CONCEPT: The Native of Tsunami eschew the civilized world. They move across the world pillaging the fringes of society which unleashed evil-powers upon them.
All native classes now have access to pillaging and pillager.
See: help pillaging
Let me know if anything isnt working / doesnt appear to be set-up right.
On Sat Jan 10 06:21:09 2026, Burlok wrote: > Barbarians have gained the pillager skill! See help skills pillager. > > This gives nomadic pillagers a mobile base. Allowing them to take a break > from time to time without losing their standing. > > I will continue working on testing this in conjunction with anyone else > who wants to use it. If you find an abuse let me know. > > I will add it to other pillagers (Berserker, Amazon, More?) once I am more > confident its working as intended. > > The 300 round cooldown begins when the pillager who made the camp exits. A > logout will clear the cooldown .. > .. but it also clears your pillaging score. > > You can see your timer's status by typing pillager. > Berserkers and Amazons have access to the pillager skill now.
Barbarians have gained the pillager skill! See help skills pillager.
This gives nomadic pillagers a mobile base. Allowing them to take a break from time to time without losing their standing.
I will continue working on testing this in conjunction with anyone else who wants to use it. If you find an abuse let me know.
I will add it to other pillagers (Berserker, Amazon, More?) once I am more confident its working as intended.
The 300 round cooldown begins when the pillager who made the camp exits. A logout will clear the cooldown .. .. but it also clears your pillaging score.
You can see your timer's status by typing pillager.
PROBLEM: Incorporeality would remove all of a DKs equipment forcing them to manually re-wear. How tedious.
CHANGE: Going incorporeal will now re-equip valid item slots. It will mark the items (codewise) to know which ones it took off. CHANGE: Going corporeal will now FIRST attempt to re-equip all of the items incorp marked.
CHANGE: Going corporeal will SECOND fill any remain slots with items selected from the "suit up" command.
ENHANCEMENT: Clarified what equipment a DK can wear in its states in a more straightforward fashion in the code.
WHEN INCORP: Deathknights cannot wear boots, gloves, other, or helmet.
BONUS CHANGE (Reduction?): Deathknights can NO LONGER wear mortal shields. Only death shields.
--Willing to have a conversation about changing the way they get death shield.
Worm tunnelling now incurs an SP penalty that gradually adds up over time and will kick you out of tunnelling if you're too low on SP - As well you can't rest while tunneling to prevent what is basically a sanctuary for not being killed.
If this goes against Burlok's design idea i will be happy to revert it
The Warlords of Tsunami have lamented that since the changes to their maximum soldiers that they are unable to enlist mercenaries to their max capacity. Many would rather have more followers even if one of their followers is substantially weaker than the others. Warlords will now seek out mercenaries until their party is full.
* You can now recruit MERC until your party capacity is full.
* This means that your final MERC will often be of a much lower level than the rest (as its rounding out your left over capacity)
* However, I believe this addresses the complaint of not being able to fully utilize the capacity that is growing with each level.
Sorry this simple fix took so long. This should make what was a reduction to low level warlords less impactful and once again mitigate the need to find mud followers if you are just wanting to login for a quick spot of low level XPing.
If I somehow broke it and now you get 4 level 10000 mercenaries please let me know.
Added some background stuff to the inventory function and also appended the top information about current and max weight to the bottom of the printout! People collecting tonnes of shit rejoice! If something breaks ping my emotional support wizard Darkpoole or me. XOX
Grand Re-Opening of the Auction House! After much anticipation and a little help from those entrepreneurial goblins over in Kyrse, we are thrilled to announce the re-opening of the Auction House!
Thanks to their clever expansion, the Auction House is now bigger and better than ever! Come one, come all ? and get ready to bid on rare treasures, magical artifacts, and legendary weapons like never before.
Auctions are now fully automatic and will start every hour! That?s right ? no more waiting around. Every hour, new items will be up for bid, so make sure you don't miss out!
Whether you're a seasoned bidder or a first-time visitor, exciting new items await your eager hands.
Please bug anything wrong to Darkpooles' attention, and I' make sure to get it sorted.
So what are you waiting for? Grab your bidding paddles and join us for the next great auction event!
The Juggernaught?s Arsenal and Systems Receive Major Enhancements! The Gnomes of Gnowhere have been at it again, working tirelessly alongside the famed Gunslingers to fine-tune the Juggernaught?s already formidable arsenal. After careful study and analysis, the Gnomes discovered that firing missiles too rapidly could lead to catastrophic overheating?causing the system to explode at the most inopportune moments. Never ones to shy away from a challenge, they?ve engineered a "cooldown system" to regulate missile fire, ensuring that the Juggernaught can unleash its firepower without the risk of a fiery demise. Now, missiles will fire in quick bursts, but only after allowing the system to cool down, preventing any catastrophic failures in the heat of battle.
But the Gnomes of Gnowhere didn?t stop there. They?ve turned their keen eyes toward the salvage process, realizing that Juggernaughts can extract fuel from the environment when salvaging for reactor components. With this new functionality, you can now get additional fuel while salvaging, making the Juggernaught even more self-sufficient and versatile on the battlefield. No need to worry about running out of fuel?just look for the salvageable materials scattered across the landscape and fuel up!
Meanwhile, the Gnomes have taken a step further into the realm of dragons, studying the mighty creatures to learn their secrets of flight. After many long nights and intense trials, they?ve finally succeeded in incorporating thrusters into the Juggernaught's design! These new thrusters provide enhanced mobility, allowing Juggernaughts to maneuver swiftly through the skies. Fuel is now more critical than ever, as it powers both the missile system and the thrusters. Juggernaughts will need to manage their resources wisely, balancing offensive capabilities with mobility and ensuring they stay on top of the action.
New Enhancements and Features: Missile Cooldown System:
Cooldown timer added to missile fire to prevent overheating.
Fire missiles in bursts, ensuring no random explosions in the heat of battle.
Carefully manage your fire rate and cooldown to maximize missile efficiency.
Fuel Salvaging:
Fuel can now be salvaged when scavenging for reactor components, ensuring Juggernaughts can stay fueled up for longer engagements.
Salvage materials efficiently to keep your fuel tanks full during combat.
Thruster Integration:
Thrusters are now part of the Juggernaught?s system, giving enhanced mobility and the ability to fly through the air.
Thrusters use fuel for operation, so manage it wisely for both movement and missile fire.
Looking Ahead? The Gnomes of Gnowhere aren?t done yet. Their minds are always tinkering, always seeking new ways to improve the Juggernaught. Expect even more upgrades in the future that will further enhance firepower, mobility, and self-sufficiency. Their work is far from over, and they assure us that bigger and better things are on the horizon.
So, as always, Juggernaughts, keep your missile systems in check, fuel your engines, and keep an eye on that cooldown. The battlefield is evolving, and with these new enhancements, you?ll be ready for anything the world throws your way.
The Gnomes of Gnowhere have been deep in consultation with the renowned gunslingers, taking a special interest in their weaponry?particularly their rifles. After months of intense tinkering and experimentation, the Gnomes have managed to engineer a revolutionary new missile system for Juggernaughts! While still in the early stages of development, they are confident that the missiles will work flawlessly and bring devastating firepower to the battlefield.
But that's not all! The Gnomes have also made significant strides in the Juggernaught upgrade system. They've managed to increase the number of available upgrades a Juggernaught can carry, allowing for even more advanced modifications and customizations. The future of mechanized warfare is looking brighter (and more explosive) than ever before!
Stay tuned for further updates as the Gnomes continue their innovations!
Some feedback from Morgul that Crusader was feeling a bit squishy, so as a test, I've done some little tweaks to protection mark, and also noted that Divine wrath couldn't be moddable, so I've changed that as well for now. Happy to receive more feedback!
Cleric2 is tentatively open for Playtesting for Patreon members.
This is in an alpha style build, so each time you login, you'll have to reselect your Deity/Domains and re-raise your skills, this'll change in upcoming builds but for now it'll be a little annoying.
A little Info.
It's a wu-jenified style subclass, where you pick a Deity, and then sub domains, there's no help files on them just yet, but there will be in the coming days, but its basically all the clerics smooshed into one.
Similarly to recently added armour features, there are +magic, +religion and +singing weapon features. Their weapon type restrictions should be thematic, but in case I missed any crucial one(s), let me know.
This slipped my mind. A couple of days ago I removed the teleport (moves the victim, similar to recall) and force drop all chaos surges from the gauntlet, mazes and Aincrad.
