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(03/26/06)
- Who's border color can be changed using the scheme command.
- Greet and Delivery Quest goals added. Type help delivery
- New Area Conquer goal: Kill-All, Each area will have one.
Kill-All quests will be repeatable 5 times. Read help extend.
- Fixed noting to multiple recipients so all receive it.
- Account PWs can be set with capital letters now.
- Attributes command added, I'll enhance the info later.
- Global emotes! Typing: ooc @dances madly about the room!
would show up as: OOC: Matrim dances madly about the room!
- Like typing ! repeats your last command, typing @ will repeat
your second-to-last command. They can be alternated for fun.
- Swarm spawns are active again, use caution when attacking
them.
- Lowered the sneak damage on mission/fiend mobs considerably.
- Countless bug and typo fixes I forgot to write down.
- New command/Flag: rpmode. This toggles an RP flag to let
other players know you are interested in roleplaying.
- String formatting (.f) now accounts for color codes!
- I know alot of you prefer less color than we offer and I've
added new color settings. Type 'color' for a list. The new choices
let you remove color from the equipment command or from players/mobs
in room or turn the entire room description colorless. I'd like
feedback on this and other color options players may want to
toggle.
Logain's Additions:
- Fixed the common magic spellbook reading bug
- Removed the confusing 'relic' word on unidentified items
- Disassembling an item returns much of the QP spent on it
- Material and Stones are now stored in account. Type: storage
- The use command automatically checks material storage.
- When using craft mod and adding things, storage is checked
for gems/stones automatically.
- Help edit additions
- Sorted the tasks numerically
- New database info: data aflag and data wflag (for armor and
weapon flags)
- You can search GShop by grade and level. (Epic, etc)
- You can reset the search lists in gshop to search for 'all'
- Gshop now adds random items for sale automatically. These
items are generated as if from a high quality boss mob. That
doesn't guarantee they are good but many times they will be.
The items are placed on auction so when the items expire, new
items are placed on sale. Type 'auction' if it feels spammy
and you don't want to shop.
- When you smelt items, the material is placed in storage.
- Efind added for immtypes. (Helps with adding new enchants)
(03/13/06)
- Fixed listing and buying in shops to correspond numerically.
Finally after 15 years of needing to type 'buy 4.', it has been
changed so 'buy 4' also buys the fourth item.
- Fixed a number of territory/raid issues. Territory shouldn't
change hands now. We're still tinkering with the clan halls,
but I believe it'll be ready soon.
- Fixed all weapon flags to work, including blade flare usage.
- Added the Area-kill quest goal, no quests just yet.
- You can no longer push or summon any mob that gives quests.
- Event items go in supply pouch now and can be used from inside.
- Upped mob trading exp, needs more work.
- Improved treant skill: tangle weeds. It lowers the defenses
of the victim.
- You can say the keyword of a quest to report progress on
it.
- Weakened arena/mission mobs a bit. (less sneak attacks)
- Room spawning items (such as the slot machine) will now load
even if players are present.
- Immclan added for builders to chat while they work.
- GCast buff no longer spams the caster. It can also target
*other* groups.
- You can now change the color of Clantalk channel! type scheme.
- Who <clanname> will function - more or less.
- Emotes on clantalk will only be seen by clan members. Imagine
that!
- There is a longer duration between raids now. Meaning you
have a few extra hours to capture an area.
(03/04/06)
- New command: task feedback. Type it for an explanation. The
basic idea is that you can give feedback on quests to help us
improve them.
- Another new command: task abort. This will let you completely
give up on a quest. It will be removed from your lists, never
to be done again.
- Fixed a number of issues with Mortal Builders. help mortal
builder.
- Torches should be allowed as Arena Ante.
- Fixed a major bug in group loot cycling. Let me know if you
see weirdness in loot.
- Craft Enchant will *again* show your level, cost, chances.
- Tweaked the ratings on objects so some useless stats are
considered that.
- When your super buffs raise your tier temporarily, it will
quickly reset after the buffs fade. This will fix any need to
relog for tier.
- Adjusted Player Tier calculations. Melee damage will not
affect tier as much HP will actually be a factor, Magic and
Tech power will be better calculated. This should give a bit
more balance in exp gains between chars.
- Improved the exp formulas for mobs slightly, hp gives and
long fights give more.
- Wrote an improved Imm-Reward command for standard quest prizes.
- Fixed slot stat so it'll go beyond 2 billion. Fixed a bug
that was miscounting slot tokens.
- Mobs with Divine Favor should lose it after it protecst them
*once*.
- Assault turned into an offensive tech. Deals *good* damage
and buffs offense.
- Fixed some issues with Pandora's box looting, let me know
if there are more.
- Put the timer on Quest champion back to 15 minutes. You can
abort to make it perm. I don't particularly like this, but I
don't have a better solution so you get it good.
(02/26/06)
- Added a Social Editor for imms to fix and/or create socials.
- Task Done now has a buffer to stop spam.
- Fixed a bug that was loading all grips at level 200, stat-wise.
Upgrading grips works.
- Changed 'craft roll' to require 50% research instead of 100%.
Improved command feedback.
- Sped up material harvestign by 20%. Made fishing give double
exp, this may change:P
- Fixed some errant reuse messages like Circle. Added stamina
cost to circle.
- When you type area quest, it will indicate which areas you
have finished.
- Fixed a bug where craft enchanting told you that a Slot was
earned but was lying.
