sabu
(journeyman)
10/30/07 12:14 PM
Cold table bug

Is there any plans on fixxing the cold crit table. It kinda is pointless having a cold rune for the tinkers, when the crits just error out anyways. I believe there still is a problem with holy also.

Charon
(enthusiast)
10/30/07 04:00 PM
Re: Cold table bug

Cold works fine.. just one of the crits has a bug. And it's a very minor crit.

carmy
(member)
10/31/07 03:55 AM
Re: Cold table bug

Correct me if I'm wrong, but I don't remember any crit problems with holy either, other than the crits that sommon creatures not working. But, I think I heard those had just been disabled...

Muod
(member)
10/31/07 03:31 PM
Re: Cold table bug

holy has the same bug message, but that message doesn't make cold table broken, its just one crit.

Muod
(member)
10/31/07 03:32 PM
Re: Cold table bug

indeed. which is same with holy as i said...

CerberusAdministrator
(addict)
11/29/07 12:21 PM
Re: Cold table bug

This seems like something any new wizard could be assigned to fix. It shouldn't take long to find, but fixing it could be something else entirely. Any news on whether this has been delegated yet?

carmy
(member)
11/29/07 04:16 PM
Re: Cold table bug

Any news on anything lately? :P

Kim
(enthusiast)
12/04/07 03:27 AM
Death Knights

Death Knights have been... very bugged since I started playing Darke. They still make you lose heartbeat more or less every time you try to fight them. As things are, you could (ab)use them to make your castle quite, quite unlootable. ...and that's not to mention the possible abuses in playerkilling.

Several arches have claimed during the years to have un-bugged them, but the same problem still remains. I think it's a wonder that they arent abused more than they are. Why not just remove them until a new Death Knight, thoroughly tested and certain not to make people lose heartbeat is coded?

Furthermore... CPR does not work almost ever if you lose heartbeat. Well, I have never seen it work on Darke, the few times I have lost heartbeat...


CerberusAdministrator
(addict)
12/04/07 09:01 AM
Re: Death Knights

I haven't seen a Death Knight in ages, let alone fought one, but I'd think that if they were constantly the cause of heartbeat loss bug reports and combat-error logs would be filled with messages about them.

Darkemud has a long and storied history of never replacing things that are "removed until..." If something gets removed to be fixed, rather than fixed and updated, it stays removed. I personally don't feel that this is the best option at all. If they're bugged, they should be repaired or replaced. If they can't be repaired in good fashion, whatever functionality they have that's causing the problem should be replaced with something that's of equal power and not causing problems.

I've had CPR work on players and runes both.


Charon
(enthusiast)
12/04/07 11:44 AM
Re: Death Knights

CPR has worked for me in the past but not in the past few years.

The DK bug is incredibly annoying. I've heard from various sources that it's their weapons. Why not just give their hands a slashing damage similar to their weapon and remove said weapon?

I realize this isn't nearly as stylish as the sword wielding DK however it should work.


CerberusAdministrator
(addict)
12/04/07 01:58 PM
Re: Death Knights

I've heard the same thing - that DK's lifesteal sword is what causes the heartbeat problems. As far as I can tell, both Chaotic-Lords and Necromancers have blade spells that lifesteal and don't cause heartbeat errors. Is there a reason that they couldn't just have the spell's version copied to their swords with a check for the death knight pet wielding it to actually activate?

It's sort of the middle ground between removing the sword and keeping their functionality, I think. Of course, the information I have could be bad, or it could be the check for the wielder itself, or any number of unforseen difficulties could abound!


Charon
(enthusiast)
12/04/07 05:54 PM
Re: Death Knights

I understood that it was actually the protection that the swords convey to the wielding hand that was somehow breaking it.

CerberusAdministrator
(addict)
12/05/07 11:44 AM
Re: Death Knights

Even so, the fact that it's an item and not the pet itself makes me feel that the item could be effectively replaced with a counterpart that's either not as fancy in terms of how it does something (IE, use the weapon spells that exist rather than whatever the special item is) or not as compact (IE, give the DKs gauntlets if the sword's protection to hands is causing some error, or full armor, or whatever)

Kim
(enthusiast)
12/12/07 09:50 AM
Fist of the Justicar

Fist of the Justicar sometimes gives messages saying you gained an extra attack. Though it doesn't actually GIVE you extra attacks. I became sure of this when I gained the message twice in one round, but only got one attack total.... Should only have been possible if I was originally supposed to be at -1 attack per round \:\)

Kim
(enthusiast)
12/12/07 09:55 AM
Summoning on runes

If you summon a pet on a rune, the rune will hit the pet, EVEN if you are on the safe list. "xxx leaves in a swirl of magic.".

Kim
(enthusiast)
12/12/07 10:02 AM
Warding rune

Warding rune doesn't change owner in castles, like all other runes do, including healing rune. I think it's because Warding rune was added from test after the runes had been changed on live, so, it was done before the change, and never fixed.

Also, Warding runes don't last long in non-save rooms. They usually get cleaned in a couple of minutes... Since it's biggest use is in hunting people (tracking movement), that makes it almost useless. it should at least always last the 12 minutes it's supposed to. THough, it really needs longer duration to be really useful... 24 minutes would make it actually worth it...

But it getting cleaned a minute after you cast it makes it... So worthless \:\)


Kim
(enthusiast)
12/12/07 10:08 AM
Fiery shield

This spell is somehow distance cast.. It doesn't seem to check if the target is in the same room. That's just.. odd.

Kim
(enthusiast)
12/12/07 10:11 AM
Install lock

If you install a lock on a door, it only works on ONE side of the door... When installing on the door "up", the same door, from the room above, wont have the lock.

Odd. \:\)


Kim
(enthusiast)
12/12/07 10:20 AM
"use" skills.

Trying to use a skill takes 10 FPs, whether you can actually use it again or not.