On Sat Mar 15 19:03:41 2025, Burlok wrote: > Greetings Denziens of Tsunami, > > The forgers of the realm are often frustrated by their ability to make > items more powerful than they can wield. New forging techniques have been > uncovered to alleviate this problem. > > * I have made some changes to the wield check that will hopefully let you > wield a weapon you forged. > > * This might possibly require a reboot to fully proliferate. > > * Out of concern for people creating an endless supply of the most > powerful weapons due to buffs I have placed a player-level based soft-cap > in the forge skill. It is significantly higher than what you would > normally have through raising your skill plus a forge bonus but if you are > undergoing lots of buffing to forge you may not forge items as mighty as
> before. This is intentional because wielding a mythic weapon generated > from a 500 forge skill at level 10 was not the goal of this change. > I RECINDED this change because people expressed concerns over forge having a soft-cap.
You can no longer wield weapons that you create which are too powerful for you.
The forgers of the realm are often frustrated by their ability to make items more powerful than they can wield. New forging techniques have been uncovered to alleviate this problem.
* I have made some changes to the wield check that will hopefully let you wield a weapon you forged.
* This might possibly require a reboot to fully proliferate.
* Out of concern for people creating an endless supply of the most powerful weapons due to buffs I have placed a player-level based soft-cap in the forge skill. It is significantly higher than what you would normally have through raising your skill plus a forge bonus but if you are undergoing lots of buffing to forge you may not forge items as mighty as before. This is intentional because wielding a mythic weapon generated from a 500 forge skill at level 10 was not the goal of this change.
On Thu Mar 13 20:07:37 2025, Sten wrote: > On Sat Mar 08 13:04:19 2025, Sten wrote: > > Enchanter delusion elixir is no longer random. Brew will now take an > extra > > argument when making delusion elixirs. Help skills brew to see the list > of > > available delusion types. > > > > Oh, and I lowered the cast time of brew from 3 to 2 rounds. ENJOY! > > If something breaks ping me or send a bug <3 > > > This change is now live, sorry about that. I addition, brewing a delusion > with a specific effect will cost you twice the reagents. This is subject
> to change if it is being overly abused or makes enchanter easy mode. > If it bugs, blame me and then send me a tell. > <3 > Just a couple of changes to this, You can no longer stack fireshield & Dread, If you drink a dread potion and you have fireshield, fireshield will automatically end and vice versa
Haste & Fortify potions are now limited to only 1 use at a time, you can no longer stack them.
On Sat Mar 08 13:04:19 2025, Sten wrote: > Enchanter delusion elixir is no longer random. Brew will now take an extra > argument when making delusion elixirs. Help skills brew to see the list of > available delusion types. > > Oh, and I lowered the cast time of brew from 3 to 2 rounds. ENJOY! > If something breaks ping me or send a bug <3 > This change is now live, sorry about that. I addition, brewing a delusion with a specific effect will cost you twice the reagents. This is subject to change if it is being overly abused or makes enchanter easy mode. If it bugs, blame me and then send me a tell. <3
The Ents of Tsunami have added a verse to their entsong. Now when nature is aroused is shall be fully aroused!
* Ents have lost the song AWAKEN. * The song ENTSONG should now confer all the properties of fully awakened flora. * The duration of arousal has been increased.
Berzerker is now -5% resistance (was -10% previously) Masons no longer have a skill bonus for idling. Masons still receive passive experience (faux-idle) but now their actual idle time contributes to a global pool that will lead to a special event.
Ever needed to get a wizards attention, but that wizard is idle and too busy cheating on his player character to notice you? If you now message that wizard, it will find their next available online character and redirect the tell to them. You won't know who the online character is but they'll receive the redirected tell and will be able to ignore you on that player as well :)
Just kidding, but really - Messaging a wizard will check to see if they have a player online, and "tells" will redirect to their player character as well as their wizard without notifying you which player they're on.
Medusa is now Gorgon. If you notice any issues let me know. You should be able to log in to any old "Medusa" without any issue.
Bonuses and penalties to combat should now be applying correctly and display a full change under combat again. This includes things such as sands for manticore, steed ride etc.
Enchanter delusion elixir is no longer random. Brew will now take an extra argument when making delusion elixirs. Help skills brew to see the list of available delusion types.
Oh, and I lowered the cast time of brew from 3 to 2 rounds. ENJOY! If something breaks ping me or send a bug <3
Hopefully if I have done this correctly (will need feedback) - When you're in a party and autosplit is turned on, when you go to sell your items you shouldn't get 50,000 notifications of You split xyz coins with xyz. It should now only give you the total at the end. Because that was laggy as hell and I hated it so I changed it :)
After some consideration, I've decided to expand the custom form options for Changelings. As the prestige class of the Fey Guild and true masters of shapeshifting, it only makes sense that their custom form should have access to the full pool of Fey Skills, Songs, and Prayers.
I was instantly drawn to this idea (not sure why you'd think otherwise), but I also recognized a particular skill combination that would completely break balance?so that specific combo is restricted. Aside from that, Changeling Custom Form now has the freedom to craft the ultimate Fey subclass in service to the Mother!
They also can now set their own custom title :) (length permitting)
I corrected a bug with spur. If you have not noticed it, great!
I also added the command KNIGHT to knights. This will let them see the status of their ridden creature (or rider) without using the ride command and using an action.
I've made a small but important (to me) update to the Cloak of Dreaming functionality.
? Change: When using dream , the game will now check if you're already dreaming that skill. If you are, nothing will change, and you'll be notified instead of unnecessarily resetting the cloak.
? Why? This prevents unnecessary removals and reapplications when selecting the same skill, making the experience smoother for players.
This was a change suggested by me, for me, and now you can benefit from my laziness with command stacking.
War votes (except for possibly this next one) will no longer occur as they have in the past. The only 'vote' that will occur will be the forced reboot set every 7 days. This is (likely) temporary - but the random votes are going away. A lever or something of the sort will be introduced - though possibly not before "voteable" wars are moved to TWars. There will also be a discussion about moving the 7 days reboot time, even if we need to rotate it occasionally. Send any messages or suggestions to me. The wartime command has been updated to reflect this.
The harmony between nature and battle continues to evolve, as the primal forces of the Druid refine their arts. With these latest changes, the call of the wild grows clearer, and their abilities become deadlier than ever.
Cat ---- The wild hunters of the Druidic path have sharpened their claws and embraced the instincts of the predator.
Cat is now limited to:
Amulet, Other, Eyewear, Cloak, Ring?only the essentials remain. Natural Weaponry (Cat Claws!)?no need for blades when fangs are sharper. Now a 1-round cast instead of 0 when shifting. Cat Skills Adjustments:
Lacerate now uses 50% Dexterity / 50% Constitution. Rend now uses 50% Dexterity / 50% Constitution. Now possesses Intimidate. Should be slightly stronger than Bear.
Bear ----- The unstoppable force of the wild has been tempered, ensuring balance in nature?s cycle.
Bear is now limited to:
Amulet, Other, Eyewear, Cloak, Ring?relying on natural endurance. Natural Weaponry only?powerful strikes over steel. Steelhide has had its potency halved?resilience remains, but now tempered. Bears are now more intimidating?Intimidate has been added. Now a 1-round cast instead of 0 when shifting.
MoonWarden ---------- The celestial powers of the MoonWarden now function as they were always intended, guiding their path under the night sky.
MoonWarden Adjustments:
Lunar Flame has been fixed to function properly as described in the help file. Now possesses Intimidate. Now a 1-round cast instead of 0 when shifting. Stat base when shifting is now: 50% Intelligence 25% Strength 25% Constitution
The wild does not stand still, nor do its champions. Prepare yourselves.
Morgul had some feedback related to sandstorm. Recognizing that Manticore is a class people want to love but often feels short and that sandstorm doesnt do heaps of damage like tornado Ive changed a couple of things: * Sandstorm will no longer debuff allies in your party. * Sandstorm will no longer steal items, coins, and corpses weighing under 50 units.
The Knights of Tsunami were jealous of the Warlords whose steeds and war party have learned how to encamp and have determined that when they take a break their steeds may take a break as well.
* The spur ability will now restore a measure of a ridden steeds sp. This is to give them a few more casts before running dry if properly using their entire kit.
* When a Knight rests their ridden steed (including MUD steeds) will also rest. A Knight will continue to rest (even if fully healed) until his steed is healed as well.
* Reminder: Steed Feed can be still purchased from the fighter guild and placed in a steeds inventory which will cause them to eat-heals if you do not like resting between combats.
As progress continues to the account singularity one new feature will be the display name.
