Author Topic: Release Notes  (Read 37291 times)

nessalin

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Release Notes
« on: August 10, 2015, 07:43:46 AM »
August 10th, 2015

Banking Changes
-Fee is now on deposit
-Nobles pay no fee (in their city)
-Nobles are addressed by title (in their city)
-Templars pay no fee (in their city)
-Templars addressed by title (in their city)
-GMH Creation of GMH Family clans (House Kurac Family, House Kadius Family, House Salarr Family, House Nenyuk Family)
-GMH Family members pay 1/2 tax of other commoners
-Minimum deposit required when fee is in effect (2,000 or more combined value of deposit + balance)

Banking Changes discussion thread for this release

Forage Changes
-Subguild Grebber can now forage food.
« Last Edit: August 10, 2015, 10:03:52 AM by Nyr »

nessalin

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Re: Release Notes
« Reply #1 on: August 13, 2015, 10:41:10 AM »
August 13th, 2015

Starting Locations
-Pointing to Labyrinth now takes new characters to the Labyrinth starter shops room.

nessalin

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Re: Release Notes
« Reply #2 on: August 17, 2015, 07:32:56 AM »
August 17th, 2015

Armor Damage
-Armor can now be damaged by natural weapon attacks (sting, pinch)
-All material types have values associated with their how much damage it takes to break them

Craft Tool Degradation
-Craft tool degradation now takes place after the delay.  This is to keep tools from degrading before the craft attempt is made.
-Tools now only degrade on failed craft attempt.
« Last Edit: August 17, 2015, 08:15:49 AM by Nyr »

nessalin

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Re: Release Notes
« Reply #3 on: September 07, 2015, 07:13:08 AM »
September 7th, 2015

Armor Repair
-Refactor of code for readability/maintainability
-Unused code removed
-Now takes all material types into account (was roughly 15 years behind)
-Materials leather, gwoshi, and skin can be used to repair each other.
-Materials bone, isilt, and duskhorn can now be used to repair each other.
-Armor items of similar type (see above) can now be used to repair each other.
-Much (much) harder to destroy a piece of armor through failed repairs.

nessalin

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Re: Release Notes
« Reply #4 on: September 24, 2015, 10:59:25 AM »
September 24th, 2015

Movement, and all it entails.
-This is entirely a code refactor release, there should be no perceived change to users
-Several hundred lines deleted (much of it commented out code, or ifdef'd code from 10-15 years ago)
-Some best practices added
-Much of this simplifying code for future work and terraforming to make the code base habitable for future developers

nessalin

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Re: Release Notes
« Reply #5 on: September 28, 2015, 01:04:04 PM »
September 28th, 2015

Wine sip messages:
-Updated wine sip/taste messages

Harness/Unharness removed
-Feature had been commented out for ... a very long time, while adding complexity/fragility to the code.
-Roughly 800 lines removed across multiple areas
-Code simplified where risk was low to continue terraforming for future developers.

nessalin

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Re: Release Notes
« Reply #6 on: October 02, 2015, 12:10:02 PM »
October 2nd, 2015

Crash bug fixed
-Uninitialized variable was causing game to crash.

nessalin

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Re: Release Notes
« Reply #7 on: October 05, 2015, 01:03:12 PM »
October 5th, 2015

Code cleanup, movement related
-Updated variable names to be meaningful
-Removed unnecessary (as opposed to unused) variables.
-Removed ambiguity from ride to increase developer intent, made its return values constants for readability.
-Moved the repeated code into its own functions.
-Changed raw values to constants to improve readability.
-Converted clumsy code to more appropriate comparisons, reducing amount of code.

nessalin

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Re: Release Notes
« Reply #8 on: October 12, 2015, 12:32:23 PM »
October 11th, 2015

Falling,
-Throwing now checks to see if your character should fall.
-Shooting now checks to see if your character should fall.
-Anything that knocks you out makes you fall.
-Falling makes you stop hiding.
-Falling based on non-movement actions now consolidated into one place. Previously each placed performed it's own check, in different ways.
-Verified that +climb gear works, contrary to player beliefs.
-Verified that climbing tools (separate from +climb gear) works, contrary to player belief.

Hiding
-Anything that knocks you out makes you stop hiding.

Discussion Thread about these changes
« Last Edit: October 12, 2015, 12:36:35 PM by nessalin »

nessalin

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Re: Release Notes
« Reply #9 on: October 26, 2015, 08:39:02 AM »
October 26th, 2015

-Combat initiates a falling check (as it was supposed to in prior release, this may be an on-going issue as new ways to start combat are identified).
-Modest climb bonus for each free hand (not counting hands holding climb tools)
-When using a climbing tool, climb message will now indicate that the tool is helping.  (climb tools are not the same as items that give a bonus to climb)
"Using a coil of hemp rope, you carefully climb west."
-When a leader goes into a falling room, non-flying followers will stop.  Message will include sector type for most outdoor sectors.  This can be expanded in the future.
"You notice the hills give way to a hazardous fall, and stop following a warrior from team A."
-Message sent when climbing with both hands full (and neither hand is holding a climb tool).
"Struggling with a jeweled iron dagger and a hooded lantern in your hands, you carefully climb west."

Discussion Thread found here
« Last Edit: October 26, 2015, 08:41:57 AM by nessalin »

nessalin

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Re: Release Notes
« Reply #10 on: November 02, 2015, 08:30:06 AM »
November 2nd, 2015

-Consolidation of repeated code in single place
-Nearing the end of movement related code cleanup
-Should be no apparent changes, but the code is healthier than it was before.
« Last Edit: November 02, 2015, 04:25:51 PM by nessalin »

nessalin

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Re: Release Notes
« Reply #11 on: November 29, 2015, 10:41:16 AM »
November 29th, 2015

- Subguilds are now handled the same as guilds/races for account settings.  This means staff can set the options for extended subguilds on accounts after approval and the option for that subguild wills how up during character creation.  The option can be set as one time use or permanent. (A future release will tie these values to karma levels, which will hopefully eliminate a lot of the process around extended subguild request/auto approval/staff setup).

nessalin

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Re: Release Notes
« Reply #12 on: November 30, 2015, 12:36:32 PM »
November 30th, 2015

-Added nosave climbfollow, which will let characters follow leaders into falling rooms.
-Mounts will now follow characters into falling rooms.
-Characters will only get the message about now following their leader into a falling room when they are in the same room as the leader.

nessalin

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Re: Release Notes
« Reply #13 on: December 14, 2015, 07:55:10 AM »
December 14th, 2015

-Weapons that are type Razor or Knife can now be used for skinning.
-Garbage text that was appearing during character creation when selecting subguild cleaned up.
-Three new liquid types added.
-Food items will now age
  -Food items only age when in the game (meaning your food is fine while you're logged out)
  -Food items will not age when held by an NPC merchant
  -Food items will last 192 games hours / 36 RL hours before turning to dust.
  -Food items will get the word 'lightly-spoiled' added to their sdesc and keywords when they have 3 game days left (purely cosmetic at this time)
  -Food items will get the word 'spoiled' added to their sdesc and keywords when they have 1 game day left (purely cosmetic time)

Discussion thread about food aging can be found here:
http://gdb.armageddon.org/index.php/topic,50250.0.html
« Last Edit: December 14, 2015, 07:56:43 AM by nessalin »

nessalin

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Re: Release Notes
« Reply #14 on: December 15, 2015, 07:35:29 AM »
December 15th, 2015

-Added a new foodtype mushroom
-Added a way for builders to set preservation values on foods (salted, smoked, pickled, preserved, and a few generics that are catch-alls as the system is fleshed out)
-Added a flag for making foods infinite.  This may not be a long term option, but is something we'll try out for very special cases to see what the results are.
-Extended how long foods will last after it was pointed out foods were decaying too quickly, simple multiplication error, feel free to file reimbursement requests if RP-foods were lost
-Items in rooms that are indoors (or in items, or in people's inventory) have their chance of aging each hour reduced by 15%
-Items in rooms that are dark (or in items, or in people's inventory) have their chance of aging each hour reduced by 15%
-Added a container type that will preserve food (reducing chance to age each hour by 15%)

The above chances are cumulative, currently the maximum chance of reducing aging per hour is 45%, which would close to double the age of items in ideal conditions.
Containers that preserve food only apply the bonus once, meaning you cannot nest a preservation container inside another preservation container and get 30%.



