Changelog

Announcements that don't fit into another category.
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Changelog

Postby Rias » Sun Oct 23, 2011 5:17 pm

People can no longer see you open and close things when you are hiding (unless they are aware of your hiding place).

You can now examine most draggable objects despite not having them in hand. You do not need to be dragging them at the time.

Wild pheasants now have an appropriate set of hit locations (wings instead of arms, etc.), severely reduced energy, and will now attempt to flee rather than fight back. They are also very hard to hit if they're aware of your presence, so be sneaky.

Damage-over-time effects should no longer harm the target one last time after the target dies.

Flanking will automatically succeed on targets that are sitting, prone, rooted, frozen, mesmerized, or unconscious.

Dirty Tricks are no longer useable on unconscious targets, as they have effects that would only work on a conscious target.

Monk's Spiritual Healing (channeled healing) now grants guild points.

Characters should no longer be able to have two give offers at the same time.

People will no longer see you recover an item when you are hiding (unless they are aware of your hiding place).
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Postby Rias » Tue Oct 25, 2011 7:15 pm

help commands now actually displays a list of commands.

Characters should now go "through" home doors from the inside instead of "into" them. Please report any other instances of odd go messaging via BUG.

Firing arrows at nethrim should no longer cause an error.

The druidry channel is now properly recognized when armor encumbrance interrupts it.

There should no longer be extra messaging for characters falling unconscious due to energy loss when already unconscious from being sapped.

The effect timer of a dirtkick should no longer go down while the target is unconscious.

The system should no longer stop when there are two potential item targets available but the first is in a closed container. For instance, if you have two daggers, and one is in a closed pouch, the system previously would stop upon finding the dagger in the closed pouch and not continue on to the second one that was not in a closed container.

Items within closed containers should no longer be used via automatic actions, such as using "toss" and specifying an item in a closed container, auto-loading firearms, auto-grabbing firestones to light something, etc.

Taking area-of-effect damage, splash damage, etc. will now remove a character from hiding.

Joining someone and then pulling a handcart will now simply tell you that you are unable to follow when they move, rather than producing an error.

Room identifying names will no longer show when going to Landion's weird wilderness areas in the Stone Canyon. So no more "You go st_canyonwild1."

Other group members will no longer follow you when you climb a 0-challenge obstacle and are not the leader.

It is no longer possible to gather a single piece of ammo into a bundle on the ground.
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Postby Rias » Sat Oct 29, 2011 1:06 pm

The furnace in the blacksmith workyard now provides warmth.

The guild command now gives a brief blurb about each guild and where you might find a promoter if you are not already part of a guild. (Thanks, Rithiel)

All climbable objects should now be either climbed up, climbed down, or climbed over.

Shadow Familiar once again does not requires a hostile target to cast. Oops.

The fire in the center of the main Robbers' Camp area now provides warmth and can be cooked over.

Shade Fear and Mighty Roar will no longer cause characters to run in fear if they are not standing up. They will instead suffer different fear effects.

Metal bars are no longer worth less than a bars' worth of metal when smelted. In other words, if you smelt a metal-bar, you will end up with a metal-bar, just as you started.
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Postby Rias » Mon Oct 31, 2011 12:38 pm

Rooms that are particularly warm should now prevent freezing in cold weather, in addition to rapidly warming characters back up.

Ammunition should no longer disappear when the hit is the killing blow.

The wonky messaging for dismissing someone while holding something in hand has been fixed.

Pulling confetti poppers should no longer cast from your channeled elements if you are currently channeling. Hildibrand should no longer hate the person who accidentally tossed flame at him instead of harmless confetti.

Characters should no longer be able to join someone who is already part of somebody else's group.

When getting snow while hiding, other characters should no longer see you scoop up the snow, unless they are aware of your hiding spot.

trance should now cancel itself when there are no available targets in the room.

Attempting to lock a closeable item that is not lockable should no longer produce an error.

The requirements for the Arrow Deflection monk ability have been corrected.

It is no longer possible to gather non-bundleable items into piles.

Characters can no longer whisper to someone who is hiding, unless the character is aware of the target's hiding spot OR the target is in the character's group. When whispering to someone who is hidden, bystanders will see a character whispering to "someone unseen", unless the bystander is aware of the target's hiding spot or is also a member of the same group.

