Announcement

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Downtimes: June 24 - July 2nd

We've got another batch of shutdowns coming in late June and early July, so that the machines can be repaired for the newest bug, the ZombieLoad CPU bug.

In general, the Genesis games (Grendel, TEC, TEC-Test) all have reboots scheduled for the absolute middle of the night, so I'll be taking each down the previous evening at midnight and bringing them back up the next morning at 9am.

The SkotOS games have always been more robust about reboots, so we'll let them reboot on their own, though there's some chance for an ~2 hour data loss. In any case, I'll be checking them after the 2-hour window when I can, though Marrach has a middle-of-the-night reboot, so that'll be the next morning.

The UserDB and Web reboots will cause some downtime for the entire site, but again they will hopefully come up cleanly.

GENESIS:

- Shutdown Grendel (late Sunday 6/23)

- Startup Grendel (early Monday 6/24)

- Shutdown TEC (late Monday 6/24)

- Startup TEC (early Tuesday 6/25)

- Check TEC Client (9pm Tuesday 6/25)

- Shutdown TEC-Test (late Thursday 6/27)

- Startup TEC-Test (Friday 6/28)


SKOTOS:

- Marrach (Monday early morning 6/24)

- Ironclaw (Monday 10pm-midnight 6/24)

- Lovecraft, Lazarus (Monday 8pm-10pm 7/2)


MAIN SITE:

- UserDB (Monday 10pm-midnight 6/24)

- Web (Sunday 9pm-11pm 6/30)
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  • #31
    Uncovering changes
    Macro

    There's only one corner of the universe you can be certain of improving, and that's your own self. So you have to begin there, not outside, not on other people. That comes afterwards, when you have worked on your own corner.
    - Aldous Huxley

    Comment


    • #32
      Wounding and limb targetting

      Unarmed combat

      Weekly sp cycle

      More lawkeeping changes

      2 week deletion rule after toggling off newbie status
      Last edited by Ansgar; 11-19-2004, 10:58 AM.
      Originally posted by Bactrian
      This might be a little sickening, but there are 240012 instances of vomit in the gameworld at the moment.

      I'm not even sure how to delete that many items at once, so if there's a bit of lag in the next few hours you know why.
      later...
      Originally posted by Bactrian
      Some good news: a lot of that isn't in the "gameworld" per se, but in the nowhere-place where bodies go when they sleep. Apparently people kept barfing after they logged out of the character. That'll be fixed.

      Comment


      • #33
        Parting attacks
        Originally posted by Bactrian
        This might be a little sickening, but there are 240012 instances of vomit in the gameworld at the moment.

        I'm not even sure how to delete that many items at once, so if there's a bit of lag in the next few hours you know why.
        later...
        Originally posted by Bactrian
        Some good news: a lot of that isn't in the "gameworld" per se, but in the nowhere-place where bodies go when they sleep. Apparently people kept barfing after they logged out of the character. That'll be fixed.

        Comment


        • #34
          Tutorial
          [success 5:, roll: 96] With a quick snapping motion, you aim the butt of your spear at a brute's warclub and succeed at knocking it to the side! You continue the spinning motion of your spear and follow up the strike with a quick stab at a brute using the bladed end! Critical Hit! A brute stumbles to one side as an attack meant for his neck catches him square on the chin.

          every fight is an intersection for two different stories...

          Comment


          • #35
            Sword Stances
            Gladiator Stances
            ------------------------------------------------
            'A man in a black hooded cape responds from afar, "What's up?"'
            'Scott responds from afar, "NP"'
            'Scott responds from afar, "You can share the poop with me too."'
            'Scott responds from afar, "Idjit."'
            'Bruce responds from afar, "Would you drop that bush, please?"'
            'Testudo responds from afar, "What exactly is a 'magical' berry?"'
            'Bactrian responds from afar, "Well that's freakish."'
            'You sit down in a recliner covered in SirLocke's pants.'
            'You are holding Bruce in both hands.'
            'You are holding Bruce in your arms.'
            'Jenn responds from afar, "roflmao"'
            'Japes says, "What? No one's found the holy grail and the magical sword of the worm temple yet? Wow."'
            'Japes says, "Oops. Shouldn't mention anything."'
            'Japes says to you, "Sorry, PK tickets aren't available on buildings."'
            'Jenn responds from afar, "Stop trying to aim weapon catch, you silly man."'
            -Within these forums rest my legacy-
            There's no "I" in "team," but there is in "winner."
            In Loving Memory... 11/27/05-12/01/05
            ------------------------------------------------

            Comment


            • #36
              ^ Think you mixed up your links there, my friend.
              A woman in a shiny boison helmet with an absurdly tall dome says to a ram in Cineran, "Oh yes, hit me now, you bad bad bad sheep."
              A woman in a shiny boison helmet with an absurdly tall dome is stunned.
              A ram bumps roughly into a woman in a shiny boison helmet with an absurdly tall dome with its head!.


