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CHANGELOG
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BobGeneric
Code Monkey
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Joined: Nov 07, 2009
Posts: 1467

PostPosted: Tue Jan 19, 2010 4:23 pm    Post subject: CHANGELOG Reply with quote

10/1/12 - THE AWAKENING OF MAEVAL
Quote:

CHANGES TO EXISTING SKILLS

  • Added "Greater Infusion" to Conduit skill list (30 CP skill, identical to Wizard skill of the same name).
  • Unholy Stain now removes infusion depth in the amount of 3 times the amount of MP spent (was 2).


QUALITY OF LIFE

  • It is now possible to "quit" a guild at the guild's shrine (though expect extreme displeasure from the Elder Powers for all guilds except Adamant Kinship).


NOTABLE BUG FIXES

  • Fixed bugs with faction creation and editing.
  • Bloodlust duration not resetting on kills.


PLAYER CREDIT STORE

  • Players may now purchase the following in the Credit Store (on the main page, below your list of characters):

    • Access to Leaderboards
    • Access to Game-wide Statistics
    • Access to Game-wide "Orthodoxy Standings"

  • Note that purchases must be "Confirmed" by clicking the purchase button a second time.


MAEVAL

  • Implemented new Wandering Monster, Maeval.
  • Maeval roams the "Dead Rock" portion of Purgatorio. He can pass between the "Dead Caves" and the dead rock, and also knows how to step inside and outside of buildings. Doors, Glyphs, and Stronghold Wards are NOT sufficient to keep him out of a building.
  • Maeval starts with 3000 HP, 1000 MP, and 1000 AP.
  • Maeval is possessed of extraordinary regenerative powers and regenerates 50 HP each "pet tick" (every 10 seconds).
  • Maeval has a 30% defense and is immune to unholy, holy, arcane, cold, and death damage. His phantasmal armor soaks 6-10 points (varies from blow to blow) against everything else.
  • Maeval has a 150% chance to hit and deals 5 slashing and 5 cold damage. He will retaliate when attacked in addition to attacking on the pet tick.
  • Maeval can see and hit Wisp Form, Flying, and Invisible characters.
  • Each hit from Maeval places one instance of the "Death-marked" status effect on the character. Multiple instances of this effect are possible.
  • "Death-marked" status reduces damage immunity to 90% resistance. It reduces existing resistance by 10% and soak by 1 (so a character who drinks a cold affinity potion and then is hit three times by Maeval will have 3 such statuses on him; the first reduces the immunity to 90% resistance, the second to 80%, the third to 70%).
  • "Death-marked" status can be removed by use of Blood Ice or Angel Tears.
  • On a kill (including a pet kill), Maeval absorbs his target and gains HP equal to the maximum HP of his target (this can take him over maximum HP; if he goes over maximum, he loses 1 HP each pet tick until he is no longer over maximum).
  • Pets categorically refuse to attack Maeval. He will attack them, however.
  • If Maeval is killed, each character participating in the attack receives the Stalker of Death badge and 5 CP. The character who deals the killing blow also receives the the Hunter of Death badge and 10 CP. The character who deals the most damage to Maeval receives the Foe of Death badge and 15 CP. (The badges and CP grants may not be earned multiple times; though it is possible to earn different badges during different attacks). If Maeval's regeneration ever brings his hit points to maximum, all damage is "erased" as all attacks to that point have been for naught.





8/3/12
Quote:

QUALITY OF LIFE

  • Attacks made on wards now display damage dealt during the attack.


CHANGES TO EXISTING SPELLS

  • Glyphs of Pain now deal 3 damage (was 1).
  • When a Glyph of Pain vs Good is active in an area, Aethersprites are prevented from healing all characters except their master.


CHANGES TO EXISTING PETS

  • Judgemasters can no longer detect nor attack invisible and/or flying characters.
  • Aethersprites and Will-O-Wisps can now detect and attack invisible characters. (Imps already had this ability).
  • Jugdemasters' secondary damage type has been changed to electric (was slashing).
  • Will-O-Wisp damage reduced to 6 (was 7). Damage floor has been raised to 2 points of damage (immunity still reduces to 0).
  • Wights have a damage floor of 2 when dealing death damage (immunity still reduces to 0). In addition, they now deal 5 arcane secondary damage with a damage floor of 2.


CHANGES TO EXISTING SKILLS

  • Tweaked Energize XP grants.

    • Characters are of equal tier: XP granted is MP spent * 0.1.
    • Energizer is level 10-15 and target is Tier 1: XP granted is MP spent * 0.05.
    • Energizer is level 10-15 and target is Tier 3: XP granted is MP spent * 0.15.
    • Energizer is level 16-20 and target is Tier 1: XP granted is MP spent * 0.038.
    • Energizer is level 16-20 and target is Tier 3: XP granted is MP spent * 0.125.
    • Energizer is Tier 3 and target is Tier 1: XP granted is MP spent * 0.025.
    • Energizer is Tier 3 and target is Tier 2: XP granted is MP spent * 0.05.

  • Seraph "Free Skill" has been changed to Arc Lightning. All Seraphs that had Clockwork Cloud now have Arc Lightning instead.
  • Seraph skill Arc Lightning damage has been upgraded to level/4 (was level/5). It no longer strikes opponents utilizing ranged attacks.
  • Seraph skill Clockwork Cloud is now a 60 CP child skill of Arc Lightning. Damage has been upgraded to level/4 (was level/5). It now strikes opponents utilizing ranged attacks. All seraphs that had the Arc Lightning skill now have Clockwork Cloud instead.
  • Seraph skills Clockwork Blade, Clockwork Fortitude, and Spring of the Enhanced Capacitor are now child skills of Arc Lightning instead of Clockwork Cloud. (the above changes essentially "swap" the two skills, allowing the Seraph to have its aura go from a damage type for which an affinity potion does exist to one for which it does not.
  • Lightspeaker skill Soldiers of Might now causes Judgemaster secondary damage to be "slashing" (was "electric"). (Again, this is to make purchasing the later portions of the tree "better" by changing from a damage type for which an affinity potions exists to one for which it does not).


FACTIONAL PLAY

  • The +5 bonus for unholy damage vs. non-Evil stronghold wards, holy damage vs. non-Good stronghold wards, and arcane damage vs. non-Unaligned stronghold wards only applies if the attacker is a member of a faction (i.e., factionless characters no longer gain this benefit).
  • Altered existing faction upgrades thus:

    • Removed Boon of Alonai upgrade from game.
    • Mana Rupture and Mana Mend are now per-Breath upgrades

  • Added new faction upgrades:

    • Option to increase faction footlocker size. Footlockers are increased in increments of 5 space and each upgrade requires 10 renown plus 10 renown for each prior upgrade purchased (i.e., increasing size once to 30 requires 10 renown; increasing size again to 35 requires another 20 renown, increasing size again to 40 requires another 30 renown and so foth).
    • Permanent Factional Upgrade, Bulletin Board (25 renown):

      • Creates a new sidebar tab, similar to the "Pad" tab, for Faction Members.
      • The Bulletin Board has a maximum length of 5000 characters. At present it is plain-text only (no HTML, no BBCode).
      • Leaders of the faction can edit the information in the "Bulletin Board" tab for 1 AP. When this is done, the Bulletin Board updates and an announcement is sent to the faction (per regular faction announcements).
      • This upgrade may be purchased up to four times. The second purchase costs 50 renown and allows Lieutenants to edit the board. The third purchase costs 75 renown and allows Veterans to edit the board. The fourth purchase costs 100 renown and allows all faction members to edit the board.

    • Per-Breath Factional Upgrade, Adamant Denial (25 renown): Members of the Adamant Kinship lose all guild bonuses while on your faction's stronghold tile.
    • Temporary Factional Upgrade, Adamant Proscription (5 renown): Members of the Adamant Kinship lose all guild bonuses while standing on any tile infused to your faction for 24 hours (requires Adamant Denial).


NEW WANDERING MONSTERS

  • Several new wandering monsters ("pet-class") that have been implemented in Elysium, Purgatorio, and Gehenna. Not everything about them will yet be revealed, however, some selected guidelines about their Artificial Intelligence (for bug-reporting) may be found below:

    • All pet-class wandering monsters should move tile-to-tile approximately once per minute (a "slow move" compared to the old pit's monsters that moved once per pet tick).
    • Some of the more powerful wandering monsters are "native to the plane" (i.e., not summoned) and autonomous and therefore not subject to the Corruptor's Cut the Silver Cord and Touch of Corrupted Loyalty skills. An error message to this effect will be displayed when trying to attack such monsters with these attacks.
    • Shambling Zombies will not attack members of a faction with a stronghold currently standing in the Forgotten City unless provoked.
    • Gehenna-based wandering pets will not attack unless provoked: (1) factionless demons, (2) members of a faction with a stronghold currently standing in Gehenna, (3) members of the Legions of the Abyss.
    • Elysium-based wandering pets should not spontaneously target good-aligned or neutral-aligned characters nor pets, though if provoked, some of them will retaliate regardless of the alignment of the attacker.


BUG FIXES

  • Pets could attack flying characters.
  • Faction upgrade store now works.
  • Faction editing works again.
  • Death touch not checking spell familiarity for determining damage boost
  • Favoured Son of Earth not increasing Max HP
  • Death by pet doesn't cause a "death" (no messages, Sires of Retribution doesn't cause a pet spawn, etc.).
  • Soldiers of Endurance increasing MP instead of HP
  • Zerg flag not triggering on alt sires pets
  • Ghoul Rejuvenation cost is now 10 (was 15).
  • Pets weren't triggering zerg flags in some instances.
  • Aethersprites were able to heal through Curse of Blood.
  • Fallen (as in <20MO) angelic casters don't lose access to spell casting
  • Righteous attack and holy damage bonus now apply correctly to wards
  • Righteous attack was applying against goods and neutrals (even without having HoZ).
  • Righteous attack not applying vs. evil pets.
  • Arcane Marksman was not giving +3 damage with firearms.
  • Phylactery now working properly.
  • Phasing costs too much MP on activation (now costs 10, was charging 15).
  • Void Walker cross-planar stepping skills were not always dumping the Void Walker outside.
  • Shadow of the Bat was providing the "Fly" button (it grants lesser flight).
  • Morality was measured from +/-50 for figuring damage for setting strongholds while out of alignment (now measures from +/- 40).
  • Bloodlust duration was not resetting on kill.
  • Animus of Dust could be active alongside Shadow of the Bat and Wolf. Only one of these skill may be active at a time.
  • Holy Fury was not causing defensive auras to trigger correctly. This has been fixed.
  • Will-O-Wisps and Wights were immune to aura damage on a successful hit. This have been fixed.
  • Way of Fast Hands was not autoreloading guns used to shoot doors or targets.
  • Cloak of Air with Tornado was not autoreloading or charging MP to attack when target shooting and not charging MP on door/fort/ward bashing.
  • Channelled Trail effect wasn't stacking in duration.
  • Hidden energy adapted status was not being correctly applied when attack is against ward/door/glyph or pet.
  • Holy Champions can no longer use Fly while under the influence of Cloak of Earth.
  • Master of the Pack bonuses weren't being added to Nether-Grafted Hounds' fire attacks. This has been fixed.
  • Virtual Enhanced Senses granted by Animus of the Bat/Wolf didn't allow attacking hidden characters - had to "search" to find them first.
  • Crossbow of Cold Resolve was not charging HP for attacking wards/forts/doors/glyphs/target shooting.
  • Nexal Return was not applying when attacking wards/forts/doors.
  • Curse of Blood was not granting XP on successful hits.
  • Shield of Faith was not causing MP loss when attacking wards/forts/doors.
  • Rotten Crossbows could not be auto-reloaded via Cloak of Air.
  • Pet attacks were incorrectly reporting the attacking pet name as the target name as well.
  • Supplemental damage was not always causing XP to accumulate.
  • Armor quality was affecting defense enchantments in the same way it affected soak enchantments. Defense enchantments now apply regardless of armor quality.



Last edited by BobGeneric on Tue Oct 02, 2012 1:37 pm; edited 207 times in total
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BobGeneric
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PostPosted: Fri Feb 05, 2010 12:04 am    Post subject: Reply with quote

(PRE-ALPHA CHANGELOG, REPRODUCED FOR POSTERITY)

11/30/09

* Movement is now possible. Tiles are colored based on building type (though the area in which we can move is only 3x3.
* Also coded movement between the inside and outside of tiles (have not yet set up doors).

11/28/09

* Added "health bars" behind character names in the list of "who's here" - the health bar decreases as the character becomes more wounded.
* Added functionality to First Aid skill - allows you to see hit points for all characters in the location.
* Added "Use" Ability to first aid packs (currently the only use-able item). Character self-heals.
* If character has a first aid pack, the option to heal others appears in the basic actions dropdown. Healing others is now possible.
* Considerable cleanup of the "drawing" of the basic page to make it require less CPU overhead.
* Added new skill, Stamina (child of Strength).


11/27/09

* Reload code added; ranged weapons can now be reloaded.
* Drop code added; all items can now be dropped.
* Re-arranged some of the actions on the main screen for better use (moved "Speak" from being next to search and put it under the message box).
* Implemented new 10 CP skill; Strength. Adds +20 to character's carrying capacity.
* Added a "last action" tracker to characters and users. Users are automatically logged out of their character at the second AP tick since their last action.
* Messages displayed for a character go all the way back to the last action taken unless this is less than 10 messages, in which case the last 10 messages are displayed.
* Message pane is now a fixed height and scrolls for easier "instant screen viewing."
* Made combat pane "smarter" - now remembers your last target and weapon and auto-selects them if available. The target is "forgotten" if 2 AP ticks pass without the character having taken an action.
* Implemented private speech (whispers) as well as emotes.


11//24/09

* Weapons with ammunition use one shot per attack. Weapons with 0 ammunition in them do not appear in the dropdown and cannot be used to attack.
* Inventory Pane added. It automatically alphabetizes inventory items, stacks like items (enchanted and magic weapons are never stacked) and uses item context to offer "Use", "Wear", or "Reload" options.
* Reload only appears when a weapon is out of ammunition and the correct type of ammunition for the weapon is also in your inventory.
* Also offers the Drop option (no "Drop All").
* Note that the links for Use, Wear, Reload, Drop are still "dummy" links as the Use, Wear, Reload, and Drop functions have not been coded. This is next on the to do list.


11/23/09

* Added the basic combat skills. Currently First Aid, Surgery, and Expert Blade Combat are available for purchase but do not yet do anything.
* Added character display page. If you own the character, a button also shows up for skill buying. Also, if you own the character, his CP total is displayed.
* Added basic skill buying page. Only gives buttons for skills the character is currently eligible to buy based on skills already known (but not on available CP).
* Added skill buy routine, including changing fist damage when Boxing is purchased.
* Added defensive reckoning to attack engine. Dodge now does something.
* Added conditions to weapons; pristine gives +10% to hit, good gives +5% to hit, average is no change, worn is -5%, broken is -15%, and destroyed is -30%.


11/21/09

* AP/MP tick coded.
* Coded CP grants on level-ups (still no way to spend them, though).
* Added a "general" speech function (i.e., speak to all - no private conversations yet).

11/20/09

* Massive cleanup work on 11/19's functions, including re-write of checking logged-in character in preparation for...
* Coded a main character screen, allowing for multiple characters under a single user (this necessitated a lot of changes in previous work which assumed 1:1 user to character ratio)
* Respawn function and key coded.
* AP now decreases when attacking and searching
* Link for character creation on main page if characters < 3
* Coded character creation routine

11/19/09

* Added XP grant function
* Added Level-up function
* Added damage-dealing function (including a section that checks for death)
* Added "Broadcast Local Event" function (currently broadcasts kills to others in location and level-ups)

11/18/09

* Message pane tweaked so as to display the 10 most recent messages.
* Search button and function added; sends messages on both a find and a non-find, currently can only find a few items (mostly weapons).
* Found weapons are correctly added to weapon drop-down for attacking.

11/17/09 - HELLO, WORLD! Began work on project and uploaded first tiny snippets of code to Dev server.

Attack engine up and running

* checks to ensure logged-in character is the one attacking
* And owns weapon used to attack
* And that the item used is actually a weapon
* And that the target is still in the location
* Calculates damage and attack chance, rolls to see if there's a hit
* Sends message to both attacker and attackee with result of attack)


Last edited by BobGeneric on Thu Aug 05, 2010 10:41 am; edited 2 times in total
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BobGeneric
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PostPosted: Tue Mar 02, 2010 1:05 am    Post subject: Reply with quote

(PRE-ALPHA CHANGELOG - PART II)

12/23

* Guilds/factions implemented on a basic level, links still not on screen until fully fleshed out. Creation of a faction is possible (but restricted to characters of level 10 and above only), viewing is possible, joining open factions possible (provided class and alignment match). Joining closed factions with an invitation is possible (though no mechanism for sending invitations exists yet).
* Characters displayed on map change color according to factional politics.
* Fixed message pane bug (often showed only last 10 messages when should have shown many more - attacks were resetting the target character's last-logged in time).
* Fixed bug with whispering - whispering wasn't sending a message to the whisper target.


12/22

* Crafting implemented.
* Physical descriptions - basic ones, anyway - implemented.
* Strength skill adds +2 to damage for thrown weapons, +1 to damage for bows (yes, I know this is different than the old way).


12/21

* Added quite a few item "use" functions, rounding out most of non-component inventory (still need crafting, alchemy). Cleaned up and re-vamped a few of the weapons.


12/19

* Randomized respawn locations. Cleaned up tile list where respawn is possible (restricted to "City" tiles). Characters should always respawn outside now.
* Armor and clothing can now be worn - this moves it to a separate portion of the inventory, "equipped items" (only shows up if you have something equipped. Armor protects against various damage types in combat. You can also remove equipped armor or clothing. (Armor a much bigger PITA than anticpated).


12/18

* Added status effect code. Status effects are all AP/action-based (nothing is directly time-based), with a twist. They are reduced in length by one when any of the following occurs: (1) when you spend an AP, (2) when you are attacked, or (3) each 15-minute AP tick.
* Alcohol can now be consumed. Doing so gives the "Drunk" status effect.


12/17

* Fixed a rather nasty bug with repairing items (repairs were not always working for non-smithing items).
* Implemented new weapon: Taser (firearm, deals electrical damage, powered by battery).
* Finished code to reload all ammo-using weapons. Weapons may only be reloaded when empty except for shotguns. Shotguns are reloaded one shell at a time and may be reloaded any time they are not at full ammunition capacity.


12/16

* Created encumbered state - all action panes and movement abilities disappear upon becoming encumbered.
* Fixed a bug whereby characters with advanced weapon repair skills could not repair weapons of less than average quality.
* Added the ability to eat food items. This heals up to 3 hit points.
* Implemented ability to hide. Hidden characters are not displayed in the "count of characters" on the map in adjacent tiles. They are displayed in the "count of characters" on the map in the tile you are in if you have found them or if you have Enhanced Senses. Attacking from hiding is a -20% to hit attack that deals +5 damage. If the target is aware of you (by finding you or via Enhanced Senses), the damage bonus is lost.
* Implemented "Hide" skill. Boosts hide chance by 10%.
* Implemented "Advanced Hide" skill, child of "Hide." Boosts hide chance by another 10% (20% total). Increases damage from hiding to +8. Reduces penalty to attack when hidden from -20% to -10%.


12/10

* Implemented morality (ranges from +50 to -50). Healing others, attacking others, repairing and destroying doors all shift morality.
* Added Sense Morality skill (gives only Good/Evil/Neutral, not exact amount).
* Added Sense Magic skill (shows magic "bar" similar to hp bar, but not exact amount of MP remaining).
* Give function implemented; characters can now be given items.
* Map shows number of non-hidden characters in visible tiles (including self).


12/07 and 12/08/09

* Overhaul of the map display on the main page. Now shows 5x5 instead of 3x3.
* Major overhaul of the back-end tile detail. Dropped in three metric craptons of items to find (though the "Use" ability for most has not been coded yet). Essentially added nearly every non-magical findable item from the original NW.
* Search rates are now tied to the tile in which the character is standing.
* Added Search skill.
* Items found are now appropriate to - and tied to - tile.
* Fixed broken code in the emote form.
* On the back end, created nearly all types of tiles from the original NW.
* New map overlay. The "play" area should now be about 17x17, up from 3x3.


12/05/09

* Doors may now be opened, closed, locked and unlocked (from the inside), attacked and, with the Engineering skill, repaired.
* Added Engineering skill.

12/04/09

* Stuff may be damaged and may break completely upon death. All weapons with a quality may break completely as may first aid kits and portable toolkits.
* Added new item, portable toolkit (needed for repairing bows).
* Implemented new skill, Parry. It is a 20 CP child of melee combat. When being attacked in close combat (melee or thrown weapons), the chance of weapon degradation is increased.
* Implemented Expert Blade Combat. It offsets the base chance of weapon degradation when attacking with swords (only). Note that since it only offsets the base chance, there is a chance for weapon degradation when attacking a character with the Parry skill. Also does nothing to prevent items from degrading upon death.
* Diurnial cycle turned on; tile descriptions should tell you whether it is night or day.

12/02/09

* Item repair is now possible. To repair an item you must have both the skill needed to repair it and the facilities required to use the skill (factory forge for smithing, guntable for gunsmithing, portable toolkit for bowyer).
* Item repair skills implemented: Repair Item, Gunsmith, Master Gunsmith, Smithing, Mastersmith, Bowyer, Master Bowyer.
* Weapons have a chance of decay each time they are used.
* Added some new weapons (Carving Knife, Throwing Knife).


Last edited by BobGeneric on Thu Aug 05, 2010 10:41 am; edited 2 times in total
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PostPosted: Fri Apr 02, 2010 2:39 pm    Post subject: Reply with quote

NOTE: GAME WAS OPENED TO ALPHA ON 12/31/09 - OR 1/1/10 DEPENDING ON WHERE YOU LIVED

HERE BEGINS THE OPEN ALPHA CHANGELOG

1/29/10

NEW SKILLS:
-- Implemented new Pariah skill, Explosive Murder (40 CP child of Meditation)
* Area of effect attack. Requires 1 AP, 8 MP to use.
* Per-target maximum damage is equal to level.
* Total possible damage is equal to 10*level.
* This attack has a 50% chance to deal fire damage and a 50% chance to deal unholy damage (damage type is determined separately for each individual target).
* Ranged attack with a 75% to-hit chance (i.e., chance reduced by defense against ranged attacks).
* When a character with this Explosive Murder is killed, there is a 50% chance of the character exploding in an "involuntary/spontaneous" Explosive Murder (this costs the character no AP or MP).
-- Implemented new Shepherd skill, Heal Others (20 CP skill).
* Character gains the ability to heal other characters by using MP. He can spend up to 30 MP at one time (each use costs 1 AP regardless of the MP spent); heals 1 hit point for each magic point spent.
-- Implemented new Myrmidon skill, Critical Hit (40 CP child skill of Weapon Mastery)
* Character gains a flat 10% chance to critically hit a target; a critical hit multiplies damage dealt by 1.5 times prior to soak being applied.
* Character may improve this 10% chance by spending MP with the attack; each MP spent improves the chance for that attack to be a critical hit by 5% (maximum expenditure 18 MP, which guarantees a critical if the attack hits) - note that the chance that the attack itself actually lands in the first place is NOT improved. The MP is spent regardless of whether the attack hits or misses.

NEW ITEMS:
-- Implemented new item, Fragmentation Grenade
* Area of effect attack. Requires 1 AP to use. Cannot be crafted.
* Per-target maximum damage is equal to 15. Damage-boosting skills (e.g., Strong Attack) increase this.
* Total possible damage is equal to 70.
* Deals piercing damage.
* Ranged attack with a hit chance determined by the character's throwing skill.
* Can be used for target-shooting; destroyed when thusly used, has a considerable - but variable - bonus chance to hit targets ("almost counts in horseshoes and hand-grenades").
-- Implemented new item, White Phosphorus Grenade
* As Fragmentation Grenade, except damage type is fire.
-- Implemented new item, Concussion Grenade
* As Fragmentation Grenade, except damage type is impact and max per-target damage is 10.

NEW USES FOR OLD ITEMS:
-- Increased Painkillers duration from 4 per pill taken to 6 per pill taken
-- Packs of Cigarettes, flashlights, and books of matches can now be used.
(This leaves only Magic Markers, Chalk, Newspapers and Radios on the "no use yet exists" list).
-- Added "burst-fire" option for Sub-Machine Guns.
* Area of effect attack, requires 1 AP to use.
* Per-target maximum damage is 6. Damage-boosting skills (e.g., Strong Attack) increase this.
* Total possible damage is equal to 5*number of rounds remaining (not increased by damage-boosting skills, and no, 5 is not a typo).
* Ranged attack with a hit chance determined by the character's firearms skill.

QUALITY OF LIFE
-- Reshuffled some of the button locations for doors, skills, etc. to make the screen take less vertical space.
-- XP Needed displayed on both character list screen and on the "character information section" of the main world screen.
-- Message pane now displays either: (a) all events occuring since 15 seconds BEFORE your last action OR (b) if this is less than 10 events, the 10 most recent events, regardless of time. Net effect of this is to show you your own last couple of actions prior to displaying the remainder of the event log after long inactivity periods (to confirm no messages are being lost).
-- Upped find rate for Piece of Wood in forest tiles (this has actually been done for a while).

EASTER EGGS
-- "Easter Egg" system has begun to be implemented and there are now some Easter Eggs out there. What they are, where they are, and how to "uncover" them will not be revealed in the changelog (and, quite frankly, has not been revealed to ANYONE, so don't bug the moderators/test team as they don't know, either). Note that Easter Eggs may require just about anything possible in the game (skills, items, specific actions, morality, location, or a combination of more than one of these) to completely uncover.
-- Total Easter Eggs currently available: 2, both of which can be partially or fully unlocked.

TECHNICAL
-- Added AoE capability to the back-end engine. Area-of-Effect mechanics are thus:
1. All potential targets in an area are loaded, then put into a random order.
2. The area of effect attack makes an "Attack Roll" against the first target on the list.
3. If it hits, it deals a random amount of damage from 1 to (maximum per-target damage). This amount is added to the "total damage dealt so far" for the attack.
4. Soak, if applicable, reduces the damage actually dealt to the target. This soaked amount is the amount added to the attacker's "damage dealt" total.
5. If the "Total damage dealt so far" does not yet meet the "total possible damage" for the attack, the next target is selected and an attack roll is made.
6. Steps 3-5 repeat until (a) all targets have had one attack roll made against them or (b) the "total damage dealt so far" equals or exceeds the "total damage possible".
7. All characters in the area will get a note on how many targets were attacked, affected, and (if applicable) killed with the attack message (including those killed by the attack). The message varies slightly depending on whether you were "attacked and hit", "attacked and missed" or "not attacked because the maximum damage was reached before an attack was rolled against you."

(NOTES: The practical upshot of this is that AoE works mostly like NexusWar AoE except that soaked damage IS deducted from the total damage dealt, where it wasn't in NexusWar; thus, shooting into a room of heavily armored targets is LESS effective, in terms of total damage dealt, than shooting into a room of unarmored targets.
NOTE TWO: This is looking forward a bit, as pets have not yet been implemented, but I note it here for the sake of completeness. In NexusWar, pets were always attacked AFTER all characters have been attacked. This will NOT be the case in WIGBL; pets will be rolled into the main target group, so a petshield doubles as a meatshield that can "suck up" AoE attacks and prevent player characters from taking damage from AoE attacks. Yes, this is a buff to pets, but the buff will be offset in other ways.)

BUG FIXES
-- Characters with Sense Magic should now be able to see the number of charges in spellgems they possess.
-- Fixed bug whereby Gun Repair was possible in Pharmacies (also noted Alchemy would have been possible in Gun Stores).
-- External healing of demons should no longer be possible.
-- Fixed bug that made it impossible to hide on any tile without an interior.
-- Fixed bug preventing stronghold plant for faction leadership.

1/22/10
ZERG FLAGS IMPLEMENTED:
-- The general rule on zerg flags - keep your characters away from each other; once one of your characters interacts with a given target, it will be nigh-impossible for your other characters to interact with him until a good amount of time passes.

BUG FIXES:
-- Drinking booze now only restores 2 hp (was restoring to full).
-- Hidden characters not displayed in count on map.

FACTION FUNCTIONS (FACTIONS WAS A MAJOR INTEGRATION, HIGHLIGHTS ARE BELOW):
-- Added ability for faction Leaders and Lieutenants to plant and revoke strongholds.
* Requires 30 AP, 20 MP.
* Would-be stronghold location cannot be infused by more than 100 points to another faction.
* If stronghold is invoked on a tile that is not infused to at least 30 points to the invoking faction, the tile is infused immediately to 30 points to that faction.
* A stronghold cannot be voluntarily revoked for 24 hours after being planted.
* A stronghold cannot be invoked for 24 hours or until at least one of the faction's lost standards is recaptured once it has been destroyed (including by revocation) - this is the "cooldown period".
* Stronghold ward strength is equal to infusion depth on the stronghold tile (500 maximum). (Yes, this is somewhat weak at the moment; the ward is only one of three planned stronghold defense layers).
* Each AP tick, a stronghold ward regenerates 1/5 of its maximum hit points.
* When a stronghold is planted, it comes into being with its full ward.

FACTION WARFARE:
-- Renown increases (similar to NW "Honor")
* Killing in single combat a member of a faction that your faction is hostile towards increases your faction's renown by one point.
* Killing in single combat a member of a faction that is hostile towards your faction increases your faction's renown by one point (stacks with previous; killing an enemy nets you two renown points).
* Also gained via flag captures and retrievals (see below).

-- Added ability to capture flags of hostile factions.
* Your faction must be hostile to the faction whose flag you wish to capture.
* Flag can only be captured if no members of the hostile stronghold remain in the stronghold location.
* Faction that captures the flag gains renown per the following: the "base" gain is equal to the opposing faction level times two, to a maximum of their current renown score.
* The captured flag gains a "recovery" value equal to half of the renown gained by taking it, rounded down. This "recovery" value drops by one point every 24 hours (to a minimum of 1).
* You must be a member of your faction for at least 24 hours to capture flags.

-- Added ability to retrieve standards of your own or allied factions.
* Action button appears when standing in the stronghold of a faction holding either your own or an allied flag.
* Retrieving a standard allows that faction to reset a stronghold if it is currently in the "cooldown period".
* The faction retrieving the standard gains renown equal to the "recovery value" of the standard. The faction from whose stronghold the standard is retrieved loses that amount of renown.
* You must be a member of your faction for at least 24 hours to retrieve flags.

-- Faction alignment versus character alignment
* When attacking a character inside that character's own stronghold, the faction morality may override the character's morality for the purposes of shifting the attacker's morality. Good or Unaligned characters in Evil factions are counted as Evil. Evil or Unaligned characters in Good factions are counted as Good. (Active and immediate association with a Good or Evil faction overrides a character's personal morality concerns).


FACTION BONUSES (NOT FULLY IMPLEMENTED, BUT PLACED HERE SO YOU CAN PLAN OUT YOUR FACTIONS A BIT BETTER; EXACT FORMULAS FOR BONUSES MAY WIND UP TWEAKED PRIOR TO IMPLEMENTATION)

-- Faction "karma" score is equal to the total number of tiles infused to the faction. This "karma" powers faction bonuses for members of the faction.
* Bonuses require different amounts of karma to be fully effective.
* Bonuses are halved when the faction stronghold is not up.
* A faction's "secondary" bonus is equal to half of what it would get as its primary bonus based on its karma and stronghold status.
* A character whose alignment is one step "away" from his faction alignment (i.e., a "Good" character in an "Unaligned" faction or a "Neutral" character in an "Evil" faction) receives 2/3 of his normal benefit (rounded down). A character whose alignment is diametrically opposed to his faction alignment (i.e., an "Evil" character in a "Good" faction) receives 1/3 of his benefit (rounded down).

* Primary Bonuses are set forth below:

** Damage Bonus - Bonus damage on all attacks equal to (total karma)/(total membership), rounded down, to a maximum of +3.
** Soak Bonus - Gains soak against all attacks equal to (total karma)/(total membership), rounded down, to a maximum of +3.
** Attack Bonus - Gains an additional percent chance to hit on all attacks equal to (total karma * 5)/(total membership), rounded down, to a maximum bonus of +10%.
** Defense Bonus - Gains an additional percent chance to defense against all attacks equal to (total karma * 5)/(total membership), rounded down, to a maximum bonus of 10% (i.e., a 10% hit penalty for attackers).
** Searching Bonus - Gains an additional percent chance of finding an item when searching
equal to (total karma * 5)/(total membership), rounded down, to a maximum bonus of +15%.
** Healing Bonus - When using healing items, heals an additional number of hit points equal to (total karma * 2)/(total membership), rounded down, to a maximum bonus of +6.
** Crafting Bonus - When crafting items (not including advanced repairs), character receives a discount of (total karma)/(total membership), rounded down, to a maximum discount of 6 AP.
** Repairing Bonus - When repairing items (including advanced repairs), character receives a discount of (total karma/2)/(total membership), rounded down, to a maximum discount of 3 AP.
** Magic Bonus - when casting "spontaneous" spells or using skills that require Magic Points to power them, the MP cost is reduced by a percentage equal to (total karma * 7)/(total membership), rounded down, to a maximum of a 25% discount (the discount is always rounded down before being applied; for instance, a 25% discount on something that costs 5 MP reduces the cost by 1.25 - rounded down to 1, means a new cost of 4 MP; a 25% discount on something that costs 10 MP is a 2.5 MP discount, rounded down to 2 before application, for a new cost of 8 MP). Important: Does not affect infusion nor does it affect charged attacks.

1/21/10
NEW SKILL:
-- Implemented new mortal skill, Swim (10 CP)
Allows character to move through water tiles. Cost is 2 AP unless the character has Stamina, in which case cost drops to 1 AP. Entering a water tile grants the character the status effect of "Swimming."
At each AP tick, any character with the Swimming status effect loses the "Swimming" status and gains "Treading Water" status.
At each AP tick, any character with the Treading Water status effect drowns (instant death).

NEW USES FOR OLD ITEMS
-- Axes and Shotguns now deal double damage vs. doors.
-- Weapons with the "fire" damage type (e.g., Torches) deal double damage vs. doors (stacks with Axe and Shotgun bonus).

QUALITY OF LIFE:
-- Moved Map, Factions, Wiki buttons to left-side menus.

1/19/10

SERVER WIPE Sad

My apologies for the downtime the last two days - my hosting company moved the site to a new server and somehow managed to lose half the database (including the half that contained user information) in the transfer. They have been unable to recover the lost information, so that means... we get a completely fresh start (whether we like it or not).

I apologize for the inconvenience this causes (believe me, I'm as upset as anyone). I guess the good news (if there is any) is that the bug that kept "phantom armor" equipped (and eating inventory space) has been fixed and that all the phantom armor is now gone.

Yeah, I'm reaching for a bright side here.

Anyway, I will be doing more faithful backups from now on (this server move was a perfect storm - I spent the weekend distracted by a son having to spend several hours in urgent care due to dehydration and vomiting and the server kind of moved "under my feet" while I was taking care of him this weekend). I guess better to learn in early alpha.

There will be some more changes going on tonight; check the changelog and it will keep you abreast of those as they become available.

1/19/10

Implemented factional strongholds. In order to create (or revoke) a faction stronghold, character must be: (1) inside a tile that allows strongholds and that is infused to your faction or less than 100 to another faction, (2) have 30 AP and 20 MP to create the stronghold, (3) be of Lieutenant or Leader rank, (4) be of the same alignment (judged by morality score) as the faction alignment (even for factions that are not "strictly aligned"), and (5) not in a "cool-down" period. Creating a stronghold creates a faction ward that protects the interior of the tile from entry by non-faction members and, if the tile is not already infused to the faction to a strength of at least 30, is infused to a strength of 30 for the faction creating the stronghold. Faction wards have a maximum amount of hit points equal to the infusion depth of the tile (yes, they are flimsy). The ward springs into being at full strength.
* Strongholds cannot be (voluntarily) removed for a period of 24 hours after they have been created.
* A stronghold cool-down period begins when the stronghold is destroyed for any reason (including voluntary removal). It ends after 24 hours or when the faction (or one of its allied) retrieves a previously-captured faction standard from another stronghold, whichever comes first.
* The stronghold ward, if reduced to 0 hit points, regenerates hit points every AP tick up to its maximum hit points.
* Every 24 hours, there is a "faction upkeep" tick. If the faction has a stronghold standing at this tick, all members of a faction lose a number of MP equal to the faction's level on the upkeep tick. The faction's stronghold tile gains an automatic 25 points of infusion at this time (if less than the full 500).
* Killing a member of a faction your faction is hostile towards (single combat only) gains your faction one point of renown. Killing a member of a faction whose faction is hostile towards your faction also gains one point of renown for your faction (so killing a factional enemy where the factions are mutually hostile gains 2 points of renown).

