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  • Haejin
    started a topic List of changes [LINKS]

    List of changes [LINKS]

    So, if anyone coming back hasn't kept up with any of the TEC changes and is feeling overwhelmed, here're some links that I've found so far, I'll add on links later as I or anyone else finds them. They cover about two years or so.

    GENERAL MECHANICS
    Playing Dress Up
    Commandable NPCs (Guards for Hire)
    Bank Notes
    Paper Labelling
    Small changes
    Pre 12/2001 Changes
    No more @request for Guild invites

    SKILLSETS
    Street Smarts
    Finding Steps Skills
    Hunting Lore
    Sastre's Tailoring Handbook
    Needle Wielder's Anonymous
    Tailoring Update
    Tailoring Releases/Bug Fixes
    New Outdoor Basic Moves

    COMBAT CHANGES
    Skill Point Gain Revamp
    Rank Bonus Changes
    Suggestions for Archery
    Implemented Change - Shield Mechanics
    New Whip Moves
    Feint Changes
    Scan Clear (Archer's Pleased)
    Critical Kills
    Training on the dummy

    New/Changed Areas
    Lost in The Portal
    The Steps
    Steps - An Introduction
    Steps - A map
    Gang Reputation

    PETS
    Background info on some Midlight Dog Breeds
    Pets 101
    Adopting Pets
    Reviving Pets

    PATRICIANS
    Patron/Client Systems

    SKOTOS
    TEC Premium Program


    Thanks to Modius for a bunch of links!

    Last edited by Haejin; 11-17-2003, 08:45 PM.

  • amface
    replied
    Bandus will now allow you to checkout of his inn instead of just shrugging or frowning at you. Also the innkeepers returned to all 3 of the inns in rock valley a little while ago.

    Leave a comment:


  • The Great Troll
    replied
    Originally posted by Heinzius View Post
    Rattlers have been introduced.
    This is nothing new. They've been in the game for a long time.

    Leave a comment:


  • Heinzius
    replied
    Rattlers have been introduced.

    Leave a comment:


  • Blackening
    replied
    I don't know if this was announced, and I don't know how recent the change is, but one of the GMs apparently implemented a suggestion I had requested months ago:

    Aquari, the wedding priestess merchant just east of the Temple of the Morning, now sells wedding rings. These are customizeable with various adjectives and metals.

    Leave a comment:


  • HotMoltenLava
    replied
    Kept looking for this, had to go through the ingame forums to find it thought I'd stuff it in here for future reference.

    From: Tiehn
    To: *news
    When: 3:02 pm, Saturday, December 13, 2008
    Subject: Komidus' expanded wares
    ---
    Attention all aspiring authors:
    Komidus now sells both more distinctive codices and a codex with double the
    size. That means you have 20 more pages of great poetry to inflict on your next
    girlfriend!
    But wait, there's more. If you buy within the next....okay, it's the same
    whenever you buy it. Enjoy!

    Leave a comment:


  • Blackening
    replied
    Cralus in Blackvine now has a practice dummy in his dojo.

    Thanks to Blackening for the suggestion.

    Leave a comment:


  • Stonespyder
    replied
    Message 496 on *news:
    From: Sceadu
    To: *news
    When: 1:29 pm, Saturday, November 26, 2005
    Subject: @birthday
    ---
    Use the new @birthday command in the Welcome Room to enter your birthday into the system. Birthdays MAY be used for some future plans.
    ---

    Message 498 on *news:
    From: Wombat
    To: *news
    When: 10:53 pm, Thursday, December 01, 2005
    Subject: Addition to Show command
    ---
    You may now show someone the contents of a container using the Show command, like so:

    Show [contents of] <container> to <person>

    Eg. show contents of sack to japes

    As with any additions, please @report any problems immediately.
    ---

    Message 499 on *news
    From: Wombat
    To: *news
    When: 1:01 am, Tuesday, December 06, 2005
    Subject: Penalties and bonuses
    ---
    A (very) long-standing bug has been fixed which was causing the penalties which should have been given to certain moves in the spears and trident skillset not to be applied. Said moves will now suffer a penalty when used at close range.

    The bug had a side-effect of stopping stance bonuses being applied to some trident moves, which should now work as intentended.
    ---

    Message 500 on *news:
    From: Wombat
    To: *news
    When: 9:33 pm, Tuesday, December 06, 2005
    Subject: Stance bonuses
    ---
    Stance bonuses in general have been lowered. Previous bonuses of 40-70 left those with stances with a severe and unfair advantage over those who did not wield a weapon that had a stance available to it. It's possible the bonuses will be reviewed when stances are more widespread among the combat skillsets.
    ---

    Message 501 on *news:
    From: Wombat
    To: *news
    When: 9:42 pm, Tuesday, December 06, 2005
    Subject: Attribute-emulating Skills
    ---
    The attribute-emulating skills have been fixed. Their maximum bonus will now be comparable to a low-end exceptional stat in the bonuses it gives during combat.
    ---

    Leave a comment:


  • Celtor
    replied
    Latest news

    Message 491 on *news:
    From: Wombat
    To: *news
    When: 1:44 am, Tuesday, November 01, 2005
    Subject: Tweaks
    ---
    Linen belts with bronze buckles will no longer provide better protection than a waistguard.

    The trait Blade Mastery will no longer affect actions where you are not able to control your blade/cutting-edge enough to demonstrate such mastery, in addition to actions which do not involve a blade at all. This includes, but is not limited to, all whip attacks, archery attacks, unarmed combat attacks and thrown items.

    Bronze waistguards have been fixed. More weight, better protection.

