Changelog

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Nexus War Changelogs
Pending Changes | Straylight 2.0 (current) | GA 1.4 | 1.3 | 1.2 | Beta 1.1 | Beta 1 | Late Alpha | Early Alpha

Note To Readers

Not every change is listed here. Further, anything included here is often an abbreviated description of a change. It would be unwise to assume that because something written here says "A is true" to assume that B is also true as well: the two do not follow.

For example, saying "Character can search and go over their encumbrance" does not automatically mean "characters can now be griefed by people just giving them crap to push them over the top of their weight limit." In this case, A is true; B is not. I don't feel it essential to write out every implication of every change because it would be too voluminous and, frankly, pointless to anyone who isn't involved with the testing team.

That said, nothing written here is gospel and may be changed or removed at any time.


Straylight (Version Number 2.0)

Elvis

Internet Explorer version 6 is NO LONGER supported.

Bugfix Update 6

  • Many typoes.
  • Ward and barricade attack/spell dropdowns were not remembering previous target

s.

  • "Character is idle" message being sent when not idle and leaving a faction.
  • Edge case with factions gaining honor when members were killed by their own me

mbers.

  • Brother's Bond sometimes only summoning 1 Aethersprite when 2 are available.
  • Weird case where pets would not seek new targets after murdering someone.
  • Morality recalculations were occurring at the thresholds and not below/above.
  • Auto-aggressive summoned pets were not immediately seeking targets on summon.
  • Silverado allowed spawning.
  • Weird issue with large buildings in Purgatorio
  • Removed useless "morality" column in pet pane.
  • Modified the mechanics involved in favor granted by healing.
  • Goofiness with the faction profile "Actions" tab.
  • Retrieving allied flags was granting a 10 point honor base rather than an 8 po

int base.

  • Tomahawks were not retrievable after target shooting.
  • Throwing knives that miss when target shooting are now retrievable.
  • Arrows that miss when target shooting are now retrieable.
  • Goofiness involving command hierarchies when stepping down from leadership
  • Goofiness involving leaving a faction with subordinates.

Bugfix Update 5

  • Faction upgrades were not correctly reloading enabled/disabled state on server restart
  • Pets were sticking around after death in some instances.
  • Revenants were getting nighttime regenerations in nimbus and paradise.
  • Walker colts showed a "reload" button when there were no shells to load.
  • Favor events were firing on AoE kills.
  • Pets were remaining around after caster death.

Bugfix Update 4

  • One of the beanstalks was growing weirdly.
  • Sacrificing items was treating all items as equipped.
  • Secret doorways were visible to those without the gift.
  • Pretty heavy rework of pet tick system. It is possible that pet thread behavior was causing server lockup.
    • In original 2.0 code, 25,000 pets were taking a total of 30 seconds to finish thier actions.
    • In new code, the same number takes around 6 seconds.

Bugfix Update 3

  • In some instances, new characters were able to see faction mail boxes they weren't supposed to. (Couldn't read individual mails, though)
  • The Favor Decay tick was occuring too often.
  • Transient issue when hitting faction mail compose screen by non-factioned characters.
  • IE users unable to pick up items or deactivate status effects.
  • It was possible to sacrifice equipped items.
  • It was possible to "double up" certain click powers.
  • It was possible to infuse empty sky (and the lake of fire)
  • Sorting of AP/MP/HP on character screen was using ASCII sort.
  • Wards were dispelling in the wrong target order.
  • 0 AP tire events were firing status ticks when they shouldn't.
  • Revenants were burning while inside buildings in Nimbus
  • Flag shield attack drop down was not remembering specific weapons in some instances.
  • Safari is a crappy browser and wasn't supporting non-refreshable speech actions.
  • Safari is a crappy browser (part 2) and wasn't supporting the opening of closed action panes.
  • Weird goofiness in paging through the occupants list.
  • "Power Out" icon was not appearing.

Bugfix Update 2

  • 500 Error cropping up in some instances when sacrificing items for favor.
  • Disconnect button in IE was failing silently.
  • 500 Error attacking masterless pets (Mobs/Wraiths)
  • More revenant burn weirdness, this time in Niflehiem
  • Transient? error where Juggernaut had problems with a Wheel of Righteousness.
  • Added file size limit to avatar uploads.
  • Favor lists were sorting backwards.
  • Small error with sorting of "Set up target" list.
  • Issue with Construct FAK/Construct Toolkit/Construct Surgeon's Kit in Niflehiem
  • Clicking pet names from the message pane wasn't doing anything.
  • Minor display issue with image borders.
  • Minor desynch between date formats with regards to faction mail (in|out) boxes.
  • Picking up arrows was not automatically creating quivers.

Bugfix Update 1

  • Occupants and pets panes were not remembering current page when location delta updated (e.g., when someone was added or removed from the list)
  • Some ES skills were saying 2% in the description instead of 5%
  • Cult pages were missing their navigation
  • Corpses were incorrectly persisting to the database
  • Error when a character leaves a faction and his commander had already left (transient)
  • Error deleting phone book entries when one of the two was deleted.
  • Some item sacrifice values were too high.
  • Incorrect wiki formatting at cult shrines
  • Bug with wolf biting. Was forced to rename the wolf attack to "Wolf Bite"
  • Bug with user name caching when name is changed.
  • Scrolls and Spell attacks not appearing in pet flyouts
  • Interior, lesser wards were not impeding movement.
  • Weird day/night problem with Purgatorio

General

  • Visual redesign of the entire application and game.
  • Many error messages are now contextual, and appear next to the field that has the error.
  • Many form elements now include a "what's this?" rollover.
  • Global nav now indicates connected character when not in map screen.
  • Character profiles and Faction profiles are now viewable when not logged in.

