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 Post subject: Mud has been upgraded to 2.2.5 (UPDATED)
PostPosted: Wed Jan 27, 2010 12:30 am 
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Arch-Caretaker
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Joined: Tue Sep 14, 2004 1:12 am
Posts: 739
Location: Delft, The Netherlands
Since things are still pretty unstable I'm extending the sandbox mode another 24 hours. We will revert the mud afterwards!
Please continue to report bugs or issues on the forums.

Oops, looks like part of 2.2.5 wasn't properly activated. Now it's in, including new leathers!

What's new in 2.2.5

Main change: Cloth AND leather materials and recipes are in! Get the skills and test both chains!

jan 28
+ Added recipes for leather scraps, tanned leather, studded leather, dragonwing,
lamellar dragonwing, battle leather, riveted battle leather, dragon scale and pristine dragonscale
+ Added butcher recipe for ingredients: iron studs, draconite rivet, Tempered draconite rivet
+ Ingredient Membrane tonic now sold by Broi the tinkering dwarf
+ Tarsonis Bathhouse temporarily sells some raw resources during testing period.
(Severed Dragonwing, Heavy Leather, Dragonskin)
+ moved bronze ingots back to smelting recipes.
+ replaced bad 'coal seam' ingredient with 'coal' for tempered meteorite.

jan 27
+ All materials should have their proper enchant and other traits now.
+ Added multipliers for all (new) materials. (They were defaulted to x1 def/x1 att)
+ Matched material damage multiplier for all ladders.
+ Improved max defense multiplier for all ladders.
+ Cleared invalid ingredient in metal processing recipes.
+ Tailor sells Thread and spindles, fairy dust can be gotten off Fey NPCs (rare drop).
+ Fixed sylvan bond, it is druid only again.
+ Added founding stone at x450,y549


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 12:43 am 
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Newbie
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Joined: Fri Jun 01, 2007 1:16 pm
Posts: 29
1)

When attempting to "harvest corpse" or "salvage corpse" the game responds with "Nothing left to harvest there."




2)

Please check items number 2, and 3 in the following list.

Code:
P-.-.-@    Gleaming Breastplate - Bulwark
|\     \   - Bulwark crafts
B .-$   E  Exits: west.
  |        Commands: list buy sell offer shop.
$-@-@     
  |       
$-.-$     
   \       
  $-.     
Garrig the Gerp the well-muscled mysterious male Greater Gerp is hovering above the floor.

-{[Raolas]}-
(5267/5778)-(5363/5363)-($0)-(4542)-(     |+++++)


Nr Item                                       Lvl Gold                  Count
:: :::::::::::::::::::::::::::::::::::::: ::::::: :::::::::::::::::::: ::::::
1 skill: Bulwark (Helmets)                     0               56,000    996
2 skill: Bulwark (Cuirass)                     0               56,000    996
3 skill: Bulwark (Cuirass)                     0               56,000    996
4 skill: Bulwark (Greaves)                     0               56,000    996
5 skill: Bulwark (Gauntlets)                   0               56,000    997
6 skill: Bulwark (Bracers)                     0               56,000    998
7 skill: Bulwark (Shields)                     0               56,000    998
8 skill: Pitter (Smelting)                     0               11,200    997
9 skill: Bulwark (Butcher)                     0               22,400    997

Type 'buy #' to buy or 'list #' to examine item.
Your pouch contains: 0 gold (banked 39,428 gold)


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 12:45 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
typed craft:
Id Category
---- ------------------------
1) Armor (Carved)
2) Armor (Forged)
3) Weaving

typed 'craft 3':

Weaving craft options:

Id Recipe
---- ------------------------------------------------
1) bronze ingot

Usage: 'craft 3 <nr or name>'


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 12:48 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
e500 sheathe was made from silk. item has 0 enchant space. no enchant space line even listed on the ID.


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 12:51 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
[quote="Binkly"]typed craft:
Id Category
---- ------------------------
1) Armor (Carved)
2) Armor (Forged)
3) Weaving

typed 'craft 3':

Weaving craft options:

Id Recipe
---- ------------------------------------------------
1) bronze ingot

Usage: 'craft 3 <nr or name>'[/quote]

-------------------------------------------------------------------------

as an addition to this bug, i am unable to purchase:

' 8 skill: Pitter (Smelting) 0 10,000 996'

'You already know that skill.' <-----given line after trying to buy.


