There was a bug in corpseheal logic for Undead Orcs such that it would use the Orc's corpseheal instead of the Undead version whenever you ate a corpse. The Undead corpseheal is better than the Orc one, hence you were disadvantaged just by having chose to be an Undead Orc. It now correctly defers to the superior Undead version. Let me know if non-Undead Orc corpseheal isn't working right as a result of the change. I tested it, but you never know...
I've been fiddling the last few days with GMCP and I've now added an option to display your Damage Per Round | Taken and Exp per Hour | Min - Looking at having the rest of Bio displayed by gmcp in the coming days.
I fixed a bug (I think) that would make you stay perma-withered by Dumbledore if he PK'd you while you were in fact withered. It should now properly end with your death at the hands of his BS Mummy.
I standardized the types of bonuses between a Paladins personal aura and the aura they grant party members. With party member auras being somewhat less impactful and not having the most specialized bonus the Paladin receives. The impact on play should not really be noticable.
However, "Dark Knight" paladins now receive a 50% increase to their defender or vengeance bonuses once they get their "vigilante aura" at rank 3.
Sin durations are now capped at 20 rounds. The level no longer deteriorates for other sins, possibly making them stronger for the duration of their effects.
Shamans will now receive the highest rarity of materia that a corpse can provide (based on the corpse's level) whenever they use the channel song, instead of potentially receiving a lower rarity materia. If the Shaman currently has the maximum amount of all materia of that rarity tier, the next lower tier will be considered instead, etc.
Knights may now wear a shield while wielding a two-handed spear or polearm. This seemed thematically appropriate and still within the bounds of balance concerns. Enjoy.
Close Wounds (Cultist), Heal (Crusader), and Saigai (Aohitogusa) have had their cooldowns reduced to 2 rounds.
I looked at some of the other heal prayers and they were mostly around the same level of cooldown. Close Wounds wasn't 'competitive' for lack of a better term and has been buffed by about 10%. If I missed any other heal prayers send me a message and I will adjust them. I'd like to keep the cooldowns on healing prayers relatively consistent as well as the cost per HP healed. With that in mind, feel free to message me if you happen to have collected/charted numbers during normal gameplay so we can look at getting healing into a more satisfying place. As always if anything breaks, it was Darkpoole's fault so message me and I'll twist the scale on the rack one more notch.
On Thu Oct 24 23:37:21 2024, Burlok wrote: > The pillaging system was intended to be a two-step implementation with the > second step rounding out the playability. Its still one of those things Im > hoping to get to someday. > > Until I get to the second part Ive slightly increased the delay before > losing pillaging (12 beats to 15 beats). > > Ive also decreased the amount you lose from 15% + half your level per loss > to 8%. > > This should make running to sell etc not quite as devastating until the > rest of the features come in. > The number of beats is now also increased per hero level to somewhat account for the fact its a little harder to get between areas that have plenty of xp bearing mobs.
The pillaging system was intended to be a two-step implementation with the second step rounding out the playability. Its still one of those things Im hoping to get to someday.
Until I get to the second part Ive slightly increased the delay before losing pillaging (12 beats to 15 beats).
Ive also decreased the amount you lose from 15% + half your level per loss to 8%.
This should make running to sell etc not quite as devastating until the rest of the features come in.
The ram skill I believe is an older skill and might even pre-date the skill-scaling that was introduced in the late 90s. You may remember that ~30 years ago an active skill would often fail 100% of the time until level 6 or higher if you dumped most of your XP in it.
I mention this because the break points in success were so high that they would not be achievable until potentially low hero levels. I made some changes to a couple of the points to still make them "high" but have them use more conventional scaling. So you still probably wont get that best level of success often at any level but it will now be achievable at all levels. Especially if you are buffed.
I also made some slight adjustments to the domination formula and hero levels will now have an increasing (based on hero level) of getting a slightly better result.
I dont think any of this will be super noticeable but in testing I was able to notice it because I knew what I was looking for in terms of success rates.
I've tried to fix the logic for NPC Hunters so that they spawn with active attack skills (penetrate, maim or snipe) based on whether they're wielding a spear or bow. The old logic allowed for Hunters that would have bows and then no penetrate or snipe skill, or that would have spears but no penetrate or maim skill. As a result they would only get combat hits, which is not what we intended. Now they should be "smarter". Please let me know if you see anything odd happening.
The vampirism spell now absorbs/steals 300% more spellpoints from your foes before dissipating. The result is that you won't have to re-cast it as often.
Lower-tier phylactery levels have been adjust slightly so that it's easier to get from level 1 to 10. If your current phylactery level was between 8 and 10, you might see it bumped up. Hopefully the code I wrote to handle the readjustment will work properly when you log in, but let me know if something seems off.
The subclass has been reworked to make the phylactery mechanic less irritating and hopefully just enjoyable instead. Here's what changed:
1. The Phylactery still gains levels as you kill foes, but the rate of "exp gain" for the phylactery has been increased 100% and now has a maximum of level 20.
2. Phylactery no longer expends its energy at all. Instead, it always provides a constant boost based on its current level to certain skills and all spells.
I have attempted to remove the no_faction_kill checks that were confusing people because some mobs still spawn with a jihad faction even though the bonuses/penalties were removed. The legacy setting "no_faction_kill" will hopefully not prevent attacking mobs anymore which seems to confuse old/returning players every few months.
Submit a bug if something seems strange after this change.
I'm in the process of rewriting Preserver (aka Druid). I've decided to open it up early for some alpha alpha alpha testing - so far only 1 form is really usable (Cat). If you feel like trying it out please select it in the character creation screen and then go for a spin :)
Luxodon have been discovered in the realm. Very little is known currently other than they are humanoid elephant creatures. Rumors say it that Luxodon are born through reincarnation, and only to a single tribe that rarely separate. Through this spiritual renewal they are able to carry a small bonus from a previous existence. If they are reincarnated anew, they mind find a fraction of their previously lost experience returned to them~
A new race has been discovered wandering the lands of Tsunami. They call themselves the Lepori. They have tall, rabbit-like appearances and tend not to mingle with the other races if it can be helped. They have mastered the art however of avoiding being hunted and can reverse hunting hits that would've been intended for them. This makes them extremely dangerous foes. Their ranks are free to be joined as of now!
Construct is one of the new parent species. Glass is the first subspecies of the parent. Glass constructs are a CHALLENGE race. They have -25 to all stats and -10% to all skills. They also cannot gain "confusion" bonuses to their skills (such as old pillage, dream fragments, equipment, certain buffs.) They WILL however still be able to receive confusion penalties. They are also required to start at level 1. So if you feel like you're up for a challenge, perhaps check out this new race and maybe even go hardcore!
The framework for implementing racial subspecies has been implemented. There is only one currently actively but they will be fleshed out over time. This allows for us to create groups of somewhat similar races, but keep the fantasy theme thriving. For example, what's the difference between a Goblin and a Hobgoblin? What if we toss Bugbears into the mix? They're all technically Goblin(oids) but are they unique enough from one another to justify being a full fledged race on their own? What if you wanted to be made of wood, or metal? Well now we have the ability to implement unique concepts such as these. If you notice any errors please message me directly. I will be making a second post as the first subspecies is actual special in-and-of-itself.
The grandmaster engineer in Edo has put out a call to all Gunslingers. A rumor of a material has made its way Thrakk and he is interested in it for research purposes. The only information available is a single word 'magycite' - Whatever that means. Perhaps some adventurous gunslinger out there can help him find what he's looking for quickly.
Dominance slightly increases combat hits (auto attacks). Dominance slightly reduces damage taken. Dominance allows a barbarian to see its status while berserk.
NEW SKILL: Reckless Attack This is a skill that can proc instantly or twice depending on dominance rating.
This skill doesnt behave like most damage skills. Instead it amplifies an auto-attack hit. So the higher your auto attacks are the higher the base damage.
No matter the result it should at least do the same damage as two rams. Making it the better attack skill once dominance has been established.
See updates to the files: ram, reckless attack, and engage
The goal is to put a place in system that rewards rampaging around the MUD killing things for as long as you can stand it. As you rampaging you automatically pillage, gaining spoils to improve your mastery of slaughter, and gain pillager levels that will give you the bonus to skills and combat that pillage once did.
Pillagers who are in a party together will all get points and rewards. Perhaps you could break the MUD with a native band collecting all the powerful buffing items and igniting a war of BALANCE.
I have largely solo tested this and sort-of hacked in the party component last night. Please let me know if something breaks. :)
NPC crusaders had a flaw in their AI (tried to heal while it was still on a cooldown). Well, not anymore. Hex, the lunatic (Talamport) now behaves as originally intended. Combragol, the monk (Ardor) will now fully utilize his monk origin. Rana, Lord of Water (Ardor) no longer just prays berries and munches them, but will utilize full preserver skillset instead.
New function added to make handling a charmed mob less tedious, and more viable when compared to something like vengeance. You can now have your charmed mob exclusively use your mana instead of theirs. This only works with creatures that use mana (so not energy, adrenaline, etc.) Details in the help file. Any issues let me know.
Balduvia maze Berserkers now properly have offensive skills. A bug was fixed that was preventing them from acquiring these. While broken, they were only getting combat hits. Just a heads-up that they will fight harder now. :)
NPC Beastmasters will now always have a companion, regardless of the terrain type of the room in which they spawn (which is normally a restriction for the skill). Certain areas such as the Balduvian Native maze always spawned Beastmaster without a companion, which was technically a cheese since it made them noticeably easier to kill.
NPC Beastmasters without a current companion will no longer stand around and let you pound on them. A bug was preventing them from using the "animality" skill in such a context, so basically they would just "observe" you and then only get combat hits for the rest of the fight.
This quest is once against solvable, and you should no longer "fail" it randomly. If you happened to have experienced it "failing randomly" within the past year and have not completed it since, send me a tell and I will get you fixed. Keep in mind that there are logs of people who tried and failed so lying about it won't go in your favor.
After receiving feedback about the bonus nerf to the Explorer Clan I have gone through and modified how exp bonuses work with quests. As I'm sure you're familiar a while back quest points were made account-wide with character-based tracking still being a separate thing. Well now the bonuses are similar.
You will get a smaller global account bonus based on your total account (unique) quest points. What that means is that if you have have Mousetrap finished on more than one character, you will ONLY get credit for 20 - one solve per account for the ACCOUNT bonus.
You will now also get a larger bonus based on your CHARACTER quest points. This should help encourage questing across all of your characters if you're interested in maximizing your bonuses.
Both of these bonuses are calculated non-linearly, meaning you'll see a bigger reward early on, and it will taper as you grind out the remaining points. This will hopefully make questing in general feel more rewarding overall.
The Explorer Clan will take those bonuses and double them.
All quest-related bonus exp listing methods should be updated to reflect accurate numbers now as well. Overall the bonus numbers are going to be similar, it's just going to be easier now to accumulate a higher bonus earlier, with the maximum bonus also being slightly higher, but requires more of a grind.
To commemorate "Dune: Part 2" I have taken another pass at worm to address some of the constructive feedback that has been received.
I do not think this class will ever be at the point where it will easily room-swallowing Ardor guards as occurred years ago when they received 1 point of hp healing for each point of damage that was done. That situation led to the initial recode. So please temper expectations.
It should be a rather chill 1 mob killing experience and devour hordes of small mobs.
Remember the pattern is: swallow -> bile -> wait until stomach hp hits 0 and you spit-up -> tenderize -> goto step 1
I may continue to muck with the numbers a bit but overall should preform somewhat differently than a week ago.
Oozes are now 10% less viscous and have been renamed to Seeps. The governor of Tsunami has passed strict gun control laws, as a result Gunslingers have been removed from the game. Due to the rising price of gas Juggernaughts are now approximately 40% more expensive to play. Fetches have been readded to the game. To make things more interesting, heals will now sometimes deal damage to the player instead of healing them. A new system that allows you to hire mercenaries to go hunt NPCs for you has been added. Who has the time to grind anyways? After lengthy discussions a fifth stat is finally being added. Rizz, formerly Charisma will modify the mercenaries you're able to recruit. We're officially launching a new game - Tsunami Lite, alternatively known as "The 'little' wave." To better reflect real world situations housing prices have been tripled, then tripled again. Due to dropping temperatures Raine will now be known as Snowe. New taxes have been added to every purchase made from any shop in the game. Players will now also have to file a new form to the Tsunami Internal Tax Service yearly to report how many dinars they have acquired and will be taxed accordingly. After consulting a leading chromatologist, we've collectively decided that Chaitan is more Chaibeige. The day/night cycle has been removed because there's spooky ghosts out there at night. Sorry Aramitamas. All of the current classes are going to be merged into Upper, Middle, and Lower. All subclasses will now be called "jobs" and unfortunately they've all been replaced by AI. We regret to announce that Tsunami has suffered a data breach. Luckily the only data that was taken was your favorite food, and your biggest nightmares. Fetches have been removed from the game. Tsunami is now going to be more "on Brand." No, literally, we tattooed it on his thigh. Wildcat has finally been tamed and will now be known as Housecat. All those things you've been wanting added to the game are totally coming soon, we promise.
