Turns out "/use ?" and "/use <anything else that isn't a current command>" also triggers this. Testing sucks. This will be fixed next update at the latest. Sorry about that.Slartibartfast wrote: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.
Changes and Bug Fixes
- Slartibartfast
- Exile
- Post #31
Changes and Bug Fixes
- Eldon
- Exile
- Post #32
Changes and Bug Fixes
v542
I submitted some changes for the Puddleby Players, but unfortunately they didn't find their way into the world for this update.
Please accept my apologies. They'll be in for the next update.
I submitted some changes for the Puddleby Players, but unfortunately they didn't find their way into the world for this update.
Please accept my apologies. They'll be in for the next update.
- Slartibartfast
- Exile
- Post #33
Changes and Bug Fixes
v551
* Broke healing.
* Work progressing on breaking bloodmages.
* Probably broke some assorted scripts and areas.
* Broke healing.
* Work progressing on breaking bloodmages.
* Probably broke some assorted scripts and areas.
- Yappy
- Exile
- Post #34
Changes and Bug Fixes
V554
* The failure of my personal computer has slowed progress on some areas. (Fortunately I make frequent back ups so data loss was minimal.) Work resumes on these areas.
* The failure of my personal computer has slowed progress on some areas. (Fortunately I make frequent back ups so data loss was minimal.) Work resumes on these areas.
- Pengy
- Exile
- Post #35
Changes and Bug Fixes
v554
Zu farming for fun and profit. Fat Alice and friends have changed their business model. Fewer departs expected from EP. New entrance to and exit from Puddleby Island.
Zu farming for fun and profit. Fat Alice and friends have changed their business model. Fewer departs expected from EP. New entrance to and exit from Puddleby Island.
- Slartibartfast
- Exile
- Post #36
Changes and Bug Fixes
v554
* New healing ability. If you're the scared type that doesn't like experimenting you can relax and ignore it for a bit, and I'll be giving a little more detail about how things work, and where they might go, after the pioneers get a chance to have their fun.
* People are requesting hints about how to "solve" Metzetli. I'm not one for hints, but I'll say this: The key isn't something lame or tricky that requires bumping a stone at midnight with a two llamas that have 50 mentus each. And there are still a lot of little things to find that Anyone, yes, that means You, could find in under an hour. Get exploring!
* New healing ability. If you're the scared type that doesn't like experimenting you can relax and ignore it for a bit, and I'll be giving a little more detail about how things work, and where they might go, after the pioneers get a chance to have their fun.
* People are requesting hints about how to "solve" Metzetli. I'm not one for hints, but I'll say this: The key isn't something lame or tricky that requires bumping a stone at midnight with a two llamas that have 50 mentus each. And there are still a lot of little things to find that Anyone, yes, that means You, could find in under an hour. Get exploring!
- Slartibartfast
- Exile
- Post #37
Changes and Bug Fixes
v557
* Bloodmages. Remember to sleep. They really aren't that cool. Well, except that one thing. And that other thing. But the rest sucks.
* More feedback for asklepian and various bug fixes. It now heals healers regardless of if they're sharing with you. (Sorry to the folks that already hate them healing healers ever.)
* Slightly fewer annoying things on Metzetli Island.
* Hopefully more bug fixes than new bugs introduced.
* Bloodmages. Remember to sleep. They really aren't that cool. Well, except that one thing. And that other thing. But the rest sucks.
* More feedback for asklepian and various bug fixes. It now heals healers regardless of if they're sharing with you. (Sorry to the folks that already hate them healing healers ever.)
* Slightly fewer annoying things on Metzetli Island.
* Hopefully more bug fixes than new bugs introduced.
- Slartibartfast
- Exile
- Post #38
Changes and Bug Fixes
Preemptive v560 notes, assuming nothing goes horribly wrong:
* Asklepian and friend made significantly less sucky at higher levels of training.
* You'll now see a purple glow on yourself and the person healing you if they're using an asklepian to radius heal. No one else sees the glow (you're going crazy). Please let me know if this is helpful or distracting.
* Zo apparently have a knack for suggesting ideas that I reject, but then implement later on.
* A lot of bloodmage changes that no one will notice.
* Asklepian and friend made significantly less sucky at higher levels of training.
* You'll now see a purple glow on yourself and the person healing you if they're using an asklepian to radius heal. No one else sees the glow (you're going crazy). Please let me know if this is helpful or distracting.
* Zo apparently have a knack for suggesting ideas that I reject, but then implement later on.
* A lot of bloodmage changes that no one will notice.
- Eldon
- Exile
- Post #39
Changes and Bug Fixes
v560
- I'm still working on the new island. So far, I've written two new AIs. Just like Murphy's Law indicates, the hard one was easy and the "easy one" was hard.
- I didn't get much else done. So, if you've /bug'ged something really bad, please email or PM me.
- I'm still working on the new island. So far, I've written two new AIs. Just like Murphy's Law indicates, the hard one was easy and the "easy one" was hard.
