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  • Druids - Ghyath


    Druids have been disabled, because their current status isn't in line with
    Tsunami's subclass standards.

    Published on: January 16, 2026, 9:52 pm

    Native PILLAGERS - Burlok


    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.

    Published on: January 11, 2026, 5:26 am

    Re: NEW Pillager Skill - Burlok


    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.

    Published on: January 10, 2026, 11:34 pm

    NEW Pillager Skill - Burlok


    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.

    Published on: January 10, 2026, 6:21 am

    Death Equipment on Login - Burlok


    PROBLEM: A deathknight had to summon all of their three equipment pieces
    each login. How tedious.

    CHANGE: You will automatically get your death gear when you login.

    ADDED: Command dblade which will set the blade type you summon on
    login (default vorpal).

    BONUS CHANGE (Increase?): Deathmail was using 90% of its skill value. It
    is now using 100%.

    Published on: January 10, 2026, 1:48 am

    Deathknight Equipment and Incorp QoL - Burlok


    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.

    Published on: January 10, 2026, 12:06 am

    Juggernaughts - maul - Ghyath


    Maul should work again.
    If you notice any other skills/features affected by fuel consumption
    removal, please bug it. Thanks.

    Published on: January 9, 2026, 10:45 pm

    Worm Tunnel - Darkpoole


    Heyy,


    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


    Thanks!

    Published on: December 16, 2025, 3:49 am

    The Coliseum - Ghyath


    The Coliseum giants now properly use their skill set. Both fire and frost.

    Published on: December 13, 2025, 8:27 pm

    Thyrkon centaurs - Ghyath


    They finally properly wear all their forged equipment.

    Published on: October 9, 2025, 11:23 pm

    Juggernaught - Darkpoole


    I rolled back all my changes on Juggernaught until I can find the want to
    continue fixing them :)

    Published on: July 15, 2025, 9:59 am

    Enlist Merc Update! - Burlok


    Greetings Denziens of Tsunami,

    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.

    Published on: May 16, 2025, 12:28 am

    Wartime - Darkpoole


    I've extended the time the mud will be up from 1 week to 3 - lag doesn't
    seem to be a huge issue at the moment so I'll see how it goes
    DP

    Published on: May 12, 2025, 12:04 pm

    Equipment command - Disdain


    edited 'equipment' command to not display shield slot when offwielding

    Published on: May 3, 2025, 1:46 am

    Juggernaught - Darkpoole


    Greetings,


    While i work out a potential bug that's been ongoing for some
    juggernaughts, upgrades will be free for the forseeable future (as well as
    downgrades)

    Published on: April 17, 2025, 5:41 am

    Cloak of The Dreaming - Darkpoole


    Greetings,


    I fixed an edge case in the cloak where a certain subclass could dream
    skills they weren't meant to. If it breaks elsewhere please let me know :)


    ~DP

    Published on: April 16, 2025, 7:40 am

    Aincrad - Raine


    Faeriedragons will no longer spawn as bosses.

    Published on: April 11, 2025, 2:25 pm

    Inventory changes - Sten


    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

    Published on: April 8, 2025, 1:14 pm

    Auction House - Darkpoole


    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 Auction House awaits your bid!

    Auctioneer

    Published on: April 4, 2025, 8:29 am

    More Breakthroughs with Gnomes! - Darkpoole


    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.

    Published on: April 3, 2025, 4:25 am

    Gnomes Make Breakthrough with Missile Technology! - Darkpoole


    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!

    Published on: April 2, 2025, 12:58 am

    ZAP - Darkpoole


    Hello,



    I made some fun changes to zap, so now you can hunt wizards again xoxoxo -
    GLHF


    DP

    Published on: April 1, 2025, 4:45 am

    Crusader - Darkpoole


    Hello,



    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!


    DP

    Published on: March 23, 2025, 6:18 am

    Jotun Boulders - Darkpoole


    Hellooo,



    Boulders will now hopefully last up to 3 times longer before shattering
    into a million pieces, and hurl has been increased slightly (25%)

    Published on: March 22, 2025, 9:51 am

    Cleric2 - Darkpoole


    Hello,



    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.