              “Everybody in this country should learn how to program a computer... because it teaches you how to think.” - Steve Jobs

              Comment


              • #37
                *eyeshift*

                Deceived!
                ------------------------------------------------
                'A man in a black hooded cape responds from afar, "What's up?"'
                'Scott responds from afar, "NP"'
                'Scott responds from afar, "You can share the poop with me too."'
                'Scott responds from afar, "Idjit."'
                'Bruce responds from afar, "Would you drop that bush, please?"'
                'Testudo responds from afar, "What exactly is a 'magical' berry?"'
                'Bactrian responds from afar, "Well that's freakish."'
                'You sit down in a recliner covered in SirLocke's pants.'
                'You are holding Bruce in both hands.'
                'You are holding Bruce in your arms.'
                'Jenn responds from afar, "roflmao"'
                'Japes says, "What? No one's found the holy grail and the magical sword of the worm temple yet? Wow."'
                'Japes says, "Oops. Shouldn't mention anything."'
                'Japes says to you, "Sorry, PK tickets aren't available on buildings."'
                'Jenn responds from afar, "Stop trying to aim weapon catch, you silly man."'
                -Within these forums rest my legacy-
                There's no "I" in "team," but there is in "winner."
                In Loving Memory... 11/27/05-12/01/05
                ------------------------------------------------

                Comment


                • #38
                  Is this thread totally up-to-date?
                  “We don't devote enough scientific research to finding a cure for jerks.” ~Bill Watterson

                  Comment


                  • #39
                    Reflexes/Footwork/etc.

                    There's no GM webforum post about this to link to, but read post #451 on *news in the Welcome Area forum.

                    There is some player discussion here.

                    A summary, if you don't want to bother reading the other posts:

                    New skills have been introduced to make up for low stats, but only in combat situations. ACMs have been renamed to CMs. Under CMs, you can now learn Reflexes, which improves speed in combat situations, and Footwork, which improves agility. Each weapon has two new skills as well: one to improve perception, and one to improve dexterity.

                    The effects of these skills top out at Grandmaster level (no point improving them beyond grandmaster). At this level, they have the same effect in combat only as having "Phenomenal" in their respective stats.

                    The effects of these skills do not stack with your existing stats. Only the higher of the two will count. So, if your character has high phenomenal or inhuman in one of these stats, there is no point whatsoever in training the corresponding skill.

                    Supposedly, similar skills for strength/endurance/etc. may be forthcoming.
                    Want a laugh? Or at least a smirk? bash.org
                    Want a website? You know you do . . .

                    Comment


                    • #40
                      Since there's been a gap in updates:

                      Here are *news posts that relate to updates and changes in mechanics or the gameworld over about the last 11 months...if it was left out, it was most likely an event schedule or has already been covered here.

                      Message 376 on *news:
                      From: Bactrian
                      To: *news
                      When: 8:28 am, Monday, December 13, 2004
                      Subject: Participation in the WHO list is now voluntary....
                      ---
                      Participation in the WHO list is now voluntary. You may toggle it off using the TOGGLE-WHO command.

                      This is a temporary test, and may be subject to revision.


                      Message 380 on *news:
                      From: Japes
                      To: *news
                      When: 11:31 pm, Wednesday, December 22, 2004
                      Subject: How to use a Codex
                      ---
                      Codices are now available in the gameworld, both through the newbie tutorial and through Komidus' supply shop.

                      To use a codex, you must first OPEN it. TURN the pages to get to the part you want to read, then use the READ command to read the page you are on. Once you are done, CLOSE the codex before putting it away.

                      Usage: open <codex>
                      turn <codex> to <page number>
                      read <codex>
                      close <codex>

                      Note that labelling a codex will title the open page if the codex is open. If the codex is closed, you will label the codex in general.

                      Writing on a codex is possible if its open, and you will be able to write on the page it is opened to.


