Hello again!
We've continued to be busy. Sadly this changelog is a little later than I'd like it to be. There's still a lot here to go through though! We've also got a couple extra things that didn't make it to this changelog as they are still heavy in development but we hope to be able to tell you about them soon™️
Alright then, without further ado here's changelog V0.1.7
Changes / Improvements: 📝
-
Started using ItemsAdder (IA) to deliver the resourcepack
-
IA allows us to quickly iterate with versions of the resourcepack, removing a lot of the headache when editing the pack.
-
IA also integrates with Cosmetics Core allowing us to add hats, balloons and backpack cosmetics. It also includes a wardrobe feature that lets you view cosmetics on your character before equipping them.
-
-
Improved Quests (This is honestly where most of our time has been spent since the last changelog, we have a few core features that we’re quite excited about but aren’t ready to show off yet)
-
Added Quest book using the Recipe Book (https://i.imgur.com/3027tnU.mp4)
-
Quests can be started/paused using the Recipe Book
-
You can switch between ongoing quests
-
When switching quests, the GPS will track the new quest you select.
-
This is not implemented for every quest yet, we have to go through and manually update every quest
-
-
Users will see the next objective for the currently selected quest at the top of the screen, this objective will automatically change when the user completes a portion of the quest or when switching to a new quest.
-
-
New quest tracker that always works™
-
Added tracker to most quests, including main quests.
-
-
Added repeatable, randomly generated daily quests.
-
The first iteration of a Daily Quest system is separated into three categories:
-
Novice
-
Intermediate
-
Expert
-
More difficulties may be added for further “stages” within level progressions.
-
-
For now, there are no requirements to take a quest, but they may be gated behind levels, point requirements, karma and basically any system I can think of in the future.
-
Players select quests in a menu and can see their current quests and objectives in another menu.
-
Players can select up to three quests every day.
-
Each quest will be randomly generated. Rewards and requirements will be randomised based on the quest difficulty.
-
Completed Quests are also tracked and displayed on a separate menu.
-
Some uses include locking quests behind a requirement of completed quests, leaderboards, weekly contests, etc.
-
-
-
-
-
-
Improved upon the current shop system that we have.
-
Shops can now take into account your charisma attribute to change their prices for both purchasing/selling.
-
Shops also keep track of what is sold/bought from them and stores it in a “global stockpile”
-
Plans include having this global stockpile feature in quests and also potentially affecting the prices of items. FREE MARKET BAYBEEEE
-
-
-
Finished the current final quest of the storyline, needs a lot more polishing and testing before it can be fully considered finished.
-
Armour values have been tweaked.
-
The first wave of modifier changes have been done to light armour.
-
This essentially makes it so that higher tier items generate with higher tier modifiers more consistently.
-
50+ modifiers are now available to the items.
-
-
-
A new kind of armour has been created, artisan gear.
-
This armour is specifically geared towards levelling up professions, giving bonuses to XP at the expense of offering very little protection.
-
-
Added Jewelry stations and profession.
-
Rings and Slotted rings can now be crafted using ores/gems
-
Added bonuses to your attributes such as constitution or profession.
-
-
-
Mobs now spawn randomly, independently from a spawner.
-
Levels change based on distance from spawn, for now.
-
-
Added several food items to begin the cooking profession.
-
Cooking food will give bonuses to attributes like health or XP bonuses.
-
Items include both ingredients and cooked foods.
-
-
Added Highland Queen Bee and Highland Bee mobs.
-
Basically just bees man.
-
Only attack when provoked.
-
-
Buffed acidic mushroom spawn rates as they were too low for the new jewellery profession.
-
The Catacomb area now spawns mobs, part of Main Quest 4 changes. The current level suggestion is 10.
-
Mobs include skeletons, zombies and volatile leaping spiders for fun :).
-
Now has a final boss, with tentative attacks and values (Thanks JP)
-
-
Changed how damage is dealt to players, it should now be a bit more forgiving.
-
Lowered default attack speed.
-
Added death animations to the player, with the possibility of further player-customizability.
-
Added skill slots to classes.
-
Classes can now only have X amount of skills bound instead of the default 8.
-
Warrior and archer start with 2 slots and mages start with 3 slots.
-
-
-
Added Bundles that contain multiple items in a single inventory slot
-
(There is no way to obtain them yet)
-
-
Public GitHub repository for reporting bugs, requesting features or enhancements and discussing potential improvements or optimizations, please follow the issue templates when submitting issues. (https://github.com/Thalwyrn/Thalwyrn)
-
We migrated the Discord bot to a custom-coded solution to better fit our requirements.
-
Allows users to request not to be mentioned with the “Don’t @ Me” role
-
It lets you create temporary voice channels you control by joining the “New VC” channel.
-
Also added a button panel that lets you;
-
Delete the channel
-
Rename it
-
Invite someone to it with a link
-
Ban someone from it (staff excluded)
-
Limite the total number of users in the channel
-
-
-
You can now send the bot a DM to open a Modmail ticket. We removed the button-based ticket system in favour of a private DM-based system.
-
The bot will also transcribe voice messages on request. (https://i.imgur.com/XGzsSnO.mp4)
-
Fixes: 🩹
-
Patched Breaker to not flood your client with packets, causing lag when mining.
-
Patched Breaker to not kick you when mining with your hand.
-
Fixed armour crafting not giving proper stats/modifiers.
-
Previously, items that were generated with high rarities such as legendaries, would spawn with a large amount of low-tier modifiers that buffed a single stat or two.
-
Rarer items will now generate a much higher likelihood of rarer modifiers, so now a legendary-grade chest plate will have the stats to reflect and differentiate it from lower-grade equivalents.
-
Further fixes are planned for the entire suite of weapons/armours currently available to players.
-
Known issues: 🐞
-
Sometimes the Quest GPS does not begin tracking after re-logging (https://github.com/Thalwyrn/Thalwyrn/issues/2)
-
Passive mobs do not respect the spawning limit and will continue spawning infinitely until cleared.
Sam’s Builder Log ⚒️
As always, Sam has also been busy quietly improving the entire server. Lets see what he's gotten up to.
👀 New additions:
-
Added a ruined castle outside Oldport farm
-
New swamp town
-
New lumberjack town
-
Scattered a bunch of ‘map fillers’
-
Map fillers are basically smaller builds that the player will stumble across when exploring the map outside the main paths.
-
Campsites
-
Market stalls
-
Fields of wheat
-
Hunting towers
-
Tents
-
Caves
-
Wizard towers
-
-
To be added:
-
Viking town with a snow theme
-
Town with a mining theme
-
Lots more map fillers..
And finally, here's a few images from stuff Sam has been working on!
^ You didn't see anything