequently. For more info on summoning shards, see our older blog post about the concept. It’s my hope that the chance for reward by including so many unique things, as well as a shot at many powerful items, will be enough incentive for players to take on the risk. As with all things, balance is a process so we will need to adjust as we go along.

I really want this to be a fun, challenging, and rewarding place for experienced players to go hunt. In my mind my perfect success would be if the following scenario happened:  You schedule with your pledgemates “hey, 7pm EST on Sunday we are hunting Hellscape, be there and be prepared!” Everyone level 75+ shows up, two balanced parties are formed, and the pledge hunts there together for as long as supplies hold out. It’s intense, you’re constantly focused on healing people who just got stunned, or drawing aggro as the knight tank, or trying to burn down that damn caster monster that just got pulled and is currently spamming destroy on the water elf. In just a few hours you are mentally exhausted from having to focus for so long, and most people are out of magic gems and potions. The hunt is over, but afterwards people immediately turn in the soul shards they earned hunting and pool all their summoning shards. With all the strong members of the pledge on already, it’s the perfect opportunity to try to take down a T3 Elite together. It’s an extremely intense fight, lots of deaths happen, but eventually they bring the boss down. They distribute the loot from the hunt and the boss, to the tune of hundreds of enchants and other valuables. The pledge continues to stockpile mats to make their next fidelity weapon. Maybe a few people get their next elixir, one or two super lucky players gets something like an endless potion or a knight vald sword, or the pledge finally gets a magic lamp so they can hunt even longer next time! They all look forward to doing it again next weekend, and maybe next time they will finally try an elite dragon….

Hope you enjoyed this post and I hope your 2018 is going well!

-Myth

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Brief Update

Happy New Year!

This is going to be a very quick update for me. 2017 ended in similar fashion to the rest of the year, a complete disaster. A week before Christmas my fiancee was in a car wreck. She is ok but her car was totaled. That same day my mother was diagnosed with breast cancer. Two days after that, I was rear ended by a pickup truck on a freeway off ramp. I am ok, but my car was damaged. So mostly I’ve been dealing with getting my car repaired, buying a new car with my fiancee, and helping my mother. I have not touched anything lineage related in about three weeks as a result.

We’ve bought my fiancee a new car, my car is now getting repairs underway (I’m in a rental), and my mother had surgery last Friday. The surgery went well and we will find out more later this week. Hopefully now that things are getting resolved I’ll find some time to get back to working on stuff, although our wedding planning/prep is starting to ramp up and will certainly eat into my free time.

Hope everyone has an amazing 2018!

-Myth

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AC 101

Today I’ve decided to talk a bit about AC and how it actually works. We recently did a dive through all the hit/ac code and I thought it might be interesting to share.

 

First, a scenario! A level 50 monster takes a swing at a level 50 player (knight, no buffs) with -70ac. Lets walk through what happens.

First, the game asks “Is the player frozen?” If he is, the attack misses

Next, the game asks “Is the monster a summon AND is the player in town?” If both are true, the attack misses

Next, the game asks “Did the player’s doll proc a dodge?” If this is true, the attack misses

At this point, the game decides  the attack occurred in an environment that it can potentially succeed. It sets “hit rate” equal to the monster’s level. In this case, it’s 50.

If it’s a pet it adds bonuses based off pet armor to that “hit rate”, as well as any NPC hit bonuses. In this case, there are none.

Next, it creates an “attacker dice” value by rolling 1-20 and adding it to “hit rate”. This value is what will be compared later to determine if the attack was successful. The game has code that basically says if the monster rolled a 1 it automatically misses, and if it rolled a 20 it automatically hits, both regardless of the target’s AC. It does this by comparing “attacker dice” to “hit rate” (a miss/fumble) and “hit rate +20” (a hit/critical [the code calls it a critical but it is really just a normal hit]) later in the code. This means all players always have at least a 5% base chance to be hit and a 5% base chance to be missed no matter their ac or the monster attacking them. Our monster had a “hit rate” value of 50, so now he has an “attacker dice” between 50-70, but remember if he got a 50 he fumbles and a 70 he criticals.