With the amount of characters people have it can be hard to keep track. Previous I implemented the channel dividers that display names like: Raine|Starfall or whatever character you chose. It was never perfect, and it wasn't intended to be "long term" either. Now live on the login menu you can set a display name for your account. As various things are moved over to those queries your account name will be displayed during various communications. There will be a setenv implemented to opt-out of using a display name on communications (also tell forwarding) but it will be PER CHARACTER. So if you prefer to stay anonymous you will need to remember this. I will be adding information about this to the appropriate help files as well.
The restrictions are the same as setting a main character is, however you cannot delete a character for which your display name is currently set. If you have any questions or comments, feel free to message me.
I've made several improvements to Bear Form over the past few days to address balance and functionality. Here?s what?s new:
Bug Fixes & Adjustments:
Fixed an issue where Feral Fury could cycle infinitely, leading to unlimited damage. Bear Form has been nerfed overall for better balance. (nerfs still may come while I work out a nice balance) New Skill: Pulverize
A powerful attack that requires Steel Hide to be active before use. Type help skills pulverize for more details.
Steel Hide Adjustments:
Now requires 5 combo points and 100 Energy to activate. (cooldown still the same)
Wild Howl Added to Bear Form
A new ability that enhances feral combat. These changes are aimed at refining Bear Form's mechanics while keeping it effective. Let us know your feedback.
Cat & Moonwarden are up on the cards over the next few days.
Warlords realize that battle is a fluid affair. As they constantly adjust and maneuver their army with strategic strikes they can eventually work them into perfect positioning for a strategic assault to overwhelm their foes.
Warlords have gained the ABILITY called STRATEGIC ASSAULT.
I have additionally removed the sp regen from speech because the other changes I have made should supply the warparty with steady (but not necessarily inexhaustable) sp.
This is the last change I was anticipating making to WARLORDS but welcome constructive feedback.
The GOAL of these changes was to smooth out their playstyle and have the warlord take a more active part in combat.
I think most people also realized the class was very powerful (yet very annoying to play). With the contract upkeep I added a year ago and the recent changes it should be more friendly for folks who want a follower-based class.
The Warlords of Tsunami have grown tired of sitting watching their armies do all the work and wish to assist.
* ENLISTED npcs now take some additional PENALTIES because working as one unit can be difficult. * The NUMBER of ENLISTED NPC LEVELS has been changed from level * 3 to a scaling amount that will eventually reach level * 3. This is because for much of the early game warlords could have 3 to 6 npcs which seemed excessive.
* WARLORDS NOW HAVE AN ACTIVE SKILL
* Warlords have gained STRATEGIC STRIKE. -If not in combat the warlord initiates a SURPRISE ATTACK and the skill is instant. -If in combat the skill takes 2 rounds to wind up and provides a basic attack with a small bonus. -A squire is always watching their Warlord and will seize upon the strategic strike to do an attack of their own. -A strategic strike can make the entire unit more cohesive for a few rounds somewhat decreasing their enlistment penalties. (see first *)
-A strategic strike will replenish 10% of each enlistees sp.
BONUS CHANGE -When a Warlord and his unit kill a mob the enlistees replenish a measure of sp based upon the opponents level. -An enlisted person has a chance each round to gain a small amount of sp.
Someone pointed out that Changeling AI wasn't working correctly, I fixed the numerous issues they had, and even fixed some typos "ie do immloate" So they should be fun to kill now if you run into them :)
This probably could have been included in the previous post BUT: * Warlords no longer have a penalty to weapon skills. * Warlords now have a significant penalty to their melee weapon damage INSTEAD of the weapon skill penalty (this is overall a reduction). * SQUIRES will offset this penalty based on your SQUIRE SKILL and can even move it far enough to be a BONUS .... but not for a long time.
The Warlords of Tsunami were dissatisfied with the services of their squires. It would seem their skill points did nothing to enhance them in any way whatsoever. As such they have implemented a new training program to care for their equipment, sell their loot, and attack with more determination.
* SUMMONING a SQUIRE is now a 1 ROUND skill (was 3). * A SQUIRE will NO LONGER ATTACK in the conventional way. * A SQUIRE can NO LONGER fsharpen weapons.
The following effects are active if your squire is in the room with you: -EFFECTS scale with SQUIRE SKILL and are meant to simulate them taking care of your equipment: * Your WEAPON will have a SLIGHTLY HIGHER WC. * Your ARMOR will give slightly more AC. (NOTE: The WC boost does not currently show up on the equipment command but it is working)
The following COMMAND has been added to squires: SQUIRESELL will send your squire to the store to sell all of its carried items and return the gold to you.
The following FEATURES have been added to the SQUIRE * A squire now has a chance each round to do an ATTACK based on your SQUIRE SKILL. * This CHANCE INCREASES SLIGHTLY as you GAIN HERO LEVELS. * Your knapsack bonus carry is now added to your squires carry. Effectively allowing them to be a knapsack.
Running a live test to see how it works out for the event(s) this weekend. The level restriction gap (5 levels+/-) for parties has been removed. Also temporarily Shaolin can party - until Sunday.
I'm testing out a feature on speech that was submitted by Araphor, I've updated the helpfile accordingly but TL;DR - When out of combat while they are speeched, they will be more inspired to regen sp!
The messages for inspire will now only appear when you are initially inspired. You will no longer get the "You suddenly feel INSPIRED!" a bunch of times as the buff ticks up. The "you feel slightly depressed" message will also now appear 25% less often.
I changed the short on them so you'll be able to work out what npc it is. It'll now display OWNER's Undead SUBCLASS Follower. No one asked for it but i did it anyway :)
There was an issue where npcs would try to do skills while resting which would cause them to continually break rest as they follow their buffing / skill logic.
I *THINK* I have disabled enlisted npcs from attempting to do skills while resting.
This could have some weird unintended effects. Let me know if this is the case.
The Mercenaries of Tsunami have decided to make themselves more available to warlords. Why only go to war when police actions are also profitable?
I have made some changes to enlist: I removed DO ENLIST WAR. I have added DO ENLIST MERC.
A MERC costs more than tracking down a recruit and hiring them yourself. A MERC is pulled from a narrow pool of classes. A MERC will be LEVEL APPROPRIATE but their LEVEL may vary SLIGHTLY.
It will always be cheaper (but not necessarily easier) to find your own war party which you can tailor to the warlord meta.
But for those warlords who just want to login and play there is now a viable option.
BONUS CHANGE In addition to MERCS costing more the BASE FEE for ALL enlistees has increased. Your skill level will now DECREASE that fee. It can be decreased to be LESS THAN then increase I just made but never free.
NOTE: Your skill level will now impact DURATION and COST. Previously ... it didnt do very much at all.
I have re-enabled the fragments command and they are spendable again. They function like before, not account-wide yet. There's more testing to do for the account-wide version than I had initially hoped so for now go crazy with the character-based shards. Also, when the switch does happen, people who had shards previously will be compensated at a rate to be determined later. Should be live now, let me know if there's any issues.
The Warlords of Tsunami may easily rest but their troops .... not so much. How many campaigns have they lost sitting by a campfire waiting for their troops to heal?
In an effort to bring some QoL to Warlords especially given the advent of REST, I have recoded encampment as an ability.
Encapment is very similar to rest.
When a Warlord rests their war party will attempt to rest as well IF they are in the same room.
A Warlord will continue resting (even if full) until their warparty is fully healed as well.
I have made some minor changes to the combat formulas. When I say minor you honestly shouldn't see a variance higher than +/-10 for players. NPCs however are going to have slightly lower combat, the end result should be relatively zero noticable change. However things aren't always perfect so if something weird crops up send me a message.
fixed issue where players could not 'read paytable' tweaked max press values, equipment generated should be level matched on 'press max' of note: level 7 and 17 gear does not generate due to something in the generator code. as such, max press will result in level 6 and 16 gear respectively. please report if you notice any issues thank you, Disdain
On Sat Jan 18 11:43:58 2025, Darkpoole wrote: > GMCP communication is now enabled under the communication package. It > currently works for Say/Tells. Chat is on the menu as well. > > > > ~DP > In the process of doing this I acccidentally kicked everyone off the channels, so you'll hagfeve to rejoin
The core skills of combat, religion, magic, singing and quintessence are all now abilities. They will function the same as before, you just won't have to spend experience on them. You should also receive any experience you had spent on them back to spend on something else. Any issues let me know.
The Swashbuckler lunge skill will now honor on-hit weapon mods as other weapon skills do. In other words, vampiric weapons will steal life, venom weapons have a chance to apply DoT poison, etc.
