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(06/26/08)
- New Karma system. Karma is Immortal awarded for significant contributions
to the mud. Karma is at our discretion. Asking for it will have the opposite
effect. The kinds of thing we are watching out for include: helping out new
players, answering questions, reporting bugs and exploits, submitting content
we use. We're not going to be rewarding this retroactively, but everyone has a
fair shot at earning it from here on out! What does Karma get you? There will
be a quest mob like Narg or Hammel with various juicy things to buy.
- Eating now has limitations. We want to keep food with potent effects, but
the stacking properties of them was getting *way* out of hand. Now when
you eat things, you get full. After some time, you have room to eat again.
This might pave the way to better foods, cooking and displays in the future.
This might act a little funny to start so let us know if you get stuck 'full'.
- Most changes in this build are under the surface, things for builders and our
upcoming content. Goood stuff!
- Typing 'mute' will list anyone you have muted.
- Fixed some enchant spawning bugs.
- Adjusted mission code. The prizes at the end of a mission were always meant
to be earned for *playing* the mission, not skipping to the boss. The game
should require you kill 50% of the mobs to get prizes at the end. Farming
missions this way has given some people an unfair advantage.
- Other changes to missions are preparing us for Mission Depth which is part of
our next build.:) Please let us know if mobs seem harder/odd.
- You may type: 'data gem <name> <rank>' to see the stats a gem gives at a specific rank.
- Probably many other fixes that aren't being listed here.
(05/01/08)
- Slot Machine Update: Slot machines have few new modes of play. To view them
all, visit a slot machine and type slot. The options include higher bet
amounts and QP betting.
- The other key addition is allowing exp, gold and mob hp to exceed 2 billion.
- Unlearn will now return the skill's experience to your pool.
- Arena ranks will display properly.
- Pets should not be able to kill themselves anymore (bad mojo for the user).
- Housing room limit to 99! Landlord perk expanded as well.
- Artifact timers will not count down for doing odd things like using material.
- Undo works on all levels of Sword Training, etc. Renamed Greater <> Training.
- Feint has been updated not to scale based on the number of foes. This will
now trigger when a player's hp drops below 25%, once per round.
- Tumble has been changed to give a small heal for each successful dodge. This
will take some tweaking.
- There will be less spam when you level up.
- Skill Training perks require the appropriate skill to buy. Perk group buying
will not get the fourth and fifth levels of training since they are pricey.
- The Guarded position now imparts a 10% experience penalty. The goal here is
to encourage players to enter support and ranged positions and contribute to
the group as soon as they are able. And for those who are just too small to
safely leave Guarded, well they tend to already recieve amazing experience :)
- New account perk lines: Eternal Tohit and Eternal Evisc!
- There are likely a number of other bug fixes and new bugs in this build for
everyone to discover.
(04/05/08)
- Empower is fixed.
- Wearing a glyph in multiple spots is no longer possible.
- Cleared the glyph's gems that had exploited this.
- Removed random ranges on gems. All bonuses are a fixed amount.
- The gem market is fixed.
- It will remain disabled for most of the today for a few other fixes.
- Removed the 'cap' on skill mastery.
- Psyche is fixed.
- Every time you use a tech/spell in combat, it will give +1 pool exp.
- Command: Reset <direction> - reset a room of adapted mobs nearby.
In your current room:
reset <mob> resets a mob in your room and 'reset room' does all mobs.
- Spousetalk (think) is now stored in replay along with group talk and tells.
- Channel will now show your account prompt.
- Episode/mission mob count has been increased, empty rooms should have mobs.
- Unlocking/perfection orbs can no longer be used on gems, food, orbs...
- Account aliases will again save, sorry for losing them!
(03/08/08)
- Marriage Code! Read: help marry for details.
- Small change to score - who will figure it out?
- Research progress now boosts Stamina/AP on player Badges.
- Added an extra skill space to Lore pages for level 1 and up.
- Mission loot and exp rewards at the end have been increased.
- Many other small fixes and changes are present but forgotten.
Display:
- Filter Regen Added to silence regen per combat round.
- Filter Group Move has been improved so you still see the group if you 'look'.
- Filter Reuse should do a better job silencing 'You are ready' messages.
- Most player loot messages are silenced to others to reduce group spam.
- Opt Condensed will remove many of the menu symbols for screen readers.
Misc:
- Raised Clan point income from territorizing by 5x.
- Nightfall and Fissure's damage has been raised but untested.
- New group position: Flank. Adds 20% to stealth, lowers other damage.
- New Account perk: Eventful. Increases the rate of personal events.
- You can now change housing room desc/names for free.
- Findrand melee/magic/tech/aura will list stats pertaining to those types.
