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Daywalkr last won the day on April 14

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  1. For the record, there are numerous config options in the server, one of which I _believe_ allows other people to start the instance, for anyone that needs it. I haven't written up a tutorial or docs or anything like that yet because this isn't in main yet, but at some point I intend on doing a small instance tutorial to explain the feature better.
  2. Here's a fun update on some of the new content I'm working on!
  3. There's been a rather large content update recently! A good time to check out the beta with your friends. Here's a change log:
  4. Embedded Video Link Here's a lil' video demonstrating the quest board system I've been busy last week implementing. This will be an important part of Guild progression going forward - it will work very similarly to how advancement works in games like Monster Hunter.
  5. Just as a general update so it doesn't seem like the project's dead, lol: Those of you that finished up the content - thanks for playing! I really appreciate it, and am glad it seems like you had a good time. It was very inspiring to see way more of you enjoy the game than I suspected, lol. I am hard at work implementing new features into the engine, at the moment. There were a number of event-based prototypes in the alpha that I'm trying to flesh out into full-fledged systems within Intersect's editor, which involves a lot of source modifications. Bear with me, as content updates will likely be a bit slow (I'm only one dude with a couple amazing artists) - BUT, I am working hard to make some new stuff! What I'm working on right now in the source, for whom it may concern: - Sortable bank and displaying bank item value (done) - The ability for me, as a designer, to more easily give a player a random quest from a list (Nearly done) - A quest board, as seen in, for example, Monster Hunter, that displays a LIST of quests to a player that he/she can select from. This will replace the existing Guild Task implementation. - Replacing Class Rank improvements. Instead of the current system (getting X amount of favor or gaining Y amounts of levels), you will now have to complete 4/5 Guild Tasks within your Class Rank. Once you do that, you will be given an "Advancement Quest" - completion of which will result in your class rank going up. - - When this is implemented, _everyone's Class Rank will be reset to 0 or 1_ depending on your rank at the time of this change. Fear not - I will make changes such that there won't be any item at that point that requires a CR of 2 - An improved "Weapon Upgrade" system, as opposed to the kinda janky and very much non-scalable (for the dev) system that's in place now - An enchantment system. The prototype I made felt good, and I may try to make this into a _real_ system going forward - The introduction of some "Soft Locks" like you'd see in a Metroid/Castlevania game - some tangible unlocks such as a Grappling Hook that allow you to access areas of the game that you otherwise couldn't before. - The ability to make certain enemies immune to status effects - Perhaps NEW status effects to go along with the enchantment system And then, after all that, I will be in a REALLY good spot for adding additional content as you know it - quests, areas, items, monsters, etc. SO, yeah. A lot of text. But basically: Thanks for trying out the game, feel free to play as much as you want as the server will be up - but updates will be slow for a while, and if you finished the game, it may be best just to wait for me to say "HEY I ADDED A BUNCHA STUFF", lol BUT - I plan on adding a lot :). It's safe to say I won't add ALL those features before the next time a content update is posted. It would simply take too long, and I have work-arounds on some of those "nice-to-haves" anyway.
  6. Hey all! I recently ran into a problem: I had a server, running on a host (thanks JC), that had active players runnin' around, having a good time. This meant that there were some server variables, like a "highest combo" count, that were being updated. Then, I made some updates myself, on my localhost'd server, and pushed up my modified "gamedata.db" to my hosted server. It was at that moment that I realized that I just overwrote every server variable's value! All those leaderboards since the last update, any world boss timers, etc. Gone. Oops. So, I wrote a little python tool to remedy that! You can get the tool, and see the readme, here: https://github.com/AlexVild/Server-Variable-Transfer-Tool Please note that this only works with sqlite files - no MySql support is planned. PLEASE, FOR THE LOVE OF GOD, ALWAYS MAKE BACKUPS OF YOUR GAMEDATA.DB FILES. I am NOT responsible for any corruptions of databases, or lost progress that you have made. If you have backups, then you will be perfectly safe. Without backups, however, this could totally corrupt your database. I haven't seen it happen, but I'm not saying it's impossible. Anyway, enjoy! Hope it's useful to some and not too confusing
  7. UPDATE: Since switching to use an alternate account for the editor, I have not seen this problem happen again. Definitely a suspicious lead there - but ultimately, if that IS the issue, perhaps the best fix is just to prevent that from being an option (simultaneous login)? Especially since it's been so hard to make something reproducable.
  8. Yeah - I've done the tilesets and a few of the entities/icons, and the paperdolls. Daniele Santana here on the forums did most of the entities, and Nicki also here on the forums did pretty much every animation.
  9. Thanks for playing, Weylon! Hope Daniele gets her computer fixed soon lol, that really sucks. But I really appreciated having yall on! There's a couple bosses yet I haven't seen anyone kill, so there's still certainly some content to be found in the alpha.
