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 Post subject: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 2:00 am 
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Joined: Tue Sep 14, 2004 1:12 am
Posts: 739
Location: Delft, The Netherlands
I need a little more time to get everything set up. Its a bit of a mess, but if you want to get some testing time in, I'm opening up the MUD so you can play around!

  • The MUD will revert in 24 hours from this post! nothing will be saved!
  • Please report bugs or issues on the forums.
  • To get an idea what's missing, read on:

Plan for 2.2.1

#274: replace newbie area.

#351: Check for crafting recipes or skills that cannot be learned (not in shop, or automatically learned).

#350: Remove old Tarsonis from the world.

#105: Prospecting functions on world surface

#337: prevent the old helpfiles to load (when we're sure the importer works ok).

#338: Encounter: Remove old 'encounter' system.

#92: Finish Fishing

1. Add all fishes
2. Add trash objects
3. Add custom message for breaking instrument

#329: Port Salvage

#330: Port Cooking

#331: Port Fishing

#332: Port Foraging

#333: Port Recraft

#334: Port Ring Crafting

#335: Port Treasure Hunting

#339: imbued runic silk missing.

#341: Added craftable instruments.

#342: Add leather processing skill+recipes

#343: Add bone processing skill+recipes

#344: Add wood processing skill + recipes

#345: Add sources of leather

#346: Add sources of bone

#348: add affects to all substances

#349: edit statues and signs objects, add custom text tag placeholders.

#352: Add a way to travel from Old Tarsonis to New Tarsonis.

#353: Disable Old Tarsonis.


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 2:11 am 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
:)


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 2:30 am 
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Joined: Sat Feb 05, 2005 6:16 pm
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Location: some where behind the washer
Woot Woot!!


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 4:25 am 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
If you enter a command and interrupt the process of crafting either I am unsure of the new command to continue working on unfinished product or it's a bug. :) Back to more tinkering lol


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 4:28 am 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
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Location: New Brunswick, Canada
Also when you interrupt the crafting process and it shows the "crude" unfinished product in your inv. This item adds to damroll and damred alot for a level 1 item. could be used to someones advantage lol


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 4:32 am 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
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Location: New Brunswick, Canada
perhaps since recipes is such an extensive list to go along with the new prac/spells/crafts list all in one, maybe recipes could be put in it's own practice like menu for when typing recipes it would just shoot up that instead of it all at once as a big spam block. :)


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 4:38 am 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Also some timing seems off. I notice it when i go to move south it will tell me I "fly south" and i get the explore xp instantly but then about a second or so later i then move from old room to new room. I enter south, says "You fly south." 1 second or so delay. movement to next room. during this delay it shows me as still in this room before i moved anywhere and i am able to drop items and it will drop in the room i am moving towards before i am even in it. hope i explained that bug properly.


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 5:14 am 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
seems to be a minor problem with multiple item crafting at once. successful exception forging of a sickle was accomplished by Trinity. she forged 2 exceptional e950 sickles at once. (forge 18 18 2 e950 bronze)

ID of first sickle:

A bronze sickle
elevel 950 exotic weapon
---------------- --------------------- ---------------- ---------------------
bound to Sananda condition pristine
craft quality Exceptional enchantment 0/11756
max critical x2 size Tiny
substance bronze value (gold) 85
weapon damage 45-151, 98 avg weapon speed 5.50
wear location hold weight (lb) 0.60
your damage 67-226, 146 avg your speed 3


nothing wrong there. perfectly normal sickle.

2nd sickle:

A bronze sickle
elevel 950 exotic weapon
---------------- --------------------- ---------------- ---------------------
bound to Sananda condition pristine
max critical x2 size Tiny
substance bronze value (gold) 85
weapon damage 45-151, 98 avg weapon speed 5.50
wear location hold weight (lb) 0.60
your damage 67-226, 146 avg your speed 3


problem is no craft quality or espace on the item.


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 5:22 am 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
that direction bug i was explaining i was only using south as a genera direction reference. it basically does that problem for any dir you travel in.


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 5:26 am 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
also noticed when you type prac and it shows you the menu of your spell/idol names (from the change within the spellbook itself) they all end with idol or prism depending on what they are now, but the spacing is horribly off in the prac menu. also causing some casting issues with the additional tag on idol/prism now.


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 5:31 am 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Trinity helped discover this bug. Still able to sharpen weapons via old crafting system and then log char and receive craft credits for the new system.


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 5:35 am 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Balrog was aether'd with bugged troll regen aether before new patch. now it has the fixed troll genus replacement. still missing regeneration points from levels.

Regeneration: 0


Tricks: Innate: 19 Non-Magical: 5/5 Magical: 4/4 Aether: 3/3
Protection Resist Elements Attacking
Prowl Dodge Teleport
troll genus Ghost Skeletal


Race: Balrog, lvl e754 Pedigree: Perfect Age: 241


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 5:45 am 
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Newbie
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Joined: Wed Dec 19, 2007 10:55 pm
Posts: 28
Location: Hell
Some little things have probably already been mentioned, but here is my spill. When you crafting you can specify an amount.
You gain 4,480,000 Wroughter (Talons) experience!

You have now obtained level 1,000 in Wroughter (Talons)!

Maximum Wroughter (Talons) level reached!
- craftmanship reached level e950!


