ALPHAFUNDING +FAILED+ | TEAM GOT DISPERSED In order to continue development, we have to put a new team together, and fund the game through alternative source of funding. That will take some time. This project has not been abandoned. Unless information comes from the official source, please disregard online rumors. Indie game dev is a very tough business and the year 2013 is even tougher due to many new indie studios funded by former AAA developers. Competition for human resources and funding is fierce. People who believed it the game and ordered alpha - huge thank you, you will never be forgotten and when the game is resurrected, we will make it up to you, somehow. Thank you for understanding.

Post news Report RSS Tomes of Mephistopheles Multiplayer is ready !!!

After many hours of hard work we are ready to present you with multiplayer-enabled Tomes of Mephistopheles!

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Multiplayer
After many hours of hard work we are ready to present you with multiplayer-enabled Tomes of Mephistopheles!
Run dedicated servers and get your buds to join you. Make bunch of videos and post them on YouTube! We would like to know what adventure would you go through as a group of dungeon raiders.

Excerpt from the changelog:

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03/18/12
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Objects:
+ increased large chest spawn rate to match small chests

Graphics:
+ increased AI line of sight check speed (reduces pop in)

Sound:
+ doors, chests, and dirt floor/walls now make sounds when you hit them with your weapon (some sounds are placeholders)

Spells:
+ doubled mana cost

Bug Fixes:
+ melee attacks are no longer effective through objects such as doors
+ several optimizations, stabilizing bug fixes

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03/17/12
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Player:
+ player skeleton model now displays a hood

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03/17/12
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Gameplay:
+ added multi-player support for dedicated servers
+ other player's names and menu/talk status are now displayed over their model
+ added first clip of voice acting for when the player starts the game

Player:
+ vwep, tilt, and bob are now updated more smoothly when updates to the client are slow

AI:
+ added packet loss handling for AI
+ added pain and death animations to the player

Spells:
+ re-increased spell light radius

Menu:
+ added a multi-player menu with player name input and ip:port connect box

HUD:
+ added chat sound

Bug Fixes:
+ fixed some bugs with AI sound detection
+ fixed a bug that was causing some pillars to not spawn correctly and cause floating torches to appear in one of the area shapes

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03/15/12
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Player:
+ added player packet loss handling
+ player light radius is back to where it was before last local change:P

Bug Fixes:
+ fixed a bug that was causing player vweapons to animate when any other player attacks

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03/12/12
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Player:
+ implemented attack, idle, run, walk animations for the player
+ implemented animation blending for the player so that different animations can be played on different portions of the model at the same time. an example would be running while attacking.
+ moved torch light down and decreased radius
+ player HUD weapon no longer casts a shadow, but instead the external player model's shadow is cast

AI:
+ AI now run in combat
+ increased spawn chance of Arch Fire Mage from 30% to 50%
+ AI now check to see if objects are in the way before reacting to sound

Objects:
+ chests can no longer be closed
+ decreased chest spawn chance

Performance:
+ implemented some LOD and LOS culling for AI (increased FPS on some machines)

HUD:
+ slightly increased font size on the left text
+ increased width of health/mana bars
+ weapon name is now displayed on the HUD

Bug Fixes: + fixed a bug that was causing spells to not remove completely after impact and still cause damage when touched

Post comment Comments
Shpuld
Shpuld

Great job, haven't regretted buying this!

Reply Good karma Bad karma+2 votes
Executor-64-
Executor-64-

woah :D

Reply Good karma Bad karma+2 votes
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