Changelog

Announcements that don't fit into another category.
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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Sat Aug 10, 2013 9:57 pm

Weeding farm plots should now automatically give priority to the plot with the highest amount of weeds.

Mine stakes have been removed from shops.

You will no longer continue to try to skin or saw something if you move.

You can strip armor, which does exactly what you might think it does.

You can use aid to remove arrows from friendly things (like mounts).

The Shadgard General Store now has a new NPC. Previously, this NPC was only in the room description.

Herbs are no longer sold to infirmaries, and should be sold to markets instead.

You can aid those who have found themselves web wrapped, assuming that you are holding an appropriate weapon.

Herb-grinding mortars now have a maximum capacity of 3 items.

Lapidary chisels now show that you can facet gems with them when examined.

The facet and polish commands can now be used in place of the old gemcut command. The old usage of the gemcut command will still work.

Several typos have been corrected in the descriptions of polished and faceted gemstones.

Abilities that are unable to be learned due to exclusivity are no longer listed when asking a guildmaster about abilities. For instance, if an Elemancer has taken Master Pyromancy, they will no longer see Master Geomancy, Master Hydromancy, or Master Aeromancy listed when asking about abilities, as Elemancers are only able to master a single element.

The "Under Attack" effect should now be cleared immediately from targets when their attacker dies.

Looting worn items from a corpse should no longer cause the item to remain on some corpses and therefore duplicate.

The encumbrance threshold to prevent usage of Flip and Tumble has lowered considerably (meaning it takes less weight to prevent them - sorry).

Flip and Tumble are now properly prevented in combat by encumbrance. (Sorry again)

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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Sat Aug 17, 2013 10:07 am

Player characters will no longer have all wounds reduced to moderate upon death.

Furious Badgers will now spawn with full energy.

The required amount of materials for several leathercrafting items have been adjusted. For example, no longer will a longcloak take the same amount as a scabbard, nor will said scabbard take more than a pair of pants.

The Nether Vision ability has been altered and updated. See http://wiki.contrarium.net/index.php/Nether_Vision for details.

It is now possible to carve walking-sticks from medium branches.

Monks will now get task completion credit for healing wounded at infirmaries regardless of whether or not they were the last person to attempt to heal the wounded.

More new tones and speech options.

Apparently masterfully forged stuff was broken, go figure. It's not anymore.

Groups will no longer follow if the leader crawls through an exit.

You can now hesitate and look as unsure as you feel.

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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Wed Aug 21, 2013 10:40 am

Dwaedn can no longer break free from webbing while unconscious or sapped.

When speaking in a language that you aren't fluent in, you will know what you said (or tried to say).

Language is no longer completely dependent on the listener's knowledge, but also the speaker's.

The status command may now be used to verbosely describe the information displayed in the prompt.

You can no longer use targeted speech if you can't see.

You will no longer notice targeted speech if you can't see.

The exits command has been expanded to include exits that are normally highlighted green in the room description.

Pie slapped out of the air will splatter everybody.

Map can now be used while holding a Lost Lands map.

Being in deep water now drains energy per second based on encumbrance. Don't go AFK while treading water!

Hoods and helmets will once again reduce perception.

You should no longer be pushed out of marksman tactic when hit with a melee attack, unless you are not holding a ranged weapon.

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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Thu Aug 29, 2013 10:56 am

Minor wilderness changes: Shroomwood increased in size, minor reshaping of Kaldrgate Plains and Dry Prairie.

Major wilderness changes:
Tule Butte magically appeared in the Dry Prairie. Must be terraformers at work! (Just kidding, retcon).
Ebon Foothills area near Ebon Pass East.
Vaelgraten Forest (south) was changed to Wyrewood Forest.
Maulden Foothills between Wyrewood and Emleth Forests.
Emleth Prairie lost much of its southern land, which is now the Delmer Plains.
Passage from Wyrewood to Vaelgraten is mostly blocked by an escarpment.

The in-game wilderness map will use the same dark green for wooded hills that the compass does.

ESP will no longer contain names, but colors. You may set your color with espcolor. See the ingame news for more information.

Slippers will no longer be worn over things on the ankle, but rather accented by them.

The mercenary in the Corvus Outpost Barracks is now a Coalition Mercenary guildmaster.

Transfer will give syntax help if used without specifying an item, and can no longer be used to transfer items to weapon racks, armor racks, or mailboxes.

