Friday, November 5th 2010, 10:04am
Quoted: YourEvilClone (Game Developer)
Quest Discussion:
"without revealing too much: im working on a new quest system since some time it will go a little further than what 'xxxxx' proposed... but i'm quite shure you'll love it........"



Situated in the Tavern of the City.


Quoted:Changelog v2.2.0
  • Player can start a new Quest-Story in the Tavern for 3 AP. This is because in theory you could play endlessly the Quest-System..
  • Various Situations to be resolved through decisions.
  • Resolving the different quest-situations you get a reward (for example: gold or XP) and your aspects change.
  • "Aspects". With an own tab in "Overview" (see extra description of Aspects at the end of post)
  • Limitations: During a quest-story the player can not use the following game options:
    - Man Hunt
    - Groto
    - Race Hunt
    - House of Pain
    -Graveyard
  • At the end of a quest starts a cooldown depending on how many quest-situations you have played in a row. 1 h, 2 h having played 25 situations, 4 h -> 50 situations, 8 h -> 100 situations, 12 hs - 250 situations.
  • Shortening the cooldown costs 1 HS
  • It is possible to get attacked by another player while playing the Quest-System
  • In different situations of the quest you can loose Vitality. If you get during a quest action on 0 vitality the quest is over.
  • You are able to take potions while questing or to change your equipment, as well as shopping in the market.

Aspects Description
There are 8 aspects that describe the character of the account. Each aspect has two related aspects (for example corruption - human - knowledge) and one opposite aspect (for example human <> beast). Each player has all together always 8000 aspect points. A new player starts with 1000 aspect points in each aspect.
Through decisions in the quests the aspects change. For example if you win points for the aspect human, than you loose at the same time points in the aspect beast (opposite aspect).
Increases an aspect, than also the related aspects increase. The opposite aspect decreases as much, as the 3 related aspects increase!
Once a player has risen one aspect above a certain value, than one gets different bonus to your skills or fight modifications. You will see (as in the picture) than the colour change in the aspect in Overview, as well as you see there the bonus that you got or have.
End Changelog v2.2.0 Quote.

NOTES:

The Master of the clan is automatically entered into the clan war, and will be withdrawn from the Story unless the Master takes themself out of formation to avoid interuption to their Adventure gameplay.

** Adventure-system: Cooldown - when you are called for a war the adventure story is over.
In those cases, the cooldown duration changes. For players called to a war while playing the adventures, and being taken out of the adventure, the cooldown will be two levels lower than would be the normal cooldown period (maximum four hours having played more than 250 situations), but always a minimum of one hour.

***If your health is too low and you are attacked while engaged in an Adventure, resulting in a zero balance of health, you may be forced to wait as long as 12 hours to begin a new Story session at the cost of an additional 3 Action Points. (Shortening the cooldown costs 1 HS)

**** Aspects bonus come at Aspect point 1750 and increase as you achieve higher lvls-2500 points/5000 points. If you decide to change Aspect (Beast to Human,etc.) and drop below 1750 you will lose the Bonus,but can regain it by raising that Aspect up again.



THE ASPECTS OPPOSE EACH OTHER:

  • Human opposes Beast
  • Knowledge opposes Destruction
  • Order opposes Chaos
  • Nature opposes Corruption


Each Aspect provides a specific Bonus:

  • Human -Charisma
  • Knowledge - Bonus Talent
  • Order -Defense
  • Nature - Dexterity
  • Beast - Strength
  • Destruction - Bonus Damage
  • Chaos - Endurance
  • Corruption -Minus Bonus Talent (on opponent)


SITUATION CHOICE RESULTS:


Options Listed Alphabetically:


  • Accept = Nature
  • Ask for More = Corruption
  • Brave = Order
  • Beguile = Human,Corruption
  • Carry on Walking = Nothing
  • Devour = Beast
  • Eat up = Beast
  • Enter City = Human
  • Escort = Order
  • Examine = Knowledge
  • Full attack = Beast, Destruction
  • Hide = Nature
  • Jump = Beast
  • Jump Over It = Beast x2

  • Look for Better Path = Human
  • Look for Coins = Corruption
  • Mislead = Corruption
  • Party = Human x 2
  • Rob = Beast
  • Rob City = Beast
  • Set everything alight = Chaos
  • Smash = Destruction
  • Snoop = Beast & Nature
  • Terrorize = Chaos
  • Throw a coin in = Knowledge
  • Use chance = Knowledge
  • Walking = Human


Date: 14.04.2011 22:13 ( report )
Sender: .StrontiumDog.
Subject: Wishing Well
An ancient ruin, which has been half engulfed by the forest, radiates a very special aura. You see a well in the ruin`s centre.
Throw a coin in
Look for coins
Throw a coin in
Gold -1
Cuzo
Knowledge +1
Yes, I got a Cuzo for one gold coin! My inventory was updated to 24 items (with Cuzo added) even though I have max of 23.

