Changelog
Re: Changelog
[New Cleric feat: Soul Summon]
New feat, selectable by all Clerics. Summon party members to your location through the command ]Summon. Some info:
- Upon using the command, the Cleric is given a gump displaying all party members
- Cleric is able to summon 1 party member at a time
- 10 Minute cooldown between summons
- Summon invitation gump disappears after 1 minute
- 50 Mana cost per summon
- Cannot be used in combat, or while mounted/KO'd/frozen
New feat, selectable by all Clerics. Summon party members to your location through the command ]Summon. Some info:
- Upon using the command, the Cleric is given a gump displaying all party members
- Cleric is able to summon 1 party member at a time
- 10 Minute cooldown between summons
- Summon invitation gump disappears after 1 minute
- 50 Mana cost per summon
- Cannot be used in combat, or while mounted/KO'd/frozen
Re: Changelog
[New Dungeon System]
Completed the beta version of a new dungeon system. System consists of a new item, the Dungeon Controller, a new gump, and some new props on the PlayerMobile.
This will be used to control the entry of our first "Lockout" dungeon, The Scorched Halls. Once players use the dungeon controller they are "locked out" from entering again for another 5 days. The Scorched Halls is considered a high-level dungeon with a minimum level requirement of 15, a player limit of 5, and requiring you to be in a party. It is home to some of the strongest creatures in the realm, and also contains some of it's most valuable treasures.
The Dungeon Controller gump:
![Image](http://regisfalluo.com/wiki/images/c/cc/Dungeoncontroller.png)
Enter:
Sends you into the Scorched Halls, given you meet the requirements:
- In a party
- Level 15 or higher
- Not locked out
- Another party is not currently inside
- Dungeon has room for 1 more player
The Controller starts a timer upon entering(currently 2 hours), after which all players in the dungeon will be teleported outside and their run will be over.
Time Info:
Tells whether player is currently locked out of dungeon, and if so gives time remaining(in hours) on their lockout.
Tells whether a party is currently inside the dungeon, and if so gives time remaining(in minutes) on their run.
Close:
Closes Dungeon Controller gump
Completed the beta version of a new dungeon system. System consists of a new item, the Dungeon Controller, a new gump, and some new props on the PlayerMobile.
This will be used to control the entry of our first "Lockout" dungeon, The Scorched Halls. Once players use the dungeon controller they are "locked out" from entering again for another 5 days. The Scorched Halls is considered a high-level dungeon with a minimum level requirement of 15, a player limit of 5, and requiring you to be in a party. It is home to some of the strongest creatures in the realm, and also contains some of it's most valuable treasures.
The Dungeon Controller gump:
![Image](http://regisfalluo.com/wiki/images/c/cc/Dungeoncontroller.png)
Enter:
Sends you into the Scorched Halls, given you meet the requirements:
- In a party
- Level 15 or higher
- Not locked out
- Another party is not currently inside
- Dungeon has room for 1 more player
The Controller starts a timer upon entering(currently 2 hours), after which all players in the dungeon will be teleported outside and their run will be over.
Time Info:
Tells whether player is currently locked out of dungeon, and if so gives time remaining(in hours) on their lockout.
Tells whether a party is currently inside the dungeon, and if so gives time remaining(in minutes) on their run.
Close:
Closes Dungeon Controller gump
Re: Changelog
[New guild system: Resource Nodes]
Introducing the new guild system for resource nodes, see the link below. Guards will be coming later.
wiki/index.php/Nodes
Introducing the new guild system for resource nodes, see the link below. Guards will be coming later.
wiki/index.php/Nodes
Re: Changelog
[Added new Vanity Ticket system]
An all-in-one Vanity Ticket which allows the user to modify the name/hue/item ID of an item in their backpack.
A copy of the item is shown on the bottom of the Vanity Ticket Gump, also displaying the current prop values. These values may be changed freely as many times as you like without consuming the Vanity Ticket.
A confirmation gump is sent once the Accept button is clicked, to prevent accidental use.
![Image](https://cdn.discordapp.com/attachments/692555482543554562/846835787017486386/VT_gump.png)
An all-in-one Vanity Ticket which allows the user to modify the name/hue/item ID of an item in their backpack.
A copy of the item is shown on the bottom of the Vanity Ticket Gump, also displaying the current prop values. These values may be changed freely as many times as you like without consuming the Vanity Ticket.
A confirmation gump is sent once the Accept button is clicked, to prevent accidental use.
![Image](https://cdn.discordapp.com/attachments/692555482543554562/846835787017486386/VT_gump.png)
Re: Changelog
[Updated ]whatisit command]
Added hue and item ID to the readout when targeting an item with the ]whatisit command.
Added hue and item ID to the readout when targeting an item with the ]whatisit command.
Re: Changelog
[New Racial guards - extension of Nation Guild system]
Completed first version of the new racial guards which can be placed by Nation Guild leaders. The overall number of guards that can be placed depends on how many resources the Nation Guild is gathering from Resource Nodes. Guards are divided into 4 main soldier types which all have different resource costs as follows:
Guard: 2 Ore/1 Lumber
Archer: 1 Ore/3 Lumber
Dragoon: 3 Ore/2 Lumber
Paladin: 3 Ore/3 Lumber
If brandishing is illegal under the Nation Guild laws, guards will disarm any armed players within 5 tiles of them.
If a race is declared as an enemy under the Nation Guild's laws, guards will attack the enemy race within 10 tiles. Range lowered to 3 if the player is wearing a hooded robe, with the hood up. This range is set to 5 for Archers.
