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Liche updates
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Nienne
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Joined: 17 Nov 2006
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Location: Aussieland

PostPosted: Mon Oct 07, 2013 10:01 pm    Post subject: Liche updates Reply with quote

Restarting my thread over here! Sorry for lack of coding at present, between running some plottage & updating our GM'ing documentation, I haven't had the time to code as well. Dun worry, I am still around & working on stuff, will get back to the code once the plottage dies down Smile

Last edited by Nienne on Mon Nov 28, 2016 12:21 am; edited 1 time in total
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Nienne
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PostPosted: Mon Oct 07, 2013 10:03 pm    Post subject: Reply with quote

Also, just a heads up, if you register to the board here and aren't activated pretty quickly, let me know IG? Ever since hooking this forum up to our website the spammers seem to be having a field day, so I'm having to prune out a whole bunch of fake logins that aren't our players. Thanks Smile
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Nienne
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PostPosted: Mon Dec 30, 2013 7:32 am    Post subject: Reply with quote

Whee... thank goodness for holidays for some coding time!

In the hope of having enough time before I go back to work to finish archery, all the existing ranged weapons I could find have been updated to work on the new ranged combat system. If you have any of the following, please contact your nearest wiz for an update, or hunt down a new copy:
-elven longbow
-headhunter's bow
-crossbow of the wyrm
-sprite crossbow and arrows
-black longbow
-mithril long bow and arrows
-yew short bow and arrows
-ethereal crossbow & arrows

Ranged weapons have previously been added to Arkhon and Argentrock, and a new one has been added today to dino island as well. I have in mind one or two others yet that may go in sometime in the near future.
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Nienne
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PostPosted: Mon Dec 30, 2013 8:21 am    Post subject: Reply with quote

Various other misc requested fixes over the last couple days:

-attempting to scry folks that are underwater should no longer make you feel like you're drowning.

-frost oil no longer needs crazy amounts of lich dust (or any, for that matter); this has been substituted for 2 portions of corrupted fey lifeblood.

-ball lightning has been looked into on request; it's not 'crappy' damage wise, just highly variable (for those who like a gamble), so at this point it's not being updated.

-the rumors command has been expanded somewhat to be more newbie friendly; it will now tell you basic directions for how locate each quest in your level range.

-study will now also work on items without a + bonus, but with other innate magical bonuses (eg/ magic resistance, etc). These will show up as normal if you look at the item after successfully studying it. As a result, on a successful study you will no longer see the message "this item is not magical", but only the default success message that you have studied it to see if it has any magical properties.
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Nienne
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PostPosted: Tue Dec 31, 2013 2:21 am    Post subject: Reply with quote

A few more today:

-druid wolf, bear and cat forms have had some necessary nerfs applied (yeah, sorry, some of those skill bonuses were just wrong). Mental attributes should no longer be affected by shapeshifts, as is in tabletop. Dragon form has had a slight buff, but this is only temporary until I can get in properly and revise it, as it doesn't seem competitive given it is a bought feat and requires full single-classing to get. Stay tuned...

-for those testing out archery, shot on the run should now be active for use. I have some damage testing to do to ensure it's a comparative weapon tree, and then hopefully archery can be available to the wider mud player-base.

I've also been generally weeding out old lib code that's no longer in use. If you find any weird general bugs that may be a result, please let me know Smile
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Nienne
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PostPosted: Wed Jan 01, 2014 11:01 pm    Post subject: Reply with quote

If any of my other archery testers are wanting to use existing ranger class levels to swap out dual wield for archery, please let me know - I now have setup lib for you to be able to do this. Danke Smile
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Nienne
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PostPosted: Sat Jan 04, 2014 12:33 am    Post subject: Reply with quote

Archery is now generally available to all characters, and can be bought as standard (melee) feats. It should be fully functional; please be aware that while the damage is fairly in line with what we want, it may yet be subject to tweaks if needed to bring it in line with other weapon trees.

In addition, the ranger class is the first to pick up the new class combat styles - see help combatstyle - and can now choose to be dual wield (default) or archery. Other classes are intended for similarly branched feat trees in future, as we have the time to install them.

