Dark Legacy MUD Forum


Multi User Fantasy Text Game
It is currently Thu Mar 28, 2024 12:25 pm

All times are UTC





Post new topic Reply to topic  [ 36 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Mud has been upgraded to 2.2.16
PostPosted: Fri Mar 19, 2010 9:37 am 
Offline
Arch-Caretaker
User avatar
 Profile

Joined: Tue Sep 14, 2004 1:12 am
Posts: 739
Location: Delft, The Netherlands
Crafting:

+ Added code to retire defunct skills, and prevent buying retired skills by accident.
+ Retired Wroughter (Pet Weapons) skill for now, no recipes.
+ Added Bulwark (Pet Armor) skill to lillobees shop.
+ Mine smell and prospecting now stack in prospecting distance.
+ Renamed harvesting to "Scrounger (Foraging)", and fishing to "Scrounger (Fishing)".
+ Bugfix: Retired duplicate Customier (Pets) skill, removed from Lillobee's shop, points are automatically reimbursed.
+ Bugfix: Barding moved to main Customier (Pets) skill.
+ Bugfix: Gemcutting, Woodcutting, Butchering no longer has quality improvement requirements for leveling.
+ Bugfix: Customier Pet Collar material source changed from gemstone to cloth/leather. (Cut jewellry is intended to be cloth/silk/leather, gemstones and precious metals are introduced later).
+ Bugfix: Harvesting from Cotton Shrubs now requires "Scrounger (Foraging)".
+ Bugfix: Mining Phosphate should give skill xp now.
+ Typo: Capitalized Craftsmanship, Gemcutting and Woodcutting.
+ Typo: Your technique cannot improve until ...
+ Typo: Removed extra space after pine tree.
+ Typo: When stop plucking a cotton shrub: You stop logging. -> You stop plucking.
+ Typo: Cedar Wooden blocks: Cadar -> Cedar
+ Help: 'prospecting' updated, explains mine smell.

World Map:

+ Bugfix: 'scan' is a non-magical skill, and can no longer be used to look through mine walls.
+ Bugfix: A web of colossal crystals now properly blocks access to a mine (old broken crystals might stick around for a while).
+ Bugfix: Bubbling bogs clears out after harvest completion. (old broken bogs might stick around for a while).
+ Bugfix: Can no longer pass impassable mountains at impassable mountain level.
+ Bugfix: Can no longer mine away impassable mountains.

Enchanting:

+ Bugfix: Restored the crusted carapache baboo shop.

Dungeons:

+ Built engine to flavor dungeons with generated themed names.
+ Champion mobiles in and outside the dungeons are now named. If you spot anything strange, post bug in mob room so I can find it more easily.

Newbie Area:

+ Build: Made nexus area noastral.
+ Build: Brumblepot the imp is now a pacifist, to prevent newbies accidently killing their guide.

Misc:

+ Bugfix: Items of different qualities no longer stack, keeping enchant space intact.
+ Bugfix: No longer automatically drown in surface water; fly, hover or movement score above 25% (or 50 points, whichever is higher) keeps you (or your mount, if you are on it) afloat.
+ Bugfix: XP daily/online reward is pushed back while player is dead, to prevent levelling during death glitches.
+ Bugfix: Fixed moonlight from filling all jars everywhere by accident.
+ Crashfix: fixed nation related crash bug.
+ Crashfix: Characters with pets, taking more than five minutes to inspect ancestry, caused the MUD to crash. When they logged in again, the mud would crash again. fixed.
+ Crashfix: Using barrage a second time no longer crashes the game.
+ Typo: Your incubator whirrs to a halt. (wirrs->whirrs)


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Fri Mar 19, 2010 11:29 am 
Offline
Newbie
User avatar
 Profile

Joined: Mon Mar 05, 2007 5:17 pm
Posts: 18
well..was levelling in silver streams..and notices something odd with the names of merchants..

You gesture and chant 'Solaris'
You cause a blinding column of light to descend upon Silly Sbaer.
A merchant: Makes a fortitude check (37+8=45, DC 61), *fails*
... You cause 365 damage.
Silly Sbaer is DEAD!!
You gain 153 xp.
[Norocos] +3 guild influence, by gaining experience.
Silly Sbaer splatters blood on your armor.
The corpse of A merchant holds:

You gesture and chant 'Solaris'
You cause a blinding column of light to descend upon Puaku the Minion.
A merchant: Makes a fortitude check (37+18=55, DC 61), *fails*
... You cause 380 damage.
Puaku the Minion is DEAD!!
You gain 153 xp.
[Norocos] +3 guild influence, by gaining experience.
Puaku the Minion splatters blood on your armor.
The corpse of A merchant holds:

actually..it's some guards too..

