KOTL Forums
Player Forums => Announcements, Release Notes and more => Topic started by: Thalia on 08/10/07, 16:27
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Runestones
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+ MOON runestone: Changed to give immunity to changing for a minimum number of
ticks. (No more switching back and forth every tick)
+ Runestones
Added new runestones as follows:
- <Alignment/Order/Undead/Living> Wards: Increases To Hit against opponents
of matching alignment, order and/or living/undead status. Note: Neutrality
Ward counts as both Neutral Alignment and Neutral Order.
- <race> Bane: Increases To Hit against opponents of that race
- <Tier 1 class> Attacker: Increases To Hit against opponents in any tier of
that class.
- <Tier 3 class> Killer: Increases To Hit against opponents in Tier 3 or it's
related Tier 4s. Higher chance to hit than the Attacker runestones
- <Scout Mana> Resonators: Scout only runestones. Increase damage on spells
that use that type of mana. Damage bonuses isn't as much as the bonus that
mages get using the Arcaninas.
- <Weapon> Mastery: Increases damage if you are using a weapon with the
matching damage type.
- <Kingdom> Scion: Marks the wearer as a descendent of a noble house of that
kingdom. Impact includes:
+ Has a chance to decrease faction losses for that kingdom and increase
faction gains.
+ Allows the wearer to switch to that kingdom from their current kingdom
without loss of rank (unless the bearer is a kingdom leader, in which
case they'll be one rank less than the leader in the new kingdom).
+ Decreases rank requirements by 10% (so NPC promotions will be 90% of
base requirements and PC promotions will be 40% of base requirements.
- Rapid Rogue and Fast Fighter: Combat round occurs at 80% of normal rate
(so 5 attacks for every 4)
- Haggling: Increase selling prices, decrease costs; stacks with Haggling skill
- Phoenix: If you die, you come back to life fully restored but the rune is erased
from your body
- Smooth Skin: Decrease chance of scars
- Religion / Kingdom / Acting Lessons: Increases religion / kingdom/ RP
experience gains.
- Good Fortune: Increases the odds of a runestone or gem drop.
- Legendary Good Fortune: Increases the odds of runestone, gemstone AND
legendary stone drops
- Immortal Good Fortune: Adds 10% onto any IMM bonus command.
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Magic
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+ Spells
- YOUTHFULNESS: added message to caster when target already has youthfulness
- FAIRNESS: Wasn't taking GMing into account, plus added some variability to
the max damage amount (which should now be higher).
- TRUTH HURTs: Damage upped (max at level 200 was 160, now does 1200)
- WINDBLADE: Damage upped (max at level 200 was 200, now 1200 split between the
two attacks)
- DISABLE -- multiple disables should add into the existing disable affect
instead of creating additional affects
- Agony/eye/link -- damage upped to match help files more closely PLUS damage has
been switched to DAM_OTHER
- Ray of Truth -- Evil Mobs should no longer cast it on themselves.
- Stone Rain: was switched to do Water and Earth instead of Fire and Earth
- Scout spells:
+ All Scout spells were touched to add in the Resonator Runestones.
+ GM logic was checked (It was missing in a couple of instances)
+ Saves logic was corrected (In a couple of instances, the victim's
saving throw was being checked but the damage wasn't being decreased)
+ Net result is that some things may seem stronger or weaker, but there
was no overall intent to "rebalance" (or n***) spells. Just trying to
correct some bad logic.
+ Mob Spell Casting: With the exception of Breath spells, all mob spell
casting is now going through standard casting logic. Like players, they
will now have a chance of miscasting.
+ Mob Brands: Mob Brands should no longer hit people in changeform.
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Combat/damage/death related
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+ Mob Spell Cast logic was updated to have them automatically target whoever
they are fighting. Old logic only allowed the mob to target someone who
was directly fighting them. Result is (1) pets will now be able to cast spells
at mobs that are targeting you and (2) more mobs will be able to cast spells
at you during combat.
+ Racial affects for Ghosts and Skeletons should be correctly reset when they
are killed
+ Vamp Blood Loss Calc -- Changed to be a bell curve from 0 to A instead of
randomly doing 0, A/2 or A.
+ Damage over Time (DoT) affects: Although their duration won't change, the
damage they do will now be triggered more frequently. This includes:
Plague (disease), Poison, Flesh Peel, Dark Bomb, Toxicate, Rip, Bleeder
and Torment
+ Shieldflags -- Damage done now increments for level of shield user plus
Runemaster/invoicer get +25% and ... tinker get +15%
+ If pets/charmies/familiars get the kill, their will let thier masters do
the loot commands.
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Commands
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+ WHISPER changed to only message people who are awake
+ Kingdom Commands
- APPRAISAL Updated to allow Scions to rank with 90% requirements
- PROMOTE updated to promote Scions at 40% requirements
- CITIZEN updated to indicate when someone is a scion in your kingdom
+ AFFECTs now has some command options. "Player" will show you runestone and
spell affects. "Equipment" will show you affects from equipment. "Racial"
will show your racial affects.
+ SACRIFICE has been updated to put money into your religion's coffers under
certain circumstances.
SACRIFICE ALL or SACRIFACE ALL.* puts always puts money into your religion's
coffers.
