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Game News posted by Zorg
Monday, February 15th 2010
So I've moved some files around and changed the way a few bits of Legacy work. I've also run through all 471 scripts that currently make-up Legacy Online and fixed various alignment issues, functions and other stuff.

Some scripts took me a matter of seconds while other really old ones like the Clan and Casino systems took me around 10 minutes per script. It was a massive update in terms of the number of changes so bugs could of sprung up anywhere, report anything you find in a ticket to me.
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Game News posted by Zorg
Wednesday, February 10th 2010
Been quite busy of late so not many updates. The game is currently in a state where I can't fix bugs or update anything because I'm working through all 500+ scripts fixing some stuff. Takes me anywhere from 3-10 minutes per script but I'm nearly finished now.

Some problem with our web-server apparently caused it to power down today, and it took Fasthosts 3 hours to get it back online. No more information available than that right now, however it's a good reason for you to follow us on twitter as it was updated constantly with information as I had it while the server was down!
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Game News posted by Zorg
Monday, January 25th 2010
So today I wrote by far the most interesting script I've ever written. What this script does is if my account has not been logged in to for 25 days it pulls the email of every current Legacy Manager from the database and sends them all my account / login details for fasthosts, paypal, the server, etc.

This script shall henceforth be known as the 'Zorg ran off to Hawaii Protocol' or the 'ZROTH Protocol' for short ...just to make it feel slightly less morbid. In short it means should I vanish (or get murdered by one of the staff managers >.>) Legacy will continue on. As long as they're not all incompetant fools! .... oh crap.
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Game News posted by Zorg
Friday, January 22nd 2010
Fight changes on Dev have been put on hold for a while, as I'm rebuilding the inside of Legacy to be more organized / easier to work with. I'm still open to suggestions for ways to take some of the randomness out of fights, I haven't stumbled across a perfect idea yet.

Feel free to post any ideas you have in the Suggestions forum or in a comment here. Maybe accuracy as a whole is just too low compared to the average players amount of dodge, resulting in very coin toss like fights between equally matched opponents. I'll see if I can get the equations up on our Wiki for people to see if they're not there already.
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