Game Update Notes: 2/01/2009

News and information on updates to the game.
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Shevarash
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Game Update Notes: 2/01/2009

Postby Shevarash » Sun Feb 01, 2009 9:26 pm

The following changes were added in the 2/01/2009 game update:

  • Added new ability delay system which can be used for spells or skills.
  • New command: recharge. This displays the recharge status of all current ability delays.
  • Added a new type of scroll that cannot be cast, but can be "read" to gain knowledge of the spell, similar to how quest spells work.
  • Righteous Might: New 9th circle cleric spell, check helpfile for details.
  • Divine Power: New 4th circle cleric spell, check helpfile for details.
  • New toggle: RESCUE-ASSIST. Toggling this on will make your character stay in combat when rescued.
  • Vitality: raised the duration on this spell by 50%.
[*] Fixed bug that was allowing pets to cast spells they shouldn't.

Notes:

Both Divine Power and Righteous might come with delays on how often they can be cast, utilizing the new ability delay system. They are also both not scribable at your guildmaster, but must be collected on readable scrolls. Once you find these scrolls and are of the appropriate class/level, use "read <scroll name here>" to permanently learn the spells. After that point, you may pray the spells at any time. Try looking in a bustling city by the sea for Divine Power, and a realm beyond the skies for Righteous Might.

Existing abilities that have delays assosicated with them - lore, assassinate, etc - have not been moved over to the new system yet, only the new spells. I will move them over after any issues are ironed out.

Also, please note that all of these features (ability delays, readable scrolls, and both spells specifically) are taken from 2.0 and have been introduced as both a preview and a way to test new concepts on the current MUD. All aspects of these changes are open to tweaking, so please don't hesitate to leave feedback in this thread or another.
Shevarash -- Code Forger of TorilMUD
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Re: Game Update Notes: 2/01/2009

Postby Gormal » Sun Feb 01, 2009 10:01 pm

Very cool.
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Re: Game Update Notes: 2/01/2009

Postby Thilindel » Sun Feb 01, 2009 10:44 pm

Now to find a quest that equals the orb of annihilation for a fun toy to wield!
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Re: Game Update Notes: 2/01/2009

Postby Gormal » Mon Feb 02, 2009 8:36 am

Shevarash wrote:[*] Added new ability delay system which can be used for spells or skills.
[*] New command: recharge. This displays the recharge status of all current ability delays.


I just wanted to say that this is the best change I've seen in a long time. If utilized well, it has the potential to really make classes more interactive. Give classes 4-5 skills on cooldowns (recharge) and force them to choose when to use them... it makes triggers much more ineffective.

Edit: I mean short cooldowns for the most part (.5-3min).
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Re: Game Update Notes: 2/01/2009

Postby Dalar » Wed Feb 11, 2009 11:58 pm

What do these spells do? I'm too lazy to get zmud
It will be fixed in Toril 2.0.
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Re: Game Update Notes: 2/01/2009

Postby Gormal » Thu Feb 12, 2009 1:09 am

"DIVINE POWER"
Spell.

Area of effect: <self>
Aggressive: No
Cumulative No
Duration: 3 minutes
Delay: 12 minutes
Class/Circle: Cleric 4th
Type of spell: Healing

The caster of this spell temporarily gains the battle prowess of a fighter.
He or she gains a small hitpoint bonus, a moderate hit roll bonus,
and a 50% chance for an extra attack each round.



< 458h/414H 120v/121V >
< P: std > att

Character attributes for Kaln

Level: 50 Race: Dwarf Class: Cleric
Age: 202 yrs / 14 mths Height: 48 inches Weight: 231 lbs
STR: 84 AGI: 100 DEX: 80 CON: 70
POW: 70 INT: 96 WIS: 100 CHA: 71
Armor Class: 100 (100 to -100) Agility Bonus: -15
Magic Resistance: 0 percent
sc
Hitroll: 5 Damroll: 5
Alignment: Lawful Good
Saving Throws: PAR[0] ROD[0] PET[0] BRE[0] SPE[0]
Wimpy: not set
Load carried: Not a problem



< 456h/414H 121v/121V >
< P: std >
You complete your spell...
Your body becomes infused with the divine power of your god!

< 456h/489H 121v/121V >
< P: std > att

Character attributes for Kaln

Level: 50 Race: Dwarf Class: Cleric
Age: 202 yrs / 14 mths Height: 48 inches Weight: 231 lbs
STR: 84 AGI: 100 DEX: 80 CON: 70
POW: 70 INT: 96 WIS: 100 CHA: 71
Armor Class: 100 (100 to -100) Agility Bonus: -15
Magic Resistance: 0 percent
Hitroll: 15 Damroll: 5
Alignment: Lawful Good
Saving Throws: PAR[0] ROD[0] PET[0] BRE[0] SPE[0]
Wimpy: not set
Load carried: Not a problem

Also grants a 5



"RIGHTEOUS MIGHT"
Spell.