Login/Register/Etc

  • Each section is now pulled out to its own page.

User Accounts

  • Users may now change their user names from the account preferences section.
  • Added system of "user messages". System events (e.g., credits applied) now send a message to the user account, visible on login.
    • Added page to manage/read/delete messages
  • Modified action date display to show time elapsed since event by default instead of absolute time (e.g., "Four hours ago" instead of "(Fri, 25 Apr 2008 06:28:34 +0200)").
    • The elapsed time display will not change with the message pane auto-update, but it will change when the page is reloaded.
    • Added "Use Timestamps" option on Account preferences. This changes the action date display back to timestamps. This is unset by default.

Character and Character Management

  • Character index list page now sorts without a server round-trip.
  • Character profiles are now broken up into tabs and screens.
  • Character personal description field now indicates remaining characters.
  • Added option to display the user who owns a character. This is able to be set on a character-by-character basis, and is only settable by the owner of the character.
    • If set, other players will be able to see the username associated with a character on that character's profile.

Character Store

  • Players may now upload avatar icons for individual characters.
    • These icons are visible in the character profile, the occupants flyouts, and in your own map interface.
    • You must have the language filter turned off to see them.

Factions

  • Removed the option to create "multis" factions. All faction modes now enforce a "no multis" rule.
    • Existing "multis allowed" factions have been changed to their "non multis" version.
    • The naming convention is just simple: Open or Closed. No need to specify "non multis"; that's implied.
    • The old "Aligned" faction mode has been removed. It is now handled with faction restrictions (see below).
  • Factions may now lay strongholds on squares that are infused to Allies.
  • Removed level requirement to create stronghold.
  • Removed stronghold token from faction store.
    • Refunded honor to those who purchased it.
  • Faction invites now expire after 30 days.
  • Various quality-of-life enhancements:
    • Faction lists are now color coded according to politics.
    • Faction profiles are now broken up into separate tabs and screens.
    • Faction and faction rank names now obey the same logic as character names.
    • Sorted faction bonus store into categories.
    • Added confirmation screen for faction bonus store.
    • Faction profile now indicates number of flags taken.
  • Added faction membership "organization chart" view.
  • Redid the Faction Level : Power Level map. The levels themselves should be broader.
    • Power level is calculated thus:
      • power level = sum(each character.level * character.tier)
    • Level map ranges follow the following pattern:
      • Power Level = sum(power level of previous 2 levels)
Faction Level Faction Power
1 0
2 10
3 20
4 30
5 50
6 80
7 130
8 210
9 340
10 550
11 890
12 1440
13 2330
14 3770
15 6100
16 9870
17 15970
18 25840
19 41810
20 67650


Honor

  • Honor is now granted for flag capping, rescuing your own flag, rescuing the flag of an ally, and capturing squares through infusion.
    • The honor change values are:
      • Capturing a Flag: 20, with a modifier of 4 (see below)
      • Rescuing Your Own Flag: 10
      • Rescuing an Ally's Flag: 8
      • Flipping an Enemy's Infusion Tile: 2
  • Changed the honor system thus:
    • All honor actions are passed through a specific calculation that changes the "base" value of the action according to the difference between the faction levels involved.
    • There may or may not be a modifier.
    • The calculation is: change = base - ((attacker level - target level) * modifier)
    • Only flag capturing has a modifier (thus all other activities grant the full value).
    • Examples:
      • A level 6 faction, "A", captures the flag of faction "B", who is level 8.
        • The honor change for faction A is +28, which is equal to 20 - ((6 - 8) * 4) = 20 - (-2 * 4) = 20 - -8 = 20 + 8
      • A level 8 faction, "A", captures the flag of faction "B", who is level 5.
        • The honor change for faction A is +8, which is equal to 20 - ((8 - 5) * 4) = 20 - (3 * 4) = 20 - 12
      • A level 13 faction, "A", captures the flag of faction "B", who is level 3.
        • The honor change for faction A is -20, which is equal to 20 - ((13 - 3) * 4) = 20 - (10 * 4) = 20 - 40 = -20
  • Honor for flag captures is now split among all factions present in the raiding party, based on the percentage of damage done by the individual faction.
    • It does not matter which faction takes the flag.
    • The honor gain or loss is applied independent of the other factions.
    • Example:
      • Faction A (level 12) and Faction B (level 5) attack Faction C (level 6) together. Faction A's members deal 80% of the damage to the members of Faction C. Faction B then takes the flag.
        • Faction A will incur an honor loss of -6 (rounded from -6.4, which is 80% of -8, which would be the loss incurred if A took the flag alone).
        • Faction B will gain honor, but will only gain 4 points (rounded from 4.8, which is 20% of 24 points, which would be what B would gain if they took the flag alone).
  • Faction honor now decays at a rate of 2% per day. Thus, a faction with 120 honor will lose 2 honor per day (rounded down from 2.4).