  10. Download & More Here Welcome, traveler... ...to Asgodia. A place once filled to the brim with players and NPCs alike. After the original player base of the original Middle Ages: Online died in the 90s, the NPCs of Asgodia were left with no one to help them out. With things out of their control, they were forced to live in a purgatory, until one day, a lone player showed up. At first, the lone player was a boon to the NPCs - a quiet-type, who kept to himself in this otherwise online game. But as time grew long, weird things started to happen to the land of Asgodia... then suddenly, in 2021, more players started to arrive again. Perhaps you would like to join them? Classes! The Warrior The Warrior is a melee-only class. The Warrior can use a sword and shield to provide single-target damage and crowd control, while also buffing his party and tanking physical damage. A warrior may also find themselves using the greatsword - a massive weapon capable of dealing damage to multiple targets at once, substituting crowd control and party buffs for sheer damage output. A warrior should avoid magical damage at all costs, lest they build around that weakness by wearing lighter armor. The Mage The mage is a versatile ranged class. The Mage can use a staff of destruction to bring elemental damage to their foes. High damage-output and mild crowd control are the tools of the destruction mage. However, a mage may also find that they want to help keep their party alive. Such mages will instead wield a healer's staff, and provide single-target and area-of-effect heals to their party, with occasional damaging spell tossed in. A mage must avoid taking any damage, especially physical - unless they'd rather sacrifice magic damage by wearing a suit of light armor. The Rogue The Rogue is the class of versatility. The fastest class, a rogue has the option of going ranged or melee. A rogue with a bow in their hand will provide high damage output, both to multiple targets and to single targets. To wield a bow effectively means maximizing agility - thus sacrificing physical protection. A rogue with a dagger or broadsword, however, has the option of wearing heavier armor if they so choose to attack with a variety of crowd-control options. This may leave them open to attacks from mages, however... Features! Quests, PvE, PvP, three playable classes with their own separate Guild Halls! Guild Vs. Guild runs every day from 6-8PM EST and allows guilds to fight for control over a Guild Hall! Taking over a guild hall secures it to your guild members for a day, allowing you to use its craftings services and Guild Bank! Combo System! Chain enemy kills together (PvP or PvE) to rack up a monster combo - higher combos will yield bonus experience! These combos are even shared with your party members. You can rack up insane combos and experience if you co-ordinate well! After a certain monster-level disparity, you will have to move on to stronger monsters if you want to continue to gather bonus experience Prayers! Prayers are an accessory that, when equipped, auto-cast a spell at enemy death. These spells can range from health gain, to casting a barrage of lightning bolts out from the spot of enemy death. AFK Resource Gathering! All the fun of playing a game without actually doing anything! Simply starting harvest of a resource will automatically allow you to continue to harvest the resource to completion Combat upgrades over base Intersect! Projectile pass-through of friendly players in PvE zones, allowing you to set up strategic battle positions Optional Tap-to-turn mode allows you to tap a direction to face that way Controls for turning your character A "Face Target" button that will face you toward your target "Un-target" at the click of your mouse! Just right click on any non-enemy to de-select your target Voice acting! Fun voice lines will be peppered in throughout your quest. And they're not just recorded with a garbage microphone in a bedroom! Fully original score composed by yours truly! Check it out below. Original art and animations done by myself, some friends, and Daniele and Nickki from these forums! (Great work guys <3) Mini games such as the Fenwyndell Goose Race! The Permit system - help out NPCs to earn thank-you notes and commendations, which in turn can be used to unlock permits to allow you to harvest better resources and use stronger tools! The Inspiration system - purchase inspiration with resource points (gathered whenever you harvest a resource) to gain experience while crafting OR gathering! Quests! Tired of just "Kill x 10 times" quests? Want some storyline, some characters? Like the way "Runescape" does quests? Try them out here! More than just your average fetch quests. Favor! Earn favor for your NPC guild by completing tasks, turning in resource points, turning in commendations, or turning in quest points (earned by completing quests) to your guild to unlock your Class Skills and Spells! Tasks! Do you prefer simple fetch quests? Killing 10 slimes? Well, tasks are for you! Complete tasks for your guild or for a local town to earn extra Favor, Gold, and commendations from NPCs. Videos! Screenshots! Music! The Public Alpha will start Monday, October 11th, at 6:30PM EST. You can download the game for free at https://www.middleages.online. Join the discord! That way any bugs, exploits, typos, or other oddities can be easily accumulated and sent to me so I can improve the game! I look forward to seein you there
  11. context.ChangeTracker.DetectChanges(); I've been playing without my warp changes for a bit now, and did eventually have the issue again. Something you and Kas mentioned in the Discord, however, that is now gaining suspicion is that almost always, I am logged into the editor and the client with the same account. When I am making new content, I normally just pull open the editor and client, and just test changes live in the client. Normally, after any particularly involved sessions, I will log in, say, the next day (fresh server start as well), and find that this bug has occured. That seems to potentially lead credence to your theory of the DB potentially getting confused, as I'm logged in as the same player in two places. Just for anyone that hasn't seen the discord stuffs - basically Ches suggested to just... not do that anymore, and see if the problems continue to arise. As I said in the OP, I've seen a very similar problem with items disappearing happen in my other server - but not without me potentially having screwed with the game database during that session. SO, I'm just gonna use my coming playtests as a time to just see if this happens when I'm not constantly messing with databases through the editor. I'll keep this topic updated if I notice it continue to happen even then.
  12. context.ChangeTracker.DetectChanges(); I also see this - I wonder if maybe the problem is that _some_ changes aren't being detected? The problem is if I try to find the def of this method it just takes me to a virtual function I can't find its implementation anywhere?
  13. https://www.ascensiongamedev.com/resources/filehost/3b43061aa77411ce86ba975f9e55d365.log Here are my logs from the server when I was editing to when I shut it down.. as you can see, nothing particularly exciting
  14. I have had it happen again. This time was after some heavy editing on my localhost. I had 6000 gold coins in my inventory - throughout the editing process, I ended with around 6800. Logged out closed the server. Opened it back up and I was standing in an older spawn than I left off at, without the coins but with the player variables flipped. I really think I need to know WHERE the iteration through player tables happens, because it very clearly seems to be a problem where only SOME tables are updated, but not all. I would very much prefer if ANY table fails an update, we don't update any... but I can't think of any way you could design around that.
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