Announcement

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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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Minor Changes

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  • Scolve
    replied
    The roundtime that occurs when learning multiple ranks (from either an NPC or PC trainer) now is reduced for characters with high reasoning.

    PCs may now learn up to 20 ranks in a single 'learn' command. The roundtime will increase for more ranks, as it currently does for 2-10 ranks.

    When teaching your skills to another PC, you may followup your 'teach' command with 'longer' to double the amount of time spent in teaching mode.

    Leave a comment:


  • Scolve
    replied
    Wagons (such as those purchased from the Harbor Supply Shop, or through Belhrad's) have been changed to weigh significantly less.

    Leave a comment:


  • Pranzor
    replied
    Shovels and trowels have been made wieldable and are now considered weapons. Be mindful of this when you enter the library.

    Leave a comment:


  • Scolve
    replied
    The 'stow' command has been updated so that you can now 'stow' to a container in the room with you, as long as you are the last person who has carried that container.

    This should help people with loading wagons or other containers with a lot of things at once!

    Note: We're aware this may not help in cases where your character's strength wasn't high enough to carry the furniture item in the first place. I'll be considering methods to solve this particular issue going forward, so no need to @report on this.

    Leave a comment:


  • Sceadu
    replied
    You can now type @TOGGLE-VOTE from the Welcome Area to toggle on/off automatic voting reminders when you log in.

    What this means: It works the exact same as using the @vote command immediately upon login. If you're using Alice or Orchil you will get the TMS popup. If you're using one of the other clients you'll just get the reminder to @vote along with the address to the TMS voting page for TEC. This will only happen if you haven't voted in the last 12 hours.

    Leave a comment:


  • Pranzor
    replied

    Staves:

    Triple Bash has had the round time increased by one second.

    Defensive Sweep is now close-ranged only and causes you to retreat upon success.

    Whirling Block will now cover low piercing attacks in line with other polearms.

    Spears:

    Feint can now be used at either long or short range.
    Jab has had the round time reduced by one second.

    Tridents:

    Rotation Block will now cover low piercing attacks in line with other polearms.

    Pankration:

    Double Knee has had its round time reduced to be in line with other fast double attacks.
    -- This move is only aimable Low and Mid.
    Strike and Rise has had its round time reduced to be in line with other fast double attacks.
    -- This move is only aimable High and Mid.

    Shields:

    Cross Block will now block chopping attacks that are aimed mid. I believe that this
    was an oversight and has now been corrected.

    Cestus:

    You will now correctly remove these weapons while encountering NPC law officials if you are passive-wielding.

    Leave a comment:


  • Tale
    replied
    • Tullaria the Franlius healer now teaches healing skills on top of her other duties.
    • Tullaria also offers a slight discount on healing costs in an attempt to draw more healers to her ward.
    • Because the initial spawn rate has been increased, after data collection, the maximum number of creatures that can be present in the Franlius areas at any one time has now been lowered. (This does not include any potential 'backup' they might call.)
    • This should keep Franlius areas group-oriented (more initial spawns) but remove the ability of the area to 'over-swarm' an appropriately sized group.
    • The BHC's layout has changed slightly. The route to the exit from the entrance has been lengthened.
    • The BHC's 'exit guard' has been removed for now as we gather data on how the new layout serves instead.
    • Because the initial spawn rate has been increased, after data collection, the maximum number of creatures that can be present in the BHC areas at any one time has now been lowered. (This does not include any potential 'backup' they might call.)
    • This should keep BHC areas group-oriented (more initial spawns) but remove the ability of the area to 'over-swarm' an appropriately sized group.
    • Jolt Bugs now have proper insectile body parts when you git them and not just a face, an abdomen, and a tail. (-_-)
    • You can now get handfuls of auto-grouping items from containers, instead of having to be able to carry the entire pile's weight. Gone are the days of accidentally putting too many pieces of deadwood in a wagon and being suddenly unable to take any back out. Rejoice!
    • The 'lowbie' hunting area previously within the town of Rock Valley has been given a minor update.
    • Also, a new 'lowbie-to-midbie' area was added as well to help bridge the gaps from beginner character to high-end lowbie status.
    • Both RV updates should help increase the viability for lesser-skilled characters to live and prosper in the area without needing to seek SP elsewhere if they'd rather stay within RV.

    As always. please @report any issues.
    Last edited by Tale; 05-11-2018, 11:35 AM.