                      Message 382 on *news:
                      From: Bactrian
                      To: *news
                      When: 12:51 am, Monday, January 03, 2005
                      Subject: Kishes
                      ---
                      Kishes are now available. Please type ?kish for more information.


                      Message 385 on *news:
                      From: Japes
                      To: *news
                      When: 9:59 am, Friday, January 14, 2005
                      Subject: Macro Mod
                      ---
                      Tired of handling a bulky number of @macro commands?

                      Instead of specifying a target for every macro, try using the term <target> in the command line. For example, when prompted to enter the string you want the command to expand to, you can enter:

                      chop <target>
                      or
                      diagnose <target>

                      Then, set your current macro target by using the @mtarg command.

                      @mtarg Calsuan
                      @mtarg M'kerron

                      This will allow you to change your current macro target on the fly.
                      “We don't devote enough scientific research to finding a cure for jerks.” ~Bill Watterson

                      Comment


                      • #41
                        Message 395 on *news:
                        From: Bactrian
                        To: *news
                        When: 9:35 am, Friday, February 11, 2005
                        Subject: @availability
                        ---
                        A new command for keeping track of players' availabilities has been created.

                        Usage: @AVAIL?ABILITY EXCLUDE
                        For your exclude list.
                        Usage: @AVAIL?ABILITY EXCLUDE <name>
                        To add or remove <name> from your exclude list.
                        Usage: @AVAIL?ABILITY EDIT
                        To change your personal availability.
                        Usage: @AVAIL?ABILITY <name>
                        To view another character or player's availability.
                        Usage: @AVAIL?ABILITY VIEW
                        To view your current availability.

                        Please note that you can check account availabilities when you are in the Welcome Room, and character availabilities when you are in-game. Your account availability is the default availability for your entire userlist, but you can also adjust each character's availability individually by entering the game and using the @availability command. Great pains have been taken so that you have the flexibility to use the command and keep your account information private at the same time. Please report immediately if there are any bugs, particularly bugs that indicate account information (such as a character list).


                        Message 398 on *news:
                        From: Jenn
                        To: *news
                        When: 3:50 pm, Tuesday, March 01, 2005
                        Subject: New shop
                        ---
                        Caesarea's Hair Ornaments has now opened for business in the city of Monlon. She is selling many different types of hair ornaments, including braided thongs, feathers, and fresh flower circlets. Stop by and take a look.


                        Message 399 on *news:
                        From: Japes
                        To: *news
                        When: 10:35 pm, Tuesday, March 01, 2005
                        Subject: Pankration
                        ---
                        After a murder, a mystery, and an investigation...

                        Pankration has been released!

                        The school can be found west of the Colosseum. Look for a red door off of a vacant yard.

                        More information about the skill can be found in the school itself. A new help file node is pending.


                        Message 401 on *news:
                        From: Jenn
                        To: *news
                        When: 3:14 pm, Wednesday, March 02, 2005
                        Subject: Bounties
                        ---
                        As a reflection of the game's policy of "in-game consequences for in-game actions", NPCs may offer bounties on your character if your character does something to make them mad. This includes beatings, or asking that a character be killed. It is a permissible reason to buy a PK ticket, as generally NPCs won't go to those lengths unless a character is really overstepping himself. So be careful whose toes you step on in future, even if that person is an NPC who stands behind a counter all day.


                        Message 402 on *news:
                        From: Japes
                        To: *news
                        When: 2:34 pm, Thursday, March 03, 2005
                        Subject: Guards
                        ---
                        A bug has caused a good number of guards to remain in the gameworld after being fired. Though some retained their guards without knowing it was a bug, others willingly abused it to gain control of a large army of unpaid fighters. We will be deducting the backpay of these guards from their masters' accounts and removing them from the gameworld.


                        Message 403 on *news:
                        From: Japes
                        To: *news
                        When: 5:22 pm, Friday, March 04, 2005
                        Subject: Wage Bug
                        ---
                        A bug has been identified in which wages being paid through the HIRE command were not actually deducting bank money since last year. Based on the time-spawn, the backlock of unpaid money has been deducted from the hiring characters' account. Some wages were cleaned out as the owner no longer had the money to pay them and other charges were levied.


