NEWS FROM THE DARKESIDE
Hello Everyone here on Beta site.
Nathan has has some real world things pop up and he is deal with these issues now.
if you have any questions or want to know more please chat with me or email me at my gmail account via mactorg.
anyway have fun and enjoy!
Posted by Mactorg Mon Mar 23 19:21:45 2015.
Chaotic-lords now have hide in shadows, stealth, stalk, invisibility art, and assess perception. Essentially, the non-thief thief skills :)
Posted by Nathan Wed Dec 3 19:06:25 2014.
Most of the rest of the enchanter LTs have been moved to the cleric guild. They now have the 'enchantment' skill.
Posted by Nathan Thu Oct 16 15:59:48 2014.
The class-based boost to perception has been changed. It's now based on level time a class multiplier. Pure casters get 3x % perception per level, Semi's get 2x, and tinker/thief gets 1% per levle.
Posted by Nathan Tue Sep 30 18:12:43 2014.
Mobs should be a tad easier to kill now. Also, I lifted the requirement that a mob be at least half your level in order to get exp from it.
Posted by Nathan Tue Sep 30 17:56:03 2014.
deathcheck is back in play. stay safe out there :)
Posted by Nathan Fri Sep 26 17:32:52 2014.
I removed the 'introduce' system. Everyone now knows everybody's name. A throwback to old darke
Posted by Nathan Thu Sep 25 19:49:23 2014.
Paladins and Sword-Mages now have the 'blacksmith' skill, but may only use it to repair weapons. They get it at a higher dev cost than tinkers.
Posted by Nathan Thu Sep 25 17:48:09 2014.
I added the ability to specify guild-based dev reduction (like how pure casters get half off magic skills). Paladins now get the 'body block' skill at half cost. Tinkers get the 'decorative carvings' at half cost.
If you guys think of skills that should be lower for a specific guild, let me know.
Posted by Nathan Wed Sep 24 20:04:50 2014.
looks like I wasn't told when the cache controller swap was happening.
systems are back up and running. live and beta and test and precms and coffee and deadsouls libs are going. and starshiptraders
sorry for the issues.
but that should be the last of it for a while.
Posted by Mactorg Wed Sep 24 11:15:01 2014.
Clerics now get the 'preserve rune' spell. AMs get a copy of the spell called 'stabilize rune'.
Posted by Nathan Mon Sep 22 20:22:58 2014.
Pure casters now get to train their "magic" skills at half the dev cost. Costs of some skills still need some adjustment for balance.
Posted by Nathan Mon Sep 22 18:52:06 2014.
Hello Everyone.
sorry for the down time. the VMHost lost its cache on the unit. I just got the system back up and going.
I will put notice on here when they swap out the cache unit tomorrow sometime.
again sorry for the downtime.
Posted by Mactorg Mon Sep 22 09:50:25 2014.
I coded a new general skill, 'arcane fortitude', available to train in TS.
Posted by Nathan Fri Sep 19 22:23:26 2014.
A reminder; if you want to talk to me but I'm idle (which is usually the case!) send me a mudmail, I'll get back to you within 12 hours.
Posted by Nathan Wed Sep 17 06:24:40 2014.
More terrain types added
::::::::::::::
e1
::::::::::::::
Pools of prismatic blue water lined by yellow mineral deposits are dotted across the zone. A few larger geysers shoot water high into the sky and the bubbling of geysers can be heard everywhere. Grass grows around the area, but the superheated
water has killed off all the plant life in a wide circle surrounding each geyser. What land
t sprayed by the superheated water is covered in a layer of dry snow that clings to wherever it may take hold, with layers of delicate frost sandwiisn
ched between each snowfall.
::::::::::::::
e2
::::::::::::::
Pools of prismatic blue water lined by yellow mineral deposits are dotted across the zone. A few larger geysers shoot water high into the sky and the bubbling of geysers can be heard everywhere. Grass grows around the area, but the superheated
water has killed off all the plant life in a wide circle surrounding each geyser, however just outside that circle a lays a lush growth of grass and flowers from which you hear the sound of insects and other small wildlife.
::::::::::::::
e3
::::::::::::::
Pools of prismatic blue water lined by yellow mineral deposits are dotted across the zone. A few larger geysers shoot water high into the sky and the bubbling of geysers can be heard everywhere. Grass grows around the area, but the superheated
water has killed off all the plant life in a wide circle surrounding each geyser.