Discussion thread about food aging can be found here:
http://gdb.armageddon.org/index.php/topic,50250.0.html
« Last Edit: December 15, 2015, 09:09:53 AM by nessalin »

nessalin

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Re: Release Notes
« Reply #15 on: December 16, 2015, 07:03:05 AM »
December 16th, 2015

- Food times that represent living things will note age (such as insects)
- Using the 'assess' command on a container that preserves food now returns, "It is meant for storing food."
- Eating food that is lightly spoiled gives a message and only gives half the usual hunger points.
- Eating food that is spoiled gives a message and only gives one quarter the usual hunger points.
- Preserved foods (salted/smoked/etc...) reduce the chance of aging by 20-30% depending on the flag
- Add a very slight amount of variance to how food ages, the result being 4 steaks skinned from the same corpse will not expire on exactly the same hour (but probably very close)
- Excluding food that is intentionally meant to last forever, all food will have a slight chance to age, no matter how many bonuses are piled up.

- While we always strive to keep the game stable, this release does include some risk.  If the game starts crashing we'll roll back to yesterday's release.

Discussion thread about food aging can be found here:
http://gdb.armageddon.org/index.php/topic,50250.0.html

nessalin

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Re: Release Notes
« Reply #16 on: December 17, 2015, 08:45:04 AM »
December 17th, 2015

-Can no longer craft with spoiled items (defined as items having 8 IC hours left before they go poof)
-Upped base rot time from 36RL hours to 48RL hours
-Each food flag gives a different resistance to aging, in relative order
  -pickled
  -preserved
  -longlived
  -dried
  -salted
  -smoked
-Assessing a food item will now tell you which of the food flags above have been applied to it.

nessalin

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Re: Release Notes
« Reply #17 on: December 18, 2015, 07:35:50 AM »
December 18th, 2015

-Fixed a typo in the message displayed when using assess on a food item to check it's preservation status
-Staff can now pause aging on a food item until a PC picks it up (to be used for things like eggs in nests, fruits in bushes/trees, or staging areas for plots where food should wait for a PC to arrive)
-Foods now age relative to their food type.  The aging rate previous to today is the rate at which meat will age, everything else has a factor of that rate.  At the high end is dried-fruit, which will last for at least 9 RL days, up to 20 when indoors/darkness/preservation container.  These values are adjustable with a reboot, but should be adjustable without a reboot in the near future.  Expect them to change regularly as we find the sweet spot.

nessalin

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Re: Release Notes
« Reply #18 on: December 18, 2015, 09:52:38 AM »
December 18th, 2015

-Fixed a bug in this release where all item types, not just food, were having their age checked to see if they could be used in crafting.  Now only food will have its age checked.

nessalin

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Re: Release Notes
« Reply #19 on: December 19, 2015, 10:21:02 AM »
December 19th, 2015

-Refactor of the food aging code, cleaning up debug code, consolidating duplicated code.
-Food ages faster in
  -Rooms that are heavy with vegetation
  -Rooms that are light with vegetation
  -Rooms that have been ashed/defiled in
-Food ages slower
  -In rooms affected by spell restful shade
  -Outdoors are low sun
  -Outdoors at sundown

nessalin

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Re: Release Notes
« Reply #20 on: December 20, 2015, 08:39:17 AM »
December 20th, 2015

-Fixed a bug in the fill command, where emptying a poisoned drink container into another wouldn't remove the poison flag from the now empty drink container.
-Fixed a bug in how single use extended subguild settings weren't saving on the account.
-Insect foods should no longer be automatically, or unpredictably, too spoiled for crafting.

nessalin

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Re: Release Notes
« Reply #21 on: December 21, 2015, 08:44:25 AM »
December 21st, 2015

-Some minor refactoring/deleting of old code
-Moved food data (maximum age, hunger, thirst, taste, etc..) into the database where it can be reloaded without a reboot
-Built a webpage for Admins & Producers to manage food data without having to touch the database directly
-Added two new customizable values to food types, the words used to indicate 'lightly-spoiled' and 'spoiled'
-Cosmetic changes to online object creation commands for staff
-Any closed container, in a room (not held, not in inventory, not nested somewhere in inventory or held) will be almost as effective as a preservation container
-Added 'who c' as an option back into the game.  It is now a clan job.  It is entirely up to clan staff to decide if their clan could make good use of it.

The daily reboots should end with the ability to tweak food aging without code changes.  Thanks for being patient and being polite in your reimbursement requests.

nessalin

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Re: Release Notes
« Reply #22 on: December 22, 2015, 08:20:14 AM »
December 22nd, 2015

-Fixed issue where clan leaders were able to self promote the whoc job: promote me whoc arm of the dragon
-Fixed issue where some non-clan members were showing up in the who c listings.

nessalin

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Re: Release Notes
« Reply #23 on: December 28, 2015, 09:33:58 AM »
December 28th, 2015

-Moved liquid data into the DB/out of the code, meaning additions and changes to liquids will no longer require a reboot
-Improved staff commands related to working with liquids during creation
-Updated the code used by staff to set up patrolling NPCs
  -Fixed a bug that would cause them to do nothing roughly 1/3 of the time
  -Cleaned up messaging to be less spamming/more informative for staff
-Minor change to material types to improve clarity for builders when selecting one for objects
-Small fixes in code to improve readability, reduce compiler warnings, improve logging

nessalin

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Re: Release Notes
« Reply #24 on: January 05, 2016, 01:09:51 PM »
January 5th, 2016

-Spell disabled while we look into updating it (if it affects you, you'll know when you cast it)
-Removed debug messages from patrol NPCs that were inadvertently being seen by players

nessalin

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Re: Release Notes
« Reply #25 on: January 18, 2016, 08:38:58 AM »
January 18th, 2016

-Taste message when sipping now comes out of the DB, had overlooked this in previous update.
-Color message when looking in a container/sipping/drinking now comes out of the DB, had overlooked this in previous update.
-When race specific taste message is blank for liquids, the non-race taste message is now sent.   
-Race check was backwards for thirst/hunger/drunk backwards on drinks, fixed.
-Update to object creation command for staff.

nessalin

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Re: Release Notes
« Reply #26 on: January 18, 2016, 08:35:15 PM »
January 18th, 2016