                        Message 411 on *news:
                        From: Bactrian
                        To: *news
                        When: 12:35 am, Wednesday, April 13, 2005
                        Subject: Locksmithing Brush-up
                        ---
                        Several things:

                        - INSTALL is now functional again.
                        - A new action, UNINSTALL LOCK, has been added. It is an impossible action,
                        and failure risks jamming the lock.
                        Usage: UNINSTALL <lockable item>
                        - We will gradually be designating some doors as "free to pick"; these are doors in the general domain that would not be protected by such niceties as guards, etc. If you find a door you believe should be unlockable, please send in an @request from directly in front of it and we'll evaluate. Please do _not_ send in frivolous @requests about doors that quite clearly don't fit
                        this description. No, we won't be opening up shopkeeper doors or random warehouse doors in the city.

                        Please let us know ASAP about any bugs.


                        Message 416 on *news:
                        From: Japes
                        To: *news
                        When: 2:51 pm, Friday, April 29, 2005
                        Subject: Language Interface
                        ---
                        We have streamlined language mechanics.

                        Instead of entering speak <language> <text>, you can now enter speak <language> on its own in order to toggle a language on and off.

                        Once you have toggled a language on, all your say, whisper, and say to commands will come out in that language.

                        For example,

                        > speak Cineran
                        You are now speaking in Cineran.
                        > "Brutus Iridinians are fools.
                        You say to Brutus in Cineran, "Iridinians are fools."
                        > whisper to Brutus Keep your hand on your blade in case he tries anything.
                        You whisper to Brutus in Cineran.
                        > speak common
                        You are no longer speaking Cineran.
                        "Julius I'm sorry, what were you saying?
                        You ask Julius, "I'm sorry, what were you saying?"

                        Notes:
                        - 'Yell' currently does not work with languages. This is due to the way the propagation system works and will be looked into in the future.
                        - Special skills used to overhear whispers will still work, as long as you know the language being spoken.
                        - The lang?uage command can also be used instead of speak for switching languages.
                        - As always, please @report any bugs found with these new mechanics.


                        *NOTE: some of the other posts left out had to do with patrician classes, barbarians, and things that only applied to that specific week or month.*
                        “We don't devote enough scientific research to finding a cure for jerks.” ~Bill Watterson

                        Comment


                        • #42
                          Message 418 on *news:

                          From: Jenn
                          To: *news
                          When: 5:26 am, Wednesday, May 11, 2005
                          Subject: Custom action makeovers
                          ---
                          Please note, at this time we will not be allowing custom action makeovers of the Pardelian Gladius skillset or the thieving skills. We have some issues with this that will need to be looked at and worked out before we allow this, if we do allow this, again. Thank you for your understanding.


                          Message 429 on *news:
                          From: Wombat
                          To: *news
                          When: 3:06 am, Thursday, July 07, 2005
                          Subject: New Commands
                          ---
                          Three Commands have been added recently as a result of suggestions from players, they are;

                          Duplicate
                          Usage: duplicate <surface> on <surface> [in <language>]
                          This adds the ability for literate characters to copy what is written on one surface onto another writing surface. If you know multiple languages, it is also possible to translate writing by specifying a language in the command.

                          Pay
                          Usage: pay <person> <#> <coinage>
                          Using this command you can pay a person a specified amount of money. As with the SELL command, this is currently limited to being used in banks, but may be expanded in future.

                          Short Skills
                          Usage: ssk?ills
                          Used to view a brief overview of the Skill Points you have available for usage.

                          As with all additions, please @report any problems with them immediately.


                          Message 433 on *news:
                          From: Kevin
                          To: *news
                          When: 3:59 pm, Wednesday, July 20, 2005
                          Subject: NPC Mail
                          ---
                          We have added the ability to send mail to GM-run NPCs through the message office now. If you need to contact an NPC character for IC interaction, conflict-resolution, an invitation to a party...or whatever the case may be, you can now use the message office to do it. Note that this is considered an IC form of communication. If you need to specify any real life times or other
                          OOC info on the parchment, please do so sparingly and in brackets. If it is something that would normally be an ooc request, please continue to use @request.

                          Messages to NPCs work like any other private mail you'd send out and cost the same fees. We currently have only a short list of NPCs available to send things to. If you attempt to send mail to someone and receive a response that they aren't registered at the message office, and you believe they should be, then please @report it so that we can add them. Not all NPCs will have
                          mailboxes. If you request that so-and-so is added, it doesn't necessarily mean they will be. Some will likely never have one, as there would be no good IC reason for them to have registered at a republic message office. An example of this would be a cineran warlord. In the same vein, if you feel that we've added an NPC that isn't likely to actually have a message office mailslot, let us know and we'll review it.

