July 23, 2019 Issue
In this issue, you'll find information regarding updates on Legend from March 2019 through July 23, 2019. This includes mention of our new area Irem, new instance Naraka, and the new code features of Remort, Petition, Visited, & new Regeneration System.
If you do stop on in to check these updates out, be sure to also say "Hi!" to our new builders, Emrysia & Chimera.
- Lamia
Remorting by Rufus
You are now given the option of starting anew once you reach level 50. For its initial rollout, you must talk to an immortal and receive a flag in order for a new menu option to appear:
Accounts options: [L] List your characters [S] Show Bob's stats [N] Create a new character using your account ==> [R] Remort this character <== Hellooooooo, Nurse
What happens when you remort your character?
- You get set to level 1
- You lose all your skills, spells and cast levels and start with 4 practices
- You lose any unspent experience (regular and era) and redemptions
- All flags are removed from your character -- this includes explie whois -- talk to an imm if you happen to have these
- You lose all pre and post titles
- Your character will no longer be PKEnabled
- Your configuration will remain the same but some things may be reset (such as your warcry)
HOWEVER...
- You will retain all area abilities and unspent points, including packrat
- You will have level-50 equivelent rent available (51K + era)
- You retain all of your equipment (items that have -mv, -ma, or -hp will be removed and placed in your iventory on entering the game)
- Your bonded items will remain bonded and you will be able to use level-limited gear as though you were level 50 (caveat: you cannot bond new gear until the appropriate level)
- You can choose a new hometown
- You can re-roll your stats
- You can specify your stats (you want strength 50? You can have strength 50)
- You retain your gold, housing rooms and bank
- You will receive a special whois that you can only get by remorting
The menu system will guide you through this process and ask for confirmation. Until you tell it to apply the changes, you can back out at any time.
A couple things to note:
- When you apply the remort changes, you will be kicked out to the main menu and forced to log in again. This is necessary to make sure everything is correct.
- When you go to pick your own stats, you may adjust the first three in your selected stat order. The other three will auto-adjust based on what the first 3 are. This will take a little explaining about how Legend's stat selection works:
- 1. You choose your stat order
- 2. Your stats are paired -- the first with the last, the second to the second to last, the middle two together
- 3. The sum of these pairs is 66. So if you roll a 50 for your first stat, the last picked stat will be 16.
- 4. The first stat will always be equal to or greater than the second stat, the second stat will always be equal to or greater than the third stat.
- This means that if you chose
- STR, DEX, CON
- as your first 3 stats and you decide to set CON to 50, it will set both STR and DEX to 50 (and adjust their pair stats at the same time)
- This means that if you chose
- 5. No stat may exceed 50
- 6. The sum of all of the stats is 198
- Did you level to 50 again? Guess what? There's no limitation on how many times you can remort.
Architectural Work with Rufus
New Feature: Visited
Legend can now track which rooms you've visted and show you a percentage of those rooms that are available to visit. The command? VISITED
So, you get zero credit for being here for 20 years. We weren't tracking this up until now. Everyone starts at 0. If you look on 'exits', every room you have not yet been to will show as unexplored.
A couple of notes:
- This doesn't apply to OOC rooms or housing.
- These will never show an 'unexplored' indicator in exits.
- If there are serious bugs with the system, we'll simply delete these files that track this information and start again.
For now this information is only available via the VISITED command. We may eventually add this to prompt and score. Also, until the builders are able to change map rooms and other rooms that can't normally be accessed, achieving 100% is currently impossible (99.999 probably is).
And...
You gain exp for every room you've not been to. Though this levels off in terms of how much you get by level 30 (a level 50 gains the same xp per room as a level 30 would), you can theoretically gain about 7 to 10 levels worth of XP exploring the mud. The old explore systems and explore rooms remain. This is system on top of that one.
New Feature: Petition
The requests (or petition) system is a new system to enable asynchronous communication between players and immortals. We see great promise for a system like this, but its first roll-out will be limited to smaller, simpler string requests using up to 3 coupons. The main command is the PETITION command.
Syntax & Use
- PETITION STRING [your object you want to string]
- You must have the object in order for this to work.
- This will start the process of putting in a string request for the specified object.
- It should give you the steps necessary to complete the petition.
- Be aware that the petition, up until the time you apply it (see below), is simply a collection of information.
- The objects remain in your possession and you may go on with life as normal.
- If and when your petition is approved, you must have the coupons and item to string in your inventory.
- You will get a Petition ID that you can reference to modify, add changes, or cancel the petition request.
- PETITION (without arguments)
- Will show your current petitions.
- You may have more than one petition & there are currently no limits to how many you can have.
- The system will 'fill up' after a while and no petitions will be created server-wide... so, don't be a jerk.
- PETITION [Petition ID]
- Will allow you to view the details of the specified petition.
- PETITION [Petition ID] SHORT [requested short description]
- Adds a "short description" to the string
- PETITION [Petition ID] LONG [requested long description]
- Adds a "long description" to the string
- PETITION [Petition ID] SLOT [requested slot description]
- Adds a "slot description" to the string
- PETITION [Petition ID] COUPON [coupon keyword]
- Adds the specified coupons to the petition as an offered string payment
- You may offer three coupons maximum at this time (PETITION [Petition ID] COUPON [1.kw] [2.kw] [3.kw])
- If you make a mistake and need to replace one or more coupons, you must clear all the coupons and re-add them all
- This is done via: PETITION [Petition ID] CLEARCOUPON
- PETITION [Petition ID] CANCEL
- Used to cancel a specified petition at any time
- PETITION [Petition ID] SUBMIT
- Once you have completed your petition, this syntax is used to submit the request to the immortal staff.