ShadowraithAdministrator
(member)
12/12/07 10:22 AM
Re: Fiery shield

Not a bug, closed

ShadowraithAdministrator
(member)
12/12/07 10:23 AM
Archived Topics

This is for merging topics once it is fixed or closed.

ShadowraithAdministrator
(member)
12/12/07 10:34 AM
Re: "use" skills.

Not going to change for now or people would spam Use which eats resourcees.

Kersek
(stranger)
12/12/07 12:41 PM
Holy Mission

Holy mission does not stop IKs. So if a player is IKd under a holy mission, he dies. He then has to wait for the spell to wear before he is rezzed or he'll die again after holy mission wears.

IK's should have no effect on holy mission users. It should just be ignored or add damage to the total, which is tallied and applied when the spell wears.


Jedian
(newbie)
12/12/07 03:47 PM
New Armour Runes and minerals

Hi,

I will be posting my finding on how the new armour runes (plasma protection in this case) effect different mineral types.

Boernerine:

On blank boernerine gauntlet (crafted at 150% FA):

+-------------------------------------------------------+
Obasics's Protection for left hand by Damage Type
+---------------+---------------------------------------+
| Damage Type | Protection Level |
+---------------+---------------------------------------+
| unholy | below average (86) |
| singing | below average (86) |
| infernal | below average (86) |
| strike | low (66) |
| stress | low (66) |
| aether | below average (86) |
| holy | below average (86) |
| disruption | below average (86) |
| time | below average (86) |
| cold | above average (146) |
| vacuum | above average (146) |
| plasma | above average (146) |
| electricity | above average (146) |
| impact | low (66) |
| fire | above average (146) |
| impaling | low (66) |
| cutting | low (66) |
| crushing | low (66) |
+---------------+---------------------------------------+

On boernerine gauntlet with Malsa Plasmar (Plasma Protection Rune @ 150% skill):

+-------------------------------------------------------+
Obasics's Protection for left hand by Damage Type
+---------------+---------------------------------------+
| Damage Type | Protection Level |
+---------------+---------------------------------------+
| unholy | below average (86) |
| singing | below average (86) |
| infernal | below average (86) |
| strike | low (56) |
| stress | low (56) |
| aether | below average (86) |
| holy | below average (86) |
| disruption | below average (86) |
| time | below average (86) |
| cold | very good (176) |
| vacuum | very good (176) |
| plasma | excellent (256) |
| electricity | very good (176) |
| impact | low (56) |
| fire | very good (176) |
| impaling | low (56) |
| cutting | low (56) |
| crushing | low (56) |
+---------------+---------------------------------------+


Jedian
(newbie)
12/12/07 09:19 PM
Re: New Armour Runes and minerals

Javednite

Blank Javednite Gauntlet

+-------------------------------------------------------+
Obasics's Protection for left hand by Damage Type
+---------------+---------------------------------------+
| Damage Type | Protection Level |
+---------------+---------------------------------------+
| unholy | below average (90) |
| singing | below average (90) |
| infernal | below average (90) |
| strike | below average (90) |
| stress | below average (90) |
| aether | below average (90) |
| holy | below average (90) |
| disruption | below average (90) |
| time | below average (90) |
| cold | low (70) |
| vacuum | low (70) |
| plasma | low (70) |
| electricity | poor (50) |
| impact | extremely good (210) |
| fire | poor (50) |
| impaling | good (170) |
| cutting | good (170) |
| crushing | extremely good (210) |
+---------------+---------------------------------------+

Javednite Gauntlet with Malsa Plasmar (Plasma Protection @ 150% Skill)


+-------------------------------------------------------+
Obasics's Protection for left hand by Damage Type
+---------------+---------------------------------------+
| Damage Type | Protection Level |
+---------------+---------------------------------------+
| unholy | below average (92) |
| singing | below average (92) |
| infernal | below average (92) |
| strike | below average (92) |
| stress | below average (92) |
| aether | below average (92) |
| holy | below average (92) |
| disruption | below average (92) |
| time | below average (92) |
| cold | low (62) |
| vacuum | low (62) |
| plasma | above average (142) |
| electricity | poor (32) |
| impact | excellent (272) |
| fire | poor (32) |
| impaling | extremely good (212) |
| cutting | extremely good (212) |
| crushing | excellent (272) |
+---------------+---------------------------------------+


Jedian
(newbie)
12/12/07 09:43 PM
Re: New Armour Runes and minerals

Raysorite

Blank Raysorite Gauntlet

+-------------------------------------------------------+
Obasics's Protection for left hand by Damage Type
+---------------+---------------------------------------+
| Damage Type | Protection Level |
+---------------+---------------------------------------+
| unholy | average (105) |
| singing | extremely good (205) |
| infernal | average (105) |
| strike | average (105) |
| stress | average (105) |
| aether | average (105) |
| holy | average (105) |
| disruption | average (105) |
| time | average (105) |
| cold | low (65) |
| vacuum | low (65) |
| plasma | average (105) |
| electricity | poor (35) |
| impact | average (105) |
| fire | good (165) |
| impaling | average (105) |
| cutting | average (105) |
| crushing | average (105) |
+---------------+---------------------------------------+

Raysorite Gauntlet with Malsa Plasmar (Plasma Protection @ 150% Skill)


+-------------------------------------------------------+
Obasics's Protection for left hand by Damage Type
+---------------+---------------------------------------+
| Damage Type | Protection Level |
+---------------+---------------------------------------+
| unholy | average (114) |
| singing | excellent (264) |
| infernal | average (114) |
| strike | average (114) |
| stress | average (114) |
| aether | average (114) |
| holy | average (114) |
| disruption | average (114) |
| time | average (114) |
| cold | low (54) |
| vacuum | low (54) |
| plasma | very good (194) |
| electricity | very poor (9) |
| impact | average (114) |
| fire | extremely good (204) |
| impaling | average (114) |
| cutting | average (114) |
| crushing | average (114) |
+---------------+---------------------------------------+


