Images
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Screenshot_20230327_224813.jpg
Screenshot_20230327_224813.jpg
By Muratus del Mur ·
NFTs created from the new api, in md, from bestiary creatures. You can find them also on opensea.io where you can view there rarity and such.
Currently there is no way for anyone to create such nfts, but this is just because nobody showed any interest in this feature.
I will cobtinue working on in-game interfwces for this, or i will just use them for personal transfers and rewards..depends only on your feedback
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Screenshot_20230327_224828.jpg
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Screenshot_20230327_224835.jpg
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Screenshot_20230327_221129_AlphaWallet.jpg
Screenshot_20230327_221129_AlphaWallet.jpg
By Muratus del Mur ·
magicduel.com is not the official erc-20 (eth, polygon) address for md on the eth blockchain.
Magucduel.eth is also a valid ens domain name bound to the official address.
This is part of a series of experiments i do in the crypto direction
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Fyrd Stuff.jpg
Everything posted by Muratus del Mur
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Changing "pets" feature name
the name change will be more of a convention really, as there are too many things keyed under the name pets ,like file names, references and such.. but what i can do is change the menu entry, and some of the text speaking of them publicly. For now the primordials name wins the vote, i will keep the topic open till i implement this change. Internally, Eggy and other md elements, such as the forge for example, might still refer to it as pets. just so you know
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changes to the skills
ok np, i am waiting for real issue reports while i continue work. So far my tests show that there is a very slight variation in the end result with the new numbers, so stuff you got before , its same stuff you get now, but with much lower numbers. The significant change comes from now on, because now you gain one and lose some of an other, that was not so before, but this is a behaviour change that will go well with tag dispatcher and roles. Anyone wanting to gain a certain role, will get some distance from other roles..i hope this makes more sense said so..
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changes to the skills
STOP wasting my time with stuff you did not check or know its so, i really cant go and check all the stuff one or the other THINKS it might be broken. When you know something for sure, reply properly with valuable info that can help me trace the issue, and i will check it asap, especially when i am actively working on something. If you just had nightmares about something that might or might not be so, keep them to yourself till you know, not guess, thanks. Regarding the other part of your message, Fang, i dont understand if this is truly an issue, or its just you understanding how this new mechanic works and adapting to it. It is meant so, that you will have to pick one or the other, not do all equally. So lets focus on that, you dont want to do mining because you have other skills you want to improve, or are you saying something else is broken?
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changes to the skills
already changed, all items, i hope i didnt miss any
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changes to the skills
its funny how my changes make some absolutely hysterical, but also make them see issues for the first time. not accusing anyone, just making an observation, now let me answer your question: update... ledah did notice the issue, just saw his reply so no, defence does not drop as the other skills grow. What happend to Ledah is a bug fix really data_old: "defence": 76336.215 , "defense": 206 data_new: "defence": 76336.215 did some cleaning and lots of stuff unannounced, you're welcome
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changes to the skills
The following skills are now capped at max 100, but the stuff using them got changed too. I will call these "Leanings" from now on, to differentiate them from the rest and give a hint on how they behave: mining herbalism woodcutting waterhandling finesse excavation gardening filtering experimentalism taming dowsing logging fusioning If you spent your time and money getting skill bottles from the shop, or upgrading skills by whatever means, and you see now 120483720 drop to 90, that might be concerning, but what actually happens is that these skills represent a sort of percentage, where skill 100 means 100%. Things are supposed to work differently now, you didnt actually lose anything, because the way it is now, your progress is kept in the lines of how you could have obtained it if things where so for years. Its actually better than this, i did not recalculate the skills the way they are now, with some raising as other drop, but instead i clamped any exceeding to 90/100. In my opinion, correct me if i am wrong, the only that actually lost something are the people that wanted to brag about their numbers, but thats a different story. I am open to face the shitstorm that is about to come my way from those that don't understand this change, but also from those that will probably see aspects of the situation that i missed. Items such as gathering tools have a max yield of 5 now based on the skill, this means you get 1 for skill 0 and 5 for skill 100. If you ever got free unlimited upper limit of your harvesting tools this was never intended, but you get to keep whatever you got, in an economy that no longer allows that, so you are not sanctioned or harmed or whatever word fits here
- Cannot create new pet
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Posting on the forum should give evolution points
forum code is not our code and i cant bind an essential md element to something that might change one day, so no way.
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Cannot create new pet
you can have two pet slots total, but not from the shop. credits shop only gives one. If any of you knows they have two slots and only sees one, thats a bug , let me know..otherwise, just find the other slot dont just keep staring where its not.
