Version 1.3
Version 1.3 Update
What was added:
- Added Analysis active skill. This skill allows you to analyze a monster. Increased skill levels give you more Information about the monster. To use them, use after purchase!analyze monstername You can only analyze monsters that are in the current battle.
- Added the active skill "Cover" - this skill allows a user to jump in front of an ally to cover them.
- Added the passive skill "Zen" - this skill increases the amount of HP regained per turn by 5 * skill level.
- Added passive skill "Haggling" - This skill increases the number of orbs you get for selling items by 20 * skill level. EXCEPT in cases where the amount you would get from haggling is higher than the actual cost of the item (e.g. a potion). In this case you only get back the original price or up to 500 orbs if it is over 500.
- Added WeaponBash passive skill - This skill gives a chance to inflict the Stun status effect on a target with each melee hit. Note that if the target is immune to stun, it never takes effect.
- Added a new item type: ShopReset. With this item type you can lower the current shop level by a certain amount. Added "DiscountCard" as a sample item. Costs 250,000 orbs and will lower shop level by 10 points.
- Added a new item type: "revieve" with a GoldOrb as an example item. If you use the item in combat against someone (or yourself) you will get the status "auto revieve". If that person dies in the same battle, they will automatically revive with 1/2 max HP.
- Added an anti-cheat system for players using monster weapons/techniques. Attacks/techniques with monster weapons are Deal 0-5 damage max if the person using it is not a monster or NPC.
- Added the ability for techniques to change what base damage is used.
- Added the Heal AOE type. This type will heal all allies on the battlefield. This technology type cannot be used on enemies.
- Added the ability to sell items back to the shop. Use !isell item (item name) (amount) to sell.
- Added the ability for monsters/bosses to "stagger" - if they take enough damage, they will collapse and become
immobilized for a turn. It can only be relocated once per battle. In the [info] section of a monster/boss you can put CanStagger=yes then add StaggerAmount=$rand(#,#) where # is the amount of damage you want the area to be. Stagger activates when damage exceeds the randomly selected amount from range. - Added Quicksilver style. This still allows players to use the !quicksilver command, which freezes everyone but the user. Players can use !quicksilver in battle as many times as the style's level. The effect basically gives the player a free sugitekai.
- Added the ability for monsters to ignore the Darkness/Rage mode system. In [info] you can set RageMode=ignore if you don't want them to get the Darkness/Ragemode bonus.
- Added the ability for monsters to absorb certain elements of techniques. In the monster's [Element] section, one can put Heal= followed by the elements with which to heal it. For example: Heal=fire.dark
- Added the ability for game admins to toggle the automated battle system on and off. Use the !toggle Automated Battle System'. Note that if a battle is in progress, it will only take effect after the battle has ended.
- Added the ability for game admins to toggle the AI system on and off. Use !Toggle ai system . Note, this will not stop the charm state.
- Added the ability for monsters to use certain select abilities in battle.
- Accessories have been added to the game! Once you have one, you can put it on with !carry (accessories name) and
!remove (accessories name) to remove it. - Added two types of AI for monsters. They are: defenders and berserkers. Meanwhile, defender-type monsters do not attack at all in battle, and berserker monsters can randomly attack their own allies. You can find it in [info] ai_type= . change. Leave it blank if you want monsters to behave normally.
- Added the start of an achievement system.
- Added the maximum shop level in the system. games
- Admins can now change it at will. Write: !set system Shop Level num
- Added a new boss fight: Doppelganger. There is a rare 5% chance that instead of summoning a normal boss, players will have to fight evil copies of themselves. Game admins can disable it in the system by setting !set system EnableDoppenganger false'
- New monsters
- New bosses
- New NPC'S
- New Summons
Changes:
- Changed the way the monster/boss/NPC lists are generated, hopefully making them more random and preventing a future bug.
- The prices of several skills/weapon upgrades/technology/items have been changed.
- Changed the maximum damage of suicide techniques that players can deal to 500. This should prevent someone with hundreds of thousands of HP from one-shotting every monster/boss in the game.
- Changed the maximum number of times a target can be successfully stolen to 2.
- The maximum amount of HP that can be bought in the shop has been changed. The default value is 2500. Once you reach the maximum, you cannot get more. Game admins can change the maximum in the system by typing !set system maxHP num.'
- The maximum amount of TP that can be bought in the shop has been changed. The default value is 500. After reaching the maximum, you cannot get more. Game admins can change the maximum in the system by typing !set system maxTP num.'
- The maximum number of style points that can be accumulated in one battle has been changed to 5000.
- Changed the location of skill cooldowns in the skills database. Game admins can now edit this file to change skill reuse times by writing: !set Skill skillname Cooldown num
- Changed how boss drops work so they can have multiple drops. The system will still only pick one drop, but now it's random.
- Changed it so that when multiple bosses enter the fight, all of their drops should be in the pool and not just the last boss that joined.
- Poison's damage formula has been changed. Instead of randomly dealing 5-10 damage per turn (which is nothing when players have over 1000 HP), it now deals a percentage of a target's max HP. The status "Heavy Poison" does even more than normal poison.
- Changed the next round timer to be 3 minutes instead of 5.
- Slightly changed the damage formula for 4-hit and 5-hit attacks.
- Changed the code so that normal monsters can also appear in boss battles when the win streak is greater than 50.
- The Blood Pact skill has been changed to increase to level 10. Higher skill levels increase the summon's stats by 25% (plus random 1-5% random) per level.
- OrbHunter has been changed to allow game admins to place the amount the skill should increase orbs by. In the skills database you can enter'!set Skill OrbHunterAmount num. The default value is now 15*skill level.
- Changed styles so players can now change their style in combat at the cost of one turn.
Fixed:
- Fixed a bug where zombie regeneration would not decrease at the end of battle.
- Fixed a bug with the Amnesia status type.
- Error with !rdesc . Fixed
- Fixed a bug where the Swordmaster skill didn't give a bonus to melee damage.
- Fixed a bug with Steal where stolen items were not being added properly
- Fixed a bug where the description for +TP items was not displayed correctly.
- Fixed the system to correctly assign the correct access level to the entire game admin list when the system is first powered on.
- Fixed a bug where style tier would occasionally not level properly. Sometimes it jumped +2 or +3, sometimes it reverted to level 1.
- Fixed a bug that allowed players to buy monster weapons.
- Fixed a bug where the game would crash when escaping in a one-on-one fight against an Orb Fountain.
- Fixed a bug where you could use consumable items with the !use command and the item would be removed from inventory.
- Fixed a bug where MightyStrike could be used continuously with no cooldown.
- Fixed a bug where if something was weak against lightning, it would also take double damage for the light element.
- Fixed a bug with Fullbring used on +TP items.
- Fixed a bug where monsters killed by AOEs would give twice the style points they should have.