Jedian
(newbie)
12/12/07 10:01 PM
Re: New Armour Runes and minerals

Mithril

Blank Mithril Gauntlet


+-------------------------------------------------------+
Obasics's Protection for left hand by Damage Type
+---------------+---------------------------------------+
| Damage Type | Protection Level |
+---------------+---------------------------------------+
| unholy | average (107) |
| singing | average (107) |
| infernal | average (107) |
| strike | average (107) |
| stress | very good (177) |
| aether | average (107) |
| holy | average (107) |
| disruption | average (107) |
| time | average (107) |
| cold | poor (37) |
| vacuum | low (67) |
| plasma | very good (177) |
| electricity | average (107) |
| impact | low (67) |
| fire | extremely good (207) |
| impaling | average (107) |
| cutting | average (107) |
| crushing | average (107) |
+---------------+---------------------------------------+

Mithril Gauntlet with Malsa Plasmar (Plasma Protection @ 150% Skill)


+-------------------------------------------------------+
Obasics's Protection for left hand by Damage Type
+---------------+---------------------------------------+
| Damage Type | Protection Level |
+---------------+---------------------------------------+
| unholy | average (117) |
| singing | average (117) |
| infernal | average (117) |
| strike | average (117) |
| stress | extremely good (222) |
| aether | average (117) |
| holy | average (117) |
| disruption | average (117) |
| time | average (117) |
| cold | very poor (12) |
| vacuum | low (57) |
| plasma | awesome (302) |
| electricity | average (117) |
| impact | low (57) |
| fire | excellent (267) |
| impaling | average (117) |
| cutting | average (117) |
| crushing | average (117) |
+---------------+---------------------------------------+


Guinness
(stranger)
12/19/07 12:47 AM
Lock Activation

I have a question.

When I have locks on the weapon, especially, when they are not at full power, I could have problems when trying to reactivate them.

Sometimes, they work just when "some power leaves the weapon".
Sometimes, I could activate locks again 1 or 2 minutes real time before they are expired.
And more than often, it said "You should wait <some time> before using lock again".

Is it bug or "feature"?

Regards,
-guinness


Guinness
(stranger)
12/19/07 04:30 AM
Critical HIT bugs

There is couple problems:

Critical hit BUG with cold table
Critical hit BUG with holy table


Also, it would be great if I get good XP for severing crits. Suppose, if I severed NPC head I would consider it as IK and get as much XP if that was SQUISH, for example.

There is no critical filter. So, if NPC has no hands anymore, you still get singing critial that should blow off mob hands. Either do not let it happens anymore, or just do not show it (like no critical was happen at all).


carmy
(member)
12/26/07 03:08 AM
Weapon Locks

There is a small problem with locks being able to activate ealier than the spell that is on the weapon expires. So, essentially, shortly before the spell expires, if you try and activate locks, or accidentally hit a macro, it wastes the spells, because they won't stack.

If there's any way to fix this, it would be great.


CerberusAdministrator
(addict)
12/30/07 06:27 PM
Re: Holy Mission

Since an instant kill is designed to kill in a particularly spectacularly unsurvivable way (rather than by dealing an arbitrarily large amount of damage), and holy mission is designed to allow "the recipient to fight WITHOUT TAKING ANY DAMAGE" (rather than "survive any attack unscathed") I feel the correct fix would be to have the mission expire if the player dies, rather than save them from IKs.

I would be interested in opinions on this topic before I make the change that would cause a holy mission to expire prematurely upon death (no damage taken).


Ganelon
(journeyman)
01/03/08 09:20 PM
Waterskin refill

Waterskin that is partially full can not be refilled. "fill waterskin" responds with "That waterskin is full already.". Only once it gets completely empty refill works.

Ganelon
(journeyman)
01/03/08 09:23 PM
Fury of Marghuul fumbles

When fury of marghuul is fumbled the sacrificial demon attacks the caster. However, once the demon is disposed of, subsequent attempt to cast fails with the message that only one haste-type spell is allowed at a time.

ShadowraithAdministrator
(member)
01/04/08 05:28 AM
Re: Waterskin refill

Fixed. Waterskins will also now tell you the type of liquid they are filled with.

Charon
(enthusiast)
01/04/08 08:37 AM
Re: Holy Mission

I don't think anybody really uses holy mission now since it really makes the person MORE likely to die (since they take the same damage and don't heal at all during the same time).

Honestly I think holy mission was designed to be used in conjunction with deus and since that was disabled for some reason, it is pretty useless anyways.


Charon
(enthusiast)
01/04/08 08:38 AM
Re: Fury of Marghuul fumbles

It probably also has an anti-haste effect like most haste spells that you fumble have.

Kim
(enthusiast)
01/04/08 10:30 AM
Re: Holy Mission

Dying isn't that important. Holy mission makes it so you will be very likely to get away without getting looted, and gives you a lot longer you can stay in combat to kill and loot.

I think that's quite useful at times.


Ganelon
(journeyman)
01/04/08 03:09 PM
Re: Fury of Marghuul fumbles

I expected that an aggro demon with about +6 to its normal level was enough penalty. There isn't any other visible side-effects to the fumble, like slowness.

Ganelon
(journeyman)
01/04/08 03:13 PM
Re: Waterskin refill

Thank you SW.

CerberusAdministrator
(addict)
01/11/08 01:44 PM
Re: Critical HIT bugs

 Originally Posted By: Guinness
There is couple problems:

Critical hit BUG with cold table
Critical hit BUG with holy table
These have been fixed.

