Author Topic: Release Notes  (Read 70746 times)


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Re: Release Notes
« Reply #125 on: May 20, 2018, 11:32:05 AM »
May 20th, 2018 (Sunday)

-Fixed a crash bug in craft that has been plaguing the game for years.
-Fixed a bug in hack that lead to attacker getting a lot more lag than was intended.


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Re: Release Notes
« Reply #126 on: May 27, 2018, 11:34:33 AM »
May 27th, 2018 (Sunday)

-Added in the riposte skill and command (largely the work of Brokkr, I only coded it)
-Continued work on craft crash bugs.  The ones fixed last week only opened us up to other bugs that were further down the chain.
-Added %c to prompt options to show current stance.
« Last Edit: May 27, 2018, 11:46:00 AM by nessalin »


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Re: Release Notes
« Reply #127 on: May 28, 2018, 12:46:08 PM »
May 28th, 2018 (Monday)

-Fixed typos & message bugs in the riposte code.
-Fixed a bug in calculating success of riposte attempt.
-Riposte will now only counter attack with wielded slashing weapons
  rather than all wielded weapons. When wielding a club(bludgeon) and
  a sword(slashing), only the sword will be used in the riposte counter
-Riposte can now only be used in combat (rather than sending a message
  that it can only be used in combat but setting the character into
  riposte stance, anyway).
-Added staff logging for riposte to help with spotting errors.
-Can no longer unhitch chasers by name (previous this behavior was only
  blocked on unhitch followers/mounts/all).
-Detect Poison spell will now work on the results of the items created
  by the craft recipes that used to be a part of the brew command.


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Re: Release Notes
« Reply #128 on: June 02, 2018, 02:53:56 PM »
June 2nd, 2018 (Saturday)

-Fixed bug in dual wield caused by fixing crash bug in riposte.


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Re: Release Notes
« Reply #129 on: June 03, 2018, 10:02:57 AM »
June 3rd, 2018 (Sunday)

-Minor tweak to criminal system in Luir's Outpost
-Assessing corpses will no longer display that they are made of obsidian.
-Characters who cannot see can no longer hunt (blind, sandstorm, dark, etc...)


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Re: Release Notes
« Reply #130 on: June 10, 2018, 12:50:08 PM »
June 10th, 2018 (Sunday)

-Fixed crash bug.
-Fixed bug that caused riposte failures to show up as combat success color.
-Updates to staff commands.
-Finished spell started 20-odd years ago.
-Updated some older spells to work with new code.
-Updated luirs crim code with regards to merchant house family members.
-Added subguilds for beta testing.
-Added separate skills for listen_city and listen_wilds.
-Can no longer listen in a sand storm (while outdoors).
-'listen status' now gives feedback on if it is too windy to listen.
-'listen status' now works with new listen skills to indicate if character is in ideal environment for their skill
  (legacy listen skill works in any environment so it gives no message based on environment)


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Re: Release Notes
« Reply #131 on: June 18, 2018, 08:31:00 AM »
June 18th, 2018 (Monday)

-Fixed a bug in staff command.
-Chance to listen is now modified by wind speed rather than weather condition.
-Output of 'listen status' updated to give relevant messages based on wind speed.


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Re: Release Notes
« Reply #132 on: July 03, 2018, 07:12:41 AM »
July 3rd, 2018

-Added all new 15 class options in character generation and when displaying character options.
-Removed 6 old guilds from character generation and displaying character options.  These can still be played as normal just not chosen in character generation.
-Changed wording in character generation from guild/guilds/subguilds to class/classes/sub-classes.  This isn't done everywhere yet but will be changed over time.
-Added Custom Crafter as a zero karma sub-class choice. (help Custom Crafter)

-Current Karma level no longer goes negative when a player enters the game with an application that would subtract more than their max karma.
-Options shown to players when looking at the 'O' option or in character generation now show only options lining up to their current karma instead of their max karma.
-Options shown to staff when looking at accounts line up with options for the account's current karma instead of max karma level.
-When regenerating current karma (over time) it now correctly recalculates and posts the accounts available options for players and staff.
-Fixed minor formatting issue when displaying new classes in class options and character generation.

