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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Bug Fixes

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  • #16
    More of a note than a straight up fix, currently:

    The way certain bonuses were/are being calculated was erroneously percentage-based, effectively giving moves a staggering bonus against higher defensive RBs. An overall fix is being tested, and some attacks have been individually fixed in the meantime.

    On a somewhat-separate note, Whip Ankle Trap has been modded to work differently for Beta Tester characters. Those with a premium account can create a beta character to play around with the changes and submit feedback.
    Active Projects:
    • Priorities
      1. Bug fixes
      2. Fixes for existing hunting grounds/NPCs (ongoing)
      3. Basran Hill story, eventual lead to ToH.
    • Side projects
      1. Malezzerai (dialogue ongoing)
      2. Armour Rebalancing (ongoing)
      3. Assisting org/event GMs with lore consistency and coding support.
      4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

    Comment


    • #17
      Fix to comas (freebie attackers)

      Previously, freebie accounts were not supposed to be charged RPs for comas. It was also supposed to be set up in a way that kept the victim out of a coma. As many recent victims and attackers know, neither aspect worked most of the time.

      This has been fixed. Freebie accounts can no longer put someone in a coma, or lose RPs for trying. They can attack until the target's HP bottoms out.

      I understand this restricts freebies in a sense ICly, but they were already basically limited from it since they couldn't accrue the RPs to do so, and it was an unfairness towards victims who still had to pay the OOC cost for recovery.
      Active Projects:
      • Priorities
        1. Bug fixes
        2. Fixes for existing hunting grounds/NPCs (ongoing)
        3. Basran Hill story, eventual lead to ToH.
      • Side projects
        1. Malezzerai (dialogue ongoing)
        2. Armour Rebalancing (ongoing)
        3. Assisting org/event GMs with lore consistency and coding support.
        4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

      Comment


      • #18
        Today's repeat penalty "oops"

        I hadn't realized that something myself and another were testing had been added to the live server. I sent it back and have asked that other person to check on it when they can to make sure it was all reverted properly.

        Officially not my fault this time. I use the test server.

        Thankfully I'm paranoid enough about combat mechanics to backup even my test server additions and I had those to reference.
        Active Projects:
        • Priorities
          1. Bug fixes
          2. Fixes for existing hunting grounds/NPCs (ongoing)
          3. Basran Hill story, eventual lead to ToH.
        • Side projects
          1. Malezzerai (dialogue ongoing)
          2. Armour Rebalancing (ongoing)
          3. Assisting org/event GMs with lore consistency and coding support.
          4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

        Comment


        • #19
          Attempting to carry away warranted or disguised individuals will get you one warning, and then a warrant. This was already half in place -- I've fixed it up to be more responsive.
          Active Projects:
          • Priorities
            1. Bug fixes
            2. Fixes for existing hunting grounds/NPCs (ongoing)
            3. Basran Hill story, eventual lead to ToH.
          • Side projects
            1. Malezzerai (dialogue ongoing)
            2. Armour Rebalancing (ongoing)
            3. Assisting org/event GMs with lore consistency and coding support.
            4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

          Comment


          • #20
            Gimme back my sack!

            The problem were shopkeepers would keep your container (unless you put something they weren't interested in buying) after offering it to them has been fixed. Now, you shouldn't have to worry about losing your containers when offering them to shopkeepers.
            Game Master Sceadu

            Comment


            • #21
              I believe I've come to a good adjustment of Short Whips' Ankle Trap. It now has a repeat penalty, and its base numbers have been tweaked slightly. Feel free to provide feedback or report any issues that arise from the changes.
              Active Projects:
              • Priorities
                1. Bug fixes
                2. Fixes for existing hunting grounds/NPCs (ongoing)
                3. Basran Hill story, eventual lead to ToH.
              • Side projects
                1. Malezzerai (dialogue ongoing)
                2. Armour Rebalancing (ongoing)
                3. Assisting org/event GMs with lore consistency and coding support.
                4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

              Comment


              • #22
                Originally posted by TaylorMDavis View Post
                I guess this stuff got missed under 'Minor Changes' or was going to be posted later, but here goes.
                Right. Raphael's been working hard on hiding and an overall fix to streamline how we adjust those kinds of settings. A few actions were mostly likely overlooked, especially if they weren't grouped together properly with the rest, and will be addressed individually.

                It should be now be possible to do just about all of the facial expressions while hidden, or "thought" expressions (ponder, etc.) without revealing your character. Many others have been allowed as well: basic criteria is anything that wouldn't make a noticeable sound or disturbance. Please @report exceptions. Freehand emotes will still always reveal you.

                In line with that, successful completions of Knife Stealthy Draw while hidden will not reveal you. Failed ones will reveal you. All other combat actions still reveal you.

