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	<title>Welcome Board Archive - Code Update 5/15/2019 - Revision history</title>
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		<id>https://www.legendmud.org/index.php?title=Welcome_Board_Archive_-_Code_Update_5/15/2019&amp;diff=516&amp;oldid=prev</id>
		<title>Emrysia: Created page with &quot;&lt;pre&gt; From: Rufus         Title: Code Update 5/15/2019                                         Posted On: Tuesday, May 14 2019, 10:06PM ---------------------------------------...&quot;</title>
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		<updated>2020-05-09T20:56:01Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;pre&amp;gt; From: Rufus         Title: Code Update 5/15/2019                                         Posted On: Tuesday, May 14 2019, 10:06PM ---------------------------------------...&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 5/15/2019                    &lt;br /&gt;
                    Posted On: Tuesday, May 14 2019, 10:06PM&lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
New Command&lt;br /&gt;
&lt;br /&gt;
* 'queue' command that shows you what commands you have queued up&lt;br /&gt;
&lt;br /&gt;
Bugs Fixed&lt;br /&gt;
&lt;br /&gt;
* If you have negative hitroll and you're sitting, you no longer get &lt;br /&gt;
  better at hitting things&lt;br /&gt;
  &lt;br /&gt;
* Insane numbers of hit points on dancing sword charmies has, uh, been &lt;br /&gt;
  nerfed into oblivion. Seriously, anyone who thought this was &lt;br /&gt;
  intentional needs their head checked.&lt;br /&gt;
  &lt;br /&gt;
* Damroll is fully applied to secondary attack weapons. Go forth, &lt;br /&gt;
  cheese monsters, and break the game... even more than you already &lt;br /&gt;
  have&lt;br /&gt;
&lt;br /&gt;
Resurrection addition:&lt;br /&gt;
&lt;br /&gt;
* Casting it on a player to bring their corpse to them remains the &lt;br /&gt;
  same feature you love to hate with the same material requirement &lt;br /&gt;
  and such&lt;br /&gt;
  &lt;br /&gt;
* You may now cast resurrection on a corpse as well as on a player&lt;br /&gt;
* Casting it on a corpse doesn't require the caster to have any &lt;br /&gt;
  components&lt;br /&gt;
  &lt;br /&gt;
* If the owner of the corpse has a death shroud (see below), they will&lt;br /&gt;
  get a resurrection attempt affect for 1 minute and a message about &lt;br /&gt;
  how to respond.&lt;br /&gt;
  &lt;br /&gt;
* By responding with the 'resaccept' command, the owner of the corpse&lt;br /&gt;
  will be transported to the corpse (and affected with resurrection &lt;br /&gt;
  affects).&lt;br /&gt;
  &lt;br /&gt;
* A corpse can have two resurrections cast upon it. Even if the owner &lt;br /&gt;
  of the corpse declines the resurrection, the counter will go up.&lt;br /&gt;
  &lt;br /&gt;
* Resurrection on a corpse can only be cast within 1 hour of the death.&lt;br /&gt;
&lt;br /&gt;
* Upon accepting a resurrection, the shroud goes away. &lt;br /&gt;
&lt;br /&gt;
Death Shrouds&lt;br /&gt;
&lt;br /&gt;
* Death shrouds are negligible in size and weight, and rent for 1&lt;br /&gt;
&lt;br /&gt;
* Death shrouds are available at Douban (currently) for the low, low &lt;br /&gt;
  price of 9250 gp ea. More vendors to come.&lt;br /&gt;
  &lt;br /&gt;
* Death shrouds remain with you after you die (soulbound)&lt;br /&gt;
&lt;br /&gt;
