Mud has been upgraded to 2.2.5 (UPDATED)
Moderator: Caretakers
- Celeborn
- Arch-Caretaker
- Posts: 739
- Joined: Tue Sep 14, 2004 1:12 am
- Main Char: Celeborn
- Location: Delft, The Netherlands
Mud has been upgraded to 2.2.5 (UPDATED)
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
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
Re: Mud has been upgraded to 2.2.5
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.
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: Select all
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)
-
- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5
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>'
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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- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5
e500 sheathe was made from silk. item has 0 enchant space. no enchant space line even listed on the ID.
-
- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5
[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.
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.
Re: Mud has been upgraded to 2.2.5
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?
* 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?
-
- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5
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.
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.
-
- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5
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.
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.
-
- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5
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
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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- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5
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.
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.
-
- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5
Forum bug:
It says my total posts are 64 even though I'm making new posts. A search matches me with 77 posts.
It says my total posts are 64 even though I'm making new posts. A search matches me with 77 posts.
-
- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5
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.
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.
-
- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5
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)
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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- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5
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.
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.
Re: Mud has been upgraded to 2.2.5
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?
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: Select all
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>'
Re: Mud has been upgraded to 2.2.5
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...
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...
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)
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...
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.

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: Select all
::: 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: Select all
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)
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: Select all
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
Then to break it down...
Code: Select all
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
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.
- Celeborn
- Arch-Caretaker
- Posts: 739
- Joined: Tue Sep 14, 2004 1:12 am
- Main Char: Celeborn
- Location: Delft, The Netherlands
Re: Mud has been upgraded to 2.2.5
It looks like the code changes for 2.2.5 weren't activated :p OOPS! The practice list is already cleared out.
-
- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5
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'
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'
-
- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5 (UPDATED)
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.
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.
-
- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5 (UPDATED)
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.
-
- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5 (UPDATED)
[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.
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.
-
- Mud Imp
- Posts: 81
- Joined: Wed Oct 20, 2004 12:05 am
- Main Char: Sananda
- Location: New Brunswick, Canada
Re: Mud has been upgraded to 2.2.5 (UPDATED)
Typo bug:
(large) a patched patched patched patched patched patched patched patched patched patched patched leather Heavy Cloak
(large) a patched patched patched patched patched patched patched patched patched patched patched leather Heavy Cloak
Re: Mud has been upgraded to 2.2.5 (UPDATED)
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
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
- Celeborn
- Arch-Caretaker
- Posts: 739
- Joined: Tue Sep 14, 2004 1:12 am
- Main Char: Celeborn
- Location: Delft, The Netherlands
Re: Mud has been upgraded to 2.2.5
When you are near obvious locations, your travel mode gets suppressed. This is on purpose, allowing you to enter it more easily.Binkly wrote:World Map Bug:
If you're attempting to use travel mode and walk around the world map. That's just dandy!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.