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News
Skinning Corpses |
[2005-02-18 14:18:36]
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You can now skin corpses (that are skinnable). Some fo the races names are
a little flakey at the moment (historical reasons), I will fix them in a few
days or so (for instance "magical creature (non-talking)" *heheh*. See the
help for "skinning" for more details.
Cheers,
Blobbie. |
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Pre-Lag (updated) |
[2005-02-08 00:02:04]
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I was going to put it back in (actually I had it in for half an hour) then
I thought about another way to avoid the problems associated with instant
combat skills and non-instant spells. What I'll end up doing is probably
allowing for combat spells to be instant as with combat skills, but all others
to have a pre-lag. That means skills like kick will be instant as is with
follow-up lag spells like lightning bolt will be instant with follow up lag,
whereas skills like draw and peek will have pre-lag as will spells like
locate creature and summon. Feel free to let me know how this sounds to you
on the board or using the comment command.
Cheers,
Blobbie. |
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Various Fixes |
[2005-01-29 13:39:05]
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There was a bug with skill quality calculations where the skill % was not
having the weight I had orignally intended. For mathy people I had the
follwoing:
quality = (statQuality * skillPercent) / 100
When I should have had:
quality = (statQuality + skillPercent) / 2
Depending on any given skill's stat prereqs, you may notice a small increase
or decrease for the skill's quality depending on what your stats are and
what your effective skill percent is. This fix affects everyone including
creatures in the game.
Corpse walk spell should work fine now. Note that it only works on corpses.
So if you are beaten into a pile of guts, don't expect them to walk.
Fixed the advanced recall spell so that it works properly for scrolls.
Fixed weapon spells where the spell type is not usually an instant offensive
attack -- such as shocking grasp, chill touch, etc.
Fixed experience loss. High levels will now properly lose a LOT of experience
when they die. Don't die.
Cheers,
Blobbie. |
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Of Blood and Vampires |
[2005-01-22 00:01:08]
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Ancient legend tells of a Great Vampire whose blood was spilled into an
unholy chalice as he performed the sacred ritual of undeath. What few tales
are told, say that the chalice still contains the Vampire's blood and that
it is safeguarded by evil... awaiting a new champion of the night to continue
the bloodline. |
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Races and Other Mish-Mash |
[2005-01-16 13:01:23]
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In game racial definitions have been reworked to an XML format which can be
edited online and loaded on the fly. This involved a lot of changes to the
game code and splitting of racial abilities from the general abilities you
cast on yourself. let me know if you experience any trouble with your race
or with casting.
I had always thought trolls had infravision on WoC, but apparently this was
not the case. They now have it, which should make newbie adventuring in the
newbie troll area near Shayol Ghul that much easier.
The recent changes to the way races are defined brings us another step closer
to craft skills. In the near future, possibly next weekend, you should be
able to skin corpses (if the particular corpse is skinnable).
Cheers,
Blobbie. |
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Recent Stuff |
[2005-01-09 13:08:43]
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Progress has been slow lately in trying to complete the work needed to do
crafts since I haven't had a lot of spare time. Additionally some of the work
led to other things I chose to do now rather than do twice the work later --
such as allowing items in the game to have multiple types. This means you can
have an edible flask of water. Or a weapon that doubles as a magical staff,
etc, etc.
Most recently the item materials system has been reworked so that now new
materials can be defined via the Web editor. The new material system will help
determine some of the outcomes when crafting armour and weapons along with
the crafter's skill quality. Also in the far future :) item materials will
begin to have more relevance in the game, such as damage reduction based on
it's characteristics. For instance materials that make good insulators (such
as wood) would prevent heat damage, but they might also suddenly burst into
flames dealing their own damage.
Lastly amongst recent bug fixes and tweaks, Orcs and Reptiles now have
slightly better base stats which should make them a little more comparable to
the other races.
Cheers,
Blobbie. |
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New skills added. |
[2004-11-14 15:09:45]
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Added the following skills:
- craftmanship
- finnesse
- repair armour
- repair weapon
- craft armour
- craft weapon
- artisan
- repair artifact (artisan)
See the help command for each for more information.
The craft armour and craft weapon skills are currently in game, but the code
for crafting is not yet in, nor are there any teachers yet. Those will follow
sometime soon. Maybe next weekend. A word of advice to those learning the
repair skills... you might want to practice on crappy items until your skill
improves.
Cheers,
Blobbie. |
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Shop Upgrades! |
[2004-11-12 13:27:23]
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Several shops on the Cythera continent now sell items that are actually
useful! Scrolls, wands and potions that the average adventurer needs on his
daily journeys can now be purchased in Cythera, Elip and Shayol Ghul. There
is even a canoe salesman. Several keepers on either continent have also
expanded thier product line to include artifacts.
Paz |
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Looking to Repair in Cythera |
[2004-11-10 00:09:04]
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Rumour has it one of the gypsies is an old hand at repair. Travel south of
the city if you need to find someone who can fix your equipment.
Cheers,
Blobbie. |
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Spell and combat colour. |
[2004-11-07 00:21:09]
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Spells and offensive combat now have messages coloured. If you fail in some
manner then you will see red. If you succeed then green. If you are just an
observer, then cyan. Skills haven't been done fully, and won't for a while,
but spells have been completely done. So now it should be easier to determine
if your spell succeeded or failed when you have colour turned on. The
colouring should be very consistent, so you shouldn't find it overwhelming.
Cheers,
Blobbie. |
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