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Super Early Alpha

Posted: Thu May 25, 2017 6:45 pm
by Alex
Hey all,

If you're reading this, you've probably stumped upon the super early alpha for Archaic Lands. It's a hybrid, unrestricted RP/PK mud that is focused on player-run game-world building, including things like wars, politics, conquests, and hopefully eventually player-based conquest/building.


There will be a focus on playability (making things not a chore), balance of PvP/PvE, and being able to 'do your own thing' without having to rush to gain max level, then new flavor of the month ruining it, then deleting.


Right now I'm just getting together what the general world will be like, laying down the initial player races and classes, and some other basics. As I do this, I could use a helping hand (a lot really) in building, as well as folks who are up for bug testing. PMing here would be a good start.



I'll post a coding/feature roadmap, a game world design roadmap, and some idea/feedback threads over the next few days. The general goal is to solidify the overworld map, the starting two cities (evil/good), some of the other 'core features' (combat, initial classes and spells, economic system), and then build from there.


I envision the push to beta to be a fun, creative, world-building with lots of hilarious pushing the limits and such. When folks feel satisfied with the ground work, and feel they can invest time into a character and play the game in a traditional way, we'll then move to open beta.

Re: Super Early Alpha

Posted: Fri Jun 02, 2017 1:19 am
by Alex
Progress update:

World Building
The overworld grid has been created, 64,000 rooms.
Air surrounding a deep ocean.
The main continent (currently a big rectangle of plains) has been placed that is approximately 18,000 rooms:
Image

Next to do:
Begin shaping the world organically (rounding corners)
Create major terrain + starting cities on continent
Start first city zone (Haven) and link it to map.

Code Updates:
Can now look/target through non-directional exits (aka non directional gates or portals)
Terrains have been updated to include:

Code: Select all

STONE                     WOODEN                    CAVE                      
MAGIC                     UNDERWATER                AIR                       
WATERSURFACE              METAL                     CITY                      
WOODS                     ROCKY                     PLAINS                    
UNDERWATER                AIR                       WATERSURFACE              
JUNGLE                    SWAMP                     DESERT                    
HILLS                     MOUNTAINS                 SPACEPORT                 
SEAPORT                   BEACH                     LAKE                      
RIVER                     DEEPWATER                 WHIRLPOOL                 
CORALREEF                 WATERFALL                 VALLEY                    
DENSEFOREST               SNOW                      SNOWMOUNTAIN              
LAVA                      VOLCANO                   GATE                      
MINORGATE                 BRIDGE                    ROAD                      
CLIFF                     SNOWCLIFF                 FIELDS      
Terrain now comes with built-in movement cost, resources, and behaviors/restrictions (such as river flow, swim needed, climbing, etc)
New character creation with stat picker
PC races choices now solidified and base stats/bonuses assigned.
Stock classes ripped out (except fighter)
Stat trains for hp, me, mv, and 'power/art' are now tracked independently, not directly added to player stats.
Humans now get +4 (+3 to primary, +1 to secondary) bonus stats based on class
Half-elves now get +1 bonus to primary class stat.
Nine alignments introduced in game
Added religions to the game with god names code-configured.
Sleeping now reduces concentration maximum, causing spells to be released.
Sitting increases concentration maximum.
Resting currently does not reduce concentration maximum.
Players can now be ridden (as centaur).

Next To Do:
Create helpfiles for PC races
Create helpfiles for Kingdoms
Create helpfiles for religions
Stat train accumulation (one every other level)
Fix mode stun so mobs can be killable again
Standardize hp pools based on con + trains, not class.
Standardize move pools based on dex + trains, not class.
Standardize mana pools based on wisdom + trains, not class.
Standardize concentration based on int.
Standardize carrying capacity based on Str + level.
Standardize inventory capacity based on dex.
Standardize skill practicing/improvements.
Standardize XP gain method.


Once most of this gets done, I'll update further. Post this, we're getting close to being able to create the first 4 classes (soldier, priest, sorcerer, thief/rogue) and skill/spell revamping can be begin.