NPC crusaders now use their skills and prayers properly. Their AI was broken since the mark skill change. Madlanders are now unsubclassed monsters and Kizi, the 14 years old girl is no longer a male barbarian... Bort Kruud, general of the Guttbuster Brigade now acts like a regular berserker and won't re-berserk every round. Thief tunnel guardians are ogre warriors as originally intended. ... and plenty of cosmetic changes mostly related to gender and race of various NPCs across Tsunami.
There is a step in this quest that required you to have a specific npc corpse to lure out a key quest npc.
Unfortunately, if you had another corpse in your inventory or anything that had a corpse alias then the quest npc might not come out depending on the order of the corpses (it checked the first one only).
The npc whose corpse you need now drops a "meat object" that will lure out the quest npc and should fix this error.
tl;dr - Oozes can now detach themselves from Phagocytosis targets by simply moving out of the room.
Phagocytosis has been updated to use a more modern approach to implementing the code that allows the Ooze to "follow" its target when the target moves. Part of the old implementation involved magically teleporting the Ooze back into the target's room if they somehow became separated (at least in most circumstances). So if the Ooze moved, say, out of the room on its own, the next round it would be transported back to the target's room, which just doesn't make any sense.
Now if the Ooze moves itself while using Phagocytosis, it will detach from the target. Previously there was essentially no way to detach from a target other than the skill naturally running out of duration, the target using some sort of escape skill/item, or if either the Ooze of the target died. For example, even if the Ooze had used a recall scroll to escape, the skill would not end and the Ooze would be teleported back to the target's room. Just odd behavior.
Gunslingers can no longer use their bulletsmith skill in combat. NPC warriors with a spear as their primary weapon should now behave properly while holding a shield.
All mobs that count towards the Edo killquest (Panama II) may now be targeted via "edotian". You no longer have to annoyingly switch between all the different names.
The penalty imposed by the pounce skill against your victims has been moderately increased. It was artificially hardcapped to such a degree that it was mostly ineffectual. It now will reduce the target's combat, attacking and weapon class to a noticeable extent, with the reduction to combat synergizing with the grate skill (which is resisted by combat) such that the grate skill should do more damage. The fury skill will still outmatch pounce/grate skill in terms of damage-per-round, but hopefully the latter will find greater utility in certain situations.
Almost universally reviled by players I made some updates to mage weapon in lieu of a more complicated rework.
* A mage weapon has an INFINITE duration. If you greatly increase your spell skill level then you should resummon your blade to ensure it has the best value but a few points wont move the needle.
* A mage weapon will now receive its bonus damage up to two times per round (was 1) better benefitting Wu-Jens who take attacking and Chronomancers.
* A mage weapon will do somewhat more damage.
Given most mage weapon users have 1 attack it is likely still a weaker spell pick (for wu-jen) but might be more worthwhile if you have attacking.
For classes that do not have to pick a mage weapon spell because it comes with their kit this is a modest increase.
Chronomancers who innately have more attacks and a mage weapon in time scythe will get the most benefit out of the box.
Using "list" in the locker rooms will now display AC/WC and item type, like you see when you "list" in a shop -- that is, if a listed item is a piece of armour or a weapon.
When you "list" in the shops (i.e. Mainland, Kyrse, etc), items that are magical will now properly be flagged as unusable for you. No more guess work required!
Banshee's sotto voce song has been given a duration that falls in line with the more standard pattern of duration for debuffs. In other words, it no longer lasts for ~10 minutes, which was a tad bit ridiculous, given that it can drop dex by 100 at hero levels.
Fire Drakes, * Cinder Storm proc will now be active for 12 rounds (was 10). Giving an extra few seconds to cast. * The damage of cinder storm was increased slightly. * The percent of embers produced (which is based off damage) was decreased slightly. Overally (with the damage increase) ember generation should be neutral. * When resting in a charred room a drake will heal recover faster.
-- Cinder Storm is intended to be "lower damage" but makes up for it with the ember damage on the next burn or strafe.
-=Reminder of other recent changes=- * Cinder Storm and Ember will "Enkindle" a drake causing weapon attacks to have a chance to put embers on a target. * Strafe benefits from embers (was previously only burn). * An enkindled state will also increase AC by around 30%.
Vampirism's healing mechanic has been changed to heal more per round but use more stolen SPs to do so. The purpose of this is to bring it closer to functioning like a direct, active "heal" skill and less like regeneration, though it is still intended to strike a balance between the two forms of healing.
The phylactery boost to spells will now always empower the spell at full strength, regardless of your current phylactery energy percentage. It will still drain the phylactery energy, however, as it always did (which reduces your resistance, AC, attacking, WC, etc -- see "help phylactery" for a refresh). So in other words, your spells will always be as effective as they can be, but your offense and defense in combat will still suffer as you drain the phylactery.
Also, phylactery recharge gained from dealing damage via combat hits has been moderately increased.
1) Gunslinger weapons require 2 hands to wield now (aka no more shield and 2 pistols) 2) Some additional cosmetic changes in gunslinger talent menu 3) Pawns in newbie chessboard should cause less errors now, please bug if they behave differently 4) Same for ghants in Ghant city and gnutts in Gnutt village 5) Madlanders prefer their barbaric weapons now and should hopefully be less spammy 6) Invasions should be finally operational. Thank madlanders, not me.
The common perception seems to be that at a certain level or in certain areas a THUG is essentially unplayable.
Until someone takes a more indepth look at the class I have implemented the ability to bludgeon in combat (as with backstab) with a significant penalty that is slowly reduced at hero levels.
The era of blinking Shamans via the evening temporal boon has finally ended. NPC Shamans will no longer annoyingly extend their final defeat and leave you ripping your hair out. The temporal boon song has been reworked to change the evening effect to be what the night effect used to be (a chance to avoid some or all of the damage from an incoming source). Furthermore, the night effect is now a form of life steal, which has a chance to heal the temporal boon's recipient when he or she lands a combat hit (and that amount, if the effect triggers, will be based on the damage done).
On Wed Nov 15 19:31:05 2023, Raine wrote: > Any race/class/subclass that can use the 'consume' command can now "consume > all" or "consume all corpse" similar to how you and bury all corpse. > I forgot to mention that this was Greshna's suggestion. I usually post to give credit but I forgot.
I am pleased to announce that despite its best efforts the Mage Tower is now functioning again.
Additionally, as our boots are longer now the quest will now be better about items being available every 30 minutes and this will be communicated if you hit a time-locked step. Making it more clear whether you are on the right path and someone beat you to the step so its less confusing.
A fire drakes scales now harden in the heat of its inferno.
The enkindled effect will somewhat improve its defenses.
But only versus physical attacks as if it were armor.
"help skills ember", "help skills char", and "help skills cinder storm" for a more complete summary of fire drake adjustments over the past few months.
It appears further explanation is need in regards to why Herbalist damage functions the way it does. Let us begin with the basic SP cost of using utmahi via the blowgun on a target:
Blowgun crafting cost is not counted because it is a one-time expenditure. So we have a total of 25 SPs, but you could also say it's only 20 SPs since you could "do cultivate utmahi" and gather 10s of the herb from the garden over the course of time (and even though cultivate costs 30, this is recuperated quickly from the grown herbs).
Now, utmahi's duration is solely based on the level of the apply skill that the Herbalist has. That is, it does NOT consider the target's resistance. It's fairly easy to reach the maximum duration, 6, by the time the Herbalist reaches a 19+1 character level. Since no one seems to care about anything other than hero levels, we start there.
So where are we? 19+1, 6 rounds of utmahi DoT for the cost of 20-25 SPs. In my testing of utmahi damage at the lower hero levels (19+1 to, say, 19+6), the average total damage over the course of 6 rounds against an equal-level target is just over 100 damage -- without the Herbalist even having to stay in the room. If the Herbalist stays in combat, the damage is ~125.
So what we have is 20-25 SPs for 100-125 damage. That is a superb SP-to-damage ratio. The retorted complaint of course will be "but it takes 6 rounds!". Well, unfortunately, that is irrelevant. What matters is the SP-to-damage ratio. If that sort of playstyle is too slow for your exping and leveling expectations, you are advised to play a different subclass. There is simply no way around the subclass functioning this way when its approach to dealing damage is 90% DoT.
One possible solution, however, is to make utmahi poison do ZERO damage if the Herbalist is not currently in the same room as the target. Then we could, say, reduce the duration of the utmahi poison but increase its damage output such that it did more over a shorter period of time. Currently, this is approximated through the new stacking feature of the poison. You can spend more SPs via multiple poison darts to do more damage over a shorter period of time. But it will be *less* damage overall than you would have done if you had used each dart individually and let each own run its course before poisoning the target with another dart.
A final note on scaling as mob levels climb into the higher hero range: yes, it's an even slower exping and leveling experience. That's how it is *for all damage from all sources for any player subclass against a huge hero mob*. It's just more pronounced for Herbalist because, again, the DoT has to be distributed that way to maintain the balance of the SP-to-damage ratio. If this is disagreeable to you, please play a different subclass. If you're looking for an AoE, high-speed blaster subclass, do not play Herbalist.
Anyone who wishes to reincarnate their Herbalist into something else may do so by talking to me. If you're a non-hero, I will give you an equal level character of any subclass of your choosing. If you're a hero, I will let you choose any other subclass at half your current hero level, rounded down (i.e. 19+9 becomes 19+4).
Herbalist utmahi poison and blowgun functionality has been reworked in an effort to prevent out-of-room DoT cheese, while also removing the hard cap that had been introduced at first for addressing said cheese.
- The hard cap on utmahi poison level has been removed and a diminishing returns curve is now used instead. In the interest of full transparency, the curve can be seen here:
https://www.wolframalpha.com/input?i=log%28x%5E%28x%5E0.48%29%29+from+1+to +1000 Each elapsed round of poison damage will lower the curve slightly. Out-of-room poison damage is still reduced by 33%, just like it used to be.
** This formula may be tweaked depending on what we observe as players try it out **
- The "apply" skill is no longer actively used to poison darts. When the Herbalist uses the "shoot poison at target" syntax, the dart will be automatically poisoned with the chosen herb. The level of the poisoning will be randomized as per the usual Tsu skill-roll logic (i.e. based on the level of the Herbalist's "apply" skill).
- Since darts are now auto-poisoned when fired from the blowgun, the dart indicator in the Herbalist's HP line has been simplified to only show the count of darts.
- The maximum duration for utmahi poison has been reduced from 10 rounds to 6.
** This may be tweaked depending on what we observe as players try it out **
- Utmahi dose may now be stacked, depending on the character level of the Herbalist. The formula for maximum doses on a single target is: 2 + (Herbalist_total_level / 10) Stacking doses increases the damage-per-round but also reduces the total duration by one round per stack. Adding another dose to a target resets the "rounds elapsed" counter to one, thus refreshing the countdown even though the max duration is lowered. The idea is that this stacking method can be used to "front-load" the poison damage instead of waiting for a longer period of time for all the damage of individual doses to run their course. Each stack beyond the first is added at 1/2 its actual strength. i.e. if the first dose was 300 and you added another dose of 300, the total poison level on the target would then be 450.
** These formulas may be tweaked depending on what we observe as players try it out **
- Firing a dart from the blowgun now immobilizes the Herbalist for one round while he recovers his breath. Firing two unpoisoned darts in one round will only immobilize for one round, not two, however.
- Two bugs were fixed in the process of working on this:
1. Using the blowgun no longer gives the target a free round of combat hits (this was happening even when the Herbalist was already in combat with the target). Like all other hitback, the target will get one and only one strike *if* the blowgun is used on the target outside of combat.
2. Using the blowgun no longer checks intimidate against targets that the Herbalist is already fighting. Previously it *always* had to overcome intimidate, thus sometimes preventing the Herbalist from shooting a target that was already attacking him in combat.
I _think_ I fixed a bug with random weapon generation where multiple damage types would be rolled as modifiers for the same weapon. Only one of them ever actually applied, so the others were just wasted and only served to make the weapon more expensive to purchase in the shop. Instead you should now see more of a variety of mods appearing on weapons on mobs and in the shop!
On Thu Oct 19 16:36:19 2023, Raine wrote: > Demons that reach level 10 will once again gain the hellfire spell. The > spell functions differently, as it now flares hellfire on any ignited > enemies in the room. Lightly tested, and very likely to be tweaked in the > near future. > Hellfire will now occasionally spread ignite and torment to additional targets in the room. It will also stoke the flames, increasing the ignite amount on targets it hits.
Finngalkn's travels across the wilds of Tsunami have allowed him to return home to Darale and share new salving techniques that he acquired while owning the most powerful monsters in the land with his shaft, er, blowgun. Therefore the tribe's Herbalist's salve skill has been improved to harden the skin of its recipients against more varieties of damage, based on the herb utilized:
I fixed a bug with the pungi skill which caused it to consume all the darts in your inventory that happened to have the same poison type as the pungi trap. It should now leave your darts the eff alone!
