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  • Siddhe
    replied
    New bank notes should no longer expire. Thanks to those who suggested this.

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  • Siddhe
    replied
    Upon review of player reports, it was determined that pickaxes were not utilizing the correct speed modifier. This has been corrected, so pickaxes will now swing with the correct round time.

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  • Pranzor
    replied
    Unlearning Skill Point Returns

    1. Unlearning an action will no longer factor in the skill slot the action is in.
    2. All actions being unlearned will be treated as if they are in the first slot.
    3. The fraction of SP returned will still factor in the difficulty of the action.
    4. Self-trained ranks will not earn you more skill points when unlearning them.
    5. We would like to thank those who were honest enough to report this before it could be abused.

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  • Pranzor
    replied
    In the midst of working on traits, we saw an opportunity to slightly improve the benefits of Peaceful Spirit. The gains associated with non-combat skills should be more noticeable. The core intent and functionality, as outlined below, remains the same.

    1. Reduced SP gain for combat skills.
    2. Increased SP gain for non-combat skills.
    3. SP gain remains the same for thieving skills.

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  • Siddhe
    replied
    Wearing a cover (faceplate, hood, mask, etc.) will no longer block your character's name from displaying on WHO. If you would like for your character's name to NOT display on WHO, you will need to use the TOGGLE-WHO command. This change has been made to facilitate a new upcoming perk that will be announced soon.

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  • Pranzor
    replied
    Selling Price Change

    Price minimums for sold goods have been increased. You may not see increases with all shopkeepers. Those who were at the lower rungs of prices should see a healthy increase for the majority of shopkeepers. Those receiving top prices already will be unaffected by this change. This change was implemented due to the existence of significant inequality between broker and non-broker characters.

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  • Pranzor
    replied
    A bug related to young brutes not attacking in the alleys has been resolved. It was initially thought that these creatures were designed to not initiate combat, as the area is supposed to be newbie-friendly, but that was determined not to be the case. After finding the issue, which seemed to take far longer than it should have, these creatures have been fixed and should now act more like brutes instead of practice dummies.

    Thank you for the patience as we worked through the issue and apologies for any confusion this may have caused.

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  • Siddhe
    replied
    • Armor items now show their quality when inspected.
    • The act of tipping Arrows/Spears/Clubs now gives a little Outdoors SP, as you are completing a craft with the action.
    • The stock in the Veteran character lobby stores now has stock that automatically rotates out on a roughly weekly basis dependent on player activity. The replaces the old method where items were swapped for a one-to-one ratio (when one item was purchased, another was added), which led to perhaps less than "choice" options available for purchase.

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  • Tale
    replied
    • You can now whittle splints from branches.
    • Increased ranks in the Grass Harvesting skill now gains you more grass proportionately. Also, the roll-over-success can now give a small bonus to grass blades harvested as well. This is on top of the existing bonus from using more appropriate tools for the job. (Scythe, Reaping Hook, Sickle, Knife, etc).
    • With enough ranks in the Advanced Skinning skill, you'll now salvage a few extra skinnable parts beyond the normally resultant food items when you field-dress an animal. These parts can be things such as heads, feathers, pelts, etc.
    • Concinnant (Seld metal-buyer) will now inform all New customers outright when they walk in that repairs are NOT performed in the Seld blacksmith shop. There is also a sign displayed in full view saying the same. If you need a shield repaired, there is a person who does that exclusively in Franlius, a short wagon ride away.
    • A new woodsie/archery trainer and carcass buyer can now be found in Stromheim (Jarla). The woodsie/archery trainer in Seld (Shantaz) has been toned down slightly (although she still teaches well above Fern) - Barbarian tracker > Iridinian retiree.
    • Climbable objects (ropes, fences, etc) can now be inspected to receive an assessment of how difficult it is to climb. Wilderness areas that cannot be walked through and require climbing to traverse will give an assessment of how difficult it is to climb along with the normal message ("The Incline is too steep in that direction").
    • Now non-Altenes can craft fangstaves at a penalty. Altenes with the right Lore negate that penalty for fangstaves, and receive a bonus stave crafting in general, in addition to negating the penalty for not knowing the stave crafting skill if they don't know the skill itself. (Altenes of course still retain exclusive access to the Fangstave Tempering Lore and resulting mechanics.)
    • Crafting fangstaves now has a prerequisite of rank 20 in Craft Basic Stave, unless you have the appropriate Altene Lore.

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  • Tale
    replied
    • 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).

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  • Tale
    replied
    • 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, 04:43 AM.

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  • Pranzor
    replied
    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.

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  • Pranzor
    replied
    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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  • Pranzor
    replied
    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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  • Tale
    replied
    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, 11:03 AM.

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