-Web tool completed allowing Admin+ to create/edit liquids (color, taste messages, race values, etc...). 
-Storyteller+ can use the same tool to get a better sense values associated with liquids rather than trial an error with the creation tools.

nessalin

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Re: Release Notes
« Reply #27 on: January 25, 2016, 08:40:23 AM »
January 25th, 2016

-Ability to use specific weapon type vs specific race type is now correctly read/written to characters.  Previously the first and last combinations were unusable.  This may result in a slight decrease (or increase) in combat vs specific race types (using specific weapon types) as a result of using the correct values, until skills level out through more combat.

nessalin

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Re: Release Notes
« Reply #28 on: February 01, 2016, 07:34:49 AM »
February 1st, 2016

-Updates to npc/room/obj creation commands for staff.
-Stilt Lizard added as a coded race
-Spell removed a few weeks ago re-added
-Junk, wen typed with no argument, will no longer junk the first item in a character's inventory

nessalin

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Re: Release Notes
« Reply #29 on: February 15, 2016, 08:14:25 AM »
February 15th, 2016

-Online creation commands updated to reduce penalty for typos
-Crashbug fixed in staff command
-Changes made to how offense, defense, weapon proficiency, and two handed increase

-Subguild options now update when karma changes
-Account subguild options will be updated on next character login
-Changes to subguilds
--General Crafter removed, characters with 'General Crafter' will be converted to 'Crafter'
--Clayworker removed, characters with 'Clayworker' will be converted to 'Crafter'
--Stonecrafter removed, characters with 'Stonecrafter' will be converted to 'Crafter'
--Scavenger removed, characters with 'Scavenger' will be converted to 'Outlaw'
--Acrobat removed, characters with 'Acrobat' will be converted to 'Outlaw'
--Rebel removed, characters with 'Rebel' will be converted to 'Outlaw'
--Tinker removed, characters with 'Tinker' will be converted to 'Jeweler'
-New Subguilds added
--Gladiator
--Bounty Hunter
--Minstrel
-Sorcerer subguilds have had their number of spells roughly doubled.

nessalin

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Re: Release Notes
« Reply #30 on: February 16, 2016, 11:20:01 AM »
February 16th, 2016

-When creating a character, players can no longer select both a karma guild AND a karma subguild.
-When creating a character, players can no longer combine Mul/Half-Giant with a magicker subguild.  Error message will indicate the need to file a special application.
-Formatting cleanup on the subguild selection menu of character creation.

nessalin

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Re: Release Notes
« Reply #31 on: February 25, 2016, 11:53:53 AM »
February 25th, 2016

-Subguild menu options changed from a-z,A-Z to a-z,aa-zz.  This is to prevent typos when selecting subguild (such as typing 'a' when the player meant 'A')
-In-game creation tools for staff updated to be more helpful.

nessalin

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Re: Release Notes
« Reply #32 on: March 08, 2016, 10:45:34 AM »
March 8th, 2016

-Infinite light sources will no longer be pre-pended by "very dim", allowing staff to describe them however they like.
-Some fixes related to sorcerer subguilds so they're treated like sorcerers in legacy code.
-Stubbed in some work for future releases.

nessalin

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Re: Release Notes
« Reply #33 on: March 21, 2016, 04:24:38 PM »
March 21st, 2016

(Nessalin)
-Full elementalist guilds are no longer an option when creating a character.
-16 elementalist subguilds added, with varying levels of karma.

-Upon logging in to the game, then back out again, accounts will be updated with options based on karma.
-Removed a handful of old staff commands that were deprecated by other systems and hadn't been used in perhaps 20 years.

(Dakurus)
-Updates to information visible to staff while switched into NPCs
-Labyrinth starting location equipment setup fixed.
-Updates to in-game staff chat channels
-Update to repair messaging so the character doing the repair gets correct information about the state of the material being used to perform the repair.
-Draw can now be used with the syntax, "draw X es"
« Last Edit: March 21, 2016, 04:28:15 PM by Rathustra »

nessalin

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Re: Release Notes
« Reply #34 on: March 22, 2016, 11:14:05 AM »
March 22nd, 2016

(Nessalin)
-Character edit/approval tool for staff updated.
-Subguild elementalists now (correctly) regenerate mana
-Character update on login no longer incorrectly applies legacy options

nessalin

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Re: Release Notes
« Reply #35 on: March 23, 2016, 08:35:09 AM »
March 22nd, 2016

(Nessalin)
-Selecting 'o' from the main menu should now display subguild options on an account.
-Character approval e-mails for elementalist subguilds should now contain starting spells and their symbols

nessalin

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Re: Release Notes
« Reply #36 on: April 02, 2016, 09:56:14 AM »
April 2nd, 2016

(Dakurus)
-Look changes
  -Look <character> now treated as a hemote, includes any emotes attached to the command, and can be spotted with watch the same as hemote
  -Look <direction> shows items of sufficient weight.
  -Look <direction> does not show empty description for hidden items.
-Skill Setup changes for characters
  -Fixed issue with skill set up on characters for guild/subguild/race/starting location
  -Boosted psi skills on newbies
  -Fixed issue with languages getting correctly set by race
-Fix to messaging in disarm fumbling.

(Nessalin)
-Updates to forage to account for all the subguilds changes, lately.

nessalin

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Re: Release Notes
« Reply #37 on: April 03, 2016, 10:59:51 AM »
April 3rd, 2016

(Dakurus)
-Cleaned up/improved game logging
-Bug fixes to direction sense

(Nessalin)
-Continued getting elementalist subguilds to act like elementalist guilds

nessalin

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Re: Release Notes
« Reply #38 on: April 11, 2016, 10:50:15 AM »
April 11th, 2016

(Dakurus)
-Fixed crashbug in a magick spell.

(Nessalin)
-Staff can now set more granular difficulty values on door locks.
-Builders an now set exits to be transparent (meaning they can be seen through when closed, but not walked through or thrown through)
-Fixed crashbug related to picking up books with bad data in them.

nessalin

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Re: Release Notes
« Reply #39 on: April 26, 2016, 09:20:20 AM »
April 26th, 2016

(Dakurus)
-Update to templar cast messages

(Nessalin)
-Bugfix for transparent exits that was allowing shoot/throw to work through them
-Addition of templar specific subguilds
-Informational updates to staff commands

nessalin

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Re: Release Notes
« Reply #40 on: May 09, 2016, 11:27:56 AM »
May 9th, 2016

(Nessalin)
-Changes allowing staff to further customize NPCs
-Updates allowing staff to further customize spells

nessalin

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Re: Release Notes
« Reply #41 on: May 17, 2016, 11:29:27 AM »
May 17th, 2016

(Nessalin)
-Characters can no longer barrier while in combat.
-Dispelled creatures no longer take their items with them, but will now drop inventory/equipment onto the ground.
-Some code to keep default items in a default state.
-Improved ability of staff to more readily tell where player created NPCs came from (animate dead, mount, etc...)
-Generic code clean up (consolidation of repeated code, removal of unused code, etc...)

nessalin

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Re: Release Notes
« Reply #42 on: May 23, 2016, 01:30:58 PM »
May 23rd, 2016

(Nessalin and Tenebrius)
-Replaced a long broken (17 years?) staff command that will help manage the object database.