Transfering items from one worn container to another from hiding will no longer incur roundtime or a 'You return to hiding' messages.

Transfer will no longer match an item on adjectives only if the noun isn't specified.

A variety of prevent conditions such as being mounted or having one's hands full have been added to transfer and empty.

Minor Beacon should no longer stun stealthed GMs and reveal their presence. Hee hee.

Soul Beacon works again. Whoopsie.

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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Wed Sep 04, 2013 4:25 pm

Stone Fist is no longer an available ability choice for members of the Monastic Order. Shadow Strike was removed from assassins and thieves.

Charge no longer forces you into neutral tractics.

Bound mechanics exist, but relevant items have not been released yet. If wanted for RP reasons, these may be requested, although no promises that you'll get them.

The help commands will no longer freak out screen readers. Additionally you can truncate the list by including a third word (or partial word). Example: help commands st will only display words that begin with the letters st.

Monks will no longer show up in all hamlets, but will still show up at the major towns (except Corvus) and the Coalition HQ.

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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Sun Sep 08, 2013 8:17 pm

The lanky blacksmith has been removed from Corvus, since there was another trainer there who did the same thing.

When asking for training, skill names will be alphabetized.

Loggers beware of over-logging once again.

Have fun cultivating tears (Naia's Tears, that is).

Aid and clean will work on the dirt/mud from bog wights.

The multiple etching options have been removed.

Everything about jewelry crafting is once again working.

We've found a better way to make tabbed lists that are compatible with both screen readers and easy reading. If you come across a list that is either too long to easily read or terribly spaced, please bug it and we'll get to it at some point.

Dismissive tone.

Armor worn by the Ebon Pass patrolmen is no longer absurdly light.

Poultices should no longer magically replicate when you make them.

Exits will contain the same information (rivers, bridges) as the exits in when you look.

Skills are correctly alphabetized.
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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Mon Sep 16, 2013 10:13 pm

Claw of Shar no longer get guild points from successful ambushes, but will get them from hitting challenging opponents.

You can core tomatoes, squash, apples, and pears and then stuff and cook them with a variety of items available in Simon's wagon.

The duration of study has been reduced by half, but it now provides a debuff to the target, making assassins who know armor chink more likely to succeed in chinking.

Assassinate tasks will now be somewhat closer to where they are given out. They will also only be given to rank 2 and higher Claw of Shar members.

Successfully shadow stepping out of combat engagement will remove the 'just found' debuff.

Shadow step now uses the standard stealth rolls (utilizing environmental attributes).

Shadow step without an argument (one word) will attempt to step toward and press your current target. You can no longer sstep engage.

Thieves should now always get proper guild point gains from successfully picking pockets, both for crowd stealing and character stealing.
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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Thu Sep 26, 2013 7:49 pm

Items will last slightly longer before being eaten by the janitor. This particularly applies to arrows that were fired, not dropped.

Repairing an item on a leatherworking worktable will now target the item specified rather than the first item on the worktable.

Non-Mummers now receive a penalty to skillgains for practicing multiple instrument types, the penalty becoming greater as more types are actively practiced.

You can stop guarding somebody while prone or sitting.

Cleaning yourself from a barrel will require that there be water in the barrel (fixing a bug) and will remove a small bit of that water.

Lockbox weights will now be correct when the box is spawned (which means you won't be able to hold as many in containers before they're full).

Shopkeepers will not sell you things if you are covered in blood and gore.

Question has been enabled for all players. It is meant to ask and answer questions that all characters would reasonably know. If you are asking a question that not all characters would know, take it IC.

Chat has been enabled once again. Remember that chat is not an 'anything goes' channel. Offensive and inapproriate conversations should cause players to judiciously use karma minus.

Armor racks will no longer think they are weapon racks.

The friends command will now properly show who on your friends list is online or offline.

Question chat has been recolored from green to bold cyan to distinguish it from commune messages.

Option 16 has been renamed from OOCChat to Questions and had its description changed to reflect its new use.

Option 18 has been added to toggle the M/R vs D/B/P numbers in combat messaging.

Knapped weapons are no longer possible to be above average quality. Stone items are not, and never were, intended to be potentially as powerful as metal ones. Short-term benefits such as the extreme sharpness of obsidian will be added at some point in the future, but generally, stone weaponry is intentionally inferior to metal, in that it can't receive the bonuses of above-average qualities.
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Re: Bugfixes/Changes/Improvements

Postby Rias » Sun Oct 06, 2013 2:48 pm

The wealth command will now also show how much riln a character has in any open held or worn containers.