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 1:51 am 
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Newbie
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Joined: Wed Dec 19, 2007 10:55 pm
Posts: 28
Location: Hell
I have some minor quirks with game play!

* You do not need an anvil/forge to craft. This may be neat, but doesn't quite make sense when you melt things down.

*Citadels fuse when dropped near one another.

*I will have to find it again, but I found the edge of alora, a corner?

*Pet stable?


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 4:42 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
Mining Bug:

You start harvesting from a coal seam.

Qadira starts harvesting from a coal seam.

You gain 250 Pitter (Mining) experience!
You dislodge lump of coal (4) with your mining pick.
Rubix the translucent-white sinister male Balrog fails to harvest anything from a coal seam.
You deplete a coal seam.

You stop harvesting.
You put lump of coal (4) in an extradimensional portal.

You start harvesting from a wall of sandstone rock.

You gain 250 Pitter (Mining) experience!
You harvest sandstone rock (4) from a wall of sandstone rock.

You work up a sweat, harvesting from a wall of sandstone rock.

You gain 250 Pitter (Mining) experience!
You harvest sandstone rock (4) from a wall of sandstone rock.

Bug is that Qadira's mining stops after it says she starts. This only happens when stripping, not if there is only stone. if u have to strip and one person starts the stripping and another starts quick enough so they strip the same object. whoever starts first gets the stripped resource. fair rule of first come, first strip, but the other person stops mining all together and output ends; should at least continue onto next strip object or stone, if that is what's after.


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 5:41 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
Mining bug:

You harvest phosphate rock (4) from a wall of phosphate rock.


---> Pitter (Mining) e547



For some reason after gaining a certain amount of xp through phosphate mining, i stopped gaining xp in the craft. i can still gain xp, but it only stops the xp gain if i mine phosphate. did gain xp for phosphate at the beginning, but not after a certain amount.


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 6:21 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
Mining Bug:

Came across a crystal cave while mining! :D

====~ crystal cave
@+= You scout your immediate area. Far to the nw you see wall. Far to the
- - west, sw you see impenetrable wall. On the horizon nw you see your
waypoint 'Arma'. Immediately north, ne, nw and far to the east, nw you
see veined rock. Far to the ne you see unstable faultline. Immediately
south, west and far to the west, se, sw you see voidstone. Immediately
east you see ores. Immediately se, sw you see solid rock.
Exits: down.

Tried to mine up to strip out some coal... but:

You would collapse the ceiling, reinforce this mine first.

Attempted to use girders to reinforce:

You need to be inside a mine.

Was unable to get at that darn lil coal :( lol


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 6:43 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
Mining bug:

Able to scry in the mines for GIGANTIC mining map view.

This is also tough for a Rogue when trying to make use of the prospecting ability, as they have built in scry when they looking in a direction.

Might be a good idea to make mine smell work like it used to whereas you typed mine smell and snorted for a large image. This way it takes away scry/scan but still gives you an advantage to see more of the map with mine smell, and doesn't make mine smell characters go to waste. If this change was implemented I also think you should increase the view size that mine smell would give you as to compared to what it gives now with it's auto-minesmell on feature.


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 6:57 am 
Offline
Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Forum bug:

It says my total posts are 64 even though I'm making new posts. A search matches me with 77 posts.


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 7:09 am 
Offline
Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Mining bug:


You start gathering a patch of colorful cave mushrooms.

You gain 250 herbalism experience!
You crush a colorful cave mushroom (4).
Rubix the translucent-white sinister male Balrog fails to harvest from a patch of colorful cave mushrooms.
You are done harvesting a patch of colorful cave mushrooms.

You start gathering a patch of colorful cave mushrooms.

You fail to harvest from a patch of colorful cave mushrooms.
Rubix the translucent-white sinister male Balrog fails to harvest from a patch of colorful cave mushrooms.
You are done harvesting a patch of colorful cave mushrooms.



It will continue to fail infinitely no matter how many attempts you make to continue to harvest the mushroom. If one harvest the desired result, perhaps item should disappear after initial harvesting? That way you don't have an item you can just loop on. Or if you're meant to be able to harvest it more than once then it's bugged to fail infinitely.