Despite their appetite for corpses and the healing they receive from harming the living those undead who often dwell in graves have often felt sad about how slowly their graves heal them. The zombies and vampires of Tsunami have petitioned the dark gods to give them greater passive recovery and their wish has been granted although they have lost some benefits they enjoyed in the past.
* I have rewritten gravemeld to essentially mirror rest.
* For FLAVOR while gravemelding you will look like a grave but the mechanics of digging each other up and taking a while to awaken is no more. The grave piece is now purely cosmetic.
* A ZOMBIE will still recover its hunger while gravemelding and regrow its limbs.
* A VAMPIRE will be immune to the sun while gravemelding.
* Both VAMPIRES and ZOMBIES will continue to rest even if HP and SP are full and will not leave this state until they move / awake / use a skill / break rest.
* ANYONE who is resting but has full hp / sp and is simply enjoying their nap will not have a stat penalty (this is a change from a few months ago but a reminder) once their hp and sp is full.
NOTE: There may be a little jank. Let me know if any jank and Ill see look at fixing. I think any jank will just be cosmetic.
On Sat Jan 11 19:06:11 2025, Raine wrote: > When you purchase a house, you will now be able to buy lockers and safes
> immediately to get 10 free lockers and 3 free safes. If you are currently > under either of those numbers in your house, buying one (then the other)
> will update your available slots appropriately for free. If there are any > issues let me know. > If for some reason they don't automatically work, typing "contents" should fix the safes, and "list" should fix the lockers.
When you purchase a house, you will now be able to buy lockers and safes immediately to get 10 free lockers and 3 free safes. If you are currently under either of those numbers in your house, buying one (then the other) will update your available slots appropriately for free. If there are any issues let me know.
House taxes have been reduced across the board. Here is the before and after output from my own personal house.
taxes Tax of 25,000 for 50 safe slots. Tax of 13,250 for 53 lockers. Tax of 3,750 for 5 guest list entries. Tax of 1,500 for 3 safe list entries. Tax of 1,000 for 4 locker list entries. Tax of 750 for 3 extra guards. Tax of 1,000 for 4 subclassed guards. Tax of 64,500 for 60 guard advancements. Base tax of 0 on lot. The taxes on your house are 110,750 gold dinars per day. > reload house_d house_d: Reloaded. reload house house.c: Reloaded. > taxes Tax of 11,750 for 47 safe slots. Tax of 4,300 for 43 lockers. Tax of 1,250 for 5 guest list entries. Tax of 750 for 3 safe list entries. Tax of 1,000 for 4 locker list entries. Tax of 750 for 3 extra guards. Tax of 400 for 4 subclassed guards. Tax of 43,000 for 60 guard advancements. Base tax of 0 on lot. The taxes on your house are 63,200 gold dinars per day.
If there are any issues let me know. Should be live for everyone.
Several natives have delighted in actively murdering worthy foes and gaining great power over pillaging villages without ever attacking. However, the demigods of pillage have noted that the power granted can be maintained too easily and so have placed greater requirements upon pillagers.
Ive reviewed some information related to those who are pillaging and had some people ask some very good questions about the intended playstyle.
GOAL: To create a system of "intense grind" where players who love rampaging will get increasing rewards for as long as they can maintain activity. This was never intended to be a continuous buff and breaks from play were intended to reset the power level.
-=Changes=- * The amount of "extra time" a player gets before pillage levels decrease per hero level has been decreased from 3 rounds to 1 round. Upon release it was 0 rounds and was changed based upon feedback and is now being changed again based upon seeing the impact the change created.
* The cap on pillage levels was spread out a bit more. Levels will now scale to level 30 rather than level 26.
* MOST IMPORTANTLY: I am tagging mobs which due to quests or other circumstances as INVINCIBLE in a way that the pillage code (and other future code) can reference. You cannot maintain pillaging by attacking an invincible mob (this was a cool exploit) but can keep your pillaging level by attacking non-worthy foes. So theres still room for cheese. ** I will be tagging mobs as invincible without notice on this board. The Orc King if you are not wielding the orc slayer is the first victim and more will come.
What seems like a bug or oversight has been addressed regarding the damage types that can be rolled on randomly generated loot weapons. We had code in place to produce weapons that had chaos, acid, petrify, magic or unholy damage types, but they were never being rolled due to a particular parameter set on each one that somehow blocked their inclusion in the array of possible damage types. They should now appear from time to time, but it may take a reboot for this to begin happening.
An oversight has been fixed with randomly generated armours that happened to have both "reflection" and any sort of extra damage type AC (i.e. antidotes, cooling, warmth, etc). The "reflection" attribute prevented the extra AC from ever being granted, thus making those extra AC mods worthless. This has been resolved, but it might take a reboot before it takes effect for all armour types.
There was a bug in our random weapon generator code that prevented a particular feature from ever appearing on weapons that NPCs might drop as loot: shadow. Shadow is similar to soul-sucking, except it doesn't steal the SPs from the target, but just gives you SPs whenever you hit a target in combat. It also makes the weapon's damage type be drain. Anyhow, the bug preventing this feature from appearing has been fixed, so you might start seeing it from time to time.
An ancient bug in Shikaku has been fixed that allowed the subclass to use its base combat for calculating its attacking and toughness skills. This was a copy-paste error and has been corrected. Also, the Shikaku actually lacked the attacking skill all together (despite inadvertently "having" it behind the scenes due to it using combat for calculating multiple combat hits instead), so it has now been given it explicitly. A side effect of resolving this bug is that, unfortunately, the Shikaku's toughness will drop slightly. If this turns out to be a massive problem, we can make other changes to try to compensate for it.
The kenbatso and hoden Shikaku skills now have a chance to trigger certain "on-hit" mods that their wielded weapons might have, such as "of venom", "keen", etc. This was changed to align these weapon skills with the functionality of other existing weapon skills, such as critical, sweep, whirlwind, swipe, etc.
It's pretty devastating to lose 40 hours of idle time to a disconnect you had no control over. The bonus has been changed to allow 20% of the bonus accrued to be account-wide over a slightly longer period of time. Effectively if you were idling and getting the full bonus before, all that is different now is that if you get DC'd or change characters you'll still retain 20% of the bonus once you've been logged on for the appropriate length of time.
With this change, I am looking for suggestions about the Berzerker clan (or any other, but I think Berzerker probably needs addressed the most) and their bonuses/negatives that will make them more appealing to bring them in line with recent changes to other clans. Please send me a DM if you have an interesting suggestion.
A nasty exploit was reported that allowed skills like dominate, beguile and bid to be used to make an NPC drop everything in their inventory. This has been fixed. Please let me know if you know of or discover any other cheeses with skills such as these. Reporting them will be rewarded with exp.
Are you a strength-challenged magic user with dreams of stomping around in heavy armour? Are you a swole beefcake mega-monster that is obsessed with gains and have more strength than Strengthy McStrengthface but you can't carry both your heavy AF weapon AND all the protein needed to sustain your incredible bulk? Well this post is for you because after the next reboot worn armour and weapons will weigh 0 _WHILE WORN/WIELDED_ - this means you can sport a full set of equipment without concerns of breaking the carry bank! This is more in-line with games like Diablo, where the equipment is moved from your limited inventory into slots. If anyone notices any issues let me know.
You may now hug Santa which will spread his holiday spirit to you, inspiring you for the trials that which await! Every 30 minutes when he is hugged he will instead do a MUD-wide spreading of cheer. But don't worry if you missed that, because you can always hug him again to receive the buff for yourself. Happy holidays!
Vampire mesmerize "unwield" is now treated as a form of disarm, though not as effective as the actual disarm skill in terms how long rewielding is blocked. As a result, NPCs will no longer immediately rewield when commanded to unwield. Previously this resulted in them never actually being affected by the unwield, as the rewield happened so fast that they would not miss any combat rounds with the weapon. This seemed like a bug to me, as otherwise this use of mesmerize seemed useless against mobs. If enough people disagree, I'll change it back.
Based on player feedback I have somewhat decreased the likelihood of mobs finding their sniper.
Previously there was a 1 in 24 chance of your prey attempting to locate you and each successful snipe increased the chance (1 in 22, 1 in 20, 1 in 18) until they sought you out.
There is now a 1 in 25 chance and each snipe is not necessarily as impactful in increasing the chance.
Recognizing that mob HP gets really high later on there is also a chance, increasing based upon your hero level, that your snipe will not increase their concern / trigger their ability to find you.
This is a temporary hack. Some folks gave some pretty good ideas (some more time consuming to implement than others) in chat today.
The inventory command now has the weight display in the title bar. I also removed some unnecessary spacing to make it look a bit more compact. If people don't like it it can be changed again.
