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Vanisse Immortal
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Joined: 06 Jan 2006 Posts: 2793 Location: inside a tree
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Posted: Sun Dec 27, 2020 10:35 pm Post subject: Q4 2020 Patch is live! |
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In this patch, we worked on incorporating as many Strythmas wishes as we could, including from years past. A huge thank you to all the busy Strythmas elves... I mean immortals... and an even bigger thank you to all of you players. There's nothing quite like seeing how you guys bring the stuff we create to life. Here's to a brilliant new year.
Lairs
* Lairs now alert the lair owner when an intruder enters. -- Rothak wish
* A trusted player does not trigger the alert. Neither does autosneak.
* The maximum amount of rooms allowed per lair is now 5. -- Xerties wish
* Increase the number of rooms allowed in your lair by upgrading the lair (improve your lair score for that by deploying items inside).
* Previous lairs have been already upgraded where possible. If we found the lair was just an "Unfinished Room", since it is a ton of work, we just refunded your lair kit.
* Lair doors will be automatically locked by lair guardians when they repop, if you have one. -- Resatimm wish
Cabals
* The pendulum is back working again.
Classes
General
* Customizable warcry: requires level 45 -- Nadrin wish
* Religion is required.
* Warcry must contain one or more of : god name / element (singular) / elemental (plural)
* Mana costs of weapon ward and protective shield now meet in the middle -- Grayden wish
* Crafted items (e.g. nunchucks, ranger bow, healer staff) now last quite a bit longer.
* Lag skills' diminishing returns behavior applies only to already-lagged characters (i.e. just to disrupt "chaining").
Dark-knight
* Devil specced dark-knights now gain the blasphemy spell.
Berserker
* Mania and rage now cause any existing adrenaline to be aggressive.
* erage -- hamsamwich wish
Code: |
> erage 'stubs his toe.' cow AAAAAH!
Bob stubs his toe.
Bob yells 'AAAAAH!'
Bob's veins course with power as the madness engulfs him!
Bob's chomp devastates the cow!
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* "Phostan berserker" spec has been added. chaotic/good which means neutrals can use it. -- Resatimm wish
* This spec sacrifices dash for double grip and a war elephant mount
* The war elephant is limited to 5000 movement which means you could run for about 20 mins straight before it collapses. After that you will have to let it rest.
* The war elephant has loads of hp but collapses at 50% health refusing to be a mount anymore.
Code: |
Magma: The masters of magnitude are favored by the legendary dwarf, Phostan, for their contempt for evil and reliably on-point sarcasm. These berserkers arrive to battle on massive war elephants, talking smack while swinging their double gripped axes. They are jovial, but known for their stormy tempers. Expect them to enter mania quickly on those who have disrespected His Eternal Holiness.
Abilities: DOUBLE GRIP, WAR ELEPHANT, THE MARK
Note that using the Mark improperly will result in an OUTCAST. |
Ranger
This patch, we're improving on the stealth aspects of rangers.
* Infuriating timer from failing the herb skill has been removed.
* new skill shield throw, which has a small chance to shatter a protective shield -- Thorgoth wish
* new command: survey (part of beastcall):
* rangers can now spend their beastcall cooldown to ask the insects for intel on their targets. The response from this is pretty random. Note that it cannot give away where you are if you don't leave a trace of where you've been. Keep them forests clean (or very messy) -- Vhrael wish
* new command: prone
* Although all other characters can do this, it has no real gameplay significance except for rangers
* Going prone before camo removes evasive adrenaline (since line of sight is broken), which gives the ranger a better chance of camo
* Being prone/camo means the "WHERE" command cannot be used in the room to find the ranger
* The ranger is able to move around slowly and do some other limited commands while prone, without breaking camo
* Called shot now ignores armor class.
Paladin
All I want for Christmas is a paladin nerf. -- kento wish
General paladin stuff
* Dwarf paladins are a thing. -- Kedaleam wish
* Holy armor bonus for medium armor has been slightly reduced. Only Eradicator paladins gain a holy armor bonus from light armor.
* Flee attempt now incurs a willpower loss of 2 points. This stands in for the usual flee penalty that makes it harder for paladins to flee fights. (If you don't know, now you know. Many classes have one.) If the paladin has no willpower, it just does its usual behavior.
