Welcome to Hadelmia MMORPG Project Website
Version 0.4 RC1.6 Is out for testing!Features Done:
-Changed login screen focus on password field when username is remembered.
-Fixed character freeze bug when talking to random quest npc.
-Fixed blinking and overlapping quest windows.
-Fixed quests wrong descriptions, speak text and progress texts.
-Fixed many exploits on quest returning.
-Fixed quests going totally messed up in database.
-Made fields and support for 15 different types of quests for a future use.
-Fixed quest system generally.
-Overhauled quest system basically.
-Added an option to dock/undock windows to main window when moving it.
-Added a feature to delete a character.
-Lot of improvements to account database structure.
-New quest database design and client side code.
-Database fields for logging account's failed logins, ip's and exact times of them.
-Enabled ciphering between clients and the server.
-Added an option to enable and disable FPS and Latency meters.
-Overhauled character slot system, more realible, and fluid.
-Client now loads all maps from the server.
-Some particle effects for couple of spells.
-Character creation system remake.
-Fixed disappearing loot after killing a monster.
-Added few graphic indicators when hitting, missing, critting etc.
-Much clearer systray icon, also now it actually deletes itself quite often.
-Fixed bug when player got stuck until to next server restart when logging out in a dungeon.
-Fixed wrong global cooldown.
-Fixed spell cooldown indicators.
-Added training time bar under life, mana and stamina bars.
-More LOS tuning.
-Tons of little fixes and adjustments.
-Pet attributes and perks.
-Better party system.
-Starting attributes effects to starting skills and gear.
UI saving is now on.
You can now resize and move most used windows's in the game, and it will save their position and size.
Forums are now up and running, it is goo place to keep track of ideas, bugs and just to talk some random stuff if you like.
0.4 alpha release candidate 1.4
Just adding latest changes and fixes here too.
I started to make windows/forms resizable and free movable. It is working quite well already, but there is no position and size saving yet.
-Fixed game screen refreshing while in menu.
-Fixed "speedboost" problem when switching antialias on and off.
-Added few different kind of CC's for monsters.
-Added info indicators for CC's.
-Fixed login screen mess when typing wrong password.
-Some UI tweaks and changes.
-Fixed coordinate offset problem on moving system (added more realible check).
-Fixed server hang up bug when using public chat.
-Fixed server bug when it stopped accepting new connections after some time on idle state.
-Fixed perk and skill hints.
-Some tweaks to login time, it still takes about 30 seconds for some poeple to log in (wonder why?).
-Several minor tweaks and fixes on server side.
-Windows flickering and overlapping fixes.
-Teleport system overhaul.
-Some checks to prevent incorrect player coordinates.
-Map loading optimization.
0.4 alpha release candidate 1.1
Again, a lot of stability and preformance improvements, with huge pile of bug fixes.
Also new sound system is now implemented, along some testing sounds (few different moving sounds for players and mobs.
FPS is about a double compared to last version, overall speed is now much better.
Login server and login session generally is now stable, and is like 5 times faster.
Some small and big bugs are still expected, they always are, but now Alpha release is very close.
Please keep testing and hopefully find more problems and bugs.
Last thing before Alpha is to make some basic configuration files for settings like sounds, window positions, sizes etc...
You can check this screenshot about my sheep meanwhile! She's very productive wool factory.
Again! See you on o/
Stability and performance
Lots of performance tweaks and stability fixes, both on server and client side.
I know it is still not alpha, but server particularly was way too unstable and slow for it.
So i decided to take some time to improve it.
It's looking promising now.
Archived NewsAccount management work
I have been working on web
It now includes simple account creation, email verification and password reseting.
That is all we need for the alpha anyway.
I just need to implement it to actual game. It shouldn't take too long.
There is also no the page where you can check server status.
See you on o/
Alpha release soon here!
It is soon the alpha time. Version 0.4 will be the actual alpha release.
Just quick test session with people on discord. Skill learning speed is now very fast, so testing is more fluid and...fast.
If everything goes smoothly, alpha will be out in couple days.
There will be full account and character wipe also for the alpha.
Final thing before the launch to be made is the new account system anyway (this means, autoaccount will be removed and password added to accounts).
So i hope everyone is up for some testing, and will find last bugs, and problems to be solved before 0.4a.
New featuresLights, antialiasing and anisotropic filtering
Added some nice graphical stuff like lights and LOS calculated by them.
Incoming features and changesNew layout
New UI visual look, wooden theme. Gives a nice touch to the UI and is much better than the very depressing total black and blunt style.
Loads of improvements to the UI generally.
ACTUAL WORKING SSL ENCRYPTION!
Much more stable database code, mysql routines overhaul.
New music, new sounds(very high quality fantasy themed sounds).
Lots of new graphics, icons and items.
New spells and abilities.
AI improvements and first steps towards a total living world AI.
First phase of the living world A.I. (Random camp making done)
The meaning of living world is to make the world run independently, imagine a situation where you are a thief looking for the opportunity to steal something.
Well, with the living world AI you can do that.
Scenario: You see orcs in the woods, they are just about to make a camp and get some sleep. Orcs will actually make that camp in the spot they are currently in.
They will make camp fire, put sleeping bags in place, also put some items in their stash chest (chest is your target ofcourse).
You can now wait until most of the orcs are asleep, they will leave guard in place too for sure.
But maybe you shoot that guard with a tranquilizer dart, and wait till he/she is asleep too, or wait until the guard is making his/her patrol, and is out of sight. Then you use the stealth ability to make your way to the stash.
The stash is maybe locked too, or not, you never know. If it is, you need to lockpick it too. Maybe you will fail and make some noise and some of the orc or orcs will hear you doing it, and you know what happens then. You probably need to run and vanish in the darkness.
But after a successful lockpicking, you can get nice loot with little trouble. Nice scenario is it not? :)
This is just one cool feature the new living world AI will provide. Everything in the game will be done by AI, nothing will be scripted, ok, scripting provides very complex and cool looking scenarios, but generally it is just repeating same thing all over again.
Living world will not repeat anything basically.
This is a very ambitious goal to make work, but it is a unique feature to have.
It will be lot of work, but I'm confident to be able to make it work.
Stay tuned here or on discord for more info!.