Ueda

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Everything posted by Ueda

  1. Friend System 2.0 We've launched a new Friend system that works more properly. The old friend system just allowed you to add anyone to track their online status, level and rank. This new friend system has these added functionality... Friend Requests You can add/accept/remove/decline friends when they are offline Sorts by Online Status "Profile" Button opens their Ninja Profile "Where" Button finds out where they are in the game world at the moment Double-click to quickly Personal Message (PM) Friend Chat You can type /f <msg> to send a message to all your friends! Blocked/Ignore List This update also has an additional feature which is the "Blocked" tab on the Friends window (which is in the midst of being rebranded as a Socials window). Previously, to block a player you had to type /ignore name to block them and then remember if you've blocked that person manually. New icon for Tournament Invites Fixed a bug that allowed users to right-click transformed or cloaked users to get their names Added sounds to new UI windows (opening/closing)
  2. Fixed NPC/Mob/Boss AoE Range This has been a known issue for a long long time now, NPC AoE ranges have been very off, they would often attack you from the wrong direction or wrong distance. This is now resolved. Another attempt at fixing substitutions This time, it should really work. It should also now take into consideration if the enemy/attacker is too far away, it will both destroy the original projectile/trap and place the player at a new position around the location of the attack/projectile/trap rather than on the same spot. Fixed an insecurity that would've potentially allowed hackers to add their own fame Fixed Monkey King and Dark Monkey kid graphics having white lines at the side when selected Right click menu / Player Info UI will now take concealment into consideration Fixed Cursed Cave (2F) having black tiles at the right most part of the map Rephrased an error message in Mail Sending UI Fixed Fixed the following miscellaneous bug reports This following has been fixed since the last update, it was invisible furniture there. This bug has been fixed as well as another bug where the furniture would be invisible on your login map. Before you could see the furniture on that map, you'd have to leave and re-enter it.
  3. New Player Right Click Menu / In-game Profile The new profile replace the right-click menu that would appear when you hovered and right clicked on a player. It was very hard to use as the moment your mouse left the small rectangle, it would close it. The buttons were also very small and didn't give any information about the player. The new right click menu also doubles as a GM tool for applying mutes (of variable duration), banning, warning and kicking the player. These options only appear for GMs. Update: Since this was added, a patch has gone live (optional) that allows you to open your own profile by right clicking yourself. Fame System This is a system inspired by Maplestory, I say inspired, but it's basically the same 1:1. Once you are level 15, you may increase or decrease a player's Fame (ie. Reputation Score) once a month. You can do this for 3 players a day. The Fame will appear in the Player's Right Click Menu / Profile, and represent the rapport or infamy of the player. Blessing Panel moved to new UI System Moved Blessings Panel over to new UI to benefit from better text editing functionality. All new UI made with the new UI system will include text input features like Multi-select (Selecting with your mouse cursor), Clipboard, Undo/Redo. Fixed waiting times for certain warps (like Mist Ship Ride) not allowing you to regain full control of your character Substitution & Traps fix Fixed bug that could cause the client to crash when switching between characters Fixed visual bug where weapons would pop in over the player Brought back seasons feature We had to code in a new method of loading in textures on the fly without causing issues, so it took awhile. Fixed the following reported bugs Fixed furniture being invisible (Admin Only) Fixed furniture rendering in editor
