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The Great Skotos Split Is Here [UPDATED]

The long-planned Skotos split is here. We are going to be separating Skotos into the four games that we're passing off to individual players (Marrach, TEC, the game formerly known as Ironclaw Online, the game formerly known as Lazarus Sleeping), and in the near future the core Skotos site will shutdown.

Here's how it will work:
* On Monday, we will turn off the ability to make any purchases through the main site. This will be the end of credit card purchases for Skotos games.
* We will run final automated credit card purchases on Tuesday morning. This is typical, in that our regular subscriptions are always set to run on the 1st through the 28th.
* On Wednesday, we will begin converting the games over to the new auth server that I've been working on for the last month and a half. All data will be converted over from the moment I grab the database. This means that all of your account information, including all payments (but not including any credit card information or Paypal information) will be duped to all the games: you'll be able to play any of them for the time you'd previously paid at the main Skotos site.
* We'll then start integrating the individual sites for each game with the new stand-alone setup.
* And likely I'll be resolving bugs in the auth server that only turn up through extensive usage.
* Meanwhile, we'll start handing off games to the individuals who will be running it in the future. I'm at this point over the time I'd initially committed to Skotos by a bit more than three weeks, but I'm expecting I'll need to offer support a little into May to make sure everyone is running well and that I've helped Christopher, Skotos, and the game leads deal with any intricacies of the hand-off.
* We'll request that all games remove all information from users who didn't stick with their game within a year.

I hope this will go as smoothly as possible. There will surely be bumps in the road. In particular, expect some random downtimes on Wednesday, when I convert over the games to the new servers, and expect the potential for problems on *next* Thursday, when I see how things work in the new setup.

A Few Updates as of 5/3:

1.) Castle Marrach, TEC, and Allegory of Empires are now split out from the main Skotos UserDB, which is the first (and biggest) step in separating these games. Multiversal Revelations will follow on Monday.

2.) Each site has a new login page of the form login.itsdomainname. This is the proper place to login to that game, and where you should access all UserDB functionality. Anything you do on the main Skotos users pages will no longer be reflected. Yes, that means you should be using the new pages to update your accounts, purchase months of play, and purchase subscriptions. Credit card payments are no longer possible, but Paypal is.

3.) Skotos is still running the games as of this moment, but they'll be transferred to the individual teams by this time next month.

4.) We've had some problems with credit cards continuing to run on the older UserDB system. We've refunded any bills that went through on the main system following the split, and apologize for the inconvenience. The plan is to turn the old UserDB off tomorrow, so that will absolutely stop the bills at this point. If you were accidentally billed, do note both that the amount was refunded the same day AND it isn't reflected on the new systems. [And as of Monday morning, those old charges seem to have been halted entirely.]

5.) We've discovered that about 20 accounts have credits of various amounts of them. This is a concept that is no longer supported in any meaningful way on the new UserDB, so we'll convert those credits to days of play at the most generous ratio.
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Grendel's Revenge Free Accounts

On December 15th of 2012, Grendel's Revenge enabled free accounts for play. This announcement is following in the suit of TEC's own free account announcement, serving as a reminder to any new or returning players that are browsing the forums.

For all the details about what free accounts are, look no further than here:

In order to log into GR for free, simply visit this page to sign into your Skotos account (ignoring any subscription notices it may give):

Then click the following link for Zealotry/Firefox:

Or this link for Alice/Internet Explorer:

Problems? Questions? You can email the GR staff group at
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Staff Meeting Recap

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  • Staff Meeting Recap

    Today the Staff Meeting occurred. Several topics were discussed. We take you now live to correspondent Ollie Williams to make sense of it all. Ollie?

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    Thanks Ollie.

    seriously though I'll briefly detail this as a live feed whilst the meeting occurs.

  • #2
    True Sight is fine. it still gives bonuses to seeking enchantment via Look and Identify.


    • #3
      Possible increase for wanderer HP.

      Damage is too high and should be looked at. or HP across the board should go up.

      Coldbreath is too strong and needs the slow effect changed. Current ideas are to make the slow need to be stacked, or apply a diminishing return.

      Carapace and Endure are noteworthy at breaking once damage is done to their health and letting it leak through.

      There will be an altered Grace period.

      Defense/Accuracy needs addressing, see the forum post.

      New Arena tier for wanderers beyond a social's level cap (1189).

      Future ideas were discussed:

      Possible favor for raiding/defending, less emorage.

      Possible special implmentations for the T7 Areas of the world.

      Possible allowing of wanderers to make and improve their own dens.

      Possible allowing wanderers of high tier, or grumble leaders to search fanes.


      • #4
        Damage is too high and should be looked at. or HP across the board should go up.
        I would heavily recommend against an HP increase, if it includes spawn-human HP (NPC humans need more HP, probably..). Training a new monster is already pretty hard, and boring.

        Coldbreath is too strong and needs the slow effect changed. Current ideas are to make the slow need to be stacked, or apply a diminishing return.
        An improvement to the 'rub' command would be a nice start. Or letting fire-breathers/fireballers gently torch their allies to unfreeze em.