(Nessalin)
-Added or updated ~20 staff help files related to staff commands
-Updated a dozen or so staff commands to give better feedback on their function & operation so staff are better informed about their use/what they're doing
-Removed some old staff commands & associated code that were 20-odd years out of date/no longer relevant.

nessalin

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Re: Release Notes
« Reply #43 on: June 13, 2016, 10:23:06 AM »
June 13th, 2016

(Nessalin)
-Updated the way the code tracks who created an NPC/OBJ making it easier for javascripts to work with the information.
-Added code to allow and support the creation of custom scents
-Update to staff commands making them more informative and fault tolerant
-Refactor of magick spell code
  -Improved logging when errors/unexpected behavior occurs.
  -Improved messages for players of casters when errors/unexpected behavior occurs
  -Cleaned up various, longstanding typos
  -Removed blocks of commented out/unused code
  -Fixed some anti-patterns
  -Flagged areas that need future work/expansion to bring spells in line with overall magick system

nessalin

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Re: Release Notes
« Reply #44 on: June 21, 2016, 11:26:16 AM »
June 21st, 2016

(Nessalin)
-Some spell failure messages improved, previously the caster got no, or an ambiguous response, leading to confusion.
-Fixed a bug with the new custom scent code.
-Updated staff command to work on offline characters
-When shops are closed, the merchant's long description will be updated to indicate so
-A command has been opened up for players of casters, the Symbol command.

nessalin

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Re: Release Notes
« Reply #45 on: July 05, 2016, 10:55:47 AM »
July 5th, 2016

(Nessalin)
-Slight change to how skin works allowing builders to create skinnable items that can in turn be skinned. Meaty matryoshka dolls.

-Messages for 'change opponent' have been updated
  -Fixed a bug where the wrong sdesc was sent (apparently long standing)
  -Added better feedback for failures (instead of 'them', the sdesc of the failed target, instead of 'no one here' actually display what was typed, etc...)

-A trial system for calculating arrow damage rather than using static values in an attempt towards normalization.
  -Items now have a quality, although for the time being only arrows make use of the value. Arrow damage will rely largely on its quality (other factors are also taken into account)
  -Arrows have had their weight capped to catch mistakes (some very long standing)
  -Updated staff tools/documentation to give guidance on arrow values.

-Address some outstanding TODO items from a previous refactor of the spell code
  -More fire damage spells will apply the 'burned' appearance to equipment worn by targets (if of the appropriate material type)
  -More fire damage spells will damage armor worn by targets (if of the appropriate material type)
  -Finished implementation of a spell started by anonymous donor possibly a decade ago.
  -Minor touchup to help differentiate elementalism from sorcerer and templar magick.
  -Non-living/magickal characters given immunity from spells that should only work on living creatures, helping illustrate their supernatural status.
  -Fixed messaging in several spells that had the message to caster/to victim/to room mixed up.
  -Long list of general code cleanup (improving readability, making better use of existing code, some error trapping to fix crash bugs).

nessalin

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Re: Release Notes
« Reply #46 on: July 11, 2016, 12:43:33 PM »
July 11th, 2016

(Nessalin)
-New wear locations added, items will be updated as time goes by to reflect this change (credit to Akariel for the drive on this project, testing it, and providing feedback).
  -Details http://armageddon.org/help/view/wear%20locations
-Fixed bug with flee where fleeing up always caused failure to climb (credit to Seidhr for driving this issue and providing repro steps/verifying fix)
-Added new tool type and updated crafting tools to allow for its use in creating/editing recipes.
-Arrows used as melee weapons now have a chance to shatter derived from their quality.
-Fixes to Load/Unload command
  -Removed lumps of 15 year old code that was never finished
  -Not specifying what to load will no longer grab the first item in a character's inventory to use, instead will generate meaningful error message.
  -Fixed grammar/typos in error messages.
  -All error/success messages now include the items being used, rather than 'that', 'it'.
  -Fixed issue where a bad crossbow being loaded required staff to intervene, crossbow will now fix itself.

nessalin

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Re: Release Notes
« Reply #47 on: July 11, 2016, 11:16:08 PM »
July 11th, 2016

(Nessalin)
-Hotfix deployed to fix issue with wear locations that were crashing us on some characters (me) entering the world.  This is a temporary fix - the side effect will be some characters may notice their previously worn feet items are in their inventory rather than worn after leaving/re-entering the game.

nessalin

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Re: Release Notes
« Reply #48 on: July 26, 2016, 10:43:11 AM »
July 26th, 2016

(Nessalin)
-Added some logging & debugging around the throw command, which has been unstable lately.
-The acceptance letter for the water creation subguild now correctly lists the spells and symbols they start with
-Fixed messaging bugs in the flee command, related to striking an opponent attempting to flee combat.

-Wear Location updates (Driven by Akariel)
  -nose/lips/eyebrow/tongue now have a location 'on face' rather than 'face', which will be use for things that cover or alter the appearance of a face
  -things that go on the eyes now have their own location and flag for items.  No more wearing sunslits on eyebrows.
  -Fixed bug with feet and under-feet.
  -Changed order of equipped items to make more sense.
  -Cannot wear socks on top of socks
  -Fixed messages for trying to wear something on locations that are already filled.

-Sunslits only give bonus when worn on the 'eyes' location.

-Changes to peek and locations (Driven by Brokkr)
  -Cannot peek finger locations if hand location is worn
  -Cannot peek toe locations if feet/under-feet location is worn
  -Cannot peek nipple locations if body/trunk location is worn

-Craft changes (driven by Rathustra)
-Craft will now provide a numbered list when no target recipe is provided.
-Craft will now indicate the skill needed for each recipe on the list.
-Craft will now indicate the relative difficulty needed for each recipe on the list.
-Craft will now take a number as an argument (as long as it is started with the # symbol)
  

  > 'craft pickle into'
  You could make...
     1) a sliced pickle. [pickle making, difficult]
     2) a diced pickle. [pickle making, effortless]
     3) a pickled pickle. [pickling, manageable]
  > craft pickle into #3
  You pickle that pickle into a pickled pickle.
  

-Analyze command will give similar output to the craft list, indicating the skill required and the relative difficulty.
« Last Edit: July 26, 2016, 12:51:33 PM by nessalin »

nessalin

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Re: Release Notes
« Reply #49 on: July 28, 2016, 12:07:02 PM »
July 28th, 2016

(Nessalin)
-Fixed a crash bug in analyze when character did not have the skill required to craft the recipe
-Fixed bug in craft <items> into #N where the items would be consumed if there was a problem with crafting (such as typo in the number specified)

nessalin

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Re: Release Notes
« Reply #50 on: July 29, 2016, 12:48:53 PM »
July 29th, 2016

(Nessalin)
-Fixed (hopefully) an intermittent crash bug we've been experiencing in throw for the past few weeks.
-Under-feet now have an object flag as well as a wear location, meaning all the oddness around what can/cannot be worn on/under feet should be resolved.  There will some time while items are updated with the correct flags.
-Objects that can be worn on eyes now correctly identified as such using the assess command.
-Eyes location now has higher priority than most other locations when not specifying where to wear something (i.e. 'wear sunslits' or 'wear all')
-Minor changes to how some commands work for staff to make life easier.

nessalin

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Re: Release Notes
« Reply #51 on: August 01, 2016, 10:56:12 AM »
August 1st, 2016

(Nessalin)
-Crashbug fixed.
-Some typos fixes.
-Prioritized 'belt' higher than 'waist' for the wear command.
-Some refactoring to split code into smaller chunks
-Updates to staff commands making them easier to understand and use
-Updates to what will break hide
  -'examine' will no longer break hide
  -'change' will no longer always break hide
    -never break hide
      -language, ldesc, tdesc, mood, accent, locdescs, objective
    -may break hide
      -'change opponent' - only if successful, meaning correct syntax, valid target
      -'change hands'
        -only if successful, meaning correct syntax, valid target
        -Will use sleight of hand skill check to stay hidden
-Craft List will now display if recipe requires a fire.
-Craft List will now display if recipe requires a tool.