The game takes that “attacker dice” value and modifies it by the target’s dodge and ndodge (subtracts dodge from “attacker dice”, adds ndodge). Dodge exists basically as two spells, uncanny dodge and mirror image. Both give “+5” dodge. ndodge is negative dodge, and it comes from resist fear. It gives “-5”. These abilities are incredibly powerful, because they impact the value of “attacker dice” BEFORE the game checks if the npc fumbled/critical. This means they influence how often a monster fumbles/criticals before it ever compares to AC (our monster’s 50-70 becomes a 45-65, but is still compared to <=50 or >=70). Uncanny Dodge and Mirror Image are essentially a flat 25% chance to avoid any melee attack, negates any chance the monster had to “critical” avoiding ac, and also provide some influence on attacks that make it to the AC check. On the flip side, Resist Fear does the opposite and makes it so no matter your ac, you will be hit by at least 25% MORE attacks. Since our player is a knight, he has no dodge abilities, so this doesn’t impact it.

Now, the game finally looks at the target’s AC. Everyone has a default “defender dice” value of 10. If your AC is positive (+10-+1, basically naked) it subtracts from 10 to get your “defender dice” value. If your AC is negative, it uses the formula below:

DefenderDice = 10 + _random.nextInt(“Target’s AC”) + 1

This essentially means your “Defender Dice” is between 1o and 1o+your ac. Our scenario, the player has defender dice between 10 and 80.

It’s at this point the game calculates fumble/crit (if the monster got a 50 or a 70), then if it was not either of those, compares “attacker dice” to “defender dice”. Our monster must be between 51-69, while our knight must be between 10-80. If they tied, the attack misses.

As you can see, odds favor the monster hitting. Our knight has about a 23.75% chance to avoid an attack that makes it to the AC check (26.25% overall factoring in crit/fumble) (58% of the time he rolls below the monster’s range and is hit and 12.5% of the time he rolls above the range and is missed.  Of the 22.5% of the time he rolls within that range, he will only be higher roughly 50%, meaning 12.25% of the time he is missed and 12.25% he is hit. These are not exact since it doesn’t factor in ties, but it’s fairly close).

Because AC doesn’t ever increase the lower bound of “defender dice”, you pretty much always have some chance to be hit by any monster above level 10, in addition to the inherent 5% critical chance. All AC does is reduce the chance of being hit, without ever negating it. The higher level a monster is, the better chance it has to hit you. If a monster is 30 levels above your ac, it will always hit you unless it rolls the 5% fumble chance.

Dark Elves and Illusionists are the only classes who can completely negate the “possible crit”. As a result, they are the only classes who could in theory make a level 10 or lower monster miss every time. Their dodge ability not only grants them essentially a 30% chance to avoid any attack (25%+5%), it also makes their AC more effective by lowering the monster’s “attacker dice” before it’s compared to their “defender dice”, essentially giving them 5 more effective AC. A dark elf with uncanny dodge and identical AC to our knight has a 57.5% chance to avoid an attack from the same monster. That is an astonishingly high difference.

Note, all of this only applies to melee. If the target is being hit with a ranged attack, the game does a very easy calculation instead. It rolls between 1-100. If your ER is < the roll you get hit, otherwise you are missed. That’s it. Ranged attacks don’t factor in anything else other that ER (for monsters). This means every point of ER is 1% chance to avoid a ranged attack.

 

I found all of this to be very interesting, hopefully you all do to (and hopefully it’s not too hard to follow)! Add another reason Illu/DE are going to be good!

-Myth

 

 

 

 

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Crafting Changes and Bow Changes

Another Post!? It’s a Christmas Miracle!

Seriously though I will try to post more frequently. Today I am going to  talk about crafting and about bows. First up, crafting. Crafting in vanilla Lineage is extremely under utilized. It was at one point very significant, but time eroded the value of many craft-able items. Add in the difficulty of accessing crafting NPCs (simply knowing where the hell they are can be a challenge in itself) and you end up with a system really only used for a few choice items. I want to revitalize crafting a bit, and to accomplish it I’ve been working on a number of things I feel will help.

#1: Centralized crafting location. All crafting NPCS will be in Giran Trade Zone. This is so anyone who decides to play can easily find the right crafting NPC. There will be no “elven” specific crafting, all classes will be able to craft everything. Lots of NPCS will likely be eliminated, combining what they crafted into easier to recognize/navigate sources.

#2: Crafting Material overhaul. This is something I have spent a ton of time on, and what I work on a lot in my spare time. Thousands of drops have been tweaked, removed, or added. Many new crafting materials have been created, including things like a new tier of gem above top quality. Working to standardize each tier of gem so that their “rareness” reflected their quality accurately has been a lot of work. Lots of the rough metals now have more drop sources, but will also have more uses.

