Changelog/Alpha 0.09

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

[edit] Alpha 0.09.36

  • Massive refactoring to the statistics system. While this doesn't add new stats to the game (yet) it makes adding new ones terribly easy.
  • Heavy item descriptions are redone. Now, each item is a link; clicking on that will display the description for the item.
  • Added item quality to various item pull-downs
  • Through the magic of my own bad-assery, I have managed to get the inventory pane to sort stuff correctly.
    • Magic items no longer appear out of place.
    • To give you an idea of the evil of this code, the Comparartor went from 4 lines of concise java to 36 lines of bizzaro java.
  • Bug Fixes:
    • Sorcerers were only paying 1 MP for any scroll, not just the ones they transcribed themselves.
    • Fixed (hopefully) the last of the item quality resetting issues.


[edit] Alpha 0.09.35

  • Serious Pet Nerfs:
    • Increased the MP summon costs of Pets across the board.
    • Pets now spend magic points when attacking in addition to action points.
    • To compensate, most pets now have increased magic points.
  • Revisited the order of damage calculation (this was a bug about myrmidon criticals):
    • Damage from weapon calculated first, then bonus damage (e.g., faction) applied.
    • Then hide damage.
    • Then myrmidon crit damage.
    • THEN soaks are applied.
  • Who wants to pick up cars and throw them at people? Who wants to bash people over the head with telephone poles? Why, Divine Champions do! Now they can, as Cloak of Steel has been implemented.
    • When active, grants a soak bonus of 15 points.
    • You drown instantly if you try to use it in the water.
  • Implemented a crapload of "heavy" items. These are effectively flavor elements for 95% of the game population but for a select few, they are weapons.
    • Heavy items are location type specific (well, there is a range for each location type).
    • There is a maximum number that will be found inside or outside.
    • They spawn automatically.
  • Fixed weirdness with crafting and display pulldowns for crafting/repairing items.
    • Both numbers were wrong wrt repairing.
    • All items have a "base cost." Added to that is the "step cost" in AP. The step cost changes based upon the skill used, so the more proficient you are in dealing with, say, guns, the cheaper it becomes.
    • The stop cost also changes based on whether you are *improving* the item (making it above average) or are working with a magic weapon.
    • For Repairing:
      • If you only have Repair Item, the step cost is 5.
      • If you have the next level (say, Smithing), the step cost is 4.
      • The final level (Advanced Smithing) places the step cost at 3.
      • When improving, the step cost is 10 (this is only at the advanced levels).
      • When repairing a magical item, the step cost is 15 AP and 10 MP at Smithing level and at Advanced Smithing level it is 10 AP and 5 MP.
    • For Crafting:
      • The step cost is 10 at the Smithing level.
      • The step cost is 5 at the Advanced Smithing level.
      • If you are creating above "average," it's another 5 AP per level.
  • Raised XP grants for repairing and crafting. Now 5 XP per step of repairing and 7 XP per step of crafting.
  • More intelligence and stuff applied to various faction manipulation screens. They should return users to the correct screens now.
  • Added Cans of Food to the list of items that can be targeted and shot (like bottles).
  • Attacking or killing characters 10 levels beneath you no longer counts towards the damage dealt or kill total badges.
  • Bug Fixes
    • Pets were granting FAR, FAR too much xp. The calculation was not taking into account the level of the target; this has been fixed.
    • Minor changes to faction manipulation screens; clean up.
    • There was no link to "create faction." Whupz.
    • More minor tweaks to Defiler Poison, trying to get it to behave correctly.
    • Characters entering tier 3 were able to bypass the character point cap. As a result, the caps are on through level 20.
    • Minor issue with the demote button appearing for leaders vs. other leaders in the membership screen.
    • Figured out why rocks couldn't be thrown anymore.
    • Issue where searching the lava pits always returned nothing.

[edit] Alpha 0.09.34

(May 9, 2006)

  • Rebuilt faction management screens:
    • Are now similar in structure to character management screens.
    • Factions index no longer defaults to character's faction; it now defaults to the faction browsing system.
    • Integrated faction search to browsing.
    • Consistency between search results display and browsing.
    • "Two-paned" all the editors.
    • Merged several panels into the core faction profile page.
  • Modified global nav
    • Added "Factions" link always, regardless if character is logged in or not.
    • Added "Faction Mail" link if character is logged in and has a faction.
  • Bug Fixes:
    • Fixed bug with morality not shifting for any action.
    • Fixed issue with saving factions and not including a home page.
    • Fixed issue with Heal Self where it was failing if the character had exactly enough MP.
    • Likely fix for weird Defiler Poison bug.

[edit] Alpha 0.09.33

(May 8, 2006)

  • Applied Character Point Buffer Maximums
    • Characters can now "store" no more than 40 CP at tier 1 and no more than 70 at tier 2.
    • If your character CURRENTLY has a number of CP above the maximum allotment, you should spend these, as you can't get any more until you've dropped below the cap.
  • Implemented Crafting Skills:
    • Repair Item
    • What can be done at each level changes.
    • Repair Item allows for:
      • Repairing any damaged item UP TO average quality
      • Repairing does not require components but may require a toolkit or facility.
      • The AP cost is 15 "per step" of repair
      • Crafting Arrows
      • Crafting Pistol/Rifle/Shotgun Ammunition
    • The "second tier" crafting skills allow for creation of items of that type.
      • The AP cost for crafting an item depends on the item and the quality to craft to. There is a "base" cost that is different for each item and then there is a "per step" cost that is applied for every quality level.
      • You can only craft up to "average". Crafting is 10 AP per step of quality and requires components.
      • The AP cost per repair step decreases to 10 per step, but is still capped at "average"
      • This nearly always requires components or special locations of some kind.
      • If the skill involves ammo crafting (bowyer/gunsmithing) the AP cost to craft ammo decreases as you go up. (So, 5 AP with Repair Item, 4 AP with Gunsmithing, and 3 AP with Advanced Gunsmithing)
      • Smithing grants the ability to craft throwing knives (count 10 for a single chunk of steel, 4/3AP depending).
      • This level allows repairing of magical items, but the AP cost is raised to 25 per step and it costs 15 MP per step.
    • The "third tier" crafting skills allow for creation of items of up to "pristine" quality.
      • Crafting is reduced to 5 AP per step, as is repairing.
      • There is an AP "tax" on top of the step cost for "good" and "pristine".
      • The AP cost for repairing magic items is reduced to 15 AP per step and the MP cost is reduced to 10 per step. This, too, is subject to tax.
  • EXPERIMENTAL change with faction ward strength.
    • New formula: strength = (membership * (factionLevel + 4))
    • This means that factions of rank 1 have membership * 5 (the old value), while factions of rank 4 have a strength membership * 8.
  • Boosted rate of item decay across the board.
    • Death decay chance has been boosted to 30%.
    • Weapon use decay chance has been boosted to 6%
    • Armor use decay chance has been boosted to 4%
  • Created new pet for Wyrm Masters - Tentacle of G'Nak
    • Unique (thus far) in that the pet does not move with the caster (it stays where it was summoned)
  • Implemented new Defiler power, Salt the Earth
    • Infuses an area whenever the Defiler kills a victim.
    • Works indoors and outdoors.
    • Child of Corrupt
  • Implemented new Dark Oppressor skill, Life Vampire
    • Touch attack; deals 10 damage. No XP; 3 AP.
    • Creates item, "Blood Ice," which contains the stored life of the victim.
    • Dark Oppressor can then use this item at any time to heal damage.
    • Blood Ice can be traded or gifted.
  • Boosted XP grant for shooting targets to 6 XP.
  • Implemented new Dark Oppressor skill, Soul Vampire.
    • Child of Life Vampire
    • Touch attack, deals 10 damage. No XP; 3 AP.
    • Creates item, "Soul Ice," which contains stored magical energies of the victom.
    • Dark Oppressor can use this at any time to regain 5 MP.
    • Soul Ice can be traded or gifted.
  • Faction stronghold images on the map now are color coded by the character's politics towards the faction.
  • Created new faction membership modes: Aligned and Aligned, No Multis
    • Restricts membership to match the alignment of the faction.
    • If character's alignment changes outside of the range, they will get booted out of the faction.
    • If the character is the ONLY leader and their alignment changes outside of the range, they will NOT be booted from the faction. Instead, the faction's mode will switch to either "Open" or "Open No Multis", depending.
  • Restricted the number of pets that can be summoned for Imps, Aethersprites, Hellhounds, Judgemasters, and Tentacles of G'Nak.
    • Maximum number of each is character level / 5.
  • Buffed Focused Attack
    • AP cost is now 2 (from 4)
    • MP cost is now 8 (from 10)
    • Damage type is changed to UNTYPED.
  • Further Steve-Austin-izing of the administration screens (only wrigleys will care about this):
    • Teleport now allows zone selection
    • Can now change character names in live time (this does significant error checking).
  • Modified Defiler's Poison ability to deal different amount of damage depending on character level:
    • Characters level 20+ now take 6 HP damage per action
    • Characters between levels 10 and 19 continue to take 3 HP damage per action
    • Characters level 1 through 9 will only take 1 HP damage per action
    • Modified text of the poison message to indicate that a FAK will heal it.
    • Now grants 5 XP on successful hit.
  • Defined Stronghold for The Infernal Horde, located in the Tower of Insanity (1,9,Stygia)
  • Defined Stronghold for The Divine Army, located in the Tower of Law (4,31,Paradise)
  • Added second portal to Paradise on Saint Germaine Island, inside of St. Michael's Cathedral
  • Added second portal to Stygia, inside "Angelfall".
  • Visual Design/Usability changes:
    • Started adding direct links in instructions and help to wiki pages.
    • Redesigned index/login page.
      • Expanded informational text.
      • Added links to various important things.
    • Rebuilt most all character screens. The left-side navigation is gone, and actions are placed in more appropriate locations.
      • Most things are linked from the character profile page.
      • Split out "Buy Skills" into its own page. Made class sections collapsible (the behavior seems odd, because they start closed, but it is consistent with the map interface)
      • Split out "Buy Classes" into its own page. Made class sections collapsible (the behavior seems odd, because they start closed, but it is consistent with the map interface)
    • Profile page changes:
      • Removed "Buy Skills" and "Buy Classes" sections.
      • Skills are now displayed in the main profile body on the right. Sections are collapsable but default to open (these are [+] links)
      • Buttons at the bottom for Edit Character, Delete Character, Buy Skills, and Buy Classes.
    • Dropped "Buy Skills" from global navigation. Now, there is a "Buy Skills" button under the "Disconnect" button on the map interface.
    • Map screen changes:
      • Character name now links to profile on map screen.
      • Characters who are eligible to buy new classes get a "Level Up" link next to their name on the map screen. This takes you to the "buy character classes" screen.
      • Lots of stuff now has context-help links.
  • Bug Fixes:
    • Minor security plugging for admin screens.
    • Minor issue with summoning imps.
    • Stupid issue with /em appearing in emotes.
    • IE buttons were hovering to red when they should have been blue.
    • Various pet commands were incorrecting using AP when they should not have.
    • Wards should no longer be able to be cast in locations with portals.
    • Pet masters should no longer gain XP when the pets attack members of thier own faction.
    • If players are dickheads and they enter a single long, unbreaking string of characters for their personal description, it now gets clipped in the character view and profile page. Same with faction descriptions.