Edit: updated this post with things completed

Re: Super Early Alpha

Posted: Fri Jun 09, 2017 6:07 am
by Alex
Weekly update (a day early because I'm awesome like this):

Been a fairly busy week, got a lot done on the coding front, and a fair chunk done on the world building front (though this is lagging behind the coding). I intend to try to complete most of what's below for the coding by next sunday (the 18th), as this is more of the core mechanics stuff I'm hoping to get through this and then begin implementing the first few classes in earnest which will also include an expansion of the 'action point' system to be more consistent and universally applied.

After this time, the mud will essentially enter actual alpha and will be 'playable' in so far as you'll have skills, races, saves, totally unbalanced combat, movement and hp mechanics, and the standard stuff you'd expect.

As a note, since I was asked: I'm not yet planning on implementing cabals/factions until I've gotten the races/combat/spells/skills/classes/groups/formation and ranged combat introduced into the game. Plus, the in game world needs to be built more, as conquest/war will be tied within them.



World Building

Completed:
City of Haven placed on map, 220 rooms into building
Areas for the capitols of the major kingdoms have been started
Shaping of the continent just begun in the north

Next up:
Continue with Haven and Haven newbie zone
Continue shaping north of continent
Recruit additional builders for zone-specific building


Code Updates

Completed:
Speed walk/jog/run and associated move costs implemented (1x, 1.5x, 2x)
Stat trains now accumulate on every even level, 3 starting on creation
HP, mana, move, concentration, carrying capacity, and inventory capacity are all standardized and retroactively based for all races
New automap feature toggles map on or off in 'indoor' zones
Areas can now be declared 'outdoor' (meaning they adhere to overworld map distance, move costs, spell affects, and mapping)
Exits now standardized and autogenerated as transparent for builders
Exits now display cleanly and show the surrounding rooms if there's nothing there, or the object (door etc) if there is
Fatwallpaper added (visible non-interactive long-descs)
Both hand wielding for items/weapons now introduced to the game
Two-handed weapon generic type added to game
Basic languages added and colorized for the different races/kingdoms
Yells now give direction for those who hear it (for instance, you hear 'from the southeast' if someone yells from the southeast)
Kingdom selection on creation now sets your recall to the proper city and assigns languages
NPC mobs now are standardized for stats - they scale on level (meaning level 50 has max stats, level 1 has max-8 and it scales)
highest level achieved introduced - mud now tracks highest level so when losing a level, you do not regain/lose any stats, even if you relevel, just the associated level bonus
Shopkeepers now display size, material, and type of what they are selling.
You can now buy based on index (buy 1, buys the first thing they offer)
You can now buy FOR someone (buy food for newbie) will charge you and give the newbie the item.
You are told the total of your purchase now ( It costs you 1 copper. You buy a grilled steak from Saija.)
"view" command has shopkeeper tell you about the item (weight, description, approx level etc)
Mobs no longer display 'display' text when moved from their original area (Mob looks to be sneaking around here -> a tall male half-elf is here)
Stock 'look' messages removed, now only visible when someone looks at someone else
Added 'regional' skill for builders to view 41x41 grid of the area around them to assist in building
Targetting/looking/tracking now works cross-areas (meaning you can look/shoot through a gate of one area into the next)
Early support for ranged weapons added into the game (ammunition, bow weapons, crossbow weapons, and ammo consumption + range)
Charisma now affects the price of items (25 charisma provides a 25% discount, 10 cha a 50% penalty)
Armor command introduced to the game (shows you the protective stats of your armor):

Code: Select all

>
armor

 oOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOo
 o [Armor] Alex.                                                             o
 o===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===o
 o Physical Protection                      o Magical Protection             o
 o   O     <-- Head/Neck:  Defenseless (-3) o  Protection:                   o
 o /-|-\   <-- Arms/Hands: Defenseless (-3) o   Fortitude:                   o
 o   |     <-- Body/Waist: Defenseless (-3) o   Willpower:                   o
 o _/ \_   <-- Legs/Feet:  Defenseless (-3) o      Reflex:                   o
 o             ---------------------------- o                                o
 o             Overall:    Defenseless (-3) o                                o
 oOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOo

[HP:100%] [ME:100%] [PE:100%]

