Changes made to Ansalon during 2007.
Date Mon Jan 1 15:44:29 2007
Subject Enter command.
The enter command has changed some, and will change more in the future.
Essentially I was helping someone on a mudmagic thread and realized
our own enter command was lacking. So now enter will allow you to
enter portals as usual, but also the name of a nearby room. AKA, Enter
shop (if a connected room has that name in it) will enter the shop.
Enter also is one of those 'Take the Duh out of Diku' moments, as you
will stand, and move that way, all in one.
Next thought on enter is that it will work without an argument to
enter an inside/indoors room from outside.
Happy New Years!!
Ps. Today marks the start of my 8th year here.... daaamn.
Date Mon Jan 1 15:47:49 2007
Subject Squished, and pet's cash now used more wisely.
There was a bug found that has been squished dead :)
Pets, could buy without spending any cash (from shops that is).
Now, they of course spend their money and all is good.
Bulthar and Ulthar, we appreciate the finding of the bug and
reward you both with all that serious coinage plus a special gift.
Reporting, rather than abusing bugs, good mojo.
Date Thu Jan 4 16:19:12 2007
Subject notes ideas stories etc, listing by subject, partial names.
You can now also list noteboards (notes/ideas/changes etc), by subject.
Simply: note list subject killed, etc. Like, note list subject shops etc.
You can still (as per the last note change), do 'note list kot, note list
Now you can also list by subject, but also partial names of people and
subjects will bring up those notes. IE. Note list ziv, will list any by
me, or Zivnark or anyone with Ziv starting the name that sent or had the
note sent to them (if you can normally see the note).
Whew... Um so in common english. Note list subject diamonds, note list
godric, note list Aya, note list subject merc, etc etc.
Confusing? Kinda, but basically you can now list which notes/changes/ideas
you want, based on what you want. Just remember 'subject' if you want to
search by subject.
Date Mon Jan 8 00:40:04 2007
Subject Preserving those potions!!
HELP CORK STOPPER UNCORK UNSTOPPER "PRESERVE POTION"
The command CORK (or Stopper as you please), allows you to use a cork
or stopper to close a potion. This will halt any further aging of that
potion until the cork is removed.
To use simplye 'cork ' with a cork or stopper in your
inventory, as well as the potion held or in inventory. You may also
specify which cork/stopper if you have preference.
Some stoppers are better than others with regard to being fireproof
(metalic/crystaline), but all will prolong the life of potions.
So, you can now preserve your potions. Please note, the cork corks
(lol) are not as durable as the brass ones, but they are roughly 1/4th
the cost. They also burn, where the brass don't. This is based off
materials of course.
Please also note, previously the timer on brewed potions was forgotten,
that has been amended, buy some corks.
Map/Scroll cases are coming soon as well, same concept. Maps of course
don't rot, but they are papers and will fit inside, along with notes.
Scroll cases will preserve scrolls indefinitely. Look for them soon at
a map shop or magic shop near you.
Corks, potion shops in Palanthas, Neraka, and Solace.
Date Tue Jan 9 22:51:07 2007
Subject Lose Reply 'losereply'
Keywords LOSEREPLY "LOSE REPLY"
The command is 'LoseReply' all one word, for simplicity I like to type
'loser' followed by the person I don't wish to respond to me anymore.
This command was immortal only, but now can be used by anyone. Although,
you can't lose replies of Immortals of higher level than yourself, as
that would just be rude.
Someone is sending tells, you REALLY want to be left alone, c invis..
loser . And now you have your peace.
Ps. You'll notice in your score, it shows who your replies go to
or none, if to no one.
Date Wed Jan 10 01:51:35 2007
Subject ACT_TRACKER (act2 flag)
YOu can now add act2 tracker to mobs, please do NOT do this unless it's
very relevant. I don't want to see everyone with their own pet tracker,
it's just a thought and might be nice for some cases. If you add it to a
pet, it adds half again to the cost to purchase.
Again, please get approval before slapping it on em.
Ps. You could do some nifty work with these, have mobs hunt people down
in areas... Or, have them 'AT" a room, load a target mob, track it down,
purge it, at another room etc, to go from point to point...
Date Wed Jan 17 16:01:25 2007
Subject Score cosmetics
Score now only shows clan if you're in one (for both primary and
secondary) and a little better organized.
Also, you'll notice the order of money is reversed from the old score, to
match that of shops etc, big to little. Also, you won't see your Bank:
yadda yadda, if it's empty.
And, Bulthar is safe in no rooms now.
Date Wed Jan 17 16:07:23 2007
Subject mstat (mob/char statting), and saving pfiles
For us immer types... Mob/char stat (do_mstat()), now shows clans only
if they're in them like score does. Also, same with the bank information,
only if they have Any coin in the bank will it show it.
Then for saving. Pfiles now save with Clan1/Clantitle and Clan2/Clantitl2,
which is greek for anyone I think other than myself and Scoot.
Previously it was ClanNew Solamnic- 0 0 0 0 0 0 0 0-.. So the secondary
clan was a number. This made it hard to grep for the secondary clans, as
well as my upcoming 'roster' command would have been more of a bitch.
Now, its like this:
Clan1 Solamnic- 0 0 0
Clan2 Mariner- 1 4 0
Clantitl2 Deck Scrubber-
Basically this will make things much easier from a human eye standpoint, as
well as grepping if we need, but also the roster command will be possible.
Date Thu Jan 18 12:08:32 2007
Subject Water, water everywhere... drink your fill.
A couple of changes regarding drinking:
First off, you can now drink from anywhere that seems to make sense. Meaning
there might not need to be a fountain there, if it's a pond, or stream etc.
(Anywhere you can fish, you can drink). This doesn't mean that it's good
water, just that you can drink it.
Same with the 'fill' command for drink containers. I wouldn't recommend
filling them with swamp water, out of a canal, lagoon etc. Stagnant water can
sometimes be bad for your health.
Ps. It doesn't give a hoot if you're container is full, it figures you're
smart enough and empties it first.
Date Fri Jan 19 02:45:49 2007
Subject Email address confirmation in creation
Kaelay brought up a great point (via Bulthar)...
So now, when you enter your email address, it makes SURE you entered what you
thought you entered with simply showing you what you entered and asking if
that is correct. Braindead simple, why didn't we do that when the system was
Now it makes sure you enter what you wanted to, before it closes you out and
sends that email off to Nevernever Land.
Date Fri Jan 19 22:08:10 2007
Subject notes to leader recruiter
I've added targets for leader and recruiter, leaders see recruiter notes as well.
So to hit all, simply 'note to leader' to hit all clan leaders etc.
These both hit immortals as well.
Date Fri Jan 19 22:08:12 2007
Subject Banks abrv's etc.
Banks got smarter, they know cp/gp/sp/st/pp now, as well as a few over-
sights were fixed. Thanks for the great idea Kaelay.
Worth also takes arguments, have a hoot.
Date Tue Jan 23 19:10:48 2007
Subject Charmed subjects
You can no longer order charmies to 'shop', and there was a loophole in the
code that would allow you around disallowed commands before, which as been
PLAYER charmies will regain their willpower if ordered to:
alias, auction, backstab, bank, buy, cast, clan, craps, deaf, decline, delete,
demote, description, discharge, drink, drop, eat, hit, idea, induct, kill,
murder, nosummon, note, ooc, password, petition, practice, pray, promote,
prompt, quest, sacrifice, sell, shop, steal, story, tithe, title, train,
Basically this stops mob suicide, as self-preservation comes into play.
This should not affect mob charmies one bit, please note if you see errors.
Date Tue Jan 30 18:32:03 2007
Subject HO fountains, healrates, wanderlust goodies.
See your notes from Hiddy. HO heal rates upped, fountains to milk,
wanderlust goodies all in. Please give a big thanks to Hiddy for busting
his butt for you, guy doesn't even HAVE a char in those clans and has been
doing a great great job helping getting these things done in record time.
Date Fri Feb 2 04:19:58 2007
Subject Wiz commands
You'll notice things look a little different with many imm commands.
I flat out forget all of the changes in it, but it should look better.
Joining into clans/subclans etc, should look way nicer, also it's smarter (not
doubling up clans etc, being able to use the subclan 'name' instead of 0-4
Date Fri Feb 2 04:21:23 2007
Subject Dropping/putting things.
More when I can with 'get' etc. Odd code. might be a bit.
Date Fri Feb 2 15:58:15 2007
Subject Corks and stealing, and dropping, and stuff?
Ok first thing is corks:
Corks durability is now fully in. Meaning, the harder the material,
the longer the cork lasts. Diamond and adamantite are friggin
indestructible, but no corks of that material have ever been seen,
yet. Brass is decent, cork lasts a few times. We'll add more if the
players want (more types etc).
Stealing now has a check much like killing does, for experience
gained. Under 10th level it's normal, from 11-100th level there's a
check for time played vs hours. Hours under 1/1 ratio, no experience.
