Atrinik Client 4.0 has been released!
After years of on and off development, the latest (and greatest) version of Atrinik is finally here.
As usual, to upgrade on Windows, you will need to download the new client installer here
), uninstall the old client and install the new one.
For Ubuntu and Debian, an install package can be found here
). The package repository will be updated at a later date (hopefully).
This release once again overhauls the client UI, simplifying it and hopefully making it more mouse-friendly. The main server has been reset due to complete changes to various items, save format, accounts, etc. If anyone wants, I can probably restore their character manually but it may take some time and may not be complete.
There have been over five thousand changes since 3.0, which means a complete list of changes would take me weeks to compile, nevermind read. So, below is a list of some of the most prominent changes I can think of:
- Accounts system: tie multiple characters to one game account and one password. Character names can now also include spaces
- NPC interface: every NPC now uses a new interface for their dialog, giving the player a set of response options to choose from (being more in-character than the previous system of just speaking out keywords).
- Factions system: every NPC is part of a faction, which may be allied with other factions or be enemies with another. This means that becoming too friendly with one faction (doing quests for them) may make you an enemy of a different faction... attacking any NPC is also a thing now, but results in a bounty which must be paid off to a guard or face the consequences.
- New combat system and combat rebalance: every action shares a global cooldown, which allowed us to buff skills independently and not worry about breaking balance due to the mechanic of swinging a sword, casting a spell and shooting an arrow all at once. Notable buff is that dam+ rings/amulets now boost the damage of bows as well as melee weapons.
- 3D and roofs: the engine has been updated to allow creating buildings with roofs and create infinitely tall buildings, with individual floors seen from the outside. Path finding has been rewritten from scratch to compensate for this; monster will now follow you through stairs, portals and so on. Eventually flying monsters could also fly up/down to reach you, although this isn't used in any map yet. This also makes it possible to implement flying fairly easily (dragon pets, brooms, etc)
- Incuna has been finished: the long-awaited new tutorial island and a story line to tie it together, and create a prologue for the main quest story line, which is to be finished at a later date.
- Client minimap: keeps track of areas you've visited and shows a simple 2D rendition of it. For small maps and caverns, a zoomed out rendering of the game map is used.
- New map content: some areas have received significant overhaul (mostly due to the 3D support, but some have been completely redesigned, such as the Asteria Bazaar moving out into the city and its place being taken by the Royal Plaza. There are also new manors west of of Asteria, and an island with a Cathedral of the Holy Wisdom just west of Asteria as well.
- New types of artifacts, such as melee weapons of lifesteal, shields and weapons of blocking and deflecting and much more powerful magical bows/crossbows/etc.
- And much, much, much more.