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Progress Report

Updates for 6/9/13

I am writing this today to update you on the changes I have made in the past month or two.

As you can probably tell, rogue was added, as well as scroll-making. These are two complementary skills.

Rogue focuses on purely combat while scroll-making is the process of making scrolls to use during combat or for things that are based around combat.

Anyways, both skills are very useful and they are both quite slow, but the experience rates are reasonable due to their amazing benefits.

Rogue is used mostly to unlock better equipment which cannot be bought with coins. It is also used to train combat quickly, although I highly recommend starting the skill once your character has surpassed level 60 Combat.

Scroll-Making is used to make scrolls that offer new spells, new teleports, new consumable enhancements, new combat abilities, etc. These scrolls can also be sold to stores for high amounts of cash. With levels gained, scrolls produced per papyrus used increases. This is useful for those who wish to make profit from this skill or for those who need many scrolls at once.

Anyways, sorry for the hidden updates rather than openly expressing them.

As always, have fun!

Progress Report

Updates for 3/30/13

I worked very hard the past couple days to get this quest out as soon as possible, and here it is.

Milk Madness, the quest, is the final part of the milky trilogy.

It is the longest, hardest, and most challenging quest yet to appear on Fire Kingdom.

It requires 50 Hunting, 45 Fishing, and 46 Building to start, in addition to the previous quests' requirements of 70 Combat, 45 Agility, and 45 Farming.

With all these high level requirements, the rewards are truly something worth going for.

The quest itself can take upwards to 2 whole hours, so make sure you have everything you need ready.

And as always, have a nice day!

Progress Report

Updates for 3/28/13

I haven't really made a big update concerning it, but the Building skill is out!

Benefits:
-many, many more teleports
-includes skill like farming to aid you in building
-many super money-making methods
-enhancing other skills to make them more useful in your house
-unlocks more quests
-etc.

Building isn't just a place to build your house. It uses resources from all over the game to make this skill very useful for all other skills.

You will find that it is very expensive to level up, but if you are so concerned about this, you can farm wood trees to make into planks so that you can save the cost!

Also, two new quests this month were added, and many other quests were revitalized so that the rewards would be much more useful and the time spent definitely worth it.

If you need any help with this skill or the quests that surround it, feel free to ask me! I'll happily answer it.

Other than that, there's still updates on the way...

-Many minigames will be released this month
-More building items will be released as well
-Quests this month will most likely surround the "milk" quest series. These quests are high level combat/agility/farming quests, that offer rewards in specifically those skills, and also a hefty amount of cash. So if you're into getting your hands on those rewards, your best bet would be to level those skills up high.

Have a nice day!

Progress Report

Updates for 3/17/13

In this week's update, there has been a change in "difficulty" to the game - somewhat.

Usually, when someone played the game in the first couple of hours, the battles would be less "turn-based" in a sense because some monsters would be able to attack before the players were able to attack them, so players would have to plan to heal ahead of time if they wanted to stay alive.

As the game progressed though, players could determine the monsters' attacks to a certain level because of the fact that players were able to almost always attack first at higher levels.

The update I have implemented changes the latter part of the game so that the players would have a more difficult time battling monsters at higher levels.

BUT, in return, players at higher levels will have a greater chance in receiving rare rewards from the enemies they are battling.

In other news...

-A new quest was added which deals with the dying wish of an old man.
-Hitsplats were changed so that players could see more clearly the effects of normal v. Critical damage.
-Some quests have been altered slightly to make directions more clear for the player.
(More quests will be altered in the following weeks - this is because these are old quests that have wrong text, indicating that a player must bring X amount of items to continue when in actuality, they only need to bring Y amount of items).
-The power of some two-handed weapons, including Derilith spears and Greataxes,were increased to match the power of dual wielding.
-Archery armour has been buffed in "magic defense" so that the combat triangle would be strengthened. (Archery>Magic>Melee>Archery)
-The hunting area was made more subtle so that new players would find it as easily since it offers benefits that might ruin the game for those who have just started.