Demons that reach level 10 will once again gain the hellfire spell. The spell functions differently, as it now flares hellfire on any ignited enemies in the room. Lightly tested, and very likely to be tweaked in the near future.
The Preserver's insects prayer has been slightly reduced in terms of the insects' ability to prevent the target from using skills/spells/etc. In my testing, it was blocking over 75% of all skill use with equal-level opponents, which was a bit too much. This effect combined with the Preserver's apititude for healing made them unreasonably difficult and annoying to kill. It has now been brought in line for balance purposes.
The Chronomancer slow spell's duration has been reduced by 50%. It was exceedingly longer than any other debuff in the game (in addition to having quite a nasty effect) and has now been brought in line for balance purposes.
The rest skill now takes your overall skill boost into consideration when calculating its effectiveness. i.e. the "Overall Boost : X% bonus to all skills and combat" that you see in your score will affect its recuperating power.
Adrenaline Junkie no longer lowers the length of adrenaline rush, it felt bad to lose the extra duration even when you account for the other bonuses. Exhaustion is also now capped at 5 rounds.
The war vote timer will remain the same. The multiplier will now cap at 5 except for specific holidays. Once it hits 5x wars will no longer need to be voted down and will again require 3 votes to trigger. This will mean longer boots again. If any funny behaviors crop up (again) changes will be made to address them.
I never completed the npc unicorn template. As a result they would mostly just trample.
I have resumed work on this and it is so far partially implemented and I hope to finish it over the weekend.
The goal of this post is to warn those who prey on unicorns. They are more deadly foes and will continue to grow in deadliness as I get their full kit logic implemented.
Your experience mode now shows up in score to let you know if you're focusing on your gun, or getting player experience. It also is now persistent so war experience can indeed go to your gun if you had gun mode toggled on before the war. The help file has been updated accordingly.
As you all know these subclasses are currently prestige subclasses, meaning you have to undertake a special journey and meet specific requirements to become one. Once you've completed that process once, you will now be able to create them through the login menu. This is completely retroactive, so if you currently have any of these, you can create them from the login menu. The only requirement beyond having unlocked the achievement is that you have to be level 1.
Spy is specifically not able to be created even if you already have one. This is not a bug.
If you do have any issues, or if you have one of thee subclasses and are unable to create one through the login menu - please send me a tell.
Gunslingers are now officially released. The gun experience bug has been fixed. Since no major bugs occurred during the last testing I've decided to allow the people who tested to keep their gunslingers - with the caveat that their gun experience and learned talents will be cleared.
With the launch of gunslinger also comes a very small introduction to the new achievement system! You must unlock gunslinger to be able to create one (or log one in if you happen to already have one.) More achievements will be released in the future as well potentially tied to other customization options or just for fun! Currently there is no way to display available or unlocked achievements, but there is also only one as it stands which is the Gunslinger unlock miniquest.
Hopefully with this new system we'll be able to bring interesting choices (perhaps such as the ability to create Shaolin/Changeling/Berserkers once you've already acquired one!) in a new and engaging way!
Sidenote, if your pre-existing gunslinger is experiencing errors please message me directly and I will fix it. Shouldn't be an issue but just in case.
The waiting pits have been moved to under the arena. Down from the challenge room. Where the gauntlet entrance used to be now leads to a plaza. West heads to the arcade, inside of which the gauntlet is now located.
Talents have been completely redone and are no longer in tiers. Some of them still require you to get one talent before you can get another. This will give you more freedom to focus on the things on which you value. Talent points are also no longer a thing. Instead you will spend the experience you funnel into your gun to level talents similar to normal exp spending. Some talents have been removed, some have been merged into other talents.
You will now be able to immediately select your mastery (shotgun, rifle, dual wield) from first login. Keep in mind that talent resetting will not be available moving forward.
Gunslingers now have a base 20% manashield. Grit increases this by 3% per talent level up to 50% total manashield. They now gain additional toughness if they remain in combat for long enough.
Shelling: The penalty for using a shotgun has been lowered. Cost increased from 25 to 35.
Quickdraw: The penalty for using a shotgun has been lowered. Now gains bonus damage from using cartridges, similar to shelling and fan the hammer.
Coin Toss: Now executes the correct events if you are in combat.
Player characters will be reset after the end of the testing phase, which will end on August 1st 2023.
As a thematic trial, whirlwind now receives a moderate bonus to the damage it does if you happen to be dual-wielding. The idea is that flinging yourself into a frenzy with two weapons equates to more opportunities to land blows due to the extra arm/hand. Let's see how this plays out for players and NPCs. If it's OP, we can just undo it.
* PURGE OATHS now prompts you to let you know that using it will kill you and cost you a deaths worth of EXP. * AVENGING SPIRIT now grants a small amount of bonus xp based upon hero level.
If you are a class that has a feature to allow you to continue resting to pick-up class/subclass specific features (Unicorns, Samurai, others) then you will lose your rest penalties once you are at full hp/sp (where others would typically stop quickhealing).
PROBLEM IDENTIFIED: When centering you lose your elemental attunements. To maintain attunements you must leave your center or - when finished - spend many rounds reacquiring them if you wish to enter combat attuned.
SOLUTION: While centering you will continue to pick up new attunements. You will lose old ones as they time out but always pick up the new one while centering. This pick-up only occurs when attunements shift.
PROBLEM IDENTIFIED: Shifting attunements in combat even though its instant now is a pretty big DPS loss. Its usually better to just power through the current fight rather than change stances.
SOLUTION: When you change to your active attunement you will do an additional elemental strike that is about twice as strong as the elemental-strike that rides alongside your critical. This will dramatically lessen the DPS loss and also keep your other attacks buff.
The sweep skill should now honor any special effects that your weapon might have (vampiric, wounding, venom, etc) in the same way that a normal combat strike would. Previously it ignored them completely.
As of June 10th (or a few days after) Paladin respec will change.
1) When you purgeoaths you will die. 2) You will be automatically transported to a temple. 3) You will return to life at full xp loss. 4) You will logout. 5) Your oaths will be reset.
If you want to mess with any configurations the next week and a half are the time.
* Ember has been reconfigured to more closely resemble an earlier state. ** Ember is now an instant skill. ** Ember still reduces combat slightly. ** Ember once again grants a single extra attack. ** Ember provides fewer embers upon your foe to alight with burn. ** Thats fine though right because its instant so you can quantity over quality? ** Ember is a really good low level dragon skill as tail once was.
* Fire Drakes weaponry will now sometimes stir embers upon their foe adding a very small amount of additional embers. ** You will get a message when this occurs. The amount of embers is based upon your ember skill.
The village below raises the alarm as the mighty Fire Drake crests the horizon. Far from the reach of their slings and arrows the mighty creature moves into a dive furling its wings as it inhales sharply and strafes the denziens below charring the villager and hut with its supremacy before landing to finish its dread errand.
I have made the following changes: * The char skill is now passive (you can no longer cast it). * Burn will now char the the land based upon the damage it does to each creature. * Strafe will now char the land based upon the damage it does to each creature.
* The char skill represents the Fire Drakes ability to spread destruction and collaterally char the area.
PLAYTIME CHANGE: You can no longer pre-char an area BUT because your fire attacks char the area the maximum amount of char is now equal to your char skill and is not reduced by an activation roll. So when it finally caps it will be between 0 and 100 points higher than it was previously (lets call it an average of 50) which is enough to get you to the next % level.
On Thu May 11 04:32:42 2023, Darkpoole wrote: > Batter now requires you to be rooted in order to work. > > ~DP > After some feedback and discussion from steel, you'll get a small bonus to batter if rooted instead. ~DP
Hello. This is not the stoneskin post you are looking for or is it?
I am not responsible for any perceived decreases to the invulnerable state.
I am responsible for these changes: * Stoneskin now has two states: ** State 1 called STONY: This is when you get the big damage reduction. ** State 2 called PEBBLY: This is when you have the AC boost / basic defense adjustments.
So now rather than it vanishing completely after the damage resistance goes it will act like a normal shield spell without the extra stuff and you will also kind-of better be able to gauge when to recast it.
Hope this helps. Thanks to Morgul for suggesting these tweaks.
You are now able to select your character mode from the character creation process. E.G. Standard or Hardcore. Is this a hint at possible future features? Your guess is as good as mine!
The Mummies of Tsunami have continually try to bring the old world into the new weakening their ancient magics. Perhaps the prayer has settled or perhaps a new cataclysm against the old world has emerged?
Previously rounds 7 (19+7) to 10+ (19+10+) received a bonus to the random chance equal to their hero level for summoning random plagues. The base random chance also increased per round. NO LONGER.
The random chance at 19+7 to 19+10 shall progress without regard to hero level (it increases by 10%+ per round with frogs being the most prolific).
At 19+10 when all the random elements are at play the number of hero levels above +10 shall slightly increase the random chance.
The overall damage has been increased from previous reductions but is not back at full strength from two weeks ago. I think that this should help make the earlier rounds a bit more palatable but keep the later rounds from doing quite as much damage per round. This prayer really isnt supposed to start taking off until 19+6. Its still absolutely better than the "mummy ultimates" because quicksand alone is equalish damage.
The bonus experience percentage granted from quest points has been reduced moderately. The bonus experience percentage granted from the Explorer Clan quest boost has been halved. The bonus experience percentage granted from completing quests / having quests completed as an Explorer Clan member from the exploring buff has been halved. The duration of this buff is now capped at 10 minutes.
Hardcore: Hardcore has always been a bit of an anomaly. Removing the ability to resurrect is in-line with what most people would expect from a hardcore environment. The bonus to skills not normally provided is also in-line for the prestige of what hardcore should be. The double experience has never made sense and generally isn't thematic, and removes a lot of the prestige that should go along with raising something hardcore. Instead of receiving double experience, hardcore characters will now receive HALF of what a non-hardcore character would receive. This provides an actual challenge for the rewards and prestige associated with being a hardcore character.
PK on: The bonus money drop percentage for being PK on has been reduced from 20% to 10%
Reincarnations: It was an oversight by me to not include hardcore tracking with the new reincarnation system. Moving forward this will be logged so people with a high hardcore reincarnation experience loss can be properly recognized for the feats which they have achieved.
There is now an incremental SP cost to maintaining a talisman beyond its initial duration (previously it was a flat SP upkeep cost). This is more in the spirit of how talisman was originally supposed to work, but to be honest I just lost sight of it over the ~15 years or so of the Shaman subclass' existence. The idea is that eventually the talisman becomes impossible to maintain once the initial materia infusion has become unstable, which is thematically coherent with the lore surrounding the subclass.
The evil eye spell now has a new "autotoggle" option that can be used to turn a passive form of the spell on or off. This passive function has a chance to trigger each combat round for any foe that is fighting the Witch. If triggered (based on foe's resistance), the foe will be cursed with evil eye in the same manner as if "cast evil eye" was directly used against it. The cost of this version of the spell varies based on the particular effectiveness of each occurrence, but is capped at 20 spell points per trigger per foe.
Mummy cataclysm damage has been reduced to a much more reasonable level. Just a reminder that if you find yourself averaging 1243 average done per round against equal level mobs without a wizbless, then something very obviously isn't right and needs toned down.
Damage done by evil eye when it blocks combat hits or movement has been slightly increased. Damage when preventing skills/songs/prayers/spells remains the same, but the damage type for blocking songs, spells and prayers has been randomized slightly between MAGIC, CHAOS, HOLY and UNHOLY (the first two types for songs and spells, the last two for prayers).
On Thu Apr 20 23:32:04 2023, Burlok wrote: > Hello. > > We will be working on removing class mazes over the next few days due to
> concerns over their persistently buggy state. I know a lot of people use
> these areas and so I didnt want people to feel like things were vanishing > mysteriously and without notice. > > > The experience in Asgard has been restored to what it was a few days ago. > If this changes again we will be sure to let you know. > The experience bonus has been removed again. The players in question have been reverted to their pre-abuse state.
On Tue May 02 02:17:52 2023, Darkpoole wrote: > You should no longer be able to stack Moon-called and Bless. > > > DP > > Same thing now with Armour of the Gods.
discord support for private messages has been added. help setenv general, will show the setting info. setenv allow_discord_pm 1 will send discord tells when you are online or offline. setenv allow_discord_pm 2 will send discord tells when are are offline. Respond from discord using "tell message". Must have a valid authorized discord account. type 'discord' for the verification process. ..
Cauldron weight has been reduced to approximately half of what it was beforehand in terms of how much extra weight the fluids inside contribute. All healing options have been moderately increased. Sipping from the cauldron no longer counts as an action, to bring it in line with other healing items.
The curse spell has been removed as a direct-cast (i.e. cast curse) spell and has been replaced with a new spell called "hex". See "help spell hex" for more information. While curse was removed, you can still use its paltry effects via the simulacrum spell like you could before.
Broom now only takes 1 round to cast instead of 3. This brings it in line with most, if not all, other weapon-summoning skills. It also now only costs 30 SPs instead of 60. Yeesh.