Oath of eradication
* Errantry and inspiring presence no longer stack, so you are choosing between a passive team-party damroll or an active frenzy for yourself.
* Lightning charge updates:
* Lightning charge now uses up all of an eradicator's willpower, dealing extra damage based on the amount of willpower.
* The lightning charge can now pin the opponent against an opposite wall (if there's no exit in that direction) for extra damage.
* Opponents can save against this extra lightning damage with a successful afflictive save.
* The lightning charge is no longer AoE since we can now catch paladins using condemn recklessly for oathbreaks.
* Fencing updates:
* Medium armor (in addition to heavy armor) cannot be worn while fencing.
* Eradicators can now fence with one-handed spears.
* The base chance to feint while fencing has been reduced.
* Arrows cannot be feinted unless the manual feint is active.
* Divine sacrifice now also increases willpower.
* Blind faith has been replaced by a new skill: test of righteousness
Code: |
'TEST OF RIGHTEOUSNESS'
Syntax: test <target>
Dedicating one's self to the eradication of one's own imperfections
enables the paladin to become so inspirational to others that they,
too, may seek to perfect themselves. Those who take the oath of
eradication are known to train their physical body relentlessly
in pursuit of perfection, testing themselves on the way to mastery.
Choosing a target for a personal trial conveys a small bonus to
hit/dam and armor class against that target for its duration,
irrespective of its alignment. The trial lasts until the target
is defeated or destroyed. |
Monk
* New skill, block: much like concentrate, monks with a combat style advantage get a bonus in their parry. if they succeed this, the damage taken is reduced significantly instead of being prevented completely
Code: |
'BLOCK'
Syntax: automatic
In addition to the evasive techniques of parry and dodge, monks also use
their limbs to intercept attacks and render them less effective. Attacks
that the monk successfully blocks will deal reduced damage. This can
be combined with their IRON BODY damage reduction techniques and works
especially well along with the additional reduction from using the panda,
snake and mantis fighting styles.
Combat style advantage is required for the monk to be able to block.
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* Monk two-hander styles (panda/snake/mantis) offer moderate damage resistances. -- lionspyre wish
* panda : blunt/lightning/cold/fire
* snake : pierce/poison/disease
* mantis : slash/water/holy
* applying the correct two-handed style gets the most out of the new skill "block"
* n.b. well-fed panda resists everything decently, instead of just the above
* Pose now works while meditating. -- hamsandwich wish
* Leopard style "lunge" no longer works on opponents with aggressive adrenaline
Druid
Brew updates -- Kornhole wish
Code: |
'BREW'
Syntax: brew
Syntax: brew <potion>
Brewing is the art of developing reagents into potions. The knowledge of
what may be brewed is exclusively held by the witch, Echuir, in Seringale.
Echuir is a one-stop place for all of your brewing needs. Note that most
recipes require herbs that were cultivated from seeds, so an elementary
understanding of botany is required for effective brewing.
Type brew at echuir for a list of potions. Typing brew <name> name will
give the reagents needed for the brew. If the ingredients are in the
cauldron, Echuir will create the potion. Note that for recipes that
require a shard, the level of the potion ultimately depends on the
level of the shard that was used to brew it.
Druids are able to forage to find brew reagents, including shards, and may
also brew the potions themselves. This requires buying a portable cauldron
from the Hierophant in the Holy Grove. It is rumored that some circles of
druids experiment with mixing the potions.
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* Brew recipes with shards now uses the shard level instead of requiring 3 shards. This determines the final spell level.
* List of recipes at Echuir has been changed:
* e.g. the new gyvel brew (prismatic shard instead of 3x shards = level 60 gyvels).
* also all of the seed items are now used to brew potions - shards are no longer required for all brewed potions
* Forage can now uncover (i.e. steal) the seeds that were planted in that room
* Forage can now find random seeds of any kind, as long as they exist
We are a bit too light on recipes to be able to mix brewed potions yet. Sorry Kornhole!
Necromancer
* Necromancer corpse decoration cost is now based on corpse level and scales up when the corpse is higher level than the necromancer.
Shadow
* Vanish distance is now min 7 rooms (safely out of scan range) plus extra for half-elf.
* Shadow tactics is now a toggle (so your attacks are either shadow damage or they aren't).