                          Note that sending a message to an npc does not mean you will always get a reply, either. If an NPC does reply to you, it will be left in your slot at the message office. This means that if you intend to get any replies back, you will need to be registered at the harbor message office.

                          A good policy when sending NPC mail is to LABEL the parchment with a proper subject line or put the subject as the first line of the parchment. Things like 'Question' or 'Hi' are poor, whereas 'Invitation to my party' or 'Urgent reply required' would be better. Labels aren't necessary, but they do help us sort through them quicker.

                          Note also that NPCs will not be signing up for any pre-approved credit cards, publisher's clearing house sweepstakes, or paying your electric bill.

                          As always, @report any bugs you find.

                          Thanks and enjoy.
                          “We don't devote enough scientific research to finding a cure for jerks.” ~Bill Watterson

                          Comment


                          • #43
                            Message 434 on *news:
                            From: Sceadu
                            To: *news
                            When: 4:41 pm, Saturday, July 23, 2005
                            Subject: Sign here please.
                            ---
                            It is now possible to sign documents by using the SIGN <document>. Mutliple
                            signatures are possible and the signatures will be seen when reading the document.


                            Message 435 on *news:
                            From: Wombat
                            To: *news
                            When: 3:26 am, Tuesday, July 26, 2005
                            Subject: Hiding
                            ---
                            You will no longer be able to perform emotes or use Skotos verbs while hidden.


                            Message 437 on *news:
                            From: Wombat
                            To: *news
                            When: 6:23 pm, Tuesday, August 02, 2005
                            Subject: Minor updates
                            ---
                            Temple healers will now heal recently recieved wounds first.

                            You can no longer distract someone more than they have already been distracted until they are no longer distracted, until a better solution can be put in place.


                            Message 439 on *news:
                            From: Wombat
                            To: *news
                            When: 11:04 pm, Wednesday, August 03, 2005
                            Subject: Minor changes
                            ---
                            Spears Weaponstrike can now be blocked using a shield, solving the problem of some weapons being completely unable to block the maneuver.

                            The damage dealt by attacks in the Pankration skillset has been fixed.


                            Message 440 on *news:
                            From: Wombat
                            To: *news
                            When: 11:40 pm, Thursday, August 04, 2005
                            Subject: Wielding commands
                            ---
                            Two new commands have been added:

                            1w?ield
                            This will force weapons normally wielded in two hands to be wielded in only one.

                            2w?ield
                            This will force weapons normally wielded in one hand to be wielded in both.


                            Message 441 on *news:
                            From: Sceadu
                            To: *news
                            When: 9:02 am, Friday, August 05, 2005
                            Subject: Tip of the hat.
                            ---
                            For those of you that have wanted to tip your hat to someone, try the new TIP command. Due to the wide variety of "hats" there may be some items that shouldn't be able to be tipped that are, and some that should that aren't. In these cases please @report them and we will correct the situation.


                            Message 443 on *news:
                            From: Wombat
                            To: *news
                            When: 9:09 pm, Saturday, August 06, 2005
                            Subject: Minor changes
                            ---
                            Severely wounded things which are stunned will now fall unconscious when they are no longer stunned, rather than wandering momenarily then doing so.

                            One of the advanced pickpocketing moves now has a minimal prerequisite.

                            What happens while attempting to Draw Attention to yourself while hidden has been altered slightly.


                            Message 446 on *news:
                            From: Sceadu
                            To: *news
                            When: 2:19 pm, Thursday, August 11, 2005
                            Subject: Gags
                            ---
                            It is now possible to gag a prone or passive character using the newly altered GAG command. Obviously this will prevent a character from being able to speak. To remove the gag, use the new UNGAG command. Note; a gagged character will be able to remove his/her own gag unless their hands are bound. As of right now there are no items IG that may be used as a gag, if you feel there is an item that should be allowed to be used as such, please send in an @report stating which item(s) you feel we should allow.
                            ---
                            Message 447 on *news:
                            From: Sceadu
                            To: *news
                            When: 5:41 pm, Thursday, August 11, 2005
                            Subject: Gags Part II
                            ---
                            For those chomping at the bit to try out the new 'gag' mechanics, here is a short list of items that have been added to be able to be used as gags so far. More will be added in the near future.