The bitter malice of the Witches of Tsunami has devolved into a new level of devilry. Needling a simulacrum will now cause damage to the target based on which damage types are most harmful to the target. That is, the damage type chosen will be that to which the target is most vulnerable. If the target has multiple equal vulnerabilities, a random type from that subset will be used per "needle simulacrum".
* Paladin Aura was mimicing an old set of buffs. It has been updated. This is a minor change. Non-Paladins essentially get the stat/skills/combat damage/regen increases but not increaes to blocking, or damage aura, and other odds and ends.
* The cooldown on avenging spirit is now 200 rounds. -----Previously it was 500. -----With the previous changes this means you can power down for a potty-break every hourish of grinding.
We will be working on removing class mazes over the next few days due to concerns over their persistently buggy state. I know a lot of people use these areas and so I didnt want people to feel like things were vanishing mysteriously and without notice.
The experience in Asgard has been restored to what it was a few days ago. If this changes again we will be sure to let you know.
* AVENGER now gets more WC when you have Vengeance / Defender to 4. Very sharp.
* AVENGING SPIRIT lasts FIVE TIMES as long per step allowing you to keep the form much longer.
* When AVENGING SPIRIT reduces your holy power to 0 instead of kicking you out of the form it will continually spam you. You will want to leave AVENGING SPIRIT at this point because your HOLY POWER spells will have lost all their bonus damage.
* While an AVENGING SPIRIT you gain 30% of your max judgement per round. This will allow you to cast retribution every ~3 rounds as filler.
* RETRIBUTION is now a room attack while an avenging spirit.
* When used as a room attack RETRIBUTION does much less damage (but still debuffs just as hard and in an area).
* DARK KNIGHT gains a bonus to retribution at oath level 3.
Your cauldron will now properly receive fluids from corpses as if it were a nonhumanoid. Previously it was only getting humanoid corpseheal, or, in other words, mostly nothing from corpses.
I fixed a bug that plagued every single weapon in the game. This _might_ change some things though I'm unsure of how many. If anything strange happens after the next reboot let me know.
Electrify can now be refreshed manually (again) by doing the skill. I also reduced the auto-refresh from 150 rounds (300 seconds / 6 minutes) to 75 rounds (150 seconds, 3 minutes.)
Okay so this will be a long one but I'm hoping it'll all make sense. Sometime in the last year, maybe two? Nether had updated a few quests/zones and has shifted class mazes away to more thematic areas, so far this is the list I've been able to find and partially verify, I'll give the location of each maze, but not necesarilly how to get to it, as I believe Nether did this in intentionally to encourage questing/exploring but here we go.
Undead 1 to 10 - Barovia Forest Undead 11 to 20 - Old Bonegrinder
Horror 11 to 20 - Sunderia
Monster 21 - 30 - Tramtris
Dragon 21 to 30 - Warcraft
Fey 21 to 30 - Dixton
Fighter 1 to 10 - Thrak Fighter 31 to 40 - Asgard
Mage 11 to 20 - Jarrows Tower Mage 21 to 30 - Heloca Mage 31 to 40 - Court of Ardor
Cleric 31 to 40 - Karakas's Castle
Thief 1 to 10 - Dragon Island Thief 21 to 30 - Vistani Camp Thief 31 to 40 - Thalamur City
Native 1 to 10 - Dunghil Native 21 to 30 - Balduvia Native 31 to 40 - Bandar Province
I'll potentially add to these eventually to fill out all the other levels (motivation based)
Pixie playtesting is now complete. Many thanks to everyone that participated and helped us reach this point. As a reminder, current Pixies will *not* be reset to level 1. Game on!
Dream fragments will now be shared within parties. The way it currently works is as follows:
1. The party member who lands the killing blow splits the fragments with the other party members. 2. The other party members _must_ be in the same room as the killer to get their fair share of the pie. 3. An even distribution will be attempted, but any "extra" fragments that do not divide evenly given the party size will be randomly distributed amongst all the members.
For instance:
a. My party of 3 people kills a mob that gives 8 dream fragments. b. Each member will get 2 fragments, because that is the amount that can be evenly distributed (8 / 3 = 2 in integer math). c. The remaining 2 fragments (8 - (3 * 2) = 2) will be randomly distributed amongst the 3 party members. Someone might get 2 while the other two players get nothing extra, or two players will get one fragment each while the other player gets nothing extra.
This is the default behavior for dream fragments in parties now. Someone else can tweak this further if people want this to respect "autosplit" settings or whatever.
I'm currently in the midst of redoing Fey guild, first round of changes will go live after the next boot.
Wisps -Wisp HP is no hard capped at 100, haze has been increased to old bsness -Mindrip now does 0 hp damage until target has 0 sp. Damaged increased to 1.5 to compensate. -There was a bug with mindfog, it should now stack accordingly
Changelings -No longer prestige. -Piety has been removed. -Basilisk is back in the game. -All forms have been upgraded, shift and look at skills to view them. Help files will be updated when someone who has access can do it -Lion and Gryffin form are "ptest", if there are any "Features" report them to me
Ent -Can no longer mod batter, it's stupid anyway -Can move 1 room every 10 rounds while rooted -Barskin removed and replaced with rings skill. Armour increases with age -Vegetation followers will sprout every hour you are rooted, idle or not
Sylph -Assume disabled, you are now forced to be solid. -Bouyancy is now spelled correctly -Dumbass carry ability removed, carry increased by 10 per level -Chain lightning is now single target, or all+adjoining rooms like firestorm
Additionally, * Paladin SHIELD SLAM will no longer root you in a party (but still in war). * Paladin AVENGER now has the "keen" quality in addition to other bonuses. * Paladin AVENGER now has the "power" quality in addition to other bonuses.
Avenger boosts will theoretically also increase the power of dark echo and dark knight in general since they wield the same weapons.
The Chronomancer timestop now has a 5 round cooldown due to its ability to both evade hunting hits and execute actions that normally take 2 rounds to complete.
There was a bug with terrain mod calculations regarding weapon damage. Effectively it was doing nothing. It's likely been that way for over a decade or more. That has been fixed, so damage output across the board is likely up by 10-20% in the appropriate terrains. If this turns out to be too lofty of an increase it will likely be tweaked.
Beastmaster NPCs were broken in that they were unable to use the bond skill, and thus never really used any other skill aside from companion. They now should bond properly, so they're back to being Hard Targets like Van Damme.
Spy Scout skill now adjusts combat terrain modifiers within the room rather than the blanket 'Confused' attribute. Probably more helpful for thief fighting types and less useful for boosting skills. You can see the effects if you are a thief and you type 'mods' in the scouted room.
The dodge skill originally gave an often much greater than 80% chance of being immune to any damage. The paint point - I believe - was that you had to continually recast it every two rounds except that bludgeon and backstab auto casted it for you. So your immunity was limited by your available sp or not taking more than ~150 damage per hit.
I have made some changes: * The 50% penalty to Thugs using dodge has been removed. * Dodge now counts how many attacks you dodge each round. You have a normal (so very high) chance of dodging the first attack. Each subsequent attack is harder to dodge. As it gets harder to dodge you will also begin taking incidental damage from glancing blows, rolling into things, what-have-you when you successfully dodge.
* The chance to dodge a backstab or bludgeon hit-back has not been changed and so you always have a very strong chance to dodge this.
* Thieves had their max attacks capped at 2.
* The GOAL of these changes is not to affect traditional thief in-out play BUT to reduce dodge classes to "face tank". In theory - under old dodge - although tedious if you used "repeat do dodge" you could attack someone with combat rounds and be virtually immune to damage under about 100 points per hit. Hopefully this is not the case any more.
On Sat Mar 11 07:31:50 2023, Darkpoole wrote: > We knew this was coming, the dream tearing may now only be opened once per > boot by *any* player, and the exp has been nerfed by half. So if Brightman > opens it up 1 hour after re-boot, you have to wait until next reboot to > open it again. > > ~DP > If you ask jarrod about the tearing, he'll be able to tell you if its been opened or not.
As an experiment I have re-worked backstab slightly.
* You can now backstab in combat. * Backstabbing in combat reduces your result by about 30%. * This combat reduction abates slightly at hero levels. At +18 you would have no penalty. * It should be slightly harder for npcs to detect thieves at hero levels.
The goal is to make the class "viable" beyond lower-hero where the majority opinion is it stalls out.
We knew this was coming, the dream tearing may now only be opened once per boot by *any* player, and the exp has been nerfed by half. So if Brightman opens it up 1 hour after re-boot, you have to wait until next reboot to open it again.
Salvation and Last Stand should be working as intended now. If someone wants to test it in the arena with me or others that would be great.
*Fell Cleave potency increased from 65% to 75%. *Plunge potency increased from 45% to 55%. *Vengeance Aura damage per point of vengeance oath increased. *Vengeance Aura damage per hero level increased. (this was done two weeks ago) *The AC BONUS from Defender Aura was removed (you still keep the level 2 bonus).
Early on Vengeance/Dark was the âmetaâ thanks, in-part, to dream weapons. It looks like most people now are running Defender/Champion (aka classic Paladin).
If anyone wants to provide fair and balanced insights into why one tree is obviously superior or worse than others please let me know. I am not dissatisfied with Defender being a popular option because the historic meta for the game has been âas much damage as fast as possibleâ but also want to see other things be valid.
IN PROGRESS: 70% done with the level 30 Paladin ULTIMATE.
I plan on re-doing paladin respec (purge oaths) by the end of April meaning the re-spec option will disappear sometime after April 30.
Currently the intended cost of a respec is "one death" (it will kill you and then resurrect you at full xp loss).
If you are raising or are inclined to raise a Paladin between now and May 1 and wish to be able to change without penalty please note my intentions and plan accordingly.
Ah, the Dream Tearing...once a fountain of wealth and riches, now a dry well of disappointment and despair (still good exp tho). It's as if the dream gods themselves have decided to cut back on their payouts.
Perhaps they realized that adventurers were getting too comfortable, too reliant on their generous gifts. "No more!" they cried. "No more freebies for you! You must earn your keep like everyone else!"
Or maybe they just got tired of seeing all those glittering coins scattered haphazardly around their divine realm. "It's a mess in here!" they grumbled. "These humans have no respect for neatness and order. We'll just have to stop the flow and clean up this place ourselves."
Whatever the reason, one thing is clear: the Dream Tearing is no longer the cash cow it once was. But fear not, brave adventurers! There are plenty of other treasures to be found in this world. And who knows, maybe the dream gods will change their minds one day and start showering you with gold again. In the meantime, keep dreaming big and keep exploring. Who knows what other wonders you might uncover!
I've changed how the newbie forest functions slightly. I nerfed the shit out of the goblin because he loves to kill newbies. I've added a training dummy north of David where you can test out your skills (keep an eye on this area as you may be able to reselect a subclass without having reincarnate). Most of the NPCS Ie: Cow, Goblin and Goats will spawn for you specifically as you enter the room, so now you dont have to wait a reset for the goblin to come back. I'm also open to ideas on how to improve it for newbies in general so if you think of something that could benefit the area please send me a tell.
Aincrad used to have a sell bonus that was multiplied by whatever floor level you've managed to reach, it was taken out, while aincrad was closed, now aincrads opened up (and has been for awhile), I've reinstated the selling bonus, but this may also be rescinded if deemed too OP. ~DP
type 'discord' for info, type 'discord verify' to start the process of linking your tsunami account to discord. This process is already in the website account section and some have already done it. If your name comes thru the mud with a hashtag in the middle, this info is for you. If you run into issues, bug me. ..
Marisil spotted a small coding mistake in warriors which caused a random value to always be static. This is the main reason why npc warriors could soak so much damage - but no more.
On Mon Jan 23 16:18:17 2023, Raine wrote: > March 1st, 2023 will mark the end of the Gunslinger playtesting period. As > a reminder all current Gunslinger characters will be reset. Feedback is > still open until the date of playtesting close, after which final > polishing will be done and a release method decided upon. I would like to > thank everyone who has (or will still) submitted feedback and bug reports. > You've all been crucial to the development of this subclass and I don't > know what we'd all do without you, so thank you, sincerely, from me and > the rest of the wizards. <3 > Due to a serious bug I am closing the testing on gunslinger a day early. I apologize if this inconveniences anyone. I would also like to thank everyone again for playtesting and submitting feedback. If you haven't already please also submit the survey @ https://forms.gle/n95zTDTXVP8PhnxZ6
Pelt now has a chance to launch a second projectile when used against a target which is not currently in combat with you. This chance is based on the effective level of the particular pelt use, and is resisted by the target's awareness.
I have made some changes to guts that will somewhat reduce its effectiveness. It will still be far superior to "classic guts". We can easily monitor how great it is via the mechanism in "score" that will show us its ratio.
Good news! Warriors are now squishier!
Also, Muul should get a Muul guts read-out in their score now.
Demon: Lost the hellfire spell. Torment now heals part of the damage done on cast. Ignite damage increased.
Werewolf: Bonus toughness from form should now properly calculate. Pack minimum roll increased and the maximum roll cap increased. (This also means pack wolves deal more damage) Furiosity damage increased.
Spider: Slightly less squishy outside of their web. Toxin deals more damage, and lasts slightly longer.
