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News: (06/25/07)

  • Type Fil eisc to silence evisc messages. Type fil foe to remove 'Blah is at big nasty wounds'.
  • Type Reset <mob> to return a forgotten adapted mob to its normal state.
  • Elite Items will now load with better randoms. They are a little rarer as a result. The goal is to make them more usable and desirable instead of junking 95% of your elite loot.
  • Epic items load with more 'stacked' randoms. Meaning they will be more likely to have a single high random stat. Again in an attempt to make it easier to find an item you want.
  • Aura/Mystics Randoms will be less likely due to randoms being based more on the type of armor. This means Ninja Garbs are more likely for Attack/Speed/Force, Crystal armor is more likely to receive Aura/mystics/energy and so on.
  • Findrand has been cleaned up a bit to just show one useful percentage rating the item's randoms compared to the highest found at max level.
  • Ancient items will automatically upgrade to elite/epic and should improve their randoms.
  • Builders should have access to gforce (group force) in all progs.
  • Builders can use hastask/donetask checks for mud wide quest progress.
  • Rescue and Taunt should be much more effective now. (bug fix)
  • Feint, block, and rejuvenate are now allowed on Lore Pages. If you know of other short duration skills that could be a nice fit for lore usage, let us know!
  • New MissionEdit option for builders: opt transfer. It auto moves players to the mission. From now on when you type 'quest mission', it will send your group to the mission at once.
  • New group command: group target <mob>. This designates a target. Whenever a player is made to auto assist (entering the room, being rescued, etc), they will be assigned to this target. You can still pick your own target using: target engage <mob>.
  • Shadowmeld renamed to meld to make way for a new shadowworld command. The code for the Shadow world has no ETA, but slowly paving the way. If you find items with Shadow Effects, they won't actually benefit you yet, but item works normally otherwise.
  • Artifact Orbs have been renamed to Infusion orbs to avoid confusion with house artifacts.
  • Empower Command tweaked for more readability. Also emp rem <gem-name> works!
  • Builder: mob restore <target> # restores a percentage of the target's life
  • Clarity and any similar abilities will work in tech buff.

News: (06/20/07)

  • Increased the chance of Arena events, prevented Bronze league from getting events (practice league).
  • Shout gives RP experience (help rpmode). Abusing this will cost you more points than you gain.
  • Aura Skill group now gives a bit of Aura Level as an Adept skill affect (data sg aura).
  • Steward conquer quests should all count again, his power is returned!
  • Kingdom skills have been revamped:
    1. They now auto refresh after you use them once.
    2. The power of the ability is based on how many areas your clan controls.
    3. You may only have one kingdom ability active at a time.
  • Read help winterhaven, help blackspire and help stonereach for ability names. (2 per)
  • Elist sufa slot cloak - should now list all valid enchants.
  • You can now arena ante grips and focus items... or should be able to.
  • Adapted/ing mobs should not be charmable. Improved charm message to say when it's impossible.

News: (06/08/07)

  • Duplicate maps are now removed from storage automatically.
  • There are filter options on stone storage: type stor stone <#minlevel> or stor ston <wear location>
  • Gems now auto merge anytime you put 3 of the same type/level in storage. If you want smaller gems, you can type stor extract <gem name>. Report any exploits with this quicksly:P
  • New filter: DoT damage. This should silence bleeding messages (Blah burns in pain, etc).
  • New item type: Seeker. This can be held to increase the odds of finding a specific event. Builders will have to make seeker items for the events we want to reduce hassle finding.
  • Death penalty has been raised to 12 deaths before you get no exp/loot.
  • Raised group level experience bonus a bit.
  • Greatly lowered the cost to hero advance. You're welcome - from us!
  • Increased the odds of Finesse randoms. Lowered the odds of Stamina/Mana randoms.
  • Made the game allow you to apply a temp upgrade and a perm upgrade on the same item (stay tuned!)
  • Lowered the drop rate for Feral and Deceptive.
  • New formula for research ranks is in. This is a fixed rank, no more weird variations.
  • Not sure if I said this already: Data Quest #, will list prizes.
  • It is now possible for quests to reward enchant stones.
  • New Account Perk Line: Basic. This can be bought without any account ranks... I hope.
  • Master perks: Endless energy and speed give 3 instead of +2 now.
  • Two new perks in Account Master: Death Touch and Shadow Dancer. type apl master We are considering replacing the Evisc perk in Expert with Death Touch so don't be alarmed if that flips around next build.

