Changes for February 2001

2-28-1

  • Fixed .dump to work again when targetting your backpack on your paperdoll.
  • You can now use scissors to cut up clothing. You'll get 1/2 the number of bandages as it too cloth to make the item originally.
  • Fixed a bug with resurrected tamed NPCs, where after they were resurrected, they didn't get the full amount of HP that they should have.
  • Fixed a bug in fishing where you would sometimes fish up an "uninitilized object"
  • When you use ".grab 2", it will now override autostack and the putting of .own'ed items in your main backpack. All items will be placed in the selected bag.

    2-26-1

  • Fixed a problem with henchmen where they would sometimes commit suicide when released.
  • Possibly fixed the unfixable bug with henchwomen changing to men when resurrected.
  • Henchmen in guard mode can now be addressed individually. If you want to give just one henchman a command, say their name (Ex: "Tom forward march".) To give a command to your entire groups, just say the command. ("Forward march".) (See February 2 for all commands available.)
  • Added an extra step to the POL install guide (relating to problems logging into the server for people on a network.)

    2-24-1

  • ".dump sort" - moves items from one container to another, but any stackable items that are being dumped that you have elsewhere in your elsewhere in your backpack will be autostacked with the other items. ".dump" by itself works as before.
  • When you .grab items that have been .own'ed, they will be moved to the main level of your backpack instead of your normal lootbag.

    2-23-1

  • Extended the range that boat tillermen can hear you (for drydocking purposes.)
  • Adjusted the poison level of lower-end poisonous creatures.
  • To get one of your merchants to follow you, you now have to say their name (the 'base' part of their name, at least. If thier name is "John Smith, Drocket's Merchant", to get them to follow you you would have to say "John Smith follow me.")

    2-21-1

  • 10 days without a restart. Pretty good, I think. :)
  • Changed the graphic and color of firelizards.
  • Fixed the problem with the 'basic' dragons not spawning. Actually, they were spawning, but they were spawing with the title of 'Great' in their name (same as the dragons that actually were great.) Basically, they were just misnamed as "Bob the Great" when they should have been just "Bob".
  • Fixed some of the old dragon claim tickets so that they should work again.
  • Piano deeds can now (occasionally, at least) be found in MiB and treasure map loot. They take up 14 lockdowns, FYI.
  • Finally fixed the bug with the price charged by the Adventurer's Guild being too high.
  • Fixed the problem with resurrecting pets coming back the wrong color.

    2-19-1

  • Fixed the problem with monsters not spawning while fishing, mining, and while on boats (Moving NPCs to packages bug.)

    2-15-1

  • Possibly fixed a problem with tamed spellcasting creatures not casting spells.

    2-14-1

  • Merchant training change: If the amount of money you give to a merchant for training will take you to or above your skillcap for that skill, the amount of skill that you will gain will be displayed as '(MAX)'.
  • Merchant training change: If you're already training a skill and give more money to a merchant to train, the amount of skill gain displayed the second time in include the amount from the previous practices (Unless its the previously mentioned (MAX). (Example with completely random numbers: You give 5,000 gold to a merchant to train healing, and will gain 5.0 skill for that. Then you give the merchant another 1,000 gold. Previously, it would have said, say, 1.0 skill, which would be for just the 1,000 gold, not taking into account what you're already practicing. It will now say 6.0 skill, the total sum.)
  • Merchant training change: You can no longer train a skill if you have an item equipped that will give you a skill bonus in the skill that you're attempting to train. In addition, after you've paid for training, you won't be able to equip any item will a skillbonus in a skill that you're training. (skillbonus items mess up training costs. Hopefully I should be able to fix this with the next version of POL.)
  • Merchant training change: If you give the merchant more money to train that it takes to take you up to the maximum, the merchant will refund the difference (rounded down to the nearest 100th.)
  • Fixed a bug with some poisonous NPCs that was causing them to use higher strengths of poison that that type of NPC should have been using.
  • You can no longer lock down locked containers.

    2-13-1

  • Fixed a bug with totems and seer shink NPC (moving NPCs to packages bug.)

    2-12-1

  • If you use the poison skill on a non-poison potion item, you will now be given a message indicating if that item is poisonous or not. If the item is poisonous, the message will also indicate the general strength of the poison (armslore also tells you if an item is poisonous or not, but doesn't tell you the strength.)
  • Changed the way poisoning works when you hit something somewhat. Previously, if someone with a low poisoning skill tried to use an item with a stronger poison potion applied to it, they'd never be able to poison anything. This just never made much sense, so I've changed it so that the amount of poisoning is related to your skill.
    As an example of this, if you have 60 poisoning skill and your friend gives you an item that's been treated with deadly poison, that item will act for you as though it had had greater poison applied to it (since that's the strongest potion that you could use on your own.) The theory here is that, since you're not a very good poisoner, you don't know where to strike for greatest effectiveness.
  • As long as I'm talking about poison anyway, a quick review of the way it works: Each time you hit something with a poisoned weapon, there's a chance that the amount of poison on the weapon will be decreased. You may start out with a weapon with deadly poison on it, but after a number of hits, it winds up being greater, then normal, and so on until it wears off entirely.
  • When you use the armslore skill on an item, the exact skill used is now dependant on the item (previously, it always used the blacksmithy skill.) It will now use the carpentry skill on wooden weapons and shields, and tailoring for leather armor and clothing. In addition, if your skill at using that type of item is higher than you skill at crafting it, then the usage skill will be used (swordsmanship for swords, parry for shields, and so on.)
  • The bees created by the druid spell 'stinging swarm' will now chase a target around while doing damage to them (the target is chosen among those near the location where they bees were cast.)

