Changes for November 2000
11-30-00
Script cleanup and bugfixes for script release.
Wrote a "How to install POL with WoD scripts" guide. Let me know if I missed
anything important.
Eggs now autostack with .grab
11-29-00
Townguards should no longer attack tamed pets. (Packaging NPCs bug. Anyone
sense a pattern here? :P)
Fixed Britain graveyard so that necromancers can use the necromancy skill
there to summon undead.
11-27-00
Its now possible to fortify the assorted masks (Done like fortifying any other
hat - Use a sewing kit on the hat/mask and target the helmet that you want to fortify
it with.)
Fixed a bug with the necromancy skill - summoning undead in a graveyard didn't
produce anything (was a problem with packaging NPCs. Of course. :P)
11-26-00
Finally beat Deus Ex. Yes, that's right, I've been cheating and playing another
game. Good game, and much longer than I expected. I'd recommend it to anyone who
likes action/RPG type games. Anyway, as I said, I finally beat it, so I should be
around to do WoD stuff more. Sorry for the interruption, everyone. :)
11-25-00
Using a wand disarms what you have equipped into your disarm bag (If you've
chosen it with '.disarm bag')
Fixed enchanted bones (Yet another problem with moving NPCs to packages.)
11-24-00
Christmas tree deeds. They should appear in your backpack the first time you log
in. You can only place them in your house or a house that you're friended to. They
take 15 lockdowns. I'd recommend not putting them directly against a wall
(art problem.)
11-20-00
Fixed the necro spells Raise Dead and Summon Spirit so that they once again work.
(Moving NPCs to packages bug.)
11-19-00
Fixed henchmen not able to mount tamed animals again, this time for real.
(Moving NPCs to packages bug.)
11-18-00
Fixed reapers not casting spells (Moving NPCs to packages bug.)
Fixed henchmen not able to mount tamed animals (Moving NPCs to packages bug.)
11-17-00
Fixed stablemasters not accepting tamed animals (Moving NPCs to packages bug.)
11-16-00
Started moving NPCs to packages
11-11-00
Tailors can now make banner deeds. When used, they let to select a variety
of banners that you can place if your house.
Banners can now be dyed.
Brand new super ultra cool mystery deed item. This deed will only be able
to be found, not made. Its cool. Really, really cool. Super cool. Trust me,
you want one. :P One note about this item, though - it needs to be placed on
the first floor of your house. Artwork thing.
11-10-00
Fixed up the cartography script. Neater and bug fixes related to maps near the
edges of the world.
You can now change the graphic of your housesign. The option is below
the rename house option on the housesign.
Treasuremaps will now decay after approximately 7 days (after a restart.)
Two days before the map decays, its name will be changed to "an old (something) map".
There's approximately 450 new treasuremap locations.
11-8-00
Fixed a bug with the spam-limiter of henchmen. They should spam less often
when there's more players in their area.
Fixed a pathfinding AI bug, so hopefully they'll be a bit smarter now (won't take
effect until after a server restart.)
Released the next version of the WoD scripts,
11-7-00
Hopefully fixed all the bugs with both skillgain items and the new druid spells.
Added strength and dexterity descriptions to anatomy
Adjusted the messages given by evalint to be more in-line with the normal
stat levels of NPCs.
If a player vendor dies somehow, all the items that they had up for sale,
the items that they had equipped (if the item wasn't originally owned by the NPC, AKA
spawned with them), the items that they had purchased, and the gold
that they were carrying will all be transfered to the owner's bankbox.
Adjusted the skillwindow some. It should open slightly faster now (Not enough
that you'll ever notice, though. I'm just trying to get a subconsious thing going
here, so that you'll be convinced that it actually does open faster. :P )
11-6-00
Hopefully fixed all the bugs with housevalue. If your housevalue is currently
incorrect, it should correct itself after the next server restart.
11-5-00
2 new druid spells. The first is Nature's Blessing, which temporarily increases
your fighting skills. The other is Nature's Curse, which similarly decreases them.
Runes for Nature's Blessing and Nature's Curse can now be crafted. Nature's
Blessing requires and Ent heartwood, a diamond, and raw ginseng. Nature's Curse
requires a Reaper heartwood, a diamond, and raw nightshade.
Fixed a bug with the new druid spells 5 minutes after they were introduced. :P
11-4-00
I think I finally got all the quirks out of my website. If you notice any
thing strange, let me know (probably best to include what browser you're using and
what screen resolution you're running at.) Thanks.
It is now possible to heal tamed creatures with bandages. If the person doing
the healing isn't the pet's master, the master has to be online and within 10
paces (otherwise the pet is too nervous to allow strangers to be fiddling with it,
or something like that.) Summoned pets cannot be healed this way.
You can now adjust when and if autocure poison kicks in for potions, spells, and
bandages, each seperately. Its in .options, under the setting for autoheal.
Below that, there's a setting for whether autoheal and autocure will kick in
while you're hidden (so that you don't get revealed.)
There's a counter in .options that shows how long you've been online. This
counter is for your account, across all of your characters. This timer was started
on November 1st - nothing before that was recorded. Now you can have competitions
to determine the most addicted loser geek. :P
Fixed the problem with no special events occuring while mining for sand and
clay. Special events such as slimes and maps will occur with the same frequency as
with normal mining.
New sand elementals - These replace earth elementals when you are mining for
sand. They're somewhat more difficult than earth elementals, and also carry
a small amount of obsidian.
Sand elementals also spawn in the desert.
11-3-00
Fixed a rather large (and stupid) bug that was making spellcasting NPCs
not cast spells
Using a wand will try to unequip your weapon and shield and equip the wand.
After about a second, you'll be able to hit your usual .disarm/.arm [1-3] macro
to requip.
The new style wands now need to be equipped to be used (though, as mentioned,
they'll automatically equip themselves when you use them.)
New style wands now have a short time delay between uses (2-5 seconds, depending
the spell.)
Wands made with inscription are finally new style wands. The primary benefit
of new style wands is that they act as though you have 100 magery and 100 invocation,
whereas the old style wands used your own skills. Wands that you've previously made
will remain as they were.
When making magic wands with inscription, you now get more than 1
charge for each gem used. The amount of charges/gem is somewhat random and depends
on the type of wand being made, but is always > 1.
Each charge put on a wand makes it more difficult for further charges to be
added. The rate a which the difficulty increases is dependant on the type of
wand being made.
11-2-00
Spent most of the day working on this website. Didn't get a whole lot
acomplished other than that.
Friends of houses can now use deeds to place items.
Made bearskin rugs not fall through the floor of deed-placed houses.
11-1-00
Added Mana Stones, which can be used to transfer magic power from one item to
another. Currently, mana stones have 2 uses. The first is to transfer the magic
power of any shield to a virtue guard shield (Order or Chaos.) All properties of
the shield will be transfered (this includes damage.) Lets say that you have a
durable kite shield of guarding and an Order shield. First, you use the mana stone
on the kite shield, then target the Order shield. The kite shield and mana stone
will be destroyed, and you'll be left with a durable Order shield of guarding.
The other use for manastones is to transfer magic power to druid and necro
staves. The source of the magic must be another stave that mages can cast with
while equipped (A black staff or mage staff, for example, but not a quarter staff.)
Other than that, it acts exactly the same as with virtue shields.
Crafting of Mana stones: To make a mana stone, you first need an elixer, which
can be made by an alchemist (diamond, wyrm heart, and an empty bottle.) A tinker
can then craft the mana stone with the potion, 10 star sapphires, and a bar of gold
(use the toolkit on the elixer.) You'll need at least 90 tinkering skill to do
this.
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