(WoM Remake Post) Quest System and Magic Revamp

Since it’s been a few months since I’ve posted about the WoM Remake, I may as well make an update post. I was intending to hold this off until several other features were done first, but I’ve been kind of distracted from working on stuff lately and I’ve realized that might take a little too long to wait until then.

In terms of major updates since the last update, I’ve updated the magic system, as well as added quests that are given out by civilians. This does mean negative rep quests haven’t been added yet, but they will be added eventually later on.

Firstly, magic is now cast using a tool like it is in WoM and AO. The spells you have are now also listed like in WoM. This tool system was added by a dev helper a while back, though not really used until the magic update.

Magic effects are now also done client side, this was set up by a different helper. Magic visuals and most debris are now handled by the client. The system that was put in place should help reduce inaccuracy between clients as well.

I also updated the magic customization UI to make it match WoM’s better and added compatibility for multiple magics (though this is not currently obtainable in the remake by any normal means). You can now customize your spell’s animations, and make your spell an Ultimate Art.




MC Captains can use second magics, however. You can see the chat for an example here.

New spells have been added. Namely, the three missing from before: hover, mode, and flight. Players can now also cast placed explosions.


Bursting mode

Magic clashing has also been updated to work more accurately, and new spell adjectives have been added. Reputation shields have also been added for pos rep players hitting pos rep NPCs.

Also, healing magic has been updated visually and functionally, and added to the new system. Currently, it is only available for Magic Council healer NPCs and a boss later on. Diamond magic will also be added later on for a different boss.


Civilians in towns now give out quests. These can be any kinds of quests from World of Magic, ranging from starter to advanced. The only exception is that the area kill quests (kill 6 wizards/dark wizards) have been removed. I have not added dialogue yet for specific quests, so they use a default/placeholder message. The distance listed on the quest is based on where the NPC was standing when it generated a quest, so it often isn’t exact and more of an estimate.
NPC friendship is a new mechanic I added, where completing quests from the same NPC will raise their friendship with you. The level raises by 1 after each quest and increases rewards earned from completing quests from the NPC. The level is unique to each individual NPC, meaning if the NPC dies, the levels and bonuses are lost. Rejoining shouldn’t reset.




Quests are tracked via a dot with a distance like in WoM. Fetch quests (letters, orders, and lost items) will also require you to return to the NPC who gave you it. Kill quests, however, will no longer require returning to the giver.





As for map updates, the whispering forest is being built. The beach has already been completed. The terrain and structures for the rest have already been finished, and next will be mount seawatch.




The underwater section of the beach has also received slight adjustments to have slopes rather than cliffs.

Lastly, the inventory system is being worked on. This will also include things like upgrading and shops. Stay tuned for updates in the future. In addition, I intend to work on save files and weapons for players at some point soon after finishing the inventory system.

Also, just for fun, I made bandits with functional guns



And finally, for playtesting information, full update logs, suggestions/questions, and more, please check out the WoM remake server. It also functions as a general purpose WoM content server.
discord.gg/gKe7K4zDeE

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why do you have a rocket launcher

anyways me and @arron932 are making a WoM map if you wanna use that

All tools are testing tools or joke tools. Real weapons for players are intended to be added later down the line.

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No thanks, we already have people working on the map, and the leader builder/co-owner of the remake has wanted to make some modifications to the original

Bonus post for the less important new content.

NPCs can now climb. The animation is kind of broken though, and NPCs still attack at the wall so it ends up being slow sometimes.
To climb, the NPC must have their target be out of sight. The NPC then raycasts towards the target’s direction to determine if there’s a climbable wall in the way. If so, they will walk up to it and attempt to scale it. If the player becomes visible before reaching the top or the NPC gets too far away from the wall (usually due to movements like attempting to attack), they will stop climbing.
However this does sometimes bug and NPCs try to climb where they shouldn’t or scale a wall with a ceiling and sort of bug out.


Jail has also been added. If you get killed while in combat with Magic Council forces, you will be imprisoned and sent to the Silent Tower. Your death tag in the chat will also relfect this. Based on your bounty, you will be given up to a 2 minute sentence (caps at 20k bounty). During your sentence, you can talk to the prisoner NPCs that spawn inside the cells. Rejoining while having a jail sentence saves it when you rejoin, though this does bug sometimes and spawn you in the baseplate instead of a cell.
Like in WoM, your bounty is cleared upon release. These little popup notifications are actually also new since the last post I made in January, and the chest visuals have been updated to match them.





Tourist pathfinding problems still plague Ironport sadly.

Traveling merchants have had an update, and now have animation packs.

Civilians, tourists, and traveling merchants will now run away upon being attacked.


Wizard robes and titanium armor textures have been updated. Titanium is now colored like other colored armor, while wizard robes have been update to have accurate colors.



Minibosses (heroes and villains) have been updated and now gain stats from their armor (not their hat or amulet yet though). HP is the most noticeable, compare this iron set one to a higher level one without


Aside from MC Captains, bounties and rivals can now also use two magics

Improved arrow projectile visuals to match WoM

More healing magic demo (featuring an updated version of an older Dark Arts Society boss which was updated recently)



Better view of said boss. He summons Dark Arts Scouts and low HP copies of himself.

That’s about it in terms of other new content that I can think of

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Are you going to be streamlining substats (such as combining casting/projectile speed and strength/power)

Huh, this project is still going

“Up to a two minute sentence”

Already fixing one of the biggest issues with WoM, I like it!

Casting speed and magic speed are going to be merged.
Intensity like in AO is also being added.
Knockback is being changed to Amplification (old AO intensity where it affected your statuses, debris like clouds and puddles, etc)

Strength and power will remain separate. Weapons will be improved again since they kind of sucked in WoM after vetex nerfed them significantly. They will also gain more skills (likely won’t be customizable like in the original WoM)

Yeah, the excessive jail times in WoM and AO really suck. A short jail time will give players the same kind of effect without being too slow and boring.

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