- Major buff: Area-of-effect spells no longer damage loot.
- Buffed up reagent piles in shops (about 10x as many per pile now)
- New “crowns” command to show how many you’ve bought.
- Fixed bug in Samhoc RDs to bring you back to instanced Samhoc when leaving.
- Added pillows back into builder mode. Game was practically unplayable.
- Added 1-gp reagents to acid dart, demon dart and magic dart. New pixies now start with 100 pixie dusts.
- Dramatically reduced costs for the more expensive spell reagents. E.g., dragon heart went from 4500 to 500.
- Fixed the infamous invincible-monster portable hole bug.
- Fixed the broken Orb of Maiye quest, which was broken by un-randomizing the Westerly Forest quest, go figure.
- Added “sell inv” command that sells unkept top-level inventory, not inside bags.
- Changed repairing to remove a percentage of durability based linearly on how damaged the item is, rather than a flat 5% each time. This means you do not have to worry about when to repair it. I removed the code from yesterday for skipping items that aren’t very damaged.
- Fixed bug where 1gp reagents couldn’t be bought from VIP shop.
- Made a few pieces of “heavy” armor not interfere with ninja sneak, including mithril chainmail, silver dragon mail, the ornate headdress, sorcerers helm, helm of x-ray vision (rationale: you can see really well with it), elven shield and mithril shield.
- Fixed spamming of sneaky/noisy ninja warnings when giants shrink/grow.
- Fixed auctioning the furnishings in AH. Crazy kids.
- Fixed wielding switchblades.
- Fixed horribly broken ninja movement speed with heavy armor (and even after removing it). Sorry about that. They now revert to their non-ninja-guild speed when wearing heavy armor. (But not slower.)
- Added Ninja leaderboard.
- Sort the leaderboards by guild xp rather than overall score. This worked like a charm except for crashing the game and the database and causing a 30-minute outage. But it worked great.
- Missiles can no longer be enchanted. I unenchanted all the ones I could find in inventories and issued partial refunds for them into bank accounts (because you likely got a fair amount of use out of them). There may still be some in the game, but they will eventually break and disappear.
- Using “repair all” or “repair inv” on an anvil will no longer repair armor/weapons that are less than 95% damaged. Once they are within 5% of breaking, it will repair them. You can force them to be repaired individually by dropping them.
- Magic Dart now caps its effectiveness at level 30 Spirit.
- Fixed VIP and Ninja portals to be visible.
- Fixed some features that had “reverted” (e.g. monk armor skill) due to a bad merge.
- Fixed backstab calculation so that you have to be behind the monster for it to work.
- Fixed some of the spam when doing “sell all”.
- Fixed sell-all to sell empty bags (have to do sell all again after they are empty)
- Bunch of work on invisible infrastructure.
- Bracers no longer interfere with ninja sneak
- Ninjas now get +1 darksight for every 2 guild levels
- Doubled Rak claw-sharpening bonus to +2 wc per level
- Reduced the enemies-near radius from 10 to 8 for focus ability
- Shout verb for ninjas is now “murmur”, and for rak ninjas is “purr”
- Added ATM, identify table, etc. to ninjas guild shop
- Fixed falchion to be wieldable (but took away the find-weakness bonus)
- Fixed the dup-item message when buying back something sold from a bag
- Fixed it so non-VIPs cannot save in the VIP inn.
- Edit: The Healing skill was buffed 50% a week or so ago. It’s very good for low levels now.
- Changes to minor and major healing, to balance all the heal spells. (People had noticed that medium and major healing just weren’t worth investing in.) Thanks to Bitsie for doing the number-crunching on this.
- Medium did not change much (got an 8% buff) because that’s what healing potions and scrolls use — any big change would dramatically affect game balance.
- Minor healing was adjusted so that it is not better than medium, for its cost. It stops gaining effectiveness at life skill level 6.
- Major healing got a massive buff so it’s well over 3x stronger than medium, and should be worth the investment for high life-skill players.
- Medium healing scroll prices dropped to match the potion price.
- Major healing rod and scroll prices went up to reflect the buff.
- Changed Storm Giants to have blades as their primary skill, instead of hurled, since it may be some time before I can make hurled weapons meaningful in the game.
- Buff to the Monks Guild: 1 point of Armor skill per level. Enjoy.
- Fixed VIP portal to only allow you through if you are a VIP. (Should work, not tested yet.)
- VIP portal and Ninja portal are currently invisible (bugged – will be fixed soon)
- The base zero-merchant shop sell cap has been raised from 500 to 1000 gold, or 1500 for VIPs.
- “sell all” now sells unkept items inside all bags in your inventory. This is the way almost everyone wanted it, but it’s going to cause some accidental lossage for people who don’t read this post. From now on, ‘keep’ everything you don’t want sold.
- It (now) skips over quivers, scroll tubes, reagent pouches, rock pouches and auctioneers bags.
- Doubled the loss chance for all arrows and bolts.
- Every item picked up by a group member is invisibly tagged with the group.
- This does not apply to items that have ever been bought or auctioned.
- It will not be tagged if all members are not in the same map when the item is picked up.
- When all group members are in a shop, each group member can type “lootsplit”, and all their items (including in bags) tagged with the group will be sold and the profits distributed evenly among all group members.
- This is cooperative: If one group member holds out, their stuff is not divided up.
- The merchant skill used for computing the price is the average of the merchant skill of all members of the group.
- You can also use “sell-split <item>” for splitting the profit for a single item.
- lootsplit/sell-split will skip over items that are tagged with a different set of group members than when the item was looted.
- If one or members are not in the group (i.e. logged out) at the time of the call to lootsplit, nothing will get divided up. You all need to be there. The game will not tell you which players were present at the time each item was picked up. Keep track of your group members if you are going to use this feature.
- For technical reasons, it splits the proceeds on a per-item basis, so the exact amount (in silver) may vary very slightly from member to member if it is not evenly divisible.
- You cannot ‘buyback’ items sold with lootsplit. This command is for dumping junk, and ‘buyback’ would be hard to implement and probably abuse-prone.
- For all lootsplit computations, the group leader is considered just another member. The order of the members does not matter, nor who is the leader. You can all (or some) quit, come back and recreate/rejoin the group, and your looted items will still have the tag for that particular group and can be split. All that matters is the members of the group are the same as when the item(s) were picked up.
- The change is not retroactive; old loot does not get the tag unless you group and then go pick it up.
- Lowered the merchant cap for dwarves from 20 to 10. I untrained all dwarves above 10 down to 10.
- Lowered the shop sell cap at 10 merchant to 1500 gold, 2000 for VIPs.
- Cut merchant skill cost in half.
- Looted/bought items are now tagged with the original finder.
- Selling the item only uses merchant skill if the seller is the original finder.
- You can see the original finder for an item by appraising the object.
- Everyone can sell an item they did not find, but it will not use their merchant skill.
- Merchant skill now only works in shops with no discount.
- Changes to Rod of Death Ray:
- Made them artifacts since they’re apparently OP due to recent changes.
- Lowered max charges to 25
- Added them to angel/archangel inv artifact list
- Changed angel/archangel artifact drop rates to 1/50 (up from 1/250)
- Added them to the generic random artifact list so they’ll show up in other spots that generate artifacts.
- If you find one now, have fun with it.
- Fixed major horrible bug in tutorial where nobody could finish it. :-/ (The skills training.)
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