NEW USES FOR OLD SKILLS:
-- Destructive Blow causes the attack it is used with to deal quadruple damage to wards.

1/15/10
NEW SKILLS
-- Implemented new Paladin Skill, Bolster Attack (40 CP child of Weapon Mastery)
Costs 1 AP, 5 MP to use. Character gains the "Bolster Attack" Status Effect for 10 status ticks. While character has this effect, all attacks made deal +2 damage. If this effect is already activated, it cannot be activated a second time (i.e., it cannot be stacked).
-- Implemented new Paladin Skill, Retributive Strike (40 CP child of Defensive Stance)
The first effect of this skill is to grant the character a sequence of dropdowns a la Advanced Parry where he can set the weapons he wishes to use to make a retributive strike. The first weapon will be used unless it is out of ammunition or destroyed, in which case the second weapon will be used. If the second weapon is ALSO out of ammunition or destroyed, the third weapon will be used. Setting weapons requires 1 AP. Setting the weapons does not activate the skill.
The second effect of this skill is a button to activate the skill. This costs 3 AP, 10 MP to activate. Character gains the "Retributive Strike" Status Effect for 10 status ticks (may be stacked with multiple uses). While character is under the influence of this effect, any time he is attacked (with any weapon or spell), he makes a full power counter-attack. This full-power counterattack does not cost the character AP, but he will not gain XP for damage inflicted in the counterattack. A character with both Retributive Strike active and Advanced Parry will only use Retributive Strike to counter-attack.
-- Implemented new Myrmidon skill, Know Self (40 CP child of Meditation)
Character gains the ability to shift his own morality 1 point towards good or evil. Requires 1 AP, 10 MP to shift.
-- Implemented new Defiler skill, Taint Spell (40 CP child of Spellcraft)
Acts somewhat like a charged attack; attack requires 2 AP (spell MP cost is REDUCED to 75% of normal, rounded up). Changes spell damage type to unholy. If target is of neutral alignment, spell deals +2 damage. If target is of good alignment, spell deals +4 damage.
-- Implemented new Shepherd skill, Sanctify Spell (40 CP child of Spellcraft)
Acts somewhat like a charged attack; attack requires 2 AP (spell MP cost is REDUCED to 75% of normal, rounded up). Changes spell damage type to holy. If target is of good alignment, spell deals -1 damage. If target is of neutral alignment, spell deals +1 damage. If target is of evil alignment, spell deals +5 damage.
-- Implemented new Defiler skill, Salt the Earth (40 CP child of Infuse)
On a successful killing blow, the character automatically re-directs some of the psychic energy released at death into the ground. The amount infused is equal to (level of victim * damage dealt on the killing blow / 10); more powerful killing blows result in more focused agony - and thus a larger release of psychic energy at death. Ability does not need to be activated - it is automatic once purchased.

NEW SPELLS
* Shocking Grasp (hth tree, 5 MP cast, 7 CP learn, 5 electrical damage)
* Static Discharge (Shocking Grasp Variant, 4 MP, 5 CP, 4 damage)
* Thunderbolt (ranged spell tree, 8 MP cast, 10 CP learn, 7 electric damage)
* Shock Sphere (Thunderbolt variant, 7 MP, 8 CP, 6 damage)

BUG FIXES
* Demote function should now work properly for all ranks in factions.
* Angel kills (and demon kills) were not tracking before. Should now be tracking.
* Healing XP grant is now adjusting by tier similar to combat XP.
* Faction rank should be properly labelled on character display page.
* Closed holes that allowed smithing characters to repair non-weapon and non-armor items. Also, pristine items should not longer appear in repair dropdown. Also also, crafted pistol clips were being stored slightly differently than found ones and not stacking in inventory (these were all closely-interrelated bugs).
* Fixed bug whereby basic hide gave advanced hide damage bonus in combat.
* Passing the final "single shot" needed to complete a clip to a character was causing the resultant "full clip" (or quiver, etc.) to appear in the GIVER'S inventory, not the receiver's. This has been fixed (clever bit of sleight of hand on the part of the giver, though).
* Characters can no longer unload/reload weapons while encumbered.
* Fixed typo that has Focused Attack costing 10 MP.

OTHER
* Increased find rate for spellgems


1/13/10
NEW SKILLS
-- Implemented new Pariah skill, Blood Taste (40 CP child of Blood Claws).
On a successful attack with Blood Claws, character gains hit points equal to the amount of damage dealt (cannot go over max hit points). On a successful attack with any other hand-to-hand or melee weapon (swords included), the character gains hit points equal to 1/2 the damage dealt (rounded down). This ability is always active. Also works during a riposte if the character also has advanced parry.
-- Implemented new Defiler skill, Dark Heart (20 CP Skill)
Character gains "Dark Heart" attack. This uses the hand-to-hand tree. If it hits, the target loses 11 MP (or however many MP he has) and the Defiler gains one less MP than the amount drained (cannot go over maximum). Use of this skill costs the Defiler 1 MP.
-- Implemented new Defiler skill, Soul Vampire. (40 CP child of Dark Heart)
Character gains "Soul Vampire" attack. Uses the hand-to-hand tree, costs 3 MP and 3 AP to use. If it hits, the target loses 10 MP and the Defiler gains one Soul Ice. If the target has less than 10 MP, the magic is still drained from the target, but the Soul Ice is not created.
-- Implemented new Defiler skill, Poison (20 CP skill)
Charged attack, requires 2 AP and 5 MP to use. Attack damage is halved; however, if the attack hits, the target gains the status effect "Defiler Poison" with a duration of 200. Base XP gain is 5, modified as normal for target's level relative to defiler.

NEW STATUS EFFECT
-- Defiler Poison
Tier 1 characters take 1 point of damage per action. Tier 2 characters take 3 points of damage per action. Tier 3 characters take 6 points of damage per action. Effect lasts 200 effect ticks or until cured (by any "healing" action - any action that increases hit points other than eating food/drinking alcohol).

BUG FIXES
-- Fixed typo in forms submission for Rifle Magazine crafting that was keeping Rifle ammo from being crafted.
-- Fixed inability to set factions as friendly.

1/12/10
NEW SKILLS
-- Implemented new Sorcerer, Shepherd, Defiler skill, Infuse (20 CP)
Character may infuse up to 30 points at a go while standing outside a tile.
-- Implemented new Pariah Skill, Destructive Blow (40 CP child of Weapon Mastery)
Charged attack, uses 2 AP and 6 MP. If the attack results in a hit, the defender's armor (if any) will always suffer a degradation. If used on a door, and the attack results in a hit, the door is automatically destroyed.
-- Implemented new Paladin skill, Divine Armor (40 CP child of Meditation)
Paladin is granted innate armor (does not degrade) with soaks: slash 4, pierce 4, impact 4, fire 3, cold 3, electric 3, acid 2, holy 5, unholy 1, death 3, arcane 3
-- Implemented new Sorcerer Skill, Sorcerer's Might (20 CP)
Character spends 1 AP, 6 HP to gain 5 MP. Also gains a status effect (duration 5) of Sorcerer's Might that prevents external healing (but not self-healing).
-- Implemented new Sorcerer Skill, Heal Self (20 CP)
Character spends 1 AP, 6 MP to heal 5 MP and cure poison afflicting self.
-- Implemented new Sorcerer Skill, Mystic Vigor (40 CP child of Heal Self)
Character spends 1 AP, 6 MP to gain 1 AP (i.e., you must have at least one AP to use this skill; if you use it, your total AP increments by one). Cannot exceed normal maximum AP by use of this skill.
-- Implemented new Mortal skill, Tap Ley Line (30 CP child of Psychometry)
Character must be standing outside on a tile infused to his faction of depth 7 or greater. Character spends 1 AP and the area is drained of 7 points of infusion. Character gains 5 MP (can go over maximum).

QUALITY OF LIFE
-- Added "Map" button in Menu area at top of screen.
-- Menu area should appear on all in-game screens.

FACTIONS
-- Create faction button should now be displayed on faction screen.
-- Each player may have a maximum of 3 characters in factions (The Heavenly Host and The Legions of the Abyss do not count toward this maximum).
-- Each player may have a maximum of 1 character in a particular faction (exceptions: The Heavenly Host and The Legions of the Abyss).
-- Characters must be angels to join the Heavenly Host and demons to join The Legions of the Abyss.
-- An unfactioned character who changes class to become a Paladin, Shepherd, Pariah, or Defiler is automatically placed into the Heavenly Host or the Legions of the Abyss (as appropriate). The character may of course leave the faction

OTHER
-- MP Decay introduced: MP over maximum possible are lost at the rate of 5 MP per action point tick.

BUG FIXES:
-- Haymaker damage with Brass Knuckles equipped incorrectly displayed in dropdown.
-- Fixed bug whereby many armors were not soaking properly; all should now soak correctly. Basic soaks shown below:
* Chainmail Shirt 3 slash, 2 pierce, 1 impact
* Firemans Jacket 2 slash, 1 impact, 3 fire
* Leather Cuirass 4 slash, 3 pierce, 1 electric
* Leather Jacket 2 slash, 2 pierce, 1 electric
* Suit of Military Encounter Armor 3 slash, 5 pierce, 2 impact
* Plate Cuirass 4 slash, 2 pierce, 1 impact
* Suit of Police Riot Armor 3 slash, 4 impact
* Suit of Rusty Armor 2 slash, 2 pierce, 2 impact
* Suit of Light Body Armor 2 slash, 4 pierce, 2 impact

1/10/10
QUALITY OF LIFE
-- Total carrying capacity now shown at bottom of inventory
-- Release button has been throttled; there is a 24-hour cooldown between releases.

BUG FIXES:
-- Surgery fixed (should work properly now)
-- A good-aligned character attacking (and missing) another good-aligned character should see his morality drop by one.
-- Armor worn could be "fixed" by removing it and putting it back on; degradation to armor should persist across equipping/unequipping now.
-- Only clothing, armor, and specific enumerated items (e.g., Brass Knuckles) may be equipped (was susceptible to form hacking)
-- Use link for amphetamines should appear when they are the only inventory items.
-- Equipped items must be unequipped before they are repaired.
-- Crafting dropdown will only show "good" and "pristine" options if the character has at least one "advanced crafting" skill. (Note: will show option to craft to "good" or "pristine" on all available crafting options if character has "Advanced" crafting skill and another "Intermediate" crafting skill. This is low priority, so for the moment it is "intended behavior" - please do not report as a bug.)
-- Target shooting now destroys the hit target.
-- You can no longer "use" items while encumbered (includes reading, eating, drinking, using FAKs or Towels - dropping still works). You *may* put on and remove items while encumbered (intended behavior).



1/8/10
NEW SKILLS
-- Psychometry (20 CP Mortal skill, Child of Sense Magic)
Character gains the ability to see whether tiles are infused to his faction, hostile/enemy/neutral/ally/friendly faction on overmap, and if it is to his faction, the infusion depth. This information shows up in the tile below the occupants. Color of notice varies per character's faction's political settings. Character can see *which* faction has the area infused on his current tile (only; design choice).

CHANGES
-- Nerfed sledgehammers. Characters without the Strength skill have a -10% penalty to hit with them. Characters with the Strength skill reduce this to a -5% penalty to hit with them.

NEW ITEM USES:
-- Enabled Bullhorns. Should be able to reload them with batteries when they run out of juice. Cannot be "unloaded." Bullhorn speech is always to everyone, message goes to everyone inside and outside current tile. Does NOT broadcast to adjacent tiles.
-- Surgeons Kits now allow you to perform surgery on other characters. Requires Surgery Skill, Surgeon's Kit. Heals another character for up to 15 HP. Surgeon's Kit is not consumed.


SPELLCASTING
-- The Spellcraft skill (previously announced) is required to cast spells (NOTE: Spellcraft is NOT a free skill for Sorcerers, Defilers, and Shepherds - this is a change).
-- Spells are not contained on scrolls. Spells are found in "spellgems." Spellgems come in a variety of colors, and have a weight of 1.
-- A spellgem, when found, will have encoded in it a single spell and between 1 and 5 charges. Characters with Sense Magic can sense the number of charges. Characters with Spellcraft can sense the spell encoded in the spellgem.
-- A character with Spellcraft can "Learn" a spell contained in a spellgem he possesses by clicking on the appropriate link in his inventory screen.
-- If a character possesses a spellgem upon which is encoded a spell he already knows (implying he already has Spellcraft), and the spellgem is at fewer than 5 charges, he can "charge" the spellgem. This requires MP equal to TWICE the casting cost of the spell and 3 AP.
-- If a character casts "from memory" a spell that he knows, he gains a +1 bonus to damage for every other spell of the same damage type he knows. For example, a caster that has learned 5 fire spells gains a +4 bonus to damage with every fire spell he casts from memory.
-- A character can "trigger" a spell from a spellgem at its normal casting cost if he does not know the spell it contains (and knows none of its variants). If he does know the spell it contains (OR any of its variants), the cost to trigger is reduced to 1 MP.
-- While most spells that will be found are "basic" spells, occasionally a "variant" of a "basic" spell will be found. A character can only learn one version of a given basic spell (meaning if you know the basic spell, you cannot learn its variant(s); similarly, if you know a variant, you cannot learn the basic spell or any other existing variant(s). Variants usually differ slightly from the "basic" spell.
-- Each variant will have its own flavor text when casting and on kills. Creating your own variant spell name and flavor text will be a purchasable item (you will be able to "re-name" and "re-describe" a spell you already know; however, a copy of your name and flavor text will be sent to me for approval before the change is applied; I reserve the right to veto changes that are obscene or in poor taste). Sorcerers with the Pattern Weaving skill (planned, not yet implemented) will be able to re-weave spellgems to contain copies of these new variant spells (so you will have the option to keep your cool spell to yourself or to gain some notoriety and start disemminating it throughout the game).

QUALITY OF LIFE:
-- Heal others dropdown should no longer appear when there are no other visible characters in the tile.

NEW SPELLS:
-- Searing Hands (Basic Spell, hth tree, 5 fire damage, 5 MP cast, 5 CP to learn)
-- Scorching Fingers (Searing Hands Variant, 4 damage, 4 MP, 4 CP)
-- Firestrike (Basic Spell, ranged spells tree, 7 fire damage, 8 MP to cast, 8 CP to learn)
-- Ember Hurl (Firestrike variant, 6 damage, 7 MP, 7 CP)
-- Freezing Hands (Basic Spell, hth tree, 6 cold damage, 6 MP to cast, 7 CP to learn)
-- Glacier Touch (Freezing Hands variant, 4 damage, 4 MP, 5 CP)
-- Ice Strike (Basic Spell, 8 cold damage, 9 MP to cast, 10 CP to learn)
-- Chill Spear (Ice Strike Variant, 6 damage, 7 MP, 8 CP)
-- NOTE: There are no "auto-hit" spells planned. This is a deliberate design choice.

CONSEQUENCES OF SPELL SYSTEM:
-- Spellcasting classes get a berf; the buff comes because they all have the ability to - limited by their spellgems - prepare spells in advance for spellcasting, making non-sorcerer casters who rely upon casting to be their main - or even exclusive - offensive weapon viable. It is a nerf because they now have to pay for the ability to access spells in the first place and because they are rather limited in their arsenal by the spellgems they are carrying - and with spellgems burning out if the final charge is used, makes them consider a little more carefully what they are attacking with.
-- There is a compelling reason to play a "specialist" now since learning all the spells of a given type (e.g., fire) makes the character more powerful when using those types of spells that a "generalist" caster who has learned several different types of spells. On the flip side, the specialist is more easily foiled by soak or immunity to his chosen specialty type.
-- The "specialist" consideration above is why the restriction on "one variant per basic spell" is in play; otherwise people would just load up on variants of the "cheap" (i.e., introductory) spells for a monster power boost.

1/6/10
QUALITY OF LIFE:
-- Map tiles should now display tile name and type when you hover your mouse over the tile (may not work on all browsers).
-- Vials of Acid can now be drunk as well as thrown (do not increment your alcohol drunk stat as they are not alcohol).
-- Longbows, Shortbows, Compound Bows, Rifles, Shotguns, Pistols, and SMGs can now be unloaded. When the minimum number of shots reaches the number needed to make a new clip, magazine, or quiver, a new one is created. Note: Shotguns are completely unloaded with a single "unload" even though they have to be REloaded one shot at a time. This is intentional.
-- Added "Confirm" step to the Release Character function.
-- Attempted (yet again) to close bug whereby search returns "You found . He was hiding!" if you have already found all hidden characters in the area.

NEW SKILLS:
-- Implemented new Myrmidon Skill, Enhanced Senses (40 CP child of Meditation). Character automatically detects hidden characters in his own tile.

1/5/10

BUG FIXES:
-- Fixed bug whereby targets were not being destroyed when shot.
-- Bows should now appear as repairable items if character has more than one toolkit (before, was being disabled if character had multiple toolkits)
-- Innate items (e.g., Fists, Kicks) cannot be given away nor dropped.
-- Building Exterior descriptions were showing up indoors, too.
-- Eating food should heal 3 HP, not automatically heal to full.

NEW SKILLS:
-- Advanced Parry (Mortal, 30 CP child of Parry)
Character may select, in order of preference, up to three melee or hand-to-hand weapons with which to use advanced parry. Changing weapon settings requires 1 AP.
If character is attacked with melee or hand-to-hand attacks, the character survives the attack, has at least one action point, and has selected at least one valid weapon, the character will make a counter-attack against the attacker.
This counter-attack, if it hits, deals half damage (halving applied after soak is applied, rounded down, minimum of one) to the original attacker. The advanced parry user does not shift morality for this attack, nor does he gain experience points. Normal chances for weapon degrading and armor degradation on a successful hit apply. There is a 50% chance that this counter-attack will cause the character to use an Action Point.
A counter-attack does NOT provoke a return counter-attack if both characters have Advanced Parry.
(The reduced damage, lack of XP gain, and chance for both weapon degradation AP use make this skill a bit of a double-edged sword, off-setting the defensive utility of "hey, this one hits back" somewhat. Kills and damage dealt stats ARE incremented by use of this skill. A counter-attack also ticks status effects and unhides a character, regardless of whether an AP is spent. A character with this skill can "turn it off" by deselecting weapons from his character screen.)

-- Meditation (Paladin, Pariah, Myrmidon, 20 CP)
Character gains ability to heal 5 hit points and cure poison on self for 1 AP, 5 MP.

-- Blood Claws (Pariah, 20 CP)
Character gains innate hand-to-hand attack, "Blood Claws," that deals 6 points of unholy damage.

-- Super Reflexes (Myrmidon, 20 CP)
Character gains +5% defense bonus against all attack rolls made against him.

-- Defensive Stance (Paladin, 20 CP)
Character spends 1 AP, 10 MP, gains the status effect "Defensive Stance" with a duration of 20 Status Events*. While "Defensive Stance" is active, any attack that might normally hit the character has a flat 10% chance of missing instead.

* Status Events = Status Effect durations are reduced by one any time:
a. The Character takes an action
b. The character is attacked
c. The every-15-minutes Action Point tick arrives.

DESIGN NOTES:
Previously-announced "Shrieker" exit to the Pariah class has been renamed to "Doom Howler"

QUALITY OF LIFE FIXES:
-- Message Pane now automatically scrolls to bottom (most recent messages).
-- Flavor text on tiles should now be showing.
-- Corpses should now persist in locations for 24 hours after a kill

NEW SKILLS:
-- Implemented new Pariah Skill, Hellfire (40 CP Child of Strong Attack).
Charged Attack, Costs 10 MP to use and bumps attack cost to 2 AP.
Attack deals +8 damage and damage type is changed to unholy.
-- Implemented new Paladin Skill, Lesser Smite (40 CP Child of Strong Attack)
Charged Attack, Costs 10 MP to use and bumps attack cost to 2 AP.
Attack deals +8 damage and damage type is changed to holy.
-- Implemented new Myrmidon Skill, Focused Attack (40 CP Child of Strong Attack)
Charged Attack, Costs 8 MP to use and bumps attack cost to 2 AP.
Attack deals +6 damage and damage type is changed to arcane.
-- Implemented new Shepherd, Sorcerer, Defiler skill: Spellcraft (20 CP skill)
Allows character to cast spells from and learn spells from spellgems. Learning a spell consumes the spellgem, but the character will be able to cast it from memory without the need for a gem to focus the magic energies.
-- Implemented new Shepherd, Sorcerer, Defiler skills: Spell Combat (20 CP), Battle Magic (40 CP child of Battle Magic)
Spell Combat improves ranged spell accuracy by 30% (to a base of 40%)
Battle Magic improves ranged spell accuracy by a further 20% (to a base of 60%)
(NOTE: Ranged Combat does NOT affect ranged spell accuracy)

NEW WEAPONS:
-- Hatchet (thrown weapon, slashing damage, can degrade and be crafted)
-- Torch (melee weapon, fire damage, limited uses before must be 're-wetted' with Fuel Can, degrades, can be crafted)
-- Vial of Acid (thrown weapon, acid damage, always destroyed when used to attack - found only, cannot be crafted)

NEW USES FOR OLD SKILLS:
-- Parry now affects the decay rate of thrown weapons (where said weapons decay)

NEW ITEMS:
-- Spellgems
These come in different colors; spells that may be encoded into naturally-occuring spellgems vary by color.
A spellgem can hold up to 5 charges. When the final charge is used, the spellgem is destroyed.

BUG FIXES:
-- Attempted (again) to fix bug with thrown weapons. All existing thrown weapons "laying in a tile" (which would have errors due to improper prior coding) should now be gone from the game.
-- Attempted (again) to fix bug with finding "blank" hidden characters when all existing hidden characters in tile were found.
-- Fixed error where items worn were still showing up after being given to another or dropped while worn.
-- Fixed bug where a door could be destroyed multiple times with the Refresh button (typo in original code to catch this case).
-- Fixed bug where final item in inventory wasn't always displaying an action (Use, Wear, etc.) link.
-- Fixed bug where Fuel Cans were given a quality (and could be repaired).
-- Fixed bug where some Gun Stores were not allowing gun repair.
-- Squashed bug allowing live html links and embeds to be inserted via the speech function. Fix has introduced in turn a bug where use of single or double-quotes in your emote fries your speech so you don't make it. Will look into relaxing this slightly next build.


Last edited by BobGeneric on Thu Aug 05, 2010 10:49 am; edited 2 times in total
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BobGeneric
Code Monkey
Code Monkey


Joined: Nov 07, 2009
Posts: 1467

PostPosted: Mon May 03, 2010 9:30 pm    Post subject: Reply with quote

2/26/10 (Micro-update)
NEW ITEMS:
-- Implemented new items, Holy Books and Unholy Books.

2/24/10
BUG FIXES
-- Placing items into/removing items from footlocker should now work properly (charge 1 AP, equipped items should be removed when placed into footlockers).
-- Fixed typo that was causing Yellow spellgems to be generated with empty spells. Existing yellow spellgems have been randomly filled with appropriate spells.
-- Added extra check to attack routine (already existed for most other routines, somehow omitted here) that prevents characters from attacking while dead.
-- Compound Bows should now work properly for crafting (previous typo prevented this).
-- Fixed bug whereby repairing/disabling generators was passing the wrong character link.

FLAVOR CHANGE:
Renamed "Divine Champion" to "Upright Champion" (to lessen confusion with Divine Herald)

NEW SPELLS
-- Implemented new spell, Gravegrasp (7 MP to cast, 9 CP to learn, deals 7 death damage, hth tree).
-- Implemented new spell, Void Touch (variant of Gravegrasp, 9 MP to cast, 11 CP to learn, deals 8 death damage, hth tree).
-- Implemented new spell, Necrotic Ray (10 MP to cast, 12 CP to learn, deals 9 death damage, ranged spell tree).
-- Implemented new spell, Baleful Beam (Necrotic Ray variant, 7 MP to cast 13 CP to learn, deals 8 death damage, ranged spell tree).
-- Implemented new spell, Mystic Shield (8 CP to learn, 8 MP to cast). Character gains "Mystic Shield" status effect; lasts 20 status ticks, provides a +2 soak bonus against all attacks. Can be stacked.
-- Implemented new spell, Blur (5 CP to learn, 6 MP to cast). Character gains "Blur" status effect; lasts 20 status ticks, provides a +5% defensive bonus against melee attacks and a +10% defensive bonus against ranged attacks.
-- Implemented new spell, Seeking Hand (10 CP to learn, 10 MP to cast). Character gains "Seeking Hand" status effect; lasts 20 status ticks, grants a +20% to hit with Hand-to-Hand attacks. Can be stacked.
-- Implemented new spell, Guided Blade (10 CP to learn, 10 MP to cast). Character gains "Guided Blade" status effect; lasts 15 status ticks, grants a +20% to hit with melee weapons. Can be stacked.
-- Implemented new spell, Sharp Vision (10 CP to learn, 10 MP to cast). Character gains "Sharp Vision" status effect; lasts 15 status ticks, grants a +15% to hit ranged attacks. Can be stacked.
-- Implemented new spell, Mystic Mail (12 CP to learn, 12 MP to cast). Character gains "Mystic Coat of Armor" status effect; lasts 20 status ticks, character is treated as though wearing armor that soaks 5 against piercing, slashing, and impact attacks. Can be stacked.
-- Implemented new spell, Flame Charge (fire spell, 7 CP to learn, 12 MP to cast). Character gains "Flame Charge" status effect; lasts 5 status ticks, multiple castings reset, not stack this duration. If the character makes a successful close-combat attack or is the target of any close-combat attack, the other other character involved in the attack takes 6 points of fire damage (this damage is not considered an "attack" and as such is not boosted by skills or spells that boost attacks though it counts as a "known" spell of the fire type for attack spells; it may be soaked). Works only against living targets (i.e., not wards or doors). Casting this spell causes Frost Charge, Static Charge, or Death Mantle to immediately end.
-- Implemented new spell, Frost Charge (cold spell, 8 CP to learn, 11 MP to cast). Character gains "Frost Charge" status effect; lasts 5 status ticks, multiple castings reset, not stack this duration. If the character makes a successful close-combat attack or is the target of any close-combat attack, the other other character involved in the attack takes 6 points of cold damage (this damage is not considered an "attack" and as such is not boosted by skills or spells that boost attacks though it counts as a "known" spell of the cold type for attack spells; it may be soaked). Works only against living targets (i.e., not wards or doors). Casting this spell causes Flame Charge, Static Charge, or Death Mantle to immediately end.
-- Implemented new spell, Static Charge (electric spell, 7 CP to learn, 11 MP to cast). Character gains "Static Charge" status effect; lasts 5 status ticks, multiple castings reset, not stack this duration. If the character makes a successful close-combat attack or is the target of any close-combat attack, the other other character involved in the attack takes 5 points of electric damage (this damage is not considered an "attack" and as such is not boosted by skills or spells that boost attacks though it counts as a "known" spell of the electric type for attack spells; it may be soaked). Works only against living targets (i.e., not wards or doors). Casting this spell causes Flame Charge, Frost Charge, or Death Mantle to immediately end.
-- Implemented new spell, Death Mantle (death spell, 7 CP to learn, 12 MP to cast). Character gains "Death Charge" status effect; lasts 5 status ticks, multiple castings reset, not stack this duration. If the character makes a successful close-combat attack or is the target of any close-combat attack, the other other character involved in the attack takes 6 points of death damage (this damage is not considered an "attack" and as such is not boosted by skills or spells that boost attacks though it counts as a "known" spell of the death type for attack spells; it may be soaked). Works only against living targets (i.e., not wards or doors). Casting this spell causes Flame Charge, Frost Charge, or Static Charge to immediately end.

NEW SKILLS
-- Implemented new Elementalist skill, Air Affinity (30 CP skill)
* Character gains the ability to convert any attack spell cast into the "electric" damage type.
* Character gains a +2 to soak vs. Electric attacks. Applies even against Precision of the Assassin.
* Counts as an "electric" spell known when determining damage dealt by spontaneous-cast spells.

-- Implemented new Elementalist skill, Air Mastery (60 CP skill)
* Character gains a +2 damage bonus to all "electric" damage spells cast (including via spellgem).
* Character gains the "Wind Wall" ability. Costs 3 AP, 8 MP to activate, lasts 25 status ticks (using this skill while it is already active resets the ticks to 25; does not stack). While under the effects of Wind Wall, the character gains a +1 to soak vs. all damage types, a +5% defense bonus against close-combat attacks, a +10% defense bonus against ranged attacks, and all incoming attacks suffer an extra 5% chance of weapon degradation.
* Character gains the ability to activate Zephyr Rider ability for 1 AP, 3 MP (allows flight as per Seraph skill wings).
* Counts as an "electric" spell known when determining damage dealt by spontaneous-cast spells.

-- Implemented new Elementalist skill, Earth Affinity (30 CP skill)
* Character gains the ability to convert any attack spell cast into the "impact" damage type.
* Character gains a +1 to soak vs. Impact and Slashing attacks.
* Counts as an "impact" spell known when determining damage dealt by spontaneous-cast spells.

-- Implemented new Elementalist skill, Earth Mastery (60 CP skill)
* Character gains a +2 damage bonus to all "impact" damage spells cast (including via spellgem).
* Counts as an "impact" spell known when determining damage dealt by spontaneous-cast spells.
* Character gains the "Golem Form" ability. Costs 4 AP, 10 MP to activate, lasts 20 status ticks (can be stacked). While under the effects of Golem Form, the character gains a +4 to soak vs. all attacks and gains a +4 damage bonus to hand-to-hand physical attacks (i.e., kicks or fists, but not spells). However, tile-to-tile movement costs are doubled, the character gains a -10% to defense, and the character cannot fly nor move into water tiles while this status effect is active. So long as the character is outside (and not dead), he will heal 3 hit points and 1 additional magic point (cannot go over max) with each AP tick while under the effects of Golem Form.

-- Implemented new Elementalist skill, Fire Affinity (30 CP skill)
* Character gains the ability to convert any attack spell cast (including via a spellgem) into the "fire" damage type. Note that converting a spontaneous spell into the "fire" type in this manner means the character gains the damage bonus for similarly-known spells as though the original spell type were fire.
* Character gains a +2 innate soak vs. Fire attacks. This soak applies even against Precision of the Assassin (this is not armor; precision will not bypass it).
* Counts as a "fire" spell known when determining damage dealt by spontaneous-cast spells.

-- Implemented new Elementalist skill, Fire Mastery (60 CP skill)
* Character gains a +2 damage bonus to all "fire" damage spells cast (including via spellgem).
* Character gains the "Wreath in Flame" ability. Costs 1 AP, 8 MP to activate, lasts 30 status ticks (using this skill while it is already active resets the ticks to 30; does not stack). While Wreathed in Flame, the character is immune to fire damage and all attackers suffer the effects of a damage aura that inflicts fire damage (damage dealt is equal to level divided by 4, rounded up). In addition, the character gains the ability to belch a blast of flame into the area using the "Firegout" attack (using this attack causes the Wreath of Flame to dissipate upon use). This attack requires 4 AP to activate, and has a base 70% chance to hit. Per-target damage is equal to the number of status ticks remaining on the Fire Wreath Aura status effect, maximum damage is equal to status ticks remaining times 10.
* This skill counts as a "fire" spell known when determining damage dealt by spontaneous-cast spells.

-- Implemented new Elementalist skill, Water Affinity (30 CP skill)
* Character gains the ability to convert any attack spell cast into the "cold" damage type.
* Character gains a +1 soak vs. Piercing and Cold attacks.
* Counts as a "cold" spell known when determining damage dealt by spontaneous-cast spells.

-- Implemented new Elementalist skill, Water Mastery (60 CP skill)
* Character gains a +2 damage bonus to all "cold" damage spells cast (including via spellgem).
* Character gains the ability to create "Hiemal Armor". Costs 2 AP, 8 MP to activate, lasts 30 status ticks (using this skill while it is already active resets the ticks to 30; does not stack). While under the effects of Heimal Armor, the character is immune to cold damage and suffers half damage (rounded down) from all piercing and slashing attacks (applied before accounting for soak).
* Character gains the ability to move through water tiles with 0 AP cost (though the character must have at least 1 AP when attempting to move in the first place).
* Counts as a "cold" spell known when determining damage dealt by spontaneous-cast spells.


-- Implemented new Eternal Soldier skill, Way of Earth (30 CP skill)
Character is granted innate armor (does not degrade) with soaks: slash 5, pierce 5, impact 4, fire 4, cold 4, electric 3, acid 3, holy 2, unholy 2, death 2, arcane 1

-- Implemented new Nexus Champion skill, Tattoo of Resistance (30 CP skill)
Character is granted innate armor (does not degrade) with soaks: slash 0, pierce 0, impact 0, fire 4, cold 4, electric 4, acid 4, holy 4, unholy 4, death 4, arcane 6

-- Implemented new Nexus Champion skill, Tattoo of Balance (30 CP skill)
Grants a bonus to damage with weapons and spells depending on the character's morality, as follows:
Exactly 0: +4
from 1 to 3 points (inclusive) away from 0: +3
from 4 to 9 points (inclusive) away from 0: +2
from 10 to 19 points (inclusive) away from 0: +1
20 or more points away from 0: +0

-- Implemented new Nexus Champion skill, Tattoo of Strength (30 CP skill)
Increases character's carrying capacity by 20. Character deals an additional +1 damage with bows and +2 damage with thrown weapons. Character's penalty for attacking with a sledgehammer is reduced by 5% (stacks with reductions from Strength).

-- Implemented new Wizard skill, Fortify Spell (30 CP)
Single-target spells cast by the character deal an additional 2 points of damage. This boost also applies to spellgems.

-- Implemented new Wizard skill, Spell Empowerment (60 CP child of Fortify spell)
Single-target spells cast by the character deal an additional 2 points of damage (stacks with Fortify spell bonus). This boost also applies to spellgems.

-- Implemented new Seraph skill, Righteous Attack (60 CP child of Infinite Attack)
All single-combat attacks made against target with a morality of -20 or lower (i.e., evil) deal an additional 3 points of damage (this extra damage will not show up on the combat dropdown, as it is target-dependent; nor will it affect members of evil factions in their own strongholds who are not themselves evil). Stronghold wards of evil factions do count as "evil targets" for the purposes of this skill.

-- Implemented new Seraph skill, Greater Smite (30 CP skill)
Charged attack, requires 2 AP, 15 MP to use. Attack deals +15 damage and damage type changes to "holy." Against Infernal Behemoths, the attack deals 1.5x normal damage (after other modifiers are applied).

-- Implemented new Seraph skill, Smite of Ages (60 CP skill)
Serves two functions; first, reduces cost of Greater Smite to 12 MP per use. Secondly, causes Greater Smite to deal 1.5x normal damage to ALL demons, not just Infernal Behemoths.

-- Implemented new Seraph skill, Holy Fortitude (30 CP skill)
Character gains an additional 15 maximum hit points.

-- Implemented new Seraph skill, Wings (30 CP skill)
Costs 1 AP, 3 MP to activate. Character gains the "Flying" status effect (with a 200-tick duration, but see below). Movement made while flying is made at half-normal AP cost (the first move after activation is always "free"). Cannot be activated indoors. At the AP tick, this status changes to "Gliding" - it may be renewed to "Flying" by any move action (c.f., swimming). If an AP tick passes while a character is "Gliding" he will return to the ground automatically.

-- Implemented new Archon skill, Wings (30 CP skill)
As the Seraph skill of the same name.

-- Implemented new Archon skill, Holy Fortitude (30 CP skill)
As the Seraph skill of the same name.

-- Implemented new Advocate skill, Wings (30 CP skill)
As the Seraph skill of the same name.

-- Implemented new Lightspeaker skill, Wings (30 CP skill)
As the Seraph skill of the same name.

-- Implemented new Divine Herald skill, Wings (30 CP skill)
As the Seraph skill of the same name.

-- Implemented new Upright Champion skill, Holy Fortitude (30 CP skill)
As the Seraph skill of the same name.

-- Implemented new Infernal Behemoth skill, Leathern Wings (30 CP skill)
Functionally identical to the Seraph skill "Wings."

-- Implemented new Infernal Behemoth skill, Burning Aura (60 CP child of Fire Immunity)
Character gains a defensive damage aura that deals (level/4, rounded up) points fire damage to the attacker when the character possessing the skill is attacked by close-combat attacks.

-- Implemented new Corruptor skill, Leathern Wings (30 CP skill)
As the Infernal Behemoth skill of the same name.

-- Implemented new Corruptor skill, Razor Wings (60 CP child of Leathern Wings)
Character gains an innate melee attack that deals 9 points of slashing damage and has a +5% intrinsic bonus to hit.

-- Implemented new Doom Howler skill, Leathern Wings (30 CP skill)
As the Infernal Behemoth skill of the same name.