- Build your own Drachorn
- Build your own Drachorn
- Build your own Drachorn
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Build your own Drachorn
i would say this one yes ..its a disaster compared to other, but at least you made the picture with the glue implying a process happend and you didnt just find thst so, glueing those things together must have been hard ..and crushing your own 'material', the effort is what should be repaid @death ray disqualified it is, and honestly i wasnt thinking anyone should or could be disqualified in this public contest free for all but thanks for convincing me to improve it with this new trait. Considering all this is so ewsy and rewarding, if you somehow fail it, you cant repost. i will update the rules to clarify that. future people will get disqualified if refused, you personally get disqualified because you sent a joke and insisted.
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Primordial Pets: Impossible Pet Edition
you missunderstood me i think. i am not looking to do all your suggestions nor pick one for you. debate, choose, conclude.. then i will do whatever crit you as a group decided on let me know when its time thanks
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Chewett's ideas on making and Crafting your own Armour and Weapons
chew, what i was unsure of was if some if the skills i have its only me that has it. but i will do a proper investigation next week. after reading latest comments, i thibk that is indeed more useful to have equipables for influencing other stats as well, not just attsck and defence. i will first investigate this, i think i have enough to start such a big change
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Chewett's ideas on making and Crafting your own Armour and Weapons
i revert my view on not splitting stats in two. I thought they are already split , but i checked and the thing i remembered as the split is actually something not used (there is a thing called hidden character, that can be granted via clickies and can hold alternate ad-hoc stats for whatever use) I agree partially with Ledah that numbers are for bragging only, in a sense thats how it SHOULD be, but in reality they are not i think we can split like this: Gardening Herbalism Woodcutting Waterhandling Finesse Volition - not sure Mining Taming - just me ? Excavation - just me ? Filtering Cartography - maybe this one not, as it is not implying a skill to use but a skill to change you, if you know what i mean I probably missed other so pls help identify all I want to make them behave like mentioned, one grows by x%, other random one drops by x/2% This will allow people that want to specialize in one direction to be able to do so, and those that spread in multiple directions to not lose as much (because a random one gets affected, and overall they still grow) Once this established, the tags given and how to create weapons will have a base rooted in what skill leads to what . Only some of these are suitable for weapons, but the mechanism applies to all, because in other things we will use them differently but they will function similarly. For example gardening related skills will be gold for pet food production. So you either build weapons or you feed pets, or both but less effective
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Chewett's ideas on making and Crafting your own Armour and Weapons
numbers are difficult to estimate, maybe drop should be growth%/2 for example? so its still always something growing I could start with this core change before anything else, but need number crunchers give their opinion here, i think intuitively, numbers are just colors for me, its difficult to estimate the disaster this could bring
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Chewett's ideas on making and Crafting your own Armour and Weapons
yes i mean NOT introduce new mechanics. streaks if i remember right is unfinished, untested mechanics, could be fixed or removed.. i dont remember now exactly whats there, i need to look Having one skill grow make an other skill drop... i like that, but not as specific to a skill but maybe affecting all side skills. hear this: Maybe when something that is 100 grows by 5 (5%), something else at random drops by 5% of its value. Affecting all skills, all the time, core change to how all skills behave.
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Chewett's ideas on making and Crafting your own Armour and Weapons
i am trying to to introduce new mechanics here. so as much as possible , lets fit into what we already have. Thats also my problem with your upgradeables and why i didnt read ti, because looks to me as mechanics that will just add to the chaos instead of fixing it, at least if it remains just like that. That was part of your assumed projects and i dont claim i know what your intentions are with it btw. Equipable weapons become a drain for resources via the creation of blueprint items and blacksmith forges that will be using them.. so right there you have a drain for lots of resources that requires nearly no additional mechanics, except the part where the forge gives you an equipable item instead of an inventory item. The rest of it is all based on existing mechanics. Degrading crafting skills sounds intuitive to have, and i would like to see it happen, but i need to bind it to some mechanics that makes sense in general not just to a particular case. Its more difficult than it sounds, and i would appreciate your perspective on this if ..what could degrading crafting skills be bound to, or how to obtain similar effect? I really dont want to make some skills different than others, imagine the technical mess.. Maybe use spell effects as boosters, whenever you craft something, it will give you a boost in that skill, added to your base skill, and as long as you keep doing that, the boost increases and remains active, however when you stop, effect goes away. Not really degrading slowly as you suggested.