You could make...
   1) a hamburger from that. [cooking, effortless, needs a fire, needs a spatula]
   2) a baked potato from that. [cooking, effortless, needs a fire]
   3) an apple from that. [cooking, effortless]

nessalin

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Re: Release Notes
« Reply #52 on: August 22, 2016, 11:16:44 AM »
August 22nd, 2016

(Nessalin)
-Fixed bug where character's trying to throw an item in EP that shared a keyword with the item in ES got a message that only primary equipped items can be thrown.
-Refactor of poison code, please report oddities such as wrong poison being transferred to food/drink/weapon, or from food/drink/weapon to victim.
-Fixed two crash bugs related to shooting in/out of wagon items.
-Characters now automatically unhitch mounts when they are knocked out (similar to dropping all EP/ES items).
-Updates to staff commands related to building.
-Improved logging around character death for staff information.
-When using the view command on an item that is armor, the player will no longer see the 'too small'/'too large' message twice.
-Arrows can now be lit off of torches and campfires, increasing their damage nominally for a short period of time.  When the first goes out the arrow will be blackened, resulting in it doing slightly less damage, and preventing it from being lit again.

Nathvaan

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Re: Release Notes
« Reply #53 on: September 05, 2016, 08:10:16 AM »
September 5th, 2016

(Nathvaan)
- The duration of peraine poison sometimes would instantly wear off when successfully delivered.  This will no longer happen.
- Minor change to mul character generation for a bug that would allow their origin to be set to the wrong location.
- When failing a bash and being in contact or with a barrier up it will now properly cease the psionics, just like all other combat.
- Minor bug fix to some magick because some code wasn't doing everything it should have.  This should not impact any characters.
- Fixed a typo in one of the skellebain echos.
- Fixed an effect in dispel magick that wasn't being removed as it should have.
- Added a feature for 'count' to be able to use 'count <item> <container>' while you are wearing the container.

(Nessalin)
- Adding some additional logging to help find an issue with an open bug.

nessalin

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Re: Release Notes
« Reply #54 on: September 12, 2016, 11:08:56 AM »
September 12th, 2016

(Nessalin)
-When an arrow becomes lit, by whatever means, any poison on it is removed.
-Vials can now be used to administer cures and poisons to victims using either the use or pour commands.  This will preclude wishes asking to shove a tablet into the mouth of someone who is sleeping/paralyzed/subdued.
  -The victim is unconscious (small chance they will choke and spit it up)
  -The victim is paralyzed (small chance they will choke and spit it up)
  -The victim is subdued (chance to resist)
-Usage:

> use vial warrior
> pour vial warrior
> pour vial in warrior
> pour vial on warrior
> pour vial into warrior
> pour vial onto warrior
« Last Edit: September 19, 2016, 10:59:04 AM by nessalin »

nessalin

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Re: Release Notes
« Reply #55 on: September 19, 2016, 11:00:17 AM »
September 19th, 2016

(Nessalin)
-Fixed bug that blocked last week's release, the features of which should now be available.
-addkeyword command will no longer break concentration (such as crafting)
-addkeyword command will no longer break hide
-knock command on an open door will no longer reveal true sdesc to other side when hooded.  (knocking on a closed exit will still say 'Someone')
-Can no longer make/roll/break tents while mounted.
-Can no longer make/roll/break tents while in combat.
-There is now a 1 second delay attached to using make/roll/break on a tent.
-Updates to messages for tents (typos, line returns, etc...)
-Using make on a tent in inventory now returns message that the tent must be dropped, first.
-make command now returns 'Make what?' when no arguments are given.
-make command now returns contextual messages based on input, including the suggestion that the user may have meant the craft command.
-Tweaks to staff commands to improve flexibility.
-Tweaks to logging for staff use.

(Nathvaan)
-Groundwork code for future projects.
« Last Edit: September 19, 2016, 11:43:15 AM by nessalin »

Nergal

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Re: Release Notes
« Reply #56 on: October 03, 2016, 07:39:44 AM »
(Nergal)
- Clan-restricted apartments can now also be restricted by rank in a clan
- Pickable plants are now able to bear thorns that damage the player if unavoided
- Pickable plants are now able to be poisonous on contact to inexperienced herb-gatherers
- Pickable plants are now able to bear poisonous thorns that damage and poison the player if unavoided
  

Nathvaan

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Re: Release Notes
« Reply #57 on: October 15, 2016, 09:08:16 AM »
October, 15th 2016

(Nathvaan)
  • All book data, both the books themselves and their linked pages now reside in the database instead of in files on the machine.
  • Books now have had their maximum pages over quadrupled, from 12 to 50.  All books and scrolls will have the same number of pages they currently have.  This is just the maximum being raised so new books can be bigger.
  • Your skill with the language is now taken into account when writing in books and reading from books.  It will be scrambled in exactly the same way that partly understanding a spoken language works.
  • All current characters who didn’t have read/write at perfect will now have perfect penmanship/reading due to their upbringing in the languages they know how to Read/Write in.
  • The original text will be saved for posterity and staff’s use, unscrambled, so we know what you were trying to write if the character has low Read/Write skills.
  • It will now record the account and character who created the book and it’s pages.  This includes the ability for staff to see who wrote one page and who wrote a different page on the same book.
  • The title of the book and each of the pages’ text can now be in different languages, one title per book though. Naturally, you would have to have the Read/Write ability in the language you are speaking to write in that language.
  • Titles will no longer display at an arbitrary skill level, instead if you have the read/write skill in the language in which it is titled you will see a scrambled (or not) title. This works in both ‘inventory’ and ‘look book’.
  • All historical book and note data has been imported into the database.  This will allow staff to create books in the game that were previously ‘lost’.  I suspect this will happen for things that are found with historical significance but at the discretion of staff members.
  • 5465 books were imported into the database with a total of 14711 pages. Yeah, you read that right.
  • The creation date of the old books/note/scroll data go from October, 1995 to present.
  • The original creation date is recorded as well as whenever it was last updated.  Some of those dates will be the last time the character saved themselves while holding the book, though.  
  • So they may not be totally accurate, especially for recent books.  This date will be accurate going forward though.
  • I have made the best attempt to scrub all the books that are currently in game and on characters to accurately include the current page size and language but there is no way to be 100% certain. If your character has the ability to read/write and has problems reading a certain book/scroll, please wish up and we will take a look at the object to get the right data associated. Usually this would mean there isn’t a written language associated with the book and/or page and is quickly fixable.  It might indicate you do not know that language.
  • All books and scrolls written from this time forward will not have the previously discussed issue, just possibly the ones created prior to this deployment.
  • A fairly comprehensive staff tool was written to allow for web management of all the book data (current and historical).
  • I have no illusions that a project of this size and complexity will go off without a hitch so please feel free to open requests if you feel something may not be working properly.  I’ll assess it and let you know if it is working as designed or fix the problem.
  • Infrastructure was put in place to allow a series of flags to be put on individual pages for future development use.  This is already the case for the book themselves such as when they are ‘sealed’ with a signet ring.
  • Lastly, this is the first phase of updates to read/write.  More will come in due time.