    Leave a comment:


  • Tale
    replied
    • More objects can now be made with the Whittling skill.
    • More objects can now be made with the Survival Weaving skill.
    • Some objects crafted via Survival Weaving have had their rank requirements adjusted to accommodate the larger list of possible craft-able objects.
    • Some objects crafted via Whittling have had their rank requirements adjusted to accommodate the larger list of possible craft-able objects.
    • There are now about five dozen different craft-able objects able to be crafted with Whittling & Survival Weaving with several thousand semi-custom random variations.
    • Although not always true, most of the items crafted by Whittling are intended to be just that - crafts. Things you might sell, trade, give away, etc.
    • Although not always true, most of the items crafted by Survival Weaving are intended to be just that - wilderness survival gear. Clothing, storage options, tools, etc.
    • New foragable resources can now be used to whittle neat things.
    • Character-crafted weapons (and fishing poles, because why not) will now bear simple maker's marks when crafted. Now the world will know of your skills (for better or worse).
    • Reeds can now sometimes be found along stream and riverbanks and not just the swamps.


    As always. please @report any issues.
    Last edited by Tale; 04-18-2018, 10:32 PM.

    Leave a comment:


  • Tale
    replied
    • The skill 'Study Lock' has had it's success has been slightly less randomized.
    • The skill 'Study Lock' has had it's overall bonus has been changed to be based on rank bonus instead of flat ranks.
    • The skill 'Study Lock' has had it's benefit cap of rank 100 has been removed, since it is now based on rank bonus.
    • Apula will now greet Locksmiths based on their Locksmithing reputation after hitting certain reputation thresholds.
    • Marcavia will now greet Tailors based on their Tailoring reputation after hitting certain reputation thresholds.
    • Melilia will now greet Healers based on their Healing reputation after hitting certain reputation thresholds.
    • The Weapons Store in the Veteran Character Lobby now offers a slightly wider variety of quality.
    • The Weapons Store in the Veteran Character Lobby now lets you properly cancel when selecting quality and doesn't assume you meant 'average' if it recieves input it did not expect.
    • The Item Store in the Veteran Character Lobby now offers 'kits' for Healers, Locksmiths, and Woodsies, along with a few other semi-custom objects.
    • The Armor Store in the Veteran Character Lobby now stocks basic Oval shields for Avros users.
    • Ghendrahda's alchemical fumes should now properly give side effects to everyone in the room breathing them and not just the person requesting her service.
    • The 'inspection' of lockpicks had a large gap in the word progression that is now filled with new and improved quality descriptions.
    • Because of the new quality descriptions, there is a 50% greater 'range' of lockpick quality.
    • The functionality of lockpicks has not changed at all. (They haven't changed mechanically from what they were before) Just the words used to describe their quality for more accurate comparisons has changed, since there seemed to be confusion at the previous quality descriptor 'caps' (basically the same problem we still have with skill descriptors - a 'Grandmaster' could be rank 90...or rank 9000. Saying one was 'just as good' as the other is just not accurate). Hence the expansion and inclusion of more precise descriptors.
    • The semi-custom weapon generation code for the Veteran Chaarcter Weapons store has been cleaned up and should not produce any wonky named items.
    • Schtraffeg natural armor is now slightly less pitiful.
    • Blischa'ag and Schtraffeg now have more fatigue so they don't become worn after drawn out fights quite as soon.
    • The way Blischa'ag jolt mechanics work has been modified to take into account things like weapon substance, willpower, appropriate gear, and other appropriate factors. Such affects can be mitigated somewhat through various tactical means and preparedness.
    • That being said, their shocks (if you fail to mitigate or avoid them) can now be a more meaningful consequence and not just a simple stun-and-done effect.
    • The Spawn Rate at the Fenri'gifr Ruins has been adjusted to take into account it's size. It shouldn't be as slow to 'start up' anymore.\
    • Blischa'ag should rarely, if ever, stand there stupidly while you walk in and slaughter them.




    (Reminder - Positive Profession Reputations are gained by successfully completing their respective NPC-given job requests.)
    Last edited by Tale; 03-31-2018, 10:21 AM.

    Leave a comment:


  • Sceadu
    replied
    While looking for a solution for the staff that are trying to get in touch with players but just can’t seem to sync up time schedules, I created a new Private Messaging system which both the staff and players can use alike. Players will be able to send private messages to each other that can be replied to and kept in a running thread. Staff members will be able to message players to initiate a back and forth dialogue instead of sending an mail and hoping they’re around when the player logs in. Players will not be able to PM staff members. If a player wishes to initiate a dialogue with staff they should handle it as they always have, via @request.