 [Note: The little 5 and the other number below the “icon” can be ignored, they are only there because I pulled these from the sprite page. They don’t show in game]

#3: More craftable items and improvements to some existing items. Players will have many more craftable items that will be useful for different stages of their progression. A few examples of these are…

*Improved Elemental Cloaks

*New 15% MR rings (Keep in mind MR and Wisdom were rebalanced, this will make the lower MR to Wis benefit easier on melee classes)

*Upgraded Versions of all Ancient Armors, which will all be enchantable (safe +0). Each has unique crafting requirements.

*Upgraded Versions of Ancient Sword/Greatsword. These are enchantable, but stats are more similar to the weapons they are combined with; TSU and DSlayer. These have elemental variants and currently plan to have a “buff” proc.

*A new crafting requirement for Fidelity weapons (still TBD)

*More appropriate “early” tier weapon/armor crafting requirements (TSU and Elven Plate Mail for example)

*A way to craft TOI scrolls

*New Gold, Silver, and Platinum Tipped Arrows!

That last one segways into our next topic, bows. Bows have long been in a very weird place. Because of how “hard skinned” monsters worked, bows traditionally did 50% less damage to pretty much every boss in the game. This, coupled with how absolutely absurd the proc was, resulted in pretty much every elf using a Thebes bow. 95% of a Thebe’s bow damage was done via the proc, which used unique and frankly garbage code (A thebes chaser couldn’t kill anything for example). Elves with thebes bow could compete or even exceed other classes in damage output on bosses, but they HAD to use that bow to do it. We are 100% moving away from this requirement.

To start, we removed “hard skinned” from the game. No weapons will break. Everyone does full damage, even bows. This solves part of the problem, but doesn’t really change the fact that Thebes doing 900 dmg procs is insane and no other weapon can compete. When we finish the skill overhaul and rebuild weapon procs, thebes will end up getting nerfed. It will proc once, for an ok amount of damage, somewhat often. It is intended to be a step between early bows and late game bows, not the end all be all of weapons. It’s possible we will reimplement some sort of “bow wide damage nerf” if we feel it’s necessary. We debated removing the hard skin bow damage reduction for a long time, and ultimately felt it didn’t serve the purpose it once did, especially with how common “unbreakable” weapons became.

Thebes is not the only bow getting reworked, in fact almost all of them are. All “crossbows” will now be 1handed (xbow, ancient bowgun, kaiser xbow, devil’s xbow…). In many cases their damage has been improved, and their +hit has been significantly increased. They will lag behind two handed bows in damage, but allow the use of a shield to compensate. Given more shield options, including a unique powerful boss tier elf only shield, this may be a popular choice. two Handed bows will do more damage on average, and have a variety of options at the top end of the curve to suit different play styles.  Some procs will be Int based (Bow of Cold Mystery, Thebes), others Dex (Longbow of the Moon), and Fidelity will likely be Primary based. Some bows won’t have a proc, and simply will have very high raw damage (Bow of the Ancient Elves, Unannounced Crossbow). All of them will be balanced to do similar DPS overall to their counterparts at high levels, but the distribution of that damage will vary (Burst vs Steady).

Overall, I think Dex elves will be much better than they were previously, especially with improvements to Wind. Int elves will still be strong, but won’t have the insane damage output in PVP Int proc weapons gave them previously. These changes are all things we will look extremely closely at during Beta, and will adjust or revert as necessary. All classes pretty much across the board will be stronger than they were in Vanilla, elves are not alone in this. Also keep in mind there are other changes to skills, both in how they work and their effectiveness, that will factor into overall class strength. I ask everyone not to cry “X is OP!” until we’ve had the chance to have them tested in mass.

To wrap up, those new arrows go in line with the following arrow progression:

Wooden Arrows (6/5)- For Newbs and Poor People, sold in shops practically for free

Mithril Arrows (7/7) – For Newbs and Poor People to kill Undead, sold in shops for very cheap

Oriharukon Arrow (9/9) – Easily crafted using Oriharukon, good for hunting undead

Black Mithril Arrow (10/10) – Standard Arrow for everyone, sold in shops for a modest price

Gold Tip Arrow (10/13) – Crafted using Rough Gold, For killing large bosses or rich people

Silver Tip Arrow (11/11) – Crafted using Rough Silver, For killing undead bosses or rich people

Platinum Tip Arrow (13/10) – Crafted using Rough Platinum – For killing small bosses, PVP, and/or rich people

All arrows have had their weight reduced fairly significantly. Unlimited Quivers will be rebalanced/reworked.