Next to do:
Automatically set numeric alignment value for builders when they select one of the 9 static ones
Standardize practice gains on level
Skill improvements when using skill (fail or success)
Standardize XP gains based on mob level difference and aura bonus
Mode stun - stop combat for all mobs involved if they're mode stun too, otherwise proceed if set to kill
Get armor by wear location
Get total armor bonuses by wear location
Get total armor bonuses for saves + protection
Update armor command to showcase the information accurately
Allow player to aim upper/middle/lower
Have upper/middle/lower target the sections of the body applicable when fighting
Have damage attack body part hp pools
Have critical damage mangle and severe limbs
Have equipment fall from limbs (or if head/chest/stomach, kill the player)
Make physical armor only apply to the area the player is being hit instead of collectively
Standardize armor protection base value based on material and body location
Create breakage chance for materials comparison method to be universally used
Give mobs the ability to be assigned classes
Automatically give mobs spells/skills based on class and level
Set proficiency of skills based on level (starting at 50% to 100% by level 50)
Give special mobs and certain races boosted HP stats controlled by the builder
Allow builders to assign saves and immunities to mobs
Allow builders to assign resistances to mobs (monster only 50% affected by cold)

Re: Super Early Alpha

Posted: Fri Jun 16, 2017 7:12 pm
by Alex
Weekly coding update:

So, this week was productive, didn't get everything I wanted to do, but most of it.

Coding update:


Completed:
Automatically set numeric alignment value for builders when they select one of the 9 static ones
Standardize practice gains on level
Skill improvements when using skill (fail or success)
Standardize XP gains based on mob level difference and aura bonus
Mode stun - stop combat for all mobs involved if they're mode stun too, otherwise proceed if set to kill
Get armor by wear location
Get total armor bonuses by wear location
Get total armor bonuses for saves + protection
Update armor command to showcase the information accurately

Code: Select all

>
[HP:100%] [ME:91%] [PE:100%]
>
armor

 oOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOo
 o [Armor] Alex if you need something, send a tell                           o
 o===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===o
 o Physical Protection                             o Magical Protection      o
 o   O     <-- Head/Neck:  Defenseless       ( 10) o  Protection: 85         o
 o /-|-\   <-- Arms/Hands: Defenseless       ( 10) o   Fortitude: 0          o
 o   |     <-- Body/Waist: Poorly Covered    ( 17) o   Willpower: 0          o
 o _/ \_   <-- Legs/Feet:  Defenseless       (  3) o      Reflex: 0          o
 o             ----------------------------------- o                         o
 o             Overall:    Totally Shielded  ( 99) o                         o
 oOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOo

[HP:100%] [ME:91%] [PE:100%]
Allow player to aim upper/middle/lower

Code: Select all

>
aim upper

You now try to aim at the upper body section of your foes.

[HP:100%] [ME:96%] [PE:100%]
>
aim

You currently aim at the upper body section of your foes.

[HP:100%] [ME:96%] [PE:100%]
Give mobs the ability to be assigned classes
Automatically give mobs spells/skills based on class and level
Set proficiency of skills based on level (starting at 50% to 100% by level 50)
Give special mobs and certain races boosted HP stats controlled by the builder
Allow builders to assign saves and immunities to mobs
Allow builders to assign resistances to mobs (monster only 50% affected by cold)
*bonus* set mood aggressive/neutral/defense

Code: Select all

>
mood

Your current stance is neutral.

[HP:100%] [ME:100%] [PE:100%]
>
mood agg

you assume an aggressive stance.

[HP:100%] [ME:100%] [PE:100%]
In progress/almost done:
Have upper/middle/lower target the sections of the body applicable when fighting
Make physical armor only apply to the area the player is being hit instead of collectively (depends on above to finish)
Standardize armor protection base value based on material and body location (depends on above to finish)


Next up on docket:
Create breakage chance for materials comparison method to be universally used
Have damage attack body part hp pools
Have critical damage mangle and severe limbs
Have equipment fall from limbs (or if head/chest/stomach, kill the player)
Consolidate translated languages into one single message, instead of two messages
Set standardized action point gains per pulse
Figure out a safe 'floor' for action point cost for basic melee attack
Calculate that against spell cast time (they use action points too) so the same baseline is used to judge DPS
Institute scaled movement speed penalties in travel lag
New RP based damage messages for hits to head, arms, legs, waist, chest, and wings instead of flat damage messages
Make mood aggressive/defense/neutral 'register' for combat (though not doing anything currently, just add to formula)

