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Fractured Lands, The Seven Wonders and general MUD changes.

February 28, 2010 Author: Lasher Category: MUD News No Comments →

New Area and Goal - The Fractured Lands:

Centuries ago, The Fractured Lands were one, not divided as they are today. There was much violence and warfare in the lands that after a century of the most violent times in history, the gods grew angry and split the lands. They also placed a curse on the lands that they would cease to exist if not for the help of outsiders, free to travel amongst each of the worlds of the Fractured Lands.

Free travelers, take pity upon those who dwell in The Fractured Lands and help renew their existence!

Note: Fractured Lands and Darkside of Fractured Lands replace Dominia and Darkside of Dominia.

Level Range         : 20 to 40
Goal Difficulty     : Very Hard
Goal Recommended at : Level 40
Goal Converter      : Zafirah, Tzitzimime and Domain
Area Author         : Zafirah (original concept by Valkur)

New Goal - The Seven Wonders:

The Museum of Seven Wonders is a magical place that lets you experience all these wonders in one place- from the Great Pyramids of Giza to the Hanging Gardens of Babylon to the Lighthouse of Alexandria. Come explore the museum and all of its spendor.

However, in spite of offering all of these wonderful exhibits, deep budget cuts have hit the staff. A helpful hostess has noticed you visit the Museum quite often, and wonders if you could help them out. Will you help out at the Museum?

Level Range         : 100 to 120
Goal Difficulty     : Easy
Goal Recommended at : Level 120
Goal Converter      : Domain
Area Author         : Zendalonii

Other changes in this update

  • Gamestat 11 shows a summary of players by how many friend slots they have used. This was actually in last reboot but wasn’t announced and has changed a little since then.
  • A low level inquisitor using ‘outfit’ will now get the Aylorian Whip instead of the Flail. Other paladin classes still get the Flail.
  • New quest item: ‘Bow of Aardwolf’. Nothing special about this, just more preparation for Archery. The “new quest items” part of deadideas is still valid, this was only added because of the new weapon skill.
  • The effectiveness of spirit shield is now determined partly by the int/con of the attacker vs the int/con of the target. The effect won’t be that noticeable unless the stat difference is huge, but is definitely there.
  • When targeting mobs in a room for mob actions, you will no longer find yourself with an abbreviation. For example, if I type “kill la”, I will not attempt to kill myself, unless I type the name in full. The syntax ’self’ still works. There may be some commands not yet covered by this, but it should work for most things.
  • Added a simple ‘qp’ command as a quick way to check your qp earned, completed, etc without having to view all of ‘whois’.
  • The command ‘rt’ is now a global alias for ‘runto’.
  • The auction channel now has an ‘Auction:’ prefix to make it consistent with marketplace and rauction.
  • The ‘practice’ command with no argument, and the ‘learned’ command will now show spell/skill numbers. Makes sense to add this here as you can practice to speed things up a little.
  • When searching who using ‘from’, ‘afkmsg’ or ‘www’, colorcodes will now be ignored (Velian). Also made the same change to searching channel history (Tikuranari) and to searching for socials.
  • Fixed Gaias Focus being able to improve from a failed syntax.
  • The +1 wisdom training on the Diva race has been switched to Int to better fit its description.
  • Using ‘tame’ will be easier against higher level mobs if you are a primary class ranger.

Living Mines of Dak’Tai, The Gathering Horde , Other Changes.

February 15, 2010 Author: Lasher Category: MUD News No Comments →

New Area and Goal - The Living Mines of Dak’tai:

To the far north, beyond the vast Hathzor Plains and the terrible Great Desert, lies a remote ogre village. The ‘Tai tribe are fearsome warriors who have grown rich trading the resources buried in the mountains their home is nestled against. It was only a matter of time before the mighty emperor Sarcoph noticed their strength and their wealth. Envious and power-hungry, his Black Horde’s creeping fingers now have the village of Dak’Tai and its mine annexed in a brutal stranglehold. Although they are now subjected under the imperial shadow, the ogres are far from giving up. They are looking to spread a revolution far beyond their own clustered homes and make the Black Horde and its emperor regret ever setting foot in the ‘Tai homeland.

Can you join the resistance and find the real treasure in the mine before Sarcoph’s mining minions do?

Level Range         : 110 to 140
Goal Difficulty     : Medium
Goal Recommended at : Level 140
Goal Converter      : Domain
Area Author         : Paramore

New Area and Goal - The Gathering Horde:

Outside the ogre village of Dak’Tai lies an encampment of the Black Horde. Its general, Achemartla, has been having difficulty keeping the bloodthirsty troops satisfied while they idle in the camp. Though a select few get to leave and search the mines, the rest grow bored and listless. He fears mutiny and is reaching the end of his patience. Perhaps there is something to gain by temporarily ‘turning coat’ and helping him out. It might get you one step closer to Sarcoph.