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 3:17 pm 
Offline
Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Bug:

In my craft menu under prac list - Pitter (Mining) e589
(Thought that level was weird as when I logged off last night I remember seeing it rise to over 630 some)
Started to attempt to mine again:



You gain 250 Pitter (Mining) experience!

You have now obtained level 640 in Pitter (Mining)!
- craftmanship reached level e1699!
You harvest fertile soil (4) from a wall of loose soil.



(Re-checked craft list in prac menu ---> Pitter (Mining) e590)


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 3:29 pm 
Offline
Mud Imp
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Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
World Map Bug:

If you're attempting to use travel mode and walk around the world map. That's just dandy! :D But problems arise, I noticed, when trying to travel near Midian. Even if you are in travel mode it makes you walk as if you are in explore mode. You can try to enter explore mode and re-enter travel mode but it still acts as if you are in explore mode at all times when walking there. Bug also doesn't just affect me. Others have experienced this as well.


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 8:16 pm 
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Newbie
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Joined: Fri Jun 01, 2007 1:16 pm
Posts: 29
More: Impassible Mountains are not impassible...

Also... What's the points of gems in crafting?


neither of these include gems in their recipies...


Do you inset gems at a later time, or what?


Code:
Forged Ring
--
Requires: lvl 1 Baubler (Rings)
create: Ring (1)
Craftable for levels 1 to e950.
Ingredients:
  2 x choice of bronze ingot, silver ingot, gold ingot,mitrill ingot, draconite ingot, meteorite ingot, emeralite
ingot, white crystal ingot, black crystal ingot, dwarven
steel ingot, tempered draconite ingot, tempered mitrill
ingot, tempered meteorite ingot.


Specify number of times to perform recipe.
Usage: 'craft 7 6 <count>'

-{[Raolas]}-
(5778/5778)-(5363/5363)-($0)-(4701)-(     |+++++)


Cut Ring
--
Requires: lvl 1 Baubler (Rings)
create: Ring (1)
Craftable for levels 1 to e950.
Ingredients:
  2 x choice of cloth, tanned leather, silk, flubber, flesh,plant, tissue, paper, tanned scale, tanned fur, tanned
hide, skin, elegant silk, gossamer silk, imbued gossamer
silk, runic silk, mooncloth, imbued mooncloth, baneweave,
leather scraps, studded leather, dragonwing, lamellar
dragonwing, battle leather, rivited battle leather,
dragonscale, pristine dragonscale, matriarch scale.


Specify number of times to perform recipe.
Usage: 'craft 6 4 <count>'


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 9:01 pm 
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Newbie
 Profile

Joined: Fri Jun 01, 2007 1:16 pm
Posts: 29
this is what I see when I type practice.... isn't it great? lol :)

It's not a problem the length of it, it's a problem of the information being absolutely useless to me in this manner, is were a way that it can be made more logical?

Edit:upon reviewing this post, I find it is mainly focused around cleaning up spam, I am sorry Daan. Anyhow; may I suggest as well something similar for the practice menu as I had suggested with the spellbook menu? and even combining them? continue on please...

