Update feature_list.md
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@@ -25,7 +25,7 @@ normal WZs will load properly, there is no guarantee in-game bugs and issues
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may arise because of some incompatibilities with the clean files.
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---------------------------
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Feature list:
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Feature list (as of rev397):
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---------------------------
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PQs:
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@@ -47,20 +47,20 @@ Skills:
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* Some skills behaving oddly have been patched, such as Steal, Venomous Star/Stab, Heal and Mystic Doors.
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* Maker skill features properly developed.
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* Improved current Battleship skill, now showing the HP properly on buff tab and making visible for others after changing maps.
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* Server is using heuristics to calculate fee costs for the Maker (errors sums up to 8k mesos, reagent errors stacks up comformant with it's level).
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* Server is using heuristics to calculate fee costs for the Maker (errors sum up to 8k mesos, reagent errors stacks up conformant with its level).
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* New skill: Chair Mastery (max lv 1) - Players having this passive skill can gain a significant boost of HP/MP recovery when sitting on a field/map chair.
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* Mu Lung Dojo skills functional.
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* M. Magnet on bosses no longer crash.
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* M. Magnet on fixed mobs no longer crash - thanks shavit!
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* Skills that uses up HP/MP triggers pet autopot.
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* Skills that use up HP/MP triggers pet autopot.
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* Skills that imbue weapon with elemental attribute (WK Charges, Snow Charge, etc) is now visible for other players.
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Quests:
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* Doll house quest functional.
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* Quests can now reward properly items when matching a reward item with the player's job.
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* Quest rewards according to jobs works properly.
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* Reward selection and randomed reward works properly.
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* Quest rewards according to jobs work properly.
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* Reward selection and randomized reward work properly.
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* Loads of quests have been patched.
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* Meso requirement for starting/completing quests now must be met by the player.
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* Lots of job questlines (rewarding skills) have been patched/implemented.
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@@ -73,7 +73,7 @@ Quests:
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* Exclusive quest items that went missing from inventory reacquireable from NPC quest talk.
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* Mechanics for Item Raise functionality operational.
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* Players no longer are given movement control just after completing a quest but still talking with the NPC.
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* Quests that makes use of progress data shows up as completeable to the player on conditions met.
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* Quests that make use of progress data show up as completable to the player on conditions met.
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Player Social Network:
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@@ -81,7 +81,7 @@ Player Social Network:
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* Implemented Marriage system from the ground-up (excluding character packet encoding parts that were already present, proper credits given throughout the source files).
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* Marriage ring effects functional.
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* Beginners can create and join a "beginner-only" party (characters up to level 10).
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* HP bar of party members now properly calculates the HP gain from equipments.
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* HP bar of party members now properly calculates the HP gain from equipment.
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* Enhanced synchronization on Player Shops and Hired Merchants. Transactions made are instantly informed to the owner.
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* Player Shops and Hired Merchants properly displaying the correct shop image to other players, and informing whether the shop is available to visit or full.
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* Game minirooms such as match cards and omok now has a functional password system.
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@@ -89,7 +89,7 @@ Player Social Network:
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* Further improved the server's ranking system, now displaying properly daily player ranking movement.
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* Automated support for Player NPCs and Hall of Fame.
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* Protected concurrently and improved the face expression system, guarding from trivial packet spam and exploits.
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* All upgradeable non-cash equipments in inventory with level & EXP information available for read by anyone, given proper visibility.
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* All upgradeable non-cash equipment in inventory with level & EXP information available for reading by anyone, given proper visibility.
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* Further improved the existent minigame mechanics: remarkably checking out for no-item match requests, allowing different omok/matchcard match layouts and status update on the player matchbox tooltips.
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* Further improved the trading system.
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* Party Search system nominal.
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@@ -98,7 +98,7 @@ Player Social Network:
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Cash & Items:
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* EXP/DROP/Cosmetic Coupons.
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* EXP/DROP coupons now appears as a buff effect when on active time.
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* EXP/DROP coupons now appear as a buff effect when on active time.
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* Code coupons functional, with support for multiple items on the same code.
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* Merged unique ids for pets, rings and cash items, thus solving some cash shop inventory issues.
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* Great deal of cash items functional.