* You may only possess one death shroud at a time (you can however &lt;br /&gt;
  load your house up with them if you so desire)&lt;br /&gt;
&lt;br /&gt;
Bash Changes&lt;br /&gt;
&lt;br /&gt;
* You can tumble out of a failed Bash&lt;br /&gt;
&lt;br /&gt;
Kick Changes&lt;br /&gt;
&lt;br /&gt;
* Kick is quite a bit more accurate&lt;br /&gt;
&lt;br /&gt;
Bastion Changes&lt;br /&gt;
&lt;br /&gt;
* Bastion preventing turns should now work ~85% of the time with the &lt;br /&gt;
  same caveat as before ... if the mob is coded to turn based on &lt;br /&gt;
  something other than the automatic turn code, it's still gonna &lt;br /&gt;
  turn.&lt;br /&gt;
&lt;br /&gt;
* Bastion preventing turning will work when you aren't awake (stunned, &lt;br /&gt;
  paralyzed, etc). However, you will only get the prevention message &lt;br /&gt;
  when you're awake. Trust us, it's still working. Also, c'mon, &lt;br /&gt;
  sometimes that uppity rogue type needs to get smacked around a bit.&lt;br /&gt;
  &lt;br /&gt;
Anatomy Changes&lt;br /&gt;
&lt;br /&gt;
* Anatomy is available to all hometowns&lt;br /&gt;
&lt;br /&gt;
* There is no longer a spirit requirement and the mind requirement &lt;br /&gt;
  drops by 5 points&lt;br /&gt;
  &lt;br /&gt;
* Anatomy improves chances to land a backstab and increases chance &lt;br /&gt;
  to paralyze with a backstab&lt;br /&gt;
  &lt;br /&gt;
Backstab Changes (again, jeesh!)&lt;br /&gt;
&lt;br /&gt;
* Backstab is even more perc based now. Seriously. It requires a &lt;br /&gt;
  dex weapon, but it no longer tries any fancy stuff with the hit &lt;br /&gt;
  table and whatever. It's also more accurate.&lt;br /&gt;
&lt;br /&gt;
* You get a bonus for hiding, sneaking and invis (vanish as well) &lt;br /&gt;
  to the chance to hit&lt;br /&gt;
  &lt;br /&gt;
* You have a penalty if you're backstabbing something that's already&lt;br /&gt;
  in combat (this hasn't changed), but...&lt;br /&gt;
&lt;br /&gt;
* The bonuses for hiding, sneaking and invis now apply even in that &lt;br /&gt;
  situation, and...&lt;br /&gt;
  &lt;br /&gt;
* The bonuses for hiding, sneaking and invis apply against mobs that &lt;br /&gt;
  are fighting, even if those bonuses wouldn't apply normally&lt;br /&gt;
  &lt;br /&gt;
  (So let's say normally a mob can see sneaking and hidden... you sneak &lt;br /&gt;
   and backstab, but because this hyper aware mob can see you, you &lt;br /&gt;
   don't get the bonus. However, if Brutus your Bastion-Enabled &lt;br /&gt;
   Tank Buddy &amp;lt;tm&amp;gt; engages Mr. Mob, you do suffer a penalty, but that&lt;br /&gt;
   penalty can be counteracted by sneaking and hiding)&lt;br /&gt;
&lt;br /&gt;
* Backstab takes into account deadly precision in all cases now instead&lt;br /&gt;
  of just most.&lt;br /&gt;
&lt;br /&gt;
* Backstab improves both para chance and landing chance at 105 &lt;br /&gt;
  perception&lt;br /&gt;
  &lt;br /&gt;
Shooting Changes&lt;br /&gt;
&lt;br /&gt;
* You can shoot in under water rooms.&lt;br /&gt;
   &lt;br /&gt;
Chant Changes&lt;br /&gt;
&lt;br /&gt;
* The formula for spell failure has changed dramatically&lt;br /&gt;
&lt;br /&gt;
* When you first learn a spell, you have a 25% chance to fail that &lt;br /&gt;
  spell. &lt;br /&gt;
&lt;br /&gt;
* Every level you gain beyond chanting that spell (or every casting &lt;br /&gt;
  level you gain through practice) decreases that by 5% down to a &lt;br /&gt;
  minimum of 5%. Yes, this means that level 50 people will probably&lt;br /&gt;
