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News: (01/29/06)

Players can now trade in Materials on the open market! Supply and Demand will drive the prices so pay attention to what material is sought after when selling. Type: data mat stock This will show you the current pricing and stock. Type: gshop buy <material> or gshop sell <material> buy and sell material at fixed rates. You sell at 75% of the going rate. Transactions are done in Chunks of 50 material.

News: (01/27/06)

  • New command: Quicksort. With the influx of new players, I thought we could use a way to easily sort inventories. Type it to automatically place items in the appropriate containers. Read help quicksort for extra features.
  • Infusions and Artifacts will no longer have skill requirements.
  • Swarms will invade areas a bit less.
  • The Auto-Compare when you wear items will only show damage changes that matter.
  • You can now post notes to Clans. Note to Brotherhood, etc.
  • New builder feature: Buildwalk, Creates rooms as you wander - how scary.
  • New quest goal type that requires you to kill sets of mobs in a specific area.
  • Random bonuses on items are now based on grade. Common items won't have any. Normal will have one, Rare will have one that's higher. Elite will have two and Epics will have two that are better than Elite.

News: (01/17/06)

  • New option: EQ-Detail Show. This should default on. It shows things like infuse and humming if you turn it off, everyone who looks at you won't see those things.
  • You can now forge broken-gems. Every 5 will yield a random gem. Gems now come in 10 different ranks. Every rank accounts for 30 quality levels. I'll be doing more on this so it's clear. This fixes dummy objects seen when you type store gem. Type store get gem dumm to pull these items into your inventory. Put them in forge, type forge.
  • Torches can be bonded and thus dubbed.
  • New Slayer Type: Construct. This will be used on clockworks. If you have suggestions for other existing mobs that could be better as Constructs, let me know.
  • A number of other changes were done that you won't see yet, but should be nice in
    the upcoming builds:)

News: (01/11/06)

  • Fixed the crash in storage gems overflowing the buffer.
  • You can now id gems in storage, type: stor idgem # or name.
  • Toned down crosscut, kick and punch, shouldn't be too much.
  • When you loot a gem, it should now tell you.
  • When you id a potion or gem, it'll say Rank, instead of Level. Rank goes from 0 to 10. You don't need to worry about it yet as it's purely for display purposes. Later it should impact item management/stacking.
  • 3 New areas in. They might need adjusting and quests are to be added.
  • Yark's area: The Festival is something he built ages ago which we have converted to load in this mud. For now, it is for players level 1 to 95 roughly. Portal to gleeman to check it out.
  • Abareand's Area: Newbie Training arena. Go up twice from Hassan. It's an extra place to hunt mobs for levels 1-5.
  • Khejhaele's area: Clockwork Factory. This is for players 90-105. You can reach it by portalling to clockwork or gnomish guide. He's written quests but I haven't ported them over yet. The crash put the areas in a little early:)

News: (01/04/06)

  • Prevented practice from surpassing 25. This could actually hurt a character more than benefit them since the cost grows so much.
  • Made unpractice usable, type unpr for usage.
  • Treat skill will provide Skillaff bonuses, bug fixed in treat weapon.
  • Upgraded punch, kick, dirtkick and crosscut. Didn't test them much.
  • From now on, war aide will be saved for future benefits.
  • I've fixed the 'Anonymous and Unknown location' task seeks, I hope...
  • If you have Stealth or Backstab skill groups, you will get an extra sneak attack chance. The chance is based on both skill totals and stealth rank.
  • Finesse's impact on tech damage has been lowered so Stealth can contribute to tech damage. Stealthy chars should do the most tech damage.
  • Finesse now makes up half the chance to land Melee attacks since it lost some tech worth.
  • All of the above should make stealth characters more effective. I haven't tested it much so I will need feedback on what's too good or still useless.
  • Swarm drastically adjusted. Fewer areas should have swarm at any given time. Swarmed areas will have fewer total swarm but repopulate more each hour. I want to ensure swarm aren't an obstruction from people enjoying regular areas. Please tell me if this needs further adjusting. I may run special swarm event/quests instead of having them so automated. Or I may end up having them die off after a few hours if no one gets them. Also considering a specific Swarm base area where you can hunt them any time. Possibly this area could spawn extra swarms and when they grow too crowded, a portal would open to an area where they can go invade. That'd give players a chance to cull the population before hand or to destroy/close the portal to halt an invasion. Anyway, give feedback on what you'd like to see from swarm in tells or notes.

