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Liche updates
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Nienne
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Joined: 17 Nov 2006
Posts: 2764
Location: Aussieland

PostPosted: Tue Jan 21, 2014 11:14 am    Post subject: Reply with quote

Apologies to anyone that's created since Sunday morning - your character is likely to be verrrrry underweight. I've rolled back the change for now as I didn't get it finished testing at the time (and clearly it's a bit busted yet), but anyone that this effects please feel free to ask an imm for some weight-gain snacks...
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Nienne
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Location: Aussieland

PostPosted: Sat Jan 25, 2014 5:08 am    Post subject: Reply with quote

Minor distraction while I'm working on newbie stuff - emoteat used on yourself (for moving the $M variable, or coloring general emotes, etc) should no longer send you double lines, only the one self-aimed emote. Hopefully will cut down on some self-spam by those fond of crayoning Smile
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Nienne
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Location: Aussieland

PostPosted: Mon Jan 27, 2014 11:59 am    Post subject: Reply with quote

We discovered that most fey'ri lore was being picked out of certain Argentrock items in-game, only to realise that such items didn't align with the actual history they were included in many years ago. Thusly the fans, glaive, whip dagger, gauntlet, plate and leather armors, sword and knife have all had their lore updated to be accurate. This will only work for new items; existing ones will retain their outdated lore. Please disregard prior lore on these items as it was incorrect Smile
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Nienne
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Location: Aussieland

PostPosted: Mon Feb 17, 2014 10:51 am    Post subject: Reply with quote

Sorry for patchy attendance & lack of updates - RL is what it is and probably still will be for a bit yet, unforch. In the meantime, our non-standard-limbed races (centaurs, wemics and minotaurs) should find their 'odd limbs' are now actually functional where they weren't before. I'm in the process of now rolling out a small set of equivalent items for the slots they're missing. This will include barding & equivalents for centaur/wemic on the lower torso to replace pants/greaves, and a mix of horseshoes, guards, and other similar items on the paws/hooves to replace boots. Some of the highest enchanted boots may also change to fit other creatures, but this, as with the rest of the new items, will be down to your own exploration. I don't have an ETA for completion of this; it will be ongoing as I find the time. Hopefully it will help these races maintain equivalent items with the other races.
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Loki
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PostPosted: Mon Feb 17, 2014 5:14 pm    Post subject: Reply with quote

Woo! Now we just need a minotaur saddle so kobolds and halflings can ride them like Master Blaster!
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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Mon Feb 17, 2014 6:52 pm    Post subject: Reply with quote

Now I'm trying to figure out how that could actually compare to master blaster and I'm succeeding.
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Loki
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PostPosted: Mon Feb 17, 2014 6:55 pm    Post subject: Reply with quote


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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Mon Feb 17, 2014 7:19 pm    Post subject: Reply with quote

Thankfully I know how to unsee things.
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Nienne
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Joined: 17 Nov 2006
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Location: Aussieland

PostPosted: Sun Feb 23, 2014 10:02 pm    Post subject: Reply with quote

Couple snippets...

-crossbows should now be simple weapon prof, and shortbows should now be martial, as is standard from the phb... sorry for the confusion, archers, some old lib escaped my notice
-the account display should now also list if you have any new mail on any of your alts

Also I've been alerted that some item bonuses on armor are playing up; I don't know what's causing it but will look into it soon as I get enough time to do so.
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Nienne
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Joined: 17 Nov 2006
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Location: Aussieland

PostPosted: Fri Feb 28, 2014 1:36 am    Post subject: Reply with quote

Forgot to add the new barding/caparisons to crafting; they should now be available under armorsmithing, leatherworking, and tailoring...
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Nienne
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Joined: 17 Nov 2006
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Location: Aussieland

PostPosted: Fri Feb 28, 2014 11:54 am    Post subject: Reply with quote

A considerable rework has been done to the wholist, in the interest of letting fey'ri (and similar users of alter self when it is opened up down the track) to log in without ooc use to pick up their base self. There is now a 1min delay on players appearing on the wholist (though the counter will still remain accurate). This should also allow standard players some time to orient and prepare themselves (buff spells, etc) before being leaped on by the playerbase as a whole.

Login and logout messages are now generic (a player) but can be seen by all regardless of who is higher level, so lowlevel characters will be more aware of other players potentially being around for interaction.

Still a few side details to be finalized here, but hopefully the main part of this is functional.
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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Sat Mar 01, 2014 12:40 am    Post subject: Reply with quote

Cool! Thats a great idea.
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Daerah



Joined: 30 Sep 2013
Posts: 10

PostPosted: Wed Mar 05, 2014 2:18 pm    Post subject: Reply with quote

Nienne wrote:

Login and logout messages are now generic (a player) but can be seen by all regardless of who is higher level, so lowlevel characters will be more aware of other players potentially being around for interaction.


Disconnecting players who logged on 10 seconds after logon are still shown with their 'True name'.
Dunno if intentional. Just wanted to let you know
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Nienne
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Joined: 17 Nov 2006
Posts: 2764
Location: Aussieland

PostPosted: Wed Mar 05, 2014 10:02 pm    Post subject: Reply with quote

Thankya, it's on my list at home Smile Tbh I'm not entirely happy with the implementation as a whole, so turns out I have a daemon to rewrite to make it work properly. RL isn't being terribly kind at present though (which is going to be an ongoing issue for a while) so most coding projects are only going in small/slow steps Sad
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Verbannon



Joined: 30 Sep 2013
Posts: 398

PostPosted: Thu Mar 06, 2014 3:35 am    Post subject: Reply with quote

I would like to give you a hand somehow but unless you need someone shot...
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