::::::::::::::
e4
::::::::::::::
Pools of prismatic blue water lined by yellow mineral deposits are dotted across the zone. A few larger geysers shoot water high into the sky and the bubbling of geysers can be heard everywhere. Grass grows around the area, but the superheated
water has killed off all the plant life in a wide circle surrounding each geyser. The grass is dry and starting to brown, swaying underneath the cool autumn breeze.
::::::::::::::
en1
::::::::::::::
Pools of prismatic blue water lined by yellow mineral deposits are dotted across the zone. A few larger geysers shoot water high into the sky and the bubbling of geysers can be heard everywhere. Grass grows around the area, but the superheated
water has killed off all the plant life in a wide circle surrounding each geyser. Even during the night, the geysers are bubbling and erupting, and the steam from the geysers floats within the air before drifting down onto the ground, creating
a small layer of frost on the ground beneath. What land
t sprayed by the superheated water is covered in a layer of dry snow that clings to wherever it may take hold.isn
::::::::::::::
en2
::::::::::::::
A few larger geysers shoot water high into the sky and the bubbling of geysers can be heard everywhere. Grass grows around the area, but the superheated water has killed off all the plant life in a wide circle surrounding each geyser, however j
ust outside that circle a lays a lush growth of grass and flowers from which you hear the sound of nocturnal insects.
::::::::::::::
en3
::::::::::::::
A few larger geysers shoot water high into the sky and the bubbling of geysers can be heard everywhere. Grass grows around the area, but the superheated water has killed off all the plant life in a wide circle surrounding each geyser. Even dur
ing the night, the geysers continue to bubble and erupt. The steam of the geysers stands out against the darkness, illuminated by the light of the moon. In the areas of plant growth around the geysers you can hear the chirping and crying of ins
ect and animal life.
::::::::::::::
en4
::::::::::::::
A few larger geysers shoot water high into the sky and the bubbling of geysers can be heard everywhere. Grass grows around the area, but the superheated water has killed off all the plant life in a wide circle surrounding each geyser. Even dur
ing the night, the geysers are bubbling and erupting, and the steam from the geysers floats within the air before drifting down onto the ground, creating a small layer of frost.
Posted by Mactorg Thu Sep 4 11:57:49 2014.
Hello Mudders,
Our current mudconnector rank is: 71
thanks for the support!
Oh, that is out of 938 total muds listed.
Posted by Mactorg Mon Aug 25 13:45:11 2014.
We are #74 on the mudconnector.com list.
just fyi
Posted by Mactorg Thu Aug 7 12:01:54 2014.
Just fyi. the yahoogroup DarkeMUD is up and going.
Posted old player pictures to the group pictures area.
Posted by Mactorg Thu Aug 7 12:01:16 2014.
More terrain discriptions setup:
H1:This is a long description of a hills terrain in Winter: The hills are covered in a layer of thick snow. the air is ice cold, and the air is crystal clear. The hills all around share the same crown of snow. The dry crunch of the snow is all you can hear, and you can see no evidence of animals save for the occasional trail through the snow.
H4:This is a long description of a hills terrain in Autumn: The air is cool, heralding the coming autumn, and the hills are covered in a layer of light brown grass. The grass sways from a small breeze and stirs up a flurry of feathered seeds.
Posted by Mactorg Wed Aug 6 15:29:15 2014.
Bn1:This is a long description of a Rough/Broken in Winter at Night: The land is cracked and broken, pillars of rock thrust upwards into the cold dark sky. The air itself is ice cold, and the rock is even colder. Ice and snow cover the land, and make it hard to move through this broken land. You can barely hear anything save for your own breathing, and the few sounds you do hear echo into the night.
Bn2:This is a long description of a Rough/Broken in Spring at Night: The land is cracked and broken, pillars of rock thrust upwards into the dark, starry sky. The rock is mostly bare save for the occasional moss patch or hardy vines clinging onto it. You can hear the sounds of insects, and notice a few fireflies making lazy trails across the land. It seems even this broken land comes alive in the spring.
Bn3:This is a long description of a Rough/broken in Summer at Night: The land is cracked and broken, pillars of rock thrust upwards into the dark, starry sky. The rock is mostly bare save for the occasional moss patch or hardy vines clinging onto it. You can hear the sounds of insects, and notice a few fireflies making lazy trails across the land.