Statistics

  • Began tracking several statistics for Factions:
    • Raiding: Wards Destroyed, Shields Destroyed, Strongholds Cleared
    • Target: Damage Dealt on Raids, Damage Taken on Raids, AoE Kills on Raids, Single Kills on Raids, Single Deaths from Raids, AoE Deaths from Raids
    • Flag: Flags Captured, Flags Lost, Flags Rescued, Trophies Lost, Allied Flags Rescued, Enemy Flags Captured
    • Infusion: Infusion Points Spent, Locations Captured, Locations Lost
    • Stronghold: Strongholds Created, Strongholds Revoked, Strongholds Revoked During Raid

Restrictions

  • Implemented a system of Faction membership restrictions.
    • This reduces the available pool of members.
    • Factions may be restricted in the following ways:
      • Aligned: Members must be of the same alignment as the faction.
      • Cult: Members must be of the same cult as the faction is dedicated to.
      • Class: Members must be members of the same character class (or its exits).
      • Tier: Members must be of the same tier (or greater).

Infusion

  • All locations now have a maximum infusion depth of 500.
    • Locations with infusion karma greater than 500 have been set to 500.
  • Squares that are infused to a faction will now provide bonuses to the activities that members of that faction do in that square.
    • The bonus is 5%, and applies to attacking, searching, and defense.
    • Damage bonus is equal to 1.
      • Members of the Divine Army or the Infernal Horde will receive partial bonuses on all squares that are aligned good or evil, respectively. (Search/Attack/Defense = 3; damage = 0)

Strongholds

  • Setting down a stronghold now automatically infuses the location to the new faction for 30 points. If the location was already infused to the faction, no change occurs.
  • Infusions on your stronghold square do not decay.
  • The Faction stronghold ward strength calculation has changed and is now directly tied to the infusion value of the square.
    • The new value of the ward is equal to: the infusion depth of the location * 3 + any ward honor bonuses
    • Infusing (or Staining) the area of a stronghold will do damage to the ward (at a rate of 2 HP per point infused/defused)
      • Holy Conduit infusions do not grant any more bonus than would be normal.
    • Damaging the ward (via weaponry) will not affect the infusion on the square.
    • Changed stronghold ward regeneration. Wards now regenerate 1/5th of total strength every tick (no longer on the hour).
  • All strongholds now have an additional, inner flag shield that protects the flag.
    • This flag shield may be attacked independently of the faction members.
    • If the flag shield drops, the flag may be taken regardless of whether or not there are surviving defenders.
    • The flag shield is directly powered by the number of infused squares a faction has.
      • Flag shield hit point calculation: (membership * 2) + (karma * 5).
    • If all faction members are cleared from the stronghold, the flag shield drops instantly.
    • If all faction members leave the stronghold, the flag shield drops instantly.
    • If the flag shield is at zero, and a faction member returns, the shield remains at zero until the next tick, where it will regenerate.
    • Shields regenerate 1/5th of their maximum hit points every tick - but only if faction members are present.

Upgrades

  • Faction upgrades are now purchased with Faction Points.
    • Faction Points are accrued along with honor, at a rate of 1/2 the honor gain.
  • All non-flavor upgrades now have a daily honor upkeep cost.
    • If a faction cannot pay the honor cost for the upgrade, it will be disabled.
    • Faction leaders may choose to enable or disable specific upgrades.

Faction Mail

  • Added Faction Mail "outbox" system.
    • This is likely to be weirdly buggy.
  • Faction Mail is no longer deleted after 7 days
  • Rebuilt backend of Faction Mail system to be smarter and less ram intensive.
  • Faction Mail is saved independent of the save ticks.
  • The [code] tag should now use fixed width fonts.

Game Interface

  • Massive game interface changes.
    • Removed the "leftwise" layout. It doesn't make sense anymore.
  • Removed the Enhanced Interface from the game.
  • Basic game interface now does a minor "ping" that updates occupants, items, status effects, messages, and vital statistics.
  • Occupants and local items are now pulled into their own panes.
    • Characters and pets in the occupants pane now have "action" rollovers.
    • All single-target actions (attack, heal, etc.) are now handled through the action rollover/flyouts.
  • Status Effects are pulled into their own pane.
    • These also include the duration (either AP or time) remaining.
  • Movement on the map is now handled via roll-over arrows and clicking. The "Move Here" button has been removed; now you just click in the square you wish to move to.
  • Area-of-Effect attacks, ward attacks, and barricade attacks are still handled through the "combat" pane. All other attacks through the flyouts.
  • Rebuilt most icons for location types and added several new ones. There are two versions (18x18 and 32x32).
  • On hover over a location square, information is displayed above the map about that location.
  • Item pulldowns with more than one item of the same type now collapse those items into a single entry. If it is a combat pulldown, the number of items is not displayed, but in inventory pull downs (e.g., safes), it is.
    • No, you cannot choose to use the "magical" sword over the regular sword unless you can tell them apart with Sense Magic.
  • Picking up items is no longer done through the "basic actions" panel, but instead from a flyout in the items pane.
  • Target shooting is now done through the items pane.

Message Pane Overhaul

  • All messages are saved for all time.
  • Last 20 "read" messages are included upon connect/reload to provide context.
  • Messages are updated via ping.
  • The "speak" action is now integrated with the message pane.
  • Message pane has a set size, which can be changed via controls.

Tabs

  • Pets, Spells, and Inventory tab can now sort without a server roundtrip.
  • Pets tab now indicates number of pets out.
  • Pets tab now requires confirmation before dismissing all pets.
  • Inventory pane is broken up into four sections: "General Items", "Spells", "Equippable Items", and "Equipped Items".
  • Removed the "target" pane/tab entirely. It's functionality has been subsumed by the occupant flyouts.
  • Added the "Large Map" tab to the basic interface (it existed in enhanced)
    • Characters with Tattoo of the Wandering Way may now teleport using it.
    • Infusions are shown to those with psychometry as color coded squares (you can see who by rolling over an area).
  • Several action panes are now available as "tabs." This is somewhat of an experimental feature.