Law officers should no longer lose interest in arresting criminials who have managed to escape them in the past.

Many non-damaging attacks will no longer cause hate and assault charges, but will still cause other less serious criminal charges.

Blacksmiths can now forge arrowheads. The two types currently availabe are bodkin and broadhead, and the only difference right now is aesthetic, though any added differences should be retroactively applied.

The "Forging: Arrowheads" skill has been added.

Bundled ammunition is no more. Ordering multiple pieces of ammo at once from shops can be done with order now [item#] [amount#]. The gather command now functions similar to transfer, moving each individual item from the ground to a worn container. Existing bundles will still work but their contents won't re-bundle.

Branches can now be added to campfires to extend the campfire burning time.

Bloated carriers in Old Dusklamp should now have loot drops.

One-handed chained weapons can now be stored in haft-frogs.

Transfer will now be more specific when the container you're transfering to can't hold any more items.

New tasks:
- Elemancers: Fire Survey
- Templar: Investigate Haunting (scales to character skill)
- Templar/Mercenaries: Drive Off Highwaymen (scales to character skill)
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Re: Bugfixes/Changes/Improvements

Postby Rias » Sun Oct 13, 2013 8:23 pm

Individuals with more than 200 in wavebending can separate it into lightbending and soundbending.

Utasa have a new ability: eavesdrop.

Wounds should no longer be different between looking at a room and looking at a character.

Druidry spells will now work in bears in the Stone Canyon.

The Templar Armory in Shadgard now sells a few new weapons.

Templar and Monk guildmasters have been added to the cathedral in Valeria.

The friends and enemies commands can now add characters even if they're not online at the moment.

Culling tasks now have a varied number of targets required to be culled, with the rewards scaling to that amount.

Mountain Bloom no longer grows where no soil is present.
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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Sat Oct 26, 2013 2:55 pm

Knapped battle-hammers will now have the correct weapon type and no longer produce errors when trying to examine or pick them up.

You can no longer channel druidry after you're channeling aeromancy.

You can no longer spin attack while mounted.

Monks will now potentially be sent to Valeria to help out at the infirmary.

You need at least 10 sticks in a bundle to create a campfire. Less than this will result in a pile of burning tinder, which can be turned into a campfire by adding wood to it.

The area around Nelra and the Tule Butte is now more arid. This is a retcon - assume it has always been this way.

Hamlets now show up on the compass.

Mighty Throw now requires a standard melee approach like other attacker actions.

The npcmail command may now be used to send in-game mail to NPCs and GM-controlled characters. This differs from regular mail in that it can be tracked
by all GMs and retains a permanent copy of the mailed items to prevent anything from slipping through the cracks.

Espcolor got a facelift as well as additional colors.
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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Sun Nov 03, 2013 5:13 pm

It is now possible to lead your horse.

The following areas were inexplicably bright and have had their lighting values lowered down to normal levels (or in some specific spots, have become dark).
- The Woodland Trail
- All Tarueka Areas (including the Concord)
- The infested logging camp

Significantly dark rooms now show up in darker ANSI colors for those who have ANSI colors enabled.

Infested now regenerate wounds more slowly.

Option 19 may now be toggled to ignore tells sent from other player characters. When ignoring tells, you will still be able to receive tells from GMs.

Partially forged bodkins and broadheads will simply be arrowheads until they are finished.

All register changes are live. Items that were previously registered will have to be re-registered, with a cost of 500 riln per item. Additionally, registered items can be sold at pawnshops, although they won't be offered for resale so the registered owner can reclaim them (most likely for a fee). Individuals frequently selling registered items to pawnshops may find themselves questioned by authorities, however.

The Udemi volley ability works again.

Commodities made out of red brass will now say so, instead of being red (no more red nails).

Smelted pure gold is no longer silly.

(Old change)Forged weapons that have the same material for both parts will no longer distinguish, for example, between the blade and the hilt in the final item.

You can once again vice handaxes.
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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Mon Nov 04, 2013 7:29 pm

Attempting to set tactics to the tactics type that is already active will now fail (and will thusly no longer cause roundtime).

Stun-prevented actions will now add those actions to the command queue, if the queue option is enabled.