    ~DP

    Published on: March 22, 2025, 2:02 am

    Arkady Buff Machine - Darkpoole


    Hello,



    The effectiveness of the Buff machine has been halved and now has a
    hardcap in its calculation.
    With this, the prices will drop.


    Also Changeling can't buy from it anymore being a prestige subclass.



    Also Berserker.


    ~DP
    /.

    Published on: March 20, 2025, 11:08 am

    New weapon features - Ghyath


    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.

    Published on: March 17, 2025, 11:19 pm

    Chaos (Surges) - Raine


    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.

    Published on: March 16, 2025, 5:21 pm

    Re: Forge - Burlok


    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.

    There is no longer a softcap.


    Published on: March 15, 2025, 8:04 pm

    Forge - Burlok


    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.

    Published on: March 15, 2025, 8:03 pm

    Re: Enchanter delusion elixir - Darkpoole


    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.


    ~DP

    Published on: March 15, 2025, 4:31 am

    Re: Enchanter delusion elixir - Sten


    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

    Published on: March 13, 2025, 9:07 pm

    Entsong - Burlok


    Greetings Denziens of Tsunami,

    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.

    Published on: March 13, 2025, 12:16 am

    Clan Changes - Raine


    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.

    Published on: March 12, 2025, 7:26 pm

    Gorgon and Ent - Raine


    Gorgon active gaze now drains every 3 rounds instead of every round.
    Gorgon autofire and auto tail-strike should occur more frequently now.

    Ent WC has been increased slightly.
    Ent AC has been increased moderately.

    Published on: March 12, 2025, 6:12 pm

    Wizard Tell's - Darkpoole


    Greetings,


    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.



    ~DP

    Published on: March 10, 2025, 11:19 am

    Changes - Raine


    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.

    Published on: March 8, 2025, 5:12 pm

    Enchanter delusion elixir - Sten


    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

    Published on: March 8, 2025, 1:04 pm

    Party Auto Split - Darkpoole


    Greetings,


    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 :)



    ~DP

    Published on: March 8, 2025, 12:30 pm

    Changeling Custom Form - Darkpoole


    Greetings!

    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)


    ~DP

    Published on: March 8, 2025, 11:45 am

    Knights + Steeds - Burlok


    Greetings Denziens of Tsunami,

    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.

    Published on: March 7, 2025, 9:36 pm

    Cloak of Dreaming Update - Darkpoole


    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.

    THank you!

    Published on: March 6, 2025, 12:43 pm

    War: Huh, Yeah. - Raine


    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.

    Published on: March 5, 2025, 6:51 pm

    Druid - Darkpoole


    Druidic Rebalancing: The Wilds Grow Stronger

    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.

    Published on: March 4, 2025, 10:48 am

    Sandstorm - Burlok


    Greetings,

    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.

    Published on: March 1, 2025, 2:28 am

    Resting Steeds - Burlok


    Greetings Denziens of Tsunami,

    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.

    Published on: February 27, 2025, 11:33 pm

    Account Display Name - Raine


    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.

    Published on: February 25, 2025, 4:20 pm

    Druid Bear Form - Darkpoole


    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.


    May The Cheating Be Ever In Your Favour.
    ~DP

    Published on: February 25, 2025, 12:34 pm

    Changeling, Wu-Jen - Raine


    Changelings will now auto-offer heads upon beheading. Saves the object
    clones.

    Wu-jen who decide to take a more melee-based approach now receive melee
    specific bonuses upon learning those skills.

    Published on: February 20, 2025, 2:50 pm

    Strategic Assault - Burlok


    Greetings Denziens of Tsunami,

    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.

    Published on: February 18, 2025, 1:19 am

    Warlords / Strategic Strike - Burlok


    Greetings Denziens of Tsunami,

    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.

    --This amount is substantially less in war.

    Published on: February 16, 2025, 9:15 pm

    Changeling AI - Darkpoole


    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 :)


    ~DP

    Published on: February 16, 2025, 12:33 pm

    Warlords and Weaponskills - Burlok


    Greetings Denziens of Tsunami,

    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.