Many updated helpfiles and website pages that had gotten out of date, so hopefully our documentation is a bit better now.

Fey'ri giving me a lot of grief to get functional, so may be a little bit yet before they happen.

As always, if any bugs or issues please let me know Smile
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Nienne
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PostPosted: Sun Jan 05, 2014 3:40 am    Post subject: Reply with quote

A few mods to the wemic race while we're fixing general stuff... their stats have been boosted (slightly) and they are now LA3; their night-vision is now actually working, and while they can no longer take the bard class, they can be druids instead.

Also, the disguise skill has been revoked temporarily, until such time as the disguise command is put in-game. All points that may have been applied to this skill will be automatically refunded to you, to place elsewhere, and classes with disguise as a base skill will be given a substitute ability until disguise goes in. Until it is restored, the influence skill will cover all bluff/deception abilities for your characters. Please bear in mind that this is temporary only, as we don't have an ETA or anyone currently working on disguise.
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Nienne
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PostPosted: Sun Jan 05, 2014 7:57 am    Post subject: Reply with quote

Fey'ri are now in... let the shenanigans begin!

Alter self is written in as an innate spell, allowing for an alternative elven form (non-fiendish). Other than this, it functions as the normal character. Given that it was fairly problematic code to kick into place, there may or may not be issues with it, so please let me know if you find any Smile

Before all the mages and sorcs start leaping - yes, alter self may eventually make it to your spell lists. For now, being that it's only accessible by a select HM-only race, this seems like a better limited scope to test it out on before it goes into general use. Stay tuned...
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Nienne
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PostPosted: Mon Jan 06, 2014 12:27 am    Post subject: Reply with quote

Cities should gradually start reacting appropriately to dragons and un-altered fey'ri today. Don't have a strict ETA as it's whenever the mud filters through the changes to the city guards. Safest to assume it's already in effect Smile

Likewise the kritters in juran, who are pretty slow, have mostly figured out how to react to the new races and should hopefully respond in an appropriate fashion. But then, with those beasties, who knows for sure Razz
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Nienne
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PostPosted: Mon Jan 06, 2014 1:52 am    Post subject: Reply with quote

Yuan-ti now have a viper form which can be used at any time out of combat. It functions as a standard druid shapeshift; while obviously not as potent as any of the standard druid-class combat forms, it's still quite capable in a fight. Any yuan-ti druids should also find that it adapts according to any special druid shapeshifting feats purchased. One oddity is that it does give double yuan-ti language; not sure how to overcome this but as it's not causing grief at present it'll stay til I can figure how to bypass.

Danke Smile
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Nienne
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PostPosted: Mon Jan 06, 2014 11:38 am    Post subject: Reply with quote

As a heads up to any yuan-ti that created their char before viper form went in, you'll need a manual reset on your racial spells before it will work. Drop me a mail or let me know if you see me online and I can do in a few seconds Smile

If you've created your yuan-ti after the point (or just never accessed any of your innates until now), it shouldn't be a problem and should work fine.
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Nienne
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PostPosted: Sun Jan 12, 2014 5:30 am    Post subject: Reply with quote

Working up some mods to the creation sequence; this will be an ongoing task but I've amended a few pieces already, so please let me know if anything goes haywire (both in creation and in general, particularly with age brackets).

Heights should now be less random - if you pick short, you'll actually be at the short end for the race. Weight and age to follow next, still working on these. I'll be adding notes on the help files for standard height/weight for each race, as some were completely wrong according to the sourcebooks (eg/ our goblins have been way too short), so they've been adjusted to suit. But this will only affect new characters, so if you're an existing character that wants an adjustment, please let me know and I will do it manually. Thanks Smile
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Nienne
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PostPosted: Mon Jan 20, 2014 9:08 am    Post subject: Reply with quote

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Zathery



Joined: 30 Sep 2013
Posts: 39
Location: Sweden

PostPosted: Mon Jan 20, 2014 12:27 pm    Post subject: Reply with quote

I lol'd
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