Manticore: Venom deals more damage, and lasts slightly longer. Tail damage increased. Spike damage slightly increased.
Aurumvorax: Bonuses from veins increased. Combat bonus from territory increased.
Deathknight: Carry penalty for being incorporeal removed. Darkfire damage increased. Soulrip damage increased.
Banshee: Crescendo cap and effectiveness increased. Wail damage beyond first target increased. Spectral choir is no longer hard capped. The cap now scales with player level. From 1 to 19 this is a very minor nerf, above that it is a buff.
Mummy: Jar bonuses between upgrade levels should be more apparent, but still subject to random skill roll variance.
Chian-Lung: Meld now provides a better stealth bonus. Scaly command creature HP massively increased.
Remorhaz: Toughness bonus cap from snows increased. Frost damage beyond first target increased.
Wyvern: Toxin deals more damage and lasts slightly longer.
I also fixed a bug with the Crest of Shotoku from the previous change that doubled the mighty blow bonus.
On Tue Feb 14 00:39:35 2023, Burlok wrote: > * Dark Strike does slightly more psychic damage to a foe under the effect > of penance. > > * Champions Spiritual Aura no longer does % healing during wars. It does a > small amount based on champion oath level (this is a nerf) > > * Lay Hands now takes 2 rounds when not under the effect of a (HOLY) crit. > > * Lay Hands now takes 1 round when under the effect of a (HOLY) crit. > > * Lay Hands now costs 25% of MAX SP + 35 when not under the effect of a > (HOLY) crit. > > * Lay Hands now costs 35sp when under the effect of a (HOLY) crit. > > > Shield Slam will also root you in the room for about 3 rounds while you are in your defensive state.
The ride formula prevented riders of a certain level from being able to ride mounts near their level at high levels. This particularly impacted MUD steed riding Knights.
I changed the following: * You cannot ride something of a higher level than you unless it is a steed or mount that you summoned (these can still go level + 3).
* The formula for ride calculation was made less aggressive at higher levels and otherwise tinkered with.
Recognizing that more than Knights use ride if this somehow bugged another class or feature please let me know via bug.
Against my better judgment (due to time constraints regarding my availability), Pixie is now open for beta playtesting. It was previous restricted to Patrons of a certain tier. Please message me if you would like to play one, as I need to unlock access to it for your account.
I do not plan to drop all Pixies to level 1 once playtesting has concluded. I painstakingly played one from level 1 to 19+7, like Samuel L. Jackson in the Dave Chappelle in the Samuel Jackson Beer skit (https://youtu.be/AxeDWiM65DE). However, if you abuse an exploit or a bug to level your Pixie to any degree, your character will be deleted and your account will be banished for at least a week. So play nice and you'll get to keep your Pixie once it goes GA.
As hinted above, my time to focus here is limited. Please do not expect responses to your comments, questions or criticisms to be given in real-time. Also, keep in mind that not every subclass is fitting for every player's playstyle. If you try Pixie and it just isn't for you, just move on to something else. There's a whole other world of entertainment waiting for you out there.
There was a bug in the wizlist logic that prevented apprentice wizards from showing up correctly under certain circumstances. This has been fixed and should now properly display all apprentices on both the active and the full wizlist. Given that, I'd also like to officially welcome Watchman to the wizard team!
This has really been a long time coming. I know it will likely upset many people but in the end it will be a healthy move for the game. A week from today on February 10th, 2023 the special effects of the dream weapons will be removed from the game. They will still function as normal for any auxiliary features for which they had - quests and what not - but for player they will no longer be the unrivaled best option available.
This change is being made for several reasons. First, the weapons have almost always been completely out of QC guidelines, making them an absolute nightmare to account for when balancing any class that is able to use them. Second, FOMO and gear acquisition anxiety. As they are both unique, and some of them time limited there's a lot of room for anxiety regarding not being able to partake in the use of them, especially given the relative length of boots nowadays. Third is that since they are legitimately better than 99% of other weapons in almost every situation this will open up the floor for more interesting choices/options.
I'm announcing this ahead of time because again, I know many people will be upset by this and I wanted to give them time to utilize them in one final hurrah. Please direct all hatemail to Darkpoole - just kidding, direct it to me.
Gunslingers will now see a new prompt upon login regarding a playtest survey. Obviously you're not required to submit it, but it will be helpful for finalizing the subclass after playtesting officially closes. No changes will occur to the subclass between now and playtest closing so feel free to submit any feedback you have knowing changes won't affect your submissions. Thank you again to everyone who participated!
Sirenes will no longer annoyingly be able to hit you with drown DoT after they have peaced you with quell. As soon as you take damage from the drown, it will break the peace.
Channeling corpses will now give more materia than it used to dependent upon the rarity of the materia being acquired. Tiers 1-3 receive this benefit, with tier 1 receiving the biggest boost and tier 3 receiving the least. Keep in mind that the base amount of materia gained is still based on the level of the corpse being channeled. So think of the bonus as a multiplier, tier 1 being the largest and tier 3 the smallest. This is intended to help lowbie and midbie Shamans with their materia management.
Paladins were designed with numerous baked in buffs (their spiritual auras) and as a result are unable to receive a large number of buffs (help paladin specials / PURE OF BODY).
I had not restricted their access to vending machines initially because I didnt want to limit their ability to participate in Aincrad but having looked at testing information and talking with players Ive decided to go ahead and restrict their vending machine access.
Happy to listen to any feedback or proposed alternate changes.
March 1st, 2023 will mark the end of the Gunslinger playtesting period. As a reminder all current Gunslinger characters will be reset. Feedback is still open until the date of playtesting close, after which final polishing will be done and a release method decided upon. I would like to thank everyone who has (or will still) submitted feedback and bug reports. You've all been crucial to the development of this subclass and I don't know what we'd all do without you, so thank you, sincerely, from me and the rest of the wizards. <3
* DARK STRIKE/DIVINE SMITE changed from Str/Int of 60%/40% to 80%/20%.
* FELL CLEAVE/PLUNGE/SHIELD SLAM changed from Str/Int to Str/Con and the ratio was adjusted from 60%/40% to 80%/20%
* The reward for dispelling PENANCE with 2 DARK STRIKES received a moderate increase.
* The amount of extra time you have to DARK STRIKE a PENANCE twice was reduced to two additional beats with a three round cooldown DARK STRIKE. This allows for 1 â 2 timing errors but not 7.
* The critical strike amount of DARK STRIKE / DIVINE SMITE was increased.
** You will CRIT every 6 rounds if you donât crit naturally before (this is not a change) but letting you know.
The Preservers of Tsunami felt as if their berries were not nourishing enough. Also, they rarely group up and with the quasi-peaceful state of Tsunami restoration is less appealing.
* The berries generated by the berry prayer will be more effective on the MUD. ** They will be even more effective on Preservers. -- Preserver NPCs will probably be more annoying to kill due to additional healing.
* The restoration prayer now sews regenerating flowers in the room. ** This will cause some healing to the Preserver and party members every few ticks.
*Divine Smite received a moderate base potency increase. * Penance cooldown increased to 4 rounds. * Penance effect fades from target after 2 dark strikes and does additional psychic damage upon fading. * If the penance effect is cleared by 2 dark strikes it will return dark power. * Dark Strike cooldown reduces by 1 round at Dark Knight rank 3. ** Dark Strike cooldown is therefore 2 rounds w/ Dark Knight 3 and Templar 2. * Fell cleave potency received a moderate increase. * Fell cleave cooldown increased to 6 rounds. * Shield slam potency received a slight increase. * Shield slam cooldown increased to 6 rounds. ---- NOTE 1: PLUNGE. You can PLUNGE at any time within the fell cleave cooldown window. PLUNGE does not require you immediately follow a fell cleave and is better woven in amongst cooldowns (as its instant) than immediately executed.
NOTE 2: Dark Knight was supposed to emphasize DARK STRIKES when a foe was under PENANCE. The changes are an attempt to encourage this behavior.
An optimal Dark Knight rotation should look more like: PENANCE DARK STRIKE SHIELD SLAM/FELL CLEAVE DARK STRIKE PENANCE DARK STRIKE DEFEND/PLUNGE DARK STRIKE <>
Slightly increased the melee multiplier granted by vengeance aura.
When dark echo echoes your shield slam you will now have a chance of gaining the increase for an additional round.
Put "auto retribution" back into the game for testing. See "help prayers retribution". Being lazy in this manner does decrease the spell potency somewhat.
Various bug fixes including (hopefully) Dark Knights still being able to aura their echos. I dont think this was actually doing anything because it clones the players buffs and ignores its own but ...
The VENGEANCE specialty lost a significant amount of bonus melee (combat hit) damage from its aura. This did not affect the bonus from OATH 1. It would also affect Dark Echo.
The RETRIBUTION prayer was re-balanced to a more standardized resistance scale. It should still be very good for an instant cast.
CHAMPION 4 religion was re-scaled from 60% (str) / 40% (int) to 80% (str) / 20% (int).
The CRITICAL damage component of Dark Strike and Divine Smite was reduced. When a DARK STRIKE crits it will now provide a little bit of additional holy power. The PSYCHIC DAMAGE of DARK STRIKE was slightly reduced. Dark Echo is somewhat worse at echoing the Dark Knight particularly at higher skill levels. At Dark Knight 4 the Dark Echo will echo weapon strikes slightly more.
The amount of bonus weapon-skill Vengeance gained was reduced slightly.
* Moderately decreased the amount of hp healing from penance. * Moderately decreased the amount of sp healing from dark strike. * Moderately decreased the amount of passive per-tick hp-sp regen from divinity aura. * Eliminated holy power gains from weapon specialties. * Elminated judgement gain from plunge. * Increased the amount of "bonus skill" gained from divinity aura (reduced the required levels per stage increase). * Slightly decreased the bonus block chance from shield slam (this was after fixing a bug that halved it the other day). So its still better than it was on Day-1.
The Muuls on Tsunami realized they are not very popular! Likely due to their questionable heritage as the offspring of dwarves and humans BUT ALSO likely because their passive guts ability quickly used up their spell-points with no way to stop it. No longer!
The Muul race how has the command "guts-toggle" which will turn their racial ability on and off.
The setting will show up in score.
The setting will remain between logins (so if you prefer it keep it off turn it off and never look back).
I did UPDATE the calculations to be more similar to the current version of the guts shadow. Their innate skill is certainly less but its no longer strictly a 1:1 ratio.
If you were forced to CHANGE YOUR RACE then there is a possibility your xp is "borked".
Rather than making you track down a wizard you can type: "palreset"
The command "palreset" will reset your XP ONLY IF you had to select a NEW RACE.
The command "palreset" will only work ONE TIME.
The command "palreset" will be removed at the end of the month BUT if for some reason you still need the reset done you can contact me.
--Other Items-- * Fixed some errors that were generating sensitive minds. * Re-Enabled LAY HANDS to "crit-trigger" insta-smite. * Updated the helpfile for AVENGER based on some changes (and fixed some Avenger item bugs). ** You can now change the damage type of the Avenger. ** Avenger will now do some bonus damage based upon player level to make it a more competitive choice with other high WC weapons.
On Fri Jan 06 22:55:02 2023, Burlok wrote: > I have converted "Paladin2" into "Paladin". > > When you login an existing Paladin you will automatically be converted. > The new Paladin does have some racial restrictions so as part of the > conversion you may be logged out and forced to select a new race. > > > Understanding that there are a lot of "choices" I am keeping the re-spec
> command ("purgeoath") as one that can be freely utilized. I anticipate > this command costing a Paladin "one death" in the next few months but will > provide at least 30 days notice so people can re-spec for free one final
> time. > > > I am looking for feedback and - to those of you who enjoy writing messages > - some messages for several skills which only have a handful at the > moment. > > See: "help paladin", "help paladin orders", "help paladin oaths", "help > paladin specials" > > If you were testing Paladin2 please shoot me a tell and I will compensate > you for the time you spent testing. > "What race should I pick"
Due to the restriction all will be about equal. However it is a largely strength based class although it does utilize the religion skill also.
When you login an existing Paladin you will automatically be converted. The new Paladin does have some racial restrictions so as part of the conversion you may be logged out and forced to select a new race.
Understanding that there are a lot of "choices" I am keeping the re-spec command ("purgeoath") as one that can be freely utilized. I anticipate this command costing a Paladin "one death" in the next few months but will provide at least 30 days notice so people can re-spec for free one final time.
I am looking for feedback and - to those of you who enjoy writing messages - some messages for several skills which only have a handful at the moment.
