Free version of Dalewj's second book (Diaries of Afterworld) is now available!
We understand your frustration, but with our current avatars we can not provide any flexibility on the clothing.And, as was stated in the original news:set of colored clothes (color per choice from 12)We can give only one of the 12 presented to be selected.As soon as we have enough funds, we will invest it to the new avatars (part of work is already done and can be viewed on our website). With that we will be able to give a bigger choice of everything, including different patterns and styles.The items added by this promotion will be marked with a special "Alpha" tag, so those can be tracked and easily found in database. And when we have new avatars ready we can re-request the colors from the players, so it will be truly unique.
As soon as we have enough funds, we will invest it to the new avatars (part of work is already done and can be viewed on our website). With that we will be able to give a bigger choice of everything, including different patterns and styles.
Interesting news.We were promised the Survival will have more PvP levels, including full-lootable long time ago... so now it's here.Soo... here i am. I have defended and advertised PvP for years, i'm the leader of the society full of players with very sharp teeth. If there's anyone in the game who would feel safe and rejoice it's me. But when all those old dreams and ideas suddenly become reality, i tell u, it scares the shit out of me! Then again, that's the whole idea, isn't it?What's the game worth if it isn't even exciting?
First of all - we will give out bonus items to everyone who donated (huge thanks btw!), and it will include everything except colored clothes (we need to discuss what color is desired/preferred, we will get in touch on 1st of Feb).
Next... Lots of bug-fixes are coming with a couple of new features, some of you may be very interested in!New officer at the Swampville Foundry (inside Swamp). His job is to change items to "Obligatory Bills" (skills affected)New officer at the Turfary B Outpost. His job is to change "Obligatory Bills" into AWD.All PVP-related functionality is now implemented with 9 levels of PVP:Level 0: No PVP (cities)Level 1: Low-chance-hit PVP, no lootLevel 2: Mid-chace-hit PVP, no lootLevel 3: Full-fight PVP, no loot (Alpha-style PVP)Level 4: Full PVP, Loot: Valuables only (wallets not affected)*Level 5: Full PVP, Loot: Valuables, resources in top-section of inventory*Level 6: Full PVP, Loot: Valuables, items from top-section of inventory, all resources*Level 7: Full PVP, Loot: Full robbery (all items and resources)Level 8: Full PVP, Loot: Full robbery, including wallets* see below/read "PS" part of this post for explanationThe newcomers' quest / tutorial part of the game is not affected and is non-PVP area (Level 0).The whole Swamp area now is PVP Level 4.The S/W area of current map (after the river) is now high-level PVP. L5 is at shore at river, L6 is at shore on another side and L7 the rest, including Mugen Village (the Mugen itself is L3)).New skills (trade-related) are implemented in game. We have took into account everyone in game and added adjusted skill "Trading" by some formula as a reward for participation and supporting us.[/l][/l]
The rest:AfterWorld can now be started in "maximized" mode (configured via Options dialog)Options dialog now remembers all settings from "Misc" panelFixed a couple of issues with USB sound-cardsNew version includes some additional optimizations and fixes (mostly for mid-range laptops)Survival Points now updated without the need to restart game clientFixed issue when avatar can stuck if previously exited while being at the Translukator[/l][/l][/l]
During the implementation of that update we are going to update the database server (moving off from MySQL to MariaDB), so the update can take a few hours. Together with some additional SQL query optimizations this will make the servers to perform a bit faster.
Re: ForestWe are working on it, so its still WIP.Some may ask why it takes so long to re-implement the same features which was in Alpha, like trees you can chop. Good question, and here is what we can say on that:The Survival runs on a one big area, and the whole backend is different on how it was in Alpha.AW:Alpha has a small areas (zones), which was about 2x2 km (4sq km). Every zone was hosted by a separate server instance and it hold only the data it needs. There was about 200 "real" trees (the ones you can chop).The Survival is a totally different story. If we will add the same "cut-able trees", the server will be dead in a minutes trying to parse and sort all the data. Your video-cards will show you about 2-3 FPS no matter what setting are you using and how powerful it is. We now have a full "forest", optimized for processing on server and client (rendering including).At the current moment in Survival is a bit more than 1.000.000 trees/bushes. At any single moment, the game client processes about 210k of objects (trees/bushes) (average). The "Alpha" engine will be dead with that amount of data, while Survival eats it at the breakfast.And we need to be sure, that every single tree or bush is correctly synchronized between the server and all clients. What if someone haven't logged in for 2 weeks, while another one only 1 day? What if some will destroy the tree while you are logging in and data is loading? Its not that easy to keep synced 1ml of objects on MMO. And we don't want you to download megabytes of updates every time you restart the game in order to get fresh data. Less traffic, more efficient update mechanism, less troubles for you, less headache for us. This is what we are trying to do.Why we have disabled skills for chopping trees and refining wood? We didn't expected that is will be so massive! But we have found a way out already and in a future it could be surprisingly interesting for everyone. For now - lets wait.
Since it shouldn't be earth-shattering effort to up the creature numbers (or at least in Alpha DL seemed to be able to play with the creature numbers quite easily) - one scary possibility is that the Survival framework cannot handle the number creatures required to allow newcomers to skill up efficiently.