-- Implemented new Doom Howler skill, Exoskeletal Armor (60 CP child of Leathern Wings)
Character is granted innate armor (does not degrade) with soaks: slash 4, pierce 4, impact 4, fire 2, cold 0, electric 3, acid 4, holy 2, unholy 6, death 6, arcane 0

-- Implemented new Dark Oppressor skill, Leathern Wings (30 CP skill)
As the Infernal Behemoth skill of the same name.

2/19/10
QUALITY OF LIFE
-- Made several changes to style sheets to save space after forms.
-- Introduced "headings" instead of line elements between areas of the page.
-- Reshuffled some of the ways other characters were displaying to make space a little tighter.
-- First Aid, Sense Morality readings have been moved into "mouseovers" on health, morality bars.

FACTIONS
-- Implemented faction footlocker.
This is a private storage area for a single character and may hold up to 25 weight. Items with 0 weight may be added even if the weight is at 25. It costs 1 AP to retrieve or place items into a faction footlocker.

NEW SKILLS
-- Implemented new Dark Oppressor skill, Terrifying Aspect (30 CP)
Grants a +10% defense against all attacks.

-- Implemented new Lich skill, Terrifying Aspect (30 CP)
As Dark Oppressor skill of the same name.

-- Implemented new Lich skill, One with Death (30 CP)
Character gains immunity to attacks that deal Death damage.

-- Implemented new Revenant skill, One with Death (30 CP)
Identical to Lich skill of the same name.

BUG FIXES
* Divine Armor should now be fixed for new purchases of the skill. (Manual fix was applied for those who had the skill on 2/17/10; if there is still a problem, please report in bugs with character link).
* Dark Heart now works properly.
* Revoke stronghold button should now appear if all prerequisites to revoke (level, location, AP, MP, faction rank) are met.
* Characters should now be kicked from aligned factions if their alignment strays out of the acceptable bounds.
* Magic prayer ought to be working properly (before was having problems due to the Rejuvenation results' coding)
* Fixed Enervate so it no longer affects the user, but affects the target (as it should).

2/17/10 (a.k.a. the Demonic Warrior update)
NEW SKILLS
-- Implemented new Infernal Behemoth skill, Elite Attack (30 CP)
Identical to the Paladin skill of the same name.

-- Implemented new Infernal Behemoth skill, Bloodlust (30 CP)
Triggered by killing another character in single combat. Character gains the status effect "Bloodlust" for 30 status ticks. While Bloodlust is in effect, character gains +3 to damage and +10% to hit, but also receives a -10% defense penalty and spends 1 MP per action taken.
If the character kills again while under the effects of Bloodlust, the status timer is "reset" to 30.
Bloodlust may be ended voluntarily via the skills pane.

-- Implemented new Infernal Behemoth skill, Infernal Combat (30 CP)
Character gains a +5% chance to hit on all attacks.

-- Implemented new Infernal Behemoth skill, Adrenal Healing (60 CP child of Bloodlust)
While under the effects of Bloodlust, the character automatically regenerates 3 hp for every action taken. This is on top of any other healing that might occur (e.g., through Blood Taste). The character will not regnerate over maximum hit points by use of this skill.

-- Implemented new Infernal Behemoth skill, Berzerk Frenzy (60 CP child of Bloodlust)
While under the effects of Bloodlust, the character's attacks deal 1.5x normal damage (applied before soak, rounded down). However, the character spends 2 MP per action taken instead of the normal 1 MP. The character cannot take non-attack actions (including voluntarily ending Bloodlust). Bloodlust damage bonus increases from 3 to 4.

-- Implemented new Infernal Behemoth skill, Fell Berzerker (90 CP child of Berzerk Frenzy)
Reduces Bloodlust cost to 1 MP per action taken (remember Fell Berzerker increased to 2). Allows the character to voluntarily end Bloodlust. Bloodlust damage bonus increases from 4 to 5.

-- Implemented new Infernal Behemoth skill, Flames of Punishment (30 CP skill)
Costs 1 AP, 8 MP to activate. Applies "Flaming Weapons" status effect to character for 10 status ticks (may be stacked). All attacks with hand-to-hand or melee weapons deal fire damage instead of their normal damage (applied before charged attacks are applied, so using Hellfire while Flaming Weapons is active will see the attack deal unholy damage as Hellfire overwrites the fire damage type) and deal an additional 1 point of damage above normal amounts (applied before soak).

-- Implemented new Infernal Behemoth skill, Caustic Punishment (60 CP child of Flames of Punishment)
Costs 1 AP, 8 MP to activate. Applies "Caustic Weapons" status effect for 10 ticks (may be stacked). As "Flaming Weapons" above except weapons deal Acid damage and deal an additional 2 points above normal amounts. "Caustic Weapons" damage type change takes precedence over "Flaming Weapons" if both are active, however the added damage will stack, so if both are active, close-combat weapons deal an additional 3 points of damage.

-- Implemented new Infernal Behemoth skill, Whip of Torment (60 CP child of Flames of Punishment)
Character gains an innate attack, Whip of Suffering. Whip of Suffering deals a base damage of 10 points of unholy damage, uses the melee (not fencing) attack tree, and has an innate +5% hit chance bonus. (Note for NW veterans: the whip does NOT require MP to use).

-- Implemented new Infernal Behemoth skill, Fiendish Bulk (30 CP skill)
Character gains +20 to maximum hit points.

-- Implemented new Infernal Behemoth skill, Chitinous Armor (60 CP child of Fiendish Bulk)
Character is granted innate armor (does not degrade) with soaks: slash 3, pierce 5, impact 2, fire 4, cold 1, electric 4, acid 5, holy 2, unholy 2, death 4, arcane 3

-- Implemented new Infernal Behemoth skill, Fire Immunity (30 CP skill)
Character is immune to fire-type damage (always takes 0 damage from attacks that deal fire damage).

-- Implemented new Void Walker skill, Assassin's Edge (30 CP skill)
Character gains a +10% to dodge.

-- Implemented new Void Walker skill, Enhanced Senses (30 CP skill)
Identical to Myrmidon skill of the same name.

-- Implemented new Void Walker skill, Step of the Assassin (30 CP skill)
Character is no longer subject to target's Advanced Parry, Retributive Strike, or damage auras when attacking in single combat (AoE attacks do subject him to counterattacks as AoE does not fall under the assassinate a particular target portfolio).

-- Implemented new Void Walker skill, Precision of the Assassin (60 CP child of Step of the Assassin)
All single-combat targets are treated as though they had 0 soak (does not counteract immunity to damage type, however).

-- Implemented new Void Walker skill, Strike of the Assassin (60 CP child of Step of the Assassin)
When hidden, gains option to perform an "Assassin's Strike" - charged attack that costs 1 AP, 6 MP, if attack hits, deals double damage to any target caught unawares (double damage applied after all other modifiers, including extra damage for attacking from hiding).

-- Implemented new Doom Howler skill, Cosmic Affinity (30 CP skill)
Character gains a permanent increase of 15 to maximum MP.

-- Implemented new Doom Howler skill, Unholy Stain (60 CP child of Cosmic Affinity)
Character may use "Stain" as an infusion action in lieu of infusing. Staining can only be done on a tile not infused to the character's faction and removes 2 points of infusion for every 1 MP spent.

-- Implemented new Doom Howler skill, Gnashing of Teeth (30 CP skill)
Character gains an innate attack, "Teeth of the Damned" - uses throwing tree, deals 8 unholy damage, has an innate +5% hit chance bonus.

-- Implemented new Doom Howler skill, Wail of the Dead (60 CP skill)
Character gains an innate AoE attack, Wail of the Dead. Requires 6 AP, 15 MP to use, deals Death damage. Per-target damage is equal to the character's level. Maximum damage is equal to 10 times the character's level. Base to-hit chance is 90%.

-- Implemented new Doom Howler skill, Keening of the Damned (90 CP skill)
Character gains an innate AoE attack, Keening of the Damned. Requires 8 AP, 15 MP to use, deals Unholy damage. Per-target damage is equal to 1.5*character level. Maximum damage is equal to 1/2 of the character's level squared. Base to-hit chance is 90%.

-- Implemented new Doom Howler skill, Spellcraft (30 CP skill)
As Defiler skill of the same name.

-- Implemented new Doom Howler skill, Spell Combat (60 CP child of Spellcraft)
As Defiler skill of the same name.

-- Implemented new Doom Howler skill, Battle Magic (90 CP child of Spell Combat)
As Defiler skill of the same name.

-- Implemented new Doom Howler skill, Wytchfire (30 CP skill)
Charged attack, can be used in addition to Hellfire, costs 1 AP, 6 MP to use. If attack hits, target gains "Wytchfire" status effect for 15 status ticks (hitting a target already under the effects of Wytchfire has no further effect). Wytchfire causes character to have a -10% to defense and deals 1 point of fire damage and 1 point of death damage to the target for each action the target takes.

-- Implemented new Eternal Soldier skill, Elite Attack (30 CP)
Identical to the Paladin skill of the same name.

-- Implemented new Revenant skill, Elite Attack (30 CP)
Identical to the Paladin skill of the same name.

-- Implemented new Eternal Soldier skill, Infinite Attack (60 CP child of Elite Attack)
Grants +3 damage on all attacks.

-- Implemented new Eternal Soldier skill, Way of Fire (60 CP child of Elite Attack)
Charged attack, requires 1 AP and 10 MP to use. Changes damage type of attack to "Arcane" and increases damage by 15 points.

-- Implemented new Seraph skill, Infinite Attack (30 CP skill)
As Eternal Soldier skill of the same name.

-- Implemented new Seraph skill, Enhanced Senses (30 CP skill)
As Myrmidon skill of the same name.

-- Implemented new Divine Herald skill, Cosmic Affinity (30 CP skill)
As Doom Howler skill of the same name

-- Implemented new Divine Herald skill, Infuse (60 CP child of Cosmic Affinity)
As Shepherd skill of the same name

-- Implemented new Divine Herald skill, Spellcraft (30 CP skill)
As Shepherd skill of the same name.

-- Implemented new Divine Herald skill, Spell Combat (60 CP child of Spellcraft)
As Shepherd skill of the same name.

-- Implemented new Divine Herald skill, Battle Magic (90 CP child of Spell Combat)
As Shepherd skill of the same name.

-- Implemented new Advocate skill, Cosmic Affinity (30 CP skill)
As Doom Howler skill of the same name.

-- Implemented new Archon skill, Cosmic Affinity (30 CP skill)
As Doom Howler skill of the same name.

-- Implemented new Archon skill, Cosmic Mastery (60 CP child of Cosmic Affinity)
Grants a further +15 maximum MP to the character.

-- Implemented new Corruptor skill, Cosmic Affinity (30 CP skill)
As Doom Howler skill of the same name.

-- Implemented new Corruptor skill, Unholy Stain (60 CP child of Cosmic Affinity)
As Doom Howler skill of the same name.

-- Implemented new Corruptor skill, Enhanced Senses (30 CP skill)
As Myrmidon skill of the same name.

-- Implemented new Dark Oppressor skill, Cosmic Affinity (30 CP skill)
As Doom Howler skill of the same name.

-- Implemented new Dark Oppressor skill, Cosmic Mastery (60 CP child of Cosmic Affinity)
As Archon skill of the same name.

-- Implemented new Dark Oppressor skill, Unholy Stain (60 CP child of Cosmic Affinity)
As Doom Howler skill of the same name.

-- Implemented new Wizard skill, Cosmic Affinity (30 CP skill)
As Doom Howler skill of the same name.

-- Implemented new Wizard skill, Cosmic Mastery (60 CP child of Cosmic Affinity)
As Archon skill of the same name.

-- Implemented new Nexus Champion skill, Spellcraft (30 CP skill)
As Sorcerer skill of the same name.

-- Implemented new Nexus Champion skill, Spell Combat (60 CP child of Spellcraft)
As Sorcerer skill of the same name.

-- Implemented new Nexus Champion skill, Battle Magic (90 CP child of Spell Combat)
As Sorcerer skill of the same name.

NEW USES FOR OLD SKILLS

-- Implemented "Blowback" on AoE attacks (exceptions: SMG fire, grenades, and Explosive Murder). Blowback works thusly: if an AoE attack has made an attack roll against all characters in a tile and still has not reached its maximum damage, the character who initiated the AoE attack takes 10% of the "potential" undealt damage. This damage is unsoakable, and immunity does not prevent it (it's easiest to think of it as "magical feedback" that boomerangs on the character if the AoE attack was not all used up).


BUG FIXES
-- Search button should no longer execute a Dark Heart attack for defilers with Dark Heart.
-- Weapon Breaker should no longer return the "you do not have that skill" error.
-- Explosive Murder should now detonate properly (should not return "sorry, you do not own this item").
-- Protective Bulwark should now grant soak of 6 to all (was not granting soak before)
-- All prayers should be working again (Offensive, Magic, Any were not).
-- Dropdown for firearm repair should now display cost correctly for repair on average firearm.
-- SMGS should appear in the AoE dropdown at all times (Were not displaying before if your last action involved firing the SMG and it was your only AoE weapon)
-- Attacking doors and wards should cause the weapon used to be "remembered" for the next attack.
-- It should no longer be possible to put an instance of Defiler Poison on someone already suffering from it.

2/12/10 (Bugfix build)
BUG FIXES:
-- Renown should now be properly awarded for killing members of hostile factions, as well as working properly on flag captures and retrievals.
-- Fixed bug on daily upkeep tick that was throwing both infusions and stronghold wards all out of whack.
-- Prayer should no longer give multiple results.
-- Prayer should also charge for "Excess" MP spent to try to get a better result.
-- No infusion levels should be negative.
-- Faction announcements should be working (though apostrophe usage may cause errors).
-- Praying for "Defensive" should now give appropriate results.

2/10/10
NOTE: With this build, all Tier 2 classes have their full skill set with the exception of Alchemy (20 CP skill for Sorcerers, Shepherds, Defilers).

NEW SKILLS:
-- Implemented new Sorcerer skill, Deep Spellcraft (40 CP skill, child of Spellcraft)
Sorcerer gains several new options with "known" spells (not spellgems). Namely:
* Eldritch Blast - the character gains the ability to convert the damage type to "arcane" for an added cost of 2 MP (on top of the normal casting cost).
* Mystic Seeker - Character gains the ability to convert the spell into an "auto-hit" spell for an added cost of 3 MP (on top of the normal casting cost). This may be done in addition to converting the damage type to arcane.
* Character gains the special ability to transform any known spell into an "Area of Effect" attack. The Area of Effect has a "per target damage" equal to the damage normally dealt by the spell and a "maximum damage" equal to 10 times that amount. The MP cost of the spell is doubled and the action costs 5 AP.

-- Implemented new Sorcerer skill, Pattern Weaver (40 CP skill, child of Spellcraft)
Sorcerer gains the ability to "overwrite" the pattern of a spell stored within a spellgem with any spell he knows. This action requires 10 MP, 3 AP, and the sacrifice of 1 Character Point. The spellgem retains the same number of charges it had prior to the re-weaving of its magical patterns.

-- Implemented new Shepherd skill, Energize (20 CP skill)
Shepherd gains the ability to spend 1 AP and up to 30 MP to give another character in the same location the same number of MP as he spent. This action increases morality by 1 point and grants a very small amount of XP (1/10th of the amount that healing the character of the equivalent damage would heal). Cannot affect demons.

-- Implemented new Shepherd skill, Absolve Suffering (20 CP skill)
Costs 5 MP, 1 AP, and will remove the following status effects: Minor Poison (base of 1 XP), Defiler Poison (base 2 XP), Enervate (base 4 XP). Grants XP based on which effects are removed from the target (0 XP if no effects are removed). Base XP gain is affected by differences in target levels. Cannot affect demons.

CHANGES TO EXISTING SKILLS
-- Defiler Poison - Not cured by First Aid Kits or Surgery (is cured by death). This is a magical affliction, and requires magic to heal (currently healed by Meditation and Absolve Suffering only).

BUG FIXES:
-- Enhanced Senses should now properly reveal characters hidden in your tile (*knocks on wood*).
-- Faction creation should be re-enabled (tested and working on dev server, if not working on live, must be due to something structurally in the database).
-- Demons should no longer be able to accept external healing.
-- Flags can now be captured and retrieved from strongholds.
-- Characters inside strongholds should now see the stronghold icon on their character selection list.
-- Dark Heart should now be working (was returning message that the target was no longer in location).
-- Kills of angels and demons should now be incrementing the respective angel/demon kill stat.
-- XP Grants in combat should now scale by level (before, combat was treating all characters as Tier 1).

2/8/10
NEW SKILLS:
-- Implemented new Shepherd skill, Prayer (20 CP skill)
* Costs 3 AP, 2 MP to activate. Character may choose to pray for a particular result (Offensive, Defensive, Magic, or Insight) or for "Any" result.
* Character may choose to spend up to 5 additional MP when praying to increase the chances of a more powerful prayer result. Each MP spent increases the chance of a Greater answer by 1% and an Intermediate answer by 2%.
* Three levels of power among prayer results exist: Greater, Intermediate, Lesser.
* There is a base 5% chance of a getting a Greater answer. There is an additional base 5% chance of getting an Intermediate answer (thus, a base 90% chance exists of getting a Lesser answer). A prayer with 5 MP extra expended, then hase a 10% chance of a Greater Answer, a 10% chance of an Intermediate answer, and a 80% chance of a Lesser Answer.
* If a character prays for the "Any" result instead of a specific answer type, he adds 5% to the chance of both Greater and Intermediate answers.
* Possible Prayer Results are at the end of this entry.

-- Implemented new Shepherd skill, Devout Supplication (40 CP child of Prayer)
* Doubles all chances of Intermediate and Greater blessings when praying. Also allows character to spend up to 10 MP per prayer instead of 5 (thus, a character can spend 10 additional MP during a prayer for a specific category and will have a 30% chance of a Greater Blessing and a 30% chance of an Intermediate blessing - and thus a 40% chance of a lesser blessing).

(Yes, I know, 2 skills doesn't seem like much, but implementing Prayer with all its results is a lot like implementing 15 new skills).

BUG FIXES:
-- Fixed bug whereby defiler poison resolved on the USER and not the TARGET of the skill.
-- Dark Heart should now be available for use in the combat area (was not properly uncovering before).
-- Fixed bug that allowed Pariahs (but not Defilers) to accept external healing.
-- Fixed bug that allowed unloading of weapons while dead.
-- Becoming an angel while in an Evil faction or a demon while in a Good faction should auto-kick you from the faction.
-- Fixed bug whereby Enhanced Senses did not reveal hidden characters in a location.

PRAYER RESULT POSSIBILITIES
* Offensive Prayer Results:
Lesser:
-- Holy Brawn (+2 damage to hth and melee attacks for 10 status ticks)
-- Offensive Power (+1 damage to all attacks for 10 status ticks)
-- Offensive Guidance (+5% to all attacks for 10 status ticks)
Intermediate:
-- Might of Heroes (+4 damage to hth and melee attacks for 15 status ticks)
-- Offensive Might (+2 damage and +10% to hit to all attacks for 10 status ticks)
-- Hawk Sight (+10% to ranged attacks for 15 status ticks)
Greater:
-- Strength of the Dragon (+5 to hth and melee attacks for 20 status ticks)
-- Crusader Blessing (+2 damage and +20% to hit for all attacks for 20 status ticks)
-- Holy Eye (+15% to hit for ranged attacks for 25 status ticks)

* Defensive Prayer Results:
Lesser:
-- Blessing of Resistance (+2 to soak on all attacks for 15 status ticks)
-- Defensive Power (+10% to defense for 15 status ticks)
-- Weapon Turning (+5% chance for weapons attacking character to degrade for 10 status ticks)
Intermediate:
-- Stone Skin (+4 to soak on all attacks for 20 status ticks)
-- Light Feet (+15% to dodge attacks for 20 status ticks)
-- Sanctuary (automatically hides the character and grants +2 soak to all and +10% to defense for 15 status ticks)
Greater:
-- Divine Bulwark (+6 to soak for 30 status ticks)
-- Blessing of Evasion (+20% to defense for 30 status ticks)
-- Divine Providence (immune to being defiler poison, agony curse, dark heart, similar demonic skills for 30 status ticks - does not cure existing conditions)

* Magic Prayer Results:
Lesser:
-- Minor Rejuvenation (Gains 7 MP instantly, cannot go over max)
-- Light Within (cannot be drained of MP for 10 status ticks)
Intermediate:
-- Major Rejuvenation (Grants 15 MP instantly, cannot go over max)
-- Spellgem Affinity (charge any spellgem at half cost for the next 5 status ticks),
Greater:
-- Greater Rejuvenation (Grants 30 MP instantly, cannot go over max)
-- Transcend Spellgem (Spells cast from spellgems do not use charges for 15 status ticks),
-- Holy Conduit (next infusion action is at 5x normal strength, but must be used within 5 status ticks)

* Insight Prayer Results:
Lesser:
-- Packrat Vision (increase odds of successful search by 20% for 5 status ticks)
-- Mending Touch (Reduces repair item cost by 3 AP for next 5 status ticks),
-- Shadowsight (grants +20% chance to hide for 5 status ticks)
Intermediate:
-- Hands of the Crafter (reduces craft item cost by 5 AP for 10 status ticks),
-- Sixth Sense (Attacks from hidden characters do not deal the "from hiding" bonus damage for 20 status ticks)
Greater:
-- Enhanced Senses (grants Enhanced Senses ability for 30 status ticks)
-- Discerning Eyes (increases odds of finding rare items on a successful search for 20 status ticks)

2/4/10
CHANGES TO EXISTING SKILLS:
-- Changed Bolster Attack (Paladin) to do +3 damage instead of +2.
-- Reduced attack costs of Hellfire, Lesser Smite, Focused Attack to 1 AP (was 2 AP).

NEW SKILLS:
-- Implemented new Myrmidon skill, Weapon Breaker (40 CP child of Strong Attack). This completes the Myrmidon skill set.
* Costs 1 AP, 10 MP to activate. Character gains the status effect "Weapon Breaker" for 10 Status Actions.
* While under this status, he gains a base 20% chance to damage any non-innate weapon his target is carrying on a successful hit.
* He can increase this chance by spending additional MP in his combat targeting pane; each MP spent increases the chance of a successful break by 5% (but is wasted if the attack misses) to a maximum of 8 MP spent (for a 60% total possible chance).
* If the weapon break hits a weapon that can be repaired, the weapon degrades by one quality.
* If the weapon break hits a weapon that is at destroyed quality OR a weapon that cannot be repaired (i.e., an improvised weapon), the weapon is completely destroyed and removed from the target's inventory.
* The odds of hitting a particular weapon in a character's inventory are proportional to its weight (a weapon with a weight of 6 is twice as likely to be hit as an object with a weight of 3).
* Weapon breaks are in addition to damage normally dealt to the target.

-- Implemented new Pariah skill, Enervate (40 CP child of Weapon Mastery). This completes the Pariah skill set.
* Charged attack, requires 5 MP, 2 AP to use.
* On a successful hit, target gains the "Enervated" status effect for six status ticks in addition to damage normally dealt by the attack.
* Hitting an already-Enervated target with an Enervate attack causes the effect to "reset" to six status ticks, not to stack in duration.
* While Enervated, target gets -3 to damage, -3 to soak, -10% to hit, -10% to defense.

QUALITY OF LIFE:
-- Added "buy new character slot" button to main screen (under characters) for those who have donated and have credit balances. (Also: Credited all accounts from which I received donations; please contact me if you donated and do not see a balance on that main screen).
-- Added Status Icons (dead, hidden, stronghold) to main character "list" screen.
-- Added Day/Night icons to location description area (only applicable for living characters).

BUG FIXES:
-- Re-did characters' skill purchase screen (formatting got all wonky with the 1/29/10 build).

2/1/10
BUG FIXES:
-- Spellcasting should show only those spellgems which the character possesses.
-- You should no longer be able to give equipped items.
-- Messages for attacking from hiding should now be given to attacker (if defender is aware) or defender (if defender is unaware).
-- Crafting of quivers and bows should now be possible if the character has the Bowyer skill, a Portable Toolkit, and a Piece of Wood (or more) in the character's inventory.
-- Power removal/restoration messages should be sent to those inside a location when power is cut/restored locally.
-- Reloading while dead should no longer be possible.
-- Fixed bug that allowed characters in a faction for less than 24 hours to invoke a stronghold; due to the nature of the bug, it will affect only those characters who join factions going forward (but in 24 hours this will be a moot point anyway).


Last edited by BobGeneric on Thu Aug 05, 2010 10:42 am; edited 1 time in total
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BobGeneric
Code Monkey
Code Monkey


Joined: Nov 07, 2009
Posts: 1467

PostPosted: Wed Jun 02, 2010 9:40 pm    Post subject: Reply with quote

3/31/10
CHANGES TO EXISTING SKILLS:
-- Pattern Weaver (Sorcerer Skill)
* Pattern Weaving no longer costs 1 CP to use. However, weaving a new pattern into a spellgem reduces its charges to 0 (yes, zero).
* A spellgem with 0 charges cannot be used to "learn" the spell it contains; a pattern weaver must "charge" the spell after re-weaving it in order for another character to learn it.
* A character with the Pattern Weaver skill no longer destroys a spellgem by using its final charge when triggering spells from spellgems; instead, he will have a spellgem with 0 charges (his innate understanding of spell weaving in gems allows him to discharge the energy while leaving the pattern intact in the gem). Characters without the Pattern Weaving skill will still destroy spellgems by triggering the final charge, however.

NEW USES FOR OLD ITEMS:
-- Vial of Angel Tears
* For non-demons, all deleterious status effects (Poison, Defiler Poison, Curse of Blood, Enervate, etc.) are removed upon use.

NEW SKILLS:
-- Implemented new Shepherd, Defiler, Sorcerer skill, Alchemy (20 CP)

* Character gains the ability to research and create alchemical items.
* Alchemical Research may only be conducted in tiles that allow it (Pharmacies, Euphoria Asylums, Ebony Towers). The Alchemy pane should only show up in the interior these tiles. Note: At present, stronghold tiles are not considered "alchemical" tiles (this is likely to change in the future, but has not yet been implemented).
* Upon purchase, character is assigned "recipes" for each item. These recipes must be discovered through experimentation (see below) but each character's progress toward a recipe is tracked in-game (so you never have to worry about forgetting things you have already discovered). Recipes vary from character to character.
* Every alchemical recipe consists of exactly seven components.
* When you learn a recipe completely, the option to create the alchemical item will appear in the character's alchemy dropdown. (Note that it shows up regardless of whether or not you actually have the components necessary on hand).
* Creating an Alchemical Item requires 5 AP and 5 MP and consumes the raw components.
* Potions are always brewed in batches of 7 (no random numbers of potions).
* The option for researching the alchemical uses of a given component will also appear in the alchemy dropdown. Experimentation is done by selecting one component (must be currently in your inventory) and one desired alchemical item and costs 3 AP and 5 MP.
* If the component selected is required by the recipe for the alchemical item selected, the experiment is considered a success. The character gains the knowledge of that portion of the alchemical recipe. The component is consumed.
* If the component selected is NOT required by the recipe for the alchemical item selected, the experiment is considered a failure and explodes, causing damage to the character! However, the character will gain an insight into either another alchemical item that requires the component selected OR will gain an insight into another component required for the alchemical item he was researching (if any are available; if the character already knows all of the uses for a particular component AND knows all the ingredients required for the alchemical item he is researching, he will not gain any new insights). The component is consumed.
* Some alchemical items may require multiple instances of a given component, in which case, the component must be researched for that item multiple times (e.g., a character who requires 2 "Chunks of Brass" for "Combat Clarity potions" must research "Chunk of Brass" with "Combat Clarity" - including insights from failed experiments - twice). The component is consumed in this case.
* If a character researches an alchemical item whose recipe does require a given component, but he already knows all of the instances thereof (e.g., a character who requires 2 "Chunks of Brass" for "Combat Clarity potions" researches the combination a third time), the character gains no new insights, but neither is the component consumed, nor is the experiment considered a failure (the character spends the AP and MP, but does not take damage).
* The "usual range of potions" are the "baseline" items that an alchemist is able to create upon purchase of this skill; other items may be "unlocked" via Easter Egg (c.f., Bowyers and Virtuecasters) - these may or may not be created in batches of 7 like potions are.

-- Implemented new Corruptor skill, Lance of Nullity (30 CP skill)
* Character gains an innate melee attack, Lance of Nullity. Requires 1 AP, 5 MP to use, has an innate +5% hit chance. On a successful hit, a random status effect on the target is removed (exceptions: hiding, swimming, treading water cannot be cancelled in this manner). If there are no status effects for the character to negate, the attack does nothing (though a message is returned letting the character know).

-- Implemented new Corruptor skill, Lance of Wresting (60 CP child of Lance of Nullity)
* Character gains an innate melee attack, Lance of Wresting. Requires 5 MP to use, has an innate +10% hit chance. On a successful hit, a random status effect on the target is transferred from the target to the Corruptor (exceptions: hiding, swimming, treading water cannot be stolen in this manner). If there are no status effects for the character to steal, the attack does nothing (though a message is returned letting the character know).

-- Implemented new Fallen skill, Oath of Steel (30 CP skill)
* Character gains a +1 damage bonus and +5% to hit with melee and firearm attacks.

-- Implemented new Fallen skill, Hellfire (30 CP)
As the Pariah skill of the same name.

-- Implemented new Fallen skill, Shadowskulk (30 CP skill)
* Character gains a +10% chance to hide and deals an added +2 points of damage when hiding (stacks with all other hiding bonuses).

NEW ITEMS:
-- Potion of Cold Resistance
* Character gains immunity to cold damage for 25 status ticks. Duration stacks if multiple potions used.

-- Potion of Combat Clarity
* Character gains "Combat Clarity" status effect, giving a +15% bonus to attack rolls for 25 status ticks. Duration stacks if multiple potions used.

-- Potion of Death Resistance
* Character gains immunity to death damage for 25 status ticks. Duration stacks if multiple potions used.

-- Potion of Electricity Resistance
* Character gains immunity to electrical damage for 25 status ticks. Duration stacks if multiple potions used.

-- Potion of Fire Resistance
* Character gains immunity to fire damage for 25 status ticks. Duration stacks if multiple potions used.

-- Potion of Greater Invulnerability
* Character gains a +4 soak against all attacks for 25 status ticks (stacks with Invulnerability, Lesser Invulnerability; drinking multiple potions does not cause duration to stack).

-- Potion of Healing
* Character immediately gains 30 hit points (cannot go over maximum) and poisons affecting the character (if any) are cured.

-- Potion of Holy Resistance
* Character gains immunity to holy damage for 25 status ticks. Duration stacks if multiple potions used.

-- Potion of Invulnerability
* Character gains a +3 soak against all attacks for 25 status ticks (stacks with Greater Invulnerability, Lesser Invulnerability; drinking multiple potions does not cause duration to stack).

-- Potion of Lesser Invulnerability
* Character gains a +2 soak against all attacks for 25 status ticks (stacks with Invulnerability, Greater Invulnerability; drinking multiple potions does not cause duration to stack).

-- Potion of Magic Recovery
* Character immediately gains 15 Magic Points (cannot go over maximum).

-- Potion of Planar Protection
* Character gains "Planar Protection" status effect for 75 status ticks (will not take planar damage during this time). Duration stacks with multiple potion uses.

-- Potion of Regeneration
* Character gains "Regenerating" status effect, duration is 15 status ticks. Each time a status tick occurs, the character regains 3 hit points (cannot go over maximum).

-- Potion of Strength
* Character gains "Strength" status effect for 25 status ticks; this causes the character to deal +2 damage with all hand-to-hand and melee attacks (physical attacks only; does not affect hand-to-hand spells).

-- Potion of Unholy Resistance
* Character gains immunity to unholy damage for 25 status ticks. Duration stacks if multiple potions used.

-- Potion of Water-Breathing
* Character gains "Water Breathing" status effect for 75 status ticks, which allows character to move through water tiles for a cost of 1 AP per tile moved.


-- Potion of Invisibility
* Exists as an alchemical recipe, item's "use" function not yet implemented.
-- Potion of Extended Invisibility
* Exists as an alchemical recipe, item's "use" function not yet implemented.
-- Potion of Flying
* Exists as an alchemical recipe, item's "use" function not yet implemented.

BUG FIXES:
-- Spellgems in inventory should no longer stack (even if they have the same spell and same number of charges).
-- Fixed bug whereby Infernal Combat was not displaying proper attack chance in attack pane (was working in actual combat routine, just not displaying proper chance in dropdowns).

3/29/10
NOTES:
Alchemy is about 75-80% done (recipes and brewing are done; experimenting to discover the recipes is the last piece I'm putting together); I expect to have it completed Wednesday 3/31. I have had a very busy couple of weeks in real life, which is why updates have been a bit scarce.

QUALITY OF LIFE:
-- Added stronghold location to faction pages (will provide full information in alpha; masking may occur at a later time) to promote moar raidz.
-- New portals have opened connecting the Prime Plane to Gehenna and the Prime Plane to Paradise.

BUG FIXES:
-- Fixed problem whereby purchasing innate armor was not granting the character the armor's benefit.

NEW USES, OLD ITEMS:
-- Blood Ice, Soul Ice can now be "Used" - Blood Ice cures 10 hp and Soul Ice restores 5 MP (cannot go over max in either case). Characters of a non-evil morality will experience a morality drop when using these items.

3/22/10
BUG FIXES:
-- Fixed bug with Mystic Vigor that was dropping the user's hit points to zero.
-- Spellgems "hiding" in inventory due to stacking (despite containing different spells) should now be fixed (but only for those with spellcraft, as they're the only ones able to tell the difference).
-- Bug that caused damage bonuses due to status effects to be absent from combat dropdown should now be fixed.
-- Bug that caused infusions not to unhide a character has been fixed.
-- If a tile is at maximum strength after infusion, this is now noted.
-- Fixed a bug which was allowing multiple Enervation, Defiler Poison status effects on a single character.
-- Found and fixed bug which was preventing kicking of characters from factions.
-- Fixed bug that prevented flight over water tiles.
-- Found and fixed bug that caused armor damaged during a riposte to be "repaired" upon removal.
-- Hiding at 0 AP now kicks back a "not enough AP" message.
-- Fixed bug that allowed hiding attempts while dead.
-- Characters can no longer remove items from footlockers if doing so would cause them to become encumbered.
-- Fixed bug that prevented Deep Spellcraft from working as an Area of Effect spell.
-- Faction damage bonus should now be applying to spells.
-- Door repairs now note the XP gain.

NEW SKILLS:

-- Implemented new Mortal skill, Psychic Bloodhound (30 CP child of Psychometry)
Always active; character gains the ability to see all character-driven infusion actions (i.e., does not include the daily stronghold auto-infusion) made in the last 24 hours on the tile on which he is currently standing.

3/15/10
GENERAL:
This is likely to be a busy week for me; expect some bug patching but little in the way of major updates the rest of this week.

OTHER:
-- Demons and angels now have a chance to respawn in their "home" planes of Elysium and Gehenna.

BUG FIXES:
-- Tattoo of the Wandering Way should no longer reverse North and South.
-- Spellgems should be showing damage properly now (i.e., no stacking of faction bonuses), though this hasn't been fully tested. This was part of a bug accidentally introduced with Wing Shards (which introduced non-spell, non-charged attacks with an MP cost associated with them; this had unexpected ramifications elsewhere in the code).
-- Found and fixed bug (with successful tests on live server) that prevented hidden characters from attacking other hidden characters, even if they had successfully found them.
-- Tattoo of Resistance should work properly now.
-- Leathern Wings should allow flight now.
-- Various and sundry bugs cleaned up - moved threads from bug reporting to squashed bugs; the bug reporting thread should now have all current known bugs.

NEW SKILLS:
-- Implemented new Revenant skill, Strength of Darkness (30 CP skill)
* Character gains +2 to damage, +10% to hit, and +5% to defense during "night" but -3 to damage, -15% to hit, and -10% defense during the day. In addition, the character takes 3 points of damage for every action taken while outside during daylight.

-- Implemented new Revenant skill, Day Resistance (60 CP child of Strength of Darkness)
* Character's daytime penalties are reduced to -1 to damage, -10% to hit, and -5% to defense, and the character takes but 1 point of damage while outside during daylight.

-- Implemented new Revenant skill, Eye of Death (60 CP child of One with Death)
* The character becomes highly attuned to the dead - when in a location with corpses, he will be able to view (a) who the corpse belongs to, (b) who the killer is, (c) if the deceased or killer is "alive" and on the same plane, he will sense their location, (d) if the deceased or killer is "alive" and on a different plane, he will sense the plane (but not the location). This ability is always active.

-- Implemented new Revenant skill, Umbral Sword (60 CP child of Strength of Darkness)
* Character gains innate melee attack that deals 8 cold damage and each successful hit reduces the target's MP by 0 to 4 points. Light Within and Divine Providence status effects prevent this loss entirely and Tattoo of Inner Strength halves it.

