First of all, persistent health bars (can be toggled on or off in config for everyone's convenience). The size/placement isn't final.
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And then we have boss fight health bars, which are displayed when in-range of the boss (approximately two screens)
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The bounty task system has three tiers, bronze, silver and gold. Bronze being the easiest and gold being the hardest. Every time you create a game, the server generates one task for each tier randomly. So far there are three types of tasks: Kill specific boss, clear specific area, and kill specified amount of monsters in specified area. The areas and targets for said tasks are generated randomly (from a predefined range list on the server). These tasks are generated in destruction difficulty.
Completion of the task grants you with a reward, which is in most cases exp (this is to help the leveling process from 120 to 150). Gold tier tasks also grant you with an additional reward, such as a random cycle in the provided example. (this may not be an actual reward, just something I came up for an example). The experience rewards are a percentage of the required exp for you to level-up to the next level, making it a very powerful reward for the leveling process after 120 (since the required exp for level-ups are getting very high at this point, level 150 being around 4,000,000,000 exp)
The game also saves how many tasks you have completed in every tiers. In the future we might even have a ladder for tasks completion in every tiers, although this is not guaranteed. (although the completion count will at least be displayed in-game for sure)
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Currently working on the config interface. Here's a little preview of what has been done so far. This also gives a preview of the drop filter settings (note that not all filtering params are there yet though)
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Damage display in the stat screen isn't rounded at 10K anymore
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