    Published on: February 14, 2025, 11:24 pm

    Squire - Burlok


    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.


    Published on: February 14, 2025, 11:16 pm

    In the spirit of Valentine's - Party change test - Raine


    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.

    Published on: February 14, 2025, 12:36 am

    Speech - Darkpoole


    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!


    Live Laugh Cheat DP

    Published on: February 9, 2025, 8:58 am

    Bard - Inspire - Raine


    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.

    Published on: February 7, 2025, 2:48 pm

    Undead Follower Ring Thing - Darkpoole


    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 :)

    Live Long and Cheat
    DP

    Published on: February 6, 2025, 9:57 am

    Warlord Command - Burlok


    Greetings Denziens of Tsunami,

    Based on feedback I have migrated the option for STATUS from DO COMMAND to
    the new command WARLORD.

    This will let you see your enlistees status without executing a skill (and
    breaking rest).

    The command WARLORD has options WARLORD SUMMARY and WARLORD STATUS.

    Summary will demystify what levels you can recruit and how many recruits
    you can have.

    Great feedback. Keep the ideas coming!

    Published on: February 4, 2025, 10:57 pm

    Resting Enlisted - Burlok


    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.

    Published on: February 4, 2025, 2:59 am

    Warlord MERCENARIES - Burlok


    Greetings Denziens of Tsunami,

    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.

    Published on: February 4, 2025, 12:47 am

    Dream Fragments - Raine


    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.

    Published on: February 3, 2025, 5:56 pm

    Warlords/Encapment - Burlok


    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.

    Let me know if anything is wacky.

    Published on: February 2, 2025, 10:44 pm

    Combat calculation update. - Raine


    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.

    Published on: February 2, 2025, 4:51 pm

    Magic slot machine update - Disdain


    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

    Published on: January 31, 2025, 12:24 am

    Gravemeld - Burlok


    The adventurer moved cautiously through the abandoned manor his torch unlit
    for fear of disturbing the resting dead who were rumored to reside within.

    The hero crept through the swamp wary of the watery-dead who were said to
    dwell beneath the surface of the fetid water.

    CHANGE: You can now gravemeld in all environments.

    Published on: January 24, 2025, 10:02 pm

    Re: GMCP Communication - Darkpoole


    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

    Published on: January 23, 2025, 12:47 am

    Armour features - Ghyath


    There are 3 new generated armour features:
    + magic
    + religion
    + singing.

    Published on: January 20, 2025, 2:48 pm

    Tsunami Meeting 2025 - Core Skills -> Abilities - Raine


    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.

    Published on: January 19, 2025, 8:28 pm

    Magic slot machine - Disdain


    The machine has been updated
    read the sign!

    chances have changed.
    war token chances have increased.
    "skull" chances have increased
    symbol names have changed
    -Disdain

    Published on: January 19, 2025, 1:31 am

    GMCP Communication - Darkpoole


    GMCP communication is now enabled under the communication package. It
    currently works for Say/Tells. Chat is on the menu as well.



    ~DP

    Published on: January 18, 2025, 11:43 am

    Swashbucker Lunge + Weapon Procs - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: January 15, 2025, 7:52 pm

    Gravemeld - Burlok


    Greetings Denziens of Tsunami,

    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.

    Published on: January 12, 2025, 10:58 pm

    Re: Houses - Lockers / Safes - Raine


    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.

    Published on: January 11, 2025, 7:18 pm

    Houses - Lockers / Safes - Raine


    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.

    Published on: January 11, 2025, 7:06 pm

    Tsunami 2025 Meeting - House Taxes - Raine


    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.

    Published on: January 11, 2025, 7:04 pm

    Pillaging - Burlok


    Greetings denziens of Tsunami,

    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.

    Published on: January 11, 2025, 5:11 pm

    Heroes Inn and Apoc War - Ghyath


    Both updated to be a little bit more in line with current status of the
    game.
    Please bug anything unusual in there. Thanks.