- If you make any changes after submitting a petition, you will have to resubmit the petition.
When a petition is rejected, there will be a message from the immortal who rejected it. You can then make changes to the petition to correct any issues and resubmit. An immortal can provide notes with an approval as well.
A petition goes through the following steps:
- STARTED (when you start a petition)
- SUBMITTED (in the immortal's queue)
- IN PROGRESS (an immortal has started reviewing the petition)
- APPROVED (an immortal has approved it, it is ready to be applied)
- DENIED (an immortal has rejected it and provided a reason)
When you are ready to apply an APPROVED petition request, use the following command:
- PETITION [petition ID] APPLY
- This will verify that the necessary items are on your person.
- Technically it'll grab the coupons from anywhere on you, but for now let's just have everything in your inventory.
- This will consume the coupons and perform the string operation and end the petition.
- This will verify that the necessary items are on your person.
NOTE: Petitions do not currently save over crashes/reboots. That's on the docket for the future.
New Feature: Skill Timers
- Definition
- Ability to optionally use a re-use timer rather than suffer full skill lag
- Imposes a 1-round skill lag after skill (4.5 seconds)
- Initial 1-round lag is followed by a 2-round recycle timer (9 seconds)
- Era Abilities
- Abilities that halve wait times of a skill will still work on skill timer enabled skills
- Should the Era Ability be applied, it applies half the full skill lag and does not apply a timer
- Example: First aid would simply have the 1-round skill lag
- Skills Available
- Only First Aid & Field Surgery are capable of using the feature at time of launch
- Command
- Can be changed for individual skills via SKILLTIMERS command
- Syntax: SKILLTIMERS SET <skill name>/ALL
- Syntax: SKILLTIMERS UNSET <skill name>/ALL
New Feature: Soulbound & Player-Unique Items
- Soulbound Items
- Immortals are now able to flag items as SOULBOUND
- Stay with the PC, even after death and/or even if they're in a container
- At least two (both weapons) are live at Feature Release
- Player-Unique Items
- May only possess one at a time
- Multiples can be kept in houses
- Report anything fishy. Seriously.
New Feature: Auto-Help
Two auto-help components have been added to Legend. One is a Newbie auto-help which gives messages the first time something happens (Think: First time you kill a mob, first time you level, etc). You'll see these messages once and it'll track them going away (you can reset them if you like and get them again). Think things you wouldn't want to see every time you did something.
The Second is an Always-On auto-help (there's a config to turn it off) where it provides an auto-help in response to another command. For example: You examine an object. After what normally appears you get an auto-help message that says 'You can get more information regarding this object with the INSPECT command.' And another on inspect where it says 'More information about the properties of this object can be reveled by an identify object spell.'
Most of y'all would just turn these off, but y'all also know what might be helpful. So Rufus is asking that you send him ideas regarding auto-help via direct message.
Updated Feature: Journal
Journal has been updated to act as a new way the game can track quests. This is an addition-to, not replacement for, WHOIS.
Commands:
- JOURNAL
- Lists Unfinished (incomplete) journal entries & note how many there are complete
- JOURNAL INCOMPLETE
- Gives the same information as 'JOURNAL'
- JOURNAL COMPLETE
- Lists completed journal entries
- JOURNAL AREA [keyword]
- Lists quests from specified area
- JOURNAL [Name or Partial Name of Entry]
- Lists description & stages
New Regeneration System
The design doc is implemented... if you haven't seen it, it's floating around on the Discord forum.
In Summary
- Overall, regeneration, especially hit point regeneration, has been bumped up, especially for lower levels
- Regeneration is no longer nearly as stat-based.
- For extremely high stats, you get a small bump in how fast you can regenerate
- You can regenerate hit points during normal regen even if you are starving, parched, bleeding, poisoned, etc.
- HOWEVER, these conditions pose a cumulative penalty to how fast you regenerate.