Suggestion #15174 from Telcontar (Sten) has now been implemented.
Repeat now accepts the -s and -q flags. They both do the same thing, which is suppress the "repeating: " message. To simplify this so it _always_ suppresses just use: alias account repeat repeat -s
A cheese has been removed in the Spider spin skill's cocoon logic that allowed the cocoon to start taking effect but left the target continuing to take DoT from toxin if any happened to be active. This left the target unable to act but they would still be taking the toxin damage, which is not what was intended.
They now decay slower (240 seconds -> 300 seconds per decay tick.) Their weight has been reduced at base, and may still need adjusting. Cocoons no longer go dry temporarily. If this becomes an issue it will be re-enabled.
There was a bug in corpseheal logic for Undead Orcs such that it would use the Orc's corpseheal instead of the Undead version whenever you ate a corpse. The Undead corpseheal is better than the Orc one, hence you were disadvantaged just by having chose to be an Undead Orc. It now correctly defers to the superior Undead version. Let me know if non-Undead Orc corpseheal isn't working right as a result of the change. I tested it, but you never know...
I've been fiddling the last few days with GMCP and I've now added an option to display your Damage Per Round | Taken and Exp per Hour | Min - Looking at having the rest of Bio displayed by gmcp in the coming days.
I fixed a bug (I think) that would make you stay perma-withered by Dumbledore if he PK'd you while you were in fact withered. It should now properly end with your death at the hands of his BS Mummy.
I standardized the types of bonuses between a Paladins personal aura and the aura they grant party members. With party member auras being somewhat less impactful and not having the most specialized bonus the Paladin receives. The impact on play should not really be noticable.
However, "Dark Knight" paladins now receive a 50% increase to their defender or vengeance bonuses once they get their "vigilante aura" at rank 3.
Sin durations are now capped at 20 rounds. The level no longer deteriorates for other sins, possibly making them stronger for the duration of their effects.
Shamans will now receive the highest rarity of materia that a corpse can provide (based on the corpse's level) whenever they use the channel song, instead of potentially receiving a lower rarity materia. If the Shaman currently has the maximum amount of all materia of that rarity tier, the next lower tier will be considered instead, etc.
Knights may now wear a shield while wielding a two-handed spear or polearm. This seemed thematically appropriate and still within the bounds of balance concerns. Enjoy.
Close Wounds (Cultist), Heal (Crusader), and Saigai (Aohitogusa) have had their cooldowns reduced to 2 rounds.
I looked at some of the other heal prayers and they were mostly around the same level of cooldown. Close Wounds wasn't 'competitive' for lack of a better term and has been buffed by about 10%. If I missed any other heal prayers send me a message and I will adjust them. I'd like to keep the cooldowns on healing prayers relatively consistent as well as the cost per HP healed. With that in mind, feel free to message me if you happen to have collected/charted numbers during normal gameplay so we can look at getting healing into a more satisfying place. As always if anything breaks, it was Darkpoole's fault so message me and I'll twist the scale on the rack one more notch.
On Thu Oct 24 23:37:21 2024, Burlok wrote: > The pillaging system was intended to be a two-step implementation with the > second step rounding out the playability. Its still one of those things Im > hoping to get to someday. > > Until I get to the second part Ive slightly increased the delay before > losing pillaging (12 beats to 15 beats). > > Ive also decreased the amount you lose from 15% + half your level per loss > to 8%. > > This should make running to sell etc not quite as devastating until the > rest of the features come in. > The number of beats is now also increased per hero level to somewhat account for the fact its a little harder to get between areas that have plenty of xp bearing mobs.
The pillaging system was intended to be a two-step implementation with the second step rounding out the playability. Its still one of those things Im hoping to get to someday.
Until I get to the second part Ive slightly increased the delay before losing pillaging (12 beats to 15 beats).
Ive also decreased the amount you lose from 15% + half your level per loss to 8%.
This should make running to sell etc not quite as devastating until the rest of the features come in.
The ram skill I believe is an older skill and might even pre-date the skill-scaling that was introduced in the late 90s. You may remember that ~30 years ago an active skill would often fail 100% of the time until level 6 or higher if you dumped most of your XP in it.
I mention this because the break points in success were so high that they would not be achievable until potentially low hero levels. I made some changes to a couple of the points to still make them "high" but have them use more conventional scaling. So you still probably wont get that best level of success often at any level but it will now be achievable at all levels. Especially if you are buffed.
I also made some slight adjustments to the domination formula and hero levels will now have an increasing (based on hero level) of getting a slightly better result.
I dont think any of this will be super noticeable but in testing I was able to notice it because I knew what I was looking for in terms of success rates.
I've tried to fix the logic for NPC Hunters so that they spawn with active attack skills (penetrate, maim or snipe) based on whether they're wielding a spear or bow. The old logic allowed for Hunters that would have bows and then no penetrate or snipe skill, or that would have spears but no penetrate or maim skill. As a result they would only get combat hits, which is not what we intended. Now they should be "smarter". Please let me know if you see anything odd happening.
The vampirism spell now absorbs/steals 300% more spellpoints from your foes before dissipating. The result is that you won't have to re-cast it as often.
Lower-tier phylactery levels have been adjust slightly so that it's easier to get from level 1 to 10. If your current phylactery level was between 8 and 10, you might see it bumped up. Hopefully the code I wrote to handle the readjustment will work properly when you log in, but let me know if something seems off.
The subclass has been reworked to make the phylactery mechanic less irritating and hopefully just enjoyable instead. Here's what changed:
1. The Phylactery still gains levels as you kill foes, but the rate of "exp gain" for the phylactery has been increased 100% and now has a maximum of level 20.
2. Phylactery no longer expends its energy at all. Instead, it always provides a constant boost based on its current level to certain skills and all spells.
I have attempted to remove the no_faction_kill checks that were confusing people because some mobs still spawn with a jihad faction even though the bonuses/penalties were removed. The legacy setting "no_faction_kill" will hopefully not prevent attacking mobs anymore which seems to confuse old/returning players every few months.
Submit a bug if something seems strange after this change.
I'm in the process of rewriting Preserver (aka Druid). I've decided to open it up early for some alpha alpha alpha testing - so far only 1 form is really usable (Cat). If you feel like trying it out please select it in the character creation screen and then go for a spin :)
Luxodon have been discovered in the realm. Very little is known currently other than they are humanoid elephant creatures. Rumors say it that Luxodon are born through reincarnation, and only to a single tribe that rarely separate. Through this spiritual renewal they are able to carry a small bonus from a previous existence. If they are reincarnated anew, they mind find a fraction of their previously lost experience returned to them~
A new race has been discovered wandering the lands of Tsunami. They call themselves the Lepori. They have tall, rabbit-like appearances and tend not to mingle with the other races if it can be helped. They have mastered the art however of avoiding being hunted and can reverse hunting hits that would've been intended for them. This makes them extremely dangerous foes. Their ranks are free to be joined as of now!
Construct is one of the new parent species. Glass is the first subspecies of the parent. Glass constructs are a CHALLENGE race. They have -25 to all stats and -10% to all skills. They also cannot gain "confusion" bonuses to their skills (such as old pillage, dream fragments, equipment, certain buffs.) They WILL however still be able to receive confusion penalties. They are also required to start at level 1. So if you feel like you're up for a challenge, perhaps check out this new race and maybe even go hardcore!
The framework for implementing racial subspecies has been implemented. There is only one currently actively but they will be fleshed out over time. This allows for us to create groups of somewhat similar races, but keep the fantasy theme thriving. For example, what's the difference between a Goblin and a Hobgoblin? What if we toss Bugbears into the mix? They're all technically Goblin(oids) but are they unique enough from one another to justify being a full fledged race on their own? What if you wanted to be made of wood, or metal? Well now we have the ability to implement unique concepts such as these. If you notice any errors please message me directly. I will be making a second post as the first subspecies is actual special in-and-of-itself.
The grandmaster engineer in Edo has put out a call to all Gunslingers. A rumor of a material has made its way Thrakk and he is interested in it for research purposes. The only information available is a single word 'magycite' - Whatever that means. Perhaps some adventurous gunslinger out there can help him find what he's looking for quickly.
Dominance slightly increases combat hits (auto attacks). Dominance slightly reduces damage taken. Dominance allows a barbarian to see its status while berserk.
NEW SKILL: Reckless Attack This is a skill that can proc instantly or twice depending on dominance rating.
This skill doesnt behave like most damage skills. Instead it amplifies an auto-attack hit. So the higher your auto attacks are the higher the base damage.
No matter the result it should at least do the same damage as two rams. Making it the better attack skill once dominance has been established.
