Author Topic: Release Notes  (Read 112774 times)

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #175 on: August 22, 2019, 10:31:32 AM »
August 22nd, 2019 (Thursday)

(Nessalin)
-Fixed crash bug in hunt.
"I wanna be an architect"

Brokkr

  • Administrator
  • Posts: 894
Re: Release Notes
« Reply #176 on: September 03, 2019, 05:43:25 PM »
September 3, 2019 (Tuesday)

Not a code release, but a policy shift some folks might want to know about.

-Artisans, Dune Traders and Fences are now allowed to custom craft.

Toss me a request if you are one of the handful of folks that have combined one of these classes with the subclass "Custom Crafter" and we'll talk, since while other classes will still get benefit from this subclass, these three classes no longer will (since everything is duplicative).

« Last Edit: September 03, 2019, 06:08:21 PM by Brokkr »

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #177 on: September 09, 2019, 10:33:27 AM »
September 9th, 2019 (Monday)

(Nathvaan)
-Added colors to objects in analyze to add clarity to what object is needed for crafting.

(Nessalin)
-Fixed bug in hunt that caused bloody foot prints to show up incorrectly.
-Fixed bug in bash that was blocking skillgains for some scenarios
-Changes to
  -how templars cast spells
  -what others see when templars cast spells
-Gith are a little smarter
-Updates to staff commands for managing clans
"I wanna be an architect"

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #178 on: September 10, 2019, 09:13:47 AM »
September 9th, 2019 (Monday)

-Fixed bug with casting some spells as a templar fixed.
-Fixed bug where
  -Could not look at possessions of others (look gith's helmet)
  -Could not look at illustrations (look book 1)
"I wanna be an architect"

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #179 on: September 11, 2019, 10:26:21 AM »
September 11th, 2019 (Wednesday)

(Nessalin)
-Pipes now use, and respond do, the same syntax as spice tubes
-Smoking pipes now use command emotes (same as spice tubes)
-(If your pipe is broken please wish up to have it replaced with a new one)
-Formatting of using the ASSESS command on a LIGHT item updated to be more consistent.
-Assessing a LIGHT item that is NON-refillable now indicates how used up it is.
-The REPAIR command now does all of it's error checks before applying the delay
  -too damaged to repair
  -not damaged enough to repair
  -etc...
"I wanna be an architect"

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #180 on: September 11, 2019, 10:53:54 AM »
September 11th, 2019 (Wednesday)

(Nessalin)
-Fixed intermittent bug where books could not be written to that had become reproduceable.
-Fixed crash bug (hopefully)
"I wanna be an architect"

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #181 on: September 11, 2019, 12:19:02 PM »
September 11th, 2019 (Wednesday)

(Nessalin)
-Fixed crash bug.
"I wanna be an architect"

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #182 on: September 16, 2019, 10:08:34 AM »
September 16th, 2019 (Monday)

(Nessalin)
-Updated pipes will now smoke all non-tube spice items.  This fixes a bug where some spices could not be smoked.

-Damage taken by characters now creates a wound on the character that represents the kind of damage that dealt the wound.
-When the code does not have information about the type of damage dealt the would is described simply as a 'wound'.
-Wounds have words describing how much damage the wound currently accounts for.
-As characters regain hit points their wounds go down in value and become less severe.
-Wounds on a character can be viewed with the assess command using the verbose option
  -assess -v <character>
  -Only the top 5 wounds will be displayed
-When a character is fully healed all remaining wounds will be removed.
-When a character dies the corpse that results will have all of the characters woulds transferred to it.
  The top 5 wounds can be viewed by looking at the wounds.
  -look corpse's wounds
-Ldescs now display 'wounded' instead of 'bleeding' to make it a bit more generic.

Wounds help entry
« Last Edit: September 16, 2019, 10:25:20 AM by nessalin »
"I wanna be an architect"

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #183 on: September 21, 2019, 09:35:13 AM »
September 21st, 2019 (Saturday)

(Nathvaan)
-Bugfix for how game handles manifested vs unmanifested magickers.

(Nessalin)
-Characters can now get tattoos on all 10 fingers. (request from Shalooonsh)
-Character generation now has a higher minimum starting age such that players can no longer
  select ages below adulthood for their race.
-Wounds now track their original and current damage separately so that when displaying the
  wounds there is some text to indicate if the wound is fresh, started healing, or mostly healed.
  (healed wounds are removed from the character, as such they are not displayed)
-Threaten command now takes arguments. (request from Brokkr)
  -syntax: threaten <character> [bluff|bash|subdue|kill]
  -when no option is specified command defaults to the 'kill' option.
  -the bluff option will result in no action being taken when the threatened character performs
    an action that would normally a threaten response.
-Fixed some bugs in threaten command
  -success calculations
  -skillgain logic
  -when multiple characters threaten a single character
"I wanna be an architect"

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #184 on: September 29, 2019, 10:18:39 AM »
September 29th, 2019 (Sunday)