Mounts can no longer be ridden into Elira's Inn in Tarueka. There is a stables just outside that mounts can be stabled in.

Channeling melee flares (striking with a melee weapon while channeling) will now work with multiple channels of a single element. For instance, maintaining two channels of pyromancy (and no other elements) will still grant a chance for fire flares upon melee strikes.
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Postby Rias » Thu Nov 03, 2011 3:23 pm

Selling herbs from a container to Hildibrand in the infirmary should no longer result in the container having a miscalculated weight. Any containers previously effected by this bug can be fixed by simply putting an item into the container and taking it back out, which recalculates the container's weight.

Hiding characters should no longer be seen shivering in the cold.

When an attack on a character is intercepted, the character should now receive the appropriate messaging rather than 3rd-person.

studying a book should now give messaging to other characters in the area.

Dwaedn Wyr's Mighty Throw is now guaranteed to succeed against unconscious or frozen targets, and targets who are rooted, mesmerized, or otherwise incapacitated will have a penalty to their defense against a Mighty Throw.

Horses (of all types) should now have appropriate hit locations and slightly tougher hides.

Snow should no longer gather in water areas.

Skill amounts should now be limited to 4 decimal places or less.

It now only takes 3 seconds to examine an item.

Failing to swing a two-handed weapon due to not having the off-hand free should now cancel auto-battling.

Effects that modify skill levels should no longer cause minor mathematical errors when the modified skill has changed (i.e. via skillgain) before the effect wears off.

The skills command will now prompt the user to check their effects if they notice reduced or enhanced skills.

Characters can no longer auto-load firearms with ammo that is in a closed container.
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Postby Rias » Fri Nov 04, 2011 4:05 pm

Characters that are sapped or asleep will now have a 50/50 chance to wake up when taking damage. Note that this does not apply to unconsciousness due to energy loss.

The defense formula for dodging splashed water (via the splash command) is now based on dodge skill, and takes various positions and effects into consideration (prone, rooted, uncoscious, etc.).

Characters should no longer maintain knowledge of a sneaker's whereabouts when the sneaker sneaks out of the room and back in (provided the characters don't notice him sneak back in, of course).

Monks should no longer be able to target hiding characters with Spirit Healing.

Sprit Healing now causes roundtime for the channeler.

When wielding two weapons, off-hand parry is no longer penalized.

Thieves who have learned Flip should now properly have a chance to flip as well as tumble when attacked in melee.

Thieves can no longer flip an ally who is hiding.

Unconscious characters should no longer shiver in the cold.

There should now be appropriate messaging when a character is unable to follow their group leader due to travel time.

Characters should no longer see the room sendlook twice when mounted and following a group leader.

Mounted characters will now be prompted to dismount when asking an NPC healer for healing.

Mounts are no longer allowed into the Shadgard Infirmary.

GM-possessed NPCs will now see emotes targeting them. Wonder how much we missed due to that bug.

Characters can no longer give riln to a hiding target.
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Postby Rias » Tue Nov 08, 2011 8:29 pm

Auto-loading firearms should no longer take a piece of ammo from each container that contains ammo, which would allow for loading multiple shots/bullets at once.

The duration of sap has been increased, allowing it to be a more effective crowd-control ability.

Bear's Strength, while active, now allows the use of weapons that would normally be too large or heavy for the wielder to use otherwise.

Using wear without specifying a target or specifying an unfindable target should no longer produce an error.

The stable command will now only consider mounts that a character owns, so other mounts of identical appearance in the same area won't prevent characters from stabling their own.

Shadow Martyr will now take only 50 soul shreds maximum per cast, rather than completely emptying a blood talisman.
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Postby Rias » Thu Nov 10, 2011 7:15 pm

Spells should no longer skill up their base magical skill on training dummies once skill is over 50.

Hildibrand once again buys emberberries (oops).

looking at an item that can have things stored on it but has nothing on it should no longer produce an error.

looking at an item that has things stored on it will now automatically show what is on it without having to specifically look on [item], though that will still work too.

It is now possible to search while hiding, though it will take a little longer, due to also attempting to remain hidden.

Concealed features due to headgear now show up in gray, making it more clear at a casual glance that the character has some features concealed.

A rather worrisome bug that was causing npcs to sometimes target their allies with hostile actions has been fixed.