Have a nice day.

Progress Report

Upcoming updates for March 2013

So this is a little "behind the scenes" type announcement for the game.
*These things MIGHT not happen, this is just things I am working on at the moment - I might scrap the project if I do not like the end result*

This month I am thinking of bringing in additions to the Hunting skill:
-The first thing would have to be pets, since I badly coded these in and never released them to the public.
The pets would require a certain Hunting level, and would cost some cash, but would be purely cosmetic. It would be like having a cute companion alongside.
(I might be giving the pets some 'advantages' such as finding random resources every now and then).

-There are Hunting animals up to level 40 Hunting, and even though getting a higher Hunting level is still beneficial, some people feel like Hunting past level 40 doesn't feel that rewarding, since there is nothing new to hunt on wards.
To fix this 'problem', I will be adding one to two more Hunting animals. These animals' perfect skins/furs will NOT benefit Hunting further, but instead will benefit OTHER skills so that the idea of Hunting being a "helping skill" rather than simply a "cash-flow skill" is brought back. These skins might be able to either increase crop-yield, or could be used as bait enhancer so that more fish are caught, etc.

Other than Hunting, I am thinking about bringing in a "new" skill.
-This would not be a "new" skill really, but something more to keep track of quests and pave a fresher path for quests-to-come.
The idea is to make a "quest-book" that records quests completed and gives experience based on the quests done to the "QUEST" skill recorded in the quest book.
Since there are only 18 Quests currently, the Quest level would probably not pass level 20 or so, but that would make room for a lot more quests to get to level 60!

Again, remember, these things MIGHT not happen - it's just things that are possibly entering the game this month.

Progress Report

Updates for 2/13/13

I haven't been on in a while.

I know, it's my fault for not letting people know what I've been up to.

I fixed a couple things and decided to put them all out at once though.

-Many bosses released
-New "best" armour (costing very high amounts) - this was made because people seemed that there was no incentive to get any item after reaching 3M+ coins and buying all the best weapons/armours in the game. So people started to collect items in massive quantities, such as many 'contained boots' which go for 5M each... But the problem is resolved with this new armour which (the best set) can be purchased for a mere 80 MILLION coins.

-Derilith bosses added - this is a top level area where players will go through catacombs by killing 3 ancestral spirits without a save option in between. Only the toughest of the tough are able to go through this rigorous challenge - and those who do get through it get a nice meaty reward.

-Farming bug fix - Farming was a huge bug to combat and combat related quests. With this new bug, you won't be glitched out when your timer reaches zero. It was funny though because it seemed like the whole WORLD had to stop and nothing could go on until one's plants were harvested. At least now that's fixed.

-Events - The Halloween Event was finally taken out of the game. Hopefully you have gained yourselves quite a bit of pumpkin seeds and pumpkins to keep your bellies full. Most pumpkins have also been taken out of the game - since... it isn't Halloween anymore? Christmas event... you may have realized that there hasn't been a Christmas event. It's sad to say so, because Christmas is my favorite time of the year (well really the whole barrage of holidays at the end of the year are fantastic), but I did not have enough time in my day to be able to poop out all of these updates - so I prioritized PERMANENT updates over TEMPORARY updates, which is why there was no Christmas event. Hopefully next year there will be a Christmas event.
(Also on a side note: A santa figure has been added into Creekside and sells Santa hats/sticks to players who are willing to buy them for large amounts of cash (9-10Million) as they are discontinued items. This is just me giving players a little chance to make some extra side cash as discontinued items will always rise in price (think of it like buying government bonds))

Other than that, some extra bugs were fixed, but all in all, nothing else really MAJOR happened in this update. I know I've been using this excuse a lot, but it is true that I've been bombarded with tests and projects for the past few months and even though I want to do well in school, I will still have a space in my heart for my fellow players.