- Move regeneration in certain situations is slower than it was
- Sitting around, even if you have standing regen, can have a couple of benefits still, especially regarding movement
- Standing Regen 1 and Standing Regen 2 can benefit both casters and non-casters
- Root is probably stronger now than it ever has been and really drives home 'the longer you root, the faster you regen'
- Iron will (courage/valor) healing has been completely reworked from the ground up
- This doesn't affect +Mana Regen, +HP Regen +Move Regen equipment
- THE CODE IS WAY EASIER TO READ AND ADJUST (the big reason, fwiw)
Addressing Items
- Keywords
- - Able to address things using multiple keywords
- - This is done by joining the keywords with '+'
- Example: get sword+short box
- - The above example works with numbers as well (get 2.sword+short box)
- Location
- - Can specify an item by its location
- - Includes specifying 'equipment', 'inventory', and 'ground' (or abbreviations)
- Example: shake ground.box
- Example: shake inv.sword
- Extent of Capabilities
- - Location & keyword specifications can ALL be combined
- Example: get 2.sword+short gr.3.box+lost+found
- - The above example would get the 2nd sword with both 'sword' & 'short' kws from the 3rd box on the ground that has all 3 kws of 'box', 'lost', & 'found'
- Config
- - New Config called 'Config IndexKeywords'
- - This configuration is OFF by default
- - Allows PCs to address items with #.<KW> & have the item found anywhere in a room
- - Searches Inventory first, then Ground
- Command
- - INDEXKEYWORD [kw] details how objects can be addressed
- - The command can be shortened to INDEX
- - This will show the object's number/location
New Commands
- Queue
- - Shows what commands you have queued up
- - Can now queue commands that would normally be a fast command
- - This is done by typing 'Queue <command> [arguments]'
- Group Chant
- - Allows certain spells to be cast on the caster's whole group at once
- - Available GroupChant spells can be viewed by typing GROUPCHANT without arguments
- - Casting syntax remains the same: GROUPCHANT [word] [word] [word] EX [target]
- - Costs 4x the mana of the normal spell
- - Incurs 3x spell lag as the normal spell
- - These spells will never fail
- Triage
- - Heals multiple grouped PCs at once
- - The person with the highest percentage of hitpoints missing gets priority & higher healing
- - The person with the second highest percentage of hitpoints missing gets second priority, less healing than 1st priority but more than 3rd priority, etc.
- Example: Lamia is missing 20% of her HP (80hp/100hp) & Huma is missing 15% of his HP (255hp/300hp)
- Lamia would get 1st priority, Huma 2nd priority
- Example: Lamia is missing 20% of her HP (80hp/100hp) & Huma is missing 15% of his HP (255hp/300hp)
- - If a free bandage is in the surgeon's inventory & a PC being triaged is bleeding/healed, they will also be auto-bandaged
- - Yes, the bandage is consumed after this.
- - Base healing amount is [the PC's level - 10]
- - Each subsequent person being healed will be healed by [MAX - 8]
- - Triage heals during combat are healed at 80% efficiency (same as Field Surgery)
- - Additional Healing:
- - Every 10 points Mind is over 50 earns +1 (+5 at 100 mind)
- - Every 10 points Spirit or Perception is over 50 earns +1 (+5 at 100 Spirit or Perception)
- - +4 for every level of the Improved Healing Era Ability
- - This allows for a maximum of +62 at 100 Mind/100[Spirit or Perception] with all Improved Healing tiers
- Pause
- - Manually enter an amount of time to Wait
- - You can Pause up to 18 seconds total
- - Waits imposed by Pause can never be halved by Era Abilities
- - You can (now) use PAUSE while in any position
- (Like a safeword? Lamia asks, getting banned from connecting for 5 minutes.)
- Syntax
- - PAUSE # (places a wait of # seconds)
- - PAUSE # SECONDS (see above)
- - PAUSE # ROUNDS (pauses a number of fight rounds - 4.5 second increments)
- - PAUSE # PULSES (pauses a number of pulses - .25 second increments)
Resurrection Updates
- Standard Resurrection Spell
- - Still the same as it has always been, down to the component and requirements that need to be met
- Corpses
- - Resurrection can now be cast on a PC's corpse
- - For success, the corpse's owner must have a Death Shroud
- - Once spell is cast, the corpse's owner has 1 minute to respond to the echoed message
- - RESACCEPT will transport the PC to their corpse
- - Two resurrections can be cast upon a corpse
- - If the corpse's owner declines RESACCEPT the counter still increases
- - Upon accepting a resurrection, the shroud vanishes
- - Death Shroud Resurrection will still inflict Resurrection sickness
- Resurrection Notes
- - Resurrection can only be cast on a corpse within 1 hour of death
- - This includes Crystal and Death Shroud resurrections
- Death Shrouds
- - Negligible in size & weight and cost 1 Rent
- - Available at Douban for 9250 gold each
- - Soulbound items, so they remain with you after you die
- - Can only possess one Death Shroud at a time (in inv/bag/etc)
Chant Updates
- Spell Failure
- - Formula to determine spell failure has changed drastically
- - 25% chance to fail when spell is first learned/cast
- - Every level gained decreases failure chance by 5% to a minimum of 5%
- - Every cast level gained decreases failure chance by 5% to a minimum of 5%
- - Level 50 mages will likely fail a spell more often than previously
- Failure Recast
- - Immediately recasting after a failure reduces failure chance by 5%
- - This is applied after the standard Spell Failure rate/cap
- Concentration
- - Plus or Minus affects are applied after the standard Spell Failure cap/rate
- Rage
- - Increases Spell Failure chance
Spell Damage Update
- Meteor (and all spells really)
- - Weren't supposed to be able to do more than half of something's maximum hit points.
- - This bug has been fixed, but it means a pretty significant change as to what mobs you can just walk in and eliminate with a single spell.
- Additional Spell Changes
- - If you higher level than the mob, you can do as much damage as the spell will do.
- - The mob must have at least a certain number of hit points for the half-max-hit-points attenuator kicks in.
- - Below this the mob will take full damage.
- This is to accommodate the mobs we've intentionally designed to be trivial regardless of their level.