See updates to the files: ram, reckless attack, and engage
The goal is to put a place in system that rewards rampaging around the MUD killing things for as long as you can stand it. As you rampaging you automatically pillage, gaining spoils to improve your mastery of slaughter, and gain pillager levels that will give you the bonus to skills and combat that pillage once did.
Pillagers who are in a party together will all get points and rewards. Perhaps you could break the MUD with a native band collecting all the powerful buffing items and igniting a war of BALANCE.
I have largely solo tested this and sort-of hacked in the party component last night. Please let me know if something breaks. :)
NPC crusaders had a flaw in their AI (tried to heal while it was still on a cooldown). Well, not anymore. Hex, the lunatic (Talamport) now behaves as originally intended. Combragol, the monk (Ardor) will now fully utilize his monk origin. Rana, Lord of Water (Ardor) no longer just prays berries and munches them, but will utilize full preserver skillset instead.
New function added to make handling a charmed mob less tedious, and more viable when compared to something like vengeance. You can now have your charmed mob exclusively use your mana instead of theirs. This only works with creatures that use mana (so not energy, adrenaline, etc.) Details in the help file. Any issues let me know.
Balduvia maze Berserkers now properly have offensive skills. A bug was fixed that was preventing them from acquiring these. While broken, they were only getting combat hits. Just a heads-up that they will fight harder now. :)
NPC Beastmasters will now always have a companion, regardless of the terrain type of the room in which they spawn (which is normally a restriction for the skill). Certain areas such as the Balduvian Native maze always spawned Beastmaster without a companion, which was technically a cheese since it made them noticeably easier to kill.
NPC Beastmasters without a current companion will no longer stand around and let you pound on them. A bug was preventing them from using the "animality" skill in such a context, so basically they would just "observe" you and then only get combat hits for the rest of the fight.
This quest is once against solvable, and you should no longer "fail" it randomly. If you happened to have experienced it "failing randomly" within the past year and have not completed it since, send me a tell and I will get you fixed. Keep in mind that there are logs of people who tried and failed so lying about it won't go in your favor.
After receiving feedback about the bonus nerf to the Explorer Clan I have gone through and modified how exp bonuses work with quests. As I'm sure you're familiar a while back quest points were made account-wide with character-based tracking still being a separate thing. Well now the bonuses are similar.
You will get a smaller global account bonus based on your total account (unique) quest points. What that means is that if you have have Mousetrap finished on more than one character, you will ONLY get credit for 20 - one solve per account for the ACCOUNT bonus.
You will now also get a larger bonus based on your CHARACTER quest points. This should help encourage questing across all of your characters if you're interested in maximizing your bonuses.
Both of these bonuses are calculated non-linearly, meaning you'll see a bigger reward early on, and it will taper as you grind out the remaining points. This will hopefully make questing in general feel more rewarding overall.
The Explorer Clan will take those bonuses and double them.
All quest-related bonus exp listing methods should be updated to reflect accurate numbers now as well. Overall the bonus numbers are going to be similar, it's just going to be easier now to accumulate a higher bonus earlier, with the maximum bonus also being slightly higher, but requires more of a grind.
To commemorate "Dune: Part 2" I have taken another pass at worm to address some of the constructive feedback that has been received.
I do not think this class will ever be at the point where it will easily room-swallowing Ardor guards as occurred years ago when they received 1 point of hp healing for each point of damage that was done. That situation led to the initial recode. So please temper expectations.
It should be a rather chill 1 mob killing experience and devour hordes of small mobs.
Remember the pattern is: swallow -> bile -> wait until stomach hp hits 0 and you spit-up -> tenderize -> goto step 1
I may continue to muck with the numbers a bit but overall should preform somewhat differently than a week ago.
Oozes are now 10% less viscous and have been renamed to Seeps. The governor of Tsunami has passed strict gun control laws, as a result Gunslingers have been removed from the game. Due to the rising price of gas Juggernaughts are now approximately 40% more expensive to play. Fetches have been readded to the game. To make things more interesting, heals will now sometimes deal damage to the player instead of healing them. A new system that allows you to hire mercenaries to go hunt NPCs for you has been added. Who has the time to grind anyways? After lengthy discussions a fifth stat is finally being added. Rizz, formerly Charisma will modify the mercenaries you're able to recruit. We're officially launching a new game - Tsunami Lite, alternatively known as "The 'little' wave." To better reflect real world situations housing prices have been tripled, then tripled again. Due to dropping temperatures Raine will now be known as Snowe. New taxes have been added to every purchase made from any shop in the game. Players will now also have to file a new form to the Tsunami Internal Tax Service yearly to report how many dinars they have acquired and will be taxed accordingly. After consulting a leading chromatologist, we've collectively decided that Chaitan is more Chaibeige. The day/night cycle has been removed because there's spooky ghosts out there at night. Sorry Aramitamas. All of the current classes are going to be merged into Upper, Middle, and Lower. All subclasses will now be called "jobs" and unfortunately they've all been replaced by AI. We regret to announce that Tsunami has suffered a data breach. Luckily the only data that was taken was your favorite food, and your biggest nightmares. Fetches have been removed from the game. Tsunami is now going to be more "on Brand." No, literally, we tattooed it on his thigh. Wildcat has finally been tamed and will now be known as Housecat. All those things you've been wanting added to the game are totally coming soon, we promise.
NPC crusaders now use their skills and prayers properly. Their AI was broken since the mark skill change. Madlanders are now unsubclassed monsters and Kizi, the 14 years old girl is no longer a male barbarian... Bort Kruud, general of the Guttbuster Brigade now acts like a regular berserker and won't re-berserk every round. Thief tunnel guardians are ogre warriors as originally intended. ... and plenty of cosmetic changes mostly related to gender and race of various NPCs across Tsunami.
There is a step in this quest that required you to have a specific npc corpse to lure out a key quest npc.
Unfortunately, if you had another corpse in your inventory or anything that had a corpse alias then the quest npc might not come out depending on the order of the corpses (it checked the first one only).
The npc whose corpse you need now drops a "meat object" that will lure out the quest npc and should fix this error.
tl;dr - Oozes can now detach themselves from Phagocytosis targets by simply moving out of the room.
Phagocytosis has been updated to use a more modern approach to implementing the code that allows the Ooze to "follow" its target when the target moves. Part of the old implementation involved magically teleporting the Ooze back into the target's room if they somehow became separated (at least in most circumstances). So if the Ooze moved, say, out of the room on its own, the next round it would be transported back to the target's room, which just doesn't make any sense.
Now if the Ooze moves itself while using Phagocytosis, it will detach from the target. Previously there was essentially no way to detach from a target other than the skill naturally running out of duration, the target using some sort of escape skill/item, or if either the Ooze of the target died. For example, even if the Ooze had used a recall scroll to escape, the skill would not end and the Ooze would be teleported back to the target's room. Just odd behavior.
Gunslingers can no longer use their bulletsmith skill in combat. NPC warriors with a spear as their primary weapon should now behave properly while holding a shield.
All mobs that count towards the Edo killquest (Panama II) may now be targeted via "edotian". You no longer have to annoyingly switch between all the different names.
The penalty imposed by the pounce skill against your victims has been moderately increased. It was artificially hardcapped to such a degree that it was mostly ineffectual. It now will reduce the target's combat, attacking and weapon class to a noticeable extent, with the reduction to combat synergizing with the grate skill (which is resisted by combat) such that the grate skill should do more damage. The fury skill will still outmatch pounce/grate skill in terms of damage-per-round, but hopefully the latter will find greater utility in certain situations.
Almost universally reviled by players I made some updates to mage weapon in lieu of a more complicated rework.
* A mage weapon has an INFINITE duration. If you greatly increase your spell skill level then you should resummon your blade to ensure it has the best value but a few points wont move the needle.
* A mage weapon will now receive its bonus damage up to two times per round (was 1) better benefitting Wu-Jens who take attacking and Chronomancers.
* A mage weapon will do somewhat more damage.
Given most mage weapon users have 1 attack it is likely still a weaker spell pick (for wu-jen) but might be more worthwhile if you have attacking.
For classes that do not have to pick a mage weapon spell because it comes with their kit this is a modest increase.
Chronomancers who innately have more attacks and a mage weapon in time scythe will get the most benefit out of the box.
Using "list" in the locker rooms will now display AC/WC and item type, like you see when you "list" in a shop -- that is, if a listed item is a piece of armour or a weapon.
When you "list" in the shops (i.e. Mainland, Kyrse, etc), items that are magical will now properly be flagged as unusable for you. No more guess work required!