Farmers may now look soil brief for a quick breakdown of the status of plots in a field.

Using 'from' with get will now work if you specify more than one adjective: get green parchment note from satchel.

Accidentally putting a space in front of say or ' (used when with say) won't break anything anymore.

Achievement formatting should be correct for all players. Please bug it if it isn't.

You can use 'my' or adjectives with tap once again.

You can abandon training in skills that are more than one word (for example the blacksmithing skills).

Achievements are once again available as titles, and the list of titles got a facelift.

Hilts made out of wood have been removed, at least for the time being. Hafts will remain.
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Re: Bugfixes/Changes/Improvements

Postby Rias » Thu Nov 07, 2013 10:14 pm

Broadswords are now a craftable weapon for everyone. Estocs and cutlasses can be crafted by traders with the journeyman blacksmithing skill.

Law enforcement is now more aggressive against criminals who are charged with resisting arrest, and will attempt to subdue them in order to arrest them.

Criminals who are sitting, prone, mesmerized, stunned, or unconscious will now be automatically seized and arrested by law enforcement.
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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Tue Nov 19, 2013 6:43 pm

Riln that is put into containers will now combine with other riln that's already in there.

It is no longer possible to transfer or empty more than 4 items into a mortar.

Thieves REJOICE! The pluginator will no longer magically know exactly how much riln you have. Instead, it will remember how much you had the last time you typed WEALTH.

The options command has received a slight overhaul. You may now optionally specify which option to toggle by name instead of number, such as option ignorechat. You may also filter the list of options by one of three categories: "text", "chat", and "other". For example, option text will only show options pertaining to limiting or altering the text displayed in game, and option text 5 will toggle the fifth option shown in the text category list.

It is no longer the case that all templar finding themselves in need of assistance will be female, nor will they all look the same.

With the compass enabled, if there are no directional exits, the compass will simply display "@"

Enjoy whistling in new and exciting ways! You can whistle in the following variations: innocently, impressed, sharp, and long. You can also whistle innocently at things and people (along with the other styles).

The express command can now be targeted while using the variations. Example: express anger Rias.

The above is also true for laugh, glance, swear, snicker, and grin, as well.

The various lists under build are much prettier.

You can dig nOrTh or dig NORTH if you want.

Rook taskmaster will no longer magically become other people.
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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Sat Nov 23, 2013 12:59 pm

You can now specify which horse you would like to unhitch.

New tones: polite, menacing, flippant, somber, derisive, delicate.

You may now toggle option loginnotify to show or hide login messages.

You may now toggle option logoutnotify to show or hide logout messages.

You can now target using adjectives (target infested carrier) as well as numbers.

Being drenched will no longer do really weird things to sneaking.

When learning the journeyman leathercrafting ability, you'll no longer be told you're learning to be a blacksmith.

You will no longer be able to ride mounts that are not standing, or are stunned, unconscious, rooted, mesmerized, or webbed.

You will no longer be able to vice two different weapon pieces together.

Making earrings should now correctly be plural (using some). Plural gems should now be correct. If you run across plural gems that are incorrect, please bug them.

Druids can cultivate instead of needing to channel cultivate. The old command will still work.

Grey squirrels will have the body type of a small rodent instead of a human.

Minor hunting expansion: a few new animals and places that were missing animals were given them (this is regarding the wilderness only).
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Re: Bugfixes/Changes/Improvements

Postby Rias » Tue Nov 26, 2013 1:30 am

All types of fur should now show what they are, without reverting to the generic 'fur', when used in leathercrafting. Please bug anything that is wonky.

Troglodytes no longer spawn in the upper Dusklamp tunnels.

Zombies no longer spawn in the Dusklamp thermal tunnels.

Highwaymen task rewards now scale depending on how many highwaymen appear (there are fewer at lower skill levels).

Highwaymen tasks will no longer spawn the "uber-rogues" for lower-skilled mercenaries.

Mercenaries now occasionally get tasked to cull infested.

Infested cats no longer have extremely high stealth and dodge skills (relative to their area).

Due to mysterious budget cuts in Mistral Lake, the number of sentries patrolling Vatnfjall has been lessened.

Charcoal can now be used to write on things. This isn't retroactive - only applies to newly-acquired charcoal.

Leathercrafters can now craft bracers (arm armor) and shirts.

Flint will only be foraged if you specify it, as in forage flint. This will apply to other (future) non-plant items.

