<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.legendmud.org/index.php?action=history&amp;feed=atom&amp;title=Welcome_Board_Archive_-_Code_Update_2020%2F08%2F14</id>
	<title>Welcome Board Archive - Code Update 2020/08/14 - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://www.legendmud.org/index.php?action=history&amp;feed=atom&amp;title=Welcome_Board_Archive_-_Code_Update_2020%2F08%2F14"/>
	<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Welcome_Board_Archive_-_Code_Update_2020/08/14&amp;action=history"/>
	<updated>2026-06-07T20:46:46Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.35.2</generator>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Welcome_Board_Archive_-_Code_Update_2020/08/14&amp;diff=831&amp;oldid=prev</id>
		<title>Emrysia: Created page with &quot;&lt;pre&gt; From: Rufus         Title: Code Update 2020/08/14                                        Posted On: Friday, August 14 2020, 08:42AM -------------------------------------...&quot;</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Welcome_Board_Archive_-_Code_Update_2020/08/14&amp;diff=831&amp;oldid=prev"/>
		<updated>2021-09-08T18:53:35Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;pre&amp;gt; From: Rufus         Title: Code Update 2020/08/14                                        Posted On: Friday, August 14 2020, 08:42AM -------------------------------------...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
From: Rufus         Title: Code Update 2020/08/14                   &lt;br /&gt;
                    Posted On: Friday, August 14 2020, 08:42AM&lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
TRADESKILLS&lt;br /&gt;
&lt;br /&gt;
- tradeskill-fletched quivers are usable in the aux slots&lt;br /&gt;
- Arrows changed to -30, 0 and +30 (representing -3.0, 0 and 3.0% &lt;br /&gt;
  modifier to hit).&lt;br /&gt;
- Added a new flag (mostly to tradeskill items) where you can auction &lt;br /&gt;
  or sell them in player shops, but merchants will never buy them.&lt;br /&gt;
- You can search recipes:&lt;br /&gt;
&lt;br /&gt;
     recipe &amp;lt;tradeskill&amp;gt; search &amp;lt;keyword&amp;gt;&lt;br /&gt;
     &lt;br /&gt;
  ex:&lt;br /&gt;
     &lt;br /&gt;
     recipe smithing search arrow&lt;br /&gt;
     &lt;br /&gt;
  Both the tradeskill and the word 'search' must be spelled out in &lt;br /&gt;
  full&lt;br /&gt;
- Recipes can bond items to you. No, none of them do that yet.&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
MINING&lt;br /&gt;
&lt;br /&gt;
- There is now a mud-wide way to disperse resources based on the the &lt;br /&gt;
  prospecting skill. These resources can be mined for ore that's used  &lt;br /&gt;
  for smithing.&lt;br /&gt;
&lt;br /&gt;
- The wait on prospecting as you move is much shorter, though you can't &lt;br /&gt;
  follow anyone when you're prospecting (like being too encumbered)&lt;br /&gt;
&lt;br /&gt;
- Chances of finding things, especially in non-well-traveled paths &lt;br /&gt;
  is decent, though there will be some discovery.&lt;br /&gt;
&lt;br /&gt;
- Initially, only outdoor and non-water rooms qualify for the generic &lt;br /&gt;
  resources in place.&lt;br /&gt;
&lt;br /&gt;
- Both single-room resources and mines (small instances) will happen. &lt;br /&gt;
  These are not governed by any in-game system and we hope not to have&lt;br /&gt;
  to. If you have a mine, chances are you won't be able to fully mine &lt;br /&gt;
  it by yourself, so a little help might not be a bad thing. &lt;br /&gt;
&lt;br /&gt;
- You can find mines and resources with prospect that you cannot mine &lt;br /&gt;
  yet due to minimum skill levels.&lt;br /&gt;
&lt;br /&gt;
- Finding any mine or resource will put a recycle timer on you before &lt;br /&gt;
  you start automatically prospecting again. Even if you are set to &lt;br /&gt;
  prospect, you won't and will suffer no latency on moving while this &lt;br /&gt;
  recycle timer is in place.&lt;br /&gt;
&lt;br /&gt;
- There is some code in place to prevent mines and resources from &lt;br /&gt;
  showing up in the same location. Find one and it'll be a while before &lt;br /&gt;
  one can be found in that room again.&lt;br /&gt;
&lt;br /&gt;
- All the resources currently findable, once mined, can be bundled. &lt;br /&gt;
  You'll want to do that.&lt;br /&gt;
&lt;br /&gt;
- You'll be notified when a resource for that room is depleted. Mines &lt;br /&gt;
  have 8-10 rooms worth of resources.&lt;br /&gt;
&lt;br /&gt;
- Don't walk around randomly mining things. It won't cause things &lt;br /&gt;
  to magically appear like prospect will. It's still an option to &lt;br /&gt;
  find static resource points, but you'll just be wasting your time &lt;br /&gt;
  at this point.&lt;br /&gt;
  &lt;br /&gt;
SMITHING&lt;br /&gt;
&lt;br /&gt;
- Smithing has 47 recipes that can take you from 0 to 100 skill.&lt;br /&gt;
&lt;br /&gt;
