I bring you a recap and a hefty batch of news regarding the upcoming 1.25 update. Since it all couldn't fit within a website news post, I made another page where you can read all of it.
If you are interested in my personal recap and point of view on 2017, read the post below this one on our website titled "Shiva's Blogpost", if not, I'll say it here too -
On behalf of everyone at Necronia Team, have a merry christmas and a great new year Necronians, we'll see you ingame and on our discord!
Let me walk you through the disaster disguised as a blessing that this year 2017 was:
Ever since the year began, I've been dealing with closing my final semester of university studies, making the first half of the year packed busy with exam studies and seminary writing, which, combined with social activities and my job, left little to no time for Necronia. Even so, whenever possible, I worked on Necronia and mostly focused on fixing bugs. The second half of the year started out with a much deserved vacation to heal up the mind which was close to a mental breakdown, but I held it together. To spice it up, life decided to throw me some sweet out-of-nowhere laptop failures which killed a perfectly good period of 2 weeks when a lot of work on Necronia should've been done. Around this time, I also found out that our dear programmer Tarjei decided to temporarily step down from his role and focus on his life. While this is of course, an understandable situation, this presented a question to me: Is it worth going forward?
After all that we've accomplished, was this really going to die this way? And if not, what does this mean for me as the sole script developer on the project?
This left me in charge of everything, including having to work on aspects of this development that I've never before been a part of; source scripts, client editing, dealing with linux with 0 experience of it previously, and other software which I barely had any idea of how to use (e.g. Docker). Our entire operation is based around these things, and now it has been left in the hands of somebody who has no idea how any of it works. So I put all my development plans on hold and did what I could to learn the basics of all these things, in order to be able to keep things moving forward. Not only did this eat a ton of my time, sanity and willpower, but it also made me realize just how difficult things get if you cut out even a single person from the team.
But I managed somehow, and still the project stands unscathed. Well, maybe not entirely unscathed. It's missing a core developer and we've had to cut out our Private Test Server entirely due to budget. But we live on. According to Tarjei, he is going to come back after some time, but until then, I knew I had to push on. Then I quit my job at Medivia Online and refused work offers in order to have more free time.
By now, I was done with everything university related and I had 1 less job to work on, and all of this has bought me more space that I've never had before. Things began to brighten up a little. The constant support from our community and staff helped throughout this time. I managed to slowly get back into the game, both figuratively and literally, since it took me ages to get the server running on my PC due to Docker issues. As my new duties would have me do, I inspected our sources and found numerous interesting things, including the birthplaces of many bugs that plagued Necronia for years. I fixed them immediately. I also took this chance to explore the sources further and work on features I never thought I was capable of. This resulted in the creation of a branch of Necronia which is vastly different from the one that's live currently. The community has dubbed it Necronia 3.0.
In the next post on this website, I'll be talking about those changes and features.
Due to all of these things that happened throughout the year, a lot that was planned for it was ultimately postponed, such as the Halloween Event which i had big plans for. And still, the question keeps looming on the horizon, people turning my head towards it every day: When is Necronia going to be released? I've pondered on it countless times, gave different answers, but I've given up on trying to say something that will satisfy everybody.
If I've learned anything after all these years, it's that there is no way to plan anything certainly. You don't know when your PC will stop working for 2 weeks. You don't know when you're gonna lose your teammate, you don't know anything. Plan for tomorrow, but literally only tomorrow, and see where you're at when that day is finished, then repeat. That's my new thing. So don't ask me when Necronia is going to be finished, let the state of the BETA give you an answer. If it seems like it isn't ready, if it seems like there are important or big things that have yet to be released, or if it seems like there are still important bugs that would hold us back from launching - then chances are, it's not gonna be released until that's done first.
After all, Necronia is and will probably always be, the greatest hobby and experience in my life, and it's gonna take more than having to learn and do 6 different professions to keep me from working on it.
I would like to take this chance to thank some people;
* Tarjei, who despite his great aspirations and ambition, decided to stick with Necronia so far. Without you, none of this would have been possible.
* Silence, who has stuck around for so long and always kept an eye out for things that would've otherwise flown by me. You are probably the greatest community overseer and mapper that anyone could ask for.