* Lightning strikes from game weather now pull shadows out of hiding. Try to hide indoors.
Shaman
* Minotaur shaman is now a thing. -- m1co wish
* AC for shrunken heads is slightly reduced
* Killing a player with a shrunken head shield equipped now causes the head to sprout a demonic horn.
* The demonic horn adds +1 damroll but lowers the durability of the head (i.e. its pus capacity)
* The horn can get larger so that this affect can stack up to 5 times.
* On the 5th stack, the head will begin to periodically leak pus.
Bard
* Added compose clear <song name> to revert composed lyrics back to default -- Vanisse wish
* Avian bards are now a thing. -- Vevier wish
Illusionist
* New spell "razor strings" : chance to entangle the target or deal physical damage.
* This spell can have up to 3 strings. If the illusionist is controlling duplicates, there will be less strings available. It's unuseable with all possible duplicate slots filled up.
* If the victim fails a mental save, they get tangled up in the strings. Please note, there is a crapshoot chance they are strangled. If the player is wearing proper saves, the odds of this happening is 1 in 400.
* The spell then hits for slash damage depending how many strings the illusionist has available.
* New spell "glass door": creates a 1 hp wall in a room that blocks movement from the specified direction. Pass door is allowed. The wall can be broken by attacking it, i.e. "smash glass" (you would have to know it is there).
* This can also be charged through. It'll just cause the paladin to crash and trip when they get through
* The glass door decays after a while
* Fleeing through glass door is possible and breaks the door causing bleeding a la the malice in the underdark / tiger style grievous wound (it reduces constitution and that means it also reduces healing)
* Glass door can be thwarted with the paladin/healer "cleanse room" spell as well as the usual bash/trip/charge stuff used on lair doors.
* New gnome racial legacy: "ultra invisibility"
* casting invis now causes 4 rounds of ethereal. This may make teleport a little bit safer, but barely.
* New gnome racial legacy: "summon gnometron"
Code: |
- replaces shadowform for gnome illusionist
- the shadowform for gnomes is now part of ultra invisibility which occurs
whenever they go invis. teleport will auto-invis so the gnome can potentially survive
stats:
highly vulnerable to air damage (because of rusting)
explodes when it is out of hp
commands to convert between combat, stealth and roving mode.
- roving mode will roll fast instead of walk
- stealth mode will turn stationary and hide itself
- combat mode will walk normal speed and attack with the illusionist in combat
while on gnometron in combat mode, the illusionist is shielded from frontal assaults (i.e. if he is attacked with "murder")
or starts fight with murder. however his back and flank remain completely exposed. so any skill
input /spell / backstab/ autoassisted groupmate will get around this damage reduction
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Thief
* plant <obj> - considered part of steal command. You can now plant items on people. -- Nycticora wish (2014 suggestion)
* Lightning strikes from game weather now pull thieves out of hiding. Try to hide indoors.
Vampire
* It's now possible to play a vampire without being an elite. Similar to Raknos, there is a difficult quest that can be taken deep in the Keep of D'al Kadar. - grayden wish
* Level 30 Human Dark-knights only.
* This process does not work if the player already has a "special" character.
Consortium
* Doubled the amount of allowed unapproved background entries.
* Consortium members can now create booklets, a new type of publishable book -- Vevier wish
* Published books are also viewable on the website.
Items
* Herbs grown from seeds must be BREWed into potions at Echuir instead of eating the herb they produce.
* Races/classes with material vulns can now carry certain things with a less allergic reaction. Attempting to wear/hold the item will make it fall to the ground.
* Gettable item types include trash / treasure/ key (for quest); furniture / lair doors.
* The spear wrought of light now does light-based damage.
* Shopkeepers will now appraise the wares they sell for players.
* Augment now has a chance to fade instead of always exploding -- Bladefury wish
* New "bloodtype" command: you can now toggle medals or relics from boss drops. -- Resatimm wish
* More rapier swords have been added -- Andrael wish
* Pet equipment now saves over reboots and quitting -- Davairus wish
* Spice now causes adrenaline to be aggressive instead of lowering
* Wild anti-evil weapons are for sale at Potse in Valour that match Darkhaven weapons in stats.
* Darkhaven wild weapons are now anti_good.
