Awesome news! A lot of progress has been made on Project D.R.A.G.O.N.'s elemental damage system. It'll solidify the rpg foundation of combat as we work to add more elemental spells and enemies to ‘enjoy’ them.
Beyond this chunk of progress there's also another development that you’re all far more likely to be interested in coming from our other game project! Singularity Nexus now has a public demo! As part of this release, all Singularity Nexus changelogs going forward will be marked with a version number. For your convenience, a link has been posted on the side of the blog to make finding the Singularity Nexus game page easy. We hope that you enjoy what it has even in this admittedly very early version.
- Fixed a variable name oversight that caused the player’s elemental resistance/weakness data to display those of enemies instead of their own.
- Optimized the code used for providing the player’s elemental resistances/weaknesses in the data screen.
- Optimized the code used for applying elemental attack damage modifications based on enemy resistances/weaknesses.
- Applied the same optimizations when it comes to applying these attack modifications when the player receives elemental damage.
- Expanded the total list of elements for the game’s magic system.
- Player and enemy status immunities to poison/stun have been implemented.
- The damage potential for the poison status effect is now influenced by the tolerance of the target affected. An enemy or player with high resistance to the poison element will find that poison deals a lower maximum amount. On the other side, high weakness will increase the maximum potential damage that poison can deal.
- The muskox and male wolf now have slight resistance to the ice element.
- Modified how attack outcomes are organized to make them easier to expand their content.
- Lust based attacks have been updated. They are now treated as elemental attacks, allowing for them to be subject to resistances/weakness modification.
- Replaced the usage of a no longer existing variable used for tracking the level of the tease skill with its new counterpart.
- Added missing flags to categorize certain attacks as ‘lust’ based.
- Expanded resistances/weakness levels to include an immune and critically weak to category.
- Replaced poison immunity checks to refer to the new resistance level category data.
- Damage from items is now subject to the elemental resistance/weakness logic.
- Lust damage coming from the use of an item is no longer buffed from racial bonuses.
- Tweaked the damage debuff of attacks that have a chance to trigger status effects.
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