-- Implemented new Wyrm Master skill, Acid Blood (30 CP skill)
* When struck with attacks that deal piercing or slashing damage, or that utilize the fencing tree, the attacker is sprayed with acid for (Wyrm Master level/3, rounded down) points of acid damage. An attacker using Feeding Fangs to attack takes twice this amount of damage.

-- Implemented new Wyrm Master skill, Acid Spittle (60 CP child of Acid Blood)
* Character gains an innate throwing attack that deals 13 points of acid damage, has an innate +5% chance to hit, and requires 4 MP to use. Acid Spittle has double the normal chance of causing the target's armor to degrade.

-- Implemented new Wyrm Master skill, Translucency (30 CP skill)
* Character gains +10% to hide rolls and +5% to defense.

-- Implemented new Wyrm Master skill, Twisted Leap (30 CP skill)
* Character gains the ability to "leap" to any square that he could normally enter (e.g., cannot leap to a water tile without Swim) within his field of vision. The character need not be able to enter intervening squares; he is simply "leaping over them" without experiencing the intervening tile (i.e., can leap from one side of a river to another even without Swim). Leaping costs 1 AP.

-- Implemented new Archon skill, Eye of Judgment (30 CP skill)
* Character gains an innate throwing attack, Eye of Judgment, that requires 4 MP to use, deals 12 points of holy damage and has an innate +10% chance to hit.

-- Implemented new Archon skill, Enhanced Senses (60 CP child of Eye of Judgement)
* Identical to the Seraph skill of the same name.

-- Implemented new Archon skill, Hand of Zealotry (60 CP child of Eye of Judgement)
* Identical to the Seraph skill of the same name.

-- Implemented new Archon skill, Holier Than Thou (90 CP child of Hand of Zealotry)
* Character's morality does not drop when attacking characters whose morality score is less than the Archon's morality score (killing characters of good morality will cause a morality drop of 2 points).



-- Implemented new Archon skill, Word of Recall (30 CP skill)
* If the character has a stronghold currently in existence, he gains the ability to instantly teleport to its interior from anywhere in the planes at a cost of 20 MP and 1 AP.

-- Implemented new Archon skill, Song of the Word (60 CP skill)
* Character gains an innate AoE attack, Song of the Word. Requires 6 AP, 12 MP to use, deals Holy damage. Per-target damage is equal to the character's level * 1.5 (rounded down). Evil characters are always affected by this attack; Archons with Hand of Zealotry will affect neutral characters also (checks against the actual morality; does not care whether or not character or target is in a stronghold). Maximum damage is equal to 10 times the character's level. Base to-hit chance is 80%.

-- Implemented new Divine Herald skill, Feet of the Wind (60 CP child of Wings)
* Character is always treated as "flying" for the purposes of movement (movement cost is always halved, but the character does not need to toggle "fly" on or off, character can pass over normally impassable tiles as though flying and does not take environmental damage from hazards such as lava). In addition, the character gains a +5% defense bonus.

-- Implemented new Divine Herald skill, Holy Fury (30 CP skill)
* Costs 1 AP, 10 MP to activate; when activated, character gains +20 HP (can go over maximum) and the status effect "Holy Fury" for 20 status ticks. Cannot be used if already under the influence of Holy Fury. Each time a status tick occurs while Holy Fury is active, hit points are reduced by one.

-- Implemented new Divine Herald skill, Wanderlust (60 CP child of Holy Fury)
* Character gains +2 soak to all, +5% to defense, and regenerates 5 hp each AP tick when out of doors.

-- Implemented new Eternal Soldier skill, Way of the Armorer (30 CP skill)
* Repair and crafting of items cost the character 2 AP less than normal (minimum of 1).

-- Implemented new Eternal Soldier skill, Master of Improvised Tools (60 CP child of Way of the Armorer)

* Character gains the ability to ignore the need for proper facilities (or toolkits) when repairing and crafting items.

-- Implemented new Dark Oppressor skill, Curse of Blood (30 CP skill)
* Character gains the "Curse of Blood" innate hand-to-hand attack; costs 1 AP and 5 MP to use. On a successful hit, the target gains the "Curse of Blood" status effect for 30 status ticks and cannot be healed by any means during that time.

-- Implemented new Dark Oppressor skill, Life Vampire (30 CP skill)
* Character gains the "Life Vampire" innate hand-to-hand attack; costs 3 AP and 3 MP to use. On a successful hit, target takes 10 points of damage and Dark Oppressor gains a Blood Ice (if target has less than 10 hit points, no blood ice is created, but target is killed).

-- Implemented new Corruptor skill, Tempter Abroad (30 CP skill)
* Character gains +3 soak to all and regenerates 5 hp each AP tick when outside.


CHANGES, OLD SKILLS
-- Wail of the Dead and Keening of the Damned will not affect factionmates of the attack user.

NEW USES FOR ITEMS
-- Blood Ice
* Heals 10 points of damage (cannot go over max). If user is not evil, will shift morality down 1 point.
-- Soul Ice
* Restores 5 points of magic (cannot go over max). If user is not evil, will shift morality down 2 points.

3/13/10
(NOTE: More stuff coming, having some problems with family health this week. Dumping what's ready, will do the rest as time allows).

BUG FIXES:
-- Crafting of Virtuecasters should now work properly (fixed problem with component misspelling).

NEW SKILLS:
-- Implemented new Seraph skill, Clockwork Cloud (30 CP)
* Seraph gains an aura that does 6 impact damage.
* Note: I keep wracking my brains for something "organic" as I would like to see seraphs go from "mechanical" to "hyper-organic" - think "white blood cell" - in terms of flavor. Unable to come up with good names, I am going to introduce for alpha the skills with the old NW names, and will ask the community to please drop their flavor names/suggestions in the forum. This also applies to clockwork blade and spring of the enhanced capacitor.

-- Implemented new Seraph skill, Clockwork Blade (60 CP child of Clockwork Cloud)
* Seraph gains an innate fencing attack that deals 8 electric damage and has an innate +5% bonus to hit.

-- Implemented new Seraph skill, Spring of the Enhanced Capacitor
* Seraph gains +10 maximum hit points and magic points. Character also gains a +2 soak to all attacks as though he was wearing armor (note that this soak does stack with Divine Armor, but no other armor types).

-- Implemented new Seraph skill, Wing Shards (60 CP child of Wings)
* Character gains an innate throwing attack that deals 12 piercing damage (base) and requires 2 MP per use.

-- Implemented new Infernal Behemoth skill, Tailwhip (30 CP)
* Character gains innate hand-to-hand attack that deals 8 slashing damage.

-- Implemented new Revenant skill, Feeding Fangs (30 CP skill)
* Character grows fangs, gaining an innate hand-to-hand attack that deals 6 piercing damage. Each time the attack hits, the character gains a number of hit points equal to the damage dealt (cannot go over maximum).

-- Implemented new Revenant skill, Soul Feeding (60 CP child of Feeding Fangs)
* Any time the character makes a single-combat kill with his Feeding Fangs, he gains 10 MP (can go over maxmium).

-- Implemented new Revenant skill, Blood Frenzy (60 CP child of One with Death)
* Character spends 1 AP, 5 MP to gain "Blood Frenzy" status effect for 30 status ticks (can only be activated once). While Blood Frenzy is in effect, character gains +1 to damage and +5% to hit, but also receives a -5% defense penalty and a -1 to soak and spends 1 MP per action. If the character makes a single-combat kill while under the effects of Blood Frenzy, he will gain another instance of the status effect (good for 30 status ticks). All instances of this effect stack with one another (exception: MP cost per action does not). Further, all characters in the area will appear "hostile" while under the effects of Blood Frenzy, regardless of actual factional politics. Character may end this effect at will, though choosing to do so negates all instance of Blood Frenzy.


OLD SKILLS, CHANGES:
-- Changed Nexus Champion, Divine Herald, Doom Howler skill, Battle Magic
* Was 90 CP child of Spell Combat, is now 60 CP child of Spellcraft

-- Changed Revenant skill, One With Death
* Character now regenerates 5 hit points each AP tick if "alive" and tick occurs at night.

-- Renamed Lich skill, One with Death
* New name: Death Mastery

-- Changed Shepherd skill, Absolve Suffering
* Removes "Curse of Blood" status effect.

3/8/10
FACTIONS:
-- Limited factions to setting a maximum of 10 factions as hostile concurrently. Due to many factions being over this limit (in some cases WAY over), returned all current faction political settings to "neutral." (Sorry for any inconvenience this may cause).

BUG FIXES:
-- Faction damage (and attack) bonuses should actually apply correctly during combat now.
-- Charged Attacks (in particular Destructive Blow) should now display next to the door/ward attack menu.

NEW FEATURES:
-- Ten new Easter Eggs have been implemented, among other things.

3/3/10
UNDER THE HOOD:
Did a significant cleaning and restructuring of the engine code to make coding and maintenance MUCH easier. Reduced total lines of code by somewhere in the 15% range. This means that there's not a huge amount of "user-visible" stuff in this update, but it makes a big difference on my end. It also means there is the potential for some REALLY strange bugs, so please be patient while I run those down.

BUG FIXES:

-- Not really a bugfix, but a very slight relaxation of the cleaner on speech - apostrophes are now allowed.
-- Repairing and Crafting should be back to behaving normally. Costs displayed for crafting and repairing of items should reflect the "adjusted cost" with faction bonuses. (Hope y'all enjoyed near-free FAKs and Portable Toolkits and stocked up).
-- Fixed bug whereby equipped items placed into a faction footlocker were not visible in inventory if retrieved later (but still took up inventory space). However, this fix only affects things going forward - if you are afflicted by a "phantom item" please PM me with your character ID.

3/1/10 Part II
FACTIONS:
-- Faction bonuses should now be implemented (this was a fairly major implementation that affected nearly all areas of the code and could have screwed with a LOT of things, however, please be mindful that your bonuses due to factional bonuses are NOT explicitly stated, particularly on attack/damage, so if you see your damage a point or two higher than normal, please check your faction bonuses first!).
-- Faction Leaders can now edit their factions. You may only edit your faction during those times when you can invoke/revoke a stronghold and doing so removes your ability to invoke/revoke for 24 hours (or until one of your flags is recaptured, whichever comes first). You may change your faction's description, open/closed status, force-aligned status, and primary/secondary bonuses. Other faction items (name, alignment) cannot be changed (why alignment cannot be changed has been hinted at on IRC before and will be explained in more detail at a later date).

BUG FIXES:
-- Fixed bug with Spell Combat, Battle Magic not being properly applied to hit chance for ranged spells.
-- Fixed bug that was disallowing Weapon Breaker users from boosting their break chance.

QUALITY OF LIFE:
-- Faction pages should now show captured flags (including amount of recap honor for each).

NEW SKILLS:
-- Implemented new Eternal Soldier skill, Way of Water
* Grants the character a +5% defense bonus against all attacks.

3/1/10

FLAVOR CHANGE (AGAIN): Renamed "Upright Champion" to "Holy Champion"

NEW SKILLS:
-- Implemented new Nexus Champion skill, Tattoo of Equilibrium (60 CP child of Tattoo of Balance)
* Character gains a defense bonus when his morality is between -19 and 19 inclusive as follows:
Morality at exactly 0: +16%
Morality 1 to 3 points away from 0: +12%
Morality 4 to 9 points away from 0: +8%
Morality 10 to 19 points away from 0: +4%

-- Implemented new Nexus Champion skill, Tattoo of Soul (60 CP child of Spellcraft)
* The Nexus Champion gains increased MP regeneration, recovering 2 MP each AP tick instead of 1.

-- Implemented new Nexus Champion skill, Tattoo of Opposition (60 CP child of Tattoo of Balance)
* During single combat, the Nexus Champion gains a damage bonus (not shown in combat dropdown) to both physical combat and spell combat equal to 1/25th of the difference in moralities of the two characters, rounded down (based on actual morality scores, applies even when inside a stronghold). This bonus does not show up in the damage dropdown (for obvious reasons). Does not apply to wards.

-- Implemented new Nexus Champion skill, Tattoo of Adaptation (60 CP child of Tattoo of Resistance)
* When the character is successfully hit with an attack that deals damage, the character gains the "Adapted to (damage type)" status effect (lasts for 10 status ticks). While this status effect is active, the character is immune to attacks that deal that damage type. Being hit with the damage type you are currently adapted to does NOT reset the counter. Being hit with a new damage type and "adapting to" it causes all other "Adapted to" status effects to disappear (so this skill grants immunity to only one damage type at a time). Does not apply to "unsoakable" damage (e.g., planar damage, poison damage). In addition, while "alive" the character regenerates 1 hit point every AP tick.

-- Implemented new Nexus Champion skill, Tattoo of the Wandering Way (30 CP skill)
* Character gains the ability to teleport. Teleportation costs 1 AP and a number of MP equal to (square root of ( horizontal distance traveled squared + vertical distance traveled squared), rounded up). Character can move up to 10 tiles horizontally and vertically (limited, of course by MP).

-- Implemented new Nexus Champion skill, Tattoo of Leaguestep (60 CP child of Tattoo of the Wandering Way)
* Maximum distance travelled with Tattoo of the Wandering Way is doubled (to 20 in any direction), and MP cost for travel is halved (rounded up from normal Wandering Way cost, minimum 1).

-- Implemented new Nexus Champion skill, Tattoo of Inner Strength (60 CP child of Tattoo of Strength)
* Character gains +10 hit points, +5 magic points.
* Character becomes more resistant to magic-draining and magic-sapping attacks; these only take away half as much MP as they normally would.

-- Implemented new Eternal Soldier skill, Way of Air (30 CP skill)
* Character gains a +9% hit bonus on all attacks.

-- Implemented new Eternal Soldier skill, Master of the Sunlit Eye (60 CP child of Way of Air)
* Character gains a +6% hit bonus on all attacks.

-- Implemented new Eternal Soldier skill, Way of Antitoxin (30 CP skill)
* Character ignores the effects of Minor Poison and Defiler Poison (can still have the status effects, but they do not cause him damage).

-- Implemented new Seraph skill, Eye of Resolute Precision (30 CP skill)
* Character gains the ability to spend up to 10 MP on an attack (can be combined with charged attacks); the character gains an attack bonus (on that attack only) equal to the number of MP spent (so spending 10 MP grants a +10% bonus).

-- Implemented new Seraph skill, Eye of Deadly Grace (60 CP child of Eye of Resolute Precision)
* Character gains +5% to hit with all attacks. In addition, when using Eye of Resolute Precision, the attack bonus is doubled.

-- Implemented new Seraph skill, Eye of Demon Tracker (60 CP child of Enhanced Senses)
* Character gains the ability (at a cost of 1 AP, 6 MP) to sense the number of demons currently within his "field of view" (any demon within 2 squares inclusive in any direction from his current location).

-- Implemented new Seraph skill, Hand of Zealotry (60 CP child of Greater Smite)
Character's morality no longer shifts due to attacking (or killing) characters of a neutral alignment.

-- Implemented new Holy Champion skill, Hand of Zealotry (30 CP skill)
Identical to Seraph skill of the same name.

-- Implemented new Lightspeaker skill, Hand of Zealotry (30 CP skill)
Identical to Seraph skill of the same name.

-- Implemented new Advocate skill, Hand of Zealotry (30 CP skill)
Identical to Seraph skill of the same name.


Last edited by BobGeneric on Thu Aug 05, 2010 10:43 am; edited 1 time in total
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BobGeneric
Code Monkey
Code Monkey


Joined: Nov 07, 2009
Posts: 1467

PostPosted: Tue Jul 06, 2010 11:46 pm    Post subject: Reply with quote

4/29/10
BUG FIXES:
-- Bond of the Mechanical reload message should display correctly.
-- Bond of the Mechanical should deal only "empty slots filled with ammo" points of damage on Shotgun reloads instead of "full capacity."
-- Found bug that was engendering double-infusion.
-- Healing others with bone leeches when there are no first aid kits in your inventory should now be possible (oops, it was checking for an FAK, not a Bone Leech).
-- Spellgems in footlockers should display names now (no, really this time) if you have Spellcraft.
-- Fixed bug whereby weapons were incorrectly being labelled as innate items.
-- It is now possible to become a Wyrm Master (yay for not being able to tell single from double spaces between words in the font my editor uses).

4/28/10 (CODE NAME: Bug Fixes R Us so adding more content has to wait)
CHANGES, OLD SKILLS
-- Plagued with Doubt's "damage floor" can now cause damage dealt by attacks to be increased if they are below the damage floor (e.g., a level 1 character throwing a 2-damage punch can deal 5 points of damage if the target is Plagued with Doubt and the target's morality is 50).

QUALITY OF LIFE
-- Substantially re-worked map-drawing feature "under the hood" to drastically cut number of database queries and thereby improve performance.

-- Some free speaking/emoting has been implemented, subject to the following restrictions:
* Characters have a "Speech Point" cap. Characters may accumulate up to 100 Speech Points. If a character has at least 10 Speech Points banked, speaking and emoting actions (NOT including faction chat/announcements) the action costs 10 Speech Points and 0 Action Points. Any time the character has sufficient Speech Points for "Free Speech", the "Say" button should display 0 AP.
* Speech Points regenerate at a rate of 1 per AP tick (i.e., 96 per day).
* If the character has fewer than 10 Speech points, the speaking/emoting action costs 1 AP instead.
* All other things that normally occur during speech (loss of hidden status, status ticks, etc.) happen regardless of whether Speech or Action points are used.
* The upshot of all of this is that you get just under 10 free speech actions per character per day, but you cannot "bank" excessive amounts of free speech actions.

BUG FIXES
-- Found the "message_to_send" bug that was appearing during searching and it should now be removed.
-- Sunburn damage for characters with the Day Resistance skill should display as 1 damage taken (was displaying 3 even though 1 was being dealt).
-- Infusion should no longer double-charge AP and MP.
-- Auto-kicking from factions should result on Tier 3 class change for Angels going to Fallen and Demons going to Redeemed.
-- Entering a water tile while in Shadow of the Bat form should no longer grant "Swimming" status.
-- Tattoo of the Wandering Way should now work properly when used indoors (will teleport the character to Oustide the selected location instead of returning an error message and dumping the character outside his current tile).
-- Healing pane should appear if character has a Bone Leech OR a First Aid Kit (instead of not appearing if the character had only a Bone Leech).
-- Performing alchemical research for a potion and component combination where the character has already discovered how many instances (if instances are greater than 0) of that component are needed for that particular potion no longer grants research XP.
-- Oath of Steel should no longer be applying to every character.
-- Bond of the Mechanical should now allow for reloading of appropriate weapons.
-- Alchemy experiments that should result in hit point game but were not should now be working correctly.
-- Interacting with doors (except moving through open doors) should no longer be possible while in bat form due to Shadow of the Bat skill.
-- Oath of Steel and Bond of the Mechanical should now display damage bonuses in the dropdown menus.
-- Purchasing Cosmic Affinity should now grant +15 MP instead of resetting MP to 15.
-- Characters with HP or MP over the maximum no longer show on the graphical status bars as injured/at less than full strength.
-- Wood Between Worlds portals should now function correctly in terms of transfer cost.
-- Swimming/Hidden status may persist after death (will not be fixed) but not after respawn (if they persist past respawn, this is a bug).
-- Relaxed apostrophe restrictions on Faction Chatbox, Announcements, Faction Descriptions (tested successfully on dev, should work properly here).
-- Fixed faction edit page - should be possible to edit factions again (tested successfully on dev, should work properly here).
-- Characters with Shadowskulk skill should now show as "Skulking" when they hide (Note: will not retroactively adjust characters whose hide action occurred prior to the patch).
-- Enervated status on a target should be working again (was having problems for characters with less than 3 soak).
-- Character aspects should be working (note: will not "fix" existing non-aspects until respawn).
-- Characters who reach 0 HP in the Wood Between the Worlds should now die.
-- Invisibility for Void Walkers should not wear off each AP tick. Correct MP costs should also be charged.
-- Potion of Magic Recovery should now work properly.
-- Fixed bug that caused damaged, non-weapon items to display in smithing dropdown.
-- Fixed bug with misty portal not uncovering properly when found during search.
-- Fixed T3 90 CP skill display bug.

(NOTE: Yes, I am acutely aware of the stronghold footlocker "eating items" bug. No, I have not been able to isolate the cause yet, but not for lack of trying, believe me. Yes, it is still very high on my priority list to figure out and fix.)

4/21/10
BUG FIXES
-- Fixed bug whereby attempting to use Pattern Weaving was returning a "you cannot take actions when you are dead" message.
-- Fixed Shadow of the Bat button so as to have it display MP cost for activation.
-- Fixed bug whereby it was possible to refresh and try to hide again when already hidden (now kicks back an error message and no longer charges the AP).
-- Potions should now be able to be set up as targets for target shooting.
-- Put in failsafe mechanism that should stop items from being "lost" when pulled from footlockers (may not save enchantments on items, however).
-- Fixed bug that caused aura damage to display the "max damage" as the damage type for the aura (1 points of 6 damage) rather than the damage type (1 point of impact damage).
-- Fixed bug whereby Corner-stepping void walkers could not enter their own stronghold if the ward was up.
-- Master of the Martial Form should now grant Cobra Strike and Soft Strike instead of two Soft Strikes with different damages and accuracies.
-- Attempted (again) to remove stacking behavior on spellgems.
-- Strength of Darkness should now weaken attacks during the day (was giving nighttime bonus at all times).
-- Spells contained in spellgems stored in safes should now display for characters with Spellcraft skill.
-- Stepping of the Corner should now allow walking over water tiles.

NEW SKILLS
-- Implemented new Void Walker skill, Invisibility (30 CP skill)
* Character gains the ability to gain the "Invisible" status effect for 1 status tick (Cost: 1 AP and 15 MP to activate). This acts as the "hidden" status except the character cannot be located by the Search action nor by Enhanced Senses.
* Every status tick - except for AP ticks - the character spends 3 MP to "renew" his Invisible status for another status tick. If the character has less than 3 MP, he is still charged the 3 MP, but immediately becomes visible.
* Every AP tick, the character spends 5 MP to "renew" his Invisible status for another status tick. If the character has less than 5 MP, he is still charged the 5 MP, but immediately becomes visible.
* Taking an "attack" action immediately breaks the effect and makes the character visible.

-- Implemented new Void Walker skill, Greater Invisibility (60 CP child of Invisibility)
* As Invisibility, but reduces initial cost to become invisible from 15 MP to 12 MP, reduces "per-status-tick" cost from 3 MP to 1 MP, and reduces AP tick renewal cost from 5 MP to 3 MP.

-- Implemented new Void Walker skill, Master Invisibility (90 CP child of Greater Invisibility)
* As Invisibility, but reduces initial cost to become invisible to 8 MP, reduces "per-status-tick" cost to 0 MP, and reduces AP tick renewal cost to 1 MP.

-- Implemented new Void Walker skill, Phasing (60 CP child of Stepping of the Corner)
* Costs 1 AP, 15 MP to activate; character gains the "Phasing" status effect for 20 status ticks.
* While character is under "Phasing" status effect, attacks that would normally hit the character have a flat 30% chance of failing (will look to the attacker as a miss). However, the character's own attacks ALSO have a flat chance of failing (15%).

-- Implemented new Wizard skill, Enchant Item (30 CP skill)
(Important Note: "Enchantments" are intended to be more transitory in WIGBL than in NW as there are skills yet-to-be implemented that allows the creation of more permanent magical items.)
The character with this skill gains the ability to enchant weapons, armor, and clothing.
* Action Point cost for each enchantment is 5 AP.
* Magic Point cost for each enchantment on clothing and armor is 5 MP plus 5 MP per existing enchantment.
* Magic Point cost for each enchantment on weapons is 5 MP plus 10 MP per existing enchantment.
* For weapons, placing multiple "damage type" enchantments causes the weapon to deal +1 damage for each enchantment after the first (maximum of five damage type enchantments for a +4 total bonus).
* For armor and clothing, placing multiple "damage type" enchantments causes the armor to soak +1 damage for each enchantment (unaffected by armor quality).
* All weapons and clothing may hold up to 6 enchantments. Armor may hold up to 10 enchantments.
* Enchantments have a "duration" (length not revealed at this time) - after the item is used (to attack with weapons, or to defend with armor/clothing) a number of times equal to its duration, the enchantment decays.
* An enchanted item has a flat 15% chance to have one enchantment decay at the death of its possessor.
* Each enchantment has an item and a "learned spell" or "skill" prerequisite. The character must possess a potion AND have learned the spell (or a variant thereof) or have the skill required to put a given enchantment on an item.

> Fire Damage type/soak - Requires: Potion of Fire Resistance, knowledge of at least one spell of the "Fire" type
> Cold Damage type/soak - Requires: Potion of Cold Resistance, knowledge of at least one spell of the "Cold" type
> Death Damage type/soak - Requires: Potion of Death Resistance, knowledge of at least one spell of the "Death" type
> Electrical Damage type/soak - Requires: Potion of Electricity Resistance, knowledge of at least one spell of the "Electric" type
> Holy Damage type/soak - Requires: Potion of Holy Resistance, Sanctify Spell skill
> Unholy Damage type/soak - Requires: Potion of Unholy Resistance, Taint Spell skill
> Arcane Damage type/soak - Requires: Potion of Magic Recovery, Deep Spellcraft skill
> Durability (reduces chance of degradation for weapons or armor by 1% - baseline is 3%) - Requires: Potion of Invulnerability, knowledge of either Mystic Shield or Mystic Mail spell
> Smashing (increases chances of causing armor degradation on a successful hit by 2% for weapons, increases attacker's weapon degradation by 2% for armor or clothing) - Requires: Potion of Strength, character must have Infuse skill
> Accuracy/Defense (increases attack chance by 3% for weapons, increases defense chance by 3% for armor and clothing) - Requires: Potion of Combat Clarity, character must have Spell Combat
> Lighten (reduces item weight by 1, minimum of 1) - Requires: Potion of Flying, character must possess Cosmic Affinity skill
> Poison (weapon inflicts Minor Poison with a successful hit; armor or clothing has a 50% chance of inflicting minor poison on attacker on a successful close-combat attack) - Requires: Potion of Regeneration, character must possess Defiler's Poison skill, Shepherd's Heal Others skill, or Sorcerer's Heal Self skill

-- Implemented new Archon skill, Enchant Item (30 CP skill)
Identical to wizard skill of the same name.

-- Implemented new Dark Oppressor skill, Enchant Item (30 CP skill)
Identical to wizard skill of the same name.

IMPLEMENTED (A LARGE NUMBER OF) NEW SPELLS:
* Forcefist (hth tree, 4 MP cast, 5 CP learn, 6 impact damage)
* Earth Blow (Forcefist variant, 5 MP cast, 7 CP learn, 7 impact damage)
* Battering Ram (ranged spell tree, 7 MP cast, 8 CP learn, 8 impact damage)
* Force Sling (Battering Ram variant, 6 MP cast, 7 CP learn, 7 impact damage)
* Crushing Touch (hth tree, 7 MP cast, 6 CP learn, 9 impact damage)
* Unyielding Fist (Crushing Touch variant, 7 MP cast, 8 CP learn, 10 impact damage)
* Rain of Stones (ranged spell tree, 9 MP cast, 9 CP learn, 11 impact damage)
* Earthen Heave (Rain of Stones variant, 8 MP cast, 8 CP learn, 10 impact damage)
* Frostbite (hth tree, 8 MP cast, 11 CP learn, 10 cold damage)
* Winters Edge (Frostbite variant, 6 MP cast, 9 CP learn, 8 cold damage)
* Rime Fangs (ranged spell tree, 9 MP cast, 12 CP learn, 10 cold damage)
* Arctic Wind (Rime Fangs variant, 11 MP cast, 14 CP learn, 12 cold damage)
* Doomfinger (hth tree, 9 MP cast, 12 CP learn, 10 death damage)
* Tap of the Reaper (Doomfinger variant, 11 MP cast, 14 CP learn, 11 death damage)
* Lifesnuff (ranged spell tree, 9 MP cast, 16 CP learn, 11 death damage)
* Black Jet (Lifesnuff variant, 12 MP cast, 15 CP learn, 12 death damage)
* Electric Blast (hth tree, 6 MP cast, 9 CP learn, 8 electric damage)
* Jolt (Electric Blast variant, 7 MP cast, 11 CP learn, 9 electric damage)
* Cloudburst (ranged spell tree, 10 MP cast, 14 CP learn, 11 electric damage)
* Lightning Bolt (Cloudburst variant, 9 MP cast, 12 MP learn, 10 electric damage)
* Charring Fist (hth tree, 7 MP cast, 9 CP learn, 9 fire damage)
* Fiery Blow (Charring Fist variant, 6 MP cast, 8 CP learn, 8 fire damage)
* Smoldering Bolt (ranged spell tree, 9 MP cast, 11 CP learn, 10 fire damage)
* Flecks of Ash (Smoldering Bolt variant, 10 MP cast, 12 CP learn, 11 fire damage)
* Stonefury (impact spell, 11 CP to learn, 7 MP to cast). Character gains "Stonefury" status effect; lasts 5 status ticks, multiple castings reset, not stack this duration. If the character makes a successful close-combat attack or is the target of any close-combat attack, the other other character involved in the attack takes 6 points of impact damage (this damage is not considered an "attack" and as such is not boosted by skills or spells that boost attacks; it may be soaked). Works only against living targets (i.e., not wards or doors). Casting this spell causes Flame Charge, Frost Charge, Static Charge, or Death Mantle to immediately end. Similarly, it is immediately ended by the casting of one of these spells.

NEW USES FOR EXISTING ITEMS
-- Potion of Invisibility now has a "Use" function. The potion makes the user invisible for 5 status ticks. Multiple uses of this potion stack with Void Walker skills (and delay MP costs on those skills until number of ticks remaining returns to 1) and with existing Invisibility duration due to other Invisibility potions or Extended Invisibility potions. Taking an "attack" action immediately breaks the effect and makes the character visible.
-- Potion of Extended Invisibility - identical in function to potion of invisibility save for duration is 25 status ticks instead of 5. Taking an "attack" action immediately breaks the effect and makes the character visible.

CHANGES, EXISTING SKILLS:
-- Defensive Stance (Paladin): "miss chance" has been upped from 10% to 20%.
-- Alchemy (Defiler, Shepherd, Sorcerer): Alchemical research and brewing can now be done inside of your own stronghold. Also, creating alchemical items (i.e., brewing potions) yields 5 XP per batch and doing alchemical research grants 10 XP per experiment.
-- Infuse and Unholy Stain (all classes with these skills): XP may be earned by infusing per the following schedule:
* 1 XP for each 10 AP spent simultaneously (spending 10 increments of 1 gains 0 XP; spending 1 increment of 10 gains 1 XP, doing the maximum of 30 grants 3 XP).
* 1 bonus XP for removing the infusion of another faction from a tile.
* 1 bonus XP for claiming a tile for your faction (stacks with the bonus for removing the infusion of another faction; if you "flip a tile" in one go, you gain 2 bonus XP - 1 for removing the infusion of another faction and another 1 for claiming the tile).

NEW DIMENSION ADDED:
* The Wood Between the Worlds has been opened. This small "pocket dimension" is a relatively hostile place - it is the dimension of stagnation and sameness. Expect some disorientation should you find yourself there.
* Means to access this dimension will be left to the players to uncover; however, it is worth noting that access to the plane is unreliable at best.
* It is worth noting that it is *not* a dimension one wants to stay in. Characters located in the Wood Between the Worlds do not regenerate AP, and in fact will find that their Hit Points and Magic Points are drained every AP tick (10 hit points, 5 magic points) until they die (at which point they will begin regenerating AP again) as the stagnating nature of the plane slowly leeches the life energy from them.
* There are some good reasons to want to VISIT the Wood Between the Worlds (though not to stay there), which should be fairly obvious to the traveller fortunate enough to find it.
* This is all that will be revealed on the subject at the present time.

4/13/10
BUG FIXES:
-- Alchemy messages should now be displaying properly on all research uses.
-- Found and fixed bug whereby need to use multiple instances of the same component in a potion was not always "uncovering" the later instances in the recipes area (i.e., if you needed 2 and knew 1, it wasn't always marking off the 2nd, so you'd have to keep trying until it did - it now always marks off the 2nd).
-- As noted in yesterday's changelog, Alchemy experimentation can now produce a lot of different - and sometimes very strange - results. It should be working more or less as intended now (the game mechanics work as *I* intend, the effects are not necessarily always as your alchemist *character* would like Twisted Evil).
-- Fixed bug whereby flying characters gained the Swimming status effect when flying over water.
-- Innate weapons that use the throwing tree (e.g., Teeth of the Damned) no longer leave the character's inventory and land on the ground when used.

NEW SKILLS
-- Implemented new Void Walker skill, Stepping of the Corner (30 CP skill)
* Character is able to pass through walls, moving from the interior of one building to another without stepping outside.
* If the character moves from a tile with an interior to a tile with no interior, he will appear "outside" the target tile.
* Does not allow character to bypass wards inside locations (e.g., Stronghold wards).
* Character ignores closed and/or locked doors when stepping inside or outside a location.

-- Implemented new Void Walker skill, Ether Stepping (60 CP child of Stepping of the Corner)
* Character's tile-to-tile movement cost is halved (i.e., gets a "free" step every other tile, though the character must have at least 1 AP to act even if he is currently slated to get a "free" step). This ability is always active (similar to Divine Herald skill, Feet of the Wind).

-- Implemented new Eternal Soldier skill, Way of the Lashing Kick (30 CP skill)
* Character's kick attacks gain a +3 damage bonus.

-- Implemented new Eternal Soldier skill, Master of the Martial Form (60 CP child of Way of the Lashing Kick)
* Character gains two new attacks: Soft Strike (deals Fist damage +3, and has a +5% to hit) and Cobra Strike (deals Fist damage +5 and has a -5% to hit). These attacks are increased in damage by Brass Knuckles and/or Boxing.
* Character gains +5% to hit with all hand-to-hand attacks.

-- Implemented new Eternal Soldier skill, Master of Hidden Energy (60 CP child of Way of the Lashing Kick)
* Character gains the option to change the damage type on his martial arts attacks (Fist, Kick, Haymaker, Soft Strike, Cobra Strike) so as to make them cause Arcane, Cold, Electric, Fire, Piercing, or Slashing damage instead of impact damage. This ability costs 4 MP but does not increase the AP cost of the attack. This can only be used with single-combat attacks.

-- Implemented new Eternal Soldier skill, Master of the Whirlwind (60 CP child of Way of the Lashing Kick)
* Character gains the option to make a Whirlwind Kick (5 AP, no MP cost). This is an area of effect attack that deals impact damage with per-target damage equal to the character's Kick damage (is affected by skills such as Strong and Elite attack and Status Effects such as Drunk) and maximum damage equal to his level times 5. The attack uses the hand-to-hand tree to resolve the attack. This AoE attack is not subject to blowback damage.

-- Implemented new Eternal Soldier skill, Way of Lightning (30 CP skill)
* Requires 1 AP, 5 MP to activate. Character gains the "Way of Lightning" status effect for 75 status ticks. While under the effects of this status effect, every second move action is made "free" (similar to Ether Stepping). (NOTE: Unlike Nexus War, this status effect does NOT grant the ability to "walk on water").

-- Implemented new Revenant skill, Shadow of the Bat (30 CP skill)
* Character gains the ability to take the form of a bat. Costs 1 AP, 5 MP to activate, lasts 75 status ticks.
* While in Bat Form, the character is incapable of making attacks or interacting with doors.
* While in Bat Form, the character gains a +10% to defense.
* While in Bat Form, every second move action is made "free" (similar to Ether Stepping).
* The character may voluntarily end this status at will, but must pay the AP and MP cost to activate it again.


NEW SPELLS
-- Implemented new spell, Reveal (7 CP to learn, 7 MP to cast)
* Removes invisible status for all charcters in the location.
* Allows caster (only) to see all characters hidden or shadowskulking in the location.

-- Implemented new spell, Water Breathing (4 CP to learn, 5 MP to cast)
* Character gains "Water Breathing" status effect for 75 status ticks. Resets duration to 75 (does not stack) if cast multiple times.

CHANGE TO EXISTING SKILL
-- Shadowskulk (Fallen skill)
* When hidden, user now receives "Shadowskulking" status effect in his effects list instead of "Hidden" status effect. This still appears to external users (and on character selection page) as "Hidden."

NEW USES FOR OLD ITEMS
-- Stygian Bone Leeches now heal self or others (work in the same way as First Aid Kits).
-- Potions of Flying should now be functional.
-- Potions are now "findable" items as well as "brewable" via alchemy.

(Also slipped in a new Easter Egg or two)

4/12/10 (Minor patch as I'm still dealing with Real Life)
BUG FIXES:
-- Tattoo of Adaptation should no longer stack multiple "adapted to" damage types.
-- Fallen Angels and Redeemed Demons should now be able to enter their T3 classes.

QUALITY OF LIFE:
-- Failed alchemical experiments are no longer guaranteed to do damage. Instead, the effects of a failed experiment are much more ... unpredicatable.