    Published on: January 8, 2025, 10:54 pm

    Random Weapon Loot - New Damage Types - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: January 8, 2025, 7:08 pm

    Armour - Reflection and Extra AC mods - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: January 8, 2025, 6:48 pm

    Weapon Feature - Shadow - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: January 8, 2025, 1:34 pm

    Spear of Sorrow - Joshua



    This was changed AWHILE back so that it couldn't be wielded. Now it can,
    and has a hidden bonus!

    Published on: January 5, 2025, 3:19 am

    Shikaku Attacking + Toughness - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: January 2, 2025, 2:41 pm

    Shikaku Kenbatso/Hoden + Weapon Mods - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: January 1, 2025, 4:10 pm

    Mason Guild Idle Bonus - Raine


    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.

    Published on: December 26, 2024, 4:40 pm

    Dominate/Beguile/Bid and drop - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: December 21, 2024, 1:01 pm

    Equipment Weight - Raine


    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.

    Published on: December 19, 2024, 6:32 pm

    Berserker Embolden + Intimidate - Marisil


    Zerklings,

    The embolden skill no longer gives a bonus to rest and instead
    grants a bit of intimidation resistance.

    Cheers,
    Marisil

    Published on: December 16, 2024, 10:38 am

    Santa is now spreading cheer! - Raine


    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!

    Published on: December 14, 2024, 3:54 pm

    Vampire Mez Unwield - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: December 13, 2024, 12:30 pm

    SNIPE - Burlok


    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.

    Published on: December 10, 2024, 11:47 pm

    Inventory Command - Raine


    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.

    Published on: December 7, 2024, 8:07 am

    Spider - Weave (Room) - Raine


    Spider webs in rooms will now correctly be flagged as an ally to party
    members of the spider now.

    Published on: December 7, 2024, 7:42 am

    Repeat (command) - Raine


    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

    Published on: December 7, 2024, 7:29 am

    Spider - Cocoon + Toxin - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: December 1, 2024, 2:12 pm

    Ghoul Organs - Darkpoole


    I've increased the timer on butcher organs to 30 rounds (I think)
    and also added a "do butcher all" which will butcher everything in the
    room.


    If its too overpowered I'll adjust accordingly.

    ~DP

    Published on: December 1, 2024, 7:55 am

    Spider - Cocoons - Raine


    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.

    Published on: December 1, 2024, 1:21 am

    Spider - Weave - Raine


    You can now weave in combat. If it becomes to absurd adjustments will be
    made.

    Published on: December 1, 2024, 1:01 am

    Hearthstone Addendum the Third. - Raine


    The hearthstone help file at 'help hearthstone' has been updated with some
    juicy new information. Message me if you notice any errors~

    Published on: November 29, 2024, 1:26 am

    Ring of the undead - Ghyath


    Max level of an undead follower spawned by the ring of the undead now
    follows other follower standards.

    Published on: November 26, 2024, 11:05 am

    Undead Orc Corpseheal - Marisil


    Greetings,

    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...

    Cheers,
    Marisil

    Published on: November 23, 2024, 2:56 pm

    GMCP / Bio - Darkpoole


    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.


    ~DP

    Published on: November 11, 2024, 12:23 pm

    House and Shop Taxes - Raine


    The base daily taxes just for owning them has been removed. It will take a
    reboot for this to be reflected completely.

    Published on: November 8, 2024, 7:31 pm

    Dying in PK with Mummy Wither Active - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: November 6, 2024, 11:47 pm

    Paladin Auras - Burlok


    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.

    Published on: November 6, 2024, 12:28 am

    Demon Sins - Raine


    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.

    Published on: November 4, 2024, 7:21 pm

    Class Mazes - Raine


    You should be able to create portals inside of them after they reload. It
    might require a reboot. If I missed any let me know.

    Published on: November 1, 2024, 7:28 pm

    Shaman Materia Acquisition - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: October 31, 2024, 11:07 pm

    Knights and Shields - Marisil


    Brave Sir Robins,

    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.

    Cheers,
    Marisil

    Published on: October 31, 2024, 4:22 pm

    Heal Prayer Changes - Raine


    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.

    Published on: October 29, 2024, 6:55 pm

    Re: Pillaging - Burlok


    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.

    Published on: October 25, 2024, 11:55 pm

    Pillaging - Burlok


    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.