 Originally Posted By: Guinness
Also, it would be great if I get good XP for severing crits. Suppose, if I severed NPC head I would consider it as IK and get as much XP if that was SQUISH, for example.
I believe if this were the case, combat xp would skyrocket. We'll be reviewing xp rate gain at some point in the near future I'm sure, so it's on the agenda for the next admin meeting.
 Originally Posted By: Guinness
There is no critical filter. So, if NPC has no hands anymore, you still get singing critial that should blow off mob hands. Either do not let it happens anymore, or just do not show it (like no critical was happen at all).
This could be done, but there are a number of difficulties with it. For instance, if a combatant has already lost one hand, and you get a critical to remove two hands, should that critical happen or not? If a critical has multiple effects (stunning as well as limb loss) but the text given in combat references only the limb loss, should the critical happen or not? I'm sure there are others, and I feel it would be unwise to open this as a can of worms. In light of these facts, I would prefer to call this not a bug, but a "feature" (however poorly it sits with my desire for continuity).


Ganelon
(journeyman)
01/12/08 07:15 PM
Control demon skill was broken today

Control demon skill was broken sometime today (Jan 12). Any time you try to do "use control demon at demon with banish" or "use control demon at demon with own" it respons "Cannot find demon".

ShadowraithAdministrator
(member)
01/12/08 08:06 PM
Re: Control demon skill was broken today

Fixed.

Ganelon
(journeyman)
01/12/08 08:32 PM
Re: Control demon skill was broken today

Thanks SW

ShadowraithAdministrator
(member)
01/12/08 09:11 PM
Re: Control demon skill was broken today

Hell, I broke it (fixing something else) so I bought it \:\)

CerberusAdministrator
(addict)
01/18/08 09:56 AM
Web Map drill down

The Darkemud Map doesn't allow you to zoom in to specific areas. I think a legend of terrain types and a zoom in function would be particularly useful, especially to people who become lost on the map.

CerberusAdministrator
(addict)
01/18/08 10:52 AM
Re: Cold table bug

Both Cold and Holy crit tables have been fixed.

MacTORGAdministrator
(enthusiast)
01/18/08 12:32 PM
Re: Web Map drill down

well I was working a virtual city server that was using the same system as the world server but on a more city level. that would show walls and or doors and other things around the city. but a 100x100 virtual city map would equal 1x1 map on the world map.

so if you had a city with walls. you would enter from the world map onto the virtual city map and then approach the city via the one or multiple gates. that would then enter you into the text only descriptions.

what do you think about that?


CerberusAdministrator
(addict)
01/18/08 12:42 PM
Re: Web Map drill down

That sounds fun. Cities don't have enough draws in them currently though, so we'd have to have a lot of area builders around to make it really worth it to build new cities. Stuff like shopkeepers and fountains aren't enough - it would be cool to have bars with Bards in them that hinted about quests or areas, and guards you could fight, and stuff.

The original post was about the map and being able to zoom in to it so you can see closer images of the terrain like the one in your sig, MacTORG. The map image has a grid on it and when you mouse over the map image it shows a tip that says "Drilldown on 500,0 to 599,99" or whatever like it was supposed to be something you could click on to get closer to it and see the terrain.

I think it would help new players to be able to see the sorts of terrain they're near, and also that it would be cool just to see the details of an area from a bird's eye view. No cities or castles or anything like that, just the terrain.


MacTORGAdministrator
(enthusiast)
01/18/08 12:51 PM
Re: Web Map drill down

nod. it was working. but the java script isn't working right .let me get the links for you on that.

it is the java code inside the index.php is having issues.


MacTORGAdministrator
(enthusiast)
01/18/08 07:42 PM
Re: Web Map drill down

ok, the http://www.darkemud.com/www/map is working now. you can click on each section and it will zoom in.

topic is locked and resolved.


Siani
(stranger)
01/25/08 08:35 AM
All resurrections should be created equal!

For as long as I have known Cleric res has not been able to be cycled unless someone dies. I just found out today that CLs, however, can cycle their res.

I'm not sure when that change was made but I would love to get in on that action...As I'm sure the WPs, pallies and necros would as well.


CerberusAdministrator
(addict)
01/25/08 12:58 PM
Re: All resurrections should be created equal!

I believe this came as an oversight on the part of the wizard who has been making magic xp easier to obtain, rather than a purposeful snub.

For me it raises the question of whether or not players should gain experience when they use spells in ways that are unsuccessful. I think there are very strong arguments on both sides (ranging from "I paid devs for it, it should give me xp" to "You don't learn anything by casting a spell that fails") and would like to hear everyone else's opinions.

As a side note, mxp is probably the easiest xp of all to obtain.


Muod
(member)
01/25/08 01:16 PM
Re: All resurrections should be created equal!

well i say mexp is easy to obtain for SOME guilds, personally i think all spells should give exp regardless of fail or not, otherwise people will simply not train the spells because they give no exp or are too difficult to cycle.

But honestly I think hourly exp for magic should be capped at 1.5mil an hour, so no matter what guild you are, you cant get more then that an hour. but that is personal belief.


Charon
(enthusiast)
01/25/08 01:44 PM
Re: All resurrections should be created equal!

M Xp Certainly is the easiest xp to get for most guilds but it is very unbalanced.

As for spells giving xp if they don't work I think it should be looked at on a spell-by-spell basis.

I think if a CL has a particular bind on (let's say bind greater demon) and they want to be fully bound with that, they should be able to get xp for the spell cast simply because it is one of their bigger xp spells and it has a duration that makes cycling it unreasonable (something in the range of 2 hours).

A spell like res however I don't think should give xp on a fail. I understand that res is a higher level spell and very good xp and not easy (or possible realistically) to cycle however the spell itself is extremely good and rewarding. People should train it to help out others not to level quicker.

I view res like I view TA and TW. If trues gave -10k xp every time somebody casted them people would still use them so the crappy xp a chanter gets from the trues is a non-issue. Res is rewarding in it's own way, and is a very powerful spell.


Kim
(enthusiast)
01/25/08 04:13 PM
Re: All resurrections should be created equal!

"I understand that res is a higher level spell and very good xp and not easy (or possible realistically) to cycle however the spell itself is extremely good and rewarding."

Unlike.. tons of other high level spells, which DO give XP...


carmy
(member)
01/25/08 08:35 PM
Re: All resurrections should be created equal!

