Cairns Playtest · build 20812070 · published
(I have no idea why i skipped a version.) I’ve decided to switch the build from dungeon testers to the main game. In this version, you’ll start waking up on a beach and will have to navigate through the (maybe not so clear at this point) story (currently only in Chinese) and progress your character from 0.
There are added and improved stories, maps, dialogs, cutscenes, npcs, and many more wip content. I figured there wouldn’t be much to see if we stayed in the dungeon demo for too long.
added base attributes to character “classes”*
added the bounce spell. currently only accessible from a rare food sold by one of the camp vendors. you can use bounce to mitigate bad map generation rng or move faster in general
added respec and full-heal npc in forest camp
large map generations are now set to use pre-baked results. this isn’t ideal for randomness, but the current map gen on large maps is unbearably slow otherwise
added a small vfx upon level-up, and a hud message when you have unspent skill points
improved consistency of ui panels across high and low resolutions
items sold to npc shops will stay at their sell price (buyback) until they are gone (e.g., restarting the game)
on gamepad, spells will cast toward the point of maximum range if no target is selected, or if the target is out of range
removed the gamepad/keyboard-mouse hud switch animation and added a delay for better performance and less flickering
added mob repels (safe zones). mobs will drop aggro near towns
the game now keeps track of the last used weapon set, so when you respec and regain the same one, it will be selected automatically
*While the job trees are designed to be interconnected and non-committal compared to traditional rpg classes, there is a deity system that’s more reminiscent of those restricted elements of character archetypes. The deity, apart from story and roleplay perspectives, offers different base stats and growth rates. It can also alter skill nodes (on/off/added effect) across the job trees.
Another unreleased player progression feature is the title system, an achievement reward where you can choose one title to showcase, granting activation only or passive accumulative effects.
While both systems are fully implemented, they haven’t yet been integrated into the current story and gameplay flow. hopefully, i can bring them out in not too many patches :)