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Today's build introduces a new feature: Draw Prize. You can get
all the details
by reading the latest help file: help draw. The short story is,
everyone can
type 'draw prize' daily to receive random items and experience
buffs. There's a
slower build up to a weekly draw which has even better results. You
never know
what you're going to get! After this has been tested, we are likely
to expand
just what is possible as a prize.
Other changes and fixes were added in yesterday's downtime:
- Bots can no longer whogamble as their money shouldn't be
reaching the regular economy.
- For similar purposes, when Solo chars buy questmaster buffs,
they only affect other bots.
- Stones that contain infusions drawn by a Transfion stone
cannot be imbued. This led
to the stone being broken and we don't want that:)
- For a long time, pets have been 'lost' perdiodically and
unable to be retrieved
without relogging. An experimental fix is in place where 'pet
store' should handle it.
- The usual small typos and fixes have been happening along with
help file updates.
(10/10/10)
- Skillpoints have been fixed to not go negative. The new
system has consolidated practices and skillpoints into a
single value. All the costs work the same as before. (help
skillpoints)
- Perk level now goes beyond 32k!
- Group depth settings work independent of the leader's depth.
- Depth Ratings have been merged. The game now tracks Ratings as
alone and grouped.
- Loot should no longer drop as blank weapons/armor.
- Embers deal some amount of damage, more balancing likely to
follow.
- The tumble skill heals for larger amounts but has a timer
before it fires again.
- Treat skill updated.
- Buffs and Debuffs should no longer impact mob experience.
- Consider command's exp estimate is updated to not go
negative. It will still show exp impact from debuff/buffs during
combat. But those impacts are stripped right before the final exp
calculation so it won't actually take affect.
- Fixed some stat login-fluctuations.
- Disabled race skills for use by pets. Please let us know if
any still work.
- Reconstruction made more useful (was not working in most
situations before)
- Missions and episodes are able to be continued after
relogging.
- Combat table includes additional values.
- Findrand should work on Tomes.
- Bug fix on mob triggers to allow new builder additions.
- Put command modified to accept either syntax: put <bag>
<item> or put <item> <bag> This means you can type: alias puf put
forge, then use puf <item> to place in forge.
- There are a pile of unlisted smaller fixes in this build as
it has been worked on for many months. Be vigilant in reporting
issues or asking questions:)
- Many of these fixes are thanks to Logain! Our code is
stabilized now. Ari, Logain and I all hope to see smaller, more
regular builds to ensure things are fixed in a timely manner.
(03/15/10)
- The testport is updated with the latest Depth code.
- Any kind of feedback (positive, negative or confused) is
welcome, too.
- Here's how depth is supposed to work:
- Type depth # to set the depth of your missions. Each level
deeper
makes the creatures 10 levels stronger.
- Type mission start to begin a standard mission at this depth.
- Type mission to see your mission settings and rating
progress. There are four ratings and an overall total. Each rating
represents playing in a different sized group. When you complete a
mission, you will earn progress towards your rating for whatever
group you are in.
- There will be quest mobs who give out prizes for reaching
higher ratings. Those are not part of this testport phase.
- Total Rating is calculated primarily by your highest rating,
with additional smaller increases from the other ratings. This
formula is the most complicated part of depth and might be changed
if the right concept comes along.
- Each depth is made up of 5 missions that are interconnected
by a down exit in the lair room. Completing the deeper missions is
more lucrative for Rating increases. The mobs grow stronger as
well.
- We need to know how deep players can go, how the experience
is, how much of a challenge the mobs are. We need to find exploits
and flaws. And most important we have to weed out any crashes or
pfile screwing code. Once it seems entirely stable, we can move it
to the main port.
- For those that don't want to deal with depth, setting it to
0, or never setting it at all leaves missions functioning as they
always have.
- The testport is reached at: projectbob.game-host.org 4001
- If this link fails, someone has killed it good and we'll
restart it later in the day.
(02/23/10)
- We've flipped the who and whom commands. This might cause
some of you misery and confusion. You're welcome.
- We just wanted the more informative command to be default for
newcomers. Feedback is welcome. Just know if you preferred what
you saw when you typed 'who' yesterday, you can now get that by
typing 'whom'. Or alias it!
(02/23/10)
- We're gathering opinions on interesting or rare or
challenging bosses in the game that deserve quests and being
singled out. Over time, most bosses in the game will be given a
simple kill quest via our new quest creation commands. But to
start, we want to focus on the bigger and better bosses and try to
spread out quests throughout the mud. The first boss to receive
this treatment is Blooddrinker.
- So note Immortal with any suggestions you have. We'll accept
up to five per person for reward. The first to suggest a boss we
use will get karma. What is karma? Well read the latest help file:
help karma!
- Of course winning suggestions are their own reward since now
there will bemore reason to face your favorite foes.
- PS: There will be bonus karma if winning suggestions include
rarity, difficulty and level.
Example: Blooddrinker, about level 250, very rare, and very
difficult (for level 250)
(02/15/10)
- For the duration of Sunday, we're going to test a new code
build. Odds are likely we will
keep it, but since this build is scattered over months of
development and only moderate
testing has been done, there's a chance for ugliness that will
require a revert. Here's an
incomplete list of the changes within:
- Worth command updated with commas, also type worth list for
individual commands. [Destin]
- Group command updated to show Regen and Defense Rank.
[Destin]
- Research list now shows the total percentage of your progress
over 100%. [Jenna]
- Estimated exp and lifespan are now prompt variables. Exp is
%=, lifespan is %_ [Jenna]
- Exotic Armor is possible on Tome loots.
- Second in command in clans can use 'clansave' to save
changes.
- Enchantment stones go to supply pouch to protect them from
recycling.
- Typing 'examine room', will list any extra descriptions
present.
- All home owners receive the 'recall home' ability the moment
they purchase a home. This will take you to the first room in your
home without needing a recall orb. Orbs are still useful as
shortcuts to other parts of your estate.
- -= Mission Depth system! =-
- New command: mission density - higher density means more mobs
per room.
- New command: depth - Set the depth your missions will load
at. Read: help depth
- More on this feature throughout the week, if the build is
stable:)
- Other features are included in this build that will be
unlocked over time.
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