You gesture and chant 'Solaris'
You cause a blinding column of light to descend upon Qfax the Vile Plague.
the gate guard: Makes a fortitude check (28+11=39, DC 61), *fails*
... You cause 382 damage.
Qfax the Vile Plague is DEAD!!
You gain 153 xp.
[Norocos] +3 guild influence, by gaining experience.
Qfax the Vile Plague splatters blood on your armor.
The corpse of the gate guard holds:

You gesture and chant 'Solaris'
You cause a blinding column of light to descend upon Jdemyijxyeixlomdfi the Lord.
the gate guard: Makes a fortitude check (28+20=48, DC 61), *fails*
... You cause 358 damage.
Jdemyijxyeixlomdfi the Lord is DEAD!!
You gain 153 xp.
[Norocos] +3 guild influence, by gaining experience.
Jdemyijxyeixlomdfi the Lord splatters blood on your armor.
The corpse of the gate guard holds:

...you get the picture lol :)


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Fri Mar 19, 2010 3:50 pm 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Rogues are unable to make use of mine prospecting due having auto-scry when looking in a direction.


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Mon Mar 22, 2010 1:40 pm 
Offline
Mud Imp
 E-mail  Profile

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

an ironwood block


Extra space after ironwood.


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Mon Mar 22, 2010 1:56 pm 
Offline
Lowbie
User avatar
 E-mail  Profile

Joined: Wed Jan 19, 2005 11:41 pm
Posts: 51
Location: In your coffee stash >:D
Ironwood girders are heavy girders, because if you examine them it says "A heavy girder used to reinforce a mine"
However when you try and reinforce it says "You need a heavy girder to reinforce this location.".
I did make the girders from pine before ironwooding them, as opposed to ironwooding the blocks and then making the girders.

------------------------
Crafting CARVED axle/gear requires a forge (as opposed to FORGED)

"You melt some cedar wood block into crudely shaped small axle."

(Most interesting wood i've ever seen! :p)

--------------
trise has no world map exit ('leave' in the entry room is listed as a command, and doesn't work. 'map' is listed as an exit) -- "Alas, you cannot go that way" on typing leave.

-------------
construct building <anyting> takes quite a while (if you're outside a foundation stone) before you get the 'outside village limits, move closer to foundation stone'

-------------
Random names for the blacksmith/trainer in the cits are awesome! But they are rerolled every time the cit is reloaded (eg when I don't go into it for a while and then enter it). So my blacksmith changes (his|her|its) name regularly. (I quite like it, it makes my cit more interesting to visit :p)
--------------
typo : customier (Hatter) and customier (Pets) vs cOstUmier (costumier correct, customier not).
--------------
mining with xorns - charmies harvest stuff to their inventories so if they disappear (for example, when the player dies regularly in mine caveins ;)) the stuff goes too ... i suppose the 'harvest to inventory' thing makes sense though, it just means you have to remember to get the xorns to drop everything once in a while.

--------------
whilst processing wood, the amount of wood gained could be misleading

Inventory:
(huge) cedar wood block (32)
(huge) cedar wood log

craft 11 1 1
- 1 cedar wood log Lost!
Your product is of above normal quality!
- Gained cedar wood block (34)! --------- count is by quality. eg if i'd made 2 exceptionals the next would be Gained cedar wood block(4)
You gain 250 Woodcutting experience!

<2346/2326hp 1959/1985m 1225tnl 1654/1656mv 609g 597/591pethp I>
Inventory:
(huge) cedar wood block (34)
(huge) cedar wood log

Ie when it says 'Gained cedar wood block (x)!', x is the number of cedar wood blocks of that quality you currently have in your inventory, not how many you actually gained (I only gained 2 in the snippet above)

------------------------------------
One of a kind wood blocks - you create them two at a time, and two exist until you label/drop them, in which case the other is no longer legendary. That is, I can cast identify on/examine 5.block and 6.block and they will both have the "bdieszecandusnofooz "blightedrevenge" Pine wood block" description, but the moment I label 5.block, 6.block has its espace/quality wiped (vice versa). Same for dropping.

Your product is one of a kind! It is truly supreme!
....
- Gained pine wood block (2)!


Also, would it be possible to have an additional keyword for legendary stuff? because I had 1679 blocks in my inventory at the time and was trying to locate the one that was legendary :p. Or perhaps they could be automatically labelled with the name?