* Cornex, who selflessly put aside his time to create this website and is currently working on a new iteration of it which will be amazing.
* Seidhogg and Sivael, who jumped in for a brief time when I was lacking and developed features that will remain used on Necronia for ages to come.
*The relentless wiki editors, who kept improving Necronia's wiki even throughout content droughts and things looking grim (such as me saying that half of their work will be nullified by upcoming updates).
*My girlfriend, who tolerated me over all the years and didn't seem to mind that I was a nerd who would rather work on imaginary worlds than live in the real one at times.
*My friend and boss from the Frontiers of Fantasy project, who didn't fire me when I told him I'd still be working on Necronia if I continue working for him, and even allowed me to share some sprites between the projects. You are a god among men, and I thank you for everything.
* And last but not least, you, our testers, who have made the experience of wandering Necronia and testing scripts less lonely and continued to grow our community. Whether you were there or not, I would've been walking around and doing stuff, on my local server. This way at least, I get the chance to see where I went wrong, communicate with you and hear out your desires, and you get to hang out in this wonderful world we've created so far.
Thank you all for another year of Necronia, and see you in 2018.
Have a merry christmas and a great new year!
In Necronia, there are many animals and plants whose parts we harvest as loot. Many types of raw food as well. But when it comes to cooking, the system is severely underdeveloped and we'd like to start remedying that over the following patches. While we have this opportunity, we'd like you to help us out by suggesting some of your own recipes! We'll take all recipe related suggestions in our Discord channel's suggestions channel, make sure to start them with the #chef hashtag. Here's what you need to contribute:
1. A name for your recipe
2. Ingredients needed to make the recipe (ingame items and materials)
3. If you want, you can make a sketch drawing (not necessarily a sprite) of how your food looks served, but this is not mandatory.
Another thing that's not mandatory is posting stats that this meal should give your character, as this needs to be adjusted to the game in accord with the difficulty of obtaining it, effects of the base materials, etc.
Even if you post a statline/effect suggestion, please note that it may not come pass.
Also please note that along many new ingredients to come, the following basic cooking ingredients will be made available via vendors in the game: Vial of Baking Oil, Spoonful of Sugar, Spoonful of Salt, Dash of Pepper, Vial of Milk.
We look forward to seeing what you come up with!
We have recently, upon a group vote, decided to implement a Suggestions channel on our Discord where you can suggest ideas and changes, as well as discuss others'. While we as staff members try not to meddle with the discussions, we are surely keeping an eye on everything that's said and processing all this information. Today I bring you a very short and quick answer to what has been posted over the last few days, to avoid going into too much detail.
Necronian holidays! Npcs give free itens or discounts
Too early to think about implementing more on a regular basis right now, but just like The Dawn of Joy and Sheen The Ween, you can expect more holiday themed events eventually, whether they are related to a RL or ingame holiday.
Add items to hotkeys. Description: By adding an item to a hotkey, when this hotkey is pressed the item (equipment/weapon) that you are wearing gets swiped with the one on the hotkey. This will allow you to quickly change your equips/weapon to face different situations. This could also help hunters/marksman, allowing then to change the type of ammo they are using. Why: When you wear equipments that have sockets on it, changing then becomes a little harder when facing some monsters and stuff.
Something we discussed before was the implementation of a visible hotkey bar where you can put spells and items just like in the flash tibia client, but it turns out it's quite difficult to implement this without some hard work and we haven't had the time to dedicate to this issue yet.
Single class Wands and Rods Description: Maybe the mage weapons shoud be like the other weapons, specifc to one class, not having one small thing for every class. Why: This way it would be possible to expand more the wands benefits and not confuse the new players that wont really know if later they will get some of spells that get buffed from the wand or not. Complementing the single class wands and rod with my opinion: I believe there should be basic weapons for mages that can be used with any mage. Like there is for any other class. But focusing more on specific weapons rather than general weapons is actually a really good idea to improve mage's weapons. The way it's today is a total mess, honestly.
There will certainly be differences between the current wand system and the next, can't say for sure if it will go towards this direction, but they will be branching out towards individual classes eventually due to their effects. Main problem with this is the lack of sprites for these wands, which are alongside some ranged and wildheart weapons, the only types that we have a lack of sprites of.
