

It makes use of the new server push up menu system. On an unrelated note, I added a summoning menu, which allows you to control how your summoned monsters will behave. The good thing is that this time people will be able to use the release candidate on the main server, which allows a few thousand people to test it and see if they experience elss problems. Hopefully, by the end of the year, or early next year, we'll have the bug fixes update. Some were already fixed, others are harder to reproduce, which means it will take a while to fix them. We gathered all the known bugs together, and we are trying to fix them. Some of the client programmers expressed their wish to have a better bug tracking system, and now they got one, thanks to Placid.

There are a few versions being discussed, and there is no general consensus about which one is the best, so there is still some work to do.īut after all the changes are made, I think the PK will be much better, because with the caps in place, people will actually have some weaknesses, so we won't have virtually invincible players. The only thing that hasn't been decided yet is on the restoration spell formula. Interestingly, all the top level fighters that also commented on that thread agreed with the change. We have a poll on the forums about the level cap on the main server, and the majority of players (about 3 out of 4) agreed that such a cap is necesary. The other change is having a mage class, where rationality affects the power of the spells. One of the changes is caping the attributes to level 48. Then one thing lead to another, and some players expressed their interest in incorporating some changes meant only for the PK server to the main server as well.

So far, we got about 130 sign ups for the PK server, which is great. Which means that if you are a PKers, regardless of which server you play on, you might want to save a few pickpoints for it.Ī lot of stuff happened in the last 10 days.įirst, I started a beta version of the PK server. I am not sure when I will have this perk done, perhaps in a few days or so.

One reason this will be even more effective is that many people will drink potions right before a fight, so if they don't see you prior to you attacking them, they won't be able to get their potions, but you will be able to. It will be cool if a whole guild takes this perk and becomes some sort of assasin guild, where they collectively go and ambush strong enemies. It will greatly increase your stealth at night, so you can evade enemies, or ambush them from the shadows. This new perk will be called "Night Stalker", and will cost 8(?) pick points. I have a secret character there, and I even play the game, partially because it is fun, and partially because it is easier to see what changes or additions should be made to improve it.įor example, I have an idea for a new perk (that will also be implemented on the main server, although it will be far more useful on the PK server). But that's something to determine later on, depending on how the game will progress. I had to make some additional modifications compared to the main server, such as removing the NPCs that sell high end weapons and armor, and making the summoning stones have a 75% failure rate, in order to avoid fights by proxy, where players just summon bears to kill the enemy's bears.Īfter people start getting higher levels, perhaps around level 60 a/d, I might add those NPCs back and make the summoning stones work without failure. So far, I think that's pretty good, and everyone is having fun there. A few days ago we started the PK server (we erased all the characters from the PK beta testing), and so far we have over 200 accounts, with over 60 players online during the afternoon.