Characters can now use peer to see what's at the destination of 0-challenge climbable objects.
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Postby Rias » Mon Nov 14, 2011 5:58 pm

The Hibernate spell now increases druidry skill a bit.

Critter-dropped lockboxes now have a variety of adjectives and nouns, making dealing with multiples of them slightly less frustrating, as players can be more specific when targeting them.

The spelling on stilettos has been corrected.

The troublesome "shivers in the cold" messaging has been removed completely.

Characters should no longer continue to warm up when out in the cold, unless a fire or other room warmer is present, or under a warming effect (such as Pyro Shield).

The robbers from the Robbers' Camp area now have a chance to drop boxes.

Mighty Roar should no longer try to scare people from the room twice and produce an error.

The commands shop and menu are now aliases for order.

Custom ordering is working once again.
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Postby Rias » Thu Nov 17, 2011 12:01 am

Hostiles should once again attack without needing to first be provoked.

Boxes that spawn in rooms but cannot be picked up should now always be one of the following: trunk, coffer, strongbox

Ambushing should now count for multiple strikes within a single attack, rather than only the first strike. A dodge, block, or parry will negate any further ambush effects, however.

Shadow Strike should now be possible on multiple-strike attacks, and adds one less second of extra roundtime than it previously did.

The bugs due to negative perception should be fixed.

Casting spells unrelated to elements currently being channeled should no longer provide skillgain for those channeled elements.

Determining the challenge multiplier for combat skillgains now scales for probability, rather than a static difference range. For instance, (100 vs 200) and (500 vs 1000) are both the same challenge rating, despite the flat number differences being different.
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Postby Rias » Sat Nov 19, 2011 7:18 pm

stow/stash should no longer attempt to stow/stash an item that is not in the character's hands.

Wound levels should now show up properly in room sendlooks.

returning a handcart now gives third-person messaging to others in the room.

The prompt for a character to check their effects in the results of the skills command will now only show up if the character has a currently reduced or enhanced skill.

There should no longer be extra spaces in ground herb names.

Fire vial traps now appropriately apply wounds to their targets and cause the appropriate damage type (heat) on all hits.

Multiple strikes should no longer carry over to other targets when the original target dies.

All nethrim creatures should now have appropriate weaknesses and resistances. Please report any that may have been missed via the bug command.

Shops should no longer sell to people who have a bad reputation with the area's faction. (Sorry, Jaren)

It is no longer possible to hide in Redrock Canyon.

(Thief, Ranger) Dirtkick now has slightly varied messaging for different terrain types.

(Thief, Ranger) Dirty Tricks (including Rangers' dirtkick) now take into account whether the target is mesmerized or rooted, and no longer work on frozen (encased in ice) targets.

(Monk) Arrow Deflection no longer occurs if the target is not aware of the sniper's position.
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Postby Rias » Tue Nov 22, 2011 8:43 am

Master Sorcerer Flannigan now has a description and is wearing clothes.

It is no longer possible to butcher from hiding.

It is no longer possible to successfully ask hostile characters anything (most importantly, about training or healing).

Climbing skillgains are now based on the new probability-based challenge calculation.

(Monks) It is no longer possible to channel Spirit Healing after releasing all thamaturgy channels.
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Postby Rias » Thu Nov 24, 2011 12:57 am

Slash and rake damage are no longer completely deflected by scale and plate armor.

Armor now has resistance ratings for nether.

The prompt now indicates if a character is mounted, as well as sitting or prone.

The prompt should now show even after auto-executed commands such as with battle, trance, forge, and so on.

(Monks, Templar) trance while channeling thaumaturgy should now stop if there are no healable targets left in the room (including the caster).

(Sorcerers) Minor Animation now has third-person messaging when cast.

(Sorcerers) Creatures animated by Minor Animation will no longer appear friendly (green) to all player characters.
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Postby Rias » Sat Nov 26, 2011 1:36 am

Breaking free from engaging hostiles via the position command (as well as the auto-attempt via firing/hurling some ranged weapons) should now properly remove all "under attack" effects, rather than just one.

Travel time should no longer prevent moving a character to the respawn point upon death. This was particularly troublesome in the case of travel-induced starvation.

Torches, candles, lamps, and lanterns will now flicker ominously several times shortly before they are completely used up, giving the bearer some warning.