- Linking spells will work properly if you have opt merge on.
- Account gold storage capped at 2 billion to prevent overflow errors.
Builders:
- Added new editing features for missions (extra rooms, custom containers).
- Mob act <message> - new prog feature to trigger other progs
- QEdit->repeat. Sets a limit on how many times a quest can be repeated.
Perk Changes:
- More levels to the HP perks in pl endurance.
- Skill Level and Greater Max perks replaced by <Skill> Training perk.
- Weapon mastery perks replaced by <weapon> enhancement.
- Skill Mastery perks add to the mastery stat (help mastery).
- Added another perk for skill points.
- You'll notice some perks unlock sequentially more expensive versions.
The display for the Material market can now be read by typing:
stor material. We feel this is much easier to read and you can
view how much material you have as you decide what to buy/sell.
In addition, three new Markets have been added: Gems, Stones and
Orbs. All three also show up by using your storage. Each market
is player driven. The more of an item that is sold to the market,
the lower the price drops. The longer an item is at little to no
stock available, the higher the price rises. Right now there is
a 30% reduction between buy and sell prices.
Later, we will likely add a unique command to search all these
lists with ease either as a part of GShop or something similar.
For now, you need to interact through the storage command:
Store Stone.
This will list all the stones you have, as well as the cost to
buy or sell that stone. A way to view all stones for sale is
going to be added soon.
Store Gem.
Gem system altered - We had to rethink gems slightly to make them
fit on into a global market system. Having pages of every rank of
every gem was just not a pretty idea. So instead of buying things
by rank, all gems sell with a quantity. This works much like our
material system. A rank 1 to 3 gem equals one quantity. From there
it goes in the pattern of three gems equals the next rank. So 1+
1+1 rank 3 gems = a rank 4 gem (3 quantity). 3+3+3 = a rank 5 gem
which is 9 quantity.
The market (which you see by typing stor gem) shows prices for
one quantity. If you sell a rank 5 gem, you will get 9 times the
shown price.
To make using gems easier, you can add them to your glyphs directly
from storage. Type 'emp add <gem> <rank>' to add a gem of the rank
you wish to use. Gem ranks are worth 30 wear levels. So a rank 9
gem is wear level 270. When you remove or receive a gem, it will
be placed in storage in the amount it costs to make. When you buy
or sell a gem to the Market, you specify the quantity:
Typing: buy gem citrine 243 would buy buy enough to make a rank 8 Gem.
To make life easier, you can type emp add <gem name> and it will
add a gem of the highest rank possible to the first open spot in
your glyphs. You may also type emp add <gem> <rank> to add one of
a specific size (from 3 to 9).
Store Orb.
This will list orbs and their current values. Nothing will show up
on this list for sale yet since we have to create a table to hold
pricing information first.
These markets make take a while to bloom and get working well. It
is probably a good idea to use them lightly for a few weeks.
Skill System
The skill system has received a major overhaul. It doesn't work too differently
than our old way, but here's a breakdown of the changes:
Skill Maximums have been removed. Equipment affects that raise skill level
always give the full amount.
All skills are based upon two attributes which equally raise the skill level.
This is displayed when you type skill. These match the combo effects. No more
complicated formulas. 10 of an attribute adds 1 skill.
Skills earn experience when used in combat. As their exp goes up, your skill
level will gradually rise. This replaces the 'weap exp' command.
The sum of your perk/equipment/experience/attribute is multiplied by a mastery
bonus. Read help mastery for info. After that, your tech/spell level is added
and any support/combat level. Finally lore and position bonuses are multiplied to
get the ability's total level. This determines the base damage or performance of
the ability.
Each time you practice an ability, it will add a new bonus - either a skillaffect
that grows based on your skill's level, additional mastery, or a new ability.
You earn practice points by accumulating skill points. The amount of skill points
needed for another practice gradually increases. Learning a new skill takes still
uses up skill points. The nice thing is you can see what you will get from your
practices by typing: data skill <name> or just 'prac'.
So this might sound complicated, but we tossed out 'max' values, gave every
skill a fair experience bonus, balanced the impact attributes have on each skill,
made equipment and perk bonuses equal, made every practice matter and removed
the number of menus necessary to manage your skills.
Practice shows your basics, skill shows more detail. We'll probably add skill
full later on, but it won't really be necessary with the straightforward numbers.
Skill points do not have a cap, though you will run out of points earned from
leveling like before. There are a few more perks available and then skill nectars
would continue to add to your points. The amount of skill points required to
earn a practice increases to gradually slow but never eliminate growth.
New Command: pool. This will spend the your weapon experience points on
skill groups. A remake will reset your pool. Pandora boxes will add to this.
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