Two Hand Combat and More!

There are 4 new skills for two hand combat. Warriors, Rangers, Paladins and Warmages have access to them.
– Two Hand Combat — passive skill, boosts general 2-hand combat damage and effects of other 2-hand skills.
– Cleave — active attack action to deal damage to your opponent.
– Sweep — active attack action that deals damage to all opponents in combat with you in the room
– Powersmash — active attack action that attempts to daze your opponent

– New command: GRIP – allows you to shift your grip between one and two hands on your weapon. no argument is needed. See HELP GRIP
– Parry receives a boost if you are using a two handed weapon. It is also harder to parry a two handed weapon now.

Other changes this patch:
– REGEN: You will no longer regen hp/mana/move on the tick. This will now happen at a reduced rate, roughly every 15-23 seconds.
– New prompt options! %t for in-game time of day, %T for system time in 24 hour format
– Shield Bash and Strike now have an added risk that you will fall flat on your face in your moment of triumph
– Disarm relies less on level now than before, though it is still a factor.
– Quest coins may no longer be sold back to the quest master. Sorry to all those who used it for legit commerce.
– The minor creation spell can now be used to create notepaper for writing notes.
– Improving skills now checks your PERM INT stat and not your CURRENT INT
– Two new quest weapons have been added, the War-Chain and the Maul. Both are 2-handed.
– Parry now considers the type of weapon you are using and the type of weapon your opponent is using. Some weapons are easier to parry with and against than others.
– Some Helpfiles have been updated.

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Catching up on Changes!

Changes since the last post about changes…

== Jan 24, Changes ==
Give x*item now caps at giving 20, rather than allowing giving 400 diamonds to someone. This change prevents the creation of an incorrect state for the networking sockets.
Mob spell selection vs characters with resists should now have more variance.
Lag for failing berserk reduced by aproximately 1/3 of previous
Lag for failed resize, repair and sharpen have all been reduced by roughly half.
EQ flagged nodrop or quest_eq will no longer jump if blessed/cursed while on evil/good characters.

== Empower, Maintain, Misc Fixes – Jan 11, 2014 ==

+ Warpstone skill uses less mana when fails, lower mana level requirement to use
+ Empower’s breath attack should be much more useful (improved damage by a factor of 3)
+ Level 1s will no longer disconnect once they idle in to the void, instead they will drop at 30min, like everyone else
+ slay_man flag now correctly affects beornings. slay_troll flag no longer incorrectly affects beornings.
+ Corrected a longstanding error that could cause a very rare crash.

– Use as you would ‘CAST’, but for buff spells only. Spells cast with maintain will only target you, you cannot MAINTAIN a spell on another.
– When you cast a spell with MAINTAIN, you will attempt to maintain the spell by directing some focus on it each tick. If you are successful the spell affect will not tick down, but you will pay a small amount of mana.
– The mechanics of casting via MAINTAIN are equivalent to those of CAST. All the same requirements, costs, and failure rates apply.
– Logging off will end any spell maintaining you were doing.
– Maintained spells can still be dispelled and cancelled like any normally cast spell.
– You must be standing in order to maintain. Spells will not maintain while in combat, or while resting, sleeping, incapacitated or dead.
– The chance of maintaining a spell is based directly on your skill in the spell, your wisdom, and your mental state (spell shorted, berserked and rampaging all work against it).

