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Game News posted by Aldo
Monday, November 16th 2020
There will be a small update later in the morning that adds 2 things:

a) A basic Quests Journal
b) A way to see how strong someone is compared to you on their profile (if you have the ability: Astral Vision equipped)


The Quests Journal will initially show as empty as I'll need to do some data entry on each of the steps of various questlines. We use a lot of "quest flags" to mark the steps you take in various quests around the game (whether it's conversation-based quests or otherwise) so this is the beginning of a proper quest system to unify it and then expand upon for various updates and upcoming raids.

As for the profile strength text, depending on your simulated combat winrate against the profile you're viewing, in order of 0% to 100%, it'll tell you if they are:
almost unbeatable, incredibly strong, somewhat strong, strong, similar in might, weak, somewhat weak, incredibly weak, or completely beatable.

Combat Simulator: At some point over the next month, I'll also be releasing a basic player-friendly combat simulator into Xen's Dojo for limited use.

Raid: As for those expired cards, I'll be giving them a sellback price the moment Chapter 3: Say Hello to my Big Friend drops! So you can sell them back to the game if you don't want to use them/do chapter 3/have more than you need.

A lot of other exciting stuff coming as well

See you soon!

Dev News posted by Owl
Friday, October 23rd 2020
To create a path for more variance in builds and future items that will be released we want to recieve your feedback about the combat system.
The poll is anonymous and helps us to determine your view of the combat in legacy and gather input for improvments.

The first stat we want to focus on is Armor.
It has its advantages however we feel that armor doesn't have enough impact on fight results.
We want armor builds to feel more rewarding to the players who decided to prioritize it.

Thank you, every vote counts!
Game News posted by rollin340
Wednesday, January 29th 2020
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".
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Guide & Moderator applications open in the Main Forum! - Connor
Check out our totally revamped, real-time wasteland and combat systems! - Aldo
What's that? A new Wasteland update? Go check it out now - Connor
Today is the final day to apply to the open VH position! Goodluck! - Connor
VH apps are now open. See Main Forum for details - Will