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Changes in Druids Rpg  XML
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Elite

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Joined: 10/21/2007 13:24:50
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As we all know, a version of Druids 216 version has been updated. My questions are what are the things that have been updated? Will there more things that are going to be updated with that version or will we have to wait for version 217?

As far as I know 216 has:
Bolt and Beam cant be used with triple or double
A 3 second timer to bolt and beam

Is this it or were there more things added?

Like what about:
Defense sentinel gives xp?
The recent mentioning of the scoreboard showing xp?

And a few others that I might have failed to mention...

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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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Changes in DruidsRPG216.

Lightning Bolt
  • Limited to 100 damage (before DB/DR) in non-invasion games.
  • No longer works with the double or triple damage.
  • A miss now costs 10 adrenaline.
  • Has a 3 second recharge time before it can be re-used
  • Damage reduced to 3 per adrenaline

    Lightning Beam
  • Limited to 100 damage (before DB/DR) in non-invasion games.
  • No longer works with the double or triple damage.
  • There is now a 3 second recharge time on the beam.

    Spheres
  • Healing sphere cost is now 9 adrenaline per second
  • Invulnerability sphere cost is 18 adrenaline
  • Damage sphere cost is now 12 per second.

    Blasts
  • Damage at the centre of a MegaBlast increased to 1300 from 1200, so it can take out a Metal Titan. The range has also been increased slightly, but a 60 second timer has been added
  • PoisonBlast cost reduced to 150
  • FreezeBomb cost reduced to 75

    Defense Sentinel
  • Defense sentinels will get a small amount of xp for shooting out projectiles. 0.066 xp per projectile

    Bug Fix
  • Fix put in to stop Poison Queens null entropying turrets

    There will be no more changes in DruidsRPG216. There is only ever one release of each version.

    The next version, DruidsRPG217, is likely to have the following changes - if Druid agrees:
  • Bolt and Beam no longer disabled with the double or triple, but only doing normal damage. So a bolt with 100 adrenaline will always do 300 damage regardless of if you have the double or triple running
  • Modified scoreboard showing class and XP
  • Slight change to HUD to show medics as a bigger blue dot. Long term this may be a blue cross. May also have changes like a smaller dot for friendly monsters.
  • greg11

    Wicked Sick!

    Joined: 02/10/2008 20:00:40
    Messages: 526
    Location: Hood River, OR
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    At what point does 217 no longer get updates, and new updates get applied to 218? Does it happen when dru implements 217, or do you have to apply updates to 218 regardless of if 217 implemented?

    Also how are bugs being tracked? Is there a summary of the outstanding bugs?
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
    Messages: 2124
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    You can get all sorts of problems having different versions of the same file. Therefore, there are not different versions. There is only ever one build of a file. There was one DruidsRPG215. There is one DruidsRPG216. There will be one, and only one, DruidsRPG217.

    We store changes in a version control system, and progressively add changes to this development build. It never gets a number. When it is fit for public release, it gets built into the next number, and then runs on DC.

    It then never changes. Any mods/fixes/tweaks get put in the next version.

    So the changes listed above went live all at the same time - when ever 216 was built.
    Elite

    Godlike
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    Joined: 10/21/2007 13:24:50
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    Hopefully with all of these compliments your getting on the radar, youll add the rpg 217 faster (hopefully) . Seems really interesting. Cant wait till you realease it

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    greg11

    Wicked Sick!

    Joined: 02/10/2008 20:00:40
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    Elite wrote:
    Hopefully with all of these compliments your getting on the radar, youll add the rpg 217 faster (hopefully) . Seems really interesting. Cant wait till you realease it  

    Druid determines when it is released.

     
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