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Just a reminder that this 3 month period of warfare will be coming to an end this coming Wednesday. With winners announced shortly after. The next map will be the south-east quadrant, which for those who don't remember is the lava one with the avatar only area at the bottom. Link to the map can be found below or on the wiki.
The new outer template is well under way, it will remain primarily just a login page for current players with information and stuff to attract new players. I want to keep as much of the content inside the game as possible, although site news may be displayed on it.
New Map: south-east.png
The new outer template is well under way, it will remain primarily just a login page for current players with information and stuff to attract new players. I want to keep as much of the content inside the game as possible, although site news may be displayed on it.
New Map: south-east.png
Still sorting through bug reports and feedback on the new template, will no doubt be fixing and adjusting stuff for the following week to come. Please check known issues before submitting a ticket, you can find it in ticket help.
Once this is all done I'm going to start re-writing the game, well not from scratch but one system at a time I'm going to go through all the code fixing it to a set standard, fixing HTML, adding full CSS, reworking layouts and adding javascript stuff as needed.
Each time I start work on a specific system it will be posted in my blog, you can then comment on what you dislike about the system, what you think should be changed, etc. First up will be the outer website, I'll post a blog before I start work on that so you can have your say as to what you think should be changed.
Once this is all done I'm going to start re-writing the game, well not from scratch but one system at a time I'm going to go through all the code fixing it to a set standard, fixing HTML, adding full CSS, reworking layouts and adding javascript stuff as needed.
Each time I start work on a specific system it will be posted in my blog, you can then comment on what you dislike about the system, what you think should be changed, etc. First up will be the outer website, I'll post a blog before I start work on that so you can have your say as to what you think should be changed.
So yeah be sure to check the version history for a full list of changes. One I forgot to mention is that all the stats displayed to your left (if you haven't moved them yet) are now displayed in real time. Eg. Your credits will go up without refreshing.
So what is this update all about?
About 6 months ago I burnt out on this project, it has been going now for longer than I can remember and it isn't boredom of scripting or making stuff. Simply boredom with Legacy itself.
This game now has nearly 600 scripts, hundreds of lines of code in each. I've been using PHP for 9 years and the way I code now is elegant, easy to understand and fun to work with. The progression to this point has been slow and is evident through out the code that makes up Legacy.
It becomes hard work and tedius to fix bugs in old scripts that are poorly written. So I wanted to make a new game, because I know writing a new game from scratch I could do it better and do it right.
However, I don't have the time to run 2 games and I don't have the willpower to write a big game like Vortex was planned to be from scratch. So that project is now scrapped, instead I've decided to start bringing Legacy in to the future.
The first part of this plan was to re-write the template engine, one of the oldest parts of the game. I know some people don't like this and I understand. Constructive complaints are welcome and I will change the new template to cover as many as I can, but at this point it is either I do this... or I'm finished with Legacy for good. As I can't work with old badly designed stuff anymore.
So what is next?
No doubt the next few days will be spent fixing countless bugs in this new system. However after that the outer website is next on my hit list along with more core scripts that need re-writing.
Also the multi-attack error messages are still present in the hunting / guard fighting system. They will be removed in the coming days.
So what is this update all about?
About 6 months ago I burnt out on this project, it has been going now for longer than I can remember and it isn't boredom of scripting or making stuff. Simply boredom with Legacy itself.
This game now has nearly 600 scripts, hundreds of lines of code in each. I've been using PHP for 9 years and the way I code now is elegant, easy to understand and fun to work with. The progression to this point has been slow and is evident through out the code that makes up Legacy.
It becomes hard work and tedius to fix bugs in old scripts that are poorly written. So I wanted to make a new game, because I know writing a new game from scratch I could do it better and do it right.
However, I don't have the time to run 2 games and I don't have the willpower to write a big game like Vortex was planned to be from scratch. So that project is now scrapped, instead I've decided to start bringing Legacy in to the future.
The first part of this plan was to re-write the template engine, one of the oldest parts of the game. I know some people don't like this and I understand. Constructive complaints are welcome and I will change the new template to cover as many as I can, but at this point it is either I do this... or I'm finished with Legacy for good. As I can't work with old badly designed stuff anymore.
So what is next?
No doubt the next few days will be spent fixing countless bugs in this new system. However after that the outer website is next on my hit list along with more core scripts that need re-writing.
Also the multi-attack error messages are still present in the hunting / guard fighting system. They will be removed in the coming days.
Patch 1.7.0 will now see the complete removal of the Multi-Attack error screen. To explain how this is possible you must first understand what multi-attacks were and why they were implemented.
Back when warfare came out, how fast you can attack someone became an issue. Players could run in to enemy squares and just click the A link next to a player 10x really quickly and defeat them without ever seeing a fight screen. To stop that we implemented multi-attack errors which triggered if you did not follow through each attack by viewing the fight summary.
Sadly they also triggered when people double clicked the attack button or when internet quirks caused a page to be requested twice. Now what happens in 1.7.0 if you click the A button 10x quickly you will see the first attack only. The first click will process the attack and generate a summary, the following 9 clicks would just re-display the first attacks outcome until you follow the attack through properly.
Also to stop players running down say the player search results and just clicking each attack link once without going through them, initial attacks that would of triggered a multi-attack error now result in a hesitation miss, no attack is processed and no turns are deducted but you can still continue through with the attack from that page.
In short, you still can't mash links to attack people quickly but you'll never see a multi-attack error again.
Back when warfare came out, how fast you can attack someone became an issue. Players could run in to enemy squares and just click the A link next to a player 10x really quickly and defeat them without ever seeing a fight screen. To stop that we implemented multi-attack errors which triggered if you did not follow through each attack by viewing the fight summary.
Sadly they also triggered when people double clicked the attack button or when internet quirks caused a page to be requested twice. Now what happens in 1.7.0 if you click the A button 10x quickly you will see the first attack only. The first click will process the attack and generate a summary, the following 9 clicks would just re-display the first attacks outcome until you follow the attack through properly.
Also to stop players running down say the player search results and just clicking each attack link once without going through them, initial attacks that would of triggered a multi-attack error now result in a hesitation miss, no attack is processed and no turns are deducted but you can still continue through with the attack from that page.
In short, you still can't mash links to attack people quickly but you'll never see a multi-attack error again.
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