Tumaris Diner, Damage Changes, Aarchaeology Game Lasher, August 17, 2013 New Area and Goal – Tumari’s Diner: A new diner has opened up in the world of Andolor, Tumari’s Diner! This large eatery has something for almost everyone. It features a huge dining area for any size family, a lounge for tired workers to grab a beverage after work, and a VIP area for those wishing to be separated from the general public. Just one small problem though: Tumari needs help. With a rush of guests flooding the doors of the diner, her staff can barely handle the sudden surge of work required to make everybody happy. Would you like to become an employee at Tumari’s Diner? Level Range : 125 to 145 Goal Difficulty : Difficult Goal Recommended at : Level 135 Goal Min Level : 120 Goal Converter : Rhuli Area Author : Rhuli Note: The mobs located within the tables in this area will not be used for quest or campaigns. Damage Output Changes: The damage output routines have been rewritten to combine damage output on most (not all) skills and spells. There are also a few new options to the ‘damage’ command including one option that gives a much smaller and cleaner output for mobile phone players and visually impaired users. Damage 2 now shows the same damage verbs you are used to but in a much simpler format without all the symbols and colors. Damage 4 is a version of this showing averages rather than total for the round. What was previously ‘damage 2’ is now ‘damage 5’ and shows simply ‘You damage [target]’ or ‘Your spell damages [target]’. You now also have the ability to show combined damage hits but one line per damtype rather than a total for the round. This is useful for seeing how your different weapons are doing. There is only a ‘totals’ version of this so far, not an average. The damage settings are now. Wherever it says ‘per round’ it also means per skill/spell: 0: Regular damage output. One line per hit. 1: Total damage per round of combat - regular damage output. 2: Total damage per round of combat - basic damage output. 3: Average damage per round of combat - regular damage output. 4: Average damage per round of combat - basic damage output. 5: Total damage per round of combat - very short basic output. 6: Total per round for each damage type - regular output. There are still a few skills and spells not fully respecting these settings such a Charge and Gaias Revenge. We will get to these over the next few reboots. Other Game Changes: A few other notable game changes in today’s update: The recent change to mob resists has been reduced so mob resists and vulnerabilities will now have more impact. About half way between what is was originally and what it was after the last change. The damage reduction on spells used against much higher level targets has been lowered. Using a 400 stat test char against a level 235 mob my avg on immolate went from around 440 to 640. Note this only kicks in on big level differences – a level 201 player char vs a level 220 mob will see very little difference. There is now a gamestat 13 which shows a breakdown of player alignments and a summary of good/neutral/evil. Immortals no longer appear in the stats on gamestat. They still show in the list at the bottom but not as part of the count used for percentages or as part of the actual data. Negative regen rooms will take a little less hp and mana than before, average is about 30% less. -500% rooms are still going to hurt though, reviewing a list of anything more than 200 to see where we might need to make changes. Aarchaeology Game: The “aarchaeology” game Rhuli has been running seems to be quite popular so we have put some code in the MUD to help automate and streamline it. Rather than an imm manually doing it a few times a day, the game will automatically add one on a random killable mob about once per hour. The tokens also have a new ‘alwaysloot’ flag that means they will be looted even if autoloot is off. I debated whether or not to do this as someone is bound to complain that “noloot means noloot dammit not even the good stuff!” but this is really just a way to avoid having to use a mobprog to put the item on you so I won’t be coding that ‘NoLootAndIReallyMeanIt’ flag. The only other difference is that you won’t be able to farm them by wiping out much lower areas. As with trivia mobs, if something is too low level for you to get exp from it, you will not get an archaeology card from it. Going to let this code settle for a while then hopefully we can use it to resurrect Aard Scrabble (which we should probably rename) and similar games. MUD News
Imagi’s Nation Area, Other Code Changes. August 23, 2015 New Area and Goal – Imagi’s Nation: The Imagi family has been an Andolor residence for decades, never creating a stir or drawing any attention to themselves. This is about to change. They are a loving family, consisting of the Father, Firgovi, the mother, Tolsirle, two children and a family… Read More
Shaman and Guardian Update, Other Changes November 11, 2023 Ranger and Guardian Changes: Gaias Focus changes: Can now be cast even if Gaias Revenge is already up. Removed damage types air and water, added energy. Full list of damage types is now Earth, Electric, Energy and Cold. Like Elemental Focus, this Will now remember the last damage type it… Read More
Instinct rebuild, note reset, other changes. August 24, 2012 Instinct Rebuild Option: There is now a mechanism in place to rebuild instinct in either a single skill or all at once. The cost is 2% of the trains / gold put into the skill but there is a max charge of 5000 trains / 50m gold when using the… Read More