Discussion here:

Update: Patched in a couple of bug fixes this morning. As far as we know everything should be complete.
« Last Edit: October 16, 2016, 08:20:00 AM by Nathvaan »

Nathvaan

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Re: Release Notes
« Reply #58 on: October 19, 2016, 06:14:47 AM »
October 19th, 2016

(Nathvaan)
- Fixed another crash bug that cropped up with the read/write changes.
- Fixed that annoying problem that many (all?) MUSHclient users have where when you first connect the it seems to not understand the option chosen.
- Fixed a few minor typos.
- Fixed the formatting on a staff command that wasn't giving proper carriage returns so it was hard to read.

Nathvaan

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Re: Release Notes
« Reply #59 on: October 24, 2016, 06:11:09 AM »
October/24/2016

(Nessalin)
-Changes to 'who c' as it relates to psi powers.
-Bugfix to the repair spell related to power levels.
-Crashfix in crafting for items that aren't actually craftable.
-Consolidation of code related to poisons making them easier to update/expand.

(Nathvaan)
-Fix to bug with lock picks.  They are working properly again.
-Fix to bug where Bloodburn wouldn't apply the correct effect.  This also is working again.

Rathustra

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Re: Release Notes
« Reply #60 on: November 10, 2016, 04:40:59 PM »
Not an official release note but:

-Rope Making has been removed from the game. All rope crafts (all 5 of them) have been rewritten to use craft skills that suit their materials. No guild gets rope making anymore.

Nathvaan

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Re: Release Notes
« Reply #61 on: November 25, 2016, 06:19:39 AM »
November 25th, 2016

(Nathvaan)

Added the following features:
-Added a fully customizable system to allow the display of colors within the game.
-Added the ability for 256 color capable clients to use any of that color palette.
-Added the ability for the player to add as little or as much color as they like (or disable it).
-If VT100/ANSI is not on in the main menu, all color features are disabled.
-Added a default color template that is off by default.
-Added 19 categories of color for player use, see below. (foreground and background).
-In these categories are included 5 combat specfic categories to highlight hits and misses to your character, hits and misses to your victim and combat in the room that doesn't involve you.
-Added 7 addition categories of colors for staff use, like comm channels, logging and monitoring (foreground and background).
-Added the ability to export your color setting to a list of commands to recreate them, share them on the GDB or save them for future use.
-Ability to view the current color settings and available categories.
-Ability to view all the colors available (color palette).
-Added feature that copies staff color settings to the NPC when animating for a consistent look/feel.
-This change was throughout much of the code: 48 files were changed, 4622 lines inserted and 2468 deleted.

Here is the list of categories for players and staff (can set foreground and background):
-say - Messages generated by the say command regardless of target.
-shout - Messages generated by the shout command.
-tell - Messages generated by the tell command regardless of target.
-whisper - Messages generated by the whisper command regardless of target.
-room_name - Room names when moving and looking.
-room_exits - Room exits when moving and looking.
-psionics - Messages generated by psionics, dream and feel.
-ooc - Messages generated by the ooc command.
-sing - Messages generated by the sing command.
-talk - Messages generated by the talk command.
-wish - Messages generated by the wish command.
-object - Objects in the room and various places (not likely all objects yet)
-char - PCs and NPCs in rooms and various places (not likely all yet).
-emote - Messages generated by the emote command.
-combat_charhit - Combat targeting and hitting your char.
-combat_charmiss - Combat targeting your char but missing.
-combat_victhit - Combat targeting and hitting your victim.
-combat_victmiss - Combat targeting and missing your victim.
-combat_room - Combat in room but not targeting you at all.


Valid colors:
-These are the colors you can add by name, you can also add them by number (0-255).
-black, red, green, yellow, blue, magenta, cyan, white, bblack, bred, bgreen, byellow, bblue, bmagenta, bcyan and bwhite (the b<color> is for bright color).

Options:
-You can see the whole color palette by typing 'change color palette'.
-You can set the color settings to off by typing 'change color none'.
-You can set the default color palette by typing 'change color default'.
--I am totally up for changing the palette if staff and/or players have better ideas for the default
-You can see your current setting and category options by typing 'change color'.
-You can make an export list of your current color setting by typing 'change color export'.
-You can change the category color by typing 'change color <category> <color name or number>'

List of 256 color supported clients from wikipedia (not a complete list please check client documentation for compatibility):
-zMUD
-AMudClient
-Atlantis
-BeipMU
-BioMUD
-CMUD
-Gnome-Mud
-KBtin
-KildClient
-Lyntin
-mcl
-muby
-Mudlet
-MUSHclient
-Potato
-Powwow
-Soiled
-TinTin++
-TinyFugue
-Tortilla
-Wintin.Net


Click here for discussion thread.
« Last Edit: November 25, 2016, 11:22:55 AM by Nathvaan »

Nathvaan

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Re: Release Notes
« Reply #62 on: November 28, 2016, 06:33:43 AM »
November 28th, 2016

(Nathvaan)
- Removed underline from system message.  It is just bolded now.
- Fixed 18 canned socials (like chuckle, cough, grin etc) to be colored as emotes.
- Some instances of putting and object in an object should now color as objects.
- Staff using send will now color as if it were a wish.
- Staff using the echo command will now color as an emote.
- Some instances of sitting at and standing from a table should now color as char.
- Listing at merchants will no longer choose random colors.
- Packing and unpacking mounts should no longer be flagging as random colors.
- Resting a beetle should no longer be coloring as charhit category.
- Mounts should now be colored like PC/NPCs when looking and walking.
- Preface for the 'weather out' text will no longer be colored with the wrong category.
- Moving in 'blinding sands' text should no longer be colored as psionics.
- change color fg_monitor and bg_monitor (staff command) will no longer show up in the 'change color export' list for players.
- 42 files changed, 5295 insertions(+), 5286 deletions(-)

Nathvaan

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Re: Release Notes
« Reply #63 on: December 05, 2016, 08:24:43 AM »
December 5th, 2016

(Nathvaan)
-Fixed bg_emote not saving issue.
-Fixed thousands of places where colors could randomly display as the wrong category.
-Added the correct coloring to 'look room'.
-Fixed a bug where skellebain room names would sometimes not display.
-Fixed bug where you could use 'look room' to get around the effects of skellebain.

nessalin

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Re: Release Notes
« Reply #64 on: December 12, 2016, 08:17:01 AM »
December 12th, 2016

(Nessalin)
-General code cleanup
-Added messages to mount emotes

Note: Put in a fix for misbehaving mounts.
« Last Edit: December 14, 2016, 05:56:02 AM by Nathvaan »

Nathvaan

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Re: Release Notes
« Reply #65 on: December 18, 2016, 06:33:46 AM »
December 18th, 2016

(Nathvaan)
-Added criminal code to Luir's Outpost.
--Added a flag so staff can set NPCs to not arrest if they have another job.
--Soldiers in Luir's, Allanak and presumably Tuluk will now return to the location they grabbed the criminal after drop them off at jail.
--Soldier's communication updated slightly for use in Luir's.
--Luir's jailer will notify the correct authorities if someone is in the jail cell.
--Similar to Allanak, criminals in Luir's will be stripped of their weapons.
--Similar to Allanak, Prisoners will be automatically fed at any time they are starving/severely dehydrated in the cell.
-Reading and Writing in public will now be a crime.
--If you are a local noble or immune to the laws you will remain immune to this crime.
--Possession/buying/selling of reading and writing instruments is not a crime.
--Those who could tell the crimes of a criminal (e.g templars) will see 'literacy' as the crime.
--Please be aware those who have Read/Write (great merchant houses included).
--Reading and Writing to IG messages boards will not flag you as a criminal.
--If you are flagged as a criminal for Reading/Writing in public it will not enter the in game editor.
-The feature allowing you to target books/scrolls by keyword if it is titled, works once again.