    2-11-1

  • Pretty much finished packaging all the NPCs! It only took, what, 3 months? :) Anyway, its not really in yet. I'll have to do an '18 restarts to get everything working right' thing tonight or tomorrow night (and then, of course, another week to fix all the problems these moves will cause...)
  • Fixed the henchman getting stuck bug. Really, honest this time. I hope. :)
  • Fixed a bug that was cauing weapons and armor not to wear out (Somehow the fix I put in to change items over to the new system slipped back in and was repairing stuff. Don't know how that happed.)
  • Added a new seer dot command - .addflavortext . When used on an item, it will prompt for the entry of a description for the item (repeating until a blank line is entered.) After this is done, when the ItemID skill is used on that item, this information will appear in a seperate window.

    2-10-1

  • Fixed it so that more unemployed henchmen will spawn.
  • Adjusted the damage and resistance rate of the field spells some.
  • Summoned creatures now count more strongly towards the limit of how many NPCs you may control at a time (meaning that you're generally more limited in the number of summoned creatures you can control at once.) Also, summoned daemons will be more likely to fight if you summon 2 of them.
  • The creature previously known as a zombie has been replaced by decaying zombies. New zombies are stronger than that type of NPC was before.
  • Adjusted the necromancer summoning spells to tend to give slightly better creatures.

    2-9-1

  • Fixed a bug with the manavampire and manadrain that could cause your opponent's mana to go down below 0, and wind up at the +64000 range.
  • Fixed the delay timer on wands.
  • Replaced the ability to make wands of nightsight with wands of healing.
  • Possibly fixed the "henchman getting stuck running towards doors" bug, but I'm not completely sure (I haven't yet managed to reproduce the problem in testing, so its hard to tell if its fixed or not.)

    2-8-1

  • Added the Ackadia recent changes section.
  • GM dot command now has a gump that's invoked with ".maketele options". Just plain ".maketele" works the same as normal. The previous command line options for .maketele have been disabled.

    2-6-1

  • About 4 million bug fixes for NPCs in packages... Once they're in packages, its not that bad, but moving them always causes problem after problem after problem...
  • Lots of AI tweaks and adjustments. :)

    2-5-1

  • Fixed a bug with henchmen in guard mode that would cause them to stop responding to commands.
  • Fixed a bug with homunculus carrying items.

    2-4-1

  • Fixed the "do 10 jobs at once" exploit. Darn cheaters...
  • Fixed a really annoying bug in the hunger script that was causing packaged mounted NPCs to use an invalid script if they dismounted you by going wild (and thereby preventing server restarts.)
  • If you have more than 2 henchmen nearby you and start giving orders, they should be a bit more intelligent about who obeys what.
  • Henchmen in townguard mode, when resurrected, will remain in townguard mode.
  • Fixed the 'don't create offline duplicates at Britain Bank'. Can't figure out how it got broke, though.

    2-3-1

  • Fixed the problem with resurrecting henchmen being broken.
  • The henchman's master no long needs to be online for someone to resurrect them.
  • When a henchman is resurrected, they should keep the same hairstyle they had before they died instead of going bald.
  • Finally got around to moving some more NPCs to packages, mostly the random animals and such. This'll probably break quite a few claim deeds... Not a whole lot I can do about that really.
  • Also moved dragons to packages, finally. They're a bit tougher than they were before, so be careful if you go out fighting them.
  • Tamed and summoned pets will now also stand 1 tile further away from you (gives you a bit of room to move around in.)
  • Moved January's updates to the archives (when you can access at the bottom of this page.)
  • Released the next version of the World of Dreams scripts. From now on, I'm just going to upload it to the pol-scriptforum in the files section over at Yahoo groups. Geocities just sucks way to bad for downloads for it to be worth it for me to keep storing it here.

    2-2-1

  • Homunculus will now tend to stay 1 extra tile away from you while following.
  • Lotsa changes to henchmen, most of it stolen from Ackadia :) Nothing that'll really interfer with their previous use. Just new features and such. The big new thing is that you can now say "(warriorname) guard here" and they'll then guard that location. They'll stay there, unhidden, even when you're logged off, killing any monsters that wander by (basically, they become townguards, except that they won't attack criminals). To get them to follow you again, say "(warriorname) follow me" and they'll go back to normal.
  • Henchmen won't quit on you anymore if you try to command too many. Instead they'll just stop following you.
  • There's now a limit of 20 henchpersons per account, split up among your characters any way you choose. And further ones you try to recruit simply won't join you.
  • The neat part: When they're in town guard mode, you can command them around like a small army. Commands they know are:
  • "Attention" - they'll turn to look at you
  • "Right face" - turn right.
  • "Left face" - turn right.
  • "About face" - turn around.
  • "Present arms" - salute.
  • "Forward march" - march forward.
  • "Halt" - stop marching.
  • Any attempts to take over a dungeon or something with your own personal army will most likely annoy me quite a bit. Just so you know.

    2-1-1

  • Significantly changed the way that the Adventurer's Guild works. When you ask for a quest, the guildmaster will now show you a list of quests that are currently available. So you really can't just take in whatever heads you've collected and spam the quildmaster til it turns up. As people do quests, they'll be replaced with new ones (Also, occasionally the oldest one gets removed, too.)
  • There's now a new type of quest that the guild gives out - sending you to look for a specific item in a dungeon ('Bob's book at the bottom of Shame", for example.) Find and return the item to complete the quest.
  • You can transfer guild tickets to another player by saying "transfer" to the guildmaster.
  • Random new items for sale at the adventurers guild

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