(11/25/07)
First the extras:
- MASSIVE reductions in the processing done per mob kill. This
should have a noticable impact upon lag in large groups. There
are a few other parts that will get reduced soon if this doesn't
wipe it out entirely. :)
- New Command: eq total. Sums up bonuses from your worn items.
- New Command: keep <item>. This prevents it from being recycled
or researched. It might stop it from bug vanishing, but not sure.
- Transfusion and recharge orbs both fixed.
- Lore charge exploits removed, let us know if you find others.
- When an ability is weakened by reuse, it will show how much.
- Reaching PL 10k earns your character Ascended status. The
only benefit to this (for now) is that each ascended char gives
your highest character +5% exp gains.
- Due to the new armor power, all mob's have gained +10% Hitpoints.
- Created separate threads for pfile saving to reduce lag.
- Silenced the spam from gcast buff.
- Exotic Armor skill group added. This has no skills yet.
- Reflex and Max Ap improve the power of your charge damage bonus.
- Builders can use mob cast $n <spell/tech> #level.
- Builders can use addop #vnum use mob, to allow an item's prog to
target another person.
- Half Elf Cunning ability now gives a 2-6% chance to melee crit.
- LFG (Looking for Group) flag added. This works like afk. It puts
your name at the bottom of group list so players can see who is
interested in grouping. If you idle, the game removes you.
Group Additions:
Command: Group Open - This is something only the leader is
able to use. When set, it allows players to portal to you even inside a mission. This is meant to alleviate summoning hassles.
If a group is set to 'open'. It is assumed you are ready and
willing for anyone to join, at anytime.
Group Idle - This happens automatically if your group is
split up and not actually working together. When Idle is set,
Exp bonuses are lost and positions and group combos no longer
work. You can undo this by killing stuff as a group. When you've been away from your group a while, you will stop
receiving 'free loot' from embers and such. The point of that
was to make sure people killed during the fight didn't miss
rare loot. It was never meant to be an opportunity to go to
sleep while your buddy farms tokens for you. :)
Three hour experience window - A group's experience levels
only track 3 hours into the past. That means keeping a group
intact overnight won't yield exp bonuses the next day. We want
to emphasize the idea that you gain a nice bonus for playing as
a team for a few hours. There are many reasons for this, such
as any time a huge group is maintained all day, it's vastly
better than any solo'ing or new group options. While we love
to reward everyone for sticking together and leveling, the
difference between a mega group and regular life is so severe
that there's a decline in play interest without the big bonus.
Passing the torch to new leaders is great, but eventually the
bonus from the group's efforts are set upon people who didn't
even take part in earning them. The never ending growth made
it hard to quit and give up that work. Now you will only be losing at most 3 hours of gameplay, something you can make up
again any day.
Regardless of how many reasons I spin at you, most people will
still see the exp 'window' as a big nerf but we are offering a
great form of compensation. First there's a small boost to the
exp from group levels. Second we are introducing the first
generation of Group Combos. As you execute abilities in combat,
energy accumulates towards goals. Once your group successfully
reaches a goal, you will be given a special affect for 10 mins.
These include bonus exp, reflex, defend and evisc. Additional
details are in the following news post.
Group Combos!
- To understand how this works, type 'group info'.
- To see how each skill group impacts things, type 'data skill'.
- To see your group's progress towards combos, type 'group combo'.
- To view each teammate's efforts, type 'group stat'.
Combos are meant to reward active groups. The bonuses are much
bigger than what you would be losing from all day groups while
being quicker to attain (though you have to keep reattaining).
They also are meant to encourage more activity even from the
weakest players in the group. The amount of contribution to a
combo is not level or power based. Everyone can help equally.
Larger groups have higher goals, however, it does not scale in
a linear fashion so there is a small benefit to being in a big
group, especially if everyone chips in.
Now your allies can see if you're not bothering to help, or they
can see if you are just spamming the same thing instead of putting
some effort into fulfilling combo goals. This doesn't mean anyone
should be hounding people for not doing the right kind of abilities
for a desired goal. It does mean that players who are idling
should be dismissed from the group until they return to their
keyboard. Their presence in the group will delay combos if they
don't chip in a bit.
The amount gained from an ability declines the higher your points
are for that type of ability. That means every cast of a fire
spell might give you 5 points towards a combo until you've cast
20 times, then it would give 4 points, after 40 casts it will
give 3 points. This is a gradual penalty for being a one trick wonder or a lazy scriptor. Everyone has multiple skill groups
and using variety will be rewarded with more frequent combos.
The goals for combos are random. They will change everytime you
reach a combo. It will help to check 'group combo' to see what
type of abilities you want to use to reach the next combo. This
rewards people who put a little thought into their actions.
You can see what type of combo progress you are making any time
you execute an ability during combat. The game will tell you so
that you aren't forced to memorize everything.