  4. Added more camera controls for Dialogues Camera will now move to the event/npc/player that is currently talking. This is so we can do scenes where it's highlighting different events talking. However, this will come with a ton of camera issues with different dialogues that were made in the past, namely the ones that display the wrong names. If you find these, please submit a bug report here. GM sending mail and items within them is now announced to the whole server (for accountability) Animated Furniture (Placeable Objects) We can now add animated furniture (Admin Only) When admin/developers login they are now automatically invincible As much fun as it was to find myself in the hospital whenever I AFK'd, sometimes I login and I'm making map edits and players start attacking me, and if I die I lose those changes. GMs are still open season! Fixed slug summon not healing its owners due to village checks (Hopefully) Fixed map change (actually map baking) crash My theory is that when I fixed another bug which was causing textures to never unload from memory, the tilesets started unloading which in turn caused map baking to fail. (Hopefully) Fixed the following team bug Improved Player Baking Removed Remember Me & Username options in Settings file (Deprecated) Fixed sending mail base pricing displaying 50 ryo when it was actually 20 ryo Disabled Title new UI test for now Fixed the follow reported bugs Fixed Summoning Toad in Sand camera and name being wrong
  5. Dear Ninja, I think it's around that time of year again where it's time to commemorate Nin Online's 9th Anniversary. Nin Online started in June 2013 officially (we were working on it for 2 months prior to announcing it) and so every June is a bit special in that we can celebrate Nin Online still going strong. Version 4 On top of it being 9 years of Nin Online, we've also today hit another arbitrary milestone, namely we've hit version 4.0.0, which means you're officially playing Nin Online 4 at this point. To put it into perspective, we launched the Inochi Client aka. New Client aka. C# Client in 2021 as version 3.5.0. The way we iterate the version numbers is... Minor increments, when there is no need to invalidate a past version 3.5.0 -> 3.5.0b/c/d/e/f/g/h/i/j Major increments, when we don't want people of the last version to login to the game 3.5.0x -> 3.5.1 In this way, we've released 194 client updates since April 2021. Which puts us at an average of around 1 update every 2 days. Before this, we weren't tracking updates, but it has always been about that. This is also not considering updates that are only server sided! aX6j08b.mp4 When we launched the C# Client, the number of changes that were in it on top of just optimizations could be counted with your fingers. We had to maintain the same feature set for the most part to retain compatibility with the old server and old client because it had yet to be deprecated. When it launched, the coolest thing was that it had a more modern camera and it had an options menu (that worked). Since then, it's had entire new systems that were impossible before added: such as the Lighting System, Map Baking, Seeing behind walls, oAuth and Quick Logins, Mailing. Thanks to the client being made in Visual Studio, we've had such an easy time debugging for Nin Online in the past year. Just in the past month, we've fixed over 100 reported bugs. We've also had the benefit of working with Github Copilot in the past few weeks, it's almost crazy for me to say this, but we're literally using ML and cutting edge technology to work on Nin Online. A bewildering departure from the days of working with a 1990s IDE (Visual Basic 6) for those who don't know, that's how Nin Online was built in 2013. This has always been the vision and this is why despite many asking for us the retain the old client, we couldn't. We're excited to add so much more that would've been impossible in the past. 9 Years I don't want to say too much and take away from next year's Denary. Because it's still not the 10th year of Nin Online, but it will officially be next year, it's just really close to it. I don't think many people can say they've given a decade of their lives to a project like this. I'm very proud of how far the game has come, and when I say this, I get flashbacks to times where people were telling me Nin Online was going to die soon etc. I even came across a post of myself in 2014 recently talking about how I saw Nin Online maybe lasting 4-5 years. A lot of what I believed was possible then came from similar experiences working on games in the past on Online Games, BYOND, Private Servers. I thought that a game like this would have a short, finite lifespan for sure because that's how it always was. It took me years to realize that it was possible to build a game that is sustainable. Most people who play Nin Online will never learn the deep history of the game. Nin Online is not a game that has ever been about money or even a game that pleases the mass market. To truly understand that, this year, I've written a long elaborate history of