Area of effect: <self>
Aggressive: No
Cumulative: N/A
Duration: 3 minutes
Delay: 24 minutes
Class/Circle: Cleric 9th
Type of spell: Healing

This spell infuses the caster with the righteous power of their deity,
causing them to grow to double their size. This transformation also
results in a large hitpoint, armor class, strength, and damage bonus.


< 425h/414H 120v/121V >
< P: std > att

Character attributes for Kaln

Level: 50 Race: Dwarf Class: Cleric
Age: 202 yrs / 14 mths Height: 48 inches Weight: 231 lbs
STR: 84 AGI: 100 DEX: 80 CON: 70
POW: 70 INT: 96 WIS: 100 CHA: 71
Armor Class: 100 (100 to -100) Agility Bonus: -15
Magic Resistance: 0 percent
Hitroll: 5 Damroll: 5
Alignment: Lawful Good
Saving Throws: PAR[0] ROD[0] PET[0] BRE[0] SPE[0]
Wimpy: not set
Load carried: Not a problem

< 425h/414H 120v/121V >
< P: std >
Axxizzeniz skulks in from the east.

< 425h/414H 120v/121V >
< P: std >
Axxizzeniz skulks south.

< 425h/414H 120v/121V >
< P: std > cast 'right'
You start chanting...

< 425h/414H 121v/121V >
< P: std >
Casting: righteous might *

< 425h/414H 121v/121V >
< P: std >
You complete your spell...
A feeling of immense power flows through you.

< 425h/514H 121v/121V >
< P: std > att

Character attributes for Kaln

Level: 50 Race: Dwarf Class: Cleric
Age: 202 yrs / 14 mths Height: 96 inches Weight: 408 lbs
STR: 104 AGI: 100 DEX: 80 CON: 70
POW: 70 INT: 96 WIS: 100 CHA: 71
Armor Class: 70 (100 to -100) Agility Bonus: -15
Magic Resistance: 0 percent
Hitroll: 5 Damroll: 21
Alignment: Lawful Good
Saving Throws: PAR[0] ROD[0] PET[0] BRE[0] SPE[0]
Wimpy: not set
Load carried: No Sweat

< 424h/514H 121v/121V >
Last edited by Gormal on Thu Feb 12, 2009 1:21 am, edited 1 time in total.
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Re: Game Update Notes: 2/01/2009

Postby Raiwen » Thu Feb 12, 2009 1:19 am

Gormal wrote:Armor Class: 70 (100 to -100) Agility Bonus: -15

Don't forget boost to AC
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Re: Game Update Notes: 2/01/2009

Postby Gormal » Thu Feb 12, 2009 1:20 am

Oops forgot to bold that, thanks.
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Re: Game Update Notes: 2/01/2009

Postby Gormal » Mon Mar 02, 2009 6:30 pm

Being as they are combat spells, I'm not sure if I understand why we can't cast the new cleric spells in combat.
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Re: Game Update Notes: 2/01/2009

Postby Shevarash » Mon Mar 02, 2009 9:26 pm

You should be able to cast them in combat, if you can't that's a bug and it's the first I've heard of it.
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Re: Game Update Notes: 2/01/2009

Postby Gormal » Tue Mar 03, 2009 1:44 am

< 412h/412H 118v/127V >
< T: Kaln TC: excellent E: caribou EC: small wounds P: std > ^R
cast 'divine power'
Impossible! You can't concentrate enough!

< 412h/412H 120v/127V >
< T: Kaln TC: excellent E: caribou EC: small wounds P: std >
A caribou attempts to flee.
A caribou tries to flee, but can't make it out of here!
You attack a caribou, landing a single hit.

< 412h/412H 120v/127V >
< T: Kaln TC: excellent E: caribou EC: few wounds P: std > cast 'right m'
Impossible! You can't concentrate enough!

< 412h/412H 122v/127V >
< T: Kaln TC: excellent E: caribou EC: few wounds P: std >


Neither of these spells recharges while the player is rented as well.
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Re: Game Update Notes: 2/01/2009

Postby Shevarash » Tue Mar 03, 2009 2:48 am

I'll fix the not in combat casting. They're not intended to recharge while rented at the moment as the recharge code doesn't support that, though I plan on adding it in.
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Re: Game Update Notes: 2/01/2009

Postby Gormal » Tue Mar 03, 2009 5:26 am

As for general feedback on the spells I've found them most useful when you need a big hp buffer (cring, big areas) and the size is usually enough to get you unbashable when both are up. I still think that the double attack skill (cap at 45) would be a nice constant buff for the class in an offensive capacity outside of spells.

Can't wait to see healing changes.

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