Welcome Board Archive - Druid stuff and more
Jump to navigation
Jump to search
First, the mostly non-druid stuff: Code: * If you have eloquence as a skill, you will be reimbursed a practice automatically when you log in * 'receive' moved before 'reconstitute' in the command table ('rec' now does 'receive' again) * Changed messages on reconstitute when no arguments are provided * Fixes a bug with the attributes display and stats over 100 * Modified the configuration on sockets to avoid the lengthy lags caused by people connecting in certain ways * Fixed a (somewhat super ancient) bug where if someone anywhere on the mud failed a spell, all object cast spells (weapons, potions, etc) would fail until someone cast a successful spell * Black potions and other potions that don't follow a certain string pattern will properly create empty vials when they're used * Crashing bug in housing fixed * You now gain 1/2 xp if you're more than 3K over rent when you receive xp. * Boil Blood: If the target of boil blood dies, the caster's timer for boil blood reuse will be vastly reduced to no more than 30 seconds. * You no longer stop hiding when you use a channel * Stone of Renewal now adds +1 mv regen as well * A fighting victim no longer prevents backstab from working. You can use backstab to enter a group fight. It is a little bit harder to land the backstab, but it will work. Once a backstab is attempted, the mob will become alert as normal. * Many imm/behind the scenes changes to make life a little more bearable for bug fixing and debugging. * You can now shoot while in solitary and private rooms if your target is in the same room Areas: * Earring of Dido is now templated * Progress on Tombstone * Help file updates * Powder teacher now requires you to know brew * Fixes 2 mobs that were causing some stability issues *** Druid Update Phase 2 (Poultice, Augment, Make Oil) *** FIRST QUICK NOTE In all of the updates we've done, we've tried to approach them with the idea that we're adding things to the game rather than taking them away. We've gone to great lengths not to "nerf" abilities, skills or anything. With druid update 2, that changes in regards to poultices. There are a few poultices in game which do something other than a cure light wounds, bless and cure burns in particular. That's changing. All herbs that can poultice will create a cure light poultice. You can add effects to a poultice with oils (see below), but the end result is that to apply a bless with a poultice or cure burns with a poultice, you'll need to expend more time and more mana. We hope that the tradeoffs (see below) will offset this somewhat small change. FLAVOR/FOUL/PURIFY A larger update to FLAVOR/FOUL/PURIFY is coming. This is a quick update. FLAVOR/FOUL are now one skill. If you had the FOUL skill, it will be automatically replaced with the MAKE OIL skill. PURIFY, for now, will remain it's own skill. The alignment restrictions on FLAVOR/FOUL/PURIFY have been removed. POULTICE All herbs that currently create any type of poultice will create cure light wounds poultices. Some new herbs might also create cure light poultices. MAKE OIL In order to add different effects to poultices, you can create oils (ahead of time, even!) and apply them to a poultice. You may apply up to 3 oils to a poultice to create different effects. Oils can be applied before and after a poultice is augmented (though there may be reasons why you don't want to do that). Some of the effects going in with make oil: - Cure light (see below) - Cure Burns - Bless - a new effect called 'remedy' (Remedy provides a short-duration, somewhat giant buff to regeneration, basically.) In order to make oil, you will need an empty oil flask and the herb in question. MAKE OIL <herb> will find an empty flask and create the oil if successful. Depending on spirit, the oil may have multiple uses. Flasks of oil are small and can be stored in DERT bags, though they rent for more than the original herb. In order to apply an oil to a poultice, APPLY <oil> <poultice>. If there is room on the poultice for another effect, the oil will be applied. When the poultice is used, the effect will be applied. Applying oil to a poultice takes some time but very little compared to actually making an oil or a poultice. AUGMENT Augment has changed in two very important ways: 1) You no longer need the same herb to augment that you did to make the original poultice. If an herb makes a poultice, it can augment any poultice. 2) When you augment a poultice, it changes all cure lights on the poultice to the 'poultice' spell. So here's a use case: make poultice barberries apply <flask_of_oil_that_does_cure_light) poultice apply <flask_of_oil_that_does_cure_light) poultice apply <flask_of_oil_that_does_cure_light) poultice augment poultice angelica You now have a single poultice that can heal around 400hps of damage for the cost of 3-5 herbs (depending on your oil making skills and a little bit of prep time) and an additional amount of time, though less than what it would take to make 4 augmented poultices. HERBLORE The HERBLORE skill will continue to give access to up-to-date (read: currently out of date) herb information. It will also continue to give you access to the entangle command. We've changed herblore to also allow you to be able to herblore an object in your inventory. We will expand on this feature later, but for here's what HERBLORE <object> will tell you: POTIONS - The names of what spells it will cast POWDERS - The description of the potion and the the spells it will cast OILS - The names of what spells it will cast There are potions now which aren't able to be brewed. Herblore can now identify their effect such as what a black potion does. In the future, we'll expand this to HERBLORE <item> as well.