News: (05/27/07)

  • There are now mud wide quest goals possible. Meaning anyone online can contribute to the quest's progress and various types of mud wide buffs exist for prizes. Type 'obj mud' to view any mud wide goals.
  • Storage Stone will now show the locations each stone can be used.
  • 'Back' slot renamed to Cloak for clarity's sake.
  • Logain fixed an important crash in regards to instanced content.
  • Typing Diff will show your difficulty settings.
  • Builder Code: If objcount #vnum > #count.

New Item Types: Recipe and Upgrade

Recipes are basically objects with a task attached to them to gather ingredients. They will produce at least one item. Recipes are first used (type use recipe) This puts it in your claimed list. Once a recipe is claimed, the object is destroyed. Each person must find/loot/earn their own recipes. After it is claimed, you can view it by typing recipe list. Recipe info will show what ingredients you need. Just type recipe to see all the commands. Recipes will be used to make larger amounts of material useful as well as creating a list of rarer ingredients that will become nice player trade commodities.

Upgrade items work similar to material and come in two forms: Perm and Temp. Upgrade items add the stats shown when you id the upgrade to whatever you use it upon. Temporary upgrades are for things like applying a vial of poison to your blade. It will last a certain number of ticks which is also shown in ID.

Perm upgrades override Material bonuses. And in fact they are meant to be a form of advanced material that takes a larger amount for a better bonus. We will likely be building some upgrades that mix something like Ebony and Daedric to give both bonuses at some reasonable amount. There will be other types of upgrades besides material based You may only apply one temp and one perm upgrade to an item - one of each.

Some upgrades will only be allowed on certain types of items. It will say when you try to use them. ID will explain upgrade usage.

News: (05/17/07)

  • Conquer quests can give more than one kill credit for longer fights.
  • Fixed a loot bug where easy mobs were giving rare loot. Gave a small chance based on fight length to still drop rare loot even if the game thinks the mob is easy (it obviously took a while).
  • Groups can now receive special Event Mobs that are powerful and seek out active group of players for battle and rewards.
  • New group leader command: Group order <teammate> lure <dir> This doesn't actually make them do it. It just tells them which what to lure. The idea is players should actively type it but this lets a leader issue the order cleanly. We may make it actually do something later. :)
  • New group leader command: Group diff #. Sets difficulty that will make mobs adapt to the group.
  • Pet costs to revive have been halved.
  • Cost to purchase a house has been reduced to 5 mil. No refunds for current owners. Consider it property taxes!
  • Pet command has been updated to give alot of meaningful feedback so it's much easier to use. Renamed 'pet train' to 'pet buy'.
  • Pet Train/Advance command allows you to spend gold to raise your pet's level. (75 max).
  • Fixed mission rewards so people who join the group after the mission begins are still a part of the mission. This will stop a group from being cheated on the boss kill.
  • Opt Challenge - Makes all mobs in the game adapt to you based on your difficulty setting. Type diff to set.
  • Removed a few bits of spam from combat (stagger messages, etc).
  • Removed the White Aura and Translucent flags from room look. If we ever add more impactful flags I will show those instead. For now, it's just unnecessary clutter.
  • Added an extra skill space to lore pages when you reach level 90.
  • Fixed Salvo so it will hit everything again.
  • Better fix for Pet's killing themselves
  • Thom has added some unique mobs to the Arena Gold League. More on this as the list builds!
  • New storage for tokens and orbs. It's not entirely convenient yet so things don't go in automatically. Type 'stor orb' and put them in by hand (stor put orb) and get similar to gems (stor get orb <name>).