[edit] Alpha 0.09.32

  • READ ME IMPORTANT:
    • There is an upcoming change about Character Point storage that will likely affect all of you.
    • Soon there will be a *cap* implemented as to how many Character Points you are able to save up. This change is necessary to prevent people from storing up 23423423 CP before level 20 and then buying all the tier 3 skills at once.
    • (It's supposed to be a more gradual curve)
    • The caps will *likely* be around 40-60 before level 10 and between 60 and 80 before level 20.
    • You should start spending your character points now.
    • This is a FUTURE change. This is NOT in this update.
  • THIS WILL BE THE LAST CHANGELOG PUBLISHED TO THIS PAGE. Future changelogs will be published to the wiki changelog.
  • Implemented Nexus Champion power, "Tattoo of the Eye of Death"
  • Added hit point and magic point indicator dots to pets in description pane.
  • Minor tweaks and buffs to the description pane's language.
  • Dialed down pet idle activities.
  • Minor tweaks to map layout. You have to shift-reload, as you should always do with every update to get the changes.
  • Added some pet controls: dismiss all pets and command all pets.
  • Alphabetized pets by type in pet command panel.
  • Pet panel now remembers which pet you just manipulated and leaves the command window open.
  • Attacking pets now alters morality as if the master was attacked.
  • The number of pets killed is now tracked.
  • Added badge for killing pets.
  • Successful alchemy now grants experience points.
  • The "Speak" action is now available at all times.
  • Bug Fixes:
    • Fixed total broken behavior of Explosive Murder.
    • Fixed weirdness with action panels and the bottle target shooting system.
    • Fixed issue where safe access permissions were not being saved between updates. (For realz, this time.)
    • Fixed issue with NPE when viewing faction pages of factions where the creator is now deleted.
    • Fixed issue with creating potion of invisibility.
    • More goofed up sewer grate locations.
    • Thunderbolt was doing fire damage when it should have been dealing electrical damage.

[edit] Alpha 0.09.31

(April 28, 2006)

  • All stronghold wards were forced to be reset at the time of update. They'll regenerate normally.
  • Implemented faction "mass mailing" system.
    • This is somewhat dependant upon the factional hierarchy code.
    • A new option, "Mass Mail" is in the faction navigation section.
    • Mass mailing is done by groups. Not everyone has the authority to mail the entire group or even large numbers of people.
    • You can always send mail to your subordinates, either direct subordinates (those who report directly to you) or to all subordinates (those who report directly to you, as well as those who report to *them*, etc.)
    • You can always send mail to squad mates (those who report to the same commander)
    • Those of sergeant rank or higher can send to their rank equals (so sgts to every sgt, etc.) Soldiers do not have this permission.
    • Only leaders can send to everyone (with "All Subordinates").
  • Faction mail inboxes now have a "check all" option.
  • Totally scrubbed html issues all over the place. Lots of minor fixes here and there, both for firefox and ie. This is in preparation for deeper changes to the non-map interface.
  • Buffed up the character spellbook - the one viewable from the profile page.
  • Bug Fixes:
    • Going to a profile page when logged out no longer displays a white screen.
    • It is now possible to "unset" a character's commander.
    • Fixed bug with the recipe for a specific potion.
    • Fixed issue where people could just join closed, no multi factions without invites.
    • Fixed issue with faction wards forgetting which faction they belonged to. This caused nasty stack dumps when it tried to warn people that the ward was under attack.
    • There was a sewer entrance in the water. Whupz.


[edit] Alpha 0.09.30

(April 27, 2006)

  • Faction members are now alerted whenever their stronghold's ward is under attack (but only when the ward is at maximum hp and suffers damage)
  • Faction members are now alerted when the stronghold ward has been destroyed.
  • If you have a stronghold and cannot access the safe, you need to edit and save your faction to apply the access safe permission to people. It is currently set, by default, to "off" in the database, even though faction leaders should always have it. Simply saving the faction will fix this issue.
  • Applied a maximum size to scratchpad entries.
  • Removed "Aspect" entry from character profiles.
  • Faction view page now lists stronghold location, if any.
  • Implemented faction command hierarchies:
    • (Well, the interface and back-end for it, anyway. Nothing uses it yet.)
    • Those with authority to do so may define faction members to be under the command of other characters.
    • This is done from the faction membership page. Next to every character's name will be a pull down with a list of all the possible characters who could be the commanding officer for that character. Select the right character and click "Set." You will not recieve a message unless there is an error.
    • The commanding character gets notified that the character has been switched to his command.
    • The character gets notified that he has been placed under the command of the commander.
    • If the character had a different commander already, the previous commander is also notified.
    • If someone has subordinates and they leave the faction, those subordinates are transferred to the command of the leaving character's commander. In the case of people who report to leaders, they will have no commanders.
    • This is a little less baked than I would like, so there are likely lots of bugs. However, other fixes needed to go in, so it goes live!
  • Bug Fixes:
    • Fixed issue with closed, no multi factions not being able to invite people.
    • Fixed issue with using the scratchpad when the character is dead.
    • Fixed issue with attacking certain kinds of wards when outside.
    • Crafting magazines will now display the correct text.
    • It is no longer possible to use AoE attacks without sufficient magic points.
    • Fixed issue with deconstructing maxed out barricades.

[edit] Alpha 0.09.29

(April 26, 2006)

  • THERE HAS BEEN A MASSIVE RECONSTRUCTION OF THE MAP INTERFACE.
    • YOU MUST SHIFT-RELOAD ON THE MAP.
    • The map's left hand side - the actions and description pane - have been re-organized and Steve-Austin-ized.
    • Each grouping of actions exists in a panel that is closed until opened. Clicking on the panel header opens it (or closes it, depending).
    • Panels remember their state (open or closed) between sessions.
    • There may be some goofiness about panels not closing after death, or on login, or whatever. These are bugs: if the behavior is counter intuitive, it's probably wrong.
  • THE ITEM LOSS BUG HAS BEEN FIXED. However, this will not take full effect until now; you may still have lost items during this restart.
  • Any weapon may now be used to attack doors.
  • Hah! Obscured the post url for the clothing designer. Fixed now.
  • Fixed issue with crafting ammo in a stronghold (you could make shotgun shells but not clips or magazines)
  • Implemented badges for total deaths.
  • For some reason, Sorcerer's Might dissappeared. Whupz. Fixed.
  • Fixed issue with trading where the target character has a full inventory.
  • Putting magic markers in stronghold safes should no longer show how many charges are left.

[edit] Alpha 0.09.28

(April 25, 2006)

  • The Full Map Is In Effect. The addition of strongholds (see below) makes territory important, despite the population density issues.
  • The full sewer map is active, including all sewer grates associated with it. Have fun mapping it, but for the love of sanity, do not try to match up the size of the sewer to the size of the upper map.
  • Added ability to define a "homepage" for factions. This can be changed on the edit faction page. A good way to point people to your faction's wiki page.
  • Dialed up pet activity to 15 seconds.
  • Started tracking how many books characters read.
  • Added a new set of badges for reading books.
  • Earning the last badge in an accomplishment set will now grant you character points.
  • The player-supplied description for a character now appears in profiles and the target pane as "Personal Description." The generated description is now called "Physical Description."
  • Removed "aspect" section from the target pane.
  • Added a "scratchpad" to each character that they can use to store information (such as recipes, kills, whatever). This is not viewable by other players, and is a tab in the tab pane.
  • Implemented Nexus Champion skill, Tattoo of Blood.
  • Changed the names of some Nexus Champion skills:
    • Planar Protection to Tattoo of the Planes
    • Nexus Armor to Tattoo of Resilience
  • Implemented Eternal Soldier ability, Way of Void. This is an area-of-effect power, passive, and grants a +5% attack bonus to all faction members in the location. It does NOT aid the caster.
  • Modified the way that crafting ammunition works:
    • You must now have a bottle of gunpowder. Unsurprisingly, these can be found in gun stores.
    • You will craft more than 1 piece of ammunition. A single bottle of gunpowder will yeild:
      • 2 Rifle Clips, or
      • 4 Pistol Clips, or
      • 6 Shotgun Shells
    • The system will not let you craft anything above your weight allotment, so no worries about wasting gunpowder.
    • This may, incidentally, fix the bug with dissappearing items. But I'm not hopeful.
  • Made some major changes to morality and how it affects characters:
    • There are now caps to morality scores: +40 for good, -40 for evil. If your morality was higher or lower than the cap, you have been placed on the cap.
    • Changed most things that were shifting by more than 1 point to only 1 point.
    • You now must REALLY watch your morality if you are an angel or a demon (tier 2 or higher). If your morality falls out of the alignment with your character class, bad things happen:
      • You will lose access to most powers from tier 2 and up.
      • You will be unable to purchase any tier 2/tier 3 skills
      • Generally, only your mortal powers will continue to have effect. There are some exceptions, but generally, they're gone.
      • If you return your morality to the right levels, you will get access to the powers again.
      • You will get a warning and notification of the changes.
  • Added new permission for faction ranks: Access Safe
  • Implemented Faction Strongholds. This is a major, game-changing element, and is one of the last "heavy" items before beta:
    • Only those with "Edit Faction" may set or remove faction strongholds.
    • Creating or removing a faction stronghold costs 30 Action Points and 20 Magic Points.
    • Factions may only have 1 stronghold.
    • Only faction members may cast wards on the location (inside or outside).
    • Faction strongholds require a "rent" payment of 1 Magic Point per day from each member of the faction.
    • There is a restriction on the locations that can be made into strongholds. Any large building is out, as is any location that doesn't have an "inside." Resource buildings are also out. This includes libraries and museums.
    • Faction strongholds have a special "faction ward" placed around the inside of the location:
      • The *maximum* strength of the ward (the number of hit points it has) is directly proportional to the number of members in the faction (no. members times 5)
      • This ward blocks *all* characters who are not members of the faction, including tier 3s.
      • This ward CANNOT be dispelled.
      • The ward can be damaged and even destroyed.
      • Every hour, the ward regenerates damage done to it (if destroyed, the ward reforms).
      • The number of hit points the ward heals depends on the maximum strength of the ward. The math is a little funky, but it works out to maximum ward hp / 6, minimum of 10. Thus, if a ward has a maximum strength of 18, it will heal 10 points the first hour, and 8 the second.
    • Faction strongholds include a special "safe":
      • The safe allows faction members (and faction members only) to place items within or take items out of it. The member must have the "access safe" permission on his rank.
      • Either action costs 1 Action Point.
      • If the stronghold is revoked or removed, the items are placed into limbo until a new stronghold is placed down (at which time, they will magically re-appear in the safe)
      • If the faction is deleted, the items are lost forever.
    • Strongholds contain facilities for crafting ammunition and performing alchemical experiments.
  • Characters may now only wear one item of a specific clothing type (so no more 10 hats at the same time). This change required me to *unequip* all clothing, so you'll have to re-equip it.
  • Bug Fixes:
    • Fixed hack that allowed for a pseudo-"free running."
    • Fixed issue where factions with negative karma were fouling the tithing for the big two.
    • Fixed issue with good and pristine armor providing protection for damage types it isn't supposed to.
    • Miscellaneous issues with Invisibility.
    • Fixed issue with Divine Armor degrading.
    • Fixed issue where characters could attack wards inside of buildings adjacent to their current location when the locations were not part of a "large" system. This necessitated removing the ability to attack wards diagonally, which is actually a good thing because it brings it into consistency with barricade attacks.