4/10/10

BUG FIXES:
-- Bloodlust should now be working (incorrect switch caused "new" bloodlusts to try to update existing status rather than granting it).
-- Respawns should now work (glitch for non-angel, non-demon T3's gave a 2/3 chance of non-spawning).
-- I belive I have shut down the bug that had multiple timestamps firing on attack actions (had to do with enchantment decay messages being improperly called when no enchantments are present).

-- Implemented new Fallen skill, Shadow Meld (60 CP chid of Shadowskulk)
* Character cannot be detected by Enhanced Senses while hidden (not "true" invisibility as actions that break hiding - basically any action - allow the character to be seen again and the character can be found via the Search action).

-- Implemented Fallen skill, Plague of Doubt (30 CP)
* Charged attack, works with any weapon tree, costs 2 AP and 6 MP, halves the damage from the attack (c.f., Defiler Poison). Inflicts "Plagued with Doubt" status Effect, lasts 15 status ticks (can be inflicted multiple times). While "Plagued with Doubt", the minimum damage the target suffers per attack raised is from 1 to "morality/10" (rounded up, though this will never increase the damage an attack deals to more than usual - for instance, a character with a 30 morality would normally take a minimum of 3 damage while under the influence of this effect; if attacked by a mortal with a Fist for 2 damage, he would only take 2, not 3 points). Does not work on characters with a morality of 10 or less. The "Plagued" character will gain the option (in the skill pane) to "negate the doubt" (at a cost of 0 AP and a morality decrease equal to the minimum damage threshhold).

DONATIONS:
-- All donations received to this point should have been processed; if you sent a donation and do not see the credits reflected on your character selection page, please PM me.

4/7/10
BUG FIXES:
-- Found that "Mystic Mail" spell was being improperly rendered in spellgems as "Mystical Coat of Armor." Have fixed bug and all spellgems should now reflect proper spell name.
-- Fixed bug whereby healing was granting "Null" XP if healer was level 16-19 and target was level 20+.
-- Bug with removing items from faction footlockers appears to be fixed (at least, I am not now able to replicate it). There were some items (a couple of dozen out of a couple thousand) in footlockers that had somehow become "lost" in the items portion database but these should be corrected.

NEW SKILLS:
-- Implemented new Advocate skill, Martyrs Blood (30 CP skill)
* When killed, character infuses the location for a number of points equal to his level to his own faction.

-- Implemented new Advocate skill, Intense Halo (60 CP child of Hand of Zealotry)
* Character gains a holy damage aura (applies against hand-to-hand and melee attacks) that deals (level/4, rounded up) points of holy damage.

-- Implemented new Advocate skill, Anoint (30 CP skill)
* Character gains the ability to "anoint" other characters with potions in his inventory. Costs the Advocate 2 AP. This action causes the target to be affected as though he had consumed the potion.

-- Implemented new Archon skill, Word of Banishment (60 CP child of Word of Recall)
* Character gains an innate throwing attack, requires 8 AP and 15 MP to use (cannot go into negative AP with this ability). Attack deals no damage; instead, if the target hit is a demon, the demon is automatically banished to a random location in Gehenna (always appears outside, as though respawning). If the character has Hand of Zealotry, this may be used on non-angels of non-good alignment as well (who are also banished to Gehenna).


-- Implemented new Dark Oppressor skill, Lord over Domain (60 CP child of Terrifying Aspect)
* Character gains bonuses while on tiles infused to his own faction as follows:
> +1 to damage for each 100 full points of infusion (i.e., infusion/100, rounded down).
> +1% to defense for each 50 full points of infusion.
> +1% to attacks for each 50 full points of infusion.
> +1 to soak for each 100 full points of infusion.

-- Implemented new Dark Oppressor skill, Touch of Dark Exile (60 CP child of Terrifying Aspect)
* When on a tile infused to his own faction, the Dark Oppressor gains an innate hand-to-hand attack, "Dark Exile." This attack costs 5 AP to use, and drains the location of 25 points of infusion (successful or not). A successful hit causes the target to be immediately "removed" to a random location on the same plane that is not infused to the Dark Oppressor's faction (character appears outside, as though respawning, and will not respawn on a tile infused to the Dark Oppressor's faction).

-- Implemented new Wizard skill, Greater Infusion (30 CP skill)
If the character does not have the "Infuse" skill, this skill functions as the Sorcerer's "Infuse" skill. If the character possesses the Infuse skill as well, all infusion actions the character takes are doubled in strength (i.e., 2 infusion points are gained per 1 AP/MP spent).

-- Implemented new Wizard skill, Martial Spellcraft (30 CP skill)
The character with this skill gains the ability to "imbue" a weapon with an offensive spell. The character must have learned the spell in order to imbue it into a weapon.
* Initial Cost to imbue is 5 AP plus an amount of MP equal to 3 times the spell's normal MP cost.
* The weapon "carries" the spell for the next 10 attacks it makes (this is tied to the WEAPON and is not a status effect, and as such is NOT affected by status ticks).
* The spell "carried" by the weapon takes up one of the weapon's enchantment slots (if the weapon cannot be enchanted, neither can the weapon be imbued with a spell).
* The spell "carried" in this manner is subject to death decay in the same way an enchantment is.
* Only one spell can be "carried" by a weapon at a time. Imbuing a weapon with a new spell overwrites all other imbued spells.
* Only a character with the Martial Spellcraft skill is able to trigger the "carried" spell. Each attack made by a character with the Martial Spellcraft skill using a spell-imbued weapon drains 1 MP from the attacker (similar to casting from a spellgem).
* If the weapon is used by a character without Martial Spellcraft, the spell cannot be triggered, but this still counts against the 10 attacks the weapon can make.
* On a successful hit with the weapon, the imbued spell ALSO affects the target as though it were a "basic" spell (i.e., no damage bonus due to similar spells known, skills, faction bonus, etc.).
* This stacks with Aura/Discharge spells such as Frost Charge. The order of hits (for purposes of skills such as Tattoo of Adaptation) is: "Aura/Discharge, Imbued Spell, weapon."
EXAMPLE: Moe the Wizard wants to imbue his Carving Knife with a Searing Hands spell. This will cost him 5 AP and 15 MP (3 times the normal 5 MP cost). He also gets drunk for 10 AP to give himself a +1 damage with all attacks. His next 10 attacks with the carving knife will each drain him of 1 MP. However, if he successfully scores a hit, the target will take 5 fire damage (from the Searing Hands spell, no bonuses) and 4 slashing damage (3 is the base damage from the Carving Knife plus 1 from being drunk).
EXAMPLE 2: Moe the Wizard imbues his knife with a Searing Hands spell. He then passes the knife to Larry, an Eternal Soldier. Larry, not having Martial Spellcraft, swings the knife 10 times. It does not cost him 1 MP per attack, but he will not trigger the Searing Hands spell and deal Fire damage on a successful hit either; he will instead do just the normal slashing damage from the knife.
EXAMPLE 3: Moe the Wizard imbues his knife with a Searing Hands spell. He then passes the knife to Curly, a Nexus Champion who does have Martial Spellcraft. Larry will use 1 MP each time he swings the knife - and if he hits, will trigger the Searing Hands spell and deal 5 fire damage in addition to the knife's normal slashing damage.

-- Implemented new Nexus Champion skill, Martial Spellcraft (60 CP child of Spellcraft)
Identical to Wizard skill of the same name.

-- Implemented new Divine Herald skill, Martial Spellcraft (60 CP child of Spellcraft)
Identical to the Wizard skill of the same name.

-- Implemented new Doom Howler skill, Martial Spellcraft (60 CP child of Spellcraft)
Identical to the Wizard skill of the same name.

NEW SPELLS:
-- Dimensional Anchor
Costs 10 CP to learn, 8 MP to cast. Gives the character the "Dimensional Anchor" status effect for 20 ticks (can have multiples of this status effect simultaneously; durations do not stack). While under the effects of the Dimensional Anchor status effect, if the character is hit by a skill that would cause them to be removed from their present location without death (e.g., Archon's Word of Banishment or Dark Oppressor's Dark Exile skill), an instance of the dimensional anchor status effect is destroyed instead and the character is not relocated.

QUALITY OF LIFE:
-- Implemented Aspects for characters.

4/2/10
QUALITY OF LIFE:
-- Added "Raid Logger" block to the lower-left-hand side of the screen. This shows the 10 most recent (subject to a 24-hour delay) raid events - raid events are "breaking a ward" or "recovering a flag" or "capturing a flag". (You too can now get on 24 hours after your raid and point to your capture message and brag! Also note that depending on feedback, the delay may be increased - will not be shortened - or the block may be removed altogether.)

BUG FIXES:
-- Finally isolated the problem that was keeping Tattoo of Resistance and Way of Earth from soaking properly. They should now be working correctly.
-- Flames of Punishment and Caustic Punishment were not showing up in skills dropdown; this should now be fixed.
-- Guided Blade was not working for fencing weapons (i.e., swords). This has been fixed.
-- Angel Tears should now have a "Use" button.
-- Angel Tears no longer reduce the user to 0 hit points (but leave them alive) when used (oops!).
-- Frost Charge (and other similar spells) shoudl now work correctly (an error in the code to process a hit broke them before).

-- Character Creation should be working again.
-- Know Self skill should now have a "use" button for all purchasers (was disappearing before in certain morality ranges).
-- Faction hit and damage bonuses should now apply correctly when wardbashing.

NEW SKILLS:
-- Implemented new Fallen skill, Abiding Hate (30 CP)
* Character gains a +2 to damage versus angels and a +1 to damage versus all other non-demons, regardless of morality. These bonuses will not appear in combat dropdown (since they are target-dependent).

-- Implemented new Fallen skill, Sadistic Glee (60 CP child of Abiding Hate)
* Character gains +1 magic point and heals (damage dealt, maximum of 3) hit points each time he successfully hits another character in single combat (cannot go over max).
* Character gains +1 AP if he kills another character in single combat (i.e., the AP cost for the "kill shot" on the character is refunded). If the character killed is an angel, he gains an *additional* AP (can go over max).

-- Implemented new Holy Champion skill, Dust to Dust (30 CP skill)
* Single-combat kills made by a character with this skill do not leave corpses.

-- Implemented new Fallen skill, Bond of the Mechanical (60 CP child of Oath of Steel)
* Character gains a +2 damage bonus and +10% to hit with firearm attacks (does appear in dropdown).
* Character gains the ability to reload any firearm or melee weapon (e.g., chainsaws, torches) at a cost of 1 AP and 1 hit point per shot (so reloading a pistol requires 1 AP and 6 hit points as a pistol has 6 shots; reloading a chainsaw with 10 "shots" requires 1 AP and 10 hit points).

-- Implemented new Dark Oppressor skill, Agony Curse (60 CP child of Curse of Blood)
* Character gains the "Agony Curse" innate hand-to-hand attack; costs 1 AP and 5 MP to use. On a successful hit, the target gains the "Agony Curse" status effect for 30 status ticks. While under the effects of the Agony Curse status effect, any a character suffers damage, he automatically takes an additional amount of damage (1 point for level 1-9 target, 3 points for level 10-19 target, 6 points for level 20+ target) due to the curse. The target also suffers a -15% to all attack rolls. (Note that use of Agony Curse does not automatically inflict the Curse of Blood on the target, nor will the Dark Oppressor gain XP or receive messages from the triggering of the Curse).

CHANGES TO EXISTING SKILLS:
-- Changed Lich skill, Death Mastery
* Character does not leave a corpse upon his own death.


Last edited by BobGeneric on Thu Aug 05, 2010 10:43 am; edited 1 time in total
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BobGeneric
Code Monkey
Code Monkey


Joined: Nov 07, 2009
Posts: 1467

PostPosted: Sun Aug 01, 2010 1:29 am    Post subject: Reply with quote

5/27/10 (Bugfix build; have been dealing with sick kids and now a sick wife, which is cutting into my programming time)
BUG FIXES
* Characters who purchased alchemy skill but did not get recipes should now have them.
* Fixed Stepping of the World Gate.
* Fixed pet stances not displaying properly for "Aggressive v. Non-Faction"
* Fixed bug that caused purchase of Spring of the Enhanced Capacitor to not grant proper HP.
* Improved message when attacking factionmates to remove the "you gain xp" string.
* Acid Spittle (as well as Wing Shards, etc.) now works on doors, barricades, etc.
* Water Mastery should now allow character to pass through Water tiles.
* Fixed bug that was causing AoE attacks (particularly Explosive Murder) not to display to all characters in tile.
* Fixed bug that kept Step of the Assassin from allowing a Void Walker to bypass defensive auras (i.e., should no longer trigger auras with attacks).
* Corpses should now persist for 24 hours (were persisting for about 6 hours).
* If an attack is made, the final character in the stack should no longer be auto-selected for combat, speaking, give, and similar actions (unless, of course, the attack was made on the final character and that character is supposed to be put into memory as the most recent target).
* Bloodlust (and its children) should now work properly against doors.
* Berzerk Frenzy now shows (and gives) its proper damage (after 1.5x multiplier) when Bloodlust is active.
* Fixed Forge Fire spell (bug was particular to that spell) to work properly from spellgems.
* Minor Summoning now grants damage to spells of the appropriate type (based on the parent skill under which it was purchased).
* Water Affinity (and other, non-Air Affinity skills) should now properly work with Lesser and Minor Summoning when attempting to purchase skills.
* Lances of Nullity and Wresting now display in combat dropdown.
* Several other "under-the-hood" quality of life fixes.
* Also implemented some more new easter eggs.

5/20/10
BUG FIXES
-- Fixed bug that was causing corpses not to be formed on character deaths.
-- Fixed bug that caused incorrect damage to display in dropdowns for manufactured weapons.
-- Characters with Way of the Armorer should now see correct (discounted) AP cost for repairs in repair dropdown.
-- Characters with Tattoo of Strength skill should now have the Build Fortifications dropdown display the correct amount of fortifications to build.
-- Flames of Punishment (and similar effects) should now be accounted for properly when attacking fortifications (i.e., damage increase should apply and type should change to fire and therefore deal double damage to fortifications).
-- Newly-created characters should spawn with a mortal aspect.
-- Damage auras now display information to attacker on hits as well as misses.
-- Corrected Master of the Hidden Energy name to "Master of Hidden Energy" (this should eliminate bug where the skill was not displaying options in attack pane.)
-- Pets should now be target-able with spells (including spellgems).
-- Elemental Affinity skills should now show up as usable with spellgem attacks.
-- Using Eldritch Blast ability should no longer disable Mystic Seeker when using Deep Spellcraft.
-- Firegout button should now uncover when using Wreathe in Flame from Fire Affinity.
-- Cleaned up awkward message when attacking an area with AoE (awkwardness introduced with pet introduction).
-- AoE attack messages should now be broadcast to characters hit by them (bug inadvertently introduced with pet introduction).
-- Fixed bug whereby custom spells could not be encoded into spellgems.

NEW SKILLS
-- Implemented new Holy Champion skill, Cloak of Flame (30 CP skill)
* Costs 1 AP, 6 MP to activate. Duration is 30 status ticks. Character gains the "Cloak of Fire" status effect. Each action taken while under this status effect costs an additional 1 MP.
* Character cannot use inventory items while under the effects of Cloak of Flame.
* While under this status effect, character gains the following abilities:
> Fiery Aura (deals fire damage equal to the character's level divided by 6, rounded up).
> Flaming Weapons - all close-combat attacks are changed to fire type damage (charged attacks can change this type).
> Firebolts - Character gains the ability to hurl firebolts. These use the throwing tree and deal a base of 8 points of Fire damage (there is no extra MP cost for this attack; however, since each action taken under the influence of this cloak costs 1 MP, the effective cost is 1 MP per attack).
> Fire Immunity - The character becomes immune to fire damage.
> The character may voluntarily end this cloak at any time. In addition, if he takes an action that would reduce him to 0 or fewer MP, the cloak is immediately cancelled.

-- Implemented new Holy Champion skill, Cloak of Earth (30 CP skill)
* Costs 1 AP, 8 MP to activate. Duration is 30 status ticks. Character gains the "Cloak of Earth" status effect. While under this status effect, character:
> gains a +4 bonus to damage hand-to-hand attacks
> gains a +4 to soak versus all attacks.
> has movement costs doubled and the character cannot fly nor enter water
> is treated as under the effects of a Dimensional Anchor spell.
> spends 1 MP per action taken (similar to Bloodlust, this applies for actions taken, not for each status tick).
> loses the ability to use inventory items while under the effects of Cloak of Earth.
> may end this ability at will. In addition, if he takes an action that would reduce him to 0 or fewer MP, the cloak is immediately cancelled.

-- Implemented new Holy Champion skill, Cloak of Steel (60 CP child of Cloak of Earth)
* Costs 1 AP, 8 MP to activate. Duration is 75 status ticks. Character gains the "Cloak of Steel" status effect. While under this status effect, character:
> gains a +6 bonus to damage hand-to-hand attacks
> gains a +6 to soak versus all attacks.
> may end this ability at will.
> may use items in his inventory (unlike Cloak of Earth)
> is NOT treated as under the effects of a Dimensional Anchor spell (unlike Cloak of Earth).

-- Implemented new Void Walker skill, Stepping of the World Gate (60 CP child of Stepping of the Corner)
* Character no longer pays MP costs to use portals.
* For 1 AP and 10 MP, the Void Walker gains the ability to step across dimensions. The character will appear in a random location in the Prime Plane, Elysium, or Gehenna (the Wood Between the Worlds has curious dimensional properties that mean it cannot be accessed by the use of this ability). The character always appears outside, and will only appear in a tile that supports respawning (i.e., will not appear over water tiles, for example).

-- Implemented new Lich skill, Soul Harvest (60 CP child of Servitor of the Grave)
* For 2 AP and 5 MP, the character gains the ability to transform a random corpse in his location into a Bone Trinket (see new items). The corpse is removed from the location with the use of this skill.
* This skill counts as a "known spell" of the death damage type for purposes of spellcasting.

-- Implemented new Redeemed skill, Mask of Vengeance (30 CP skill)
* Costs 1 AP, 7 MP to activate. Duration is 30 status ticks. Multiple uses reset the effect's duration (do not stack).
* Character gains a +2 bonus to damage with all hand-to-hand and thrown weapons attacks. However, attacks made against non-evil characters while under the influence of this status effect shift the character's morality by twice the normal amount.

-- Implemented new Redeemed skill, Fists of Holy Resolve (60 CP child of Mask of Vengeance)
* Costs 1 AP, 8 MP to activate. Duration is 15 status ticks. Cannot be stacked.
* Character's hand-to-hand attacks gain a +20% chance to hit and are changed so as to deal Holy damage. * Character gains the option to increase damage by 1 to 5 points per hand-to-hand attack; however, if this option is selected, the Redeemed character takes unsoakable damage equal to the amount chosen, hit or miss.

-- Implemented new Redeemed skill, Holy Fortitude (30 CP skill)
* Identical to Seraph skill of the same name.

-- Implemented new Redeemed skill, Favored Son of Earth (60 CP child of Holy Fortitude)
* The character's maximum MP are decreased by 10 points.
* The character's maximum HP are increased by 20 points.

-- Implemented new Redeemed skill, Mask of the Martyr (60 CP child of Mask of the Penitent)
* Costs 1 AP, 8 MP to activate. Duration is 30 status ticks. Cannot be used a second time if character is already under the influence of the effect.
* Any demon who attacks and misses a character under the influence of Mask of the Martyr sees their morality score increase by 2 points; hitting causes an increase of an additional 2 points, and scoring a killing blow causes an increase of yet another 2 points (this replaces the normal morality shift for the attack).
* Any non-demon who attacks a character under the influence of Mask of the Martyr suffers (unsoakable) damage equal to the morality shift caused by the attack.
* Each time the character is attacked, s/he loses a Magic Point (it is possible to go into negative MP with this ability).
* Character may not attack (including attacking wards and doors) while under the influence of Mask of the Martyr.

QUALITY OF LIFE
-- Added "Spells Known" to character display page.

NEW ITEMS
-- Implemented new item, Bone Trinket
* Cannot be found; only comes into being by use of the Soul Harvest lich skill.
* Weight of 1. May be used as a thrown weapon that deals 3 points of death damage. Comes into being in "average" quality (will degrade) and may not be repaired.
* May be set up as a target for target shooting.
* "Using" a Bone Trinket (i.e., from inventory, not as a weapon) costs 0 MP and 1 AP. Upon use of the Bone trinket, a corpse comes into being in the character's tile. This corpse is "wiped" of any information that would be useful to the Eye of Death skill.

CHANGES, OLD SKILLS
-- Shadow of the Bat now prevents the character from using items in inventory while in Bat Form.

5/13/10
BUG FIXES
-- Fixed bug that kept healing with surgery (instead of FAKs) from granting XP if healer was level 16-19 and target was level 20+.
-- Fixed bug that removed weapons with ammunition from dropdown if they were the "last weapon used"

NEW SKILLS:
-- Implemented new Elementalist skill, Lesser Summoning (60 CP child of Air Affinity, Earth Affinity, Fire Affinity, or Water Affinity)
* Character may purchase this skill if he knows any of its parent skills, but may purchase it only once.
* This skill allows the character to summon lesser elementals if he also has the corresponding Affinity skill (even if purchased subsequent to purchase of this skill) - Sylph for Air Affinity, Golems for Earth Affinity, Salamanders for Fire Affinity, and Undines for Water Affinity).
* This skill counts as a "known spell" in the same manner its parent skill does for the purposes of adding to spellcasting damage (so the choice of which Affinity to take this as a child skill of DOES have an impact).

-- Implemented new Elementalist skill, Greater Summoning (90 CP child of Lesser Summoning)
* This skill allows the character to summon lesser elementals if he also has the corresponding Affinity skill (even if purchased subsequent to purchase of this skill) - Hurricane for Air Affinity, Juggernaut for Earth Affinity, Phoenix for Fire Affinity, and Hydrodragon for Water Affinity).
* This skill counts as a "known spell" in the same manner its parent skill does for the purposes of adding to spellcasting damage.

-- Implemented new Lich skill, Summon Ghoul (60 CP child or Animate Dead)
* This skill allows the character to summon a ghoul if there is a corpse present in the area (similar to animate dead).
* This skill counts as a "known spell" of the death damage type for purposes of spellcasting.

-- Implemented new Lich skill, Death Touch (30 CP skill)
* Character gains a Death Touch attack. This hand-to-hand attack deals 1 point of death damage, but its damage is increased by known spells and skills as though it were a death spell (if this seems weak, consider first synergy with other lich skills).
* This skill counts as a "known spell" of the death damage type for purposes of spellcasting.

-- Implemented new Lich skill, Servitor of the Grave (30 CP skill)
* For 3 AP and 5 MP, the character gains the ability to "summon" a random corpse from another location to his current location.
* This skill counts as a "known spell" of the death damage type for purposes of spellcasting.

-- Implemented new Wyrm Master skill, Summon Horrid Tentacle (30 CP skill)
* Allows the character to summon a Horrid Tentacle (q.v.).

-- Implemented new Wyrm Master skill, Summon Wrackwyrm (60 CP child of Summon Horrid Tentacle)
* Allows the character to summon a Wrackwyrm (q.v.).

-- Implemented new Wyrm Master skill, Favor of GNak (60 CP child of Summon Horrid Tentacle)
* Tentacles summoned by the character gain a +5% to attack chance, a +1 bonus to damage, primary damage type is changed to acid, +5 to hit points, action points, and magic points.
* If a Horrid Tentacle scores a kill, all Horrid Tentacles belonging to that Tentacle's master are rejuvenated to their maximum AP, HP, and MP.

-- Implemented new Wyrm Master skill, Master of the Pack (60 CP child of Summon Hellhound)
* Hellhounds summoned by the character gain a +5% to attack chance, a +2 bonus to damage, +15 to hit points, +20 to action points, and +5 to magic points.

-- Implemented new Lightspeaker skill, Soldiers of Might (60 CP child of Summon Judgemaster)
* Judgemasters summoned by the character gain a +10% to attack chance, a +2 bonus to damage, +20 to action points, +10 to magic points, and their secondary damage type is changed to electric.

-- Implemented new Revenant skill, Call Animals (60 CP child of Shadow of the Bat)
* Character with both Call Animals and Shadow of the Bat gains the ability to summon a Bat Swarm (q.v.).


CHANGES, OLD SKILLS:
-- Terrifying Aspect (Lich version only) now counts as a known spell of the death damage type for purposes of spellcasting.
-- Death Mastery now counts as a known spell of the death damage type for purposes of spellcasting.

NEW PETS
-- Implemented new Elementalist Pet, Sylph (requires Lesser Summoning and Air Affinity)
* Base cost 20 MP (8 MP Elevator)
* 80 AP, 40 MP, 45 HP
* Deals 8 electric damage (secondary 6 slashing)
* 60% attack chance, 30% defense

-- Implemented new Elementalist Pet, Salamander (requires Lesser Summoning and Fire Affinity)
* Base cost 20 MP (8 MP Elevator)
* 80 AP, 40 MP, 45 HP
* Deals 8 fire damage (secondary 6 slashing)
* 50% attack chance, 40% defense

-- Implemented new Elementalist Pet, Undine (requires Lesser Summoning and Water Affinity)
* Base cost 20 MP (8 MP Elevator)
* 80 AP, 40 MP, 50 HP
* Deals 8 cold damage (secondary 6 impact)
* 65% attack chance, 25% defense

-- Implemented new Elementalist Pet, Golem (requires Lesser Summoning and Earth Affinity)
* Base cost 20 MP (8 MP Elevator)
* 80 AP, 40 MP, 55 HP
* Deals 8 impact damage (secondary 6 piercing)
* 55% attack chance, 35% defense

-- Implemented new Elementalist Pet, Hurricane (requires Greater Summoning and Air Affinity)
* Base cost 25 MP (10 MP Elevator)
* 100 AP, 50 MP, 60 HP
* Deals 11 electric damage (secondary 7 slashing)
* 70% attack chance, 35% defense

-- Implemented new Elementalist Pet, Juggernaut (requires Greater Summoning and Earth Affinity)
* Base cost 25 MP (10 MP Elevator)
* 100 AP, 50 MP, 75 HP
* Deals 12 impact damage (secondary 7 arcane)
* 65% attack chance, 35% defense

-- Implemented new Elementalist Pet, Phoenix (requires Greater Summoning and Fire Affinity)
* Base cost 25 MP (10 MP Elevator)
* 100 AP, 50 MP, 65 HP
* Deals 12 fire damage (secondary 7 piercing)
* 60% attack chance, 45% defense

-- Implemented new Elementalist Pet, Hydrodragon (requires Greater Summoning and Water Affinity)
* Base cost 25 MP (10 MP Elevator)
* 100 AP, 50 MP, 70 HP
* Deals 11 cold damage (secondary 8 impact)
* 75% attack chance, 25% defense

-- Implemented new Lich Pet, Ghoul (requires Summon Ghoul)
* Base cost 15 MP (2 MP Elevator)
* 70 AP, 30 MP, 60 HP
* Deals 8 slashing damage (secondary 5 death)
* Heals itself for the amount of damage dealt by its attacks (cannot go over max hp).
* 70% attack chance, 20% defense

-- Implemented new Wyrm Master Pet, Horrid Tentacle (requires Summon Horrid Tentacle)
* Base cost 15 MP (4 MP Elevator)
* 30 AP, 25 MP, 35 HP
* Deals 7 slashing damage (secondary 5 impact)
* 55% attack chance, 20% defense
* Unlike other pets, the Tentacle does NOT move with its master; once summoned, it remains in the same location.

-- Implemented new Wyrm Master Pet, Wrackwyrm (requires Summon Wrackwyrm)
* Base cost 30 MP (15 MP Elevator)
* 100 AP, 45 MP, 85 HP
* Deals 12 unholy damage (secondary 9 slashing)
* 75% attack chance, 25% defense

-- Implemented new Lightspeaker Pet, Wheel of Righteousness (requires Summon Wheel of Righteousness)
* Base cost 30 MP (15 MP Elevator)
* 85 AP, 70 MP, 70 HP
* Deals 12 holy damage (secondary 9 impact)
* 70% attack chance, 40% defense

-- Implemented new Revenant Pet, Bat Swarm (requires Call Animals and Shadow of the Bat)
* Base cost 15 MP (12 MP Elevator)
* 50 AP, 25 MP, 40 HP
* Deals 6 piercing damage (secondary 4 impact)
* 55% attack chance, 10% defense

5/12/10
BUG FIXES
-- Fixed bug that was preventing alchemy recipes from being generated. Characters who needed such recipes generated should now have those recipes available for research.
-- Morality shifts should no longer be possible while within the confines of one's own stronghold (NOTE: this blanket ban also affects skills such as "Know Self" when used inside one's own hold).
-- Earth Mastery was not showing the "Golem Form" button in skills pane. Should now do so.
-- Fixed bug that was applying extra point of damage to melee and firearm attacks.

QUALITY OF LIFE
-- Tiles for Elysium buildings implemented.

NEW SKILLS
-- Implemented new Elementalist skill, Minor Summoning (60 CP child of Air Affinity, Earth Affinity, Fire Affinity, or Water Affinity)
* Character may purchase this skill if he knows any of its parent skills, but may purchase it only once.
* This skill allows the character to summon minor elementals if he also has the corresponding Affinity skill (even if purchased subsequent to purchase of this skill) - Cirri for Air Affinity, Gnomes for Earth Affinity, Embers for Fire Affinity, and Naiads for Water Affinity).
* This skill counts as a "known spell" in the same manner its parent skill does for the purposes of adding to spellcasting damage (so the choice of which Affinity to take this as a child skill of DOES have an impact).

-- Implemented new Lich skill, Animate Dead (30 CP skill)
* Character gains the ability to summon Skeletons or Zombies, provided there is a corpse in the location. Summoning a creature consumes one corpse at random.
* This skill counts as a "known spell" for purposes of increasing damage of spells of the death damage type.

-- Implemented new Lightspeaker skill, Summon Judgemaster (30 CP skill)
* Character gains the ability summon Judgemasters (q.v.).

-- Implemented new Wyrm Master skill, Summon Hellhound (30 CP skill)
* Character gains the ability summon Hellhounds (q.v.).


NEW PETS
-- Implemented new Elementalist Pet, Cirri (requires Minor Summoning and Air Affinity)
* Base cost 10 MP (4 MP Elevator)
* 70 AP, 30 MP, 15 HP
* Deals 5 electric damage (no secondary attack)
* 55% attack chance, 25% defense

-- Implemented new Elementalist Pet, Ember (requires Minor Summoning and Fire Affinity)
* Base cost 10 MP (4 MP Elevator)
* 70 AP, 30 MP, 15 HP
* Deals 5 fire damage (no secondary attack)
* 45% attack chance, 35% defense

-- Implemented new Elementalist Pet, Gnome (requires Minor Summoning and Earth Affinity)
* Base cost 10 MP (4 MP Elevator)
* 70 AP, 30 MP, 15 HP
* Deals 5 impact damage (no secondary attack)
* 50% attack chance, 30% defense

-- Implemented new Elementalist Pet, Naiad (requires Minor Summoning and Water Affinity)
* Base cost 10 MP (4 MP Elevator)
* 70 AP, 30 MP, 15 HP
* Deals 5 impact damage (no secondary attack)
* 60% attack chance, 20% defense

-- Implemented new Wyrm Master Pet, Hellhound (requires Summon Hellhound)
* Base cost 20 MP (5 MP Elevator)
* 70 AP, 30 MP, 30 HP
* Deals 7 fire damage (secondary 6 piercing)
* 65% attack chance, 20% defense

-- Implemented new Lightspeaker Pet, Judgemaster (requires Summon Judgemaster)
* Base cost 20 MP (5 MP Elevator)
* 50 AP, 40 MP, 80 HP
* Deals 10 holy damage (secondary 6 slashing)
* 45% attack chance, 15% defense
* Will not attack characters of non-evil alignment

-- Implemented new Lich Pet, Zombie (requires Animate Dead)
* Base cost 15 MP (1 MP Elevator)
* 60 AP, 40 MP, 40 HP
* Deals 5 impact damage (no secondary)
* 50% attack chance, 5% defense
* Requires presence of at least one corpse in location (one random corpse is consumed in the location when the skeleton is summoned)

-- Implemented new Lich Pet, Skeleton (requires Animate Dead)
* Base cost 15 MP (1 MP Elevator)
* 70 AP, 40 MP, 30 HP
* Deals 5 slashing damage (no secondary)
* 45% attack chance, 10% defense
* Requires presence of at least one corpse in location (one random corpse is consumed in the location when the skeleton is summoned)

PET IMPLEMENTATION
-- Note that pet commands (for the petmaster) show up on the right-hand side of the screen, "below" the inventory and in that same area. If you wish to attack a pet in a location, it will show up as a sub-pane of the combat pane.
-- Pets have now been implemented. They work significantly differently than did pets in NexusWar, to wit:
* Pets will attack any time a status tick occurs on their master (excluding the AP tick).
* Pets themselves do NOT trigger status ticks when they attack their targets. (They may trigger ripostes, however.) Given the previous rule on pets, I hope it is obvious from a technological perspective why this is.
* Pets are counted as "characters" for the purposes of AoE attacks, so may soak up damage from an AoE attack.
* Pet summon costs have two components. The first is the "Base" Summon cost - this is the cost to summon the "first" pet for your character. They also have an "escalator" cost - this cost is multiplied by the current number of pets a character controls to determine the final summoning cost of a pet. For example, a pet with a base cost of 20 and an escalator cost of 10 would require 20 MP to summon Pet 1, 30 MP to summon Pet 2, 40 MP to summon Pet 3, etc.
* Pet rujvenation costs are the same as the base summon cost (the elevator cost does not come into play).
* You will note that (some) pet AP have been raised from Nexus War. This is intentional - pets are intended to be more mobile.
* Some pets have secondary attack types. If a pet with a secondary attack hits a target with its primary attack, and the target is immune (takes 0 damage), the pet automatically switches to its secondary attack. If it hits with its secondary attack and deals 0 damage, it will switch back to its primary attack (lather, rinse, repeat).
* Pets have five stances: Passive, Defensive, Aggressive to Hostile, Aggressive to Non-Faction, Aggressive to All.
* These stances are in progressive levels of hostility; i.e., Aggressive to Non-Faction also behaves as Aggressive to Hostile and Defensive.
* Pets in a Defensive stance will target anyone who attacks their master or another pet of their master.
* Pets in an Aggressive to Hostile stance behave as pets in the Defensive stance AND will target any character or pet the master's faction views as "hostile."
* Pets in an Aggressive to Non-Faction stance behave as pets in the Aggressive to Hostile stance AND will target any character or pet not belonging to the master's faction.
* Pets in an Aggressive stance will behave as pets in the Aggressive to Non-Faction stance AND will target any character except their own master and will target any pet not belonging to their own master.
* Attacks made by pets in a Defensive stance will NOT change the master's morality. Attacks from pets in any other stance will change the master's morality as though the master himself had attacked the target.
* Some pets may have behavioral characteristics that override these basic stance settings; these will be indicated with the pet's description.
* Damage dealt by pets and kills due to pet attacks give the master half the amount XP (rounded down) he would gain had he performed the attack himself. Similarly, attacking a pet causes the attacker to gain half the XP he would gain as though he had attacked the master.
* Changing a pet's stance causes the pet to spend 1 AP. Changing a pet's stance (or all pets' stances simultaneously) causes the master to experience a status tick, but he does not spend an AP.
* Pets are affected by faction bonuses to damage, attack, soak, and defense. They are also affected by fortification soak bonuses. They are not affected by any other bonuses.
* Factions with "Magic" bonuses do see these bonuses affect the summon cost of pets.

* There is currently a hyperlink to "view pets" in the description of a location and in the message pane, but the page linked to is not yet implemented.
* Pets cannot yet be rejuvenated nor voluntarily dismissed.
* Pets currently act ONLY on status ticks on their master. A "once-per-minute" pet tick is planned, but not yet implemented.
* Note: Expect pets to do many new and interesting things as far as creating bugs. Their full functionality is not quite implemented (see three bullet points above this one) but they're working enough for alpha testers to start looking for bugs.