Hours under 2/1 normal experience, hours above that and it's 2x
experience. Items worth still comes into play, as well as mob level,
and stealing from players is always worth more, as usual.
Dropping multiple items, putting many items into containers:
Message changed a bit, more 'generic', more fitting.
Eventually I'd like to do so that you spot an item type here and
there, like Joe drops a dagger of stabbing, an arrow, a sword, and a
few other items. Etc. But, we'll see if time warrents that.
Date Fri Feb 2 22:16:19 2007
Subject Hunger, Thirst, Fullness vs Size.
Hunger, thirst and fullness have been changed slightly.
Now they are based off of your size.
What this means is simply that an ogre, can eat more than a gnome can.
Hold more food, drink etc. A gully dwarf gets full before a Minotaur
would etc. As you know the larger species burn food faster, so this
should make things more on key.
We'll see if it stops there, look for alcohol tolerance based off
CON/race, etc soon.
Date Sat Feb 3 17:39:59 2007
Subject LAW rooms, only safe if there's a guard!
Ok, we're trying out a new thing here...
LAW rooms, only act to stop people from fighting now, if there's a LAW
type around. Meaning, the only TRULY safe rooms are the 'safe' rooms.
I've made sure the PIT rooms, and BANK rooms in the 3 cities are SAFE
(and no_mob, stupid mobs get stuck). As well as ALL banks that I was
Please note me if there are others you feel should be safe as well.
Date Sun Feb 4 15:45:16 2007
Ye old '(Charmed)' flag only shows up now if the charmed
being/person is part of your group. This is an aesthetic and 'common
sense' change. Basically, you know the mob is charmed, because it
follows Joe around and does his bidding, but it doesn't have a sign on
it's head saying 'I'm with Stupid'.
People in the same group, still see the charmed flag. Essentially this
is so that it doesn't adversely affect gameplay (Bob, you lost the
youngblood, recharm, etc).
Date Mon Feb 5 21:44:07 2007
Subject Portals, autoexit.
I've changed portals a little bit that should help with building.
First off, if you add secret or closed to a portal, it automatically
realizes you want it to be a door as well, so it adds it. If you have
a secret/closed door (all v1's), and want it to be none of those,
remove secret, remove closed, then door.
Also, in 'autoexit' if a portal is secret, and closed, it doesn't
show. JUST like regular exits that are secret and closed *boggle*.
Someone was sleeping when that code was written before ;p. Anyway, if
you want a portal to NOT show up, simply make it secret, and closed
(it'll add door for you, see above).
Another thing, the OLC part of portals has been improved some, so that
it tells you what the charges mean (aka -1 is single use, 0 is
unlimited, the rest are that many charges). It also tells you the name
of the room that the portal goes to, if it goes to a valid room. If
not, it tells you it's non-existant.
Taking the Duh out of Diku.
Date Wed Feb 7 03:26:05 2007
Vaped Valley of the Elves, and Pyramid.
When plains of dust is done, Eastern desert will go too.
Date Wed Feb 7 14:55:23 2007
Subject Ho pets
Names changed to fit, forms changed to mists (energy balls etc), parts fixed etc. Matt sucks.
Date Thu Feb 8 22:45:43 2007
A few things, a couple of log bugs squished good (bank statements were messed
up, sounds funny, but it would say <@@@> gives blah etc).
Also, the %f (food, hunger/thirst) prompt, now accurately portrays your hunger
and thirst again, based off your size. *blush* Slight oversight before.
Lastly, that I remember, previously if you were stunned, then no longer, there
was no statement to you, or the room. You simply were 'standing' then.
Now, it says you regain your senses, and stand up. (It lets those in the room
know too). More flavor for after your fireball kicks the livin rat funk out of
that guy on the now valid warzone known as Steel street ;p.
Much more coming, as usual. Building in full swing as well.
Date Thu Feb 8 22:49:43 2007
Subject Minor addition, forgot sorry. Listing when no shop is around.
Oh yes, and I changed it so that if you go to list, and there's no shop.
It tells you so (as well as what city you're in). If there's a mob present
that has brain (intelligent; p), they'll tell you about it as well.
The idea was happily remembered from AT (Autumn Twilight) a now defunct DL
mud that was run by Zack aka Revulon. Unless he resurfaces and objects, I
like the way he handled moving from inside to outside with weather as well.
Viva la Revulon!
Date Fri Feb 9 12:01:11 2007
Ever hate it when it makes you 'quit' when you spam too much?
Me too! Heh. Now it simply drops your connection, so no more lost quests.
Date Mon Feb 12 02:45:20 2007
Subject Log-in till vio time, corks, safe checks
Now, when you CAN attack people (players) you're told so. Meaning your
time from log-in until you can engage in player violence. Corks, now look
right, no more corking your cork with a refreshing potion, lol silly trees.
Safe checks have altered slightly in the spell department, allowing for the
same safety from spells as from weapon attacks.
If any errors are spotted, please note me RIGHT away.
Date Mon Feb 12 21:15:05 2007
Subject Tweaks, geeks and freaks. Er. List, no drop, and doors (olc)
Ok, some minor (some not so minor, but more of interest to builders) changes.
Doing list in an area, no longer automatically gives away the area name.
Bogo scored 25 shinys for that one. If the mob you try and 'list' at is
from the area, he/she'll tell you the name... otherwise they're not
As per the very recent idea, disarms on 'no drop' items, now show you
catching that weapon again. Just a little bit of 'more information'
Now the builder part:
Exits adding flags etc. Add secret, it assumes you want the door, and
closed etc. Yank a door, it takes all the exit flags etc off. Just
taking the Duh out of Diku. No more crashes, smarter OLC (you'd think
after 6 years of actively fixing OLC it'd be done by now ;p).
And um, you smell funny.
Date Tue Feb 13 18:23:19 2007
Subject Liquids, liquid_pools (no longer just blood), holy piss!
Ok, first off liquids are a little more intelligent now as far as areas go.
Means Jack and Squat to non-behind the scenes types. Means we can vape liquids
without worry of crashes (old dumb diku).
Second, you can now make pools of liquids via dumping out drink containers
etc. Rather than simply having 'blood' pools, you can actually have any liquid
You can also fill drink containers from pools (puddles to ponds depending on
size). Janitors will still clean them up though, not to worry. And they do
soak in eventually.
Hm, what else.. oh yeah, people fleeing got more humorous.
Ah yes, and thanks to Ridel for reminding me. If you are bleeding, you best
heal up, you take a small amount (like a few hp) damage from walking around if
There's more I'm sure, but, well it's been a long day.
Date Wed Feb 14 21:39:38 2007
Subject Filling drink containers, pick your flavor.
As per popular request (and um, common sense), you can now fill drink
containers from whatever you choose in a room. This puddle, that pond, this
fountain etc. It simply has to be from another liquid source (to fill from
another drink container, simply pour flask 2.flask etc).
You can still simply 'fill flask' and it will pick the first suitable thing in
the room, be that a urine puddle, or a nice fountain ;p.
Let me know of any 'wtf's and I'll make sure they go away :)
Date Fri Feb 16 11:20:13 2007
Subject Floating Disc's
You can now drop them, let them go etc, realize they do have timers though.
Date Sat Feb 17 17:44:27 2007
Subject Safe rooms added (per LAW change).
Thanks to the nameless one who pointed it out...
Questmaster rooms are now safe (3 main ones that is).
Flinger landing spots are safe as well.
We want PK to rock, but not be cheap. Let me know of any other rooms that need
Date Sun Feb 18 16:55:06 2007
Subject Building additions and changes
Ok, Daemons playground, the black potions are less prolific. Essentially we
felt that 30 healing potions walking around was munchkin, so the beasties now
load them sometimes when they die (exactly like the scared rats load the rat
And from our ass kicking Hiddukel:
Rusty Rudder description has been fixed, apparently a Manotaur wrote it
incorrectly 7 years ago, and now it's finally fixed.
Dharisath added a room to his houses.
There was a crappy banner to a non-existent bar in Palathas, fixed.
Aurius' rooms completed, but not connected, as he hasn't paid.
Date Mon Feb 19 01:54:40 2007
Let me know if you like or hate it.
Date Mon Feb 19 19:36:27 2007
Subject BLEEEDING!!!! a slight reprieve
Great idea Twistreed, and makes good sense. You will NOT bleed from
moving if you are mounted now (not like in a Beks/Carter way, but like on a
Date Tue Feb 20 13:35:43 2007
Subject Caergoth updated.
There has been some additions to Caergoth, the port area has expanded
somewhat, with a new bar, some nice sleeping quarters, a great new tackle
shop, and some new fishing equipment.
This is an ongoing expansion, as Caergoth city will triple in size, the port
will as well.
Date Tue Feb 20 13:37:37 2007
Subject OLC changes, fishing
Fishing pools can now be up to 1000 feet in depth to allow for oceans.