Perhaps there could be a reduced amount of exp for an unsuccessful casting of a spell. You're still learning something from it, but you're not learning as much as if the spell had been successful.

Siani
(stranger)
01/28/08 05:11 AM
Re: All resurrections should be created equal!

If we had a bigger pbase I could just go back to killing random people every 20 mins and ressing them. I liked that. Blood much more fun than randomly fizzling spells.

Either give me xp or players!


CerberusAdministrator
(addict)
01/28/08 01:29 PM
Re: All resurrections should be created equal!

 Originally Posted By: Siani
If we had a bigger pbase I could just go back to killing random people every 20 mins and ressing them. I liked that. Blood much more fun than randomly fizzling spells.

Either give me xp or players!
I quite agree with Siani's sentiment.

What can we do?


CerberusAdministrator
(addict)
01/28/08 02:58 PM
Re: Fist of the Justicar

This is fixed, but untested (code was snagged from the harah lit rune, which we know works). It now gives you an additional attack in the same round as it should.

Ganelon
(journeyman)
01/28/08 05:58 PM
Re: All resurrections should be created equal!

I think especially in CMS all casting attempts should give XP, even sputters (but reduced). XP stands for experience and you gain it even from unsuccessful attempts.

Charon
(enthusiast)
01/29/08 08:53 PM
Re: Fist of the Justicar

I think all of Kim's characters should always have -1 base attacks. Makes it possible for me to catch up.

CerberusAdministrator
(addict)
01/31/08 06:51 AM
Re: Fist of the Justicar

I don't think anyone is a paladin of high enough level to have this spell, but if anyone can do more extensive testing than I've already done (and yes, it seems to work as intended) please do.

Kim's characters DO get -1 base attacks. What's wrong with you?


CerberusAdministrator
(addict)
01/31/08 04:38 PM
Re: Holy Mission

Tonight I'll be making holy mission expire if the user dies before it wears off.

I vividly remember the holy mission/deus ex machina combination, and since I don't do balance-laden changes anyway I won't be changing that aspect.

I did as much testing as I could stomach, and this seems to be working - if anyone can test it on live extensively, please do! I know I missed at least one test, but it should be working in all cases.


Ganelon
(journeyman)
02/05/08 06:32 AM
Timezones

'finger', 'hist <line>' commands show server time instead of local player's time which is very confusing.

carmy
(member)
02/06/08 01:41 AM
The damned soul of Thismudsucks

Would be nice if the souls that were displayed in the river of the damned didn't have retarded people's names. Maybe have it only display the name of active players or something, because the damned soul of "Helpimstuck" doesn't really give the right feeling to the area I don't think...

CerberusAdministrator
(addict)
02/06/08 08:22 AM
Re: The damned soul of Thismudsucks

The souls were changed last night to exclude wizards, admin, and other readily determined non-IC players. Since unallowed names like "Helpimstuck" can't be easily sifted for any way other than by hand, we'll just have to accept that it may happen. As of last night, there should be no OOC names for players. If you come across any damned souls of inappropriately named players, simply post the name on this thread and we'll try to get them cleaned up.

CerberusAdministrator
(addict)
02/06/08 08:25 AM
Re: All resurrections should be created equal!

Resurrect now gives experience when the caster targets themselves.

Muod
(member)
02/06/08 05:34 PM
Re: All resurrections should be created equal!

all rez spells, wp, paladin, necro, and the cleric corpseless spell?

Ganelon
(journeyman)
02/14/08 11:14 AM
Trash can and experience

When you use the trash can by arena in Akkad it says:

 Quote:
You receive 255 experience as reward for your cleaniness.
You trash a waterskin.


However I dont see any of my xp buckets change ;\)


Charon
(enthusiast)
02/14/08 01:14 PM
Re: Trash can and experience

Yeah. That has been broken for a while.

Why not open the discussion. Do you think people should get xp for trashing things?

I'm not suggesting that it ever be worthwhile for a HM to trash millions of items but perhaps something to get a boost in the very lower levels?

Also, would the trash xp get shifted to ALL categories, just the ones applicable to the particular guild, or to combat (the one that we all share).

I'm slightly in favor of trashing giving xp, at least at lower levels (say, below 6) for no other reason except that it would give lowbies an option. Sell an item for money, or trash it for xp.


Ganelon
(journeyman)
02/14/08 01:19 PM
Re: Trash can and experience

I'd just kill the message.

CerberusAdministrator
(addict)
02/14/08 01:26 PM
Re: Trash can and experience

I'd agree. Xp for trashing things might be relevant if there are too many objects loaded in to memory constantly, but I think we're pretty good there.

Kinne
(stranger)
02/15/08 08:23 AM
Forge weapon broken

Something happed with forge weapon today (or after crash?)
If I start forging a weapon from a mineral blank, lets say mithril, I will get a iron weapon of same type instead and still have to mineral blank in my inventory.

So if I start forging a long-sword from a mithril blank it will take me 1 minute and 40 sekonds and then I will have one iron long-sword and one mithril blank in my inventory. The mineral blank will now be locked to long-sword if I try to forge something else from it.
If I try forging a new long-sword I will get yet another iron with the blank still in my inventory.

If I have a iron blank, it will also still be there after forge.
If I have no blank at all it will just say I need a weapon blank to forge like usual.


Ganelon
(journeyman)
02/15/08 08:37 AM
Armor borked

It appears that armor was borked during the crash. Fully forted and runed pieces now give only about 225 ptotection. Overall, protection went down about 30 points across the board.

Charon
(enthusiast)
02/15/08 09:35 AM
Re: Armor borked

Is this only for people who were on at the time of crash? Or for everybody?

Ganelon
(journeyman)
02/15/08 09:38 AM
Re: Armor borked

Everybody - Miranex wasn't on during the crash yesterday and he's the one who noticed that first.