    Published on: October 25, 2024, 12:37 am

    Barbarians and Ram - Burlok


    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.


    Published on: October 25, 2024, 12:32 am

    NPC Hunter Attack Skills - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: September 19, 2024, 4:44 pm

    Draco Vampirism Duration - Marisil


    Dracoliches,

    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.

    Cheers,
    Marisil

    Published on: September 12, 2024, 3:00 pm

    Re: Dracolich Phylactery - Marisil


    Dracoliches,

    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.

    Cheers,
    Marisil

    Published on: September 7, 2024, 11:58 am

    Dracolich Phylactery Rework - Marisil


    Dracoliches,

    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.

    See "help phylactery" for more information.

    Cheers,
    Marisil


    Published on: September 6, 2024, 5:32 pm

    Mason Timer - Burlok


    Khali submitted an idea (18705) to add a timer to score so Masons could see
    how long theyve been connected to know when their next hour is coming.

    If you are a mason the score command will now display this timer below
    where it says what clan you are in.

    If you are not a mason you will not see this.

    Published on: August 23, 2024, 9:16 pm

    No_faction_kill - Burlok


    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.

    Published on: August 23, 2024, 1:06 am

    Magnus - Darkpoole


    I've updated magnus to be more effective at helping newplayers (hopefully)
    or just anyone in general.


    Need information on a skill/prayer/spell/mud function?


    Just "ask magnus about x" and he'll do his best to help you out.


    ~DP

    Published on: August 10, 2024, 1:06 pm

    Peace - Darkpoole


    Peace should now break on any sort of damage, In room or Outside.

    Published on: August 7, 2024, 10:59 am

    Druid PTesting - Darkpoole


    Hey Everyone,



    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 :)


    Thanks
    -DP

    Published on: July 29, 2024, 5:32 am

    New Race: Luxodon! - Raine


    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~

    Published on: July 7, 2024, 12:53 am

    New Race: Lepori - Raine


    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!

    Published on: July 6, 2024, 9:19 pm

    Glass Constructs - Raine


    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!

    Published on: July 6, 2024, 8:10 pm

    Introducing: Racial Subspecies! - Raine


    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.

    Published on: July 6, 2024, 8:06 pm

    Gunslinger - Grandmaster Engineer in Edo - Raine


    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.

    Published on: June 22, 2024, 8:31 pm

    Desecrate - Burlok


    Greetings Denziens of Tsunami,

    The DESECRATE spell appeared to always give the same bonus regardless of
    how much exp you fed it.

    Typically this would qualify the spell to be an ability (ie, a skill that
    always produces the same result).

    Rather than do this I removed the spell and put the personal bonus into
    the dread spell. You will now DREADFULLY be better at skills and combat.

    This did remove the DKs ability to change the terrain to graveyard as well
    but this change was done knowing that was a consequence.

    Published on: June 3, 2024, 11:51 pm

    Barbarians - Burlok


    I have made some changes to Barbarians.

    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

    Published on: June 1, 2024, 9:15 pm

    Pillagers and Pillaging - Burlok


    The PILLAGE skill has been REMOVED.

    It has been replaced with a PILLAGING SYSTEM.

    See: help pillaging and help pillaging races.

    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. :)

    I welcome feedback.

    Published on: June 1, 2024, 6:08 pm

    NPC crusaders and a little more - Ghyath


    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.

    Published on: May 29, 2024, 10:53 pm

    Shaolin - Setenv shaolin_nospam - Raine


    Shaolin can now use setenv shaolin_nospam to suppress certain
    Shaolin-specific messages.

    Published on: May 28, 2024, 3:07 am

    Charm (and Hypnotize) - Raine


    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.

    Published on: May 25, 2024, 9:46 pm

    Balduvia Maze Berserkers - Marisil


    Greetings,

    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. :)

    Cheers,
    Marisil

    Published on: May 17, 2024, 7:59 pm

    Help exp - Raine


    I updated the 'help exp' file to contain directions to Lucus for people who
    might have problems with their experience, spent or otherwise.

    Published on: May 15, 2024, 5:16 pm

    NPC Beastmasters 2 - Marisil


    Greetings,

    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.