Date: 16.04.2011 23:37 ( report )
Sender: katarza
Subject: Clan message
finally -lets rock!

Nature 2509 Dexterity: +25
Beast 2502 Strength: +25
Destruction 2504 Bonus damage: +30
( Close )




  • EXAMPLE:

  • Human.........................10
  • Knowledge................568
  • Order..........................698
  • Nature......................1325
  • Beast........................1730
  • Destruction..............1548
  • Chaos.......................1238
  • Corruption.................883

  • AFTER ONE BEAST:

  • Human...........................5<----Down 5
  • Knowledge................568
  • Order..........................698
  • Nature......................1326<----Up 1
  • Beast........................1733<----Up 3
  • Destruction..............1549<----Up 1
  • Chaos.......................1238
  • Corruption.................883


In the Diagram below assume Human is raised 3 points. When this happens,Beast is reduced by a total of 5 points. Also, whenever you raise an Aspect the Aspects on either side are raised by 1 point. In the Diagram, Corruption(left) and Knowledge (right) are the neighboring aspects to Human so both are also raised by one point each.



In the Diagram below notice that Human is at 3 points. The player is trying to raise Beast above 1750 points to achieve the first level Strength Bonus. If Human is below 5 Beast will not increase. In order to raise Beast first Human must be raised. In this situation,every time Human is raised 3 points Beast will be reduced by 5 points which defeats the purpose of trying to raise Beast. You will be going backwards. One solution is to raise Human 1 point at a time by targeting Corruption or Knowledge options in the Story Situations ,which will result in raising Human as a neighbor Aspect- providing an available amount of points so that Beast can be raised specifically. A second solution is to raise Beast 1 point at a time by targeting Beasts neighboring Aspects- Destruction and Nature.


















CHANGELOG INDEX:


1. News Section

Introduction of a new button "News" that shows you if there are any new game related announcements.

2. Message System

The Ingame-Message-System has been totally redesigned and is now also available for Non-Premium-Players.

3. Henchmen-Bar

With implementation of the Henchmen-Bar you are given now the possibility to invite Friends to Bitefight so they can do great battles with you.

4. House of Pain

On many requests on behalf of our players, the House of Pain has been redesigned. Besides of a monthly Highscore list one can also fight for Trophies.

5. Adventuresystem

The actual Tavern has been redesigned as well and a totally new Quest-system has been implemented.

6. Overview

The Overview of your character has been also redesigned, now you can access by tabs the different options as skills, statistics, fight modifications, talents and the new feature aspects of the Adventuresystem. Also the equipment part of the Overview has got a new style.

7. Battle-reports

Battle reports needed to be redesigned to not cause any problems with Punchfest or Clanwars.

8. Hunt

Race hunt got two new search options. Also added new "gold bonus". Man Hunt, can be accessed by clicking on the picture and hovering with the mouse raises the info of the chosen option.

9. Bugfix - Changes - New


NEW CHANGES TO THE VERSION 2.2.0-
[Speedserver] Changelog v2.2.2, Update Thursday 07.04.2011 Important Change Compensation of treasure chest has been totally removed and will not be implemented again. Improvements

  • Pictures of Bonus (seal, totem, mana, flag) show in battle report.
  • Random search for henchmen implemented
  • New option for clan communication
  • Shadowlord players: Option to create five additional folders
  • Shadowlord players: Race Hunt search option for battle value. Can now also search for inactive players.
  • Highscore (last gate opening) is now sorted by date.
  • Adventure-system: Cooldown - when you are called for a war the adventure story is over. In those cases, the cooldown duration changes.
  • For players called to a war while playing the adventures, and being taken out of the adventure, the cooldown will be two level lower than would be the normal (maximum four hours having played more than 250 situations), but always a minimum of one hour.




Tuesday, March 29th 2011, 3:06pm

1. News Section

Not logged in: Button is available on the start page for users that are not logged in. Situated on top of the menu. For not logged in users the button is highlighted all the time (highlighted = a little envelop shows).

Logged in: Has an own button above the "Overview".

It is only highlighted when there are unread News.




News section has its own screen.



