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News
Recent changes. |
[2004-07-19 11:22:07]
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- Creatures in the game that are supposed to be friends will roll to stop
fighting when engaged in combat against one another. The reason being that
if someone suggested you to kill your friend the moment you realized it you
would flee and try to stop the combat. Additionally the "suggest" spell was
never intended t be a quest breaker by suggesting one bigass quest mob kill
it's friend.
- The "detect evil" spell has been changed to "detect aura". A player affected
by detect aura can determine evil, neutrality, and goodness.
- The "whois" command now supports partial names when it cannot find a match
that is equal to the target name.
- Offensive spells and skills now have minimal lag when not yet involved in
combat. This will nicely solve the pkill predicament.
- Removed restriction on retrieving items on ground belonging to another
player. If I catch anyone dropping equipment, logging off, then picking it
up with another char. Both characters will be deleted with no questions
asked.
- Added support for multiple special procedures for mobs, objects, rooms etc.
Which means a mob can now both teach and run a shop -- like in Elip.
- Fixed bug with output filtering that caused the shitty windows default
terminal to display crud. Apparently it REALLY needs that carriage return
character.
- Many, many, many bug fixes... mostly in areas because of vnum renumberings.
Cheers,
Blobbie.
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Improved balance and polishing up. |
[2004-07-11 11:20:50]
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Over the past week I have had numberous complaints about the slowness of
raising spell skills, the crappy damage from offensive spells, the extreme
toughness of mobs, poor regeneration in comparison to hps/mana, and of course
the the time it takes for the boat to show up :) This being the test launch
I am of course paying great attention to player gripes and i have made many
changes. The following have recently been changed:
Recently Done
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- Experience form mobs is no longer determined by what the creator set it
to, it is now dynamically calculated so that in general it is more
consistent.
- Top power mobs have been weakened considerably. Hopefully I won't hear
too many more complaints about the cimmuran baker *heheh*.
- Effective skill % for spell skills now gains twice as fast. Dual wield
incidentally was already increased a bit, but it does require you
successfully land a hit. So it will increase faster and fast the better
it is.
- Damage for offensive spells was reworked. The previous calculations had
too much dependency on your power (experience) and so at low experience
it generally did very little. Don't forget however, that the power of
your spells is affected by both your skill % and relevant primary stats
such as str, int, wis, etc.Additionally the "cause" series of spells no
longer cap at 15, 25, and 35 damage respecitvely and instead have a
higher damage capability dependent on experience.
- Regeneration has been improved a bit. It is more noticeable at higher
experience levels.
- The boats have been sped up a bit between non Cythera stops. later I
will probably add a second boat, but until then... DON'T MISS THE BOAT!
- All spells and skills now have a teacher or are on a tome someplace.
Still To Be Done Soon
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- Add any missing help files and update existing helps files to better
reflect new system and changes to spells.
- Create some new skills forst and foremost for warriors, paladins, black
knight, and mages. Mages are currently a little bit screwed as they
relate to questing.
- Anything else that might come to mind.
Note that your suggestions are welcome, and while I may disagree or argue
against them I will continue to think on them (if they have any merit at all).
My general attitude is hard first and slowly make a little easier as the
complaints come in. This generally works better than make easy first and
slowly make harder as the complaints come in *grin*.
Cheers,
Blobbie.
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The Merge Has Finally Come |
[2004-07-03 00:21:59]
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At last, after a year has passed and hundreds of hours of work the merge is
finally here. Not everything is yet polished, as probably evidenced by the
lack of help when creating your new character, but that will occur in the
near future. The system as many of you already know, is very different than
what came before. Some important things I suggest you get help on (and for
which help exists) are:
classes stat conversion
skills abort
I hope you enjoy the changes and the new gameplay. My goal is that it has
become much more challenging and interesting and has a good solid foundation
for future growth and enhancement without going through hell a second time :)
Cheers,
Blobbie. |
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