Changelog/Beta 1
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| Nexus War Changelogs |
| Pending Changes | Straylight 2.0 (current) | GA 1.4 | 1.3 | 1.2 | Beta 1.1 | Beta 1 | Late Alpha | Early Alpha |
[edit] Beta 1.0.9.1
YOU MUST SHIFT-RELOAD ON THE MAP TO PICK UP NEW JAVASCRIPT.
iCab is completely broken. Don't expect it to work with this release.
[edit] 1.0.9.1
- Minor bugfix release.
- Minor text issues here and there.
- Clicking on pet names wasn't working to have them show up in the target pane.
- Error when deleting a character.
- Angels/Demons killed stats were incorrectly increasing if target was 10 levels beneath killer.
[edit] Map Changes
- Added new tile types: Necrotic Tower, Ossuary Pit, Burnt Land, Forgotten Restaurant, Forgotten Bar, Forgotten Supermarket, Forgotten Police Station, Forgotten Hospital, Forgotten Church, Forgotten Power Plant, Forgotten Prison, Forgotten Military Base, Forgotten Museum, Forgotten House, Forgotten Apartments, Forgotten Gas Station, Forgotten School, Forgotten Junkyard, Forgotten Warehouse, Forgotten Ruins, Forgotten Factory, Forgotten Gunstore, Forgotten Corner Store, Forgotten Pharmacy, Forgotten Library, Forgotten Office Building, Forgotten Fire Station, Forgotten Mall, Forgotten Slum, Jungle, Desert, Stoneland, Dry Grassland, Mosque, Bank, Synagogue, Shrine
- Implemented new zone: Purgatorio.
- Neutral aligned.
- VERY BIG.
- Movement here is . . .difficult.
- Added various portals around the planes.
- Added some new exploration badges.
- Nerfed find rates in Euphoria Asylums
- All churches that were labelled as "mosques", "shrines," and "synagogues" should now have correct tile types and descriptions.
- Bridges in paradise are now wooden.
- Orchards and fields in paradise are now lush.
[edit] Item/Pet/Skill
- Renamed various "Enchanted Sword" type items to "Magical Sword". This is to prevent confusion with regard to "enchanted" vs. naturally magical items.
- Implemented new skill: Enchant Weapon
- Wizards, Advocates, and Dark Oppressors
- Usable in Strongholds, Pharmacies, Ebony Towers, and Euphoria Asylums
- Allows caster to imbue weapons with various magical Enchantments.
- Available weapon enchantments are: Attack Bonus (to hit), Damage Bonus, Damage Type alteration, and Alignment.
- Works on any non-magical weapon.
- See below for for more information about Enchantments.
- Implemented new skill: Enchant Armor
- Wizards, Advocates, and Dark Oppressors
- Usable in Strongholds, Pharmacies, Ebony Towers, and Euphoria Asylums
- Allows caster to imbue types of armor with various magical Enchantments.
- Available armor enchanments are: Defensive Bonus (dodge), Soak Bonus, Hide Bonus, alignment.
- Works on any non-magical armor.
- See below for for more information about Enchantments.
- Implemented new skill: Enchant Item
- Wizards only
- Usable in Strongholds, Pharmacies, Ebony Towers, and Euphoria Asylums
- Allows caster to imbue clothing and jewelry with various magical Enchantments.
- Available item enchanments are: Defensive Bonus (dodge), Soak Bonus, Hide Bonus, alignment.
- Works on any non-magical clothing and jewelry item.
- See below for for more information about Enchantments.
- Changed Sorcerer's Might to close a mechanics loophole.
- When SM is used, the character now has a new status effect applied that lasts for 5 minutes.
- If SM is used again during this time period, the clock resets.
- While the status is active, the character cannot receive external healing of any kind from any source (much like the weakness of Demonkind).
- Summon Skeleton now works in Ossuary Pits and Boneland tiles as well as Cemetaries
- Modified Water Breathing thusly:
- Character no longer spends any AP when moving in water tiles. Water movement is free.
- Character no longer drowns when the swim timer is up - the timer simply resets.
- When the swim timer resets, however, the character spends an Action Point, thus negating his AP recovery.
- Capped the use of Energize and Heal to the character's Magic Points at a time. This is technically a bug fix.
- Modified Stepping of the Corner thus:
- Void Walkers can now, uh, walk through the void.
- Doing so is not flight - it does not make them immune to melee weapons. Weirdly.
- It's basically walking - 1 AP per square. However, it tacks on a StatusEffect: Void Walking.
