Skills, spells, PK and goals update – Oct 9th 2008 Lasher, October 9, 2008 Daze/Stun abilities redo: Daze has been redone. It no longer prevents multicast. Being dazed means your effective skill in ANY skill or spell is reduced. Points of note about these changes are: Daze is bad for skill users as well as spell users. Having equipment to boost a skill % over 100 makes you less affected by daze for that skill. Daze is easier to tune by simply changing the degree of the effect. Weapon skills are also affected, but to a lesser degree. Weaponsmaster wish does NOT override this affect – your base skill is automatically 100%, but that does not mean other affects are ignored. With that being said, the daze penalty on weapon skills is slightly less when someone has weaponsmaster. The affect that some skills have of making you ‘rest’ is gone and is replaced with a ‘stunned’ effect – almost the same overall difference, but prevents bugginess with being able to walk away from a fight after being forced to rest etc. Skills that used to both daze and force rest now do just one or the other. Stunned is more annoying in some ways because you can’t do _anything_, but won’t mess up your weapon hits. Skills that stun do not daze (if they ever did). The list is: Bash, Trip, Stun Skills that daze do not stun (if they ever did): The list is: Shield Punch, Sweep, Black Root, Hammer, Bodycheck, Headbutt Goal / Quest Interface Changes: Several changes were made to improve usability of the ‘goals’ command: Typing ‘goals here’ will show goals in the current area only. Typing ‘goals stats’ will show how many times each goal has been started and completed. The ‘stats’ option can be combined with other sort options, for example, ‘goals stats byname’. New sort options to goals – ‘bytaken’ and ‘bydone’. This means you can do ‘goals stats bytaken’ and ‘goals stats bydone’ to see sorted lists of goal stats. Other upgrades and fixes this reboot: When the thief skills were converted to ‘nofail’, this was only applied to the damage part with the chances of landing special affects no higher or lower than before. The check on sweep for making a character ‘rest’ was missed and landing with every use. Now fixed. (Cadaver) Rather than having a single object key for campfires which makes it impossible to customize them, there is a new item type called ‘campfire’. The heal code has been changed to search for this item type rather than a specific item. Expect an announcement shortly with costs once this option is available. Using .s or .sn in note write will show the note header as well as content so far (Tymme). Using ‘fence all’ or ‘fence all.‘ will now show only items actually sold and not failed items. You will also see a summary of items sold and total value. (Mondaine/Atreidess). Using fence with a single item will still show the usual full output. Poker max buy-in is now 100m. (Nasdaq) Have lowered the timeout on assassinate a little. Changed the message on balor – it reduces health not ‘power’. Summoning someone will remove stealth. (Alessandrew) Check for improvement on ‘remove curse’ was only working for an item uncurse, not a player uncurse. Now fixed. (Orcwarrior) Aylorian Enchantment Clinic (weapon flags) is now included in ‘find’ and ‘runto’ with keyword “enchanter” and “wflag”. (Meeper) Both the note editor and description/lua prog editors have a new option. Entering “.sr” will show the content with raw color codes. This is only the actual data being edited – the headers are still colored. (Fiendish) Dissolve is now available at healers. Its cost is 100 gold @Wper level@w based on the player of the target. (Sezeku). The healers will now also show how much they are charging you. Ftalk was not showing channel tags when friends enter/leave the mud. (Alhena) Fixed an obscure crash causing bug in retreat/mobprogs if a mob tries to pull back a player who is retreating. (Domain) Announce Board MUD News aardwolfAdd new tagdazefencingmmoMudrgpskillsspellsstun
Timeshifting and other updates – Jan 30th. January 31, 2010 General Aardwolf changes this update: Main purpose of this reboot was to get code in to allow the imms to start setting materials in areas. You will start to notice ‘material’ appear in identify as these are set. A few changes other that did make it in though: The affect… Read More
Shoplifting Bandit skill, Necrotic Touch Venomist Skill, Other Changes. June 24, 2011 Necrotic Touch – New Venomist Skill: Highly trained venomists can learn the dark art of necrotic poisons. These poisons spread require only light contact with the skin to infect a victim. Necrotic Poison will gradually eat away at the victims cell structure, making them more vulnerable to physical attacks and… Read More
Hardcore PK Mode June 12, 2015 Hardcore PK Mode: There is a new feature in the game called (HARDCORE) which is a survival type game for mid-high tiers. This is part experimental and part something fun to put in the game to see where it leads. At tier 5 or higher you can toggle hardcore one… Read More