You have possibility of closing or opening messages with a little button situated at the side of the date/hour. (See yellow mark in the above pic)


2. Message System

Revised Ingame Message System

Changes:
  • Additional letter symbol on overview page of messages. Here player can see in which folder there are unread messages.
  • Administration of folders and the automatic filter of messages are now also available for non-premium players.
  • Each message is shown with a symbol that shows if it is unread
    , read
    or has been answered
    . Answered messages show with symbol only with player written messages. Messages in own outbox do not have a symbol.
  • Per page there are now listed 15 messages instead of 10 (old message system).
  • Messages can be marked as read through the above check box.
  • Answering messages of other players the original message and its subject are taken over. In front of the subject will be implemented automatically an abbreviation that marks this messages as an answer. Using the answer function will directly send the message to the sender.
  • Clicking on the subject of an messages, opens an overlay box showing the whole message. At the same time the message is marked automatically as read without reloading the page.
  • Having answered a message of a player, the symbol of the messages changes to "answered" without additional reloading of the page.
  • Every messages shows a sender. Depending on the typo of system-message, the sender will be displayed as "System", "market crier", "Voodoo Priest" or "Graveyard employee".
  • Writing new ingame messages, a new overlay box shows. Entering the recipients name a box opens with 10 possible recipients show with the already entered letters, of whom one can be chosen as recipient.
  • Under Settings of Messages, you can set up which messages should be shifted to which folder. As well as you can also delete folders.
  • Shadowlord players: Get five additional folders
Note: For Shadow-Lord users that know already the sistem, in Settings some folders have been taken out and new ones added

Changes for the players with this version:
Not all existing messages can be taken over into the new design and system. Therefore old messages of buddies and clanmessages will get automatically erased. Also concerned are system messages of notified profiles/messages.

With roll out of this version ALL messages of the players will show as new.
This is to avoid that unread messages are missed.
Players will have the possibility to mark several messages at once as read. That way they will not need to click each message.


Changes for the players with this version:
Not all existing messages can be taken over into the new design and system. Therefore old messages of buddies and clanmessages will get automatically erased. Also concerned are system messages of notified profiles/messages.

With roll out of this version ALL messages of the players will show as new.
This is to avoid that unread messages are missed.
Players will have the possibility to mark several messages at once as read. That way they will not need to click each message.


Shoutbox-Chat for Clans
Access over a button situated on the clan page "Start Clan chat". A new window opens with the clan chat.




3. Henchman-Bar

Build-up and Features

Access to the bar is situated at the right within the information bar and can be opened and closed via the arrow showing down:



Once opened:


At first sight you see 4 spaces. With the arrows at each side you can scroll through your henchmen. There are only 16 spaces. The last 4 spaces are a Premium Feature and are not available until unlocked for 10 HS each.



Empty Space:

  • Picture: Silhouette
  • Name: per default Empty
  • Booty: per Default 0
  • Action-button (magnifier)


The action-button

Opens a window



Search option for players that are already playing in your county, or to send an invitation by E-mail to a friend.
Text field: Introduce nick or E-mail address. Clicking "search" you send to the person directly the request to join you.
If you have searched by nick (same county), it is checked if it is the nick of an existing account. In case that it is, than he gets an IGM with the request.



Have you inserted an E-mail address, than the person will get an invitation, over which he can register in BiteFight. If he registers than he shows up in the henchman-bar. Same happens if a request has been accepted by IGM.


Space with a henchman:

  • Picture: Mini-Werewolve or Vampire
    Picture has an own frame, that is or black (offline) or green (online).
  • On top of the picture is situated a X-icon. This is to erase one player of your henchmen. New henchman can be deleted immediately, but there is a cooldown of two weeks that this space cannot be used to invite another.
  • Name: Nick of the User. Clicking on the nick you get directly to the Profile of him.
  • Booty: Booty this user has made
  • Action-button (feather): Opens an message window, where the recipient is already in the corresponding field.


Premium-Space:

  • Picture: Silhouette with a lock-icon and hellstone-icon.
  • Name: Empty
  • Booty: Empty
  • Action-button: hellstone


Clicking on the HS-Icon
opens a new window with the message: you can buy this space for 10 HS. Beneath a text-button "buy", when clicking on it the space gets free, the 10 HS will be reduced from your HS and the window closes automatically.

Use of henchmen:

Getting a henchman to join by E-mail (new registration), than you get a ΒΌ of graveyard booty, as soon as the user has validated his E-mail address.
Getting a henchman that is already a player in the game, than you do not get gold.

