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New build in QA

rhinokrhinok Member UncommonPosts: 1,798
The following was posted by VonLiebermann, Associate Producer, on the official Dungeon Runners boards:

Below are some of the more interesting changes to the build

Major System Changes

• Monster behavior has been totally reworked. Generally speaking, monsters will try not to stand on top of each other while attacking. If the player is surrounded, then monsters that cannot reach will back off and wait for an opening. (Kung Fu circle)

• Moving through monsters will now slow your movement speed. (monster molasses)

• The font rendering system has been totally rewritten to improve performance.

Features and Balance Changes

• A new soulbinding system has been added to the game. Excluding quest items, if a drop is to be soulbound it will allow the player to use it for about 10 minutes before becoming bound. This will allow players to trade items that they have no interest in.

• Rangers now have their own icon on the character creation screen.

• Starting rangers use a Scrap Crossbow now.

• Starting mage armor is now Rags.

• All crossbows have been adjusted to have the same attack range.

• Kings Coins are now generated from treasure chests.

• A splash screen now displays as the game loads.

• Old chat messages should fade out over time.

• A mouse look system has been enabled.

• Ability to turn off click to move

• Mythic item labels now show in an animating rainbow font.

• A new /busy command has been added to the game. This lets other players know that you are away from the game and won't accept private messages.

• A new /played command has been added to tell the player how long they've been playing the game.

• The world selection screen has been modified to show the number of players connected instead of a percentage.

Quest Changes

• 53 new quests have been added to the game.

Dungeon Changes

• Algernon has new encounter tables.

• Horrific Dungeon of Legend has been reworked.

• Added new lava effects to lava to embercore.

Vendor Changes

• There are new King's Coin vendors that randomly appear in the dungeon. These vendors give unique or above items in exchange for tokens.

Art Changes

• New 1 hand picks have been added.

• New 2 hand crossbows have been added.

• New color variants have been added to existing armor pieces.

• Roughly 50 new armor pieces



--------------------

Tommy

Associate Producer

Dungeon Runners
~Ripper

Comments

  • rev_lazarorev_lazaro Member Posts: 270
    As much as "The font rendering system has totally been rewritten to improve performance" doesn't sound like much of an add-on, I got excited when I read it.



    A friend of mine explained to me how a font rendering engine, if done wrong, could be the difference between (as he put it) "Running good and OMG WTF".



    I'm currently playing the game on 1.75 Ghz, a 256 Meg ATI Radeon Saphire card, and a gig of RAM...it smokes in the Dungeons but in the wooded areas and towns, my frame rates drop almost in half. It's not enough to make the game unplayable...but it's noticed.



    So upon hearing the fonts will be rendered differently...I'm actually VERY excited to hear this.



    The new AI's sound wicked cool too.



    The quests I hope add to the game. I admit, I'm still wet behind the ears and learning a few things about the game...I know the more regular members of the community have complained of a lack of things to do past their 20's.....but part of me was also thinking The Quests weren't a big deal to begin with, and I was actually playing to plow through the Dungeons anyway.....



    just my newbie opinion atm.
  • rhinokrhinok Member UncommonPosts: 1,798
    The following was posted by Stephen, "The Big Boss Man":

    Wow! This build has been a real bear to get ready. Through our work, we've opened up a few worm-filled cans. As was stated in another post, the build is in QA and we're working out some remaining bugs.



    Let me say how sorry I am that it's delayed. Our intention was to send it to QA in mid-January. But issues popped up as we went to work on some core systems. We've had to go back to the drawing board a few times on these changes.



    What kinds of changes caused this kind of consternation? Mostly optimization and AI work. We've been optimizing the game like crazy and adding new monster movement and AI code to help support future expansion. To be honest, the scope of that work grew beyond our expectations.



    The upside is that future builds should not require such system changes. So, they should come more quickly. So, I hope you'll remain patient as we get this cleaned up and out the door to ya. We'll do our best to turn the next build around very quickly.



    Thanks for your understanding and support... You guys rock! And, now that I'm getting freed up from my major programming tasks (and 14 hour days) I'll be able to get back in the game and whip monsters with ya.



    steve
    Woot!



    ~Ripper
  • stavvstavv Member Posts: 12
    Hey Rhinok is there a date on when they are going to make this update?  I dont see any news of it on there site.
  • rhinokrhinok Member UncommonPosts: 1,798
    Heck no!  You'll never see a date until they're ready to load the patch. Devs are notoriously nervous about providing dates, because of the pitchfork carrying gamers that want to burn them at the stake when they miss the date.



    This build already got pushed from January until now and, believe me, players were ticked...



    ~Ripper
  • stavvstavv Member Posts: 12
    I'm one of them,  just got my pitchfork sharpened.  The game is still fun,  just waiting for the patch to reignite my flame.
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