<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[July &#x27;06]]></title><description><![CDATA[<ul>
<li>
<p dir="auto">Fixed the wilderness memory leeching problem, finally. This means we will require many less reboots. Also can expand the wilderness to have NPCs and stuff, as exits will no longer be sucking down all our memory.</p>
</li>
<li>
<p dir="auto">Fixed a crash bug in which the game attempted to award experience to an NPC on a group kill.</p>
</li>
<li>
<p dir="auto">Added dynamic command management for PCs, meaning that we will be able to grant and remove level-restricted commands to those people (almost exclusively immortals) who need them, instead of it all being based on level, which I think is antiquated and stupid.</p>
</li>
<li>
<p dir="auto">Lvl150 immortals will now be able to edit helpfiles, upon request.</p>
</li>
<li>
<p dir="auto">Removed my unfinished quest editor system since it will be redundant with tokens.</p>
</li>
<li>
<p dir="auto">Fixed - you could send a reply with no argument (i.e. You tell &lt;person&gt;'') - this drove me nuts!</p>
</li>
<li>
<p dir="auto">When a weapon script killed an NPC, experience was not awarded. This is now fixed.</p>
</li>
</ul>
<p dir="auto">These as well as the previous unreleased set (last ones in May 06 post) will be released this weekend.</p>
<p dir="auto">I have also started a preliminary version of a token editor which I hope to release sometime around the beginning of August. A file compiled by Areo, based on original suggestions from Nib, which describes the use of this editor is posted in the "Requests" section of this message board.</p>
<p dir="auto">Happy trails, see you all soon.&lt;/person&gt;</p>
]]></description><link>https://forum.v2.sentiencemud.net/topic/400/july-06</link><generator>RSS for Node</generator><lastBuildDate>Wed, 15 Apr 2026 22:45:45 GMT</lastBuildDate><atom:link href="https://forum.v2.sentiencemud.net/topic/400.rss" rel="self" type="application/rss+xml"/><pubDate>Fri, 21 Jul 2006 04:57:14 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to July &#x27;06 on Mon, 24 Jul 2006 19:03:59 GMT]]></title><description><![CDATA[<p dir="auto">Copy and pasted from my actual changelog because I'm lazy.</p>
<ul>
<li>
<p dir="auto">Tick lag issue is resolved now.</p>
</li>
<li>
<p dir="auto">I have restored the ability to go over your racial maxes with stat modifiers</p>
</li>
</ul>
<p dir="auto">with equipment, spells, and skills. It works like this: to go 1 point over</p>
<p dir="auto">your racial stat max, you need 4 points from eq/skills/spells.</p>
<p dir="auto">This may seem confusing at first, so let me clarify with an example:</p>
<p dir="auto">Joe is a Slayer who has trained up his wisdom to 18. For slayers, the</p>
<p dir="auto">racial stat max for wisdom is 20.</p>
<p dir="auto">When all of Joe's stat modifiers (pieces of equipment with +wis, affects</p>
<p dir="auto">that give +wis) are counted up, he has a +10 total boost to wisdom.</p>
<p dir="auto">2 points of this +10 takes him from 18/18 to 20/18, leaving +8 to take him over</p>
<p dir="auto">the max. Since every 4 points give you a boost of 1 past the racial max, he</p>
<p dir="auto">ends up with a wisdom of 22/18.</p>
<p dir="auto">The reason I originally removed the ability to go over stat maxes completely</p>
<p dir="auto">was because there was a cutoff of 25 for all stats. That is to say, no matter</p>
<p dir="auto">how much you went over the max, the most you could get was 25. This led to a</p>
<p dir="auto">huge lack of variety among the races. I have resolved this problem by removing</p>
<p dir="auto">the 25 point max altogether and reducing the ability of stat boosts to increase</p>
<p dir="auto">your stats past your racial max.</p>
<p dir="auto">This means that it is very well possible for a remorted Minotaur, for example,</p>
<p dir="auto">to have a strength of 28/25 (by wearing lots of +str equipment and casting</p>
<p dir="auto">giant strength), or for a remorted Lich to have a wisdom of 29/26. This</p>
<p dir="auto">way of doing it emphasizes the racial differences rather than obliterating</p>
<p dir="auto">them with a roof that applies to all races. Realistically, I don't think</p>
<p dir="auto">anyone will manage to go 35 or above on any stat, but perhaps someone will prove me</p>
<p dir="auto">wrong!</p>
<p dir="auto">I believe you will like this system better, since it allows you to have a</p>
<p dir="auto">better overall character as well as maybe a little fun mixing and matching</p>
<p dir="auto">equipment to emphasize what you want in your character.</p>
