Implementor Erelei Posted July 27, 2016 Implementor Report Share Posted July 27, 2016 Change Date: 07/01/2016 Important Change? No Description These are a culmination of changes starting on 1 July 2016 and ending 27 July 2016. Key Changes Powerword stun has been changed: Two different outcomes, both affected by saves. 50% chance to fire for both, but not at the same time. The first is paralyze. The second is stun. Stun has been reduced from 4 rounds of lag, to 3 rounds of lag, when successful. The spell no longer stuns AND paralyzes. New command: CONFISCATE syntax: confiscate <criminal> (item) You can only confiscate gold, rares, and unique items. Outlaws no longer get fully looted. The more crimes you commit, the more items a tribune can confiscate. The maximum a tribune can confiscate is 8 items. Moderates (and in return, moderate criminals) can only confiscate 2 items, and have 2 items confiscated from them. New command for MERCHANTS: loan list <loanshark> Druids slightly updated: New spell: Tsunami This has been added to the druid arsenal. It is similar in save checks for ICE STORM - get those afflictive saves up! Works only outside, and on swim / noswim rooms. (blue rooms) Brew tweaked: new color names to differentiate spells easier durations at which potions expire increased. Liches now have a semblance of protection versus bash and other lagging moves similar to it. You can now identify herbs and see the affect before smoking it. LANGUAGE CHANGES (more to come) Languages learn twice as fast, now. (You can't spam them, or walk in and out of a room with a mob that speaks over and over in a different language to learn it faster, anymore). You can understand bits and pieces of a sentence when you fail to roll to understand someone (before, it would all be garble, no matter what % you had in the skill). Cost of learning a language has been reduced to level*10. (Max 5000 per session at lvl 50). You can only learn up to 85% of a language from mobs. Mobs now speak their own language in OLC (for BUILDERS) New command: SAYIN syntax: sayin <language> <text> completed recoded do_say command. currently in progress: TELLIN, GTELLIN, YELLIN. Bug Fixes Army bug with long descriptions has been fixed (mud crashing issue). Bug with moderate thieves and looting has been fixed (non-rare EQ can't be looted anymore) Just to be clear - no new thieves of the moderate tier can be rolled. Current thieves that are moderate will not be forced to change to ruthless tier. You can no longer trade ice materials to fire giants using barter. Skills called from Bard's brawl no longer lag the user. Crash with blank act_new lines in code called from expiring object affects fixed. Bug with languages and spy fixed. OLC Changes Additional Information View full change 2 Link to comment Share on other sites More sharing options...
f0xx Posted July 27, 2016 Report Share Posted July 27, 2016 Great changes. Are those the only changes with druids? Link to comment Share on other sites More sharing options...
kamikazi Posted July 27, 2016 Report Share Posted July 27, 2016 Nice. Thanks. Link to comment Share on other sites More sharing options...
tassinvegeta Posted July 27, 2016 Report Share Posted July 27, 2016 Great changes! But I'm a bit concerned that criminals can take non-rares from Tribs and the Tribs can never get them back. Seems like a similar scenario that occurred between Moderate thieves and Ruthless characters. Link to comment Share on other sites More sharing options...
Implementor Erelei Posted July 27, 2016 Author Implementor Report Share Posted July 27, 2016 I don't see a huge issue with this. You get a strong guard to help capture/etc, while your opponent does not. Only time you'd ever get a criminals bag before was if you outlawed them. And that was rare anyway. Link to comment Share on other sites More sharing options...
f0xx Posted July 27, 2016 Report Share Posted July 27, 2016 47 minutes ago, Morlhach said: I don't see a huge issue with this. You get a strong guard to help capture/etc, while your opponent does not. That's a bit flawed logic there The guard is a cabal skill. The other guy might not have a guard, but he has other nice things. Only watchers don't have nice things, cause noone likes them. Link to comment Share on other sites More sharing options...
tassinvegeta Posted July 27, 2016 Report Share Posted July 27, 2016 Yeah. Kinda sounds like you're admitting Watcher cabal skills aren't on par with Tribunal cabal skills so we have to look at other avenues to balance it? Link to comment Share on other sites More sharing options...
Implementor Erelei Posted July 27, 2016 Author Implementor Report Share Posted July 27, 2016 I said nothing about watchers.. if you have ideas on watchers though, post them on prayer forum. Link to comment Share on other sites More sharing options...
Aulian Posted July 29, 2016 Report Share Posted July 29, 2016 I seem to recall kicking a fair few of of all y'all asses with my Watchers - unless much has changed I would dare say they are fine Link to comment Share on other sites More sharing options...
Trick Posted July 29, 2016 Report Share Posted July 29, 2016 Overall, I think Watchers should be THE strongest cabal in the game. They are forced to fight against Tribunal and against some of the strongest characters in the game, assuming they are Qraces. So, they are gonna make some beefy enemies as well as be exiled if they are around long enough. They are limited in how aggressive they can be because they are neutral, as well. Warder - The spells cost too much and don't last long enough. Stalker - Only greenheart is worth a damn. Everything else is very "meh", at best. The pets are pretty great to have, honestly. The exotic weapon they sell is amazing to have. I'd like to see Watcher given a VERY slight boost. 1 Link to comment Share on other sites More sharing options...
Kyzarius Posted July 29, 2016 Report Share Posted July 29, 2016 The new raid effect of opening up shops is a nice step. I always wondered why a cabal thay is forced outlaw had no means to deal witj being outlaws. 1 Link to comment Share on other sites More sharing options...
Trick Posted July 29, 2016 Report Share Posted July 29, 2016 (edited) I love that change. I think it'd be interesting if Watcher or Syndicate raids are successful, then the city is turned into a new area with new shops for X amount of time or until Tribunal or their allies raid and take it back. What benefits your character more? Do you need a scroll that can only be sold if Watcher takes over Val Miran or do you need one only Tribunal shops will sell? Or instead of making it ANY city, it could be a raid-specific city. So, you could raid faction controlled locations to affect CPs and cabal powers or you could raid a newly implemented location that will change depending on the controlling faction. The city, FL-Land or whatever, can be controlled by either the Tribunal, Watcher, or Syndicate. Each faction will have different mobs wandering, different shops, and whatever. Raiding can really be a global event that will directly involve the factions of the game. Knight sure as hell won't want a Syndicate run slum town with whores and assassins. Nexus probably wouldn't mind it, but it might benefit them more to have Tribunal in charge so they can stock up on a certain potion or whatever. I dunno.. brainstorming.. Also, I tried on Hgurkei to create a new temple/pit location for Watcher to recall to, but nothing really came of it. I think its odd that a Warder is going to recall to Val Miran. Edited July 29, 2016 by Trick Link to comment Share on other sites More sharing options...
Kyzarius Posted July 29, 2016 Report Share Posted July 29, 2016 Yes yes more potions and unique buffs said the savant. Link to comment Share on other sites More sharing options...
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