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  • A bug with pricing of the items that are included with Sharonpa's boxes has been fixed. Vendors who purchase materials (leather, bronze, iron, etc) will now have the price they offer based on the original sale price of the item.
    GM Scolve

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    • Minor Changes
      • Denizens of the first level of Undertown will now always carry a metal (sellable) weapon, increasing overall loot value slightly.
      • Denizens of the second level of Undertown have had their loot rates raised and will now always carry a metal (sellable) weapon, increasing overall loot value marginally.
      • Denizens of the third level of Undertown have had their loot rates raised, increasing overall loot value moderately.
      • Boss Chests in Undertown have had their loot rate and chance of increased values raised, increasing overall loot value significantly.
      • The Footpads in the northern alleys in Rock Valley have had their loot value rates and loot chances raised, increasing overall loot value.
      • Common Bear Livers no longer inflict Hypervitaminosis A, inflicting seizures. They are now safe to eat.
      • Ticket prices for the wagons back and forth from Rock Valley have be lowered by 20% (from 10 cents to 8 cents).

      Reminders:
      • The Second Level of Undertown and the Bonus Boss Room only requires 2 players to enter now.
      • The Third Level of Undertown and the two Mini Boss Rooms only requires 3 players to enter now.
      • The Final Boss Room of Undertown only requires 4 players to enter now.
      • Only one ticket needs to be purchased for the Rock Valley/Iridine wagon for an entire group to ride.
      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


        • The pay for cleaned and repairing fishing nets now better reflects more fair compensation for the cost of twine needed to repair it.
        • Player-made Cordage can now be used instead of Twine if desired for repairing fishing nets to save money on repair materials.
        • Caught fish size is now reliant on Pole Fishing Rank Bonus instead of Rank, letting those ranks in basic help beef up your catch a bit. (This stacks with the bonus for using the specific type of fish's 'preferred bait').
        • The chance of catching fish without any sort of bait at all has been reduced.
        • If you learn to Field-Dress, you can now Field-Dress fish to fillet them. This results in two equal fillets and some fish bones.
        • Fish Fillets take up 30% less bag space and weigh 30% less than the original fish, but each of the two fillets retains 50% of the original fish's food 'bite' amount for each fillet.
        • Fish Fillets can be now cooked using the various Advanced Camp Cooking methods.
        • Fish bones are now a material you can whittle.

        Please @report any issues in detail. Happy Fishing!

        (Edit - Note: The change to rank bonus instead of rank for fishing to calculate size does not change the maximum size of fish. It just lets people who train basics up before their fishing subskill see some improvements for their effort. It basically spreads the size bonus between basics and the fishing, so no one has lost anything, nor can you get better than 'massive' fish with this change. This just means someone with 90/35 would be getting the same sizes as if they were 50/50, allowing a different training schedule to net the same results and meeting at the same place in the end of either choice. Just trying to be inclusive where possible.)
        Last edited by Tale; 05-15-2019, 10:21 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


        • How To Build A Road
          1. Dig! Keep digging until you've made the ditch wide and deep enough.
          2. Layer in Gravel! Gravel can be gained by using the command SHOVEL <SACK> with a digging implement and a road-building Gravel Sack. Works in mines.
          3. Layer in Sand! Sand can be gained by using the command SHOVEL <SACK> with a digging implement and a road-building Sand Sack. Works at beaches.
          4. Layer in more Gravel until evenly distributed!
          5. Layer in more Sand until evenly distributed!
          6. Layer in yet more Gravel until evenly distributed!
          7. Layer in yet more Sand until evenly distributed!
          8. Layer in even more Gravel until evenly distributed!
          9. Layer in even more Sand until evenly distributed!
          10. Lay cobblestones! PLACE (or DROP) COBBLESTONE in the area with four fully distributed layers of alternating sand and gravel while holding a proper wooden mallet to tap the cobblestones into position.
          Tools required: Wooden Mallet, Sand Sacks, Gravel Sacks, Shovel, Packs of Cobblestones.

          Other Miner Changes
          • Supplies for Road Building are now sold in a new shop in Vet (along with small wagons because...hauling).
          • You'll notice that mining has gotten a facelift! It now works on a progress basis instead of a pass/fail basis. (Even failure grants a little mining progress.)
          • To mine, simply MINE HERE inside a mine while wielding either a Chisel Hammer, a Two-Handed Pick Axe, or the old 'Pickaxe' item.
          • Two-handed pick axes are a thing now! Much like Chisel Hammers can be used with One-Handed Crushing, Two-Handed Pick Axes can now be used with Two-Handed Axes!
          • Chisel hammers increase the gem-finding progress and the general 'get something' progress while pick axes give more overall progress, but don't move the meter on gem-finding much.
          • The rocks you get from mining (rocks, not the precious stones) will come into play soon (another update coming soon).
          • The ore you manage to get, however, is currently sell-able (To Blacksmiths...and Borkos). Although, unprocessed, most common ores will not be worth a lot for now.
          Last edited by Tale; 06-03-2019, 12:03 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


          • Updates to Learn/Train and Selftrain Commands

            Learn/Train Command
            • You can now train up to a maximum 25 ranks at a time.
            • The previous maximum number of ranks you could train at a time was 20.