[edit] Alpha 0.09.27

(April 20, 2006)

  • Was forced to flatten location infusions due to bizzare calculation bug. This may happen again. You are warned.
  • Implemented the Void Walker power, Invisibility.
  • Implemented 2nd tier spell casting skill, Alchemy:
    • Sorcerers, Defilers, and Shepherds
    • The description says "Alchemical Workbench" but location items aren't quite done yet so it works inside of pharmacies.
    • If you have the skill, you get access to the workbench. This is a form that lists off all the items you have that could potentially be used in alchemy. Simply check the items you wish to use in your potion and bonk on the button.
    • If you got the recipe right, poof! You have a potion.
    • If you didn't get it right, there are a couple things that could happen:
      • Poof! You have a potion, only it wasn't what you expected.
      • Ugh! You have a potion, but it's really a poison.
      • Boom! Things explode!
    • You can find fragments of recipes all over but you don't have to have found the recipe to use the system.
    • The components required are many and varied.
    • This entire system is going to be fleshed out a great deal but for now it's very simple. I hate the interface but it's functional and testible.
  • Began some work at optimizing bandwidth usage.
  • Dialed down explosive murder just a tad. It was dealing a damage mod of 10 when it should have been dealing one of 5. The per-damage calc is now 5 * (level / 2), and the max damage calc is now 5 * level.
  • Potential fix for items being reloaded (or unloaded) upon server reset. Also may fix issue with degrade states changing. I don't know, though, as this is transient and I can't duplicate it.

[edit] Alpha 0.09.26

(April 19, 2006)

  • Fixed issue with status effects not being applied on reload of the server.
  • Whisper form no longer defaults to last *attack* target (it does, however, default to last whisper target).
  • Advocates are now immune to Unholy damage.
  • Bug with viewing faction mail fixed.
  • Added new modes for faction membership: Open (No Multis Allowed) and Closed (No Multis Allowed). These modes will prevent multiple characters owned by the same player to join, which eliminates someone "zerging" the faction. Open (No Multis) is now the default mode.
  • All aligned factions now tithe 10% of their karma to their big brother factions. This does not affect the karma of the "donating" faction at all. Instead, the big two (the Infernal Horde and the Divine Army) now gain a karma bonus equal to 10% of the total karma of the aligned factions. This number will likely need tweaking.

[edit] Alpha 0.09.25

(April 18, 2006)

  • THIS IS POTENTIALLY A RICKETY UPDATE. YOU ARE WARNED.
  • Increased the size of the available map. This opens up Downtown, parts of Marshall, all of Clifton, Caspian Heights, and Eastshore. Of note: not one but two museums, several mansions, Parliament, and Eastshore Gardens cemetary.
  • Created and inserted all sorts of small items that are to be used with crafting/alchemy.
  • Most improvised weapons no longer degrade.
  • Added new magic item that buffs HtH attacks.
  • Lowered MP cost of Explosive Murder to 8.
  • Sometimes, books will have fragments of alchemical recipes.
  • Pretty massive refactoring to characters. A lot of stuff was being stored that should be calculated. This is a good thing, as it enables me to to a) add new stat affecting skills easily and b) change the bonuses of those skills in the future without a character wipe or massively complicated SQL statement.
  • Pretty massive refactoring to how characters, pets, and corpses are manipulated in memory. This could potentially cause some weird behavior.
  • Created new skill: Advanced Archery
  • Created new skill: Advanced Thrown Weapons
  • Created new items: Long Bow and Short Bow
  • Added a bunch of "hat" items, including a leopard-print cowboy hat.
  • Implemented secondary power to Divine Champion's Cloak of Vengeful Fire: Fire Rain (AoE attack)
  • Bumped find rates for bows; added them to gun stores and museums.
  • Tired of fixing issues where unhiding wasn't occuring, now all skill uses cause unhiding.
  • Added new location type: field
  • Lowered AP cost of using Surgery without a FAK to 5 AP.
  • Lowered cost of hiding to 1 AP across the board.
  • Nerfed Greater Protection Ring by 1 point of soak.
  • Modified the way Area of Effect damage is calculated:
    • All AoE powers have a MAXIMUM amount of damage they will do. For powers, this is usually (but not always) dependant upon level.
    • All AoE powers have a RANGE of damage that they will do PER CHARACTER.
    • When an AoE is fired off, each character in the area is rolled in turn. If they are hit, they will take a random number of points of damage within the per character range. This damage is totalled as the attack goes through the list.
    • If the total damage applied is greater or equal to the maximum damage the AoE will do, the AoE will stop dealing damage.
    • Each character will only be rolled and suffer damage once.
    • For example, in a room with 10 targets, an AoE is fired that has a per character range of 20 and a maximum damage of 100. Each character is rolled in turn. It is theoretically possible for 5 characters to be hit and take 20 points (which makes 100 total, ending the cycle), 10 characters to be hit for 10 each (also reaching 100 points, ending the cycle in two ways [once for reaching max damage, once for hitting all characters], or only 3 characters being hit for 1 point each [e.g., only 3 hits were scored, and minimum damage rolled]).
    • Spell AoE damages have changed thus:
      • Fire Storm: Per Target: 10 Max: 100
      • Death Cloud: Per Target: 20 Max: 200
      • Ice Storm: Per Target: 10 Max: 100
      • Thunder Storm: Per Target: 9 Max: 150
  • Implemented Pets:
    • These are the defining powers of several tier 3 classes: Lich, Elementalist, Wyrm Master, Lightspeaker.
    • Not all pet powers are implemented as yet.
    • They are very powerful elements to the game. VERY powerful. They may very well see a succession of nerfs.
    • Different pets have different summoning and maintenance costs.
    • Pets appear in the interface description in a different box. If the pet has a nickname, it will display the nickname.
    • Pets may be targeted like characters.
    • Pets do not currently target other pets.
    • The current attack behavior for pets is to "swarm" a single person. This may change.
    • If your character has summoned a pet, a new "pets" tab will appear in the interface. This allows you to control them and manipulate their behaviors.
    • Not all pet behavior states are implemented yet.
    • These are likely VERY buggy.
    • The powers associated with this update that are either fully or partially implemented are:
      • Lich: Animate Corpse, Animate Skeleton, Animate Ghoul
      • Elementalist: Summon Rocky Servitor, Summon Aerial Servitor, Summon Fiery Servitor, Summon Aquatic Servitor
      • Wyrm Master: Summon Imp, Summon Hellhound
      • Lightspeaker: Summon Aethersprite, Summon Judgemaster
  • Buffed a lot of status effects:
    • Paladin's Strengthen power now lasts 10 AP (actually, 11, as one is used in the casting).
    • Defiler's Demoralize power now lasts for a whole hour.
    • The Visual Prestidigitation spell now lasts for two hours.
    • The Tiger Claw spell now lasts for 20 AP (actually 21, as one is used in the casting). However, it's MP cost rose to 10.
    • The Turtle Shell spell now lasts for two hours. It's casting cost has been raised to 10 MP. (It was a bug that it was AP based; now fixed).
    • The Defensive prayer's duration has been buffed to 2 hours.
    • The Offensive prayer's duration has been buffed to 25 AP (actually 26, as one is used in the casting).
    • The Strength of the Dragon prayer now lasts 15 AP (plus 1 for the casting).
    • The Unkillable prayer now lasts for two hours (!)
    • The Way of the Porpoise spell now lasts for fifteen minutes.
    • Potions of Strength now last 15 AP (plus 1 for the drinking)
    • Potions of Invulnerability now last one hour.
    • The Blood Touch spell now does 8 damage at an MP cost of 6.
  • Quality-of-Life:
    • The "cast from scroll" forms no longer default to a scroll.
    • The trade form no longer defaults to an item.
    • Many buttons are now "disabled" when they cannot be used. This is going to happen for everything eventually.
    • Emoting now accepts "/em" as well as "/me".
    • Merged the speech and whisper forms into a single form. The pull down defaults to "everyone present."
    • Attacking someone no longer autoselects targets for trading or speaking.
    • Target names are now clickable in "kill" messages.
    • Generated character descriptions now use the aspect description.
    • Characters under the effects of a transformation now have their descriptions modified to match.
    • Pet names are now clickable in the description pane.
    • Target Pane Modifications:
      • Moved the target selector in the target pane to the top of the box.
      • "View Skills" in the target pane is now open.
      • Faction names now link to faction info page.
      • Character class names are now hot-linked to the wiki entries.
  • Bug Fixes:
    • Fixed issue where Vengeful Fire's attacks were always missing.
    • XP messages for spells should now be correct.
    • Weird bug with Heal Self firing whenever a user moved NE.
    • Faction karma should now correctly recalculate when a character is deleted.
    • Many, many fixes for "Wrigleys Bugs" that I'm not telling any of you about.
    • Faction mail inbox was breaking if a character had a mail that was sent by a character who had since been deleted.
    • Demons should no longer be able to be healed.