                            Socks
                            Sashes
                            Belts
                            Strophiums
                            Various leather strips
                            Strips of oiled cloth

                            The command is: gag <person> with <item>

                            Enjoy, and as always, please @report any problems.
                            “We don't devote enough scientific research to finding a cure for jerks.” ~Bill Watterson

                            Comment


                            • #44
                              Message 448 on *news:
                              From: Wombat
                              To: *news
                              When: 5:20 pm, Friday, August 12, 2005
                              Subject: Stolen scenery
                              ---
                              The ability to steal pieces of rope from docks has been fixed, those abusing it without reporting it have been issued OOC warnings. Anyone else found hoarding items of scenery without sending in reports will also recieve OOC warnings as the scenery is found.
                              ---

                              Message 450 on *news:
                              From: Wombat
                              To: *news
                              When: 9:24 pm, Saturday, August 13, 2005
                              Subject: Shields
                              ---
                              Gilven is now sharing two new shield techniques.

                              Shield Upward Bash
                              Usage: supb?ash <character>
                              Description: You bash at your opponent with the lower rim of your shield.

                              Shield Push Back
                              Usage: spush?back <character>
                              Description: Using your shield as a barrier between you and your opponent you
                              throw your weight into them, pushing them back and possibly off balance.


                              You may now also earn skill points in Shields by performing a successful attack in the shields skillset.
                              ---

                              Message 451 on *news:
                              From: Japes
                              To: *news
                              When: 9:30 pm, Saturday, August 13, 2005
                              Subject: Combat Attribute Skills
                              ---
                              To help alleviate the dependence on attributes in combat, we are introducing skills that will help characters make up for attribute deficiencies. Note that these new skills will only apply to combat situations. Your base attributes will be the same for all other purposes.

                              Also note that these skills are not cumulative with base stats. When calculating your combat bonus from a certain attribute, it will take whichever confers the most benefit, your attribute or your skill. Also, it takes a grand master level in one of these skills to develop yourself to the point of being equivalent to someone who has a phenomenal rating in a corresponding attribute. It is impossible to match those who have developed inhuman abilities in that attribute.

                              Simple example:

                              Brutus has average Agility. He trains in Footwork, an Armed Combat Skill that improves his agility in combat situations. During a fight, his level of mastery will grant him above average to phenomenal agility when calculating his defense, depending on how far he has trained.

                              If Brutus started out with exceptional Agility, it will take a lot of training before he starts to see some improvement in his defense.

                              And in any case outside of combat, if his agility is used in a game mechanic, Footwork would not apply. He would remain at average agility when it came to leaping over a jagged chasm, swimming in the deep sea, avoiding a diving razorbeak, etc.

                              Currently, two skills have been released for Armed Combat Maneuvers. Footwork improves Agility. Reflexes improves Speed.

                              Each combat skill set, melee weapons, bows, and unarmed, has received two additional skills. This skill improves Dexterity and Perception in that respective skill.

                              For example, Sword Grip will improve your dexterity when using a gladius in combat. It will not improve your dexterity when shooting a bow, stabbing with a knife, or kneeing someone in the groin.

                              If you have any questions or concerns, let us know through the usual channels.
                              ---

                              Message 452 on *news:
                              From: Japes
                              To: *news
                              When: 9:34 pm, Saturday, August 13, 2005
                              Subject: ACM = CM
                              ---
                              Armed Combat Maneuvers will be henceforth known simply as Combat Maneuvers. That is all.
                              ---

                              Message 453 on *news:
                              From: Wombat
                              To: *news
                              When: 11:38 pm, Sunday, August 14, 2005
                              Subject: Archery
                              ---
                              The long-standing bug causing long roundtimes when an archer attempted to Rapid Fire at a target who had moved has now been fixed. To balance the effect that this will have, Rapidfire's second shot has been given a considerable penalty which is offset by ranks in the maneuver up to a
                              grandmaster level. Rapidfire is also now a little slower than basic shot.

                              As an aside; it is also now not possible to shoot while inside a lean-to without knowing Point Blank Shot.
                              “We don't devote enough scientific research to finding a cure for jerks.” ~Bill Watterson

                              Comment


                              • #45
                                Message 456 on *news:
                                From: Wombat
                                To: *news
                                When: 1:58 am, Friday, August 19, 2005
                                Subject: Macro Sets
                                ---
                                New functionality has been added for macros in the form of Macro Sets.

