cRPG

cRPG => Announcements => Topic started by: Dupre on April 12, 2018, 10:50:35 pm

Title: Development update - April 2018 - Updated 4/21/2018
Post by: Dupre on April 12, 2018, 10:50:35 pm
Just wanted to give a quick update(4/21/2018):

Item Reforge is now set to give 3 heirloom points for your masterwork items. It was previously set to 2 heirloom points.  This will be in for a limited time till we are able to get item exchanges coded into the item shop.

Where is the Reforge button?:
(click to show/hide)

Character Respec timer has been adjusted to 1 free respec every 24 hours on your nonmain characters. Our plan is still to add purchasable  character respecs for your Main/Strategus to the item shop in the near future.


Hello cRPG community,

Prof and I wanted to give everyone an update on whats going on in the background. We're also looking for some more help, specifically with website development, but we're always open to adding anyone who is serious about helping cRPG development. So if you have worked on websites in PHP or know python and the module system, get in contact with me or Professor on here or Discord.  We appreciate all the feedback, all of it is looked at and considered so please keep sharing.

Current situation with Strategus:
We thought a lot of the major bugs were fixed with the last Strategus reset but unfortunately some major bugs were found by the community. Professor has fixed most of them but a couple are still being looked at. We are now considering this Strategus round more of a test to finally figure out and fix all the major bugs so that next round will run flawlessly. We apologize for not communicating this earlier.
We'll give an update later this month what the plan is and when another reset will be implemented.

Currently being worked on:
-Strategus pseudonyms bug - Professor is currently figuring out the issue with Pseudonym. We should see a fix soon.
-Any bugs related to Strategus(Getting Strategus to run flawlessly is number one)
-Adding in new items from Zimke and Weren(will be the last patch of new items for a while, more focus will be put towards fixing bugs and development)

Implementing in the near future:

Bring back Proximity Experience(thanks for the idea Sauce)

Website:
-Item Exchange added to the shop
-Character Respecs added to the shop

DTV:(Plan is to go back to the old DTV game mode, Defend the Village)
-Adding back some rounds
-Removing the Virgin
-New maps

Strategus:
-Battle time window(No more bad battle times. We will work with the community to figure the best time for battles to happen in both NA and EU)

New/Old Game Mode:
-Team Death Match


We have a lot of ideas but just not enough man/woman power to help with development. This is our focus now. I'll be updating or posting new announcements when development changes or if we plan on implementing anything to cRPG.

Thank you to everyone for sticking around and staying loyal for so many years. Let's all help each other to make cRPG great again.




Title: Re: Development update - April 2018
Post by: Novamere on April 12, 2018, 11:17:39 pm
Awesome you guys are doing a great job
Title: Re: Development update - April 2018
Post by: Allers on April 12, 2018, 11:42:00 pm
old xp system replacing current xp system?
Title: Re: Development update - April 2018
Post by: Dupre on April 12, 2018, 11:58:59 pm
old xp system replacing current xp system?

I wasn't around when the old XP system was in place so I can't give a good description of it but yes, we would like to replace the current xp system with the old xp system. There will probably be adjustments based on our current population and on what we find out diving deep into the code. We haven't touched or looked at the code yet, but will dive right into it after strategus is good to go.
Title: Re: Development update - April 2018
Post by: Allers on April 13, 2018, 01:59:26 am
nice ;))) you should consider crushthrough morningstar as well pls XD
Title: Re: Development update - April 2018
Post by: Novamere on April 13, 2018, 04:15:47 am
nice ;))) you should consider crushthrough morningstar as well pls XD

Yea and while your at it gimme a great maul on horseback i wanna have fun
Title: Re: Development update - April 2018
Post by: Sauce on April 13, 2018, 04:34:48 am
It's 2018 and I'm still playing. Get fucked bannerlord.
Title: Re: Development update - April 2018
Post by: Tristan_of_Erzoth on April 13, 2018, 05:56:06 am
revert the long maul and great maul textures back to the old ones while we are at it
Title: Re: Development update - April 2018
Post by: Deus Immortalis on April 13, 2018, 08:16:12 am
Wipe it too while you're on it. We have absolutely nothing to lose and a lot to gain.

I was here for a small time when this mod was very alive, and I wish to see it back to that state.
Title: Re: Development update - April 2018
Post by: Asheram on April 13, 2018, 08:30:31 am
Wipe it too while you're on it. We have absolutely nothing to lose and a lot to gain.