Combos are executed in 5 minute segments. So once you've reached
a combo goal, it won't occur until the the segment is complete.
It will then last for 10-15 minutes. It will be possible to have
overlapping combos. This system is meant to prevent combo checks
from lagging us everytime an ability is used.
We expect to expand on this system. There's a ton of potential.
For now we just want to work the kinks out of this and fine tune
it. But feel free to pass along suggestions and critiques.
Combo bonuses are removed if you leave the group and they are
added if you join a group. The bonus is shown when typing 'aff'.
(11/05/07)
General Changes:
- Tracking of notes you have read is now account based.
- Improved the drop rate of rare loot and added two new types of rare loot:
- Transfusion Orbs allow you to strip and transfer an infusion.
- Recharge orbs allow you to recharge a depleted artifact.
- New Master Stealth Skill: Shade. Gives extra chance(s) for sneak attacks.
- Demagogue Perks added. New Account ability: Osmosis (life steal attack)
- Added clan to whois <player>.
- Activate should now use power cast.
- All Epic [+] enchants should be researchable.
- The bug where you hit yourself with your own techs should be fixed.
- Task Abort fixed.
- Fishing Events are now possible (though rare till we write some).
- Changed the tension meter to be readable without color.
- PGB (perk group buy) will no longer buy Greater Max Perks.
- Added a check to prevent Fortitude from interrupting lore.
- New Damage formula for mobs. Some mobs may hit harder now. This will
take testing. Don't panic if they are too hard, just let us know and
we'll adjust things. Most older mobs should be unaffected.
- Fixed a bug in account research. Most will notice their ranks go up.
- Mission Progs work for builders. Death progs should work better too.
- Join now works the same as the follow command.
- It is now possible to undo specs once per 24 hours. Type 'spec'.
- The 'Exits' command will not have trouble in the dark any longer.
- Slightly increased the bonus experience from research completion.
- We tracked down a memory leak in group missions. It has been fixed.
- Bug Fix. You can type 'hero train reset all' to recover 125 lost hero points.
- Added 'obj <mob>' to see all goals for a specific mob.
- Various Bug Fixes.
- Added Level to Area Change Message
- Get all.sword and get all.torso both work. Great sorting feature.
- Digging up treasure now has a low chance to loot an epic item.
Builder Changes:
- Consider will show way prog states a mob or player has.
- Missions can now launch an rprog upon completion in misedit
- if clan justice $n works for checking a player's clan
- if owner $n works for checking a player's account room ownership (future
housing progs)
Skill Changes:
- Increased the damage of Flourishing Strike(Spear) and changed its buff from regen
to +Finesse.
- Burning hands (Fire) does good damage and has a chance to blind/burn foes.
- Roar does good Area damage. Roar also lowers enemy defense by 50% for a round.
- Rock throw's damage increased some but not tested.
- Area tech/spell bug that hits the owner should no longer occur.
- AP costs on stances are constant. No more annoying increasing negative values.
- The benefit of ToHit has been modestly increased to 4 toHit = 1% spell/tech damage.
Stat Changes:
- Evisc percentage slightly reduced as it is becoming more common. It still rocks:)
- Improved Speed/Energy randoms to again go past 100.
- Removed stamina and mana from randoms.
We're attempting to offer additional character building paths by generalizing
some stats. This makes various items and perks more viable for a larger group
of players and *hopefully* is a first step to more diverse builds. Even though
you can benefit from all these stats, players are going to choose which suit them. Later we'd likely aim to have them differ noticably per path. Anyhow:
Stealth - In addition to backstab/circle/sneak attack damage. It is now taking
on a defensive bonus. It is anti-critical hit. We're planning to allow this to
delay aggro upon entering a room in most areas as well but not *yet*.
Force - Once melee-crit, now every type of damage will use force to determine
how hard the critical hits are. The 'impact' of this is not as strong as it
will be later on, but wanted to keep it reasonable until we see what people can do with the extra multiplier potential.
Mystics - This still boosts the amount you can heal for. But now it also
determines how much of your regen goes off each turn. If you have 1k Myst and
5k regen. You'd random regen from 1 to 5k. In a similar pattern, having more
Mystics will increase your regen beyond normal (critical regen chance).
Surge - This is now our Area damage stat. First for any tech/spell that is area,
it is the critical hit power instead of Force. Second, there's a chance per
round for your aura/melee to 'surge' and hit a few extra foes. Later on, stances
will determine how many and how often this happens, for now it's random.
Spam Issues:
- Type 'Filter Gold' to silence gold sacrifice and split messages. When your
group is mass killing, this silences 2 lines of spam per dead mob.
- Type 'Filter reuse' to silence "You are ready to use Blah". This is good for
people who have their lore pages planned out so they are already timing one
page after another based on the reuses.
