Changes for June 2001
6-29-1
I think I fixed the problem with the AG guild, where it would sometimes stop giving out quests.
Fixed a bug with doors not being made lockable in static houses when you buy the house.
Hopefully the problem with .online is fixed.
6-27-1
Reduced the time delay between explosion potions slightly, and sort of evened out how much damage
they do (increased the minimum a bit and decreased the maximum a bit, meeting in the middle.)
Made a few AI changes that'll hopefully greatly reduce the number of stuck NPCs, plus a few
other tweaks.
The provocation and taunt skills should be somewhat more effective now.
Unemployed henchmen should no longer *spring from hiding*.
You can no longer take the equipment that spawns with henchmen - they simply won't hand it over.
When released, the henchmen will drop everything you gave them on the ground, run away and
get redressed.
All the types of wands should now sell to NPCs.
6-26-1
NPCs will no longer automatically produce hides, raw ribs and other animal by-products on their
corpses when they die. Instead, you can use a dagger on the corpse to get these items. Reagents
and the like (snake scales, for example) still appear on the corpse.
You can also use ".grab autocarve", which toggles autocarving on and off (similar to autostack.)
You'll need to have a dagger or skinning knife in the main level of your backpack.
6-25-1
Removed the stat buff from the Wraithform spell. It was pretty small and very short-lived, but
it would override the buffs from much more useful spells like Lich and Polymorph.
Spell scrolls now have a time delay that casting a spell 2 circles lower would have. In other
words, using a scroll to cast an 8th circle scroll will have a time delay equal to casting
a 6th circle spell normally. Circle 1 and 2 scrolls use the time delay of circle 1.
6-24-1
Because of a lot of art problems, the necromancer spell "Lich" no longer changes your graphic.
Instead, similar to Polymorph, it turns you red. Also, for some reason it wasn't checking your
necromancy skill before, so now it does.
Put in a tweak on the townguard quests that should hopefully help prevent multiple quests happening
in the same location at the same time.
6-23-1
Some minor changes to a few types of weapons. The damage done by 2-handed mage weapons has
increased slightly (from 3d6 to 3d6+3.) The random weapons that were previously not not
under any particular category are now unified as being 1 handed mage weapons (meaning you can
cast while holding them) doing 3d6 damage with a speed rating of 35. This includes the
dagger, butcher knife, cleaver, skinning knife, smithy hammer, hatchet and magic wands.
Platemail and chainmail armor now has a dexterity penalty. The dex penalty for each piece of
armor varies depending on how much of your body it covers (a platemail breastplate has a dex
penalty of 6, while platemail gloves have a penalty of 2.) The total dex penalty for a full set of
plate is 20, while a full set of chainmail is 10.
Slightly increased the AR provided by chainmail. You may need to repair existing chainmail for
this to happen, though.
6-22-1
You can now only have one guard quest at a time. If you try to get another one while you're
still working on one, the guard will check to see if the quest you're doing is solvable (meaning
that the guard who gave you the quest is still alive and that the monster you need to kill is
still around somewhere.) As long as the quest is doable, they'll just remind you of the quest
you're working on. If its not, they'll offer you a new quest.
Changed the way that the reward for the guard quests works. It now keeps track of how
many quests you've done and adjusts the reward. When you recieve a non-gold (item) reward, the
counter is reset.
Casting the necromancer spell Animate Dead on a human corpse will now produce a zombie
with the zombie graphic, instead of a naked brown guy.
Attempting to lock down a charged alchemy symbol will now result in an explosion doing
10d20+100 damage. An uncharged alchemy symbol will result in 5d10+50 damage.
.online will no longer give the option of displaying the second page if there's no one
on it.
6-21-1
Moved a whole lot of merchants to the Moonglow Mall. If you're missing a merchant, that's where
to look.
6-20-1
Guard quests are now in. Like the merchant quests, just find a townguard and say "quest" to
receive a quest. Unlike merchant quests, though, they're generally a lot tougher, involving killing
some monster or other that's causing problems. You'll have to go and find the monster, kill it, and
return its head to the guard. You'll then be rewarded, usually with gold, but sometimes with magic
weapons or armor, and other items the guard has found during the course of his duties.
