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 Post subject: Mud has been upgraded to 2.2.3
PostPosted: Sun Jan 24, 2010 6:30 pm 
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Arch-Caretaker
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Joined: Tue Sep 14, 2004 1:12 am
Posts: 739
Location: Delft, The Netherlands
2.2.3 is live!

We will continue in sandbox mode on monday, until there are less big bugs remaining. Have fun experimenting!

* The MUD will revert after monday! nothing will be saved!
* Please report bugs or issues on the forums.

Fixes

* Added check to prevent players paying for skills they already have. Shops refuse to sell skills to players who already have them.
* Fixed crash bug caused by certain shop items / crafted items. This probably fixed some binding/crafted quality issues as well.
* Fixed bug caused by falling characters.

Crafting XP

XP gain was bugged in 2.2.0. I've revamped to XP system so it better reflects the effort of being a master craftsman.

XP gained per completed recipe is now defined by your overall craftsmanship level. Every 1000 craftsmanship levels your XP gain per crafted item drops gradually. at 8000 it drops dramatically; you can still learn crafts, it's just very slow paced.

To reflect the struggle each master craftsman has in perfecting their technique, at fixed levels your character reaches a plateau, which they can only pass by creating an item of a certain quality.
* A superior item at level 9, 19, 29, 39, 49
* An exceptional item at level 50
* A legendary item at 99, 199, 299, 399, etc.
This represents your character discovering something new about the trade, while proving himself to his peers. This instantly jumps your character to the next level.


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 Post subject: Re: Mud has been upgraded to 2.2.3
PostPosted: Mon Jan 25, 2010 5:02 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:

&BYou sense that a colossal amount of magical energy is being displaced, as a huge object is teleported.


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 Post subject: Re: Mud has been upgraded to 2.2.3
PostPosted: Mon Jan 25, 2010 5:04 pm 
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Joined: Wed Jan 23, 2008 5:31 am
Posts: 32
Location: California
When one const anchors a building where one already is they fuse toegther. You can go from one building to the next interchangebly. Basically, you're at the entrance to one house and you can walk south into the entrance of the other.
Thank Balthildas for locks, eh? =P
Anyway, now I'm gonna test what happens if a third building is anchored.


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 Post subject: Re: Mud has been upgraded to 2.2.3
PostPosted: Mon Jan 25, 2010 5:26 pm 
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Joined: Wed Jan 23, 2008 5:31 am
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Location: California
When a third house is anchored the same thing happens. The entrances are fused together and you can walk from one house to the other with one step. It is a bit annoying to figure out which house is which and how the heck to exit the whole plaza(if you wana call it that).

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 Post subject: Re: Mud has been upgraded to 2.2.3
PostPosted: Mon Jan 25, 2010 5:31 pm 
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Joined: Wed Jan 23, 2008 5:31 am
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Each house can also be entered at different points. You enter at the entrance of each house of course.
Say I have three houses anchored. I can enter the plaza or whatever we want to call this congolmeration of buildings at three entrances then.
Basically, the houses are right next to each other. There are three white asterik entrances and when you're in one building you can just walk into the other. Hmm...

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 Post subject: Re: Mud has been upgraded to 2.2.3
PostPosted: Mon Jan 25, 2010 5:56 pm 
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Joined: Wed Jan 23, 2008 5:31 am
Posts: 32
Location: California
Not sure if this is intended but when one recalls to their house before it is anchored they get stuck.
For example, I recalled to my house in Camp Bluegrove.
I could not go any direction and I could not enter my citadel.
Now this was a real problem for me. I'm a vamp and I'd run out of blood.
I couldn't even summon a pillar to rune travel with.
I called on a friend to astral to me and make a pillar for me. Thank Balthildis.
Anyway...
that sucks.

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 Post subject: Re: Mud has been upgraded to 2.2.3
PostPosted: Mon Jan 25, 2010 5:57 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:

+ Learned [Bckpack].


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 Post subject: Re: Mud has been upgraded to 2.2.3
PostPosted: Mon Jan 25, 2010 5:58 pm 
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Joined: Wed Jan 23, 2008 5:31 am
Posts: 32
Location: California
When leaving Tarsonis I can't find the blood entrance!
How the heck do i get back in?
Has the symbol for entrances changed?
i just can't find the entrance in what the map calls swamp.
So Tarsonis is no longer in Tarsonis woods?

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 Post subject: Re: Mud has been upgraded to 2.2.3
PostPosted: Mon Jan 25, 2010 6:05 pm 
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Joined: Wed Jan 23, 2008 5:31 am
Posts: 32
Location: California
Type Bug:

A large cotton shrub sports cotton bolls.

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 Post subject: Re: Mud has been upgraded to 2.2.3
PostPosted: Mon Jan 25, 2010 6:06 pm 
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Joined: Wed Jan 23, 2008 5:31 am
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And... what the heck?

"A cotton shrub falls from above..."
0_o Who's throwing plants at me!

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 Post subject: Re: Mud has been upgraded to 2.2.3
PostPosted: Mon Jan 25, 2010 6:20 pm 
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Joined: Wed Jan 23, 2008 5:31 am
Posts: 32
Location: California
Is this supposed to happen?
When flying my vehicle I notice that the map through the vehicle's window is different than the map when I exit the vehicle.
When i exit it says I'm in a jungle a few hundred paces from Tarsonis.
When I enter it shows desert mountains and Lava.
Here's a pic.
Image
Ryoku is the construct name of my plane.
All I can think is that you've made a new world map?
And it's put on top of the old one?
And vehicles still see the old one?

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