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  • The trainer in the veteran character lobby now teaches Pankration and CKF.
    In case anyone is unaware, you no longer have to spend all GSP to 50 before entering the gameworld.

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    • Unarmed fighters should now notice a bonus to their use of Killing Blow that is dependent upon ranks in either unarmed skill.

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        • Cedar and Olive Wood now have actual substances now. This means if you find a wild cedar or olivewood tree growing in the world, you might be able to snag saplings or branches from them with the right skills.
        • Olive Groves don't usually have saplings or branches (they are 'tended land' and wherefore have little to no 'forest' debris), but you can find olives lying about with Survival Foraging.
        • Raw Olives are bitter & awful, but they're easier to find than anything else with Survival Foraging - making olive groves helpful for new woodies to practice the skill! (Dat Bonus Tho...)
        • The Barracks Building (the Nehal Trainer Hroth stands in front of it in the training yard) now has bunks and proper resting mechanics for weary travelers visiting the Nehal who need to sleep and not just make use of their rejuvenating steam baths.
        • The Nehal now have a visitor-accessible shrine for anyone wishing to pray to the Sun Father (*ahem* Ereal) while visiting their village.


        Bugfix Side Note: Branches should be re-spawning regularly as they used to.
        Game Master Tale
        Knowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Creativity is putting tomatoes in a fruit salad to make mango salsa. Philosophy is wondering if that means ketchup is actually a smoothie. Common Sense is knowing that no, ketchup is not a smoothie.

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        • Caldus Road, the latest Sandbar Domus road, is now open to player access. There are two open air gardens, and two outdoor stores, which may, perhaps, hold some familiar faces.

          Note: The domi on this road which are available for player purchase are relatively identical to those on the prior roads. The ones with the patios are reserved for future use.
          GM Scolve

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            • Undertown Boss Chests have had their loot upgraded in quality/quantity.
            • Undertown 'potions' no longer effect Empathy, Charisma, and Appearance.
            • Undertown 'potions' have been tweaked slightly, so each version effects five stats. One is now shared between the two.
            • The various Undertown Boss Fights have had their difficulties scaled down slightly.
            • The various Undertown denizens have had their ranks scaled down slightly to provide a more logical difficulty progression from level to level.
            • The various Undertown denizens have had their loot upgraded slightly with increased chances of key stones, as well as the addition of a chance at good ol' coinage.
            • Tears 'shelf life' before the usefulness expires has been doubled.
            • The rate of 'reduced gains' for Tear sp for continued use of them has been reduced slightly.
            • All boss rooms in the 3rd level of Undertown require 1 less person to access than before.
            • The main areas of the BHC have had their 'max spawns at one time' reduced slightly.



            Note: As always, Undertown 'potions' only effect stats for which you still have yet unrealized 'potential'.
            Last edited by Tale; 01-02-2019, 05:25 AM.
            Game Master Tale
            Knowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Creativity is putting tomatoes in a fruit salad to make mango salsa. Philosophy is wondering if that means ketchup is actually a smoothie. Common Sense is knowing that no, ketchup is not a smoothie.

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            • Fixed a longstanding issue where stat skills like Footwork, Reflexes and other similar skills were still receiving a bonus when prone. This issue has been corrected and characters will no longer receive combat bonuses from these skills when prone.

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                • Sickles and Scythes are now valid tools when using the 'behead' command on a corpse.
                • Nehal traders that can be sold to now are much clearer on their level of interest when shown an item, letting you better intuit your goods' value before selling.
                • Proper Skinning Knives (a single-edged knife with a short, slightly curved blade) now provide a tiny bonus to skinning, being specifically designed for that job alone.
                • Gladii (like Axes before it) have been made a valid skinning tool with high enough ranks (more than axes) in the three skinning skills. The ranks required for each skill are scaled. You need more ranks in Advanced than Intermediate, and even more in Basics - but all skills have a separate rank requirement that needs to be met to use such exotic tools.
                • After observation, the rate at which pouches appear on Undertown humanoids & Rv Footpads has been raised slightly.
                • QH Bar crowds should now be as 'dense' and crowded as Iridine Proper bar crowds now.
                • Undertown chests can now be sold to the local locksmiths, just as most other loot chests. As a side note, ALL locksmith shops should now buy the standard loot chests/coffers.
                • The cloak clasp shop in QH will now happily attach any clasp to your cloak - including those whittled by your local woodsies.
                Last edited by Tale; 01-17-2019, 08:19 PM.
                Game Master Tale
                Knowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Creativity is putting tomatoes in a fruit salad to make mango salsa. Philosophy is wondering if that means ketchup is actually a smoothie. Common Sense is knowing that no, ketchup is not a smoothie.