[edit] Alpha 0.09.24

  • THERE WAS A DATABASE ERROR DURING UPGRADE. A ROLLBACK OF ABOUT TWO DAYS. I don't know what caused it. Your messages will be correct but your character state will not be.
  • Lowered XP gain rate for tier 2 characters killing tier 1s.
  • Added level to character list display in description pane.
  • Fixed bug involving painkillers that totally goofed people's soaks and attack chances for like, ferevers.
  • Fixed issue with moving into solid earth.
  • Added newspaper article about our very own Father Michaels.
  • Fixed many issues involving url hacks. Holy crap.
  • Fixed (hopefully) a ConcurrentModificationException that occurs when certain spells fire.
  • More work on pets:
    • Pets are now able to be succesfully summoned (well, zombies anyway).
    • Pets now lumber after their master. They only drool, however.
    • Pets may be dismissed.
    • Pets may be targeted and killed by other characters. They will successfully despawn upon death. They do not yet grant XP yet, though.
  • Changed lich's "Animate Corpse Horde" to "Animate Ghoul." Modified the constraints of Animate Corpse so that more than one zombie can be summoned at the same time.

[edit] Alpha 0.09.23

  • Implemented barricade decay. Barricades now decay by 10 Hit Points per day.
  • Created new skill: Structural Engineering. This is a child skill of Engineering. Moved all barricade abilities to it from Engineering.
  • Fixed hellish bug where users could buy multiple character classes at level 10.
  • More bulletproofing about innate items degrading.
  • Fixed NPE with connect action.
  • Fixed issue with outside barricades preventing inside movement in large buildings.
  • Added more details to south island locations.
  • Fixed issue with deleted characters remaining in session.
  • Fixed issue with chainsaws not remembering that they were reloaded.
  • Fixed issue with weapons not remembering that they had been fired.
  • Made a distinction between repairing and rebuilding doors. Repairing takes 2 ap and grants 2 xp. Rebuilding takes 3 ap and grants 5 xp. Rebuilding works on broken and missing doors; everything else is repairing.

[edit] Alpha 0.09.22

  • Fixed bug involving barricades. They were not correctly preventing diagonal movement along all correct axi.
  • Modified map so that locations you cannot move to via barricades have greyed out "move here" buttons.
  • Decreased find rates of toolkits, surgeon's kits, and lockpicks. Upped FAK and pill find rates.
  • Barricades no longer show up in the inside description of a location.
  • (Possibly) fixed transient npe in attack action.


[edit] Alpha 0.09.21

  • Semi-emergency fix to solve a map-crash bug.
  • Implemented maximum character amounts. It's high for everyone, so don't freak out.

[edit] Alpha 0.09.20

  • Due to the utter incompetence of the power company, the site was offline after having its network connection dropped due to an unfortunate interaction with a backhoe.
  • Implemented Barricades. This is a major, game-changing feature (and one of the few left until beta). It is most definately a tool for factions.
    • Barricades may only be built outside. These are "wall" barricades, not bunches of furniture pushed up against doors.
    • Only those with Engineering may construct barricades.
    • Barricades have hit points. Maximum hit points is 200.
    • Barricades are purely neutral. Once constructed, they have no allegiance.
    • Erecting barricades costs 10 AP to build in 10 HP to the barricade (so 200 AP to build a full barricade).
    • Building barricades is done on each *side* of a location independently. They are tracked independently via sides as well.
    • Characters may pass through barricades erected in their current location easily (passing to the outside is free).
    • You may not pass INTO locations that have a barricade erected on the side facing your current location NOR may you pass diagonally if one of those directions is barricaded by any location.
    • This is a bit wonky, so some examples (it's actually pretty intuitive and harder to explain in text than on the map):
      • If a character attempts to move EAST, and the EAST location has a barricade on the WEST side, movement is denied.
      • If a character attempts to move NORTH EAST, and the EAST location has a barricade on the WEST side *OR* the NORTH location has a barricade on the SOUTH side, movement is denied.
      • If a character attempts to move SOUTH EAST, and the EAST location has a barricade on the WEST side *OR* the SOUTH location has a barricade on the NORTH side, movement is denied.
      • If a character attempts to move NORTH, and the EAST location has a barricade on the WEST side, movement is allowed (it doesn't affect the character).
      • If a character attempts to move WEST, and CURRENT location has a barricade on the WEST side, movement is allowed (character is exiting current location).
      • If a barricade prevents you from moving diagonally, you can move AROUND it (unless the route is also barricaded). So, if you want to move NE, and are prevented from doing so by an Eastern barricade, you can move North and then East.
    • Barricades are noted on the map with dashed white lines.
    • Characters ON THE INSIDE may REMOVE barricades (if they have the engineering skill)
      • 10 points of damage are done for 5 AP spent (half the cost to erect it)
      • If the character has a crowbar, damage to the barricade is *doubled*.
    • Characters who are flying or have Wisp Form or Cloak of Air are unaffected by barricades. They just sail over them.
    • Characters may attack and destroy barricades from the outside.
      • Like wards, barricades are not targetable by spells. There is nothing for the magic to latch onto.
      • Any weapon may be used to destroy a barricade, though some are more effective than others.
      • Barricades are immune to death and electrical damage.
      • You can only target and destroy barricades that you are outside of. So if your current location has a barricade on the NORTH, and the North location has a barricade on the SOUTH, only the northern location's barricade can be targeted.
      • Characters who are in wisp form or cloak of air must use magical weapons to destroy barricades.
  • Added new Pariah power: Corrode Claw
    • It's a child of Blood Claws
    • Upon a successful hit, it has a chance to damage ALL armor that a foe is wearing, with the exception of innate and magical armors.
    • That means, if (for some reason) you're wearing a leather jacket AND a suit of light body armor, BOTH armors may be damaged.
    • It's a percentage chance, and pretty high (8%).
    • Reduces quality by 1.
  • Throwing knives no longer degrade.
  • Some more minor natural language fixes.
  • Added in the seven cardinal towers to Paradise.
  • Implemented several magical potions.
  • Fixed issue where people could get around the presence of wards in large buildings.
  • Minor preformance and display enhancements to target pane. It no longer includes "[+]" links to view full information about the skills; you'll need to go to the profile to get that info.
  • Painkillers no longer heal a character. They now grant a +1 soak bonus for a limited time along with a -5 attack penalty.
  • Armor degredation now works correctly.
    • Your armor may degrade upon a successful hit (2%)
    • Only the *protective* armor will degrade, and it's across the board. So, if you have two kinds of armor that protect versus slashing, one with 4 points and one with 3, and it degrades, only the 4 pointer will degrade. This only applies if the armor is equipped.
    • Armor provides better or worse protection, depending on state: +2 points pristine, +1 good, +/-0 average, -1 worn, -3 broken, -324324 destroyed.
  • Fixed issue with location-based status effects (e.g., wards) not expiring.
  • Added four new wards: Extended Major Ward Versus Good, Extended Major Ward Versus Evil, Extended Minor Ward Versus Good, Extended Minor Ward Versus Evil.
    • These are "extended" versions of thier regular counterparts.
    • They last for eight hours per casting instead of the normal 2.5.
  • Lowered the casting cost for non-extended wards.

[edit] Alpha 0.09.19

  • As usual, the first update after a big update is a bunch of bugfixes.
  • In the character index screen, characters of yours that are hidden will display a little "hidden" icon in place of the skull icon now.
  • When looking at a room description, characters that are hidden that you've observed now have a little brown dot next to them.
  • Fix display of Prayer's AP cost.
  • Fixed hellish problem where ranged spell attacks were having insanely lower chances to hit than they should have.
  • Cleaned up several instances where item degredation was being reported when it shouldn't have (like for Blood Claws). This was pure display; it was not affecting calculation.
  • Fixed issue where quality messages were being displayed to characters on search, even if the item didn't degrade.
  • Jacked around the quality likelihoods so that "average" is absolutely going to be the most common quality found in searches.
  • Modified the character profile page to show the "generated" description.
  • Cleaned up the grammar in the character description thinger; set up correct casing. Removed innate items from display.
  • Brass Knuckles no longer have quality.
  • Added a couple new candy items: pocketwatches, hospital scrubs, and firemen helmets.
  • Fixed some naming problems with items (e.g., "Ebony Cufflinks" becomes "Pair of Ebony Cufflinks.")