For the socially-conscious folk: The prompt has been expanded to indicate if you are bloody, gorey, or stinky!

The armor command now tells you if you are considered unarmored, lightly-armored, moderately-armored, or heavily-armored.

Specifying "my" will now work with the look command.

It is now possible to extinguish a campfire in a room containing dirt, sand, or mud, or when channeling hydromancy, geomancy, or aeromancy.

The wilderness is getting wilder - several more wilderness areas now spawn hostile critters, some more than others.
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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Tue Dec 03, 2013 6:49 pm

It is now possible to add staves (straight branches after the bark has been carved off) to campfires.

Characters can now use the esp pulse command to send a brief pulse of their personal ESP ID color over the channel they're tuned to, in order to alert others that they're present and listening.

Option 22 is now available, which causes a character to automatically pulse their ESP color upon logging in. The default for this option is Off. (Auto-pulses will not occur on login if a character has already auto-pulsed within the last 30 minutes real-time.)

It is no longer possible to gather ammunition while under attack.

Failures with the transfer command will no longer cause roundtime or third-person messaging.

Some buggy types of fires that weren't keeping characters warm in cold weather have been fixed to now do so.

Butchering beasts of applicable size will now yield animal fat.

Minor changes to carve, mostly regarding syntax.

Some signs of logging will no be vislble upon surveying an area.

Cooking with skewers is fixed.

Some smelting changes. See the Blacksmithing board for more information.

Trader tasks that require metal bars now require a certain weight, not a certain amount.
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Re: Bugfixes/Changes/Improvements

Postby Rias » Thu Dec 12, 2013 10:37 am

An experimental MINION AUTOGUARD command is now available for minions. This will attempt to toggle minion guarding while not using the "MINION GUARD" command.

There is now third-person messaging for when a character attempts to break away from hostiles.

Minor animates should now properly use ranged attacks.

Anvils will no longer hold more than one bar of metal.

Armor weights will now auto-update to appropriate weights. Users of the notorious "plate-that-weighs-a-single-pound", feel free to wail and gnash your teeth (and feel ashamed of yourselves for not reporting your ridiculous armor). Wearers of non-plate heavy armor and most medium armors can rejoice, as a lot of that stuff was heavier than it should have been.

Players using plugins will see their riln update when depositing or withdrawing riln, and ordering or selling goods.

Players can now look at the sky by typing look sky/stars/constellations/celestials. The multiple alternatives are just for matching purposes (for instance, in case you have some SKYroot in your pack). Looking at the sky at night will give you a description of the moon's phase and any prominent constellations.

Elemancer novas will no longer hit mounts ridden by the caster or members of the caster's group.

You can now use the transfer command to transfer things to and from counters, anvils, tables, and other such items that have things on them rather than in them.

You may now use the transfer command to transfer things to and from the ground.

There is now a water pump in the Mistral Lake Town Square and a small well in the south Coalition HQ courtyard. Stay clean!

Monks should again be showing up in hamlets on the hour to help heal the wounded. The GM who made the previous change to prevent them is being sacked.
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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Tue Dec 17, 2013 7:07 pm

Unique critters will now have a cooldown time after their death during which they will not respawn.

Fish caught by spearfishing will no longer swim away when dropped into water. Cause, you know, they're dead.

It is now possible to release caught fish, provided there is applicable water nearby to release them into.

It should no longer be possible to bundle arrows. To move them en masse, use the transfer command (orgather your fired ammo from the ground).

Soul Beacon now causes healing as part of the spell itself, removing the requirement to heal the corpse before casting Soul Beacon on it.

Player corpses that are dragged to the Shadgard Chapel or the Mistral Lake Church should now eventually trigger an NPC to come Soul Beacon them (provided the player is actually online). A similar non-monk-related mechanic will be added somewhere in Corvus as well.

Critters should no longer wander into dark areas and then get stuck (and swarm together) there.

Toys and trinkets will require blocks of wood instead of branches. You can get these by chopping split logs.

Leatherworking has changed some. There are some new items, as well as new organization or items. All items (except clothing, but it's on the way) will have descriptions based on quality.

You can add adornment to high quality leather items now. There are only a few available, but more will be added. You can suggest adornment on the leatherworking thread.

The areas out west that were previously missing climates and herbs will have them now (as well as names). Go explore!
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Re: Bugfixes/Changes/Improvements

Postby Rias » Sat Jan 04, 2014 4:17 pm

A bug causing Sun Disc to have no richet cap has been fixed.

