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  • Sideways
    replied
    Players can now pull a wagon using a series of directions, similar to the WALK command.
    Example: PULL WAGON 5 e 10 nw 3 s

    If you come upon any issues or apparent bugs, please submit an @report.

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  • Tale
    replied
    • Tauruu in Rock Valley now buys all normally bought skinnable parts and not just tails. (The weirdo...) Thanks to Isgrimnur for the suggestion.
    • You can now wield Sickles, Scythes, and Reaping Hooks. This allows you to keep it in your hand when gathering grass without auto-stowing it after every action puts more material in your hands. (This does -not- make them usable as weapons of any kind) Thanks to Isgrimnur for the suggestion.
    • When standing around a campfire you now have a very small chance of ending up smelling like woodsmoke. Thanks to Doritus, Taylor_John, and Isgrimnur for the suggestion.
    • When typing LORE by itself, after listing the current lores you know, it will also list a few other useful Lore-related commands. Thanks to Theramminator for the suggestion.
    • The POW mechanics in Franlius have gotten several upgrades. POWs can now escape by themselves...but it is not easy and requires a lot of effort, and some sacrifices on the prisoner's part. Find out more IG by examining the cell carefully and using your noggin.
    • A new (second) sewer area now exists in Franlius that does not require a locksmith to access, so people can play with sail snakes without having to protect a locksmith in order to enter and leave the area. Although adjacent, and you can see into one from the other, they do not connect with each other, for RP reasons.
    • The final 'pick quality' of a player-forged lockpick is now calculated by their success rolls and rank bonus instead of pure ranks in the three forging skills. This change was necessary so that one person making lockpicks couldn't theoretically negate the entire need for more than a single rank in Unlock and Unjam to open almost every container in the game. (You know who you are - shame on you.) Most people won't see that much of a difference unless your rank far exceeds your rank bonus.
    • People with the Metal Affinity trait now have a minor % bonus to forging lockpicks instead of a flat minor value bonus. This means that the bonus now scales with their ranks.



    As always, if you encounter any issues with these changes or with anything else, please @report. Have fun in there!
    Last edited by Tale; 10-08-2017, 07:57 PM.

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  • Sceadu
    replied
    The wording of protection offered by garments has been slightly tweaked to give a broader range of descriptions.

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  • Sceadu
    replied
    In hand with the previous change, you can now get an idea of how much protection garments (armor/clothing/etc.) offers by inspecting it.

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  • Sceadu
    replied
    It is now possible to tell what a garment (armor/clothing/etc.) covers when you look at it. That being said, there may be some inconsistencies out there that will need to be address, so please feel free to report any you may notice.

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  • Pranzor
    replied
    In order to clear up some confusion in the use of Brawling vs Pankration Feint, the command for Pankration Feint has been changed.

    The new command is:

    pfeint <character>

    Before, it was hard to tell which command was triggering which feint.

    Leave a comment:


  • Tale
    replied
    Following the update to Stats and their Base/Max changes, certain substances that can modify your stats for a time have been updated.
    • Their benefits no longer stack if you use more than 1 of the same type at the same type, but the consequences of consuming multiples do stack. Also, their benefits now can take you over your 'max base', for a time and at a cost.
    • Effects (both negative and positive) have been increased and expanded on. They now come with multiple benefits, as well as slightly longer recovery periods.
    • Both the initial benefit as well as the recovery period now have longer durations.
    • Recovering from the after-effects of one such consumption can now negate the benefits from secondary ones. So consuming more before you've fully recovered from the first instance is risky in that you could lose the benefits of the second, while still having to suffer the after-effects of the second instance.
    • More such items have been added to the gameworld.

    Last edited by Tale; 08-14-2017, 05:24 PM.

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  • Sceadu
    replied
    Along the same lines as the previous update:

    There are several things that could change a character's stats. Some things in the list are sitting, laying, encumbrance, and coma sickness. Before, these changes weren't reflected when you would look at your character's stats. It has now been changed so your character's stat sheet will give you a more accurate reflection of what your stats are at any particular moment instead of generalizing them as what they are before other factors are taken into account.

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  • Sceadu
    replied
    We have made a minor tweak to attributes but before getting into the change, here’s a brief summary of how attributes work.

    Each character is generated with a set of “base” attribute numbers. These numbers are calculated by several things within the character generator. Each character is also generated with a set of “potential” numbers they can bring these base numbers up to. A character can increase their base UP TO their potential by training in game. Once your base number matches your potential number you must purchase more potential in that attribute for that character via Role Points if you wish to increase that attribute any further. The Story Point option of buying attribute increases will increase the base number
    (along with the potential number if they’ve already met) without the need of the character having to train them up in game.