News: (12/28/05)

  • Doubled Experience rewards for Material and Treasure events.
  • Boosted exp for using dig.
  • Two handed and one hand weapons should be set properly. Primary and secondary items will be set by the true enchants they have. This corrects a work-around through Craft Convert to get powerful secondary weapons. I'm interested in improving the secondary item system, but not by loopholes :)
  • Swarm has been greatly reduced, perhaps too low. Let me know what you think.
  • Bug fix stops outfit command from loading Material.
  • Bug fix prevents bagset from changing anything but containers. So very bad!
  • Blinded players should be able to port and see people now. Mostly annoying fix.
  • Bug fix on trade exploit through Hassan.
  • Better memory management for missions and episodes.

Logain's Additions:

  • New fire spell: Incinerate. Mainly for testing new damage formulas.
  • Various fixes and updates to upcoming features.
  • Practice command improved to accept number of practices: Such as practice sword 2
  • Enchanter Perk works on Craft Infuse.
  • New Account Storage system for Keys and Gems. This will save a bunch of item memory space. For players, it means all your keys can go into the account and you no longer need a key ring. For gems, it might seem confusing. Anytime you loot a gem, it will be placed in your account storage. To use it, you must get it from storage. help storage. The keys and gems have their own lists and retrieval method, explained in the help.

News: (12/15/05)

  • Ember fanatics can be pushed out of safe rooms and drop loot in missions.
  • If mission mobs take a long time to kill, it will factor into the end rewards.
  • High level players take a bigger share of grouped experience (not huge).
  • New command: noport. Prevents players from portalling to you for one login.
  • Area Effect techniques are round based (quicker to reuse).
  • Mob hitpoints boosts experience more (to help mission mobs some), overall exp balanced.
  • New mob flag: group loot. Will be used on special mobs so everyone gets something.
  • Help command updated for failed helps. This will reveal alot of worthless/repetitive helps that will be cleaned up later.
  • One whogamble bug fixed involving bonus rolls.
  • Personalized items can be worn by your entire account. If it doesn't let you, wear it once on the character who owns it to auto-link it to your account.
  • Fixed Unarmed damage (untested). Significant boost depending. (Attack is a bigger factor)
  • Repaired the mission memory leak issue by rewriting the room memory function.
  • Eclipse and Tornado adjusted slightly.
  • Major improvements to Invasion code. I rewrote most everything and it was a headache. This means I'll still need to adjust it during the week. There are 3 invasion states: Tainted, At War and Swarmed. Tainted indicates a small presence of scouts. At war is the standard force. Swarmed will be a potentially large army. Invasion state can increase or decrease hourly with limits on how many happen.

Logain's Additions:

  • Initial Armor flags coded - no access to them yet.
  • Bug fix on treat skill weapon flag additions.
  • New edit commands for applying weapon and armor flags.
  • Another memory leak fixed.

News: (12/01/05)

  • Another major memory leak fix. This one bigger than the last. We should finally be able to support a full time testport for the bigger changes I need to work on.
  • Spells command modified to show the baselevel of your spells
  • Blind spell's annoyances lowered (vision issues).
  • New gems will have their grade as a keyword. All items respond to put all.<grade>.
  • Increased the benefits from magic proficiency levels. (type prof) Shown in spells
  • Primary Weapon Skill affects now work. Other types exist: Tech, Aura, Spell, Defense. You must have the skill in your 5 skill focus choices to receive a benefit.
  • The above Prime skill affects raise your maximum skill by half as well.
  • Slightly lowered the penalty on non-focus (prime) skills.
  • Doubled the experience rewards for completing a bounty poster (use poster).
  • Territory <area> works to show a specific area's influence situation.
  • New Territory war in testing! The current system is still intact for now. I want to ensure the new system is functional and enjoyable before anything permanent. Type territory war to see the current status. NPC armies will attack various territories. It is up to the clans to keep the influence in an area above the NPC army's attack. I'm going to have to tweak alot of numbers to make this function so please give me feedback if you have any input. The area's experience will be impacted by the status of the war. Winning will yield a bonus, losing = penalty.

Logain's Additions:

  • Ambush skill added to backstab as a master ability. It does lure+backstab.
  • Fix for gshop removal counters. Accounts may need to be fixed still.
  • Treat updated for new weapon flag affects. More flag work to be done soon.
  • Morph added for lycans. It'll certainly need adjusting.

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