General
+ Manapools at Login: When you logon, manapools will be refreshed at the same rate as
hit points & moves.
+ Shopkeepers: ALL shopkeepers should now sell to invisibles people. But, they will
no longer sell to someone marked as thief or killer.
+ Runestones: *bane runestones for retired races will no longer randomly generate.
Commands
+ OUTFIT & New Players: Packs are no longer automatically held.
+ REPLY:
- You can no longer use REPLY when in quiet mode.
- If someone ignores you while you are replying to them, your replies will be blocked.
+ TAG: You can no longer use TAG if you've set NOTAG.
+ VANISH: Logic corrected so that only experienced ghosts, Brezu & Tannari can use
VANISH to move someplace else. Shadows runestones and legendary stealth will still
trigger invisibility, but can not be used to teleport.
Spells
+ RelSpell SLANDER: Modified to take GMing into account; Note: At non-GM levels,
"TRUTH HURTS" may do more damage than SLANDER but SLANDER also impacts Charisma.
Combat
+ MUG command: Added messaging when mugger gets gold or silver from his/her victim.
You DO NOT get money on every successful mugging.
+ DEARMOR: Corrected so it can now remove a 3rd bracer on an Athach.
+ Manashield & Earthbarrier: Corrected logic that was supposed to deduct mana when
the skill was checked. Also altered the HELP files to better match what the code
is actually doing. Note: Higher skill levels will decrease the rate of mana loss.
Arena v0.91 (still considered experimental & incomplete)
+ Arena COMBAT: Will no longer check level differences; If you agreed to the
challenge, you are fair game.
+ ACHALLENGE: You can no longer issue a challenge to a mob.
+ ABET: You can only bet on one of the combatants (instead of any player/mob in the game)
+ ABET clarification
- Arena betting splits the total amount of money bet between the players who bet on the
winning player. The House DOES NOT contribute anything additional to the betting pool.
- If you are the only person who bet, the most you can win is your original bet.
- If no one bet on the winning player, the House keeps the money bet.
Legendaries
+ Legendary Serenity (LEGENDSERENITY)
- Description updated to better reflect the skill's intent -- "chance to stop combat
in a room". The skill was not intended to completely halt any/all combat in a room.
- Logic now bypasses IMMs and mobs marked as healers, banker, shopkeepers or similar
- Serenity affect will only be added to people who are in combat; people not in combat
should be bypassed & not be impacted.
- Saving throw changed from a check of "Immune to Magic" (which only mobs can have) to
a Saving throw vs. Charm resistance. This means more mobs can be affected by the
skill, but also gives players a chance to NOT be affected.
- Updated some existing "it didn't work because..." messages to come from the siren
- Comments:
+ Each person & mob in combat is checked individually;
+ If either opponent in a combat situation is ** not ** affected by serenity,
their combat will continue;
+ Once a person has been calmed, the skill can not be used on them again
until the calm/serenity affect expires. This is consistent with how
the calm spell works.
+ Legendary Enrage (LEGENDENRAGE)
- Changed amount of armor and resist impact to be variable amount (from 1 to current max)
- Changed HP loss for skill use to be a direct hit to HP instead of a Dam_other attack;
The HP loss is related to the actual armor & resist impact on the victim, but the
player won't be able to use the skill if their current HP is insufficient to sustain
a maximum HP hit.
- Added wait time
+ UNMAKELEGENDARY: New command that will remove a legendary personality from an object.
Comment -- Instead of unmaking an object, if you have another legendarystone, you can
use MAKELEGENDARY again to install a new personaility.