Build 2031 ~ Opening your Quest Journal
- Added: Quests! (see note 1 below)
- Added: New Sprouts (for tiers 600 and 900)
- Added: New Quest (King of the Garden)
- Added: New Adventure (Flower Garden Madness)
- Changed: The procedure for resolving battles. (see note 2 below)
- Changed: Increased message box size to 50
- Changed: Added system message for Daily Log On Reward
- Changed: Increased number of item stacks the Shed can hold to 20 (from 10).
- Changed: A few sprouts have been adjusted.
- Fixed: the system would only check for past due effects if the player was playing. Added a timed system check to kill all past due effects.
- Fixed: Enhancements (other than E/P/C) are not being applied (thanks Steve).
- Fixed: Description of awards messed up once level 5 is reached (thanks Steve).
note 1:
Each quest is a series of themed encounters with fixed ability flowers. They have a minimum EPC entry point and have a chance to be unlocked by winning a trigger adventure.
Once unlocked, you'll be able to fight your way through each encounter, moving on to the next when you win the current. There's no penalty for losing, but you can only fight once per hour (you can pay 5 light to bypass this time limit) This timer is for all quests collectively, so if you fight in one quest, you'll have to wait to fight in any quest you have unlocked.
Unlike the opponents in Adventures, the flowers you fight in Quests are not dynamically generated, but have fixed abilities. This means that if you can't beat a quest encounter at first, you can keep trying as you improve until you can beat it.
note 2:
The procedure for resolving battles has been changed. The results should be the same (or as close to the same as to be negligible) but the way it processes is different.
The original code used a loop to count when an attack needed to be made, then ran the check to see if the attack hit and if it was evaded, then it calculated the damage if it was a successful hit. This worked fine except that it took an increasing amount of time and processing power the longer the flowers fought. We were hitting over 20,000 iterations through the loop for most fights.
Llarlen did some math magic to remove the loop and calculate everything in one pass. Much more complicated (at least for me), but now all fights take the same amount of time and processing to resolve. Much better overall.