CerberusAdministrator
(addict)
02/15/08 12:13 PM
Re: Armor borked

Seems odd since there were no changes to how armour works recently. We're trying to figure out what happened still. Stay tuned for updates.

CerberusAdministrator
(addict)
02/15/08 01:06 PM
Re: Forge weapon broken

We'll be taking a look at it ASAP. We're still trying to track down the cause of the crash (which was a pretty severe one), but this is a big problem too.

Thanks for the bug report. I'll be on to check it out about 8-9 hours from now (9 or 10 pm PST, hopefully) if no one else has fixed it by then.


CerberusAdministrator
(addict)
02/16/08 04:22 PM
Re: Forge weapon broken

This is fixed. Looks like a folder was deleted or just not copied over when we restored from the crash. Let me know if anything else is found about it.

CerberusAdministrator
(addict)
02/16/08 04:29 PM
Re: Armor borked

This is fixed. Looks like a folder was deleted or just not copied over when we restored from the crash. Let me know if anything else is found about it.

carmy
(member)
02/21/08 10:45 PM
Flying without wings

I'm pretty sure you can still do this, but if it's been fixed, just ignore me \:\)

If you step on a trans rune that drops you in the sky, you are able to 'move' back down to the ground, just by typing down, and take no damage. So essentially, let's say someone made a cano rune OVER the volcano, you take the initial cano damage, but you can move east a couple times, and down to land on the ground and take no damage from the fall.

Unless you have wings, or magical flying abilities, you should not be able to move in the sky, you should simply freefall and take damage appropriately.

I also don't really enjoy the idea of taking damage everytime you fall 'down' one room, seems silly to take damage for falling in the actual sky, maybe total up the damage, and take it once you've hit the ground. Could give some people time to cast a flying spell, and not hit the ground.


CerberusAdministrator
(addict)
02/22/08 08:51 AM
Re: Warding rune

 Originally Posted By: Kim
Warding rune doesn't change owner in castles, like all other runes do, including healing rune. I think it's because Warding rune was added from test after the runes had been changed on live, so, it was done before the change, and never fixed.
Easy fix: Rune is inheriting the wrong rune file. Fixed.

 Originally Posted By: Kim
Also, Warding runes don't last long in non-save rooms. They usually get cleaned in a couple of minutes... Since it's biggest use is in hunting people (tracking movement), that makes it almost useless. it should at least always last the 12 minutes it's supposed to. THough, it really needs longer duration to be really useful... 24 minutes would make it actually worth it...

But it getting cleaned a minute after you cast it makes it... So worthless \:\)
I imagine this is because we don't like keeping rooms loaded if nothing's happening in them other than memory usage. I'll talk to Mactorg and see if making warding runes dodge clean mems is an option.

I've never liked how warding runes operate, which is to say, they only inform people online of enter/exits. Going to look into making them use logs to tell owners the goings on of a room, unless that seems spammy/unneeded/boring/etc.

Opinions welcome.


Charon
(enthusiast)
02/23/08 09:53 PM
Re: Warding rune

I think an additional command might be handy. Rune log which could dhow a log of the rune. First this would make people actively monitor their runes, also if its a rune command the log can be destroyed by looting parties by removing said rune.

Kim
(enthusiast)
02/26/08 05:13 PM
Death Knights

Why? And I mean.. Why?

They have been bug reported a million times, and I am sure everybody knows they are broken and seriously mess you up (MudOS driver tells you: You have no heartbeat!). And anyone who knows Darke at all realises just how abusable that is.

So WHY are they allowed to remain ingame?

Why? I'd like to know.


CerberusAdministrator
(addict)
02/26/08 09:08 PM
Re: Death Knights

I like Death Knights.

I don't like heart beats.

Seriously though, I tracked down the problem today. I have a stop-gap measure that will solve all the heartbeat issues with them, but I don't have the real fix yet. So, what I've elected to do is leave them as is (yes, everyone knows they're broken. Yes, it's been many, many years they have been broken. No, another few weeks won't make any big difference) in order to figure out the right full fix and track down whether or not I'll have to hand-edit those that have already been made in order for it to stick.

In short, they'll be fixed as soon as I have the time to learn our save system.


Charon
(enthusiast)
02/27/08 07:57 PM
Re: Death Knights

ack! Save system fixes!

CerberusAdministrator
(addict)
02/29/08 08:35 AM
Re: Death Knights

I've determined that it'll take someone more adept at the save system than me to unravel how to fix it, so I'm going to spend this afternoon coming up with a patch.

I'm thinking I'll be able to add a line in query_armour_ob(limb) to exclude and remove 0's from the return array. If that works, Death Knights should all be fixed after a reboot, and any future equipment-using pets should be safe from errant heartbeat problems.

I'll keep you posted.


Charon
(enthusiast)
02/29/08 01:20 PM
Re: Death Knights

This fix I guess opens up the opportunity to have equipment using pets on a wider scale..

The only other pet I can think of that uses equipment is a clone. Clones use copies of the caster's weapon. As far as I know there aren't any heart-beat issues with clone, but they very rarely fight players so it's possible that it's just never been observed.


CerberusAdministrator
(addict)
02/29/08 03:19 PM
Re: Death Knights

It's more likely that since clones are temporary, they aren't bugging out during a save...

Still trying to work around the 0's issue. Likely to be fixed tonight if there's even so much as a player on to chat with and jog my memory about it. Right now I've been busying myself with an area recode, so I haven't spent much time on it.


CerberusAdministrator
(addict)
03/01/08 02:43 PM
Re: Death Knights

As of the next reboot, this issue is resolved. This opens up the possibility of more pets using equipment, so if anyone has any ideas, please post them.

Muod
(member)
03/01/08 04:07 PM
Re: Death Knights

DEs that can wear what you give them, would make them more useful...then their improvements could be to give them specific weapon skills or let them use mineral armour etc.