(Nathvaan)
- Karma regeneration has been simplified.  An account will regen one karma every 30 days, calculated upon character login.
- Removed some communication to the player on character login that is now redundant.
- Added communication to the player on character login indicating an approximate number of days (within ~1-day margin) until karma regen.
- Added communication to the player on login to indicate current spendable and max karma.
- Bugfix for a significant lag bug in two spells.
- Subclass Wind Tempest now requires 3 karma to play.  Previously it was 2 karma.
- Subclass Wind Illusion now requires 2 karma to play. Previously it was 3 karma.
- All mundane extended subclasses have been moved to 1 usable karma required to select in character generation.
- All mundane extended subclasses do not use any karma when selecting them.
-- Your usable karma is not deducted the 1 point when choosing these subclasses:
--  Apothecary, Cutpurse, Grebber, Majordomo, Rogue, Master Trader, Master Chef, Master Potter, Master Tailor, Slipknife, Minstrel, Master Jeweler, Master Weaponsmith, Master Armorsmith, Master Crafter, Master Woodworker, Aggressor, Berserker, Bruiser, Lancer, Roughrider, Reaver, Protector, Outdoorsman, Marksman, Swordsman and Wastelander.

(Nessalin)
- Fixed a bug in gaining skills related to spell reaches.
- Fixed a bug in bash skill not gaining on failures.
  - Thanks go out to Draugr and Brokkr for repeated testing and help to reproduce the issue.
- NPCs will stop hunting when in the same room as their target.
- Glyph spell will now persist power level (and thus damage) between reboots/logouts.
- NPC intelligence has been updated with regards to combat.
  - NPCs will once again use (most) missile weapons, if they have the skills and the weapons,
    on targets in adjacent rooms.
  - NPCs will travel further to attack a target they have been in combat with than how far they
    would travel as a result of only being aggro.

"I wanna be an architect"

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #185 on: October 07, 2019, 10:24:22 AM »
October 6th, 2019 (Monday)

(Nessalin)
-Fixed a bug in half-elf tracks, they now leave tracks corresponding to the race they picked to look the most like in char gen.
-Fixed a bug in blowgun/dart damage, now capped at 1hp as intended.
-Fixed a bug that allowed sitting at tables during combat.
-Fixed a bug with wounds where all bugs were showing up as minor.
-Adjusted skill gain rate for kick.
-Kiyet are now slightly smarter.
"I wanna be an architect"

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #186 on: October 13, 2019, 11:25:36 AM »
October 13th, 2019 (Sunday)

(Nessalin)
-Fixed bug in gith behavior with regards to weapon selection.
-Fixed bug with NPC behavior with regards to being shot from 2 rooms away.
-Updated NPC behavior when attacked while blind.
-Small update for dyeing code.
"I wanna be an architect"

Brokkr

  • Administrator
  • Posts: 894
Re: Release Notes
« Reply #187 on: October 15, 2019, 04:14:08 PM »
October 15, 2019 (Tuesday)

Not really a code update, but something folks probably want to know about in the same vein.

(Brokkr)
-Peraine poison objects will now decay over time.

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #188 on: October 21, 2019, 10:49:33 AM »
October 21st, 2019 (Monday)

(Nessalin)
-Fixed a bug where NPC ldescs weren't updating after performing some actions, so it appeared they were perpetually doing something.
-Fixed a bug in messaging when changing the speed of your mount, extended fix into feature for other movement speeds.
-Fixed a bug in that prevented NPC templars from casting some spells.
-Fixed a bug in how some nouns are pluralized.
-Fixed a bug that allowed stunned people to continue fighting back and blocking attacks with shields.
-Added feature allowing staff to better customize how items look when they are dyed or undyed.
-Changed how NPCs react to being shot depending on...
  -how wounded they are
  -if they are set as aggressive
  -if they are an intelligent race.
"I wanna be an architect"

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #189 on: October 22, 2019, 09:45:56 PM »
October 22nd, 2019 (Tuesday)

(Nessalin)
-Fixed a crash bug that's been hitting us hard over the week with a great deal of help from Shabago.
"I wanna be an architect"

Shalooonsh

  • Storyteller
  • Posts: 1524
Re: Release Notes
« Reply #190 on: October 26, 2019, 03:05:49 PM »
October 26th, 2019 (Saturday)

Noticed two long standing spells which could use some beautification.  Provided improved visuals for both.  Changes now live.
I seduced the daughters of men
And made the death of them.
I demanded human sacrifices
From the rest of them.
I became the spirit that haunted
And protected them.
And I lived in the tower of flame
But death collected them.
-War is my Destiny, Ill Bill

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #191 on: November 11, 2019, 01:13:01 PM »
November 11th, 2019 (Monday)

(Nessalin)
-Fixed crash bug in stealing things off the ground.
"I wanna be an architect"

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #192 on: November 11, 2019, 02:10:04 PM »
November 11th, 2019 (Monday)

(Nessalin)
-Fixed crash bug in craft resulting from fixing memory leaks.
"I wanna be an architect"

nessalin

  • Board Administrator
  • Posts: 494
Re: Release Notes
« Reply #193 on: November 16, 2019, 12:20:49 PM »
November 16th, 2019 (Saturday)

(Nessalin)
-NPC hunt/flee speeds (should?) be better.
-Converted objects to persist more values in player/obj/zone files.
"I wanna be an architect"