                                Macros can be put in to sets and activated at different times. Sets can also be imported between your characters and your WA persona. Your current macros will automatically be put into a macro set named 'default'.

                                Examples of use would be:
                                -Importing navigational and regular use macros after creating a new character.
                                -Having one set of macros for use when using one of your characters skillsets, such as healing, and another set for another skillset, such as combative skillsets.
                                -Switching between sets dependant on hunting grounds and styles of fighting.

                                Suggesions for use:
                                -Create a basic Set for all your regular use macros (navigational, simple combat, etc) and import this set in to all other new sets you create.
                                -Creating several setups for the java client's macro bar, using macros named fe1 to fe15.

                                This functionality is available through the @macro command. You may choose your active Macro Set either through the menu setup on the @macro command, or through the new @mset (Syntax: @ms?et <macro set>) command.


                                If you have any problems with the new functionality please @report immediately. Suggestions can be sent in through an @request.


                                Message 458 on *news:
                                From: Wombat
                                To: *news
                                When: 9:42 pm, Monday, August 22, 2005
                                Subject: Bank accounts for recognised groups
                                ---
                                For those of you who didn't catch the last mail properly:

                                Recognised groups may now hold seperate bank accounts at the major banks in Iridine and Monlon.

                                Deposits are made by offering the items to the second clerk in the area (Iridine has a 'young' clerk, Monlon has a 'female' clerk.), donations to groups which you aren't a member of can also be made this way.

                                Withdrawls are made by appending 'from group' to the end of the withdrawl command. Withdrawals can only be made by the group leader and those appointed as bank treasurers by the leader through the @org command.

                                Owners and treasurers may ask for a 'report' to be told about recent deposits and withdrawls. Owners may also tell the clerk to 'clear the report' to remove previous activity logged on the account.

                                Group's accounts have the regular limit of 10 items. This limit can be increased 5 items at a time for 1 Guild Credit and 5 talents.


                                If you experience any problems with this new functionality, please send in an @report immediately.


                                Message 459 on *news:
                                From: Wombat
                                To: *news
                                When: 12:05 am, Tuesday, August 23, 2005
                                Subject: Pay command
                                ---
                                In light of the added guild back accounts, the Pay command has been updated in a similar fashion to the Withdraw command. While in a bank, leaders and treasurers can append 'from group' to the end of the Pay command resulting in the money being taken from the group's account rather than their own.
                                ---

                                Message 460 on *news:
                                From: Kevin
                                To: *news
                                When: 6:47 am, Wednesday, August 24, 2005
                                Subject: Rebalancing
                                ---
                                We've been working hard to make sure that the new combat maneuvers are working properly and as they're supposed to. As such, we've rebalanced a few things. Because of the intricacy of these changes, in order for them to properly take effect, when you get a moment, you should find a safe spot with your character, remove all weapons and shields that you are wearing/wielding, and
                                then re-wear/wield them. This will properly adjust your character so that the new code works for you. Thanks for all the feedback, and as always report any bugs you find.


                                Message 463 on *news:
                                From: Sceadu
                                To: *news
                                When: 1:49 am, Friday, August 26, 2005
                                Subject: Yelling
                                ---
                                For those of you with pent up anger that have been wanting to yell AT someone, you can now do it. The person must be standing in the same room as you to do this. The yell command still functions as it always did, but now you can "yell at <person> <line>". By doing it this way it will show you yelling the <line> at the person you specified to anyone standing in the area. Yelling at
                                someone within your scanning range is a bit more complicated and MAY be added in the future. And, as always, please @report any problems.


                                Message 464 on *news:
                                From: Wombat
                                To: *news
                                When: 2:33 am, Sunday, August 28, 2005
                                Subject: Dragging
                                ---
                                Anyone following you will now also follow you between areas if you drag something from one area to another.


                                Message 467 on *news:
                                From: Kevin
                                To: *news
                                When: 11:50 pm, Friday, September 02, 2005
                                Subject: Mark Points
                                ---
                                We've altered how Mark Points work now. Your ability to remember mark points will be based on your memory attribute from now on. We've also reduced the number of role points needed to further increase the number of markable destinations for a character from 250 down to 100. This applies to regular and premium accounts.

                                Also, be on the lookout for a new way to spend your RPs soon as we release Vetted Characters.
                                “We don't devote enough scientific research to finding a cure for jerks.” ~Bill Watterson

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