Author Topic: Release Notes  (Read 99577 times)

nessalin

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Re: Release Notes
« Reply #150 on: January 27, 2019, 11:11:43 AM »
January 27th, 2019 (Sunday)
 
(Nessalin)
-Mount race now shows up by looking at ticket.
  "It has the image of a %s etched onto it."
-If the character looking at the ticket is the one that named the mount they
  will see the name on the ticket.
  "You think this is the ticket for your mount, '%s'."
-Clan specific stables now use the new code that persists mount names on tickets.
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nessalin

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Re: Release Notes
« Reply #151 on: February 06, 2019, 11:35:45 AM »
February 6th, 2019 (Wednesday)

(Nessalin)
-Fixed a crash bug
-Fixed another crash bug
-Continued changes to mount stables
  -Only supports 'rent' and 'offer', no longer supports 'give'.
  -Now have to use full syntax for tickets.
    offer <token> <stablemaster>
  -The name (first keyword) of a token is now used in the message when a
    stable master gives the object to a character or takes the object from a
    character.
   -A message to the character is sent about the stablemaster giving the
    token to the character which contains the sdesc of the token so the
    player immediately knows what that shop's tokens look like.
  -Changed most the 'says' by the stablemaster to 'tells'
    a) Make it clear to others in the room who the NPC is talking to.
    b) Keep the language code involved for scrambling/learning.
  -Changed the rest of the says to echos that only the PC wills see
    because they were issues of syntax or bad keywords.
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nessalin

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Re: Release Notes
« Reply #152 on: February 12, 2019, 06:17:38 AM »
February 12th, 2019 (Tuesday)

(Nathvaan)
-Bugfix in staff command.
-Updates to staff tools.

(Nessalin)
-Bugfix with missile weapons vs magick armor spells.
-Bugfix in mount sellers.
-Changed behavior of some NPCs in the presence of magick.
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Nathvaan

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Re: Release Notes
« Reply #153 on: February 14, 2019, 04:01:37 PM »
February 14th, 2019 (Thursday)

(Nathvaan)
-Additional fix for karma regenerate incorrectly resetting the regenerate date.
-This should now behave as designed in all cases instead of most cases.
-Added additional logging for regenerate validation.

(Nessalin)
-Bugfix for a staff command.

Nathvaan

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Re: Release Notes
« Reply #154 on: February 18, 2019, 07:17:15 AM »
February 18th, 2019 (Monday)

(Nessalin)
-Updates to Gortok combat actions.
-Rescue command will not apply a delay when no one is fighting the target.  If there is no one to rescue the target from you will get a message saying so and no delay will be applied to your character.
-Updates to staff control over material taxes.
-Continued updates to how mounts interact with magick.
-Can now assess room to see the condition of visible, non-mount, characters.
  See the help file for more information:
  -https://www.armageddon.org/help/view/Assess
-Movement speed is now displayed on arrival into a room.
  -Running shows has "runs in"
  -Walking/Sneaking show as "walks in" (for the time being, may re-visit this later)
-Can now use ~ep, ~es, ~etwo in place of objects in emotes.  See helpfile for more information:
  -https://www.armageddon.org/help/view/Emote

(Nathvaan)
-Added ability to enable ANSI color in character generation.
-Added logic on new character login if ANSI color is enabled on the account to set the default color palette.
« Last Edit: February 18, 2019, 04:24:27 PM by Nathvaan »

nessalin

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Re: Release Notes
« Reply #155 on: February 20, 2019, 04:19:46 PM »
February 20th, 2019 (Wednesday)

(Nessalin)
-Added starting location/set up details for clan in The Ancient Place of Kings
-Forage will now error out before applying command delay. (hands full, mounted, etc..)
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nessalin

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Re: Release Notes
« Reply #156 on: March 12, 2019, 06:59:51 AM »
(Nathvaan)
-Characters will no longer get crim flagged for unlatching things in their inventory.

(Nessalin)
-Arrival messages ("runs in from the north") now use the same race movement messages as departure messages ("runs north").  i.e. snakes "slither"
-smoke command
  -now accepts command emotes, i.e. smoke (coughing lightly) [with bloodshot eyes]
  -echos spice-specific odor to smoker as well as to room.
-make command
  -now accepts command emotes, i.e. make (coughing lightly) smoke papers pinch [with bloodshot eyes]
-shave command
  -now requires an equipped knife to shave spice (anything that qualifies as a skinning knife, or spice tools)
  -now requires a target item as a parameter.  syntax: shave <item>
  -can shave items equipped, in inventory, in room
  -now accepts command emotes, i.e. shave (coughing lightly) brick [with bloodshot eyes]
  -shaving the last grain off of a knot results in two grains (instead of a grain sized knot which can't be used)
  -improved errors messages to make it clear to player which items they're interacting with
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nessalin

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Re: Release Notes
« Reply #157 on: March 18, 2019, 10:03:26 AM »
March 18th, 2019 (Monday)

(Nessalin and Nathvaan)
-Fixed crash bug with looking at books.