Special thanks to all the staff and players that help create, modify and test the new classes.


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Re: Release Notes
« Reply #133 on: July 05, 2018, 12:03:30 PM »
July 5th, 2018:

-Bugfix implemented to properly display new class options to older accounts that haven't converted via logging in a current character.
-Added text to the Show Options (O) menu to show the player what their current karma and max karma are set to.
--Note: The options always display your current options and when you regenerate karma it notified you upon login updating your current options.


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Re: Release Notes
« Reply #134 on: August 05, 2018, 06:08:00 PM »
August 5th, 2018 (Sunday)

-Staff now have slightly more granular control over how classes/subclasses are configured.
  from: "Alas, you cannot go that way."
  to: "You cannot go '%s', there is no exit that way."
-New options in prompt (
  -'R' displays drunk level.
  -'u' displays hunger level.
  -'U' displays thirst level.
-When sleeping the wake command will now wake up your character regardless of what is typed after the command.
-Hunt now displays "You..." to the player rather than their character's sdesc.
-Examine command will once again display contents of corpses.  This was a bug introduced when corpses got their own item type.
-Sheathe command messages updated (example at end of post)
  -To include what the player typed when items cannot be found and to use sdescs of items when they are found but there's an error.
  -Expanded the error messages around trying to sheathe a weapon into a targeted location rather than screaming, "Sheathe it where??"

Trying to sheathe an item you don't have wielded changed from
"You don't wield that weapon."
"You don't have 'beerkeg' wielded to sheathe."

Trying to sheathe non-weapon items changed from
"That's not a weapon."
"A red-stained beerkeg is not a weapon."

Trying to sheathe a weapon that has been flagged as un-sheathable has been changed from
"You can't sheathe that."
"A red lightsabre is not the kind of weapon that can be sheathed."

Things too large to sheathe on belt changed from
"That weapon is too large to hang on your belt."
"A red lightsabrte is too large to hand on your belt."

Trying to sheathe a bow on your belt changed from
"You can't sheathe that on your belt."
"You can't sheathe bows like an oak longbow on your belt."

Trying to sheathe small items on your back changed from
"That weapon is too small to wear on your back."
"A blue lightdaggre is too small to wear on your back."

Trying to sheathe it in an item that can't be found in your characters list of equipped/worn items:
"Sheathe it where??"
"You aren't wearing a 'fannypack' to sheathe a red lightsabre in."

Trying to sheathe it in an item that isn't a sheathe
"Sheathe it where??"
"A star spangled fannypack cannot act as a sheathe for a red lightsabre."


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Re: Release Notes
« Reply #135 on: August 12, 2018, 04:33:55 PM »
August 12th, 2018 (Sunday)

-offer command updated to give a better error messages
  -You do not have a 'pickle', try offering an item that you do have.
  -You do not have an 'apple', try offering an item that you do have.
-pour command updated with better success/fail messages
-fill command updated
  -with better success/fail messages
  -accepts optional "with" or "from" between the two items (i.e. "fill waterskin from tun" is the same as "fill waterskin tun")
  -Now requires player specify what they are filling their item from.  Previously this was looking for the first drink container in the room and using that, when non was specified.  This kind of ambiguity can lead to confusion and problems.
-drink updated
  -with better success/fail messages
  -accepts optional "from" before the item to drink from (i.e. "drink from bottle" is the same as "drink bottle")
-empty command updated with better success/failure messages
-Coded a new race.
-toss added
  -can toss small items in inventory/equippped.
  -tossed light items remain lit
  -tossed lit light items will light up target room if it was previously dark
  -tossing lit light items will darken current room if the item was the last lit light item