== 12-29-2013 – Fixes ==
+ Using say and sayto with a ! or ? at the end of your message will change the very from ‘says’ to ‘exclaims’ or ‘asks’
– Fixed two potential crash causing errors involving mobs killing themselves.
– Mass Charm will now give an error message if you cannot cast offensive spells on anyone in the room (ie: safe room)
+ Using the PROMPT command with the ‘show’ argument will now tell you what your prompt is.
– Warpstone skill will no longer consume 7x your level in mana when it creates a warpstone. Will now consume the mana value held in the warpstone +50%

== June 9, 2013 – Fixes, Small Changes, Gauntlets, Server Stuff ==
– Gauntlet AveDam Changes! Char size is no longer factored into gauntlet avedam. Gauntlet avedam is now calculated as if your size was fixed at 6. In other words, Ologs with gauntlets got nerfs, and things like hobbit monks just got a boost.
– Reduced casting difficulty level of sanctuary, allowing more mobs to access the spell.
– Increased randomization of xp reward calculations, brought reward levels for killing sentient vs non-sentient mobs closer together.
– An error made years ago when sanction was given to sorcerors preventing it from improving has been corrected. Sorcerors should now see sanction improve. Still requires a black outline to improve.
– Some helpfiles have been updated / corrected.
– Fixed a crash bug involving emptying a container
– Fixed a crash bug involving a mob killing itself
– Fixed a crash bug involving you killing a mob in a very specific manner

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Fixes & Updates – April 24, 2013

== Fixes, Corrections, Updates ==
– Corrected check-assist behaviour to allow PCs to assist NPC charmies
– Removed assist_guard, assist_vnum ACT flags on planeswalk mobs
– Altered the backend system that handles denoting whether a command is allowed when ordering a charmed mob or player. Expanded the list of prohibited commands
– Adjusted warpstone skill not to factor obj value of low price gems
– Mobs may cast with spellburst now
– Removed imm rooms and other petshop/livery rooms from room counter
– When creating a listing at the market, setting the quickbuy value will set the starting bid value to an equal value if it has not yet been set.

– Entangle and Sanction now eat only half mana on failure.
– Entangle and Sanction both have reduced mana usage at lower levels and capped maxium mana usage.
– Sanction should land more often now

==Spellburst Changes==
– Spellburst now uses only 1 spell, three times.
syntax: spellburst
– Spellburst requires that you be competent (75%) in a spell to spellburst it
– Spellburst now has a chance to fail initially or part way through based on your skill in spellburst. This chance exists even at 100% (though drastically reduced)

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Corrections, Alterations, Adjustments – Apri 8, 2013

Mostly minor items here, long overdue corrections and updates.

– Resolved a bug that could cause quiet mode to be used to stealth-loot or die without an INFORM
– Corrected a bug that caused CHAIN objprog triggers to not work (such as Firan weapons)
– Noncharmed mobs should no longer assist charmed mobs
– You should now properly receive the conloss message when you are bounty-killed.
– A crash causing bug involving objprobs and dead mobs hopefully patched over
– The mana capacity for created warpstones has been greatly reduced
– Corrected a mistake included in the last patch that caused group xp gains to be treated as if a character was killing solo
– Drain Essence no longer affects xp gain calculations and grouping range

==Area changes==

White Lotus
-Chow will now manage assistive guards more fairly

-Amber Knight now manages divinity more efficiently

-He goes more places and sees more sights. He may take the mages another pulse to kill now.

-Rohirrim Equipment Changes (eg, bulk, ac)

Tharbad/Sarumans Tower
-Reduced values of some items that were out of line with other values in the world

-Updated PRIZES helpfile for boots and gauntlet

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Nov 7 — Nerfs, Rejuvenation, Corrections

Replacement for rejuvenation, some typo corrections, some adjustments to charm and spellburst, and some fixes here.

== Charm ==
– Reduced charm success chances after first victim
– Skill in mass charm reduces the reduction in chance
– Mass charm now requires skill in Charm
– Failing Mass Charm no longer guarantees the victim will attack

== Rejuvenation ==
– Rejuvenation (cleric remort) is now an activation based affect that provides a per-pulse group heal.
– Mana cost per pulse is expressed in a percent of the hp healed.
– See HELP REJUV for more information.