    Regards,
    Marisil


    Published on: May 15, 2024, 2:18 pm

    NPC Beastmasters - Marisil


    Greetings,

    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.

    Regards,
    Marisil

    Published on: May 15, 2024, 2:08 pm

    Dreams of Kartur Quest - Raine


    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.

    Published on: May 13, 2024, 6:16 pm

    The Explorer Clan, Questing, and You. - Raine


    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.

    Published on: May 12, 2024, 1:47 am

    Worm Sign - Burlok


    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.

    Enjoy!

    Published on: April 13, 2024, 12:41 am

    The most serious changes that have ever happened. - Raine


    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.

    Published on: April 1, 2024, 3:33 pm

    Gravemeld Skill Mods - Marisil


    Vampires and Zombies,

    The gravemeld skill now considers terrain mods and
    "X% bonus to skills" mods.

    Cheers,
    Marisil

    Published on: March 28, 2024, 12:23 pm

    Various - Ghyath


    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.

    Published on: March 19, 2024, 12:09 am

    Crown of Proteus - Burlok


    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.

    Thank you Morgul for letting me know.

    Published on: March 13, 2024, 11:48 pm

    Ooze Phagocytosis - Detach - Marisil


    Boogers of Tsunami,

    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.

    Cheers,
    Marisil

    Published on: March 8, 2024, 3:18 pm

    Bulletsmith skill, NPC warriors - Ghyath


    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.

    Published on: March 2, 2024, 9:32 pm

    Edo Killquest - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: February 27, 2024, 11:35 pm

    Aurumvorax Pounce - Marisil


    Aurumvorae,

    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.

    Cheers,
    Marisil

    Published on: February 25, 2024, 1:27 pm

    Drown and Transform - Burlok


    There appeared to be a bug in the way the transform (waterform) spell
    handled drown damage.

    It was reducing the damage but then appeared to not actually applying the
    reduced damage.

    It will now apply the reduce damage. Beware anyone who was waterform
    murdering Sirenes. They can now hurt you ...... a little more.

    Published on: February 23, 2024, 12:51 am

    Mage Weapons - Burlok


    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.

    Feedback is welcome.

    Published on: February 10, 2024, 11:18 pm

    Locker List Details - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: February 8, 2024, 9:25 am

    Natives and Magic Shop Items - Marisil


    Natives,

    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!

    Cheers,
    Marisil

    Published on: February 7, 2024, 3:39 pm

    Banshee Sotto Voce - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: February 2, 2024, 9:00 pm

    Cinder Storm - Burlok


    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%.

    Published on: January 26, 2024, 12:58 am

    Dracolich Vampirism Spell - Marisil


    Dracoliches,

    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.

    Cheers,
    Marisil

    Published on: January 19, 2024, 2:01 pm

    More Draco Phylactery Tweaks - Marisil


    Dracoliches,

    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.

    So in summary: Dracoliches have been increased.

    Cheers,
    Marisil

    Published on: January 10, 2024, 1:20 pm

    Dracolich Phylactery + WC - Marisil


    Dracoliches,

    Your phylactery's current lifeforce percentage now
    properly grants a bonus to your claws' weapon class.

    Cheers,
    Marisil

    Published on: January 9, 2024, 6:47 pm

    Various - Ghyath


    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.

    Published on: January 6, 2024, 5:01 pm

    Berry - Burlok


    Greetings denziens of Tsunami,

    A year ago the Preservers of Tsunami learned to increase the healing of
    their berries in peace-time.

    This was such a closely guarded secret that not even the berries would
    reveal the bonus healing.

    NO MORE!

    Looking at a berry will now tell you its base healing potential as well as
    its bonus healing potential and then add them together for a TOTAL.

    Berries already created during this boot will not be affected although new
    berries will divulge their secrets.

    The bonus healing is less for non-preservers. So a preserver and a
    non-preserver will see different bonuses / totals.

    Published on: January 5, 2024, 1:09 am

    Sulherok's gloves - Ghyath


    ... are properly considered metal.

