Hello everyone! Wow its been a hectic few months! There has been lots of cool changes going in.. Here is a list of updates they we are hard at work on for the first BETA build publicly available. To those who played our late, and early alpha builds thank you very much! Your hard work, crashes! and feedback has really begun to elevate our game to a whole new level.
Public repsonce has been gerneally positive to date, players really like the story line, quest system, and action battle systems!
Here are some changes comming up in the next BETA build (end of march, early april)
The Bard class - 3 sub professions, minstrel, scoundrel, disharmonist
- The bard class will play songs to buff themselves + group mates - Instruments will affect the impact of the spell, and its duration, different spells are bought, quested for, and attained as a player levels up. Instruments are found throughout the world and craftted by other players. They crafter class can then, trade or sell these items to the player.
Minstrel - Specializes in increased duration of spells, attains the songs (song of charming, and song of drifting - a teleport spell used on worldmap-
Scoundrel - Bard focased more on the rogue aspects of his jack of all trades personality, more melee based
Disharmonist - Specalizes in offensive type songs, increased effects to "song of harming, song of discord, song of disharmony
To those who do not know, every one of our starting 10 professions has specializations that they can pursue at level 30, these specializations add differsity to base classes. The specializations further enhance your character, and allow you the player to make the descision on your play style vs the benefits these offer.
New zones!
The Forest of Yuirwood
The undead that are rising controled by the foul necromancer "azozulai" after his defeat by the players at the Village of Valiance has turned his eye to the elven forests of Yuirwood. The Moon elves of old has erected a magical shield over their forest to keep out the rising populations of the humans, dwarves, and orcs. They were not able to leave the forest, nor was anyone to enter. Over the last three hundred years the shield has begun to wane. The witch queen of Aglarond has entered the portal to the ancient elven planer zone of Sildëyuir. It was from here that the shields power was maintained by 4 ancient elven wizards who gave their very souls to maintain the shield.
The Plane of Air, Water, Fire, Etheral, Astral
High level conjurers have the Gate spell, while clerics have the planeshift spell. Using these spells will allow other characters to be "moonwelled, portaled, or gated" to these higher level areas. The planes are the quintessential element planes that will be basis, to the negative material plane, avernous etc. The planes include higher level experience MOBS "mobile". A mob is usually referred to as an NPC, a monster in the game that isn't played by a person, but rather acts on its own as designated by the creator of it. Mobs are attacked and killed for experience and equipment, as well as other reasons.
These Planer areas are a source of experience, gold, items, and gateways to future areas.
The realm of Thay
Thay constantly vies for power over the port city of Velprintalar on the coast of Alagrond. Thay includes the fiendish Red Wizards of Thay, these wizards embody the selfishness of self along with mighty magical power. The city of thay is a place for evil alligned players to find deals on equipment, items, a quest theame park and magical quests, training, storyline.
The port city of Velprintalar Quest Themepark 2
The Port vity of Velprintalar are run by the Lords. They have embargoed the port against all trade because of the rising commerical enterprises from the Moonshaes and Thay. Various political sanchins have been imposed against merchant trading ships. After completing the first arm of the Velprintalar theamepark the second leg of the quests will begin.
The player is commisioned by the mayor of Velprintalar to be an emissary to resolve the growing conflict between nations. The player will travel to Thay, and the Moonshaes
Balance Issues
The quintessential nessicary of any online persistent world is thus "as the player grows in power, the game becomes easier, and the less hardships a character endurs, the less end game fun exists"
With the rising level of players, we are designing new areas to have higher level creatures, these areas offer a multitude of factors such as;
More equipment
New items
New ingredients for the crafter
New songs and skills for existing character classes
Mines and Ore as a source of income for lower level players
Etc
So we are hard at work designing and implementing all the existing systems (we are at about 45% in core systems and code)
The project is alive and well! Kingdom of Auspiex Online continues to be the oldest and most actively developed MMORPG using RPGMaker XP on the internet. As always the game would not be where it was if not for existing place holder art, and the various people who contributed scripts, art, time, effort, bug testing etc.. For a full list of in game credits please visit
http://koarpg.com/Credits.html
This game has been a product of about 4 years + of experience, to those interested in making online role playing games, they are the MOST difficult of any game to develop on any platform. These types of games should not be approached light-heartidly. If you are intersted in developed an online game, be prepared to learn c++, ruby, rgss and MYSQL databases.
Thanks all, stay tuned to this thread for more updates!