Banshee's sotto voce song has been given a duration that falls in line with the more standard pattern of duration for debuffs. In other words, it no longer lasts for ~10 minutes, which was a tad bit ridiculous, given that it can drop dex by 100 at hero levels.
Fire Drakes, * Cinder Storm proc will now be active for 12 rounds (was 10). Giving an extra few seconds to cast. * The damage of cinder storm was increased slightly. * The percent of embers produced (which is based off damage) was decreased slightly. Overally (with the damage increase) ember generation should be neutral. * When resting in a charred room a drake will heal recover faster.
-- Cinder Storm is intended to be "lower damage" but makes up for it with the ember damage on the next burn or strafe.
-=Reminder of other recent changes=- * Cinder Storm and Ember will "Enkindle" a drake causing weapon attacks to have a chance to put embers on a target. * Strafe benefits from embers (was previously only burn). * An enkindled state will also increase AC by around 30%.
Vampirism's healing mechanic has been changed to heal more per round but use more stolen SPs to do so. The purpose of this is to bring it closer to functioning like a direct, active "heal" skill and less like regeneration, though it is still intended to strike a balance between the two forms of healing.
The phylactery boost to spells will now always empower the spell at full strength, regardless of your current phylactery energy percentage. It will still drain the phylactery energy, however, as it always did (which reduces your resistance, AC, attacking, WC, etc -- see "help phylactery" for a refresh). So in other words, your spells will always be as effective as they can be, but your offense and defense in combat will still suffer as you drain the phylactery.
Also, phylactery recharge gained from dealing damage via combat hits has been moderately increased.
1) Gunslinger weapons require 2 hands to wield now (aka no more shield and 2 pistols) 2) Some additional cosmetic changes in gunslinger talent menu 3) Pawns in newbie chessboard should cause less errors now, please bug if they behave differently 4) Same for ghants in Ghant city and gnutts in Gnutt village 5) Madlanders prefer their barbaric weapons now and should hopefully be less spammy 6) Invasions should be finally operational. Thank madlanders, not me.
The common perception seems to be that at a certain level or in certain areas a THUG is essentially unplayable.
Until someone takes a more indepth look at the class I have implemented the ability to bludgeon in combat (as with backstab) with a significant penalty that is slowly reduced at hero levels.
The era of blinking Shamans via the evening temporal boon has finally ended. NPC Shamans will no longer annoyingly extend their final defeat and leave you ripping your hair out. The temporal boon song has been reworked to change the evening effect to be what the night effect used to be (a chance to avoid some or all of the damage from an incoming source). Furthermore, the night effect is now a form of life steal, which has a chance to heal the temporal boon's recipient when he or she lands a combat hit (and that amount, if the effect triggers, will be based on the damage done).
On Wed Nov 15 19:31:05 2023, Raine wrote: > Any race/class/subclass that can use the 'consume' command can now "consume > all" or "consume all corpse" similar to how you and bury all corpse. > I forgot to mention that this was Greshna's suggestion. I usually post to give credit but I forgot.
I am pleased to announce that despite its best efforts the Mage Tower is now functioning again.
Additionally, as our boots are longer now the quest will now be better about items being available every 30 minutes and this will be communicated if you hit a time-locked step. Making it more clear whether you are on the right path and someone beat you to the step so its less confusing.
A fire drakes scales now harden in the heat of its inferno.
The enkindled effect will somewhat improve its defenses.
But only versus physical attacks as if it were armor.
"help skills ember", "help skills char", and "help skills cinder storm" for a more complete summary of fire drake adjustments over the past few months.
It appears further explanation is need in regards to why Herbalist damage functions the way it does. Let us begin with the basic SP cost of using utmahi via the blowgun on a target:
Blowgun crafting cost is not counted because it is a one-time expenditure. So we have a total of 25 SPs, but you could also say it's only 20 SPs since you could "do cultivate utmahi" and gather 10s of the herb from the garden over the course of time (and even though cultivate costs 30, this is recuperated quickly from the grown herbs).
Now, utmahi's duration is solely based on the level of the apply skill that the Herbalist has. That is, it does NOT consider the target's resistance. It's fairly easy to reach the maximum duration, 6, by the time the Herbalist reaches a 19+1 character level. Since no one seems to care about anything other than hero levels, we start there.
So where are we? 19+1, 6 rounds of utmahi DoT for the cost of 20-25 SPs. In my testing of utmahi damage at the lower hero levels (19+1 to, say, 19+6), the average total damage over the course of 6 rounds against an equal-level target is just over 100 damage -- without the Herbalist even having to stay in the room. If the Herbalist stays in combat, the damage is ~125.
So what we have is 20-25 SPs for 100-125 damage. That is a superb SP-to-damage ratio. The retorted complaint of course will be "but it takes 6 rounds!". Well, unfortunately, that is irrelevant. What matters is the SP-to-damage ratio. If that sort of playstyle is too slow for your exping and leveling expectations, you are advised to play a different subclass. There is simply no way around the subclass functioning this way when its approach to dealing damage is 90% DoT.
One possible solution, however, is to make utmahi poison do ZERO damage if the Herbalist is not currently in the same room as the target. Then we could, say, reduce the duration of the utmahi poison but increase its damage output such that it did more over a shorter period of time. Currently, this is approximated through the new stacking feature of the poison. You can spend more SPs via multiple poison darts to do more damage over a shorter period of time. But it will be *less* damage overall than you would have done if you had used each dart individually and let each own run its course before poisoning the target with another dart.
A final note on scaling as mob levels climb into the higher hero range: yes, it's an even slower exping and leveling experience. That's how it is *for all damage from all sources for any player subclass against a huge hero mob*. It's just more pronounced for Herbalist because, again, the DoT has to be distributed that way to maintain the balance of the SP-to-damage ratio. If this is disagreeable to you, please play a different subclass. If you're looking for an AoE, high-speed blaster subclass, do not play Herbalist.
Anyone who wishes to reincarnate their Herbalist into something else may do so by talking to me. If you're a non-hero, I will give you an equal level character of any subclass of your choosing. If you're a hero, I will let you choose any other subclass at half your current hero level, rounded down (i.e. 19+9 becomes 19+4).
Herbalist utmahi poison and blowgun functionality has been reworked in an effort to prevent out-of-room DoT cheese, while also removing the hard cap that had been introduced at first for addressing said cheese.
- The hard cap on utmahi poison level has been removed and a diminishing returns curve is now used instead. In the interest of full transparency, the curve can be seen here:
https://www.wolframalpha.com/input?i=log%28x%5E%28x%5E0.48%29%29+from+1+to +1000 Each elapsed round of poison damage will lower the curve slightly. Out-of-room poison damage is still reduced by 33%, just like it used to be.
** This formula may be tweaked depending on what we observe as players try it out **
- The "apply" skill is no longer actively used to poison darts. When the Herbalist uses the "shoot poison at target" syntax, the dart will be automatically poisoned with the chosen herb. The level of the poisoning will be randomized as per the usual Tsu skill-roll logic (i.e. based on the level of the Herbalist's "apply" skill).
- Since darts are now auto-poisoned when fired from the blowgun, the dart indicator in the Herbalist's HP line has been simplified to only show the count of darts.
- The maximum duration for utmahi poison has been reduced from 10 rounds to 6.
** This may be tweaked depending on what we observe as players try it out **
- Utmahi dose may now be stacked, depending on the character level of the Herbalist. The formula for maximum doses on a single target is: 2 + (Herbalist_total_level / 10) Stacking doses increases the damage-per-round but also reduces the total duration by one round per stack. Adding another dose to a target resets the "rounds elapsed" counter to one, thus refreshing the countdown even though the max duration is lowered. The idea is that this stacking method can be used to "front-load" the poison damage instead of waiting for a longer period of time for all the damage of individual doses to run their course. Each stack beyond the first is added at 1/2 its actual strength. i.e. if the first dose was 300 and you added another dose of 300, the total poison level on the target would then be 450.
** These formulas may be tweaked depending on what we observe as players try it out **
- Firing a dart from the blowgun now immobilizes the Herbalist for one round while he recovers his breath. Firing two unpoisoned darts in one round will only immobilize for one round, not two, however.
- Two bugs were fixed in the process of working on this:
1. Using the blowgun no longer gives the target a free round of combat hits (this was happening even when the Herbalist was already in combat with the target). Like all other hitback, the target will get one and only one strike *if* the blowgun is used on the target outside of combat.
2. Using the blowgun no longer checks intimidate against targets that the Herbalist is already fighting. Previously it *always* had to overcome intimidate, thus sometimes preventing the Herbalist from shooting a target that was already attacking him in combat.