Areas
* The Crystal Ball that leads to the Galaxy area is now the first room of the Galaxy area.
* An entrance to the old troll den has been discovered! Look for it right where you'd expect in Mystic Forest.
* Rooms that feed a noexit room, like the black hole in Galaxy, are now handled like noexits.
* Trying to summon a creature from across The Void now gives a clearer message.
* Religion altar guardians now have standardized combat prowess and will affect reputation with their deity when killed.
Miscellaneous
* Dual-wield combat style is now known as offensive combat style. Dual wielding remains an offensive combat style.
* Aggressive adrenaline is now known as bloody adrenaline. The types of adrenaline are bloody/evasive/active/calm.
* Good align players no longer autoassist against good align opponents. -- Olyn wish
* Good align players will no longer be damned if their group kills a good mob unless they assist. -- Olyn wish
* Dying really violently now spawns you near the area entrance instead of in your temple.
* This applies to getting pk'ed by players via high burst attacks and certain violent things
* This does not apply to teleport deaths, or inside towns
* Threadlocking added to log board -- Vanisse wish
* Warlord records now display on the graveyard -- Davairus wish
* "PK ratings" now reset after every new patch -- Davairus wish
* All former warlords are now listed on the warlord page (on website)
* You can now pin notes to the board in North Square and talk shit on them - ivindel wish
* Tournament final is now a best out of 3 -- Lorne wish |
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BlackWidow
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Joined: 24 Apr 2014 Posts: 473 Location: Yes
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Posted: Mon Dec 28, 2020 2:38 am Post subject: |
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New spell "glass door": creates a 1 hp wall in a room that blocks movement from the specified direction. Pass door is allowed. The wall can be broken by attacking it, i.e. "smash glass" (you would have to know it is there).
Does this mean a druid's "flash flood" spell would have any chance of removing it? If not, I feel it should. |
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lionSpyre
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Joined: 07 Sep 2015 Posts: 109
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Posted: Mon Dec 28, 2020 5:04 am Post subject: |
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Totally blown away by all these changes! Great way to welcome the new year. Very excited to test them out. Thanks for all the hard work. |
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hamsandwich
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Joined: 08 Jan 2019 Posts: 241
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Posted: Mon Dec 28, 2020 5:38 am Post subject: |
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Wow! Lots of stuff here! Nice work.
So many new race/class combos! Love it all guys, I'm sure we'll test it all out and start bitching about bugs in no time. lol.
No but seriously, thanks for putting in all the time and effort to bring about so many wishes. This is a huge list of stuff. |
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Resatimm Takes the Cake
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Joined: 23 Jan 2004 Posts: 980
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Posted: Mon Dec 28, 2020 6:31 am Post subject: |
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Those of you who have had your lair rezoned and then destroyed for extra horse parking for Farmer Griffs Super Duck Emporium please send me a note in game. If I send YOU a note, it will disappear eventually.
I have kept track of all those that have evicted by eminent domain. |
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Davairus Implementor
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Joined: 16 Jan 2004 Posts: 10351 Location: 0x0000
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Posted: Mon Dec 28, 2020 8:37 am Post subject: |
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Merry xmas jerks. |
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maeve
Joined: 04 Jan 2020 Posts: 66
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Posted: Mon Dec 28, 2020 10:15 am Post subject: |
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holy fuck, thanks Dav and co for minotaur shamans! I think here comes my wow sub cancellation! Things seem back to interesting! |
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Stiehl26
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Joined: 16 Jan 2004 Posts: 693
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Posted: Mon Dec 28, 2020 2:01 pm Post subject: |
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It’s almost as good as waking up with a model girlfriend. |
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Bladefury
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Joined: 11 Jun 2012 Posts: 520
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Posted: Mon Dec 28, 2020 3:27 pm Post subject: |
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can we figure something out for warriors?? |
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Olyn Immortal
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Joined: 23 Jul 2008 Posts: 3249 Location: Pennsylvania
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Posted: Mon Dec 28, 2020 4:10 pm Post subject: |
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Bladefury, what about warriors needs figured out? |
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Bladefury
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Joined: 11 Jun 2012 Posts: 520
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Posted: Mon Dec 28, 2020 5:41 pm Post subject: |
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Idk i want a new toy... everyone else is getting new toys i want one to. |
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Stiehl26
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Joined: 16 Jan 2004 Posts: 693
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Posted: Mon Dec 28, 2020 6:01 pm Post subject: |
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It’s almost as good as waking up with a model girlfriend. |
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Xerties
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Joined: 24 Feb 2006 Posts: 484
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Posted: Mon Dec 28, 2020 6:41 pm Post subject: |
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This is really exciting, thanks for all your work Imms!