The fish line can also be up to 300 pound test weight, instead of 100, to
allow for catching those monsters. BUt PLEASE, use common sense, make it
expensive, make the length inversely proportional to the line weight.
Please let us check any you create at first, so we can ge ta good solid standard.
Date Sun Feb 25 22:48:38 2007
Subject A few things, bleeding movements, following, scrolls etc.
Ok, first off, you shouldn't go comatose while bleeding anymore (you'll
drop to 1 max, not under), you still bleed and take damage sometimes from
moving if really hurt, but you shouldn't get KO'd.
Following other people's pets, lame, no longer works.
Scrolls, the level of the spell value is now taken into account, it was
munchkin with people using 101 scrolls on level 15's. Now the level is
taken into account for success, with another factor that I'm leaving up to
you to find out.
Ps. Bitch if you wish about the scrolls, but realize they WERE munchkin.
Date Tue Feb 27 21:35:36 2007
Subject Violence messages
Should be less frequent, only upon initiation (aka, non-vio to vio)
Date Wed Feb 28 18:14:15 2007
Subject Blank scroll levels, etc.
Ok, all blank scrolls (parchments etc), were changed so that the spell
level is now 0. What this means is that the scribing mage can set the spell
level as intended (scribe fly 15, makes a 15th level fly scroll etc).
Also, the recent change of the 'spell' level in recite has left a gap where
boring scrolls used to be. That gap has been filled by a boring list,
somewhere in Caergoth.
More to come,
Date Thu Mar 1 03:37:43 2007
Subject Brewing... and a list
Brew has been altered to allow you to do more spells, the 'ignore' group,
now some simply won't work, but feel free to try if you must, but many more
spells are now available to the backyard alchemist.
For example: call lightning, calm, charge water, continual light, create
food, create spring, faerie fog, find familiar, gas breath...
And, a list got less poisonous.
Date Thu Mar 1 15:11:31 2007
Subject Web 'who' lists
They've changed some, shouldn't look too terribly different, but now we
can start linking say [ Shadow ] to say the shadow clanpage (if they had a
one), or linking [ Human ] to the race help for human etc.
Also, those with stories written, will find a link to their story pages off
their names on the 'online' wholist etc. (that part still being written as
I write this; p)
Date Thu Mar 1 15:37:19 2007
Subject Tossing (an oversight correctted)
Your PC charmies (read: Players you charm) will no longer toss things at
your command. It's lame, but that oversight is now corrected. Thanks for
helping us find/fix the nasties :)
Date Sat Mar 3 12:53:16 2007
Subject sharpening stones, charmed flag, helpfiles.
Ok, sharpen changed slightly, it was leaving the spent whetstone around when
it really didn't need to (they're worthless after all used up).
The Charmed flag now shows up not only if you have a mobile/player
charmed, but also if you have true sight, or are immortal.
HELP! Now when you find a missing helpfile, it shows you what you asked for
help on, simple yes, but it lets you know that you mistyped a word, rather
than thinking there was no helpfile for say 'pick lock' etc.
Date Sun Mar 4 22:20:35 2007
Subject Firebreath, fire damage etc.
The fire effect has been changed significantly (flameshield burns etc). It
seems in the original code, the material of the object being burned wasn't
taken into consideration, it is now.
Metals and Minerals have a reduced chance to burn based on how hard the
Adamantite and diamond are nearly indestructible.
Lead and Pewter barely slow it down...
the softer the material the less it is protected from the effects.
Corking potions does help quite a bit against them boiling over.
Then on to the flame breath, the chances of you being blinded have lessened.
Also, you only can be blinded from the opponent attacking, not your attack on
them (you can still be burned, but won't be blinded unless it's their attack).
Hope it helps,
Date Mon Mar 5 13:02:38 2007
Subject OLC average damage showing, a potatoe, and a beer
Ok, building-wise, a certain potatoe is no longer plural, and a certain Tika
gives free beer instead of 6 copper ones for people to grind out cash with
Also, for our builders:
OLC now shows average damage on items as you build them (arrows, darts, bolts,
and all weapons). Before the procedure was to build, load item, stat, change,
eat item, reload etc. Taking the Duh out of Diku...
Date Tue Mar 6 03:11:30 2007
Subject Dragging, exit progs, pshop announce, sleeping with torches
Ok, a few things were noticed and fixed.
First off, drag didn't check to see if the mobs, rooms or objects had an exit
program to block you from dragging someone (like into a clan hall etc).
Usually this was stopped by clanhall entrances being flagged for just that
clan, but sometimes it was missed. Bug done squished.
Also on drag; Drag never used to show someone arrive when dragged in. It does
Player shops; used to be quite keen to give away players they couldn't see.
Now they only announce if they can see you.
Sleeping and lights; You will now remove lights before sleeping. (this is
automatic, you simply remove it if wearing before sleeping). Sleeping with a
torch burning in your hand seemed dumb.
Love it, hate it, let me know.
Ps. No more griping about soft gold earrings melting, fireproof them
or get a harder earring. The code has been improved greatly and the
bitching of one player has not been appreciated.
Date Tue Mar 6 12:45:52 2007
Subject automatic light removal, a retraction.
Ok, the automatic removal of your light has been removed.
I got more complaints than good reactions and it seems no one wants to have to
wear a light when it gets dark etc. I do understand as thet lights have stats
now (which is stupid imho, my torch gives me +4 strength...*blink*.)
Anyway, I'm a little saddened that people coudln't see the larger picture of
the place working more 'correctly'. I really don't think this was sleep
code-ish, but I do understand some changes people simply don't embrace.
I imagine that when I make our mobs and players only actually have 2 hands, I
won't be a popular guy. Eventually lights will be held items, aka, torch,
lantern etc, of different types such as fungal glow, torch, lantern, magical
glow etc. (some you can light things on fire with etc, some types you can aim
a direction to illuminate etc).
Anyway, if it's ok with the peanunt gallery, I woudln't mind having people
remove lights, then rewear the first available in their inventory when they
wake. The real reason for this, is our lights are fubar, they last forever,
people wear lights constantly so we have no light or dark ever, unless you
just got killed or are a newbie. I just want day and night ;p.
Anyway, note me with thoughts on an auto-rewear of the first light in
inventory etc. If that won't make too many bitch, I'd like to try it.
Date Wed Mar 7 02:31:19 2007
Subject obj goto
Seems, obj goto was fubar in the stock code.
It would go to the room, but never unequip, so... res's etc stayed.
It's fixed now, if it's being worn, it's unequipped first, then dropped to the room.
Friggin buggy stock sheeeeite ;p, All better.
Date Thu Mar 8 01:44:31 2007
Subject Public Drunkeness, and eating (fullness/hunger/thirst)
Ok, inebriation now takes into account your body size, as well as your
constitution. This is in all aspects, drinking as well as moving etc. And yes,
There was an earlier bug, much squished now. (returner items)
Also, food items now use the correct value for how full you are, and how much
hunger comes off.
Date Thu Mar 8 15:37:49 2007
Subject Fishing 1.1 beta A - Sharks and a giant catfish.
I added a few things to fishing, namely a giant catfish you can find in the
lakes (bring HEAVY line heh). And, well some other heavy hitters, in the name
of sharks. You'll want to find some insanely heavy line and pray much. There's
tell that a shop in Caergoth has 300 pound test cord from the lands of the
Date Mon Mar 12 00:58:30 2007
Subject A long lost inn showing on a map, oops!
Lol, Neraka map still had reference to a long gone area known as Gossamer
Serpent Inn, we tried to renovate, but had to simply tear the place down as
the smell was permeating the very structure. The reference is no longer there.
Also, a strange oddity in fishing is no longer there, noticed it the same day
Brim did and fixed it. Just a weird character that popped up. No more fish
today, but I'll be certainly adding quite a few more species in the days to
come (I believe we're nearing 100 fish species).
That's all that I can remember :)
Date Mon Mar 12 01:03:28 2007
Subject Ack, forgot to mention! Warnotes, stories
Hey, I moved the latest batch of warnotes to our stories page!
The stories of course, automatically post the website under that author's
book (or creates the book if none exists etc) automagically. But, warnotes
are manual. 2006 warnotes updated, 2007 updated. Boards cleared!
Many stories cleared from our boards as well, as they are also in that
persons book etc.
Notes cleared much as well.
As always, for stories http://www.AnsalonMUD.com/new/stories.php
just follow the link off the main page. Click on a letter for that section
(a/b etc) or the author's name. The old warnotest are there as well, under
Date Tue Mar 13 20:53:17 2007
Subject note list by subject, lost tells etc.
Notes: note subjects in listing now ignore color.
So that gthis x just reads as 'this' in note list subject this etc.
Reply/tell: if someone's quiet etc, you're deaf or whatever, it let's you know
what the message was that didn't get through, copy/paste etc. no more lost
'What did I tell them?' things. Handy, not, might be, is for me ;).