the game since its inception and first attempts in 2004. I really hope you give it a read with your time! I think it'll give a new perspective on the game, and also help your understand why I do this and make the choices I make. I'd also be honored if as many people as possible live their lives knowing the history of this little game development scene that happened in the 2000s until today. I don't want the history to live and die with me! The future Well first I have to get some 9th anniversary events going then we can talk about the long term future. But I think the future of Nin Online has never been surer, we'll continue to put out great updates as we always have. We hope you keep supporting Nin Online! Regards, Ueda
  6. Player Mail This took a bit longer than expected, we could've launched this awhile back but there were some things holding us back. Firstly, previously we had @TheWolfbuilt 2 UI Systems but they never had great text editing functionality, which would be a huge deal with something like this where you're trying to write content. You can now also attach items to the mail and send it. There is a small Ryo surcharge/delivery fee for each item sent. (Backend) ImGui UI Library (GMs) Fixed Event Hosting Panel bug where registration time inputs were clashing (Admins) Fixed a crash with Event Editor Fixed the following reported issues
  7. (GM/Admin) Added support for Private Events/Tournaments (GM/Admin) Added GM Event and Tournament Hosting Panel This used to have to be done all by text commands. Eg. /tournament host 3v3 2 4 30 1, /eventbroadcast 3v3 message etc. (More backend stuff people won't be interested in) Added coroutine functionality to client and server Improved Camera button to never take non-integer zoom (wrongly scaled) screenshots None of this janky stuff Our goal with the camera system is to make it take a great picture every snap. Then we can hold nice screenshot competitions without 90% of the entries being rejected. (Admin) Server is now tracking packets sent so we can find out what packets are being spammed Fixed the following reported bugs Temporarily reverted seasons change to fix crashing
  8. Hair Y-Masking Feature FPzY2rF.mp4 This allows us to hide hair under wide hats like Bamboo Hats. This only works in the scenario where we want to show everything below a certain vertical position on the hair sprite. This also lets use keep beards in some cases for these hats Edit: Since the above feature was added, a new patch has rolled out that further improves it. Previously it would cut the hair off at a Y position, consistent across animation frames (eg. Walking, Running). Now it takes into consideration the animation frames and applies the Y-Offset based on the position of the head. Added Intensity Slider for Hairs We've added an intensity slider to Rainbow Hair Dye. This allows you to reach stronger more saturated colors than before. Changed out of combat regen timer lock from 5s to 7.5s Improvements (fixes & optimizations) to Exploding NPCs/Mobs (Admin Only) Fixed Animation Editor not saving animation 1 (Admin Only) Fixed bug causing Jutsu Editor to save Battle Injuries without the art Resolved the following reported issues
  9. Exploding NPCs/Mobs/Summons NPCs and Mobs can now be set to explode, casting a Jutsu, when they either collide with their target or a wall, as well as when they are killed. This can be used for example to make Bubble Clones explode when they reach their target, or make an bomb creature that has to be fought from a distance. Seasons Seasonal graphics used to be done manually, we'd push an update when we wanted to make the world snow, with modified graphics. This was too unsustainable, so we hadn't had the time to do it the past few years. The game's world will now change visually based on the time of the year (real world time). We can set this manually for fun, but we plan to keep it on a yearly loop. Eg. It'll be Winter from November to January. Added Clan Requirement Setting to Maps Previously, we added native functionality for checking Levels, Access, Ranks, Village before letting a player enter the map. This was done for years through Events (Custom Visual Script) that had to be made per portal and ignored PvP Timer aka. Map Lock. The last thing we didn't have was Clan Requirements. So we can now start making Clan entrances use the PvP Timer. Clones improvements Clones are now more indistinguishable from Players. They can now be targeted like any normal player, and the target window will appear like a real player. There are still a few more places to work on this. Furniture that are binded items will now be sent back to original owner if a co-owner picks it up Fixed Clones being exploitable to go through walls Fixed Clones technique remaining active even though all clones are killed Added "Clear Mapcache" button in Options Menu Clan Houses now respect PvP Timer/Map Lock Fixed the following bugs
