Aulian Posted August 6, 2007 Report Share Posted August 6, 2007 ****** SKILLS AND SPELLS ****** - Sermon's duration has been increased. - Chill touch now works properly for the first two levels. - Giant strength now gives the +1 modidfier to strength for those below level 10 instead of +0. - Divine Intervention for the Death religion works properly now. - Sermon is now subject to a saves check on the hour. - Parry has been dropped to 7 for mages. ****** RACES ****** - Ogre Regeneration has been toned down. ****** OBJECTS ****** - The Rod of Stars and the Dragonslayer may now be used by Warmasters. - The Rod of Holiness is no longer silver. ****** MISCELLANEOUS ****** - Guild Quests now give experience. - Pets can no longer send tells for their masters. - Bug allowing adventurer remorts to gain more HP than their guild allows per level has been fixed. - Slight exp boost for ranking when there are 20 or less players online. - Deities updated. Use the Bug command and/or the prayer forum if these changes have any odd effects. ************ Lots of good things, our thanks.. Link to comment Share on other sites More sharing options...
corpsestomp Posted August 6, 2007 Report Share Posted August 6, 2007 Agreed. I especially like the extra exp deal. But I do have a question. Does a check every hour mean that if they save against it, it's gone, or just doesn't affect them that hour? Link to comment Share on other sites More sharing options...
Grumpy Posted August 6, 2007 Report Share Posted August 6, 2007 When I saw this: - Sermon's duration has been increased. I was Like WTFBBQ??!!! Then I saw this: - Sermon is now subject to a saves check on the hour. *wipes sweat drop* Link to comment Share on other sites More sharing options...
Malchaeius Posted August 6, 2007 Report Share Posted August 6, 2007 I wondered how many people I would get with that. Have fun with some of the vaguer changes. I am sure any of your local evil clerics will be dying to test out their sermon on you anyway. Link to comment Share on other sites More sharing options...
corpsestomp Posted August 6, 2007 Report Share Posted August 6, 2007 *rolls eyes* Thanks anyway, new stuff and changes are always appreciated...including that new area. Link to comment Share on other sites More sharing options...
Aulian Posted August 6, 2007 Author Report Share Posted August 6, 2007 what area? Link to comment Share on other sites More sharing options...
corpsestomp Posted August 6, 2007 Report Share Posted August 6, 2007 The faerie city. (It's new to me) Link to comment Share on other sites More sharing options...
crackwilly21 Posted August 6, 2007 Report Share Posted August 6, 2007 Anyone ever seen the surge thing on AR? I'd like to see something similar to that, though nothing really needs changed from the current system. Link to comment Share on other sites More sharing options...
sarcon Posted August 6, 2007 Report Share Posted August 6, 2007 Hrm.. ok abit confused about the Sermon and the save check per hour.. what does that mean exactly? Link to comment Share on other sites More sharing options...
Celerity Posted August 6, 2007 Report Share Posted August 6, 2007 my guess is that when sermon lands, it has a long duration (I guess more than the 8 hours that it is now) each hour, you need to save against the sermon or be lagged/mana drained Link to comment Share on other sites More sharing options...
Tantangel Posted August 6, 2007 Report Share Posted August 6, 2007 Minister was already a pain in the *** with the duration it had, especially how much mana it would drain from you on every hour. Always thought the duration as is is more than enough to destroy anyone who it lands on. Not looking forward to the next fifteen hundred Clerics that will be made within the next year or so, assuming I'm playing that long of course. The rest of them aren't too bad though. Link to comment Share on other sites More sharing options...
Pali Posted August 6, 2007 Report Share Posted August 6, 2007 I'd say that this change is actually a good one... not only do they have to beat your saves on the cast, but they have to beat them every tick too. Link to comment Share on other sites More sharing options...
sarcon Posted August 6, 2007 Report Share Posted August 6, 2007 hrm.. I am a retard.. Still not getting it. Save agains? How can you save againts exactly.. when you are sermon'd you get lagged.. period. And lose some mana.. Now.. the question is.. what changes from that? Link to comment Share on other sites More sharing options...
Malchaeius Posted August 6, 2007 Report Share Posted August 6, 2007 The best way to find out is to sermon someone and see what happens. Trust me, this change will be nearly self-explanatory once you do that. Link to comment Share on other sites More sharing options...
sarcon Posted August 6, 2007 Report Share Posted August 6, 2007 ahh... I think I am getting it... Link to comment Share on other sites More sharing options...
Aulian Posted August 6, 2007 Author Report Share Posted August 6, 2007 Look at it this way. The difference between an 8 hour sermon and a 15 hours sermon is NIL. Either: A) you're good enough to escape in the first couple of hours.. He'll kill you well before the orginal 8 hours is up.. So it doesnt really matter now does it? This INFACT increases your chance of survival. Link to comment Share on other sites More sharing options...
Unknown Criminal Posted August 6, 2007 Report Share Posted August 6, 2007 In response to how sermon works: Cleric sermons you, on the hour the sermon does a saves check. If you fail the check you lose mana and become lagged, if you make the check nothing happens. So if you got good mental saves, so what if it lands, its probley not gonna do anything to you anyways. Link to comment Share on other sites More sharing options...
EyeSeeU Posted August 6, 2007 Report Share Posted August 6, 2007 Thats what I was thinking.... Link to comment Share on other sites More sharing options...
Deykari Posted August 6, 2007 Report Share Posted August 6, 2007 Some awesome changes there. Fantastic. Dey Link to comment Share on other sites More sharing options...
WagesofSin Posted August 6, 2007 Report Share Posted August 6, 2007 Just awesome, simply awesome. Thanks M-man! Link to comment Share on other sites More sharing options...
H&R Posted August 6, 2007 Report Share Posted August 6, 2007 great job! Link to comment Share on other sites More sharing options...
TheNewGuy Posted August 6, 2007 Report Share Posted August 6, 2007 Tried the quests out. First reaction was that they pay a bit much. I got 3k+ xp for running from val to shazarasade, killing an acolyte, and run back. But maybe I got lucky to get a very "easy" hard quest? Hehe, hope this isn't QUEST INFO :D Link to comment Share on other sites More sharing options...
TheNewGuy Posted August 6, 2007 Report Share Posted August 6, 2007 after further investigation, I have changed my mind. Link to comment Share on other sites More sharing options...
mya Posted August 6, 2007 Report Share Posted August 6, 2007 The new Quest system is great. But it can become frustating. Nothing like going to the Shuldam at an easy quest to break you down. I just think we should have a way to give these ones to a group. Nothing like a pair of adventurers RP a quest, to spice my FL time. Normal quests are not fun, because... you not suposed to talk about them. Link to comment Share on other sites More sharing options...
Unknown Brother Posted August 6, 2007 Report Share Posted August 6, 2007 Re Mya: What?... Link to comment Share on other sites More sharing options...
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