Changes for December 2000

12-29-00

  • Cunning wands will now actually cast the cunning spell.
  • Wands of life can now be used to resurrect dead pets and henchpersons.
  • Fixed a bug with the suppression of bard song (which you can set with .options)

    12-28-00

  • Furniture dye tubs will now work on locked down items (if those items are within a house that you own or are friended to.)
  • Snowballs will now check line of sight to the target.
  • A few bug fixes with the use of scrolls in autoheal

    12-27-00

  • If you have heal or cure spells in the root level of your backpack, autoheal will use the scroll instead of trying to cast the spell. If you don't want autoheal to use the scrolls, move them to a sub-level of your backpack and autoheal will ignore them.
  • When autoheal tries to find a heal or cure potion, it will first try to use the greater version of the potion, then normal, then lesser. Its possible that all this searching will cause some server lag - I'll be keeping an eye on it the next couple of days and if it's a problem, I'll take this out.
  • Similar to the previous 2 points, .heal and .cure will both use scrolls when when available and will use potions in decending strength.
  • Modified tamed AI some - they'll try harder to stay close to you while they're fighting if they're in guard mode.

    12-26-00

  • Player merchants should now work correctly when buying items from players that are worth >60k.
  • Fixed a bug using manastones with necro staves (lich/liche naming problem.)
  • You should now be able to fortify straw hats with the tailoring skill.
  • Any new Christmas gifts that are given out will be newbied. You should decide what you want and use your Chistmas gifts soon. Christmas gifts will be issued when you log in until December 31st (for those unable to log in for a day or two.) Shortly after that, though, they will disappear.
  • A few kewl AI adjustments

    12-25-00

  • Merry Christmas!

    12-24-00

  • Lots of cleanup in various scripts for another script release. You can find the latest version over in the files section. Sorry its been so long since the last one.

    12-23-00

  • When you log in, you'll receive 5 snowballs. Use the snowballs to throw them at npcs, other players, whatever. After you use a snowball, it'll reappear in your backpack after about a minute or so. The snowballs will eventually disappear at the same time Christmas trees do, probably around the beginning of January.
  • Fixed a dumb bug that was causing 'good' NPCs to attack players.
  • Fixed a bug with .options that was causing the script to go runaway.

    12-22-00

  • When you preserve a head, its name will now be something like "the preserved head of (something)"
  • Fixed stealing from merchants (moving NPCs to packages problem)
  • Messages sent to other players with .msg and .reply are now blue colored.
  • You can send a message to the entire server with '.msg server'. If you abuse it with worthless spam about selling junk, I'll be very annoyed with you. :)
  • You can turn off global messages from other players on the .options menu (second page).
  • Druid skill buff and curse spells will now affect archery, too.
  • Fixed the druid spell-created cloak so that it can now be worn. Also increased the spell duration somewhat.
  • Increased the amount of bone found on higher-end skeleton creatures slightly.
  • Repairing totem creatures now only requires the tinkering skill. Crafting totems still requires both tinkering and magery, though.

    12-21-00

  • Did quite a bit of adjusting to spellcaster AI. Fixed some bugs, reduced their chaincasting (which does make them more difficult, but isn't much fun...), and gave them a few new tricks.
  • Lots of adjustments to the previously mentioned evil thing.

    12-20-00

  • Something evil.

    12-19-00

  • Fixed a bug with manastones that caused the newly enchanted item to be badly damaged.
  • You can no longer use a manastone on a .own'ed item
  • Fixed a bug with digging up treasure chests
  • Fixed a rather large (and dumb) bug with NPCs that was causing them not to go to sleep again after they were first woken up.
  • Tinkers can now turn clay into porcelain ingots. Just use the tinker tools on the clay and select porcelain on the menu. Each porcelain ingot requires 50 clay and a skillcheck of 90 tinkering.
  • Tinker/mages can now make porcelain steeds. The process is similar to making obsidian steeds: Use the tools on the porcelain. Making a steed requires 100 obsidian ingots and a skillcheck of 90 in both tinkering and magery. Success will produce a totem that, when used, turns into a porcelain steed (white horse.)

    12-18-00

  • Farmers now sell flower seeds. When you use a flower seed, you'll be able to choose from a few different types of flowers that you can plant. If you select a flower, a flower of that type will appear locked down at your feet (using 1 house lockdown slot.)
  • To removed a flower, unlock it like you would any other item ("I wish to lock this down", or "I wish to release this".) You will not receive a flower seed back (after all, you ripped the plant up by the roots. Its dead.)
  • Alchemists can now make Protection from Paralyzation potions. You will need a greater agility potion, 5 spider's silk, and 2 bones. After you've used the potion, you'll be protected from 1 shot of paralysis, from either spell or spiderweb (won't work if you step on the web or a paralysis field. I'll fix that soon...)

    12-16-00

  • Fixed some bugs with the crafting of magical wands.
  • Gems tend to produce a few more charges each than before

    12-15-00

  • Been kind of busy the past couple of days. Haven't gotten much of anything done. A few bug fixes and some adjustments to AI. That's about it.

    12-12-00

  • Added a new dot command - ".guild". When used, it will tell you the status of your guild membership and any quests that your guild has given you.
  • Fixed the bug with orcs spawning with the name "random".
  • Wands are now dyable with a dye tub. (This doesn't have a real big effect - just the little 'gem' thing on the end changes color. Client thing.)

