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Changes

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For code-related changelogs, look here. Mostly Syn and Areo's now, with Hrithma and Pollution joining soon!
  • August '06

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    SynS
    One thing we forgot to changelog added here for completeness: Shifted players will get bonuses (AC, stat boosts, and hr/dr) for each remort class as well on top of each mort class.
  • July '06

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    SynS
    Copy and pasted from my actual changelog because I'm lazy. Tick lag issue is resolved now. I have restored the ability to go over your racial maxes with stat modifiers with equipment, spells, and skills. It works like this: to go 1 point over your racial stat max, you need 4 points from eq/skills/spells. This may seem confusing at first, so let me clarify with an example: Joe is a Slayer who has trained up his wisdom to 18. For slayers, the racial stat max for wisdom is 20. When all of Joe's stat modifiers (pieces of equipment with +wis, affects that give +wis) are counted up, he has a +10 total boost to wisdom. 2 points of this +10 takes him from 18/18 to 20/18, leaving +8 to take him over the max. Since every 4 points give you a boost of 1 past the racial max, he ends up with a wisdom of 22/18. The reason I originally removed the ability to go over stat maxes completely was because there was a cutoff of 25 for all stats. That is to say, no matter how much you went over the max, the most you could get was 25. This led to a huge lack of variety among the races. I have resolved this problem by removing the 25 point max altogether and reducing the ability of stat boosts to increase your stats past your racial max. This means that it is very well possible for a remorted Minotaur, for example, to have a strength of 28/25 (by wearing lots of +str equipment and casting giant strength), or for a remorted Lich to have a wisdom of 29/26. This way of doing it emphasizes the racial differences rather than obliterating them with a roof that applies to all races. Realistically, I don't think anyone will manage to go 35 or above on any stat, but perhaps someone will prove me wrong! I believe you will like this system better, since it allows you to have a better overall character as well as maybe a little fun mixing and matching equipment to emphasize what you want in your character. Comments and questions are welcome. Improved the ability of the "shift" skill (slayers and vampires). In addition to giving you sanct and haste, it also boots your str, dex, and int (three atts important to fighting), as well as boosting your hitroll and damroll. The boost are as such: str/dex/int: +1 for first class, +1 for each additional class hr/dr: +10 for first class, +5 for each additional class Additionally, it boosts all of your defence abilities by 33%. Said another way, you will have a 1/3 better chance of your defensive skill kicking in than you do in your normal form. This effect is similar to the "war cry" skill, which boosts all of your defence abilities by 50%. This works on all defenses (dodge, parry, spear block, …) except speed swerve, as drows do not have the shift skill. They also will regenerate heal, mana, and move between ticks when in the shifted state. They will also get an AC boost from the sanctuary spell. -100 for first class, -100 for each additional class. Please let us know if these values need to be adjusted in either direction. This was done to address the complaint that at higher levels, shift becomes impotent. While these abilities will most likely seem overpowered at first glance, keep in mind that equipment cannot be used in the shifted state, presenting significant stat losses which need to be balanced out. Added a harmonica to newbie area so new bards have something to play on. Fixed - there were scorpions from Lartin Castle in the wilderness. Telling something to a shaped person will no longer give away their shape. Fixed - when buying items in bulk, the price is much too high. E.g. buying 10 250silver vials cost you 25,000 instead of the correct cost of 2,500. IMM Did more work on the token system. You can create, edit and save them now, but they don't actually do anything yet - need to set up support for them in the scripting system. I lowered access to "tedit" mode to Lv151, since I see no harm in anyone checking out what has been done so far (just a basic editor, not really exciting yet.) Imp sig is no longer needed to add spells to pills, staves, scrolls, potions, and wands. Fixed - People < lv152 can now be given the gq command. Changed the wilderness exit-clearing routine to only do it when a max amt of exits is reached, rather than every tick, to reduce the lag. Also, changed it to clear exits to and from rooms in which there are NPCs (but no PCs). This is a temporary fix because it means that NPCs will temporarily be stuck in their current room in the wilderness, but this is OK since I am planning on working in more (and more interesting) NPCs into the wilds, and will fix it then.
  • May '06

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    SynS
    Can now improve bash skill from bashing doors. Disabled the +2 stat class bonuses which I mistakenly enabled in the last update. Fixed various problems regarding number of mob attacks in a round. Removed the path that Roscharch wanders since he would go off it and go crazy every once in a while. Obj repop script trigger should now work. Let me know if there are any issues with it. Fixed some targeting issues with "obj damage command". When # of mobs attacks was set, there was no echo. This is fixed. I rewrote our mob attacking function to be much more rational. A rundown of how it works: The mob starts by default with either one attack, or the number of attacks specified by "attacks" field in MEDIT if it is set to greater than zero. If the "attacks" field is set, there is a 20% chance that the mob will do between #attacks/2 and #attacks. This is to allow for some variation in the amount of attacks. It's not perfect, and I may add a flag later to set the percentage that this will be done. Example: you set a mob's # of attacks to 4. 80% of the time, the base number of attacks will be 4. 20% of the time it will do between 2-4 base attacks (whether 2,3, or 4 is chosen randomly). Haste always adds one attack. Slow divides the number of attacks in two (rather than always setting it to one attack as was previously done). Area_attack off flag now only hits group members 75% of the time rather than every single time. This is also to introduce a bit of variation in mob attack patterns, and also to cut down a little bit on combat spam. Removed the effect of the antiquated "fast" flag from NPC act flags. It does the same thing as haste but is un-dispellable. Since this can be controlled with the newly fixed #attacks anyway, it is redundant and can be eliminated. No_mob room flag didn't work in most situations you would want it to. It's now fixed. Weapons are no longer automatically updated on each player login. Only updates with "update" set will be updated. The update resets the following things from the index data: Obj values 0-8 Wear flags Extra flags Extra2 flags Object material There is another subroutine, fix_object which fixes shit like duplicate affects, items having flags they shouldn't, etc. This doesn't reset item flags but does fix any mess we have made. This isn't to be confused with the update object routine which just resets item values and flags to their indexed values. Changed it to show a NPC's short descr instead of their name keywords in certain places on wiznet and in logs. Let me know if there are other places which need to be fixed (so we won't see stuff like "(SE)–> Syn killed disciple mishkal at Fissure in the Ground") Removed random lines that say "found" from game log. They were written to the logs when wilderness exits were set up but don't appear to do anything but take up disk space. Took out carriage returns after imm titles and imm flag in player-files. These are not needed in files on disk, and appear as ^M. Disabled {\ and {* for our peace of mind
  • Areo - April '06

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