Third-person messaging for haunting effects has been cut down significantly.

You can toggle your crafting mark on and off using lcraft/forge/carve toggle again.

Smelting should be fixed.

Ordering while holding a container will now correctly check if the item can go in the container.

You can now eat my ration. We don't want to know which ration you were eating before.

You will now auto-build during the actual building stage of carpentry (not the first step).

Lockpicking now gives a general numerical approximation (with some variance) of a lock's difficulty, provided the difficulty isn't too far beyond the locksmith's skill.

Demons no longer leave corpses.

Spells with multiple cycles of damage now require a successful hidden roll per cycle, instead of being guaranteed to have every cycle hit. For example, Boiling Water Jet will now sometimes only hit for one cycle of heat damage insead of always hitting for all 3 cycles.

Double and triple pyromancy casts now do multilpe cycles of damage rather than increased single shots of damage. Their flavor text has changed to support the difference.

Pure pyromancy damage potential has been increased significantly.

Lightning damage has been increased significantly, both for the main target and for additional arc targets.

Fireball now does increased damage and crushes the shield arm if it is blocked.

Boiling Jet damage has been decreased.

Boiling Jet now causes lingering boiling water on a hit location to do some damage over time.

Spear of Light has been changed back to multiple cycles of damage rather than a single strike. Expect it to undergo further tweaking.
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Re: Bugfixes/Changes/Improvements

Postby Rias » Wed Jan 15, 2014 2:18 pm

Using the word "my" with the look command should now work properly. For reals this time.

You can no longer charge something that is hidden just because you previously targeted it.

There is a bugcheck command. Make sure you're familiar with the uses and consequences of misuse (under the Bug Report folder) before you use it.

Draw is fixed.

Policy 1 has been changed slightly recently as regards OOC knowledge. Please make sure you are familiar with it, as well as the help files on chat/question and tells.

Locksmiths of sufficient skill can now appraise a locked item to try and judge its lock difficulty without attempting to actually unlock it. Bystanders won't see much difference though, and will assume the worst, so don't think it's safe to "just test" the lock on some resident's house in plain sight.

Locksmiths of sufficient skill can now appraise a lockpick to try and get a general idea of the highest-difficulty lock they could open with it.

The Avery Bathhouse in Shadgard is complete! Find it by the bank, and get clean or just enjoy the nice warm water.

Some nethrim have had their names and appearances changed to better fit lore/terminology.

Some nethrim have had their ability/casting capabilities adjusted to better fit their intended difficulty level (most are slightly less dangerous).

Some nethrim have had their spawn-on-death types changed to better match their intended difficulty level (again, mostly less dangerous).

It is no longer possible to fish while hiding. Shame on those who did, and didn't report it.

The women's baths in Shadgard's Avery Bathhouse will now leave women smelling noticeably clean and fragrant.

It is no longer possible to elbow people in the foot.

A bug causing the number of allowed brawling strikes in a combo to always be 1 less than intended has been fixed.

Brawling combos will no longer spam the same type of attack if you fail to find an oppening for your off-hand strike on your second attack. Instead, the combo will end immediately.

Tracking humanoids now shows barefoot, light shod, or heavy shod.

Tracking people who have been dragging stuff now simply shows "dragging something behind" instead of showing exactly what was being dragged.

Tracking now shows more specific info regarding the animal (coyote or wolf tracks, instead of both simply being "canine"). PLEASE report oddities.

Tracking now works for creatures moving into rooms that have the "out" exit ("leading in from the area outside") - before, it wasn't leaving tracks at all on the inside.

Tracking arrive messaging from the Up and Down directions is no longer so awkward.

Elementals no longer leave "elemental tracks".

Several skeletal-like nethrim now have the appropriate hit location resistances, making them overall a bit more resistant to several damage types and a bit weaker against a few.

You can no longer gather with full hands or while mounted.

All booths in the Saucy Templar now have a table.
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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Sun Jan 19, 2014 10:19 am

The weather data for Dwaedn Vil has been updated.

The high mountain above Dwaen Vil is now considered its own area, Naerhiminn Fell, and has its own weather data.

Warmer than freezing and cold, rooms will now say when they're merely "chilly". This has no mechanic effect, and is just for atmosphere.

Apprentice wavebending also gives a first rank in channeling.