[edit] Alpha 0.09.18

  • Changed the way death affects characters. THIS IS A MAJOR PARADIGM SHIFT IN THE GAME. READ CAREFULLY.
    • Characters NO LONGER lose items upon death. Items are retained by the character at respawn.
    • Corpses are no longer lootable.
    • If you were dead before the server restart, you will, unfortunately, respawn with no items.
    • The AP cost for death is unchanged. However, if you die, every item rolls for item degredation at a high percentage (see below).
    • This change further affects the following:
      • The likelihood that the random spawning system will change is now approaching zero percent. Part of the problems people have with spawning on opposite sides of the map is due to lack of available weaponry. Consider random placement a penalty for death.
      • The likelihood of demons and angels respawning in Stygia and Paradise is now approaching 80%.
      • The likelihood of search percentages being nerfed is approaching 50%.
  • Items will now degrade in quality over time and use.
    • There are multiple states of item quality, and they run: Pristine, Good, Average, Worn, Broken, Destroyed.
    • Items of higher quality will perform better. Items of lower quality will perform. . . less better. Destroyed items won't perform at all.
    • Every time an item is used, it has a small chance to suffer damage, which decreases its quality by one step.
    • Every time a character dies, all his items have a chance to suffer damage. This is higher than the attack/use chance.
    • Items that you find will be of differing qualities, with the largest percentage being "Average."
    • Not all items degrade or suffer from degredation (like, say, rocks). A small list includes: food items, jewelry, clothing, bones and body parts, spells, newspapers.
    • More and more aspects of this part of the game will be creeping their way into the game as time goes on.
    • There WILL be a way to repair items. However, it's a bit more complicated than just adding an extra button to "engineering" and I can't get it in before deadline. But that will be the next thing on the docket.
  • Changed the way swimming works:
    • Swimming in the ocean now only costs 2 AP per square (down from 5)
    • When swimming, you'll get a status effect, "Swimming." This goes away the instant you touch dry land (and returns when you get in the water).
    • The swimming status effect has a timer. It's 15 minutes long. It starts ticking when you hit the water. If you *move* in the water (e.g., swim to another square), the timer resets to 15 minutes.
    • When the timer reaches zero, if you're still in the water, you drown.
    • This does not affect people who have the Water Breathing skill in any way. They are effectively immune to this effect.
    • When the spell Way of the Porpoise wears off, instead of drowning, you now get the "Swimming" status effect kicked on. That gives you 15 minutes to cast it again or get the hell out of the water.
    • So, don't be logging out in the water unless you want to log into a corpse.
  • Nerf hammer to Sorcerer's Might:
    • You can no longer select the number of Hit Points from a pull down.
    • Cost is 1 AP.
    • Grants 5 Magic Points and eats up 6 Hit Points.
  • Nerf hammer to Heal Self:
    • You can no longer select the number of Magic Points from a pull down.
    • Cost is 1 AP.
    • Heals 5 Hit Points and eats up 5 Magic Points.
  • Buffed up the faction browse system:
    • It now paginates.
    • It now sorts based on headers.
    • Added several columns to it. Columns now are: Name, Level, Karma, Membership, Policy, and Alignment
    • Removed ability to join a faction directly from this page. It didn't make a lot of sense.
  • Implemented Divine Champion's Cloak of Air ability and the Wizard's Wisp Form ability.
    • These powers are identical.
    • Form allows characters to enter and exit locked buildings, bypassing doors.
    • Form allows traversal of water at 1 AP, even if character cannot swim.
    • Eats 1 MP per action and 1 MP per minute.
    • Confers immunity to non-magical weapons. However, charged attacks with non-magical weapons are considered magical.
    • Prevents character from interacting with any items they have.
    • Character can still attack with magic weapons.
    • Character can still cast and be affected by spells.
  • Implemented the various flight skills (there are like, four billion.) They all function alike:
    • Activating or deactivating flight is free.
    • Flying eats up 1 MP per action and 1 MP per minute.
    • Allows traversal of all sorts of crap.
    • Movement cost is *reduced*: 1 AP per TWO squares rather than 1 AP per square.
    • There are some kinks to work out with combat yet.
  • Implemented custom clothing creation:
    • The system is found in malls, and it costs 10 AP.
    • Allows the player to select a type of clothing, a color, and define an optional slogan.
    • This will be further buffed with more clothing types as well as pre-defined patterns and the like.
    • Automagically generated clothing items will soon begin appearing in searches. Some of those items will NOT be able to be created with the generator.
    • Clothing can, of course, be worn.
  • You can now see the fly threads people are wearing in the target character pane.
  • Modified aspect descriptions to remove references to clothing.
  • Added character creation timestamp to character profile page (visible only to owner)
  • Fixed the back button issue, for realz. No more form reloads.
  • Buffed the Death Cloud spell. Now costs 15 MP, does 15 damage.
  • Divine Champions under the Cloak of Vengeful Fire can no longer enter the water.
  • Cleaned up some css issues with Internet Explorer. Gahd I hate that thing.
  • Added some magical firearms.
  • Fixed obnoxious bug about factional alignments not being checked correctly. Also fixed issue where faction owner can change a faction's alignment from "evil" to "good" after demons have joined, thus having both demons and angels at the same time (the inverse also was true.)
  • Modified faction view page to conform with standard set on profile page.
  • Buffed Prayer a bit. It now requires 3 AP to use, but there is no such thing as "failure" anymore - even if you don't get the "big" prayers, you get a heal of 5 MP.
  • Magical ward spells can now be placed outside.
  • Added several items of clothing to various locations. There is a more complex system for clothing coming soon, but these items are "special" (e.g., Policeman's shirt) and thus have to sit outside of the system.
  • Added a few more location badges.
  • Buffed the Quillfire spell a tad.
  • Increased MP cost of Fire and Ice dart.
  • Buffed chainsaw damage. Set them to spawn in hardware stores.
  • Modified experience gain system a bit. Characters level 10 and above are considered to be "tier 2" for XP gain calculation and characters equal to or above 20 are considered to be "tier 3", regardless of class. This is to prevent people from attempting to gain FULL xp value for tier 1/mortal characters after level 10. There is no longer an advantage to NOT picking a tier 2 class at level 10; you still get the same XP loss. It's even a bit more insidious: if you're a level 12 mortal and you attack a level 20 mortal, you still get the XP cut.
  • The Wrench is now correctly connected to Vail Energy.
  • Locked and padlocked doors now say they are both locked and padlocked.
  • Location badges now grant a CP upon finding them (*imagines hundreds of characters starting to search for badges.*)
  • Fixed insidious and secret bug where a target's defense was being added to a character's to hit, rather than subtracted.
  • Characters may now destroy/smash magical wards. Wards have a lot of hit points (100 for minor, 200 for major) but no soaks (currently) and are +25% to hit. You can target wards in your current location or any surrounding location. If there is a ward on the inside and you are outside, you can smash that, too, but the door must be open, missing, or destroyed.
  • Fixed issue with displayed weapon percentages not being correct when character is hidden.
  • Added location metadata icon to indicate locations with wards.
  • Characters may now pick up bottles that are set up as targets and add them to their own inventories.
  • Decreased character point cost of Major/Minor Ward vs. Evil/Good.
  • Added two new spells: dispel major ward and dispel minor ward. These are location targetable and dispel magical wards that have been erected in a location.

[edit] Alpha 0.09.17

  • Added maximum hp/ap/mp to character profiles when viewed by the owner.
  • Fixed issue with faction mails and blank subjects. Now inserts "(No Subject".
  • Fixed bug involving automated faction mail saying someone has left when they actually joined.
  • Fixed issue where healing own faction members didn't give XP.
  • Fixed issue where profiles were not displaying if you did not have a character connected to the game.
  • Fixed issue where higher tier characters were displaying their real names in pull downs and such not.
  • Granted bonus of +50% to hit doors (still not 100%, but much better).

[edit] Alpha 0.09.16

  • The size of the available map has been increased. The void is in a weird shaped line, but that's because a lot of stuff that is available has . . . interesting tactical value. You'll either figure it out or not; no hints from me.
  • Accordingly, more of the sewer system has been included. Don't even try to map this; I'm being generous and kind by restricting the Big Island sewers, so what's available is NOT the full sewer system there.
  • Implemented Divine Champion form: Cloak of the Vengeful Fire.
  • Rebuilt the character profile page.
  • Profile and faction pages now require a log-in.
  • Nerfed Breath of the Dead Child damage.
  • Added profile links into automated faction mail messages.
  • Radically increased find rate of lockpicks in hardware stores.
  • Nerfed morality shifts for Area-of-Effect attacks (actually removed them entirely).
  • Fixed issue with certain power buttons remaining on the actions pane after timed powers (e.g. "strengthen") were fired.
  • Increased damage for fist to 2 points and kick to 3.
  • Changed the entire hiding system. Now, everyone can hide; they just get the base chance to hide given by the location's type. The skills (hide and advanced hide) increase the percentage of success by 20% and 10% each.
  • NPE stuff with Cast Spell Action.
  • Implemented a new set of spells which while likely radically change the concept of holding territory:
    • Minor Ward versus Good/Minor Ward versus Evil: cast inside, prevents MORTAL characters of the opposing alignment from entering the building for 2.5 hours.
    • Major Ward versus Good/Major Ward versus Evil: cast inside, prevents any tier 2 or tier 1 character of the opposing alignment from entering the building for 2.5 hours.
    • They're expensive spells.
  • Fixed XP gain messages for spells.
  • Removed "help" link from globalnav; all content has been moved to the wiki now.
  • Fixed issue with admin smite events (lightning bolts) not being visible to characters in same location.
  • Chat, whisper, and emotes are now correctly typed as GameEvent actions.
  • You can no longer 'use' binoculars from the inventory (this was causing a neat error, since you didn't say what you were looking at).
  • Probable fix for ConcurrentModificationException in SpeakAction.

[edit] Alpha 0.09.15

  • Implemented exploration badge system. Only a few badges have made it into the game so far, however.
  • Implemented Infernal Behemoth's Burning Aura defense.
  • Implemented Infernal Behemoth's Bloodlust ability.
  • Implemented Void Walker's Breath of a Dead Child ability.
  • Fixed goofy issue with regard to being killed and not being able to see the profiles of your attackers.
  • Same with targets being dead.
  • Modified the location details; added some new ones.
  • Added XP notification to spell messages.

[edit] Alpha 0.09.14

  • THE MAP HAS BEEN RESET. This does not affect characters, but all power, door, and other miscellaneous settings are reverted to original state.
  • Moved some skills from tier 2 classes to the tier 1 Mortal class:
    • Sense Morality
    • Sense Magic
    • Psychometry
  • Various graphical/css fixes.
  • The HP/AP/MP/Morality things in the character box should no longer start tiling.
  • Added in a bunch more statistic thingers to the newspapers.
  • Added badge for doors destroyed.
  • Upgraded the newspaper system.
  • Added AP costs to most action buttons.
  • Added "morality" to the character index screen.
  • Combat display messages now show how much xp is gained and if there is zero granted due to people being on the same faction.";
  • Nerfed Enhanced Senses a bit to only work within the current square and not the entire map.
  • Connected the Angels Killed and Demons Killed badges.
  • Some faction quality of life changes:
    • Moved faction invites to the top of the page.
    • Added faction invitation form to map target panel.
    • Added membership count to the membership table
    • Split the join/leave faction form out from the main faction view so as to help reduce the number of accidental "drops" from a faction.
  • Various admin screen enhancements.
  • The option to learn a spell you already know no longer appears in the inventory.
  • Fixed an NPE that showed up when back-clicking after a character has disconnected.
  • Dead characters can no longer be seen in the target panel.
  • Listened to a lot of N.W.A.