New entrance to the Terramite cave inside the Giant Spiders lair Description: Doesnt make a lot of sense to have such a weak respawn so hard to be accessible. Maybe we could have a second entrance to this cave so low lvl playces could access that. Why: This cave is very good for low lvl players, specially for mages, but they cant hunt there since they have to out run or kill 7 Giant Spiders. At the time you can do that, you wont have any interest in this cave.
Definitely agreed. I wrote a plan for an upcoming questline that will have you go to these caves for a part of a quest, so once we get to working on that, the cave will probably be changed as well as provided with a direct entrance, while still remaining connected to the spider cave as well.
Use proven forum like discourse or vbulletin instead of reinventing the wheel, good forum is shit-ton load of coding and its probably much easier to fetch whatever data you want from your db into forum db than writing whole forum itself.
May have written about it, but i'll say it again, Cornex already wrote a forum system for an AAC he made so I believe he'll just be reusing the script with minor layout and code changes.
Remove the lupol etc... and replace those with another system. Like: Strength, agility, magic, vitality. Strength rises cap and melee dmg, allows use of medium then heavy armors and weapons. Agility increases hit rates for melee and ranged weapons, shield block rate and dodge. Allows use of agility based weapons (rapiers/bows) Magic increases mana amounts, allows use of staves/orbs/wands/rods reduces mana cost of spells. Vitality adds hp, reduces slowdown caused by medium and heavy armor, increases resistance/duration of status effects. Each level each class gets a few points to add here (on top of what they get on levelup) Remove level restrictions on eq and put in str/agi/mag restrictions instead.
Some minor changes to values regarding the current stats are due, but a rework of this scale is unnecessary and too much work.
Bestiary journal, after killing one (or x), or from npc quest you unlocking creatures with some data like exact hp, armor, speed, strenght and weaknesses, maybe even drop more conent for players, more data for wiki.
It would certainly be interesting, but we are in some instances already giving away way more information than we should, if we continue laying it all out in plain, there will be zero mistery about anything left. As for the wiki, I think most of the excitement about editing the wiki is the adventures you have while trying to figure out this kind of information on your own, that would also completely be ruined if we were to just give you all information straight up on a paper.
More container space Description: We could have some unlockable space on the depot, by that i mean, we could make some more slots on the depot, but they only get unlocked by a quest or/and with premium (each one open a number of slots). Why: I saw some people asking for this, so i decided to add this here.
A bunch of depot space is already reserved for Deluxe Acc (/EACC) players if I recall correctly. Furthermore, I think it's simply unnecessary either way since it has enough space to begin with, and you are able to literally put thousands of backpacks within backpacks filled with items inside, so you can manage your own amount of space.
Elemental weapons - Description: Some elements are better than others, thats just a fact, because of that those better elements should only be accessible at higher lvls, or if accessible at lower lvls, they should have way less dmg than other higher lvl weapons. Holy > Ice > Death > others Why: Weapons like Glacial Spear or Silver Dreadcutters are accessible at lower levels and because of their element people use them up till end or near that and thats really bad.
I don't necessarily agree that weapons based on their element should have different amounts of damage, because for every monster that is weak to an element, there is another one that is strong to it. Some of them are still not reachable ingame so it can look weird atm. Another thing is the fact that the need for elemental damage on a weapon is defined by the places where you happen to be hunting at the moment, which could be changing every few levels, thus rendering the element you used in 1 one place effectively useless in another. One thing that could be optimized is the availability of these weapons to align with the levels when you'd be hunting in a place where they are put to good use, however this can also prove to be too convenient and make you work less for great results, and we don't want to make things too easy either. Some balance will have to be made on this matter. I'd prefer having less elemental damage weapons overall, and rather letting people build up their own elements via artifacts, but we need artifacts to be removable once equipped for this to be explored further.
Name change in Necronia store.
Sure, can do.
Make more crossbows droppables till crafting system is reworked. (Please announce which mobs and droprates for the wiki so we don't have to reset the current loot statistics) :p
Need to figure out new stats and sprites for adding new items to the crossbow roster first.
Mailbox at Pirates.
