MXL Sigma: Screenshot Log

See what's being developed in the custom MXLS engine.
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whist
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Since the screenshot thread usually tends to open discussions and lead to some times a few pages without screenshots, it becomes hard to see the actual screenshots, so from now on all posted screenshots will also be logged into this topic for a quick overview. You can also rewatch all videos that have been posted from my Youtube channel
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whist
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whist on Sun Jul 12, 2015 2:36 am wrote:A few new things to start up the new screenshot thread.

First of all, persistent health bars (can be toggled on or off in config for everyone's convenience). The size/placement isn't final.
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And then we have boss fight health bars, which are displayed when in-range of the boss (approximately two screens)
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A little preview of the bounty task system
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The bounty task system has three tiers, bronze, silver and gold. Bronze being the easiest and gold being the hardest. Every time you create a game, the server generates one task for each tier randomly. So far there are three types of tasks: Kill specific boss, clear specific area, and kill specified amount of monsters in specified area. The areas and targets for said tasks are generated randomly (from a predefined range list on the server). These tasks are generated in destruction difficulty.

Completion of the task grants you with a reward, which is in most cases exp (this is to help the leveling process from 120 to 150). Gold tier tasks also grant you with an additional reward, such as a random cycle in the provided example. (this may not be an actual reward, just something I came up for an example). The experience rewards are a percentage of the required exp for you to level-up to the next level, making it a very powerful reward for the leveling process after 120 (since the required exp for level-ups are getting very high at this point, level 150 being around 4,000,000,000 exp)

The game also saves how many tasks you have completed in every tiers. In the future we might even have a ladder for tasks completion in every tiers, although this is not guaranteed. (although the completion count will at least be displayed in-game for sure)
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whist on Wed Jul 29, 2015 9:36 pm wrote:Currently working on the config interface. Here's a little preview of what has been done so far. This also gives a preview of the drop filter settings (note that not all filtering params are there yet though)
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whist on Sat Aug 01, 2015 5:30 pm wrote:Image
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whist on Wed Aug 12, 2015 6:52 am wrote:Damage display in the stat screen isn't rounded at 10K anymore
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whist on Wed Oct 21, 2015 2:30 pm wrote:Event portals. In this precise case, this is a portal that gets opened when you create a game between October 1st and October 31st. Hopefully leading to an halloween themed uberquest (Marco pls). Either way, whether this uberquest will actually exist or not is free to marco, but this screenshot was meant to show off the possibility of seasonal events (this is not limited to a month, this can be a precise date, a precise time for daily events, a day of the week for weekly events, etc)

This is not limited to opening a portal to an unacessible area either, but I kinda liked the idea of seasonally available uberlevels.
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These, assuming this does get implemented, are likely to be realm-only, as changing your computer's local time would be an easy hack in single player. Inb4 single players rage.
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whist on Thu Oct 22, 2015 2:33 pm wrote:Here's something Marco requested some time ago.

Alright, so let's say you're playing "Patch 1", and you find this shiny OP item. (It isn't even that overpowered, but whatever, that's for example purposes only)
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But this overpowered item in fact never meant to be that strong. Marco is just retarded and mistakenly typed 2500 instead of 250. Oh noes!
Now Marco fixes this in "Patch 2", and you're thinking: Hehe, fool, I kept it in my stash.

Now Marco could trick you and make the item level's requirement 666. But that renders the item useless, and hey, you did find the item in the first place right? And to say it had only one chance in 1,348,102 to drop. That would be quite a shame to lose the item while it was the mod maker that did a mistake.

But that's no longer a problem. Now legacies are updated in real-time (assuming there is an updated version and it's defined in uniqueitems.txt). So when you update to "Patch 2" and create a game, your old overpowered legacy gets deleted, and gets replaced by a shiny new updated and nerfed version. Yay!
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tl;dr: legacies are auto-updated in real-time
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whist on Thu Oct 29, 2015 5:40 pm wrote:Image
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whist on Mon Nov 23, 2015 10:31 pm wrote:Buff display. Buffs will be displayed on the left (life orb), debuffs on the right (resource orb).
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whist on Fri Nov 27, 2015 3:52 am wrote:First progress on the World Event 2.0 code. Chat messages are quite outdated. This looks better to announce the event has been activated (displays for 10 seconds in every games the event activates into)
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whist on Fri Nov 27, 2015 3:24 pm wrote:I've replaced the item requirements code today. A new item stat, allowing us to create conditionally class-specific items. As in, make an item that usually isn't class specific, class specific. Say you have this ordinary crown.
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But you could also have the following crowns
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And finally, the stat also allows us to create mercenary only items. This could be used to make some highly buffed items to improve mercenaries, without overpowering players.
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