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(01/24/08)
[Opt Condensed:]
This will remove various clutter from the game to help support blind players or
particular telnet users. Suggestions on what to 'hide' with this option are most
definitely needed as it won't do much at the moment.
[Slot machine Changes:]
The jackpot will actually work and reward the amount displayed. The amount does
not go up nearly as fast as it appeared to previously. Instead of money, the
jackpot will award 10 (or more) Epic items of your wear level.
[New Command: Locate 'name']
This will search your character and account storage for a specific item name.
[New Command: Mute 'player']
This will prevent you from hearing what the target player says. At the moment,
is only *partially* coded, but will be more effective after the next big build.
[AllDefense and Offense randoms:]
We've increased in drop rate. AllDefense was failing to drop in many cases. This
has been fixed.
[Item Forge Change:]
The forge now improves the randoms put into it up to 80%. I realize that many of
you would love to see it go beyond 80% but there are two reasons that we decided
against this. First, we want the 'luck' of a good loot to always be a factor in
the game. If you were to be able to take X randoms and make 100%, it boils down
to a number grinding game. Second, if 80%'s can gradually raise someone towards
perfection, there would be a huge incentive to not sell or trade these items. We
are working towards an economy that will be much more vibrant and that would be
counter productive.
Here's how the forge works: The game determines the average of randoms present.
This is the base result you will get. Each item you add increases the base by
0.5% and the max potential by 1%. So putting ten 60% items in the forge would
produce a new item with a random of 65-70%.
The type of random you use *matters*. If you put in 10 attack randoms and 2 finesse randoms, your results will be five times more likely to be attack. And it
will never produce anything but attack or finesse randoms.
The lower the item level, the more it improves per item. An item below level 100
might gain 2-3% isntead of 0.5-1%. This is meant to make it easier to forge loot
for temporary use at low levels.
The lower the average random, the more it improves. Going from 10 to 30% is very
easy. Going from 60 to 80% takes more loot.
(12/21/07)
- Tomes will now load with randoms like armor and weapons.
- +Skill affects add 50% to skill max as well.
- New Command: kill mob - It will kill the first mob in the room with you.
- New Options:
- Opt kill Walk - Uses kill mob everytime you take a step (walking aggro)
- Opt Small Damage - Display mob hp and your damage as 1/100th the total.
- Pet Bugs Fixed: Pets should not vanish in missions and should not stop fighting.
- Survey feedback improved to indicate which room type is being used.
- All 'Duplicate' affects on objects have been stripped and one affect set was
readded per item. This affects Glyphs and all quest gear. People might notice
their stats drop, but this was not a bug that could remain as some have glyphs
with 10 times the stats of others.
- Air Shield fixed, Skyfire fixed.
- Charge is fixed.
- NPC's can still fish but they eat their fish, same as pets.
- Data Quest will dispaly quest keywords.
- New Command: wear glyph - Puts a glyph in the first eligible open spot. If
none are found, it wears it on the first matching spot it is allowed.
- All armor enchants should work on Exotic armor now.
- Who list hides people who have idled into Limbo.
- Savelock exists for safer full backups. Auto disables after a few minutes.
- Builder Toys:
- Purge Zone <#> works to just hit a zone (mainly for Mini-Area Builders)
- Autoset works for Missions now.
- Cecho - Mob prog command to echo to a specific clan only.
- AEdit->mlist now accepts a vnum range to list
(12/09/07)
First the boring regular changes:
- When identifying a quest item, it will usually say what quests it is for.
- Disabled merging like-gems in the forge as this was buggy and cloning.
- Major bug fix to the keep command which had a ridiculous number of exploits.
- Mission mobs have been tweaked. This change will need heavy testing. Less
mobs will spawn for large groups. Mobs will have more hp though and they will
give more prize worth at the end (longer fights give more).
- Another major bug fix. Cstats were partially capped at 20k. This cap has been
removed. This will also likely fix weird wear bugs with Badges. :)
- Charge might work again, untested, but tried to fix it. Let us know!
- Minor armor can be used with Orbs of unlocking and perfection.
- Reduced the cost of adding stones in crafting by 15%.
- The impact of mystics has been reduced since there is so much more on armor now.
Skill Additions and Changes:
- Fitness Skill Group: Intent. Boosting surge, hp and regen. Agi combos
- Conditioning - Activatable buff to defend, and ap/mp/hp regen.
- Jab - Single target damage with a small boost to force.
- Rush - Area attack with boost to surge.
- Adrenaline - Short Combat buff to surge and hp regen.
- Exotic Armor Group: Support skill, good offense, moderate defense basis.
- Impulse - Short combat buff to mystics and reflex (faster charge)
- Respite - Boosts the group's support level (high level heal and defense skills)
- Flanking - Single target damage, has a chance to treat the target as defenseless.
- Osmosis now has an effect. It is not tested. Check: data abil osmosis.
- Earthquake's damage improved.
- Stoneskin now gives +Armor.
- Fly's defend buff has been changed to reflex for faster charge.
- Air shield no longer is activatable. It's a short combat buff with +def/magic attack.
- Synapsis now uses the new damage formula for skills (might be a little weaker).
- Martial: Roundhouse - Area attack technique.
- Armsmaster: Command - Short duration Offense/Defense group buff.
- Medium Armor: Shove - Single target damage (low). Chance to damage twice when they fall.
- Heavy Armor: Collide - Single target damage with a chance to add stun weapon flags.
- Light Armor: Mobility - Replaced Strafe. Strafe is now single target high damage.
New Kingdom Buffs:
- Winterhaven - Diligence - All-defense buff
- Blackspire - Intrigue - Stealth buff
- Stonereach - Serenity - Mystics buff
As always you can only have one kingdom buff active at a time.
All new skills can be viewed with the data command: data abil <name>
(12/01/07)
- Rearranged who list a bit to have our names bright and align AFKs.
- Glyphs will no longer clone stats in storage. Bigger fix to come:)
- Group Stat cleaned up. Activity will count now (needs work).
- Ancients will again load on armor.
- A bit more lag has been removed from killing mobs.
- Potential bug fix added to halt these frequent crashes we have had. It's
not a guaranteed fix though, but will greatly isolate the problem either way.:)
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