  10. Own clones are now translucent so you don't get confused yourself The clones were sometimes too convincing, tricking yourself. Quick login character will be removed if "Unauthorized" message appears Receiving this message means that the token has for some reason become invalid. This can happen due to changing passwords or getting banned and unbanned. The quick login character remaining in the UI would confuse some people. Server time will now be consistent when it is restarted Ninja Time will now respect real world time and be synced to the server's time zone. Ninja Time passes 4x quicker than real world time. So within the span of 1 real world day, it will pass 4 Ninja Days. Fixed bug where Damage Over Time (Debuff) would set the target for the Attacker back to the Victim constantly Fixed Damage Over Times not playing the right animation on Players Fixed clones causing server to hang due to rare threading issue Fixed clones not being destroyed by Jutsu Fixed bug where character sprites would bake in the wrong direction occasionally Fixed bug where some map names were cut of by one alphabet in the Minimap (eg. Leaf Villag) (GMs/Admins) Fixed bug that stopped Buffs (eg. Substitution Technique) from being cast on self when Invincibility Buff is active
  11. End of May 2022 Balance Patch: Water (Int+Str) and Earth Greetings from the player balance team. Here is the balance patch for the next two masteries we reviewed. This patch caused even more debate than the Wind and Med patch. We want to continue to help flesh out strengths of weaker masteries like Bubble, which has been perceived as underpowered since it was added to the game. We continued the theme of nerfing instant cheese damage and cheap CC, even if it may remove some of the fun on some masteries. The balance of the game as a whole will benefit from nerfing these “S-Tier” jutsu. Also a bit of clean up to revert chakra scalpels after the failed instant cast + self stun experimental change. Water (Bubble) Mastery Soap Bubble Technique Cast Time increased from 0s to 1s across all ranks Great Soap Bubble Technique Cast Time increased from 0s to 1s across all ranks Great Soap Bubble Technique CP cost increased from 18/18/16 to 32/32/30 Great Soap Bubble Technique Projectile Range decreased from 10 to 8 tiles Great Soap Bubble Technique Cooldown Time increase from 13/13/13s to 16/16/16s Great Soap Bubble Technique Projectile size changed from 1x1 to 3x3 tile Bubble Spray Technique Area of Effect changed from 3x4 tiles to 5x2 tiles (to match art) Bubble Spray Technique Cooldown Time increased from 16/16/16s to 18/18/18s Bubble Clone Technique Cast Time decreased from 2s to 1s stand cast across all ranks Bubble Clone Technique Cooldown Time decreased from 60/60/60s to 30/30/30s Bubble Clone Technique Casts to level decreased from 2000/2500 to 1000/1250 Bubble Clone NPC Duration decreased from 20/20/20s to 10/10/10s Bubble Clone NPC Melee decreased from 252 to 30 (total damage) per attack at all ranks Bubble Clone NPC Attack Speed increased from 5000/5000/2415ms to 2000/2000/2000ms Bubble Clone NPC Health increased from 50/70/80 to 80/90/100 Bubble Clone NPC can now run (from mob AI fix) Bubble Clone NPC can no longer use Body Flicker Technique Great Bubble Shark Technique Cast Time decreased from 3s to 2s across all ranks Great Bubble Shark Technique range decreased from 15/15/15 tiles to 12/12/12 tiles Great Bubble Shark Technique no longer pierces Great Bubble Shark Technique is now an exploding projectile Great Bubble Shark Technique Chakra cost 30/30/30 -> 45/45/45 Great Bubble Shark Technique Base Damage (impact hit) decreased from 38/38/39 to 25/25/26 (NEW) Great Bubble Shark Explosion: 5x5 tile AoE hits for 40/40/41 base damage Reverted Pipe Melee damage back to correct damage values Seathorn Pipe now inflicts Poison I instead of Poison II Water (Int) Mastery Water Prison Technique range decreased from 8/8/9 tiles to 8/8/8 tiles Great Water Shark Technique Cast Time changed from 1s stand cast to 1s walk cast Great Water Shark Technique Base Damage 30/32/32 -> 38/40/40 Earth Mastery Earth Pillar Technique Cooldown Time increased from 16/16/15s to 18/18/17s Great Earth Prison Technique Radius Range decreased from 8 to 7 across all ranks Great Earth Prison Technique Snare Duration reduced from 4.5/4.5/5 to 3.5/3.5/4 Great Earth Prison Technique CP Cost reduced from 50/50/50 to 48/48/48 Great Earth Prison Technique Cooldown time increased from 18/18/18s to 20/20/20s Mud River Technique CP Cost reduced from 30/30/28 to 28/28/28 Earth Wall Technique CP Cost changed from 30/27/24 to 28/28/28 Earth Wall technique Cast Time increased from 0s to 1s run cast Earth Wall technique Self-stun reduced from 1000ms to 0ms Leftovers and clean-up from Previous Patch Cycle Chakra Scalpel Technique Cast time changed from instant cast to 1s stand cast Chakra Scalpel Technique 1000ms self stun removed from the end of its cast
