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  5. July '06

July '06

Scheduled Pinned Locked Moved Changes
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  • SynS Offline
    SynS Offline
    Syn
    retired
    wrote on last edited by
    #1
    • 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.

    • Fixed a crash bug in which the game attempted to award experience to an NPC on a group kill.

    • 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.

    • Lvl150 immortals will now be able to edit helpfiles, upon request.

    • Removed my unfinished quest editor system since it will be redundant with tokens.

    • Fixed - you could send a reply with no argument (i.e. You tell <person>'') - this drove me nuts!

    • When a weapon script killed an NPC, experience was not awarded. This is now fixed.

    These as well as the previous unreleased set (last ones in May 06 post) will be released this weekend.

    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.

    Happy trails, see you all soon.</person>

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    • TieryoT Offline
      TieryoT Offline
      Tieryo
      wrote on last edited by
      #2
      • 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 Nib's post for map itself.

      The pig go.

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      • SynS Offline
        SynS Offline
        Syn
        retired
        wrote on last edited by
        #3

        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.

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