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Registered: December 6, 2015 03:29:27 AM
Dedicating this account to my Atlyss size mods at this time.
If you want access to WIP mods please visit my ko-fi account.
If you want access to WIP mods please visit my ko-fi account.
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Comments Earned: 25
Comments Made: 10
Journals: 34
Comments Made: 10
Journals: 34
Recent Journal
10/19/2025 Kiseff Please Relax. New Update and Releases!
2 weeks ago
I am amazed with how much Kiseff has been updating the game. Atlyss is already on its 5th patch this month! Incredible!
In spite of my awe, my anxiety loves to remind me my own activity has been lackluster. What if something breaks???
I will remedy that today! For now...
All 3 of my Atlyss mods have a new release today! It's all available on my Ko-Fi right now. My focus has been on future-proofing and fixes. Camera Freedom and Accurate Collisions got mostly bug fixes for their updates.
There was one change of note for Camera Freedom. If you press the hotkey to hide the player's head it will no longer hide everything above the neck. Your equipment will still be displayed. I did this because I wanted to be able to see the hood of an outfit while in first-person.
You might notice that I actually have an avater icon now. That's D-Don! She's one of the characters I play as on Atlyss and she's the one you have seen the most in many of the silly screenshots I upload.
I finally settled on a particular look for her. She's got a weird affinity for bones and the general vibe of the catacombs so the Necromancer Hood was a perfect addition for her look. Thanks Kiseff!
The future-proofing should prevent the mod from breaking as easily during updates. Same should be true for Accurate Collisions, and especially the Growth Mod. The code in the growth mod remains my cleanest out of them all. I want to make sure I'm clear for adding new features because there's already so much to keep track of.
I feel bad for not having anything substantial to add beyond fixes and future-proofing. So for those who wanted more shrinking I did exactly that!
Gahool, Biggun, Nograd, Carbuncles, Alshar, Stezza, and Death Knights can all give the shrink debuff now. I also resolved that problem with Diva so the slime orb's AoE gives the debuff too!
I also made the shrink debuff apply no matter the level difference. Previously a high level difference would make the player become resistant to the debuff. I thought it would be nice to have it that way to show off the player's growth! They're too strong to be shrunk by weaker foes!
But when I considered the appeal of shrinking to begin with, I realized maybe people would prefer it if they got shrunk anyway even if the damage barely hurt at all.
Let me know if you prefer it the other way.
By the way, not all enemies shrink the same amount. Angela and Diva have the strongest shrink debuff. This is followed by Zuulneruda/Kaluuz and then Gahool. I'll figure out how to make the debuff stack eventually.
Today also featured some attempts to make the player's collision scale with their size. I go into more details about this on Ko-fi, but it was way harder than I thought it would be. Collision adjustments is the hardest task out of anything else I want to achieve for my growing needs! I apologize for my incompetency, but there's a lot I'll need to learn to make these collisions work. I'll do my best.
There was also an attempt to adjust ledgegrabs with scaling. Similar to the collision problem, this was also unexpectedly harder to implement than I thought. The good news is it's going to be a whole lot easier than collision from what I can tell. Ledgegrabs just had a lot more logic going on than I thought. It's a section of the code I never paid attention to much until now.
Whew. Doing this really makes me appreciate the work Kiseff put into this. Give Atlyss a try if you can! I've been loving it so far.
In spite of my awe, my anxiety loves to remind me my own activity has been lackluster. What if something breaks???
I will remedy that today! For now...
All 3 of my Atlyss mods have a new release today! It's all available on my Ko-Fi right now. My focus has been on future-proofing and fixes. Camera Freedom and Accurate Collisions got mostly bug fixes for their updates.
There was one change of note for Camera Freedom. If you press the hotkey to hide the player's head it will no longer hide everything above the neck. Your equipment will still be displayed. I did this because I wanted to be able to see the hood of an outfit while in first-person.
You might notice that I actually have an avater icon now. That's D-Don! She's one of the characters I play as on Atlyss and she's the one you have seen the most in many of the silly screenshots I upload.
I finally settled on a particular look for her. She's got a weird affinity for bones and the general vibe of the catacombs so the Necromancer Hood was a perfect addition for her look. Thanks Kiseff!
The future-proofing should prevent the mod from breaking as easily during updates. Same should be true for Accurate Collisions, and especially the Growth Mod. The code in the growth mod remains my cleanest out of them all. I want to make sure I'm clear for adding new features because there's already so much to keep track of.
I feel bad for not having anything substantial to add beyond fixes and future-proofing. So for those who wanted more shrinking I did exactly that!
Gahool, Biggun, Nograd, Carbuncles, Alshar, Stezza, and Death Knights can all give the shrink debuff now. I also resolved that problem with Diva so the slime orb's AoE gives the debuff too!
I also made the shrink debuff apply no matter the level difference. Previously a high level difference would make the player become resistant to the debuff. I thought it would be nice to have it that way to show off the player's growth! They're too strong to be shrunk by weaker foes!
But when I considered the appeal of shrinking to begin with, I realized maybe people would prefer it if they got shrunk anyway even if the damage barely hurt at all.
Let me know if you prefer it the other way.
By the way, not all enemies shrink the same amount. Angela and Diva have the strongest shrink debuff. This is followed by Zuulneruda/Kaluuz and then Gahool. I'll figure out how to make the debuff stack eventually.
Today also featured some attempts to make the player's collision scale with their size. I go into more details about this on Ko-fi, but it was way harder than I thought it would be. Collision adjustments is the hardest task out of anything else I want to achieve for my growing needs! I apologize for my incompetency, but there's a lot I'll need to learn to make these collisions work. I'll do my best.
There was also an attempt to adjust ledgegrabs with scaling. Similar to the collision problem, this was also unexpectedly harder to implement than I thought. The good news is it's going to be a whole lot easier than collision from what I can tell. Ledgegrabs just had a lot more logic going on than I thought. It's a section of the code I never paid attention to much until now.
Whew. Doing this really makes me appreciate the work Kiseff put into this. Give Atlyss a try if you can! I've been loving it so far.
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I wrote a journal related to that decision here: https://www.furaffinity.net/journal/11209055/
I should have expected interest in the mod, bu...
FA+
I don't even know if you get notified from me posting my own shout here Mithane. This really shows I was just an observer.