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#1339 - 03/01/08 04:07 PM Re: Death Knights [Re: Cerberus]
Muod Offline
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Registered: 10/04/07
Posts: 148
Loc: MA/CA
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.
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#1344 - 03/02/08 09:10 AM Re: Death Knights [Re: Muod]
Charon Offline
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Registered: 10/24/07
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Loc: Toronto, ON
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.
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#1359 - 03/03/08 11:39 PM Re: Death Knights [Re: Charon]
Minstrel Offline
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Registered: 12/14/07
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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.

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#1362 - 03/04/08 10:18 AM Re: Death Knights [Re: Minstrel]
Cerberus Administrator Offline
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Registered: 11/28/07
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Loc: Arlee, MT, USA
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.
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#1401 - 03/11/08 10:29 AM Re: Install lock [Re: Kim]
Cerberus Administrator Offline
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Registered: 11/28/07
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Will be looking at this tonight.

This is fixed.


Edited by Harold (03/11/08 08:01 PM)
Edit Reason: Tonight came.
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#1402 - 03/11/08 10:29 AM Re: New Armour Runes and minerals [Re: Jedian]
Cerberus Administrator Offline
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Registered: 11/28/07
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This has been fixed.
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#1408 - 03/11/08 11:23 AM Re: Lock Activation [Re: ]
Cerberus Administrator Offline
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Registered: 11/28/07
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Working on figuring this one out. No promises.
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#1409 - 03/11/08 11:37 AM Re: Fury of Marghuul fumbles [Re: ]
Cerberus Administrator Offline
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Registered: 11/28/07
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Will fix this tonight.

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


Edited by Harold (03/11/08 08:20 PM)
Edit Reason: Tonight came.
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#1430 - 03/13/08 10:22 AM Re: Summoning on runes [Re: Kim]
Cerberus Administrator Offline
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Looking at this tonight.
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#1431 - 03/13/08 12:03 PM Re: Flying without wings [Re: carmy]
Cerberus Administrator Offline
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Registered: 11/28/07
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Loc: Arlee, MT, USA
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.
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