More options for the henchmen:
  • Battle. A PvP-battle against any user (race hunt), where not only both of the users fight, but also their henchmen. The henchmen-users are not affected of the fight, only the values of their characters are used. The gold is only reduced of the fighting users. The calculation of the booty is exactly the same as in the race hunt (1 against 1), with a system generated bonus of the summed up battle value of the henchmen (of both fighters)/ 10 in gold.
    The option of battle can be found in the characters overview. It is an extra button "henchmen fight". A battle costs 3 AP. The opponent search is only decided by the battle value of both main fighters (as in race hunt). Players that are own henchmen can't be found, as well as users of that one himself is henchmen can't also be found.
    Condition: Minimum 1 henchman.
    The bonus of the gold does not flow into the statistics of the fighters.
  • You can write over the henchmen-bar quickly to your friends an IGM.
  • Henchmen get additionally listed in the Buddylist (here the entry is bilateral)
  • You can only be henchman of one account. (If you are a henchman and you get an IGM-request, than you can only decline it.)
  • In the Overview (under Clan-Highscore-Position) you see of whom you are the henchman.
    You are now >players name> henchman .


To be a henchman:
Being a henchman of a player has no impact on the henchman. He has got wether cooldowns, nor does he lose vitality or gold (for example after fights). He does not get rewards. Only his values are used.



4. House of Pain


  • Players get removed each month automatically.
  • One can sign out with the normal procedure.
  • Now monthly rounds with an own Highscore for victories. Highscore gets started over each month.
  • Another Highscore (in the normal Highscore) for victories per round (= First in the Highscore of a round) based upon won Victory Points.
  • Reward of monthly round: 3 days graveyard booty in gold, 10 HS and a Victory Point for the normal Highscore. If there are various winners, than all win.


The winner receives an IGM:

Quoted

Congratulations, <player>!

You've won the round in the House of Pain!
You have received <amount> Gold, <amount> Hellstones and <amount> Trophy points.


Highscore of the present round can only be seen in the House of Pain if the player is registered there.



  • Leaving the present round, results of the player will be erased. Entering again (in the same month) means one has to start over from 0.

  • Cooldown for new register in HoP : Stays as it is, but on the end of the month (where all players get removed) it will be reset to 0 (means: if on the 31st of May at 14:00h I leave, than I can only register again on the 1st of June).
  • Minimum duration of stay (24h) does not exist any more.
  • Shown number of participants: Top 25
  • Highscore cannot be sorted. Updates itself (statically).


Battles in the HoP work the same referring to gold and XP winnings as normal PvP-Battles.



5. Adventuresystem

Situated in the Tavern of the City.


  • Player can start a new Quest-Story in the Tavern for 3 AP. This is because in theory you could play endlessly the Quest-System..
  • Various Situations to be resolved through decisions.
  • Resolving the different quest-situations you get a reward (for example: gold or XP) and your aspects change.
  • "Aspects". With an own tab in "Overview" (see extra description of Aspects at the end of post)
  • Limitations: During a quest-story the player can not use the following game options:
    - Man Hunt
    - Groto
    - Race Hunt
    - House of Pain
    -Graveyard
  • At the end of a quest starts a cooldown depending on how many quest-situations you have played in a row. 1 h, 2 h having played 25 situations, 4 h -> 50 situations, 8 h -> 100 situations, 12 hs - 250 situations.
  • Shortening the cooldown costs 1 HS
  • It is possible to get attacked by another player while playing the Quest-System
  • In different situations of the quest you can loose Vitality. If you get during a quest action on 0 vitality the quest is over.
  • You are able to take potions while questing or to change your equipment, as well as shopping in the market.


Aspects description
There are 8 aspects that describe the character of the account. Each aspect has two related aspects (for example corruption - human - knowledge) and one opposite aspect (for example human <> beast). Each player has all together always 8000 aspect points. A new player starts with 1000 aspect points in each aspect.
Through decisions in the quests the aspects change. For example if you win points for the aspect human, than you loose at the same time points in the aspect beast (opposite aspect).
Increases an aspect, than also the related aspects increase. The opposite aspect decreases as much, as the 3 related aspects increase!
Once a player has risen one aspect above a certain value, than one gets different bonus to your skills or fight modifications. You will see (as in the picture) than the colour change in the aspect in Overview, as well as you see there the bonus that you got or have.




6. Overview

The different options as skills, statistics, fight modifications, talents and the new feature aspects of the Adventuresystem, can now be accessed by tabs.

An important change here is that the Bitelink does not exist any more, instead the Henchmen-bar has got been implemented.

In the character tab a new metamorphosis gem icon shows at the side of the race. Clicking this icon you get redirected to the voodoo-shop to be able to change your race if wished.

Also the equipment part of the Overview has got a new style.