SACRIFICE <item>: If AUTOSPLIT is on, it splits the money among your group (or
just gives it to you if you aren't grouped). If AUTOSPLIT is off, the money
goes into your religion's coffers.
+ GEMOTE should work for wizi or incog imms.
+ OSAY/OSAYTO/OWHISPER without any argument will toggle off and on a flag that
indicates whether you want to see OSAY/OSAYTO/OWHISPER. There's just one
flag that covers all 3 commands. You can't use or be the target of the command
if you have the flag on. CHANNEL will show your current OSAY setting.
+ DONATE/KDONATE: You can now donate in silver or gold to your kingdom. If
you don't indicate a money type, it will default to silver.
+ DISMISS command: used to dismiss a pet/charmies/familiar or floating disc.
+ POSE: now allows 45 characters in your pose
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Items
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+ The Custom Stiletto had defaulted back to daggerslash (instead of daggerpierce).
Fixed ... hopefully. If you have a custom Stiletto that is doing daggerslash
and you would like it switched to daggerpierce, drop me a note.
+ EXCLUCDING CUSTOMS and QUEST WEAPONS, the Weapon on ALL weapons were checked
and many. Most weapons that were flagged as Exotic should now have a standard
weapon type.
+ Hum flag on Items: Blind people can now "see" & use Humming items in their
inventory
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Misc
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+ HELP CUSTOM updated to reference "redeem" instead of "refund"
+ Changed the default pose to is [a/an] [charisma-modifier] [gender] [apparent race]
+ Master Skills: SAVE now drops any skill you still have in master skills. This
should keep Jaxom mods from giving you training in them.
+ Familiars (religion & spell creates) AND golems now get a random profession
based on their level. They were all fighters so only had fighter (tier 1) skills.
They also get mana based on the profession (e.g., mages get more than
fighters).
+ New Exit/Door flag: KEYWORDONLY
When this is set on a exit with a keyword, you will only be able to interact
with that exit by using the keyword. The Keyword will display in the [EXITS]
information you see when you LOOK at a room. You'll need to interact with
the exit as if it were a portal, for example, if the exit is a "gate", you'll need
to "enter gate", "go gate", "close gate", or "open gate"
+ For Builders: OLIST WEAPON will list all weapons in the area and show the
weapon type.
+ Vampires can no longer feed from Undead (including but not limited to skeletons)
+ Vampire AutoSneak -- fixed.
+ New Mob Abilities
- Shopkeeppers can now buy runestones, spell components and alchemical materials
(if set-up to do so)
- Mobs can now be set to cast the buff spells. command is BUFF (works pretty
much like HEAL with healers.
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The category header is the weapon's new weapon type. The type listed on the line with the weapon's name is what it was coded as:
daggerpierce
a Stiletto daggerslash
a Stiletto of Vanquishing daggerslash
a Jagged edged Stiletto daggerslash
a sharp stick exotic
Daggerslash
Cat's Claw exotic
wolf's claw exotic
talon exotic
McAllister's claw exotic
a Small Pocket Knife exotic
A silver dirk swordslash
a griffon claw swordslash
Flail
Dwarven flail whip
Exotic
a hunter's bow spearbash
knuckles of Stone flail
Mace
Dagroky's Mud Mace exotic
a Smiths Hammer flail
A Club of Magma flail
polearmpierce
a dragon lance polearmslash
a blood pike exotic
a Mesilena pike exotic
a wooden pike polearmslash
a Murkwood pike polearmslash
a pike of the clouds polearmslash
a rake exotic
a barbed pike polearmslash
a Sturdy Pike spearbash
a flag pole exotic
a Golden Pike spearbash
A Pike of Rocks spearbash
a Death Lance polearmslash
a Pike spearbash
a Rune pike spearbash
Demon Lance polearmslash
a Tozain pike polearmslash
a Lapis pike polearmslash
a rough pike polearmslash
a Lapis pike spearpierce
polearmslash
Klevnone halberd exotic
Warrior halberd exotic
Celtic Polearm exotic
a scythe swordslash
dark steel halberd exotic
a scythe exotic
a Shadow Scythe swordslash
spearbash
a wooden staff exotic
the staff of Bzaal exotic
a Mesilena staff exotic
a wooden staff exotic
a Murkwood staff exotic
Bear Head Staff polearmslash
a staff of bone exotic
gnarled staff exotic
a quarterstaff polearmslash
the Black Wizard's staff exotic
Priest's Staff flail
spearpierce
Dwarven spear polearmslash
crystal spear spearbash
Klevnone spear spearbash
Warrior spear spearbash
rusty spear spearbash
Celtic Spear spearbash
a wooden spear spearbash
a thunder spear spearbash
Bronze Spear spearbash
dark steel spear spearbash
Demon Fire Spear spearbash
a hunting spear spearbash
Water Trident spearbash
a keeper's spear spearbash
Swordslash
a bone sword exotic
a Daemon Blade polearmslash
Whip
Whip of the Ringmaster exotic
Whipexotic
Trail of Ribbons whip
a Blue Drake's Tail flail
a cat o' nine tails flail
a Tozain lash whip
a Tozain flogger flail
a Lapis lash whip
a Lapis flogger flail
A Lapis Knout flail
A Lapis Scourge whip