5/6/10
BUG FIXES
-- Fixed bug that was causing Sharp Vision not to show up in attack dropdowns (note: was working properly in attack function).
-- Infusion bug that caused strongholds to "reverse polarity" and jump to negative infusion should be sorted out.
-- Fixed interesting bug that allowed users of Tattoo of the Wandering Way to teleport off the map when starting location was inside a building.
-- Divine Armor no longer provides its soak if the owning character's morality is less than 20. Also, demonic armors no longer provide soak if the character's morality is over -20.
-- Innate demonic and angelic weaponry (e.g. Blood Claws, Clockwork Blade) can no longer be used if the character's alignment is out of the acceptable range.
-- Infusion actions require at least 1 AP and 1 MP to be expended (i.e., a 0-power infuse will be rounded up to 1).
-- Berzerk Frenzy and Fell Berzerker should now properly add to Bloodlust damage (including damage multiplier).
-- Meditation button no longer appears in skill pane when character is at full HP.
-- Found bug whereby Salt of the Earth was not working if used on a tile infused to another faction for an amount greater than the amount to be salted (i.e., was not weakening others' infusions unless it could take the tile outright).
-- Reveal should now strip Invisibility status from targets.
-- Fixed bug that caused odd expiry message when an enchantment (including Martial Spellcraft imbuing) expired.
-- Heal Others now removes Defiler and Minor poison from the one being healed. Extra XP is not granted for removing these status effects (use Absolve Suffering if you want XP for removing them).
-- Enhanced Senses status effect now allows you to attack people that you have not "Searched" to find even if you don't have the Enhanced Senses skill.
-- Fixed bug where Mending Touch and Way of the Armorer were not applying unless you also had the Advanced repair skill for the item you were trying to repair.
-- Fixed bug where Healing was granting 0 XP if healer was between levels 16 and 19 and target was level 20 or above.
-- Fixed bug that was preventing "Kick From Faction" from working.
-- Fixed bug that caused weapons list to uncover, but not in dropdown box, when a stronghold was cleared and no fortifications were present.

5/4/10
BUG FIXES
-- Weapons imbued via Martial Spellcraft should be attacking properly and triggering stored spell on a hit.
-- Invisibility AP tick cost is now working properly and Invisibility is not auto-wearing-off at the tick.
-- Fixed Flames of Punishment (was applying wrong status effect name) - works now.
-- Fixed bug that was keeping people from depositing things in footlockers, claiming the items were innate.

5/3/10
BUG FIXES
-- Eliminated "extra" blank message when attacking.
-- Martial Spellcraft should now properly imbue weapons.

NEW SKILLS
-- Implemented new Mortal skill, Structural Engineering (20 CP child of Engineering)
* Character gains the ability to erect "Fortifications" while inside his own stronghold. Cost is 1 AP for 10 hit points' worth of fortifications. Strength skill increases this by a further 5 hit points. Tattoo of Strength skill increases by a further 5 hit points.
* Character gains the ability to see the strength of fortifications in the tile he is presently in.
* This skill must be done "one click at a time" - this was a conscious game design decision (due to live combat considerations during raiding gameplay).

-- Implemented new Lightspeaker skill, Verdant Sling (30 CP skill)
* Character gains the ability to transmute some organic alchemical components into weapons at a cost of 1 AP and 3 MP (the option "Load into Sling" will appear in the inventory section next to the component). Components so transmuted can no longer be used in alchemy. Once transmuted, they appear in the inventory as "component name, a Verdant Sling missile" and can be used 3 times (no reloading); on the third use, they disappear. These weapons make ranged attacks using the bow tree. They are considered magical items and cannot be enchanted. They cannot be given to other characters, nor placed into footlockers. They CAN be dropped (they retain the original item's weight). Components' combat characteristics when converted into Verdant Sling missiles are as follows:
> Batch of Mushrooms - 8 impact damage
> Bunch of Daisies - 9 piercing damage
> Bunch of Lillies - 9 slashing damage
> Bunch of Paradise Lillies - 7 holy damage
> Patch of Lichen - 9 impact damage
> Patch of Moss - 8 slashing damage
> Rose - 8 piercing damage

-- Implemented new Redeemed skill, Mask of the Penitent (30 CP skill)
* Costs 1 AP, 7 MP to activate. Duration is 30 status ticks. Cannot be used a second time if character is already under the influence of the effect.
* While under the influence of Mask of the Penitent status, the character gains a soak bonus to all attacks equal to his morality score divided by 10 (rounded down), and each attack that successfully deals damage to him increases his morality score by one. Agony Curse, Curse of Blood, and Defiler Poison may not be inflicted upon a character with this status effect active (it does not cure existing conditions). However, all of the character's own attacks are made with a -10% penalty to hit and a -5 damage penalty.

-- Implemented new Advocate skill, Inviolate Form (30 CP skill)
* Costs 3 AP, 5 MP to activate. Duration is 25 status ticks. May not be stacked.
* Effects that would normally cause the character to take damage instead cause him to lose a number of MP equal to the damage he would have sustained. If the character has 0 MP, this has no effect (though the status effect does not end).

-- Implemented new Advocate skill, Wing Wrap (60 CP child of Wings)
* Costs 3 AP to activate "Wing Wrap" status effect. Duration is 25 status ticks. May not be stacked. Not subject to Corruptor's Lance of Nullity and Lance of Wresting skills.
* Character gains a +6 soak to all attacks. However, the character may not move nor attack while this skill is active. Character may voluntarily end the effect early.


GAMEPLAY CHANGE
-- Stronghold Fortifications have been introduced (this is the "Second Layer of Defense" after a stronghold ward that was alluded to a long time back).
* Stronghold fortifications may (only) exist "inside" of a stronghold. They can have up to 500 hit points. They may only be built using the Structural Engineering skill, and do NOT regenerate, nor do they do decay unless attacked or the stronghold is destroyed.
* Every 50 points of fortifications (rounded up) in a stronghold cause members of that faction to gain an additional +1 to soak against all attacks while in their own stronghold only (i.e., a maximum of +10 soak). This soak stacks with all other forms of soak.
* Fortifications may be targeted by physical attacks for destruction; like doors, wards, etc. they have 0 soak and a -25% defense. Attacks deal damage against fortifications as they do against doors (e.g., Fire attacks deal extra damage).
* Stronghold fortifications do NOT inhibit movement; their ONLY effect is to add soak to members of a faction within their own stronghold.
* If a stronghold is destroyed (either through revocation or loss of a flag), the stronghold fortifications in the tile "disappear" at a 25% loss. In other words, 75% of any stronghold fortifications that are "in force" when a faction's flag is captured will return into being when the stronghold is re-invoked (i.e., if a faction has 200 points of stronghold fortifications when its flag is captured or its stronghold is revoked, the stronghold will have 150 points of fortifications - 75% of 200 - when the stronghold is re-invoked).
* You will receive a message in your attack result when your damage is reduced due to fortifications.
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BobGeneric
Code Monkey
Code Monkey


Joined: Nov 07, 2009
Posts: 1467

PostPosted: Thu Aug 05, 2010 10:44 am    Post subject: Reply with quote

6/30/10
BUG FIXES:
* Cloak of Tornado should now have button uncovering in skills pane.
* Lance of Nullity (and Wresting) was not showing up on innates drop-down menu. It should be showing now.
* Status effects in general (not just Flaming Weapons) were not applying properly to attacks on doors, fortifications, and wards. This has been corrected.
* Regeneration and similar status effects no longer restore hit points while a character is Agony Cursed or under the effects of Sorcerers Might.
* Servitor of the Grave is now working properly.
* Blood Frenzy should now be working.

NEW SKILLS:
-- Implemented new Mortal skill, Tap Ley Line (30 CP child of Psychometry)
* Character gains the ability to "Tap Ley Line" for 1 AP. When a character attempts to tap a ley line, the affected location must be infused to the tapping character's faction. If it is, the location has its infusion reduced by 7 points. If the location is infused to a strength of less than 7, the attempt fails. The character who does the tapping gains 5 MP. The character must be outside to Tap Ley Lines.

-- Implemented new Lich skill, Bow of Sinew (30 CP skill)
* The lich gains the ability to use the sinews of his own arm to attack his targets. This innate attack uses the bow tree and has an innate +5% hit bonus. The bow of sinew will show up in the attack dropdown when loaded, but will not show up in the inventory pane. All normal bonuses to damage (faction, Strength skill, etc.) apply as usual. The lich can reload the bow (1 AP, 1 MP) in any of three ways (reloads accessible through the skills pane, not the inventory pane); reloading immediately destroys any ammunition currently remaining in the bow of sinew:
a. A standard quiver of arrows. The quiver is consumed. The bow of sinew will deal a base of 8 points of piercing damage and carry 10 shots. When the skill is purchased, the Bow of Sinew is already loaded in this manner.
b. A corpse present in the tile. The corpse is consumed. The bow of sinew will deal 9 points of impact damage and carry 10 shots.
c. A bone trinket (character must have one in inventory). The bone trinket is consumed. The bow will deal 10 points of death damage and carry 10 shots.

-- Implemented new Lich skill, Aura of the Crypt (60 CP child of Death Touch)
* The lich becomes shrouded in a palpable aura of death that causes damage to those who come near him. The lich gains an aura that deals 6 death damage when the character is attacked by close-combat attacks.

-- Implemented new Lightspeaker skill, Vitality of Justice (30 CP skill)
* Whenever rejuvenated, a Lightspeaker's pet gains an additional 25 Action points over the normal maximum.

-- Implemented new Lightspeaker skill, Caretakers Blessing (30 CP skill)
* This skill allows a Lightspeaker to rejuvenate (not summon) pets for half the normal cost.

-- Implemented new Eternal Soldier skill, Way of Void (30 CP skill)
* Costs 1 AP, 5 MP to activate. When activated, all of the character's factionmates currently in his tile (but not the character himself) will receive the "Way of Void" status effect for 30 status ticks. Multiple uses of this ability reset the duration (does not stack). While under the "Way of Void" status effect, characters receive a +5% bonus to their attack chance. Does not affect pets.

-- Implemented new Divine Herald skill, Jericho Shout (30 CP skill)
* Costs 1 AP, 10 MP to activate. When activated, all good-aligned characters currently in the character's tile (but not the character himself) receive the "Jericho Shout" status effect for 10 status ticks. Multiple uses reset (do not stack) the duration. While under the "Jericho Shout" status effect, characters deal 1.5x normal damage to doors and fortifications (but not wards).
* The use of the Jericho Shout is sufficiently loud that a notification message will appear inside a tile if the character is outside (and vice versa).

-- Implemented new Divine Herald skill, Hand of Zealotry (60 CP child of Jericho Shout)
* As Seraph skill of the same name.

-- Implemented new Advocate skill, Healing Aura (30 CP skill)
* Costs 1 AP, 10 MP to activate. When activated, all good-aligned characters currently in the character's tile (but not the character himself) receive the "Healing Aura" status effect for 20 status ticks. Multiple uses reset (do not stack) the duration. While under the Healing Aura status effect, characters heal 1 hit point of damage each status tick.

-- Implemented new Fallen skill, Shadow Dirk (60 CP child of Shadowskulk)
* Character gains an innate attack, the Shadow Dirk. Uses the fencing tree, deals 7 unholy damage, has an innate +10% attack bonus. If the character attacks a character or a pet (not a ward, door, or fortifications) from hiding (even if detected), this damage is increased by 3 points (this is on top of any usual hiding damage bonus).

CHANGE:
* Characters without Sense Magic should now have potion types masked from them (potions will appear as bottles of liquid instead).
* Sense Magic allows characters to identify potions in their inventories, in their faction footlocker, or similar stashes.
* Sense Magic does NOT allow characters to identify potions set up as targets (unless they pick them up) in a tile. This is intentional.

OTHER:
* More "under the hood" optimization of database queries used during status ticks (should help cut down database overhead some, since these queries run - sometimes more than once, if there is an interaction between characters - every time an action is taken).

6/23/10
BUG FIXES:
* Fixed "disappearing pets in pet pane" bug.

QUALITY OF LIFE:
* Pets now "alternate color bands" in the pets pane (similar to the inventory pane) to make it easier to differentiate pets.
* Character page now allows entering of personal description if you are the character's owner. Apostrophes should work here. 500-character limit (can type more in the box, but will be truncated at 500 characters; note that line breaks count as 2 characters.
* Added "Return to Game" button on a few "Dead-End" pages to make reverse navigation simpler.

PET FUNCTIONS:
* There is now a "Rej." column under pets. There will be a button in the column that lists the rejuvenation cost (in MP) for the pet. Clicking this button rejuvenates the pet (costs 1 AP, fires a status tick, etc.). Rejuvenation cost is the base summon cost (no elevator).
* There is now a "Dis" column under pets. This is the "dismiss" function. Pressing the "D" button in the column dismisses the pet (0 AP, does not fire a status tick).
* Pet names now appear as "text boxes" - pet names (up to 32 characters) may be put in the text boxes. Pressing "enter" once finished typing the name renames the pet (0 AP, does not fire a status tick). By default, a pet name identical to the pet type means the pet is "nameless."

6/22/10
BUG FIXES:
* Invisibility Potions should now be working.
* Revenants with Shadow of the Bat should now be able to summon Bat Swarms (was borked before due to typo).
* Fixed typo on Character Display page that was breaking links to wiki.

QUALITY OF LIFE CHANGES:
* Moved the "Purchase Skills" button to the top of the character page (the "Release" button is still at the bottom) - this will hopefully cut down on inadvertent clicks and is the first step in giving said page a bit of a cosmetic overhaul.

* Implemented a change on the way pet elevator costs work; elevator costs now apply based on the number of pets OF THAT TYPE already summoned (instead of all pets - note that Zombies and Skeletons are lumped together as "risen dead" for purposes of this breakdown). This is likely to cause a re-figuring of summoning and elevator MP costs before the end of alpha.

NEW SKILLS:
-- Implemented new Lich skill, Create Fossil Monstrosity (60 CP Child of Animate Dead)
* Allows Lich to create a Fossil Monstrosity (q.v.).
* Character must have at least 5 skeletons summoned up in order to create the Fossil Monstrosity. Upon creation of the Monstrosity, 5 skeletons (randomly determined) are consumed.

-- Implemented new Wyrm Master skill, Nether Grafting (60 CP child of Summon Hellhound)
* Allows the Wyrm Master to summon a Nether Hound (q.v.).
* Character must have at least one hellhound summoned up in order to transmute it into a nether hound. Upon transmutation, the hellhound (selected at random, if the character has more than one) is "replaced" by a Nether Hound.
* If the character also possesses the "Master of the Pack" skill, the attack bonuses and so forth apply to Nether Hounds as well (i.e., are in addition to the hounds' base statistics).

-- Implemented new Wyrm Master skill, Summon Imp (30 CP skill)
* Allows the Wyrm Master to summon an Imp (q.v.).

-- Implemented new Wyrm Master skill, Impish Mischief (60 CP child of Summon Imp)
* Imps summoned by the character gain a +10% to attack chance, +10 action points, +10 hit points, and +10 magic points.
* Imps summoned by the character have double the normal chance to cause armor degradation on a successful hit.
* Each successful hit by an imp controlled by a character possessed of this skill drains 2 MP from the target. The Wyrm Master gains 1 MP (the target cannot be drained below 0 MP and the Wyrm Master will not gain MP if the target is at 0 or 1 MP). Light Within and Divine Providence prevent this drain; Tattoo of Inner Strength reduces the drain to 1 (and the Wyrm Master gains 0 MP from it in this case).

NEW PETS:
-- Implemented new pet, Fossil Monstrosity
* Base cost 25 MP (7 MP Elevator)
* 100 AP, 80 MP, 80 HP
* Deals 12 slashing damage (8 impact secondary)
* 65% attack chance, 15% defense

-- Implemented new pet, Nether Hound
* Base cost 20 MP (5 MP Elevator)
* 70 AP, 45 MP, 45 HP
* Deals 11 death damage (7 fire secondary)
* 60% attack chance, 30% defense

-- Implemented new pet, Imp
* Base cost 15 MP (5 MP Elevator)
* 60 AP, 25 MP, 20 HP
* Deals 5 fire damage (no secondary)
* Can see (and attack) invisible targets
* 45% attack chance, 20% defense

6/15/10
BUG FIXES
* Martial Spellcraft should now cost 5 AP and 3xspell MP (was costing 1 AP and 1xspell MP).
* Fixed bug with Life Vampire that prevented Blood Ice from being created.
* Healing (or attempting to heal) a character now selects that person as your "last target."
* Pets should no longer despawn immediately upon contact with an aura (unless their hit points are low enough to be killed by the aura).
* Aura hits on pets should give proper damage type (i.e., 1 point of "fire" damage and not 1 point of "6" damage).
* Attacks on pets that missed were being reported as attacks on a character. Should now be showing the pet.
* Tweaked fortification soak message slightly.
* Moving through lava pits while under the effects of a Fire Resistance potion should no longer damage a character.
* Multiple uses of Servitor of the Grave should result in multiple corpses arriving at the location.
* Engineering and alchemy actions should now report XP gain.
* Tattoo of Adaptation should no longer adapt to "unsoakable" damage.

NOTE:
* The Enervated status effect is applied during the initial calculation of a target's soak. Precision of the Assassin is applied after the target's soak has been calculated, and reduces it to 0 if it is greater than that. In other words, if the target is armored to a soak of more than 3, adding the Enervated status effect will not increase the damage dealt by precision of the Assassin (i.e., Precision of the Assassin plus Enervate is NOT an "automatic +3 to damage"). After some thought, I have decided that this is better for game balance and so this replaces any previous statements on the subject.

(NOTE 2: Real life keeping me extremely busy, not nearly as much time to code the last couple of weeks as I would like. Will probably get better soon, but in the meantime am kind of reduced to squashing bugs in a few fleeting moments here and there.)

6/08/10
BUG FIXES
* Fixed bug that was causing Shadow of the Wolf to be unable to be deactivated.
* Shadow of the Wolf (and various Cloaks) now prevents inventory use as intended.
* Shadow of the Wolf now has Bite attack available when active.
* [N] For the time being, I am going to leave emotes and speech enabled in wolf form.
* Fixed Feeding Fangs + Advanced Parry bug that was setting HP to zero on a successful parry.
* Fixed bug with Spring of the Enhanced Capacitor that was setting MP Maximum to 10 (instead of +10).
* Attacks on pets should now show as such to the master of the pet (instead of showing as attacks against "you" it should be against, "your pet, X,").
* Pets killed by defensive auras should now be despawning.
* Found bug with item creation that was not causing potions to be able to be set up as targets.
* Moving through a Lava tile causes 8 points of Fire Damage (immunities and soak should still apply).
* Moving through a Lake of Fire tile causes 8 points of Fire Damage (immunities and soak should still apply).

6/01/10
BUG FIXES
* Fixed bugs whereby Holy Champion cloaks were not "turning off" when instructed to do so.
* Holy Champion Cloak buttons should now display proper MP cost.
* Fixed bug that caused level 16-19 character not to get bonus xp on kills of Tier 3 characters.
* Fortify spell should now work on both regular spells and spellgems.
* Lich pet skills now work properly (at least, I have a pack of test skeletons, zombies, and ghouls that say they do).
* Step of the Assassin should no longer trigger auras nor counterattacks (e.g., advanced parry). *Will* trigger pet attacks as it causes a status tick on the target.
* Placing items into/removing from footlocker should now cause status ticks.
* Crafting items should now give AP correct costs (includes crafting to pristine and Way of the Armorer skill for ammunition).
* Fixed pet stances (for both individual and "all") - changing pet stance should now correctly grab potential targets from area and initiate pet attacks on those targets (this was a little harder than it sounds).

-- Implemented new Holy Champion skill, Cloak of Air (30 CP skill)
* Costs 1 AP, 3 MP to activate. Duration is 30 status ticks.
* All actions taken while under the influence of the Cloak of Air status cause the character to lose 1 MP.
* Character gains the ability to "seep" through closed/locked doors and can float over water or void tiles.
* Character cannot use inventory items while under the effects of Cloak of Air.
* While character is under the "Cloak of Air" status effect, character-to-character attacks that would normally hit the character have a flat 20% chance of failing (will look to the attacker as a miss).
* Pet attacks made against a character with the Cloak of Air status effect have a 50% flat chance of failure.
* Character is not subject to the effects of damage auras while under this status effect.

-- Implemented new Holy Champion skill, Cloak of the Tornado (60 CP child of Cloak of Air)
* This cloak behaves identically to the Cloak of Air skill except as noted below:
* Costs 1 AP, 4 MP to activate. Duration is 75 status ticks.
* Like Cloak of Air, all actions taken while under the influence of the Cloak of the Tornado status cause the character to lose 1 MP. However, tile-to-tile movement costs the character 0 AP when under this status effect.
* The character gains immunity to the arcane damage type.

-- Implemented new Revenant Skill, Shadow of the Wolf (30 CP skill)
* Acts as a parent skill to Call Animals
* Character gains the ability to change forms into a Wolf form, indicated by the "Shadow of the Wolf" status effect. Costs 1 AP, 5 MP to activate, remains for 75 status ticks.
* The Wolf form reduces tile-to-tile movement cost to 1/2 normal.
* While in Wolf Form, character gains a bite attack that deals 8 piercing damage. The character loses access to all other weapons. The character may not heal others, make repairs, craft items, interact with doors nor use inventory while in Wolf Form.
* If the character also has Feeding Fangs, the bite attack granted by Shadow of the Wolf allows the character to regain health as per Feeding Fangs. If the character also has Soul Consumption, the bite attack granted by Shadow of the Wolf also grants the character MP on a successful kill as do Feeding Fangs.
* Character gains a +10% defense bonus against ranged attacks and a +5% defense bonus against close-combat attacks while in Wolf Form.

NEW PETS:
-- Implemented new Revenant Pet, Wolf (requires Call Animals and Shadow of the Wolf)
* Base cost 20 MP (8 MP Elevator)
* 60 AP, 35 MP, 35 HP
* Deals 8 piercing damage (no secondary)
* 60% attack chance, 15% defense
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BobGeneric
Code Monkey
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Joined: Nov 07, 2009
Posts: 1467

PostPosted: Thu Aug 05, 2010 10:44 am    Post subject: Reply with quote

7/28/10
BUG FIXES:
* Fixed several enchantment bugs. Enchantments should now be working and degrading properly.
* Fixed bug that was allowing a character with Pattern Weaving to recharge any spellgem at 0 charges, even if he didn't know the spell.
* Word of Recall drops Heavenly Host members outside of their "stronghold" tile instead of "inside" (where they become stuck).
* Fixed bug that was causing portal messages to display as blank.
* Potions should now be "masked" to characters without Sense Magic when placing them into and taking them out of footlockers, safes, stashes, etc.
* Characters with Sense Magic should see the potion name only in their inventory, and not the description.
* Fixed Demon Tracker so that it correctly reports the number of demons in the character's 5x5 field of view.
* Fixed bug that prevented faction personal footlocker use.

NEW FACTION OPTIONS:
-- Faction Safes (Purchaseable Upgrade) Implemented
* Only faction leaders may purchase upgrades.
* All members of a faction except for "Initiates" (the lowest rank) have access to faction safes. Any member of a faction with access to its safe can deposit or remove items from the safe.
* The Safe is accessible only while the faction stronghold.
* Safes have a certain capacity, measured in the same units as inventory size.
* Safe sizes are purchased in "steps." The first step costs 1 point of renown, the second step costs 2 points (3 total), the third step costs 3 points (6 total), etc. Multiple steps can be purchased at a time (and the purchase area should show the possible number of steps to be purchased and the renown cost).
* Each step purchased increases the capacity of the safe by 10. For instance, purchasing the first 5 steps costs 1+2+3+4+5=15 renown and the safe has a capacity of 50. Increasing the capacity of the safe by another 10 (to 60) costs an additional 6 renown, and so forth.

NEW SKILLS:
-- Implemented new Wizard skill, Seal Magic (60 CP child of Enchant Item)
* Character gains 30 CP when this skill is purchased (i.e., it "really" costs 30 CP, but you must have at least 60 CP available to purchase it).
* Wizard gains the option to "Seal" enchantments to an item. This creates a "permanent" magic item (i.e., the enchantment does not fade nor decay).
* Items with existing enchantments may not have sealed enchantments added to them. Similarly items sealed as permanently magical cannot have enchantments added to them.
* AP and MP cost for sealing is identical to enchanting. In addition, sealing costs 1 CP per total enchantment on the item at conclusion of process as the character puts their own essence into the creation of the item (i.e., the first sealing costs 1 CP, the second costs 2 CP, and so on).
* Items that are "sealed" as magic items are not subject to destruction (though they may decay; however, they will never be destroyed). The "drop" button also disappears from such items.

-- Implemented new Dark Oppressor skill, Seal Magic (60 CP child of Enchant Item)
* Identical to Wizard skill of the same name.

-- Implemented new Archon skill, Seal Magic (60 CP child of Enchant Item)
* Identical to Wizard skill of the same name.

-- Implemented new Wizard skill, Spellwand (30 CP skill)
* Wizard gains a new innate weapon, the "Spellwand." It attacks using the (ranged) spell combat tree. It initially comes into being "unloaded."
* The Wizard "reloads" the wand by using any offensive (i.e., non-aura, non-buff) spellgem. Reloading costs 1 AP and 5 MP and can be done at any time (though any existing charges in the Spellwand are lost at the time of reloading).
* When a spellgem is "reloaded" into the Spellwand, the gem is drained of charges (but not destroyed). The Spellwand takes on the damage type of the spell in the original spellgem, and gains a number of charges equal to 3x the number of charges originally in the spellgem.
* The damage done by a spell in a spellwand is equal to the amount that the character would "normally" do in combat if casting the spell spontaneously (i.e., it includes bonuses for knowing similar spells, Fortify Spell, and so forth) though this amount is set as of the time the gem is "reloaded" into the wand (i.e., learning a spell of the same damage type does not increase the damage done by an already-loaded wand, though it will increase the damage done the next time the wand is reloaded).
* Casting a spell from the Spellwand is done from the regular "combat" menu (which means it can be used against doors, fortifications, etc.). The attack costs the Wizard 1 MP and 1 AP.
* Deep Spellcraft and other similar abilities may not be used with Spellwands; i.e., the Spellwand is a "weapon" and not a "spell" for the purposes of abilities that improve attacks.

--Implemented new Advocate skill, One of the Pack (60 CP child of Healing Aura)
* Pets will not target an Advocate with this skill unless the Advocate attacks the pet or its master (i.e., the Advocate must take an action that would put him on a pet's target list; the pets will not "pick him up" on their own).
* Passive ability, always on.

-- Implemented new Advocate skill, Holy Transfer (60 CP child of Cosmic Affinity)
* Advocate gains the ability to cast buff and aura spells from memory (i.e., not from spellgems) on any other character.
* Spell MP cost is doubled, and the Transfer action requires 5 AP instead of 1.
* Spells otherwise behave exactly as though the target had cast the spell itself (including stacking of duration, etc.).

-- Implemented new Corruptor skill, Manabiter (30 CP skill)
* Corruptor gains the ability to select an enchanted item he possesses and "consume" an enchantment at random from that item. This ability costs 1 AP. The character gains 10 MP for consuming the enchantment (may go over maximum) and, if the enchantment was created by use of a potion (i.e., not the Martial Spellcraft skill), the character also gains the effect of that potion for a duration equal to the number of uses that were remaining in the enchantment conusmed.

-- Implemented new Holy Champion skill, Cloak of Water (30 CP skill)
* Costs 1 AP, 7 MP to activate. Duration is 30 status ticks. Character gains the "Cloak of Water" status effect. Each non-move action taken while under this status effect costs an additional 1 MP.
* Character cannot use inventory items while under the effects of Cloak of Water.
* While under this status effect, character gains the following abilities:
> Immunity to Piercing and Impact damage - character becomes immune to Piercing and Impact damage.
> Water Jet - Character gains the ability to loose water jets. These use the bow tree and deal a base of 9 points of Impact damage (there is no extra MP cost for this attack; however, since each action taken under the influence of this cloak costs 1 MP, the effective cost is 1 MP per attack).
> Flow with Currents - The character gains the ability to move through water tiles and does so at 1/2 the normal movement cost.
> The character may voluntarily end this cloak at any time. In addition, if he takes an action that would reduce him to 0 or fewer MP, the cloak is immediately cancelled.
> Dilution - A character under the effects of Cloak of Water does not suffer damage from poison (though the effect is not cured).

CHANGES:
-- Double-Barrelled Shotguns
* Attacking with both barrels no longer "doubles all damage" - instead, the "base damage" of the shotgun is doubled ("base damage" includes damage increases due to enchanting only - not damage bonuses due to hiding, charged attacks, skills, etc.).

-- Tasers
* A successful hit from a Taser grants the "Twitchy" status effect to the unfortunate target for 10 status ticks (stacks with existing status) to its targets unless they are immune to electricity.

7/18/10
BUG FIXES:
* Fixed problem with pet stances that was causing "Aggressive to Non-Faction" pets to target faction members. There were a couple of other related but not-yet-reported bugs with stances that have been cleaned up, too.
* Fixed bug whereby entering and exiting certain buildings (those with apostrophes in their name) was not generating a message.
* Fixed bug where pets were acquiring soak from the armor of characters with identical character ID to the pet's ID.
* Fixed various skills requiring 1 MP more than "listed on the tin" to activate.

NEW SKILL:
-- Implemented new Revenant skill, Animus of the Wolf (60 CP child of Shadow of the Wolf)
* Costs 10 MP, 1 AP to activate. Duration is 75 status ticks; can be "turned off" prematurely.
* Character gains a +2 bonus to melee and hand-to-hand attacks.
* Character gains a +10% defense bonus.
* Character has the equivalent of Enhanced Senses, if skill was not purchased as a Myrmidon.
* Character has access to his Bite attack as per Shadow of the Wolf.
* Character loses access to ranged attacks (but otherwise retains access to his inventory).

OTHER:
* There is no longer a "ceiling" on the number of CP that can be carried from one Tier to another. Instead, there is a spending "floor." A character must have spent at least 70 CP in order to enter a Tier 2 class (the starting skill a character has counts towards this total at the normal 10 CP rate) and must have spent at least 250 CP in order to enter a Tier 3 class.
* Achievement Badges for reaching various statistical thresholds (total, not per breath) have been implemented. Gaining certain badges grants a character CP (for that breath only). Characters who have already reached those thresholds have been granted the badges and XP.
* Earning the "Final Badge" in a set will broadcast your achievement game-wide (you have probably seen a few of these).
* Exploration Badges and Achievement Badges should now show on your character page.

CHANGES TO ITEMS:
-- Marrakunian Soul Cannon
* Base Damage has been reduced from 8 to 7.
* The Marrakunian Soul Cannon now gains ammunition (can go over maximum) with each successful killing shot, thusly:
> A target of level 9 or below adds one to the ammunition (essentially refunds the ammunition used on the kill shot).
> A target of level 10 to 19 adds two to the ammunition.
> A target of level 20 to 30 adds three to the ammunition.
> A target of level 11 or above with a morality score of 30 or higher adds (morality/10, rounded down) instead of the normal amount of ammunition added.

-- Virtuecaster
* The virtuecaster's "damage floor" (minimum damage after soak is applied) to a demon is now 2 for Tier 2 demons and 4 for Tier 3 demons (i.e., a Doom Howler will take a minimum of 4 points of damage from a virtuecaster's attack regardless of his soak). Immunity to Holy damage will still reduce damage taken to 0.

7/6/10 (Note: Due to family being in town and work being heavier than usual, updates this week are likely to be light)
BUG FIXES:
* Emergency patched bug that caused attacks on ward to be made on door instead.
* Tracked down the problem with pets despawning upon contact with auras; fix should prevent immediate despawn regardless of pet's actual hit points.
* Tap Ley Line messages should now be working properly; unfactioned characters should not be able to Tap Ley Lines and should not receive TLL messages.
* Bow of Sinew should now consume ammo or corpses (as appropriate) when reloaded.
* Bow of Sinew (and other innate attacks) should not appear in Bowyer (or other appropriate) repair dropdown.

CHANGES:
* Not sure if this was explicitly noted or not, but Hellhounds and Elementalist "fire" pets should be immune to fire damage.
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BobGeneric
Code Monkey
Code Monkey


Joined: Nov 07, 2009
Posts: 1467

PostPosted: Tue Sep 07, 2010 10:18 pm    Post subject: Reply with quote

8/12/10
BUG FIXES
* Fixed bug that allowed Nexus Champion stepping from inside building to step into water without Swim skill or Water Breathing status.
* Fixed but that allowed morality shift from 0 to 1 or -1 for characters in Unaligned factions while in their strongholds.
* Fixed bug that was not causing defender to properly receive damage amount in message from Martial Spellcraft attack.
* Soul Cannons are now charging properly on killshots (tested successfully).
* Poison, Agony Curse, Curse of Blood, and similar innate attacks no longer grant XP if the target is a factionmate.
* Touch of Dark Exile should now be working as expected.
* Abilities that allow the grant of status effects to an area (e.g., Way of Void, Healing Aura, Words of Inspiration) are functional again.
* A large number of other minor bug-fixes (number of active bug reports is under 100 for the first time in a LOOOONG while).

CHANGE:
* Enchant Item - Weapons can now hold up to 6 damage enchants (for a total of +5 damage bonus).

QUALITY OF LIFE:
* Reorganized main game screen slightly (a few underlying changes in the code) in preparation for some more visible modifications that will be implemented soon.

8/11/10
QUALITY OF LIFE
* Moved most of the links that ran down the side of the page to the top of the page instead (uncluttering the site look a bit). This has caused the removal of the "raid log" block; expect that to be back in another incarnation a bit later on.

BUG FIXES
* Fixed bug that was causing Tattoo of Adaptation (in fact, all immunities) to only soak damage down to 1 point.
* Fixed bug that was causing Tattoo of Adaptation to be incurred for 9 ticks instead of 10.
* Fixed bug that incorrectly displayed riposte damage.
* Did considerable work behind the scenes on pets, knocking out a number of bugs with them, the most visible of which was incorrectly displaying damage (there are still a few bugs extant, particularly with attacks on pets triggering retribution, it should be noted).

8/10/10
QUALITY OF LIFE
* Characters now have the option to select their gender preference (same location as description editing; on the character page). Changes do not affect the character until the next respawn. Additional respawn messages based on gender should no longer appear. Note that some gender confusion with pronouns (using the masculine pronoun for a "she") may remain in messages as I have not gone through the code with a fine tooth comb to remove/change them all yet.

BUG FIXES
* Fixed bug that was causing characters with Precision of the Assassin to always deal 1 damage.
* Fixed bug that was causing soak to not always be reported.
* Faction soak and defense now shows on character pages (of your own characters only).
* Integration of new combat engine code into Riposte (Advanced Parry) function should fix several riposte bugs, including spurious messages during ripostes (given to riposter only), riposte not firing against pets, and Blood Taste not working in conjunction with ripostes.
* Pets should now be able to acquire other pets as targets.
* Fixed bug that was causing extra damage for attacking from hiding not to be processed. Attacking from hiding should now deal the damage listed on the tin (except against a target aware of you, etc.).
* Potions are now masked when passing them to another character (this masking occurs for BOTH parties on the give message, and is intentional).
* Feet of the Wind and Ether/Void Stepping should no longer cost double AP on water.
* Another "nagy csomo" of assorted bugs.

CHANGES, PETS:
* Nerf: Attempted implementation of a "pet throttle" that affects large numbers of pets belonging to a single petmaster as follows:
-- Each time a status tick occurs on the master, the first 3 pets slated to attack will always attack.
-- Subsequent pets may or may not attempt an attack, based on the following formula: percent chance to attempt an attack is equal to 100 - 100*log(total number of attacks already made). Note that this is log(10), not log(e).
-- (Hard numbers: if 3 of your pets have already attacked, each pet that follows will have an 83% chance of attacking until one attacks. Each pet that follows that 4th attack will have a 70% chance of attacking until one attacks. Each pet that follows this 5th attack will have a 61% chance of attacking, and so on, to a maximum of 20 attacks, after which further pets have a 0% chance to attack).
* Granted Cirri, Sylph, Hurricane (Air Elementalist pets) a 20% flat miss chance on successful incoming attakcs (similar to Cloak of Air or Phasing).
* Phoenix (Fire Elementalist pet) now has a fiery aura that deals 8 points of fire damage.
* Earth Elementalist pets (Gnome, Golem, Juggernaut) have minor soak vs. all attacks (1, 3, 5 respectively).
* Water Elementalist pets (Naiad, Undine, Hydrodragon) now have immunity to Impact damage and take half damage from Cold attacks.

8/9/10
BUG FIXES
* Fixed bug whereby Shadow Wrap spell was not causing characters to hide.
* Fixed bug that was causing Nexus Champions with Tattoo of Adaptation to pick up the "adapted to..." status with respect to the damage type that killed them when being hit by certain attacks (mostly auras).
* Salt the Earth should now work correctly.
* Martial Spellcraft should now be working properly again (and should now also be effective against doors, wards, and fortifications).
* Characters should now gain XP for damage dealt by Martial Spellcraft and Aura spells when attacking in combat.
* Tattoo of Adaptation should now work properly when dealt damage by multiple sources in a single attack (e.g., Aura spells). Damage is applied in the following order: (1) aura spells, (2) martial spellcraft discharges, (3) the actual weapon used to attack.
* Pet attacks should be soaked/immuned against correctly.
* Pets should be toggling back and forth between primary and secondary attacks if they run into an immune target.
* A "nagy csomo" (don't ask) of other minor bugsquashing.

