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 Post subject: Bugfixing Patch 18-dec-2005
PostPosted: Sun Dec 18, 2005 12:06 am 
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Joined: Tue Sep 14, 2004 1:12 am
Posts: 739
Location: Delft, The Netherlands
A patch has been put online fixing many bugs. (Finally!) Due to an error we had to reconstruct some of the changes introduced in the patch before this one. Please report any changes in gameplay that aren't listed below so we can repair them.

Magic/Songs:
+ Shorter chanting on cast to combat spam.
+ Altered psalm of learning XP handling
+ effect runes increase the power of the curse spell
+ fear spell triggers willpower save instead of a fortitude save
+ Deem spell includes epic regeneration
+ figment now follows ignore rules
+ animated corpses 'die' after they loose their master

Combat:
+ Monsters level 1-6 no longer cause wounds. Newbie protection.
+ Non-bleeding wounds no longer spray blood on the floor.
+ Mud properly checks required level to throw ranged items.
+ Sleeping mobiles/players no longer dodge, tumble, block and parry.
+ Starting combat range is now your out of combat range. This fixes all the short range spells

working at long distances.
+ Some formerly immobile mobs have become mobile again.
+ added combat messages to feed for all success types
+ increased attack roll penalty when magically blinded
+ bashing now properly drains balance
+ fixed double headbutt skill increase when used
+ fixed npc crushing friendly npc's
+ fixed 'out-of-range-always-includes-no-weapon-message' bug
+ Players regenerate in arena repops.


Sight:
+ players can no longer see their pet when they are blinded. 'see burrowed pet' code was causing players to always see their pet, even when blinded.
+ Several tweaks to spot. (no spotting when blinded, double spot messages, etc).

World map:
+ Fields of grass will no longer grow underground.
+ With nothing to graze, surface dwelling encounters no longer occur underground.
+ Underground caves no longer allow passage from/to the ocean.

Crafts:
+ mining pick no longer required for mine smell/reinforce/claim/friend/forfeit

Drink containers:
+ Empty drink containers can be filled. properly
+ combining two drink containers with identical magical effects now allowed.

citadels:
+ Fill blocked from being used on lockeddown items.
+ fixed error were citadel note-votes were accidently opened when vote options were added
+ made sure vote data is saved properly on citadel boards
+ Fixed severe citadel bugs that caused instability and crashes.
+ area-crossover-checks-for-level were giving too many errors with citadels - so now no more checks are made.

Pet mods:
+ Pet exp is properly listed.listed)
+ egg pets now always gain EXP, as long as the master is fighting monsters challanging for themselves.
+ Fixed raccoon pet typo.

Misc:
+ Fixed sudden reversal bug in inventory system which might juggle objects around in inventory. From now on, items add /behind/ identical items, instead of before. (this also fixes the save-reverses-my-portals' bug).
+ Guild mkills are properly logged
+ removed dot at the end of players homepages in whois to let mud clients properly pick them out
+ Disabled detrap in safe rooms.
+ magical fires burning out now no longer screw up room lighting
+ A gnome or bard cannot identify mystified items.
+ Using auction automatically enables the auction channel.
+ removed 'you are too full to drink any blood' messages
+ added limits to engraving (only allow up to 4-30 characters, and limit text to a-z A-Z and space
+ fixed broken thesis mail that just contained 'a'
+ in jail all conditions (hunger/thirst/bloodlust) are positively affected instead of negatively
+ added proper 'you' messages to splint and bandage
+ various other typo fixes.


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