    There is a cap on the maximum this base can be. In the past, a character could never raise their potential above this base number, but there was a change some years ago that changed this. The change allowed characters to go above this base number to basically eliminate any disadvantage of any negative traits. This change also hobbled those with positive traits not allowing them to bring their potential up to the “max base” which would allow them to go over the final attribute number which is figured AFTER a character’s base attribute number is ran through the code that increases or decreases an attribute depending on traits and other factors.

    Let’s use some fictional numbers here to help explain. A character pops out of the chargen with a base number of 5 in agility. Their potential is 8. The maximum base is 10. This means they can train that base number up to 8. Once they do that, they have reached their potential and they have to purchase potential increases if they wish to continue to increase agility.

    Following those same lines, let’s say that after that character’s base agility stat was run through the code to figure in traits and other factors, their final number is 10. That character could not progress any further in agility even though their base is only at 8.

    Same character, now with an 8 base and reached a true 8 in agility, purchases enough potential to 10 and actually trains agility up to 10. So now they’re 10/10. That 10 gets run through the code that figures in traits and other factors and it returns an 8. That character could then go and increase that base to 12 to overcome whatever negative trait it was that was holding them back.

    So (before this change), you’ve hobbled the character with the positive trait and given an advantage to the one with a negative trait.

    This was changed back to line up with the original plan some time ago and is the cause of some confusion amongst players. This is why some characters that couldn’t purchase potential in a particular stat now can. It is allowing that character to bring their potential up to match that maximum base. Until today, the final number produced after running through the code to figure in traits was also capped at the same as the maximum base. This cap has been raised.

    Did I say a “brief summary”? *coughs*

    Now that your brains are scrambled, I’ll try to sum up what the final outcome of this change is. Most of you may remember that a while back there was a change to the wording that described your character’s attributes and some that had “inhuman” stats dropped to “outstanding”. Now you will learn part of the reason that happened. The cap on the final number (after running through the code to figure in traits) has now been raised. This means those with traits that will help their stats can now climb beyond “outstanding”. This also means those that have traits that negatively affect a stat cannot train themselves out of the disadvantage that trait gives them.

    Due to the massive amount of time and effort it would take to entertain any request to do so, there will be no retroactive refunding or changing of past purchases/training/etc.

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  • Sceadu
    replied
    A big thanks to Sideways for working on this most recent project:


    A new deck of cards has been created and placed on the table in Meeting Room A, on the eastern side of the Welcome Area, for players to test and tinker with. This new deck of cards is a bit more versatile than those that currently exist IG, and is intended to accommodate a variety of playing card games.

    Please feel free to play around with this deck of cards and let us know if any bugs, errors, or typos are found in the process by submitting an @report. Feel free to suggest changes or additions by submitting a suggestion via @request. We plan to introduce this item IG after it has bee been thoroughly tested and players have had a chance to learn the mechanics.

    Below is an explanation of the new features of this deck of cards.

    GETTING INDIVIDUAL CARDS FROM A GROUP

    Cards dealt from this deck can be separated from within a group by simply using the GET command. This means that one can take a single card from within a group of several cards and then manipulate it, offer it to someone else, put it elsewhere, etc. Syntax: GET <card>, GET <card> [from] <group of cards>.

    ADDING INDIVIDUAL CARDS TO A GROUP

    Similarly, cards dealt from this deck can be combined with other cards by simply using the PUT command. Users can use PUT to add an individual card to another individual card, or to a group, or to combine one group with another group or individual card. Syntax: PUT <card>|<group of cards> ON|IN <card>|<group of cards>.

    ORIENTATION

    Cards dealt from this deck of cards have two orientations--face up, and face down--that change the way a card or cards appear (e.g., "a card" versus "V of Gladii," or "a pair of cards" versus "a pair of cards consisting of the X of Staves and Centurion of Wine"). When looking at cards one is holding, an indication is provided as to which cards are face up, if any. When looking at cards elsewhere, only those cards that are face up will appear by name. Players can now look at cards being held by other players.

    One can change a card's orientation using the FLIP command. Players can flip an individual card alone, or a group of cards all at once. Syntax: FLIP <card>|<group of cards>.

    A player can turn all of the cards in a group of cards face down by using the RESTORE command (which was and is used to return all cards to a deck when that command is issued on a deck of cards). This command would be the most convenient way to reorient all the cards in a group in which some cards are face up and others are face down, or to ensure that none of the cards one is holding is visible to other players. Syntax: RESTORE <group of cards>.

    Players can also change the orientation as they put a card or cards down by adding the words "FACEUP" or "FACEDOWN" when using the PUT command. Syntax: PUT <card>|<group of cards> [faceup|facedown] [on <surface>|in <container>].

    DEALING CARDS

    When using the DEAL command, a player can affect the orientation of cards while dealing them by adding the word "FACEUP" before the player list (cards are otherwise dealt face down by default). In addition, players may input "all" instead of a number when using the DEAL command, which will have the effect of dealing however many cards remain in the deck, not including any remainder that couldn't be evenly distributed among the recipients. For example, if there are three total recipients and 16 cards are left in the deck, a player who deals "all" instead of a number will deal 5 cards to each recipient, and 1 card will remain in the deck. Syntax: DEAL <all|#> <deck of cards> [faceup] [to] [list of people and/or surfaces].