Date Wed Mar 14 11:40:35 2007
Subject Fishing tweak, wanderlust addition
I noticed that 3 tiger sharks were caught, all the same exact weight...
retooled the fish length and weight calculating equations. Fish also now show
size in the description somewhat.
Palanthas cleric type fixed, wanderlust additions, Thanks Hiddy!!
Date Fri Mar 16 01:02:53 2007
Subject equipment showing, (battered) (dented) etc.
Your equipment's condition is now shown when you type 'equipment', it's really
nothing much, but it might help.
Date Fri Mar 16 15:34:11 2007
Subject lamprey, hammerheads, fish mod 220.127.116.11.byeahthatsit
Added a few species of fish, lamprey instead of eels in freshwater, hammerhead
sharks, and another in there somewhere. The prices per pound raised on most
freshwater fish as it wasn't in line with the saltwater fish.
Date Mon Mar 19 23:54:54 2007
Subject Fishy fix
A tweak in the 'snag' code in fishing was corrected, no more ickies!
Also, hedit level changed so more imms can fix help files for you.
And, um, I'm sleepy.
Date Wed Mar 21 09:43:54 2007
Subject Get first! Arena quirks fixed, auction house transfers
As per an idea via Gaolin, get is now first before go. This way 'g all corpse'
works, or g coins etc.
Also, the arena was being abused as a transfer station.
Give, drop, toss are no longer valid inside the arena. Oversight corrected.
There are the auction houses in 6 places globally that you can transfer items
around if needed. See also 'Help Auction'
There is no cost for the transfer, and it is quick.
Please note: This is not a 'hey let's nerf something' moment, this is simply
the game design was being used as it was not intended. The arenas were not
meant to be a magical UPS station, they were intended to be used to allow
people to match wits and their characters up against each other in combat
and the games provided.
Date Sun Mar 25 09:52:49 2007
Subject Banking, coin names.
Banks are slightly more intelligent, once again. Basically now it allows
any abbreviation of the coin names. IE bank with cop, bank dep all copp,
bank transfer 33 ste joe etc. Before you needed 'cp' or 'copper', while now
you can generally type anything that makes sense for the coins.
Ps. The single coin worths were fixed, apparently 1 platinum, 1 steel
didn't have any value set (btw if an imm touches those objects I'm pulling
out the "tie you to a tree and letting a grizzly bear ass rape you" card).
Fishing changes coming soooon, better control, more fish.
Date Tue Mar 27 12:36:34 2007
Subject Gaining exp for killing in Clan Halls, Stealing in same.
Ok, there have been a couple of changes that I hope people understand and
realize are for the betterment of the MUD. Riot shield in place:
Stealing or killing within clanhalls no longer yields experience, this also
includes the Palanthas Thieves Guild (for stealing only, there are a few mobs
you can kill for exp there). This is ONLY beyond 10th level. Meaning you could
still get exp up to 10th etc.
The main thing of this was a balance between gaining experience for doing the
classes main function (aka stealing) versus the botting or powerleveling of
'Hey, Mr. Mage buddy, summon in some (great exp mobs) for me here in this
really safe spot'.
Basically if you're PK, you're PK, no safety hiding in clanhalls and filching
around the system. If you want protection, hang out with law mobs, of course
they don't like you stealing very much...
The idea is, gaining experience and leveling should NOT be munchkin. I've
deleted my own characters that did the old stealing for levels, i don't expect
anyone else to, but I'm standing by the decision.
Date Wed Apr 4 17:59:14 2007
Subject Bug in creation fixed, dropped groups, lost skills
Apparently, we had a bug, that had been with Rom since the dawn of
time (all puns in ten did ;p), well since Rom started, perhaps even
Merc/Diku. The bug was, you could add a group of skills (say
weaponsmaster in this case) that had a skill you already had, say
sword... Then drop weaponsmaster group, and lose sword. You could end
up with no weapon skill, and unable to complete. Or simply lose a
skill you'd already paid for.
The code now simply makes sure you have the automatic skills again,
after you've dropped groups. So no more lost skills.
Thanks to Gruff for finding the bug!
Date Wed Apr 4 21:51:48 2007
Subject stealing coins issue
Seems there was a possibility of negative coins, very odd, now fixed, when
stealing coins from a person.
Date Thu Apr 5 09:07:12 2007
Subject mob interpret
New trigger types are in for mobs, objects and rooms.
I'll write them into the helpfiles asap.
addmprog 1234 interpret "jump for disk"
addrprog 1234 interpret "pull lever"
addoprog 1234 interpret "unscrew cap"
Then just run the right kind of prog etc, trans people, create stuff, whichever.
No more having to 'say jump' etc bullshi, er cop-outs.
Ps. Love me for this ;p.
Date Thu Apr 5 19:11:07 2007
Subject wearing objects/object goto
Objects now get equipped, before they trigger the oprogs.
What was happening was they'd trigger, goto the room, but be equipped, ie two
places at once.
So you'd "get boots" and be wearing them already, very funky, all fixed.
Object goto now works as it should.
Date Thu Apr 5 22:40:36 2007
Subject School command, fishing, merchant ships
A couple of issues were addressed, school kids 'school'ing off the
merchant ships would let them transport EVERYONE in their room to the
new spot heh. School function doesn't work on the ships now.
Fishing, if you used the school command, you would be fishing IN the
school then, no fishing hole, kind of a black hole warp kind of
things. Fixed. It now asks you to stop fishing or drop the pole before
Thanks Carorea for finding the fishing one!
Date Fri Apr 6 19:01:45 2007
Subject healer, and wanderlust hall
Heal ball is now there, so you can get a light (although a torch at the
general store is cheaper), but, healers are often where you can't find a
store. Good idea, done.
Wanderlust clanhall additions in per Hiddy, thank him much.
Date Wed Apr 11 23:32:01 2007
Subject Sleeping pets mysteriously standing.. no more!
A very very simple change, one that was bugging us for ages... heh. Seems pet
position was SET to standing in the pet_save code, rather than checked if they
were standing or fighting then do standing, else do whatever position they
Short of it? They stay sleeping now. And Kaeptakus gets a star diamond for
getting that thorn outa my butt.
Date Thu Apr 12 01:42:46 2007
Subject Auction, nochans,ignoring and osay
Auction channel had been missed in 'nochannels' thanks to Poil for
finding that while getting denied for being a repeated dick to players.
Osays will now be ignored if you are ignoring that person.
Date Thu Apr 12 22:56:11 2007
Subject Multiclans, as well as self-promotion
You can't petition clans you're already in now, you can try but we just make fun
of you. You also, cannot promote yourself, not that you could, but that problem
fixed in line 1.
Date Fri Apr 13 17:48:58 2007
The two dragons in Foghaven got dragonized, beware.
Date Fri Apr 13 17:49:47 2007
Subject Disapproving names.
You must now give a reason when disapproving names, this goes a long way towards
whether or not we get that new player or they go elsewhere.
Date Sun Apr 15 01:14:31 2007
Subject Wanderlust dummy, Entangled phantom mounts
Ok, wanderlust dummy now gets pushed back into it's room if it's out.
Entangled mounts will no longer let you float around on their non-existant
back (a missed check in the Entangle code fixed so if you're mounted and THEY
can't move, you don't ;p.)
Thanks for finding the bug on entangle Shronius!
Date Fri Apr 20 20:54:22 2007
Subject Arena fix
An issue with Arena was changed, should stop arena from hanging with a lone
person not actually in it... etc. People with special channel off should not
be able to wage at all, please let me know if anything is amiss with this.
Date Fri Apr 20 23:29:58 2007
Subject Bilson - New Mariner Ship
A new ship has pulled up in the harbor of Palanthas, the side bears the name
Bilson... but there is nothing known about it's crew or intentions.
New Ship: Bilson, subclan of Mariner. PLEASE NOTE: Each ship of Mariner is
unique and has their own role play and actions. They are NOT all one clan, nor
should they be all lumped into one group. The ships will often be as different
as night and day.
Date Tue Apr 24 00:09:55 2007
Subject Container dumping, permits and things fitting
Thanks to Carorea for finding it, previously you could dump jairs into
other things and force fit ships and other giant things into say 'bags' etc.
Date Tue Apr 24 00:31:44 2007
Subject Blind fighting
No more missing item when blind fighting, something if you can't see it etc.
Thanks Shronius for the info.
Date Tue May 1 02:40:33 2007
Subject Some building additions and modifications
Thanks to Sirrion for the Merc's new pets!
Also, a few rooms in there were open targets, and were fixed.
And, thanks to Hiddy for his mad skeeels...
Kuranes shop now reflects the new management as well.
Date Tue May 1 15:31:48 2007
Subject Potion and pill levels.
