The MiniLog: Aesthetics, Jellies, Night & Day

Hi everybody! We should have a build out within the next few days. Just getting as many issues as I can fixed between then and now, and making some changes to the display following your feedback for 0.15.0-A. More on that later.

This little log will touch on all the recent changes and additions across 0.15.0-A and 0.15.1-A, as well as what you can expect to see coming up next. With that said, let’s take a gander at all the recent happenings~ 

Armor, Apparel & Aesthetics

The knight armor set has receive a few visual improvements. I’ve added some simple morphs and physics to the chestplate pieces. You’ll also find some newly added apparel sets. A sorcerer’s hat, a witchy dress and some hedge wizardly overalls. These sets will have more tacked onto them later to make them just a touch more magical.

The character creator includes several new face texture options. I’ve kept these options simple as I'm currently considering adding multiple texture slots which would allow letting players mix and match. We also have a horde of new iris options. I’ve updated the iris shader to make highlights more visually appealing and not get drowned by the base eye color. Hair length values have been assigned to the new styles which by extension has fixed the hair length stated in the player character description. Additionally, hair options are now automatically sorted in the character creator by length for easier navigation.

As of the upcoming 0.15.1-A release I’ve updated the icons/descriptions for the aforementioned outfits and added a couple more outfit sets. First, we have some lewd talisman underwear which doesn’t leave a whole lot to the imagination. With this set, I’m considering adding a restriction which makes it less effective when covered up. Secondly, we have new undies. A simple chest wrap and loincloth combo.
Arkavite - New Undies

Also in the upcoming release, squidstyles are finally making an appearance. I don't think I’ve spoken too much about the Ikaware design. The tops of their heads are soft and squishy like a squids and look a little like Mitres. They commonly wear hats to protect this venerable area but I think they look distinguished without them. I really should incorporate a pirate hat into the Sky Punk set once it makes a comeback. 
Arkavite - The First Squidstyle
The tentacle hair is their most distinctive trait. It is unfortunate they’ve been side-lined for so long, but it’s probably for the better considering recent improvements in player modularity. We’ll have 3 styles in the new build to kick things off. I will add more in time. If there’s a lot of love for these tentacle gremlins I’ll make that sooner rather than later.

Combat

Agility now increases player speed by 0.025% per level. This sounds like a small amount, but it should be noted, each tier in agility has 10 times the amount of levels as the tier which precedes it. This buff will add up over time.

I received user feedback in regards to how the roll system would lock your ability to attack for a moment after it visually appeared as though the roll had ended. This would mean that were you to roll out the way of an incoming attack, you wouldn’t have any time to counter attack before the enemy initiates another attack, in turn rendering the role useless. In order to improve upon the roll system, players may now attack just as they’re visually coming out of a roll before the animation has completely finished. I’ve also increased player roll speed by +37.5%, allowing you to move quicker and respond sooner. These changes should make rolling feel a lot tighter overall.

We now have basic MOB HP bars which will appear when they take damage. As of the upcoming 0.15.1-A release I’ve buffed enemy damage and HP on account of all the protective equipment and boosts in weapon stats. I will try to balance this a little more alongside player equipment before the update goes out. I’m also working on corrections to the slime AI to make their movements a little more forgiving and less hyper aggressive.

Items & Inventory Changes

Equip slot icons, Item weight, base equip stats, and base equip stat comparison now appear in the inventory item description window when hovering over an item.
Arkavite - Inv Description Updates

The comparison shows you the attack/defence value of your currently slotted equip compared to the item you wish to slot over it. The coloring should make it clear as to whether or not the item you wish to equip has better or worse stats than what’s currently slotted. If the item you’re hovering over is already equipped, then no comparison will show.

I’ve added several new kinds of slime jelly (blue, pink and green) to be used as MOB drops. Slime jelly now gives the player energy when consumed. As of 0.15.1-A these will drop from slimes when felled. Also, while we’re on the topic of consumables let’s talk about the stats they give.
Arkavite - Jellies

In the latest public build I introduced stamina, which utilizes the AP Energy wheel. The outer gold ring represents AP (Action Points), and the inner green ring represents Energy. AP is stored stamina and Energy is immediate stamina. When Energy is expended, it refills by converting your AP back into Energy. You can gain AP by staying hydrated and consuming Energy rich foods. At full capacity the AP ring is worth 100 Energy rings, so once you’ve filled your AP stores you can go about your business without slowing down for a long time.
AP Energy Wheel

This system was a little confusing for some, as unlike other games, stamina does not always passively regenerate. I think this confusion was mostly in part due to us not having tool tips, but that is changing. For the upcoming build, I’ve added tooltips to each of the stat rings which provide you with ample detail on what each stat does and what their true values are.
Arkavite - Stat Tool TIps!

So far as AP and Energy are concerned, I’m going to add a [Low Energy] and [No Energy] warning which begin to flash up when you’re close to depleting and have completely depleted your AP stores. This should nudge players in the right direction, prompting them to eat. Many foods in the game don’t give any energy right now when they really should. I will be updating this as well for the upcoming build.

After some discussions on the server, I am considering adding a tiny energy generation passive which kicks in once you’ve fully depleted your AP stores. It would mean you can still sprint for situations which demand it (like platforming), but the passive is so low it will make evading enemies a lot harder and travel a lot slower until you’ve found something to eat.

Player movement speed and total encumbrance are now displayed in the inventory. For now only the total mass being carried is visible. No penalties will be enforced at this time

Upcoming

To wrap things up, as of the upcoming 0.15.1-A build, I’m pleased to announce the day night cycle has returned.
Arkavite - Day-Night Timelapse

I’m making some final adjustment to improve the night lighting before the build drops. For 0.16-A I will be adding an equipable lantern item. This should address qualms with torches in the dungeons. A lantern strapped to your belt won’t go out when you sprint and will free your hands up for weapons. I’m also working to implement the text fap scenes I’ve been foreshadowing for some time now, and to top it all off, I’ll be adding a rest mechanic which will allow you to skip the night and restore both health and energy.

As we move deeper into December I will be updating the dungeons, updating TLoH to check off its remaining base requirements, and will be focusing on adding spell casting.

The next public build will drop a little sooner than usual (probably next weekend) to address a number of outstanding bugs and confusion surrounding stamina, and as previously stated I am working to get that backer build out within the next few days~

Thank you all so much for your continued support, and for joining me here today! I hope you all are having a wonderful weekend. I’ll be back here soon with a build. Until then!