| 07-10-2009, 10:01 PM | #1 | ||||||||||||
The Kingdom of Kaliron - v3.0 Official Announcement! ![]() For the past month or so, I have been working in secret on redoing the entire game of TKoK to ready the game for it's release and resurrection to bring it back to life. What better way to do that than to just fix the bugs and make some hero balance changes, than release an entire new build with many new features, changes, hero recreations, balance edits, and more! The Crimson Creation team is working hard to ready the 3.0 for beta/demo purposes. It is not quite ready yet, but we felt that the public should be alerted to this new build as to revive interest in the map. New Features in v3.0 -The new menu system for viewing stats, data, interactions, options, is now all built into one section of the hero inventory and categorized. All chat commands are now options in the new menu system for ease of learning/using
-Sub stat system now supports 8 hero stats to dynamically alter / change your hero
-Altered how each sub stat effects your hero. -Brand new no leak damage system. Thanks to Rising_Dusk for creating the initial system and Fled for modifying the system to work for our game engine, TKoK now has a full-proof damage system with no leaked memory events, damage that displays properly after armor is considered, and no more misfired or incorrect displays of white damage vs ability damage if the attack hits are too close together. -Unit recycling system to help with memory management. Units are no longer 'killed' when their HP reaches 0 thanks to Fled and his Unit Recycler functions. This will be most noticeable in long games after many spawns occur. -Brand new hero abilities, behavior, effects, and spells to explore (while some are the same, many have been overhauled to improve hero usefulness in solo/party play) -Game modes have been reduced to:
-Drastically altered the rate at which your hero will level up, making quests more important than grinding monsters. -Added a new Hero property for blocking. Shields are now used as shields to block attacks! Who would have thought! -Toadcop's inventory system and all of its clutter has been removed from the game. Fled and myself have programmed a new inventory system from scratch that is far superior for our game engine. Also introducing the new 'Sell Item Mode' while at a merchant, so you can sell multiple items with quickness and ease!
And the true reason we are all looking forward to 3.0.... TALENT TREES That's right, you heard me, TKoK now supports a 30 point talent tree for each hero. The heroes have 2 main trees, one which will grant you new abilities or alter how abilities behave, and the other tree which focuses on increasing the effects of your hero, abilities, or stats. When you first pick a hero now, you start with 0 abilities and 1 talent point to spend. 3 of the normal abilities you used to start with are available at level 1. The 4th ability is unlocked at level 4. Your 5th ability which used to be learned by completing the 'Proving Your Worth' quest is now learned at level 12, and the 6th ability which used to be learned by completing the 'Defense of Grom'Gol' quest is now learned at level 18 You will gain a talent point every 2 levels starting at level 2. Gain 1 point at level 2, 4, 6...58, 60. For now the new level cap is now hard capped at 60. At the moment, there are no plans to raise this cap.
Cleric 3.0 Abilities
Tree 1 talents - 13 talent points in 12 talents
Tree 2 talents 19 points in 7 talents
Arcanist 3.0 Abilities
Tree 1 talents - 11 talent points in 11 talents
Tree 2 talents 19 points in 7 talents
|
| 07-10-2009, 10:36 PM | #2 |
Yeeeeeeah, that's right, bitches. |
| 07-10-2009, 10:36 PM | #3 |
Yeaaaaah, that's right, bitches. |
| 07-11-2009, 09:20 AM | #4 |
Looks so awesome, I just love the talent trees.Keep it coming! |
| 07-11-2009, 12:18 PM | #5 |
Cool, we've also planned on making a skill tree for our D3W map. :P I've played this map a couple of times and I must say that it is pretty well done. Hopefully you'll successfully relaunch the game. Good luck. :P |
| 07-11-2009, 06:46 PM | #6 |
Woah, what a surprise, that's awesome! Sounds really exciting. Did you get tired of waiting for SC2 or what? :P Not sure if I got the skill trees right. Do they "only" support 30 points? If that's the case, wouldn't it be better to allow more points for some character customisation? I thought that's the reason skill trees were invented to begin with. Oh, is there going to be any after-Kirax content (in the Eastern Region)? |
| 07-11-2009, 07:30 PM | #7 |
*drools* |
| 07-11-2009, 10:16 PM | #8 |
For now, players in the Eastern Kingdom map can only reach level 45 due to the new exp diminising returns on quests as well as mobs, so you cannot finish the talent tree and choices to matter. As the map expands more, more points will be added to the tree and possibly new abilities, but for now, the trees are staying with 30 points. We are adding plenty of new content that fills in the gaps of zones, such as expanding the the time and areas convered before you reach the Jahara Barrens. After the Vormur Forest and the Tol'Calm Caves, there is now the Vormur Cloister, Vormur Cemetery, and the Vormur Catacombs. The Orish Trials quest is now very different, instead of just killing the 2 statues outside of what look like small pyrmids, there is now 1 bigger pyrmid that leads to a new underground Tomb that is the size of the entire Sunken Temple + the Temple Cloister. There will be more new areas to come as well. As far as after Kirax goes, the new side quest that was never finished with the optional boss will be completed. Expect the first beta release within 2 weeks containing up to the Vormur Catacombs, once we begin testing and make sure everything is working as intented, the map will open up with everything up to the Barrens and allow hero saving again. At that point, we will be added more content as we convert the new zones hopefully weekly until the entire map is converted and back to its currently completed form |
| 07-12-2009, 04:32 AM | #9 |
That GUI is ugly, especially the talent tree one. Would you ever consider removing the GUIs entirely? I hate them. They get in the way of the gameplay too much. |
| 07-12-2009, 01:37 PM | #10 | |
Quote:
Would you prefer if everything was command based? |
| 07-12-2009, 03:29 PM | #11 |
Them things add flavor, man. Flavor! |
| 07-13-2009, 01:30 AM | #12 |
Is this Fled you keep referring to Fledermaus? |
| 07-13-2009, 03:09 AM | #13 | |
Quote:
Not really. I would rather have it done in spellbooks. However, the inventory system you've created is a bit too complicated for that, so I don't know what to say. |
| 07-13-2009, 09:04 AM | #14 | |
Quote:
|
| 07-14-2009, 06:12 PM | #15 |
Yeah Fled is illegally working on TKoK where he should actually be dedicating his life to Legacies! |