- Fixed a bug where whogamble wouldn't give you the gold you
deserved.
- Wrote descriptions for about forty skills that can be seen
when you type data sub <skill>
- Quest Champion aborting cancels the champion effect. If people
feel it's too pricey then we should adjust the cost instead
of allowing this trick.
- New Novice Account Perk!! Group Buffs. This fancy perk adds
new functionality to the GCast command. Gcast Summon will summon
your whole group. GCast buff will buff your group.
- Guard Skill Group updated: Batter fixed to be a damage and
stun technique. New tech: Barricade is a second Sanc buff. Reduces
damage intake by 20%.
- Treat given a new tech: Mend. This is a decent heal+regen.
- New armsmaster skill: Assault. Should do single target damage
and boost your all-offense.
- Because it's been a while since the last build, a number of
smaller fixes are also done, but I forgot to write them down.
Oh and Barricade stacks with sanc.
- New Command: equpgrade. This will upgrade *everything* you
are wearing that is applicable. It requires you have Ready on.
For the lazy in all of us.
- Previously when you used '.f' to format a note you were posting,
it would make a mess of things, removing all paragraphs. You
could insert a ^ to force it to go to a new line. But the formatting
would again be messed up on that new line I rewrote the string
parser *cry*. Now using '^' will format things very well.
- Fixed up wand usage a bit for the upcoming clan changes.
Added some wand-only spells. 1) Enchant item: works like craft
enchant without a QP cost. 2) Divine Favor: Fairly long lasting
buff that prevents you from dying once and slightly boosts your
eviscerates. A third spell is in the works.
- New Builder-Class character. This is a mortal position with
restricted building powers. I will be reviewing this to ensure
they can't abuse things. The goal is for reliable builders to
work on the main port so they don't feel lonely as they slave
to generate our future content. It will also save me work. Slow
working builders and builders who seem irresponsible in behavior
or building will be kept on the builder port, until they prove
otherwise. Players are welcome to talk to me about interest
in being a mortal builder. This will have expectations for regular
work production and responsible actions, along with generating
the right content. The better I know
someone or the longer they've played, the more comfortable I
will be letting them try. I hope to get teams building up specific
areas of content.
- The territory system is changing today in an attempt to make
the following happen:
- Clans will no longer feel obligated to protect territory
and recapture areas. This should take away much of the frustration
and 'duty' involved in the system.
- Clans will never lose the work they have done.
- There will be a purpose to influencing territories that benefits
clans and individuals. First off, each clan will pick territories
that they keep. I will have to make an equal number of territories.
The territories they own will yield a small amount of resources
each hour. Eventually these will be used for clan activities.
I also may add a way for territories to change hands, but for
now they are fixed. Any clan can raid any territory. Raiding
is roughly the same as influencing used to be, where players
kill mobs to earn influence. The 'Territory war' command now
shows each Clan's progress towards raiding each zone. When their
number reaches zero, the raid is complete. After the hour passes,
they will receive a large pile of resources. I'm going to give
each clan a duplicate clan hall, which they will modify over
time.
Inside the hall, there will be some special rooms that charge
resources for usage. Each player is allowed to spend a certain
amount of resources per clan cycle based on their recent contributions,
their rank and how much they've used/given over time. The halls
won't be in today, but the code will. I'm going to prep the
halls over the next few days while we find out how many bugs
I've added to the game. I may reset the territory system if
any bugs are bad (so don't work too hard on it for a few days,
but do give it a test). I also have to work with the GL's to
divide up the territories. As for the territories. Each will
produce two resources which can change randomly over time (Though
I may give each area a preference that it will usually have).
The goal there is to make sure certain areas aren't more advantageous
since they
won't be changing hands often. Lastly keep in mind this is all
experimental and I have a number of pieces left to code. Give
me your thoughts and help make this something fun to do regularly.
(02/10/06)
- Lowered mission mob hp for groups a bit.
- Improved Fiends from Pandoras and Arena battles and mission
endings.
- Group experience factors improved slightly for large groups.
- Reduced the tier of Pandora Fiends somewhat. (Monsters in
a box)
- Slot Machine format changed. Type 'slot' at the machine for
syntax. The odds of winning tokens is well balanced per bet
size.
- Grouptalk is now included in the tell buffer.
- Quote, Rom, Gossip, Clans and Immtalk all have showchan buffers.
(02/04/06)
- The Potential Command defaults to OFF now. This may only
be a temporary solution until I code the new territory raiding
system.
- New command: terr resource. It's not important yet, but it
shows how an area's resource production can change during the
day. Probably changes too fast for now.
- Sub-bosses in missions (The "powerful" named mobs)
are now stronger and give more exp. This is to test changing
all mission mobs to the same formula. Let me know if they are
too hard. If so, I need another solution.
- New command: roster history. Allows us to see when people
joined a clan and later it will summarize their recent contributions/activity.
- Many new Immortal Event/Quest features added for testing.
Wheeeeee.
- For those of you who didn't already hear, material can be
applied freely. Try help material.
- New Color scheme for some Rom players: scheme lord
- New channel: Romtalk. You can control the color by typing
scheme rom 'color'
- Big news! We have slot machines to steal all your hard earned
gold. Curse me now, hate me later! For now, the healer will
have a slot machine in his room to make up for a recent decline
in healing purchases. Later on, we'll make at least one casino
spot most likely. the big part of slot machines is that they
can reward you Tokens. It's a random money sink.
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