(Nessalin)
-Updated the 'wall' spells to damage/kill those thrown through them.
-Fixed bug (in code that was supposed to fix this bug) in shaving the last grain off a knot of spice.
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nessalin

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Re: Release Notes
« Reply #158 on: April 10, 2019, 05:25:37 PM »
April 10th, 2019 (Wednesday)

(Nessalin)
-Shops will now maintain their # of coins between reboots.
  (if a merchant has 50 coins when the game reboots they will have 50 coins when the game comes back up)
-Wagons will now leave/arrive instead of sneak/walk/run/fly
-Large scale automated update to armor items based on the work lead by Shabago.    This should standardize normal armor values but also allow us to tweak things in the future without untold hours of work.  Human tweaking of values of armor items will be on going as needed.
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nessalin

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Re: Release Notes
« Reply #159 on: April 11, 2019, 09:22:19 AM »
April 11th, 2019 (Thursday)

(Nessalin)
-Mounts should stop randomly capitalizing the first letter of their sdesc.
-Fixed crash bug.
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nessalin

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Re: Release Notes
« Reply #160 on: April 12, 2019, 04:05:38 PM »
April 12th, 2019 (Friday)

(Nessalin)
-Fixed bug in staff command
-Ethereal creatures will no longer attack tents.
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nessalin

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Re: Release Notes
« Reply #161 on: April 14, 2019, 04:13:36 PM »
April 14th, 2019 (Sunday)

(Nessalin)
-Shops now maintain inventory between reboots.
  -This includes their unique values such as bloodied, dyed colors, and state (damaged armor, aged food, etc...)
-There is now always a small chance to dodge.  This should help address the issue of
  hitting a false cap on weapon skills and offense.  Many thanks to Brokkr for digging through
  the math on this and providing a solution.
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nessalin

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Re: Release Notes
« Reply #162 on: April 16, 2019, 06:27:47 PM »
April 16th, 2019 (Tuesday)

(Nessalin)
-Fixed crash bug
-Game now reads race data out of the SQL DB rather than text files.
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nessalin

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Re: Release Notes
« Reply #163 on: April 17, 2019, 05:29:11 AM »
April 16th, 2019 (Tuesday)

(Nessalin)
-Changes to allow race properties (from the SQL DB) to determine their abilities rather than so much of it
  being hard coded. This actually fixes several aspects to races that were never addressed.  Hopefully more
  of this in the future will give staff more flexibility and options in creating new and updating old races without
  requiring the intervention/assistance of a developer.
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nessalin

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Re: Release Notes
« Reply #164 on: April 21, 2019, 06:55:26 AM »
April 21st, 2019 (Sunday)

(Nathvaan)
-Updated text in some of the acceptance e-mails sent when a character is approved.

(Nessalin)
-Bugfix to corner case corpse aging.
-Moved several, previously hard coded, properties of races and moved them to the DB where they can now be configured without requiring a code change/reboot.
-Natively ethereal creatures will now leave behind ethereal corpses rather than corporeal ones.
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nessalin

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Re: Release Notes
« Reply #165 on: April 28, 2019, 10:29:25 AM »
April 28th, 2019 (Sunday)

(Nessalin)
-Fixed a bug in the 'keyword' command that could reveal buried items.
-Fixed a bug in pouring vials into subdued people, vial now truly empties if the vial is wasted.
-Made pouring vials into subdued people easier after some testing.
-Fixed a bug in merchants valuing damaged armor differently when buying and selling.
-Fixed a bug in skellebain to correctly dismount characters who fall down as a result of the poison.
-Changed how sunslits work so their use is predictable by staff and verifiable by players.
  -There are now two distinct types of sunslits items, those worn on face and those worn on eyes
  -Wearing both does not double the bonus
  -The bonus now applies even when the character does not have the skill (in the past it wasn't predictable if it would or would not)
  -Wearing a face/eyes location sunslits will give a message that a bonus is being applied.
  -Assessing a face/eyes location sunslits will give a message that the item will protect the character's vision along with which location they should be worn on.
  -Updated sunslits 'eyes' items in the game so they (should be) universally wearable on eyes, es, on_belt, in_hair, about_throat (they will only give benefit when worn on eyes).

n.b. If your sunslits item (either face or eyes) do not assess as such please wish up asking to have your item replaced with a updated version that has the correct values set on it.