Level Range         : 140 to 170
Goal Difficulty     : Difficult
Goal Recommended at : Level 170
Goal Max Level      : Level 170
Area Authors        : Paramore & Sagen

Removed Areas:

The area “Old Thalos” has been removed from the game. This technically wasn’t a “stock area” as it had been redone several years ago, but was still heavily based on the original ‘Old Thalos’.


Other changes in this update

  • When selling an item via the marketplace, you can now specify the number of hours to list an item instead of the number of days.

    Syntax is the same, but add the optional argument ‘hours’. For example:

    market sell sword gold 3        :  3 days auction
    market sell sword gold 12 hours :  12 hour auction
    
  • There is a new lbid / inventory filter for stats. You can only filter
    on one stat at a time, but can combine it with other filters. Note that
    this filter also only includes permanent stats, not temporary affects
    such as those added by temper. (Alicia). Example use:

    inv filter weapon str  : Show only weapons with an str affect.
    inv filter damroll     : Show only items with a damroll affect.
  • Obscure bug with ‘invdata’ and empty containers fixed. Should now display tags correctly when containers are empty.
  • Only imms, advisors and helpers will now see uses of the ‘pray’ command.
  • When using the Temper skill on an item owned by yourself, the stat requirement is halved to str+dex of 2 times the combined hitroll/damroll of the item instead of 4.
  • Temper now has a small recovery when used on items owned by anyone other than the blacksmith doing the tempering.
  • Having subclass change timeout will no longer prevent a t9 on a redo from doing their last ’superhero’.
  • The syntax ‘map on’ and ‘map off’ will now work in addition to using the ‘automap’ toggle. Made the change because it’s a command new players often fail on — should probably make channels work the same way.

New Abilities in Inquisitor, Archer and Necromancer classes.

February 15, 2010 Author: Lasher Category: MUD News No Comments →

Necromancer Spell - Summon Death:

By calling upon the powerful forces of shadow, a skilled Necromancer is able to summon all dead creatures in an area back to life, but in undead form. Because the creatures return as undead, existing Necromancer spells to enhance combat against undead foe can be used.

Certain areas, such as the manor areas and other special areas, are immune to this spell. In order to summon death to an area, the Necromancer must also be at least the minimum level of that area.

Due to the exhausting nature of this spell, it may only be cast once per full 24 hours of real life time spent on Aardwolf. However, this time can be reduced by training intelligence and wisdom.


Archer Skill - Bow

There is a new weapon skill ‘bow’. It should function the same as any other weapon skill, is covered by weaponmaster, etc. The main point of this is being able to wield a bow as a weapon so that when archery comes in you won’t have to constantly keep switching between a “real” weapon and a bow.

Not having bow has its own weapon type would have also meant that bows would always be underpowered relative to other weapons. This way we can add a Bow of Aardwolf and any other weapon can be set to type ‘bow’.


Inquisitor Skill - Flay:

A skilled inquisitor is able to whip their victim so rapidly, and with such precision, that they are virtually flayed alive. The damage type inflicted is the damage type of the whip used. The number of attacks and strength of those attacks is determined primarily by the attacker’s constitution, and to a much lesser degree, dexterity.

The ‘Flay’ skill has no lag time, but does have a short recovery time. No lag effectively means that it is “bonus damage” whenever it is available for use.


Inquisitor Skill - Interrogate:

The inquisitor is able to ‘persuade’ monsters to reveal information about themselves via interrogation. Targets that are immune to mental damage are immune to interrogation, otherwise success is based primarily on intelligence. You can only attempt to interrogate a target you can actually attack.

The recovery timer is based on intelligence and constitution combined.


Inquisitor Skill - Lash:

More comfortable with a whip than any other weapon type, Inquisitors are able to “lash” out at their opponents for additional damage. The damage inflicted will be the damage type of the whip.


Inquisitor Spell - Tortured Vision:

By projection of haunting images of torture that temporarily drive the target insane, a skilled inquisitor is able to strike terror into their enemies without ever actually touching them. The effect of this tortured vision is that the victims intelligence will decrease steadily as the power of these visions increase.

Duration (and therefore strength) of this affect is based on intelligence and constitution. The recovery time will always be 50% longer than the duration.

Timeshifting and other updates - Jan 30th.