- Void Walking costs 1 AP per 15 minutes. Thus, while a 'walker can log out in the void, he or she will recover no AP while in the void.
- Further modified the skill so that the VW can walk over water as well (this operates almost identically to the mechanisms used by Water Breathing, though it's still 1 AP per square).
- Wyrm Masters may now fly with their Leathern Wings.
- Implemented new Eternal Soldier skill, The Way of Lightning
- A super-speed movement power.
- 2 squares for 1 AP. 4 MP activation cost. 1 MP cost every 15 minutes while active.
- Grants the ability to run over water.
- Modified Invisibility:
- Reduced it's per-AP cost from 5 MP to 2 MP.
- It now eats up 5 Magic Points every 15 minutes.
[edit] Enchantments
- Enchantments are a new trait that can be applied to various items.
- They may not be cast into "naturally occuring" magical items. The definition of a "Magic" item and an "Enchanted" item is that an enchanted item is player created and a magical item is spawned.
- Enchantments are applied in a "stack" onto the item. Thus, items may hold multiple enchantments.
- The number of enchantments a particular item can hold depends on the item.
- Some things, like swords, may hold many enchantments (10), but other things (like golf clubs) may only hold 1 or 2.
- The number of enchantments a particular item can hold depends on the item.
- Enchantments of the same type will stack effects. This is the method by which more powerful magicks are applied to an item.
- Depending on the type of enchantment, the value of any single enchantment changes, thus:
- Soak bonuses are 1 point soak (to a specific damage type).
- The highest value of any soak that can be applied to any one damage type is 5 points, including the items "innate" protection value.
- Thus, if a normal, unenchanted version of the armor provides 3 points of protection versus Bludgeoning, the item can only be enchanted with Bludgeon soaks twice.
- However, if it provides no protection versus Death damage, it can be enchanted with 5 Death protections.
- Attack, Defense, and Hide bonuses are 2% per application
- For weapons, only one damage type enchantment can be applied.
- In the case of Alignment enchantments, only one alignment enchantment may be applied. Further, only evil characters may align items to be evil while only good characters may align items to be good.
- Damage bonuses are 1 point damage increase per application (maximum +5, regardles of the number of enchantments a particular item can hold)
- Soak bonuses are 1 point soak (to a specific damage type).
- The total bonus granted by an enchanted item for a particular type is the number of enchantments it contains for that type multiplied by the enchantment type base value.
- Thus, a sword with 5 attack enchantments on it grants a +10 to hit bonus.
- A t-shirt with 4 defense enchantments on it grants a +8 defense bonus.
- A bow-tie with 3 Unholy soak enchantments provides 3 points of Unholy soak.
- As with the way soak works, only the highest value of any defense or soak enchantment is ever applied.
- Thus, if a character is wearing 4 clothing items that provide defense (at 4%, 8%, 2%, and 6%), the character's defensive bonus will be 8% (the highest value) and not 20% (the total)
- Depending on the type of enchantment, the value of any single enchantment changes, thus:
- Enchantments can and will be destroyed. They suffer from death decay, at a 1% rate.
- When a character dies, all enchantments on the item are rolled. If the enchantment's roll fails, the enchantment is destroyed and decays off.
- Thus, it is possible (with a REALLY bad set of RNG hate) for an item to lose ALL of its enchantments at once.
- Enchantments do not degrade during normal use.
- Enchanting is expensive, both AP and MP wise. The cost of enchanting an item increases based on the number of enchantments already contained in the item.
- Enchantments may fail, depending upon the quality of the item being enchanted. The lower the item quality, the more likely the enchantment will fail.
- If the item is in pristine quality, enchantments will always succeed.
- For non-degrading items (e.g., improvised weapons), the chance of failure is a static 10% (which is the same as the failure rate for average items).
- Enchanting a degradable item will always reduce its quality by one level during the process of enchantment.
[edit] Spell
- Buffed Minor Wards from 100 HP to 200 HP.
- Buffed Major Wards from 200 HP to 400 HP.
- Implemented Minor Ward Versus Neutral and Major Ward Versus Neutral, as well as Extended versions of both.
- Implemented greater wards: Greater Ward Versus Evil, Greater Ward Versus Good, Greater Ward Versus Neutral, and Extended versions of all three.
- These have 600 HP each and keep out everyone - they operate on tier 3s.
- Implemented Dispel Greater Ward.
[edit] Faction Changes
- Faction profile page now indicates which plane a faction's stronghold is on.
- Faction Mails are no longer sent to idle characters.
- Good, evil and neutral factions that infuse in Purgatorio get 6 karma points per location.