Planned updates:
- Pardon list for members of an enemy race who are allowed in the Nation Guild's territory
- Criminal list for members of the Nation Guild's race who are no longer allowed in the territory
Completed first version of the new racial guards which can be placed by Nation Guild leaders. The overall number of guards that can be placed depends on how many resources the Nation Guild is gathering from Resource Nodes. Guards are divided into 4 main soldier types which all have different resource costs as follows:
Guard: 2 Ore/1 Lumber
Archer: 1 Ore/3 Lumber
Dragoon: 3 Ore/2 Lumber
Paladin: 3 Ore/3 Lumber
If brandishing is illegal under the Nation Guild laws, guards will disarm any armed players within 5 tiles of them.
If a race is declared as an enemy under the Nation Guild's laws, guards will attack the enemy race within 10 tiles. Range lowered to 3 if the player is wearing a hooded robe, with the hood up. This range is set to 5 for Archers.
Planned updates:
- Pardon list for members of an enemy race who are allowed in the Nation Guild's territory
- Criminal list for members of the Nation Guild's race who are no longer allowed in the territory
Re: Changelog
[New item: Character Reforge Scroll]
A scroll that allows the player to change their character race and class. Current experience points and any skills which are directly transferrable between the two classes will be retained.
Once the initial confirmation gump is accepted, the current skills/experience are stored and standard character creation begins. Once the character's class has been chosen, they are moved to their racial starting area and given a final confirmation gump. This allows time to take any skill cap-increasing feats(e.g. crafting feats) before skills are applied.
The Reforge Scroll becomes permanently bound to the first person to accept the initial confirmation gump, making it unusable by anyone else.
A scroll that allows the player to change their character race and class. Current experience points and any skills which are directly transferrable between the two classes will be retained.
Once the initial confirmation gump is accepted, the current skills/experience are stored and standard character creation begins. Once the character's class has been chosen, they are moved to their racial starting area and given a final confirmation gump. This allows time to take any skill cap-increasing feats(e.g. crafting feats) before skills are applied.
The Reforge Scroll becomes permanently bound to the first person to accept the initial confirmation gump, making it unusable by anyone else.
Re: Changelog
[Updated mobile name hues]
- Player name hues set to grey by default
- All town NPC name hues set to grey by default
- Red names reserved for high-tier mobs/bosses
Guild colors unchanged: green for allies, orange for enemies
- Player name hues set to grey by default
- All town NPC name hues set to grey by default
- Red names reserved for high-tier mobs/bosses
Guild colors unchanged: green for allies, orange for enemies
Re: Changelog
[New music controllers for main towns/Ameresh]
Music controllers have been placed near main entrances to the racial cities as well as Ameresh. They play a short clip (about 30 seconds) of intro music for that area. Detection is one-directional and should not trigger when leaving town.
Music controllers have been placed near main entrances to the racial cities as well as Ameresh. They play a short clip (about 30 seconds) of intro music for that area. Detection is one-directional and should not trigger when leaving town.
Re: Changelog
[New NPCs:]
Consortium Brotherhood:
- Consortium Bandit
- Consortium Thug
- Consortium Pyromancer
- Consortium Bodyguard
- Bill Blake
Blackwatch:
- Blackwatch Soldier
- Blackwatch Legionnaire
[New NPC special abilities:]
- Mortal Strike(25-35 damage with a 8 second mortality wound timer)
- Crushing Blow(20-40 damage with a 3 second freeze)
- Enrage(increased NPC damage and dexterity by a large amount when x% hitpoints reached)
- Petrify(5 second freeze usable from range)
- Kick(15-30 damage with a 4 second freeze)
- Disarm(disarms current equipped weapon from combatant and blocks requip for x seconds)
Note that values for damage/freezes are subject to change based on which NPC the ability is added to.
[New items:]
- Power Rune(crafting ingredient, can be upgraded to charged power rune)
- Charged Power Rune(high end crafting ingredient)
- Arcane Essence(crafting ingredient)
- Pure Adamantite Ring(tinkering plan)
- Artisans Heirloom(tinkering plan)
- Nimble Mining Gloves(tinkering plan)
- Adamantite Smithy Hammer(tinkering plan)
- Shroud of Divinity(artifact)
Consortium Brotherhood:
- Consortium Bandit
- Consortium Thug
- Consortium Pyromancer
- Consortium Bodyguard
- Bill Blake
Blackwatch:
- Blackwatch Soldier
- Blackwatch Legionnaire
[New NPC special abilities:]
- Mortal Strike(25-35 damage with a 8 second mortality wound timer)
- Crushing Blow(20-40 damage with a 3 second freeze)
- Enrage(increased NPC damage and dexterity by a large amount when x% hitpoints reached)
- Petrify(5 second freeze usable from range)
- Kick(15-30 damage with a 4 second freeze)
- Disarm(disarms current equipped weapon from combatant and blocks requip for x seconds)
Note that values for damage/freezes are subject to change based on which NPC the ability is added to.
[New items:]
- Power Rune(crafting ingredient, can be upgraded to charged power rune)
- Charged Power Rune(high end crafting ingredient)
- Arcane Essence(crafting ingredient)
- Pure Adamantite Ring(tinkering plan)
- Artisans Heirloom(tinkering plan)
- Nimble Mining Gloves(tinkering plan)
- Adamantite Smithy Hammer(tinkering plan)
- Shroud of Divinity(artifact)