Changes that are live in the server:
August 22
- Added two new abilities for the shadow knight in doom - bullrush and echo strike these should prove
challenging
- Added the Widow's Morphing Armor! Now dropped from the Widow under the keep. This very rare armor morphs
you into the widow and grants you powers over the dead - when using it, anyhting you kill will rise again and
help you destroy your foes.
- we apparently have our very first paragon pet on the server (much earlier than i had expected!!). as such,
paragons used to be 2x control slots (from 3 to 6). since that might be tricky to play with, ive made it so
paragon pets are controlslots + 2 instead of *2
- using an npc to repair your items will now cost more and will degrade the max HP of the item by 7-10 points
to help encourage using player smiths
- Investment bags are now of two sorts: (good) and (evil) good benefits if curse goes down, evil benefits if
curse goes up. Evil can now also invest and bet on the system
- New client to download, august 7th (uploading now). includes new anims and new art as well
- adding dynamic loot generation based on the dynamic fame/karma calculation. all loot will now be calculated
based on the creature's difficulty instead of being arbitrarily taken from whatever the person put in the
script
- Architect now sells display cases, thanks garth
- Changed Login screen
- added new art so that brazies that are "off" will no longer show as nodraw tiles.
- i added a chance that any mobs that spawns has a chance to be "cursed", meaning it was sent to kill you
directly by the evil lord. these mobs will be regular mobs, with enhanced stats and quick speed. the odds of
them appearing is directly linked to the evil curse level. more curse, more odds of them appearing in the
lands. the evil lord (who still needs a name BTW) can now directly affect all the lands in the server
- taming contract book now has a different font color (readable now) and should hold more contracts too
- now that we have frenzied ostards back, in order to make them interesting i've dramatically widened the
range of possible stats/resistances. its now completely random how strong your ostard is, could be super
weak, or a real badass killing machine. pray to the rng gods!
- fixed a few issues with dynamic loot generation, completely redid the lootpack tables - there will be less
items now but higher chance of having good intensities. the idea is the reduce the amount of crap we have to
sift through when we adventure. if you get an item now, it has a higher chance of being better than before.
also, there were many inconsistencies with the loot tables (instruments spawning with 5 attributes at a max of
100 intensity for a skeleton, but with only 10% max intensity for a primeval dragon)
- Added certain items back into carpentry crafting which were removed (crates, tables, etc).
- Fixed error in the code where bowcraft with new types of wood was not working
- fixed error in the code where wood oils were not being applied properly
- fixed issue where certain relics were spawning as items instead of deeds (nodraw error)
- im revamping stealing to make it more relevant. When a stealthed player targets a creature with stealing,
he will have a chance to receive random loot, including (rarely) artefacts and the like. It will be possible
now to stealth into dungeons and steal from creatures. don't get caught! item value will be dependant on
creature's fame. This now makes a pure 100% thief doable, without having to kill anything.
- added a new system where players stay in the world when they logout - (invulnerable). This will help make
the server look a bit more populated - don't worry your toon will be completely safe while you are logged out,
but others will be able to see you, and you will be able to see others
- Decorated lamut with the new MAssive (and beautiful trees) taken from the outlands client. They are a big
improvement over the stock trees.
- Added some sayings for guards when someone is stealthing nearby ("I hear something....")
- Fixed an issue where admins were placing deeds and crashing server (should be fine now to do so)
- fixed an issue where townspersons were healing mobs and creatures and turning grey
- Added a cooldown for snooping skill -where someone could just snoop the same container from 0 - gm in an
hour or two before, now each failure has a 10% chance of requiring a cooldown. the mob cna't be snooped again
for about on hour.
- Fixed a bug with beehives using stacks of potions
- boosted the reward for stealing contracts from the thieves guild... 1k to go to the last level of a dungeon
far away doesn't seem like a fair reward. its now based on the thieve's skill too, where before it was only
based on the map of the quest higher skill, more reward from those. Also added a feature where the more
consecutive thief missions you do, the higher the reward will go - an additional incentive to continue doing
them.
- hopefully fixed the studybook bug where it kept giving you study gains even when logout time was low.
- ive made it so hidden traps are visible now via a faint glow. those will full lights or alternative lights
won't see them, but those who like to play with a bit more atmosphere will. this gives players an opportunity
to detect them and perhaps even untrap them. Also, the traps' damage were fixed before. Now, ive made it so
the damage is based on the curse level and the players health. meaning lower level players wont be one hit
killed and the damage should scale to whoever the player is
- removed a AI glitch where mages would get "stuck" on a corner when trying to keep distance to the player
- darkfather was a long and boring grind before, with 30k hits. he has now been changed to a BaseCursed (my
new AI algo), and hits lowered to 7500. keep in mind that he is MUCH harder than before now, even with less
hits.
- have an initial implementation for traps: at 4 tiles you have a chance to hear a sound, at 2 tiles, on
successful check, the trap might start emitting a low light so it pays to walk slowly in the dungeons...
listen for subtle sounds tha twould indicate a trap, like a tick. This makes dungeoneering much more dynamic
and fun.
- Major changes to death system - ankhs anywhere now will NOT require gold, but will drain you from 20% of
your fame/karma. ankhs are so few and far between, but it might be worth seeking them out. death penalty has
also been adjusted (will put more weight on skills/stats instead of karma/fame)
- The [rares] spammer vendor now sells random scrolls of transcendence and alacrity
- Changed item damage to make items need repair from 4% to 6%
- We now have children in game! I'll be spawning them randomly in cities. they are annoying - good luck!
- player's bodies/bones are now fully movable and will not decay, marking your death permanently in the world.