I _think_ I fixed a bug with random weapon generation where multiple damage types would be rolled as modifiers for the same weapon. Only one of them ever actually applied, so the others were just wasted and only served to make the weapon more expensive to purchase in the shop. Instead you should now see more of a variety of mods appearing on weapons on mobs and in the shop!
On Thu Oct 19 16:36:19 2023, Raine wrote: > Demons that reach level 10 will once again gain the hellfire spell. The > spell functions differently, as it now flares hellfire on any ignited > enemies in the room. Lightly tested, and very likely to be tweaked in the > near future. > Hellfire will now occasionally spread ignite and torment to additional targets in the room. It will also stoke the flames, increasing the ignite amount on targets it hits.
Finngalkn's travels across the wilds of Tsunami have allowed him to return home to Darale and share new salving techniques that he acquired while owning the most powerful monsters in the land with his shaft, er, blowgun. Therefore the tribe's Herbalist's salve skill has been improved to harden the skin of its recipients against more varieties of damage, based on the herb utilized:
I fixed a bug with the pungi skill which caused it to consume all the darts in your inventory that happened to have the same poison type as the pungi trap. It should now leave your darts the eff alone!
Demons that reach level 10 will once again gain the hellfire spell. The spell functions differently, as it now flares hellfire on any ignited enemies in the room. Lightly tested, and very likely to be tweaked in the near future.
The Preserver's insects prayer has been slightly reduced in terms of the insects' ability to prevent the target from using skills/spells/etc. In my testing, it was blocking over 75% of all skill use with equal-level opponents, which was a bit too much. This effect combined with the Preserver's apititude for healing made them unreasonably difficult and annoying to kill. It has now been brought in line for balance purposes.
The Chronomancer slow spell's duration has been reduced by 50%. It was exceedingly longer than any other debuff in the game (in addition to having quite a nasty effect) and has now been brought in line for balance purposes.
The rest skill now takes your overall skill boost into consideration when calculating its effectiveness. i.e. the "Overall Boost : X% bonus to all skills and combat" that you see in your score will affect its recuperating power.
Adrenaline Junkie no longer lowers the length of adrenaline rush, it felt bad to lose the extra duration even when you account for the other bonuses. Exhaustion is also now capped at 5 rounds.
The war vote timer will remain the same. The multiplier will now cap at 5 except for specific holidays. Once it hits 5x wars will no longer need to be voted down and will again require 3 votes to trigger. This will mean longer boots again. If any funny behaviors crop up (again) changes will be made to address them.
I never completed the npc unicorn template. As a result they would mostly just trample.
I have resumed work on this and it is so far partially implemented and I hope to finish it over the weekend.
The goal of this post is to warn those who prey on unicorns. They are more deadly foes and will continue to grow in deadliness as I get their full kit logic implemented.
Your experience mode now shows up in score to let you know if you're focusing on your gun, or getting player experience. It also is now persistent so war experience can indeed go to your gun if you had gun mode toggled on before the war. The help file has been updated accordingly.
As you all know these subclasses are currently prestige subclasses, meaning you have to undertake a special journey and meet specific requirements to become one. Once you've completed that process once, you will now be able to create them through the login menu. This is completely retroactive, so if you currently have any of these, you can create them from the login menu. The only requirement beyond having unlocked the achievement is that you have to be level 1.
Spy is specifically not able to be created even if you already have one. This is not a bug.
If you do have any issues, or if you have one of thee subclasses and are unable to create one through the login menu - please send me a tell.
Gunslingers are now officially released. The gun experience bug has been fixed. Since no major bugs occurred during the last testing I've decided to allow the people who tested to keep their gunslingers - with the caveat that their gun experience and learned talents will be cleared.
With the launch of gunslinger also comes a very small introduction to the new achievement system! You must unlock gunslinger to be able to create one (or log one in if you happen to already have one.) More achievements will be released in the future as well potentially tied to other customization options or just for fun! Currently there is no way to display available or unlocked achievements, but there is also only one as it stands which is the Gunslinger unlock miniquest.
Hopefully with this new system we'll be able to bring interesting choices (perhaps such as the ability to create Shaolin/Changeling/Berserkers once you've already acquired one!) in a new and engaging way!
Sidenote, if your pre-existing gunslinger is experiencing errors please message me directly and I will fix it. Shouldn't be an issue but just in case.
The waiting pits have been moved to under the arena. Down from the challenge room. Where the gauntlet entrance used to be now leads to a plaza. West heads to the arcade, inside of which the gauntlet is now located.
Talents have been completely redone and are no longer in tiers. Some of them still require you to get one talent before you can get another. This will give you more freedom to focus on the things on which you value. Talent points are also no longer a thing. Instead you will spend the experience you funnel into your gun to level talents similar to normal exp spending. Some talents have been removed, some have been merged into other talents.
You will now be able to immediately select your mastery (shotgun, rifle, dual wield) from first login. Keep in mind that talent resetting will not be available moving forward.
Gunslingers now have a base 20% manashield. Grit increases this by 3% per talent level up to 50% total manashield. They now gain additional toughness if they remain in combat for long enough.
Shelling: The penalty for using a shotgun has been lowered. Cost increased from 25 to 35.
Quickdraw: The penalty for using a shotgun has been lowered. Now gains bonus damage from using cartridges, similar to shelling and fan the hammer.
Coin Toss: Now executes the correct events if you are in combat.
Player characters will be reset after the end of the testing phase, which will end on August 1st 2023.
As a thematic trial, whirlwind now receives a moderate bonus to the damage it does if you happen to be dual-wielding. The idea is that flinging yourself into a frenzy with two weapons equates to more opportunities to land blows due to the extra arm/hand. Let's see how this plays out for players and NPCs. If it's OP, we can just undo it.
* PURGE OATHS now prompts you to let you know that using it will kill you and cost you a deaths worth of EXP. * AVENGING SPIRIT now grants a small amount of bonus xp based upon hero level.
If you are a class that has a feature to allow you to continue resting to pick-up class/subclass specific features (Unicorns, Samurai, others) then you will lose your rest penalties once you are at full hp/sp (where others would typically stop quickhealing).
PROBLEM IDENTIFIED: When centering you lose your elemental attunements. To maintain attunements you must leave your center or - when finished - spend many rounds reacquiring them if you wish to enter combat attuned.
SOLUTION: While centering you will continue to pick up new attunements. You will lose old ones as they time out but always pick up the new one while centering. This pick-up only occurs when attunements shift.
PROBLEM IDENTIFIED: Shifting attunements in combat even though its instant now is a pretty big DPS loss. Its usually better to just power through the current fight rather than change stances.
SOLUTION: When you change to your active attunement you will do an additional elemental strike that is about twice as strong as the elemental-strike that rides alongside your critical. This will dramatically lessen the DPS loss and also keep your other attacks buff.
The sweep skill should now honor any special effects that your weapon might have (vampiric, wounding, venom, etc) in the same way that a normal combat strike would. Previously it ignored them completely.
As of June 10th (or a few days after) Paladin respec will change.
1) When you purgeoaths you will die. 2) You will be automatically transported to a temple. 3) You will return to life at full xp loss. 4) You will logout. 5) Your oaths will be reset.
If you want to mess with any configurations the next week and a half are the time.
* Ember has been reconfigured to more closely resemble an earlier state. ** Ember is now an instant skill. ** Ember still reduces combat slightly. ** Ember once again grants a single extra attack. ** Ember provides fewer embers upon your foe to alight with burn. ** Thats fine though right because its instant so you can quantity over quality? ** Ember is a really good low level dragon skill as tail once was.
* Fire Drakes weaponry will now sometimes stir embers upon their foe adding a very small amount of additional embers. ** You will get a message when this occurs. The amount of embers is based upon your ember skill.
The village below raises the alarm as the mighty Fire Drake crests the horizon. Far from the reach of their slings and arrows the mighty creature moves into a dive furling its wings as it inhales sharply and strafes the denziens below charring the villager and hut with its supremacy before landing to finish its dread errand.
I have made the following changes: * The char skill is now passive (you can no longer cast it). * Burn will now char the the land based upon the damage it does to each creature. * Strafe will now char the land based upon the damage it does to each creature.
* The char skill represents the Fire Drakes ability to spread destruction and collaterally char the area.
PLAYTIME CHANGE: You can no longer pre-char an area BUT because your fire attacks char the area the maximum amount of char is now equal to your char skill and is not reduced by an activation roll. So when it finally caps it will be between 0 and 100 points higher than it was previously (lets call it an average of 50) which is enough to get you to the next % level.