Announcement

Collapse

Skotos Forums Closing: September 30

The Skotos Forums are officially closing on September 30, 2020. They will go read-only on that date, and will be removed entirely sometime afterward.

We encourage the games that spun off of Skotos to create new discussion mediums of their own, and some have already done so. But the centralized discussions for Skotos will soon be a thing of the past (just as the centralized Skotos site is).

We've also posted a goodbye message to the community on our main page, which you can find here:
http://www.skotos.net/goodbye.php
See more
See less

Updates!

Collapse
This topic is closed.
X
This is a sticky topic.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • SC Roo
    replied
    Muggers

    http://wp.skotos.net/ironclaw/2018/1...ugger-updates/

    Leave a comment:


  • SC Roo
    replied
    Crafting Updates

    http://wp.skotos.net/ironclaw/2018/1...fting-updates/

    Leave a comment:


  • SC Roo
    replied
    New Website

    Our website has a new look! You will need to update your bookmarks to http://wp.skotos.net/ironclaw/

    As a test features I have enabled the ability for you guys to create web accounts for the purpose of posting comments and adding events to the event calendar.

    If you run into any issues, let me know ASAP via @assist or forums.

    Roo

    Leave a comment:


  • SB_Topsy
    replied
    I forgot to mention this to everyone when we did it originally;

    you can now ADD chairs, stools and benches to tables.

    Why is this cool?

    When you add the chair, it becomes a detail of the table. What does that mean? a) It is no longer cluttering the room with two million other things. b) You can sit in the chair and already be in proximity to the table, so every time you pick something up, tap the table, put something down, you won’t move out of the chair. c) It removes the item and stores the information, by extension also potentially removing the load on the game and the spam in rooms and possibly this will help with minor lag spikes.

    Enjoy!

    Leave a comment:


  • SB_Topsy
    replied
    I changed all the foreign language names of props and furniture in the manors back to English. If I missed any, please feel free to let me know!

    Leave a comment:


  • SB_Topsy
    replied
    We have removed the following verbs from the database, for which we apologise. We are nearly maxed on socials and need to make room for more usual ones to be added in the future.

    catechise
    catechize
    cantillate
    oppugn
    palaver
    vituperate
    yawp

    Leave a comment:


  • SC Roo
    replied
    Update to @patron command

    You can now use the @patron command to remove patrons and proteges.

    To remove your patron:
    @patron remove patron

    To remove a protege:
    @patron remove protege 'Bob'

    You will receive a @yes/@no prompt and that's all there is to it!

    Leave a comment:


  • SC Roo
    replied
    Keyrings

    You can now use your keyrings to unlock doors or other locked containers eliminating the hassle to target the proper key.

    Syntax: unlock door with my keyring

    Obviously, you have to have keys in your keyring for this to work

    Leave a comment:


  • SC Roo
    replied
    Rentable Warehouse Spaces

    Warehouse space is available for rent at the Guild Admin building by asking the admin for a warehouse lease (she will hand you a key). To get to the warehouse from the Guild Admin building, go southeast and then east. The door will be to the northwest.

    * Only guild leaders can rent a warehouse. Houses cannot rent these spaces however.
    * Unlocking the door with the key will register a warehouse to the guild.
    * The guild kitty will be charged rent daily for this space.
    * Anyone with a key to the warehouse can enter the warehouse (copies can be made at the locksmith shop).
    * The upstairs room is completely customizable and you can add a lock to this room to limit access.
    * The door WILL NOT close behind you. If you do not close the door, it will remain open until someone closes it. It does auto lock so need to lock it after the fact.
    * You can knock on the door for a specific person and anyone in their guild warehouse will hear the knock. Opening the door from the inside will also open the door from the outside allowing visitors to enter without having to follow.
    * Failure to pay rent will result in immediate eviction. Contents will be moved to the leader's room. If there is no leader, everything will go to the donation box.
    * It's worth repeating again to make sure you close the door behind you whether you are entering or exiting your warehouse space.

    Leave a comment:


  • SC Roo
    replied
    Locksmith

    The locksmith will once again make copies of keys. Just OFFER the key and follow the prompts on the screen.

    Leave a comment:


  • SC Roo
    replied
    @toggle tips

    We will be starting the process of adding in-game help blurbs when examining objects. Everyone will have this feature enabled by default. To disable it, use the command '@toggle tips.' You can also use this command to re-enable tips.

    Leave a comment:


  • SC Roo
    replied
    Plant Updates

    The previous plant update has been removed as it was causing more issues than expected.

    I have also added code to show the look/examine of a pot's plant when you look/examine the pot itself.

    Unfortunately plants will need to be replanted for these changes to take effect.

    Leave a comment:


  • SC Roo
    replied
    Plant Updates

    I've updated the plant/planter code slightly to make plants easier to interact with. When planting something in a planter, that planter will now accept the snames and adjectives of the thing you are planting. So let's say you have a room of 10 plants and want to harvest a rose from your rose bush. Rather than look at each planter to find out which one has the rose bush, you can simply type "harvest rose bush's flower" and it will target the correct planter.

    In addition, if you need to remove a plant from a planter, you can just type 'dig rose bush'

    Leave a comment:


  • SC Roo
    replied
    Stable/Dock Masters

    The stables next to the Gilded Balance Inn have been equipped with a stable master and stable boy. The stable boy sells all the equipment you may need for your mounts. The stable master will handle the stabling and retrieval of your mount. To stable your mount, use the syntax 'return mount' while in the same location as the stable master. You will be charged a 1 denarii fee per day that the mount is stabled there. To retrieve your mount, use the syntax 'ask stable master' to be given a list of mounts you have stabled. Then click the one you want to retrieve OR use the syntax 'ask stable master for name'.

    A dock master has been place on the pier south of the Sailors Guild and operates in a similar was as the stable master except he handles boat mounts (dinghies or other small vessels). Small boats can be purchased via the storypoint command for the same cost as mounts.

    Leave a comment:


  • SC Roo
    replied
    Map Updates

    Several missing maps were redone and added to the game world. A big thanks to StoryTrainee Griff for getting this done!

    Maps include: orphanage main room, orphanage office, Docktown infirmary main room, Docktown surgery room, gaol office, gaol strong room, gaol courtyard, gaol training courtyard, gaol barracks, Newtown barber shop, guild council main room, guild council meeting room, and cathedral chapel


    Use the @assist command to report other missing map fragments

    Leave a comment:

Working...
X

Debug Information