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Aardwolf News - 12 Feb 2007



With the addition of Subclasses to Aardwolf, you will soon be able to specialize your character, choosing skill and spell sets that best lend to your way of doing battle.


Here's a summary of how they work.

  • You choose one sublcass from your primary (first) class. (There will be a way to change primary classes).
  • As all subclasses within a primary are the same right now, everyone has been defaulted to the first subclass for their class.
  • Type 'subclass' with no arguments to see options.
  • Showskill will show you when a skill/spell is subclass only.
  • When using allspells, skills and spells, subclass only lines are shown in yellow.
  • Who works, so does swho. Whois and Finger show subclass name. Some of these overlap with tier class names - temporary, no use for tier class names now, removing them.
  • Subclass section added to character creation.


There is still more work before subclasses will be complete. Here's what to expect next:

  • Removal of AC from the game, doesn't really "fit" anymore and complicates balance.
  • Some "quick fixes" where some classes are left without a good top level attack skill or spell.
  • Potential movement of a few more spellup spells into subclass. Limiting the max stats people can get right now, but only to open up more options down the line, the goal being...
  • No more limit on max stats. There will still be a max trainable, but total would be open ended without a hard limit of 500 per.
  • A lengthy period of developing out subclass abilities. Some weeks you'll see a bunch of new skills/spells every week, others might take a couple of weeks for a single skill as there are some pretty elaborate ideas to be implemented.


Off the subject of subclasses, Aardwolf has been given a few extra changes as well.

  • The concept of having race/class exp penalties has been removed from the game.
  • The last need for 'points' has also gone with this, so 'gain points' has been removed.
  • Tracking total exp when we already track levels, powerups, etc is pointless and these adjustments will break it. Removed it from score, the 'exp' command and anywhere else I could find it.
  • The 'exp' command now shows your current exp per level.
  • When you superhero, the first powerup will be the same cost as all the rest - 1000exp.

Date Posted - 02.15.2007

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