Item

  • Modified the effects of pristine weapons thus:
    • Reduced attack bonus from +10% to +5%
    • Increased damage from +0 to +1
  • If a character is wearing Murder Armor or a Golden Breastplate, and their morality falls out of range, the armor is now instantly destroyed.
  • If a character does not have Sense Magic, the magical damage bonuses are no longer displayed in the attack pull downs.
  • Changed the way the back end handles how you view magical items without Sense Magic.
    • All items that appear as something different now have a "masquerade" item. This points to the item it looks like without sense magic.
  • Radically reduced the find rate of Blood Ice
  • Magic and enchanted items no longer show their bonuses in pull downs if the user does not have Sense Magic. Bonuses still apply, however.
  • Potions, Poisons, and Angel's Tears may now be set up as targets for shooting practice.
  • Sledgehammers now do triple damage versus barricades.
  • Destroyed items of any kind (armor, rings, whatever) are no longer able to be equipped.
    • Previously equipped items of this nature have been automatically unequipped.
  • Lowered duration of all immunity potions to ten minutes.
  • Angel's Tears no longer heal Hit Point damage.

New Items

  • Added three kinds of "sleeveless t-shirts", by request: white, black, grimy.
  • Created like, 50 new visual varieties of poison.
  • Added several new, minor items to compensate for new masquerade mechanics (e.g., a "real" Ebony Necklace, and "real" Red Gems).
  • Added Polyhedral Dice sets. They are findable in schools and universities.
  • Implemented shoes and footwear. They are not able to be enchanted.
  • Added many new kinds of "western" clothing, findable throughout Nifleheim.
  • Added many new items to the character store.
  • Added a couple new weapons, findable only in Nifleheim:
    • Walker Colts, which require Walker Colt Shells. You have to load them one round at a time. Enchantable.
      • Craftable, but only in Nifleheim. Requires special components found only in that plane.
    • Straight Razors. Improvised weapons. Enchantable.
    • Tomahawks. Thrown weapons. Enchantable.
      • They are recoverable. You can pick them up after use.
      • Craftable, but only in Nifleheim. Requires special components found only in that plane.
    • Sticks of Dynamite.
      • AoE weapon, like a grenade (thrown). Require Book of Matches or (Burning Aura) to use.

Classes

Skill

Modified

Mortal

  • Characters who purchased Boxing now have an additional attack option: Haymaker
    • Does an additional point of damage (over the normal Boxing bonus), but at a cost of 5% accuracy. 1 AP to use.
  • Characters who purchased Psychometry are able to see the exact amount of hit points possessed by any Flag Shield present in their location.

Defiler

  • Defiler Poison now fades upon death for characters below level 10.
  • Modified Salt the Earth thus:
    • All tier 1 characters slain with it will now infuse an area by 2 points.
    • Tier 2 Angels will infuse an area by 6 points; non-angelic tier 2s by 3.
    • Tier 3 Angels will infuse an area by 8 points; non-angelic tier 3s by 6.


Sorcerer

  • Characters under the effect of Sorcerer's Might can no longer be healed by any means.

Dark Oppressor

  • Agony Curse no longer afflicts characters below level 10.

Divine Champion

Eternal Soldier

Infernal Behemoth

  • Changed Bloodlust thus:
    • Maximum duration of the effect is only ever Five Minutes. Previously, killing additional targets added five minutes to the remaining time; now, killing an additional target will only reset the clock to five minutes.
    • It may now be activated through the usage of a Blood Ice. Bloodlust may NOT be extended through the use of Blood Ice.
    • Skill now drains 4 MP / minute while activated.

Nexus Champion

  • Changed Tattoo of Balance thus:
    • Damage bonus at greater or less than 10 Morality is now 0 (was 1)
    • Damage bonus at greater or less than 5 Morality is now 1 (was 2)
    • Damage bonus at greater or less than 0 Morality is now 2 (was 3)
    • Damage bonus at 0 morality is now 3 (was 4)
  • Changed Tattoo of Equilibrium thus:
    • Defense bonus at greater or less than 10 Morality is now 2 (was 5)
    • Defense bonus at greater or less than 0 Morality is now 5 (was 10)
    • Defense bonus at 0 morality is now 10 (was 15)
  • Tattoo of Leaguestep has been modified so that all teleports cost 1/2 the MP they did previously.

Revenant

  • Changed Shadow of the Wolf thus:
    • Defense bonus was lowered from 10% to 5%
  • Changed Blood Frenzy thus:
    • Skill now grants +5% bonus (instead of 15%)
    • Skill now grants +1 damage bonus (instead of +2)
    • Skill now imparts only -15% defense bonus (instead of -25%)

New

  • Implemented new Wyrm Master, Void Walker, and Dark Oppressor skill, Unholy Stain
    • Allows demon to de-infuse a location by 3 points for a single Action Point. This does not increase the demon's faction's hold on the area; it only removes an infusion.
    • 1 MP, 1 AP.

Advocate

  • Implemented new Advocate skill, Holy Transfer
    • 60 CP child of Cosmic Affinity
    • Allows the Advocate to any cast personal defense spell that he or she knows onto another character (e.g., Tiger Claw)
    • Target character must be of good alignment.
    • 5 AP, 1.5x MP cost
  • Implemented new Advocate skill, Holy Extension
    • 90 CP child of Holy Transfer
    • Spells cast by the Advocate through Holy Transfer have their durations doubled (both AP and time).
    • Does not cost additional MP or AP.

