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This is a blog for all the cool, but minor, things that your creators do for you.

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Yet More Fixes To Spells, posted on Mon May 18 14:57:18 2009
Posted by: Touchstone
Category: Guilds
Crystal balls will now be blocked by Kipperwald's Perlustration Prevention, in the same way Floron's Fabulous Mirror is.

Scolorid's Scintillating Scribbling no longer counts colour codes towards its 88 characters.

Skeleton warriors will now accept & equip weapons and armour their owner gives them, and should also follow through divine hand now.

Turnwhistle's Effulgent Autiridescence will now consume the lantern rather than the shimmering glass nugget. I've also added an extra stage, using con...

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Hitting Too Much Harder Now That You're No Longer Hitting Less Harder Than You Should Be, posted on Mon May 18 13:16:35 2009
Posted by: Drakkos
Category: Mudlib
The recent fix to the combat code had the side-effect of making almost everyone hit like a truck filled with other trucks. As such, I reduced the damage bonus that exceptional hits will do.

This is still very much a buff from the state before the fix (because you were doing less damage than a normal hit), but brings the damage back into line. I am still monitoring the situation - more adjustments may be forthcoming.

Some More Changes To Spells, posted on Sun May 17 20:19:48 2009
Posted by: Touchstone
Category: Guilds
Myrandil's Vicious Seizure: Previously, we got the same failure message ("An inebriated barge sailor tries to leave, but is held in place by the hands.") when they didn't have enough gp as when they failed the skillcheck. I've silenced that, so combat in fields of undead hands should be less spammy now.

Small blue lights and glowing moths will now actually stop fighting you when you get the message "You get fed up with seeing the small blue light dodge aside, so you stop fighting it." They sh...

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Let's Stay Positive, posted on Sun May 17 17:47:23 2009
Posted by: Touchstone
Category: Special
This one's from Pit, who did the complicated parts.

Due to various bugs with negative floats in player shops, it is now no longer possible to withdraw from a player bank franchise if the float can not cover it. In practice, this means franchise owners will need to keep the float at a reasonable level to allow sufficient withdrawals from their bank.

If you notice other ways for the float of a commercial property to turn negative, please report them.

Don't Pigeon-hole Me, posted on Sun May 17 11:35:41 2009
Posted by: Dasquian
Category: General
I've rejigged the layout of the ever-popular board summary page. You'll now find that every board has been categorised into one of a small number of categories, for your pleasure and convenience!

Struggling Along, posted on Sun May 17 09:49:45 2009
Posted by: Drakkos
Category: Mudlib
I have changed the way the 'struggle to hold' informs work, on the grounds that they were somewhat inconsistent and did not give meaningful feedback. The message was designed to show you when you were using a weapon (or a pair of weapons) that were going to give you combat penalties.

I have broken the message away from the wielding code (because it didn't actually reflect how the combat code worked), and moved it into combat. If you want periodic warnings about your weapon weight, you can s...

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Hitting Harder Than Before, posted on Sun May 17 02:00:53 2009
Posted by: Drakkos
Category: General
As a result of a small fix to the combat code, you may find yourselves doing a little more damage. Previously, if you got an exceptional hit on an opponent, you did 75% of the damage instead of 150%. Now the damage for that attack is correctly calculated.

Caught Red Handed, posted on Sat May 16 22:22:49 2009
Posted by: Drakkos
Category: General
Red-hilted daggers will no longer take quite so much damage when being used

Nun Chucking, posted on Sat May 16 22:13:42 2009
Posted by: Drakkos
Category: General
The golden dragon, plain wood and silver dragon nunchakus have been changed to no longer drain GP on use

Spell Changes, posted on Sat May 16 20:13:03 2009
Posted by: Touchstone
Category: Guilds
Some changes to spells:

There was a bug whereby spells wouldn't use up their reagents if you were wearing them, but would still work. Now they'll neither use them up nor work (it will give the same failure message as it does when you use something you're keeping).

Doctor Kelleflump's Deadly Demon no longer requires you to be evil to cast it. The same spell sometimes backfires even when you succeed; your demonological amulet will now protect you from that, if worn.

Narquin's Mist of Doom can n...

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