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	<title>Welcome Board Archive - Code update 2020/07/31 - Revision history</title>
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		<title>Emrysia: Created page with &quot;&lt;pre&gt; From: Rufus         Title: Code update 2020/07/31                    Appends: 3          Posted On: Friday, July 31 2020, 01:18PM ---------------------------------------...&quot;</title>
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		<updated>2021-09-08T18:40:51Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;pre&amp;gt; From: Rufus         Title: Code update 2020/07/31                    Appends: 3          Posted On: Friday, July 31 2020, 01:18PM ---------------------------------------...&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 2020/07/31                   &lt;br /&gt;
Appends: 3          Posted On: Friday, July 31 2020, 01:18PM&lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
- More gun tweaks:&lt;br /&gt;
&lt;br /&gt;
  * stun % for head shots modified upward&lt;br /&gt;
  &lt;br /&gt;
  * stun % for body shots modified downward&lt;br /&gt;
  &lt;br /&gt;
  * Again, these are small adjustments to try and get the balance&lt;br /&gt;
    right. We're not making huge swings at this point.&lt;br /&gt;
  &lt;br /&gt;
  * You can add 'here' to the shoot command:&lt;br /&gt;
  &lt;br /&gt;
    SHOOT &amp;lt;keyword&amp;gt; here &amp;lt;location&amp;gt;&lt;br /&gt;
    &lt;br /&gt;
    This will only shoot a mob in the room you are in currently.&lt;br /&gt;
    Location is of course optional.    &lt;br /&gt;
   &lt;br /&gt;
- For extremely high strengh, you get additional damroll:&lt;br /&gt;
&lt;br /&gt;
  * For every 5 points starting at 80, you gain 1 additional damroll&lt;br /&gt;
  * For every 2 points starting at 101, you gain 1 eadditional damroll &lt;br /&gt;
    (101 = 1, 103 = 2, 105 = 3, etc)&lt;br /&gt;
    &lt;br /&gt;
- Bation changes:&lt;br /&gt;
&lt;br /&gt;
  * -2 hit/dam instead of -4&lt;br /&gt;
  * 60 mv cost instead of 100&lt;br /&gt;
  * adds 2 mitigation&lt;br /&gt;
&lt;br /&gt;
- Weapon Mastery and Weapon Focus are decoupled&lt;br /&gt;
&lt;br /&gt;
  You can learn and employ Weapon Focus without first knowing &lt;br /&gt;
  weapon mastery.&lt;br /&gt;
&lt;br /&gt;
            &lt;br /&gt;
- Spell crit/Spell damroll now have an equipment cap of 40. Spells, &lt;br /&gt;
  skills and stats can go beyond that but the most you can benefit from &lt;br /&gt;
  equipment is 40.&lt;br /&gt;
&lt;br /&gt;
- If a mob has 2 hp or fewer and gets stunned, they won't heal until&lt;br /&gt;
  they aren't stunned any more&lt;br /&gt;
&lt;br /&gt;
- Killing things and xp:&lt;br /&gt;
&lt;br /&gt;
  * When you kill a mob, you gain experience for that mob at the full &lt;br /&gt;
    value of the mob so long as the mob is no more than 5 levels lower &lt;br /&gt;
    than you. Before this change, mobs started reducing their xp &lt;br /&gt;
    awarded as soon as they were a level lower.&lt;br /&gt;
    &lt;br /&gt;
  * You can still gain xp for mobs up to 11 levels lower than you, &lt;br /&gt;
    though anything past 5 levels below you is at a reduced experience.&lt;br /&gt;
    &lt;br /&gt;
  * Beyond 11 levels, no xp. This is changed from 20 (but lets face it,&lt;br /&gt;
    that 17 xp you level 50s were getting from level 30 mobs was super &lt;br /&gt;
    worth it while it lasted).&lt;br /&gt;
  &lt;br /&gt;
  * In short: &lt;br /&gt;
  &lt;br /&gt;
      1. Mob equal level or up to 5 levels lower = full xp&lt;br /&gt;
      2. Mob between 6 and 11 levels lower = reduced xp&lt;br /&gt;
      3. Mob a higher level = full xp + bonus&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
Append 1 of 3 from Rufus  on Friday, July 31 2020, 01:19PM&lt;br /&gt;
RE: Rufus          Title: Code update 2020/07/31                   &lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
- New druid herbs:&lt;br /&gt;
&lt;br /&gt;
  * Three new herbs (snakeroot, vetiver roots, salvia apiana) which &lt;br /&gt;
    are, like the last 3, available in limited seed form to plant with&lt;br /&gt;
    high skill. Each have a brew and an amulet.&lt;br /&gt;
    &lt;br /&gt;
  * All brews from the last 4 and the new 3 druid herbs last over &lt;br /&gt;
    death.&lt;br /&gt;
    &lt;br /&gt;
- Damage shield changes:&lt;br /&gt;
&lt;br /&gt;
  * the way damage shields work internally has changed quite a bit. &lt;br /&gt;
    &lt;br /&gt;
  * You can now see your damage shield amount with prompt (@ds) or &lt;br /&gt;
