Archer / Hunter subclass merge, Other Changes. Lasher, September 7, 2012 Archer / Hunter Subclass Merge: The Archer subclass has been merged with the Hunter subclass. If someone logs in with the Archer subclass they will be set to Hunter and receive a personal note from “the Ranger Guildmaster” with more information. The ‘archery’ skill (ranged combat) is still in progress and will be given to the hunters. It is very close to ready btw and testing is going well, just not quite ready for live yet. If anyone wants to help test it, see ‘help tester’. If you want to test archery then have your flag removed afterwards, that is fine too. A few other details with this change: If someone logs in with a subclass change recovery and has their subclass automatically changed, that recovery will be removed. It is not possible to select ‘archer’ during creation and Archer is no longer displayed in the subclass screen shown during creation. You can’t subclass change to archer, or view it as an option in ‘allskills’,’allspells’, etc. It is no longer considered a valid option in ‘who’ and does not show in gamestat 10. The commands ‘subclass [guild]’ and ‘subclass [all]’ do not recognize archer. No longer available as a subclass in mob edit. Mobs that already had the archer subclass set should load as hunters For those who don’t already know this, we are removing 1 subclass from most of the primary classes. This will allow us to better balance the subclasses and push towards making sure each subclass has some unique and useful abilities. Other changes in this reboot: The flag you see in the room on your quest mob is no longer [TARGET] – it has been changed to [QUEST]. The target flah is being used for something else. There is code in place to not scramble mob names shorter than 7 characters. I have extended this to allow for mob names that begin with ‘an’ ‘a’ and ‘the’ in campaigns (only for now). For example, the mob name “the bat” would not longer be a candidate for scrambling. Slist was incorrectly showing Napalm as a spell. Now fixed. ‘Instinct total’ now works the same way as ‘Instinct totals’. There is a new rare daily blessing item. Word will get around what it is no doubt. Thank Redryn for the idea. After using the daily blessing double you will be unable to quit for 10 minutes. Note that having more than one character in the game is illegal even if one of them is link dead. A regular player is only going to use the double when they expect to be around to use it so this only prevents ‘farming’ double and switching characters. If you have to leave unexpectedly, just idle in a safe room (east of recall is a good example) and let yourself time out normally. Fixed a bug with the parsing of ‘instinct rebuild [skill] confirm’. MUD News
Rebalancing of mid-level ranges – weapon dice and mob hp May 19, 2010 While playing Aardwolf as a new user things move along quite nicely until around level 70 or so, at which point there starts to be a big slowdown. After looking at the game balance in this level range, we have made a few changes. Combined with the equipment finding commands… Read More
Crynn’s Church, Superhero Campaigns, Other Changes. December 23, 2010 New Superhero Area – Crynn’s Church: Not too long ago, Crynn, a priest of Ayla, lost his faith after being cursed and left to die within Inferno. He was granted a second chance, a chance to redeem himself and start a new era, a better era of a better deity…. Read More
Accessibility Changes, Bonus Equipment Improvements February 11, 2018 Equipment Bonuses Enhancements: The object bonuses are a little (just a little) more weighted towards DR over other stats and the base bonuses are upped a little. Items will now also have a chance for lower level when the bonus kicks in. This is on top of the regular level… Read More