It never ceases to amaze me how quickly time goes by! Well regardless here I am again with another week(ish) in development update. Things have been a bit more hectic than usual around my house so I haven't had the luxury of working endlessly like I normally do, but I did get some things done. When I left off last time I had switched from working on relics to working on clan platinum. I continued to complete functionality for earning plat from mobs, harvesting and crafting. I have added in the ability for clans to choose a clan capital, this is the place where players will need to work from in order to earn the clan platinum. The capital can be changed in the old 'Territory Control' window from alt-use on the bind stone. This can currently be changed once a week. It is setup to assign the capital automatically if the clan does not have one when the server comes up, first come first serve, or if they are taking their first city. The default capital will be able to be changed without the waiting period, but after that it's one week. From there I began the groundwork for adding in the stealing and planning for the "plat market". For spending plat I'll just be adding in the option for "clan items" or "platinum items" to the clan city merchants. It's the most logical for coding as well as immersion. On the relic side of things I've decided to rework skill extensions into the relic mechanic. We'll be removing the current skill extensions like damage, range, speed from spells and then I can rebuild it to accommodate every aspect of what relics will entail. Most of what we want to accomplish is accessible through skill extensions and they are going to the wayside as they currently are anyway. What cannot be done with skill extensions I will simply add to them or extend it. This also gives us more options to throw into relics by using the current skill extensions themselves with variable magnitudes. Other than making these decisions I unfortunately haven't had the time to work on them, but changed pace a moment instead to take care of a few bugs. We should have a patch coming this weekend, though it may be near the end of the weekend depending on a few external factors. The bulk of bug fix time was taken by making skins visible to everyone. I'm not sure exactly how I managed it, but when I first implemented the skins I was viewing with another character and could see the skin. I swear I could.. UGH. Alas when I went back and tried again I could not. Anyway, the problem was when I was applying the mesh to the item and sending it to the renderer I thought it was also sending that information to the world state manager, but it wasn't. I was changing the information for the current player only. So what I did was rewrote the system to apply the changes prior to even the current player knowing about it and sending the same information to everyone. It took me some time to get that correct, but it's working now. Some other bugs I fixed during this time include the market not allowing you to purchase an item. This was just a rounding issue and wasn't much time to fix at all. The bank should no longer get messed up. Another fairly simple fix, the extension was using the same persistence name so whenever one would save it would overwrite the other. To resolve this for now and any future additions I'm using the bank "type" enum to string to set the persistence name, so now your XML will have INVENTORY_BANK and INVENTORY_BANK_EXTENSION rather than hard coding the persistence name. There are other items and bug fixes that others have worked on, but I'll leave those for the patch notes Last night I felt like toying with Python a bit, so I wrote up a quick UI armor editor. Basically it parses the resource folder for armor pieces, lists the names of the armor and you can select them to view and edit stats. I'll polish it up a bit and have a way for minions like @Andrew to participate without breaking things Earlier this month (last month?... time) temeez wrote a resource tree editor and man it was so nice not touching XML itself I figured I would participate as well. I'll expand it over time to do other things as well. Well, that's about all I have for now, sadly. Hopefully the next update will be full of a lot more goodies and we can have a patch or two before then! Till next time!