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(09/28/05)
- Reduced the tier penalty by 25%, Raised the rating penalty
by 10%... Translation: Players should get a bit better experience
even with high tiers.
- Raised the search rate a bit (15-20%). Same overall caps
in place.
- Channeling stances ADDED!. Type PL Channeling. They are not
amazing, yet.
- Epic items are now more rare, in preparation for making them
much nicer.
- Fixed a major crafting exploit involving duplicated stats.
Old items updated I hope.
- Grips can be forged and bonded.
- Craft Extraction should work properly for D and F slots.
- Fixed group loot cycling. Fixed shopbuy clan restriction
on lotto list.
- Perkgroupbuy. Purchase every perk in a line at once! pgb
<line name>.
- Recall list has been improved. If you don't like it, use
recall old.
- Findstat added. help findstat for info on this handy command.
- Many other small fixes done, possibly listed on the forum.
- Missions can now generate hidden/buried treasure spotted
with survey.
- Mission difficulties adjusted. Trivial should give lower
level mobs now.
- Boosted base influence so high level players can impact areas
more consistently.
- Very 'easy' mobs (well below your level) should only give
normal item loot.
- Logain: Gshop messages upgraded. New command: gshop wares.
See what you're selling.
- Logain: Gshop remove #. Allows you to cancel an item you've
put up for sale.
- Logain: Gshop items are removed after 2 weeks of no sale.
- Logain: Treat command updated, type treat for syntax.
In addition to the pile of changes this week, my actual code
project has been updating mission code. We're implementing a small
story driven mission system that I brilliantly call Episodes.
To make this work, I've added a mission editor that lets builders
create missions with unique mobs and a simple paragraph story.
Episodes will be tied together for a larger story that is told
over time. I hope to use this to create some background history
and 'lore' to the mud. More importantly it's a very simple way
to add weekly/regular content to the mud. It uses the current
mission generator and links that to Tasks. As you complete Episode
segments, your character's luck will gradually build up (now shown
in charinfo). Also each Episode's 'ending' will yield a large
exp bonus amoung other prizes. Finally, some of these missions
will be open to roleplaying if the creator wants to have players
interact to determine the 'course' of the Episodes. The realm
or RP note threads will have an announcement asking for players
to write about the episode and then that progress may be used
to create the next mission mobs. We'll see how this evolves. Oh
and Episodes will be offered/told through the Oracle, more on
this soon.
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