6-19-1
I'm going to be getting rid of questies, those annoying NPCs that wander around and spam you about
how they want to to deliver tables to people in other towns. In their place, you'll find that merchants
may want you to deliver packages for them. Just say "quest" to a merchant to see if they need anything
delivered. If so, they'll ask you to take a package to another merchant. You'll get paid for
the work when you make the delivery.
6-18-1
Fixed some bugs with healing
Henchmen can now use cure potions. Just put them in their backpacks and they'll use them
automatically.
When you get poisoned, the message will appear in red, which should be easier to see.
Merchants must now be located in a house owned by their master or that their master is friended to.
Merchants not in a valid location will refuse to sell anything to anyone.
Moonglow mall has been reopened in its previous location (the strip of buildings just outside
the southern city gates, towards the moongates.) Any player can place merchants here, but merchants
in a public mall take a 10% commission on sales instead of the normal 5% (stall fees and the like.)
Any merchants not moved to a valid location within a couple of days will be moved here for you.
6-17-1
Fixed the anatomy skill (been broken for a while, I think. Oops)
Lighting a campfire will now unhide you.
Walruses (walri?) will once again scare nearby fish.
6-16-1
Strength, agility, and poison (if for some reason you want to drink them...) no longer have a time
delay between their use.
NPCs won't poison you every single solitary time they hit you anymore, and they won't always
hit you with the maximum poison strength they're capable of even when they do poison you.
Fixed an exploit that could result in double bandaging.
Curing poison with bandages is no longer instantaneous. You now have to wait out the normal
time delay before you get cured of poison. However, you'll now also gain HP back in addition
to curing the poison (if you pass the normal skillcheck, of course.)
Henchmen no longer cure any strength of poison instantly. They have to pass a skillcheck
just like anyone else.
You can no longer use the healing skill in battle.
Just kidding about the last one.
When you try to buy a house using a For Sale sign, it will now tell you the housevalue of the
location you're trying to buy.
6-11-1
Some random changes to the way that NPCs handle poisoning. I'll be playing with it some more, too.
6-10-1
Fiddled around with mining a bit. Its a tad (not much) faster, but now has a higher rate of
events.
Crafting obsidian from glass or porcelain from clay now requires only 25 of the material to make
(instead of the previous 50.) In addition, when you succeed in creating porcelain or obsidian, if you
have sufficient materials, it'll make up to 10 at a time (costing 250 material.) Otherwise it'll just
make one.
Obsidian and porcelain totems now cost 200 material to create (basically canceling out the decrease
in making obsidian and porcelain, leaving totems at the same relative value.)
Player's death cries now show up in a redish-orange sort of color and are accompanied by a sound
effect. Why? I dunno. Just kind of kewl...
6-9-1
Increased the casting difficulty for the necro spell Animate dead. It was just too easy to cast
for how effective it was. Also fixed a good number of bugs with it.
6-7-1
Added the merchant location to the vendor list
Fixed a bug with player merchants where they'd go into hiding when they were attacked, then would
never come out of hiding again. They should now hide for 2 minutes before revealing themselves, and if
unhidden during that time will rehide themselves.
.msg server has been removed.
6-6-1
Quite a few changes to the processess of making magic jewelry, including a way to upgrade the stat boost
of jewelry items. Instead of trying to describe all the changes, it'll probably just be easier to explain
how it works now. One thing to note, though, is that none of these changes will affect already existing
jewelry items. Only new jewelry items can be upgraded.
- The first step is that you need to create a ring, earrings, bracelet or whatever item you want to
enchant. Jewelry purchased from NPCs or found in monster loot won't work (same as it was before, but I
said I was starting from the beginning...)
- To enchant the item, use the toolkit on it. You'll require obsidian to enchant it (amount to be
discussed soon), and there'll be both a tinkering and a magery skillcheck to determine if you succeed.
The obsidian must be in the top level of your backpack to work.
- The type of gem you use determines what stat will be enhanced after the item is enchanted. Diamonds,
emeralds, and citrines enhance strength, sapphires, rubies, and tourmalines enhance dexterity, and star
sapphires, amethysts, and amber enhance intelligence.