Lamps and lanterns will no longer disappear when used up (see this announcement about emberbright oil being sold at the General Store).

(Monks, Templar) Thaumaturgy cast messaging should now be adjusted depending on whether others can see the caster or not.

(Monks, Templar) Thaumaturgy cast targetting should now be fixed.

(Thieves) Successfully performing a Dirty Trick that involves Brawling (kidneyshot, footstomp) now provides a small mount of Brawling skillgain, based on challenge.

(Thieves, Udemi) Successfully performing a Dirty Trick that is based solely on Stealth (dirtkick) now provides a small amount of Stealth skillgain, based on challenge.

(Utasa) Riposte should no longer cause roundtime.
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Postby Rias » Tue Nov 29, 2011 7:56 am

wearing items while hidden will no longer show messaging to others in the area unless they are aware of the character's hiding spot.

Multi-strikes were previously giving more skillgain than intended. This has been fixed.

Fear effects now work through a universal function, rather than copies of code that would often be overlooked when updating fear effects. This should cut down on lingering fear bugs.

sitting while hidden will now be seen by others if they are aware of your hiding spot.

It is no longer possible to give something to someone who is hiding, even if you are aware of their hiding spot.

Moving to another room should now remove "under attack" and "just found" (being revealed from hiding) effects.

It is now possible to use the exits command to quickly see any obvious exits in the area without seeing the entire room description.
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Postby Rias » Fri Dec 02, 2011 10:07 am

Locked boxes that spawn in areas and can't be picked up are now a little rarer (spawn less frequently), but have a greatly raised minimum and a slightly raised maximum amount of riln.

Characters may now attempt to recruit another character, which will prompt the target to join the recruiter.

Characters may now flee a room, moving them in a random direction or through a random portal.

Thaumaturgy flares on melee strikes have been toned down, to adjust for nethrim weaknesses that were recently added.

(Thieves, Udemi) Dirtkick will not cause roundtime if the target is already under the effects of a dirtkick (it will still refresh the perception penalty duration and break combat engagement, however).

(Thieves) Kidneyshot now only has a chance to inflict roundtime, but will cause the target to lose a large amount of energy.

(Thieves) Footstomp now has a higher minimum and maximum roundtime infliction, but has a cooldown timer per target, preventing a target from being footstomped multiple times in a row to "roundtime-lock" them.
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Postby Rias » Sun Dec 04, 2011 11:15 am

Getting caught stealing from NPC crowds will now spawn angry citizens of the appropriate faction for that area.

Shades in the Shadgard copper mines are howling once again.

Foliage appears in sendlooks as Fl instead of Fo, to reduce confusion between it and forest.

Animated creatures should now reclaim their dropped gear (i.e. weapons and shields) once again.

Minions of all types should once again join their masters.

Players with minions who have joined them will now be able to join someone else, after which their minion will also join whoever their master joined.
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Postby Rias » Sun Dec 04, 2011 11:54 pm

The share command will no longer share with NPC minions in the group.

Ranged skillgains should be working properly again.

Combat Presses should no longer show up multiple times in the sendlook.

Several commands have been fixed to work properly with the queue. Please continue to report any commands that have issues working via the queue.
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Postby Rias » Thu Dec 08, 2011 12:39 am

If a mount is thrown while being ridden, the rider will now fall to the ground rather than becoming severely bugged.

Minions should once again disappear into limbo while their masters are not logged in, rather than loitering wherever their master logged out and awaiting their return.

Mesmerized, unconscious, and frozen characters should no longer be able to notice someone unhide.

Energy loss now shows up after damage messaging, rather than before.

Blocking, dodging, and parrying no longer cause energy loss, unless the target is sitting or lying down.

In areas covered from overhead by NPC archers, spellcasters, etc. (such as Redrock Canyon or Corvus Outpost exterior), projectiles will now be fired at hostiles more frequently, but can now be dodged or blocked.

Characters should no longer be seen by bystanders when whispering to someone else while hidden, unless their hiding spot is known by said bystanders.

The chance to shield bash has been lowered significantly.

Some critters can now climb 0-challenge climbable objects.

Logging out while riding a mount who is pulling a wagon should now automatically unhitch the wagon, preventing a rather nasty bug that would occur otherwise.
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Postby Rias » Sat Dec 17, 2011 12:24 am

It is now possible to survey while mounted.