Eternal Soldier

  • Implemented new Eternal Soldier skill, Master of the Martial Form
    • 60 CP child of Way of the Whirlwind
    • Grants innate +5% bonus to all Hand to Hand attacks
    • Grants new HTH attack, "Soft Strike": +5% attack (on top of the previous +5%) at Fist + 3 points of damage
    • Grants new HTH attack, "Cobra Strike": -5% attack (on top of the previous +5%) at Fist + 5 points of damage
  • Implemented new Eternal Soldier skill, Master of Hidden Energy
    • 60 CP child of Way of the Whirlwind
    • Allows the ES to choose the damage type of his HTH attacks between Bludgeon, Slashing, Piercing, Ballistic, Cold, Fire, Electrical, or Nexal.
    • No additional AP cost but transferring damage type costs 4 MP.

Infernal Behemoth

Lich

Lightspeaker

  • Implemented new Lightspeaker skill, Brother's Bond
    • 60 CP child of Summon Aethersprite
    • Increases the number of Aethersprites summoned by the Lightspeaker.
    • Number summoned is random based on the number of Aethersprites the Lightspeaker is able to summon.
    • If only 1 is able to be summoned, only 1 will appear; otherwise minimum amount is 2.
    • Lightspeaker cannot go over maximum amount of Aethersprites with this skill.
  • Implemented new Lightspeaker skill, Soldiers of Purity
    • 60 CP child of Summon Judgemaster
    • All Judgemasters summoned by the Lightspeaker are improved.
      • Movement for each is reduced to 1 AP/square
      • Damage is increased by 3 points
      • Attack is increased by 10 points
      • Maximum AP is increased by 20
      • Maximum MP is increased by 10
      • Maximum HP is increased by 20
  • Implemented new Lightspeaker skill, Soldiers of Might
    • 60 CP child of Summon Judgemaster
    • All Judgemasters summoned by the Lightspeaker are improved by this skill.
    • This skill stacks with Soldiers of Purity
      • Damage is increased by 1 point
      • Attack is increased by 5 points
      • The damage type inflicted by Judgemasters is changed to Magical
  • Implemented new Lightspeaker skill, Light of the Mind
    • 90 CP child of Heart Light
    • Aethersprites summoned by the character are now able to restore a small number of Magic Points to those they heal.
    • They will not energize the summoner.
    • They will not energize those who have not taken damage to their Hit Point totals.
    • This ability costs the Aethersprite additional Magic Points to use.

Nexus Champion

Revenant

  • Implemented new Revenant skill, Howl
    • 60 CP, child of Shadow of the Wolf
    • Skill summons a single Wolf pet. 30 MP, 1 AP.
    • Wolf will only remain as long as the master is in wolf form. Wolf is only summonable through wolf form.
  • Implemented new Revenant skill, Echoing Howl
    • 90 CP child of Howl
    • Direct upgrade to Howl; skill now summons 3-6 wolves for same MP and AP cost.
    • Multiple wolves attack in packs.
  • Implemented new Revenant skill, Animus of the Wolf
    • 60 CP child of Shadow of the Wolf
    • Alternate shape skill: hybrid form between man and wolf.
    • Applies a 10% defense bonus
    • Grants +2 damage bonus for HtH and Melee weapons
    • Character can summon wolves if they have the Howl skill
    • Character has access to their wolf bite.
    • Character may use Melee weapons, HTH weapons, and swords
    • Character has the equivalent of Enhanced Senses, if they had not previously purchased it as a Myrmidon
    • 5 MP/15 Minutes
  • Implemented new Revenant skill, Animus of the Bat
    • 60 CP child of Shadow of the Bat
    • Alternate shape skill: hybrid form between man and bat.
    • Applies a 15% defense bonus
    • Grants +1 damage bonus for HtH and Melee weapons
    • Character may use Melee weapons, HTH weapons, and swords
    • Character has the equivalent of Enhanced Senses, if they had not previously purchased it as a Myrmidon
    • Character is able to see invisible characters
    • Character may fly at whim (though this costs the standard mp cost for flying)
    • 3 MP/15 Minutes
  • Implemented new Revenant skill, Shadow Armor
    • 60 CP child of Strength of Darkness
    • Grants Revenant an innate suit of ghostly, magical armor.
    • Occupies the "full body", "jacket", "shirt", "arms", and "legs" slots. Character cannot equip items over it.
      • Any armor equipped in these slots at the time of purchase will be unequipped.
    • Affords protection as follows:
      • Nexal 4; Bludgeon, Slashing, Ballistic, Piercing, Fire, Electrical, Magical 5; Cold 7; Unholy, Holy, Acid 3
  • Implemented new Revenant skill, Umbral Sword
    • 60 CP child of Strength of Darkness
    • Grants Revenant an innate magical sword weapon.
    • Deals 12 points of Cold damage and has an innate +10% attack bonus.
    • On a successful hit, the weapon may drain a random number of Magic Points from the target (0-5).

Seraph

  • Implemented new Seraph skill, Wing Shards
    • 60 CP Child of Wings
    • Grants Seraph a series of knife-like "feathers" that can be fired at targets.
    • Has a single target attack (15 Piercing, 2 MP, uses throwing tree) and an AoE attack (Piercing, 18 MP, Per Damage 20, Max Damage 75)
    • AoE can only be used while flying.