Please note, potions and pills now require that the quaffer/eater be within 20
levels of it to use (above is fine too). This excludes healing potions/pills
of any kind, curing potions/pills of any kind, refresh and cancel. Brewing
also will now change the item level to match the spell level (this should help
with sorting and purchasing in player shops).
This was an oversight from when we made potions/pills have to be within 20
as the rest of equipment is. The spell level wasn't taken into account.
Ps. I hope the shop owners find this useful, it will help sort the potions
although you'll have to brew them to a specific level as well.
I'll get 'label' done asap as well, to help further muddle, er clarify..
Date Tue May 1 20:28:44 2007
Subject eating thingies that were too powerful for your tummies
Pills now include recall on the 'any level goes' list, thanks for the fyi all :)
Date Wed May 2 20:42:22 2007
Subject Healing mobs from attacks
The 'healing' of mobs from some damage types due to them being immune AND
resistant to it, has been removed. This was lame, very very lame and is no
Date Tue May 8 19:38:18 2007
Subject Minor code, 7k banker
Some extrabits weren't showing up in ostat for imms, fixed now. OThers looked
lame, fixed those too.
7k Banker, now actually banks.
Carry on, *WJH*
Date Tue May 8 23:28:41 2007
Subject Water Breathe, Magic Air... and stuff.
You can now find potions of water breathing at an apothecary run by a Qualinesti
named Purgo. These potions can be 'stacked' to yield longer times of air
breathing, and come in two sizes. (it's REALLY not just 'air' but it's magic
air, heh, seriously ;).
Dargonesti and Dimernesti elves also get the spell for mage and cleric, at quite
Ps. Clans and people can now purchase water breathing potions, they are COSTLY,
Date Sat May 12 03:12:00 2007
Subject Arena KICK bug (nopk killers), and arena BITE stuff.
The kick code didn't take into account the arena fighting, and you could
get a killer from it. Same with bite code, both now understand when it's
Nerf vs real and won't give killers if you're in the arena now.
Date Sat May 12 20:25:11 2007
Subject Dual clan discharges
Ok, the dual clan discharges have been fixed. Now if you're discharged
from your main clan, and have a secondary clan, your secondary clan becomes
your main clan. Before it stayed secondary.
Date Tue May 15 22:20:04 2007
It's actually a toggle, toggle damage. wee, took 10 minutes because I was slow?
Hope you like it you mean mean bast, er I mean, have fun!
Date Wed May 16 04:40:58 2007
Subject Battle Prompt
Toggle if you want to.
Date Fri May 18 17:21:28 2007
Subject Fishing 1.2 beta a
Ok, you can now let out more line at a time, based upon the weight of your
sinker and your dex. Also, the cost and max size on many fish increased.
While this means you can now get a decent coin for a large catfish or
bluegill, it also means there are some sharks out there topping 1500 pounds.
Leaflock already pointed out he can 'fish raise' 0 feet with the heavy
sinker, so we'll look at making the minimum 'partial reel in' (aka fish
raise), something a little more reasonable. As it is, the light sinkers
will help you be able to raise more easily, but only drop a few feet when
you let line out (fish lower), the heavy big ones are almost only for deep
sea and can drop some 40+ feet at a time.
Please let me know your thoughts (those of you into the fishing code that
is). I also would like to look at adding additional species and perhaps get
into the 'oddities' like squid or other bizarre things. Also, Krynn
specific fish.. Ideas welcome!
Stumpy McZeefisherman, er just Ziv.
Date Mon May 21 20:06:07 2007
Pills still have a level to use (ie 20 under the item level etc), but the
range of the spell level has been increased, so that you can be 30 levels
under the spell level of the pill to eat it.
Also, you can eat pills regardless of how full you are.. they are wafer thin...
Date Mon May 21 21:51:29 2007
Subject Added Room flag you can purchase (or build)
No scry, simple, effective. Costs 500 diamonds (see 'help roomprices').
Date Tue May 22 00:36:46 2007
Subject Central Palanthas
Much more activity there now, some have grown up, much more to play with.
Some equipment modifications, mostly by putting them on the older kids.
Enjoy, kill em all ;).
Date Tue May 22 21:42:39 2007
Subject Fishing 1.2 beta b
Ok, fish raise and lower has been adjusted, it's based upon the weight of
your sinker and the length of your pole plays a part as well. You _should_
notice it seems much more accurate now, a heavy sinker drops easy, raises
slowly, a light one drops little, but raises much. You'll also note if
you're really shallow it will simply reel in.
Addition: You no longer need a boat to fish in deep pools IF... The room
isn't water (aka, a dock over deep water etc).
Addition: Casting underwater doesn't work.
Addition: Examinging poles can now tell you get an approximate amount of line left.
Let me know of any bugs, or things that don't seem right.
Date Wed May 23 22:47:44 2007
Subject Fightin, killers, kicking, biting etc.
No more killers from kicking/biting etc. Also kicking can now initiate combat.
And, has a chance to do actual worthwhile damage.
Date Wed May 23 22:59:01 2007
Subject Hiddukel rocks the helpfiles, area helps!
Thanks to Hiddy!
Helpfiles now are online for:
The Red Silk (Red Silk)
HCT (High Clerist Tower, High Clerists Tower)
Palanthas Sewers (Sewers)
Dwarven Mines (Mines)
and one for Questboard as well
Thank him, or he'll hound us for ages!
Ps. We're adding helpfiles for the areas (non-stock). ;)
Date Thu May 24 19:36:57 2007
Subject Coding wise
Most won't care, but web_who_update. C is now the same file across all
ports. Before it was unique due to port# and which file it wrote, so I
brought in port as an external int, checked it, did a switch on that, and
then has it write which file it needs, all based on the port set in comm. C
*stops speaking greek*
I took more Duh out of Diku ;)
Date Fri May 25 19:59:10 2007
Before anyone bugs out, I didn't gank the area; p. So put away the
whine before I get the cheese out.
Ok, we had a few fire elementals in Abyss that didn't have any fire, we
added flameshield. They also were not immune to fire, they are now. Almost
all changes to the area were of that nature. Like the 'water fowl' kracken
etc? It now has tentacles and it's damage type is suction etc. Just trying
to make the area a little less dumb.
A BIG one, all the mobs in the area had a hitroll of 0, meaning they hit
less often than a friggin gully dwarf drunk wearing a blindfold in a
fishbowl made for a whale that was empty except for pillows... Now, they
have a hitroll that matches their level (as most mobs do).
So, don't bug out if you see a flameshield on a fire elemental, or a mob
that instantly decays into mist (aka, ghosts etc). It shouldn't change
much, but it might a tad.
Ps. Please, don't bitch about Abyss, it was all I could do NOT
to simply remove the area for being lame. ;p.
Date Sat Jun 2 16:42:04 2007
Subject spell groups, skill groups, listing
The Spells and Skills command have expanded to also allow 'groups' as an
argument. You'll find it shows which groups you have, which you don't and color
codes the ones you are lacking according to if you have enough train and gain
points to gain them.
Have fun, a great thought Emla, thanks!
Date Thu Jun 7 02:37:20 2007
It's been set to match pkilling as far as getting 'THIEF',
It used to just automatically in LAW rooms, now it requires a sentient
witness, that isn't grouped with, same clan, and CAN see the perp.
Aka, just like getting a KILLER flag;) . Also, lolz is a swear word, oh
wait, I already said that one; p.
Date Fri Jun 8 05:48:44 2007
Subject Practicing skills
Skills now show what you practiced from, and to, when you practice them.
Funniest thing is, Thorick logs in (new to our mud) has the idea, and I'd been
thinking about it a few days ago thinking that would be nice info...
deja-gimme-my-mind back ;p.
Date Mon Jun 11 21:11:41 2007
Subject Restring machine
It now stops THEM from requesting an item to be restrung if it's a qitem
unless they have the qitem restring, rather than telling just the immortal
Before it made us tell them, and told US it couldn't be done.
Date Thu Jun 14 00:33:44 2007
Subject Healers (healing corpse), and qnotes as restrings (and um, healing)
Healers you can give a qnote to heal a corpse, this hasn't changed.
Or you can pay the 1500 gold (15 silver), this hasn't changed, but they give
back money not a qnote if you don't have a corpse out there.
This was a way to trade cash for qnotes, lame, fixed.
Also, you can now use qnotes as restrings in the restring machine.
Date Sat Jun 16 17:13:23 2007
Subject Arena changes, stealing changes
These are 'behind the scenes' meaning... Shush; p.
Arena: The check_improve function no longer fires in the arena meaning that
the arena wasn't intended for skill spamming, and they don't improve there
Stealing: Stealing from your own charmies, no longer yields exp (found that
with the subterranean lizards lol). Also, if the victim is affected by
sleep, less experience (you're not LEARNING as much).
That is all ;)
Date Sat Jun 16 17:37:38 2007
Subject Berserk saves
Berserk was broken (from STOCK heh)
It gave the person with it, 1/2 their level in saves vs spells...