January 31, 2010 Author: Lasher Category: MUD News No Comments →


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 that Timeshifting has on the ‘timeshift’ dodge when used by Navigators has been removed. There is no longer a timeshift penalty when using the timeshifting spell. As a reminder, this spell basically gives the navigator and chance for lower lag time on any action that adds lag. Sounds like no big deal, but the outcome is they can sometimes cast more times per round of combat.
  • The duration of the two hex spells has been increased slightly. The initial amount has also been increased with the amount of increase based on the caster’s int.
  • Tidied up the ‘whois’ output a little to not be out of line when someone has more than a million qp earned or mobs killed.
  • Fixed a bug in the strength affect on hitroll - when you went from 100 to 101 hitroll, HR would actually drop by 5. Affect of this is basically that all characters with more than 100 str now have 5 more hitroll.
  • Fixed the output of temporary effects with a duration over 1 day in identify.
  • You can no longer place ‘nosave’ items on the marketplace. Nobody could bid on them anyway, but might as well clean this up.
  • Have made items won on the marketplace automatically be kept when transferred to you. Did the same with regular auction and rauction.
  • Tempering should now improve.
  • The ‘free’ identify will now show temporary effects on items.

New Skills/Spells for Witch and Blacksmith classes

January 27, 2010 Author: Lasher Category: MUD News No Comments →

Blacksmith Skill- Tempering:

A skilled blacksmith can use raw materials at a forge to temporarily increase the abilities of any metal-based weapon. The results of tempering a weapon will depend on the skill of the blacksmith, the quality of the weapon and the ore used.

Only the most skilled blacksmith can temper the highest quality weapons. There are no level restrictions, but a combined strength and dexterity of 4 times the combined hitroll/damroll on a weapon is required in order to temper it.

Your stats determine whether or not you can temper an item and the duration of the effect, but don’t actually determine the strength of the effect. More powerful weapons will get more average damage increase and may get additional effects - depending on the quality of ore used. You can not harm a weapon by failing to ‘temper’ it.

Basic low-grade and high-grade ore can be found at the forge in Aylor (’runto forge’). Other types of ore of varying quality may be found throughout Andolor.

Note that only items of type ‘raw material - ore’ can be used for tempering. Other items might look like they could be used, but if they are not this type, they are not suitable for use at the forge.


Witch Spell - Petrify

Petrify is a spell available to the Witch subclass which can cause their enemy to become partly petrified. While petrified, the victim will find their weapon attacks ineffective. The strength of the petrification is determined by the attacker’s intelligence, wisdom and luck versus that of their opponent.

The strength of the petrification, the duration of the effect and the recovery are all based primarily on intelligence, with wisdom and luck also playing a part.


Witch Spell - Hex of Entropy:

The witch Hex of Entropy causes their victim to feel weaker with the strength of the spell increasing over time. The longer a target is affected by this hex, the weaker they become.

The duration of this spell (and therefore its power) is based on Intelligence and, to a lesser degree, Wisdom. The recovery time is exactly twice the duration of the spell.


Witch Spell - Hex of Misfortune:

The Witch’s Hex of Misfortune causes their victim to feel unlucky, with the strength of the spell increasing over time. The longer a target is affected by this hex, the more unlucky they become.

The duration of this spell (and therefore its power) is based on Intelligence and, to a lesser degree, Wisdom. The recovery time is exactly twice the duration of the spell.


Witch Spell - Curse of Sloth:

A Witch’s Curse of Sloth makes the victim feel sluggish and temporarily unable to move. The spell holds the target to the spot in a manner similar to web. The strength of the curse is determined by the caster’s intelligence, wisdom and luck versus that of their opponent.

The end result is that a cursed target will find it easier to escape from a single room than a webbed target, but is easier to track down as their subsequent movements / recall attempts are much more likely to fail.

There is no known cure for the Witch’s Curse of Sloth as regular curse removal abilities are ineffective against it.

Aardwolf MUD general updates - January 27th 2010

January 27, 2010 Author: Lasher Category: MUD News No Comments →


General Aardwolf changes this update:

  • The effect of the elementalist air/water/fire/earth focus spells has been doubled. Keep in mind these affects include damage done by weapons also.
  • There is a new lbid filter: ‘lbid filter outbid’ which shows items you have been outbid on. Lots of people suggested this or similar so no particular name next to it, but thanks for all the great feedback.
  • We see a lot of new users trying to use ’speak’ or ‘talk’ in the game so have added a command which displays a brief help when either of those are used. Also added ’status’ as a global alias to ’score’.
  • The health inspectors were concerned about food and drink sitting around in a vault for extended periods of time. They can no longer be sold via the long term auction (marketplace). This includes manor pies.
  • As mentioned on mudinfo - the ‘daze’ test on bodycheck was broken and is now fixed. See mudinfo note #1122.
  • Green Death was incorrectly using strength rather than dexterity to help determine whether or not the poison lands. Now fixed.
  • Have changed the effect of the sharp flag some, it should work more often now. You probably wont notice it in individual hits, but anyone using a damage tracker should see some benefit from it.
  • You can now bid on containers on the marketplace regardless of level.
  • Trying to enter a level locked area will no longer set the explored flag as if you actually did enter the first room.
  • Have changed the code that updates notes with bugtracker links to no longer repeat the note on the board. It still appends to the original note and sends a personal note to the original poster. Anyone interesting in keeping up with all bugtracker additions can just subscribe to the RSS feed on it.
  • The auction number on ‘lbid <#>‘ is now validated correctly. Before the change, ‘lbid 45lks’ worked just fine with the ‘lks’ ignored.
  • The ‘elemental’ location in Aylor has been renamed to ‘elementalist’ as the elemental area conflicted with it. ‘Runto setweight’ also works.
  • The academy leaflet can no longer be listed on the marketplace - this item is intended to teach new players the regular auction system and the ‘bonus chance’ code for it also does not work on the marketplace.
  • The vote editor can now accept dates past 2010. I tested it up to 2030, so maybe we’ll have the same problem again then? :)
  • Berserk success message has been changed slightly. Your pulse races as you go berserk!

New Subclass Abilities for Martyr, Enchanter and Oracle.

January 15, 2010 Author: Lasher Category: MUD News No Comments →

Martyr Spell - Serenity

A martyr is able to create an aura of serenity around their entire group for a short period of time. This aura is so calming that an enraged attacker will find their anger is ineffective against the target. This spell will not affect berserkers in the casters own group.

The strength of this spell, the duration of the affect, and the recovery time are all based primarily on the caster’s wisdom, and to a lesser degree, luck.


Martyr Spell - Sacrifice Life:

A martyr is able to sacrifice their life for the benefit of others in their group. Martyrs should use this spell carefully, if the healing needs of the group are higher than their own health, they can be left on the verge of death. The amount a martyr can heal is based on their wisdom. An extremely wise martyr can fully heal either their entire group, assuming they have enough health to sacrifice.


Martyr Spell - Heavenly Smiting:

The martyr, with complete disregard for their own safety, is able to call upon the fury of their god to smite an entire room. Such is the fury of their god that it takes all of a martyrs focus to avoid hitting friendly characters in their room, leaving the caster themselves also vulnerable to this attack.


Enchanter Spell - Enchanters Focus:

A member of the enchanter subclass is able to increase their concentraton while performing some types of enchantment. While their enchantment is more focused, the caster may be unsatisfied with the results of solidfying, resonating or illuminating a piece of equipment and automatically choose not to set the hum, glow or invisibile flags. This effectively allows them to try again.

This spell will also add a small amount of intelligence, wisdom and luck to the caster, further increasing their ability to enchant.

Note that this spell does not affect other types of enchantment with more cumulative results, and has no affect on items that cannot receive bonus stats such as keys and trivia portals.

This spell uses the Augmentation recovery, with the time determined by the casters intelligence and wisdom.


Oracle Spell - Focused Vision:

An Oracle is able to channel their advanced perception into a focused vision. This focused vision allows the Oracle to glance at a room full of characters and identify targets personally assigned to them.

This spell does not affect global quest targets and only works when in the same room as a target. Campaign mobs assigned to the caster will be shown with [CP] after their names.

Elemental Chaos area/quest - other code changes.

January 15, 2010 Author: Lasher Category: MUD News No Comments →

New Area and Goal - Elemental Chaos:

For centuries the Dra’ork have tried to create the perfect element by harnessing the mayhem and destructive powers of the elements, however, they have failed. The Loud’ra on the other hand have tried to create the perfect element by using the elements in harmony and peacefully. Yet, they too, have failed. Even the Master of the Elements can’t seem to get it right. Maybe if someone was able to learn each technique and combine them the perfect element could at last be created.


Other code changes this update:

  • Default listing period for marketplace is now 2 days. You can still manually set the time to 1-7 days when listing the item.
  • The ‘colorset colors’ command now shows the actual color codes next to the output.
  • There is now a ‘group’ option to ‘who’ - it will show people in the same group as you. You are always in your own group.
  • Using ‘lbid item #’ to see stats on an item in the marketplace will now show time remaining on that auction. (Voldemort). Also tidied up the output at the bottom of ‘lbid item#’ a little.
  • The syntax ‘lbid sellers’ shows an abbreviated market list, but showing the name of the seller and last bidder on each type.
  • The limt of 3 items at a time on the marketplace will now ignore showcase items (Wereturtle) and auctions for qp.
  • The amount of experience taken by a pet while in combat has been lowered significantly. It is less than half what it was.
  • The ‘prison’ area has been removed from the game.

