After more than a year of work on EmpireMUD 2.0, we are finally ready to end alpha and begin the beta phase. This is an exciting announcement after all the work and planning that has gone into the game. The official date for the start of beta is May 2, 2015.
More about EmpireMUD 2.0 beta:
- There will be a full player wipe.
- There will be a new, bigger map (see a sample).
- Core features are considered complete.
- Code changes will focus on game balance and stabilization.
- You can still expect to see new abilities, and changes to existing abilities.
- Alpha players will receive a starting bonus.
Now that craftable items are scalable, and adventure zones are giving you scaled gear, it’s time to reveal how scaling works in order to help players provide feedback on how the scaling is working out. Any of the numbers given below could be tweaked to help with balance.
Part 1: Scaling Craftables
When you craft a weapon or piece of armor, it will be scaled based on the ability you used. If the ability was in the 1-49 skill range, it uses your Trade (or High Sorcery, for staves) skill’s level, up to 50, to scale the item. For abilities in the 50-74 range, the Trade skill’s level is used and capped at 75. For abilities in the 75-100 range, it uses the Trade skill’s level, capped at 100. For future craftables that come from items you got in adventures (like an armor pattern), it uses your character’s total computed level.
EmpireMUD 2.0 alpha Change Log
February 28, 2015
- Newbie gear: Redid the data structure for newbie gear slightly, and made newbie gear scale if it’s scalable.
February 27, 2015
- Item scaling: Fixed a rounding error that caused items to sometimes get way too many points.
- Crafting: The crafting system can now scale objects based on the levels of the crafter. The old craft mastery system is gone; superior crafted items will now rely on the scaling system to recognize their superior flag and give them more stats.
- Combat speed: Lowered the speed on all attacks by 1 second to make combat less spammy. Existing weapons will do less damage as a result. The scaling system scales new items based on target DPS, so newly-acquired scalable weapons will have higher per-hit damage than before.