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[11-01-2005] Testing on Codeport (Implemented) http://forums.dark-legacy.com/phpBB3/viewtopic.php?f=19&t=477 |
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Author: | Celeborn [ Tue Jan 11, 2005 8:27 pm ] |
Post subject: | [11-01-2005] Testing on Codeport (Implemented) |
Mines Big mining changes! See below for a summary. (Copied right from my note file, so may be a bit garbled. World map mines! Features: - 9 depth-levels on the maps. - When a mine is collapsed during a players absense from the game, players are shifted to higher layers. - Caves require at least 6 filled neighbouring locations to support them, or they will collapse. A reinforced room requires only 4. - mines are stored through reboot. - Dynamic. Water flows, mines collapse, things mutate over time. - GODFORGES: confidential: will be tested with select group of testers. - Terrain generation: - Small/big chests and fossilized eggs pop all across the mines. - Random old 'mining shafts' are generated - Layers are physically seperated, only flights of stairs allow you to pass between layers. - Mines under water level become moist, and start leaking in all directions. - A spring streams water in a certain direction, and has a chance of erodingsurrounding material. - Dwarves and Gerplings can use 'mine smell' to prospect the surrounding area. - Cannot mine into water. - Underground encounters are disabled. - Specials cannot translocate into water. - Scry is blocked underground. - Farsight is blocked to underground targets. - Cannot use sextant underground. - Cannot use Spyglass underground. - Earth God - Earth god, when slain, enriches an area surrounding the god with random minerals. - Added a broadcast message to wizards that lets them know when a player enchants an object with one of the special forges. - Claiming Mines - claims cost 2000 gold. - 'mine claim' can be used to claim an area surrounding the miner. - a miner can hold only one claim at a time. - Only the person who claimed a location can mine there. - claims dissolve when the miner has been logged of for about one minute, or the miner invokes a new claim somewhere else. Other changes + Added a 15 level range restriction for EXP gains. If a level 17 subdues a mobile, and a level 1 kills it, the game considers it a lack of challange and does not reward XP. If the mobile heals above 50% hitpoints it is reset, and the level 1 can gain exp from it on a kill. + Bandages can be applied during combat, but have a 2/3 chance of being dropped (and ruined). + Splints can be applied during combat, but have a 9/10 chance of being dropped (and ruined). + Bandages can be applied on specific bodyparts. (bandage <person> <bodypart>) + Splints can be applied on specific bodyparts. (splint <person> <bodypart>) |
Author: | Celeborn [ Thu Jan 13, 2005 9:38 pm ] |
Post subject: | |
tweaks per 13-1-2005 - ores dont stack into a big stack of items on map. - More Copper, iron, silver and gold ores mineable from each patch. - Rooms underground are considered underground. ![]() - Hide placeholders on different levels. - Granite and sandstone enabled. - Level nine of mines now reachable (oopsy! ![]() - NE/SE/NW/SW mining isn't available by design. - Claims are account-based now. - You can now 'mine friend <name>' to share claims. - When you mine something you arent skilled in, you ruin part of it. - Mining something you arent skilled in slowly raises your skill. - Coded new mine prospecting by looking at directions for dwarves. - Treasure chests and pet eggs properly enclosed in stone. - Can now walk under zoom-map-entraces. - Tweaked mine collapsing. - Claims can only be replaced/removed by the original creator, not miningbuddies for that claim. - Sound coming from the wrong direction: fixed. - Claim only works underground. - Players ghostdeath properly when they are mine-slayed, and are place at the surface. - mining after cavein death functions properly now. |
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