 

That’s all for now. Feel free to leave questions in the comments section, I’ll do my best to answer them.

-Myth

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A Wild Update Appears!

Hello!

I has been a while, we’ve been quietly working while dealing with the day to day trials of real life. I figured it was time for an update that included more than just “we are still alive” so… here it is! In this post I’m going to walk you through the process I use to make a new zone. I’m going to include a lot of screenshots of the various tools Legends has helped create to streamline the process. All the tools are online, so I can access them where ever I have time to work!

 

Step #1: Create the core concept behind the zone.

Basically, what is the reason this zone exists? For our example today, I wanted to create an undead focused map for players level 60+ to grind XP. Undead because it ties into the reworked level 50 weapons (all of them are silver now), it’s generally helps favor melee classes, and honestly because I just wanted an undead map.

Step #2: Find sprites for monsters!

I look through the available monster sprites via our catalog to hopefully find working spites that are unused (or at least under used) in the game already. You can see a snippet of the webpage I use below, Sprites 3073, 3083, 3089, and 3092 are all sprites I decided to use for this map. You may notice a lot of sprites look like shadows or just the glowy bits, that’s because the game layers those over the core sprite. This is coded into the client, and can’t be changed. Not all the sprites work, so we use a custom GM command to spawn a test monster with a given sprite #, then play around with them to make sure they can move every direct, cast every direct, and attack every direction.

Step #3: Find an unused map!

This can be one of the more frustrating steps. I use our maps tool to look at all the maps in the game, typically sorting by their internal ID number. The higher number ones are newer, so I start there. I use GM commands in game to tele to each map and check them out. To vet a map requires several things. First, will it even load (some crash immediately). Second, does it feel functional? If you can tele off the map, walk through objects, if the mini map doesn’t work etc. Third, does the spawn table work? To test this I need to add spawns to the map. In cases where it doesn’t they won’t spawn randomly, won’t spawn at all, or spawn “off the map” in dead space. For our map today I chose map 5200. It’s sort of a cross between TOI and IT, you can see it and the map tool below.

Step 4: Make Monsters!

Making monsters is quite easy. I use the save button in the picture below to create a “clone” of an existing monster. This copies all the existing stats of a monster into a new DB entry, giving it a new unique ID. It doesn’t really matter what I start with, but once I make the first monster for a zone I tend to reclone that monster so their stats start similar. In the pictures below you can see the core monster tool page, the “cloned” frog, and then the final product for our “Soulless Lich”. A couple things to note, there are more monster stats than the picture shows, I just didn’t want to try to fit them all in one copy. Also, you may notice the ID’s don’t match, because I cloned the frog for this post after finishing the monsters. On the monster tool page, you may notice tabs indicating tiers of monsters, every monster has a field in the DB where we can set it’s tier for organizational purposes. It makes comparing similar power level bosses much easier. It’s important to note that this step gets revisited a lot, to adjust monster stats. Str, Int, XP, HP, etc all get tweaked a lot throughout the process. Once we reach the end, I’ll hunt the zone and come back and tweak these things about a million times. I do a lot of zone to zone comparisons as well to calculate XP vs HP of monsters vs quality of loot vs ease of hunting vs density of monsters etc. There are a ton of factors to consider and I am certain whenever we go to a beta there will be a ton more tweaks, since I absolutely won’t get everything perfect the first time.

Step 5: Add spawns to the map!

This step is one of the easiest. Going back to the map tool, I select the map and open it’s spawn page (shown below, albeit finished), then select Add spawn. That opens the second page shown below, where I enter the monster I want (it autocompletes based off existing DB monster entries thank god), then choose how it spawns. If I select “Grid”, it will fill in the max X/Y coordinates and spawn randomly across the whole map. Otherwise I need to give it a preselected X/Y and a spawn “Range” for how many cells away from that point it can spawn. Lastly I put in how many I want to spawn. If it works, I try to stick to Grid spawn because it’s much easier, however if I need “areas” of the same map to have different monsters (like new TI) I have to use coordinate spawns with ranges. I gather that data in game using the .loc gm command around places I want certain things to spawn.