    in score (combined score) or attributes.&lt;br /&gt;
    &lt;br /&gt;
  * Damage shields stack (they did before) but you can also get damage &lt;br /&gt;
    shields from equipment like you do stats (none are in th game)&lt;br /&gt;
    yet.&lt;br /&gt;
    &lt;br /&gt;
  * If you resist a type of damage on a damage shield, that resistance &lt;br /&gt;
    is applied to the whole damage shield. Before resistances only &lt;br /&gt;
    applied to special effects of damage shields such as damaging &lt;br /&gt;
    equipment.&lt;br /&gt;
    &lt;br /&gt;
  * Shroud/Shield of flame are still special cases -- they don't use &lt;br /&gt;
    this damage shield value as they operate under their own conditions.&lt;br /&gt;
    &lt;br /&gt;
- New feature: usable items to cast spells: &lt;br /&gt;
&lt;br /&gt;
  * any arbitrary item can now be used with the use command if the &lt;br /&gt;
    builder allows it, and using those can cast spells of various effects. &lt;br /&gt;
    Builders can design such items so that using these items has a &lt;br /&gt;
    recycle time on the item itself. You can have a +5 str shield which &lt;br /&gt;
    also casts a strength spell when you use it (this is an example, &lt;br /&gt;
    there isn't one... yet).&lt;br /&gt;
  &lt;br /&gt;
  * At least 2 items are being revised to include such a feature, and &lt;br /&gt;
    one adds a new damage shield spell into the game.&lt;br /&gt;
&lt;br /&gt;
- New feature: autohelp:&lt;br /&gt;
&lt;br /&gt;
  * Autohelp is intended mostly for newbies to give one-or-so liner bits &lt;br /&gt;
    of advice when certain conditions first occur.&lt;br /&gt;
    &lt;br /&gt;
    An example... the first time you examine an item, it will show you&lt;br /&gt;
    the following:&lt;br /&gt;
    &lt;br /&gt;
    (Autohelp) You can also use the INSPECT command to determine more&lt;br /&gt;
     information about an item. Type HELP INSPECT to learn more.&lt;br /&gt;
   &lt;br /&gt;
  * This tracks like the visited command, which means for the purposes &lt;br /&gt;
    of this new feature, everyone is considered a newbie :)&lt;br /&gt;
    &lt;br /&gt;
  * The helps also get 'marked off' as you see them, so you should &lt;br /&gt;
    never see the same one again.&lt;br /&gt;
   &lt;br /&gt;
  * You may turn auto-help off with the CONFIG command but I would &lt;br /&gt;
    ask that if you want to help out, please leave it on on a character &lt;br /&gt;
    or so and give both feedback on messages and where other messages &lt;br /&gt;
    could be shown.&lt;br /&gt;
    &lt;br /&gt;
  * To that last point, this is very trigger -&amp;gt; message based. Triggers &lt;br /&gt;
    can't be terribly complicated ('first time I do X' is fine, 'the &lt;br /&gt;
    first time I do X while also being affected by Y and having died &lt;br /&gt;
    just a few minutes ago' exceeds the abilities of the system). &lt;br /&gt;
    &lt;br /&gt;
  * Messages can be delayed or immediate. The Examine one happens &lt;br /&gt;
&lt;br /&gt;
    immediately. A message about earning your first experience will &lt;br /&gt;
    come about a round after it happens. &lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
Append 2 of 3 from Rufus  on Friday, July 31 2020, 01:19PM&lt;br /&gt;
RE: Rufus          Title: Code update 2020/07/31                   &lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
- New usability upgrades:&lt;br /&gt;
&lt;br /&gt;
  In an effort to make Legend more friendly toward people with screen &lt;br /&gt;
  readers as well as reign in our various looks, we've made a few changes:&lt;br /&gt;
&lt;br /&gt;
  * CONFIG HIDEEXITBRACKETS - this turns off the bracketing in auto-&lt;br /&gt;
    exits that indicate closed doors, housing rooms, etc. If this &lt;br /&gt;
    is turned off, closed exits will still appear in the auto-exit &lt;br /&gt;
    list. &lt;br /&gt;
    &lt;br /&gt;
  * Journal now uses the user-selected banners, of which there are now &lt;br /&gt;
    more. (see below)&lt;br /&gt;
    &lt;br /&gt;
  * Banners - 3 new banners 'minimal' 'alternating132' and 'alternating80'&lt;br /&gt;
    none of which have footers. Banner 'none' is now quite literally &lt;br /&gt;
    no banner whatsoever (just a title). You will need to re-choose &lt;br /&gt;
    banners as they're cached on your character.&lt;br /&gt;
&lt;br /&gt;
- New feature: charmy special order:&lt;br /&gt;
&lt;br /&gt;
  Charmed creatures can be given special orders to give you certain &lt;br /&gt;
  information:&lt;br /&gt;
  &lt;br /&gt;