Added: Patched in a bugfix making it so when reading scroll/book you must have a book/scroll and have the ability to read the text on the book/scroll before it would flag you a criminal.

Discussion can be found here
« Last Edit: December 19, 2016, 05:47:52 AM by Nathvaan »

nessalin

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Re: Release Notes
« Reply #66 on: January 16, 2017, 10:22:19 AM »
January 16th, 2017

(Nessalin)
-We're moving towards dynamic crafting recipes.  Meaning that recipes will no longer be constrained by exact objects.  An example being two logs in the game needing two separate recipes to be turned into planks.

-First instance of dynamic crafting is how tablets and vials are made.  The craft command can now be used in place of the brew command to create cures and poisons.  While the same recipes will work for craft that worked for brew, the results will be slightly different in three ways.
  -The resulting will be a mushy item that in turn can be brewed into a tablet or a vial.
  -Because the system is dynamic any vial item will be usable.  We will be adding in new vial items over time.
  -The resulting mushy item (and its downstream tablets and vials) will have a color that is a combination of the items used to make it, rather than randomly selecting one of the items used to make it.  Specifically if you combine a red & blue item, you will not get a red OR blue item, you will get a purple item.

-Second instance of dynamic crafting is that items can now be dyed different colors without requiring a new item to be made.  Using the craft command with a dye item and the dyeing skill to a non-dye item will give players the ability to create a new item.
-As with cure/poison crafting colors can be combined.  Applying blue dye to a shirt will result in a blue shirt.  Applying red dye to a blue shirt will result in a purple shirt.  Combining colors that don't mix will result in 'gray'.

-Changes to shootable weapons.
  -Bows, crossbows, slings, and blowguns have separate skills for use
    -archery (same skill as prior to this change)
    -crossbow use
    -sling use
    -blowgun use
  -Bows
    -must use their own ammo type called 'arrow'
  -Crossbows
    -delay on load, no delay on shoot
    -Strength and stamina check only checked on load
    -Must use their own ammo type called 'bolt'
  -Slings
    -no delay on load, delay on shoot
    -Must use their own ammo type called 'bullet'.
  -Blowguns
    -Must use their own ammo type called 'dart'.
 
-The DB and items saved into the game have been updated for shootable weapons and their ammo.  Items on your characters have not.  If your shootable weapon or its ammo are not working correctly wish up for a new version of the item(s)

-Fixed a lot of vague/incorrect messages around the load/unload commands

-new race, Kagor, added with information provided by Akariel
  -http://armageddon.org/help/view/kagor

(Nathvaan)
-Code clean up
-Improvement to staff's character approval tool
« Last Edit: January 16, 2017, 01:08:13 PM by nessalin »

nessalin

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Re: Release Notes
« Reply #67 on: January 18, 2017, 10:05:22 AM »
January 18th, 2017

(Nessalin)
-Fixed a bug in dynamic crafting (dyeing, tablet, vial, cure) where the character's ldesc was not cleared after crafting was completedly.
-Cure vials no longer go away when drunk/used/poured, instead an empty version is left behind for re-use.
-Characters can look at a vial to see if it is empty or has a cure/poison in it.  Note: this is looking at the item not IN it (yet).
-vials no longer go away when drunk/used/poured (on ground or target or on food or on drink con)
-Fixed an issue with cure/poison crafting to give it more feature parity with brew.

(Nathvaan)
-Fixed a bug in book title keywords.

Nathvaan

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Re: Release Notes
« Reply #68 on: January 19, 2017, 06:39:12 AM »
January 19th, 2017

(Nathvaan)
-Fixed a minor bug with assess text with bows/crossbows.

nessalin

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Re: Release Notes
« Reply #69 on: January 20, 2017, 09:20:31 AM »
January 20th, 2017

(Nessalin)
-Fixed some typos in messages with shooting blowguns, crossbows, and slings.
-Fixed a bug in cure/poison crafting where not all colors were recognized.
-General technical debt.

Nathvaan

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Re: Release Notes
« Reply #70 on: January 21, 2017, 06:38:44 AM »
January 21th, 2017

(Nessalin)
-Fixed a bug in crafting where in some cases it was no longer possible to 'craft item item into #' due to a syntax issue.

nessalin

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Re: Release Notes
« Reply #71 on: January 22, 2017, 07:11:25 AM »
January 22th, 2017

(Nessalin)
-Fixed bug in the taste command where it didn't work on drink containers.  Now calls the sip command as intended long ago.
-Messages when assessing herb items now displays only required text.  Sometimes extraneous text was sent.
-Updated taste messages so item sdesc is always sent to indicate what is being tasted.  For some things it was only sending 'It' or 'That'
-Some bullet proofing against future crashes.
-Added rules around what can be dyed based on material type, item type, and other criteria.  Meaningful error messages should be provided when attempting to dye an undyeable item.
-Crafting herbs now performs a skill check to see if it would even be possible before displaying impossible recipes options

Nathvaan

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Re: Release Notes
« Reply #72 on: January 23, 2017, 06:23:29 AM »
January, 23rd, 2017

(Nessalin)
-Output when using the 'assess' command on objects has been updated
  -Now displays the material the object is primarily made out of
  -Format updated to (hopefully) be a little cleaner)
  -bow/crossbow/sling/blowgun now say what they are and what kind of ammo they use
  -arrow/bolt/bullet/dart now say that they are ammo and what kind of weapon they need
  -Fixed long standing bug where some skinning weapons would say they were usable for skinning twice
-Added things made from GEM, GLASS, CERAMIC, SALT, and FUNGUS undyeable.

(Nathvaan)
-A great deal of ground work for upcoming projects.

(Akariel, Rathustra)
-Blowgun use, sling use, and crossbow use have been added to primary guild skill trees.  These skills should be added to your character upon logging in if you're supposed to get them.

Nathvaan

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Re: Release Notes
« Reply #73 on: January 30, 2017, 07:07:46 AM »
January 30th, 2017

(Nessalin)
-Cure items can now be assessed.  (New help entry for 'cure' should help explain the output)
-New spell added to all elementalist subguilds (should get skill at login, there is a helpfile for it, as well.  Much help from Akariel)

(Nathvaan)
-More prep work for future projects.

nessalin

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Re: Release Notes
« Reply #74 on: January 30, 2017, 10:18:00 AM »
January 30th, 2017

(Nessalin)
-Fixed a bug in the messages for trample where sometimes the attacker's unmodified sdesc appeared (only to them) to be revealed

(Lyric)
-Submitted several new combat messages that the code can choose from for greater variety.  These are things like kick, bash, backstab, and so on.

nessalin

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Re: Release Notes
« Reply #75 on: February 06, 2017, 07:26:32 AM »
February 6th, 2017

(Nessalin)
-Cosmetic changes to the spell added last week.
-Character approval e-mails for elementalists now include symbols for spell added last week.
-Items worn on torso can now be set to also cover pelvis.  Will let this bake for a week before doing a bulk update of the DB to fix legacy items.
-Expanded javascript hooks into the game code.
-Generic code updates to improve quality of life for future coders.