Code:
::: Innate Spells :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
          Oozeform    -- 
::: Spells ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
       Shell prism    --               prism   350m              prism   500m
        Walk prism    --               prism    --                idol   410m
              idol   150m   of Arokahn prism    45m              prism   520m
             prism   500m              prism     4m       Person prism   115m
             prism   425m               idol    --               prism    16m
             prism   305m              prism    80m        Light prism    18m
        Fire prism    25m       Liquid prism    15m       Spring prism   110m
   Blindness prism     5m        Poison idol    30m              prism   200m
             prism    --         Magic prism    --        Sphere prism   490m
      Weapon prism   550m              prism    --               prism    -- 
             prism   340m              prism    --               prism   305m
              idol   395m              prism   525m               idol    -- 
              idol   490m               idol    --               prism   135m
      Avenger idol   300m       Symbol prism    40m              prism   100m
        Peace idol   500m              prism   325m              prism    20m
              idol    --        Object prism   140m              prism    -- 
             prism    10m         Door prism   380m              prism   345m
        Blow prism   115m        Armor prism   550m       Shield prism   390m
             prism    78m               idol    --               prism   410m
              idol    --               prism    20m              prism    -- 
             prism   560m               idol   235m              prism   235m
              idol   235m              prism   235m              prism   105m
             prism   400m              prism   330m              prism   260m
             prism    --               prism    --               prism    -- 
              idol     5m       Faerie prism   500m     Familiar prism   225m
             prism   295m              prism    --               prism    50m
             prism    --          Flux prism   540m              prism   140m
             prism    --         Sight prism   350m              prism    -- 
     Defense prism   490m               idol   420m               idol   400m
             prism   405m               idol     5m              prism   150m
   Of Recall prism    65m              prism   100m              prism   275m
::: Skills ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  aggressive style  60.0%*               aid   1.0%            alchemy  95.0%
     berserk style  40.0%*              brew   2.8%              climb   1.0%
     concentration  75.0%*     conjure prism  39.7%    defensive style  83.3%
               dig  85.0%*             dodge  50.0%*empower augmentati  95.0%*
   enhanced damage  75.0%*     evasive style  90.0%*        geomythics  95.0%*
       heavy armor  40.0%*        hydromancy  95.0%*              kick  29.8%
          kinetics  95.0%*       light armor  80.0%* mana conservation  95.0%*
          meditate  95.0%*      medium armor  80.0%*             mount  95.0%*
             parry  95.0%*              peek  25.0%*         pyromancy  95.0%*
            rescue   1.0%            running  95.0%*              scan  85.0%*
            search  58.6%            shields  70.0%*     soul soothing  95.0%*
     spell mastery  95.0%*              spot  75.0%*    standard style   2.2%
::: Weapons :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
              axes  50.0%*          blowguns   1.0%               bows  19.0%
         crossbows   1.0%            daggers  50.0%*            exotic  50.0%*
maces and hammers  60.0%*            slings  21.0%             spears  25.0%*
            staves  60.0%*            swords  60.0%*     talonous arms  25.0%*
             whips   1.0%
::: Tongues :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
            common  99.0%*           dwarven  99.0%*            elvish  99.0%*
           gerpish  99.0%*           gnomish  99.0%*          halfling  99.0%*
              ogre  99.0%*            orcish  99.0%*           phasian  99.0%*
            sylvan  99.0%           trollese  99.0%*
::: Tactics :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
       Aft Defense   1.0%    Roaming Defense   1.0%            Support   1.0%
::: Crafts (Level) ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Bulwark (Butcher)      1       craftmanship  e2720  Bulwark (Helmets)      1
Bulwark (Cuirass)      1  Bulwark (Cuirass)      1  Bulwark (Greaves)      1
Bulwark (Gauntlets      1  Bulwark (Bracers)      1  Bulwark (Shields)      1
Pitter (Smelting)      1    Baubler (Rings)   e501 Baubler (Necklaces      1
  Baubler (Bindis)   e500  Baubler (Templas)   e500 Baubler (Bracelets      1
Baubler (Anklets)   e500 Baubler (Earrings)   e500 Baubler (Sheathes)      1
Costumier (Weaving      1  Costumier (Pants)      1  Costumier (Robes)      1
Costumier (Shirts)      1 Costumier (Skirts)      1 Costumier (Cloaks)      1
Costumier (Dress)      1 Costumier (Cobbler      1
::: Recipes :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
     Carved Bracer            Carved Buckler                Carved Cap       
    Carved Cuirass           Carved Gauntlet            Carved Greaves       
     Forged Bracer            Forged Buckler                Forged Cap       
    Forged Cuirass           Forged Gauntlet            Forged Greaves       
             Cloak                  Footwear               Heavy Cloak       
             Pants                      Robe                     Shirt       
             Skirt             Wedding Dress            Carved Sheathe       
       Cut Sheathe            Forged Sheathe             Carved Anklet       
      Carved Bindi           Carved Bracelet            Carved Earring       
   Carved Necklace               Carved Ring            Carved Templas       
        Cut Anklet              Cut Bracelet              Cut Necklace       
          Cut Ring             Forged Anklet              Forged Bindi       
   Forged Bracelet            Forged Earring           Forged Necklace       
       Forged Ring            Forged Templas              bronze ingot       
             cloth





As well, spellbook,

This is what I see whan I type spellbook, any other caster (which is 98% of players believe it or not) all have this issue too, it's huge. Why not simplify it out like we have crafting have the (spell/song) book divide the idols / prisms / musical scores into chapters... a chapter for offensive prisms/idols, a chapter for support magic, a chapter for augmentation magic, a chapter for summoning... you get the idea... make it more appealing to go through the information instead of a big scrolling party.