            Selftrain Command
            • You can now self-train up to a maximum of 25 ranks at a time.
            • The previous maximum number of ranks you could train at at time was one.

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            • New Loot Command
              • This command will allow you to more efficiently get loot from corpses.
              • This command will allow you to loot any obviously valuable items such as items made from metal and leather, gems, coins and containers, all in a single command.
              • This command will also work with the collect command.
              • This command was created by our newest staff member, GM Senses.

              Loot Command Syntax: loot <what>, loot # <what>
              Collect Command Syntax: collect loot from <#-#> <item>

              Example:

              loot marine
              You take a finely polished fighting dirk from the corpse of a Cineran marine.

              *As always, if you spot any bugs or issues related to this command, please send in a detailed @report from the location of the bug.



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              • END Command
                • Anyone who wishes to use the END command may now do so any time while comatose.
                • Characters on the chopping block can now use this.
                  • This comes with the warning that you will not receive a veteran character package for doing so.
                  • This will be recorded and will not be reversible.
                • I believe this was changed due to the event on the island, so that characters would not kill themselves prematurely before the event ended.

                Comment


                  • The client mini-maps in the town of Rock Valley have been fixed and now update properly when walking around the center of said town. All credit for these fixes goes to GM Senses.
                  • The Quartz Heights gardens have been heavily updated with player-submitted echos and descriptions (now featuring a beautiful water garden!). Thanks to GM Senses & SG Analog.
                  • Several typos and room coordinate weirdness (and thus map weirdness) has been fixed in Quartz Heights as well. Also thanks to GM Senses.
                  • Survival Rope-Making now gives a quality descriptor on the final product based on your rank in the skill.
                  • Survival Rope-Making now uses less and less raw material the more ranks you have in the skill.
                  • Grass Harvesting now properly accounts for tools used in it's failure echo.
                  • Mead no longer measures its weight in pounds and should now be in line with other liquids in terms of weight. All credit for these fixes goes to GM Pranzor.
                  • BHC NPC Sacks are no longer heavier than normal sacks and weigh the same as standard 'large sacks'.
                  • BHC Armbands are now properly collected via the 'Loot' command. All credit for this fix goes to GM Senses.
                  • 2-handed pick axes now do proper piercing damage, and are now properly wielded in 2 hands. Their weight has also been reduced.
                  • Seld now has... well you'll just have to finish that road and see for yourself, won't you?
                  Last edited by Tale; 09-03-2019, 05:43 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.

                  Comment


                    • Items found with Survival Foraging have been re-arranged slightly to be less stingy with branches overall, but otherwise made to favor the less bulky items (aka items that auto-group) to make wilderness clean-up easier.
                    • Crude arrows can now be made with a variety of feather item variations and not just your standard 'some feathers'.
                    • There are a few uncommon items that can be also used in place of feathers for fletching arrows as well. Although uncommon, you can obtain them through grinding/farming the right resources without necessarily having to hunt down birds specifically for their precious, precious feathers.
                    • Hammerstones will now sometimes degrade when used (albeit a minuscule amount) with heavy use (meaning you just need to go collect another one once it's destroyed). They're always damaged (albeit a tiny bit) when you fail a knapping action.
                    • The cap on the amount of arrowheads that can be produced per action with enough ranks has been increased slightly, but instead of always getting your 'max amount' with every action, it's been somewhat randomized. So you'll get '1 to #' each action, where # is the maximum arrowheads you can produce based on your current rank bonus.
                    • Bonfires now produce pieces of charcoal when they burn out. The amount of charcoal left behind is based on the amount of tinder the original bonfire consisted of when it was lit.
                    • Charcoal now also 'auto-groups' to make it easier to carry/sort/manage.
                    • Proper forges now require charcoal to operate at the proper temperatures. (Not to be confused with furnaces, such that locksmiths can use - they still use the same firewood that hearths and campfires use. Locksmiths CAN use forges to do their work instead, however, if desired.)
                    • Blacksmiths (Grouthar, Phesius, Concinnant, Ferrarius, etc) now buy charcoal...because fuel! Though as it's easy and nearly free to produce, they don't pay premium prices for it or anything...but every bit counts, right?
                    • Outdoor Climbing has been updated! The 'gentle hills' and easy 'climbeable' objects like commonly placed ropes and such are still easy-peasy to climb with just the basic knowledge of the skill (rank 1), but as elevation changes increase, or when climbable objects that would obviously be harder to climb than simple ladders, will NOT be easy-peasy...unless you mitigate that penalty with ranks in the Outdoor Climbing skill itself. Therefore, ranks in the skill matter and can be useful all the way to rank 100. (Thanks to Senses for being our resident Math Wizard).
                    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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