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There has been really split feedback on whether Cloudflare has improved the performance of the game or made it worse, as such I've made some changes to try and support both.
The default site will continue to go through Cloudflare, which should have improved image loading for more remote players. If you find this to be slow or unresponsive you can use the URL below to connect directly to the Legacy servers and bypass Cloudflare. I've tested it and it seems to all be working, but let me know on Discord if you find any issues with it.
Direct URL: https://direct.legacy-game.net/
You'll obviously need to update bookmarks and such if you wish to play via this new URL.
The default site will continue to go through Cloudflare, which should have improved image loading for more remote players. If you find this to be slow or unresponsive you can use the URL below to connect directly to the Legacy servers and bypass Cloudflare. I've tested it and it seems to all be working, but let me know on Discord if you find any issues with it.
Direct URL: https://direct.legacy-game.net/
You'll obviously need to update bookmarks and such if you wish to play via this new URL.
Some of you may have already noticed me teasing the latest update I've been working on, and despite my own beliefs, by now it looks like it's safe to say that I'll actually get this done.
It's a biggie, and a frequently requested feature... drum roll
Gang armories! aka. gang item storage.
Once the armory is constructed the gang members will be able to donate/store items in the gang armory,
however only members of leadership (specifically r11 + r12 and r17+) will be able to withdraw from this storage.
Once an item is withdrawn/sent to a player, it will loose a trade.
To construct the armory gang members must first donate materials for it to be constructed, this is a collaborated effort between all gang members thats above rank 3.
The following materials is required to initially construct the armory.
- Iron Ore: 4000
- Copper Ore: 3000
- Manganese Ore: 2000
- Silver Ore: 1000
- Gold Ore: 500
When a sufficient amount of materials have been donated, the construction process can be started, it'll take 24 hours to finnish.
The armory will initially start with a total 10 available storage spaces, but can be upgraded.
The upgrade process is much similar to the construction process, but requires different items to be donated.
- Bronze Ingot: 500
- Silver Ingot: 400
- Gold Ingot: 100
- Silver Plate: 200
- Gold Plate: 50
Each upgrade yields +10 additional spaces for storing items, with a cap of maximum 100 storage in total.
But items will be stacked if they are identical.
A few limitations worth noting.
- Materials cannot be stored, only donated for constructing/upgrading the armoury.
- Phantom items cannot be stored.
- Items must have at least 1 trade to be stored..
I expect to have the rest of the code finnished by this weekend, but when it'll be released I cannot say.
Because of the sheer amount of code that was required to make this happen, it'll be released on dev for a few days first, I'll make another anouncement blog once that happens.
So hopefully there's a willing soul or two, that wants to help test it out there before it's pushed live.
- Lynx
It's a biggie, and a frequently requested feature... drum roll
Gang armories! aka. gang item storage.
Once the armory is constructed the gang members will be able to donate/store items in the gang armory,
however only members of leadership (specifically r11 + r12 and r17+) will be able to withdraw from this storage.
Once an item is withdrawn/sent to a player, it will loose a trade.
To construct the armory gang members must first donate materials for it to be constructed, this is a collaborated effort between all gang members thats above rank 3.
The following materials is required to initially construct the armory.
- Iron Ore: 4000
- Copper Ore: 3000
- Manganese Ore: 2000
- Silver Ore: 1000
- Gold Ore: 500
When a sufficient amount of materials have been donated, the construction process can be started, it'll take 24 hours to finnish.
The armory will initially start with a total 10 available storage spaces, but can be upgraded.
The upgrade process is much similar to the construction process, but requires different items to be donated.
- Bronze Ingot: 500
- Silver Ingot: 400
- Gold Ingot: 100
- Silver Plate: 200
- Gold Plate: 50
Each upgrade yields +10 additional spaces for storing items, with a cap of maximum 100 storage in total.
But items will be stacked if they are identical.
A few limitations worth noting.
- Materials cannot be stored, only donated for constructing/upgrading the armoury.
- Phantom items cannot be stored.
- Items must have at least 1 trade to be stored..
I expect to have the rest of the code finnished by this weekend, but when it'll be released I cannot say.
Because of the sheer amount of code that was required to make this happen, it'll be released on dev for a few days first, I'll make another anouncement blog once that happens.
So hopefully there's a willing soul or two, that wants to help test it out there before it's pushed live.
- Lynx
So it has been long enough since it was last mentioned, which means we should talk about it.
Double Gains was mentioned as something that will happen at some point after the Christmas Raid and Christmas job were gone. Since they are gone, I suppose it's time that we get it.
When can you expect it to start? Well for the sake of making it as simple to answer:
Click here to just see the countdown
How long? 96 hours after that. Or 4 days.