Which is -50 at 101, rather broken.
Now, it's 1 point per 10 (level/10), so at 101 a nice bonus of 10 saves, but not
Still good, not insane.
Ps. Thanks much to Loth for remembering it was busted, and Gilean.
Date Sat Jun 16 19:21:35 2007
Subject Stun modification, bash addition.
Ok, a couple of fixes.
Stun (from fireball etc), now checks vs your constitution to see if you 'come
to' every round rather than tick (6 seconds). This means if your CON is high,
you are more likely (better health) to snap out of it.
Bash, now has a chance to stun your opponent.
You can also bash yourself, I found it amusing.
That is all, carry on.
Date Sat Jun 16 23:07:21 2007
Subject Palanthas Expansion: phase 1
Palanthas got a few new denizens today, more citizens, and many a sailor has
been seen by the waterfront. Lord Amothos hit the weights in a big way, and
there is a new set of Solamnic Commanders wandering the streets to ward off
This is the first of many influxes of new life into the City, we also plan to
expand the waterfront area and make a massive wharf/warehouse/docks district.
Date Mon Jun 18 04:44:31 2007
Subject Corpse Retrieval costs, on sale!
As per Garrius' idea, corpse retrievals are now directly related to your level.
This wasn't done previously as before you would get a quest note if your corpse
wasn't found. This was changed to simply refund the money (still no idea why it
wasn't that way in the first place) so....
Now it simply costs...
15 gold per level above 1 (1500 at 101). Don't worry about calculating it, the
healer figures it out, type heal to see how much it is for you. No corpse, it
refunds that amount etc.
Good idea Garrius.
Date Mon Jun 18 20:46:29 2007
Subject Dual clans, an addendum fix
Found a loophole in the 'no dual clan recruiters' seems, you could get
clan level 7, inducted into another clan, then promoted to 8 (recruiter) in
the first etc.
Now, Still up to 12 ranks combined, but it stops you from being promoted to
recruiter if you're dual clanned.
Up next, no more clan messengers. It's ugly and we're going to just a channel.
Date Mon Jun 18 22:39:34 2007
Subject Clan spam, clan talk etc.
Ok, first off, the clan messengers are gone. They were spammy as all get
out, and the ONLY channel with the 'rp touch' was clan channel, which it
seems is rarely used for RP.
Getting inducted, discharged, promoted, demoted etc? Is a private issue
now, no longer does anyone in the world in either of your clans see it.
You, the leadership person, and the gods, that's the only ones that know
unless you tell them.
Since our messengers are gone, clan talk is more of a 'channel'.
The appropriate clan is shown first, your title, you: stuff.
My eyes hurt ;p.
Date Thu Jun 21 17:34:59 2007
Subject zapping stuff
It's fixed, it seems that with offensive spells, such as ranged spells..
If you tried it on an object, it would attempt to do so. Aka, you could TRY
to cast fireball on your knife etc.
Simply an oversight when the ranged 'zaps' got put in. All fixed now.
Date Fri Jun 22 00:12:50 2007
Subject Experience gaining
Exp gaining has been modified yet again, a little bit.
Mobs no longer count into your group size (they counted at 1/10th level
before), as this leads to more solitary playing type (sorry charmy armies).
But, you now gain more experience for more players in your party. This
means up to 50% more experience per kill if you have a large party.
So, group up, just don't do anything kinky.
Date Fri Jun 22 18:28:04 2007
Subject note list new, ideas/changes/etc
Now you can 'note list new' (or idea/story etc) and it lists
only the unread ones.
Reo wanted it, reo asks, reo recieves.
Date Fri Jun 22 18:58:22 2007
Subject Note list (to/from)
Ok, yeah so notes improved a little bit more.
Now you can 'note list from zivilyn' to see notes
that I wrote that you can read. Or idea list from aurius.
Also, you can note list TO . Aka, see which notes
were addressed to KOT, Mariner etc.
You can also still just use 'note list kot' to show both to/from notes.
Date Sat Jun 23 23:24:16 2007
Subject Backstab, rangers, mobs, pvp.
Backstab lag has been cut in half vs mobs.
No change vs players (they're craftier, you have to think
more to pull one off ;p).
Rangers, can now use their backstab anywhere as thieves can.
That is all, we return you to your regularly scheduled broadcast.
Date Tue Jul 3 17:24:38 2007
Subject Body part weapons
Ok, a slight modification of the body part weapons (tusks etc).
The level of the item is now that of a Qitem level, meaning if it's
average damage of 45, then multiplied by 2, 90th level (then minus 15)
so that puts it at 75th, or level 55 'to use'.
This means that we still get really great weapons sometimes, but...
Level 1's do NOT get the equivalent of a level 70's Qitem.
It was an oversight previously, sorry for any confusion.
Level is the ONLY thing affected.
Date Tue Jul 3 18:19:36 2007
Subject Body Parts Weapons (mod)
-10 levels on the 'to use'.
an average 45 tusks of Tombfyre,
90 - 25, 65 level item, 45 to use.
We do really listen ;).
Date Tue Jul 3 23:28:22 2007
Subject Larger races starting hungry
Ogres and Mino's used to start out nearly starving as they had the same amount
of food, in a much larger stomach... Fixed that. They now have relative amounts
of food in their oversized guts ;p.
And that's why I'm always making new characters :)
Date Thu Jul 5 19:04:45 2007
Subject Interpret triggers
Apparently the interpret trigger assumed ch and room (ie the char/mob and
it's room), but, would do a trigger first. So, mob pulls a 'purge' switch,
no more room for it to check, yet it tried to, pow. Now it makes sure the
mob exists, and is IN a room before it continues (or person etc).
Anyhoo, it was an oversight in the creation of the 'interpret' code (which
allows you to add programs for any action typed, aka 'scratch my nuts' could
be the trigger (not acted out or said, just typed). IE: addrprog 1234
interpret "lick my balls"
Now, it just is safe, before it tried to execute without seeing if the
person calling it had been vaped or was still there etc.
Date Tue Jul 10 23:54:47 2007
Subject Life span, pills, body part weapons (last ever)
Now allow you to eat bless wafers, and the blue ones in Tarsis, as
they aren't offensive spells that need the level regulation.
Ok, on the life span thing:
Now elves will live exactly three times as long as kender, who live
four times as long as goblins, who live a tenth of the time a human,
who lives less than an ogre, which is about the same as a minotaur.
Boiling all that down to... they live until they type delete twice ;).
No longer have magical bonuses, simply the higher average damage.
They're meant to be cool weapons you could enchant, not uber-tough
weapons to replace things such as the assassins dagger or dagger of
stabbing etc. You _could_ enchant one to 8/8 with a buddy's 101 mage,
and make it fully beat asci over the others, but that's up to you.
Oh, and we love you all.
Date Wed Jul 11 00:18:21 2007
Subject splitting money, autosplit
Um, thanks to Merianne and Aramynia we found and squished a bugling.
It seems, you would split money with uncharmed mobs that were still
grouped and in the room. Now it makes certain they're a PC first ;).
Date Thu Jul 12 16:59:25 2007
Subject Traps, Trapkits etc.
Unfortunately, it's apparent that the Trapping code originally set out
by Sargonnas will not be completed. Due to this, it was buggy, caused
crashes and it has been removed, along with the components, and trap
Players who had the trap skill will find they were reimbursed the 10
train points the skill originally cost them. I would personally
recommend 'gain points' but, you might find there are other skills you
wish to purchase with them.
Traps will be able to be set by players in the future, but the
mechanics of the action and required items will be different I'm sure.
We each think/code along different lines. The thoughts are for
trapping to be containers and a trap in the room (trap object),
perhaps delving into trapping closed exits as the original by Sarg had
It was a great great idea, just never completed. I hope to soon, but
my todo list is long and we'll see where it falls in priority.
Date Thu Jul 12 20:41:15 2007
Subject Danger sense
It's a little better now, including PK people that are 2 levels lower
than you and up (if you're NOT safe from attack).
We're also talking about an improved danger sense, which would be more even
yet, an almost clairvoyence that'd allow those with full awareness and
danger sense to sometimes dodge ranged attacks and have improved chances vs
backstab. This will most likely be high level thieves, higher level
rangers, and mid level monk ability.
Still just thoughts, we'll see.
Date Thu Jul 12 21:39:28 2007
They now tell you WHAT is in perfect condition, the message is
different (not so annoying). And, they don't give you a bad time
about your items getting damaged. Sheesh, mean repairment just
got an attitude adjustment.
Date Thu Jul 12 23:56:19 2007
Subject Blood pools/ liquid pools in water/underwater
Per Merianne's idea, and one I'd thought of myself but waited for
confirmation... someone else said it so I said what the heck.
Blood and liquid poured out into water forms slicks on top, or clouds
in the water, also it's hard to fill from fountains underwater
(probably never happen, but heck heh).
