Changelog
Changelog
I'm going to start posting the various changes we're implementing in replies to this message, as they happen, so we have a record of them. The first couple of posts will be somewhat lengthy as I cover what was done as of the last newsletter, then post a brief of changes since that point.
Newsletter:
Area fixes:
Area fixes for Siberfels, Dun Candrae, and Yamanoha Fortress.
Exit fix for Fire Newts to Clanghammer connection.
Typo fixes running through entire back typo file.
New Haon Dor loaded, thanks to Diren for writing it. Paths to Assault on Calathar, Underworld, Horror Hills, High Tower of Sorcery (and Galaxy, Wyvern's Tower, Dragon Tower as being linked through Shadow Grove), Arialis Forest and the far side of Western Woods have changed.
Old Haon Dor, Ofcol, Troll Den, and Old Marsh disconnected.
Arialis Forest moved to north side of Haon Dor. Shire (and Shar-Quin Village) and Mirage Tower (and Lag Central) now connect to this area. Obviously, these paths have also changed.
New Ofcol temporarily connects off the eastern path, along the route that leads to Seas of the Pirate Lords.
Arachnos now connects to Treetops/Canopy.
Elizabethan Theater now connects to Les Mis, right outside the theater doors.
Thieves Forest now connects to Hobgoblin War Camp, near its border with Hunting Grounds.
Code changes:
Timer flag fix involving non-melting timed items.
Updated timed container decay code.
Undead limbs display properly when spawned.
Doors no longer report keywords when bumped into.
Timed lights no longer decay twice as fast as they should.
Notes now take 8 days to disappear from the note list.
Offensive spells and negative affects on magical items now work on players - be wary as this includes traps, potions, pills, etc. that formerly just said "You can't do that."
No-pass flag for exits/doors. (Coded by Slart before he left, actually.)
Rewrote speco_teleportation to stop processing when inside a closed container. All other situations should cause it to transfer people properly.
Toss command added for all players.
Newsletter:
Area fixes:
Area fixes for Siberfels, Dun Candrae, and Yamanoha Fortress.
Exit fix for Fire Newts to Clanghammer connection.
Typo fixes running through entire back typo file.
New Haon Dor loaded, thanks to Diren for writing it. Paths to Assault on Calathar, Underworld, Horror Hills, High Tower of Sorcery (and Galaxy, Wyvern's Tower, Dragon Tower as being linked through Shadow Grove), Arialis Forest and the far side of Western Woods have changed.
Old Haon Dor, Ofcol, Troll Den, and Old Marsh disconnected.
Arialis Forest moved to north side of Haon Dor. Shire (and Shar-Quin Village) and Mirage Tower (and Lag Central) now connect to this area. Obviously, these paths have also changed.
New Ofcol temporarily connects off the eastern path, along the route that leads to Seas of the Pirate Lords.
Arachnos now connects to Treetops/Canopy.
Elizabethan Theater now connects to Les Mis, right outside the theater doors.
Thieves Forest now connects to Hobgoblin War Camp, near its border with Hunting Grounds.
Code changes:
Timer flag fix involving non-melting timed items.
Updated timed container decay code.
Undead limbs display properly when spawned.
Doors no longer report keywords when bumped into.
Timed lights no longer decay twice as fast as they should.
Notes now take 8 days to disappear from the note list.
Offensive spells and negative affects on magical items now work on players - be wary as this includes traps, potions, pills, etc. that formerly just said "You can't do that."
No-pass flag for exits/doors. (Coded by Slart before he left, actually.)
Rewrote speco_teleportation to stop processing when inside a closed container. All other situations should cause it to transfer people properly.
Toss command added for all players.
Changes since last newsletter:
Area changes:
Camelot mirrored and attached to Seas of the Pirate Lords and Cliffs of Insanity. Yes, everything that was to the west in Camelot is now to the east and vice versa.
Cliffs of Insanity modified to allow its water segment to connect reasonably to Seas of the Pirate Lords (and Camelot).
The Groves of Malacandra added, thanks to Brodgar for writing it. It connects the north gate of Malacandra to Camelot and Vessendil. Paths to Vessendil have changed.
Most of Aod's maps have been updated to reflect the new locations of areas.
New commands and spells have had help files added for them.
Code changes:
Added spell water breathing for elves and druids.
Added spell summon swarm for druids. (Thanks to Brodgar for his work on this.)
Fixed almost all status removal spells (cure disease, cure poison, medicine, expose, etc.) to properly remove non-standard affects. Exception: dispel magic. This is primarily to make it easier on me going forward with adding new spells.
Fixed code errors in a number of the newer illithid spells to provide for saves against them and to cast them at appropriate levels. Sorry for the minor nerfing, but I couldn't condone these oversights.
Recategorized spells into more reasonable targeting groups. This should be invisible to players.
Added dispel messages to spell data as a first step to making dispel magic easy to work with going forward.
Fixed bug with safe mobs that allowed them to be attacked via scrolls.
Changed behavior of safe room flag to prevent all combat.
Area files can now take a #VERSION tag. This is a first step towards additional area file information.
Avatar skill learning upon login added.
An imm command and imm config switch added.
Edit: Also updated fountains to have liquid types.
Area changes:
Camelot mirrored and attached to Seas of the Pirate Lords and Cliffs of Insanity. Yes, everything that was to the west in Camelot is now to the east and vice versa.
Cliffs of Insanity modified to allow its water segment to connect reasonably to Seas of the Pirate Lords (and Camelot).
The Groves of Malacandra added, thanks to Brodgar for writing it. It connects the north gate of Malacandra to Camelot and Vessendil. Paths to Vessendil have changed.
Most of Aod's maps have been updated to reflect the new locations of areas.
New commands and spells have had help files added for them.