On Tue Dec 27 19:52:13 2022, Burlok wrote: > Greetings. The Hunters of Tsunami have lodged complaints that sniping foes > does not gain teeth. Understanding this, an npc counter-sniping training
> program was instituted. NPCs are now more wary of being sniped but being
> sniped grants teeth. > > > This is in response to multiple bug requests. > > How snipe works now: > 1) You snipe an NPC in another room. If the NPC has not been previously > sniped and your snipe skill is better than an awareness check then your > first snipe does extra damage (currently 25%) > 2) Once an NPC is sniped it will attempt to counter snipe you. Each > successive snipe increases its chance to locate your hiding place (the > room you are in). The initial chance (currently starting chance is less > than 4%-5%). This chance increases with each snipe attack. > 3) If the NPC locates you then it runs into the room you are in and attack > you. > 4) There is nothing to prevent you from leaving and sniping more but it > will keep its increased chance to find you for some time. > > A SNIPE kill now grants TEETH. > > A SNIPE will now grant a lesser amount of PENETRATE if the sniper has the PENETRATE skill. Slightly increasing future snipes.
A foe that finds a sniper will now have a normal chance to fall victim to any FIREPIT or PUNGI traps set in the room where the SNIPER is.
A foe that enters the room to attack a sniper should be less likely to "hunt" them. The SNIPER should know they are coming.
The FIREPIT and PUNGI traps were very slightly increased to do more damage based upon skill. Previously there amount was static no matter what your skill was.
Greetings. The Hunters of Tsunami have lodged complaints that sniping foes does not gain teeth. Understanding this, an npc counter-sniping training program was instituted. NPCs are now more wary of being sniped but being sniped grants teeth.
This is in response to multiple bug requests.
How snipe works now: 1) You snipe an NPC in another room. If the NPC has not been previously sniped and your snipe skill is better than an awareness check then your first snipe does extra damage (currently 25%) 2) Once an NPC is sniped it will attempt to counter snipe you. Each successive snipe increases its chance to locate your hiding place (the room you are in). The initial chance (currently starting chance is less than 4%-5%). This chance increases with each snipe attack. 3) If the NPC locates you then it runs into the room you are in and attack you. 4) There is nothing to prevent you from leaving and sniping more but it will keep its increased chance to find you for some time.
A templar calls-out for divine power and wades into the undead horde smiting the scourge back to the shadow realms.
A defender protects the innocent souls of the village from the onslaught. He slams his shield into the unending mass of the dead holding back the tide of damnation.
A divine champion raises his holy weapon before the scourge and commands them to leave the realm. His words exorcise the damned in a pyre of holy fire.
---- Paladin2 has been opened to Patreon testers and can be created from the login menu. The goal has been to create a flexible style of class where you can mix and match several skill trees to fit your own playstyle or class fantasy (thanks to Chaitan for inspiration via Vampires and Wujen).
Please review the helpfile including: help paladin oaths, help paladin orders, and help paladin specials
You may currently respec without penalty (see command oaths and purgeoaths) to try different trees.
I am looking for quality feedback on design. Ive run through all the trees at a basic level but Im not a high-speed player. The goal is to need to rotate abilities and not repeat a single skill. Dark Knight and Divine Champion should play somewhat differently.
I am also looking for feedback on messages. Theres a lot of room for improvement here and am happy to look at incorporating more themely stuff.
WARNING: Progress from Paladin2 testing will not carry over to a Paladin conversion. This is so I can manipulate tester levels as appropriate and generally cheat code some aspects of play for testing purposes.
If you are not a Patreon but want to contribute I am happy to discuss the value you would bring to testing and then set you up with a character.
The Fighters of Tsunami who specialize in defense have continued to hone their craft. They may now actively defend for a few seconds increasing their chance to block or partially block effects for a few seconds.
The Knights of Tsunami will automatically gain this "defense state" after a successful charge but this auto-defense will not last as long as if it were manually activated.
The NPCs Warriors of Tsunami do not know that their defend skill is active due to ever present concerns about their OP state we shall keep it a secret (though honestly losing a round of damage to defend would probably make them less deadly).
The gluttony well-known amongst the Ogres of Tsunami have made them the realm's premier constitution race.
Because often 2-hswords are just as deadly as normal swords the races constitution and stupidity will also sometimes make them forget to take a small amount of damage when struck.
Hydras are now immune to all exhales (not just their own).
When a Hydra exhales in a room that has exhale it will strengthen the existing exhale rather than making a new instance. The last hydra to strengthen the cloud becomes its owner for the purposes of determining aggressor with future hits.
With the changes to stomach and swallow a few months ago I have also refined digestion levels. You now gain 1 digestion level per tick when you have something alive in your stomach. You now lose 1 digestion level per tick when you have nothing alive in your stomach. Remember you only spit things out when you lose your stomach hp and so its theoretically less of a fight now to keep the level up so there is less of a need to "pad the level" by having bile sometimes add to it.
Somewhat reduced worm defenses from intestines (the free resist and toughness).
Bulletsmith: - Now provides bonus damage if you have cartridges remaining to all skills.
Shelling: - Energy cost increased from 20 to 25. - Increased pistol(s) base power 80 from to 85. - Increased shotgun base power from 50 to 60. - Increased rifle base power from 120 to 125.
Quickdraw: - Quickdraw cost increase from 10 to 15. - Increased shotgun base power from 25 to 30. - Increased rifle base power from 50 to 55. - Now displays health check after skill use. (Quality of life change for bouncing.)
Fan the Hammer: - Energy cost per bullet reduced from 22 to 10.
Toughness: - Moderate toughness boost to flatten damage spikes.
Talents: - True Grit now also provides a toughness bonus per level - Gun exp toggling is now a set. -- This means if you have it set and you log out, it will be set when you log back in. -- Note: This means if you have it set before war, your war experience will funnel into your gun. - You should now receive a message when you have gained a new talent point. -- Exp ratio for gun experience is now: --- 1-10 - 1:1 (100%) --- 11-19 - 1:2 (50%) --- 20+ - 1:3 (33%)
- Tier 1: -- Basic Grip, Crude Sight, Furtive Tactics and Incendiary Research cost reduced from 10 points to 5 points. -- Caliber, and Energy Efficient cost reduced from 5 points to 2 points per step.
- Tier 2: -- Swagger cost reduced from 20 points to 10 points per step. -- Cyro Research cost reduced from 40 points to 20 points. -- Molded Grip, Iron Sight, and Medium Ammo Pouch cost reduced from 30 points to 15 points.
- Tier 3: -- True Grit and Enhanced Energy Reserves cost reduced from 100/50 points to 25 points per step. -- Advanced Grip, Enhanced Optics, and Large Ammo Pouch cost reduced from 50 points to 30 points. -- Voltaic Research cost reduced from 75 points to 50 points.
- Tier 4: -- Kill Shot cost reduced from 1000 points to 500 points. -- Dual Elementalist cost reduced from 500 points to 200 points. -- Toxicology Research cost reduced from 750 points to 500 points. -- Hidden Power cost reduced from 500 points to 250 points per step.
The vice president of CARAVAN INC ordered an annual assessment of caravan routes across Tsunami and has determined an increase in interest near the village of FIVILLE as well as the town of BREE. Caravan stops are now offered to these locations.
Quickdraw: Cost reduced from 30 to 10. Base power for rifles increased from 40 to 50. Base power for pistol(s) increased from 60 to 65. Now has hitback similar to backstab.
Coin Toss: If this skill is the first skill used in the round, it will no longer take your action for the round. No longer has bad things happen to the Gunslinger. Instead they will have great things, or only okay things. If in active combat will sometimes drain the luck of the person with which they are in combat.
Fan the Hammer: Cast time reduced from 1 round to instant. Energy cost per bullet increased from 11 to 22. Cooldown increased from 5 rounds to 10 rounds (20 seconds) base. If the skill kills a target the cooldown is halved (5 rounds / 10 seconds) and half of your maximum energy is restored. This should make Fan the Hammer more effective as the finisher it was intended to be in the first place.
On Wed Oct 19 21:58:58 2022, Raine wrote: > I have split the functionality so you can disable it on channels and tells > separately. > Disable it for channels: setenv hide_alts_channels 1 > Disable it for tells: setenv hide_alts_tells 1 > > If you want both disabled you'll have to set them both. > > You can also now choose your separator character from a few valid options: > | @ # / \ - ~ > setenv alt_separator_char @ > Would show something like: Raine@Selune > > Also, only wizards 500 or above are forced to use their wizard, any wizard > under that should default to their main, or their biggest character if the > main character isn't set. > I forgot to add that if you're on the character that would prefix your currently logged on character for public channels, it won't do that anymore. E.G. no more Raine|Raine
I have split the functionality so you can disable it on channels and tells separately. Disable it for channels: setenv hide_alts_channels 1 Disable it for tells: setenv hide_alts_tells 1
If you want both disabled you'll have to set them both.
You can also now choose your separator character from a few valid options: | @ # / \ - ~ setenv alt_separator_char @ Would show something like: Raine@Selune
Also, only wizards 500 or above are forced to use their wizard, any wizard under that should default to their main, or their biggest character if the main character isn't set.
Things I have messed with recently that did not warrant their own post. These are bug-fixes / "improvements" and not balance related. Just for those who meticulously track stuff.
The spell STRENGTH was replaced by UNBURDEN ILLUSIONISTS remembered how to cast PHANTOM DAGGER CHARM SPELLS now show duration as HEART BEATS instead of SECONDS If you DECAPITATE a ZOMBIE the HEAD will keep fighting you THORNS (shield) now runs out based on displayed timer ONLY and not the HIDDEN SECOND TIMER SPEECH no longer has a COOLDOWN Thalamur Urn is now summons sands that are more useful to high level mummies SCALY COMMAND monsters now have more appropriate aliases DEAD SHENLUNGS no longer get DOUBLE WATERFIRE on DEATH
Following player feedback, you will now see the designated main and the currently speaking character. For example: Raine|Selune if I were speaking from Selune.
In addition, you can now setenv hide_alts to disable tell forward and only display your current character on public channels.
Tells will now auto-redirect if the player you're telling has an online character and you attempt to send the tell to one of their characters that is not online.
Channels will now display the name of your: Wizard if it exists, else Main character if it's set, else Your highest level (non-test) character
I made a post about adding login streak tracking previously. Today it now incurs a bonus. Players now get a 1% exp bonus per day for up to 10 days (10% cap.)
I hear warriors are really tough now. I will admit that I may have a slight bias towards them being awesome because often when people are complaining about them its because they are having trouble fighting 4 or 5 at once. However I do also want to recognize that changes I made to guts (primarily) may have made them very tough at high levels.
To be fair though they used to not even turn guts on until they were low-HP and so when I automated it to come on that it was probably surprising. So it was kind-of a double whammy.
I thought maybe that bit of information would be interesting.
I think one of the big problems with warriors is they get âall of the skillsâ. I think in a somewhat improved version ot the class warriors would specialize in some way and so you could tune them based on their specialization rather than being huge and having ever skill under the sun. Maybe someday, for now ...
* SMASH now gets REDUCED when you do not have a HEAVY weapon rather than INCREASED when you do.
* GUTS now soft-caps at a HEROIC level of skill so INCREASING STATS are less likely to drive it to INSANITY.
* Warriors with SHIELDS had their overall WC from weapon skills DECREASED.
On Fri Sep 30 15:10:05 2022, Raine wrote: > Certain guilds that aren't allowed to wear much equipment have had an easy > method of gaining bonuses via guild buffs by offering a corpse, or a > random item. This was a seemingly fair trade, as they also had higher > costing heals, the nonhumanoid tax, etc. I am going to finish removing the > differences between the cost and usefulness of heals between humanoids and > nonhumanoids so that there will just be heals. In doing so, I will also be > removing guild buffs. The guild buff removal will go live tomorrow, > October 1st, 2022. Posting this today so everyone can have one last > hurrah. > This change is now live.
You can now setenv autopoison and when you craft darts it will attempt to apply poison to them. You have to have enough herbs to poison every dart crafted for that craft, as well as have an orb of concentration that will cover the SP cost (10 per dart.)
Certain guilds that aren't allowed to wear much equipment have had an easy method of gaining bonuses via guild buffs by offering a corpse, or a random item. This was a seemingly fair trade, as they also had higher costing heals, the nonhumanoid tax, etc. I am going to finish removing the differences between the cost and usefulness of heals between humanoids and nonhumanoids so that there will just be heals. In doing so, I will also be removing guild buffs. The guild buff removal will go live tomorrow, October 1st, 2022. Posting this today so everyone can have one last hurrah.
+100 capacity per hero level. Also: Original idea: 17854 by Finngalkn Now upgradeable for gold. Type 'pouch' for additional info (only works if you're an herbalist.)
Max energy calculation changed to: 100 + (non-temp constitution / 10) You now receive a bonus to max energy per level. Level 1 through 18 is 1 energy per level, 19 grants 2 for 20 total. After that you gain 2 max energy per hero level. Two new talents: - Tier 3 (level 15) - Enhanced Energy Reserves: 5 ranks, 50 points per rank. Increases maximum energy by 5 per rank. - Tier 4 (level 19+1) - Hidden Power: 5 ranks, 500 points per rank. Increases maximum energy by 5 per rank. Two talents changed: - Tempered Bore is now Energy Efficient and it increases your energy regeneration per round. - Advanced Grip now grants 5 WC, up from 3. Talent poin acquisition cost reduced: - Tier 1: 100k -> 50k - Tier 2: 250k -> 150k - Tier 3: 1m -> 500k - Tier 4: 10m -> 7.5m Energy regeneration bonus from resting reduced - approximate 60% total reduction. Gun experience gain has changed in the following ways: - Levels 1 through 15 have unfiltered exp. - Levels 16 through 19 have a 50% filter. - Hero levels have a 66% filter. - Your gun now _always_ leeches a portion of your experience. 25%, still passed through the above filters. Exhaustion will now always prevent movement. Coin Toss wants to know if you feel lucky, punk. Well, do you?