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Re: Release Notes
« Reply #136 on: August 26, 2018, 08:34:59 PM »
August 25th, 2018 (Sunday)

-toss command updated to work with wagons
  -'toss <item> out' is a valid when used inside of wagon items.
  -Can now toss items into wagons
   toss <item> into <wagon>
   toss <item> in <wagon>
   toss <item> <wagon>
-pack and unpack no longer work if you cannot see the mount.
-Fleeing mounts now buck their rider, rather than leaving their rider in an odd
  mounted-on-something-not-in-the-current-room state.
-analyze command messages updated
  -For characters without the skill the game no longer pretends the command does not exist.
  -Messages now include the name/sdesc of the item, as appropriate.
  -List of qualities about the item now indented.
  -Handles no argument better than it did before.
  -Includes argument in error messages
  -Error message for object not found now specify it is only looking in character's inventory
  -No longer returns an empty string in some instances
-The follow, guard, and watch command now accept the following arguments
  to stop them:
  -me, none, off
-whisper error messages updated
  -Whispering to someone that cannot be found now includes the argument in the error message.
  -Whispering without a message now includes the sdesc of the person being whispered to in
    the error message.
  -Target now gets message about failed rescue attempts.
  -Updated other messages to include name/sdesc instead of 'them'/'they'.
-give command updated
  -Character now gets a message when someone else fails to give them an item because they're
    carrying too many items.
  -Character now gets a message when someone else fails to give them an item because they
    cannot carry that much weight.
  -Error messages have 'it' replaced with the item's sdesc/name as appropriate.
« Last Edit: August 27, 2018, 10:35:57 PM by Nathvaan »


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Re: Release Notes
« Reply #137 on: September 04, 2018, 04:13:25 PM »
September 4th, 2018 (Tuesday)

-NPCs below 1 hit point will now heal the same way players do.
  -Will benefit from being bandaged, etc..
  -Have a chance to bleed out.
-NPCs above 0 hit points will continue to heal as they always have, at
  a faster rate than PCs
-keyword command updated to take 'all' as an argument where normally
  a container would be.  This will search through all objects in the room
  in addition to inventory, equipment, and items in the room.
-The messages from being unable to contact another character have been
  updated in two instances.
  -When using the in-game editor (aka CREATING):
    That character is CREATING (writing a message on a board or in some other
    way using the OOC editor), try again in a little bit.
  -When the target is unconscious:
    Their mind is present but sluggish, likely they are asleep.
-When a character dies a message will be sent to anyone in contact with them that
  is different from the message sent when the person logs out.
-Updates to how staff can configure (sub)classes.
-skin command messages updated
  -Error for wielded item not being a valid item to skin with now includes sdesc
    of that item rather than 'that'.
  -Error when the body to skin isn't found changed to include what the player
-put command messages updated
  -Drastically (hopefully) improved messages for putting coins into/onto objects.
  -Improved messages for putting objects into other objects.
  -Removed a few dozen lines of code from failed projects that were junking up
    the command, making it difficult to work with.
-change hands option updated
  -Trying to change hands while sleeping now gives a message rather than a blank response.
  -Trying to change hands with both hands empty now gives an appropriate error message.
  -Can change hands even if one of them is empty.
  -When only one argument is provided and error is displayed asking which hand should
    that location be changed with instead of a generic error.
  -Providing invalid locations when changing hands now results in messages for the
    unrecognized arguments (first, second, or both) including what was originally typed.
    Rather than "What hand is that?".
  -'change hands' with no argument will attempt to change hands with whatever the
    character has wielded.
    -wielding etwo weapons (ep & es): Swap their locations
    -Wielding one weapon
      es : swap to etwo
      ep : swap to etwo
      etwo : swap to ep
  -Successfully changing hands in combat gives opponents a chance at a free attack.
    ('successfully' meaning items were changed between hands.  There is no chance
     at a free attack if something when wrong changing hands)