News: (05/15/07)

  • New score lines: tech/spell level and exp bonuses.
  • Account research ranks now give small amounts of bonus experience.
  • Groups now level gradually and earn a small amount of bonus experience. (help group level)
  • New option: Group movement. When grouped, you won't see 'has arrived' and 'leaves' messages unless you turn this on (type opt group).
  • HP of group members in prompt team and prompt group grey out when they are in a different room.
  • The speed/energy penalty has been reduced. People will experience a rise in damage. To balance this, mobs have been given +10% hp and tech/spell damage has been increased by 10%.
  • Some quests will be flagged as Group quests and players share the kill goals in them.
  • When gossip is off, you can't use socials. I may add a separate option for this later.
  • New group commands for leaders: Group Dismiss <name> - boot a player from the group. Group Order <name> <position> - Move a player into a specific position.
  • Triple spell combo damage should be significantly higher.
  • Builder. New Prog check: If zone. Works like if room
  • New area variable: Required Quest - Certain high level zones will require a specific quest before you are able to learn the recall points. This will allow you to summon players into an area like Terrorspine but they are unable to learn the recall points until they have done the appropriate episode/quest.
  • Maps are now stored in account. To view them type: stor map. To read a map, type stor id map #.
  • Group members can now be summoned out of safe rooms.
  • You may now place unwanted tomes in your Forge. Forging them will create a Lore Orb which can be used on another tome to recharge the number of uses.
  • Builder. New prog feature allows builders to apply affects to entire groups or the entire mud. Syntax: mob affect $n defend 500 4 0 <all|group>
  • Builder. Obj remember with no other arugments can be used to assign the object carrier as $q.
  • There is now a very slim chance to loot a heart seeker flag on any random weapon. Similar chances for all 'ancient' bonuses like fine/equisite.
  • Pets can no longer injure themselves to prevent various bugs.
  • Harvest Speed greatly improved, harvester perk fixed.
  • Lowered the cost of Greater Skill Max perks. All such perks have been removed and refunded so you may buy them again at the lower price.
  • New perk: Greater Hitpoint Max. Pricey way to add on extra hitpoints/level. Try 'pl endurance'.
  • New perk: Overall Defense. Adds 1 Defend/Reflex/Warding and Protect Rank. Also in Endurance.
  • All players and mobs have been given more base reflex to protect against crits and tech damage. Players gained far more than mobs.
  • Backstab has limitations for how much of a mob's total life it can do. Assassinates increase this limit. This means no more instant killing big quest mobs. To compensate, both backstab and ambush now give +1 lifespan when used. Meaning backstabbed mobs give more experience than they used to.
  • Gem storage has been modified to stack like-gems. Woo!
  • Slot play 5 and slot play 6 spend larger amounts of money for mass gambling. Help casino.
  • Pet exercising is now limited to 3 times the pet's level instead of 2. You can feed it more often.
  • Maps will now go into storage. Type 'map list' to see them.

News: (04/24/07)

Two important changes are in this build along with many good fixes from last week's build:
  • Rescue has been updated to work in the new group system. Please type: data sub rescue
  • Taunt skill added to give more variety to damage control. Read: data sub taunt
  • Both skills are usable without having the skill group but last longer if you have skill.
  • New command: FINDRAND!! This will scan your inventory and list all the random affects on your items. You are able to specify which randoms to find. It also displays a Value percentage which tells^ you how close to a perfect epic the total randoms are.
  • Pets can be healed and heal again. Pets can be rescued and rescue and taunt.
  • Pets will assist.
  • Deluge, continuity and permeate were adjusted.
  • New expensive perks: Each skill has a pricey Greater Skill Maximum perk which can raise your skill max rather high.
  • New perk line for PL 10k+ Grandmaster Combat ranks.
  • Unread notes will be once again saved as such.

Type findrand for syntax. I have plans to make it even more informative and useful for figuring out the best loot as easily as possible but those will probably wait. Feel free to suggest your own improvements.