Bn4:This is a long description of a rough/broken in Fall at Night: The land is cracked and broken, pillars of rock thrust upwards into the dark, starry sky. The rock is mostly bare save for the occasional moss patch or hardy vines clinging onto it. However the plants are reaching the end of their lives and you can see patches of dead moss falling off the pillars.
Added to the world map
Posted by Mactorg Tue Aug 5 12:15:03 2014.
Added more terrain to the world map.
e2:This is a long description of a thermal zone (like yellowstone) terrain in Spring: Pools of prismatic blue water lined by yellow mineral deposits are dotted across the zone. A few larger geysers shoot water high into the sky and the bubbling of geysers can be heard everywhere. Grass grows around the area, but the superheated water has killed off all the plant life in a wide circle surrounding each geyser.
e3:This is a long description of a thermal zone (like yellowstone) terrain in Summer: Pools of prismatic blue water lined by yellow mineral deposits are dotted across the zone. A few larger geysers shoot water high into the sky and the bubbling of geysers can be heard everywhere. Grass grows around the area, but the superheated water has killed off all the plant life in a wide circle surrounding each geyser.
fn2:This is a long description of a forest light mixed in spring at Night: This is a lightly mixed forest, with different kinds of trees scattered across the area. The trees are close enough to create a light canopy and shadow most of the light from the moon. The trees are covered in fresh new growth and flowers, and the undergrowth is dense and bright green of the youthful plants. The sounds of nocturnal life surround you and you can distinctly hear the sounds of many crickets and other insects chirping.
fn4:This is a long description of a forest light mixed in fall at Night: This is a lightly mixed forest, with different kinds of trees scattered across the area, and even in the darkness of night you can see the colors of the leaves of the trees. The leaves hang from the branches as if by a small thread, and look as if a simple breeze would be all it would take to snatch them from their place. The undergrowth is patchy and withering, and the ground is scattered with the discarded and decaying leaves of the trees.
H1:This is a long description of a hills terrain in Winter: This is a lightly mixed forest, with different kinds of trees scattered across the area, although it is hard to tell for all the branches of the trees are bare and the ground is covered in snow. The dry crunch of the snow is all you can hear, and you can see no evidence of animals save for the occasional trail through the snow.
Posted by Mactorg Thu Jul 24 15:45:47 2014.
Hello everyone.
my son has sone some terrain types for the muds world map descriptions.
d2:This is a long description of dunes terrain in Spring --- Dunes
t really change based on season, just a thought. The rolling hills of sand and rock extend out into the distance, and the wind racks the tops of the dunes. It is hard to stay upon the dry and loose sand upon the tops of the dunes. The sun beats down upon the raging dunes and bake the dry surface. It is not wise to remain in this place.shouldn
dn2:This is a long description of a dunes in Spring at Night --- Dunes
t really change based on season, just a thought. The rolling hills of sand and rock extend out into the distance, and a breeze sends sand into the air. The night sky is clear and the stars shine brightly overhead, but the land is desolate and there is no sign of life. It is best to keep moving.shouldn
e2:This is a long description of a thermal zone (like yellowstone) terrain in Spring: Pools of blue water lined by yellow mineral deposits are dotted across the zone. A few larger geysers shoot water high into the sky and the bubbling of geysers can be heard everywhere.
f2:This is a long description of a forest light mixed terrain in Spring: This is a lightly mixed forest, with different kinds of trees scattered across the area. The trees are close enough to create a light canopy, yet distant enough that the sunlight shines through the branches of the forest and onto the dense underbrush. The trees are covered in fresh new growth and flowers, and the undergrowth is dense and bright green of the youthful plants.
f4:This is a long description of a forest light mixed terrain in Autumn: This is a lightly mixed forest, with different kinds of trees scattered across the area. The branches of the trees are flush with red and yellow leaves. The leaves hang from the branches as if by a small thread, and look as if a simple breeze would be all it would take to snatch them from their place. The undergrowth is patchy and withering, and the ground is scattered with the discarded and decaying leaves of the trees.
fn1:This is a long description of a forest light mixed in Winter at Night: This is a lightly mixed forest, with different kinds of trees scattered across the area, although it is hard to tell for all the branches of the trees are bare and the ground is covered in snow. The dry crunch of the snow is all you can hear, for no animal stalks these nights. The light of the moon provides ample light, which reflects off the snow covered ground, allowing a very large field of vision.
h2:This is a long description of a forest hills terrain in Spring: The rolling green hills dominate the landscape, its trees creating a lush canopy of bright green. The sunlight shines through the canopy and onto the layer of bright green grass that covers the ground. The smell of pollen and growing plants is in the air.
h4:This is a long description of a forest hills terrain in Autumn: The rolling hills are colored a fiery mix of warm colors. Bright red, orange, and yellow are painted across the landscape as the leaves change their color in the coming face of winter. The grass beneath your feet is dry and reaching the end of its life, yet barely holds onto the last vestiges of its time.
