Changes for April 2001
4-30-1
Been a bit slow around here, huh? Sorry about that. Been kind of busy, I'm afraid.
Small change to the way that autoloop/autoupgrade works for blacksmithy and tailoring: Now,
instead of being asked whether you want to autoupgrade, and then, if you answer yes, asked to choose the
material, you'll now simply be asked to choose the autoupgrade material. Pressing the escape key will
make the item but not autoupgrade it (One less click is good. :) )
Merchants will no longer buy player made items from blacksmithy, tailoring, or carpentry. This doesn't
affect previously made items, but will affect any items made from this point on.
Changed some of the messages of merchants to be more accurate/informational.
Its now possible to raise and lower wall torches, scones and flowers, even though they're technically
locked down and unmovable, to get them at the right height.
NPC beekeeps now sell beehives (Actually, they're 'new beehives') To place a beehive, buy it from the
merchant, set it where you want it to stay, then double click it. Once its been placed, it'll remain there
permanently (unless its destroyed by double clicking on it when its empty, same as the way farm plants work.)
There can only be one beehive every other tile, and they cannot be placed near doors.
After an hour or two, bees will move in and you'll be able to harvest wax and honey from the hive by
double-clicking it. Harvesting uses the lumberjacking skill (same as farmplants again.) Occasionally you
may annoy the bees and they'll attack you - the chances of this happening are related to your animallore skill.
People will higher animallore will know how to not annoy the bees as much and won't get attacked as often.
Mage-type merchants now sell bags of 500 of each reagent, in addition to the previously sold bags of 200.
They also sell more recall runes at a time.
4-15-1
Happy Easter!
Druid rune bags and Necromancer Codex Damnorums will no longer require your attention to use (meaning you
can leave them open while you perform other actions.) In addition, if you use them to cast a spell or perform
another action, they'll now open themselves back up automatically (after a short delay while you do the spell
casting stuff - animation, skillcheck and so on.)
The wolves summoned by the Druid spell Wolf Pack have been made somewhat stronger, but the number summoned
at one time has been reduced somewhat.
The druid spell Nature's Curse has had it's mana cost reduced and now casts faster.
Tweaked the number of tamed (and summoned) creatures you can control at a time a bit.
4-13-1
There's now an option on the help menu to change your account password. If you decide to change your
password, please try to make it something reasonably secure (1234 would be a bad password, as would the name
of your main character or your account name spelled backwards.)
Also, if and when you change your password, this WILL NOT affect the password you use to access the files
section on the WoD website. So you'll still have to remember your old password.
4-11-1
Added some error messages to .heal, so you know what its doing.
4-9-1
Fixed some bugs with yesterday's inscription change. Also fixed up the gump some more.
4-8-1
You can now only send messages to the entire server (.msg server) once every half-hour.
There's now a jobbing limit of 5000 gold per day per account. Once you've reached this limit,
you won't be able to do any jobs again until the next day. When you attempt to job, the merchant
will tell you to come back the next day. This is based on the gold value of the jobs you do, not
the number, so the higher your skill in the jobbing skill, the quicker you'll reach the limit.
(also note that this is different from the limited number of jobs that each merchant has. If the
merchant says he doesn't have any work for you right now, that means that that particular merchant
doesn't have any work available at the moment, but you may be able to do more jobs elsewhere. If
he tells you to come back another day, though, then you've reached your daily limit.)
Henchmen will now drink healing potions when they reach 1/3 of their maximum HP.
When resurrected, henchmen will lose 10% of the virtue that they had before their death, but
otherwise should retain their gained virtue.
Inscriptions has been, um, 'enhanced'. Starting with the bad news, the skill is slower now.
A lot slower. The good news, though, is that its keeping autoloop. The good/bad news is that
the autoloop button has been removed - it automatically autoloops, so if you don't want to autoloop,
you'll have to take a step while you're making the first one. Another good news-ish thing is that it
has a new gump instead of that scrolly-thing. And double-clicking on a blank scroll automagically
starts inscription and targets the scroll for you.
4-7-1
Reduced the spamminess of henchmen somewhat.
Henchmen will no longer lose their gained stats when released.
4-5-1
Repairing broken porcelain horses will now require porcelain instead of obsidian. The difficulty
of repairing totem creatures has also increased slightly, so that you must have tinkering as a
secondary or primary to be able to do it.
Added this month's total online time to .playtime. It doesn't tell you what your place is so far
for this month, though. Also note that, except for the 'this session' counter, the time totals only
update when you log on.
If you attempt to put a .own'ed item up for sale on your merchant, they'll inform you that its
been .own'ed and ask you if you want to try to sell it anyway.
4-3-1
New dot command: .playtime. It gives information about your online time and where you rank
in comparison to other players.
Fixed leather caps not counting as leather armor in some instances.
4-2-1
Fixed a bug that caused magical chainmail gloves to not spawn.
Fixed a bug that, when giant slimes died, they didn't split into multiple smaller slimes.
Fixed a major exploit with certain skills that could be used at the same time.
4-1-1
Fixed a bug that caused magical ringmail coifs to not spawn.Back to Recent Changes |