I was here for a small time when this mod was very alive, and I wish to see it back to that state.
If you had been here for a large time time when it was very alive you wouldn't be saying this. Wiping peoples stuff isnt going to magically make it very alive again. It will still be the same undead mod it is, people come back for a bit and leave again, its been like this for 2-3 years. Wipe might bring some back for the same amount of time any patch does then they will leave again, but this time with everyones shit wiped.
Title: Re: Development update - April 2018
Post by: Dalhi on April 13, 2018, 08:45:52 am
Even on NA in late night you have like 60-70 players on Native TDM, while there are 3-4 on DTV in cRPG. Where is the point in keeping current status? The stagnation is killing the playerbase, it needs new influx of players that are still around, just they won't under any circumstances hop in with while they are put in great disadvantge in both levels and equioment. What do you say to a new guy? Retire 16 times to keep up in both exp gain and get some looms? That's bullshit. Besides pretty much everything lost value, looms, gold and xp if you are a long time player.
Sure, crpg veterans knows very well game mechanics and are just extremly good, and everyone that is pretty new to the game will get destroyed fast, without a decent numbers of similiar skilled players he'll leave, and that is what is happening to every new player that I saw in last 2-3 months.
Only way to get a decent playerbase at once is a new beggining for everyone.
Just lets hope that Professor will manage to get new servers running with a fresh database in some near future. We'll see what dies first  :lol:
Title: Re: Development update - April 2018
Post by: Casul on April 13, 2018, 01:21:46 pm
-Removing the Virgin

D:
Title: Re: Development update - April 2018
Post by: Richyy on April 13, 2018, 01:22:31 pm
D:

fuck that bitch
Title: Re: Development update - April 2018
Post by: njames89 on April 13, 2018, 01:22:40 pm
Good update! Nice work Dupre  :D
Title: Re: Development update - April 2018
Post by: Gurnisson on April 13, 2018, 01:25:55 pm
She's not a virgin anymore. What do you think happens when the bots overrun your team of (white) knights in shining armour?
Title: Re: Development update - April 2018
Post by: Gravoth_iii on April 13, 2018, 04:21:36 pm
Sounds promising. I think balancing for faster gameplay could be easier and more appreciated in tdm mode. Less frustration. Might actually save the mod at point more than anything else.
Title: Re: Development update - April 2018
Post by: Asheram on April 13, 2018, 05:46:17 pm
Even on NA in late night you have like 60-70 players on Native TDM, while there are 3-4 on DTV in cRPG. Where is the point in keeping current status? The stagnation is killing the playerbase, it needs new influx of players that are still around, just they won't under any circumstances hop in with while they are put in great disadvantge in both levels and equioment. What do you say to a new guy? Retire 16 times to keep up in both exp gain and get some looms? That's bullshit. Besides pretty much everything lost value, looms, gold and xp if you are a long time player.
Sure, crpg veterans knows very well game mechanics and are just extremly good, and everyone that is pretty new to the game will get destroyed fast, without a decent numbers of similiar skilled players he'll leave, and that is what is happening to every new player that I saw in last 2-3 months.
Only way to get a decent playerbase at once is a new beggining for everyone.
Just lets hope that Professor will manage to get new servers running with a fresh database in some near future. We'll see what dies first  :lol:
sry but people who play ntive dont want to grind so you wont pick up new players by just wiping because the grind will still be there and the ones with more time to play will once again unbalance it again.
Title: Re: Development update - April 2018
Post by: WITCHCRAFT on April 13, 2018, 05:54:24 pm
Since DTV seems to be the most reliably populated servers (at least during my weird online hours), I'm excited for the change. It will make a lot of the "undefendable" maps that people skip or leave the server more playable.

Does anyone know if there are older DTV maps that were removed for this reason, but would work well after the patch? As long as the invisible borders keep AI from getting stuck out in the middle of nowhere we should have a lot more viable maps.
Title: Re: Development update - April 2018
Post by: Elio on April 13, 2018, 06:44:02 pm
Plan is to go back to the old DTV game mode, Defend the Village

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Title: Re: Development update - April 2018
Post by: Jarl_Onurb on April 13, 2018, 08:42:05 pm
... not enough man/woman power to ...

this PC shit needs to die already
Title: Re: Development update - April 2018
Post by: Sauce on April 13, 2018, 10:20:45 pm
revert the long maul and great maul textures back to the old ones while we are at it