~Begin the first two classes: sorcerer and soldier~ (gasp)

Re: Super Early Alpha

Posted: Sat Jun 24, 2017 8:14 pm
by Alex
Quick weekly code update:

So this week I didn't get to work on a few more primary things I wanted to do due to the slew of smaller things I had to tie up combined with a busier than usual work week. This next week I really hope to get the next things done so I can begin working on the first class and set of skills. That's the goal at least.


Completed:
Have upper/middle/lower target the sections of the body applicable when fighting
Standardize armor protection base value based on material and body location
Have damage attack body part hp pools
Have critical damage mangle and severe limbs
Have equipment fall from limbs (or if head/chest/stomach, kill the player)
Institute scaled movement speed penalties in travel lag
Body parts appear when cut off/destroyed in game (body parts on floor)
Cleanup of capitalization and spacing on output to make it cleaner
Tweak who list to not reveal race/class except to those you've greeted
Added 'reply' for tells, made tells obey 'sight'
Combat rounds now display your victim's HP (is in awful condition etc)
Size now matters for riding
Prompt now displays when anything 'happens' (more natural than waiting for the pulse update)
Base weapon damage set for weapon type + level (think basic diceroll, 1dX)
Limbs that aren't mangled or missing now regenerate naturally
All armor/weapons weight is now automatically calculated
Armor value now automatically calculated based on level, weight, wear location, and material 'protection value' (not to be confused with hardness)
Weapons now have a base speed, accuracy, damage, and base-weight based upon weapon type, material, and two handedness
Non-armor items can now be worn (these do not add to the overall armor of your character)
Wearing/wielding items now respects size (medium can wear large/small/medium, for example)
Added negative and holy damage types to weapons.
Introduced limp/crawl movement penalties for missing legs


In progress (in order of priority:
New RP based damage messages for hits to head, arms, legs, waist, chest, and wings instead of flat damage messages
Create breakage chance for materials comparison method to be universally used
Revamp stock armor calculation system (was make physical armor only apply to the area the player is being hit instead of collectively)
Make damaged body parts have effects on the player (can't wear if missing hand, blind if eye is destroyed, limp if leg is cut off)
Consolidate translated languages into one single message, instead of two messages
Set standardized action point gains per pulse
Figure out a safe 'floor' for action point cost for basic melee attack
Calculate that against spell cast time (they use action points too) so the same baseline is used to judge DPS
Make mood aggressive/defense/neutral 'register' for combat (though not doing anything currently, just add to formula)

Re: Super Early Alpha

Posted: Sat Jul 01, 2017 4:42 am
by Alex
Builder update:
The Haven newbie zone is nearing completion, it's a small zone that is just to get new players up to level 6. Edoras also created a 256color guide for using the extended color pallet in the forums.

I've gotten several building requests, but I need you guys logged into the mud and to give permissions + a bit of 'getting started'. Edoras has also created some excel spreadsheets that help generate copy&paste commands into the online editor to speed things up even faster.


Coding update:

This week has been all bug fixing, builder support, and redoing some core features of Coffeemud stock to support builders. So I didn't make a ton of progress on the rest of the things I had in my plate, despite doing nearly double the coding I did last week. But, for a good cause: building is our long-pole in the tent and so it was necessary to take care of these roadblocks for the builders.

I also got distracted and began working on grouping code/formations. So that's 3/4 implemented and a bit buggy. It was a good trade off this week.

That being said, this is still my list for this up coming week:
New RP based damage messages for hits to head, arms, legs, waist, chest, and wings instead of flat damage messages (in prog)
Create breakage chance for materials comparison method to be universally used (in progress, mostly done)
Revamp stock armor calculation system (was make physical armor only apply to the area the player is being hit instead of collectively)
Make damaged body parts have effects on the player (can't wear if missing hand, blind if eye is destroyed, limp if leg is cut off)
Consolidate translated languages into one single message, instead of two messages
Set standardized action point gains per pulse (right now set to 1.0)
Figure out a safe 'floor' for action point cost for basic melee attack (right now set to 1.0, with skills boosting it)
Calculate that against spell cast time (they use action points too) so the same baseline is used to judge DPS
Make mood aggressive/defense/neutral 'register' for combat (though not doing anything currently, just add to formula)


Barring any additional builder-stoppers, I will get most of this done (at least the action point-related things, armor system, and rp based damages), which will allow me to build the first class (Soldier), then move on to Sorcerer (magic) and Priest (divine magic).