    Currently there is no limit of the number of PM threads that a player can have going at any time, but be aware the more that you have, the more cumbersome it will become. Players do have the option of dismissing PM treads started by themselves or other players, but if a staff member initiates a thread only that staff member will have the ability to dismiss it.

    Players (and staff) also have the option in the new menu to opt in our out of receiving emails when a PM is received.

    I am open to feedback but would like everyone to keep in mind that I was going for a simplistic system rather than a complex one, so asking for things like group PM is probably not a good idea.

    I realize that there is no lack of instant messengers on the internet, but I hope this system contained within the game will help some of you.

    You can either use @MSG or @MES?SAGES to enter the Private Messages Menu.

    Leave a comment:


  • Tale
    replied
    • Sharpened coins now have a "crafted quality" associated with them. It is visible in the description and in the echo when crafted.
    • Crafted quality of sharpened coins is based on rank in the related skill.
    • Palmed sharpened coins now give a small bonus to certain actions based on the crafted quality.
    • Crowd "Commotion" now plays a slightly more important roll in certain thieving action difficulty levels.
    • Size of items which can be palmed is now increased slightly with ranks.
    • The effects of these changes are dependent on ranks, and cap out around the Grandmaster level. Exact numbers will not be given.
    • The chances of catching something when fishing without bait of any kind has been somewhat reduced. Because...bait
    • The chances of catching something when fishing with bait of any kind has been slightly increased. Because...bait.1
    • The volume of twig-woven, grass-woven, and reed-woven basket has been increased somewhat
    • Certain rank milestones in the three skinning skills will now allow someone to skin animals with an axe blade instead of a knife or dagger.



    P.S. As a reminder: when fishing, if an above-mentioned woven basket is on the ground in the spot you fish from, caught fish will automatically be placed there if there is room inside, making it easier to keep the area tidy and prevent spam/clutter.


    As always, please @report any bugs or related issues.
    Last edited by Tale; 01-25-2018, 08:01 PM.

    Leave a comment:


  • Sceadu
    replied
    When monitoring your HP you should now get alerts when bleeding and also as you heal. Please @report any odd behavior.

    Leave a comment:


  • Pranzor
    replied
    Change to Backwards Rolling Rise

    When using the command brise when prone, you can now rise regardless of rather or not you are engaging an opponent. This will not affect how the move works when swept as it will remain unaffected.

    Leave a comment:


  • Sceadu
    replied
    Due to feedback about some item names being cut off using the STOCK command, I have added a minor update to shopkeepers. You can ask the "show me <part of the item name you want to see>" and they will show you the item, giving you both the name and the prose of the item. Due to the complexity of having to pick the name of the item out of sentences, you can't get creative with the ways you ask them to show you the items for now (i.e. "Can you please show me the gold necklace you have in stock?"). It must be SHOW ME <part of the item name>.

    Leave a comment:


  • Tale
    replied
    • Macello the butcher in Quartz Heights has opened his doors, buying and selling 'whole' uncooked food items like rabbit, squirrel, geese, chicken, etc. Perhaps squirrels and rabbits will now be worth more whole than cut into skinned pieces? (^_^)
    • Fern and the other Archery trainers now teach 'Quick Shot' for Archery. (Current loadout of damage/speed is in live-beta and may be adjusted in the future, pending results.)
    • Quick Shot is meant to be less accurate and less damaging than basic shot, but it makes up for that in its decreased roundtime.
    • Quick Shot is currently the fastest attack in the Archery skillset.
    • Quick Shot does require a few prerequisites. Namely, the three previously existing 'Quick' skills: Quick Load, Quick Draw, and Quick String.
    • Aiming via the Steady Aim skill will not effect a Quick Shot's accuracy.
    • Quick Shot's chance at 'misfiring', even with 'perfect' Shot Timing is slightly higher than other archery attacks, due to the lack of proper aiming inherent in the attack.

    (Note on Quick Shot: I did write Quick Shot in a caffeine-fueled several hour code-a-thon on my only day off, so if there are any bugs or dependencies between the description and the reality, please @report. It's currently considered 'live beta' and subject to tweaks to fix any unforeseen issues or unintended consequences.)

    Leave a comment:

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