(Note that many of these combat-related bug fixes are a natural result of the continuing integration of the new combat engine into the game).

QUALITY OF LIFE
* Character pages now display a character's current defense, dodge, and soak values - including immunities - to that character's owner (only). Soak due to Fortifications for a character in his stronghold is listed separately.
* Implemented new game mechanic, Damage Reduction. Damage reduction is a "multiplicative" value that affects the amount of damage a character takes and is applied post-soak. Damage reduction will always reduce damage from an attack by at least one point, but can never reduce an attack below its damage floor. When displayed next to soak on a character sheet, the percentage of damage the character TAKES (not soaks) from the attack is shown (i.e., a soak of 4 (70%) means the character soaks 4 points, then takes 70%, rounded down, of whatever damage gets past the soak).
* Cleaned up default site theme a bit (expect more of this).

NEW SKILL
-- Implemented new Mortal skill, Lockpicking (10 CP skill)
* Character is able to pick locks without the aid of a Set of Lockpicks. Base chance of success is 25% without lockpicks, 40% with lockpicks. Note that doors can be picked with a Set of Lockpicks alone (i.e., without the skill) at a 15% rate of success.

CHANGES, OLD SKILLS
* Aura of the Crypt damage is now Level/4, rounded down.
* Clockwork Cloud damage is now Level/5, rounded down (yes, this is less than the 60-CP auras).
* Air Affinity no longer grants a flat +2 soak vs. Electric attacks. Instead, it grants 30% damage reduction against electric attacks.
* Earth Affinity no longer grants a flat +1 soak vs. Impact and Slashing attacks. Instead, it grants 15% damage reduction against impact and slashing attacks.
* Fire Affinity no longer grants a flat +2 soak vs. Fire attacks. Instead, it grants 30% damage reduction against fire attacks.
* Water Affinity no longer grants a flat +1 soak vs. Cold and Piercing attacks. Instead, it grants 15% damage reduction against cold and piercing attacks.
* Hiemal Armor is now treated as 50% damage reduction vs. Piercing and Slashing attacks.

NOTES ON DAMAGE REDUCTION AS IT AFFECTS COMBAT MECHANICS:

When calculating the effects of damage reduction, soak, etc., the following rules apply:
1. The "base" additive damage modifiers are calculated for the attacker using all skills, status effects, and similar bonuses.
2. After all additive modifiers are applied, all multiplicative damage modifiers based on the attacker's skills, status effects, etc. are applied. All multipliers in this step round DOWN.
3. The defender's additive soak is calculated and applied to the damage (Precision of the Assassin bypasses this step)
4. The defender's multiplicative damage reduction (e.g., Air Affinity vs. Electric damage) is applied calculate additional damage soaked.
5. The damage "floor" is checked. Damage inflicted is raised to the damage floor or the initial base attack value (from Step 1), whichever is LOWER.
6. Immunity to the damage type is checked for and applied, if applicable, to bring the damage down to 0.

NOTES ON AURAS IN COMBAT:
A character's "most powerful" Aura (the one that does the most raw damage, without regard for target soak) is the one that will be applied when a character is on the defensive.


OTHER:
Characters who have "reloaded" a spellwand prior to this latest bugfix may see some of their Damage Bonuses due to skills accrued twice. Reloading the spellwand should solve this bug; as it only affects a tiny handful of characters, and only until they reload their wand (and I can't be bothered to hunt them down manually), please do not report it.

8/7/10
QUALITY OF LIFE
* Quitting a faction while in that faction's stronghold results in the character being automatically moved "outside."
* Attack actions taken against factionmates while in one's own stronghold cause a morality shift (though no XP is granted). This is the exception to the general "no morality shift that goes away from the faction's alignment while in one's own stronghold" rule.


8/6/10
BUG FIXES
* Fixed "Phantom Pet" bug that was causing tentacles summoned by a character to summon the pet graphic as though they were "on the current tile" regardless of actual location. Note that a character's own pets in another location will still show on the map as "white" and not "yellow."
* Fixed bug that was large numbers of pets in a location not to display graphically.
* Fixed bug that was causing pets on the "outside/overland" map not to display.
* Weapon Breaker was not charging extra MP to boost breakage chance if attack missed. Now it charges regardless of the attack result.
* Fixed bug that prevented Revenants with Shadow of the Wolf and not Shadow of the Bat from being able to purchase Call Animals.
* Ultimate Suffering now appears properly in the Redeemed skill tree.
* Words of Inspiration should now show cost properly on map page and should work when used.

QUALITY OF LIFE:
* Morality shift in a character's own stronghold occurs (only) if the shift in morality is "in tune" with the faction's alignment, to wit, positive morality shift in Evil strongholds is not possible, negative morality shift in Good strongholds is not possible, and only morality shifts that take the character towards 0 morality are possible in an Unaligned stronghold. This is meant to reinforce the fact that a faction stronghold is a physical manifestation of the ideals of Good, Neutrality, or Evil and while ensconced within their protection, members of factions cannot try to pull themselves away from the innate "tug" of the stronghold's moral embodiment. The ramifications of this (the most common being, "healers in an Evil or Unaligned stronghold cannot easily get a Good morality") are *intentional* design choices.

NEW SKILLS:
-- Implemented new Redeemed skill, Remembrance of Demonhood (30 CP skill)
* If Redeemed was originally a Defiler, s/he gains a +3 damage bonus and a +5% hit chance when attacking evil-aligned Defilers and their demonic exits and a +1 damage bonus against evil-aligned Pariahs and their demonic exits.
* If Redeemed was originally a Pariah, s/he gains a +3 damage bonus and a +5% hit chance when attacking evil-aligned Pariahs and their demonic exits and a +1 damage bonus against evil-aligned Defilers and their demonic exits.

Implemented new Redeemed skill, Crossbow of Cold Resolve (60 CP child of Mask of Vengeance)
* The Redeemed gains an innate weapon, the Crossbow of Cold Resolve. It attacks with the Bow tree, has a base weight of 6, an innate +5% accuracy bonus deals 12 points of cold damage, holds 10 shots, and is reloaded with arrows (as any other bow). The Redeemed takes 3 points of unsoakable damage each time it is fired. The bow cannot be traded, dropped, nor given away, and does not degrade.

CHANGES, OLD SKILLS:
* Mask of Vengeance (Redeemed): +2 bonus now applies to Bow attacks as well as Hand-to-Hand and Thrown.
* Weapon Breaker (Myrmidon): Base chance to break weapons remains at 20% while Weapon Breaker is active; however, each additional MP spent adds 10% to the chance of breaking a weapon (was 5%).

8/5/10
QUALITY OF LIFE:
* Tiles now display icons to show (approximate) number of characters and pets in a location instead of just showing numbers.

BUG FIXES:
* Characters with Tattoo of Strength should see the correct attack percentage with Sledgehammers.
* Angel Tears now cure the Blood Curse.
* Wheels of Righteousness can now be summoned.
* Wreathed in Flame status (Fire Mastery) now grants 30 status ticks instead of 29.
* Fixed bug that was causing Taint Spell not to apply excess damage to targets based on morality.

NEW SPELLS:
-- Implemented new spell: Conjure Sinews (10 CP to learn, 10 CP to cast)
* Character gains 10 status ticks of the "Strength" status effect. Multiple castings of this spell stack. This effect is identical to, and stacks with, the effects produced by a Potion of Strength.

-- Implemented new spell: Shadow Wrap (20 CP to learn, 5 MP to cast)
* Causes the character to become "hidden" as per a successful hide attempt.

NEW SKILLS:

-- Implemented new Redeemed skill, Candle of the Soul (30 CP skill)
* The Redeemed gains a new innate hand-to-hand attack, Candle of the Soul. Each use of this attack deals 5 points of unsoakable damage to the Redeemed. This attack deals no damage, but instead inflicts the "Illuminated" status effect for 5 status ticks on its target if the target is of Evil alignment. Characters with the "Illuminated" status effect suffer a defense penalty of -10% and all attempts at hiding or becoming invisible automatically fail.

-- Implemented new Redeemed skill, Lamp of Clinging Purity (60 CP child of Candle of the Soul)
* At the cost of 30 Hit Points, 5 Morality points, and 5 action points, the Redeemed causes the inner light of his purity to shine forth, banishing darkness and clinging to evil. All characters in the tile are unhidden and invisible status is revoked. In addition, characters of morality -5 or below gain the "Illuminated" status effect for a number of status ticks equal to their morality score divided by -5, rounded down (i.e., a character with a morality score of -48 gains the effect for 9 status ticks).

-- Implemented new Redeemed skill, Words of Inspiration (30 CP skill)
* Costs 7 AP, 7 MP, 21 HP to activate. When activated, all good-aligned currently in his tile (but not the character himself) receive the "Inspired" status effect for 20 status ticks. Multiple uses of this ability reset the duration (does not stack). While under the "Inspired" status effect, characters receive a +10% bonus to close combat, thrown, and bow attacks and +5% to their firearm and spell attacks. Does not affect pets. If the HP loss from the use of this skill kills the Redeemed, the duration is increased to 35 status ticks.

-- Implemented new Redeemed skill, Ultimate Suffering (90 CP child of Mask of the Martyr)
* If the Redeemed is struck by a demon while under the effects of Mask of the Martyr and the attack deals 15 or more points of damage (prior to soak being applied), the Redeemed collects his tears and receives a Vial of Angel Tears in his inventory.

-- Implemented new Lich skill, Summon Will-O-Wisp (30 CP skill)
* Allows the Lich to summon a Will-O-Wisp (q.v.). Does not require corpses in the tile.

-- Implemented new Lich skill, Summon Wight (60 CP child of Summon Will-O-Wisp)
* Allows the Lich to summon a Wight (q.v.). Requires corpses in the tile.

CHANGES, PETS:
-- All lich pets are now immune to death damage.

NEW PETS:

-- Implemented new Lich Pet, Will-O-Wisp
* Base cost 25 MP (8 MP Elevator)
* 40 AP, 20 MP, 40 HP
* Deals 7 death damage (no secondary)
* Heals its master for 1/2 the amount of damage dealt by its attacks (rounded down, cannot go over max hp).
* Heals itself for 1/2 the amount of damage dealt by its attacks (rounded down, cannot go over max hp).
* 50% attack chance, 10% defense

-- Implemented new Lich Pet, Wight
* Base cost 30 MP (9 MP Elevator)
* 70 AP, 35 MP, 50 HP
* Deals 12 death damage (no secondary)
* Heals its master for 1/2 the amount of damage dealt by its attacks (rounded down, cannot go over max hp).
* Heals itself for 1/2 the amount of damage dealt by its attacks (rounded down, cannot go over max hp).
* 60% attack chance, 20% defense

NEW USES, OLD ITEMS:
-- Consumption of a Soul Ice while under the effects of Illumination will dispel the Illumination status, but the normal 5 MP gain will not be granted.
-- An Infernal Behemoth with the Bloodlust skill who uses a piece of Blood Ice will trigger his Bloodlust in addition to the healing normally associated with the use of Blood Ice. Such a character can use Blood Ice even if he is not injured.

UNDER THE HOOD:
This began yesterday though was not explicitly noted as it affected only the display dropdowns on the mainscreen but not the underlying "attack" code itself; I am going to make people aware now since I am starting to do work in earnest now. The combat engine (the single oldest piece of code in the engine and thus the most embarrassingly bloated and unwieldly) is undergoing a considerable makeover (and one that is, frankly, SORELY needed) in hopes of streamlining a LOT of things. Please be aware that as I phase in these changes, there may be some unexpected bugs with the combat engine, but bear with me on it; I will patch them as quickly as I can after they are noted. Please keep your eyes peeled for oddities in combat.

8/4/10
BUG FIXES:
* Fixed bug that was causing Chitinous Armor not to provide soak to attacks.
* Curse of Blood now costs 5 MP to use (was 0).
* Agony Curse now appears in the appropriate innate attack menu.
* Agony Curse now costs 5 MP to use (was 0).
* Sorcerers Might status effect no longer precludes the use of Energize or Absolve Suffering.
* Soul Cannons should be "charging" correctly on kill shots.

NEW SKILLS:
-- Implemented new Dark Oppressor skill, Crown of Pain (30 CP skill)
* Innate weapon, holds 10 shots, uses the firearms tree to attack.
* Cost is 1 AP, 10 MP to recharge the Crown; in addition, the character must use a Blood Ice or Soul Ice to "charge" the crown (consumed during the recharge).
* If the Crown is recharged with Soul Ice, it deals a base of 10 points of unholy damage.
* If the Crown is recharged with Blood Ice, it deals a base of 11 points of death damage.
* The Crown comes into being with 10 shots of 10 unholy damage when purchased.

-- Implemented new Wizard skill, Cosmic Oneness (90 CP child of Cosmic Mastery)
* Character's maximum Magic Points increase by 15.
* Character gains 2 MP instead of one at each AP tick.

-- Implemented new Wizard skill, Arcane Affinity (60 CP child of Cosmic Affinity)
* Spellcasting, Skill Use, and Enchantment actions (but not stronghold planting/revoking) are done at a 25% discount in MP cost. Cost of "Charged Attacks" added to spells are not affected if the cost of the addition is less than 4 MP (e.g., Arcane seeker and Eldritch Blast are not discounted, even if used together, since each costs less than 4 MP).

-- Implemented new Lightspeaker skill, Summon Wheel of Righteousness (60 CP child of Summon Judgemaster)
* Allows character to summon Wheel of Righteousness (q.v.).

CHANGES:
* Dark Heart no longer causes one point to be sacrificed to the Dark Powers after being drawn from the target (1 MP cost to use the ability in the first place remains). MP cost to use is applied before MP gained from target is applied.
* Prayer (Shepherd): Bonuses derived from Offensive Power, Offensive Guidance, Offensive Might, Crusader Blessing answers affect spells (including spellgems), not just weapons.
* Enervated status effect does not reduce target's spell/spellgem damage, only physical attacks are reduced in damage. Accuracy is still affected for spell attacks.
* Bolster Attack status effect will add to spell/spellgem damage as well as conventional weapon damage (change affects Divine Heralds and Corruptors who happen to steal the status effect).

8/3/10
BUG FIXES:
* Plague of Doubt should now show in the charged attack dropdown.
* Attacking a target with a taser no longer gives the spurious message to the attacker that the attack has made them twitchy (should still give it to the defender).

QUALITY OF LIFE:
* Added descriptions of text contained in books when books are read.
* Significantly reorganized character pages.
* Custom avatars can now be uploaded for characters from the character page (size is limited to 40 KB at present for testing purposes) - see http://www.wigbl.com/modules.php?name=Game&op=character&id=1 for an example. Uploading a custom avatar requires 200 game credits. If your upload attempt fails (file is too big, for example), you should not be charged the credits (note: generic avatars - pardon the pun - will be rolled out soon).

8/2/10 (Note: My goal for the month of August is to squash at least one bug per day... so far, I'm ahead of schedule)
BUG FIXES:
* Retrieval of allied flags should now be possible.
* Morality shift no longer occurs within one's own stronghold.
* Fixed bugs in "ban" and "ban user" function that kept it from working - should now work properly.
* Plane name should be displayed for all planes when a faction captures the flag of another faction.
* Tap Ley Line message should now display properly.

* Martial Spellcraft should work to trigger Martial-Spellcraft weapons until the attacker reaches 0 MP (was stopping at 1).
* Utility spellgems (i.e., non-offensive spells) no longer disintegrate at 0 charges if the user has Pattern Weaver.
* Moving tile-to-tile in Cloak of Earth should now cost 2 AP instead of 1.
* Fixed bug whereby Mystic Mail was not adding soak properly against attacks.
* Removed spurious link in Eye of Death pane when a character is killed by reasons other than another character (killer id 0).
* Fixed Anoint - should now work for Advocates.
* Tattoo of Strength now displays correctly on Sledgehammer attack chances (was working "under the hood" but did not display the attack chance increase).
* Fixed message sent to defender when subjected to a custom spell attack and the attack missed (was giving attacking flavor text).
* Characters in Bat Form should no longer be able to attack fortifications.

CHANGES TO EXISTING SPELLS:
* Aura spells (Death Mantle, Flame Charge, Frost Charge, Static Charge, Stonefury) can now be stacked in duration, though casting one of them still nullifies any other instances of aura spells the character may be under.

NEW SKILL:
-- Implemented new Wizard skill, Spell Parry (30 CP skill)
* Character gains the option to activate "Spell Parry" status effect (costs 1 AP, 5 MP, lasts 25 status ticks). Multiple uses stack.
* While under the influence of "Spell Parry", the character spends 1 MP each time s/he is the target of a spell attack (includes spellwands). If the character has 0 MP, this status effect has no effect.
* If the character has learned the exact spell being used to attack him/her, the incoming spell is automatically countered (i.e., the character takes 0 damage). If the incoming spell is a variant of a spell the character knows, there is a 50% chance that the spell will be countered. If the character does not know any variants of the incoming spell, it affects the character as normal (and the 1 MP is still spent).
* If the attacker has used the Eldritch Blast feature of the Deep Spellcraft skill when casting a spell, the defender's spell parry attempt always fails, even if he knows the exact spell, unless he also has the Deep Spellcraft skill. Incoming spells affected by Taint Spell or Sanctify Spell are parried 50% of the time if the character knows the exact spell, but only 25% of the time if the character only knows a "similar" (i.e., same base) spell.
* Aura spells cannot be parried.

QUALITY OF LIFE:
* Tier 3 characters' identities are "masked" to characters of Tier 2 or Tier 1 in the tile description pane; they will show up as "a/n <Tier 3 Class name>" (though will still be listed by name in the targetting dropdown). Tier 2 characters' identities are "masked" to characters of Tier 1. This "masking" does not apply to members of one's own faction (exception: characters under the effects of Blood Frenzy, since they perceive everyone as "hostile" - yes, it is possible *cough*alchemy*cough* for a non-Tier 3 character to receive the Blood Frenzy status effect).
* When inside a stronghold with fortifications, characters without the Structural Engineering skill will be given descriptive text to indicate the general level of fortification (light, moderate, heavy, extreme).
* Alignment restrictions for faction leaders have been relaxed slightly; to wit: any faction leader may edit a Neutral faction or plant/revoke a stronghold, regardless of current morality score, any faction leader whose morality is in the "Neutral" zone for Good or Evil factions may also edit the faction or plant/revoke a stronghold. However, when planting or revoking a stronghold, a character whose morality is "out of step" with his factions takes unsoakable damage thusly: Unaligned faction leaders who are not Neutral alignment take damage equal to twice the distance of their current morality score from 0; Evil faction leaders take damage equal to twice the distance of their current morality score from -50, and Good faction leaders take damage equal to twice the distance of their current morality score from 50. A leader that takes damage in this fashion also receives the Sorcerers Might status effect (if he survives) for 40 status ticks (will stack with existing SM instances).

8/1/10
BUG FIXES:

- Faction footlockers should no longer be "Crossing" inventory size with faction safes.
- Heavenly Host and Legions of the Abyss were receiving karma bonus equal to 100% of all Good/Evil infusions; this has been reduced to the proper 10% amount.

QUALITY OF LIFE:
- Characters are considered "inactive" if they have not been logged into for at least one week. This only affects their faction/faction membership as below.
- Inactive members of a faction no longer display on the faction roster and no longer count towards the faction's karma requirement (they are still members of the faction if they later return to activity) or the calculation of the faction's level.
- A faction with no active members immediately loses its stronghold (but may replant immediately if a leader or lieutenant returns to activity).
- A faction with no active members is not listed on the faction list page, though their flags continue to exist. Exceptions: The Heavenly Host and the Legions of the Abyss will continue to display even if they have 0 members.
- The check for "inactive" status occurs every AP tick. Because of implementing this, a couple extra AP ticks were run off at the time of this update.
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BobGeneric
Code Monkey
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Joined: Nov 07, 2009
Posts: 1467

PostPosted: Wed Dec 22, 2010 12:44 am    Post subject: Reply with quote

10/19/10
BUG FIXES:
* Fixed bug that was causing quivers not to be created when unloading a weapon to get arrows (thanks, Entomo, for the spot-fix).
* Fixed bug that was causing the archery dropdown not to appear when a character had a toolkit and wood, but not a broken item in need of repair.
* Fixed bug that caused Dark Heart to deal one point of damage per hit.
* Weapons that degrade from "destroyed" in combat should now disappear correctly.
* Removed debug message from appearing during item crafting.
* Animus of the Wolf should now be correctly applying status effect when used.
* Pet names with apostrophes should no longer "break" message pane.
* Faction messages with apostrophes should no longer truncate, (and cause all text below them to become green).
* Attempting to set too many factions hostile now yields an error message.
* Fixed bug that was causing Wytchfire to appear in charged dropdown only when character was hidden.
* Fixed bug that was causing character name to disappear when using Area Status Effects (e.g., way of Void).
* Fixed bug with Verdant Sling load button showing up where it was not supposed to - and not showing up where it was supposed to. Also tested loading of various items and now seems to be working as intended.

10/6/10
NEW SKILLS:
-- Implemented new Fallen Skill, Salt the Earth (60 CP child of Hellfire)
As the Defiler skill of the same name.

QUALITY OF LIFE:
-- Added icons to most buildings in Stygia. At this point, only the Euphoria Asylum, Dark Harem, and Dark Sanitarium remain as "tile-less."
-- Filled out class descriptions on class selection pages.

BUG FIXES:
-- Message giving variable name should now be giving variable value for MP needed when recharging spellgems.
-- Fixed bug whereby donning armor (or purchasing innate armor skills) was not granting appropriate soak.
-- Fixed stray debug message when donning and removing items.
-- Weapon Breaker should now be using correct percentages break a weapon (if one exists).
-- Manabiter now works properly (granting status effects based on original potion).
-- Poison enchantment on armor should now be working.
-- Non-combat spellgems carried in inventory show up as available to be triggered.
-- Spellwands should receive faction damage bonuses.
-- Fixed bug that was causing quantities of items stored in safes/footlockers to show up on the row following the item, rather on the row with the item itself.

9/7/10 - Alpha v.2
INTERFACE
* Right-hand sidebar column now displays only one of Map, Inventory, Pets, Parry Settings, Alchemy Recipes (the last three only enabled if the proper skills exist).
* Clicking on a character name will select that character as a target in the first available (usually combat) dropdown. Clicking on the numerical level displayed after the character's name now links to his character sheet. (Before, clicking on the name sent you do the character sheet).
* Overland map area now shows graphical stronghold icons in the upper-left corner of tiles with strongholds currently invoked on them.
* Characters with psychometry now show infusion alignment icons on tiles in color (purple for "own faction", black for enemy, red for hostile, etc.) This replaces previous "text" output on tile showing the infusing status. As part of doing this, have fixed bugs for infusion and stronghold display that was reversing Ally and Friendly status. This shows up in the lower-left of the tile.
* If a tile's lights can be "powered" a light-bulb icon (white for power on, grey for power out) will appear on lower-right the tile.
* Attack Fortifications has been moved from the "Stronghold Actions" pane to the combat pane (at the bottom of combat pane).
* "Give" and "Anoint" actions have been rolled into the "Basic Actions" pane.
* Most action panes (messages not included) can be set to "open" or "closed" - the state of each pane will be persistent to each character, helping to de-clutter the screen.

QUALITY OF LIFE
* Completely re-built inventory handling. Inventories should alphabetize and stack far more nicely now than before. Moved "drop" button so as to be a good distance away from "use" button and colored it an ugly red for warning purposes. Rebuild should also eliminate the "phantom items" bug whereby items showed in safes, footlockers, on the ground, etc. but disappeared when "picked up."
* As part of re-building inventory handling, revamped factional safe and footlocker dropdown display to show exact count of items stored in safe/footlocker.
* Screen rebuild has drastically decreased database queries (down to about 1/3 of previous).
* Slight re-coding on some of the headers for various themes to show the menu buttons (though note that at present, only the NukeNews theme is "fully supported").

FACTION RENOWN:
* Earning achievement badges now causes the character's faction to earn a small amount of renown (1 to 6 points, depending on how 'deep into the tree' the character is on the achievement badge earning).

BUGS SQUASHED:
* All Aura Spells were dealing fire damage.
* A bunch of stuff having to do mostly with item grants being screwy.
* Fixed bug applying in an edge case with Weapon Breaker hitting certain weapons.
* Lance of Nullity, Wresting now working properly.
* Fixed bug that was causing "local events" (speech, deaths, etc.) not to be broadcast to the area.
* Fixed bug with fangs plus auras causing weirdness in hp regaining.
* Fixed bug with Berzerk Frenzy not costing 2 MP per action taken.
* Mask of Vengeance should now be working properly (was applying +2 bonus to attack chance, not damage).
* Fixed infuse showing two dropdowns for those with Infuse and Greater Infuse.
* Smite of Ages no longer disappears between 15 and 12 MP.
* Flaming Weapons should now be applying to attacks on doors and fortifications (should stack with Axe).
* Fixed weirdness with Agony Curse not applying extra damage as it should.

CHANGES:
* Flying characters can no longer interact with doors or pass through portals (exception - may attack doors/wards with ranged attacks) - they must land first.
* Flying characters can no longer attack non-flying characters with close-combat attacks (and vice versa).
* The Divine Herald's "Feet of the Wind" skill (60 CP) allows the character to attack flying characters while not flying and vice versa (though this is not reciprocal for the target). The character still cannot pass through portals/doors while flying.
* Pets cannot attack flying characters (exception: Air Elementalist pets can).
* The pet throttle implemented 8/10/10 has been removed (it was NOT placed in for the reasons a lot of people thought it was, I might add).
* In addition, a "once-per-minute" pet tick is being tried on an experimental basis (if it overloads the server, it's getting the boot immediately). EDIT: Not working yet.
* Demon Tracker (Seraph skill) now also strips invisible status from all demons in the character's tile (NOT field of view) when used (as does a reveal spell).
* Blood Frenzy (Revenant skill) grants +2 damage bonus for each instance (was +1).

NEW SKILLS:
-- Implemented new Archon skill, Blade of Light (30 CP skill)
* Character gains an innate attack (uses the sword tree), the Blade of Light. This attack deals a base of 7 points of holy damage and requires 1 MP each time it is used. Characters of evil morality take an additional 2 points of damage (if the character has Hand of Zealotry, this bonus damage extends to neutral-morality characters and if the character has Holier Than Thou, this bonus extends to all characters of lesser morality).

-- Implemented new Corruptor Skill, Caustic Horns (30 CP skill)
* Character gains a new innate attack, Caustic Horns. These use the Hand-to-Hand tree and deal 7 points of piercing damage. In addition, there is a 25% chance per strike that they inflict the minor poison status on their target.

-- Implemented new Corruptor skill, Draining Field (60 CP child of Manabiter)
* The corruptor is so in tune with stealing of magicks that he has an almost palpable aura - any time an enchanted weapon is used to attack the Corruptor, there is a 40% chance of the Corruptor spontaneously consuming an enchantment from the weapon (as per Manabite) to gain MP and/or additional effects.

-- Implemented new Corruptor Skill, Cut the Silver Cord (30 CP skill)
* Character gains a new attack against pets only, Cut the Silver Cord. This attack requires 1 AP and 5 MP to use. On a successful hit, the targeted pet is immediately dismissed (ceases to exist). Character gains XP as though he had killed the pet.

-- Implemented new Corruptor skill, Touch of Corrupted Loyalty (60 CP child of Cut the Silver Cord)
* Character gains a new attack against pets only, Touch of Corrupted Loyalty. This attack requires 1 AP and 10 MP to use. On a successful hit, the targeted pet comes under the control of the Corruptor as though he had summoned it. If a Corruptor already controls a pet when using this skill, there is a 20% chance per pet already controlled that this skill functions as Cut the Silver Cord instead (except there is no XP gain in this instance).

-- Implemented new Holy Champion skill, Cloak of Magma (60 CP child of Cloak of Earth and Cloak of Flame, requires both skills in order to purchase)
* Costs 1 AP, 6 MP to activate. Duration is 45 status ticks. Character gains the "Cloak of Magma" status effect. While under this status effect, the character gains the following abilities:
> The character loses access to his inventory.
> The character's soak against all attacks is increased by 3 points.
> Fire Immunity - the Character is immune to fire
> Intense Heat - Close-combat weapons used to attack a character under the effects of Cloak of Magma have an increased chance (+4%) of degrading. When the character attacks with hand-to-hand attacks, he has an increased chance of causing degradation of his foe's armor (+4%).
> Magma Spurt - The character spurts magma when wounded by a slashing or piercing weapon. The magma deals 6 points of fire damage.
> Magma Burst - The character gains the ability to expel magma at his foes. This innate attack uses the Throwing tree, costs 1 MP to use, and deals a base of 4 points of impact damage (subject to normal damage increases for skills, status effects, faction bonuses and so forth) and 6 points of fire damage (which is a constant and does not increase).

-- Implemented new Holy Champion skill, Cloak of Hoarfrost (60 CP child of Cloak of Air and Cloak of Water, requires both skills in order to purchase)
* Costs 1 AP, 6 MP to activate. Duration is 45 status ticks. Character gains the "Cloak of Hoarfrost" status effect. While under this status effect, the character gains the following abilities:
> Frost Aura (deals cold damage eqal to the character's level divided by 5, rounded up).
> Cold Immunity - The character becomes immune to cold damage.
> Piercing, Slashing Resistance - The character gains 33% damage reduction against piercing and slashing attacks (i.e., damage is reduced by 1/3, not reduced to 1/3).
> Icy Blade - The character gains an innate fencing attack, the Icy Blade. This deals 9 cold damage and does not require MP to use.
> Blizzard - The character gains an Area of Effect attack, the Blizzard. This attack requires 1 AP and 10 MP to use and deals cold damage to all characters in the area. Per-target damage is equal the character's level divided by two (rounded up). Maximum total damage is the character's level times 10. Base chance to hit is 70% (ranged attack whose chance cannot be improved, defense applies).

-- Implemented new Holy Champion skill, Cloak of Holy Radiance (60 CP child skill of Cloak of Flame)
* Costs 1 AP, 6 MP to activate. Duration is 75 status ticks. Character gains the "Cloak of Holy Radiance" status effect.
* While under this status effect, character gains the following abilities:
> Holy Aura (deals holy damage equal to the character's level divided by 5, rounded up).
> Holy Strike - Character gains the ability to make a holy strike attack. This attack uses the the throwing tree and deals a base of 7 points of Holy damage.
> Flaming Weapons - all close-combat attacks are changed to fire damage (as Cloak of Flame).
> Fire and Holy Immunity - The character becomes immune to both fire and holy damage.
> Holy Burst - The character gains an area-of-effect attack. This attack uses the throwing tree to determine hit chance. The attack deals holy damage to all evil characters in the area. Per-target damage is equal to character's level divided by two, maximum damage is character's level times 10. Cost is 1 AP and 10 MP per use.

-- Implemented new Holy Champion skill, Cloak of Quicksand (60 CP child of Cloak of Earth and Cloak of Water, requires both skills in order to purchase)
* Costs 1 AP, 8 MP to activate. Duration is 45 status ticks. Character gains the "Cloak of Quicksand" status effect. While under this status effect, the character gains the following abilities:
> Damage Resistance - The character gains a 40% reduction against all attack types.
> Sandblaster - The character gains an innate attack that uses the Bow tree. This attack deals 7 points of slashing damage, has an innate +10% hit chance, and has an added (+4%) chance of causing armor to degrade.
> Minor Regeneration - The character regenerates 1 hit point per status tick while under the influence of Cloak of Quicksand.
> No item use - character loses the ability to use items in inventory while under the influence of Cloak of Quicksand.

-- Implemented new Holy Champion skill, Cloak of Lightning (60 CP child of Cloak of Flame and Cloak of Air, requires boths skills in order to purchase)
* Costs 1 AP, 7 MP to activate. Duration is 45 status ticks. Character gains the "Cloak of Lightning" status effect. While under this status effect, the character gains the following abilities:
> Character can "seep" through doors and "float" over water and similar tiles as per Cloak of Air
> Character becomes immune to electrical damage.
> Character gains an innate attack, the static blade. This uses the sword tree and deals a base of 9 points of electrical damage.
> Character gains the "static burst" AoE capability. This attack has a base 60% chance to hit and deals (Level*3/2) per-target damage and Level*5 total damage. The cost is 10 MP and 1 AP.
> Attacks have a 20% automatic miss chance (as per Cloak of Air).
> Character loses access to his inventory.
> Character spends 1 MP per action (including attacks). If the character runs out of MP, the cloak dissipates.

-- Implemented new Revenant skill, Animus of the Bat (60 CP child of Shadow of the Bat)
* The character gains the ability to shapechange into a hybrid man-bat form. The cost is 10 MP to activate and the duration is 75 status ticks (may be turned of prematurely). Character gains the following abilities:
> +15% defense bonus
> +1 damage to close-combat weapons
> Character has the equivalent of Enhanced Senses, if not already purchased.
> Character can see (and attack) invisible characters on his own tile.
> Character may activate flight ability at will at a cost of 1 AP (c.f. Flying Potions).

-- Implemented new Revenant skill, Natural Predator (30 CP skill)
* The character gains a +10% attack bonus and +1 damage bonus with hand-to-hand attacks.


NOTES:
* With this build, the Archon and Revenant join the Seraph, Infernal Behemoth, Eternal Soldier, and Nexus Champion as classed with their skill sets "fully implemented."
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BobGeneric
Code Monkey
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Joined: Nov 07, 2009
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PostPosted: Wed Jan 05, 2011 7:24 pm    Post subject: Reply with quote

12/31/10 - A NEW BREATH
I will note right up front that NOT all changes are covered in this changelog (and it's not even close); this is mostly deliberate so that players will be able to experience the "newness" of some of the changes. This changelog entry covers ONLY those changes to mechanics that Bob deems are of such significance as to weigh on the purchase of initial skills or will be such a departure from the previous game experience as to be noted here so as allay the reports of these features as "bugs."

CHARACTERS
* All characters have been "released" - however, this coincides with the introduction of a "reclaim" feature that allows you to reclaim a released character. All character skills have been wiped; characters that begin in the "reclaim" area have been set to have 10 CP (for purchase of a new starting skill; you must purchase this skill yourself for "old" characters).

CHANGES TO EXISTING SKILLS:
* Fencing has been renamed "Expert Melee Combat" and now adds +10% to hit to all melee weapons, not just swords. (Expert Blade Combat remains applicable only to "swords.")
* Word of Banishment (Archon) and Dark Exile (Dark Oppressor) skills have been removed.
* Flames of Punishment (Infernal Behemoth) skill has been rolled into Burning Aura skill.
* Whip of Torment and Caustic Punishment(Infernal Behemoth) are now child skills of Infernal Combat.
* Precision of the Assassin (Void Walker) now applies only to "ranged combat" attacks.
* Precision of the Assassin (Void Walker) has moved to become a child skill of Assassin's Edge.
* Strike of the Assassin (Void Walker) now applies only to "close combat" attacks.

PETS
* Elevator cost is now based on all pets the pet master has in play, not on "pets of the same type."

NEW PHYSICS
* Some areas of the game are extremely chaotic (not "evil," just chaotic).
* Some areas of the game are "low-visibility" areas; in these areas you will only be able to see one tile in every direction instead of the usual two.
* There are special "Underwater" areas that normally require 2 AP to move tile-to-tile; flight does NOT reduce this cost. The Swim skill or Water Breathing reduces this cost to 1 AP per tile, and Water Mastery reduces it to 0.
* There are also some special outdoor tiles where movement is greatly impeded (e.g., "Mountain" tiles); tile-to-tile movement costs are 2 AP instead of the usual 1, and flight reduces this to 1 instead of 1/2.
* Some new items can only be crafted in their "home" areas (NW vets may want to remember Walker Colts, only craftable in Niflheim).
* Some items' characteristics - including whether or not they "appear in inventory" or function properly - may vary from plane to plane.
* Not all portals are two-way (I know this was the case in NexusWar as well, but it's a good reminder).
* Some areas of the game are... more difficult to escape from than most.
* The Great Ziggurat no longer exists.
* Implemented new feature, "Localized" Status Effects. These are essentially "Shared" status effects that affect every character in a given tile; every action taken in the tile decreases the local status effect's duration by one.
- Implemented new local status effect: High Winds. Firearms have a -5% hit chance and bow or thrown weapons suffer a -10% hit chance.
- Implemented new local status effect: Snowstorm. Firearms and bows have a -10% hit chance and all other attacks have a -5% hit chance.
- Implemented new local status effect: Burning Incense. Close-combat attacks have a +5% hit chance but a -1 to damage.
* Planar Protection changes are complex enough to warrant their own entry (see INFUSIONS AND PLANAR DAMAGE below).

BADGES, KNOWLEDGE EASTER EGGS, ETC.
* Exploration Badges earned in previous breaths are kept (the CP is not).
* "Lifetime" Achievement Badges earned in previous breaths are kept (the CP is not).
* Crafting Easter Eggs (e.g., Virtuecaster, Soul Cannon recipes) are lost and must be rediscovered in the new breath.