Re: Super Early Alpha

Posted: Fri Jul 21, 2017 8:35 pm
by Alex
Overdue update:

Hey all, been a busy few weeks in general, and most of this has been focused on builder support to help builders ...well, build.

Builder updates:
First newbie zone finished
First lowbie xp zone is nearly done
Capitol is begin worked on (empire capitol)
The world map is being fleshed out in drawing, and placing things

Code updates:
Core code update (session handling, player libraries) to match the new bug fixes/improvements from the coffeemud codebase
Mobs can now be in groups and saved that way by builders
The icons/colors on the in-game map can be override by builders
Additional security added to prevent sysadmin accounts from being modified by other staff
Multiple 'portals' (aka named exits) now are available to builders in addition to the 11 cardinal directions
Builders/Staff can now see disposition flags (invis) (white aura) etc. when they use their sysmsgs
Groups implemented with positions which obey position logic
Range checks are now added to mobs/players (so skills/spells can get the range between two mobs)
Cabals have been introduced to the game and are a part of builder tools
Induct/uninduct for cabals
Leadership ranks in cabals added (leader, deputy, member)
Custom leadership rank names added (example Empire: Emperor's Hand, Chancellor, Councillor)
Subop staff can now promote/demote builders
Group messages (join, leave, disband) are now informative to all group members AND others in the rooms with them
Updated where command to be more efficient for builders looking for things in game
Progress on damage messages for combat


Currently working on:
Finishing out this last bit for action points in combat & casting using them
Finish damage messages
Make body parts missing mean something
Tweak base melee damage
Add generic stealthy & brute animal NPC classes for unintelligent NPCs
Integrate armor into damage reduction formula
Introduce cabal channels
Begin work on soldier class

Re: Super Early Alpha

Posted: Tue Aug 08, 2017 12:03 am
by Alex
Quick update:

Formations now are fully implemented in grouping, including proper positioning for mounting and for when someone dies/leaves room/leaves group/gets transported away.
Cabal channels are implemented in game, with colors
You will now limp/crawl when missing legs
You will now match speed with the leader of the group
You can now follow someone else who is following someone else and that will be remembered if your leader stops following their leader.
Snow/rain does not fall on inappropriate surfaces (water/lava/etc)
Missing limbs now affects wearing/wielding items (no left arm means you can't wear stuff on your left wrist, finger, or hand)
HP display changed to show your internal healthpool, which a damaged core body (head/chest/stomach) part bleeds through pure damage to.
Begun sketching out soldier class base skills (aka basic melee skills)
Armor now works based on what you're wearing in the region (legs = leg, feet, stomach = about body, belt, head = helmet + neck, chest = chest + about body, left arm = left arm, left wrist)
Fixed some really weird buoyancy issues with heavy items on water
Reworked base melee damage (now super low without skills)

Currently working on:
Action points in melee and casting
Reduce the amount of HPs legs/arms have
Finalizing damage messages based on type, damage done, and body part HP.
add generic melee brute and generic sneaky NPC 'animal' classes
Apply scaling armor points weighted (thus a breastplate offers more AC than arms)
Make lava actually harm you by stepping on it

Re: Super Early Alpha

Posted: Sun Aug 13, 2017 2:38 am
by Alex
Building update:


Our continent has been shaped and basic roads and cities have been placed on the map, zones connected. Lots more work to do, so join in if you want to contribute.

Image

Re: Super Early Alpha

Posted: Sun Sep 10, 2017 8:03 pm
by Alex
Another update:

We've been focused on building mostly this cycle around, as that's the long-pole in the tent, along with some backstory and helpfiles. Minor code updates also were done in support of this:


Building updates:
Image

The world is coming along nicely, filling in large sections of it with the appropriate biome and have placed all starting cities. More descs are needed (a lot of rooms have similar descs) and straight lines need to be 'organically' tweaked, but the world is taking nice shape.