Boulder on a stick 2018!
Title: Re: Development update - April 2018
Post by: kasMVC on April 13, 2018, 11:14:55 pm
can you update servers please ty
Title: Re: Development update - April 2018
Post by: Taser on April 13, 2018, 11:47:04 pm
this PC shit needs to die already

enough xepower.
Title: Re: Development update - April 2018
Post by: Sniger on April 14, 2018, 12:07:36 am
nice update, sounds great!

even though i pretty much play DTV only these days, not because i dont want to PvP but because we atm. dont have 50+ players for either PvP mode, i want to suggest to lower the XP income on DTV. i may upset some peeps by suggesting this, but these people know deep within their heart and soul that i am right.

i dont think the XP gain should be higher for PvE than PvP in a PvP mod.

what are your thoughts?

also played with this idea: what if we pay to play DTV? what if there was a symbolic gold income (for lowlevels) but high upkeep for looms and/or high-levels?
Title: Re: Development update - April 2018
Post by: Elio on April 14, 2018, 11:51:03 am
i dont think the XP gain should be higher for PvE than PvP in a PvP mod.

also played with this idea: what if we pay to play DTV? what if there was a symbolic gold income (for lowlevels) but high upkeep for looms and/or high-levels?

Why should they lower XP gain on DTV while they could increase it on PvP instead?

Don't try to kill the fun to something just to compensate and force people to join Battle / Siege, that's not how it'll works.

What people seem to forget is DTV is the best way to populate cRPG servers, a lot of time when they are enough players on DTV server a group is formed to switch to Battle servers. It's like a waiting room but with fun and killing DTV will consequently kill other servers.
Title: Re: Development update - April 2018
Post by: Mr.K. on April 14, 2018, 12:42:02 pm
What people seem to forget is DTV is the best way to populate cRPG servers, a lot of time when they are enough players on DTV server a group is formed to switch to Battle servers. It's like a waiting room but with fun and killing DTV will consequently kill other servers.

Seems to be the exact opposite on EU in my experience. People see 20 players on EU7, 3 on EU1 and decide to play something else because DTV is garbage...
Title: Re: Development update - April 2018
Post by: War_Ferret on April 14, 2018, 06:23:09 pm
When nobody wants to play soccer with you, the logical course of action is to slice open all the basketballs. Or you can try wearing sausages around your neck.

But seriously, since penis fencing on EU1 has become rather unpopular and DTV is de facto the most played mode, wouldn't it make sense to think about some balance adjustments? Ranged in DTV is very underpowered. Archery is still ok, but crossbow is useless and throwing only works well on the first few rounds without much armor. I'm NOT saying change the global item stats for DTV. I don't know how much you can do with scripts. Can't you run a script on DTV servers that doubles ammo for throwing, increases ranged damage in general, drastically increases ranged wpf on characters or something else to make non-melee builds viable in DTV?
Title: Re: Development update - April 2018
Post by: Leshma on April 15, 2018, 01:17:17 am
I do know python, a bit of php (not a fan working with it tho, most php scripts I've encountered are nasty pieces of code) but never actually tried to make Warband mod which means I have zero Warband modding experience and barely understand how module system works. Can Google it, plenty of resources around and I did inspect mod files in the past few years not just crpg but various mods to see how much of actually python is there and how game code looks like.

Interested in learning how mod works, haven't played it in ages but I want to tinker with it a bit to see if I can improve it in any way.
Title: Re: Development update - April 2018
Post by: Yeldur on April 15, 2018, 01:23:55 am
fuck that bitch
yeah i agree that cunt fucking attacked me every chance the piece of shit got and I'M the rude one for attacking  her back
Title: Re: Development update - April 2018
Post by: Sniger on April 15, 2018, 09:58:59 am
Why should they lower XP gain on DTV while they could increase it on PvP instead?

true true, didnt think of that.

gief 50k xp per tick
Title: Re: Development update - April 2018
Post by: Afina on April 15, 2018, 07:11:05 pm
https://youtu.be/deUMaYGnnVE

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Title: Re: Development update - April 2018
Post by: Rebelyell on April 17, 2018, 06:48:37 pm
I wasn't around when the old XP system was in place so I can't give a good description of it but yes, we would like to replace the current xp system with the old xp system. There will probably be adjustments based on our current population and on what we find out diving deep into the code. We haven't touched or looked at the code yet, but will dive right into it after strategus is good to go.
I dont want to be negative, but that is 1 the most stupid change ever made in that mod. Like do you have idea that everyone will be forced to fight with mob any other playstyle will be suboptimal.
No flanks, no cav, archers forced to fight with crowd exp barns and all sort of stupid shit.