Vivification Update
- Healing Chances
- - No longer percentage-based
- - Cooldown timers have been reduced & are based on tier
- Tier 1: Heal 400 - 120 minute Cooldown
- Tier 2: Heal 500 - 90 minute Cooldown
- Tier 3: Heal 600 - 60 minute Cooldown
- Costs
- - Now costs 50 mana & 50 move
- - Lack of required Mana/Move won't prevent an attempt, just set PC to 0
- Targets
- - No longer needs to be sleeping
- - Must be in the operating PC's group (no change)
- - Can vivificate PCs who are fighting at reduced efficiency (80% heal)
- - No longer stuns the patient
- - Places a 1 combat round Disorient check on the patient
- General Use
- - Skill lag reduced to 3 rounds
- - No longer has a chance to fail if Surgeon is disoriented or having spasms
Backstab Update
- Stat Checks
- - More "Perception based" now
- - Still requires a Dex weapon
- - No longer tries fancy stuff with the hit table
- - More accurate due to Perception check
- Bonuses & Penalties
- - Bonus for Hiding, Sneaking, Invisibility, Vanish to the chance to hit
- - Penalty if you backstab something that's already in combat (no change)
- - Hide/Sneak/Invis/etc bonuses apply even in the aforementioned penalty situation
- - Bonuses apply against mobs that are fighting, even if they wouldn't apply normally
- Example: NPC can see Sneaking and DET HIDDEN, it will still be hyper-aware when not in combat
- But if the NPC is fighting, you can counteract the In-Combat penalty by now being able to sneak/hide and attack
- Example: NPC can see Sneaking and DET HIDDEN, it will still be hyper-aware when not in combat
- Deadly Precision
- - Backstab now takes the skill into account in all cases
- Skill Knowledge
- - Knowing Backstab improves Landing & Paralyze chance at 105 Perception
Nightvision Update
- Toggling
- - The skill now has an active component
- - Typing 'Nightvision' will toggle it on and off
- - Toggling the skill should NOT break Hide
- Additions
- - Allows PC to see completely in the dark, even in Indoor rooms
- - Ability extends to 'Scan' as well
- Skill Cost
- - 30 move to start
- - Continues to cost 30 move every 9 seconds
- - Will continue when move reaches 0 but move will remain at 0
Fist Fighting Update
- Availability
- - Now available to all hometowns starting at level 2
- Attack Information
- - Adds bare-handed attacks (not wielding a weapon)
- - Allows 4 special attacks: Jab, Cross, Hook, Upercut
- Special Attacks are reduced for any TWO_HANDED items you're holding & SHIELD items
- Special Attacks can be used while wielding a weapon but are less effective
- Stat Requirements
- - This is a STR & DEX skill with CON & PERC requirements
- - HITROLL & DAMROLL are very important to the build
- Skill Damage & Lag
- - Damage scales with the level of the PC
- - Each Special Attack incurs 1-round of lag
- - Uses the highest of STR or CON
- - It then compares that to the stat of the Special Attack (Con, Str, Dex, or Perc)
- - Some Specials do more damage while others are more likely to trigger combos
- Combos
- - When triggered, the PC makes additional swings
- - Also has the ability to DAZE an opponent
- Additional Notes
- - Secondaries work with barehanded fighting
- - Special Attacks can be used even if entranced
- - Arcane Mages must have AUTOATTACK 'off' to have the benefits of Arcane Mastery
- - This skill is 'under construction' and isn't meant to be an entire character archetype by itself
General Skill & Spell Updates
- Dual Wield - Weapon Spells
- - A weapon in a dual wield slot has a slightly lower chance of its spell(s) going off.
- Dual wield
- - Primary weapon can be up to 15 max damage
- - Secondary is capped at 10 max damage
- Be aware that we'll be monitoring this one pretty closely to see how it balances out over the long run.
- Case
- - Removed from the prereqs for Mark Target
- - It's supposed to be prereq, but it went very long without being a prereq so we'll just remove it for now.
- Scan & Mark Target
- - If you know SCAN you can MARK TARGET NPCs in adjacent rooms
- Syntax: SPOT [NPC] [direction]
- - SCAN should no longer break Hide but will continue to break Aim
- Evasion
- - No longer required for Mark Target
- Flashing Blade
- - Will now count towards weapons whose fighting stat differs from the fighting stat of the weapon's primary damage type
- Backstab
- - Damroll is properly applied for Backstab
- - Now has fewer swings in the range of damage & scales better with levels
- - Damage done from low-maxdam weapons & high-maxdam weapons is the same if the weapon quality is the same
- Example: Q5 6MaxDam = Q5 9MaxDam
- - This is due to it being less about the weapon and more about where the weapon is put
- Hint: In the spine
- Anatomy
- - Available to all hometowns
- - No longer has a Spirit requirement
- - Mind requirement lowered by 5 points
- - Improves chance to land a backstab & to paralyze with a backstab
- Merge & Roll Bandage
- - Drastically reduced skill lag (to like 0.5 seconds)
- First Aid & Surgery
- - Skill Timers (see section above) allow for more flexibility with multi-tasking
- - This is done via alternating OPERATE and FIRST AID using SKILLTIMERS
- Arcane Mastery
- - Now 25% more likely to sneak a spell past Magic Sink
- - Maximum chance of a cast against Magic Sink is 90% instead of 75%
- - Arcane Mage Magic Sink is more effective against weapon/object-cast spells for the caster only
- - NPCs are no longer Arcane Masters innately
- Protection from Fire Spell
- - Now costs 40 mana instead of 20 mana
- - No longer need to cast twice to get the full effect
- - Spell can now be renewed & removed via REMOVEAFF
- Self-Refreshing Spell
- - Refresh Spell on weapons has been toned down a bit
- - Will still go off as often
- - Effects are more in-line with self-healing spells on other weapons
- Locate Person
- - Only works on PCs under 2 conditions
- Condition: You are grouped with the PC
- Condition: You are able to engage in PK with that PC
- - Spell can still be used on NPCs without issue
- Meditate
- - Mind requirement reduced to 52
- Post-Citizenship Quest Spellbook
- - If you learn a different school of magic than you knew before the "old" spells won't appear in your spellbook.