    12-11-00

  • When you steal from an NPC, whatever you steal will go into your grab bag (if it has been set with '.grab bag')
  • Moved the NPC setup to a seperate script that is called when the NPC is created instead of being part of the NPC script itself. I think that this will make the NPCs significantly more memory efficient. I also did the same thing for NPC spellcasting.
  • Changed the way that player merchants check what items they purchase from other players so that its possible to have them buy similar items with the same name (wands, for example.) This may cause other problems with items you want them to purchase, however. If so, let me know.
  • Fixed some more types of NPCs so that they will respond correctly to bard provocation.
  • Fixed the bug with vampire healthdrain that was causing instant death that I said that I fixed yesterday but didn't. :P

    12-10-00

  • Fixed a bug that was incorrectly labeling treasuremaps when they turned old.
  • Changed the way plants regrow to be more memory efficient.
  • Fixed the bug with vampire healthdrain that was causing instant death (Um, sorry about that. :P)

    12-09-00

  • Adjusted how long corpses of NPC warriors last. The corpses of players, tamed pets, and hired warriors last for 20 minutes before they decay. The corpses of other NPCs last for 10 minutes.
  • Pitchforks can now be laminated.
  • Adjustments to AI to be more memory efficient (hopefully).

    12-08-00

  • Hopefully fixed the problems with things like Coven Sisters appearing as male, archers and marksmen spawning with melee weapons, and other similar problems.
  • Autoloop of tailoring items that do not have quality (backpacks and the like.) When you select to make one of these items, you'll be asked how many you want to make (based on how much material you have, up to an absolute maximum of 50 at a time.) Your character will then try to make that many of the item until you complete the order, move, or run out of material (if, for example, you ruin some by failing to make the item.)
  • Fixed a bug with the Adventurer's Guild guildmaster that made him calculate wrong how much time you had left to complete a quest.
  • If you say "status" to the guildmaster, he will remind you of your current quest. Saying "status" to the shopkeep will tell you how many tickets you have.
  • Fixed the bug that was giving different NPCs extra leather skirts
  • Made the equipscripts a bit more efficient (should help speed up start-up. Maybe.)

    12-07-00

  • Hopefully fixed all the lich/liche NPC stuff. Maybe. We'll see...
  • Fixed a bug that made it impossible to quit a quild quest before it was completed.
  • More playing with the way that NPCs react to provocation. Fewer of them will stand around looking dumb after being provoked.

    12-06-00

  • Finally opened the Adventurer's Guild! You can find it in southern Trinsic.
  • To join the guild, find the guildmaster and say "join". It will cost 1000 gold to join the guild, and there is a 100 gold per week membership fee. When you owe the guild money, you will be unable to recieve quests until you pay up (say "pay" to the guildmaster.)
  • To recieve a quest from the guild, say "quest" to the guildmaster. The guildmaster will tell you what he wants killed, how long you have, and how many tickets he will give you for that quest. You can turn down a quest with no penalty. If you accept a quest and fail to complete it, you will lose some guild standing.
  • To complete a quest, kill the requested NPC type, cut off its head, and return the head to the guildmaster. You don't have to turn in the heads all at once. Each head you turn in will earn you a portion of the total points. Turning in the last head is generally worth a good proportion of the total points for the quest (a bonus for completion, really.) The amount of the bonus is determined by a combination fo fthe difficulty of what you were sent to kill, how many you had to kill, and how long you had to kill them.
  • If you request a new quest while you're still assigned to another one, the guildmaster will remind you of your old quest and let you give up on it, if you desire. If you do give up, you'll lose guild standing points.
  • You can spend your tickets at the guild shop. Say "buy" to the guild shopkeep and you'll be presented with a list of the unusual/unique items he has for sale.
  • You also recieve guild standing points for completing quest. You have a guild title that shows up on your paperdoll (Currently bugged - it doesn't fit.) As you earn standing points, you will be promoted to higher levels. You can lose guild standing points if you accept a quest and then fail to complete it.
  • You can quit the guild by saying "resign" to the guildmaster. If you quit the guild, you lose all of your tickets, your guild standing, and you're unable to rejoin the guild for a week.
  • The guildmaster does not accept preserved heads to complete a quest.
  • Decay of heads has been turned on. If a head is not preserved, it will decay 4 days from when it was cut off.
  • Changed the way that NPCs react to being provoked. They should probably behave more intelligently and be more likely to go after the correct target.
  • Fixed the bug with hostile NPCs not attacking tamed NPCs

    12-05-00

  • Probably fixed the bug with walking reapers
  • Heads (from NPCs) will soon start decaying. Tinkers can now preserve heads. To do so, you'll need the head (of course), some straw, and a greater cure potion. Use the tinkertools on the head while you have the other items in the main level of your backpack to preserve the head. Its a skillbased skillcheck (60 skill = 60% chance of success.) Failure will not destroy the head, but will use up the other items.

    12-04-00

  • Fixed the bug that made it possible to get infinite heads from the same NPC corpse. You can now only get 1 head from a corpse.
  • It is now possible to resurrect pets, both with the resurrect spell and with bandages. The process is similar to resurrecting henchmen - use the bandages or cast the spell on the corpse. If you're successful, the NPC will come back to life. For this to work, the NPC's master must be online (though he or she does not actually have to be the one doing the resurrecting.) NPCs can be resurrected a limited number of times based on their master's taming skill. After that, they go to the big pet shop in the sky...

    12-03-00

  • Fixed skill-modifying druidspells so they no longer screw up your skills on death.
  • Fixed the range of vampire drain life.
  • Fixed a bug with awarding of virtue (I'll give you 3 guesses as to what the problem was. It has to do with NPCs and packages...)
  • Fixed orc dragon defenders not giving loot.

    12-01-00

  • Cleaned up the character creation stuff (I hated the way it scattered junk all through your backpack. It makes nice neat piles, now.)

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