What does double gains affect? Well:
Does
-Double Experience from PVP and Hunt
-Double Item Experience
-Double Honing Experience
-Double payout from jobs
-Double Warfare points
-Double energy per hour (400/hour)
-Double boon xp
Does not
-Double Crafting Experience
-Double transferred Experience
-Double Job Experience
-Stack with buffs (for things like 4x job payout)
-Double hunting points
-Double gang rep gains/loss
-Double Drone xp
-Double raid xp
-Double Casino payout
-Double Drop rate
-Double Focus gain
-Double HP heal at hospital
-Double default token gain
-Double Page load times
-Double rewards from daily quests
And uh, oh, right, a new Werewolf game tobreak try out. New roles, slight alterations to roles, and the same chaos we all love to hate.
Double Gains was mentioned as something that will happen at some point after the Christmas Raid and Christmas job were gone. Since they are gone, I suppose it's time that we get it.
When can you expect it to start? Well for the sake of making it as simple to answer:
Click here to just see the countdown
How long? 96 hours after that. Or 4 days.
What does double gains affect? Well:
Does
-Double Experience from PVP and Hunt
-Double Item Experience
-Double Honing Experience
-Double payout from jobs
-Double Warfare points
-Double energy per hour (400/hour)
-Double boon xp
Does not
-Double Crafting Experience
-Double transferred Experience
-Double Job Experience
-Stack with buffs (for things like 4x job payout)
-Double hunting points
-Double gang rep gains/loss
-Double Drone xp
-Double raid xp
-Double Casino payout
-Double Drop rate
-Double Focus gain
-Double HP heal at hospital
-Double default token gain
-Double Page load times
-Double rewards from daily quests
And uh, oh, right, a new Werewolf game to
Okay... so... the 3 attack types were lies.
Below is an explanation as to why.
Player 1 has 100 per base stats, including the default starters.
We're interested in 3 in particular; 100 Accuracy, 100 Dodge, and 100 Speed.
Now, imagine said player has equipment that miraculously gives them +100 to every stat.
Again, we are interested in only 3; +100 Accuracy, +100 Dodge, and +100 Speed.
All in all, the player now has 200 Accuracy, 200 Dodge, and 200 Speed.
Now, let us take a look at the attack types: Quick, Aimed, and Cover.
Thankfully, the current description was modified to take into account all stat modifiers.
So the -10% and the +20% are applied after the base stats, items, and abilities are all tabulated.
But here is where the odd part is.
The -10% works as per normal.
The 20% however, isn't a simple * 1.2.
Instead, it adds up the lost stats on the other 2.
So for Aimed attack, Dodge goes to 180, and speed goes to 180.
The lost stats are 20 points from Dodge, and 4 points from Speed.
The total is 24 points. This is added to accuracy. Accuracy itself isn't multiplied by anything.
This means you now end up with 224 Accuracy, 180 Dodge, 180 Speed.
Yup, there is 16 points in Accuracy in this scenario that is just missing.
Therefore, I have fixed it.
It is now doing exactly as it says.
-10% for the 2 stats, and +20% for the other.
How does this affect you? How does this affect the meta?
I have no idea. I'm just fixing a long standing "bug".
Below is an explanation as to why.
Player 1 has 100 per base stats, including the default starters.
We're interested in 3 in particular; 100 Accuracy, 100 Dodge, and 100 Speed.
Now, imagine said player has equipment that miraculously gives them +100 to every stat.
Again, we are interested in only 3; +100 Accuracy, +100 Dodge, and +100 Speed.
All in all, the player now has 200 Accuracy, 200 Dodge, and 200 Speed.
Now, let us take a look at the attack types: Quick, Aimed, and Cover.
Thankfully, the current description was modified to take into account all stat modifiers.
So the -10% and the +20% are applied after the base stats, items, and abilities are all tabulated.
But here is where the odd part is.
The -10% works as per normal.
The 20% however, isn't a simple * 1.2.
Instead, it adds up the lost stats on the other 2.
So for Aimed attack, Dodge goes to 180, and speed goes to 180.
The lost stats are 20 points from Dodge, and 4 points from Speed.
The total is 24 points. This is added to accuracy. Accuracy itself isn't multiplied by anything.
This means you now end up with 224 Accuracy, 180 Dodge, 180 Speed.
Yup, there is 16 points in Accuracy in this scenario that is just missing.
Therefore, I have fixed it.
It is now doing exactly as it says.
-10% for the 2 stats, and +20% for the other.
How does this affect you? How does this affect the meta?
I have no idea. I'm just fixing a long standing "bug".
Christmas 2024
- Updated by Charlie
HOF Top 10's
- Updated by Charlie
Christmas 2024
- Updated by Charlie
Player Of The Month
- Updated by Charlie
- Updated by Charlie
HOF Top 10's
- Updated by Charlie
Christmas 2024
- Updated by Charlie
Player Of The Month
- Updated by Charlie