<p dir="auto">Comments and questions are welcome.</p>
<ul>
<li>Improved the ability of the "shift" skill (slayers and vampires). In addition</li>
</ul>
<p dir="auto">to giving you sanct and haste, it also boots your str, dex, and int (three</p>
<p dir="auto">atts important to fighting), as well as boosting your hitroll and damroll. The</p>
<p dir="auto">boost are as such:</p>
<p dir="auto">str/dex/int: +1 for first class, +1 for each additional class</p>
<p dir="auto">hr/dr: +10 for first class, +5 for each additional class</p>
<p dir="auto">Additionally, it boosts all of your defence abilities by 33%. Said another way,</p>
<p dir="auto">you will have a 1/3 better chance of your defensive skill kicking in than you</p>
<p dir="auto">do in your normal form. This effect is similar</p>
<p dir="auto">to the "war cry" skill, which boosts all of your defence abilities by 50%.</p>
<p dir="auto">This works on all defenses (dodge, parry, spear block, …) except speed</p>
<p dir="auto">swerve, as drows do not have the shift skill.</p>
<p dir="auto">They also will regenerate heal, mana, and move between ticks when in</p>
<p dir="auto">the shifted state.</p>
<p dir="auto">They will also get an AC boost from the sanctuary spell. -100 for first class, -100</p>
<p dir="auto">for each additional class.</p>
<p dir="auto">Please let us know if these values need to be adjusted in either direction. This</p>
<p dir="auto">was done to address the complaint that at higher levels, shift becomes impotent.</p>
<p dir="auto">While these abilities will most likely seem overpowered at first glance, keep in</p>
<p dir="auto">mind that equipment cannot be used in the shifted state, presenting significant</p>
<p dir="auto">stat losses which need to be balanced out.</p>
<ul>
<li>
<p dir="auto">Added a harmonica to newbie area so new bards have something to play on.</p>
</li>
<li>
<p dir="auto">Fixed - there were scorpions from Lartin Castle in the wilderness.</p>
</li>
<li>
<p dir="auto">Telling something to a shaped person will no longer give away their shape.</p>
</li>
<li>
<p dir="auto">Fixed - when buying items in bulk, the price is much too high. E.g. buying 10 250silver</p>
</li>
</ul>
<p dir="auto">vials cost you 25,000 instead of the correct cost of 2,500.</p>
<p dir="auto">IMM</p>
<ul>
<li>Did more work on the token system. You can create, edit and save them now, but they</li>
</ul>
<p dir="auto">don't actually do anything yet - need to set up support for them in the scripting</p>
<p dir="auto">system. I lowered access to "tedit" mode to Lv151, since I see no harm in anyone</p>
<p dir="auto">checking out what has been done so far (just a basic editor, not really exciting</p>
<p dir="auto">yet.)</p>
<ul>
<li>
<p dir="auto">Imp sig is no longer needed to add spells to pills, staves, scrolls, potions, and wands.</p>
</li>
<li>
<p dir="auto">Fixed - People &lt; lv152 can now be given the gq command.</p>
</li>
<li>
<p dir="auto">Changed the wilderness exit-clearing routine to only do it when a max amt of exits is</p>
</li>
</ul>
<p dir="auto">reached, rather than every tick, to reduce the lag. Also, changed it to clear</p>
<p dir="auto">exits to and from rooms in which there are NPCs (but no PCs). This is a temporary</p>
<p dir="auto">fix because it means that NPCs will temporarily be stuck in their current room in</p>
<p dir="auto">the wilderness, but this is OK since I am planning on working in more (and more</p>
<p dir="auto">interesting) NPCs into the wilds, and will fix it then.</p>
]]></description><link>https://forum.v2.sentiencemud.net/post/3683</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/3683</guid><dc:creator><![CDATA[Syn]]></dc:creator><pubDate>Mon, 24 Jul 2006 19:03:59 GMT</pubDate></item><item><title><![CDATA[Reply to July &#x27;06 on Fri, 21 Jul 2006 21:16:29 GMT]]></title><description><![CDATA[<ul>
<li>Replaced the current wilderness mappings with Nibelung's latest set, and copied in the new wilds map. This will add the fourth continent (Just called Heletane for now) and has expansions on the others. See <s><a href="http://immsite.sanctuary-roleplay.org/viewtopic.php?f=18&amp;t=52" rel="nofollow ugc" class="plugin-markdown-hidden-link small link-danger"></a></s><a href="http://immsite.sanctuary-roleplay.org/viewtopic.php?f=18&amp;t=52" rel="nofollow ugc">Nib's post</a> for map itself.</li>
</ul>
]]></description><link>https://forum.v2.sentiencemud.net/post/3675</link><guid isPermaLink="true">https://forum.v2.sentiencemud.net/post/3675</guid><dc:creator><![CDATA[Tieryo]]></dc:creator><pubDate>Fri, 21 Jul 2006 21:16:29 GMT</pubDate></item></channel></rss>