Hope you enjoy what I had to say - and have fun :)

Progress Report

Quick Fix

I accidently forgot to add the reward to one of the two quests is you chose one of the two options in the quest.

I'm truly sorry and I hope that it did not cause too much of a problem.

I added extra hidden secrets just to make up for it, which are well worth the risk.

Progress Report

Updates for 11/1/12

Due to the fact that I had no access to a computer for a week, the Halloween event was delayed to 2 days after Halloween. Hopefully, you haven't lost ALL of your Halloween spirit by then.

-Halloween event has been released
-Consists of post-Halloween mini-games
-Secret Halloween games and rewards
-Pumpkin farming/carving
-New quest
-New head items, masks that boost stats depending on mask.

-Hunter still being worked on.
-I know I said it would be done in 2 weeks, but due to unfortunate events and school, I have had to delay it for quite a while. I am still working on it from time to time though. I prioritized the Halloween event, so that is why it isn't out yet.

Progress Report

Upcoming Updates for September 2012

Hey guys, so it has been a while since I made any public recent updates to the game. The reason why is because I have been mindlessly working on another new skill.

ANOTHER?

Yes, another...

I felt like the game wasn't complete with only a gathering skill and not a hunting skill, because "hunting and gathering" just rolls off of my tongue. Now even though I'm not the best game-maker, I am improving and even though some skills might seem grind-intensive, this one will be quite engaging. This is not a skill where one must sit mindlessly bashing your enter key, but a skill that takes both patience and perserverence (and a whole lot of timing). Running around catching all enemies like a madman can work, but what works even better is using tactics, to trap the enemies. One must use the surroundings in the area to maximize the experience gained.

Things Hunting includes:
-A randomly generated spawning system (meaning, when one of the enemies is caught, it will randomly generate somewhere else on the map X amount of seconds later, depending on the "difficulty level" of the animal.
-Rare drops (there are the 100% drops that happen when one catches an animal, but every now and then, instead of the normal drop, a rare drop will be given, which is beneficial for hunter, other skills, or even for cash! Eg: Rare hides can be turned into garment that can be used to camouflage oneself).
-A failing system (every time one fails to catch an animal, damage will be dealt to the player. There is fail-reducing garment though, that can be crafted with rare drops from hunting animals.)


So far, the hunting skill is about 40% complete, but I am starting to pick up the pace a little since I know what I want to do with it now.

This will be released in 1-2 weeks.

Progress Report

Updates for 8/16/12

This is a list of updates that has happened for the newest patch:

-Quanzfalls has received a lick of paint and a rework.
-The Bridge has been modified to look broken, in which now you jump across.
-Fencing guild money rate limit for trading in swords.
-Aurorus Boss added in, with the new Aurorus Scepter.
-Combat has been changed to max out at level 70, although level 60 is the natural "maximum", there are simply 10 more levels for those who want to get more experience, but do not benefit the character.
-Fishing now recieves 5 fish in one cast rather than 1. This change was made because of the fact that normally, people would only get 300 or so fish in total to level 60, which wasn't enough for training/bossing/etc.
-Bosses now drop more cash when killed, and drop rates have been increased. This is due to the fact that bosses weren't very good cash previous to this update.
-Agilis armour (T2) has been decreased in evading rate so that you can't have a max evading bonus of 95%.
-The Legends shop now has an area for "Advanced Legendeers" (95-98 Legend).
-Farming experience has been made slightly more difficult as one could previously gain 5 levels from 1 tree.
-Herb plants when grinded and made into potions now make more potions that just 1, so it becomes a good money-making method and not a waste of cash and time.
-Urothmus' Fury spell has a more Enhanced version once the player reaches level 55 Combat, in which it will deal 100 more base damage.
-Magic is now heavily based on intelligence, so wearing magic robes is a good idea when using spells (other than Urothmus' Fury and Holarian Healing).
-A couple of "glitchy" areas have been fixed.
-Some item priorities have been updated so that the player can be seen over the object rather than under.

Enjoy.
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