Author Topic: Release Notes  (Read 47914 times)

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)