Aardwolf MUD Marketplace - Long Term Auction

January 10, 2010 Author: Lasher Category: MUD News No Comments →

The Aardwolf Marketplace - Long Term Auction:

The Aardwolf Marketplace was added today. This is a special version of auction with items being listed for several days and saving over reboots. The full helpfile is included below:

Overview

The ‘Aardwolf Marketplace’ is similar to auction but has a number of additional features. The item listings last for up to a week and save over reboots. It is intended to be used for special items where the seller feels that they will get a better price for an item if it is seen by a larger number of players.

Syntax:

  market sell [item] [type] [days]   : List an item for sale.
  market sell [item] [type] showcase : List a showcase item for sale.

  'Type' is QP, TP or gold. 'Days' is optional in the range 1-7.
  (NOTE: selling items for TP is only available to Immortals.)

  market list                        : List items for sale.
  market search [search options]     : Search the list of items
                                       for sale. See 'help
                                       ifilter' for options.

  market bid [auction #]             : See stats of an item.
  market bid [auction #] amount      : Bid on an item.
  market bid [auction #] history     : See bidding history on
                                       an item.

  market [on|off]                    : Turn market channel on/off.

Selling an item:

Regular items can be sold for gold at any time. Quest items can be listed for quest points whenever you would normally be able to remort auction them, that is, when you are level 201 and flagged as remorting.

To list an item for gold costs a fixed rate of 100k gold and 10% of the final sale price is taken as commission. There are no tier discounts. The commission is capped at 1 million gold.

To list an item for QP costs a fixed amount of 50qp. There is no commission taken at the end of the auction period and if the item does not sell it will be returned to you automatically (NOTE: this is true for regular auctions as well as QP auctions).

Particularly valuable items can be listed as ’showcase’ items. Showcase items are automatically posted to the Forsale board when they are added and showcase items will always appear at the top of market list and market search. There is also a market list option to show only showcase items. It costs 1 trivia point to make an auction a showcase listing.

There is no way to set a minimum bid when using the marketplace - all auctions start at 1. If you are not confident that your item will fetch a good price, it is better sold manually or listed on the regular auction system.

Listing/Bidding on items:

Type ‘market list’ to see the list of items for sale. You can also filter the list by level, wear location, item type, etc using ‘market search’. See ‘help ifilter’ for information on how to do this.

To see the stats on an item, type ‘market bid ‘, and to actually place a bid use ‘market bid ‘. If you bid on an item selling for QP or TP, you will be asked to confirm your bid. You cannot bid on an item you cannot save with.

You can also see the bidding history of an item using: ‘market bid history’.

Note: Your bid is charged at the time of bidding. If you are outbid your bid will be refunded automatically. This will happen even if you are offline at the time.

If an item receives a bid within 10 minutes of closing, its time will be reset to 10 minutes.

End of auction:

At the end of a marketplace auction, the seller and the highest bidder at that time will receive a note on the personal board stating that the bidding is complete. The item is transferred to the buyer and the bid amount (minus any commission) is transferred to the seller. Neither character has to be online for this to happen and if buyer or seller no longer exist, the other side of the transaction will still completed.

2 New areas and goals added - Jan 10th 2009

January 10, 2010 Author: Lasher Category: MUD News No Comments →

New Area and Goal - The First Ascent:

In shrouded history so distant that it may be expressed as Eternity Past, mankind has feared (and therefore hated) dragonkind. For their part, the dragons have been remarkably patient with man’s misconceptions, and even endured periodic purges and outright wars directed at them. The First Ascent is a detention facility, a prison if you will, where men have detained both dragons and creatures of every other description that have been accused of collaborating with dragonkind.

New Area and Goal - The Maelstrom:

This sea used to be the home of the most exotic creatures, with water as clear as crystal and as sweet as sugar. All who lived and swam in it proclaimed a land fit for the gods, notwithstanding that it was underwater. Tritons swam among the fish, laughing and frolicking in the kelp gardens and basking on the continental shelf. Time was when peace reigned in the lovely subterranean Coral city.

Now, all that remains is a desert. Arid, dry, sandy, it bears no resemblance to the lively sea that once graced the land. Evil lurks in dark places, holding the sea, and all beings in it hostage. Somehow, somewhere, there must be a way to free the Coral Seas.


Removed Areas:

The stock areas Crystalmir Lake and the Isle of Quake have been removed from the game.