Wizard

  • Implemented new Wizard skill, Staff of Power
    • 30 CP
    • Wizard gains a Staff of Power item. It has 30 charges.
    • Wizard may recharge staff using Magic Points (1 AP, 1 Charge for 5 Magic Points)
    • Staff has two attacks:
      • Melee strike (5 dmg, Magical, 1 charge)
      • Ranged strike (6 dmg, Magical, 1 charge)
  • Implemented new Wizard skill, Staff of Might
    • 60 CP child of Staff of Power
    • Wizard's staff becomes more powerful. It now has 60 charges.
    • Staff regenerates 5 charges/day.
    • Staff has two attacks:
      • Melee strike (7 dmg, Magical, 1 charge)
      • Ranged strike (8 dmg, Magical, 1 charge)
  • Implemented new Wizard skill, Staff of Wizardry
    • 90 CP child of Staff of Might
    • Wizard's staff becomes more powerful. It now has 100 charges.
    • Staff regenerates 10 charges/day.
    • Staff has two attacks:
      • Melee strike (9 dmg, Magical, 1 charge)
      • Ranged strike (10 dmg, Magical, 1 charge)
  • Implemented new Wizard skill, Wings of the Magus
    • 60 CP child of Staff of Power
    • Wizard may now activate a temporary flight power
    • Flight costs the wizard 1 MP/Minute (same as normal flight)
    • 1 Charge per use; lasts 10 minutes.
  • Implemented new Wizard skill, The Drawing of Power
    • 60 CP child of Staff of Power
    • Wizard may now draw Magic Points from the staff - 15 Magic Points at a cost of 4 charges and 5 Action Points.
  • Implemented new Wizard skill, Sphere of Destruction
    • 60 CP child of Staff of Power
    • Staff gains an area of effect attack
    • Its per target damage value is equal to the character's level and its maximum damage is (character level * 10). It deals Electrical Damage.
    • Attack has a base chance to hit of 70%
    • Attack will not harm Faction members
  • Implemented new Wizard skill, Sphere of Annihilation
    • 90 CP child of Sphere of Destruction
    • Staff gains a new area of effect attack.
    • Its per target damage value is ((character level / 4) * 5) and its maximum damage is (character level * 12). It deals Magical Damage.
    • Attack has a base chance to hit of 70%
    • Attack will not harm Faction members
    • Attack deals 5 points of damage to affected target's Magic Point total

Void Walker

Wyrm Master

  • Implemented new Wyrm Master skill, Favor of G'Nak
    • 60 CP child of Tentacle of G'Nak
    • Modifies tentacles thus:
      • Tentacles may now attack flying targets.
      • If they hit, the target is pulled to the ground and loses flight status.
      • Tentacle further saps 1 Magic Point from the target and adds it to its own pool.

Spell

  • Lowered casting costs of various wards across the board.

Wards

  • Wards now induce a movement penalty for characters that they do not block.
    • Minor Wards now inflict a 2 AP movement penalty on tier 3 characters and a 4 AP movement penalty on tier 2 characters
    • Major Wards now inflict a 4 point movement penalty on tier 3 characters.
    • These movement penalties do not stack -- only the greatest penalty applies.
  • Ward icons have been made for each type of ward.
  • Extended and non-extended versions of Ward types no longer operate as individual wards.
    • Casting the Extended version of a ward over the non-extended version of a ward simply increases the duration of the original ward.
    • Casting the same ward on top of another increases the duration of that ward but not the hit points.
      • Hit Points are reset, however, to that granted by the spell, if the current HP of the ward is less than the HP granted by the spell.
  • The various Dispel Ward spells now deal *damage* to the wards they are cast upon.
    • This is equal to the normal Hit Points of the "type" of ward it dispels. E.g., a Dispel Major Ward spell will deal 400 points of damage.
    • Note that this currently has no practical significance, as wards cannot go above their maximum Hit Points, and dispels do not affect wards of lower types.
    • They do not work on Stronghold Wards.

Pets

  • Added new Pet type, Wolf
    • 30 HP, 30 MP, 50 AP, Attack: 65, Damage: 9, Piercing damage, Defense: 15
    • Wolves attack in packs. They always attack in a swarm on the target with the most damage (not the fewest hit points)
    • Wolves may not be commanded. They are always aggressive, but will never attack faction mates.
  • Added new Pet type, Wraith
    • 30 HP, 30 MP, 50 AP, Attack: 70, Damage: 5, Cold damage, Defense: 15
    • Also deals 5 MP damage
    • Wraiths may not be commanded. They are always aggressive, but will never attack faction mates.
    • Wraiths are highly intelligent and may break control.
  • Added new Pet type, Origami Dragon
    • 75 HP, 60 MP, 60 AP, Attack: 70, Damage: 13, Electrical damage, Defense: 30
    • Dragon will change to Slashing damage if target is immune to Electrical.

New Monsters

Cults

  • Straylight introduces a dynamic new element to the game: Cults
  • There is one cult for each of the Elder Powers.
  • Characters of tier 3 may dedicate themselves to a cult. You must be tier 3.
    • This dedication is permanent and cannot be revoked or removed.
  • Once a character has joined a cult, he or she will begin accruing favor in that cult and other cults.
  • The higher a character's favor within his or her chosen cult, the more powerful the gifts bestowed upon them becomes.
  • See below for more about Cult Favor and Cult Gifts.

Shrines

  • Scattered throughout the Nexus are several shrines. There is one shrine for each Elder Power.
  • Characters who have reached tier 3 may dedicate themselves to the cult of that shrine if they meet the correct entrance requirements (varied by cult).
  • Once a member of said cult, characters may sacrifice items to the Power at the shrine (and only at the shrine).