  12. Moved more of database to Cloud (MongoDB) We've done more Cloud-ification! Over the past 2 years, we've gradually moved our game over to use more a modern technology stack. We've taken more steps today by moving the storage of the following data types to Cloud: Titles, Animations, Villages, Ranks, Emoticons, Missions, Npcs, Shops. This means the potential for APIs for these data. Being in MongoDB also allows us to expand our data structures more easily as they are much more flexible in NoSQL. Cloning Technique 79f76fbc311c0790876f5f7ba7742eb9.mp4 I'm listing this as a new feature, instead of a bug fix, because we basically rewrote the entire system. Clones were initially implemented in Nin Online in 2013, but broke around 2018 and after years of trying to occasionally patch it up, we decided to finally just redo most of the code. On top of what it used to do, it now supports up to 2000 clones per player. It's an arbitrary number, it could be more. Of course, we won't do that. But we could... but we won't. These clones are illusion clones, so not Kage Bushin/Shadow Clones, but just clones to distract your enemy and make an escape or to make some time. Clones used to move in 4 directions randomly each step. Now it will follow your direction, until you turn, then it will pick a new random direction. If it face plants a wall, it will change directions as well. There's a lot more that was done in the background, but its too much to explain. (Experimental) Jutsu that can destroy projectiles Any projectile or AoE jutsu can now be made to destroy projectiles in it's way. There is also a setting for making it so the projectile only gets destroyed when it is weaker (less damage) than the other. In the past, this was suggested and considered many times, but due to the performance of the server in the past, it would've been impossible. The GIF above is taken at around 5ms ping on localhost. In a perfect world scenario, this would be what it looks like for everyone. Sadly, with latency, it's bound to look very different in real world scenario. Hence, this is marked as experimental for the time being. 08PeCWE.mp4 (Experimental) Revolving Heavens Technique can now destroy projectiles (Experimental) Wind Barrage Technique can now destroy projectiles (Experimental) Combusting Vortex Technique can now destroy WEAKER projectiles Improved server load times Previously, server took about 25-30s to boot up. Got it down to 14s with MongoDB + Threading. Improved server-side threading of AI Pathfinding Reverted adding shadows to Player sprites on Login and Eye Changer screen as it was buggy, may return in the future Fixed Tournament UI remaining on screen after tournament has ended Fixed Currency Item Type being usable to play animations Fixed collapsed UI sizing Fixed Revive Animation being played at wrong location Fixed Nuibari Description & removed unnecessary silence Fixed using puppet summoning removing concealment Fixed regression below Fixed the following Visual Bugs
  13. I see, I'm not familiar with using PS4 controllers on PC unfortunately. But in the past I have noticed similar issues with Assassins Creed + XBox Controller when the battery was low.
  14. Have you tried updating the firmware of your controller?
  15. b2thvp.mp4 Camera Button Available on the screen all the time, you now have quick access to a button that will snap a screenshot in two styles instantly. You'll get a normal screenshot, and a Nin Online watermarked screenshot with the user interface hidden. If you like what you took, you also have quick access to the screenshot's save location with the... New "More" Menu This new "More" menu will bring you to our ever increasing number of features in the future. Things you don't need instant access to all the time, such as your Cash Shop stash and links to social media. New links include Discord, Twitter, News and opening your screenshot folder quickly. Sadly, this update will only go live in a day or two because we've ran out of data with our patching software provider.