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@@ -134,14 +134,14 @@ Monsters, Maps & Reactors:
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* Mobs only drops loot from items that are visible/collectable by the player's party.
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* Mobs shouldn't fall from foothold too often now.
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* Redesigned HT mechanics for spawn and linked damage to the sponge.
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* Reviewed aspects of MoveLifeHandler: implemented banish move, patched MP cost not contabilized on non-skill mob moves and slightly fixed mobs dropping from footholds in certain cases.
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* Reviewed aspects of MoveLifeHandler: implemented banish move, patched MP cost not accounted on non-skill mob moves and slightly fixed mobs dropping from footholds in certain cases.
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* Limited item count on maps, smartly expiring oldest registered items, preventing potential item flooding.
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* Implemented Zombify disease status.
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* Added Boss HP Bar for dozens of bosses (needs provided custom wz).
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* If multiple bosses are on the same area, client will prioritize Boss HP bar of the target of the player.
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* Boss HP Bar and Server Messages now toggles (server message disappears when a boss battle is detected, and returns afterwards). Idea thanks to GabrielSin.
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* Improved map bounding checks for item drop points, assuring most of the items dropped will be available to pickup inside the walkable map area.
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* Boats, elevator and other travelling mechanics fully working.
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* Boats, elevator and other traveling mechanics fully working.
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* HP decreasing overtime on maps and mechanics to prevent them (consumables, equips) fully functional.
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* Crimson Balrog boat approaching visual effect made functional.
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* Maps having everlasting items no longer expires them.
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@@ -164,7 +164,7 @@ PQ potentials:
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* Advanced synchronization and smart management of the PQ registration system, as expected for a core server mechanic that is largely used by the players.
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* Lobby system - Multiple PQ instances on same channel.
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* Expedition system - Multiples parties can attempt on a same instance (lobbies and expeds are mutually-exclusive).
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* Guild queue system - Guilds can register themselves on a queue for the GPQ.
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* Guild queue system - Guilds can register themselves in a queue for the GPQ.
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* EIM Pool system - After the first instance setup, next event instances are loaded beforehand and set on a pooling queue, optimizing future loadouts.
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* Recall system - Players can rejoin the last event instance they were in before disconnection.
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@@ -189,7 +189,7 @@ Server potentials:
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* Enhanced auto-pot system: pet uses as many potions as necessary to reach the desired threshold.
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* Enhanced buff system: smartly checks for the best available buff effects to be active on the player.
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* Enhanced AP auto-assigner: exactly matches AP with the needed for the player's current level, surplus assigned to the primary attribute.
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* Enhanced inventory check: free slots on inventory smartly fetched on demand.
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* Enhanced inventory check: free slots on inventory smartly fetched on-demand.
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* Enhanced auto-loot handler: optimized the brute-force checks for some cash items on the player equipped inventory at every requisition.
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* Added players-appointed bestsellers item ranking system for Owl of Minerva and Cash Shop.
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* Tweaked pet/mount hunger: calculations for fullness/tiredness takes active time of the subject into account.
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@@ -201,7 +201,7 @@ Server potentials:
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* Channel capacity bar functional and world servers with max capacity checks.
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* Disease status are now visible for other players, even when changing maps.
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* Players keep their current disease status saved when exiting the game, returning with them on login.
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* Poison damage value are now visible for other players.
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* Poison damage value is now visible for other players.
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* Mastery book announcer displays droppers of needed books of a player, by reading underlying DB.
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* Custom jail system (needs provided custom wz).
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* Custom buyback system.
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@@ -220,7 +220,7 @@ Server potentials:
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* Bypassable PIN/PIC system for players that were already authenticated and are currently loggedin and active.
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* Accounts can be created automatically when trying to login on an inexistent account - credits to shavit.
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* Usage of Bcrypt (up-to-date) as the main password hashing algorithm, replacing old SHA's - credits to shavit.
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* Implemented matching system, on which all involved players accepts the term or at least one denies/times-out before an event takes place.
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* Implemented matching system, on which all involved players accept the term or at least one denies/times-out before an event takes place.
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* Implemented support for custom spawn areas for NPCs & mobs.
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Custom NPCs:
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