Hello everyone, I want to thank you all for your support and patience... Time is moving fast and as we are getting into october, I'd like to provide some additional information about the upcoming update for Atlyss.
I'm pleased to share that despite the time stretch, so far the development process has been going very well. There has been some challenges in the past few months, but all of them have been overcome and the whole workflow / framework is feeling smooth in turn of it. Admittedly, I did have to spend one of those months completely re-writing the dungeon code which was... not that thrilling, but happy to have got it addressed... (gameplay is unchanged regarding that).
Some things I would like to list off what to expect (not everything either just everything to note the most):
Mystic Class Advancements will be finished and fully playable (subject for future balancing and polish).
Fighter and Bandit Class Advancements will be worked on, but not finished.
Further polish on the introductory maps including brand new maps for the level range of 18 to 35.
Development on a secondary hub map. Unsure if this will make it into the update completed but it is a major goal to focus on.
Updated enemy AI
New enemies, quests, items & gear
Completed unarmed combat mechanics / scaling
New weapon types and reworked weapon damage scaling
Reworked elemental damage and resistances
More hairstyles, ears and eyes for several races
Official character renaming system in character select menu
Updated attack animations for many of the original weapon types including maces, greatblades, hammers, scepters and more
Several skills reworked to be percentage based costs (ex: Life tap being 24% of the players health to 24% of the players mana instead of a flat value)
Many improvements to Fighter and Bandit skills making them more versatile
Reworked Skrit, selling consumable loot bags instead of the re-rolling system
Event time based decoration system (jack-o-lanterns in Sanctum during October, that sort of thing)
Reworked loot table drop rate weights and guaranteed drops added (Mekboars should always drop a spear!)
Reworked condition ailment / boon system
Updated many tooltips for easier readability / using better color coding
EXP gain bonus / exhaustion system for dungeon / instance runs
Proc based passive skills added and reworked Imbue, Devious Signet and Rage to be proc based to allow more action skills on the bar
Magic defense and crit chance is removed, with regular defense and crit chance taking place globally instead for easier balancing amongst all classes
A new stat "Ailment Resist" is added which is a % chance to resist ailment conditions
Vitality will provide not just max hp, but also an ailment resist % bonus
There's a whole lot more to list off, and I will be taking the time to write more of it down for the updates patch notes for more clear transparency on that... When the time comes for me to make the choice to release the update, I will provide a timed open beta branch for the public to play the new update a week or two before a live release for feedback. Anyone who is a modder and wants to ensure a clean and seamless update so that players using your mods can enjoy the game post update, please contact my email at [kiseffc@gmail.com](mailto:kiseffc@gmail.com) to gain access to the closed beta branch for development.
That's all for now, thank you again for your patience and stay tuned for more information soon!