7. Battle reports

Battle reports have been totally redesigned.

IMPORTANT: Due to the total redesign all existing reports need to be deleted, because with the new display they are not any more compatible.

PvP
With a click on "Report details" the following window opens up:


Only the part with the equipment has been redesigned. The items are listed as text and the related picture shows as a Mouse-over-Overlay.


The view "Detailed fight rounds" needed to be changed more deeply.



The result of each round is shown as until now. Opening a single round you will see how many times you have hit your opponent and how many damage you have caused. Also if a talent has been active in that round can be seen.

Following example for illustration:



Shows that the account "Kveldulf" has caused 618,24 damage. With a chance to hit of 76,47% he has landed 4 of the possible 5 hits. The hits have caused 154,56 damage per hit. No talent was active.


Sorted Clan war

The option "Show battle field" has not been changed.
With a click on "Detailed fight rounds" opens a window as follows:



You see who fought against whom and with a click on "battle report" one can open each report.


Punchfest / Henchman fight
With a click on "Report details" opens the following window:



With a click on one of the participants you will see at the right hand the statistics of the chosen character.

The view of the "Detailed fight rounds" is now as follows:



You can see who has attacked whom and the layout is as in the battle reports of PvP.


For all reports the known tooltips are still available.


8. Hunt

Enhancement of Hunt

Race Hunt
  • "Treasure chest compensation": Gold that is protected by treasure chest will be now credited to the winner from the system (system-generated gold).
    The compensation is within the gold sum that a player receives and is not mentioned separately. The player that lost the fight loses only the gold that is not protected by the treasure chest.
  • Gold-bonus: Player only receives a gold-bonus, if the attacker wins over the defender. If someone attacks and loses, than the lucky winner/defender gets no bonus.
  • Gold-bonus is shown separately in the battle-report
  • Gold-bonus goes into the PvP statistic.
  • Gold-bonus is also incorporated in the converter "Battle report transformation"
  • Additional checkbox for search in the Race hunt
    "Search for lost souls too (include inactive users in the search). "

Man Hunt
  • By Mouseover a picture, information of the chosen man hunt option raises.
  • Clicking on the picture also works now to chose the option.
  • In the result-page is a new button "Again", to do again the same kind of Man Hunt.



9. Bugfix - Changes - New Bugfixes
  • Ingame-Wars: Not able to open Battle reports . View of Battle reports has been changed, as well as performance issues. That refers to all battle-reports. More information about new battle reports here [LINK]
  • Wrong average clan booty.
  • Several errors in Textconverter
  • Ritual of Healing has been ajusted
  • Unlogical Hitpoints
  • Wrong error message in HoP when not enough action points are available
  • Chrome display message in German
  • Graphical errors in IE
  • Some characters of different languages were not accepted by system for nicks, clan-tags, etc.
  • Wrong text "When you have prayed, you will have to wait two hours until you can pray again."fixed. Now: "When you have prayed, you have to wait 04:00:00 before you can pray again."
  • Clan settings: "set homepage", URL with a "-" in it, where not accepted.

Changes
  • Help has been removed. Instead a new button "Support" that opens a new window or tab being directly on the Support-Page.
  • Settings: Due to the non-existence of the Bitelink in the Settings the parts that referred to it have been removed.
  • Voodoo-Shop: Text Shadow-Lord. "Better message menu" (message file) has been removed, due to it that message system is now available for all users.
  • Equipment graphics in the merchant show now all in the same direction
  • Due to the new Adventure-System and that old Missions are gone, in Grotto booty of gold has been increased, the bonus-gold has been added to Race hunt and the additional possibility implemented to search for inactive.
  • New graphics for Oponents in Man Hunt
  • Clan Seal wars + Ritual of Seal: A clan can only participate in a Seal war or Ritual of the seal, if the clan is existing for four weeks on the server.
  • While working in the graveyard you are now able to buy or sell items on the market


New
  • Requested by community: Battle Value in Hunt statistic-Shadowlord
  • Requested by community: Book of Damned and Gargoyle Guardian for 12 weeks (same condition as treasure chest 12 weeks cost 55 HS)
  • Requested by community: Voodoo-Shop: Implemented a "safety" question before buying and using the metamorphosis gem.
  • Requested by community: When turning an opponent into a Totem, you get instead of the whole PvP-Reward his total Gold (+ eventually the Gold-Bonus), this goes as well into the statistic.
  • Requested by community: Clan declaration with linked Clan name of opponent.
  • Merchant: Now you see the items first that suit your level, as well as pages have been implemented to avoid the endless scrolling.