- - You do, however, retain the casting level.
- Weapon Poisoning
- - Now leaves the original spell on the weapon intact
- - Poison now wears off after a number of uses based on the poisoner's level
- Note: this ONLY applies to weapons, not ammo/other poisonable items
- Bash
- - Can now TUMBLE out of a failed Bash
- Kick
- - Is now quite a bit more accurate
- - Now has 1-round skill lag
- - Guaranteed to do at least 5 points of damage
- Bastion
- - Preventing turns should work ~85% of the time
- - If the NPC is coded to turn via acts, it will still succeed in turning
- - Turn prevention DOES work when you aren't awake (stunned, etc)
- Blindfighting
- - You can now feint while blind if you have this skill
- - Messages for being unable to feint have been tweaked
- Shooting
- - You can now shoot in under water rooms
- Reload
- - 'Reload' without arguments will attempt to reload HELD bow/gun
- - Must have the appropriate ammo worn on AUX slots or in inventory
- - It will NOT work for bows/guns in inventory
- Block
- - Ability to block a swing has returned
General Code Updates
- AC/Hit Table
- - Minor adjustment to how AC works
- - In many cases AC wasn't being applied correctly
- - NPCs and PCs should be hit less frequently, now
- Death Penalty Changes
- - No longer gain a ton of xp from fleeing when no-pre-50-death xp loss is on
- - In fact, before 50, you shouldn't lose xp when you flee), or in some instances, lose massive, massive amounts of xp
- - When you're under a death penalty, it won't lie to you about how much exp you gain
- Fight Safety
- - Attempting to kill something more than 4 lvls above you will stop the PC and give a warning
- - This can be turned off with CONFIG FIGHTSAFETY
- Novice Channel
- - Removed from the game
- - New characters are subscribed to Chat and Info
- Rent Calculations
- - Internal code has been changed to eliminate global variables
- - Report anything wonky with rent if you see it (saving, cataloging, etc)
- Housing
- - Exits leading into Player Housing appear in { }
- Example: [ n, {e}, s, w]
- Weapon Damage
- - Global damage maximum for weapons striking armor has been reduced
- Bound Items
- - Can no longer be put in Donation boxes
- Timers
- - Now sort by time-remaining, shortest to longest
- - Removed from 'Attributes' display
- - Can be viewed via 'Timers' command, 'Status' command, & added to Prompts
- Prompt Code: @#0 - Timer Expiring the Soonest
- Prompt Code: @#1 - Timer Expiring the Next Soonest
- Prompt Code: @#2 - Timer Expiring the Third Soonest
- - Prompt Codes will appear as empty strings if there isn't an active timer
- Character Levels
- - Now show in WHO and WHOSHORT for anyone
- Saving Characters
- - Even if attached to an account, characters must exist in game for 30 minutes or be level 2 before they will save
- Attribute Update
- - You can see your stats at level 1 in the menu and in-game
- - Stats can now go negative.
- - All skills now have a minimum stat requirement of 1 in every stat (at least)
- - Some Notes:
- - If you have a stat that is exactly 0, it will show as -1.
- This is to prevent crashes until we can root out all the instances where we might divide by 0
- - Consequently, we've reduced some stat requirements for some skills (things like a 5 spirit req are now a 1 spirit req).
- - There are no longer hitroll and damroll penalties for low spirit
- - If you have a stat that is exactly 0, it will show as -1.
- SHIELD slot
- - This is not the ARM slot, but SHIELD slot
- - Wearing a SHIELD slot item while bashing grants a 75% chance you'll remain standing on a fail
Bug Fixes
- XP Transfer
- - Should no longer take your xp if you fail to give it a proper destination
- Deadly Precision
- - Will no longer break hide
- True Form Spell
- - Fixes how one could get infinite mana by casting it on an object that wasn't there
- Tailor
- - Skill use for some material types (leather, fur) fixed
- Mark Target
- - Skill use will decrease AC rather than increase it
- Etheric Archers
- - Should be better about owners being flagged for quests/etc
- - They might still steal XP, though
- Negative Hitroll
- - If you have negative hitroll & are sitting you no longer get better at hitting things
- Weapons & Hitroll
- - If stat type is specified, the weapon will now use that stat to determine hitroll
- Dancing Sword
- - Will no longer have an insane amount of HP
- - If you thought this was intentional, try harder at life
- Secondary Weapons
- - Damroll is fully applied to secondaries
- Strength & Hands
- - Strength calculation completely removed from 'number of hands' formula
- Backstab
- - Issue where a lvl50's backstab damage was being reduced in rare circumstances
- Low-Level NPC Skills
- - NPCs who did not qualify for certain skills due to being below level requirements no longer have those skills
- Example: Itty Fomori will no longer know Weapon Mastery
- InnateReload
- - Preserves things like flaming arrows now
- Line Feeds
- - One added to Innate Defense skill triggering
- - Many extraneous extra linefeeds were removed
- - If you want extra line feeds toggle 'Blank'
- Drink Containers
- - Full drink containers show as 'full' not 'more than half full'
- NO HUNT Rooms
- - Going through these now clears your hunt target
- - Yes, yes, I know, I can feel the boos from here
- Druidic Compounds
- - You can no longer monetize oils, potions, or powders
Area Updates and Implementations
New Instance: Naraka
A place of torment.