[edit] Alpha 0.09.13

  • FINALLY fixed the inventory bug (I'm pretty sure). Turns out I was looking in the wrong place: I kept thinking the problem was with REMOVING items (the count not decrementing) but it was ADDING items WHEN looted (count incrementing multiple times)
  • Turned off no-cache (stupid me) so you can now click back in your history without reloading pages.
  • Began a minor revamp of the messaging system. Moved messages out of the description pane and into their own pane (only appears if there are messages).
  • Began some experiments with visual design.
  • Cleaned up a lot of the visuals for Internet Explorer. Fixed some CSS issues involving link colors. Probably broke more things than I fixed.
  • You can no longer use markers in the sea. Or rivers, or frozen wastes, or lots of other places.
  • Some wrapping to hopefully prevent a stack dump when searching in a few places. Still haven't figured out the root cause of that.
  • Added emote support to the chat box. Now, if you type "/me blinks" in the chat thinger, everyone sees "yourcharactername blinks."
  • Character names as they show up in chat lines and combat, etc. are now hot to affect the target box.
  • Characters can no longer pass through the void.
  • Fixed bug where character alignment was displaying to everyone in the targeter box.
  • You can no longer set up targets in the water.
  • Spellbook tab no longer displays if you do not have the ability to cast spells.

[edit] Alpha 0.09.12

  • Granted some new bonuses to characters for levelling:
    • Beginning with level 10, all characters gain an extra Hit Point per level.
    • Beginning with level 10, all characters gain an increase in maximum Action Points per level. This does NOT affect recharge rate: you still only get 100 per day - but you can store more.
    • Starting with level 5, characters begin accruing an innate defensive bonus. It increases by 2 points every 5 levels.
  • Bug Fixes:
    • Fixed issue about inventory totals not updating when items were dropped (or characters were corpsified).

[edit] Alpha 0.09.11

  • The "looted items dissappear on restart" bug came back with a vengeance this evening but I fixed it. This was related to the yesterday's full inventory on respawn fix.
  • HOLY CRAP were magic items showing up too often. Nerfed their find rates in several varying and subtle ways:
    • Split the magic items list up into several types of items (all items, weapons, swords, etc.) No more finding magic swords in a library, for example.
    • (For that matter, no more finding Murder Armor on earth, either.)
    • Actually applied percentages to the items. If you find a magic item, it is now more likely that the item will be, say, a +1 ring of protection rather than a +5434 ring of protection (previously, you were just as likely to find a Death Sword as you were a Ring of Minor Fire Resistance).
    • (Having two Flameblades in play is one too many right now, given population density. There are *four* out there.)
  • Fixed a bug in the level/xp map. My math was off around level 8 and it carried down.
  • Added active and total character counts to the map interface.
  • Added code to apply different aspects to demons, angels, and mortals. Created a couple new higher-tier aspects.
  • Added some new location types and the like. This won't be user visible yet; I just needed the database updated with them.
  • Nerfed some magic weapon damages (such as the flameblade).
  • Fixed issue with messages not appearing in the correct order.
  • A whole chunk of stuff has been added to the <a href="http://wiki.nexuswar.com/">Wiki</a>. More daily.
  • Made neighborhood names in the description pane title "hot". They now open the neighborhood's wiki page in a new window.
  • Wiki link in globalnav now spawns a new window rather than replacing the existing one.
  • Added some logic to prevent characters from being named things like "Choose Target." Pulled out some special characters from the allowable characters in character names (boy, that sounds confusing).
  • Clicking on a character name in the map description box now sets all targeting pull downs to focus on that character (if possible)
  • Created some new magic weapons - stuff that's more common and less powerful.
  • Moved the targeted actions towards the top of the actions pane. They're still below door actions and portal actions, however.
  • A *hell* of a lot of work towards getting pets working. However, they still can't spawn, so it's a no go.

[edit] Alpha 0.09.10

  • Set up a wiki at <a href="http://wiki.nexuswar.com/">wiki.nexuswar.com</a>
  • Added link to wiki in globalnav. The help and updates links will likely go away.
  • Added expando for skills to character target box.
  • Clicking on a character name in the description box now targets that character in the target box. The character's profile page can be accessed from the target box.
  • Messages are now retained after a server restart.
  • Action Point and Magic Point regeneration should not be saved after server restart.
  • Fixed the rebuilding inventory bug for once and for truly. If you were killed before this update and didn't respawn, it will still happen to you, but any future deaths will behave as expected.

[edit] Alpha 0.09.09

  • Added several new statistics to characters for tracking: demons killed, angels killed, pets killed, booze drank, pills popped, doors destroyed, targets shot.
  • Implemented badges for demons killed, angels killed, booze drank, and targets shot.
  • Implemented neat new target visibility system:
    • There is a new tab on the map section labeled "target". This will display the profile of the currently targeted character.
    • Selecting a different target from any character target pulldowns will automatically cause the panel to update with the profile of that character.
    • The panel itself includes a target selector, so you can easily cycle through them.
    • The panel updates even when it isn't visible. If you attack a character (or heal, or trade with, or whatever) the panel will be pre-updated with that character upon reload of the page.
    • If you have first aid, sense magic, or sense morality, the HP, MP, and Morality scores of the character will be visible there.
    • This will get further enhancements as time goes on. Once I get a skills expando in it, I'll change the links in the main description box to just update this box.
    • You will need to shift-reload the map page.
    • Hooray for XMLHttpRequest()!

[edit] Alpha 0.09.08

  • THERE HAS BEEN A CHARACTER WIPE.
  • THERE HAS BEEN A USER ACCOUNT WIPE. You will have to create a new user account.
  • THERE HAS BEEN A MAJOR CHANGE TO THE LEVELING SYSTEM:
    • The direct tie between Level and number of skills was causing too much havoc with regards to balancing issues. As such, they have been decoupled entirely. This has allowed me to create a new, much better XP-to-Character-Level map.
    • (Tying one to the other requires that one of the two is either super-cheap or super-expensive. In the old model, levels were super-cheap and skills were about the right cost. To make levels work at a better pace, all characters would have had enough xp to buy every skill in the game before level 10.)
    • Solution: Character Points.
    • Skills and spells are now purchased with Character Points. You get a certain number every level automatically but there are (or will be) other ways to get them.
    • The cost of skills in relative skill points remains near the same. Spells have actually gotten a bit cheaper.
    • If you look on the the help page, it shows the XP required at each level as well as the character point grant (It's under "Characters"). The numbers to max out are VERY high - assuming that you can earn 100 xp a day, it still takes over 22 weeks to hit level 30. This is not a joke, but don't think that the only way to get xp is going to be what you have available at levels 1-10 or so. The entire faction quest system is going to offset this (completion bonuses and the like).
    • There is no cap on character points.
  • Removed factional restrictions for Angels/Demons:
    • Demonic characters can now join any faction that is Evil.
    • Angelic characters can now join any faction that is Good.
    • If you're in a non-evil faction and then you pick a class that requires an alignment shift, you'll be booted from the previous faction and pushed into the Infernal Horde. If it's an evil faction, the demon can stay!
    • Same thing for angels.
  • Implemented several accomplishment "Badges."
    • Certain activities in the game are tracked, and the more you do them, the closer you come to earning a badge for doing the activity. All badges have multiple "levels", so even if you earn the first level, there is likely a next tier.
    • For example, if you pick 10 locks, you'll earn the "Thief" badge. Pick 50, and you get "Burgler." 100 nets you "Second-Story Man," 500 equals "Locksmith," and 1000 is the "Master of Tumblers" badge.
    • Currently, badges are implemented for total kills, damage dealt, hp healed, locks picked, doors repaired, power restored, power removed, and damage taken.
    • You can view a character's badges from the profile page. They are visible to everyone. This is going to be made more visually appealing but for now they're just listed.
    • This entire system is going to be fleshed out and expanded further.
  • Implemented "Target Practice" system.
    • Allows characters to gain XP with ranged weapons without attacking other characters. Is morally neutral.
    • Characters may set up certain items (bottles of booze, for example) as targets. Once a target has been set up, anyone can shoot it - it will remain in the location.
    • Only ranged weapons may be used for target practice.
    • Targets have 1 HP and are destroyed upon a successful hit.
    • 3 XP per target.
  • Implemented GameEvent and GameEventListener code. This is a big step towards getting pets working. As I get to it, various events that happen will filter down to characters as messages.
  • Characters are now informed when someone destroys the door of the area they are located at.
  • Doors now remember who locked and padlocked them and grant no XP if the unlocker is the same as the locker. No more farming locks.
  • Locations now have Inventories, though they are mostly hidden from users. This is how the target shooting system works, and is a big step towards factional strongholds.
  • Fixed issues with characters ascending or descending and leaving their factions leaderless. You can no longer change classes that will force you to leave your faction until you've appointed a successor.
  • Implemented a host of stuff for users. There was a lot of clean up (e.g., changing "createdate" in the database from a DATETIME to a BIGINT). Implemented a bunch of additional flags (admin, betatester, locked, gamemaster).
  • Removed requirement to spend Character/Experience points to change classes.
  • Implemented password hint and answers. This is currently unused but its there.
  • Implemented a bunch of fixes to user management (ability to set admin, ban, etc.)
  • Lowered corpse decay time to a single day.
  • Characters now recognize the corpses of those that they've killed.
  • Implemented newspapers!
  • Nerfed the crap out of faction bonus damage!
  • Added "reply" option to faction mail viewing!
  • Dropped the specific item thinger from respawn! (Still occurs on *first* spawn).
  • Bug Fixes:
    • Buttons for mailing, banning, kicking, demoting, etc. should no longer show up for your character in the faction membership list.
    • Fixed issue with characters not disconnecting after session timeout.

[edit] Alpha 0.09.07

  • A few more enhancements to administration screens.
  • All office buildings should now have unique names.
  • Implemented "Location Details." These are flavor elements that appear in various locations. If you see a spelling error, etc, let me know. Also, if there are issues of things that don't make sense due to wording (e.g., being inside and having the detail be "There is a car here.").
  • Enabling or disabling power now provides some better messaging to people around.
  • Modified descriptions for power plants to include the generator state.
  • The map/inventory/spellbook tab system is now smart and remembers its state between refreshes of the page. So you can click it to inventory and search and search and it stays on inventory until you click it to "map".
  • Quality-of-Life Fixes:
    • The Inventory tab itself now displays the current and max weight.
  • Bug Fixes:
    • Corrected AP cost for repairing generators in mouseover on the button.
    • Try number two to fix the spawning with items that you've dropped thinger.
    • Fix for issue about clicking the "disconnect" button and having a stacktrace appear.
    • A fix for "sometimes the full page doesn't load" is in and SHOULD work. The issue here was that the system was constantly trying to lookup faction id 0 (people who don't have factions), and when it didn't find that faction in the cache, it hit the database. Too many of those at once and we see . . . bad things. I've fixed it.

