Edit: Can something (not necessarily completionist cape only) be done about capes in Dungeoneering? I hate looking at a bare-backed character.
I feel that the Dungeoneering capes, max cape and completionist cape have enough of a significant connection with Daemonheim to not be effected by the taint.
At least the completionist cape should be allowed, but since the other capes share the same connection, they could possibly be allowed as well?
Good news and bad news. Bad news - the Emote meeting got cancelled for today. Good news, its only been put off until tomorrow and it's a bit longer now to give more time to the discussion/design
Onto your questions/feedback since my last post:
@Arabs Legend:
Stat's for all the capes were signed off today and put into WIP. I don't want to ruin the surprise, but lets just say the max and completionist are certainly going to be the best capes in the game.
@Im Karn:
I spoke to balancing about this and we talked over the difference in what we are asking players to do for these capes and how that +effort should reflect in the statistical improvement - to summarise
-Get one 99 = Skillcape with stats.
-Get 2 99's = Not too much on the above, so the trimmed capes get a little buff.
-----NEW capes-----
-Get all 99's Quite a jump in what we are asking from the "last stage", so expect a larger jump in the stats
-Get all 99's+120+other things - Again, a fair ask, so increase in stats again.
@Christopher:
Don't worry about owning the items that are associated with the hidden stuff - it's still flagged behind the scenes that you did it, so I know you have had them in the past.
@Stupidboy91:
I won't let this out without a final decision on a) the list b) If I'm allowed. But a few people have speculated and they've pretty much got them.
@Meetu13:
Haha, nice.
@Silver:
Don't worry, I've certainly not forgotten about the max cape and it certainly won't be neglected. We are basically trying to make that one so good we want making the completionist one a problem!
Can't speculate on release as GFX might take time to get some really high quality animations together.. but lets just say I've seen some REALLY amazing animations recently in something else I've been working on and I'm sure it'll be worth the wait to give them time to get some epic animations done. I appreciate you've been told to wait in the past but it really is moving forward at a very nice pace now.
@Zetris:
They don't do this yet, but I've been thinking about it.
@Buckeyeman69:
You're welcome. The past on this subject has been touchy, it's just a matter of GFX time really and it kept getting pushed back due to the entire department being needed elsewhere (Dungeoneering for example).. but now we are through and have the time it deserves.
@Blackslay100:
I've not seen the accumulator code, but I thought it covered all projectiles? If not I'll look into it. I can't get into capes in Dungeoneering - there was a massive feedback/discussion thread (nearly made 100 pages I think!) -the answer to your question is in there, and it's a no unfortunately.. the items just weren't designed with capes in mind.
@Vegto389:
I've coded them in, even though I wasn't aware of them until really recently! This might change though, we'll see.
@Eradicate X:
Glad you approve!
Probably my last post today, so have fun all
-Chris