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Game News posted by Aldo
Tuesday, October 20th 2020
The new wasteland system will likely release tomorrow. I think I've got it to a pretty good state thanks to all the community testing and feedback. There is still a small issue with the move timer that I've been fixing and fixing so please test it more and let me know if you see really weird times.

Worst case I just remove it; it's not really release blocking.

Update's on dev, lmk.

~Aldo
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Game News posted by Aldo
Thursday, October 15th 2020
The latest version of wasteland is up on dev.

Please try it out, let me know if there any weird bugs you encounter in ability usage, movement, people being on the same square (same gang, different gang) and let me know in the WL & Raids forum thread I made.

I think it's in a pretty good place now and I'm optimistic about launching it soon (tomorrow or monday). But yeah needs some good testing to make sure I didn't miss anything.

~Aldo
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Dev News posted by Aldo
Wednesday, October 14th 2020
Starting hopefully tomorrow, the dev server will have a sort of ..new version of wasteland that I've basically slogged over in ..probably ~16-20 hours over the last few days.

Video example

The dev server currently has an early draft of it live but it's not worth testing yet until the video version is live on dev (you can tell by the guard numbers being similar in style to the existing WL guard number style).

The key things to note are:

  • No more page reloads

    • Yup, I'm taking us real-time with the wasteland by adapting the Raids map engine.

    • (except for going into a fight with a guard or player or when you get booted out of wl)



  • Square control, guard counts, structures on the map, Warfare chat, Players in area are now controlled by the real-time data, which means you'll likely see eversoslightly faster information when someone comes in or leaves or other updates happen.


  • Map engine supports animations/effects (see video for example ), which means greater potential for a more interactive WL.


  • A much cleaner/simpler rendering process for the map allowing greater flexibility to devs (want to increase the grid view distance? want to add fog of war? other effects? animated icons? mobile-friendly WL ..etc pretty easy to do so now)


  • Friendlier for mobile players since we're not reloading each time. Over time, I'd like to add an optional template that's mobile friendly for wasteland, similar to raids.



All of this ultimately means faster wasteland performance for all. This needs to be validated in testing but the simple fact that we're skipping reloading and are live updating the view like raids will save you a ton of time over time.

To note: If your connection to legacy is bad, you'll still experience a not-super-fast experience. But I believe it'll definitely be slightly more optimal than the full reloads we do today.

Imma crash, someone start a thread in WL & Raids for feedback/suggestions. As you can see with the HP bars, I'm updating some parts of the UI.

~Aldo
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Game News posted by Wolf
Wednesday, October 7th 2020
The Wasteland Map Design Contest is now open for discussion! There are 11 entries to choose from for the next map, as well as 4 'WTF-Style' maps. Of the 11 entries, the top 4 will be determined by player vote. Those 4 finalists will be put into an additional vote to determine which map we play next round.

Additionally, we will be doing some testing on DEV to verify playability of each of the final-4 maps. Players who assist in testing will be awarded the "Helping Legacy Staff" banner as well as receive a +2 staff favor. We will alert everyone once testing has commenced!

Wolf
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