== Misc ==
– Spells cast using spellburst now consume more mana, roughly 33%, than those cast without.
– Pants, Sleeves, Hood and Gloves of Arda are now clothing type items instead of armor
– Updated Marriage code to support unions between same-sex couples
– Corrected some typos in some helpfiles and areas that were pointed out
– Corrected some code that could cause crashes

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Oct 19, 2012 – Small Changes&Additions, Quest Flagging, Group XP

A few alterations and additions:

– Fixed a buggy room in the sewers that would eat up large amounts of move due to an invalid sectortype
– You can now use %p in your prompt to display your Exploration Percentage
– You may no longer name a pet with your own name

– I implemented a system that allows us to switch between the current, ‘stock’ group xp calculation and a flat percentage penalty (ranging from 50% bonus to 100% penalty, settable on the fly)
– You can view the current status of the group xp modifier with the ‘settings’ command.
– When non-stock group penalties are in effect you will recieve heavily penalized XP if you are in a group led by a mob. (ie: grouped around your clan guard to avoid group range restrictions)
– We will be experimenting with the xp modifier settings for groups over the next while.

– Changed behavior of scribe & brew such that they now alter the name string of a completed potion or scroll to contain ‘potion’ or ‘scroll’ accordingly, rather than the original item name (currently ‘vial’ and ‘parchment’). Thanks to Elua for pointing this one out.

Quest Weapon Flagging! IMPORTANT!
When you purchase quest weapons now, you will be required to pick your flag (elemental, shocking, frost, acid) at the itme of purchase.
The QUEST BUY command has been extended for this to QUEST BUY
Buying non-weapon quest equipment remains the same as before.

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Oct 15, 2012 : Fixes, Tweaks, Exploration

– Autoassist loophole for double attacks should now be closed.
– Charmed mobs are now subject to the same restriction on summoning elementals as players are.
– Changed messages when charm is dispelled.
– The Minor Creation spell can now be used to create a bedroll – its not great but better than sleeping on the ground in the wilderness.
– We will now begin tracking whether or not you have visited a room. The % of the world you have visited will be displayed in your score.

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Minor Changes – Oct 14

– Adding some tracking of online player count so I can make pretty graphs later
– Fixed bug that caused sanction removal to remove other things

Rampage Change:
– Reduced chance for 2nd bonus attack on primary target while rampaging
– Reduced chance for stun effect on rampaging attacks
– Reduced stat bonuses for rampage

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Changes – Sept 15 2012

An assortment of small changes and updates, the majority by Aiwendil and dealing with areas, and a few minor by Aule.
– Help prompt typo for gold fixed (%G for bank, %g for inventory)
– Camping now gives more informative failure messages
– Arda staff should now be one handable for Noldor & Avari
– Some misc background stuff for mobprogs
– HELP WARMAGE, HELP SEER should now be visible

== Area Changes ==

– Modified spiked war club, hammers, broadsword, and cuirass (generic and uniques)
– Fixed mobprogs: Harry, Billy, Tom, Gruumsh, hapless victims

– Fixed broken mobprogs
– Sector and room flags are now correct
– Previously unlinked rooms are now linked
– Certain doors have now been properly reset
– Private room has been removed
– Amber Knight becomes harder

Hobgoblin Keep:
– Weapon stats have been adjusted down
– Shields should now work like shields (as opposed to armor)
– Edited mobprog

– Women are no longer blind

– Thelad is no longer blind

Divided Souls:
– Avengers, Deathmaster and related assassins are now immune to summoning

– Mob immunities, resistances, and weaknesses have been redone based on race and logic

– Smaug is now reprogrammed to use the new rampage appropriately.

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Back Up Again

As of around 8 hours ago now, we are back up and operational. I was able to recover what I believe is a full set of pfiles from the old, failed, harddrive and transitioned the mud to a shiny new server in a datacenter in Dallas, TX. Hopefully this is a win for everyone as it should result in better connectivity, less lag and be faster overall.

I do anticipate that there will be the occasional problem as a result of the transition to the new server. IF you find that something is odd, strange, doesnt work the way it used to, etc, please drop me a note.

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