Charon
(enthusiast)
03/02/08 09:10 AM
Re: Death Knights

some sort of semi perm castle defense mobs. A couple of ways they could be done. Some sort of tinker/chanter combination or something at the castle shop.

Off the top of my head I would add it as a castle feature that would give it a spot or stand in a room. This could be added and removed like a door. Then somebody, a tinker or chanter would work on it to give it a usable form, possibly customizable like choosing from a range of body types. Some might take longer or more ingots if an ingot cost was involved. This persons skill would help determine the skills of the guardian. Perhaps some skills or spells to improve certain aspects as well

Then they could be given items which they would wear and wield. I'd probably ok equip make said items non returnable so they are lost forever. The guardians themselves perhaps would return if defeated after reboot and the castle feature would add a certain cost per month of upkeep. Similar to a room. The guardians wouldn't be lootable.

Just a rough idea. Adds another level of castle customization.


Minstrel
(journeyman)
03/03/08 11:39 PM
Re: Death Knights

This just occurred to me, but when I used to fight the Lich regularly in the summer, there were frequent heartbeat problems.

Of course, on second thought, I just remembered that it can be different levels at spawn, and sometimes it is level 0 and that is when the problems arise.

Oh well...still needs to be fixed. So I'll leave this.


CerberusAdministrator
(addict)
03/04/08 10:18 AM
Re: Death Knights

One of my pet projects is returning the old Lich's death effect while retaining part of the Stalker's attitude. I'll be sure to solve the level = 0 bug in the recode.

CerberusAdministrator
(addict)
03/11/08 10:29 AM
Re: Install lock

Will be looking at this tonight.

This is fixed.


CerberusAdministrator
(addict)
03/11/08 10:29 AM
Re: New Armour Runes and minerals

This has been fixed.

CerberusAdministrator
(addict)
03/11/08 11:23 AM
Re: Lock Activation

Working on figuring this one out. No promises.

CerberusAdministrator
(addict)
03/11/08 11:37 AM
Re: Fury of Marghuul fumbles

Will fix this tonight.

Fixed - this will now show "Marghuul's contempt" on aspells instead of Marghuul's Fury.


CerberusAdministrator
(addict)
03/13/08 10:22 AM
Re: Summoning on runes

Looking at this tonight.

CerberusAdministrator
(addict)
03/13/08 12:03 PM
Re: Flying without wings

Looking into both issues. I expect the running in midair (without flight) to be fixed tonight. Compounded damage on impact might take some time though.

CerberusAdministrator
(addict)
03/13/08 06:53 PM
Re: Summoning on runes

This is fixed.

CerberusAdministrator
(addict)
03/18/08 07:55 PM
Re: Flying without wings

Both these issues are fixed. You can't even move down while in the air on the world map now, unless you're flying of course. May cause some problems if people are set to ignore gravity without any flight effect, but I don't think that's currently possible on live.

ShadowraithAdministrator
(member)
03/19/08 02:25 PM
Re: Flying without wings

Well, make sure you can move down if your already at 0, otherwise drowning and dungeons cant happen <grin> Also, underground you should be able to fall if there is nothing on the next Z down, but im not sure thats set up yet, think falling damage only if Z+ to start

Charon
(enthusiast)
03/19/08 04:16 PM
Re: Flying without wings

It would be awesome to have castle rooms with no floors that fall into lower rooms. Opens the possibilities of some interesting traps!

CerberusAdministrator
(addict)
03/19/08 07:04 PM
Re: Flying without wings

You can still move down from 0, but you won't take damage unless you move from positive to 0. Some strange things could potentially happen - for instance, if you have a transport rune to 5 rooms up in the sky, fall 3 rooms down, cast a transport spell back to the castle, go through the rune, fall again, repeat as desired, then fall all the way to the ground you'll take damage as if you'd fallen however many number of rooms down... But if you just walk outside the castle you won't take any damage and your damage buffer is reset.

Pretty sure castles don't have the world map's code, but I don't see why they couldn't use gravity at some point. Guess we'll talk about this at the next Immortal meeting.


Minstrel
(journeyman)
03/19/08 09:16 PM
Re: Flying without wings

 Originally Posted By: Charon
It would be awesome to have castle rooms with no floors that fall into lower rooms. Opens the possibilities of some interesting traps!


I suggested that in my castle ideas post!! *pokes you*





ShadowraithAdministrator
(member)
03/20/08 05:44 AM
Re: Flying without wings

You would just need to transfer the gravity code from the virtual world to the virtual castle part if its not there, then castles could. Plus you could consider letting castles have dungeons, and if they fall into disrepair, rather than becoming removed from the world, something moves in and takes up residence.

CerberusAdministrator
(addict)
03/20/08 07:20 AM
Re: Flying without wings

 Originally Posted By: Shadowraith
Plus you could consider letting castles have dungeons, and if they fall into disrepair, rather than becoming removed from the world, something moves in and takes up residence.
Mee likee, much good ya?
Anyone else have thoughts on this? Seems like it would be relatively fun to do, not to mention it would add new areas to the map pseudo-automatically...


Charon
(enthusiast)
03/20/08 10:12 AM
Re: Flying without wings

wylliams mob generator might be handy for this.

Madoc
(newbie)
03/25/08 08:10 PM
Re: Lock Activation

This still an issue, I could take a look at it, I think I know whats wrong

Ganelon
(journeyman)
03/26/08 07:00 AM
Re: Lock Activation

While you are at I was wondernig if it would be possible to adjust the lock activation limit somehow... Like allow locks to activate if "new_wield <= max(enchantment_hard_limit, your_main casting_skill) && new_wield - temp_spell_weild <= enchantment_hard_limit" where main casting skill would be a per-guild setting.

What I am trying to say that it is silly that I can place demons on top of locks but not the other way around.


Muod
(member)
03/26/08 04:07 PM
Re: Lock Activation

you can have demons and locks on same wepaon and still activate the locks, you just have to not use fully chanted weapon

Ganelon
(journeyman)
03/26/08 05:51 PM
Re: Lock Activation

I can use demons and locks on a fully enchanted weapon as well as long as I activate locks before putting demons on. Since the end result is the same current restriction does not add anything except inconvenience.