Good that you try to keep that mod dead guys and listen to some nostalgia BS, ahhh fuc....
Title: Re: Development update - April 2018
Post by: Dalhi on April 17, 2018, 07:56:48 pm
The proximity xp/gold as a bonus to gain based on victory/lose condition would work better I guess.
Let's say that avarage round last around 3 minutes, that gives 4 tickets in current system, with avarage gain per tick I guess around 8k xp, it gives 30k xp per round. So if you win a round on a battle/siege you get 30k if you lose half of that, on top of that there is a bonus from proximity xp system, like up to 20% of round bonus. Numbers are just example.
That is how I see it, no tickets based on time to speed up gameplay, mixing it with proximity system promotes sticking with team.
Both current multiplier and xp barn are a different case of autistic behaviours on servers.
It was discussed some time ago and I believe it's close to what Professor was thinking off like 3 months ago. How it ends, we'll see how it plays
(click to show/hide)

For whose that miss the system to get the idea:
https://www.youtube.com/watch?v=P32SuOJExR8&t


Title: Re: Development update - April 2018
Post by: Sniger on April 18, 2018, 05:19:48 pm
For whose that miss the system to get the idea:
https://www.youtube.com/watch?v=P32SuOJExR8&t

"Its like war in Iraq, we got the oil and they got the democracy"

 :lol: :lol: :lol: :lol: :lol: :lol: :lol:
Title: Re: Development update - April 2018
Post by: Krex on April 20, 2018, 07:10:14 pm
I do know python, a bit of php (not a fan working with it tho, most php scripts I've encountered are nasty pieces of code) but never actually tried to make Warband mod which means I have zero Warband modding experience and barely understand how module system works. Can Google it, plenty of resources around and I did inspect mod files in the past few years not just crpg but various mods to see how much of actually python is there and how game code looks like.

Interested in learning how mod works, haven't played it in ages but I want to tinker with it a bit to see if I can improve it in any way.
You need exactly 0 knowledge of python to mod warband.
Source: me
Title: Re: Development update - April 2018
Post by: Leshma on April 21, 2018, 03:34:55 am
Yeah, it does look like long list of variables and attached values, at least those mod files I looked into. Pretty much the same when I made some mods for GTA Vice City 14 years ago, back when I only knew a bit of Visual Basic.

They could use xml for that, dunno why they choose python. Doubt any graphics engine code is python, interpreter is way too slow for such use case.
Title: Re: Development update - April 2018
Post by: Tindel on April 21, 2018, 05:17:37 pm
Just remove heirlooms and retiring system. It was always the biggest flaw of this wonderful mod.

Everyone can be same level. Make it like 32-34 so we can do funny builds.

There is lots of gear to mess around with since no +3 to limit your choices to stay competetive.

New players (they can get 100k gold or something) can instantly play vs veteran players.

As it is right now it takes a year to just get a full set of gear, and even then you will only have 1 or two weapons to choose from, and a single set of armor.

Title: Re: Development update - April 2018
Post by: War_Ferret on April 21, 2018, 06:54:26 pm
It's awesome how you devs have great plans for the mod's future for years to come. There's just the problem that crpg is now easily the deadest mod alive and would need some motivation for players like... now.

I suggested free respecs to let people try out new stuff as they please for the time being, so at least the ones still playing are a little more active. I know you'd rather have paid respecs, which is also cool, except the m*o*d is d*e*a*d (seriously... you censored that?...) and you don't seem to realise that, if you want to keep it alive, now would be the time to "bridge" a kind of critical phase with extraordinary measures.

When you (un-)balance item stats, you never get tired of stating how everything can still be reverted in the future. Then why don't you try something really fresh under that premise? Add guns to DTV and see what happens. Re-implement the old grenade script (that I only heard about...) for DTV that used to be attached to the smoke bomb. If it's a mistake, revert it. In any case, people will want to see new stuff like that and give it a try. Both shouldn't take any longer than adding "apples" to the mod, because content/models should be available.
Title: Re: Development update - April 2018
Post by: Nickleback on April 21, 2018, 07:07:41 pm
hey sup dupre i am ready to help the donkey team with my admin assessing survey,

!-)does admin enters the game?

2-)why is he still admin?

like this we can answer many questions help crpg community grow devastate the game.
Title: Re: Development update - April 2018
Post by: Elio on April 21, 2018, 09:32:38 pm
It's awesome how you devs have great plans for the mod's future for years to come. There's just the problem that crpg is now easily the deadest mod alive and would need some motivation for players like... now.