Code changes:
Added spell water breathing for elves and druids.
Added spell summon swarm for druids. (Thanks to Brodgar for his work on this.)
Fixed almost all status removal spells (cure disease, cure poison, medicine, expose, etc.) to properly remove non-standard affects. Exception: dispel magic. This is primarily to make it easier on me going forward with adding new spells.
Fixed code errors in a number of the newer illithid spells to provide for saves against them and to cast them at appropriate levels. Sorry for the minor nerfing, but I couldn't condone these oversights.
Recategorized spells into more reasonable targeting groups. This should be invisible to players.
Added dispel messages to spell data as a first step to making dispel magic easy to work with going forward.
Fixed bug with safe mobs that allowed them to be attacked via scrolls.
Changed behavior of safe room flag to prevent all combat.
Area files can now take a #VERSION tag. This is a first step towards additional area file information.
Avatar skill learning upon login added.
An imm command and imm config switch added.
Edit: Also updated fountains to have liquid types.
Last edited by Everybody on Thu Sep 16, 2010 3:07 pm, edited 1 time in total.
Made changes to how dispel magic works so that new spells are easy to make dispellable. This also fixed a bug with iron monk.
Also fixed a bug with using enchant weapon off of scrolls.
Also fixed a bug with using enchant weapon off of scrolls.
Last edited by Everybody on Fri Sep 17, 2010 2:47 pm, edited 1 time in total.
Area changes:
Adjusted New Smurf Village to highlight new currency changes.
Added or adjusted helps to provide interface for currency changes.
Added base-level area currency data (i.e. gold) into Limbo so that old shopkeepers still work properly.
Code changes:
Added currencies as a builder-configurable section in area files.
Adjusted everything that deals with gold to work with new currency system (since gold gets automatically changed to gold currency behind the scenes).
Shops are now settable by builders to take up to 5 different currencies.
Exchange command and moneychangers added as a special case of multiple currency shops.
Display commands adjusted to account for additional currencies.
Two imm commands added to get information about shops and currencies.
All currency-related area file changes will be covered in a post in the area building forum in the near future.
Adjusted New Smurf Village to highlight new currency changes.
Added or adjusted helps to provide interface for currency changes.
Added base-level area currency data (i.e. gold) into Limbo so that old shopkeepers still work properly.
Code changes:
Added currencies as a builder-configurable section in area files.
Adjusted everything that deals with gold to work with new currency system (since gold gets automatically changed to gold currency behind the scenes).
Shops are now settable by builders to take up to 5 different currencies.
Exchange command and moneychangers added as a special case of multiple currency shops.
Display commands adjusted to account for additional currencies.
Two imm commands added to get information about shops and currencies.
All currency-related area file changes will be covered in a post in the area building forum in the near future.
Attribute saves are now in. Taint has been changed to use them, and I have made note of several other places in the code that should have a save added to it.
Fixed a (presumed) bug with demon head spell determination that got introduced by my spell targeting updates. If you picked up a demon head in the last couple of months, my apologies, as I likely caused it to choose its spell from a much-reduced set of spells.
Fixed a (presumed) bug with demon head spell determination that got introduced by my spell targeting updates. If you picked up a demon head in the last couple of months, my apologies, as I likely caused it to choose its spell from a much-reduced set of spells.
Bug fixes:
Made mobs properly use weapon damage fields when calculating damage. Mobs now do correct damage with two-handed weapons, in particular.
Fixed circle so that a higher practice % makes it more likely to succeed rather than less.
Fixed fling so that mobs aren't poisoned on a missed fling.
Attempted a fix to blast so that you can use it to open fights... this appears to not have taken.
Code changes:
Adapted trip, tailsweep, bash, disarm and earthquake's fall affect to use the new attribute saves. Yes, mobs can save against these as well.
Modified nearly all combat skills to have appropriate lag times for use.
Changed trip (and similar effects) so that it always incurs a 1 combat round penalty on attacks upon the victim. (I.e. if you get tripped, your opponent(s) get a free round of attacks.)
Changed mob AI to only have a chance to disarm/trip once per combat round.
Made mobs properly use weapon damage fields when calculating damage. Mobs now do correct damage with two-handed weapons, in particular.
Fixed circle so that a higher practice % makes it more likely to succeed rather than less.
Fixed fling so that mobs aren't poisoned on a missed fling.
Attempted a fix to blast so that you can use it to open fights... this appears to not have taken.
Code changes:
Adapted trip, tailsweep, bash, disarm and earthquake's fall affect to use the new attribute saves. Yes, mobs can save against these as well.
Modified nearly all combat skills to have appropriate lag times for use.
Changed trip (and similar effects) so that it always incurs a 1 combat round penalty on attacks upon the victim. (I.e. if you get tripped, your opponent(s) get a free round of attacks.)
Changed mob AI to only have a chance to disarm/trip once per combat round.
Set up a callback system for spells and rolled existing spells into it where it was applicable. Any questions about how this is set up exactly, just ask me. (This is for people who may want to submit spell code snippets.)
Added new spells acid globe and dancing sword for elves.
Added new spell regeneration for druids.
Added new spells acid globe and dancing sword for elves.
Added new spell regeneration for druids.
Fixed bug introduced with spell callbacks that removed affects on quit that shouldn't have been removed.
Fixed bugs from dispel magic rework. Dispel magic should no longer: dispel spells that should be undispellable; dispel the same spell multiple times; or dispel a spell that is no longer affecting you.
Added in helps for acid globe, dancing sword and regeneration.
Fixed bugs from dispel magic rework. Dispel magic should no longer: dispel spells that should be undispellable; dispel the same spell multiple times; or dispel a spell that is no longer affecting you.
Added in helps for acid globe, dancing sword and regeneration.