Magic is my party, I've been playing at the party for a few years now, and well--I'll cry if I see some stuff goin on that could be improved upon...


Code:
You see nothing special.
When you look inside, you see:
A pocket sized pocket spellbook                       
<spellbook>                                                               
---------------- --------------------- ---------------- ---------------------
condition         pristine             effect            Sanctuary           
effect charges    5/5                  glorified by      Raolas               
recharge speed    extremely slow       size              Small               
substance         unknown              usable by follow  Maybloom             
                                       ers of                                 
value (gold)      5                    wear location     spellbook           
weight (lb)       28.30               
Socketed inside A pocket sized pocket spellbook is:
Magical components
  (diminutive) Antimagic Shell prism (137c, 0m, Defensive, Ef+6, 0.2 sec)
  (diminutive) Aqua prism (122c, 350m, Basic, D+28, 4.5 sec)
  (diminutive) Armor prism (134c, 500m, Defensive, D++,Ef+23, 10.2 sec)
  (diminutive) Astral Walk prism (136c, 0m, Basic, D+15, 4.5 sec)
  (diminutive) Bane prism (143c, 0m, Defensive, D+++,Ef+4, 0.2 sec)
  (diminutive) Bless idol (110c, 410m, Divine, D+,Ef+19, 9.2 sec)
  (diminutive) Bloodpurge idol (35c, 150m, Body, 4.5 sec)
  (diminutive) Book of Arokahn prism (6c, 45m, Enchantment, 10.5 sec)
  (diminutive) Bounce prism (136c, 520m, Defensive, Ef+25, 10.8 sec)
  (diminutive) Breath prism (125c, 500m, Physical, D+10,Ef+10, 5.0 sec)
  (diminutive) Cantrip prism (1c, 4m, Basic, 2.5 sec)
  (diminutive) Charm Person prism (54c, 115m, Mind, D+10, 4.5 sec)
  (diminutive) Clarity prism (127c, 425m, Mind, D+10,Ef+16, 6.5 sec)
  (diminutive) Clumsiness idol (146c, 0m, Body, Ef+11, 0.2 sec)
  (diminutive) Cone prism (10c, 16m, Physical, 4.5 sec)
  (diminutive) Confusion prism (97c, 305m, Mind, D+10,Ef+10, 5.0 sec)
  (diminutive) Container prism (13c, 80m, Basic, 8.5 sec)
  (diminutive) Continual Light prism (2c, 18m, Basic, 4.5 sec)
  (diminutive) Create Fire prism (6c, 25m, Basic, 4.5 sec)
  (diminutive) Create Liquid prism (2c, 15m, Basic, 4.5 sec)
  (diminutive) Create Spring prism (35c, 110m, Nature, D+6,Ef+, 4.8 sec)
  (diminutive) Cure Blindness prism (12c, 5m, Sensory, 3.5 sec)
  (diminutive) Cure Poison idol (8c, 30m, Body, 4.5 sec)
  (diminutive) Deem prism (10c, 200m, Sensory, 8.5 sec)
  (diminutive) Demi prism (144c, 0m, Physical, D+,Ef+10, 0.2 sec)
  (diminutive) Dispel Magic prism (143c, 0m, Basic, T+6,Ef+, 0.2 sec)
  (diminutive) Eldritch Sphere prism (139c, 490m, Defensive, D+4,Ef+18, 11.0 sec)
  (diminutive) Enchant Weapon prism (144c, 550m, Enchantment, Ef+35, 17.2 sec)
  (diminutive) Farsight prism (136c, 0m, Sensory, E-,D+7, 0.2 sec)
  (diminutive) Fir prism (147c, 0m, Physical, Ef+5, 0.2 sec)
  (diminutive) Fly prism (137c, 340m, Basic, D+27, 6.5 sec)
  (diminutive) Food prism (136c, 0m, Basic, D+12, 0.2 sec)
  (diminutive) Foolishness prism (97c, 305m, Mind, D+10,Ef+10, 5.0 sec)
  (diminutive) Fortune idol (110c, 395m, Divine, D+5,Ef+17, 6.8 sec)
  (diminutive) Glamour prism (134c, 525m, Mind, Ef+26, 9.0 sec)
  (diminutive) Harm idol (142c, 0m, Body, D+,Ef+9, 0.2 sec)
  (diminutive) Haste idol (142c, 490m, Body, D+8,Ef+13, 7.8 sec)
  (diminutive) Heal idol (140c, 0m, Body, Ef+9, 0.2 sec)
  (diminutive) Hide prism (56c, 135m, Basic, D+12, 4.5 sec)