    Published on: December 23, 2023, 4:16 pm

    Dark Knight - Burlok


    Greetings Denziens of Tsunami,

    I have made some adjustments to dark knight based upon feedback that their
    paladin aura is "lame".

    help prayers spiritual aura

    Dark Knight aura will now confer stealth after you have been out of combat
    for a number of rounds (the number decreases as your hero level
    increases).

    Your dark strike and penance prayers will be instant while shaded by
    darkness.

    This should make them a bit more adept at traveling through hostile areas
    than their more radiant kin.

    Published on: November 26, 2023, 7:26 pm

    Bludgeon - Burlok


    Greetings denziens of Tsunami,

    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.

    Published on: November 18, 2023, 6:08 pm

    Shaman Temporal Boon Skill - Marisil


    Greetings,

    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).

    Cheers,
    Marisil

    Published on: November 15, 2023, 9:17 pm

    Re: Consume - Raine


    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.

    Published on: November 15, 2023, 7:43 pm

    Consume - Raine


    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.

    Published on: November 15, 2023, 7:31 pm

    Root - Burlok


    Greetings Denziens of Tsunami,

    When rooted and in times of peace, the Ents of Tsunami will regain a small
    amount of hp regularly.

    An environment that has been "tapped" will be less nurturing as its
    natural homeostasis was sacrificed for an immediate boost of health.

    Published on: November 15, 2023, 12:28 am

    Mage Tower Quest - Burlok


    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.

    Published on: November 11, 2023, 9:04 pm

    Rest Skill and Terrain - Marisil


    Greetings,

    The rest skill now takes your terrain modifier into account
    while in use.

    Cheers,
    Marisil

    Published on: November 4, 2023, 2:03 pm

    Fire Drakes and Embers - Burlok


    Greetings Denziens of Tsunami,

    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.

    Published on: November 3, 2023, 11:59 pm

    Re: Herbalist Refactor - Marisil


    Greetings,

    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:

    - Utmahi herb: 5 SPs
    - Dart: 5 SPs
    - Apply poison: 10 SPs
    - Fire dart: 5 SPs

    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).

    Cheers,
    Marisil

    Published on: November 3, 2023, 7:21 pm

    Herbalist Refactor - Marisil


    Greetings,

    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.


    Published on: November 3, 2023, 1:29 pm

    Random Weapon (Loot) Mods - Marisil


    Greetings,

    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!

    Cheers,
    Marisil

    Published on: October 27, 2023, 3:15 pm

    Herbalist Medicate Skill - Marisil


    Herbalists,

    The "heal" option for the medicate skill has been tweaked
    to reduce its overall duration but increase the healing for
    each tick.

    Cheers,
    Marisil

    Published on: October 22, 2023, 1:56 pm

    Re: Demon - Hellfire - Raine


    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.

    Published on: October 21, 2023, 2:24 am

    Herbalist Salve Skill - Marisil


    Greetings,

    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:

    CHIRBALA: slash, cleave
    SRILI: pierce, bow
    GORDEP: blunt, brawling, unarmed
    ARGUEK: fire, cold, shock
    HURTOLK: bite, claw, stinger

    Additionally, all herb types also grant BLEEDING resistance.
    Enjoy.

    Cheers,
    Marisil

    Published on: October 21, 2023, 12:34 am

    Herbalist Pungi Skill - Marisil


    Herbalists,

    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!

    Cheers,
    Marisil

    Published on: October 20, 2023, 3:51 pm

    Demon - Hellfire - Raine


    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.

    Published on: October 19, 2023, 5:36 pm

    Preserver Insects Prayer - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: October 5, 2023, 11:59 am

    Chronomancer Slow Duration - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: October 4, 2023, 2:13 pm

    Rest and Skills Bonus - Marisil


    Greetings,

    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.

    Cheers,
    Marisil

    Published on: September 28, 2023, 6:56 pm

    Gunslinger - Adrenaline Junkie - Raine


    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.

    Published on: September 28, 2023, 4:58 pm

    Gunslinger - Gun experience - Raine


    Gun exp rate changed from 33% -> 50%. So you'll gain experience to your gun
    22% faster.