Capitol city in the Empire is getting closer to completion, and will probably be the first starting city to see completion:
Image


Slums have been added to Haven since the last update, it's not quite near as Capitol is in Empire, but it'll probably be the second starting city to be completed.


Code updates:
Grammar corrections in directions when calculating vectors (a yell from inside a door actually says it comes from behind the door now, etc)
Added ice as a resource, found in ice plains/ice mountains
Lettuce added as a resource. Because edoras. Seriously.
Mountains are now behaviorally windy.
Valleys now have naturally occurring resources.
Colors for minimap added for swamps and jungles.
Various typos for weather messages fixed.
Action points now are standard for all players during combat
Corpse dragging now implemented (being able to drag a corpse or other object behind you from room to room)


Currently in progress:
'hides' for mobs/pcs (leather hide, obsidian hide, etc) for base defense
Replacing combat messages
Body armor recalculations



Game design updates:
PK Timers:
PK timers will be introduced into the game when players aggro each other.
These will affect skill/spells.

Death:
PK death will be treated differently than PVE death. NPC death will be easier to recover from, but it'll always be 'best' to reclaim your body.
PK timers will be added to you (if a player aggros you) that will affect the ability to recall, log out, or use special recovery methods.
Having a corpse to bring someone back is always superior to other methods.
No XP loss will occur for coming back to life, in any method.
A person will always be able to self-resurrect, but it will be the worst method available.


Banks:
Each major nation will have its own bank, where they can or can not levy fees on the use of it.
The bankers guild will run the common bank that is available in most of the continent with a static fee attached.
The law will have access to their own bank and the bankers guild bank for confiscation purposes.
National bankers (like shopkeepers) will not deal with you if you have a deathmark unless you have special skills or they are black market dealers.
Each player will have a 'vault' where they can store up to x items that are not limited nor magical (armor, containers, weapons, etc)
Each cabal will have a 'general vault' where they can store up to x items that are not limited w/ lieutenants and leaders being able to access .
Each cabal will have its own bank account, with only leaders able to spend.


Cabals:
Each cabal will have law immunity in its respective kingdom it chooses to reside in.
They serve as shadow societies, not political classes, and don't participate in wars or conquest.
With the addition of player clans & player owned property, cabal leaders will be able to build/shape their HQs.
Each cabal has a color for its messages/theme.
Each cabal now has 3 ranks: leader, lieutenant, member. These can be named differently for each cabal.
Each cabal will not have their own language or writing.
There will be no oathbreaker.
Cabal membership is not promised, cabals may run how they see fit.
Each cabal will have a way to appoint/elect/select new leaders based on organization type. Excessive player nepotism will be handled.
Each cabal will have the ability to 'overthrow' the current leaders, either by calling a democratic election or via revolution. During this time the cabal leader will lose their leadership powers for 72 hours until the vote has passed or the power has been settled one way or the other. Losers (either the challengers or the challengee) will not be 'code punished', but will be at the mercy of the new/old powers.


Kingdoms:
Kingdoms are sovereign entities with their own law, armed forces, economies, and political alliances.
Kingdoms can conquer/invade/overthrow areas to gain their bonuses (eg a wood camp, now that kingdom gets a bonus by 5% to economic production)
Kingdoms can declare war, peace, or an alliance with other kingdoms.
Kingdoms will not be directly controlled PC organizations until the playerbase can support it. Until then, cabals will 'proxy war' and control their respective kingdoms (including deathmarks/pardons, conquests, and relations)


Religion:
Currently there's 14 religions, 4 good, 6 neutral, 4 evil. I may pare this down to 12 in the future (4/4/4)
All religious have a nemesis religion (4 evil mapped to 4 good, and 3 neutral dislike the other 3)
The names of the pantheon are randomly generated from various sources that have some loose connections to their sphere's.
The pantheon is NOT static, and will change.
Staff and immortals are not the same. A staff has a staff identity (their forum one they use). The game staff will have a list of groups/religions they are prefer to handle.
Religion is not necessary for anyone but clerics/knights/monks
Shaman are unable to follow a specific religion.
Pantheism is the default religion for everyone (recognizing that there's many gods, but not specifically dedicating yourself to anyone of them)