Step 6: Monsters need drops!

What good is a monster without drops?! Using the monster tool, I can edit an individual monster’s drop list by clicking the number under the “Drops” column (shown above a few steps). I can add an item individually or open a page that allows me to add them in bulk. The page below shows the item name, the min/max the monster can drop, the chance to drop it, how many other monsters drop that item (Count), and a breakdown that estimates how many minutes of killing a monster it would take to get the item. That last number is mostly there to make sure we don’t make any glaring decimal point errors, it isn’t really used to balance anything since it doesn’t take anything but HP of a monster into account. Our Soulless Lich’ drop list is a work in progress in the picture. He doesn’t drop adena because at this time that zone won’t drop adena. I’ve included another drop list for a special monster, one of our elite dragons, as well… (Disclaimer: also work in progress!)

Step 8: Make a teleport scroll for the new zone!

This one is so simple I’m not including a picture. I create an item similar to how I created the monster, by cloning an existing tele scroll. I change the name, change the x/y/mapid it teles you to, and add it to a shop using a tool similar to how I added drops to a monster.

Step 7: Wait!

We don’t have our skill tool working yet, which would be the final step towards finishing this zone. Once it works, it will be very similar to the drop tool, where we will be able to edit and add a skill to a monster and enter things like power, mana cost, cast frequency, etc. We will also be able to create skills similar to how we create monsters now.  In the mean time here is a picture of the zone we created with monsters in it! I hope you enjoyed reading about this part of the creative process. I enjoy working on this part of the project the most, and I’m excited to share all the content we are creating with you guys some day. Hopefully we can get over our current major hurdle soon, once we do I’m confident we will be able to knock over a lot of subsequent dominoes very quickly. The skill overhaul is just a massive undertaking, touching so many parts of the code, that it’s taking a lot longer than expected. Because of how huge it is, it’s an easy task to burn yourself out on, so taking mental health time is important.

 

Thanks!

-Myth

 

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Life Status Update + FI Item Upgrades

Hello All,

Sorry I have been MIA for the past six weeks. Pretty much all of my time is spent either at work dealing with stuff related to the end of the fiscal year or at home doing wedding planning. I have worked on a lot of little things related to Lineage here are there, but none of it felt that it justified an update.  Work will probably stay crazy until the end of July. I am hoping the wedding planning stuff cools down soon now that a lot of the major things are taken care of. Really looking forward to having free time for both Lineage and other stuff!

Since I am making a post I might as well talk about something Lineage related, so I figured I’d give people a look at some items you will be able to craft using “Ancient” armors and weapons. The intent behind these items is to give players a way to pull items requiring ancient scrolls out of circulation and to give people more avenues for gear improvement. I am a big fan of having all equipment be enchantable/destroyable.

When you have items that can enter the economy but have no way to leave you inevitably see the value of those items reduce significantly over time. The best example of this was on live back in the day with rings. I am sure many of you can recall the 2nd or 3rd iteration of the Halloween event, where literally thousands of elemental resistance rings dropped. Almost every single player came out of that event with a complete set of rings. At the time accessory enchants didn’t exist, so there was no way for those rings to ever functionally leave the economy short of players quitting without giving them away. This absolutely tanked their value, which in turn tanked the value of many bosses who relied on ring drops to be worthwhile.

One of my goals is to avoid this kind of situation happening as much as possible. We could just make ancient items enchantable, but doing so felt like it took away an aspect of the items that made them unique. It also would change their power curve in relation to how easy/difficult they are to obtain (I consider ancient armors to be fairly easy to obtain, so getting them over enchanted would also be relatively easy). Since I also wanted to add more utilization of crafting and crafting materials, it seemed like a perfect solution to have craftable upgrades for all of them. They could then be gated not just by how easy ancient items are to obtain, but also by the rarity of the other materials that go into their creation. We still want ancient items to be somewhat affordable to new players, so when upgrading them the ancient item will not be the typical bottleneck that players experience.

So on to specifics. Each armor upgrades into a new armor, while ancient sword and great sword upgrade into one of four variants. These armors are intended to be pretty good options for players, especially if they are over enchanted, but ultimately worse than the rare boss drop items like lich robe/baranka armors.