The warrior skill smite has been renamed to smash. Any player characters will be refunded for exp spent on it, and can put that experience into smash. Nothing else about the skill has been changed.
I implemented tracking for daily logins a while back and never did anything with it. You can now see it when you log in. It will be colored the same as your 'tips' coloring. Currently this number is nothing other than bragging rights, but that will change soon(TM)
Replaced the tier 1 talent "small ammo pouch" with "furtive tactics" which grants silentwalk. Shotgun mastery users get a penalty to silentwalk. Shotgun users now get a higher bonus to intimidate. The base cartridge limit is now 30 (up from 20.) During playtesting you can now "gunslinger reset talents" to clear your talents. Once it goes live this will be removed. Talent point acquisition reworked: The first point is 50k experience. The 2nd-76th are 100k experience each. The 77th through 307th are 250k experience each. The 308th through 732nd are 1 million experience each. The 733rd through 4482nd are 10 million experience each.
This will probably be adjusted some more, but we'll see how this round plays out.
Quickdraw damage is slightly different: Pistols > Rifle > Shotgun Shelling damage is slightly different: Rifle > Pistols > Shotgun Fan The Hammer damage is slightly different: Pistols > Rifle/Shotgun
Combat rounds should be somewhat normalized (non-action rounds) however dual pistols should get about twice as many regular combat rounds as the other two.
Some of the form levels have been rearranged. Python is now gained at level 10. Tiger is now gained at level 13. Mushroom is now gained at level 15. Bear is now gained at level 17. Phoenix form has been removed.
Mushroom now costs 100 piety (down from 550) and passively gains piety every 60 seconds. The number of piety gained is a base of 10, and is increased by the room being purified as well as the light in the room. Mushrooms thrive in darkness, the darker it is, the more piety you will generate. If it is bright however, it will reduce the amount of piety you gain, down to a minimum of 1. This effect is _snapshotted_ in that it will always use the numbers from when you shifted into the form. This will prevent players from walking into the room with bright lights just to grief.
On Fri May 13 03:27:23 2022, Orion wrote: > This is a pretty broad change and one I will trial to see how we feel about > it. Basically I have changed all skill resistances to be based on a > percentage rather than a fixed value. So for example: > > Current: > Cast Blast: 250 skill level > Monster Resistance: 200 > Damage = 250 - (random 0 - 100) - Resistance / 2 > Damage = 50 - 150 > > New > Cast Blast: 250 skill level > Monster Resistance: 200 > Damage = 250 - (random 0 - 100) * (250 / (250 + Resistance)) > Damage = 83 - 138 > > So this reduces randomness slightly. This smoothing will become more > noticable if you attack something much larger than yourself: > > Cast Blast: 200 skill level > Monster Resistance: 400 > Damage = 200 - (random 0 - 100) - Resistance / 2 > Damage = -100 - 0 (always fail) > > New > Cast Blast: 200 skill level > Monster Resistance: 400 > Damage = 200 - (random 0 - 100) * (200 / (200 + Resistance)) > Damage = 33 - 66 (not great - but at least its something) > > Some skills are _meant_ to fail (like charm) - so if you find yourself > able to charm lvl 50 mobs, please bug it to me. > > Feedback welcome! > > ~Orion > So it looks like there was a *slight* error in the resistance calculation for skills that meant resistance was half what it should have been. Whoops! Glad somebody noticed (*cough* not *cough*). This has been fixed and uh, this might make a slight difference in skill damage output. On the flip-side this might reduce warrior damage as well!
On Sat Aug 13 00:06:31 2022, Raine wrote: > Energy regeneration bonus from adrenaline rush halved from 20 to 10. > Bullet Storm talent (last tier) replaced with Adrenaline Junkie talent. > Adrenaline Rush baseline now lasts 10 rounds and no longer forces you into > exhaust when it expires. It also no longer removes your action per round
> cap or restores your energy to full. > Upon learning Adrenaline Junkie the duration drops to 5 rounds, you will
> restore your energy to full immediately, your action cap is removed, and
> you will regen 20 energy per round bonus and will cause exhaustion, same
> as before. > Getting kills while on an adrenaline rush will extend the duration of > adrenaline rush by 1 round. > > Talent point cost reduced from 10 million per, to 2 million per and the > point costs (and level requirements) of the lower talents have had their
> point costs reduced, while some of the upper talents have had them > increased. This should allow you to get WC bonuses at lower levels, gain
> bulletsmithing access faster, and generally smooth the lower range of > leveling progress. > Fan the hammer now also has a 10 second cooldown.
Energy regeneration bonus from adrenaline rush halved from 20 to 10. Bullet Storm talent (last tier) replaced with Adrenaline Junkie talent. Adrenaline Rush baseline now lasts 10 rounds and no longer forces you into exhaust when it expires. It also no longer removes your action per round cap or restores your energy to full. Upon learning Adrenaline Junkie the duration drops to 5 rounds, you will restore your energy to full immediately, your action cap is removed, and you will regen 20 energy per round bonus and will cause exhaustion, same as before. Getting kills while on an adrenaline rush will extend the duration of adrenaline rush by 1 round.
Talent point cost reduced from 10 million per, to 2 million per and the point costs (and level requirements) of the lower talents have had their point costs reduced, while some of the upper talents have had them increased. This should allow you to get WC bonuses at lower levels, gain bulletsmithing access faster, and generally smooth the lower range of leveling progress.
On Fri Aug 12 23:26:01 2022, Burlok wrote: > I converted shield plant to the blocking mechanism. I note this because I > was afraid players would see insane blockage and damage reduction and not > know that this was now a result of shield plant. > > > PREVIOUSLY shield plant conferred a 100% reduction to almost all damage. > > NOW shield plant confers a 70% block bonus (which is then modified by > defend). > > > The amount blocked has probably changed but hopefully not terribly. > > It is also HARDER to block psychic and sound damage (for all blocking > attempts). > A 100% chance to block damage. It obviously didnt block 100% of damage. Though sometimes it sure felt like it.
I converted shield plant to the blocking mechanism. I note this because I was afraid players would see insane blockage and damage reduction and not know that this was now a result of shield plant.
PREVIOUSLY shield plant conferred a 100% reduction to almost all damage.
NOW shield plant confers a 70% block bonus (which is then modified by defend).
The amount blocked has probably changed but hopefully not terribly.
It is also HARDER to block psychic and sound damage (for all blocking attempts).
Numbers on all skills tweaked slightly. Cartridges crafted via bulletsmith now are properly used when available. The weapon class of the gun now scales properly with talents. 'gunslinger display' now defaults to tier 0 as a short list to display your talent points/progress towards the next point.
Considering lowering the amount of exp required per talent point, and changing the tier levels up a bit. Any specific feedback about this, or unique talent ideas is appreciated.
After many conversations about worms and their problems Ive changed the way that they function which -- while probably not 100% to everyones satisfaction -- I think is a step towards making more sense.
Swallow and Stomach works like this: * Your stomach has a number of hit-points equal to 33% of your maximum health + 5 hp per hero level.
* This number of hit-points may change as people test it but is drastically reduced (keep reading please).
* While something is in your stomach the damage you take from it is drastically reduced (the amount has not changed) based on your intestines skill.
* The stomach will take 100% of the damage to its health-pool (rather than the previously reduced amount).
* When your stomach hits 0 health you will SPIT ALL YOUR FOES. Thats it. This means that if you are trapped in a worm if you can do 33% of the worms health as damage it will spit you out.
* Spitting all your foes doesnt increase damage any more or put a dot on you or keep you from re-swallowing.
* When you spit all your foes your stomach immediately regains a large percentage of its health (so you can swallow again). It will also regen pretty quick while empty.
* If you tenderize after spitting (skill-shot) it will get another large chunk of health. The goal is to let the worm re-set its swallow and swallow again in 4 to 5 rounds.
* You will no longer spit foes under any other circumstance.
* Heals will no longer heal the stomach.
* Remember you can regurgitate on your own if you need to bail.
* This will definately change high-level room swallowing.
On Thu Aug 11 18:50:21 2022, Raine wrote: > I've received a lot of feedback, all of which has been immensely valuable, > I'm going to give credit where I can remember. The following are the > changes I have implemented in the last 24 hours: > > Regardless of your level, you will always regenerate energy based on your > race+gunslinger max intelligence. This should make low leveling less > painful. (Chaitan) > Tier 0 talents (the one to get your 'new' weapon) are all 1 point instead > of 5. This should allow you to get your preferred weapon at a lower level. > (Nether) > In conjunction with the previous change, players under level 10 will have > a 1:1 conversion rate towards gun experience, 11 to 19 1:2 and hero 1:3.
> This again should help in getting talents at lower levels. You still do > not get your experience bonus (shown under the bonus command) applied to
> this experience, but I am considering changing this as well. (Nether) > Shelling now deals more damage across the board, quickdraw deals slightly > less damage making them about equivalent except for rifle which will > always be better for shelling. > Aimed shot now has a capped duration of 10 rounds. > Aimed shot GUT now stacks and decays each round (still max 10) and > refreshes duration on each use meaning you deal less damage if you > continue to play passively, but about the same or more if you time it well > enough. (Steel) > Given their low strength they now receive a bonus to intimidate so that > it's not completely useless, between aimed shot gut and quickdraw and this > bouncing should be viable - intim might need more tweaking. > Fan the hammer will no longer continue blasting a dead target, so if they > die before you run out of energy you won't be forced to use the rest. The > damage has also been reduced substantially through both a bug fix > (stacking bonus that wasn't intended) and a global power reduction to the > skill. > Bulletsmith now actually works (heh) and is an ability, as is coin toss.
> (Chaitan) > > I _think_ that covers it for now. I am still tweaking numbers, so keep > feedback coming in after these changes and we'll see where we need to go
> from here! > One more that I forgot, rest now gives a bonus to energy regeneration too.
I've received a lot of feedback, all of which has been immensely valuable, I'm going to give credit where I can remember. The following are the changes I have implemented in the last 24 hours:
Regardless of your level, you will always regenerate energy based on your race+gunslinger max intelligence. This should make low leveling less painful. (Chaitan) Tier 0 talents (the one to get your 'new' weapon) are all 1 point instead of 5. This should allow you to get your preferred weapon at a lower level. (Nether) In conjunction with the previous change, players under level 10 will have a 1:1 conversion rate towards gun experience, 11 to 19 1:2 and hero 1:3. This again should help in getting talents at lower levels. You still do not get your experience bonus (shown under the bonus command) applied to this experience, but I am considering changing this as well. (Nether) Shelling now deals more damage across the board, quickdraw deals slightly less damage making them about equivalent except for rifle which will always be better for shelling. Aimed shot now has a capped duration of 10 rounds. Aimed shot GUT now stacks and decays each round (still max 10) and refreshes duration on each use meaning you deal less damage if you continue to play passively, but about the same or more if you time it well enough. (Steel) Given their low strength they now receive a bonus to intimidate so that it's not completely useless, between aimed shot gut and quickdraw and this bouncing should be viable - intim might need more tweaking. Fan the hammer will no longer continue blasting a dead target, so if they die before you run out of energy you won't be forced to use the rest. The damage has also been reduced substantially through both a bug fix (stacking bonus that wasn't intended) and a global power reduction to the skill. Bulletsmith now actually works (heh) and is an ability, as is coin toss. (Chaitan)
I _think_ that covers it for now. I am still tweaking numbers, so keep feedback coming in after these changes and we'll see where we need to go from here!
The fighters of Tsunami recently held their annual conference. During their strategic planning meeting it was determined that the biggest complaint against them is that "they do too much damage". In order to mitigate these complaints they determined that "we could also be more defensive". Make it so.
The defend skill had been temporarily deactivated (in terms of bonus AC) during the class adjustments that recently occurred. This has been re-activated. The soft-cap on bonus AC from defend is equal to the AC of their shield. So in terms of bonus AC you are typically looking at around their shield value.
I have also a "defend_chance". This is the chance of a combatant with a shield and the defense skill to block an attack! The soft-cap on this is currently 20%. The super-soft-cap is about 25%. The amount blocked depends on a shield AC and any "block skills" that are currently active.
So Warriors and Knights will now block attacks sometimes.
BURLOK THEY ARE BLOCKING MY PSYCHIC ATTACK!!
Yes. They currently will. I guess holding a slap of metal in front of your brain messes with the brain waves (will still bypass the AC bonus). Currently there is no damage type that bypasses this passive block. This may be tweaked.
The Gloves, Boots, and Robes of Fall, Autumn, ... still have random AC, but the AC now will not change when withdrawn from the locker (so if you locker an AC 30 item, withdrawing it will still be AC 30). So no more depositing and withdrawing until the best AC is reached.