Minstrel
(journeyman)
03/26/08 06:55 PM
Re: Lock Activation

 Originally Posted By: Ganelon
I can use demons and locks on a fully enchanted weapon as well as long as I activate locks before putting demons on. Since the end result is the same current restriction does not add anything except inconvenience.


The end result isn't the same. Activating locks first means you have to have much higher casting skill to put more spells on top.

One can debate whether or not you should have to have such casting skill, but there is a big difference between activating before or after adding additional spells.



Ganelon
(journeyman)
03/26/08 07:16 PM
Re: Lock Activation

Right, and if you look at the formula I proposed above it does require a repson to have such a casting skill so balance-wise there is no change, just more convenient.

Minstrel
(journeyman)
03/26/08 09:52 PM
Re: Lock Activation

 Originally Posted By: Ganelon
Right, and if you look at the formula I proposed above it does require a repson to have such a casting skill so balance-wise there is no change, just more convenient.


Good point, I missed that. I thought you meant there was no difference as things are.



Charon
(enthusiast)
03/27/08 08:01 AM
Re: Lock Activation

I think the lock activation of 220% is pretty generous really. It used to be 150% and most people could still make some pretty sick weapons. It's been raised 70%!! That's a BIG raise.

I understand how you'd want to always be able to stack more and more on top. What I think would be a better solution and more fair would be if locks activated at the same skill as the person whom the lock was borrowed from.

If you borrowed it from a SM with 100% magery that particular lock would only activate up to 100%. If you borrowed from a necromancer with 280% necromancy it would work up to that limit.

The thing is that the order how things happen on a weapon does matter and it matters for a reason because different people have different casting abilities. If we change it so that locks always pretend like they go first, why not change it so that regular blade spells work the same way? I'll give you a real shadowlands example.

I have a sword-mage. If I want some extra plasma I can get an elementalist to put on some plasma blades. Let's say we both have 150% skill but to stack on what I want would push the weapon up to 180% wield. So both of us could put our spells on it just fine, just not at the same time. If the elementalist had 180% skill however I could cast my spells first then he could cast his. What you're suggesting is that it shouldn't make a difference who goes first (a lock is a 'casted' spell for all practical reasons').

You say there is no change balance-wise but there is a VERY big change balance wise. Let's examine the 2 cases:

1. Chaotic-lord with insane elemental chaos with demon lord sword on top, ALL the time making the weapon totally broken super crazy good.

2. Chaotic-lord with insane elemental chaos with demon lords on top 25% of the time making the weapon super crazy good, but 75% of the time only crazy good.

This makes it more selective as to when you get the extra boost instead of it just being always. Also you COULD just rotate weapons so that if you do need the extra boost you can grab a weapon, activate some locks and go nuts.

I don't think this change is as much a non-issue as you are trying to make it, in fact I think it makes a very HUGE issue don't you think?


Ganelon
(journeyman)
03/27/08 10:45 AM
Re: Lock Activation

I am not saying that it does not matter who goes first in general case, I am just saying the when you try to activate lock it should at _your_ casting ability (in addition to the current limit) to determine whether this lock can be activated. And it is done exactly because I can achieve the same result just arranging cast and lock activation in a particular order, so the end result is the same. And I don't really need to rotate blades that much, I can reduce demon power and stack 2 of them instead to match the timing of locked spells. All in all it is just an inconvenience.

I guuess the difference between your SM example and mine is that in my case I can achieve the "harder" task of putting my spells on top of locks, whereas in your example your hypotetical character can't.


CerberusAdministrator
(addict)
03/27/08 12:59 PM
Re: Lock Activation

 Originally Posted By: Charon
What I think would be a better solution and more fair would be if locks activated at the same skill as the person whom the lock was borrowed from.
This is the logical route, and probably what should've been done to start. As it stands though this would generally result in most locks activating at 150 skill at most, and would cause rioting in the streets.

Since it seems there is a workaround available for demons on locked weapons, I would recommend taking this route until such a time as there is a new system for lock activation implemented. I appreciate the frustration felt with the hard ceiling that currently exists with locks but until they're reviewed we won't be making any drastic changes. In other words, keep belting out ideas for how we might tackle the problems players are facing with lock activation and we'll have a more complete data set to work with when we begin reviewing them.

Just don't expect the lock limit's hard cap to be pushed to 300 and left alone to be the fix.


Charon
(enthusiast)
03/27/08 01:02 PM
Re: Lock Activation

The example was to illustrate that order matters.

YOUR casting skill has nothing to do with the lock casting skill for a reason.

Let's do it another way. What if I'm a SM with a sword that has 120% magery and 180% wield. My weapon has a ton of locks. I can put some blade spells onto it then activate the locks.

What if my blade spells expire first.. should my effective skill be the higher of my skill or the lock limit (220%). Technically I could rotate through swords and always have all the spells on right?

The only difference is I'd have to wait for the locks to expire, cast mine back on then reactivate the locks.


Ganelon
(journeyman)
03/27/08 05:38 PM
Re: Lock Activation

Or you can train your magery so you don't have to wait. You see, you are in control here.

Anyway, I see Harold does not want to change locks mechanics either, so be it. Maybe we could address this problem from another angle and allow players "cleanse" their weapons removing all non-fumbled shadows upon request?


Kim
(enthusiast)
03/27/08 06:59 PM
Re: Lock Activation

"Or you can train your magery so you don't have to wait. You see, you are in control here."

Not every guild gets +72 to casting skills. Or silly ammounts of XP.


CerberusAdministrator
(addict)
04/03/08 09:01 AM
Re: Lock Activation

The actual bugs with locks have been resolved. The issues presented here in terms of lock limits and activation over temp spells can be brought up in another forum since they're not bugs.