Have fun with the new pools (any liquid btw, pour stuff out to see).
Date Fri Jul 13 18:02:16 2007
Subject Underwater casting and talking
Ok, this is due to some thought and head bonking, but, now we have a use
for the free action and water breathing.
Underwater, you cannot CAST or SPEAK (unless a dargonesti/dimernesti/immortal)
_UNLESS_ you are affected by both free action, and water breathing.
This is simply a 'duh' moment, as being underwater should be being underwater.
There will be a nice spell in the future called Renli's Air Sphere, which will
do both of these functions along with allowing other things underwater etc.
We'll keep you posted.
Date Fri Jul 13 18:15:27 2007
Subject Fish examining etc.
You now can examine your fish and get a general idea of weight and length.
It's not as good as lore or identify, but it's not bad.
Date Sun Jul 15 22:52:45 2007
Subject Mob mana use, casting. Lowbie auto healing
Ok, a little big of a reality check for the mob casting types in the
game. Mobs now have the same restrictions as players do, no mana, no
cast etc. There are a few 'special' ones like lightning breath etc
that don't use mana, but any spell casting ones should be thwarted by
silence and lack of mana, just like a player would be.
The 'cast_adept' (aka healers have it, Lord Amothos etc). These mobs
should no longer spam the bajeepers out of people, they check to see
if people are in level (lowbies), then if they are plagued, poisoned,
blind, low on hp, moves etc, and only do that which the player needs.
No longer the mindless automatons they used to be.
Date Mon Jul 16 03:33:55 2007
Subject healers cast_adept addendum
Ok, a slight addition to the healers (cast_adept on mobs). This is
mainly the 3 main pit healers, but also Lord Amothos and a few others
around the MUD (Geri healer etc).
The healers now, will also cast bless, armor, refresh, and giant
strength on you, but only if you're the right alignment. They still
freely heal/cure etc to anyone, but don't give the special treatment
to non-like alignments.
We might look at additional spells they'll do, but with hours
restrictions so that you truly have to be a new char, not just someone
hugging low levels for the goodies heh.
Date Thu Jul 19 19:25:25 2007
Subject say things
I'd had an idea ages ago to change the 'say' statement based
upon how you say things. I did notice Jay did it on our now
defunct mud of a similar name...
Ok, now if you're speaking Common, we don't need to be told ;p.
Also, if you use punctuation, you can more accurately show
the way you're saying, asking etc. Via !, !!, ?!, ?, ??, ... etc.
Something I'd wanted to do for quite a while, but I didn't
get as fruity as Maj did ;p.
Date Thu Jul 19 21:47:41 2007
Subject More Gore (lol, yeah theres more)
The bodypart weapons (claws, fangs, tusks, horns, tails, tentacles)
now are more accurate in their depiction. You pick them up and clean
them off to form a crude weapon etc.
They can obviously still be restrung if you wish to 'really' make them nice.
Old one's won't change though, sorry, restring if you like.
Date Tue Jul 24 21:24:53 2007
Hiddy built/put/broke/fixed, dummy is in now. new/stop make it do those.
Ps. I hear Hiddy likes to role play with Kender
Date Wed Jul 25 21:34:23 2007
Subject Ostat (object stat)
Formatted a little better.
Date Wed Jul 25 21:35:35 2007
Subject A fabled horn
The Fabled horn of Aurius now at the quest masters.
Much like an undead's touch, although a couple levels lower and a little better.
Exotic so all can use, just a bit of a tribute to our lost pal Jon.
Date Thu Jul 26 00:05:10 2007
Subject Quest code
I cleaned out about 400+ lines of bull.. er extraneous crap.
Also, lowered gold cost to 400 qp, and raised it to 20k gold.
This shouldn't affect cash cost of items in the market, simply make some people
actually 'quest buy gold' perhaps.
Basically tons of code cleaning, I'll look at expansion soon.
Date Thu Jul 26 22:58:53 2007
Subject Fabled horns of Aurius
They're now a helmet (and plural), and are lower level (level 1 to use).
Which reminds me, another copyover in a minute as the questmaster thinks
that they are still level 40 ;p.
Date Fri Jul 27 23:38:12 2007
They now log to the log file as a deletion (to spot easier)
They also now move the persons file to the backup directory.
Do NOT advertise this please. I get enough people asking for
Restores without that.
Anyway, it's a failsafe somewhat. Don't abuse the knowledge please.
Ps. It will overwrite old ones in the backups.
Date Wed Aug 1 00:41:13 2007
Subject deletion aka vaporized aka oh crap I screwed up!
If you vape now and have 25+ level or 50+ hours, it makes a backup
of your character, this is only a precaution and un-vaping will
still cost the usual (aka, naked, penniless, walking funny)
But, it's an option, and all that sometimes ;p.
Date Thu Aug 2 17:51:13 2007
Subject Fishing gear
Caergoth got some bigger poles, and an import of Dimernesti Shark Cable!
(Leaflock noted he caught a 1500+ pound great white, kind of made me
giggle, then add the 'big game' gear).
(ps, imms. mstat is cleaner on some items as well)
Date Thu Aug 2 22:58:04 2007
Subject Questing, fishing changes
Ok, first off questing.
Lowbies now get a little better range of quest points than they used
to (the random number range is increased), also if you complete your
quest with much time left, you can get a bonus in points as well.
These aren't shown, but just factored in.
A few things, first off, more fish.
Five additional species of sharks have been introduced.. including a
26,000 pound whaleshark, which might not be possible to catch yet, but
I had to put it in heh.
Also, pole and line breaking didn't used to take into account the
strength of your line, it now does. If you've got really strong line,
you can muscle the little bastards without fear of breaking the pole
or line etc. But the big ones, well they might just yank the pole
right out of your hands.
Have a hoot, as always, apprise me of any bug-like apparitions.
Date Wed Aug 8 21:02:39 2007
Subject Fishing v1.4 is in.
Fish now pull line out, they fight back!
Dropped perfect looking (spammy), only beat up fish Show condition in desc.
Only large/small fish indicate size in descs
Fish now bite hooks and bait that are adequate sizes
Hooks and Baits match sizes
Hook sizes increased from 1-3 to 1-10
Bait sizes increased from 1-4 to 1-10
New shop in Caergoth with other sized hooks/lines/baits etc
Meaning? Get Shark sized bait for sharks, same with hooks and such.
This should help keeping rifraff fish off of your shark hunting trips.
This also helps keep sharks off when you're using light tackle and
going for say a nice eel or salmon.
Also, fish will sometimes run out more line, more fight!
Date Mon Aug 13 01:47:51 2007
Subject Prices for selling/buying gems
Gems don't fluctuate at all now, to purchase or sell.
They weren't supposed to previously, but there was a
randomizer in place that forgot to check.
Also, sometimes now you'll find fluctuation in coin type
you get back when selling things.
That is all, thanks Jeros for the alert.
10 diamond thank you note awarded.
Date Mon Aug 13 19:51:45 2007
Subject makeshift body part weapons - fish bug fixed
A couple of minor things:
The 'makeshift weapon' out of body parts code, I pulled back out.
Reason is, you can always go and restring them yourself. It was a 'ooh
this is fun' thing that really didn't make sense. They are still
weapons, just that now you simply wear the claws of a bugbear etc.
Fishing: with regards to examining the pole, used to try and show you
the hook/bait descriptions but only had verified the bait was there.
So, in odd times when you'd have bait but no hook (tied on or some
oddness ;p) it would try to show you a non-existent thing and get an
embolism. Fixed. On a side note, that's the first crash bug I've seen
in quite some time heh.
Date Sun Aug 19 16:49:56 2007
Subject cash bug
Cash bug found by Jeros and Kevril, fixed!
Thanks you two!
Date Sun Aug 19 22:15:51 2007
Subject A strange banner by Sanction
A great sound of screeching and rending stone nearly deafened the
denizens of Sanction today... A mountain ripped itself free of it's
moorings and rose into the sky with a scream that defied nature! A
small castle seemed to grace the top of the mountain, flying a single
pendant from it's highest tower. That pendant bore the resemblance of
a Green Dragon.
The reformation of the Green Dragonarmy is complete.
OOC: Thanks to Kailith for his hard work building the hall, and Saige,
Kailith and company for their continued diligence and role play toward
starting the new old clan.
Date Mon Aug 20 18:01:54 2007
At the next copyover, string @ will revert
that string to stock. Not on players of course, but mobs/objects if you
accidentally string the wrong item, @ can save you.
I now return you to your regularly scheduled broadcast.
Date Mon Aug 27 20:44:48 2007
Type it, a couple changes, time since boot, time connected.
Sometimes it can be scary ;p.
Date Wed Oct 24 17:14:17 2007
Minor alteration, it now lets you know how many players
that you cannot see (excluding wizi imms). It won't say
who they are yet as we're still contemplating that.
But, it will give you a more accurate acount of how many are on.