The first part of Naraka is essentially a tech demo for the new instancing code.
It features two stat items as rewards and these items are the first examples of BOND ON LOOT items in the game. If you try to 'GET ALL' from a container that contains bond on loot items, it will skip these items (and give you a message). You can use the INSPECT command on the corpse (or container) to see the stats on a BOND ON LOOT item as though you were casting an identify object spell on it.
New Area: Irem, the City of Brass
According to the Qur'an, there are two creations that have free will: humans and djinni. The holy book says that djinni are made of smokeless flame or scorching fire and occupy a parallel world to that of mankind. Many are the legends, starting with the tales of the Arabian Nights, that tell about how humans and djinn meet and visit their respective worlds.
The most commonly known tales describe how human magicians master the secrets of the ether and summon then enslave powerful djinni to their bidding, restricting their access back to their home world and promising them a way back home in exchange for their favors.
Irem, the famed palace of a thousand pillars, is known throughout Arabian myths to be the home of some of the most powerful djinni, the efreeti. Lords of the fire element, efreeti rule the world of djinni and only dream of how they might repay mankind for the treatment once inflicted on their kind. One can imagine that if an efreet lord could enslave a human magician one day, that magician would have a tough time outsmarting the djinns and escaping their bottle!
New Feature: Perma Booth
A "Perma Booth" has been added to the OOC area of Legend. You'll find a cellar somewhere or other that wasn't there before and, in that cellar, is where this dastardly-yet-incredibly-useful device can be found.
This only works for characters that are Level 10 or higher. This is meant to work in tandem with Attributes being visible at Level 1 and characters no longer saving (even in accounts) until they're Level 2 or have been played for at least 30 minutes.
Object Weight Updates
The immortal staff has been working their way through area files to perform something called a "Version Update". All this means is that we're able to make Object Weights a bit more... realistic. Not as unseemly.
You won't have a 6kg roll of bandages because THAT ISN'T A THING.
Anyway, item weight changes all around! It's a Work In Progress™, mud-wide, so please be patient if something is too heavy. And LET US KNOW if something is too light.
Updated: The Seven Heavens
- - The sword of Fate should be able to be utilized by dual wield properly
- - Spell changed to one that won't engage the whole darn room when it fires
- - The sword of the Comet should be able to be utilized by dual wield properly
- - The sword of Faith should be able to be utilized by dual wield properly (hopefully)
- - Typo fixes here and there (is an ongoing task)
- - Should be able to move around a bit better in the Firestar's Fortress
- - Bludgeon attacks should do damage to certain memories
- - Crystals that you couldn't pass before can be passed now
- - Apples refresh properly (for the most part)
- - Raziel should now let you borrow his sword after you do necessary things
- - Certain orbs should be able to be filled, now
- - A certain barrier can now be passed with the proper requirement(s) being met
- - Some kw fixes & long description tweaks on certain items
- - A couple transfer acts should work and/or not take you to weird places
- - The Arena should hopefully clear up a bit better once people leave
- - More variety to the Celestial Arena rewards
- - No more random corpses appearing with Kola (we didn't like the implication)
Updated: Inferno
- - Certain NPCs now give points towards factions in the Seven Heavens
- - AC/rent adjustment to eternal chains of BDSM hellfire
- - Silver horseshoe has static stats (instead of 1 being random), rent change
- - Rent fix to a great hunting horn
Updated: Pirate's Den
East Side
- - Some of the xp is moved to the captain from the general skeleton mobs.
- - The skeletons are still susceptible to blunt attacks, but not quite as much
- - Skeletons should wander Clickity-clack, there's no turning back.
- - The flooding acts and deathtrap room are gone from the east side.
- - There is a new mob in the east side.
- - The following items have been adjusted and/or moved:
- - The golden candelabra
- - Now a dex-based con weapon that can only be used in the off hand
- - Topaz Ring
- - Iron Ring
- - The golden candelabra
South Side
- - Blackbeard's spells aren't quite as effective
- - Blackbeard is no longer resistant to attacks, but has more hit points
- - He's a little more adept at fighting
West Side
- - Jeweled sceptre is no longer a light that disappears when you try to refill it...
- - It's been changed completely
Updated: Shadowlands 2
- - The forlorn souls have undergone a pretty massive change.
- - They are no longer so brutal on spirit or draining mana from a single target
- - They will hit a bit harder and might be a bit more sturdy.
- - Carman won't teleport so quickly any more.
- - She also doesn't appreciate you trying to flee away from her.
- - Dub doesn't hit as hard but he's a bit more durable.
- - The guardians' healing acts can no longer be bypassed by bringing the smaller statues in the room.
- - XP has been adjusted to reflect this increase in difficulty.
- - Conall sees a bump in his xp.
- - Forlorn general is now aggressive and sees a bump in his xp.
