![]() Build cost per tile is listed at the bottom of the screen, as well as your current resource count.Build limit range is 50x50 tiles at a time, to hopefully prevent people just deleting the original map all in one go if they can afford it.Palette is separated out into various tabs (ground, floors, etc) like the old one but causes no lag due to only being filled out when you first log in (and not being a pop-out window).Tools include a paint brush, line tool, hollow & filled rectangle tool, an ellipse tool (hollow only), and a fill tool.A colorable, scalable UI appears with the different tools available and the verb panels are replaced with a turf palette.You gain control of a free-cam that can pass over and through any turfs that you are able to build over.Build mode puts your character into a sort of stasis where they can not move, take damage, etc.Toggling build mode can be done via hotkey or verb.A brand new dedicated build mode has been implemented.(However note: nearly everything intended has been implemented, but there has been very little bug-catching so not every feature will work as intended. But today we're toppling that system for a new foundation. Move to a spot, select a tile to build, move where you want it to build, select again to stop. It is animated, so you will know it is not frozen if it takes a whileīuilding a Foundation For even longer than I've played this game, let alone worked on it, DU has had a simple but effective build system.A "Please Wait" screen now appears when entering an area that has not loaded yet.Damage numbers now appear to pour out of mobs when they take damage (including players).Speaking in local chat (and using the emote verb) now spawn floating text above the speaker for a few seconds (shortened if particularly long).Once done, will allow for custom races to be created using flags that will enable/disable various mechanics (such as death regeneration, or certain transformations).Foundations for an overhaul for how the game handles races, racial abilities, and related mechanics in place.Currently very few things have moved to this system, so clothing and armor will be unlikely to function as expected in this release.Overlays and icon appearances are now handled in a more standardized way, which should prevent some long-standing bugs like clothing becoming "stuck on" and the like.Procs for handling damage standardized across all atomic types, allowing things besides players/mobs to deal and receive damage.Melee combat will be moved to using short-ranged variations of these projectiles to further standardize hit detection.Skills like blasts and such are being moved over to this new system, making them substantially easier to tweak and also to make better, more unique abilities.Projectile system revamped and standardized.There's still cool stuff, but very little of it is front-facing. Intensely Projectile Mostly a bunch of back-end changes, bug fixes, and other miscellaneous updates.
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