[edit] Alpha 0.09.06

  • Rebuilt the user system to run on a cache rather than constantly pinging the database.
  • Totally fleshed out the user manager with standard browse, search, and sort mechanisms.
  • Implemented a few zerg-sniffing measures (countermeasures not active yet).
  • Implemented a shitload of user-management administrative screens (not player visible)
  • Bug Fixes:
    • Fixed issue where stale references to characters would hang around if the character was deleted while connected. This would screw up a WHOLE mess of things, btw.
    • Fixed (or should be fixed) an issue where a stack trace dumps if the user idles out while in the character creation screen and then clicks "submit" to create the character. This needs testing.
      • A POSSIBLE* fix for a weird event that happens from time to time: characters respawning with items they've previously dropped. This is a transient thing and I've not been able to peg why it occurs. It's not ALL items, so if you respawn with something you dropped or lost or whatever, please tell me what it was, where you got it (if you remember) and how you lost it (dropped? consumed? traded?).
    • Fixed NullPointerException that shows up when searching from time to time.

[edit] Alpha 0.09.05

  • THE FULL MAP IS NOT IN EFFECT. I lied. With the character wipe, the density resets to zero.
  • If you log in, and you are mysteriously dead, this is a known issue. You were killed by another player, but the messages didn't persist.
  • Layed a nerf hammer on all weaponry. Dropped damages by 1 or 2 each. This was that "Decreased Lethality" thing I was talking about.
  • Created new damage type: Electrical. Granted protections to the innate armors.
  • Studlified the administrative statistics interface. This technology will be making its way into the newspapers.
  • Implemented Elementalist skill: Water Breathing
  • Implemented Lich skill: Terrifying Aspect
  • Implemented Dark Oppressor skill: Terrifying Aspect
  • Implemented Seraph skill: Grace of Blood
  • Implemented Divine Champion skill: Grace of Blood
  • Defined several new skills for Divine Champions: Cloak of Steel, Cloak of Air, Cloak of the Vengeful Fire.
  • Some new spells:
    • Electrical Touch
    • Thunder Bolt
    • Electrical Storm
    • The Crushing
    • Way of the Porpoise (This one is tricky. It's a swimming spell - 1AP/square. But if it wears off while you're in the water and you don't know how to swim. . . well. You drown.)
  • Bug Fixes:
    • Fixed issue where healing and damaging of 5 or fewer points was resulting in a shift of 0.
    • Fixed NPE that can happen when creating a character if the session times out between starting the process and clicking the button.
    • Fixed "Unkillable" prayer (it was lasting for 90000 AP rather than 90000 milliseconds).

[edit] Alpha 0.09.04

  • THERE WAS A CHARACTER WIPE. Your user accounts are still there, however.
  • THE FULL MAP IS NOT IN EFFECT. I lied. With the character wipe, the density resets to zero.
  • If you log in, and you are mysteriously dead, this is a known issue. You were killed by another player, but the messages didn't persist.
  • Skill Changes:
    • Implemented Infernal Behemoth's Greater Regeneration power.
    • Renamed "Superior Hide" to "Advanced Hide" to be consistent with other multi-tier skills.
    • Renamed "Carpentry" to "Engineering" due to its increased scope.
    • Folded functionality of "Read Aura" skill into "Sense Morality" skill. Read Aura is going to be going away.
    • Deleted Read Aura from Myrmidon's. Replaced it with "Improved Critical" - grants additional percentage to getting critical hits.
    • Created new skill: Advanced Melee Combat. +15%.
    • Moved Fencing to a tier 3 skill (child of adv. melee combat). Changed its bonus to 10%.
    • Buffed the base Ranged Weapons skill from +20% to +25%.
    • Debuffed the tier 3 ranged weapons skills from +15% to +10%.
    • Reduced HP bonus from stamina from +20 to +10.
    • Renamed "Pistol" skill to "Small Arms" and "Advanced Pistol" to "Advanced Small Arms."
    • Folded rifle and shotgun skills into the same tree as "Long Arms" and "Advanced Long Arms."
    • Implemented Archery skill. Tier 2 ranged combat.
    • Implemented Thrown Weapons skill. Tier 2 ranged combat.
    • Modified Ranged Combat to also affect ranged spell casting changes.
    • Modified lockpicking: characters now have a 30% chance to pick locks WITHOUT picks and a 60% chance WITH picks. Characters who have picks but do NOT have the Lockpick skill may still attempt to pick locks, but at 15%.
    • Added ability to Engineering (was Carpentry): Crafting ammunition:
      • You must be inside a factory or a gun store. No raw materials are needed.
      • Pistol Clips: 5 AP.
      • Shotgun Shells: 5 AP.
      • Rifle Magazines: 8 AP.
      • These numbers may need adjustment.
    • Implemented new skill for Sorcerers, Shepherds, and Defilers: Spell Combat: increases attacks with ranged spells by 20%.
    • Implemented new skill for Sorcerers: Transcribe Spell
      • For 5 AP and a number of MP equal to *twice* the normal cost of the spell, the character may transcribe the spell to a scroll.
      • This scroll is bound to the character at this point. The transcriber can then cast the spell on the scroll in combat or whenever for a single Magic Point (bringing the total MP cost of the spell to 2X + 1).
      • The 1 point cost is ONLY for scrolls that the character himself has transcribed.
      • Transcribed scrolls may be traded or looted just like any other spell. If someone else gets the spell, they can cast it directly from the scroll or learn it by spending the XP cost.
      • More on scroll casting below.
    • Implemented Prayer ability for Shepherds. 2 Magic Points per use. % equal to Shepherd level for prayer to be answered. If answered, a random status effect is implemented on the Shepherd. I've only done 4 of them so far:
      • Rejuvenation: 3 MP/Minute gain
      • Defensive: +30% def bonus for 5 minutes
      • Strength of the Dragon: +5 damage in HtH/Melee for 10 AP
      • Offensive: +20% to hit, +2 damage on all attacks for 5 AP
      • Unkillable: +15 point soak for 15 minutes.
      • More to come.
  • Buffed Myrmidon crit damage to 1.5x
  • Created new items: Magic Marker and Chalk. These allow you to leave messages for other characters in locations. This needs a bit more work to clean up.
  • Defiler Poison now dissappates for DemonKind after death.
  • All other status effects now correctly dissappate after death.
  • Added spellbook tab to the map interface.
  • Consolidated spells in the actions pane into single pull downs.
  • Created new item: Toolkit. You use it to repair and build crap.
  • Created new location type: hardware store.
  • Characters now spawn with two items: 1 random thing like always, and 1 item that is more specific to the character's skillset (i.e., if you have lockpicking, you might spawn with lockpicks, or a pistol if you have ranged combat, etc.)
  • Characters are now able to be deleted. This is done from the left-hand navigation on the view character screen.
  • Implemented Lich immunity to Death damage.
  • Implemented "Scroll Casting":
    • Any spell caster may cast spells directly from scrolls whether or not the spell has been learned.
    • UNLESS you are a sorcerer and UNLESS you were the one transcribing the spell, this costs a number of magic points equal to the normal cost of the spell.
  • Implemented Dark Oppressor's total bad-assery when in Stygia effect.
  • Added section on character classes to help system.
  • Smartified help navigation.
  • Added logic to trap reserved names in character generation.
  • Iron Fortresses now have more . . . relevant items in them.
  • It is no longer day or night in the sewers.
  • It is always sunny in Paradise.
  • It is always dark in Stygia.
  • Massive refactoring of back-end combat skill system. This should solve a lot of minor problems, including stuff like consistency of attack and damage across various attack styles.
  • Implemented Power Plants and the like:
    • If you have the newly renamed-Engineering skill AND a portable toolkit, you can bring the power plants on line. Each neighborhood has an associated power plant (there are three plants, so each plant serves multiple neighborhoods).
    • If you have Engineering and a portable toolkit, you can reconnect buildings to the power grid. The power plant does NOT have to be online to connect to the grid, but it does have to be on for power to get to the location.
    • Once again: the plant does not have to be online to reconnect to the grid.
    • Connecting to the grid is 5 XP and a morality shift +1. Starting up a plant is 25 XP and a +5 shift.
    • IF THE POWER IS ON IN A LOCATION, there is a PENALTY of 5% to hide in that location.
    • HOWEVER, if the power is on, there is a BONUS of 5% to searching in that location.
    • (This will likely result in houses and non-resource buildings not having power but resource buildings having power).
    • You may also remove power from a location or shut down a power grid. This is an EVIL action, but only grants XP if the character is already evil.
    • Powerplants have to be repaired or destroyed inside. Grid connections mus be done outside.
  • Quality-of-Life Fixes:
    • Added base damage values to spell displays.
    • Added spellbook pane to the map/inventory tab section.
  • Bug Fixes:
    • Fixed issue with items reapearing in inventories after restart. The next restart will be the last time that happens.
    • Fixed issue with some locations getting cut off at 255 characters.
    • Closed my secret teleportation loophole.
    • Fixed issue with the sorting and pagination of character tables. There were two big bugs with this: 1) The sorting was being done AFTER the pagination was calculated and 2) There was an off-by-one error that was showing up on pages AFTER the first. I've also fixed an issue where the page count was off by 1.
    • Fixed some awkward wording and a typo in all Infuse-type descriptions.
    • Fixed issue where the loot corpses pulldown was appearing when the only corpses present were "zerg" corpses.
    • Fixed NPE when attempting to loot a non-existent corpse.
    • Learned spells should no correctly be deleted from the inventory after server restart.
    • Fixed weird issue where attempting to use certain items actually ended up deleting them.

[edit] Alpha 0.09.03

  • Added valid email formulation tests in user account creation system.
  • Added UniqueEmailViolationException code.
  • Faction Stuff:
    • Implemented Faction Mail system. You may now send inter-faction mail to any other character in your faction.
    • You have an inbox. It works about like you'd expect.
    • (In the future, leaders and the like will get automated messages indicating factional changes.)
    • The faction memberlist box is now sortable by name, class, level, and rank.
    • Removed profile links from characters in the faction list unless you're a member of the faction.
    • If you are a leader of a faction and there are other members of the faction and you attempt to leave the faction, you are denied the ability to do so until you have appointed a successor.
    • If the last member leaves a faction, it is now deleted.
    • Faction leaders are now notified when members join or leave thier factions by faction mail.
  • Changed death so that you don't lose all your MP.
  • Bug Fixes:
    • Fixed issue where Void Walkers with The Stepping of the World Gate could not planar transfer if they had exactly 0 magic points (the power allows transfers for free).