[quote] The maximum amount of rooms allowed per lair is now 5. -- Xerties wish [/quote]
Awww, thank you!
Also, a question:
[quote] Pet equipment now saves over reboots and quitting -- Davairus wish [/quote]
Does this apply to mercenaries too? |
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Vanisse Immortal
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Joined: 06 Jan 2006 Posts: 2793 Location: inside a tree
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Posted: Mon Dec 28, 2020 8:53 pm Post subject: |
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I think it does. Please let us know via bug if otherwise. |
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Arunore
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Joined: 05 Aug 2014 Posts: 200
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Posted: Mon Dec 28, 2020 11:02 pm Post subject: |
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Thank you Immortals and Staff, Emissaries too, for everything that you do. |
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Dogran Immortal
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Joined: 13 Jun 2009 Posts: 1797
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Posted: Mon Dec 28, 2020 11:37 pm Post subject: |
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This whole patch is awesome. Everyone involved be it presenting the ideas or making it happen rocks. |
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Arunore
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Joined: 05 Aug 2014 Posts: 200
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Posted: Mon Dec 28, 2020 11:41 pm Post subject: |
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Yes! What Nadrin said. Thank you everyone. Thank you community! |
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kento Emissary
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Joined: 03 Nov 2004 Posts: 338
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Posted: Wed Dec 30, 2020 2:10 am Post subject: |
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These changes are so exciting!! I noticed we changed the vanish distance to 7 rooms, but the "blink" distance appears to still be like 1 room (ignoring walls). Is that intentional? |
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Davairus Implementor
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Joined: 16 Jan 2004 Posts: 10351 Location: 0x0000
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Posted: Wed Dec 30, 2020 10:59 am Post subject: |
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I just want to leave a heads up here that I went through and fixed a bunch of our redonkulous AC problems. I was going to try to write them all down but there's so many to fix that I eventually gave up keeping track.
Instead, here's some highlights.
* stetson /order eq (and a bunch of other leather or "light" items) got standard ac values instead of ZERO FUCKING AC
* living wood/platinum / red dragon got standard magic ac values (they were low or zero in the case of red dragon)
* tainted golem stuff have been set to heavy armor type (for dk's)
* couple titanium pieces had their physical AC increased and magic AC reduced, being that they are clearly themed for physical resistance.
* redhone / underworld /newer items were the biggest offenders (some shit had +25 to magic ac on it), but level 50 rares is where all the dopey items are
* For the ones I spent extra time adjusting:
** If the item was made of flesh or wood I lowered slash.
** If it was made of bone or leather i lowered bash.
** if it was made of dragonscale i lowered pierce.
** If it was on a jotun I tried to up the pierce because they'd be conscientious about it.
** If it were light or medium eq I checked/tweaked to a lower physical armor stat or just changed the armor type to something else.
** I aimed to leave the item alone completely if there were any other off-putting penalties or problems to deal with. (Like, I am not interested in adjusting an 21/24/20/0 belt with no hit/dam)
You can help identify items with the magic AC set too damn high. Its pretty easy to do it. Rule of thumb, look for items where the magic AC is greater than level /5. We need not give any fucks about the armor type when it comes to checking magic AC. There's really no need for being north of 12 here. That's probably a red flag for the whole item needing looked at.
Apologies if you've woke up to a bunch of lowered AC and were wondering wtf happened. Its not all nerfs, but I know this is not going to feel like great news for everybody. On the bright side, we shouldnt have to do this again for a while. BTW, at this point I am unsure if you need a new copy of the items to have a clean item. |
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Thorgoth Immortal
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Joined: 16 Oct 2008 Posts: 727
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Posted: Wed Dec 30, 2020 1:33 pm Post subject: |
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That had to be a very meticulous and complicated process to comb through all of the AC checks in code and equipment so thank you deeply for spending the time on that Dav. We’re lucky to have you at the helm. |
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