H2:This is a long description of a hills terrain in Spring: The rolling green hills dominate this landscape, their surfaces covered in a lush layer of green grass. The grass reaches to about waist level and sways gently in the breeze.
H3:This is a long description of a hills terrain in Summer: The bright hot sun beats down upon you as you walk across the rough grass covered hills. A small breeze keeps the heat from becoming unbearable, and there are a few trees which provide some shade.
m3:This is a long description of a gigantica deciduous tree forest terrain in Summer: Massive trees as tall as mountains surround you in every direction. Vines snake their way up the trunks of the massive trees and provide resting places for many forest creatures. The forest floor is absolutely covered in lush undergrowth with animal trails cutting paths through it. You can hear a variety of woodland creatures around you, and there isn't a moment where silence reigns.
m4:This is a long description of a gigantica deciduous tree forest terrain in Autumn: Massive trees as tall as mountains surround you in every direction. The remnants of vines snake their way up the trees, yet the coming winter has stripped them of life and some hang off the trees like dead snakes. The forest floor is absolutely covered in a layer of dead leaves and plant matter. You can hear a variety of woodland creatures around you, and there isn't a moment where silence reigns.
mn1:This is a long description of a gigantica deciduous tree forest in Winter at Night: Massive trees as tall as mountains surround you in every direction. The trees are bare of life, and the forest floor is much more barren than the livelier seasons. Only the hardiest species have survived the winter. In the absence of insect and other nocturnal life, a deathly silence is present throughout the forest.
mn3:This is a long description of a gigantica deciduous tree forest in summer at Night: Massive trees as tall as mountains surround you in every direction. Vines snake their way up the trunks of the massive trees and provide resting places for many forest creatures. The forest floor is absolutely covered in lush undergrowth with animal trails cutting paths through it. The forest is much more quiet compared to the daylight hours, yet you can still hear the chirping of crickets and the mutterings of nocturnal creatures.
mn4:This is a long description of a gigantica deciduous tree forest in fall at Night: Massive trees as tall as mountains surround you in every direction. The remnants of vines snake their way up the trees, yet the coming winter has stripped them of life and some hang off the trees like dead snakes. The forest floor is absolutely covered in a layer of dead leaves and plant matter. The forest is much more quiet compared to the daylight hours, yet you can still hear the chirping of crickets and the mutterings of nocturnal creatures.
Posted by Mactorg Tue Jul 22 11:33:31 2014.
Added a google group "DarkeMUD".
Trying to get DarkeMUD out and about and ready.
Have an IRC chat channel and I need to setup on the main page as well. will do that shortly.
Posted by Mactorg Tue Jul 8 10:27:15 2014.
Hello everyone!
I have created a yahoo group and a reddit area for Darkemud people.
for yahoo: https://groups.yahoo.com/neo/groups/Darkemud/info
for reddit: http://www.reddit.com/r/darkemud
I have the old forum back up and going. DarkeThoughts. looking to upgrade it to another forum system. possibly phpBB.
have fun.
Posted by Mactorg Mon Jul 7 17:14:28 2014.
Created a http://www.reddit.com/r/DarkeMUD channel. just fyi.
Posted by Mactorg Sun Jul 6 17:33:38 2014.
Hey guys,
Sorry for the lack of updates! I didn't run out of gas or anything, I've just been burning it all at work. Got a big upgrade this friday, and if all goes well, life should get back to normal. Wish me luck :)
Posted by Nathan Tue May 13 16:59:52 2014.
Sprite now gets an innate 10% illusionism, since they have two innate illu spells (this makes a BIG difference in devs if you're a sprite AM going for cloak of the unseen ^.^)
Adjusted some defense skill bonuses based on body size.
In a skill/spell room, if you type just 'train', it'll list the available skills/spells. The normal 'list' command still works too.
Your buffer size now grows slightly as you level up.
Strokes of genious (free ride to fof) now only happen when you're not idle, and is now harder to achieve as you level up.