INVENTORIES
* Characters retain those articles of clothing (not armor) that were "worn" on their person at the time of the new breath; any enchantments on those items have been removed.
* Faction footlockers and safes have been emptied.

WEAPONS AND SPELLS
* Some weapons have been rebalanced.
- Chainsaw weight has been lowered by 1, and damage has been increased by 1.
- Torch damage has increased by 2.
- Taser now holds 6 shots, and does 1 additional damage.
- Cutlass weight and damage has been increased by 1 each.
- Flamethrower weight has been reduced by 2.
- Short Bow damage has increased by 1.
- Compound Bow damage has increased by 1.
- Virtuecaster weight has increased by 1, and does 2 additional damage.
* Guns now deal "piercing" damage instead of "impact" damage.
* Implemented new "sonic" damage type.
* Spell MP costs have been re-jiggered (mostly lowered; full information will be released in the next day or two).
* Area-of-effect "blowback" damage has been removed from the game.

ALCHEMY
* Recipes now require six ingredients to create instead of seven.
* If a character is dissatisfied with an alchemical formula he has discovered for a given item, and is in a location where he can brew a potion, he may dismiss a completely-discovered alchemical formula from his mind. Doing so will cause a new formula for that item to be created for the character; however, he must discover all of the ingredients via experimentation again.
* More possible alchemical ingredients have been added.

RENOWN
* Kills now only result in renown gain if made on ground infused to (a) the attacker or (b) the victim.

FACTION POLITICS
* Removed the restriction on maximum number of hostile factions.

INFUSIONS AND PLANAR DAMAGE
* Planar Damage outside of Elysium and Gehenna is now determined by infusion in the tile to be moved to, thusly:
- Mortals of levels 1 through 9 do not take damage from infused tiles - this overrides other considerations. Mortals of levels 10 through 19 are treated as Myrmidons; Mortals of levels 20 or above are treated as Eternal Soldiers for the purposes of planar damage based on infusions.
- A character never takes damage from passing through tiles infused to his own faction. This overrides other considerations.
- A character with planar protection (either via skill or status effect) does not take damage from tile infusions.
- Otherwise, when moving into an infused tile, the character will take the highest amount of applicable damage from the list of possibilities below (the faction that has infused the tile is considered the "infusing faction"):
> If the infusing faction has set the character's faction hostile, the character will take (infusion level divided by 100) points of damage, rounded down.
> If the infusing faction is Good/Evil, and the character is a Tier 3 demon/angel (including a Fallen/Redeemed), the character will take 3 points of damage.
> If the infusing faction is Good/Evil, and the character is a Tier 2 demon/angel, the character will take 2 points of damage.
> If the infusing faction is Good/Evil, and the character is a Tier 3 transcended character, the character will take 2 points of damage.
> If the infusing faction is Good/Evil, and the character is a Tier 2 transcended character, the character will take 1 point of damage.
> If the infusing faction is Good/Evil, and the character has a morality of less than 20/more than -20, the character will take 2 points of damage.
> If the infusing faction is Good/Evil, and the character has a morality of less than -19/more than 19, the character will take 3 points of damage.
> If the infusing faction is Neutral and the character is a Tier 3 demon/angel, the character will take 3 points of damage.
> If the infusing faction is Neutral and the character is a Tier 2 demon/angel, the character will take 2 points of damage.
> If the infusing faction is Neutral and the character has a morality of greater than 20 or less than -20, the character will take 3 points of damage.

12/21/10
QUALITY OF LIFE:
* Santa Bob has come to town. For a limited time, you will be able to find Christmas presents when searching. Enjoy, but don't save them too long!

BUG FIXES
* Found (and squelched) bug that was causing "ghosts" of characters outside a building to appear inside. As part of this added another nifty feature that will not be revealed at present but will be obvious when discovered.
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BobGeneric
Code Monkey
Code Monkey


Joined: Nov 07, 2009
Posts: 1467

PostPosted: Wed Jun 08, 2011 6:32 pm    Post subject: Reply with quote

Bumping since Enchanting (Armor) and Seal Magic are now working. Fairly important bug fix.
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BobGeneric
Code Monkey
Code Monkey


Joined: Nov 07, 2009
Posts: 1467

PostPosted: Mon Feb 06, 2012 9:59 pm    Post subject: Reply with quote

10/4/11
BUG FIXES
* Potions now grant "Invisible" status (identical to Invisibility).
* Demon Tracker should now reveal properly if used in the correct tile.
* Invisibility wasn't being dispelled when attacking a door or wards. Now it does.
* Invisible status could expire without the character actually becoming visible. This should now be fixed.
* Fixed javascript bug that caused targets not to be autoselected in dropdowns if combat pane was closed.
* Guilds were not granting Planar Protection on the "home plane."
* Fixed problems with Spellwands not showing up in target shooting menu.
* Fixed problems with to-hit chances being calculated incorrectly when target shooting (includes bug that made spellwands always miss).
* Dropping potions no longer shows the potion's name.
* Blank message was being generated when enchantments on items decayed at moment of death. The message now displays properly.
* Golem Form now has a "Deactivate" button.
* Golem Form cannot be activated while on Water (or Void) tiles.
* Mask of the Martyr was not recognizing Fallen as demons.
* Bond of the Mechanical was not loading Harpoon Guns (will cause significant damage).
* No "deactivate Inviolate Form" button was showing up.
* Obelisk (Silverlight) was granting less MP than it should for those factions and guilds who had Magic discount bonuses.
* Healing Aura wasn't healing on AP ticks.
* No "deactivate Mask of the Penitent" button showing up.
* Faction Invites now expire properly (on the AP tick following the Expiry date/time).
* Fixed bug that caused faction invites with quote or apostrophe in the message not to be sent.

QUALITY OF LIFE
* Free Speech (i.e., 0 AP speech) no longer triggers a status tick on the speaker. Non-Free (1 AP) speech does.
* Faction Invites now have a "Decline" button - this deletes all invites from the inviting character to the inviting faction (if other characters send invitations to the same faction, these are not deleted; likewise if a character sends invites to multiple factions, these are not deleted).

10/3/11
BUG FIXES
* Revenants in Shadow of the Wolf/Bat can no longer build fortifications.
* Option to attack fortifications in a stronghold not present if no other characters present. Now fixed.
* Members of the Opal Syndicate should now be able to attack with Chaos Shards outside of Kaleidescopia.
* Re-did several actions that weren't checking for encumbrance properly. Encumbrance checks should now be handled such that Chaos Shards and Opalescent Breastplates should no longer be causing problems outside of Kaleidescopia.
* Holy Transfer wasn't working properly (targets not being shown correctly in dropdown). It is now working properly.
* Holy Transfer now charges the correct amount of AP (5).

9/28/11
* Fixed bug whereby bending portals was not increasing AP cost by 3.
* Character Pages now display guild membership.
* Fixed crafting bug that was causing sling crafting not to consume required leather.
* Fixed bug that was causing potions found while searching or created via alchemy not to be created.
* Fixed bug that was causing unloading or giving of single-round ammunition (e.g., arrows, pistol rounds, rifle rounds) to not be created. (Unloading ranged weapons should work again).
* Fixed bug that was not granting achievement badges nor allowing characters to find "stashes."
* Writing on walls was not causing a character to lose hidden status. This has been fixed.
* All weapons were vanishing from the weapon dropdown when a character's MP dropped below 0. This has been fixed.

9/27/11
BUG FIXES
* Dark Heart, Soul Vampire, and Life Vampire were not appearing in the combat pane. They now appear in the "weapons" dropdown and are treated as any other weapon (i.e., they do not require a separate section).

8/11/11
BUG FIXES
* Fixed bug that was causing AYS stronghold to not have a door.
* Fixed bug that caused Cloak of Magma status effect not to be removed when "Deactivate" button pushed.
* Modified Animus/Shadow effects for Revenant, thusly:
* A character in Animus or Shadow of the Wolf cannot shift into Animus/Shadow of the Bat unless s/he returns to "normal" form first and vice versa.
* A character in Animus of the Bat can shift to Shadow of the Bat (and vice versa), but loses the first status effect when doing so. This also applies to Animus/Shadow of the Wolf. (i.e., no more running Shadow AND Animus at the same time).

6/24/11
BUG FIXES
* Sinmasters (and Wheels of Unrighteousness) now cost MP to rejuvenate.
* Chaos Shards no longer encumber outside of Kaleidescopea when attempting to search.
* Martial Spellcraft wasn't always appearing in spell casting dropdown.
* Spellwands from hiding should no longer have damage penalty.
* Heal Self wasn't giving a message.
* Small Cannon was only dealing one damage with Bond of the Mechanical
* Characters could join alignment-restricted factions when morality was out of step
* Sealed firearms were showing (but not applying bonus) in dropdowns to all subsequent weapons.
* Tattoo of Inner Strength was setting Max MP to 5. Is now increasing by 5.

6/10/11
BUG FIXES
* Prayer wasn't displaying messages when it "renewed" an existing status effect.
* MP regeneration from Prayer can now take a character to maximum MP.
* Clicking on a character's link in the description area should now select the character on all dropdowns.
* Master of Improvised Tools and Fraternity of Wondercraft are now working (weren't working before unless character also had "Master" crafting skill).
* Fixed long-standing but just-noticed bug with shadows in buildings.
* Fixed Nexus Champion teleporting weirdness (can no longer teleport into Solid Earth and should gain swimming status if they teleport on water with Swim but no Water Breathing).
* Other various and sundry minor patches.

6/9/11
BUG FIXES - A bunch of interface patches, highlights only are below:
* Opalescent Breastplates and Chaos Shards no longer encumber outside Kaleidescopia.
* Fixed Holy Champion Cloaks breaking interface.
* Holy Radiance Cloak now grants attacks.
* Innate attacks granted by cloaks now check to see if cloak is active before allowing attack.
* Hiding damage bonus no longer displays vs. doors, pets, targets - only characters.

6/8/11
BUG FIXES
* Patch applied that should stop the "Bending = Death" bug - if not, have tried to add a second failsafe that would abort the portal use attempt (with message to send to bug reporting).
* Fixed problem that was causing faction leader invites, credit messages, and other stuff to result in the triggering of the "User Ban" option instead.
* It should now be possible to land in water while using Water Breathing.
* Fixed bug that allowed retrieval of allied flags from one's own stronghold.
* Water Breathing status expiration should lead to drowning (if the character doesn't have Swim) or the Swimming status (if he does).
* Changing a tile's status due to removing infusions should now kick all characters (and pets) outside if the change causes the tile to "lose" its status as a tile with an interior. This has the additional effect of destroying any stronghold extant on the tile (no flag is captured and no renown is gained for destroying a stronghold in this manner; however, this does start the 24-hour cool-down timer).
* Pattern Weaving cannot be done if a character has no AP.
* Pattern Weaving cannot take a character into negative MP.
* Feet of the Wind wasn't allowing travel across water tiles.
* Silverlight guild MP discount wasn't applying to cast spells in combat.
* Learning aura spells did not cause enchantments of the relevant type to show up in enchanting pane.
* Innate items (e.g., Fists, Kicks) removed from Enchanting dropdown.
* Fixed bug causing strange portal costs to appear with Sense Magic.

* SEAL MAGIC NOW WORKS (tested on live server).
* ENCHANTING ARMOR AND CLOTHING NOW WORKS (tested on live server).
* POISON ENCHANTMENTS ON ARMOR WORK (tested on live server).

QUALITY OF LIFE
* Enchanting and Seal Magic will display the number of enchantments (or seals) currently on an item in the enchanting dropdown if the character has Sense Magic.
* Enchanted and Magical items have (enchanted) or (magical) next to their name in inventory, attacking weapon dropdown, and in the "give" dropdown.
* Magical items (not enchanted items) have lost the "Drop" button.

6/7/11
BUG FIXES
* Infusions deeper than 25 points now damage Tier 2 and Tier 3 all characters whose morality does not match the infusing faction's alignment regardless of factional stance (exception: does not damage members of the infusing faction, regardless of their alignment). Planar protection prevents this damage.
* Characters can no longer repair nor drop items currently being worn; they must first be removed.
* Faction chatboxes should be able to handle apostrophes, quotes, and slashes.
* Cleaned up bugs that were affecting faction leaders' ability to promote, demote, ban, and "userban" members.
* Faction leaders have the "Ban" and "Userban" buttons - and can use them - on characters who are not members of the faction as well. (NOTE: There is no mechanism to rescind bans or userbans; be careful how you use them!)
* Acid Blood now gives messages to attackers letting them know they are being splashed with acid.
* The ability to set faction politics now also appears for faction leaders and lieutenants on the faction's "view" page (instead of just on the faction list page); this allows for changing of political stances toward "dead" factions that do not appear on the faction list page (since you can still see them on your own faction politics page).
* You now longer get the "attack magical ward here" for your own stronghold ward.
* Unholy Stain was not showing an option in the skills area; it is now.
* Animus of the Bat was showing hidden characters for those without Enhanced Senses skill but was not allowing attacks on them; this has been fixed.

QUALITY OF LIFE
* Relocated the "Hide" button to sit to the right of, rather than below, the Search button.
* Increased infusion XP awards thusly: 1 XP is granted for each 1 AP/MP spent infusing. If the character removes all infusions on a tile, he gains 5 XP. If he claims a tile for his faction, he gains 5 XP. ("Flipping a tile" from another faction to your own in a single action garners 10 XP - 5 for the flip and 5 for the claiming).
* Added fixed favicon. Also added icons for each of the "shards" on the character select page for a little quicker graphical identification of the character's location.

6/6/11
HAPPY TLAC DAY
* Reset all characters AP and MP to "max+66" in honor of 6/6 (Tlacolotl being in charge of this breath, it's his favorite day).

BUG FIXES
* Fixed bug that was causing faction or guild MP discount not to apply when summoning pets.
* Fixed bug that was causing faction or guild MP discount not to apply to portal usage. Re-did portal code slightly so it would display correct amounts.
* Fixed several faction-related bugs, including:
- Bug that was causing factions not to be able to retrieve allied standards.
- Bug that was causing faction names not to appear in standard retrieval dropdown.
- Some bugs regarding interpretation of political stances.
* Repaired "recap honor timer" such that standards should now tick down in value towards one. All standards are currently set to have "24 hours" at full value, after which time they will begin to drop.


6/2/11
BUG FIXES
* Fixed bug whereby "change class choice" for Tier 3 would not display if a character had more than 70 CP.
* One With Death was healing 6 instead of 5 hp.
* Characters could learn "Tier 3 restricted" spells during Tier 2. This has been fixed; however, existing characters who already purchased restricted spells will be allowed to retain spells learned.
* Fixed a variety of little bugs remaining with negative-charged bullhorns.
* Attacking wards (and doors) with slings was causing sling to be removed from inventory.
* Poison Pistols can be unloaded to yield pistol rounds
* Spellgems should no longer be able to drop into negative charges.

5/25/11
BUG FIXES
* Fixed Verdant Sling bug whereby Lilies and Paradise Lilies could not be loaded into sling.
* Fixed bug whereby Verdant Sling ammo was not being removed from inventory when last "charge" was used.
* Fixed bug which was causing Soul Harvest not to grant Bone Trinkets.
* Fixed bug that was causing Death Touch not to synergize with death spells known and lich skills.
* Fixed bug where Caustic Horns purchase was not actually granting the character the attack.
* Weapon degrades during target shooting were not being reported on hits; only on misses. This has been fixed.
* Crafting newer items was not always causing components to be consumed.
* Cloak of Water and Water Mastery were not interacting properly with movement costs in the Crystal Grotto. This has been fixed.
* Fixed bug that showed Lead Bullets as "repairable" items.
* Characters should no longer be able to bend portals if they have enough MP to pass through the portal normally but not enough to bend (was allowing character to reach negative MP).
* First Aid Kits, Healing Herbs, Stygian Bone Leeches, and Blood Ice now cure Minor Poison when used on self. Defiler Poison is NOT cured (even by Blood Ice).
* Bullhorn use now charges 1 AP.
* Fixed bug whereby bullhorns could go into negative charges if the character had multiple bullhorns.

QUALITY OF LIFE
* Re-did the way potions are assigned to found items (similar to the re-vamp of spells being assigned to spell gems) that should eliminate the problems we had with blank potions showing up.

5/24/11
BUG FIXES
* Flames of Punishment skill (Infernal Behemoth) has been removed from the game (see changelog 12/30/10).
* Burning Aura skill (Infernal Behemoth) now has two functions: (a) a passive aura that deals level/4 (rounded down) fire damage vs. close combat attacks and (b) the ability to activate "Flaming Weapons" status effect for 20 status ticks (decremented Flames of Punishment duration was 10) at the cost of 1 AP and 8 MP. "Flaming Weapons" converts all close-combat attacks to fire damage and increases the damage dealt by close-combat attacks by 1.
* Caustic Punishment status effect duration increased from 10 to 20 status ticks. If both "Flaming Weapons" and "Caustic Punishment" are active, the damage bonuses stack, and the damage type is (still) acid.
* Caustic Punishment and Whip of Torment have been moved to be child skills of Infernal Combat.

5/13/11
QUALITY OF LIFE
* Added a bunch of new tile icons.

5/12/11
BUG FIXES
* Fixed bug whereby Assassin Strike was appearing in the wrong combat dropdown.
* Fixed bug where Assassin Strike was not doubling damage.
* Fixed bug with Easter Eggs not granting "food items" of Marshmallow Animals, et al.
* Corpses were not properly shuffling in Kaleidescopia.
* Fixed bug that was causing characters to "Cross Skills" momentarily if Character A was logged in with one tab and Character B was connected to in a second tab.
* Tap Ley Line button now appears in Skill dropdown when character is outside.
* Precision of the Assassin was reporting soak even though it bypassed it (damage reported was still correct).
* Fixed Lead Anchors not being melt-down-able. NOTE: Action is found in the Inventory Pane (not the Repair Pane).
* Factions in Gehenna and Paradise now have the plane shown in the stronghold location of their faction page.
* Strength of Darkness was causing daytime burns in Gehenna. This has been fixed (it is always night in Gehenna).

5/11/11
BUG FIXES
* Barkskin (ability for Birchdale guild members) should now be working.
* Nexus Champions' Tattoo of the Wandering Way should no longer allow teleportation onto Void tiles when using inside buildings (shouldn't work outside, either, but that wasn't bugged).
* Shadow Wrap should no longer hide a character in locations where the Hide button does not appear.
* Greater Smite was using 2 AP, now uses 1.
* Way of Fire was using 2 AP, now uses 1.
* Strike of the Assassin should no longer work with ranged attacks (see 12/31/10 changelog).
* Precision of the Assassin should no longer work with close-combat attacks (see 12/31/10 changelog).
* Precision of the Assassin has been relocated on the Void Walker skill purchase tree - now a child of Assassins Edge (see 12/31/10 changelog). Void Walkers that already purchased the skill have had the skill removed and their spent CP refunded.
* Precision of the Assassin no longer bypasses Fortification soak.
* Characters under the Blood Curse status effect do not regenerate from any of the followingf: Tattoo of Adaptation, One With Death, Golem Form, Tempter Abroad, Wanderlust, Adrenal Healing.
* Characters under the Blood Curse cannot gain healing from Potions of Healing, First Aid Kits (self or external), Healing Herbs (self or external), Stygian Bone Leeches (self or external), the Heal Self skill, the Meditate skill, the Blood Taste skill, or the Heal Others skill. Absolve Suffering skill or a Vial of Angel Tears can still be used to remove the effect.
* Fixed table bug that caused characters with spells to "break out" of the table layout and discolored badges on character pages.
* Cloak of Flame was not properly granting Firebolt attack. This should be sorted out.
* Soul Vampire and Life Vampire should now be granting Soul Ice and Blood Ice, respectively.
* Dark Heart and Soul Vampire should no longer deal damage to their targets.
* Fixed nasty bug that caused all character-vs-character attacks to remove 6 MP (including getting characters into negative MP range).
* Small Cannons should now be reloadable (Cannonballs).
* Rotten Crossbows should now be reloadable (Quivers of Arrows).

QUALITY OF LIFE
* Re-worked the way spells are assigned to spellgems. (Back-end change only)
* Slightly re-jiggered underlying code faction safes, footlockers, and local stashes to aid in sorting of potions and spellgems (for those with Sense Magic).
* Ability to send Credit Messages (for users with credits) now exists. The Credit Message dialogue appears on the (target) character page, along with indicating to the player which character they are currently logged in as (i.e., this character will send the Credit Message). You must be logged into a character to send a credit message.

5/10/11
BUG FIXES
* Fixed nasty portal bending bug that was causing characters to land in random portals throughout ANY of the planes (including the "Acid Portal" in Acid Springs that deals 150 damage) instead of bending only to a portal exit in their intended plane.
* Eye of Death now works.
* One With Death should now allow regeneration during night cycles (note that Elysium lacks night cycles; will work on all other planes).
* Fixed typo on character pages that led to incorrect link on Wiki when clicking on character classes.
* Maxxing Out message provides a character link.
* Stepping of the World Gate should now allow characters to pass through portals regardless of current MP levels.
* Stepping of the World Gate button (skills area) should display MP required.

5/9/11 - HAPPY HARD MAN DAY
BUG FIXES
* Bug that was causing inadvertent "join planar guild" messages when bending portals should be fixed.

QUALITY(?) OF LIFE
* Chalk and magic markers can now be used to scribble messages on things. Chalk has a 2/3 chance of breaking when used, markers have a 1/4 chance of running out of ink. (Either case removes the item from your inventory).
* "Fresh" corpses (killed within the past hour) should also allow you to write messages - in blood. Doing this is considered an "evil" act and will shift a character's morality downward by 2 points.
* Writing a message takes 1 AP. The "Write Message" option appears in the "speech" pane.

3/30/11
QUALITY OF LIFE
* Characters now have the ability to "bend" portals (any portal) to take them to their "home" planes. "Bending" a portal means it will take an additional 3 AP and 5 MP to pass through it.
> A character's "home" plane is considered to be the plane on which his faction's stronghold resides. The stronghold must currently be standing for the character to have a "home" plane.
> In addition to the stronghold's plane, angelic characters consider "Elysium" to be their home plane and demonic characters consider "Gehenna" to be their home plane.
> A demon/angel who has a stronghold on a plane that is not Gehenna/Elysium respectively will have two dropdowns; both default the dropdown is "none" - if both are selected, the character's class home plane (Elysium/Gehenna) overrides the character's factional home plane.

NEW PLANES
* Gehenna and Elysium have re-opened but are smaller than in Breath One. Angelic/demonic characters have a chance to respawn in these plane (1/3 chance for Tier 2 demons/angels, 2/3 chance for Tier 3 demons/angels). Non-demons in Gehenna and non-angels in Elysium (mortals included) will take 3 points of planar damage per move.

PLANAR GUILDS (REPLACES SURVIVOR BONUSES)
* Characters can now join planar guilds in certain planes.
* In order to join a planar guild, the character must:
> (a) find the appropriate location on that plane
> (b) have selected a Tier 2 class
> (c) "dedicate" himself by spending 10 AP and 20 MP (this button will be found in the "Portal Actions" pane).
* Joining a guild always grants the character the equivalent of the Planar Protection skill while on that plane and allows him to "bend" portals to take them to his plane (as though he were a factioned character with a stronghold in that plane).
* Factions and guilds are mutually exclusive; i.e., joining a guild causes a character to leave his faction and joining a faction causes a character to leave his guild.
* Guildmates are NOT considered "factionmates" (i.e., you can attack guildmates with impunity).
* Guild options at present include:

-- The Brigade of Sanguinity (Foghaven)
> Character gains +1 to damage.
> If the character's morality is between 19 and -19 inclusive, the character gains an additional +1 damage bonus.
> While in Foghaven, the character gains an additional +5% to hit and +1 to damage on close-combat (non-spell) attacks.

-- The Darksoul Cabal (Marrakun)
> Character gains a +5% attack bonus to all attacks and a +1 damage bonus to firearm and spell attacks.
> While in Marrakun, the character gains an additional +5% attack bonus and +1 damage bonus on all attacks.

-- The League of Theurgy (Silverlight)
> The character receives a discount on MP-using actions as though he had a 10% factional Magic bonus. This incresase to 25% in Silverlight.
> Spells cast by the character receive an additional +2 to damage.

-- The Order of Key-la (Crystal Grotto)
> The character gains a +5% bonus to all Hide attempts.
> Close-combat weapons used by the character deal an additional +1 damage.
> When in the Crystal Grotto, the character is considered to have the "Swim" skill.
> When attacking from hiding, the character deals an additional +2 damage (on top of the close-combat weapons bonus).

-- The Coven of the Verdant Green (Birchdale)
> Character gains a +1 soak to all.
> While in Birchdale, the character gains an additional +1 to soak.
> When on a "tree" tile in any plane (Forest, Elder Birch, etc.), the character may spend 3 AP and 10 MP to gain the "Barkskin" status effect for 25 status ticks. Barkskin grants an additional +2 soak to all attacks.

-- The Sect of Maevel (The Necropolis)
> The character gains a +5% defense bonus.
> At night, the character gains an additional +5% defense bonus and +1 to soak.
> While in Necropolis, the character becomes immune to Death and Piercing damage.

-- The Fraternity of Wondercraft (Il Pozzo del Deserto)
> Character spends 1 AP fewer than normal when repairing items and 3 AP fewer than normal when crafting items.
> While in Il Pozzo del Deserto, the character is always treated as though he had the facilities to craft or repair items (but not perform alchemy).

-- The Opal Syndicate (Kaleidescopia)
> During the day, the character has a greater chance of finding rare items when he searches (25% of the value of the Discerning Eyes prayer result bonus).
> During the night time, the character instead receives a +15% Search bonus.
> Items exclusive to Kaleidescopia no longer vanish from the character's inventory when the character is outside Kaleidescopia.

-- The Knot of Keepers (Diamondthrone)
> The character heals 3 more points of damage than usual when using healing items and gains 10% damage reduction to all (stacks with existing Damage Reduction).
> When on the plane of Diamondthrone, the character heals an additional 5 points of damage more than usual when using healing items and gains an additional 15% damage reduction.

BUG FIXES
* Healing should now reduce Sorcerer's Might status ticks.

2/28/11
Update de Teksura:

MAPPING
* Diamondthrone had several changes to its map. This eliminates the buildings that don't really fit the setting, and replaces them with buildings that do.
* Eliminated alternate infusion tile types on the Marketplaces. This blocks access to the one way Caprica -> Diamondthrone portal.
* As a result of the above, the portal has been moved to a new location (still within Diamondthrone). The exit has also been moved to a properly matching location in Caprica. I wish everyone the best of luck finding it again.
* Guard Towers have been created for Diamondthrone. You can make strongholds there. This replaces the police station that popped up before.

FIND RATES
* Find rates for Ward of Respite, Hall of Reconstruction, Apothecary, Magi Armory, and Forgotten Libraries have all been buffed. They were not giving out enough of the resources they were supposed to give out.


1/26/11
QUALITY OF LIFE
* Infusions damage has been slightly re-worked, thusly:
- An infused tile does not begin to cause damage to those whose alignment does not fit the Infusing Faction's alignment unless the infusion level is at least 25 points.
- An infused tile that deals damage to a character based on "alignment incompatibility" does so "for free."
- An infused tile that deals damage to a character based upon "hostile to this faction" does so at a cost of 1 point of infusion for each 1 point of damage dealt above and beyond damage dealt based on "alignment incompatibility."
- Infusion damage based on character class has been removed (this removes the below four points in the original infusion entry); infusion damage is now based solely on hostile status and morality.
> If the infusing faction is Good/Evil, and the character is a Tier 3 transcended character, the character will take 2 points of damage.
> If the infusing faction is Good/Evil, and the character is a Tier 2 transcended character, the character will take 1 point of damage.
> If the infusing faction is Neutral and the character is a Tier 3 demon/angel, the character will take 3 points of damage.
> If the infusing faction is Neutral and the character is a Tier 2 demon/angel, the character will take 2 points of damage.
- (When Elysium and Gehenna are re-opened, planar damage on those planes WILL continue to be class-based.)
- A character who meets multiple criteria for taking planar damage in a single tile receives damage (and a damage message) based upon whichever single criterion would cause him to take the most damage. In the case of a tie, the "priority" order is "hostile" takes precedence over "alignment incompatibility" takes precedence over "natural damage from Elysium/Gehenna."
* (Promted Suggestion) Sorcerer's Might status effect no longer causes the character to be "immune" to healing until the duration expires. Instead, healing items and skills used on the character reduce the Sorcerer's Might duration by one status tick for each point of damage that would have been healed. If the healing amount is more than the duration of the Sorcerer's Might, the "excess" is applied to healing as normal. Using healing items to reduce Sorcerers Might duration in this manner does not grant XP. (In essence, you have to "heal" the SM effect before you can "heal" the character himself).

BUG FIXES
* Fixed bug that was causing "pristine" and "good" options not to appear in crafting menu for mastersmiths.
* Healing Items (e.g., First Aid Kits) were not curing Minor Poison.
* Characters with Lockpick skill should now be able to craft a Set of Lockpicks.

1/11/11 - REBALANCING
QUALITY OF LIFE
* Have completed the move/rebranding of the site from www.wigbl.com to www.nexusclash.com including automatic redirection of all wigbl.com URLS to nexusclash.com URLs (all references in the Wiki may not be updated; other references should be).

BUG FIXES:
* Fixed bug that was causing crafting of Surgery Kits, First Aid Kits, Portable Toolkits not to work.
* Fixed bug that was causing unloading of weapons not to grant the proper ammunition.
* Fixed bug that was causing crafting to "Destroyed" status (actually, any status below "average") not to work properly.
* Fixed bug that was causing some items not to have their weight added to a character's inventory display (though character could still be encumbered).
* Lead Bullets should be crafted in lots of 10, not 6 (fixed typo).
* Fixed bug that precluded crafting of Lead Bullets, Pistols.
* Fixed bug that was causing items found to be found at less than average quality (even when message pane said "destroyed" they were showing as average).

SPELL REBALANCING
* Entirely re-worked the offensive spell system (this is too large to fully document here; see instead the updated Offensive Spell Comparison on the Wiki Page: http://www.nexusclash.com/wiki/index.php/Offensive_Spells_Comparison_Table for complete list of changes). The net effect of these changes is that spells cost about half of the MP that they did before (i.e., you're getting "twice the bang for your MP-buck.")
* Aura spells (Death Mantle, Flame Charge, Frost Charge, Static Charge, Stonefury) have had their durations increased to eight status ticks.
* Some spells are now "restricted to Tier 3" status; these spells may only be purchased if a character has selected a Tier 3 class.
* Implemented new non-restricted spells: Chargewhip, Jolt of the Eel.
* Shifted Electric Blast and Jolt into restricted spells.
* Implemented restricted new spells: Blazing Blow, Cold Snap, Column of Flame, Earth Song, Ebon Scythe, Force Focus, Glacierblast, Ice Storm, Mageclap, Rockhammer, Set Ablaze, Sheet Lightning, Sunflare, Thanatoid Gaze, Thunderstrike, Withering Fist, Withering Strike.

CHANGES TO EXISTING ITEMS:
* Chainsaw weight has been lowered by 1, and damage has been increased by 1.
* Torch damage has increased by 2.
* Taser now holds 6 shots, and does 1 additional damage.
* Flamethrower weight has been reduced by 2.
* Short Bow damage has increased by 1.
* Compound Bow damage has increased by 1.
* Virtuecaster weight has increased by 1, and does 2 additional damage.
* Cutlass: -1 damage (now 5) and +5% to hit, weight increased by 1 (to 6).
* Dagger: gained +10% to hit.
* Rapier: -1 damage (now 5) and +5% to hit.
* Spear: -2 damage (now 4) and +15% to hit.
* Tarnished Sword: +1 damage and -5% to hit.
* Trident: -1 damage (now 5), and +10% to hit.
* Vial of Acid: Damage increased to 10.
* Flintlock Pistol: Damage switched from piercing to impact (everything else remained the same)
* Flintlock Rifle: Damage switched from piercing to impact (everything else remained the same)

1/8/11
QUALITY OF LIFE
* Updated Ubermap link across all themes.
* Updated Character Generator (see "Planner" link at top of page).
* New NexusClash banner to replace old WIGBL banner at upper-left of screen.

NEW PROPERTIES, OLD ITEMS:
* Rifles now have a base chance of 20% to hit instead of 10%.
* Rapiers now have an base a base chance of 15% to hit and deal 5 piercing damage (was 6).
* Sub-Machine Guns now have a base chance of 5% to hit and deal 7 piercing damage (was 6).
* Lead Anchors can now be melted down in locations with a forge (Factories, Forgotten Factories, Smithies, etc.)
* Implemented "heavy weapons." A "Heavy Weapon" has a base chance to hit of 0%. A character with the Strength skill improves the base hit chance of a heavy weapon by 5%. A character with the Tattoo of Strength skill improves the base hit chance of a heavy weapon by 5%.
* Sledgehammers have been re-classified as Heavy Weapons (mechanically, this leaves them unchanged); also classed as Heavy Weapons are the Battleaxe, and the Warhammer.

BUG FIXES:
* Characters were not spawning in Diamondthrone and the Forgotten Bay. This has been fixed.
* Fixed bug that was causing items not to appear in inventory while searching (unfortunately, "missing" items from searches will not be granted).
* Opalescent Breastplates should no longer appear in inventories while not in Kaleidescopia.

1/5/11
QUALITY OF LIFE:
* Re-worked the "search" engine somewhat to streamline it.
* Vastly increased the number of possible potion descriptions for those without Sense Magic.
* Under-the-hood changes to the way innate attacks are granted when a character purchases skills that grant them should streamline the process.
* Messages in the message pane now appear with the "most recent message at the top" (per a promoted suggestion); the "auto-scroll-to-bottom-of-message-pane" javascriptlet (that did not work quite successfully with multi-line messages) has been removed.

NOTABLE NEW ITEMS:
* Opalescent Breastplate - Weight 10, grants 1 soak to fire, cold, electric, arcane attacks, only "exists" while the character is in Kaleidescopia (weight and soak disappear on other planes).
* Chaos Shard - Melee weapon, weight 5, deals 7 slashing damage, only "exists" while the character is in Kaleidescopia.

NEW PRIME PLANE SHARDS:
* Portals have opened to Acid Springs, The Forgotten Bay and Diamondthrone. Respawning is possible in all prime plane shards except for Acid Springs (the reasons for which will be clear if one visits it).

FOR REFERENCE: "PRIME PLANE SHARDS" LIST (AND IMPORTANT GAMEPLAY NOTES AS APPLICABLE)
* Acid Springs - Random respawns should never place a character on this plane; plane is extremely hostile to characters.
* Birchdale
* Caprica
* Crystal Grotto - Mostly an "underwater" plane - movement costs in this plane are doubled without Swim
* Diamondthrone
* Foghaven
* Forgotten Bay
* Heroic Yearnings
* Kaleidescopia - Plane "shifts" randomly every AP tick, moving characters, portals, and (eventually) strongholds around with it. (Disclaimer: I denied on IRC that there "the tiles move around in a pattern every AP tick," which is techincally true... the movement is completely random, not "in a pattern").
* Marrakun
* The Necropolis
* Il Pozzo del Deserto
* Silverlight
* Wonderland
More detailed information about the planes, including backstories of the planes, will be released slowly on both the forums and in-game.

BUG FIXES:
* Fixed bug whereby wearing one instance of clothing/armor causes all other instances to show as "worn" in inventory.
* Fixed bug that was causing all potions to be "identified" upon finding. All potions found prior to this patch will be shown as bottles of sour purple liquid (regardless of the original description).
* Fixed bug that was causing some characters to deal extra Fist and Kick damage.
* Fixed bug that was causing ammunition items to have really screwy weights when "unloaded".
* Reworked code when purchasing skills that should have solved the "bought a skill and missing my XXX attack" bug.
* Fixed reversed messages with Hand of Fate and CP changes.
* Various inventory weirdness with 0-weight items should now be corrected.
* Fixed bug whereby Death Touch was not counting the first Death-type spell when computing damage.
* Void tiles (as well as some other water tiles such as rivers) no longer accept infusions.
* Fixed bug which allowed character with Shadowskulk (instead of Shadow Meld) to hide and avoid Enhanced Senses (Shadow Meld provides this ability).
* Fixed bug that was prevented fortifications from being reduced in strength when a flag was captured.
* Fixed bug that caused setting an Evil stronghold while at 0 Morality to cause HP gain.
* With help from the Dev Team, have provided power plants on most of the planes (some planes do not have power by design).
* Bullhorns are working again (some would say this goes in as a reduction under the "Quality of Life" entries).
* Fixed a minor bug in the character display screen that was causing the selection of the "a/an" article to describe what a character is wearing to be a bit goofy.
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