I suggested free respecs to let people try out new stuff as they please for the time being, so at least the ones still playing are a little more active. I know you'd rather have paid respecs, which is also cool, except the m*o*d is d*e*a*d (seriously... you censored that?...) and you don't seem to realise that, if you want to keep it alive, now would be the time to "bridge" a kind of critical phase with extraordinary measures.

When you (un-)balance item stats, you never get tired of stating how everything can still be reverted in the future. Then why don't you try something really fresh under that premise? Add guns to DTV and see what happens. Re-implement the old grenade script (that I only heard about...) for DTV that used to be attached to the smoke bomb. If it's a mistake, revert it. In any case, people will want to see new stuff like that and give it a try.

Ferret totally get it, seriously after playing cRPG since 8 years I haven't seen such wisdom since long.
If only developers could understand and give to this kind of mind so much credit cRPG could end in grace.
Title: Re: Development update - April 2018
Post by: Tristan_of_Erzoth on April 21, 2018, 10:00:26 pm
the m*o*d is d*e*a*d (seriously... you censored that?...)


you do know that censor has been on the forums for like 3+ years right
Title: Re: Development update - April 2018
Post by: War_Ferret on April 21, 2018, 10:03:57 pm

you do know that censor has been on the forums for like 3+ years right

I just didn't know that *THAT* was censored, too, probably because I wasn't one of those chanting "m.o.d i.s d.e.a.d" when it was still very much alive.
Title: Re: Development update - April 2018
Post by: Leshma on April 22, 2018, 01:31:43 am

you do know that censor has been on the forums for like 3+ years right

More like 5 or 6 years. I haven't touched cRPG is 3 years and At fifteen, I had the will to  learn ; at thirty, I could stand ; at forty, I had no  doubts ; at fifty, I understood the heavenly Bidding ;  at sixty, my ears were opened ; at seventy, I could  do as my heart lusted without trespassing from the  square. meme censor is from the time I was actively playing under forum nickname which was quite some time ago. I think it is even older than my first custom title and second and current one is from 2014. I believe.
Title: Re: Development update - April 2018
Post by: Asheram on April 22, 2018, 02:33:09 am
At fifteen, I had the will to  learn ; at thirty, I could stand ; at forty, I had no  doubts ; at fifty, I understood the heavenly Bidding ;  at sixty, my ears were opened ; at seventy, I could  do as my heart lusted without trespassing from the  square.
Title: Re: Development update - April 2018
Post by: Jarl_Onurb on April 22, 2018, 04:41:01 am
At fifteen, I had the will to  learn ; at thirty, I could stand ; at forty, I had no  doubts ; at fifty, I understood the heavenly Bidding ;  at sixty, my ears were opened ; at seventy, I could  do as my heart lusted without trespassing from the  square.

shit, and just now i learn why everybody kept posting that weird ass shit. nice
Title: Re: Development update - April 2018
Post by: Deus Immortalis on April 23, 2018, 08:41:50 am
Just remove heirlooms and retiring system. It was always the biggest flaw of this wonderful mod.

Everyone can be same level. Make it like 32-34 so we can do funny builds.

There is lots of gear to mess around with since no +3 to limit your choices to stay competetive.

New players (they can get 100k gold or something) can instantly play vs veteran players.

As it is right now it takes a year to just get a full set of gear, and even then you will only have 1 or two weapons to choose from, and a single set of armor.

I'm in favor. This is the reason mercs has so many players - you cannot get a better char by grinding. All you grind for is some equipment, and that doesn't take too long. No level gaps = profit

And for peeps who say that there needs to be a grind for people to stay I say: bullshit. Look at mercs. Look at the native servers. And then come back to me and say that.
Title: Re: Development update - April 2018 - Updated 4/21/2018
Post by: Dalhi on April 23, 2018, 08:48:53 am
I guess the Mercenaries module is the reason why cRPG on EU is dead, and on the other side of the ocean it's still alive as it lacks any real competition apart from Napoleonic Wars and Native, but NW is a totally different so I shouldn't even mention it.
Even for fighting bots there is a Nord Invasion, Full Invasion so DTV won't last long as the two mentioned do it better.
I might wait for some changes that were announced, but if you ask me they are not going to lure any new players, and without significant influx of some new souls it's will remain pretty much inactive as our old playerbase totally lost interest.

Title: Re: Development update - April 2018 - Updated 4/21/2018
Post by: Sniger on April 23, 2018, 11:47:10 am
as majority of our old playerbase totally lost interest.

