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News
Continental Feed Your Zombie Day! |
[2007-12-06 12:29:34]
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Everyone is celebrating... especially the zombies!!!<nl>
(maybe not so much those with empty skulls)
Cheers,
Blobbie. |
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Get Crack'ing! |
[2007-12-05 22:28:12]
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After chopping off something's head you can now crack it open by using the latest and greatest <green>crack<normal> command. Much speculation has been offered as to the purpose of this new command.
Cheers,
Blobbie. |
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New Races |
[2007-11-25 01:00:06]
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Faerie and Demon races have been added.
Cheers,
Blobbie. |
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Class Bonuses. |
[2007-11-16 02:10:58]
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All classes have now received bonuses. In general (but not always) there are no bonuses for secondary classes and pure classes get better bonuses than primary classes. Exactly what bonuses a given class gets I have decided to leave for you to discover. Some are obvious, others are not. For instance the Paladin's resistance to damage from evil sources is not something you can see in your score or anywhere else. The help for classes has been updated to indicate the change to the class system. Spcific bonuses and bonus values may change in the near future as I deem necessary for balance and whim :)
Cheers,
Blobbie. |
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Paladin Resistances |
[2007-11-15 16:34:07]
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Paladin's are now resistant to damage from evil sources. Primary paladin gets +7% resistance, secondary gets +3% resistance. Pure paladin gets the stacking of the two, so 10%. Resistance to damage from evil sources doesn't mean evil magic or anything silly like that... it means if your opponent is evil and attempts damage on you it will be reduced.
Cheers,
Blobbie. |
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Moving to Crete |
[2007-11-15 02:35:29]
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You can now make Crete or Esgaroth your hometown by moving there while in the Hippocampus.
Cheers,
Blobbie. |
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New Racial Affects/Immunities System Completed |
[2007-10-21 09:13:25]
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Everything, including the editing tools I needed, is in place now for me to start modifying existing races and to create new ones. The system got changed a little as I went so not only can resistance/susceptibilities/immunities be applied across the racial board but so too can any other affects such as damage modifiers, save versus whatever, regen rates, armour class, etc. Racial modifiers also support the affect weighting system so that modifiers can be distrobuted across a level range. This means something like the reptilian armour bonus that is currently hard-coded can be change to a level weighted racial affect. Much cleaner.
So I guess now I'm just looking for some feedback on how you all think the races should be tweaked. And suggestions for new races. Post your suggestions in the races forum.
Cheers,
Blobbie. |
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New Immunity System |
[2007-10-14 01:23:00]
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Wow!!! News!!! :)
Anyways, I've put in place a new immunity system. The new system converts the traditional flag based system (where mobs either have resistance, have susceptibility, or are immune) to a new system whereby immunity is applied in the same way that affects (such as armour, bless, sanctuary, etc) are applied. This will be an extremely powerful feature in the future since it allows for arbitrary values for resistance/susceptibility modifiers that equipment and/or race can provide to a player. Additionally due to the nature of affects in general, and half the reason for doing this, these values can stack. That means wearing 5 dragon scales of +10 resistance to fire would accumulate to give you +50 resistance to fire. If you were to reach 100 then you would be 100% immune to fire. Similarly if you were to wear 5 dragons scales of -10 resistance (aka +10 susceptibility) to ice, then you would have -50 resistance to ice (aka +50 susceptibility). If you were to reach +100 susceptibility then you would receive double damage. Unlike the positive values that essentially cap at 100 (immunity) negative values have no cap and you could end up with -400 resistance (5 times damage).
Most important about this change is that once I've added a few tools for setting racial resistance/susceptibilities some of the races will be modified to better exemplfiy the race in question. For instance elves and gnomes will probably get varying degrees of magical resistance, trolls susceptibility to fire, reptiles resistance to slash, and so on. This would probably be a good time to bring in fairies and give them resistance to magic and evil. Demons also with susceptibility to goodly magic. Anyways, as you can probably tell it opens up a whole range of differentiation for races.
Ultimately this will bring about advanced races that can be bought upon rebirth using the experience you have spent (and thus accumulated) during your rebirths as was originally intended.
If you have ideas for how the races should be tweaked for resistances/susceptibilities then feel free to mudmail me or post on the web forums.
If you notice any bugs related to these changes when fighting mobs please report them ASAP.
Cheers,
Blobbie. |
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Pet Resurrection Continued... |
[2006-11-20 17:26:18]
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If you're a ranger or druid and your pet dies and there's no cleric around what's to be done? The poor little sucker is going to rot and disappear. Blobbie to the rescue... no need to fear, a sharp tool is probably near. Just cut the critter's head off and keep it till you see a cleric >:)
Cheers,
Blobbie. |
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Silence Spell |
[2006-11-18 15:39:57]
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Silence spell duration has been reduced quite a bit. Direct whining to your local MP. Direct cheering to me personally :B
Cheers,
Blobbie. |
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