Open and close can now take lots and lots of adjectives. For example, open my awesome messenger bag would now work if one had an awesome messenger bag.

Skinning, butchering and carving will now cause a slight degredation in tools (but since weapon breakage isn't live it doesn't mean anything).

Skinning and butchering now take a small amount of energy.

Thief task doors are now more descriptive, making it easier to differentiate between them and other doors that might be in the area. Also, no more dwelling doors made of solid metal.

Bodkin arrows now work properly with Rapid Fire.

Armor items in shops should now automatically update their weights whenever armor weights are adjusted, instead of only updating when worn.

When tuned to a non-gray ESP channel, ESP PULSE will now send an alert to anyone with a tuner for that channel. So if Bob was tuned to the Green channel and used ESP PULSE, anyone with a Green tuning crystal would see an alert, even if they weren't currently tuned to Green. This is intended to be a way for characters to ask people to tune to a different channel that will only reach people who have the appropriate tuner.

Share will now update riln in the various plugins.

Damage and messaging for magical flares with the brief combat option will now be on the same line.

Knapping now has energy loss and roundtime for every step.

New tones: lots.

New ways of speaking: lots.

Casting getting eye shots waaaaaaay to often has been fixed (for realz this time).

The basic sword flourish no longer looks like a fumble.

Express your innocence or your uncertainty.

Laugh trimphantly over your foes.
A cheerful jingle intones, "Rithenschmirtz Evil Incorporateeeed!"
[OOC - Candy Mountain, Spearhead]: usually when they're snarky, it's Rithiel

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Re: Bugfixes/Changes/Improvements

Postby Rias » Mon Jan 20, 2014 5:12 pm

Undead that are called 'corpses' or 'cadavers' will no longer end up 'the corpse of a corpse' upon defeat.

Splashing somebody who is hidden will now reveal them from hiding.

There is specific crit messaging for heat damage. No more breaking bones with boiling water.

No more permanent tones.

It is now possible to drag prone and unconscious people.

Asking an herbalist for healing when sick will now provide a sick person with a tonic - no wounds required. This no longer happens automatically when lying down.

Slings (for slinging stones) have been released and can now be purchased in the general stores of Shadgard, Keth, Emleth, Westbrook, Nelra, and Morhollow. Accuracy with slings is dependent on the new Slings skill, and can vary wildly, especially when using non-optimal ammunition (riverstones are a good idea - they're nice and smooth, and fly better). Slings do not receive a damage benefit from Tactics Marksman, and always have a fumble chance which is very high at first, but lowers to a minimum of 5% at high enough skill.

It is now possible to forage stones in most outdoor areas. These stones can be hurled by hand, or fired with a sling. Some shallow rivers, creeks, and so forth may yield smooth riverstones. Herbalism skill does not help in foraging for stones.
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Re: Bugfixes/Changes/Improvements

Postby Rithiel » Thu Jan 23, 2014 3:52 pm

Pawnshops no longer buy terrible-quality items or items that are in bad condition.

Mounts not trained for combat will now be adversely affected if they are attacked.

Javelins and pilums added to:
- Mistral Lake: Gheistbane Arms
- Corvus Outpost: Weapons Storeroom
- Valeria: Armory
- Shadgard: Templar Armory (guild-only)
- Dwaedn Vil: Bearclaw Arms (guild-only)
They're designed to be hurled, and while they can be used in melee, they're not ideal compared to dedicated melee polearms.

The command go wilderness will no longer be weird when a character is prone.

Player mines are now properly assigned a realm for purposes of generalizing where in the world they are and, as a result, determining where horses wander off to if left in said mines too long.

The gather command should no longer gather ammo into odd weapon containers (haft frogs, pole harnesses, scabbards, etc.).

Foraging items straight into a container will now properly increase said container's weight.

You can use news mark read to mark all unread news items as read. Helpful for all those alts.

Changes to target:
- You can now use more than one word to specify your target (technically you could before but there were very big limitations).
- The last word must be the beginning of the target's noun (before it would match on the adjectives).
- As always, the more letters you type, the less liklihood of targetting something you didn't mean to.

Casting aiming has been adjusted to be the same as melee. Expect other changes to aiming soon.
A cheerful jingle intones, "Rithenschmirtz Evil Incorporateeeed!"
[OOC - Candy Mountain, Spearhead]: usually when they're snarky, it's Rithiel

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