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Bug Fix for Combat Attacks [2005-10-01 00:02:41]
For those of you who were abusing a bug in combat skills whereby you only
practiced second attack, third attack, and/or dual wield to 60% because it
worked "QUITE WELL", you will now find that the bug has been fixed and your
attacks suck. The bug was that chance for an attack to fire was based on
quality when it should have been based on effective skill. Quality should
then have modified the damage which it did not. Now everything works
properly. I hope you saved practices :)

Remember the golden rule: too good to be true is probably a bug *lol*

Cheers,
Blobbie

Change to 'prereqs' Commands [2005-09-25 22:57:54]
The prereqs command will now indicate whether you are able to learn the skill
in question. Additionally, if any of the prerequisites are unlearnable by you,
they will be denoted similarly to the following:

   [ <bold><black>--<normal> ] <red>evade<normal>

Cheers,
Blobbie.

Change to 'allskills' Command [2005-09-23 22:46:18]
When viewing a listing of skills for a specific discipline, any skills that
are for dedicates of that discipline only, will be marked with a <bold><brown>*<normal>.

Cheers,
Blobbie.

New Skill: Dodge [2005-09-23 00:53:09]
Ya missed me! Ya missed me! *nyah nyah* *PTHTHTHTHTHT*.

Cheers,
Blobbie.

New Spell: Hand of God [2005-09-22 13:56:02]
Thwack your enemies around with the Hand of God.

Cheers,
Blobbie.

New Spell: Seance [2005-09-05 00:07:06]
For necros so they can get a grip on the spooky things.

Cheers,
Blobbie.

Spooky Times [2005-09-04 13:15:26]
UH OH! Ghost system is active. Try not to die too much *hehehe*. For full
information see "help death".

Cheers,
Blobbie.

New Prompt Macros [2005-08-18 13:23:31]
Added support for the following:

<art>    <serverTime>         - current server time
   <mudTime>            - current mud time (hour only :)
   <mudTimeSunrise>     - sunrise for current day
   <mudTimeSunset>      - sunset for current day<art>

Cheers,
Blobbie.

Recent Changes [2005-08-12 14:30:45]
Recently I rewrote how saves work (save versus spells etc.). The old system
was on a 20 point basis with garbage values based on someone arbitrary idea
of what might work. Additionally players gained levels their saves increased
but these were not countered by increased levels of spell sources. For
instance one would expect a level 60 gnome's lightning bolt would have more
efficacy than a level 10 gnomes and so a level 60 troll would have just as
much trouble saving versus a level 60 lightning bolt as would a level 10 troll
versus a level 10 lightning bolt. This kind of system is now in place. Players
(and mobs in general) now get a save bonus based on their level and a save
penalty based on the level of the spell source. If both are of the same level
then they cancel out. How does this affect players in general? Unless you
equip yourself to save versus spells, you probably won't save versus them
much anymore :) So this will increase the damage you take or duration of some
negative affects placed on you. Ultimately this will even the gorund some more
for spell casters. Additionally this will set the stage for the future
addition of anti-save stats that can cancel out the save bonuses accumulated
on a target.

Also changed was the exp loss for dying due to pkill. It was reduced a little
bit more and tops out around 300k for living legends. Additionally the flee
penalty was decreased when fleeing from PC or PC controlled creatures. Happy
killing each other-- don't forget you need a role play to run around killing
unless there's a mutual agreement by both parties (such as sparring).

Cheers,
Blobbie.

Dwarf Changes [2005-07-30 13:44:36]
Dwarves max wisdom has been reduced to 55 and starting strength has been raised to 35.
<?
if( @n->race == "dwarf" )
?>
Quit whining already :B
<?
endif
?>
Cheers,
Blobbie.