News: (04/16/07)

First off, read help group. Logain has added group formations which allow groups of players to form into different positions that will lead to them defeating harder foes than they could alone. Help 'group position' and help 'group formation'. Groups can be public or private. By default they are public and will be shown when you type 'group list'. Type 'group private' to take your group off the list (if you aren't looking for join requests).

Another big addition by Logain will be invisible for a while as we plan uses for it. None-the-less it was a very large amount of code that will ultimately result in very nice content. This feature is the ability to create additional wildernesses, instance them into private zones, attach and modify content to create episodes set in new terrain. How we use this is probably only limited by our creativity so expect the impact of it to grow as time passes. Now on to a list of things I've bee working on.

Additions:

  • Artifact orbs were made a bit more rare. New reasons to have them will be added.
  • When you heal disease/poison at the healer, it will hit your pet too. If you type heal pet at the healer, it will heal pet hp and well as have a chance to boost their happiness. It's a temp fix for pets being full and unhappy.
  • Various parts of the Lore display improved. Opt lore-display turns the lore page name off per skill.
  • Type: 'task mob' to list all unfinished tasks by the mob who gave them.
  • Lowered the default 'pause' on techs and spells.
  • Capped item drops to level 283 so they are always wearable with an Adventure's Charm.
  • Gshop ID improved (shows the price).
  • Added a new Novice account perk: Harvester. You will harvest material faster.
  • Adept Account Perk: Dedicated now has 5 more levels to buy. Be sure to buy Gifted Perk first.
  • Pets will *always* come when you call them. But if they are unhappy it will cost more stamina to get them to you.
  • Quests cannot be aborted after you have earned any prizes.
  • New format option when using the text editor (such as 'note write'). Type .g to format using single spaces after periods instead of two.
  • Recall points now give experience when you discover them.
  • We have a new quest launching system. Over time we will be adding quests that are 'earned' when you find a recall point. This will be for simple quests to introduce areas and to reward players for exploring an area or finding secluded/secret spots.
  • New combat prompt. This prompt only shows while you are fighting. If you don't like it, type 'bprompt off' and it will be hidden.
  • Builders can use next/prev in Prog editors to cycle through their work.
  • NO More disconnects from spam! The game will maintain your connection.
  • We are enforcing the item limit slightly. Anytime you are over 100 above your max carry, the game will drop new loot on the ground and warn you. There is only one reason this is happening: people who hoard over 1000 items lag the game significantly. The 100 buffer is meant to give you some breathing room but please clean up if you are a pack rat.
  • Because of the new item limit, the Hoard Maximum perk for more item storage has been given additional purchases.
  • Spells can now triple combo! There is a low chance each time you combo that if a third spell type is linked, it will combine with them for additional damage.
  • Infusions from the arena with keep the artifact flag properly.
  • Recall Death/last will work properly in all circumstances.
  • Removed most of the lag on Task report.
  • Legion Account perk will now properly give your extra characters bonus exp.
  • Racial stat perks (Half-Elf Primary, etc) can now be purchased 10 times.
  • Improved low level Aura Damage and slightly increased the final max.
  • You may abort conquer quests by typing 'conquer abort <area>'. This currently cannot be reversed so type things out carefully.

New abilities added. This is probably just the beginning but no telling when more will be ready. All abilities will probably be adjusted after players give me feedback on which are weak and powerful. I didn't have much time to test them. All of these are meant to be used like heals (often during combat) and will hopefully fit well on lore pages.

Regen - Permeate: Group heal + regen effect
Focus - Resolve: AP heal and Offense buff
Focus - Continuity: Ensures spells will combo. High chance for triple combo.
Aura - Deluge: Short term Affinity buff. (Cast deluge)
Water - Frost Wall: Defense buff + damage to enemy.
Earth - Renewal: Hp buff + heal.

Most of these bonuses will stack if you are in combat. Some parts only work during combat (such as renewal's heal and frost's damage).

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