August Developer Update

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Aschent_

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The Dragon's Neck Dev Update


We've made some great progress in August as we continue to wrap systems and bug fixes. We have a few remaining pieces to handle before we can talk a firm launch timeframe however I am pleased with where we are at with our development process. Ruladre has added a number of new clothing options (images at the bottom), which should hit the server in the coming weeks. Some of the Update topics may seem familiar if you have been watching our Beta Patch notes doc, however we compiled the latest changes in this update to ensure everyone is kept up-to-speed.

TDN Tracks [Sneak Peek]:

Update Topics:
  • Silver Loss on Death.
    • When a player dies, silver will be dropped at their corpse.
    • To circumvent this, leverage the bank in Murann to store your Silver.
  • Skill Banking.
    • Players can now only bank 4 skill points in-between levels.
      • Context: Skill-banking is a practice used to maximize builds. This practice has been tempered with this change as we encourage aiming to use the skills you are provided for each class/level. That said, the 4 skill points allowed are for one-off cases and provide some level of flexibility here.
      • Example: If you wish to save skill points between levels, you can only save a max of 4. Saving more than 4 will result in your PC being de-leveled back and re-leveled to re-take the level.
  • Intimidate & Taunt.
    • Included in Skills Page: https://www.dragonsneck.com/wiki/Skill-Changes
    • Taunt:
      • Taunt has been reworked completely from base-game mechanics when it comes to targeting creatures (non-PCs). Taunt will no longer fire an animation, or impact the target's AC. Taunt will now function as a single-target threat boost. This is intended to allow tanks (and others), and opportunity to peel enemies away from vulnerable party members.
        • For now, Taunt will function the same vs PCs.
      • Threat calculation: d20 + Taunt Skill rank (non-base).
      • Cooldown: 120 seconds.
    • Intimidate:
      • Intimidate has been reworked mechanically to impact threat generation via Melee attacks. When dealing damage with melee attacks: For every 5 levels of Intimidate (non-base) that the PC has, they will generate equivalent threat to one other hostile target near them. This additional threat generation is determined with every attack. [This will help characters generate AoE threat via melee strikes].
        • e.g. 10 Intimidate = 2 additional (3 total) targets will receive the threat of the single melee attack.
  • UMD Rework(see Link)
    • As a general note: In the future we will be making an adjustment to the way casters can utilize scrolls. For example, a level 1 wizard will not be capable of casting higher level spells via scrolls.
  • PvP Addendum (PvPing without a DM in front of authority/guard NPCs).
    • Although this should go without saying, ignoring NPCs during a PvP engagement (combat in particular), is not allowed. Players should engage a DM.
  • Sleight of Hand Mechanical Rework.
    • Included in Skills Page: https://www.dragonsneck.com/wiki/Skill-Changes
    • Sleight of Hand (previously Pick Pocket) has been reworked to focus entirely on silver (previously gold) theft from the target. (Sleight of Hand vs Target's Spot). d20 + Sleight of Hand vs d20 + Spot.
    • Possible silver amount to steal: 3d20.
    • Will not work on targets with less than 50 silver, or those that are not humanoid/civilized (no orcs/goblins/etc).
    • User can only use Sleight of Hand once per hour to perform a pick-pocket.
    • Targets (Other Players) can only be pick-pocketed once a day, or once per reset TOTAL. Whichever comes first.
      • To clarify: A player can only lose silver via pick-pocket once per 24 hour period, or once per reset.
    • NPCs can be stolen from, however will turn hostile and attack if the Pickpocket fails.
    • If the User fails against a PC, a small VFX will play for the target on the location of the pickpocket, and they will be notified of the attempt.
    • If the User succeeds against the target, the PC will take the gold from the target. A notification will be sent to the target after 4d6 Rounds to let them know some coin was stolen.
  • Specific Class Level-Requirements.
    • Overview: Based on concept/theme/investment, we are requiring specific number of levels in a number of classes. This is not based on mechanics, rather, it is based on the story/lore behind each class. We feel that we've done a good job removing incentive of level-dips for classes, however given the unique nature of the classes below, we are instituting this requirement.
      • Example: A Blighter pursuing a path of destruction and immoral decisions for only a single level makes no narrative sense.
      • Note: There is no requirement to take the minimum 3 levels by a particular time in your character's build outside of taking them by 18.
    • The following classes require threelevels invested in each:
      • Dread Necromancer
      • Blighter
      • Warlock
      • Favored Soul
      • PRCs
  • Healing Kits & Potions vs Combat Usefulness.
    • Overview: Moving forward, Healing Kits are designed to be a primary form of healing during a dungeon. They have been modified to onlyfunction outside of combat (unless the target is at or below 0 HP), and have had their price reduced.
      • Healing Kit "Heal over time" should be much more reliable now.
      • Potions, while more expensive, can be used in combat and are intended to be used in emergency situations to heal-self.

Clothing & Armor Sets


Outfits_1.pngOutfits_2.pngOutfits_3.pngOutfits_4.pngOutfits_5.pngarmor_2.pngSets.pngPlate_warpaint.pngmore_variations.pngFfolk_clothes.png

robe.png
 
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