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Introduction
Hello everyone! Weâve been working hard to get First Light out to you all, despite some major hurdles both in development and IRL. A lot of what weâve been doing hasnât been very post-worthy, but as itâs been a little while since our last dev post, we figure we should get everyone up to speed. I would personally like to thank everyone for sticking with us through this extended development process, we couldnâtâve kept it up without you.
We're pleased to announce that over the past couple of weeks /u/Kenshin_Woo and TechSensei have both become a part of the core CivEx development team for First Light and the Next Iteration.
If youâre interested in keeping track of development between dev posts, weâve set up a subreddit wiki page where you can see which things weâre focusing on, and all the things weâve completed since the beginning of this month. You can check it out here or by clicking on the âProgressâ link just to the left of the âDev Postsâ one in the top bar (for those of you not still on the old reddit theme change the url to old.reddit.com).
Now, onto ourâŚ
Progress
Programming
Weâve finished a basic version of the repair system that will be workable for First Light. Sometime after launch we will likely come back to it and fully implement our original idea as it is at least halfway complete in the code. CustomDurability (a plugin which allows us to vary the durability of tools) has been integrated into CivEnchant to allow for this.
Both custom armor sets now work and have set bonuses. When using the resource pack these appear as unique textures, both in inventory and on player models, which is, honestly, pretty dang awesome. These will make up the end-game tier of armors.
Weâve also implemented a method of storing experience points in emeralds. It was a surprisingly massive pain to do so as there is very little support for ensuring client-side consistency with the process. Getting this to work was a big priority as we intend to use these emeralds in crafting recipes.
I created a plugin that allows us to drop MythicMobs items from crops with a certain %chance in a given region. Weâre currently planning to use these harvestable items to allow players to squeeze more value out of their alchemy items. These will be used in recipes with mob drops to turn mob drops into something more potent for alchemy.
Planning and Balance
All recipes that arenât currently implemented have at least been tentatively planned out (this include FactoryMod recipes by the way). This is something we will likely tweak quite often during First Light, so definitely keep on top of the information weâre handing out regarding it.
All MythicMobs mobs and items have been sorted into categories based on rarity, difficulty, and value. From these we are currently working to plan out the specific item aspect values, and the dropchance/tables for all the different groups of mobs across the map. This has been the main hurdle to development over the past month and I can finally say weâre nearing the end of it.
Config and Implementation
Weâve finalized the ore tables for the Overworld. For those not âin the knowâ, weâre using HiddenOre so that we can dynamically tweak the regional values of ore, just in case we want to fix game-breaking ore rates, or (perhaps) add something in.
RealisticBiomes is fully implemented and working right now. Weâve made pretty much anything that can be persistent, well, persistent. Just in case that causes too much of a TPS issue we have alternate values for non-persistent versions of each crop at the ready.
A ârough draftâ of the potion recipes has been implemented, but we will likely come back to finalize these after we finish the alchemy item configurations. Thatâs where most of our current focus has been, well that and tying it to MythicMobs drops, speaking ofâŚ
MythicMobs spawning has been fully implemented for the Overworld. Itâs wonderful seeing the world come to life with all of the mobs weâve worked on throughout development, and we canât wait for you guys to see it as well. We fully expect the values to be faily out of whack on release, so donât be too surprised if you canât seem to find any mobs (or if you canât go five minutes without accidentally running into whatâs supposed to be a rare boss). Weâre preparing to quickly change these values during the first week after launch based on player feedback. We should be able to find the right values in there somewhere!
Teaser
Itâs also been a good long while since weâve shown anything in-game, so here is a pic of the crimson steel armor set!
Subreddit
Post Details
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- 6 years ago
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- reddit.com/r/CivEx/comme...