Sorry for the confusion on this. This is IC, not something OOC.Eldon wrote: * A grave matter has been laid to rest.
Changes and Bug Fixes
- Eldon
- Exile
- Post #16
Changes and Bug Fixes
- Eldon
- Exile
- Post #17
Changes and Bug Fixes
v455
A few things going on in my world:
* I've been writing and testing a new script for items that allows for dynamic naming and LOTS of other stuff. Why? Well, I'd like to create one "alcoholic beverage" but allow it to be called 'Eldon's Tropical Paradise' or 'Orga Slam' or 'Dead Mystic' or..whatever. This would be in lieu of having to create a new item for every drink. You can thank those who asked for new drinks.
Anyway, it'll be ready...uhm...soon. [It's actually more complicated than what I've said...but, well, it's kinda boring to describe it all.]
* I've been working on things for Spiel GM's new plot. Yes, it's my fault she's overdue. I'm giving it as much power as I can, capt'n! And, the above dynamic item script actually will be used for her stuff (but not new drinks.)
A few things going on in my world:
* I've been writing and testing a new script for items that allows for dynamic naming and LOTS of other stuff. Why? Well, I'd like to create one "alcoholic beverage" but allow it to be called 'Eldon's Tropical Paradise' or 'Orga Slam' or 'Dead Mystic' or..whatever. This would be in lieu of having to create a new item for every drink. You can thank those who asked for new drinks.
* I've been working on things for Spiel GM's new plot. Yes, it's my fault she's overdue. I'm giving it as much power as I can, capt'n! And, the above dynamic item script actually will be used for her stuff (but not new drinks.)
- Eldon
- Exile
- Post #18
Changes and Bug Fixes
v460
Bug fixes:
* [on behalf of another GM] Candy and thrown pies have been fixed for v460.
Bug fixes:
* [on behalf of another GM] Candy and thrown pies have been fixed for v460.
- Eldon
- Exile
- Post #19
Changes and Bug Fixes
v460
A few things going on in my world:
* Dynamic item script completed. Applicable script for booze? Not even started.
* Spiel GM's new plot: My part's done. It's all you, Spiel. No pressure.
* Lots more jewelry can now be made. I'll make so that you don't have to donate the first specimen, but give me a few days after the update to make that happen.
* Oompa Wumpa Oompa Be Doo...or something like that. There are more now. Work in progress.
* Another bandolier can be bought.
* A few more costumes added. More available upon request. Special action figures like Bartok aren't available. Sorry.
* Automatic account creation stuff in progress. Making good headway on test server. It'll be done...uhm.."soon."
* Last area somewhere on GI still not found. (Well, I don't think so..maybe someone sneaked in, but I doubt it.) Nanner nanner anyway.
* Other tweaks and stuff.
A few things going on in my world:
* Dynamic item script completed. Applicable script for booze? Not even started.
* Spiel GM's new plot: My part's done. It's all you, Spiel. No pressure.
* Lots more jewelry can now be made. I'll make so that you don't have to donate the first specimen, but give me a few days after the update to make that happen.
* Oompa Wumpa Oompa Be Doo...or something like that. There are more now. Work in progress.
* Another bandolier can be bought.
* A few more costumes added. More available upon request. Special action figures like Bartok aren't available. Sorry.
* Automatic account creation stuff in progress. Making good headway on test server. It'll be done...uhm.."soon."
* Last area somewhere on GI still not found. (Well, I don't think so..maybe someone sneaked in, but I doubt it.) Nanner nanner anyway.
* Other tweaks and stuff.
- Slartibartfast
- Exile
- Post #20
Changes and Bug Fixes
v475
Bug fix: Ranger morphs can no longer be used to easily escape webs. They should also work in a more friendly fashion with other speed modifying effects.
Fixed bug in armor which would continue to slow players even after armor was unequipped.
Everything else is secret.
(Edit: Clarified armor fix.)
Bug fix: Ranger morphs can no longer be used to easily escape webs. They should also work in a more friendly fashion with other speed modifying effects.
Fixed bug in armor which would continue to slow players even after armor was unequipped.
Everything else is secret.
(Edit: Clarified armor fix.)
- Slartibartfast
- Exile
- Post #21
Changes and Bug Fixes
v478
Bug fixes: If you have a colored weapon you should talk to the NPC who colored it as soon as possible (after the Chaos Storm). A stray gerbil with a bad sense of humor convinced them to incorrectly apply their polish. They will correctly touch up your polish for free. Note: If you are a Champion, you should do this before you /use your earth mineral or you might lose the coloring.
Work on Subclases is progressing:
Champion Changes
Changes in Ranger Gossamer and Morphs.
Bloodmages are progressing.
Everything else is secret. We are working on some big projects which will come Soon. And some others which will come "soon".
Bug fixes: If you have a colored weapon you should talk to the NPC who colored it as soon as possible (after the Chaos Storm). A stray gerbil with a bad sense of humor convinced them to incorrectly apply their polish. They will correctly touch up your polish for free. Note: If you are a Champion, you should do this before you /use your earth mineral or you might lose the coloring.
Work on Subclases is progressing:
Champion Changes
Changes in Ranger Gossamer and Morphs.