- You can make throwing daggers. They can't be wielded and &lt;br /&gt;
  they're almost as good as sticks (I can't beat 0 rent, sorry).&lt;br /&gt;
  They should be more accurate though.&lt;br /&gt;
&lt;br /&gt;
- You can make all the tools that you can buy for smithing. You'll&lt;br /&gt;
  need to buy a forge and an anvil (use the ones from Gunther in &lt;br /&gt;
  Freiburg) and a few other tools (buy his book!). After that &lt;br /&gt;
  you can make all of the rest of the tools even though Gunther &lt;br /&gt;
  has them all for sale as well.&lt;br /&gt;
&lt;br /&gt;
- Each tool has a durability to it. It's not in terms of damage, &lt;br /&gt;
  but another tracker. Purchased tools will last so long. Created &lt;br /&gt;
  tools by a smith will add their skill level to that default &lt;br /&gt;
  number to increase their durability.&lt;br /&gt;
      &lt;br /&gt;
  (in short: tools made by players are better)&lt;br /&gt;
      &lt;br /&gt;
  HOWEVER: There's no way to know how durable something is yet  &lt;br /&gt;
  and the decay-on-use will not be enabled out of the gate.&lt;br /&gt;
&lt;br /&gt;
- You will be able to craft arrowheads that are used in fletching.&lt;br /&gt;
&lt;br /&gt;
- Gunther and his new associates carry everything you need to work &lt;br /&gt;
  your smithing up. However, mined ore is probably cheaper than &lt;br /&gt;
  purchased ore. &lt;br /&gt;
  &lt;br /&gt;
  You'll find things fall into a few categories:&lt;br /&gt;
  &lt;br /&gt;
  Tools (hammers, chisels, etc)&lt;br /&gt;
  Room Objects (forge, anvil)&lt;br /&gt;
  Raw materials (ore, charcoal, handles - which are made as a step)&lt;br /&gt;
  Molds (for casting)&lt;br /&gt;
  &lt;br /&gt;
  All raw materials and molds should be bundle-able.&lt;br /&gt;
- You can use the repair command as though you had the repair skill &lt;br /&gt;
  at 40 smithing. You can use the repair command to repair weapons &lt;br /&gt;
  as though you had both the repair and forge skills at a skill of 90.&lt;br /&gt;
&lt;br /&gt;
- Smithing brings five new aspects to the tradeskill interactions.&lt;br /&gt;
&lt;br /&gt;
  - The first is sometimes you have to specify two of the same object. &lt;br /&gt;
    If a recipe calls for 2 nails, you have to specify each &lt;br /&gt;
    individually:&lt;br /&gt;
&lt;br /&gt;
       smith nail 2.nail&lt;br /&gt;
&lt;br /&gt;
  - If you specify the same nail twice, it will give you an error. Some &lt;br /&gt;
    recipes in smithing will require two of the same object.&lt;br /&gt;
&lt;br /&gt;
  - The second is recipes can now have items that are required in the &lt;br /&gt;
    recipe that are not consumed. For instance, many smithing recipes &lt;br /&gt;
    you must specify a specific type of hammer to use. You do this the &lt;br /&gt;
    same way you would specify any other item:&lt;br /&gt;
&lt;br /&gt;
      smith hammer nail&lt;br /&gt;
&lt;br /&gt;
  - When you look at a recipe, even if you haven't mastered it, it will &lt;br /&gt;
    show you the items that do not get consumed in both a failure and a &lt;br /&gt;
    success condition. If an item never gets consumed, you will see it &lt;br /&gt;
    in the recipe, always. That being said, some tools may wear out after &lt;br /&gt;
    a while and may need to be repurchased. This is a function of wear &lt;br /&gt;
    and tear and not consumed as part of the recipe making process.&lt;br /&gt;
&lt;br /&gt;
  - The third thing is items that will be consumed on success but not on &lt;br /&gt;
    failure. An example of this might be when you're making a hammer and &lt;br /&gt;
    it requires a handle as well as a head, if you botch the recipe, &lt;br /&gt;
    you'll preserve the handle but you won't if it succeeds.&lt;br /&gt;
&lt;br /&gt;
  - The fourth new thing is room objects. These objects are required to &lt;br /&gt;
    be in the same room as you, you'll always see them in the recipe, if &lt;br /&gt;
    you don't have them, it'll tell you that you need some exact items. &lt;br /&gt;
    You DO NOT need to specify these on the command line for a recipe. &lt;br /&gt;
    If you have a recipe that requires a hammer, a block of iron and an &lt;br /&gt;
    anvil, you would type:&lt;br /&gt;
&lt;br /&gt;
       smith hammer iron&lt;br /&gt;
&lt;br /&gt;
    Once it matches the recipe, it'll see if the room objects are &lt;br /&gt;
    available.&lt;br /&gt;
&lt;br /&gt;
  - The last thing is that some of the early recipes never fail even if &lt;br /&gt;
    your skill check fails. You will still get the items that result &lt;br /&gt;
    from the recipe. (The 'conversion' recipes are like this).&lt;br /&gt;
&lt;br /&gt;
Other fixes&lt;br /&gt;
&lt;br /&gt;
- You can herblore potions to get their spells again&lt;br /&gt;
- Balm can be used by mobs like the nurse again&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emrysia</name></author>
	</entry>
</feed>