Since the pirates will soon be a localized questing hub anyway, this would have been done either way probably, since it's quite a remote location.
Name: Factory quest Description: This quest gives a different weapon for each vocation,which is good. The problem is that even the level requirement for the weapon changes from one item to another, i think the lowerst i saw is lvl 25 and the highest is lvl 65. Maybe they should all have the same lvl requirement. Another thing that i find cool about this quest is that it gives a quest only weapon, that you cant get anywhere else, and the wand reward is the only one thats not like that. Last thing, in my opinion, this quest should have a level requirement (tested with a lvl 10 and he was able to do the quest), since it is one of the best for lower levels, giving a devious armor, a good weapon and some artifacts.
This is something that I wanted to change for a long time but never got around to doing it. Like I stated before, wands suffer from a lack of sprites/different wand ids so we had to work with what we had at the time.
Let the necromancer swap places with his summon if the summon is blocking the way. Or at least, let the necromancer walk above them like it used to be.
The summons should not be blocking movement, if they do, it is a bug we have to investigate. They're specifically scripted not to block movement, so yeah... have to sniff this one out to see what's wrong. If you can share more details on which summons exactly do this, please do that in a ticket.
Make the minimum flesh gathered by "Rip" increase depending on the max health of the monster you dealing with. This way you will make the early from necromancer stays almost the same and make it better later to gather fleshs, instead of having to "stop" using your flesh skills in order to get a higher amount than 4~5. (Honestly My flesh only gets higher than 5 if I don't wanna deal damage.. which is totally opposite from what it should be)
Reasonable request, will probably do some changes regarding this in terms of new relics and changed spell formulas.
Make reflection damage show up as reflection damage in the serverlog if possible. Gives you an idea of how useful your reflection equipment is.
We intended to do this once, but it heavily spammed the server log so even one fight could produce a ton of server log data which was quite confusing, especially if attacked by several monster simultaneously. Eventually a good goal would be to let the players customize what they want to see in the server log, but we're long ways from that.
Make all wands cost 0 mana to shoot
No can do, that would make mages a bit too good. Some of the wands might have such effects on purpose, some of them might be currently overpriced in mana which can be changed, but having no costs on any of them is quite an unhealthy stretch, at least when considering the way things are right now.
Name: Spell for marksman/hunter Description: Because of cap or even the costs of making/buying their ammos, theirs hunts sometimes are very limited, so they could have a spell that allow them to "retrieve" some ammo from the body of the monsters they killed.
Hunters already have a spell like that, we're looking into possibilities of making something similar for marksmen as well.
I suggest to: Players can name your crafted items, the actual name will be the "model" of the weapon, will be like: The Destroyer OF Heads (Model: Vile Headchopper) (atk;.;.;......,.etc)
We believe this would produce a lot of troll named items (e.g. items that are already called similar to other existing items in an attempt to trick someone, items that are breaking naming rules [offensive naming]) and force us to create new rules regarding this issue, further increasing workload over a detail so small. Also, we know that specifically rather than generically named items have certain implications of power and uniqueness, so we want to reserve the privilege to keep naming items based on their relevance and importance in the game.
Have you thought about creating some visual mode to see the skill recharge times of items?!?! And who knows a loose bar like in PxG to show the abilities of the own character ??
My answer to the first suggestion where I talked about hotkey bars, would also see an implementation of this (basic squares with changed color/cooldown indicator) whenever a hotkeyed spell is used. However, like I said, quite difficult to work on so we'll need a lot more time.
How about making lower tiers of ammo cheaper at npc shops? maksman and hunter kinda lose their charm at lower levels when you have to go woodcutting/mining every hour. It would also open up hunting places since one way to avoid mining is hunting at places where you can break most of the loot for metal ores like cycs or oriopatas
It is something to consider for sure (low tier ammo only).
Thank you all for suggestions and considerations, and feel free to join our Discord and post your own if you have some good ideas for improvements.
Obviously, we think about a lot of stuff and have a lot of ideas of our own which we haven't shared yet, some of which are simply common sense (for example, visible hotkeys/spell hotkeys on screen with cooldown) but due to a lack of resources, a lot of this still suffers massive postponing. We hope you understand the situation.