- Type 'Fil foe status' to silence "Blah is at big nasty wounds". Hey we all
have this in prompt as Foe: 50%, it's one less line of spam per round.
- Type 'Fil lore' to silence other people's lore usage. Large group useful!
All individual group levels are silenced now. You won't know when your team
is leveling up unless they get to a round 100. This is nice info to have, but
it's an unnecessary burden on the server for huge groups and the spam *really*
adds up with 20 people leveling multiple times per kill. :)
Territory Changes:
Removed the limitations upon individual potential. This means anyone can work on territory capturing all day. Clan potential's penalty has been greatly
reduced to almost not there.
The experience earned from domination holidays is now based upon how many
areas are captured by *everyone*. that means if your clan gets 7 areas and
your opponents each get 3, you would have 7+3+3+3 = 16% bonus exp beyond
the base amount. The more people playing, the greater the prize and stakes!
Lore Changes:
- Lore Page Limit perks no longer have a level requirement to purchase.
New lore execute options:
- Type 'lore chance <ability>' to set make an ability possibly go off
while allowing you to use abilities manually without interruption.
- Type 'lore charge <ability>' to use an ability at greater power with
a much higher mp/ap cost and a very *slow* reuse timer.
Pet Changes:
- Pets will no longer clone players when they kill themselves:)
- Pet level cap changed from 300 to 999.
- Cost to revive pets cut in half (now 10k/level).
- Number of Pets allowed per account raised from 10 to 20.
- Heal Pet (at the healer) will work as intended giving health and happiness.
New Armor:
This converts all base armor but does not affect randoms or Enchants in any way.
Armor has 3 basic stats:
Defend - This is a well known stat. It reduces all forms of damage.
Armor - Special type of hitpoints that regenerate. Armor reduces the
damage you take but drops like HP. Having 10,000 armor would
allow you to ignore 10,000 damage then your armor is used up.
Over a few rounds of combat, your armor recovers.
Reflex - This now represents your quickness and freedom of movement.
The higher your reflex, the quicker your charge fills. This
stat will likely have other offensive or defensive bonuses
added to it in the near future.
Also two new stats help classify each suit by character type:
Might - +100 Might gives +100 to both Attack and Finesse. This is a
physical damage character's boon.
Power - Same thing as might but it adds Affinity and Magic Attack.
Now this of course 'nudges' players to combine aura and spell as well
as tech and melee. There may be some concern that we are giving up on
the four paths of damage, but players will still be able to specialize
in each path via randoms, enchants and perks/skills. Having the armor
paired just simplifies the number of combinations required for fair
variety with all the secondary (support) stats that are possible. We
are thinking of joining Melee/Tech and Spell/Aura in a more global sense because it ideally all players have motivation for activating
abilities even if their overall character build emphasizes auto damage.
By pairing up those paths, we plan to create many sub paths such as
Physical-Stealth-Healer, Magic-Area-Critical hits, and so on. We want
to increase the number of valid character molds with notable play
differences. Also there are suits of armor with both Power and Might
that are intended to better support Hybrid characters. We want melee
plus magic to be a viable and different option.
In addition to these common stats, each piece of armor support stats
that are based on the armor suit (Ninja gear, Ranger leather).
The idea here is to remove the clutter of base armor stats and give
each suit of armor a useful purpose. As noted in the changes, mystics
and surge and stealth and force are all being updated to be useful on
a wider scale. We are transitioning from small amounts of every stat
per suit of armor to giving each suit a few stats that it focuses upon.
Choosing armor should be simpler since you will be looking at 50 stealth
versus 50 mystics, instead of 7 stealth, 18 mystics, 22 force versus 22
stealth, 11 mystics and 9 force.
- Light armor is the most offensive, least defensive and has good support.
- Medium armor is moderate in offense, support and has high defense.
- Heavy armor has very high defense, but low offense and almost low support.
- Exotic armor has very high support, good offense and low defense.
Much of the Exotic armor layout is yet to be coded, this choice will be
fleshed out over the next few builds/weeks.
New Armor Commands:
This part is especially good. You can now view the armor stats very easily in a comparison table. Type 'data gear all'.
You may also view all the armor of one type, a specific suit, or all
the armor containing a specific stat. Type 'data gear' for syntax.
New Stats:
Armor has been divided into two offensive categories: Might
and Power. "Might" gives +attack and +finesse. "Power" gives +magic atk
and +affinity. Certain suits have both Might and Power to support better
hybrid options. All the stats on these new armor suits are subject to
change so feel free to give feedback after trying things out.
The idea here is to let players choose physical or magical damage from
the type of armor they use, then to have them further specialize in
area attacks via surge, healing/regen via mystics, critical hits via
force or surpise attacks + survival via stealth. Other stats will allow
further detailed specialization and we'd like to continue create/offer
additional character sub-paths such as building a Reflex character to
use charged tech and spells near nonstop.
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