    ARRANGEMENTS

    Two or more cards can be set into one of various arrangements using the ARRANGE command. This is primarily aesthetic, but it serves to provide variety when numerous groups of cards are present--for example, players may find it easier to interact among "a stack of cards, some cards, a fan of cards, and a hand of cards" than with "some cards, some cards, some cards, and some cards." Syntax: ARRANGE <group of cards> INTO <arrangement>.

    A "stack" and a "pile" of cards will behave differently than other arrangements. When a group of cards is arranged into a pile or stack, only the top-most card in the group will be visible when the stack is face up. Only the top-most card can be taken from a group of cards arranged into a pile or stack.

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  • Sceadu
    replied
    Very minor change but could cause some confusion initially:|

    You must type out the full word SEARCH when you want to search something. Previously you could use just SEAR, but since the introduction of searing foods we have had to extend the previous shorthand. In conclusion the commands are as follows:

    SEARCH - used to search an place or item
    SEAR - used to sear foods using the outdoor cooking skills

    Leave a comment:


  • Pranzor
    replied
    The Skills command will now display Total Combat and Non-Combat ranks at the BOTTOM of the output.

    Last edited by Pranzor; 08-06-2017, 12:47 PM. Reason: Changed the location of the output so that it is easier to see.

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  • Tale
    replied
    More Woodsie Updates!
    • A new Lore has been added to the game called "Advanced Camp Cooking Lore".
    • Advanced Camp Cooking Lore allows woodsie cooks (depending on their ranks in Basic Camp Cooking - specific rank requirements withheld) to use alternate cooking methods on various cookable items.
    • Different cooking methods detailed in this lore work on different types of items, but there is some crossover for each method.
    • These alternative cooking methods add new flavors, smells, and descriptions to the food in question.
    • Some of these methods require the use of new cooking tools.
    • A new cooking tool has been added as an option to the Whittle skill. Skewers!
    • A new cooking tool has been added as an option to the Survival Weaving skill. Broilers!
    • A new Lore has been added to the game called "Field Dressing Lore".
    • Field-dressing entails turning certain corpses into whole food items rather than skinning them for individual parts. A chicken corpse, for example, would become 'an uncooked whole chicken'.
    • Field-dressing requires a certain number of ranks in Advanced skinning (specific rank requirements withheld) in order to use.
    • Details and usage syntax of both new Lores can be found by recalling the lore in question once learned.
    • Both Lores function like previously released woodsie Lores. They can be purchased with General Skill Points, or with skill points in the related skillset.
    • Please see your local cave-dwelling wild-man if interested in learning these new and exciting camping Lores.


    As always, please @report any issues you may encounter related to these changes and be as detailed as possible. Thanks!


    Edit: After some constructive player feedback, the following changes have also been implemented:
    • More common forest critters can now also be field-dressed.
    • Field-dressing a corpse now results in a quality-of-skinning descriptor (based on your combination of ranks in all three skinning skills) just like normal skinning to reflect the quality of the final product.
    • Skinning ranks now determine the final quality of field-dressed food items and better quality results in better tasting food, just like normally skinned meat..

    Last edited by Tale; 08-02-2017, 11:32 AM.

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  • Tale
    replied
    • Snail shells found in the forest via the appropriate foraging skill now spawn filled with rainwater. (Yay, hydration!)
    • More of the larger bones and other approprioate skinnables can now be knapped into spearheads.
    • More of the smaller, and more easily broken apart animal bones can be used to knap into small numbers of bone shard arrowheads.
    • Instead of requiring a specific number of ranks in the basic skillset, Locksmithing jobs now require ranks in the actual skill that the job requires. So people who have little to no ranks in Install Lock won't be offered any Install Lock jobs.

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  • Sceadu
    replied
    A new feature of the REVOKE command has been added. You can now REVOKE ALL and it will remove EVERYONE you've given permission to work on your doors. I hope that this will help players feel more secure in the fact that they don't have to worry about if they'd given someone permission in the past and forgot about it.

    The LIST feature in @ALLOW has been temporarily disabled. After being brought to my attention and testing myself, this was a way to possibly MAJORLY abuse the system. You could @ALLOW MAN for a "man in a hooded cloak" standing in the room with you and them immediately @ALLOW LIST to see who that man was. I'm hoping we can find a way around this in the future to again allow characters to see a list of who they're allowing to touch them.

    A minor tweak to the PK system: Characters and organizations that are granted a PK on a character now have the option to show mercy (if the role-play leads that way) and either remove the tongue of or break the bones of their victim (for free) instead of only having the option to kill them. Showing mercy in this manner does not revoke the open PK permit.

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