Area changes:
Help files are updated to reflect all changed spells.
New help files are in for all new spells.
Code changes:
Empty containers no longer disappear.
Poisoned fountains will poison drink containers filled from them.
Added spell polymorph.
Magic missile now fires multiple missiles.
Search found 426 matches
- Fri Sep 17, 2010 2:47 pm
- Forum: Code suggestions
- Topic: Changelog
- Replies: 44
- Views: 78179
- Tue Sep 14, 2010 8:39 pm
- Forum: Code suggestions
- Topic: Changelog
- Replies: 44
- Views: 78179
- Sat Sep 11, 2010 9:31 am
- Forum: Code suggestions
- Topic: Changelog
- Replies: 44
- Views: 78179
Changes since last newsletter: Area changes: Camelot mirrored and attached to Seas of the Pirate Lords and Cliffs of Insanity. Yes, everything that was to the west in Camelot is now to the east and vice versa. Cliffs of Insanity modified to allow its water segment to connect reasonably to Seas of th...
- Sat Sep 11, 2010 8:50 am
- Forum: Code suggestions
- Topic: Changelog
- Replies: 44
- Views: 78179
Changelog
I'm going to start posting the various changes we're implementing in replies to this message, as they happen, so we have a record of them. The first couple of posts will be somewhat lengthy as I cover what was done as of the last newsletter, then post a brief of changes since that point. Newsletter:...
- Fri Aug 27, 2010 1:30 pm
- Forum: Code suggestions
- Topic: working draft for rumors
- Replies: 11
- Views: 22661
No mention of red pills until 30? While I'll grant you that Alandra isn't the friendliest city, you can start taking out guards and addicts at 15. The only reason we decided to do this, is because of the sleep spell that now works. There's a very good possibility of being affected below level 30. T...
- Fri Aug 27, 2010 9:13 am
- Forum: Code suggestions
- Topic: working draft for rumors
- Replies: 11
- Views: 22661
In an additional mention, I'd like to thank you (both) for putting in the work to redo these. As you initially said, the help rumors files were pretty badly in need of an update, and making mention of areas that are simply interesting to explore is actually a nice touch to the previously very eq/xp-...
- Fri Aug 27, 2010 9:09 am
- Forum: Code suggestions
- Topic: working draft for rumors
- Replies: 11
- Views: 22661
Re: working draft for rumors
I'm going to only leave quoted those rumors I have comments on, and handle them in chunks based on the rumors level. And of course EB has final editorial control. That's what I like to hear! ;) ------------------------------------------------------------------- RUMORS 0 -----------------------------...
- Thu Aug 05, 2010 11:28 am
- Forum: Area Building
- Topic: Future Areas(?)
- Replies: 2
- Views: 13069
Ok, so I had typed out a relatively long post in response to this, and then managed to not submit it... so... here's the highlights, as I can remember them. The Barren World is in a phase of gradual redevelopment and upgrade as I work on making the layout of the Realms make somewhat more sense - mea...
- Fri Jul 30, 2010 2:47 pm
- Forum: Announcements
- Topic: Haon Dor
- Replies: 0
- Views: 37021
Haon Dor
Thanks to Diren's hard work, you'll now find a new Haon Dor connected outside Calathar's west gate. As that's a major connection route, we had to do a bunch of area reshuffling and reconnecting to keep things accessible. The biggest of these is that Arialis Forest is now connected on Haon Dor's nort...
- Wed Jul 28, 2010 9:49 pm
- Forum: Chit-Chat Room
- Topic: help me figure this out
- Replies: 4
- Views: 16496
It looks like a bug in the speco, honestly. When it's initially dropped by the sylph, it assumes that it's disabled your light (since it is a type light), which causes the further problems. The remainder of it is because that particular item has wear slots that let it be worn on any slot on the body...
- Wed Jul 28, 2010 4:35 pm
- Forum: Announcements
- Topic: Upcoming Changes
- Replies: 0
- Views: 36359
Upcoming Changes
Over the next few months, we'll be experiencing a period of redesign as the landscape of the Realms gradually changes. I'll be doing everything I can, along with Bluestar, Brodgar, Scavenger, and the up-and-coming helpers that are assisting in this project, to make it as painless as possible on the ...
- Tue Jul 06, 2010 7:39 pm
- Forum: Chit-Chat Room
- Topic: expanding the playerbase
- Replies: 3
- Views: 15721
To (re)comment on Relo's point, area changes and active coding isn't really so much about attracting new blood, or even making a first impression. It's about sustaining the community that already exists, making it thrive further. Yes, we've got a large, mostly inactive player base. They'll come back...
- Sun Apr 18, 2010 5:35 pm
- Forum: Area Building
- Topic: minimalist area writing
- Replies: 3
- Views: 13565
- Tue Apr 13, 2010 10:28 am
- Forum: Area Building
- Topic: minimalist area writing
- Replies: 3
- Views: 13565
Alright, three points in response (and bear with any poor sentences, etc. I may include, as I'm quite tired atm). First, I'm ok with you writing the area in this fashion, as it is a conscious choice, and you are including the wealth of detail in an alternate form. However, depending on how it feels ...
- Sun Apr 04, 2010 2:00 pm
- Forum: Area Building
- Topic: Review Process?
- Replies: 3
- Views: 15917
So, with a remarkably dated reply to my own original post, the current process for area building goes something like this: 1) Talk to me about building an area. I will most likely approve any ideas that are not thematically way off of our target atmosphere (medieval fantasy). 2) I will point you to ...