Fixed a bug where some spells were having "dodge" rolled twice against them.
Counter spell no longer gives any exp, so spamming it against a familiar to hunt for strokes of genious no longer works now.
I drastically dropped the cost of the city transport mobs.
That's it for today. We're slowly having old players come back. I'm soooo happy about that. Tell your friends to join us! We have cookies. ^.^
Posted by Nathan Tue May 6 20:24:19 2014.
Each time you gain xp, you now have a change to have a 'stroke of genius' (free ride to FOF).
Fine-tuned LT xp for tinkers so it's a little more in-line with LT xp from spells.
The constables in VO now have a higher range of levels available to them.
More to come in the next week. I'm at the point where what I'm working on requires a little more thought and has a lot less visibility :-/
Posted by Nathan Sun May 4 20:48:54 2014.
Fixed a bug in blink. Thanks Camravir for reporting it.
Added a new skill, "grip". It allows you to wield a two handed weapon in one hand, with all the benefits of a two handed weapon without the penalty needing two hands. Yes, you can grip and dual-wield. It's available to SM, CL, and Tinker.
Been pretty busy the past few days, but chugging along here as best I can. Happy mudding!
Posted by Nathan Thu May 1 19:21:25 2014.
I changed the scale of devs you get per level. Essentially, you get less devs per level below level 15 and more devs per level above lvl 15, and beyond level 30, you get a set amount of devs per level. Level 30 is pretty high here (for the avg player) and is the "intended max" of effectiveness for a guild. Sure, being level 70 makes you powerful, but not so much so that you're untouchable.
The "navigate" skill is now a default skill after creation. Everyone will get 5% base. This is to help encourage the use of the 'travel' command :)
The amount of swimming required to cross rivers has been drastically reduced.
Adjusted the skill costs of blacksmith and forge weapon/armour to help encourage guild specialization :)
Using blacksmith to repair a weapon now gives a reasonable amount of xp.
Getting closer to "done" ... :-D Enjoy the rest of your day.
Posted by Nathan Mon Apr 28 19:31:27 2014.
The CL guild is complete. Haven't yet tested a paladin vs. CL of the same levels yet, I'll eventually get around to it.
Added a new combat skill, "riposte", a counter-attack after a parry. It's completly overpowered at the moment, and currently only available to tinkers. Some day when I'm in a mood to tackle the spaghetti code that is combat, I'll be able to tone it down.
Wow, a lot of work and a two liner news post o.O Have a great day.
Posted by Nathan Sat Apr 26 18:38:29 2014.
Mobs less than half your level no longer give you exp. The only exception is, mobs level 30 and up will always give you exp. This is to keep higher level players out of lower areas.
The "escape" spell no longer works on those who can see invisible.
Pre reqs for see invisible fixed (SM couldn't train it).
Mirror images can no longer resist spells.
The "shades of being" spell now randomizes you amongst the images, ie; if there are 8 copies, you're no longer always #9.
Turning in a little early today. Keep those mudmails a comin!
Posted by Nathan Fri Apr 25 16:21:57 2014.
Fixed a bug where if you had 0 strength, you couldn't move even if you were not carrying anything.
The bonus to dodge while flying (if your opponent isn't flying) now works properly.
The pre reqs for chimeric blade have been fixed.
When you hit the top of your XP buffer, you now get a message saying so. Whenever you drain to the previous mind status, you also get a message.
Sorry for not making an update yesterday, and for not doing much today - been putting in a lot of extra hours at work. Hope you enjoy what I can muster in my spare time :-D
Posted by Nathan Thu Apr 24 18:32:00 2014.
New illusionism spell "escape" available to AM and SM.
The "focus casting" skill no longer has a hardcap.
After a bunch of work today, the SM guild is pretty much "done". I have two more spells I want to code for them, but who knows when I'll get around to that ;) If you complain about a semi-guild with 3 casting skills, they all only go to level 16, and the devs you spend on base to lvl 16 is no more than two casting skills to lvl 20. That and they have "focus casting" to help out.
Enjoy!
Posted by Nathan Tue Apr 22 21:45:09 2014.
Not much to report today, other than I decided how I want to do the SM and CL guilds. Lots of unfinished code. Check back tomorrow :)
Posted by Nathan Mon Apr 21 19:54:19 2014.
Fixed a bug in familiar where the room they were in would bug out when the AM logged off.
