I finally did something I've been meaning to do for the longest time: now all the terrain types have different "blocked square" icons! The forest still has the traditional pond
but now the desert has its oasis
the plains have a watering hole hidden amongst the high grass
the mountains are blocked by a raging volcano
and the swamp contains a spooky old dead tree
One of our newest players suggested we add a chatroom. After 30 seconds of extensive research, I found a free flash-based chatroom program, and created one for WyvernQuest. I'm not sure how good it is, but feel free to check it out!
(An un-integrated chatroom didn't really fly, I took it down as of 4/13/08)
Our server had an unplanned hard drive death last week; it now appears to be back & running. Everyone's characters should be up-to-date (there's a save-date of 9/4/07, for example).
The old messageboard data is gone now, but we should eventually be able to bring it back.
To balance out the player's skills
, now the Monsters can have one of 9 different powers:
, Magic Breath
, Magic Shield
, and Undead
Many monsters don't have any powers, but you'll encounter more monsters with powers as you go farther in the game. Like player's skills, each monster that has a power only manages to use that power a certain percentage of the time. As you go farther in the game, monsters tend to be better at their powers, and to have more powers; however, monsters never have over a 75% chance of using any of their powers, and can have at most 4 of the 9 different powers.
There are now 9 Skills available to players:
, & Meditate
Each skill is automatically rolled for in a certain circumstance; the skills' purpose is described on the Skills Tab.
You start with a 0% chance of using any of them, and can increase this chance with Skill Points (SkP) you get by Leveling Up. Every time you increase your level, you get a certain amount of skill points (1 point for levels 1-5, 2 points for levels 6-10, etc). You can use these points to increase your Percent Chance of using these skills. The cost of Skill Percentages increases; buying 1% to 5% costs 1 SkP each; increasing a skill to 6% to 10% costs 2 SkP each, etc.
If you want, you can eventually increase a skill over 100%; you automatically succeed, but then have a % chance of succeeding twice equal to your Skill - 100 (i.e., if you have 150% in a skill, you have one automatic success, and a 50% chance of a second success). For each additional success, the skill's fractional bonus is increased by half. For example, a skill that normally increases something by 10% will increase it by 15% with two successes, 17.5% with 3 successes, etc.
When you successfully use a skill, you'll see a small link with the first two letters of that skill; if you want more details on the skill's effect, click the link.
Now some countries sell Axes or Spears instead of Swords. The Sword is the "balanced" weapon. Compared to it, a Spear gives you more Defense and less Offense, while the Axe gives you more Offense but less Defense.
The Dagger also has a more powerful version, the Mace: it increases your offense and reduces your defense.
The Buckler has a more powerful version, the Shield: it increases your defense and reduces your offense.