Sacrifices

  • Characters may sacrifice items to their chosen power at the Shrine of their cult.
  • This must be done at the shrine. It cannot be done anywhere else.
  • You may sacrifice more than one item at a time.
  • Each item is worth a certain number of "points" to the Power. The more items you sacrifice, the higher the point value of your sacrifice - and thus, the higher the chance that the Power will recognize your sacrifice as worthy.
  • If your sacrifice is found worthy, you will be granted points of Cult Favor. The amount granted is also based on the value of your sacrifice. Again, higher numbers are better.
    • Each item has a different value. Most items are worth 0 or 1 points but useful items (e.g., weapons, potions, etc.) have higher values (4 being the mean).
    • The quality of an item (if applicable) will also affect the result.
    • Magical weapons and armor are obviously worth a great deal more (the mean being about 11 points)
    • Some Powers will apply greater weight to certain items than others, and some powers will apply a 0 value to certain items, regardless of the "innate" value of the item.
      • The actual calculation is thus:
        • The value of all items is added together (the sum)
        • A single percentage roll is thrown (this is the notice chance)
        • If the notice roll is lower than the sum, favor is granted.
        • The amount of favor is a range equal to the difference between the sum and the notice roll
        • There is a bonus amount of favor applied afterwards depending on the value of the difference (higher difference = higher bonus).
        • For example, if the sum total of all items is equal to 84, and the notice roll is 60, then the difference is 24. Thus, favor granted will be a number between 1 and 24, plus a bonus (I think in the 24 range it's 10 points).
        • Thus, you are guaranteed a positive favor result if your sum is greater or equal to 100.
    • There is no limit on the number of items that may be sacrificed.
    • Sacrificed items are deleted, never to return, regardless of the success or failure of the notice roll.

Cult Favor

  • Once a character has joined a cult, he will begin accruing positive or negative favor in all cults.
  • This is a representation of how the other Powers look upon the character.
  • A character's favor within their own cult will determine their Cult Rank
    • There are four ranks to each cult. These have specific titles.
  • Certain activities will raise or lower favor in the eyes of other cults.
    • For example, Larry, a character in the cult of Tlacolotl kills Moe, a character in the cult of Namm. This will have various favor effects.
      • Larry's favor with Tlacolotl will rise.
      • Larry's favor with Namm will lower.
      • Moe's favor with Namm will likely lower (if he is of high rank)
      • Moe's favor with Tlacolotl will move closer to 0.
    • The actual favor change values depend on several things, such as:
      • The Cult Rank of the target character
      • The Cult Favor of the target character in the target's cult (more favored == higher bonus)
      • The Cult Favor of the killing character in the target character's cult
      • Etc.
    • Essentially, the more beloved your target is by their god, the more favor you gain from your god by killing him.
      • This will likely lead to bounty hunting.
  • Some cults reward healing; others do not.
  • Some cults (such as Tlacolotl) reward the murder of their own members, provided that the target is a higher rank.
  • All cults punish the murder of Mortal characters (grant negative favor)
  • Favor decays at a rate of 2% per day.

Cult Gifts

  • At various favor levels, certain powers are granted to cult members.
  • If a member's favor drops below 0, all powers are removed (until such time as the favor value is restored)
  • All cults grant a knowledge of a special cult "language" at 0 favor.
    • This allows the character to speak in their cult language and only be understood by other members of the cult.

Granted Power Gifts

  • First level gifts require 50 favor.
  • Second level gifts require 200 favor.
  • Third level gifts require 600 favor.
  • Fourth level gifts require 800 favor.

Ahg-Za-Haru

  • Unstable Apparition - Weapon attacks targeted against the cultist have a chance to be misdirected and strike another character in the location.
  • Mask of the Traitor - Cultist appears "purple" to characters who are members of a faction that is hostile to the cultist's.
  • Raw Insanity - Grants immunity to Demoralize, Weaken, Dragon Fear, Roar Fear, and Insanity. Cultist is also not affected by Terrifying Aspect.
  • Inflict Insanity - Touch Attack. Inflicts a 5 minute "insanity" effect on a character target. Afflicted targets have a 75% chance to mistarget or to move incorrectly. Costs 5 AP, 20 MP, 20 HP.

Tholaghru

  • Crumbling Aura - Melee weapons targeted against the cultist have an increased chance of suffering degrade.
  • Chaos Cloak - Toggle Power. Cultist receives a randomly mutating damage immunity while under the effects. Immunity changes every minute. Costs 2 AP, 10 HP, 10 MP to activate; 2 MP/Minute thereafter.
  • Spell Reflection - Offensive spells targeted against the cultist have a chance to reflect back to the caster.
  • Chaos Consumption - Touch Attack. Cultist may drain 1/2 of the current Magic Points from a target pet (pet may resist) and add it to their own MP. Costs 2 AP, 10 HP.

Tlacolotl

  • Mark of Cain - Gains 1 Action Point on a successful kill. Only applies to single attacks or spells on character targets.
  • Leap of Hatred - Cultist may attack flying character targets with melee and hand-to-hand weapons, touch attacks, and touch spells while on the ground (or vice versa).
  • Blooded Fury - The more damaged the cultist is, the more weapon damage they can do: +1 damage at "wounded" state; +2 damage at "critical" state.
  • Mark of Murder - Gains 1 Action Point whenever a Tier 3 Angel is killed by another character in the cultist's location. AoE kills are included. Kills by the cultist are not. Kills by pets are not.