The 'training bonus' property on races now affects training spells.
Updated several races "MP Regen" to reflect a more reasonable scale. Most notably, the halflings, trolls, and giants now have low or very low. This is to prevent them from being caster guilds. With this change, I just might bring back thranx.
Gerudans are now ambidexterous. Gnolls now have a training bonus.
If you think of any race that should be changed, I'm all ears. I basically want to give people incentive to try out different races.
Posted by Nathan Sun Apr 20 17:24:23 2014.
Adjusted pick locks a little bit, it's harder to pick now but it has better time bonuses when you get high rolls.
Fixed a bug where stat bonuses weren't giving the usual skill boosts.
The recent changes with extra skill/stat bonuses from 'secondary' skills were a litte out of control with paladin/cleric spells. That has been toned down to a more reasonable level.
I'm calling the paladin guild pretty much "done". Let me know if you notice any bugs with it.
Posted by Nathan Sat Apr 19 22:21:04 2014.
Working on creating more useful Illusionism spells. More on that when I'm done.
Added something special to a particular room in the paladin guild.
Made some changes to the "sweep" combat skill. Once I'm finished and happy with it, I'll apply them to other single-use skills (such as shield bash, etc) and add info about them to the help files.
Fixed the "rwho" command on darke, it no longer shows admins as high-mortals.
Fiddled with the base object code, and got super frustrated with it. I'll circle back to it later. It's mostly so I can work on object consistentcy down the road.
The thief "hide in shadows" skill now makes them a little harder to hit in combat.
Power word, blind now no longer starts combat.
Fixed the "area mapping" in the AM guild spell rooms. I still don't quite exactly understand the area map code, but I'm getting there.
Still lots to work on. Trying to keep a steady pace. Thanks for playing!
Posted by Nathan Sat Apr 19 12:43:52 2014.
The Paladin guild has been restored to its former glorious chapel, located in the north-west corner of the inside of the city of Vo'Sangor.
I reset the inflation rate that's built up over the past decade. Things everywhere are now over 1/3rd the price.
Friar Samual (cleric shopkeeper) now properly loads.
Necromancer no longer has 'corrupt weapon' and 'taint weapon', and cleric no longer has 'bless weapon/armour'.
Call lightning now works on "indoor" targets if you have an open portal to them from the outdoors. It also doesn't set you aggro to them anymore, since they have no idea it was you who cast it.
LT exp on spells is now capped at lvl 25, so everlastings are now only a tad better than dracoliches, exp wise.
As always, let me know if you see any problems with my changes.
Posted by Nathan Fri Apr 18 00:15:22 2014.
Not much to report today - fixed a few bugs in some spells. I'll have some more time over the 3 day weekend to tie up the cleric and SM guilds.
Until then, have fun!
Posted by Nathan Wed Apr 16 21:56:56 2014.
New level 1 AM and SM spell, 'blink'. It's a pre-req for teleport, and is essenially built-in speedwalking, mage teleportation style.
SMs now once again have illusionism up to level 16. This means they have invsibility and see invisible (and other things such as light).
SMs and Elems now have the 'enchantment' skill. It serves the sole purpose of determining how many blade spells they can stack on a weapon.
The spells 'confusion' and 'elemental instability' from old darke are coming back. More on that when I'm finished with them.
The spell 'hidden allegiance' is being replaced by a new spell 'phantom wall'. Not fully in yet, but it'll essentially be able to hide an exit.
Again, I'd like to re-iterate that you're welcome to mudmail me ideas, complaints, etc.
Posted by Nathan Tue Apr 15 19:43:58 2014.
Just a reminder, you get double drain if you are not idle, and either 1) are FOF, or 2) are in TS.
Autoloot code fixed. Coins now exist on a corpse if it was killed and not autolooted by a player.
The 'shocking grasp' spell now increases attack as well as melee.
Didn't get a whole lot done today - have to finish some school work for my finals.
Posted by Nathan Sun Apr 13 18:21:51 2014.
The skill costs of attack, dodge, and block have been lowered. I may lower the weapon skills as well, but I'll wait until I fully commit to working on the non-magic guilds.
Skill rooms now show the "Ratio", ie; the development cost over time compared to other skills. This way you can visibly see in the training list which skills are cheaper.
The costs of necromacer non-LT spells have been lowered.
Fixed a bug that allowed summoned familiars to withdraw unlimited cash from the banks.