                Comment


                  • You will now be alerted to which weapons are preventing you from entering the library, upon a failed attempt.
                  • If you have an unclaimed Veteran Character package, you'll now be alerted to this upon login.
                  GM Scolve

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                  • The Nehal Tribe has prospered due to recent years of trade with the Republic of Iridine. Thus, their trade efforts have expanded! Their village now features...
                    • Doeskin cloth for sale.
                    • More Barbarian food options.
                    • A barbarian charm bracelet shop.
                    • A barbarian shop of miscellaneous sundries.
                    • An open-air shrine to Ereal (aka, The Sun Father).
                    • A barbarian charm shop with rotating unique stock.
                    • A barbarian armorer shop with rotating unique stock.
                    • An open barracks behind their training yard for visitors who wish to stay overnight in the village.
                    Game Master Tale
                    Knowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Creativity is putting tomatoes in a fruit salad to make mango salsa. Philosophy is wondering if that means ketchup is actually a smoothie. Common Sense is knowing that no, ketchup is not a smoothie.

                    Comment


                    • PCs with Metal Affinity will now see what metal an object is made from when inspecting it. If you see any mismatches, please @report as a typo.
                      GM Scolve

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                      • There are now storm drainage systems under Quartz Heights and the Sandbar that drain out to the ocean.

                        The grates that access the system should now be properly open.

                        (Apologies for not noticing that they were all stuck closed)
                        Last edited by Scolve; 02-01-2019, 05:47 AM.
                        GM Scolve

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                        • The queue of submissions for the library have been added to shelves to be found.
                          GM Scolve

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                          • Lots of mechanical updates around the different Gods:
                            • All IG Shrines now are properly associated with a Deity.
                            • All IG Shrines now use the same code for how they are prayed to, and the way they impart any bonuses or detriments.
                            • Every Deity now has a defined prayer ritual that is automatically issued when you pray at their shrine. Some of the Heretical ones are functional-but-need-love and will be updated later.
                            • Deities now have established relationships between each other based on Lore, and praying to one Deity may reduce your standing with others.
                            • Praying will now consistently drain some fatigue.
                            • All benefits to praying at a shrine, including Acolyte SP and the short-term stat boost that comes with the prayer, are increased for characters with Luminescent trait, and decreased for those with Superstitious Fears.
                            • All penalties to praying at a shrine, including fatigue drain and short-term negative stat penalties that come with prayer at certain shrines, are increased for characters with Superstitious Fears and decreased for those with Luminescent.
                            • Roundtime when praying at a shrine will be dependent on the individual Deity's prayer ritual.
                            GM Scolve

                            Comment


                            • Originally posted by Scolve View Post
                              Lots of mechanical updates around the different Gods:
                              • All IG Shrines now are properly associated with a Deity.
                              • All IG Shrines now use the same code for how they are prayed to, and the way they impart any bonuses or detriments.
                              • Every Deity now has a defined prayer ritual that is automatically issued when you pray at their shrine. Some of the Heretical ones are functional-but-need-love and will be updated later.
                              • Deities now have established relationships between each other based on Lore, and praying to one Deity may reduce your standing with others.
                              • Praying will now consistently drain some fatigue.
                              • All benefits to praying at a shrine, including Acolyte SP and the short-term stat boost that comes with the prayer, are increased for characters with Luminescent trait, and decreased for those with Superstitious Fears.
                              • All penalties to praying at a shrine, including fatigue drain and short-term negative stat penalties that come with prayer at certain shrines, are increased for characters with Superstitious Fears and decreased for those with Luminescent.
                              • Roundtime when praying at a shrine will be dependent on the individual Deity's prayer ritual.
                              • I fixed a bug with the math on favor/disfavor of the various gods. This is not visible to the players, but should apply properly now
                              • A shrine to a god with whom you are in disfavor will provide you with an indication of this relationship. You will be prompted as to whether you want to continue, and your decision will affect your favor or disfavor.
                              • Success for all magic, including PC-available magic, has been tweaked to account for several additional factors, including favor and disfavor of both parties between the god providing the magic, whether the spell is beneficial or malignant, and several other factors. The bonuses/penalties here are hard capped at a certain number in either direction as well, to prevent this from being devastating to those who are already ranked in these skills.
                              GM Scolve

                              Comment


                              • Originally posted by Scolve View Post
                                • I fixed a bug with the math on favor/disfavor of the various gods. This is not visible to the players, but should apply properly now
                                • A shrine to a god with whom you are in disfavor will provide you with an indication of this relationship. You will be prompted as to whether you want to continue, and your decision will affect your favor or disfavor.
                                • Success for all magic, including PC-available magic, has been tweaked to account for several additional factors, including favor and disfavor of both parties between the god providing the magic, whether the spell is beneficial or malignant, and several other factors. The bonuses/penalties here are hard capped at a certain number in either direction as well, to prevent this from being devastating to those who are already ranked in these skills.
                                Fixed a bug where the shrine effects were not wearing off.
                                GM Scolve

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