[edit] Alpha 0.09.02

  • This is a minor update from 0.09.01, but was important. The bottom change list still applies.
  • Quality of Life Fixes:
    • The inventory pane remains open after clicking the buttons in it and doesn't revert to the map.
  • Anti-Zerg Measure: Having more than one character in a faction is going to drop your faction's karma to hell. A single zerg is worth a penalty of -20. Yes, I know there isn't any way to see if people are owned by the same person. This is a premature change but needed so that I can get an idea of how the big two are going to look and the zerged factions are totally skewing the numbers.
  • Bug Fixes:
    • Fixed issue where the kick/ban permissions were not being set correctly for Leaders of freshly created factions.

[edit] Alpha 0.09.01

  • Finally went through and cleaned up the database usage - consolidating connections, etc. This has resulted in a near 400% performance increase with the database. Sadly, this probably won't be user visible.
  • Nerfed infusion:
    • You can no longer infuse more than 1 MP into an area per AP (at least, not with a tier 2 infusion skill).
    • Built an implemented an InfusionDecayServitor to go around and remove a point of karma from every location once a night.
  • Corpses can now be looted individually. A pull down to pick between corpses now exists. Characters now recognize their own corpses and those of their own faction.
  • Added a portal to Stygia and a portal to Paradise (more will get added when the map expands).
  • Moving in a plane of existence that is not your own now correctly hurts you.
  • Portals may now be found indoors sometimes.
  • Nerfed the holy fuck out of swords and other melee weapons. Most got a 1 point nerf; others got a 2 point. This may go down EVEN MORE, so be prepared.
  • Buffed the damage of pistols and rifles by 1.
  • Rebuilt the map interface pretty intensively:
    • Moved map to the right instead of the left.
    • Combined map and inventory. You switch between them using tabs at the top.
    • Consolidated similar actions and special attacks into a single set of form elements.
    • Changed visibility of character names. Characters now only see the real names of characters if they are of the same class tier or lower. Instead they will see "An Eternal Soldier" or something similar. The real name is still visible on mouseover, however.
    • Mousing over a character's name shows you their real name, level, class, and faction.
    • Moved neighborhood banner to description panel.
    • Replaced all the numbers after character names with metadata "dot" glyphs representing hit point status, mp status, and alignment. The color of the dot matches the color of the element in your character box (e.g., red for hit points, blue for magic points). The "fill state" of the dot is an easy-to read indicator of the status of that element. Solid color = full, halffill on top = "scratched" (or equivalent), halffill bottom = "wounded" (or equivalent), empty = "critical", and black = "dead" or "zero" (should rarely appear). Mouse over them to get more detailed information.
    • The colors of character names change based on your faction's politics towards that character.
  • Anti-Zerg Measure: You no longer gain XP for interacting with your own characters at all (healing or injuring).
  • Anti-Zerg Measure: You no longer gain or lose morality for interacting with your own characters at all (healing or injuring).
  • Anti-Zerg Measure: Trying to attack your own characters will result in a lot of whiffing.
  • Anti-Zerg Measure: You cannot loot corpses of other characters you own (only the same character).
  • Anti-Zerg Measure: You cannot trade with other characters you own.
  • Anti-Zerg Measure: Attempts to heal other characters you own will result in 0 hp healed, item lost (if any), and mp/ap spent.
  • Characters may now whisper to one another and plot to murder without being heard by others.
  • Faction Changes:
    • Factions may now be designated as being "open" or "closed." Open factions allow anyone to join them. Closed factions require an invitation to join. Flipping this bit requires that your faction rank be able to edit factions.
    • Factions may now define other factions as "friendly" or "hostile". If both factions consider each other "friendly" then they are considered "allied." If both consider each other "hostile," they are considered "enemies."
    • It is now possible to kick characters from a faction. This is a permission bit set on the rank; you can only kick people of lower rank than yourself.
    • It is now possible to ban characters from joining a faction. This is a permission bit set on the rank. You can ban anyone who is NOT currently a member, but you cannot ban people who are members unless they are a lower rank than your own (this is a combined kick/ban action).
    • Faction damage bonuses are no longer granted when attacking members of the same faction.
    • Attacking members of the same faction now gains you 0 xp.
    • Capped faction damage and attack bonuses based on character level. The maximum bonus you get for either is going to be your level / 2 (round up).
    • Implemented faction invitations:
      • Your faction rank must have "invite" permissions to invite someone to the faction.
      • Click on a profile and there is a little "invite to faction" thinger in the upper right corner. Expanding that allows you to enter a subject and a short message to the character.
      • The character is notified of your invitation. They can then go to the "Factions" page and see all their invites and accept or decline.
      • If you are a member of a faction and accept an invite, you will leave your current faction.
      • You cannot be invited to the Good or Evil factions, nor can you leave them.
    • Introduced the concept of Faction Levels.
      • A faction's level is based on it's total karma (see below). Your faction level determines your bonuses - this is done on a straight lookup table rather than a mathematical calculation now. As your faction gains levels (by gaining karma), your power increases.
      • Faction level to total karma mapping is a fibonacci sequence (starting at 10 and progressing like this: 10, 20, 30, 50, 80, 120, 200, 320, etc.).
      • That means it gets easy to gain the first 5 or 6 levels but egregiously hard after that. The maximum defined faction level is 20, which would require you to have a total karma of 60480 (nuts!).
      • Total karma is currently calculated thusly: 1 point for every member of the faction and 5 points for every location infused.
      • In the future, quest bonuses are going to be calculated into this as well as character honor.
  • Skill Changes:
    • Renamed "Basic Firearms" to "Ranged Weaponry".
    • Blood Taste now heals damage equal to the damage dealt, rather than 1 HP.
    • Implemented Elementalist Earthquake attack.
    • Implemented Void Walker Stepping of the Corner power.
    • Implemented Void Walker Stepping of the World Gate power.
    • Implemented Void Walker Whisper of the Thousand Teeth power.
    • To compensate for the nerfing of some weapons, some tier 2 and tier 3 classes get damage enhancing skills. There are three, and they all stack:
      • Strong Attack - a +1 damage bonus to everything (Myrmidons, Paladins, and Infernal Behemoths)
      • Elite Attack - a +2 damage bonus to everything. (Paladins, Eternal Soldiers, Nexus Champions, and Infernal Behemoths)
      • Infinite Attack - a +3 damage bonus to everything. (Seraphs)
  • Quality of Life Fixes:
    • Added Morality score to character box (it's the black circle).
    • Modified faction view page to show total karma, level, and factional bonuses (attack, damage, soak)
    • The infusion icon for territories that your faction is hostile to now has a red border.
  • Bug Fixes:
    • Fixed issue where large building interiors were being displayed when the character was inside next door.
    • Fixed (again) some stupid NPE errors that crop up with AoE attacks.

[edit] Alpha 0.09

  • Brass Knuckles now work correctly: they are equippable items and add a point of damage to fist attacks. They will no longer appear in your attack drop downs.
  • All earthly locations should now have a neighborhood set.
  • The Elder Gods continue thier construction of Valhalla unabated. The Northcamp sewers have been created and are now accessible to players.
  • Dread prophecies can now be heard between bursts of static on the radio airwaves.
  • Locations with portals or sewers in them now show little icons.
  • Implemented "large building" functionality. Some buildings are bigger than others and take up more than one square. Entering them will allow you to see the interiors of neighboring locations that are the same building.
  • All large buildings should now be, well, large. Note that Northcamp University is not a large building; it is a set of smaller buildings in a campus.
  • There should be no power stations larger than 1 square.
  • Buffed the holy living fuck out of the Defiler's Poison attack:
    • The victim's attack penalty is now -15 (was -5).
    • The damage per AP tick is now 3 points (was 2).
    • It is now *permanent* until healed (FAKs, Surgery, Shepherd Heal) (was 15 minute duration).
    • It persists *after death and respawn* (muahahhah).
  • Massive refactoring of attack code and damage code (hooray for centralizing creeping featurism).
  • Initial design of the sewers, Paradise, and Stygia complete.
  • Implemented inventory stacking. Not all items stack - particularly ones which have uses which are unique to the instance (like equippable items or weapons).
  • Implemented status effect: Twitchy. Keep eating those amphetamines, you addicts.
  • Added new buffing spell: Tiger Claw. Boosts HTH attack chance. Good for casters with shitty HTH attack and a lot of touch spells (+20% for 8 ap)
  • Added new buffing spell: Turtle Shell. Grants a 4 point soak to all damage. Does not stack with any armor; only highest bonus is used.
  • Added new attack spell: Quillfire. Ranged targeted attack.
  • Began the implementation of Tier 3 classes. Skill lists will be visible in the help system under "skills." This is not the full list of skills for the class tree; only those that the database knows about. UNLESS AND UNTIL I STATE THAT A SKILL IS IMPLEMENTED, IT IS POINTLESS TO BUY IT. Further, in some cases, it may fuck your character because some benefits are granted at time of purchase ONLY, so if they aren't implemented and you buy the skill anyway. . . well.
  • Updated skills help to show new skills.
  • Implemented the Following Tier 3 skills:
    • Nexus Champion Cast Spells
    • Divine Champion Cast Spells
    • Void Walker Cast Spells
    • Void Walker Enhanced Senses
    • Seraph Enhanced Senses
    • Lich Death Touch (note that Death Touch is nerfed from early-alpha damage levels)
    • Infernal Behemoth Chitinous Armor
    • Infernal Behemoth Tailwhip
    • Infernal Behemoth Fire Resistance
    • Elementalist Fire Resistance
    • Nexus Champion Nexus Armor
    • Eternal Soldier Way of Earth
    • Eternal Soldier Way of Air
    • Eternal Soldier Way of Water
    • Eternal Soldier Way of Fire
    • Seraph Greater Smite
  • Quality-of-Life Changes:
    • The character list is now sortable by various column headers. You cannot sort on Location.
  • Bug Fixes:
    • Fixed bug about faction name lengths throwing an exception. The code was doing the right thing; the database field was too small.
    • Fixed horrible bug where items that were looted were never persisted and dissappeared upon a restart of the server.
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