This was when I specified to create 1,000 talons and it hit masterpiece. So I made 1,000 MP e500 talons, but I could not identify them no matter how much I tried even though they were in stacks. I tried getting them out, but still to no avail.


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 11:23 am 
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Location: Delft, The Netherlands
Binkly wrote:
that direction bug i was explaining i was only using south as a genera direction reference. it basically does that problem for any dir you travel in.


The mud throttles room descriptions so when you spawm 8x south, it will wait a second and only show the 8th room. Has to do with the overland map as well.

Might move it to a config option later, to specify ms delay.


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 3:10 pm 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Able to scry rooms in the mines in any direction. Example.

Current room Char is in:

xxx#: mine
x#@xx You scout your immediate area. All around you see wall. Immediately
xxx## north, east, south, nw, sw and far to the east, west, nw, sw you see
packed soil. Immediately west, ne, se and far to the se you see loose
soil. Far to the ne you see decayed vegatative matter.
Exits: up.
(huge) A natural spring of water bubbles gently.

typed 'look down':

loose soil lies down.
You attempt to scry...
x#xx loose soil
xx@x# You scout your immediate area. Plant roots dangle down from the ceiling.
:x:x# Far to the nw you see voidstone. All around and far to the west, ne you
see packed soil. Immediately north and far to the east, se you see loose
soil. Immediately south and far to the sw you see decayed vegatative
matter.
Exits: up.
(large) A wall of loose soil lies here.


Could be used to find EG or godforges easier? *shrug* just throwing things out there lol

Also still unable to mine downward. I'm guessing reinforce wasn't put in yet with the new system, or I could just be newbie like and not know the new command lol. :) Hope all my rambling posts are helping and not just annoying the heck out of everyone lol.


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 3:12 pm 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Also, I should add all that scry stuff I would consider normal, except you can scry the dirs when the exits aren't even connected yet.


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 3:14 pm 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Also able to scan normally in the mines before the exits are connected.

example room:


xxxx# mine
x@.x You scout your immediate area. All around and far to the east, ne, se you
#xxx# see wall. All around and far to the east, nw you see packed soil. Far to
the ne, se, sw you see loose soil. Far to the west you see voidstone.
Immediately east you see mines.
Exits: east up.

type 'scan west'

You stop harvesting.
Scanning west...
packed soil
(large) A wall of loose soil lies here.
(large) Patch of colorful cave mushrooms grows from the walls.
voidstone
(large) A mineral pocket sits here, partially exposed.
packed soil
(large) A wall of loose soil lies here.
(large) A mineral pocket sits here, partially exposed.
packed soil
(large) A wall of loose soil lies here.
(large) A mineral pocket sits here, partially exposed.
(large) Patch of colorful cave mushrooms grows from the walls.
packed soil
(large) A wall of loose soil lies here.
(large) A mineral pocket sits here, partially exposed.
packed soil
(large) A wall of loose soil lies here.
(large) A mineral pocket sits here, partially exposed.
packed soil
(large) A wall of loose soil lies here.
(large) A mineral pocket sits here, partially exposed.
Your vision blurs with distance and you see no farther west.


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 3:25 pm 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
also it was allowing me to mine without having to have the Pitter (Mining) craft purchased. going to go buy that now and then continue mining lol.


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 3:42 pm 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Just to clarify so I don't confuse people with my prior post. To reinforce now you will need "girders". They can be crafted and are located under the Architecture craft. To reinforce once you have the girders type use girder.


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 3:51 pm 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Able to mine on the world map over water. This works in deep ocean, ocean, shallow water. if this is normal, then when u mine down into the new room it doesnt fill with water, so that part at least doesnt sound normal. lol :)


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 4:35 pm 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Xorns don't die in the abyss


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 5:09 pm 
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Joined: Tue Sep 14, 2004 1:12 am
Posts: 739
Location: Delft, The Netherlands
Binkly wrote:
If you enter a command and interrupt the process of crafting either I am unsure of the new command to continue working on unfinished product or it's a bug. :) Back to more tinkering lol


You can 'use <unfinisheditem>', which will finish the process.


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sat Jan 23, 2010 5:31 pm 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
typo bug:

You plucks cotton boll (2) from a cotton shrub. <---- Current

You pluck a cotton boll (2) from a cotton shrub. <---- Possible solution?


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sun Jan 24, 2010 2:39 pm 
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Location: Delft, The Netherlands
maudlin wrote:
Buying a craft skill when you already have crafting points invested in that crafts resets the current level back to level 1.

You pay 67,500 gold and suddenly feel a lot poorer.
You buy skill: Pitter (Mining).
- Lost 549 ranks in Pitter (Mining)!
- Lost 549 levels in craftmanship!

Also when traversing the overland map, it is possible to walk through Impassable Mountains and similar areas.


Fixed in 2.2.3


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 Post subject: Re: Mud has been upgraded to 2.2
PostPosted: Sun Jan 24, 2010 7:35 pm 
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Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
I anchored my citadels out in the ole swampy area, somewhere I randomly walked to lol... Anyway, um. I sethome to it so I could recall back to it and I went off and did some mining. When I went to recall back to where I anchored my citadel, it instead sent me to the old alora map where my citadel used to be. I tried to then rune touch to it and it did the same thing, old alora map location. so imma go search for some swamps in the mean time lol :D


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