  fail a spell more often than they do now.&lt;br /&gt;
&lt;br /&gt;
* If you fail a spell and cast the same spell again, it reduces your &lt;br /&gt;
  chance of failing by 5%. This is applied after the cap above. This &lt;br /&gt;
  in general means that someone who has 3 cast levels on a spell should &lt;br /&gt;
  never fail it twice in a row. There are caveats (see below)&lt;br /&gt;
&lt;br /&gt;
* plus (or minus) Concentration affects are applied after the cap &lt;br /&gt;
  above as well. &lt;br /&gt;
  &lt;br /&gt;
* Raging increases your chance to fail a spell (this is actually &lt;br /&gt;
  unchanged... betcha didn't know that?). If you rage and cast spells, &lt;br /&gt;
  you may want to snuggle up to your favorite druid for some sweet, &lt;br /&gt;
  sweet, concentration buff love.&lt;br /&gt;
&lt;br /&gt;
Vivification changes&lt;br /&gt;
&lt;br /&gt;
* Tier 1/2/3 healing changes are no longer percentages,&lt;br /&gt;
  and recycle times reduced based on tier:&lt;br /&gt;
&lt;br /&gt;
    Tier 1: heal = 400, cooldown = 120 minutes&lt;br /&gt;
    Tier 2: heal = 500, cooldown = 90  minutes&lt;br /&gt;
    Tier 3: heal = 600, cooldown = 60  minutes&lt;br /&gt;
&lt;br /&gt;
* It now costs 50 mana/50 mv, but lack of those will not&lt;br /&gt;
  prevent the vivificate from working (it will set you to&lt;br /&gt;
  0 in that case)&lt;br /&gt;
&lt;br /&gt;
* You can vivificate anyone in your group - they need not be&lt;br /&gt;
  sleeping. You can even operate on fighting people.&lt;br /&gt;
&lt;br /&gt;
* You can vificate fighting people at reduced efficiency&lt;br /&gt;
  (80% heal)&lt;br /&gt;
&lt;br /&gt;
* The skill lag is reduced to 3 rounds (rather than about 7-8&lt;br /&gt;
  depending on when you caught the pulse just wrong)&lt;br /&gt;
&lt;br /&gt;
* It no longer stuns your patient.&lt;br /&gt;
&lt;br /&gt;
* It places a 1 combat round (not a 90 second) disorient&lt;br /&gt;
  check on the patient.&lt;br /&gt;
&lt;br /&gt;
* it no longer has a chance to fail if you are disoriented or&lt;br /&gt;
  having spasms (because, hey, it's an era ability).&lt;br /&gt;
&lt;br /&gt;
New Feature: Soulbound Items&lt;br /&gt;
&lt;br /&gt;
* We are now able to flag items as SOULBOUND. &lt;br /&gt;
&lt;br /&gt;
* these items stay with you (like boats and lights), even if you die&lt;br /&gt;
  and even if they're in bags (they'll move to your inventory) &lt;br /&gt;
&lt;br /&gt;
* There will be at least two, both weapons, when the feature goes live&lt;br /&gt;
  (and death shrouds)&lt;br /&gt;
&lt;br /&gt;
New Feature: &lt;br /&gt;
&lt;br /&gt;
* Player-Unique items: You may possess only one of these at a time &lt;br /&gt;
  (similar to unique, where you can only wear one at a time). You may &lt;br /&gt;
  have many in your house, but you may only be carrying one at any &lt;br /&gt;
  given time.&lt;br /&gt;
  &lt;br /&gt;
  NOTE: Please report anything fishy... this rewrites some fundamental&lt;br /&gt;
  bits of code that moves objects from one person to another. It &lt;br /&gt;
  should have a failsafe of simply dropping the item on to the ground &lt;br /&gt;
  but there are likely places where we should catch and refuse (such &lt;br /&gt;
  as when you're giving an item to someone).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emrysia</name></author>
	</entry>
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