Tumaris Diner, Damage Changes, Aarchaeology Game Lasher, August 17, 2013 New Area and Goal – Tumari’s Diner: A new diner has opened up in the world of Andolor, Tumari’s Diner! This large eatery has something for almost everyone. It features a huge dining area for any size family, a lounge for tired workers to grab a beverage after work, and a VIP area for those wishing to be separated from the general public. Just one small problem though: Tumari needs help. With a rush of guests flooding the doors of the diner, her staff can barely handle the sudden surge of work required to make everybody happy. Would you like to become an employee at Tumari’s Diner? Level Range : 125 to 145 Goal Difficulty : Difficult Goal Recommended at : Level 135 Goal Min Level : 120 Goal Converter : Rhuli Area Author : Rhuli Note: The mobs located within the tables in this area will not be used for quest or campaigns. Damage Output Changes: The damage output routines have been rewritten to combine damage output on most (not all) skills and spells. There are also a few new options to the ‘damage’ command including one option that gives a much smaller and cleaner output for mobile phone players and visually impaired users. Damage 2 now shows the same damage verbs you are used to but in a much simpler format without all the symbols and colors. Damage 4 is a version of this showing averages rather than total for the round. What was previously ‘damage 2’ is now ‘damage 5’ and shows simply ‘You damage [target]’ or ‘Your spell damages [target]’. You now also have the ability to show combined damage hits but one line per damtype rather than a total for the round. This is useful for seeing how your different weapons are doing. There is only a ‘totals’ version of this so far, not an average. The damage settings are now. Wherever it says ‘per round’ it also means per skill/spell: 0: Regular damage output. One line per hit. 1: Total damage per round of combat - regular damage output. 2: Total damage per round of combat - basic damage output. 3: Average damage per round of combat - regular damage output. 4: Average damage per round of combat - basic damage output. 5: Total damage per round of combat - very short basic output. 6: Total per round for each damage type - regular output. There are still a few skills and spells not fully respecting these settings such a Charge and Gaias Revenge. We will get to these over the next few reboots. Other Game Changes: A few other notable game changes in today’s update: The recent change to mob resists has been reduced so mob resists and vulnerabilities will now have more impact. About half way between what is was originally and what it was after the last change. The damage reduction on spells used against much higher level targets has been lowered. Using a 400 stat test char against a level 235 mob my avg on immolate went from around 440 to 640. Note this only kicks in on big level differences – a level 201 player char vs a level 220 mob will see very little difference. There is now a gamestat 13 which shows a breakdown of player alignments and a summary of good/neutral/evil. Immortals no longer appear in the stats on gamestat. They still show in the list at the bottom but not as part of the count used for percentages or as part of the actual data. Negative regen rooms will take a little less hp and mana than before, average is about 30% less. -500% rooms are still going to hurt though, reviewing a list of anything more than 200 to see where we might need to make changes. Aarchaeology Game: The “aarchaeology” game Rhuli has been running seems to be quite popular so we have put some code in the MUD to help automate and streamline it. Rather than an imm manually doing it a few times a day, the game will automatically add one on a random killable mob about once per hour. The tokens also have a new ‘alwaysloot’ flag that means they will be looted even if autoloot is off. I debated whether or not to do this as someone is bound to complain that “noloot means noloot dammit not even the good stuff!” but this is really just a way to avoid having to use a mobprog to put the item on you so I won’t be coding that ‘NoLootAndIReallyMeanIt’ flag. The only other difference is that you won’t be able to farm them by wiping out much lower areas. As with trivia mobs, if something is too low level for you to get exp from it, you will not get an archaeology card from it. Going to let this code settle for a while then hopefully we can use it to resurrect Aard Scrabble (which we should probably rename) and similar games. MUD News
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
Sageood Grove, more damage output changes. August 28, 2013 Sagewood Grove – New Area Replacing Mossflower Wood: The Sagewood Grove is home to nature’s dryads, and they live there still. However, the woods are filled with resources that others seek to take advantage of, notably the Greenleaf soldiers. Although the Greenleaf soldiers have not been hostile, they still seek… Read More
Adventures in Sendhia and Wildwood February 20, 2011 New Area and Goal – Wildwood: Long ago and far away in the outer reaches of Gelidus a nation of centaurs settled within the cold forest of Koloma. Hidden within a dense forest, the noble creatures strive to maintain their customs and traditions behind a wall of secrecy and illusion…. Read More