    Bronze galeri have been fixed. More weight, better protection, and the ability to be worn with the correct array of clothing.
    ---

    Leave a comment:


  • Celtor
    replied
    Message 468 on *news:
    From: Wombat
    To: *news
    When: 10:22 pm, Saturday, September 03, 2005
    Subject: Exchanging coinage
    ---
    The Pay and Sell commands have been updated so that you may now use them while not located inside a bank.

    The teach command has been added to to allow automated charging for lessons using the following syntax:

    teach <skill> [to <rank>] [for <amount> <coinage>]

    Any problems with this new functionality should be @reported immediately.


    Message 470 on *news:
    From: Sceadu
    To: *news
    When: 11:28 pm, Tuesday, September 06, 2005
    Subject: Welcome Area Auctions
    ---
    We've implemented the ability for the GMs to now auction off items in the Welcome Area for RPs. Some items may stay up for auction for extended periods of time, so be sure to check 'action view all' upon waking there for a possible chance to get that unique WA item you've always wanted.


    Message 471 on *news:
    From: Sceadu
    To: *news
    When: 8:57 am, Wednesday, September 07, 2005
    Subject: Welcome Room Auction Sign
    ---
    I've place an 'automated auction sign' in the WA to make it easier for you to check the open auctions. All you need to do is look at the sign to get a list of items up for auction along with instructions on how to bid. Have fun.


    Message 474 on *news:
    From: Wombat
    To: *news
    When: 3:12 am, Sunday, September 11, 2005
    Subject: Randomness
    ---
    You can now choose a random object from a container by substituting the word random in place of the regular item name.

    Eg. get random from my sack


    Message 476 on *news:
    From: Wombat
    To: *news
    When: 4:43 am, Tuesday, September 20, 2005
    Subject: Quick updates
    ---
    Shera has been updated and should now repair all cloth fabrics. Take charcoal-blackened cloth items to her to be repaired.

    Zappers can now be recharged. Zap the post in the WA store.


    Message 478 on *news:
    From: Sceadu
    To: *news
    When: 2:53 pm, Saturday, September 24, 2005
    Subject: Dog calling.
    ---
    For those of you that can't seem to keep up with your dogs, you can now 'whistle' and if they're in an area adjacent to you, they will come to you. The mechanics of this may change in the future. As always, please @report any problems you may encounter.


    Message 480 on *news:
    From: Jenn
    To: *news
    When: 7:52 am, Thursday, September 29, 2005
    Subject: Event posting
    ---
    Recently we have received event submissions by a few players attempting to post-date events by adding in future dates at the bottom of the event listing.

    Please do not do this.

    It creates confusion for the GM handling the event schedule as well as players seeing the listing to see a date at the bottom of the event post in addition to the regular date at the top. The event handler is not mechanically set up to accept post-dated events. The event schedule is posted by every Wednesday afternoon for that week up to Monday. If you need an event to be posted for the following week, please wait until the current event schedule is posted Wednesday afternoon before posting your event.

    If you need to advertise your event for a week or two prior to its actual date to raise player attendance, please do so in your in-game guild forum, ICly in game, or on the web forums, and then submit for the appropriate date.

    Any events now received with a post-date at the bottom will have this date removed and the event will be posted for the date it was submitted on.

    Thank you for your understanding.

    The GM staff


    Message 483 on *news:
    From: Wombat
    To: *news
    When: 9:18 pm, Wednesday, October 05, 2005
    Subject: Bug fixes
    ---
    The chest in the clearing of the Traevant forest now has a lock on it. It's somewhat dissapointing that this wasn't reported in the previous 40 weeks that the chest has been there.

    Whip-using gladiators should now attempt to free themselves from grapples. Cestus-using gladiators should now react to someone entering the room, rather than just standing around inactive until someone approached them; expect tumble lunges once more.

    A bug allowing several moves to be aimed at places they shouldn't have been able to be aimed at has been fixed. This bug affected Whips' Face Strike and Precise Snap, along with a few of the more recently released attacks.

    Pankration's grapples should now be interrupted in the same way that Brawling grapples are, this should include being interrupted by a successfully landed attack.

    Constables and other officials will now warrant people for Assault of an Official if they are attacked. They will also be far more attentive to their surroundings when it comes to warranting for violent offenses that they witness.


    Message 485 on *news:
    From: Sceadu
    To: *news
    When: 12:21 pm, Sunday, October 09, 2005
    Subject: A Warning to Repeat Offenders
    ---
    Notice:
    A system of keeping records of arrest made has been put into place allowing the ability to keep track of all arrest made of characters from this day forth. A word of warning: Repeat offenders may find penalties greatly stiffened or possibly find themselves facing trial in the future.


    Message 487 on *news:
    From: Sceadu
    To: *news
    When: 9:21 pm, Saturday, October 15, 2005
    Subject: GSP conversion.
    ---
    It is now possible to convert your GSP into a particular skill SP with the new '@gsp' command. This should help out in those situations where a character wishes to combine GSP with SP to learn a new skill. Please @report any problems.


    Message 490 on *news:
    From: Wombat
    To: *news
    When: 11:06 pm, Friday, October 28, 2005
    Subject: Group accounts
    ---
    Anyone caught purposely depositing junk into organisation's bank accounts will be fined. Further abuse will result in their accounts at all Seneda banks and message offices being closed, and them being barred from the Auction House.

    Leave a comment:


  • Celtor
    replied
    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.

    Leave a comment:


  • Celtor
    replied
    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.

    Leave a comment:


  • Celtor
    replied
    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.

    Leave a comment:


  • Celtor
    replied
    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.

    Leave a comment:


  • Celtor
    replied
    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.*

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