Just in case any of you notice/noticed this and were wondering I had my wizard name changed to Phil as Blahbleh really isnt a quality name. I know, hardly worth mentioning on the changes board but I wanted it to post to the Facebook page as well for people who only occasionally login.
Thanks to Raine for helping me with this transition.
Some of you may have noted that your hunter trained skills will be deleted on login.
No problemo, dude!
You should now be able to re-train your skills and they should stick. It seems to work fine.
There was also an outstanding bug about hunters not being able to unlearn skills. I think I fixed this also!
I made a couple of other changes too. Then I got worried that, maybe, I broke something because it did give me some difficulty.
So anyway, you can currently unlearn hunter skills for 1 gold. This is so people can select skills, unlearn, and do some testing. Previously it was 2.5 million for the first. 5 million for the seconds. 7.5 million for the third --- not really an affordable amount for testing. I will change this to another amount sometime after August 31st OR if someone is rude and somehow abuses it to mutila---I mean PK targets by continually swapping skills to grief people.
Also, I added the hunt skill to hunters. Fulfilling a suggestion I made as a player in 2018.
A templar calls-out for divine power and wades into the undead horde smiting the scourge back to the shadow realms.
A defender protects the innocent souls of the village from the onslaught. He slams his shield into the unending mass of the dead holding back the tide of damnation.
A divine champion raises his holy weapon before the scourge and commands them to leave the realm. His words exorcise the damned in a pyre of holy fire.
---
This is my hype post. I have been working on a re-configuration of the Paladin class. See âhelp paladin2â and âhelp paladin oathsâ. The skill âmightâ has been removed as well as the current talent system. As a Paladin levels they swear oaths to different paladin chapters gaining that chapters features as they level up.
These are classic good-guy paladin archtypes and as such do some special things when fighting what the paladin orders consider to be evil.
As players we often suffer from fomo where one pick to the exclusion of others could be a âwrong pickâ.
Dont worry can max out all of your Paladin Oaths (theres 30 levels worth) and if love grinding to these heights youll be rewarded with the ability to become a divine spirit who turns the paladin concepts up to 11.
in addition to whatever it did before, it will now filter some combat, environment, and npc room actions. if you notice any issues or find specific npcs or areas that appear spammy, let me know.
I added squelching weather messages from room longs in loquacious mode to setenv screen_reader. If you have this set you will no longer see them. A remind if you want to suppress the "light"/vision messages you can always setenv no_light_msg 1
On Wed Jul 27 21:29:04 2022, Burlok wrote: > Due to overwhelming demand about how terrible it feels to be a helpless > player who has been swallowed players now have a 33% chance to escape the > worm each round by doing nothing other than suffering in its stomach. > Willing to discuss conditions other than a flat % (injury, impotence, etc) > but this should help people who are swallowed and then go "now what". > > > The change for NPCs escaping remains around 17% (feeling like 75%). > One goal for this class was to have managing stomach-health something that needed to be managed.
Mid-Way through based on discussions w/ players it was decided that when the worm heals the stomach should heal. This makes sense.
However, the hp-pool the stomach provided was never changed and so as a result a lot of people have observed it has an "iron stomach" that is almost impossible to break.
Ive changed the formula for the stomach pool to be less reliant on max hp and more reliant on intestines and a small bonus per hero level. This will result in a decrease in stomach hp. Which (for clarity) was often times more than 60% bonus hp and would only take about 40% of the worms damage.
Due to overwhelming demand about how terrible it feels to be a helpless player who has been swallowed players now have a 33% chance to escape the worm each round by doing nothing other than suffering in its stomach. Willing to discuss conditions other than a flat % (injury, impotence, etc) but this should help people who are swallowed and then go "now what".
The change for NPCs escaping remains around 17% (feeling like 75%).
After reboot, you should be able to use the first two letters of an object or NPC to interact with them, e.g "l bo" to look at a bodyguard, for example.
On Thu Jul 21 22:32:57 2022, Raine wrote: > You can now filter your character list with the option 'f' from the login > menu. If you input something by which it cannot filter, such as a subclass > or race that does not exist it will show you nothing. > The chars command now also accepts the -f filter. The help file is updated but for an example: 'chars -f ogre' would list every character you have that has the race ogre.
You can now filter your character list with the option 'f' from the login menu. If you input something by which it cannot filter, such as a subclass or race that does not exist it will show you nothing.
I've been working on quite a lot of things recently, but one of the major things I've wanted to do for a very long time is make reincarnation available from the login menu. This is now something that has been implemented. It works pretty much the same way, except there are some fancy new options. One of them being that a feature akin to the polymorph room (previously Wu-Jen) exclusive is now available to everyone. If you experience any issues let me know. I tested it extremely thoroughly but even so there's likely something I missed. Enjoy.
I'm sure everyone that has been active has noticed the lag issues. It is caused by worm stomachs spawning nearly endlessly, until this issue is resolved swallow will be disabled. Sorry for the inconvenience.
After massive effort these help files are now self-maintaining similar to race help files. If you notice any oddities, or a place where there could be improvement/clarification or something similar please submit a typo report with the relevant information.
I made a post a while back about reincarnation tracking changing. As we now have a decent amount of reincarnations logged I have created a reincarnation stats list. It is located in the same room as the reincarnation shrine. Look at the list for the various filtering options.
Ive done a tweak to worm bile. The value that becomes the "DoT" is now based on the actual "First Hit" (which is reduced by toughness) rather than the value before the "First Hit". The tougher an enemy is the higher the reduction is.
I did slightly (by about 5% total) increase the amount that tenderize which debuffs acid resistance. Just to make tenderize a little more appealing.
You know that thing that's been happening lately with everyone the first time they log in? Wouldn't it be neat if you could do that any time you messed up? Well now you can. Visit Lucus in Ariston to manually reset yourself.
While I was at it, you can now exile yourself at Lucus as well. Short version: you can self-banish now.
The Deathknights must build up their deathcoils which dissipate quickly outside of combat. In some situations depending upon their form leveraging this ability has been less effective than simply ripping the souls from their prey. No more! A quick drain will deplete even the heartiest of souls.
Deathcoil is now instant. Outside of some wild buffs it should now much more often be the "best" single-target option irregardless of form in terms of dmage per round.
Seeing as Raine has pretty much broken everything in a lead-up to the Tsuday festivities I will follow suit. Dream Fragments system has been implemented as an Open Beta. Help fragments for more information, and type 'fragments' to see a list of commands associated with spending fragments.
Death penalty for fragments I will put in after Tsuday to give people a chance to die happily without having to worry about spending the reset cost. Remember to keep your spendable fragments to a managable level!
Thanks Steel for helping to test this over the last couple of weeks.
Stay tuned over the next couple of days for fantastic giveaways (tm).
Upon logging a character in for the first time after this post has been made, your skills, stats, and hp/sp will be reset to the new baseline default. You will get all of your experience back as spendable, and should be able to immediately reraise everything. This should also remove any errant skills/spells/whatever that you may have. This notification will also be displayed when you log on as part of the news printout. If you experience any issues, or notice you still have some skills you shouldn't have, bug it addressed to me.
Gladstadt areas have been patched, so what this means is in the backend, code has mostly been standardized and some other bug fixes with randomized items - some items which had randomized ac are now fixed (so e.g. in the past you have to deposit/withdraw them multiple times to get the best value, now you don't)
But for practicalities: - all quests on Gladstadt continent now uses the quest reset system so solve them if you have not!
- new bard (help bard locations) with 19 tasks to populate arealist
- actions updated for all Gladstadt areas
- there is finally a top bard task list at the Ancient Bard
I am not finished, but these are the changes that have been implemented of note over the past 2-3 days of converting subclasses.
Every subclass: If it had "bleed resist" this was changed to the equivalent in bleed resistance modifier. If it had "poison resist" this was changed to the equivalent in poison resistance modifier.
Various subclasses: Light/dark vision ranges adjusted to be in line with everything else.
Worm: No longer has night sight. Are resistant to being blinded as they don't have traditional eyes.
Spider: Now gets intimidate from level 1.
Manticore: No longer has a terrain negative in arctic.
Mindflayer: Gained 25 psychic resistance.
Ooze: Gained 10 additional acid resistance. Lost night sight.
The documentation will be updated as soon as I write the handlers for it, and will be self-maintained in the same manner as the race help files are now. There will likely be another post covering any notable changes in the rest of the subclasses as they get converted.
Drain will now deal an additional 5% of the HP damage done to SP as well, and that 5%, as well as 5% of the HP damage will be siphoned to the damage dealer.
Psychic damage will now deal 10% of the HP damage done to SP. This will _not_ be granted back to the damage dealer.
As requested by Sid, typing 'actions' in the 46 areas or so under arealist will show - nearby areas - possible quests in that area, includes killquests as well
Moreover, to make it easier to view them, you can turn on colors. In particular, colors for areas is tagged as: 'bard', e.g
High level standard equipment that required a minimum level of +4 or greater will now scale more in line with actual hero levels. This means if an item was generated with minimum level 44 (yes people actually have these lockered) now scales to a more reasonable lvl 29.
1. The coffins under the undead guild now act as "rest" rather than their own unique calculations. Vampires rejoice?
2. Shen-Lung storms do not dissipate as long as a Shen-Lung is present in the room. Previously you would quickly lose storm power.
3. The werewolf skills "feast" has been converted so that "eat corpse" and "consume corpse" will now receive a bonus without having to use the skill. You can still use it actively use the skill in wars or on the mud to eat a corpse someone is carrying.
Made some behind the changes to eat corpse. The only thing this would effect is what classes qualifies for corpse heals / consume. No actual classes SHOULD have changed. If suddenly you get messages about corpses being yucky (or yummy) and its different than expected please bug.
Converted run into an ability as much of its usefulness is abated by legal command stacking.
The ability to move while wounded is now based upon your total level if you have run rather than "run skill level" (it works out to about the same percentage).
The movement while wounded may need a reboot to fully take effect.
Commands can now be chained using a semi-colon (;). This will also work with aliases, so alias buydrink n;d;w;d;buy a;u;e;u;s should get a drink and return you to town in one command. This is limited to 20 commands in one go and will not work in wars or if you are aggro! Movement speed limits still apply.
Any abuses or breakages in terms of syntaxes that require a semi-colon can be bugged to me. Also this is not applicable for channels.
Each time a quest is updated, the poster in the Quest Room (which you had to walk past to read this board) will update itself, ensuring more transparency.
With the recent surge in research regarding magical artifacts, due in large part to the explorer guild's discovery of the hearthstone, the magiologists working in tandem with the guild have discovered the means by which to activate the portal stones in the center of the Aincrad. This has opened up access to the dungeon. From what little they have been able to discover about the aforementioned dungeon, they have found it responds directly to the total combined power level of the person that is interacting with the magical panel. Adventurers are able to start on floors equivalent to their power level, and if they manage to clear that floor, are able to advance to the next. Insofar no end or peak has been found. However some of the more cunning adventurers that managed to clear floors equivalent to power level 30 or above were granted unique marks for which research is still being done to determine their use. Rumors have it that the research will lead to unlock other powerful artifacts, or even entirely new possibilities for daring adventurers who are willing to brave the depths (or heights) of the dungeon. The current details noted are that while regular heals, alcohol, and all healing related prayers and spells continue to work, the area is not suitable for resting, which prevents potential dungeoneers from idly healing their way through this treacherous terrain.
There is a new pub heal type being trialled called a 'keg' which allows a greater amount of HP healing than regular pub heals. As a convenience these can store up to 10000 HP and drinking from a keg will only use up the HP restored (maximum of 10 * your level per drink). There is a diminishing returns if you try to drink too fast from the keg, and eventually you will be cut-off and will need to look for alternative heal sources or wait a short while.
Monsters can also drink from this type of keg (contains monster juice?)
If this mechanic sounds familiar then you know where this is going... Black Jar is planned to be phased out (for the umpteeth time?). It will no longer drop from Zefraim. Once disabled there will be a cash-back reward that you can get from selling it back to him.
Pricing / Mechanics may be adjusted as I get a better feel.
Killquest blessing effect has been reduced. Note that several blessing effects on Tsunami directly use this same code, so expect a reduction in blessings throughout. Thanks to Onix who noticed this and made a bug report. For full disclosure, there are blessings in: Lilethspar, Khaz Modan, Burgomeister's Mansion, Nym (and counting).
I did some updated to Unicorns. Nothing huge but ....
Skewer and Life will no longer display "0" and then reset. The will now reset when they hit 0. (this means they reset one round faster).
I decreased the skewer cooldown from 10 rounds to 8 rounds. Still reset by lifebloom.
I used my update knowledge of Tsunami skills to re-work the buck calculation. It should still perform better than trample (over many many uses) but may be somewhat more evident over a few uses. Buck has, and still does, about a 20% increase over trample means if a trample does 10-20 damage a buck will do 12-24. So its not going to be a huge hit. Just consistently a better hit (and cheaper sp wise and debuffs slightly).