 :)
Title: Re: Development update - April 2018
Post by: Heibai on April 23, 2018, 02:18:53 pm
I'm in favor. This is the reason mercs has so many players - you cannot get a better char by grinding. All you grind for is some equipment, and that doesn't take too long. No level gaps = profit

And for peeps who say that there needs to be a grind for people to stay I say: bullshit. Look at mercs. Look at the native servers. And then come back to me and say that.

Not saying that it needs to stay this way, but I myself always liked the grinding perspective, because the gameplay itself is fun.
This little extra feeling of progression is what made me play and stick to cRPG instead of playing native.

The game is already a lot less grindy compared to the height of cRPG.
One tick used to give 1-1.45k exp, the current exp gain is sextupled at 6-8.7k exp per tick at lowest multiplier.

Now with the recently added feature of 3 lp reforges and daily respecs, it continues that road.
Title: Re: Development update - April 2018 - Updated 4/21/2018
Post by: traxits on June 02, 2018, 10:27:11 pm
is game still being worked on
Title: Re: Development update - April 2018 - Updated 4/21/2018
Post by: njames89 on June 02, 2018, 10:29:29 pm
Yep targeting mid june to get a lot of item recolors added in.
Title: Re: Development update - April 2018
Post by: Yeldur on June 02, 2018, 10:59:53 pm
I'm in favor. This is the reason mercs has so many players - you cannot get a better char by grinding. All you grind for is some equipment, and that doesn't take too long. No level gaps = profit

And for peeps who say that there needs to be a grind for people to stay I say: bullshit. Look at mercs. Look at the native servers. And then come back to me and say that.
A lot of C-RPG vets enjoy the element of grind and would stop playing if it was removed, I know I would, I did dislike the grind element a while back, but now I play strategus I enjoy the grind a lot more as I can earn a lot of xp mercing for battles. Anyone who complains about a grind on c-rpg is retarded, the only grind is from level 32+  - Yes, Mercs doesn't have it and has population but one unique element of C-RPG is that it HAS that grind. I prefer it with, otherwise it just turns into a better version of mercs as opposed to its own good thing.
Title: Re: Development update - April 2018 - Updated 4/21/2018
Post by: Jona on June 03, 2018, 01:08:11 am
Yep targeting mid june to get a lot of item recolors added in.

But when are the new polearms going to be usable for tryhards?
Title: Re: Development update - April 2018
Post by: Torben on June 05, 2018, 09:59:54 am
A lot of C-RPG vets enjoy the element of grind and would stop playing if it was removed, I know I would, I did dislike the grind element a while back, but now I play strategus I enjoy the grind a lot more as I can earn a lot of xp mercing for battles. Anyone who complains about a grind on c-rpg is retarded, the only grind is from level 32+  - Yes, Mercs doesn't have it and has population but one unique element of C-RPG is that it HAS that grind. I prefer it with, otherwise it just turns into a better version of mercs as opposed to its own good thing.


Quality post,  keep it up.
Title: Re: Development update - April 2018 - Updated 4/21/2018
Post by: zottlmarsch on June 05, 2018, 10:41:35 am
When is next patch?
Title: Re: Development update - April 2018 - Updated 4/21/2018
Post by: njames89 on June 05, 2018, 12:19:59 pm
targeting mid june to get a lot of item recolors added in.
Title: Re: Development update - April 2018 - Updated 4/21/2018
Post by: zottlmarsch on June 05, 2018, 12:33:16 pm


Is prof gone now??
Title: Re: Development update - April 2018 - Updated 4/21/2018
Post by: njames89 on June 05, 2018, 12:57:28 pm
Hes the one planning to put in the patch in mid June with the recolors by Viscount. Currently still working on a fix for the pseudonym bug as well.
Title: Re: Development update - April 2018 - Updated 4/21/2018
Post by: zottlmarsch on June 05, 2018, 01:14:51 pm
Hes the one planning to put in the patch in mid June with the recolors by Viscount. Currently still working on a fix for the pseudonym bug as well.

Ok, what are these recolours btw? Is there a link to a thread or.something?
Title: Re: Development update - April 2018 - Updated 4/21/2018
Post by: njames89 on June 05, 2018, 02:58:32 pm
We've just discussed them in discord and viscount and prof have been communicating separately. Some of the ones I know are included are more colours of pikemans armour, more wisby gauntlets, more churburgs. Not 100% sure as to exactly whats included but there are quite a few different recolours coming.