  (diminutive) Holy Avenger idol (34c, 300m, Divine, 8.5 sec) (2)
  (diminutive) Holy Symbol prism (10c, 40m, Basic, 6.5 sec)
  (diminutive) Identify prism (55c, 100m, Enchantment, Ef++, 0.2 sec)
  (diminutive) Inner Peace idol (110c, 500m, Divine, D+6,Ef+10, 9.0 sec)
  (diminutive) Invisibility prism (132c, 325m, Basic, D+31, 4.5 sec)
  (diminutive) Knock prism (32c, 20m, Enchantment, 4.5 sec)
  (diminutive) Life idol (143c, 0m, Body, T+6,Ef+8, 6.9 sec)
  (diminutive) Locate Object prism (34c, 140m, Sensory, Ef+++, 7.2 sec)
  (diminutive) Meteor prism (140c, 0m, Physical, Ef+4, 0.2 sec)
  (diminutive) Mystify prism (5c, 10m, Enchantment, 8.5 sec)
  (diminutive) Pass Door prism (134c, 380m, Enchantment, D+29, 4.5 sec)
  (diminutive) Portal prism (137c, 345m, Basic, D+19, 0.2 sec)
  (diminutive) Psionic Blow prism (96c, 115m, Mind, E-6,Ef+7, 11.2 sec)
  (diminutive) Psychic Armor prism (142c, 550m, Mind, Ef+25, 11.8 sec)
  (diminutive) Rancor Shield prism (137c, 390m, Defensive, D+24, 4.5 sec)
  (diminutive) Refresh prism (20c, 78m, Nature, Ef+++, 7.2 sec)
  (diminutive) Regenerate idol (140c, 0m, Body, Ef+6, 0.2 sec)
  (diminutive) Resilience prism (143c, 410m, Defensive, D+12,Ef+11, 7.2 sec)
  (diminutive) Resurrect idol (107c, 0m, Body, 6.9 sec)
  (diminutive) Rose prism (16c, 20m, Summoning, 5.5 sec)
  (diminutive) Rotary prism (144c, 0m, Physical, Ef+7, 0.2 sec)
  (diminutive) Runegate prism (137c, 560m, Basic, D+23, 4.5 sec)
  (diminutive) SDEX idol (98c, 235m, Body, D+23, 2.5 sec)
  (diminutive) SINT prism (99c, 235m, Mind, D+23, 2.5 sec)
  (diminutive) SSTR idol (97c, 235m, Body, D+23, 2.5 sec)
  (diminutive) SWIS prism (99c, 235m, Mind, D+23, 2.5 sec)
  (diminutive) Sagacity prism (47c, 105m, Mind, D+10, 2.5 sec)
  (diminutive) Sanctuary prism (137c, 400m, Defensive, D+31, 4.5 sec)
  (diminutive) Scry prism (137c, 330m, Sensory, D+30, 4.5 sec)
  (diminutive) Shapeshift prism (30c, 260m, Nature, Ef+++, 6.2 sec)
  (diminutive) Sleep prism (148c, 0m, Mind, T+6,Ef+, 0.2 sec)
  (diminutive) Soulbind prism (120c, 0m, Basic, T+++, 0.2 sec)
  (diminutive) Spiders prism (152c, 0m, Physical, Ef+5, 0.2 sec)
  (diminutive) Strength idol (5c, 5m, Body, 2.5 sec)
  (diminutive) Summon Faerie prism (115c, 500m, Summoning, Ef+16, 9.5 sec)
  (diminutive) Summon Familiar prism (22c, 225m, Summoning, Ef+, 12.8 sec)
  (diminutive) Summon prism (84c, 295m, Basic, E-4,T+++, 8.1 sec)
  (diminutive) Tal prism (147c, 0m, Physical, Ef+5, 0.2 sec)
  (diminutive) Teleport prism (11c, 50m, Basic, 4.5 sec)
  (diminutive) Ter prism (147c, 0m, Physical, Ef+5, 0.2 sec)
  (diminutive) Time Flux prism (142c, 540m, Mind, D+8,Ef+13, 7.8 sec)
  (diminutive) Transport prism (57c, 140m, Basic, 0.2 sec)
  (diminutive) Tri prism (147c, 0m, Physical, Ef+5, 0.2 sec)
  (diminutive) True Sight prism (134c, 350m, Sensory, D+24, 4.5 sec)
  (diminutive) Ultima prism (149c, 0m, Physical, D+,Ef+5, 0.2 sec)
  (diminutive) Unravel Defense prism (141c, 490m, Physical, D++,Ef+20, 10.5 sec)
  (diminutive) Valiance idol (141c, 420m, Body, D+18,Ef+10, 9.0 sec)
  (diminutive) Vigilance idol (110c, 400m, Divine, D+6,Ef+13, 8.8 sec)
  (diminutive) Ward prism (135c, 405m, Defensive, D+12,Ef+10, 5.0 sec)
  (diminutive) Weakness idol (5c, 5m, Body, 2.5 sec)
  (diminutive) Wolf prism (12c, 150m, Summoning, 5.5 sec)
  (diminutive) Word Of Recall prism (45c, 65m, Basic, 0.2 sec)
  (diminutive) Xorn prism (32c, 100m, Nature, 3.5 sec)
  (diminutive) rot prism (130c, 275m, Mind, D+27, 0.2 sec)