Nathvaan

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Re: Release Notes
« Reply #76 on: February 13, 2017, 06:26:09 AM »
February 13th, 2017

(Nessalin)
-Bulk update of items in DB that should get the long body flag (dresses, gowns, etc...) based on criteria provided by Akariel.
-Fixed typo in acceptance letters for elementalists.
-Fixed bug that allowed dyeing of food items if the order of the food and dye items were in correct order.
-Updated messages in bartering so that dyed objects have the correct sdesc when listing/buying/selling in shops.
-General refactoring and deletion of unused code.
-Fixed odd messages when stealing items out of a character's worn container item.
-Fixed odd messages when mounting a hitched mount in the dark.

Nathvaan

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Re: Release Notes
« Reply #77 on: February 23, 2017, 12:48:50 AM »
February 23, 2017

(Nathvaan)
-Enabled HTTPS for www.armageddon.org to ensure no information is being sent clear text over the internet.
-Enabled HTTPS for gdb.armageddon.org to ensure no information is being send clear text over the internet.
-Updated some server side settings to fix a vulnerability.
-Updated firewall rules to be more restrictive, should see no difference with this change.
-Numerous minor code tweaks on the website to make the HTTPS changes seamless.
« Last Edit: February 24, 2017, 06:44:06 PM by Nathvaan »

Nathvaan

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Re: Release Notes
« Reply #78 on: February 25, 2017, 07:59:13 AM »
February 25th, 2017

(Nathvaan)
-Added the ability for characters to draw illustrations on books/scrolls. This is not reading/writing.
-Drawing skill added (crafting skill) but maxes at advanced unless certain in character circumstances are met. (Yeah, find out IC)
-Added the ability for characters to gain the skill drawing when drawing illustrations.
-Multi-paged books/scrolls have the ability to have any combination of illustrations and writing if you have the appropriate skills.
-Modification to the 'draw' command to allow characters to draw illustrations.
-Modification to the 'look' command to allow characters to look at illustrations.
-Added an account flag to disable the ability to draw illustrations if it is abused.
-Drawing still requires a writing implement and something to write on (book/scroll etc).
-Added the ability for character to gain RW skill points based on some limiting, realistic and complicated circumstances.
-Note: This doesn't allow you to 'pop' RW like another language.  That still requires the proper RP/Logs and staff approval.  But after the first skill is given this will allow natural gain to work.
-Looking at a book will now show it's age based on the RL date it was created.  This includes all books created over the years. Staff have the ability to override this age as needed per object.
-Freed up some unused values on book/scroll items.
-Fixed a few longstanding bugs to some staff command output.
-Fixed a difficult to find and horribly annoying bug where some mistyped staff commands would cause the game to lag for about 10 seconds.
-Added some functions for use of updating objects with the appropriate illustration flags.

-Acceptable use for illustrations:
-Similar to scribble, illustrations are not to have any written words in them.
-Illustrations are to be descriptions of what was drawn and NOT ASCII art.
-The details of the acceptable use of illustrations is in the 'help illustration' help file.
-Note: This uses the same back end code as Read/Write meaning that it records character/account/time and we have the ability to remove/modify misuses holistically.

Discussion thread can be found here.
« Last Edit: February 25, 2017, 08:02:17 AM by Nathvaan »

Nathvaan

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Re: Release Notes
« Reply #79 on: March 06, 2017, 06:31:15 AM »
Release notes:
March 6th, 2017

(Nathvaan)
-Bugfix to read/write where some characters in some circumstances might have it indicate the item was written in an unknown language.
-Update staff tool to allow searching additional content of books/illustrations.

(Nessalin)
-Bugfix while poisoning darts to have it behave properly like poisoning all other weapons.
-Update to staff side command to add recent changes to object values.
-Bugfix to address a rounding error for some items with regards to container capacity.

Nathvaan

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Re: Release Notes
« Reply #80 on: April 10, 2017, 06:21:21 AM »
Release notes:
March 10th, 2017

(Nessalin)
-Additional Bugfix to address an issue with regards to container capacity.

Nathvaan

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Re: Release Notes
« Reply #81 on: April 17, 2017, 06:24:54 AM »
April 17th, 2017

(Nathvaan)
-Bugfix to some capitalization when putting objects into a full container.

Nathvaan

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Re: Release Notes
« Reply #82 on: June 05, 2017, 06:26:33 AM »
June 5th, 2017

(Nessalin)
-Fixed bug that was allowing items affected by Imbue Totem to be hold the affect permanently.
-Fixed a bug with a staff tool that was causing items to go missing, sometimes, when setting up NPCs.
-Fixed a bug that prevented staff from being able to work with NPCs consistently.
-Blowguns no longer break hide when fired.  Reloading DOES break hide, however.
-Bandage is now a timed affect rather than an instant hit point boost.

Who can be bandaged?
-Anyone with more than some slight wounds.

Who can bandage?
-Anyone can attempt to bandage, and have a chance, but only those with the skill will gain on failure.

What affects bandaging success?
-The quality of the bandage.
-How injured the patient is.
-Bandaging yourself is harder than bandaging others.

What happens on failure?
-Healers with the bandage skill may see an increase.
-Patient's may suffer some additional damage, the amount of which decreases as the skill of the healer increases.

What happens on success?
-The patient gets a timed affect on them that
   -Increases their rate of healing.
   -Prevents them from bleeding to death.
   -At high effectiveness (a factor of bandage quality and healer skill) heal from wounds that normally require sleep
   -At high effectiveness, remove bloodburn poison

What is the affect like?
-Bandages will last roughly a day, a little longer when applied by skilled healer.
-The effectiveness of a bandage will remain at its applied level unless lowered by activities (running, climbing, combat, ...).

What makes bandages fall off?
-Existing bandages are removed when a new one is applied.
-When duration expires, message is sent to the patient.
-When hit points regenerate to their maximum, message is sent to the patient.
-When effectiveness is reduced to zero through activities (running, climbing, combat, ...), message is sent to the patient.

How to inspect bandages?
-Assessing a bandage item gives an indication of how well suited it is to the healer's skill.
-Looking at a bandaged person shows only that they are bandaged.
-Assessing someone that is bandaged shows...
    -Without bandage skill, only that they are bandaged.
    -With bandage skill:
        -Rough idea of how long the bandage will stay on.
        -How effective the bandage currently is
« Last Edit: June 05, 2017, 09:03:58 PM by nessalin »

nessalin

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Re: Release Notes
« Reply #83 on: June 05, 2017, 09:03:34 PM »
June 5th, 2017

(Nessalin)
-Hotfix deployed to fix the issue with regenerating stamina points that blocked the earlier release today.
-Bit of clarification - when shooting a blowgun, when hidden it will not start combat.