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