Wasn't that fun to scroll through?


the Spellbook could be integrated as a chapter or something into the grimoire for the actual looking at the spells, instead of going through the spellbook... it's annoying... may as well move it all into a clean and easy to investigate system because of all of the spam... SCORE does not report 4 pages of information, why should eveything else?

Now my example of what I think it should look like...

Have all the information centralized into a grimoire... (as a grimoire is a ancient word for book which is the derrivative of grammar which is a set of rules followed by... remove)

Code:
Id   Category                 
---- ------------------------
  1) Skills           
  2) Spells [appears in grimoire if applicable]
  3) Song  [appears in grimoire if applicable]               
  4) Crafts [appears in grimoire if applicable]
  5) Quests
  6) Notes
  H) Help Me!! 

Usage: 'grimoire  <nr or name>'
Syntax: grimoire skills
Syntax: grimoire 1
Syntax: grimoire spells


H) Help Me!! would activates new help system, we'll need a new one, may as well make the grimoire a central part of the player's experience, because everything else was before, and if you minimize where they have to go for all this information it'll be less confusing...

Then to break it down...

Code:
Grimoire::: Index of Skills Chapter
Id   Category                 
---- ------------------------
  1) Offensive Skills 
  2) Defensive Skills
  3) Wielding Proficiencies
  4) Passive Skills
  5) Battle Styles/Stances
  6) Tongues/Languages
 

Usage: 'grimoire  <nr or name>'
Syntax: grimoire skills

note that:
1) (includes enhanced damage, kick, punch, elbow, headbut, stun)
2) (dodge, parry, tumble, light armor, medium armor, heavy armor, etc)
3) (all weapon proficiencies and dual weapon in here)
4) (geomancy, hydromancy, dig, search, concentration...)
5) (aggressive / passive / evasive, defensive, berserk)




/// NEW IDEA///

And Lastly... Casting... Well, I've been thinking, I honestly think to balance casting with melee, these should be the starting changes...

Please READ THE WHOLE IDEA BEFORE PLACING JUDGEMENT

Firstly, make magic attacks be determined by a players Magic Resistance Stat. In a way that how melee attacks are affected by mobility, the range for MR should be much smaller however, due to the ability to modify the complexity of spells and with the ability to utilize a range of MR Pierce attributes, it should be invariably a smaller window, but not an absolute number that you have to beat.

