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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, 05:43 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, 12:03 PM.

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  • Tale
    replied
    • 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.

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  • Tale
    replied
    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.

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  • Scolve
    replied
    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.

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  • Scolve
    replied
    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.

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  • Scolve
    replied
    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.

    Leave a comment:


  • Scolve
    replied
    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.

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

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  • Scolve
    replied
    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, 06:47 AM.

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  • Scolve
    replied
    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.

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  • Tale
    replied
    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.

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