- - Conn's affect isn't nearly as detrimental to your ability to do damage and he's a little less durable
- - He did gain some warrior-like abilities.
- - Sleepers are more durable, worth more xp, and can be attacked by more attackers than previously
- - There is a substantial boost if you can arrive with the impure soul still alive
- - Carman's crystal guardian sees a bump in xp and a small bump in stats.
Updated: London Port
- - NPCs lvl 10+ have acts that prevent chars under lvl 5 from attacking them
- - New code from Rufus prevents low-level characters from attacking high-level mobs by mistake
- - Key mobs in town now converse and guide low-level characters
- - Experienced players can skip this
- - All basic weapons skills taught by the Outfitter
- - All basic fight skills taught by the Outfitter
- - Outfitter sells newbie weapons that are a good upgrade from starting ones
- - Nurse heals players under lvl 3
- - The vampire is not as hungry for sweetbbyNewbie blood
Smaller Area Updates
Beowulf
- - AC added to Skyblade and the rent adjusted as appropriate.
- - You can obtain the new skyblade by exchanging the old skyblade with the dwarf
- - Fixes the dwarf at the forge so he doesn't just... hoard Skyblades in his inv.
Carthage
- - Mean priests shouldn't be so mean they can do things while incapacitated
- - Boots that were anti_neutral aren't anti_neutral anymore, since the what they were used to get isn't align restricted and hasn't been for awhile.
- - Changes to Moloch's Temple (MT)
- - Some mobs are now more difficult and equipped with new tricks so they are back at being a challenge for a small group.
- - XP has been raised accordingly.
- - Some mobs are now more difficult and equipped with new tricks so they are back at being a challenge for a small group.
Frisco
- - You should be able to reaffirm without having to cry
- - General additions for the aesthetic of the area
- - It's not really in Frisco, but more a DT near Frisco is newbie friendlyish
India
- - Weights on all objects in India have been updated to match the new weight format.
- - India is more populated now
Ireland
- - Should be more newbie friendly. Huma said so, so if it isn't, step up.
- - Lamia will bring popcorn if anyone does decide to step up.
- - Substantial upgrade to a certain item that needed it.
- - Druid-created blue-violet potions now have both blue and violet keywords.
- - All hyphenated potions now have extra keywords.
- - This does not apply to potions already created nor does it apply to ones that might be for sale in areas.
Irem
- - Repop is slowed down a little bit.
- - If you're around when a certain Usurper is around, he'll make it so you're not around.
KSM
- - Lamia's boi Ashmedai had a slight adjustment
- - Other minor fixes here and there with rooms & NPCs
- - There was one small typo/verbiage adjustment.
OOC
- - Removed Christmas decorations & vendor
- - Added 2 new NOTE types
- - You may only go OOC from a room in which you can rent (Inn or Rentable Housing Room)
- - This means you can't just go to OOC from any house on the mud, you have to be able to rent there (Be the owner or the friend of the owner)
Niflheim
- - Hel won't be as repetitive while lauding on info.
- - Gungir's weight has been adjusted
Nikko
- - Manekineko in Nikko should now work properly
- - EQ that was TIMED at install is no longer TIMED
- - NPC Tweaks & Adjustments
- - You don't have to fear the tentacles anymore. Embrace them, as they do you.
Shadowlands
- - the Gae-bolg has new (lower) rent profile and some stat changes.
- - It's not templated, so go get yourself one.
South Seas
- - Wu Chen and his infamous crew of pirates have regained strength!
- - They have captured innocent travelers who need to be saved!
- - Wu Chen's junk is now a L35-45 leveling zone with new surprises
- - Wu Chen's chop has had its slot corrected
Svartalfheim
- - Dragon Hunter Longbow updated to net 10 stat
- - The rent has been both adjusted and corrected (it was low before). This item is templated.
Minor Updates & Fixes
- - 1802 Alaska: AC/rent/stat adjustment to the One Time Quest cedar eagle amulet thing
- - Abilene: Minor rent fixes re: spec concerns
- - The baton is now 15 MaxDam
- - Dartmoor: Fixed Childe's death act so he properly awards ... something, too
- - Lima: The gates should be a bit less obnoxious/more newbie-friendly
- - Klein: Gate Guards should be less obnoxious/more newbie-friendly
- - Someone finally got around to spaying and neutering the cats
- - Med Seas: There's a new NPC in Med Seas!
- - Malta: The Customs jerkface Malta has been... adjusted
- - Nazca: The zombie's respawn has been adjusted
- - Philippines: Fixed the Aswang's death act so she properly awards ... something
- - PR: A whois was added for the "Level to 50" event
- - More details to come, all of them from Huma.
- - Pyramid: The staff of the Nile weight fixed
- - Sherwood: The stunted druid now sets all Home Rooms to The Royal Stag post-trans
- - Savannah: Cheetah fur leggings can be mended, and they are also templated now
- - Sumer: Fix to Humbaba sleepwalking
- - Tartarus: The Titan Coeus's quest now works
- - Ys: Dahut should resume her party lifestyle more quickly than before
Player News
XP Achievements
Honestly? The thing where this information gets sent to my email has been kind of wonky for like... ever, so I don't have all the information. :( However! Great job to all of those who have hit various XP milestones!
