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Yay Changes


Mister E

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It means no more using who list to check for thieves.

Fri Jan 18 12:52:13 2008

To: ALL

SKILLS

* Caltraps will no longer affect flying opponents

* Thieves can now disguise as blademasters

* Bolo should now improve correctly.

* Bless should no longer give +0.

* Double Grip will no longer work below 2% proficiency

* Disguise will no longer work below 2% proficiency

* Roar will no longer work below 2% proficiency

* Ninjas can no longer push out of molecular leash

* If you are in treeform, you can no longer ride a mount - why?

Because a tree riding a horse is just silly.

* Sleeping Mammoths will no longer jump infront of rangers in combat

* Smotes and Pmotes can no longer be seen while sleeping or meditating.

* Invokers who call cabal charmies while they have firestorm up,

will no longer be attacked

* Liches are now immune to the hold undead spell.

* Berserkers now get a message when they try to weapon cleave a

burnproofed item.

* Raged Berserkers can no longer be calmed.

* Berserkers can now relax out of panic.

* Monks are now able to second parry outside of defensive

[Hit Return to continue]

empowerment - at a lesser rate

* Reflective shield's lag protection has been diminished.

* Reflective shield no longer reflects magical damage at all - only physical.

* Manalock can now be cancelled, but still offers protection

from being dispelled.

* You can no longer put up multiple subvocalizes.

* You can no longer put up multiple bribes.

* You can no longer be affected by multiple 'Let it be known's

MISC

* The blackjack message will now appear if you are meditating.

* Stunned opponents will now lose their Firestorms.

* Decoys will no longer follow you if you quit and log back

on with them in the same room.

* You cannot use an object that is sheathed.

* You may only doublesheath one two handed weapon.

* The who list has been changed. It will only reflect those

whom you can see.

* Newbie Chat priveleges have been extended to lvl 15

* Storm giants now have 24 as their max strength.

[Hit Return to continue]

* The bounty minimum has been raised to 50K

* Ogre regen has been tweaked again to make them heal a bit faster.

* You can only contract kills within the bounty shops.

* Guild Quests should no longer send goods to kill other goods.

The Staff

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I for myself, no more Commons idleness with Pinnacleds. Not even healers.

Its not the thieves that scare me, its the Ninjas...

"Raged Berserkers can no longer be calmed."

I thought this was already in the code ? Or was it Raged and/or Zerked ?

I know for a fact mobs dont calm down from Zerk. One needs to Dispel it then calm.

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I love the changes. (No I don't play a rogue;) .)

I like most of the changes...but where is the elimination of hard coded vendettas? Seemed to me that was the change everyone actually wanted...

By hard-coded vendetta I assume you mean CTF. While everyone hates hard-coded vendettas, nobody has come up with a better alternative. If we get rid of vendettas we will have caballed people hiding around the lands with no way to force them do to anything.

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By hard-coded vendetta I assume you mean CTF. While everyone hates hard-coded vendettas, nobody has come up with a better alternative. If we get rid of vendettas we will have caballed people hiding around the lands with no way to force them do to anything.

Nobody should be "forced" to do anything. Rather, the sum of one's actions and choices should end up with one getting exactly what they deserve.

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Nobody's suggesting getting rid of vendettas... they're suggesting making it so that Savant and Warmaster don't HAVE to always be vendetta'd against each other' date=' so that Trib and Syndi could form a partnership of sorts, etc.[/quote']

Wouldnt that defeat the purpose of the cabal?

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Wouldnt that defeat the purpose of the cabal?

Oldschool Savants and Warmasters, yes, but Warmaster is no longer based around the eradication of magic, nor Savant the protection of it. They are based around knowledge, magical and combat knowledge. Knights and Nexus I don't ever see as non-vendetta'd, but Trib and Syndi could come to arrangements much like those that are sometimes made between real cops/crooks.

If nothing else, it'd open up the RP potential of cabals instead of having them no matter what fighting specific enemies.

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