     order &amp;lt;target/all&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
     &lt;br /&gt;
     commands are:&lt;br /&gt;
     &lt;br /&gt;
        money         list all money objects ('gold' works as well)&lt;br /&gt;
        affects       list all the affects affecting them&lt;br /&gt;
        inventory     list their inventory&lt;br /&gt;
        eq            list their equipment&lt;br /&gt;
   &lt;br /&gt;
- New tradeskill (FLETCHING):&lt;br /&gt;
&lt;br /&gt;
  * Recipes exist to advance from 0 to 100 in skill. All items &lt;br /&gt;
    for these are vendor-purchasable (or will be).&lt;br /&gt;
    &lt;br /&gt;
  * The old FLETCH skill still works. FLETCH &amp;lt;tree&amp;gt; =&amp;gt; quiver of &lt;br /&gt;
    arrows. Yield is unchanged and will always succeed.&lt;br /&gt;
  &lt;br /&gt;
  * FLETCH &amp;lt;list of items&amp;gt; will attempt a recipe if the items &lt;br /&gt;
    make up the components of a recipe. For the first test of this &lt;br /&gt;
    with fletching, the recipes follow the same formula:&lt;br /&gt;
    &lt;br /&gt;
    FLETCH &amp;lt;shaft&amp;gt; &amp;lt;nock&amp;gt; &amp;lt;fletching&amp;gt; &amp;lt;arrowhead&amp;gt; &lt;br /&gt;
    &lt;br /&gt;
    The order is unimportant.&lt;br /&gt;
    &lt;br /&gt;
  * Each successful attempt yields two (2) bundles of 20 arrows. &lt;br /&gt;
    As the recipes advance, the arrows get better. The practice &lt;br /&gt;
    arrows are pretty crappy. But around trivial 40 or 50, you &lt;br /&gt;
    should be making arrows as good or better than can be fletched &lt;br /&gt;
    directly from a tree.&lt;br /&gt;
    &lt;br /&gt;
  * If you have the FLETCHING skill or you have 40 or more in &lt;br /&gt;
    fletching, you will see extra information about arrows in &lt;br /&gt;
    the inspect command. &lt;br /&gt;
    &lt;br /&gt;
    Note that this doesn't work on bundles. You'll need to unbundle &lt;br /&gt;
    one first. &lt;br /&gt;
    &lt;br /&gt;
  * Player-made arrows can be more (or less) accurate than thee default &lt;br /&gt;
    arrow or do more (or less) damage than the default arrow.&lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
Append 3 of 3 from Rufus  on Friday, July 31 2020, 01:19PM&lt;br /&gt;
RE: Rufus          Title: Code update 2020/07/31                   &lt;br /&gt;
---------------------------------------------------------------------------&lt;br /&gt;
Bug Fixes/Minor changes:&lt;br /&gt;
&lt;br /&gt;
- Wands work again&lt;br /&gt;
- donating monetized items gives a warning (you can still do it)&lt;br /&gt;
- new characters will be wielding their weapons when they enter the &lt;br /&gt;
  game&lt;br /&gt;
- Fixed another situation where the xpsplit could end up with weird &lt;br /&gt;
  negative numbers and such.&lt;br /&gt;
- Fixed an issue where the game would tell you an item was monetized  &lt;br /&gt;
  when it wasn't.&lt;br /&gt;
- You can bid while fighting.&lt;br /&gt;
- JOURNAL &amp;lt;partial name&amp;gt; will now search for incomplete journals &lt;br /&gt;
  first before complete ones.&lt;br /&gt;
- If a garden has any yield left, it will always yield 1 regardless &lt;br /&gt;
  of success or failure&lt;br /&gt;
- Fixed some issues where rounding was causing the total harvest to &lt;br /&gt;
  be lower than intended. Also increased the logging to further &lt;br /&gt;
  identify similar issues.&lt;br /&gt;
- TRADESKILLS is a fast command&lt;br /&gt;
- RECUPERATION is no longer a fast command&lt;br /&gt;
- Shopkeepers will take donated items if given to them&lt;br /&gt;
- a failed ASSIST imposes a shorter lag than a successful one&lt;br /&gt;
- the failure chance of an assist is 3%. There are no longer any &lt;br /&gt;
  fancy modifiers or calculations. Over time, you will fail 3% of &lt;br /&gt;
  your assist attempts. Period.&lt;br /&gt;
- The INSTANCE command will show you how much longer your instance &lt;br /&gt;
  will remain open. Be aware that this can now change.  &lt;br /&gt;
- bountiful benefits will only affect beneficial effects&lt;br /&gt;
- Familiars form such a bond with their masters that they accompany &lt;br /&gt;
  them after death.&lt;br /&gt;
&lt;br /&gt;
General behind the scenes type stuffs:&lt;br /&gt;
&lt;br /&gt;
- prep for moving to a newer version of compiler/OS. This involved &lt;br /&gt;
  fixing many, many, many (deep breath), many warnings&lt;br /&gt;
- Fixed a bug that caused some performance issues with file logging&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Emrysia</name></author>
	</entry>
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