        New Arena tier for wanderers beyond a social's level cap (1189).
        Give top-tier socials a bracket too. It's only fair.
        Before you is a wraithlike gryphon, the air around him shimmering with bright flares of magic. The scent of gold and alchemy ingrediants permeates from him. Gunk and sap resides within his fur, resulting from a lack of grooming. Occasional scars and ample scabs are the only break from his black, unkept hide. His infested claws are covered in a grey creep that maggots writhe about in. At the end of his elongated tail is a bulk of deformed bone with spikes emerging from it. A layer of creep also covers this deformity. Sharply contrasting the rest of his body are his trimmed wings, carefully preened to be presentable. Upon the ends of these sinewy wings reside a circle of white feathers. Green eyes reside above his straight beak.


        • #5
          Okay so meeting number two is over and I'm going to give a summary of what was discussed.

          There was a short discussion of weapon damage again which does not particularly need to be covered.

          The first major issue was that of spawns. It was suggested that multi-group spawns become part of the game at higher levels. This was followed by a suggestion to spawn a wider variety of NPC human classes, including Paladins/Warlocks/Assassins. Aldwyn made it clear there would be no adjustment to spawn rates at this point. This idea was then elaborated on, suggesting that perhaps these Paladin/Warlock/Assassin etc. classes would spawn (every so often) as commander-type figures of larger-than-normal groups of humans, much in a similar manner to rune uglies but definitely not as powerful. It was discussed that this would be best controlled based off a monster's infamy, which would presumably provide a cut-off point for when these commanders spawn. This idea was met with some enthusiasm from staff, which is nice

          It was then suggested that Spirit Shield become a pure-shaman only ability. This idea was shot down because it was not seen as unreasonable that shamans have access to multiple defense skills even as a dual-role, as they are the primary support role in the game.

          The idea of increasing WM hit points was again raised, along with the suggestion that all monsters receive a boost to hit points based on size. This was taken into consideration.

          The possibility of further colour customisation in game description was raised. Time was beginning to run out so this was not discussed extensively.

          The major talking point of the meeting became leaders. It had come to Aldwyn's attention that alts had been created to help level pure leaders with mentor favor gain. Aldwyn's interim solution was to turn off mentor for alt characters, and other ideas to remove the need for such behaviour were then discussed. The slowness and difficulty of levelling a pure leader was mentioned, which Aldwyn justified as being necessary if a player chose to build their character in such a way as to make them a completely passive leader. The largesse of the rest of the time in the meeting was devoted to sounding ideas which might remedy this. These included a diminishing return on mentor fp gain as characters reach higher levels, meaning that leader favor gain from mentor would not end at level 20 and beyond.

          Aldwyn insisted that leaders should be required to hunt for their favor, however it was then mentioned (given that many players experienced in playing pure leader characters) that this was almost impossible at the best of times. One suggestion was the make leaders "turn their level off" and hunt with minions to gain favor. The issue of a leader's only offense being claws was raised, and it was suggested that leaders be granted limited access to a wider range of offensive skills - it was decided that this was a suggestion best left until after the accuracy/defence issues have been cleared up, given that the inaccuracy of claws is a definite part of this issue.

          It was then suggested that there be a wider range of potions available, and that there should be a move away from potion providing the services of "shamans in a bottle", particularly in reference to Carapace and Endure Damage, and their respective potion equivalents. It was suggested that these potions be removed and replaced with some of the following suggestions: potions to increase favor gain, increase/decrease size, increase infamy directly, or increase spawn rates.

          Discussion then moved on to pure s, and it was widely agreed that there was little, if no, incentive to become a pure , added to the difficult of having to go through the dungeon to get Golem Mastery with Grunt Mastery unavailable (thus, apparently, why most s are leader/). The idea of making Advanced Structures/Advanced Traps available only to pure s was raised, but it was decided that altering the availability of skills, and subsequently removed them from existing characters, should be left as a last resort. Some ideas for pure- skills were suggested - Forging, Masonry, and so forth. Aldwyn hinted that Wyrhtan had an interesting idea to work towards solving this issue, but refused to "spoil it".

          It was suggested that Wandering Monsters be able to sense the turning of their throne and search their role-specific fane.

          Finally, it was decided that reducing the number of characters needed to start a clan would be a good implementation to allow for more clan diversity. Aldwyn agreed with this. It was suggested that perhaps 1 leader, 1 , 1 shamans and 2 others only be needed.

          And that was about it.
          Marx the Lich
          Rykon the Dwerger


          • #6
            And we discussed...

            O RLY?

            Morph the Minotaur, Can't touch this .
            Ebonfyre the Haunt, Wanderer extraordinaire (again )
            Cumulus the Phoenix, Co-leader of the Guardians
            Stomp the Ogre, A big, bloody stick for the Lab

            Formerly: Lividium the Demagogue Mummy

            Grendel's Revenge Player Site