Changes for March 2001

3-31-1

  • Henchmen now gain virtue and virtue titles (rude, honorable, and so on.)

    3-30-1

  • You can now have your henchmen train against training dummies. Do to so, say "[name] train" and select the dummy you want them to spar against. Only one henchmen can use a particular training dummy. They'll gain stats while doing this, but not skill, and can train even while you're offline. To get them to stop, say "[name] stop".(Side note: Training dummies can be crafted by carpenters.)
  • Blacksmiths can now make lamp deeds. When used (in your house), you can place your choice of 3 different lampposts and wall torches and scones. They require 100 ingots and 90 skill to make.
  • Finally updated the WoD script release.

    3-24-1

  • Fixed a bug that was cauing young status to not wear off correctly after 40 hours.
  • Fixed a bug with trapped chests in dungeons that would explode and not respawn.
  • All kinds of banners should be dyable now.

    3-22-1

  • Dead players can now control boats, but only if all the other players on the boat are dead too. If there's a living player on the boat, they automatically have control of the boat over the dead player.
  • 2 new boat commands: 'extend planks' and 'retract planks'. 'Extend planks' extends and unlocks both of the boat's planks. 'retract planks' retracts and locks both of the boat's planks.
  • Fixed a couple of locations that counted as deep water but shouldn't have (fixed for both trolling/trawling and for fishing.)
  • Fixed a bug with housevalues.
  • Changed the way that pets are counted (in terms of how many you can control at a time) to try to make it a bit more balanced. If you have, say, a great dragon, that's about the only thing you'll be able to control, except maybe a horse or two. With a normal dragon, you can also control another NPC around the strength of a drake. There's probably a few oddities that I'll have to iron out about specific NPCs, but for the most part it seems to work OK. Note that this also somewhat affects summoned NPCs also.

    3-21-1

  • Fixed provocation and leadership. They should work better than they were there for a while.
  • Fixed a bug with autoheal that would occasionally allow you to use 2 bandages at the same time.

    3-18-1

  • Banner deeds, when placed, now have more options for how they'll appear. In addition to the previously available choice of banners on pole, you can now use a banner deed to create 2 or 3 part banners in both directions. 2 part banners take 2 lockdowns, and 3 part banners take, rather obviously, 3 lockdowns.
  • Fiddled some more with henchmen in guardmode AI to try to figure out what the cause of the runaway bug is. Still really don't know, I'm afraid, but I fiddled with some stuff that I thought might at least have something or other to do with it.
  • Adjusted the way that housevalue is recorded to fix a few small problems that occasionally crop up. I probably broke it more than I fixed it, but I have to see how well it works now and then fix any new problems that crop up. :)
  • Some random AI tweaks and adjustments.

    3-14-1

  • Merchant names can no longer contain 'buy', 'sell', 'status', 'collect', or any other word that is a merchant command, because it really screws things up.

    3-13-1

  • You can now specifically use a boat to try to find evil sea creature things. While you're on your boat out in deep water away from land and reletively motionless (not sailing at full speed, basically) say either 'sail troll' or 'sail trawl' (I dunno which one is more correct, so both work. I'm not a fisherman. :P )
  • The tillerman will ask you to pick a fish to use as bait to attract the sea creatures. The better the fish you use (in terms of how much that fish will sell for), the better the creature that'll tend to show up. (Order is: Fish, Beige fish, Purple fish, Gold fish, Odd fish, Peculiar fish, Strange fish, and Eccentric fish.
  • Your fishing skill helps to determine how long it takes for something to show up, but doesn't affect what type of creature shows up. Some of the monsters are kind of nasty, so it won't hurt to take a friend or two. :)
  • Fixed a bug with NPCs sometimes interfering with commanding the boat.

    3-9-1

  • Adjusted the damage done by dragon's breath while tamed (it was doing too much damage before. It now does the same amount of damage when tamed as it would have if the dragon was wild.)
  • Merchants will now buy lanterms (after a restart.)

    3-7-1

  • Archived February's changes (link at the bottom of this page.)
  • Change to the way that detecting hidden traps on chests works (Though the old method still works, too.) Old method: Use the detect hidden skill on a chest, and you'll get one of 3 different messages: there is a trap, there isn't a trap, and you don't know (meaning you failed the detect hidden skillcheck.) If you didn't check or failed the check and tried to lockpick the chest, the trap would always go off. Now, if you don't check before you try to lockpick the chest, it'll automatically try to use the detect hidden skill for you. This check won't take place if you used detect hidden and failed - its only if you didn't check. You basically only get one chance to look for traps (so you can't just check over and over again until you succeed. Once you have succeeded, you still have to disarm the trap, which is a combination check of lockpicking and detect hidden.)
  • Static chests in dungeons will now move around (slightly - not a whole lot, really) and sometimes spawn with traps.
  • Rewrote some of the help page system, making the multi-line stuff work better. It'll also allow me to check the help queue without having to log in (So I can check Ackadia while on WoD, and vice-versa.)
  • Fixed a bug with job where you could wind up unable to get any more jobs if you lost connection while doing another job
  • Tweaked a few things to make them a bit more efficient.

    3-6-1

  • I think I finally fixed the bug with henchmen in guardmode going runaway (lagging the server.)
  • Scribes can now make wands of blessing (replacing wands of magic missle.)

    3-5-1

  • Fixed a bug with doppelgangers disappearing after you killed them (Moving NPCs to packages bug.)
  • Cow tipping is in. If you double click on a cow while not in war mode, it'll occassionally fall over.
  • Fixed wands of firefield.

    3-3-1

  • Elemental damge: Magic items will now occasionally spawn with protection from one of 3 elemental types: Fire, cold, and electrical. When you have one of these items equipped, spells of that elemental type will do no damage to you (using up one of the item's charges, until its out.)
  • Adjusted magic item spawner so that (hopefully) unusable magic items won't spawn anymore (Ex: Platemail of meditation.) Items that are less than useful, but some people may still want (Platemail with alchemy, for example) will still spawn, though less frequently than other skill bonuses.
  • Using a non-locked down archery butte will rotate it. Using it while locked down will attempt to use it as always.
  • You can now fish off of a moving boat, instead of always being interrupted because you moved (even though you didn't - it was the boat.)
  • When you drydock your boat, it now does a better job about finding and deleting the key to the boat (since you don't need it anymore, anyway.) It may sometimes fail to find the key, but usually it does now, it seems.
  • Added feature to .reply - you can reply to a message by putting text after .reply. So if someone send you a message, you can ".reply your message here" and the other person will recieve that message. '.reply' by itself works as it always has, bringing up a dialog box in which you can enter your message.

    Back to Recent Changes