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 1.26 Status Update

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Watsine
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PostSubject: 1.26 Status Update   Mon May 24, 2010 11:56 pm

Well as a bit of an update, I've finished revamping the old job system, started on the new death system and am working on 2 new jobs, 2 job revamps, adding cycles to job and re-balancing the jobs. Testing of Jobs should be ready to begin late this week/next week sometime. Also happiness is being added, but as per the normal I've altered it. It will be similar to the proposed model, but I've altered it so I can have jobs be affected by the towns happiness. There will probably be no events added this version but I've decided that after this update, I will be doing more frequent smaller updates, slowly adding new events each update, until I'm ready to work on the recipe system. And by more frequent I mean I might get through 2 more versions this summer if I'm bored.

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Sawyer_taco
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PostSubject: Re: 1.26 Status Update   Tue May 25, 2010 12:12 am

"Also happiness is being added, but as per the normal I've altered it."

result sadness
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Watsine
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PostSubject: Re: 1.26 Status Update   Tue May 25, 2010 12:18 am

Actually going back to the original post, All I've actually done to it is add on to it...so I guess I haven't actually altered this one...

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Sawyer_taco
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PostSubject: Re: 1.26 Status Update   Tue May 25, 2010 12:20 am

say what you mean mean what you say
son.
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Watsine
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PostSubject: Re: 1.26 Status Update   Tue May 25, 2010 12:34 am

I've added more ways to affect happiness, more effects on the city based on happiness and I've made it affect some jobs. So I altered it, but all I did was add on to the base.

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soulexodus
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PostSubject: Re: 1.26 Status Update   Tue May 25, 2010 11:57 pm

I'm liking the sound of that. Are you going to work on perfecting our current events or somewhat more completing the system first?
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Watsine
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PostSubject: Re: 1.26 Status Update   Wed May 26, 2010 12:50 am

hmm I'd like to perfect the current events if possible, but I'm not really sure where to start on them. Side note, I've made the happiness system become an economic force and a player initiated event. I.E. piss the town off and you will trigger a side event. I may add an event for if the town becomes too perfect as well, dunno bout that yet. Maybe something with assassins...

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soulexodus
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PostSubject: Re: 1.26 Status Update   Wed May 26, 2010 10:23 pm

Hmm well I'd work on the bosses. we have boss concepts and buffing ideas. then we could focus on side parts to the events (ie finding a relic, stopping something from breaking into hall of heroes, protecting someone against things, etc.)
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Sawyer_taco
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PostSubject: Re: 1.26 Status Update   Thu May 27, 2010 12:02 am

that's kind of retarded
ok guys
i dont want you to be unhappy, otherwise you'll rebel
but don't you fucking dare be super happy or you'll have an assin to deal with
cunts
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Watsine
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PostSubject: Re: 1.26 Status Update   Thu May 27, 2010 12:21 am

I guess I could dedicate some time to the side bosses, though some of them I have plans for in the up coming events so idk.

And the assassin thing was just a brainstorm, we'll see how things go after this next update and go from there.

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Chief-Oblivion
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PostSubject: Re: 1.26 Status Update   Thu May 27, 2010 9:43 pm

Holy crap, you've done all of that work in only a year!?
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Watsine
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PostSubject: Re: 1.26 Status Update   Thu May 27, 2010 10:57 pm

I've only been working on 1.26 for the past half week. The little fiasco we had over 1.26's contents made me sick of map-making, and then the quarter started winding down...in other news got B's and A's this quarter.

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soulexodus
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PostSubject: Re: 1.26 Status Update   Thu May 27, 2010 11:31 pm

Amazing, grats.
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thorhunter
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PostSubject: Re: 1.26 Status Update   Fri May 28, 2010 5:35 am

Quote :
The little fiasco we had over 1.26's contents made me sick of map-making
Guess that is the reason for every delay we ever witnessed, isn't it?
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Watsine
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PostSubject: Re: 1.26 Status Update   Fri May 28, 2010 7:33 am

thorhunter wrote:
Quote :
The little fiasco we had over 1.26's contents made me sick of map-making
Guess that is the reason for every delay we ever witnessed, isn't it?
It's because I have to be in a certain mind set to work on the map, planning new things throws me out of whack, unless it is spontaneously.

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PostSubject: Re: 1.26 Status Update   Sat Jun 05, 2010 6:48 am

So do you got any idea of when you will finish the update?

Me and my fellow roleplayers are eagerly awaiting the new version.
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Watsine
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PostSubject: Re: 1.26 Status Update   Sat Jun 05, 2010 11:00 am

well I have family visiting right now, and odds are I'm going back to my Dad's next week so I should have it done sometime next week. Then it will be like 2 weeks of testing, so its coming out soon, but not THAT soon.

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PostSubject: Re: 1.26 Status Update   Sat Jun 05, 2010 11:05 am

Well, Fits my perfectly as i will be way to busy to play during the next 3 weeks.
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PostSubject: Re: 1.26 Status Update   Mon Jun 07, 2010 4:25 am

Diaster,
So...you have test team? Or you need volunteers?
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GrandKaiser
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PostSubject: Re: 1.26 Status Update   Mon Jun 07, 2010 12:37 pm

Toshiro wrote:
test team?

Test team? Dia is DEFINITELY NOT organized enough to have a test team.
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PostSubject: Re: 1.26 Status Update   Mon Jun 07, 2010 12:53 pm

Hmm Well i'd gladly help ^^

I like finding bugs and exploits xD
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Lucius-Verus
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PostSubject: Re: 1.26 Status Update   Mon Jun 07, 2010 1:40 pm

Are we going to see any Franchise/RP Additions with the Happiness parts?
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Watsine
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PostSubject: Re: 1.26 Status Update   Mon Jun 07, 2010 3:04 pm

Lucius-Verus wrote:
Are we going to see any Franchise/RP Additions with the Happiness parts?
franchise as in items and shops being affected no, rp additions yes.

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PostSubject: Re: 1.26 Status Update   Mon Jun 07, 2010 4:25 pm

Well, alot of people do want to have some more weapon choices as axes, claws and hammers for example.
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Watsine
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PostSubject: Re: 1.26 Status Update   Mon Jun 07, 2010 6:35 pm

well I'll tell u what I tell everyone who asks "find me decent models for those weapons for each gender."

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