I've completely re-done quite a few systems - the biggest of which is the monster spawning system. The old system was very static. The new system is dynamic, and should be able to be changed without even a server restart, while the old system would have required a planet to be regenerated.
## [0.1.0] - 2020-04-21 ### Added - Monsters can now spawn in space. - Comets spawn in the galaxy. They can be mined for ice blocks - A new property to object types - spawns_in_galaxy. Boolean. This lets the asteroid system turn into more of a system for anything that spawns directly in the galaxy - Objects like asteroids and comets can now move around the galaxy - Monster types can now be weak or strong to all damage types - Object types can now be weak or strong against heat/freezing damage types - Message text whenever something levels up. There was previously intermittent support for this, but it wasn't obvious enough. - The server is now sending conversion linkers to the client. The result parts of the conversion linkers aren't sent. This still removes a bit of mystery, but being a farmer in Space Abyss basically sucked when you had to scroll through your entire inventory every time. - Admins can reload an event and all it's linkers and planet linkers from the database while the server is running ### Fixed - Some spawners that don't spawn with HP and can't be attacked were failing to spawn things since their hp_percent was NaN. - Picking up Life Water - Equipping wasn't working for some of the Exodium and Quick Matter set - Lots of skills weren't updating properly. Lots of little broken bits around that system. Fixed them. - Various bugs with switching views - Display issue with the Primordial Ooze Pool - Asteroids would show up on any view when they moved - made the shouldDraw checks more consistent on all views, and fixed quite a few bugs that showed up from that. - Spawned events were being deleted from memory, but not the database. This caused a bunch of old spawned events to always appear after a server startup, delaying events. ### Changed - COMPLETELY changed how monsters and objects spawn on planets. - OLD WAY: Previously, there were set objects and monsters during planet creation. A big downside of this is that I needed to regenerate a planet everytime I added in a new object or monster that I wanted to spawn on the planet. If the number that spawned felt wrong, I had to re-generate the entire planet. If there was a bug and players destroyed something they shouldn't - I could either manually add it back in or... regenerate the planet. - NEW WAY: Monsters and objects spawn via the event system. So I can change a monster or objects spawn behavior without regenerating the entire planet. - Changed the frame count and attackability of various spawners to work with the new system. - Most edible things have had their duration doubled. I've found that only 10 ticks as a minimum goes by really fast. So the new general minimum is 20 ticks.
|By DavidWest 1 month ago|