--------------------------------
When I drop all the blocks in my inventory (from processing), fill them into a portal, and empty the portal, all blocks have their espace/quality info wiped.


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Tue Mar 23, 2010 1:12 pm 
Offline
Lowbie
User avatar
 E-mail  Profile

Joined: Wed Jan 19, 2005 11:41 pm
Posts: 51
Location: In your coffee stash >:D
follow-up to the unique-but-there-are-two-of-them bug:

c ident 3335.ingot (note: c ident 3336.ingot gives the same)
nuggugz-umbuzu "mirrors-invoke" Bronze ingot
level 1 substance
---------------- --------------------- ---------------- ---------------------
condition pristine count 2
craft quality Unique enchantment 0/1500
....


The 'count 2' is because the recipe makes two at a time, but for unique items it should only produce 1, otherwise i'd have two identical one-of-a-kind items :)
Although, the moment I label/drop/container one of them, the other disappears.


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Tue Mar 23, 2010 1:14 pm 
Offline
Newbie
User avatar
 Profile

Joined: Mon Mar 05, 2007 5:17 pm
Posts: 18
I've noticed that some eq has typos..

get glasses port
You get a mitrill pair of es from an extradimensional portal
3291hp 2313m 2040mv>
c ident glasses
You chant 'Probatur Fortis'
A mitrill pair of es
elevel 145 armor
---------------- --------------------- ---------------- ---------------------
condition pristine craft quality Superior
enchantment 875/5532 max critical x6
size Medium substance mitrill
value (gold) 68 wear location eyes
weight (lb) 1.90
---------------- --------------------- ---------------- ---------------------


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Tue Mar 23, 2010 3:36 pm 
Offline
Mud Imp
 E-mail  Profile

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

Mooncloth
--
Requires: lvl e750 Costumier (Weaving)
create: mooncloth (2)
Ingredients:
100 x cloth
1 x cut moonstone

Specify number of times to perform recipe.
Usage: 'craft 22 6 <count>'

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

Imbued Mooncloth
--
Requires: lvl e750 Costumier (Weaving)
create: mooncloth (1)
Ingredients:
100 x cloth
5 x cut moonstone

Specify number of times to perform recipe.
Usage: 'craft 22 4 <count>'

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

Not sure if that's just a typo, because I don't have the resources to test the recipes yet. But it says that the ingredients for Imbued Mooncloth recipe create "mooncloth (1)", shouldn't this be "imbued mooncloth (1)"? Or if it's just meant to award mooncloth, since you're using more cut moonstone in that recipe shouldn't it at least award a greater amount of mooncloth than the other recipe?


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Tue Mar 23, 2010 6:27 pm 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
a blotch of miners bane (28)



Miners bane goes directly into your inventory. Not sure if this is being done on purpose for future craft recipe ingredients, thought I'd throw this up to confirm.


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Tue Mar 23, 2010 7:02 pm 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Patch of colorful cave mushrooms grows from the walls.

This was located within a Voidstone wall. So I realized something, something I thought was supposed to work a certain way, but it doesn't, so it's actually bugged lol. I thought we were supposed to harvest mushrooms as we came across them on the mine floor. But this tells me that it's not correctly harvesting mushrooms automatically from a wall (aka stripping). It leaves them on the floor for you to harvest manually, making ones within voidstone impossible to get at. Similar to how crystals were working prior to their bug fix.


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Tue Mar 23, 2010 8:34 pm 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Bulwark (Butcher) 5


Bulwark is for armor class crafting? Perhaps, "Scrounger (Butcher)"?

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

Violet Soi the Customier works on her next masterpiece.


typo - @Customier ---> Costumier?


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Tue Mar 23, 2010 9:59 pm 
Offline
Newbie
User avatar
 Profile

Joined: Mon Mar 05, 2007 5:17 pm
Posts: 18
not sure if it's been posted before, but pet abilities aren't working, automatic or manual ones..ie cow milking, woodland pet foraging, pet elemental shields etc..the automatic ones just don't get cast..and the manual ones don't even show up in the pet commands list


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Tue Mar 23, 2010 10:40 pm 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
[quote="Binkly"]Bulwark (Butcher) 5

Bulwark is for armor class crafting? Perhaps, "Scrounger (Butcher)"?[/quote]

After mining more and pondering more, here is what popped into my head. Possibly change "Bulwark (Butcher)" to "Costumier (Tanning)", this craft could be the processing craft useable for when the salvaging system is put in to the code. As well, after the salvaging code is put in could potentially change the current bone layer of the mine to increase your Scrounger (Foraging) skill, instead of Bulwark (Butcher) as it is currently.