Goros

  • Anti-Gravity - Increases the cultist's "Max Carry" by 10 points.
  • Touch of Goros - Increases the cultist's maximum Magic Point total by 5 MP.
  • Secret Doorways - Cultist may access a series of hidden portals throughout the Nexus. These portals are marked with the symbol of Goros. They are invisible and unusable to those who do not have this power. They cost Hit Points to use.
  • Channel of Goros - Click Power. Cultist regains 2 MP/Minute for 10 minutes. Can only be used once a day.

Hashaa

  • Mother's Soil - Portals to and from Nifleheim require no Action Points, Magic Points, or Hit Points to use.
  • Silent Return - Reduces the cutlist's Respawn cost by 5 AP.
  • Reconstruction - Cultist may respawn at the point of their death for an additional 5 AP. Does not apply to Water, Void, Sky. Does not respawn indoors.
  • Soul Harvest - Gains 2 MP if a character dies in the cultist's location.

Marquai

  • Ripple in Time - Cultist may grant 5 Action Points to another character target. Costs 2 AP, 5 MP, 10 HP. Can only be used once a day.
  • Longevity of the Day - Increases the cultist's maximum Action Point total by 5 AP.
  • Touch of the Tradesman - Items owned by the cultist will no longer degrade.
  • Mainspring of Eternity - If the cultist has full Magic Points at the time of tick, he or she will regain an extra Action Point (and spend 1 MP).

Alonai

  • Providence of Alonai - Consumable healing items (like First Aid Kits) only consume themselves 50% of the time. Further, healing items will no longer break on death.
  • Alonai's Aegis - Toggle Power. Cultist can cast a protective shield over a good-aligned character. Damage done to the protected character is instead transferred to the cultist. Costs 5 AP, 5 MP, and 10 HP to activate; 2 MP/Minute thereafter. Can only be used once a day.
  • Blessing of the Untainted Heart - Grants immunity to Agony Curse.
  • Song of the Heavenly Choir - Click Power. Removes all negative status effects on good-aligned or neutral-aligned characters in the cultist's location. Costs 10 AP, 20 MP, and 30 HP. Can only be used once a day.

Namm

  • Charge of the Fahreen - Gains 1 Morality for killing neutral-aligned characters.
  • Fury of Justice - Gains 1 Action Point on a successful kill. Only applies to single attacks or spells on demonic or evil-aligned character targets.
  • Bulwark of Namm - Grants immunity to Magic Point draining powers.
  • Spark of the Fahreen - Cultist no longer incurs a morality change for attacking or killing any character who is not an angel, regardless of the target's alignment.

Baraas

  • Blessing of the Helpful Hands - Cultist receives increased bonuses on faction infused squares (+2% for attack, defense, and search).
  • Blessing of the Sturdy Voice - Click Power. Grants +5% attack and +5% defense to faction members in the cultist's location. Costs 5 AP, 20 MP, 20 HP. Can only be used once a day.
  • Blessing of the Animals - Cultist may rejuvenate a pet owned by a faction member. Costs 30 MP, 1 AP, 10 HP.
  • Blessing of the Allied - Cultist receives full faction bonuses on allied faction infused squares.

Other

  • Characters who are in factions with strongholds will now respawn near to their stronghold (within 10 squares).
    • Characters who are not in factions, or those who don't have strongholds, will spawn normally.
    • If there are no spawnable locations near the stronghold, the character will respawn normally.
  • Tier 3 characters will no longer respawn in Valhalla, even if they have a stronghold there. The pull of the outer planes is too much.
    • Tier 3 characters will now spawn in either of the two "aligned" planes for them, if spawning randomly.
  • Increased AP cost of erasing messages to 3.
  • Some pets (Tentacle of G'Nak, Hurricane, Fossil Monstrosity) had more MP than AP. This had no effect in game but seemed odd.
  • Various "events", such as falling into a void, burning from lava, taking aura damage, or using aligned weapons incorrectly now wait to perform their effects and send messages after the fact (not during).
  • Added additional logic regarding valid names for Characters and Factions.
  • A message is now sent to the location when a character teleports into the location.
  • A message is now sent to the location when a character becomes invisible.
  • A message is now sent to the location when a character becomes visible after being invisible.
  • If a character fires an arrow and misses, that arrow may now be picked up from the location.
  • If a character throws a knife and misses, that knife may now be picked up from the location. This only affects normal throwing knives.
  • Removed chance of falling from chains entirely.
  • Removed the ability to use chalk/markers from some areas. Also modified how they get displayed in a lot of specific types.

System

  • Completely rebuilt the way the game saves everything.
    • Saving is now fully-stateful.
      • Rollbacks now revert fully to last save tick.
      • This should significantly reduce lag.
  • Broke all attack action types out into their own actions (attack character, attack pet, attack ward, attack barricade) - they were handled by the same action before.
  • Implemented an administrative action log
  • Super charged the hell out of various administration tools

Bug Fixes

  • It was possible to have both angels and demons in a faction through weird circumstances.
  • Bug with multis showing up in a no-multis faction due to idle-time goofiness
  • De-Idling characters did not force a faction power calculation.
  • Level 4+ factions getting the "level 4" notice on every level change.
  • Faction invites were able to be accepted even if the inviter was deleted or no longer a member of the faction.
  • Faction bonus choice text was woefully out of date.
  • The "merchandise" link has been removed. There were never any sales, and it was costing too much money.
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