Ancient Plate Mail -> Darkness Dealer Plate Mail (Knight Only)

APM: 16ac(unenchantable) 3hpr -> DDPM: 16ac(safe +0) 5hpr 1DR 5hit

This should be no surprise since this was actually the only ancient armor that already crafted into a new item. DDPM got a buff, but the crafting materials needed to make it will also be increased.

 

Ancient Scale Mail -> Scale Mail of Draconic Might (Royal + Dragon Knight)

ASM: 15ac(unenchantable) 4mpr 8hpr -> SMDM: 15ac(safe +0) 5mpr 10hpr 1str 1con

The new scale mail will likely require combining dragon armor, ancient scale mail, and a slew of minor crafting materials.

 

Ancient Leather Armor -> Drake Hunter Armor (Dark Elf + Elf)

ALA: 14ac(unenchantable) 8mpr 4hpr -> DHA: 14ac(safe +0) 10mpr 12hpr +20 all element resistance

Similar to the SMDM, this item will also require a lot of dragon scales to craft in addition to other minor materials.

 

Ancient Robe -> Robe of the Magi

ARobe: 12ac (unenchantable) 12mpr -> RotM: 12ac(safe +0) 14mpr 50mp 1sp

The current plan for this item is to require players to combing an ancient robe with a robe of dark elder, along with other minor crafting materials.

 

Ancient Great Sword (27/45 +3hit +3dmg unenchantable) + Dragon Slayer (24/31 +1str +3dmg safe +6) = Blessed Ancient (Color) Dragon Slayer (27/35 1str +3hit +3dmg safe +6)

There are four color variants: Green, Red, Blue, White

Each are crafted by combining an Ancient Great Sword, a Dragon Slayer, and Gems/Dragon scales of the appropriate color. The weapons will have a minor elemental damage bonus, and all of them will have a very low chance of a “buff” proc that increases Str significantly for a few seconds. Which one you make will be more personal preference than anything.

 

Ancient Sword (35/20 +5hit unenchantable) + Tsurugi (16/10 +1dmg +3hit safe +6) = Blessed (Color) Ancient Sword (21/15 +1str +1dmg +8hit safe +6)

There are four color variants: Violet, Viridian, Crimson, and Azure

These will also require combining an ancient sword with a tsurugi, gems, and dragon scales. They will also have an elemental damage bonus, probably a little more significant than the BADS, and they will also feature a “buff” proc. With a high hit bonus this item will help mid level players hit some of the super high AC bosses more consistently.

 

That’s all for now, I am going to make it a goal this week to post some pictures of monsters and areas that are being worked on or are finished.

Thanks for being patient with us.

-Myth

 

 

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Teaser

I have made some good progress on rebuilding the skills table and all the code behind to implement it (well I have the classes setup and am starting to cleanup and replace)

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Micro Update

Hello All!

This is just a quick post to confirm that we are in fact still alive. I’ve been out of town for a good portion of the last two weeks. First two weekends ago for a relative’s wedding, then last weekend for an ice hockey tournament. Both were great, but I am glad I don’t have any more travel plans for a while.

I’ll make a real, actual lineage related post later this week.

-Myth

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Short Update

Hello All,

Quick update today. Legend continues to be slammed both with work and IRL obligations. He is still making slow progress on the skill system overhaul but it’s taking longer than we originally hoped. Still, it will be worth it in the end.

In the mean time I have resumed working on the core pieces for creating some new zones, and flushing out an existing “new” area. I’ve created the monsters for our undead themed 60+ zone as well as a new “horrors from beyond” zone. The undead zone will feature one new boss who will likely be in the T2 category. I scrapped some of my previous work on this zone that I was unhappy with.

The “from beyond” zone is not quite fully flushed out, it was more of a spur of the moment decision to work on it. We had some monster models that were unused that I felt deserved to be in the game. I don’t know exactly where this zone will fit in terms of purpose and difficulty, but this area will for sure have one new boss. I’ll try to post some pictures later this week.

I’ve also been working on a Japanese folklore themed map that they added to the game. It has a lot of interesting monsters and will probably end up being a non-gated leveling/farming area tuned for players 55+. Currently the plan is to have two bosses in this zone, but I may create a third. I am also looking for a similar map to extend this zone into two areas so I can create more of a difficulty gradient and spread out the monster variety.

With the monsters created in the DB, the next steps are to gather location data and create a spawn distribution on the maps, then give the monsters stats, then loot. Skills will be added later once Legend is done with the skill overhaul.

-Myth

 

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