Secondly Make Magic casters get a crit, do not limit the crit they can do, only by the level of fecs they have in the spell. Crit cap 7 or so, just like the regular fec use cap in spells now. after 7, it's pointless unless it's enchant weapon or holy avenger or symbol....

Thirdly; We know that as it stands fecs affect how much damage the spell does, but by modifying the crit multiplier you effectively do the same thing... Still, however, I think that magic should have a way to up the effectiveness of the spells even more, obviously at the cost of something else... what else is there to sacrafice? Espace... Make Damroll affect spells, that way it will take up a good chunk of the espace the character has, making them unable to have uber mobility like I do...

Then, even I would need to COMPLETELY redo my character to be effective.


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 11:17 pm 
Offline
Arch-Caretaker
User avatar
 Profile

Joined: Tue Sep 14, 2004 1:12 am
Posts: 739
Location: Delft, The Netherlands
It looks like the code changes for 2.2.5 weren't activated :p OOPS! The practice list is already cleared out.


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Wed Jan 27, 2010 11:29 pm 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Typo bug:

You remove some last pieces of loose thread.
a Heavy Cloak binds itself to you.
- Gained a Heavy Cloak!
You gain 250 Costumier (Cloaks) experience!


Missing 'a Cloth Heavy Cloak'


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 Post subject: Re: Mud has been upgraded to 2.2.5 (UPDATED)
PostPosted: Thu Jan 28, 2010 12:49 am 
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Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
You see nothing special.
A patched leather bag of holding
elevel 950 trash
---------------- --------------------- ---------------- ---------------------
bound to Sananda condition pristine
enchantment 0/4620 size Medium
substance patched leather value (gold) 0
wear location hold weight (lb) 0.10


A patched leather bag of holding is not a container.

craft 4 1 1 e950 scraps

made that with the new leather scraps, can't seen to use the other resources in that shop for anything.


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 Post subject: Re: Mud has been upgraded to 2.2.5 (UPDATED)
PostPosted: Thu Jan 28, 2010 12:59 am 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Able to craft the correct instruments with the new leather scraps at Bathouse shop. Was only able to tailor Heavy Cloaks with the scraps as well, the rest of the tailor type crafts don't contain that ingredient within the recipes.


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 Post subject: Re: Mud has been upgraded to 2.2.5 (UPDATED)
PostPosted: Thu Jan 28, 2010 1:08 am 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
[quote="Binkly"]
made that with the new leather scraps, can't seen to use the other resources in that shop for anything.[/quote]


ignore the part about not being able to use the other resources, figured out I was missing Tanning craft.


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 Post subject: Re: Mud has been upgraded to 2.2.5 (UPDATED)
PostPosted: Thu Jan 28, 2010 1:29 am 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Typo bug:

(large) a patched patched patched patched patched patched patched patched patched patched patched leather Heavy Cloak


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 Post subject: Re: Mud has been upgraded to 2.2.5 (UPDATED)
PostPosted: Thu Jan 28, 2010 11:16 am 
Offline
Newbie
User avatar
 Profile

Joined: Mon Mar 05, 2007 5:17 pm
Posts: 18
exam spring
You see nothing special.
A natural spring
level 1 fountain
---------------- --------------------- ---------------- ---------------------
condition pristine size Large
substance cloth value (gold) 0
weight (lb) 0.10



...a spring made of cloth? lol..those are the ones in the mines heh


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 Post subject: Re: Mud has been upgraded to 2.2.5
PostPosted: Thu Jan 28, 2010 11:07 pm 
Offline
Arch-Caretaker
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 Profile

Joined: Tue Sep 14, 2004 1:12 am
Posts: 739
Location: Delft, The Netherlands
Binkly wrote:
World Map Bug:

If you're attempting to use travel mode and walk around the world map. That's just dandy! :D But problems arise, I noticed, when trying to travel near Midian. Even if you are in travel mode it makes you walk as if you are in explore mode. You can try to enter explore mode and re-enter travel mode but it still acts as if you are in explore mode at all times when walking there. Bug also doesn't just affect me. Others have experienced this as well.


When you are near obvious locations, your travel mode gets suppressed. This is on purpose, allowing you to enter it more easily.


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