Hope you like,
Date Sat Nov 3 04:02:40 2007
It's cleaner, and shows time connected for players. The 0's were spammy imho.
Date Tue Nov 6 18:53:14 2007
Subject Login, being attacked etc
It seems that you could still be attacked and not be able
to attack back, if it'd been under 2 minutes since you logged in.
Aka, Dither agro'ing Branthelas and Branth not able to defend himself
due to log in time. This has been changed so that if you are violent
and they are, you can attack. Meaning, someone finds a way to attack,
you can defend.
Ps. Please note me with any ways around the 2 minute login
Using such bug to attack people is bug abuse and not good.
Date Mon Nov 12 04:22:57 2007
Subject Enchant Weapon
Enchant weapon now takes into account bows, crossbows, blowguns, and all of
their projectiles. It is much harder to enchant the projectiles, but still possible.
Have fun with it!
Date Mon Nov 12 04:54:43 2007
Subject Fishing fix
Apparently you could put fishing poles into Jairs etc, while still fishing
Then pull them out like in the desert and continue to fight said fish
that was now like a Thresher shark jumping in sand dunes etc....
Needless to say, the Nomads weren't happy at all about the sharks now
infesting their dunes, so we fixed that.
Date Mon Nov 12 05:02:03 2007
Previously it did restore on hunger/thirst based off the person
restoring's size, um, it's now based on the recipient (so minos/ogres don't
get MORE hungry after restore etc.
Date Fri Nov 16 23:53:30 2007
Subject . formatting notes, ignore and privates
Next copyover, the added spaces on punctuation goes away.
Also, if you're ignoring someone, it also ignores on private channels.
Date Tue Nov 20 19:36:39 2007
Subject Labeling potions - Spellstaffs - Godchange
First off, empty vials no longer rot ;p.
Also, you can now make labels for your potions, label/unlabel them etc.
They still have the same 'name', but you can make them look like anything
that you wish (please use good taste, as we'll vape nasty ones).
You can examine them to read the labels, or list if in a shop.
So far, there are labels at the potion shop in Palanthas.
Spellstaffs have been fixed now, with a set amount per level of charges
along with a fixed cost per charge based on item quality. Thanks for waiting.
New command: godchange
If you're changing within your align (like good to good god etc)
Under level 15 you can do so for free, after 15 it's the usual True Faith.
To change from Evil to Neutral etc, still takes Divine intervention.
The godchange command takes roughly a minute real time.
Date Tue Nov 20 22:25:55 2007
Now shows the new label/cork code better
Date Wed Nov 21 19:33:58 2007
Subject Fishing bug squish
Apparently if you had more than one pole, you could move, and each time
it would drop a pole if fishing... Into a room with no pool, yet it's
fishing etc. This has been fixed, any poles that are fishing will be dropped
before moving. Also, recall allowed you to go home, fishing still, in a room
with no pool etc. Fixed as well.
Thanks all, fish on!
Date Thu Nov 22 00:53:13 2007
They now refill and empty as you use them rather than being 'perm full'
We'll be changing fluids again in the future to make things easier.
Anyway, have fun with them, they do refill on the ticks some.
Date Tue Nov 27 00:27:30 2007
Subject Chili and Such
Took some suggestions on mobs that needed to be flagged no_quest and changed
them where appropriate. I won't list all of them as there were a bunch, but
suffice to say a few ridiculous quests won't be showing up anymore. As for
the rest, deal with it.
Also Holy Order clanhall has been upgraded and diamonds withdrawn.
Drellius' shop has sorter added now; diamonds withdrawn.
Hiddukel, officially breaking Zivilyn's 1 year reign over the change board.
Date Wed Nov 28 09:53:55 2007
Subject room flags (olc)
You can now use the command Room with flags, like Room dark etc.
Might seem retro, but you can also use 'Room NONE' to vape all
Room flags, much coolness.
Date Wed Nov 28 23:42:24 2007
Statting labels will now show what's written on them.
Statting potions already did show the label.
Ps. goes in next CO
Date Thu Nov 29 22:53:47 2007
Subject Messages when you rest
You will now see message when you fully regain in hp, mana, and move.
Only once, to let you know that your hp is fully regained etc.
Date Sun Dec 2 19:55:50 2007
The warp in Solace is fixed. For those who don't know what I'm talking
about, there was a warp where you'd walk into Demilon's and go south and
suddenly you'd be on the Solace walkways instead of ground level. It's gone.
Hiddukel will find things to change just to keep Ziv from getting too many
changes in a row.
Date Tue Dec 4 21:18:11 2007
Certain characters in titles are replaced by spaces. This was
Due to the ability of people to put in html etc, make holes
very icky. Thanks to Lotho for spotting it.
Date Sat Dec 8 01:41:55 2007
Subject Stealing cash bug
Thanks to Mordiar for finding it, I hadn't actually realized it was a BUG
bug, but apparently it would make you a chunk each time you stole coins from
a NPC (more than they had).
Anyway, it's been fixed up and 2 stars and 500 qp given to Mordiar. Thanks
for alerting us (my ears were apparently a little plugged last night).
Date Tue Dec 11 22:51:52 2007
Subject Lights Fishing Fixes.
All of the lights in the game have been set to game specifications.
Meaning, there were TONS of permanent lights (perm requires qitem
light), those are fixed. With lights the stats are 20/level of the
item max for normal, 50/level for exceptional items, and unlimited for
quest lights. They are now within that range, some were raised as 5
ticks of light was silly.
Meaning? They're as they were supposed to be, but have someone cast
continual light on your light a few times just in case.
Almost all of the fishing holes in the game were fixed, many were
fresh water, needed salt (or vice versa), some were godlike abundance
of fish, now normal. The deep seas have less likelyhood, but bigger
fish and way deeper. The shoals and reefs are pretty good, docks are
good. there's a few 'hotspots' out there which you'll have to find.
Our next installment of fishing will bring in a couple fixes more
(non-fish?;p), along with hopefully... roaming schools of fish (which
increase the spots abundance greatly), they won't be able to be seen,
but they will be noticed coming into the pool.
A bug with non-tended poles was fixed. Also, do NOT leave poles
unattended, they will be pulled into the water by larger fish. If
you're fishing in a different room, it will pull them that way first,
so you might be able to retrieve it before it's taken underwater and lost.
Fish also have weight, and we were happily ignoring that for a long
time. If you're too heavy you won't be able to fish, simply drop the
excess or run and sell it etc. Look for dragable fish in the future
(all items actually).
Built: (Care of Hiddukel)
Green DA clanhall additions are in!
Ps. You can NOT brawl in SAFE anymore, bug found, abused, fixed.
Date Wed Dec 12 20:13:31 2007
Subject liquid pool bug
Oddities found, drinking empty pools would bomb, somehow..
I missed it before :(
Anyway, all set, no more ickies. Btw, if something CRASHES
the mud when you do it? Kindly tell the imms.
Ps. It's still nasty to drink urine puddles, eww.
Date Thu Dec 13 20:47:30 2007
The big 3 are now picky about who they heal.
From level 15 on that is, they also notice clan affiliation.
Just making sense of it all ;)
Date Thu Dec 13 21:13:55 2007
Subject Healer change
Ixnay on the ealer angay.
Meaning, healers are back to normal. They had been set so that Solamnic healer
in Pal didn't like KOT/DA etc, and vice versa on the Nerakan one.
Apparently I jumped the gun, both other active imps disagreed with the change
(aka, hated it), for various reasons.
So, healers are as they were before. They heal anyone as usual.
Date Mon Dec 17 04:50:13 2007
Subject Dwarven Area Things
Fixed some of the wierd exits and brokeness associated with the trolleys or
whatever they are in the Dwarven Areas. Threw a long desc on the dwarven
breastplate as it'd lacked one before.
I also threw another drawbridge room on the other side of the drawbridge in
one of the areas, as previously if the gate was down you were out of luck
and that was meh. So it's openable from either side now.
If anyone finds any more problems with those areas let me know.
Thanks to Shronius for being mercenery enough to find these things for me
for a price.
Greed is a beautiful thing.
Date Wed Dec 19 04:39:03 2007
Subject alist command
It now shows used/open vnums in areas, mostly a diagnostic tool.
And, tour coupons don't exist anymore.
Date Fri Dec 21 23:24:17 2007
Subject Updates (mobs)
Mobiles will now update as they should, some were not updating if they
were in odd positions (subterranean lizards, hepo etc). But they will now.
This also means, you have to periodically feed lizards to not lose them
though, as they were originally programmed. But it also means you won't find
them left in Gerighelm sleeping in a safe room (or shouldn't; p).
Date Mon Dec 24 02:00:23 2007
Subject Fish schools
There are now schools of fish which increase the abundance of fish in a given
fishing spot. Have fun! (They do move around and are sneaky etc hehe)
Ps. In the seas north of Pal, in Crystalmir, and in the Istar river.