Classes:
The first four classes in the game will be: soldier, priest, sorcerer, thief/rogue.
This means: physical role, prayer role, magic role, and support role.
More to come later - still mapping this out

XP:
Currently XP is based on deathblow. The goal in the future is to change it to damage dealt, but that's after we go live post-beta.
XP inside of groups occurs based on group composition, split among it by # of people in the group.
A healer grouping with a melee will always out do a solo in either case, even if they get less XP per kill.
Zones will be designed so that XP is a flowing process, not killing everything fast in the 1 area that benefits you, then waiting on a repop.
XP is designed to specifically call attention that there's activity going on.
The XP curve will be non-linear. Meaning it'll be relatively easy to get to mid level, then begin to become exponentially more difficult to reach 50.
A character is considered 'feature complete' at 41. Levels 41 to 50 incrementally improve your character, but a level 45 character vs 50 will be fairly negligible.
Group range is 1 status (6 levels inclusive) above or below.
Levels 41 to 50 will take O(n^9) times longer than 40 to 41. Leveling will be a constant process, I reserve the right to put pkill, hours, or quest requirements to enable levels beyond 41. The goal is that you xp for a few hours a week during 'down time' when your opponent isn't strong. XP 'hits' are one thing I'm pushing for.
Longer lived races have higher xp tables.
Support and healer classes have lower xp tables.
To use level 50 magical items, you will have to be at level 50


Transportation:
Walking, swimming/using a boat, or caravan will be your main methods of transportation.
Flight can make this easier.
Summon will exist.
Gate may not. Debating on this.
Teleporting will exist, as will random teleportation.
Word of recall will not be in any pill/brew/item form, and will have a high fail rate with a PVP timer, but always succeed with PVE.


Combat:
Combat will be longer, with faster rounds.
Bash/immobilization lock will not be possible. Depending on what was used, the target will get a few rounds of immobilization immunity.
Movement control and maladictions will become more important to PVP.
Healing and returning to fights will decide group fights.
Saves will do two things: 1) reduce damage from the spell and 2) reduce chance of effects placed on you
Spell power will do two things: 1) boost damage from spells and 2) raise the bar for saves
Spell power, like hp or moves, can be boosted via gems.
Spells and utility will almost always deal more damage in a shorter period of time, but unsustainable. Melee will generally deal more damage over time.
A naked spell caster will do less damage than a geared one.
Ethereal is no longer 'untouchable', it means 'partially phased' into reality. This means someone that is ethereal interacts, but 'less so' than someone who isn't.
Prayer magic and spell magic are two different kinds of magic.
ALL skills/spells/prayers/songs will use the 3 basic saves to determine prevention: fortitude, willpower, reflex.
ALL skills/spells/prayes/songs will use a primary statistic and a secondary statistic (str/int, con/wis, cha/dex) to determine its power before saves/reduction. They will be the 'floor', with additional bonuses (weapon, spell power etc) stacking on top in an ADDITIVE fashion.

Tools:
You don't need a shovel to dig a hole. It will make it faster though.
Holes are containers in the ground that can store a of things and can be seen with spells/skills.
Certain tools will help you do things (matches for making fires, pots for recipes, etc)
Useful in crafting/building/cooking/etc


Crafting:
Given enough time, exploration, and teamwork - players can craft stuff that's 99% as good as the top end-tier game stuff
Most of the middle of the road stuff players can craft will be 'good enough' for PVP and most PVE.
Magical enchanting and physical improvement (imbuing with gems etc) will be available to boost crafted items.
Ammunition will come in bundles, not individual items, and will be lost when used.

Afflictions:
Thirst and hunger will kill you if gone on long enough.
Not sleeping enough will result in fatigue, which affects performance.
Sickness from extreme cold or exposure to plague are in the game (or can be magically induced)
Not sure of all ailments that will be included, but poisons and maladicts will be tied to these.

Misc:
Fires/inns will always boost regeneration and keep your character 'warm'