Bloodmages are progressing.
Everything else is secret. We are working on some big projects which will come Soon. And some others which will come "soon".
- Eldon
- Exile
- Post #22
Changes and Bug Fixes
v481
Bug fixes:
Bug fixes:
- If you noticed your Shieldstone get less effective between ranks 50-55, that will be fixed in v481. Remember folks: multiply first then round off. (Or, remember that parenthesis matter. Heh.) Thanks to the player who pointed this out!
- A certain item that didn't work when opening something should (hopefully!) work now.
- Slartibartfast
- Exile
- Post #23
Changes and Bug Fixes
v481
* We have made progress on new areas, abilities, stories, and quests. They are all secret.
* We have made progress on new areas, abilities, stories, and quests. They are all secret.
- Slartibartfast
- Exile
- Post #24
Changes and Bug Fixes
v484
- Wood should be a lot easier to find now.
- The bloody work continues.
- Everything else is too wondrous to spoil.
- Wood should be a lot easier to find now.
- The bloody work continues.
- Everything else is too wondrous to spoil.
- Eldon
- Exile
- Post #25
Changes and Bug Fixes
Man, I feel bad. All I did was look over the bug logs and start working those.Slartibartfast wrote:v484
- Wood should be a lot easier to find now.
- The bloody work continues.
- Everything else is too wondrous to spoil.
- Slartibartfast
- Exile
- Post #26
Changes and Bug Fixes
v496
Bug fixes:
* Monsters should now have to hit you in order to poison you. Just swinging isn't enough. (Licking lizards and frogs is another story, and is still discouraged by the Puddleby Temperance Union.)
* Awaria is still slowly improving.
* Wood seems to be getting sturdier.
* Some other tweaks and additions, but they are secret.
Bug fixes:
* Monsters should now have to hit you in order to poison you. Just swinging isn't enough. (Licking lizards and frogs is another story, and is still discouraged by the Puddleby Temperance Union.)
* Awaria is still slowly improving.
* Wood seems to be getting sturdier.
* Some other tweaks and additions, but they are secret.
- Slartibartfast
- Exile
- Post #27
Changes and Bug Fixes
v511
* Some people didn't get their promised ranks from the server restart in v505, they should be receiving them this update.
* Monsters shouldn't be quite so eager to grab certain items.
* Some more turmoil and changes, but those are secret. Have fun.
* Some people didn't get their promised ranks from the server restart in v505, they should be receiving them this update.
* Monsters shouldn't be quite so eager to grab certain items.
* Some more turmoil and changes, but those are secret. Have fun.
- Eldon
- Exile
- Post #28
Changes and Bug Fixes
v511
* Work continues on new project. A new puzzle has been suggested for this area that I think is neat. Let's see how we can implement it...
* Shieldstone testing for a new feature is almost done. The affected range of repelling should be larger in v514. This is the last new feature planned for that item.
* Slowly creating new monsters, AIs, and items for new project. Oh my.
* Work continues on new project. A new puzzle has been suggested for this area that I think is neat. Let's see how we can implement it...
* Shieldstone testing for a new feature is almost done. The affected range of repelling should be larger in v514. This is the last new feature planned for that item.
* Slowly creating new monsters, AIs, and items for new project. Oh my.
- Slartibartfast
- Exile
- Post #29
Changes and Bug Fixes
v514
* We're trying out some potential character icon changes for human males (the "fat" human) and both male and female ghorak zo icons. We also added a belt and some missing poses to the alternate female halfling sprite. All character's with those icons have been replaced with the updated versions. Please give the changes a week, and then give us feedback. The changes are currently on a trial basis for now, they'll become permanent replacements if we get good feedback. We'll revert to the old icons if not.
Known bugs: None of the new icons emit light in OpenGL. This will be fixed in 517.
* We're trying out some potential character icon changes for human males (the "fat" human) and both male and female ghorak zo icons. We also added a belt and some missing poses to the alternate female halfling sprite. All character's with those icons have been replaced with the updated versions. Please give the changes a week, and then give us feedback. The changes are currently on a trial basis for now, they'll become permanent replacements if we get good feedback. We'll revert to the old icons if not.
Known bugs: None of the new icons emit light in OpenGL. This will be fixed in 517.
- Slartibartfast
- Exile
- Post #30
Changes and Bug Fixes
v536
If you don't understand this feature, it probably doesn't apply to you.
New experimental (read: only lightly tested) feature for specialty weapons:
"/use /decay" on a specialty weapon (Gossamer, fell blade, bloodblade) will stop your character from "forgetting" their training in that weapon. "/use /decay" again to toggle back to the usual mode where your training in the blade decays with time. If you're subclassed in the subclass associated with the weapon, decay is already turned off by default and you can't switch back to decaying.
If you don't understand this feature, it probably doesn't apply to you.
New experimental (read: only lightly tested) feature for specialty weapons:
"/use /decay" on a specialty weapon (Gossamer, fell blade, bloodblade) will stop your character from "forgetting" their training in that weapon. "/use /decay" again to toggle back to the usual mode where your training in the blade decays with time. If you're subclassed in the subclass associated with the weapon, decay is already turned off by default and you can't switch back to decaying.