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
Gnolls Quarry, Relinquished Tombs, Other Changes July 14, 2012 New Area – Gnoll’s Quarry: For generations, the lords and kings of Mesolar have sought out the stone cut from the Mesolarian Quarry. Known for its superior stone, master craftsmen and fair prices, this quarry has provided the rock that built many of the towns and castles of Mesolar. Run… Read More
07/10 – MUD update – new goals, new wish, other changes. July 10, 2008 New Goals and Quests: There are new goals and tasks in the following areas: The Death Gate – Lumina Sirens Oasis Resort – Nikkei Pet Store – Tymme Gallows Hill – Domain Gilda and the Dragon – Citron Island of Lost Time – Citron Faerie Tales 1- Citron Each of… Read More
Aardwolf MUD Update – 27th May 2009. May 28, 2009 After a couple of months absence caused by a perfect storm of real life issues, things are moving again. Sorry it has been so long since the last upgrade, but we’re past that now. The main change in this reboot was some behind the scenes code to allow area keywords… Read More