    Published on: September 27, 2023, 4:13 pm

    War... War never changes, until now. - Raine


    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.

    Published on: September 22, 2023, 5:33 pm

    Unicorn NPCs - Burlok


    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.

    Published on: September 14, 2023, 1:07 am

    Nightmares - Burlok


    I have attempted to implement idea #18563.

    Nightmares will now have a stealth level equivalent of their incorp'd DK
    master. The DK should always be able to see their own nightmare.

    Published on: September 14, 2023, 12:21 am

    Gunslinger Experience Mode - Raine


    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.

    Published on: September 9, 2023, 2:42 pm

    NPC Knights - Burlok


    NPC Knights will now spur their steeds.

    Published on: September 1, 2023, 12:35 am

    Changeling, Berserker, Shaolin - Raine


    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.

    Published on: August 24, 2023, 8:19 pm

    Gunslinger, Achievements, and Unlockable Content - Raine


    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.

    Published on: August 10, 2023, 7:24 pm

    Monk Stances - Burlok


    Dragon + Fox stance would have their penalties increase the higher your
    skill was.

    I changed it so they apply a flat percentage reduction at all levels.

    Published on: July 25, 2023, 9:58 pm

    Gauntlet and Waiting Pits - Raine


    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.

    Published on: July 24, 2023, 4:05 pm

    Cultist - Skill Change - Raine


    The cultist skill "dance" has been renamed to "cavort." Nothing else about
    it has changed.

    Published on: July 3, 2023, 9:35 pm

    Gunslinger Playtest Phase 2 - Raine


    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.

    Published on: June 26, 2023, 11:03 pm

    Jugger amulet - Chaitan


    Jugger were promised they could wear amulet. Apparently this
    did not work until I just now fixed it again.

    Published on: June 23, 2023, 9:00 am

    Warrior Whirlwind Skill - Marisil


    Warriors,

    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.

    Cheers,
    Marisil

    Published on: June 22, 2023, 10:17 pm

    Paladins - Burlok


    * 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.

    Published on: June 10, 2023, 9:49 pm

    Conintue Resting - Burlok


    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).



    Published on: June 10, 2023, 5:15 pm

    Samurai Atteunements - Burlok


    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.

    Published on: June 8, 2023, 8:55 pm

    Samurai Sweep Skill - Marisil


    Tom Cruise's Brethren,

    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.

    Cheers,
    Marisil

    Published on: June 5, 2023, 3:47 pm

    Trolls / Knights - Burlok


    The NPCs were having some guts issues. This is hopefully fixed. They should
    be quite a bit tankier but also may run out of sp faster.

    Published on: June 1, 2023, 5:28 pm

    Paladin Respec Ending - Burlok


    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.

    Published on: May 24, 2023, 12:25 am

    FIREDRAKE + EMBER pt 2 - Burlok


    * FIRE DRAKE skills have been reconfigured to somewhat follow a growing
    dragon.

    * The skill CINDER STORM has been added.

    * EMBER and CINDER STORM are EMBER-SKILLS.

    * Executing an EMBER-SKILL increases the likelihood attacks will add
    embers briefly.

    * STRAFE now benefits from embers.

    * CINDER STORM can only be done when the terrain has OVER CHARRED.

    * The chance of creating OVER CHARRED terrain is based upon damage being
    done.

    * HEROIC DRAGONS are somewhat better at creating OVER CHARRED terrain.

    Now you have something to do sometimes between strafes. Maybe.

    Published on: May 19, 2023, 12:20 am

    Hunter Snipe - Darkpoole


    There was a bug in snipe that allowed you to stack penetrates endlessly.
    This issue should be resolved now.


    ~DP

    Published on: May 17, 2023, 8:26 am

    Ember pt 1 - Burlok


    * 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.


    Ember changes shall return ....

    Published on: May 17, 2023, 12:18 am

    Char - Burlok


    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.



    Published on: May 16, 2023, 11:50 pm

    This board - Fingolfin


    This Board is the universal changes board for the
    coders of Tsunami.

    Changes will be posted here as well as in
    the affected guilds.

    Fingolfin

    Published on: October 4, 1999, 8:56 pm