- The type of gem used also determines the maximum stat boost, the difficulty of enchanting the item,
and the amount of obsidian required to enchant it. Citrines, tourmalines, and amber have a maximum stat
boost of +3, have a skill check of 70 in both tinkering and magery to create, and require 15 obsidian
to enchant or upgrade. Emeralds, sapphires, and amethysts have a maximum skill boost of +4, a skillcheck
of 80 in tinkering and magery, and require 30 obsidian. Diamonds, sapphires, and star sapphires have
a maximum skill boost of +5, a skillcheck of 90, and require 50 obsidian.
- A table at this point would probably be useful...
Gem: | Stat: | Initial Boost: | Max Boost: | Skillcheck: | Obsidian: |
Diamond | Strength | +3 to +5 | +5 | 90 | 50 |
Sapphire | Dexterity | +3 to +5 | +5 | 90 | 50 |
Star Sapphire | Intelligence | +3 to +5 | +5 | 90 | 50 |
Emerald | Strength | +2 to +4 | +4 | 80 | 30 |
Ruby | Dexterity | +2 to +4 | +4 | 80 | 30 |
Amethyst | Intelligence | +2 to +4 | +4 | 80 | 30 |
Citrine | Strength | +1 to +3 | +3 | 70 | 15 |
Tourmaline | Dexterity | +1 to +3 | +3 | 70 | 15 |
Amber | Intelligence | +1 to +3 | +3 | 70 | 15 |
- Each level of +stat now has a description that appears in the item's name.
- +1 - polished
- +2 - glowing
- +3 - lustrous
- +4 - radiant
- +5 - shining
So, if you see a "shining diamond ring of strength", you know that it gives +5 to strength, and a
"lustrous ruby earrings of agility" would give +3 to dex.
- As shown in the table, the initial stat boost that an item gives may be less than the maximum
that it could have. In that case, you can try to upgrade the item by using tinker tools on the created
item. There will be another skillcheck the same as the one to create the item, and the same obsidian
cost. If you pass the skillcheck, the item will gain at least +1 to the bonus (Sometimes, but not always,
+2 if the item can gain +2 without going over the maximum bonus for that gem type.) Failing the skillcheck
will destroy the item. As already said, existing items cannot be upgraded - only items made from this point
on.
6-5-1
Farm plants and beehives will no longer regrow almost instantly. I put that in for testing purposes
and forgot to remove it.
I think the poofing obsidian steed bug is fixed now.
The vendor list (link in the navigation bar at the top of the WoD page) should now update once an
hour instead of the previous once a week or so. Thanks, Arcanum. :)
6-4-1
Fixed a bug with the necromancer spell Transfusion
Hopefully fixed the bug with purchasing training from merchants.
Change to merchant training: If you are already practicing a skill when you give money to a merchant
that trains that skill, a "(P)" will appear next to the skill name to indicate this. Also, the "(MAX)"
that appeared next to skillnames to indicate that you were at your skillcap has now been changed to
"(Skill Cap)"
6-2-1
Several changes to player merchants:
- There is now a limit to how many merchants you can possess at a time of 5. If anyone already
has more than that, don't worry about it. Its only counted when you attempt to place a new merchant.
- Any of your characters can now put items up for sale on any of your merchants, buy items from them
without a commission, tell them to strip, undress, undress, follow you - pretty much everything
with the exception of firing them.
- The character who placed the merchant is considered to be the owner of the merchant. Their name
will appear above the merchant. If that character is deleted, the merchant will commit suicide. Only
the character that placed the merchant will be able to release the merchant.
- The character that placed the merchant must check in with them at least every 30 days. If that
character does not check in with them, the merchant will commit suicide, even if your other characters
have interacted with the merchant during that time. (The 30 day timer starts now, even if you haven't
checked in with your merchant recently.)
- It should now be possible to have the vendor list on the website be updated more often
(Requires some changes to the website for this to happen, though.)
Small change to the way '.own bag' works: This dot command, when used on a bag that is now already
owned, will place your owner's mark on the bag and all the items inside of it (Or at least, all the
items that its possible to .own - not owned by someone else, not stackable, not an etherial item, etc.)
If the bag itself is .own'ed, this command will remove your mark from any items in the bag. There's a
short time delay (1 second) between each item .own'ed, and if you move during this time, the command
will be interrupted.Back to Recent Changes |