It is no longer possible to mail a quill.

Barehanded combat should again have a max 4 strikes instead of 2

Greatswords may now only strike once per attack.

Attempting to retrieve an item from a vault with full hands should now inform characters that they can't do that with their hands full, instead of producing an error.

It is no longer possible for characters to bypass the no-hiding restrictions of a room by hiding somewhere else and sneaking/following to the unhideable area.

All bows now fire at the same roundtime, but cause differing levels of fatigue. Damage has been increased to compensate.

Animates should once again (again) reclaim their gear when animated.

It is now possible for characters to go through a locked portal while holding the key, which will allow them and their group through the portal and immediately re-close and lock the portal again behind them.
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Postby Rias » Sun Jan 08, 2012 1:26 am

I knew I was forgetting something after my return from the holidays! We now return you to your regularly-scheduled changelog updates ...

Trance-healing (and NPC monks heal-targetting) should be fixed, finally.

planting and harvesting are now auto-repeating.

Casting skillgains have been updated to be based on the new challenge calculations.

Church guilds and Tse Gaiyan guilds now gain guild points for striking their intended enemy types (nethrim and infested, respectively) based on challenge.

It is no longer possible to sap a mounted target.

Tuning crystals should now only degrade if you are currently tuned to their channel.
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Postby Rias » Sun Jan 08, 2012 5:29 pm

Adjusting someone's karma will now give the adjustor messaging, rather than no response at all.

The shades of Thaelsh have decided they are indeed shades and their description and death messaging have been adjusted accordingly.

Various creatures will no longer use abilities when exhausted that would cause them to fall unconscious due to the energy drain.

Various creatures can now see in the dark and will be able to attack and perform other actions as usual. Be careful!

Due to the above, the creatures of Thaelsh no longer cast the paradoxical nether-orb light source spell.

Kicks and bare-handed punches now take less energy.

All handworn and bare-handed brawling attacks (including claw-type attacks) should now have a maximum of 4 strikes per attack.

Keyrings are now being sold at the Housing Office in Shadgard Town Hall. Keys can be used as normal by holding the keyring they are attached to - no need to detach them for use.

It is no longer possible to plant, harvest, water, or till while mounted.

Watering soil now checks the left hand as well as the right for a watering tool.

It is no longer possible to find hiding invisible GMs when searching.

Characters wielding tridents in combat will now thrust with them rather than swing them.

It is no longer possible to peer or change tactics while unconscious, frozen, or mesmerized.

Characters should no longer see peoples' wounds getting better when those people are hidden and undiscovered.

It is no longer possible to lay on items that aren't on the ground.

Floating characters should no longer splash through water as they move.

peering into another room should no longer cause a character to forget where discovered hiders in their current location are.

The Hibernate spell now properly effects rodents.
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Postby Rias » Thu Jan 19, 2012 5:12 pm

Unlocking a door with a lockpick will no longer leave the other side locked.

The measure command no longer produces an error when typed without specifications.

Water elementals are now immune to fear.

Wilderness exits leading to hills now show as much.

It should no longer be possible for thieves to plant items in haft-frogs, sheaths, and other weapon-only containers.

Minor Haunting effects should now remove the target from hiding.
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Postby Rias » Sun Jan 22, 2012 10:07 am

Critter attitude (hostile/neutral/friendly) highlighting is now applied when critters enter or leave a room.

List is now an alias for order.

Characters can now go through locked doors if they are wearing a keyring with the appropriate key attached without having to remove the keyring first.

skills study now lists any skills a character is currently studying.

The denizens of the Robbers' Camp have finally learned how to dodge.

Characters with projectiles lodged in their body will now feel appropriate discomfort when performing some actions.

Sneak attacks should now base combat skillgain partially on what the target's defense would have been without the ambush modifiers. For full skillgains, attacking from the open is still the way to go.

It is now possible to eat [fooditem] all to eat an entire food item at once.

Metabolic Englaciation now clears the caster's target if the target falls asleep from the effects.

Hibernate now clears the caster's target if the target is calmed or falls asleep.
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Postby Rias » Wed Jan 25, 2012 9:58 am

Hidden members of a group are now always visible to other group members when looking.

Moving while hiding no longer disbands your group. This is likely to come along with bugs - please report them via the bug command.
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