  16. Added "Reset to Defaults" Keybinds Button in Keybinds Options Menu Added preliminary Marriage System Right now GMs can marry two players, but it does nothing but make the other player's name appear in your Ninja Menu. (Admins Only) Allow admins to ignore item/jutsu requirements for testing (GMs Only) GMs can now set player's ranks through Admin CP Improved Debug NPC for "Seeker of Truth" Mission If you have any issues with the mission, talk to the NPC next to the quest giver Fixed Fan Damages Fixed Summons/NPCs breaking substitutions despite not hitting target Fixed paperdoll/item rendering order bug with robes + skull mask and more Fixed a login error caused by somehow logging out while on a sliding tile Fixed the following mapping/visual bugs Fixed misspelling of again as "agian" once again People keep thinking this is because the creator of this game is from Asia. But the funny thing is I'm not the one making the spelling mistakes, I've always been the one fixing them. (Admins/GMs) Fixed setting your own eyes in the Admin CP crashing the client (Admins/GMs) Added confirmation prompt for setting other players hair/eyes (Admin/GMs) Invisible/Hiding/Cloaked Game Masters will now be invisible regardless of stats (Backend) Server will now update the registry of servers of its version if its different
  17. Fixed the following bugs NPCs have a tendency to wander left and upwards at the moment, this has been resolved
  18. Some changes to Village NPC Jonin Jonin Guard NPCs now can run Jonin Guard NPCs now only spawn every 10 minutes if killed, giving more meaning to killing them. Jonin Guard NPCs now have 12 range across the board instead of previously inconsistent numbers for each (some 12, some 20) Killing Jonin Guard NPCs now grants 3000 XP
  19. Fix NPC Walk Animations (didn't work quite right yesterday) Fixed Chakra Steal and Life Steals against players not working More bug fixes to A* Pathfinding method (Hopefully) Fixed bug causing NPCs to not move for awhile Fixed Snake Poisons and probably more cases of NPC's debuffs not working right Fixed the visual bugs posted here Fixed Takumi Seals mission bugging out for players You'll still need to be manually debugged if you are already bugged
  20. NPCs Movement Rework final_628f904733766b00620a0db7_693098.mp4 NPCs can now Run if enabled Art will be required to make this word with certain enemies, for the time being we'll keep it disabled for most, but we'll look into slowly making bosses & other enemies run to give added challenge for higher level players. There's still more to be done here, but this is the start of running for enemies, smarter bosses etc. A* Pathfinding (for select NPCs) Pathfinding is still relatively expensive performance wise, but we will use this for bosses and monsters that should be smarter like human enemies. final_628f8fa2ee12010069eae839_698768.mp4 New Wandering Wandering NPCs (without targets) will no longer wander tile by tile randomly but walk to a small distance randomly. In the future we might add patrolling NPCs for villages! NPCs moving tile to tile is now smoother Animation plays in the right order, not constantly moving the same hand and leg forward. And the interpolation between tiles is now smoother. Disabled experimental new Friends UI Fixed visual bug here Clear Stuns, Snares, Debuffs & Buffs off newly spawned Mobs/NPCs/Enemies
  21. Each Jutsu can now have different Stat Scaling Jutsu Descriptions will also display how much it scales. In the old system, all STR jutsu scaled 33% and others scaled 60%. Now each individual Jutsu can have any percentage, even negative stat scaling, or 5000% stat scaling if we wanted... (but why?) Warning: This was a big rework of our stat scaling system as a whole and as such, some inconsistencies might occur. If you notice something working oddly, let us know immediately! Jutsu with Multiple Stat Scaling We can now add jutsu that scale with multiple stats. This will be useful to add Combo Mastery jutsu and Clan jutsu, where we want it to scale with multiple stats eg. Strength + Intellect. For the time being, this is used on Fuuma Wind Shuriken. Improved "Item/Inventory No Space" Handling Quest Items, Sealable Scrolls & Rewards are now sent to you via mail if your inventory is full. Warning: This is a huge change to how a very old mechanic worked. There might be a few edge cases where this might cause some sort of error or exploit (hopefully not). If you do find one, report