> assess mask
You assess a staff sun mask...
...it is primarily made of wood.
...can be worn on the head.
...can be worn on the face.
...will protect your vision when worn on your face.
...it is very light.

> wear mask head
You place your staff sun mask on your head.

> rem mask
You stop using your staff sun mask.

> wear mask face
You fasten your staff sun mask across your face.
Wearing a staff sun mask protects your vision in a storm.



> assess sunslits
You assess a pair of staff sunslits...
...it is primarily made of wood.
...can be worn in one's hair.
...can be worn on the eyes.
...looks like it will fit you.
...will protect your vision when worn over your eyes.
...it is very light.

> wear sunslits hair
You put your pair of staff sunslits in your hair.

> rem sunslits
You stop using your pair of staff sunslits.

> wear sunslits eyes
You fit your pair of staff sunslits over your eyes.
Covering your eyes with a pair of staff sunslits protects them from harsh weather.

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nessalin

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Re: Release Notes
« Reply #166 on: May 09, 2019, 09:02:13 AM »
May 10th, 2019 (Friday)

(Nathvaan)
-Fixed abusable bug

(Nessalin)
-Added to JS integration with the game engine, allowing more functionality from scripts
-Doubled the time a skinned item will last before 'sinking into the sands'
-Added a nosave option for 'receive' which will determine if your character will accept other's giving them items
-Poison can now be assessed
  -to say, "It is poison!"
  -Same rules for assessing poisoned weapons will now display to characters with the correct skills what color the poison is

Update: This was rolled back but is now back in production.
« Last Edit: May 10, 2019, 08:45:09 AM by Nathvaan »
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nessalin

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Re: Release Notes
« Reply #167 on: May 14, 2019, 08:29:46 AM »
May 14th, 2019 (Tuesday)

(Nessalin)
-Fixed crash bug
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nessalin

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Re: Release Notes
« Reply #168 on: June 02, 2019, 11:50:05 AM »
June 2nd, 2019 (Sunday)

(Nessalin)
-Heavy refactor removing ~2,100 lines of code.
-Added new spell (Thanks to Akariel, Brokkr, Shalooonsh for input)
-Fixed bug in corpse weight.  Corpses, empty ones, should now weigh as much as the character they
  were created from.
-Mutilated corpses should now include their race type (humanoid, mamal, lizard, insect, spider, snaked, etc...) in
  their sdesc, ldesc, and description.
-Exits can now be set to represent ladders, which require at least one free hand to pass up/down through,
  although two free hands make the travel faster.
-Riding out of room messages updated
  -A red-haired dwarf rides a circus beetle west, at a walk.
"I wanna be an architect"

nessalin

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Re: Release Notes
« Reply #169 on: June 25, 2019, 10:33:45 AM »
June 25th, 2019 (Tuesday)
 
(Nessalin)
-Fixed text formatting and incorrectly recycled messages for wall spells.
-Imbue Totem updated to have flags match messages.  Messages updated where needed.
-Soldiers now more selective about who they consider a criminal based on race and race-type.
-Fixed a performance issue in a spell that was causing some lag when cast.
-Miscellaneous updates to staff commands.
-Can now assess books to determine how many pages they have.
"I wanna be an architect"

nessalin

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Re: Release Notes
« Reply #170 on: June 26, 2019, 11:52:30 AM »
June 26th, 2019 (Wednesday)

(Nessalin)
-Messages for salvage command updated
  -Error message when object not found now include what keyword the user typed.
  -Error messages for containers that must be emptied first now include the sdesc of the container item.
  -Success message for starting salvage now includes sdesc of the item that will be salvaged.
-Misc updates to staff commands and building options.
"I wanna be an architect"

nessalin

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Re: Release Notes
« Reply #171 on: July 01, 2019, 01:17:16 PM »
July 1st, 2019 (Monday)

(Nessalin)
-Two drov subguilds added at 3 karma.
-Options should appear on account after successfully logging in with a character.
-Options should appear in character creation when option is on account.
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Brokkr

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Re: Release Notes
« Reply #172 on: July 01, 2019, 01:22:35 PM »
http://www.armageddon.org/help/view/Drovians
http://www.armageddon.org/help/view/Nilazi

Two new Drovian subclasses have been added and are now available for play.

A Nilaz subclass was added awhile ago, but was never officially announced.  So consider this that announcement, if you haven't noticed it hanging around for the last few months.

Much like the changes to the other four elemental subclasses, the re-appearance of Drovian and Nilazi elementalists can be taken IC.