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 1 
 on: May 23, 2013, 09:12:56 PM 
Started by Lumin - Last post by Lumin
With some help from my server administrator, I added some optimizations to the database.  The game should be running much faster now.

 2 
 on: December 18, 2012, 08:23:08 PM 
Started by Lumin - Last post by Lumin
Because of some exploitation concerns, I have made a few adjustments to some of the travel methods for magically enhanced characters.

 3 
 on: July 24, 2012, 07:03:28 PM 
Started by Lumin - Last post by Lumin
The decreased health feature at old age has been adjusted to deal with all races at their proper times, rather than after 80 years as it stood before.
...
Also, pregnancy ages have been adjusted.  Longer living races should be able to have children for a much longer period of time.
...
Finally, the glitch preventing pvp attacks for guarded defenders should be fixed.

 4 
 on: May 01, 2012, 11:36:39 PM 
Started by Lumin - Last post by Lumin
Dual wielding is now possible, and I've added a few more items for crafting.  One, in particular, will open up some new travel possibilities...

 5 
 on: November 10, 2011, 01:10:35 AM 
Started by Lumin - Last post by Lumin
The age limit for mating is now race specific.  The current longer living races will have more time before becoming sterile.

 6 
 on: October 27, 2011, 07:38:48 PM 
Started by Lumin - Last post by Lumin
A bug blocking new requests for those which already have a request from a dead person has been fixed.  New requests should now deactivate the old one and proceed normally.
...
Still trying to figure out what is going on with characters suddenly getting into fights all on their own.  Seems like wires are being crossed somewhere with other player accounts.

 7 
 on: July 19, 2011, 02:39:36 AM 
Started by Lumin - Last post by Lumin
My network administrator kindly enabled the setting to allow http compression, and I'm already seeing a lot of bandwidth savings.  I also discovered a huge amount of unnecessary code being loaded on each page refresh for creature/people descriptions, buried dead bodies, and other objects.  I've gotten rid of just about all of it which should greatly increase loading times.
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I want to wait and see what our performance savings are for another week or so, but if it does what I expect, we should see time limits increase soon.

 8 
 on: July 15, 2011, 06:43:27 PM 
Started by Lumin - Last post by Lumin
I'm currently attempting to implement a compression setting on my files to save on bandwidth and to speed-up page loading times.  If that works out, we could be looking to increase performance by up to 60% and increase time limits to an hour at least.
...
I'm also toying around with the idea of a graphical view for FTO, using a popular roguelike tileset from David Gervais.  Here is a rough screenshot from a mountain location: pic

 9 
 on: May 26, 2011, 11:51:28 PM 
Started by Lumin - Last post by Lumin
For those of you having mutant babies, please PM me (Lumin) the names of the intended father, mother and child (if they have one yet).  This issue should be fixed for future births.

 10 
 on: May 20, 2011, 09:02:05 PM 
Started by Lumin - Last post by Lumin
I've made some optimizations to the database retrieval code and you should see faster loading times within the game.  The Portal still needs some help, but, overall, performance has been improved.

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