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 Post subject: Game Updates - 08/18/04
PostPosted: Mon Oct 18, 2004 5:08 am 
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Joined: Wed Sep 15, 2004 2:06 am
Posts: 1377
Location: Ontario, Canada
Mailing, Basics:
- A proper mail package contains:
- 1 x Special mailable package or envelope
- 1 x Seal *
- 1 x Postage **
- Any wrapping
- Any items that fit in the mail package.
- Use Combine Box Seal, Combine Box Postage and
Combine Box Wrapping to prepare your package.
- type 'mail box <target>' to mail it.
- It doesn't matter if players are online or offline; you can
mail them both. Mail is delivered when they get online.
- Depending on the postage, mail is taken through different routes
(on foot, via pixie, via teleportation, etc), each taking their
own time.
- You can mail notes too, without much effort. Write up your note
and type 'post mail'. This will prepare an envelope for you to
handle.

* Guilds can create their own seals with 'setguild seal' and
'setguild priorityseal'. Configure which ranks can do this with
'setguild seal_rank'.
** Druids and Rogues can abstain from using stamps, using native
postage methods. Slow, but effective.


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 Post subject: 08/22/04
PostPosted: Mon Oct 18, 2004 5:11 am 
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Joined: Wed Sep 15, 2004 2:06 am
Posts: 1377
Location: Ontario, Canada
Haste cant increase command speed by more than 80%. Haste
points are scaled. (Meaning every 0.4 points over 50 counts
as 0.1% speed, and every 3.2 over 70+ counts as 0.1%).

Rooms that block astral travel also block range magic from
functioning. Also, ranged magic fails 30% of the time when
used on a fighting target.

breath spell worsens balance to the caster just like jab
does. When they loose balance, the spell has a 50/50
chance of missing. This is experimental and might be
added to other spells depending on the effect.
casting and Chanting:

Spellcasting and chanting will stop you from singing or
using an instrument.

Fixed DUPI not unbinding after re-logging your char.
Dupi's before this cannot be unbinded.




Deity Sigils and Holy Avengers are imbued with deity
powers, and as such are only wearable by followers of
the specified deity.

Deity Sigils:
Sigils get a required level for use depending on their
ability bonus. (level of Bonus/2 * Bonus/2. (as in, 10 STR
sigil is 10/2 * 10/2 = level 25)

Holy Avengers:
Holy Avengers can only be wielded by paladins. You can only
create a holy avenger when you are devoted to a deity.




+ When your right hand is severed, the mud will try to
equip items in your left hand.
+ Lights are no longer removed when heads are severed.
+ Blood from a whipslash bleeds a bit more than it used to.
+ Earrings are properly removed when ears are severed.
+ if one creature dies from a wound, all other creatures
still properly bleed that round.

Pets:
+ Pets only breed once. Females can be fed 'fertility
droplets' which can be found as normal pet toys. For each
droplet the pet can breed once more.
+ Pets no longer follow in a runewalk when sleeping or worse.




+ Antiflags should work again correctly now.
Highscore added: Knowledge
+ Can now craft Bone Weapons.
+ Arena highscore isn't wiped anymore after each game.
+ 'Construct inside' allows player to set if a location is
outside or inside.
+ Mining: Increased gemstone frequency and batch size for
citrine, garnet and carnalian and slightly increased
frequency for other gemstones.
+ Treasure: Improved probability of finding books.
+ Hamlets: Establishing a hamlet cost increased to 100mil.
+ Chests spawn poisons now.
+ 'group gather' and entering a room from the map follows
area level rules.


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 Post subject: 09/11/04
PostPosted: Mon Oct 18, 2004 5:12 am 
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Joined: Wed Sep 15, 2004 2:06 am
Posts: 1377
Location: Ontario, Canada
Password changes:
+ Recoded password encryption, there should be less colisions now,
making it harder to bruteforce. -> You will be required to re-enter
your password and re-set any share passwords again.

Combat/Armor/Attack changes:
+ No longer possible to attack ghosted-players
+ You can no longer throw cursed items when you are cursed by them.
+ installed some small balance related fixes.
+ Avatars and epic chars where accidently rolling with D40 dices.
Adjusted to D20.
+ Lower luck adjustments to D20 rolls.
+ Lowered mobility penalty for high mobility values to /3 instead of /5.
+ Fixed a bad value that allowed clerics to have 80% heavy armor instead
of max 40%.

Resistance changes:
+ Resistances are capped at 99%. When more than half of all resistances
is filled, the cap lowers. The more resistances you fill, the more the
cap lowers. In effect, you can focus on a specific set of resistances
and max them out, or you could focus on all but be less effective at
resisting them.




Magic changes:
+ Small wildsurge tweaks
+ Regenerate prism heals a limited number of wounds at a time, one extra
for each affect rune added.
+ The resurrect spell can be range-casted -even- when other spells would
be blocked from the target.
+ Target rune now targets a random character instead of the first one
in the room. It was never intended to use it as a 'cast spell
FirstTarget SecondTarget' thing.
+ Fixed conjuration error which caused wrong spell to be conjured.
(bloodpurge->create blood)
+ Fixed gender mixup problem with ventriloquate. :P
+ Earthquake no longer attacks pacifists.

Arena Changes:
+ Pets and players who are located in the arena at connection time
are relocated to TSQ.
+ Player followers (charms pets) are teleported with the player
in/out/around the arena(s).

Crafting changes:
+ You can now carve bone weapons.




Pet changes:
+ Instead of loosing all items, before your pet is stabled you receive
all items they carry.
+ Fixed bug which allowed some pregnant pets to be stabled anyway.

Epic Changes:
+ Increased epic mobile levels by 1 for more XP.
+ Lowered epic mob hitpoints, halved them for some classes.
+ Increased XP gained from epic mobiles.
+ Fixed epic gem spawning code, it accidently overspawned the best
diamonds. switched blue diamonds and jade in spawn list.
+ Fixed epic dungeon portals causing crashes when re-entering after
sacrificing a slab.

Blood changes:
+ Blood is properly used up by 'fill'.
+ Blood from containers and fountains now counts as actual blood.
+ Constructs, undead, slimes, elementals and plant creatures dont spawn
blood on death.

Exp changes:
+ Ghosts do not gain exp for kills. they died!
+ When avatarred, you can now properly gain exp to pay for conjures/etc
(up to 5000 xp).




Skill changes:
+ Search and spot skills properly use the relevant skill value now.

Misc changes:
+ Fixed player-death-score-counter on exit, it was listing deaths of
people you killed, not deaths of the player itself.
+ Exam object will look at the object you are looking at, not a similar
object on the ground.
+ after jailing a player, a mobile will no longer start hating/jailing
that player.
+ Removed unused/non functioning traits from the 'trait' command. Also
added a 'trait clear' command.
+ Added 'involve retract', allows people to retract their engagement
proposal.
+ No more bad undescribed potion spawning in potion belts.
+ Decreased potions in potion belts, added an occasional stuffed belt.
+ Added auctioning of seals, giftwraps, stamps, uniforms, blackjacks,
vials, armor spikes, sextants, spyglasses, boons, fishing rods, deeds,
pettoys, peteggs, petcollars, trash and treasuremaps.
+ Decreased gass cloud duration.
+ Fixed a bug where skill adeptions where listed incorrectly in practice.
+ Structure boon effects (like TAX) get saved.
+ scan (scry) now correctly displays player shop names.
+ Added forced 'minimum prices' to objects like weapons and armors.




You can now report website related problems with the bug command.
Anything like broken links, typo's, malfunctioning scripts fall
under this. A website bug is worth 5000 gold. :)


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