I'm working on the cleric guild now, they're getting some of their old pets back. Stay tuned!
Posted by Nathan Sat Apr 12 19:50:49 2014.
AMs now have 4 level 30 spells, one for each casting skill. Summon (magery), cloak of the unseen (illusionism), meteor storm (conjuration), and power word kill (sorcery). Don't expect to be able to train more than one of them until long after level 40.
The 'mental suggestion' spell now allows you to have the target move directions.
The 'teleport' and 'transport' spells have been merged into one.
AMs now once again have haste.
You now cannot hold both balls of light and balls of darkness. They destroy each other on contact.
Lowered the cost of the elementalist tier 2 lores, and raised the cost of the tier 4 lore.
Guild 'secondary skills' (faith, black magic, etc) now play a role in the duration and skill/stat boosts from their spells.
World terrain skills no longer recieve double bonus from world lore.
Various other code consolidation and optimizations.
Ever more to come. Hope you enjoy!
Posted by Nathan Fri Apr 11 22:35:32 2014.
Fixed a bug where you could be in combat with yourself.
The 'back stab' skill now recieves a bonus if the victim can't see you.
New thief skill, 'rumour mill'. Works similar to the 'clairvoyance' spell.
AMs can now force you to 'say' things. Don't worry, your pets won't obey your commands during the spell.
The spell 'link' now obeys the silent casting rules.
Hope you guys love the changes! More to come.
Posted by Nathan Thu Apr 10 20:34:54 2014.
Fixed a few bugs found by Shub related to the new perception code.
Did some code cleanup related to how skills are returned. This fixed bugs suchs as some hardcaps not being honored, sputtering when you have over 100% casting skill, etc.
Fixed some dev costs on the thief guild. Still a work in progress.
Did a major rework of the code related to locks on doors and the like. You now can't have a wooden door with an installed lock that's as good as a vault door with an installed lock.
I'm in the process of reworking the pick locks skill to work with the new lock code. Oh, and if you didn't already notice, tinkers have 'pick locks' too.
Have a great day!
Posted by Nathan Wed Apr 9 21:08:32 2014.
Added "world lore" as a trainable skill in TS
Did some major work on perception vs. hidden things. Essentially, if a thief is in the room and using "hide in shadows" (or someone who is truly invisible), commands like "look", "kill", "use", "cast", etc won't work if you don't successfully roll your perception vs. their skill. If you fail, you can't target them, it's as if they aren't in the room with you. The only exception is AOE effects.
There are still some commands that don't yet obey this new code, I'll clean them all up eventually.
Posted by Nathan Tue Apr 8 21:25:10 2014.
A skill having a "softcap" now means you can train the base all the way to that %, and having that skill boosted past it by stats or spells does have an affect on the skill. Perception, for example, has been changed from a hardcap to a softcap.
Necromancers and Clerics now get a power word, kill spell. Again, like AM, if they are big enough to actually get it, they won't need it to kill you :)
Since you can dodge attack spells now, some are now "blockable" as well, such as the kill spells mentioned above :) Haven't yet decided if I should make all offensive spells blockable.
Necros now have the "death analysis" spell.
Scrymirror now rolls the caster's magery + silent casting against the target's detect magic and spell sense to determine if the target knows he or she's been scried. The caster of scry has know way of knowing if the target realizes they were scried.
Fixed a bug in scrymirror that gave a single item the ability to hold locks on multiple locations.
The AM spell "store spell" now has a casting time of 0 (instead of 1).
Hope you're enjoying the beta! Be sure to send comments/ideas my way via mudmail.
Posted by Nathan Mon Apr 7 20:46:57 2014.
Fixed the remaining monk spells to use the new chi system
Added 'detect magic', 'spell sense', 'concentrate', and 'decorative carvings' to the list of generic skills trainable in TS
Added 'power word, kill' back to the AM guild. Don't worry, any AM big enough to get it (over level 40 - very high level over here) can kill you without it anyway.
Finagled the AM spells around a bit, adding more pre reqs, etc.
Removed the use of shadows by a few more spells - my goal is to eventually rid all spells of shadows.
Paladins now have some of the war-priest spells, since that guild was removed
That's all for today. The list isn't as long as yesterdays, but it was as much work :) Probably won't get nearly as much done during the week, but I'll try to make at least some things happen. Happy mudding!
Posted by Nathan Sun Apr 6 19:12:16 2014.