it immediately. Abusing it will only lead to getting permanently banned when you are discovered. Fuuma Wind Shuriken will now scale with Intellect, Strength & Agility We've added the feature to make Non-Mastery Jutsu like Fuuma Wind Shuriken and future Clan Jutsu scale with multiple stat points. As long as you have the stat point in an attack stat, it will scale with it. Adamantine Sword speed reduced from 1.2s to 2s I hadn't touched the balance since it was created in early 2021 because nobody has it, which is why it was so weird. Renamed Iron City HQ to Iron City Tower Reviewed and corrected hundreds of Jutsu/Technique Descriptions Also removed the stat scaling info from the description and moved it to the new feature (Admin/GMs Only) Fixed bug where every map change would result in an error message/warning (Admin Only) Set Item fixed Our event editor "Set Item" is also fixed now for the first time since 2016-ish. One day, Seth just decided Set Item action would do nothing if you didn't have the item in your inventory. When it was originally meant to Set it to X amount even if you don't have such an item. Added "No Trap" tiles to Iron City Towers/HQ map to prevent cheesing Nobu Fixed Cheesing Dark Monkey King Boss Fixed visual bug reported here
  22. Chests & Raid Points are now unaffected by knockbacks This could be abused to move raid points to different areas Fixed Knockbacks on Weapons Regression from previous knockback fixes Fixed Summons damaging themselves Fixed Tendo Gloves Artwork having missing frames NPC Buffs (Like DoTs and Heals) can now scale based on stat selection This will also fix this reported bug Added Warning message when player has too many traps/projectiles There has always been a limit of 25 traps + projectiles a player can have present at once, but that has never been clear, leading to some thinking it is a bug. (Experimental) Fix to bug where AoEs casted on Dead Enemies would not work (GMs & Admins) Made /heal also revive the target if they are fainted Fixed unpassable tile Fixed mapping visual bugs reported by SovranFire
  23. Sub-boss Mobs Part 2 On top of Angry Larva and Spiders. We've added... Enraged Wolf Overgrown Stinger Big Snake Spicy Venomous Snake Enraged Tiger Huge White Tiger Giant Cursed Host Huge Scarab King Bear Fat Tunneller Mad Desert Coyote Mother Scarab Angry Hawk Bad Raccoon Bandit Fierce Dragonfly Spirit Fox Raging Boar Evil Black Boar Mad Emperor Penguin Alpha Snow Leopard These mobs have a longer (5min+) spawn time and have higher stats, but grant up to 10x more XP and drop rate. Reduced Honey cast time to 1 second Reduced Poison Antidote cast time to 2 seconds Fixed Antidotes healing Burn instead of Poison yesterday
  24. https://www.ninonline.org/forum/forums/index/topic/30931-shiny-monsters/#comment-142269
  25. Minimap will now display the names of the linked maps In Nin Online, there's 2 ways maps are linked, by warp tiles or by setting maps to be linked entirely in each direction. This previously was not reflected on the minimap, but now is. Started using Map Requirements on Hospital, Academy, Housing District & Jonin Standby Station entrances Warp should start faster, maps should be slightly more lightweight and PvP Timers will be considered before warping users into these maps now. Added Antidote Maker in the Sand Village Greenhouse Antidote Maker takes Dried Herbs obtained in the Desert and turns them to poison antidotes. Added Bandage Maker in the Mist Village Market Bandage Maker takes Cotton obtained in Forest maps and turns them to bandages to stop bleeding. New visual for Ayako the Bee Keeper Ayako will continue to turn Honey Combs into Honey. Honey now heals burns Honey used to heal HP. It will now cure burns. All of these new status items will Added Sub-boss versions of Larva, Spiderling & Wolf on certain maps with those Mobs These mobs spawn every 5 minutes and typically have around 5x more HP, 3x more damage but give 10x more XP and 10x more drop rate. More of such mobs coming soon. Reduced kills required for "Bad Larva" Mission from 80 to 50 Reduced XP gained from "Bad Larva" Mission from 180 to 160 Added more Bee Hive spawn locations & amounts Added more Cotton Plant spawn locations Added more Ripe Herbs spawn locations (Admin only) Lots of fixes to game editors. A lot of our editor functionality broke when we remade the new client but we haven't had the time to address them until now. Fixed Flame Bullet Technique Hitbox