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Chewett's ideas on making and Crafting your own Armour and Weapons
About what structural changes i will be willing to make to the weapons system, so you know the limits: Yes: - cost to be winertia percentage of your max total and over - conversion between resources, items, heat, weapons - degrading weapons, making fights destroy equipment No: - variations of output weapon properties (depending on ingredients or forge place etc), at least not for now - custom names for equipment - directly trading equipment (only blueprints via items) - making them cost anything else but winertia directly, they will still cost other stuff to make the blueprints ..getting closer
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Chewett's ideas on making and Crafting your own Armour and Weapons
lloooots of text let me tell you my current intentions for now, and i will already mix these with some good ideas i saw above, but its not final form. Now its Max speaking, who knows what will happen over long night work sessions... armor gives you percentage benefits, so cost should also be done similarly, ranging from 50 to 300% , from common to special. How you get the needed resources is an other story, the 50 to 100% range means you can get any, not to many, you just need to refill your winertia and whatever other things they will need (if any other). The 100 to 300% part, maybe is achievable by alternate ways (here i could need your help telling if so), and/or a change to the winertia system to be able to obtain and hold for a limited time value that you can't keep could help. possibly fun: I was thinking more in terms of robbing via fights, while you hold more than your max, any lost fight means you lose it all.. (?) In a way connected to what you arealdy said, here are some suggestions: Step 1: crafting of such armor items, via resources and why not maybe a dedicated role in the tag dispatcher. It would be a mixer, needing ingredients, and outputting a new type of armor blueprint item, that can then be converted via lots of heat into a forge (no not the current forge, i mean like a blacksmith forge). This could turn each item into its own side quest. Items already have the trading mechanism and auction and all, so this will allow weapons and armor to be tradeable too. :: gather resource, trade them, mix them, obtain blueprint, consume several heat slots to create the final item :: Step 2: have armor degrade. In certain fights that inflict skill damage, or even regularly, armor could degrade at a rate of lets say 100% in 200 fights.. maybe 1000?.. number suggestions are welcome. This will cause the need to redo the side quest to obtain them again. This will also lower their auction price hopefully, because i dont want these treated as rare uniques. Step 3: Tag dispatcher could give dedicated tags related to this and based on those tags you will be able to access blacksmith forges that allow you to convert a specific set of resources into a specific armor item. These should be related to the consume resources, something like: you mine iron ore enough, you then receive a tag dedicated to iron processing, that in turn unlockes a forge that allows you to build a certain type of armor. Issue: how to divide them properly, is this a craft that will occupy the entire wood, metal industry, do we fit in also other resources into this and if so what numbers and what resources exactly. Purpose that i don't want to be overlooked in whatever solution there will be: I want involving time in a specific branch of resource processing and creating certain armor, to not be something you could "get all of it". I mean, .. i don't want you to be self sufficient and have all you need to build all the possible armors and weapons, but i want you to be able to specialize in a certain route. This will cause the need for trade, and interaction. Issue: how to obtain that? limit given tag to one per such dispatcher so you unlock just one route? Or try to do it via efficiency cap, making the effort to do one thing keep you occupied in such a way that it will not be convenient to do them all, but more convenient to do one of them good then trade. I think the first option would work better. Summary of intentions: - make a subset of weapons cost percentages of your winertia - make all items degrade during fights - get tags via tag dispatcher based on your gathering habbits - scholar: use tag dispatcher to give tags that grant access to specific combiners/ public mixers, limited by tag, that will give armor blueprints (tradeable items). - blacksmith forges should public, but use armor blueprint items obtainable by locked mixers, these should turn a blueprint, some raw ingredients and lots of heat, into weapons/armor equipable items, consuming resources and blueprint items - repair shops? trade heat and a small fraction of resources to fix degraded? - fully degraded items should be lost, you need to go allover the process to obtain it again - redoing the blueprint+resource process should probably be locked if you already have that item, trading blueprints should be possible so holding multiple blueprints is not a problem. If i missed valuable ideas that could be implemented, let me know. It should be something that fits I eliminated some of the initial ideas because they felt like overcomplicating something that would work much better if simpler.
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Upgradables - An Industry of item usage / resource economy
@Chewett if you can provide a clear info doc about what this feature should do, how it integrates with the rest of the realm, interfsce expectations, etc, i would be able to help implementing it, including artworks and all needed. you know how it works, build the prompt, but build it for me to understand first, as i will not copy paste it to AI, i need to understand how all this is supposed to work before implementing anything thanks
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You can not attack this player, his creatures are beyond your reach, protected by a shield (nice pic to come soon)
certainly, and its good we revive such things. someone pls remind me monday of this if i dont do it till then, right now i want to finish what i started and weekends i am away if you have more unfinsihed stuff like this that needs art and a decent page , sent it all to me i can dispatch a swarm dedicated to this so we get shit done faster
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Pet feeding habbits
i dont know to answer you that.. if you find out let me know. The image model sometimes interprets things literaly, some times depending on context it ignores them..it all depends on how those tokens fit with the rest of your context and offerings.
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Forge gave me a "ledah" item and.....
i wanted to fix it but then ledah said he is fine with it, and you seemed happy too... and ledah is "the ledah" so , why not lol