Reworked scrymirror, it now can be cast at more than just mirrors.
Added the skill 'black magic' to necromancers, though it isn't a casting skill. It works similar to how 'faith' works for clerics/paladins.
The skill 'silent casting' now works.
AMs now have 'activate powerstone' and 'exploding rune'
Necros now have a see-invis spell.
Clerics are now down to one casting skill, prayer.
Any combat spell, and not just 'damage' spells, can now be dodged.
TS is now a generic skill room (see 'list skills')
Clerics got a few of the paladin spells, and paladins now have a few of the cleric spells. Mostly for consolidation.
That's it for today! Happy mudding.
Posted by Nathan Sun Apr 6 00:48:05 2014.
Something I should have done a long time ago - I rolled back the driver to what's in use on live. If I'm going to get back into the swing of things, I need to take a "small steps" approach, and the mud driver is just too big a project for the moment.
Mudmail me problems, suggestions, etc. Don't forget that while in beta there is no deathcheck, and you can 'retrain' at any time.
Happy mudding.
Posted by Nathan Sat Apr 5 09:16:19 2014.
Hey guys,
Sorry for the radio silence here. I've been busy IRL. I just got back from a vacation, badly needed, and I should be resuming coding here pretty soon.
Posted by Nathan Fri Jun 7 21:00:30 2013.
Added BETA News and BETA Whos ON on main website.
just fyi
Posted by Mactorg Sun Apr 7 16:06:30 2013.
Ok world server is updated so you can't fall off the world map.
it will rap around.
Posted by Mactorg Fri Apr 5 20:33:20 2013.
Rounds are now 1 second instead of two. This is because of the new driver. I'll see what I can do to put it back to 2 seconds.
Posted by Nathan Fri Apr 5 12:21:14 2013.
We are now on FluffOS v2.26.1 instead of MudOS. Thank you MacTORG for the help there.
As usual if you notice anything off send me a mudmail.
Posted by Nathan Thu Apr 4 17:06:30 2013.
elemental/essential infusion removed, in favor of the old lesser/greater spells.
Posted by Nathan Tue Apr 2 18:48:40 2013.
Certain types of terrain are now harder to cross than others. ie; open ocean is hardet to cross than a river, and a mountain peak is harder than a regular mountain.
You can now buy "mountain gear" at slims, and mountain-dwarf now gets an innate 100% mountaineering
Posted by Nathan Sun Mar 24 12:45:14 2013.
Bare with me as I fiddle with the save system, getting rid of all the old stuff (and some of your current stuff, sorry about that).
Thanks for playing the BETA :)
Posted by Nathan Thu Mar 21 18:23:59 2013.
New tinker skill "berserk". It's like a self-boa for attack skills, and gives a slightly bigger bonus to two handed weapons. It also gives haste.
Whirlwind attack will change to be a different skill, more on that later.
Posted by Nathan Mon Mar 18 23:50:16 2013.
The cleric guild has *finally* been reworked. Sorry it took so long.
Posted by Nathan Mon Mar 18 21:33:34 2013.
Relogging now empties your buffer, as in, bye bye exp.
Posted by Nathan Sun Mar 17 00:57:48 2013.
I made some adjustments to how much exp you get from combat. Mainly, if you fight stuff that's less than half your level, you get very little.
Posted by Nathan Sun Mar 17 00:54:17 2013.
Travel has been changed from a skill to a command. Simply "travel ". "help travel" for more information.
Posted by Nathan Fri Mar 15 22:55:03 2013.
New world lore skill "travel" implemented. Let me know if you notice any problems.
Posted by Nathan Fri Mar 15 22:38:11 2013.
Mountaineering is back!
A few changes to the world map. Being flat, it's far easier to move around. A little too easy if you ask me, so the follow changes are in effect:
If you are not flying:
1) Attempting to cross mountainous terrain with no or low "mountaineering" skill will fail.
2) Attempting to cross water terrain with no or low "swimming" skill will fail (in addition to taking damage from drowning).
Your skill % is the likelyhood you'll cross the terrain without issue. Your "carry" affects your effective skills here. If you're naked, 50% in mountaineering or swimming is perfect. If you are at 50% carry, you need 100% for perfect walk.
Finally, I'm working on a "travel" skill. More on that when it's done.
Posted by Nathan Fri Mar 15 20:25:00 2013.
Thieves may now collect bounties
Posted by Nathan Thu Mar 14 20:05:32 2013.