Search found 124 matches

by ninjadyne
Mon Jun 10, 2019 5:39 am
Forum: Main
Topic: Update 4 Jun 2019
Replies: 12
Views: 481

Re: Update 4 Jun 2019

* Fixed a bug which caused acolyte of seasons to erroneously calculate its bonuses during autumn. This should have been in the above list also. I know some of you out there are probably thinking, "but I've reported a bug that wasn't fixed in this list!" Don't worry; we're going through them fairly s...
by ninjadyne
Tue Jun 04, 2019 6:11 am
Forum: Main
Topic: Update 4 Jun 2019
Replies: 12
Views: 481

Re: Update 4 Jun 2019

One thing I realized in the course of building for Avendar was the lack of resource nodes. I know that the concept of it sounds a bit game-y; but I was struck by how often I saw the idea of "item prog which produces other items" or "room prog which produces items" and knew there had to be a better w...
by ninjadyne
Tue Jun 04, 2019 6:10 am
Forum: Main
Topic: Update 4 Jun 2019
Replies: 12
Views: 481

Re: Update 4 Jun 2019

I've put a lot of text in this thread already, so I'm not sure if I've properly addressed concentration. Essentially it's a skill for scholars (and succeeds automatically due to the templar 'battlecaster' trait) and druids which handles all in-combat concentration checking. Now, instead of casting a...
by ninjadyne
Tue Jun 04, 2019 6:05 am
Forum: Main
Topic: Update 4 Jun 2019
Replies: 12
Views: 481

Re: Update 4 Jun 2019

The Champion house is one of my favorites, but it had a lot of problems. Some of its issues were design problems, such as the layout of the tower itself; some of them had to do with faulty progging; and some of them had to do with poor aesthetic choices. It's hard to say which of its issues were act...
by ninjadyne
Tue Jun 04, 2019 6:04 am
Forum: Main
Topic: Update 4 Jun 2019
Replies: 12
Views: 481

Re: Update 4 Jun 2019

One of the biggest issues with Avendar's deities has, maybe ironically, been their general irrelevance. For at least the last ten or so years, active gods have been relatively rare. Generally speaking, I think that's significantly limited the ability of players to connect with the pantheon as an imp...
by ninjadyne
Tue Jun 04, 2019 6:03 am
Forum: Main
Topic: Update 4 Jun 2019
Replies: 12
Views: 481

Re: Update 4 Jun 2019

Necromancer has had a bit of a journey from its first incarnation to the current one. When I last looked into this code, my major goal was to transition them from being reliant on pre-existing undead to fashioning their own-- and as a result, a lot of my development and testing time went to that end...
by ninjadyne
Tue Jun 04, 2019 6:03 am
Forum: Main
Topic: Update 4 Jun 2019
Replies: 12
Views: 481

Re: Update 4 Jun 2019

One of the major features of this update is the task system. It has been developed from scratch to manage quest content-- both to develop new things for players to do, and to absorb the antiquated manually developed quests which preceded it. As a result, it's a pretty complex machine, having its own...
by ninjadyne
Tue Jun 04, 2019 6:01 am
Forum: Main
Topic: Update 4 Jun 2019
Replies: 12
Views: 481

Re: Update 4 Jun 2019

In terms of general mechanics changes, there are a few, some of which are fairly significant. Racial resistances have been adjusted-- again. A new tutorial and the exhelp command have been added to assist players in various capacities. Undersea Lidraeu has been relocated to somewhere nearby, but not...
by ninjadyne
Tue Jun 04, 2019 6:00 am
Forum: Main
Topic: Update 4 Jun 2019
Replies: 12
Views: 481

Update 4 Jun 2019

* Racial resistances and vulnerabilities have changed as follows: - Aelin: bash (-10), mental (-10), lightning (+20). - Ch'taren: weapon (+10), mental (+10), negative (-20). - Chaja: illusion (-20), fear (-10). * A code-based task system has been implemented, which allows for characters to see visua...
by ninjadyne
Mon Nov 26, 2018 3:13 am
Forum: Main
Topic: Cross-Alignment Interaction
Replies: 0
Views: 1218

Cross-Alignment Interaction

It has been brought to my attention that players are uncertain of what their interactions with other alignments should be; that is to say, what would merit a punishment or not in the eyes of staff. I want to make unequivocally clear that our goal is not to punish players or stifle their roleplay or ...