-Lamia
Clan Activity
The same thing that's wonky about XP achievements is wonky in regards to clans forming and disbanding. Sorry. :(
-Lamia
Player Submissions
Annex Quest #47b
Esmeralda enjoyed dark spaces. She always had, from playing hide-and-seek in the twilight at her grandparents' place as a child to attending rave after goth industrial night after rave through her early and mid-twenties. But the cave the Annex had sent her to was, honestly, a bit too much for Esmeralda. She didn't mind the dark, no, nor did she mid the bats or how damp it was. What bothered Esmeralda about this place of perpetual midnight was that it was inhabited by a cult.
This wasn't Esmeralda's first run-in with cultists - She had been pretty deep in the Underground scene at one point and you always find yourself invited to a R'lyeh Discovery Party at some point - but something about them always creeped her out. Maybe it was the Kool-Aid (Why orange?! Blue or dark cherry, heathens), or it might have been the ritualistic human sacrifice. The jury was still out on which was the bigger evil.
As she struggled with the chains that bound her wrists and forearms, Esmeralda made the executive decision that it was the sacrifice bit that creeped her out the most. After all, orange Kool-Aid didn't decide that you were a good replacement-slash-summer-bride for Hades, Lord of the Underworld. Sure, it tasted like awful jello that hadn't earned the right to be jiggly and wiggly, but it wasn't trying to actively send her to play second-fiddle to the Goddess of Spring. Not that she'd want to be the primary lover-girl to the King of the Underworld, but seriously, spring was worse than summer, with its pollen and giant puddles...
She stopped her struggling and leaned back against the cave's wall, her eyes closing. It could be worse, Esmeralda mumbled. It could have been the God of Horses. A deep laugh to her left startled Esmeralda, causing her to scramble so she was tucked into one of the crevices along the wall. The man held up a hand, palm towards her, and his expression softened.
"Αστείο, όμορφο," he said softly, crouching down in front of Esmeralda. "Τα χρώματα σας δεν θα επιβιώσουν στο αλάτι του Ποσειδώνα."
Esmeralda frowned, her lips pursed in irritation as she took in the man's faded black robes and sharp features. "I only understood like two words of that. Y'wanna help a girl out if you think she's so pretty?" She raised an eyebrow expectantly as she stared the stranger down. "Anglika?"
The man laughed and shook his head, a soft dark curl falling over an eye. "That far removed from your Greek heritage, little one?"
"Creep-ass," she mumbled, shifting under the man's gaze. "So, are you Head of the Asshats?"
He smirked and sat down. "You could say that," he said, amusement evident in his tone. "They don't know who you are, do they, pet?" Esmeralda narrowed her gaze and pointed at the man, the sound of the chains rustling echoing around the cave.
"Three years ago, you and I made out at that underground dark-wave show in Detroit, didn't we?" The man laughed and nodded.
"Sorry I'm so forgettable, little one," he smirked. "How did you end up so far from your parties?"
Esmeralda raised a shoulder in a half-shrug. "Occupational hazard" she said, fidgeting with the chains. "I'm a part-time cinnamon roll keeper, part-time procurer, and this was supposed to be the latter. How about you, Circa 1995 Trent Reznor?"
"Oh, I'm just here for the tribute," the man answered coyly.
"Neat," Esmeralda said, deadpan. "So you are head asshat. I figured there'd be an altar and something dramatic when they tried to send me as tri.... bute.... Oh."
He laughed as he moved to stand. "As lovely as you are, I'm quite content with my sweet spring flower. Shall we get you out of here, little one?" Hades held out a hand, smiling. She took it, both her hands gripping his fingers as she pulled herself to her feet. She shook the chains in Hades face.
"Help a girl out."
The god laughed again as he reached for Esmeralda's hair and withdrew a bobby pin. "Demanding little thing, aren't you?" he said, using the pin to pick the lock that bound the chains together. "What were you after? A god such as myself, I only have one thing to offer mortals."
Esmeralda snorted and rubbed at her now free wrists as Hades set the metal bindings on the ground. "From what I remember of that trip, you had a lot to offer plenty of people on the dance floor... and at the bar... and in the restroom..."
Hades slipped an arm around Esmeralda, his hand resting on her hip. "Are you complaining?" he smirked down at her as they made their way through the winding passages.
"I'm not having this conversation," she muttered. "I need your Helm of Darkness. That's how I ended up here in the first place. These jerks have it."
"I know," Hades said, maneuvering them down a narrow passage Esmeralda knew she would have missed if she had been on her own. "I'm even going to allow you to take it." Esmeralda raised both eyebrows as she looked up at him.
"Neat," she said, he violet gaze turning back to the path before them. "Gonna help me get out of here, too?"
"What is the point of having a tool of invisibility if you don't intend to use it?" the god asked, genuinely curious.
Esmeralda shook her head. "Rule one of Library club: Don't talk about Library club. Rule two of Library club: Refer to rule one. Rule three of Library club: Don't use Library club loot." The god snorted as they entered a small chamber. "I'm paraphrasing, of course."
"Of course," Hades repeated complacently as he opened a small chest that sat upon a table. "Here you are," he purred, handing the woman a simple leather cap. "Being as it is mine, I must tell you that I would not mind if you used it. I dare say, in another time, you would have easily found a place as one of my priestesses."
"Uh... thanks?" she said. "I didn't realize you had those?"
"Not so much, no, but you aren't one to follow the crowd, are you, little one?"