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Wed Mar 24, 2010 12:12 pm 
Offline
Arch-Caretaker
User avatar
 Profile

Joined: Tue Sep 14, 2004 1:12 am
Posts: 739
Location: Delft, The Netherlands
Thanks for the great reporting guys, keep it coming!


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Wed Mar 24, 2010 1:22 pm 
Offline
Lowbie
User avatar
 E-mail  Profile

Joined: Wed Jan 19, 2005 11:41 pm
Posts: 51
Location: In your coffee stash >:D
Small things (typos mostly).


Typo.
Cut Anklet
--
Requires: lvl 1 Baubler (Anklets)
...
dragonwing, lamellar dragonwing, battle leather, rivited
...
rivited -> rivEted

----------------------------------------------------------------
Sanity check:
(a health SPRING, that can be held, made from cloth :D. And is tiny but weighs 1000000lbs?)

A health spring
level 50 drinkcon
---------------- --------------------- ---------------- ---------------------
condition pristine size Tiny
substance cloth wear location hold
weight (lb) 1000000

----------------------------------------------------------------
'guild events' doesn't work (that's the one that lists all the influence, right?)


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Thu Mar 25, 2010 12:04 am 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Allychat channel and whisper channel interrupt the crafting session. :( I love whispering and allying everything so this is les horrible! *gasp* :p lol


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Thu Mar 25, 2010 12:27 am 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Thought this might be a useful suggest, as another addition to the first quest prize, the quest that is given upon character creation now, with the escorting and what not. Along with the XP award perhaps give some gold, so the newbie could be able to charge some baboos if needed or purchase a beginning craft, such as a cheap one like woodcutting or fishing so they could have a proffesion to sell items from kind of thing. Just a thought lol :)


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Thu Mar 25, 2010 7:35 pm 
Offline
Newbie
 Profile

Joined: Fri Jun 01, 2007 1:16 pm
Posts: 29
List of items:

Can bog ore be processed? or is it the ultimate type of metal at the moment and can only be processed at e950 smelting? If its iron I would assume it would be just slightly better than regular iron, maybe lesser dwarven steel?

Xorns will mirror whatever action you perform if it is craft related: If you harvest mushrooms, they do too. If you harvest from an ore deposit, they do too (and then they keep the minerals they pull because they go to their inventory, ive lost diamonds, lots of bog ore, and many other uncuts cuz of this). I thought they were just supposed to pull the stone/dirt and leave deposits for us.

Perhaps make it an option in the construct menu to set the names of the citadel mobs you have...


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Fri Mar 26, 2010 2:03 pm 
Offline
Lowbie
User avatar
 E-mail  Profile

Joined: Wed Jan 19, 2005 11:41 pm
Posts: 51
Location: In your coffee stash >:D
Gems from the old treasure maps can't be processed. "You have no idea what to do with that".


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Sat Mar 27, 2010 2:55 am 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
The cute, cuddly Bunny needs to be placed somewhere in New Tarsonis, people are currently unable to get keyrings.

The Pole of Tarsonis also needs to be placed in New Tarsonis.


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Sun Mar 28, 2010 1:54 am 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Waypoints do not mark the X on the world map location where you set them.


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Sun Mar 28, 2010 1:57 am 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Could we possibly have it set for when you get gems, you are able to also get them by their luster quality title. ie. get dull, get 10 dull, get all.dull, etc.


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Sun Mar 28, 2010 2:14 am 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Missing a dye shop in New Tarsonis.

Lillobee doesn't sell any low quality pet eggs anymore.


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Sun Mar 28, 2010 5:32 am 
Offline
Lowbie
User avatar
 E-mail  Profile

Joined: Wed Jan 19, 2005 11:41 pm
Posts: 51
Location: In your coffee stash >:D
newbies no longer drown when entering my cit.

(or, 'construct aquafill' no longer fills the room with water/gives the 'you are submerged' message ;). Although, should it if it is anchored on dry land? can a cit be anchored in water? hmm...)


Top
 

 Post subject: Re: Mud has been upgraded to 2.2.16
PostPosted: Sun Mar 28, 2010 4:02 pm 
Offline
Mud Imp
 E-mail  Profile

Joined: Wed Oct 20, 2004 12:05 am
Posts: 81
Location: New Brunswick, Canada
Brandish doesn't invoke a staff anymore, it says you need to hold a staff and when you hold a staff it also says you need to hold a staff.


Top
 

Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 36 posts ]  Go to page 1, 2  Next

All times are UTC



Who is online

Users browsing this forum: No registered users and 4 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group  
Design By Poker Bandits