- I didn't get much else done. So, if you've /bug'ged something really bad, please email or PM me.
- Slartibartfast
- Exile
- Post #40
Changes and Bug Fixes
A lot of reports are leading me to believe most of my changes didn't make it in. I probably jinxed things by announcing them early. Next update should be a big one though.Slartibartfast wrote:Preemptive v560 notes, assuming nothing goes horribly wrong:
* Asklepian and friend made significantly less sucky at higher levels of training.
* You'll now see a purple glow on yourself and the person healing you if they're using an asklepian to radius heal. No one else sees the glow (you're going crazy). Please let me know if this is helpful or distracting.
* Zo apparently have a knack for suggesting ideas that I reject, but then implement later on.
* A lot of bloodmage changes that no one will notice.
- Slartibartfast
- Exile
- Post #41
Changes and Bug Fixes
Something went horribly wrong last update, but all these changes should be in for this update. In addition:Slartibartfast wrote:Preemptive v560 notes, assuming nothing goes horribly wrong:
* Asklepian and friend made significantly less sucky at higher levels of training.
* You'll now see a purple glow on yourself and the person healing you if they're using an asklepian to radius heal. No one else sees the glow (you're going crazy). Please let me know if this is helpful or distracting.
* Zo apparently have a knack for suggesting ideas that I reject, but then implement later on.
* A lot of bloodmage changes that no one will notice.
* Subclassed fighters should no longer receive any "subclass progress" messages, like blade flashes or learning from skinning creatures.
* Even more bloodmage fixes and tweaks.
* Experimenting with a change to pathfinding that should reduce some feelings of randomness associated with pathfinding. We'll need bug reports to know whether this worked or not.
- Yappy
- Exile
- Post #42
Changes and Bug Fixes
Yappy's V563
* New lanterns for some Ghorak Zo
* Minor bug fixes and area tweaks
* Work continues on new areas
* New lanterns for some Ghorak Zo
* Minor bug fixes and area tweaks
* Work continues on new areas
- Slartibartfast
- Exile
- Post #43
Changes and Bug Fixes
v566
* Fixed asklepian bug where healing two people sometimes resulted in 2x the spirit being drained.
* Lots of bloodmage changes.
* Befriending zu no longer fertilizes it.
* Rangers now keep their rodnus (and spirit) training when morphed.
* Fixed asklepian bug where healing two people sometimes resulted in 2x the spirit being drained.
* Lots of bloodmage changes.
* Befriending zu no longer fertilizes it.
* Rangers now keep their rodnus (and spirit) training when morphed.
- Eldon
- Exile
- Post #44
Changes and Bug Fixes
v566
* Lots of the stuff for the new place.
In either this update or the next, I fixed a bug which prevented a named item from being removed from a container that contained a more specifically named item. Ex: 'bottle' can now being removed even if a bandolier contains 'bottleofwater'. I just finished my testing yesterday, so I'm unsure if I made the deadline for the update last night.
* Lots of the stuff for the new place.
In either this update or the next, I fixed a bug which prevented a named item from being removed from a container that contained a more specifically named item. Ex: 'bottle' can now being removed even if a bandolier contains 'bottleofwater'. I just finished my testing yesterday, so I'm unsure if I made the deadline for the update last night.
- Eldon
- Exile
- Post #45
Changes and Bug Fixes
v579
* Most of my work this past update has been behind the scenes. ServerGM and I have teamed up to upgrade the Account Portal and smooth over some of its rough edges. In particular, we hope to upgrade the PayPal payment module to a new system that should allow for real-time feedback of a credit card purchase. This'll allow us to easily accept credit cards and not just PayPal, as we do now. We're working with the PayPal folks (CC transactions still go through the PayPal system) to get all of our settings correct.
* Also, we've redone the encryption system and how it's stored in the database. This should now correct the error we've had of players not being able to use certain passwords. This part is already in place. Let me know if you find a password that still won't work.
* There are some other boring upgrades like log changes and the like, but that's even more boring than the above stuff.
* Welcome everyone to 2009! We'll shortly have a web site that'll actually be up to this age. Heh.
* Most of my work this past update has been behind the scenes. ServerGM and I have teamed up to upgrade the Account Portal and smooth over some of its rough edges. In particular, we hope to upgrade the PayPal payment module to a new system that should allow for real-time feedback of a credit card purchase. This'll allow us to easily accept credit cards and not just PayPal, as we do now. We're working with the PayPal folks (CC transactions still go through the PayPal system) to get all of our settings correct.
* Also, we've redone the encryption system and how it's stored in the database. This should now correct the error we've had of players not being able to use certain passwords. This part is already in place. Let me know if you find a password that still won't work.
* There are some other boring upgrades like log changes and the like, but that's even more boring than the above stuff.
* Welcome everyone to 2009! We'll shortly have a web site that'll actually be up to this age. Heh.