                As stated, please report/feedback/suggest situations or ideas that arise from this. This is an ongoing change.
                Active Projects:
                • Priorities
                  1. Bug fixes
                  2. Fixes for existing hunting grounds/NPCs (ongoing)
                  3. Basran Hill story, eventual lead to ToH.
                • Side projects
                  1. Malezzerai (dialogue ongoing)
                  2. Armour Rebalancing (ongoing)
                  3. Assisting org/event GMs with lore consistency and coding support.
                  4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

                Comment


                • #23
                  You can now again use cadaes while hidden.
                  Game Master Sceadu

                  Comment


                  • #24
                    I've sifted through every command on the list, in regards to using while hidden (and remaining hidden.) It "should" account for just about every verb, but if there are exceptions that you truly feel should be useable while hidden, please @request/etc.

                    On a related note, it is now possible to scan while hidden. It will always succeed in scanning, but numerous factors account for whether the scanner is spotted performing this, or outright revealed doing so.

                    These factors include:
                    Crowd size (PC or otherwise)
                    Scanner stats/skills
                    Witness stats/skills
                    Several hidden rolls.

                    It's one of those things where a degree of realism was favoured in the construction. In other words: Please test thoroughly in a variety of situations before yelling at me that it's not the way it should be.

                    Thanks to TaylorMDavis for the original suggestion on scanning. This should apply to both forest and city hiding.
                    Active Projects:
                    • Priorities
                      1. Bug fixes
                      2. Fixes for existing hunting grounds/NPCs (ongoing)
                      3. Basran Hill story, eventual lead to ToH.
                    • Side projects
                      1. Malezzerai (dialogue ongoing)
                      2. Armour Rebalancing (ongoing)
                      3. Assisting org/event GMs with lore consistency and coding support.
                      4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

                    Comment


                    • #25
                      The bug allowing comas to be carried through when an account lacked the RPs (and instead charging the difference) has been fixed.
                      Active Projects:
                      • Priorities
                        1. Bug fixes
                        2. Fixes for existing hunting grounds/NPCs (ongoing)
                        3. Basran Hill story, eventual lead to ToH.
                      • Side projects
                        1. Malezzerai (dialogue ongoing)
                        2. Armour Rebalancing (ongoing)
                        3. Assisting org/event GMs with lore consistency and coding support.
                        4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

                      Comment


                      • #26
                        The problems with the new system of waiting for the ferry and dock have been fixed.
                        Game Master Sceadu

                        Comment


                        • #27
                          You are now locked in an RT while a shopkeeper is writing you a bank note.

                          Kneller Security (TMD) has added some features to keep this safe:

                          While someone is busy with a shopkeeper who is writing a bank note, you cannot...
                          * attack them in melee
                          * shoot them
                          * throw things at them
                          * steal from them
                          * use setups that will give you an advantage once you are free to assault them, but you can use ones that don't.
                          * and you can't use handoff on them (so that you don't reveal yourself for nothing.)

                          It's unfortunate that restrictive mechanics had to be placed for this, but even people being patiently warned not to abuse the change bug continued to do so, even if it should have become blatantly obvious to them that GMs were notified every. single. time. it. was. abused.
                          Active Projects:
                          • Priorities
                            1. Bug fixes
                            2. Fixes for existing hunting grounds/NPCs (ongoing)
                            3. Basran Hill story, eventual lead to ToH.
                          • Side projects
                            1. Malezzerai (dialogue ongoing)
                            2. Armour Rebalancing (ongoing)
                            3. Assisting org/event GMs with lore consistency and coding support.
                            4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

                          Comment


                          • #28
                            Face Slash and Wrist Slash should no longer cause bleeders while in practice mode. Thank Raphael for this fix, and as always, please @report any problems.
                            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


                            • #29
                              Our Ninja Turtle Raphael has kicked NPC healers into line, and they can now heal your backs.
                              Active Projects:
                              • Priorities
                                1. Bug fixes
                                2. Fixes for existing hunting grounds/NPCs (ongoing)
                                3. Basran Hill story, eventual lead to ToH.
                              • Side projects
                                1. Malezzerai (dialogue ongoing)
                                2. Armour Rebalancing (ongoing)
                                3. Assisting org/event GMs with lore consistency and coding support.
                                4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

                              Comment


                              • #30
                                Raphael's given the PG a bit of training, and if you are wearing a cover, you will be asked to remove/open it before they will stop interposing you.
                                Active Projects:
                                • Priorities
                                  1. Bug fixes
                                  2. Fixes for existing hunting grounds/NPCs (ongoing)
                                  3. Basran Hill story, eventual lead to ToH.
                                • Side projects
                                  1. Malezzerai (dialogue ongoing)
                                  2. Armour Rebalancing (ongoing)
                                  3. Assisting org/event GMs with lore consistency and coding support.
                                  4. Additions to Monlon (TBA), Blackvine (after Monlon), Rock Valley (after BV), Steps (after RV.) Overall goal to add substance to existing regions.

                                Comment

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