New area quests (goals), public manor rooms, other changes. Lasher, December 17, 2023December 19, 2023 New Goal in Anthrox: Many of the troll heroes that populate the world of Aardwolf originate as the best and the brightest of the thriving city of Anthrox. Anthrox is found settled in amidst the Greenwart Swamp in the southeast corner of the main continent, Mesolar. Despite its uncivilized appearance, Anthox enjoys a flourishing society with a leadership hierarchy that promotes honor and respect among its people. That said, they find most visitors to be unwelcomed guests and even its returning citizens are considered adversaries among the local population. If you consider venturing into this troll-dominated region, be mindful of lack of diplomacy and distaste for outsiders. Also don’t forget to shower, if you return. Axa has instructed Borteg to complete the invasion of Anthrox. Perhaps you could investigate this? Level Range : 80 to 110 Goal Difficulty : Difficult Goal Recommended at : Level 110 Goal Min Level : Level 100 Goal Max Level : Level 150 Goal Converter : Kelaire & Scars Area Author : Maerchyng New Goal in Dortmund: Nestled in the countryside lies a small town known as Dortmund. For years they have been known for their export, ermine fur. However, lately the caravans have completely stopped and no word has been sent as to why. You remember seeing a poster in market square from some mayor, Darkon Stills you think his name was, saying that Dortmund needed some adventurers to look into a problem with a cave or something. Maybe no one took the job and they are having too many problems to continue shipments of ermine. Ermine is pretty valuable, maybe you should wander over there and see if they still need help. If it works out you could possibly make a small fortune. Level Range : 5 to 25 Goal Difficulty : Easy Goal Recommended at : 20 Goal Converter : Zolstead Area Author : Calabus Manor expansions and public rooms: Several changes to manors in this update: It is now possible to make manor rooms public. To make a room public you must be the owner and it will cost 1,000,000 gold in land registry fees. The syntax is simply ‘home public’ or ‘home private’. Using ‘home public’ will give a warning and require a confirm option. You can make some rooms public and still keep the rest private. When a room is public, anyone can enter the room but they cannot use area exits other than to Aylor. They *can* take or sacrifice items on the floor so we recommend you move important items to other rooms before making any public. Using ‘look’ will also show a new flag [Public] when a room is public. To go with this change, it is possible to increase the number of rooms in your manor beyond 5, but every 5 rooms is an additional 10tp cost. So: Rooms 1 - 5 : 10tp Rooms 6 - 10 : 20tp Rooms 11 - 15 : 30tp Rooms 16 - 20 : 40tp Rooms 21 - 25 : 50tp ... This is deliberately expensive and we don’t expect it to be used much, but it’s better than a hard no for anyone who *really* wants a bigger manor. It is now also possible to change the sector type of your porch as long as it is not to a sector that causes other players problems such as quicksand. You can now see maps in your manors and into Public flagged rooms. If you don’t want this you can have the NOMAP flag set on your rooms (help MU-ROOMS). If you want the map of your manor but don’t like the way the area exits clutter up the map, you can also request a ‘nomap’flag be set on the exits (help MU-EXITS). There might be a lot of these over the next few days so please be patient if the upgrade takes a while. Other code changes this reboot: Tidied up eqsearch so that it will not suggest both shields and off-hand weapons if you can’t wear both. What it shows will depend on what you are wearing at the time. The chances of bloot loading in a room is now modified by how many object resets are in the room – more resets means less chance per item. Increased the base damage on the Harmer spell Void Sermon a little. The code around superhero and whether it is better to let it restore stats (almost always) or force norestore can get quite complex at times and wasn’t always giving the best advice. I have changed the code to take into account the free rebuild you get when restoring the previous stats. I think this might actually mean that the norestore option will almost never be seen now unless you really screwed up a rebuild in the past. There are several options to ‘spells’ such as movement, dodge, resist, etc that didn’t work with ‘allspells’ – they do now. Using ‘help spells’ shows a list of them. Dtrack now tracks critical hits and shows the critical hit percentage. Dtrack now tracks critical spells if you are a class that has the possibility or have cast critical spells via an Oracle prophecy. Dtrack now also tracks both your dodges and combined dodges of enemies you are fighting. You can see the table of dodges using ‘dtrack dodges’. Not sure who useful the second one is but I needed it to test some changes of my own so figured I’d make it available. Keep in mind with dodges, most dodges block a lot of hits so whichever dodge is checked first will have the highest number. It is usually your class specific dodge checked first then dodge itself next. MUD News aardwolffree mudfree rpgmud questsquests
Aardwolf MUD – Object IDs and Other Changes – Oct 26th 2009 October 26, 2009 Primary Stat Changes – Psionicist and Paladin: The Psi primary stat was changed because, for a single class psi trying to use their spells, int makes the most sense. That was the perspective in mind when the change was made. If someone on the test port had pointed out the… Read More
Keepall now free, Potential features added, new goals. November 27, 2010 Keepall wish removed: The ‘keepall’ wish has been removed. Everyone can now save equipment regardless of level. If you had the keepall wish, it has been removed from your character and the keepall wish base cost of 7,000 qp plus your current adjustment cost (minus 350 for keepall itself) has… Read More
New Race Modifiers, Other Changes. April 13, 2024 Gquest Ranges and other Changes: We have changes the way races and stat bonuses work. In additions to the current variations by stat cost, each race can now have plus or minus percentages in each of these categories: Weapon Damage Inflicted Skill Damage Inflicted Spell Damage Inflicted Healing Cast on… Read More