- Setting a faction to mode ALIGNED or ALIGNED NO MULTIS will now automatically kick members who do not match the new alignment.
- Idle members in the faction membership list are now "greyed" out.
- Faction profile page now lists the active membership (and the total).
- Faction memberlists now display the join date of each member. If the date is set at Dec 31, 1969, this is normal - the character joined the faction before the date was being tracked.
- Retrieving a faction standard no longer decrements the honor of the Faction who originally captured it.
[edit] Faction Mail
- The use of Faction Mail is no longer "free" and has a variable AP cost, depending on who sends it:
- All "person to person" mails now cost 1 Action Point
- Leaders may send mass mails for 1 Action Point
- Lieutenants may send mass mails for 2 Action Points.
- Sergeants may send mass mails for 3 Action Points.
- Soldiers may send mass mails for 4 Action Points.
- This is a performance requirement. Faction Mail is not intended to be a mailing list or forum.
- Removed most automated faction mails. Messages are sent instead.
- Faction invitations and faction invitation requests still send faction mails.
[edit] Other
- RESPAWNING HAS CHANGED.
- If you are tier 2, you are 33% likely to respawn in your "home" zone.
- If you are tier 3, you are 2/3rds (66%) likely to respawn in your "home" zone.
- Infused squares aligned to deleted factions now show up as "a forgotten faction."
- The names of characters found while searching are now clickable.
- The MP cost for portal travel is now displayed to characters who have Sense Magic
- Heavy items should now be spawning correctly in new tile types.
- Demonic characters no longer suffer the search penalty within Stygia, as it is their native plane.
- Survivor bonuses are now visible on the character profile page.
- All faction bonuses are now visible on the character profile page.
- Buffed barricades:
- Maximum barricade strength has been increased to 400 points (up from 200)
- AP cost of erecting barricades is now 2 AP per 10 points (was 5).
[edit] Optimizations
- Optimized some zerg detection routines to take up less CPU.
- Highly optimized the jsp that produces the location descriptions, thus reducing the short-lived Object creation count by about 500 per page load.
- Optimized the jsp that produces portal buttons
- Applied more AJAX-y stuff around the interface. Some tabs (like the inventory) are not going to load until they're asked for. This should speed up download times (e.g., turn to a different tab for faster speeds).
[edit] Quality-of-Life
- Barricade pull downs now remember the last side used.
- Wandering Way controls now are much more usable.
- Lockpicks no longer have a "use" button in the inventory pane.
- Large-dataset character lists (such as faction member lists) now have "intelligent" pagination links:
- The system will always display links to the first three pages, the last two, and one on either side of the current page.
- Thus, if there are 50 pages, and you're on page 35, you'll see: 1, 2, 3, ... 34, 35, 36, ... 49, 50
- If you're on page 5, it's 1, 2, 3, 4, 5, ... 49, 50
- Crafting and repairing items now tells you how many AP you spent.
- When giving items to other characters, the message now has a hotlink to the character, so they can be quickly reselected.
[edit] Bug Fixes
- 500 error that could sometimes occur if a character was deleted between cycles of faction membership updates.
- Dispel Minor Ward wasn't correctly blowing away Extended Minor Wards.
- 500 error when someone attempts to take a standard that has already been taken.
- Searching when under a zerg flag no longer finds characters.
- Weird natural language error with searching ("You also find..." when nothing was found)
- Bug where fire resistance potions were not providing immunity to lava and alchemical explosions.
- Bug where attempting to equip two of the same thing may sometimes take an Action Point.
- Bug where the Shepherd's heal was using up more MP than it needed.
- Bug with MP costs of various dispel spells.
- Fixed issue where faction mail announcements were being sent to people who sent the mail.
- Searching water, void, or lava should no longer be possible.
- Holy swords were dealing unholy damage. whupz.
- Bug preventing the repair of magical items to those with advanced crafting skills.
- Weird bug that allowed different applications of weaken from different attackers to stack.
- Bug about XP with faction member pets.
- Embers are now immune to fire. Whupz.
- Bug where deleting a character while a different was connected caused the connected character to get stuck.
- Bulletproofing vs. some specific hatrack creation situations.
- Bug with the ap cost of improving items.
- Bug with Dark Heart draining victims to -1 MP if they had exactly 10 MP.
- Minor issue with power on/off messages being broadcast when they didn't make sense, or not being broadcast when they did.
[edit] Beta 1.0.8
- THE CSS USED BY THE MAP HAS BEEN CHANGED. YOU MUST PERFORM A SHIFT-RELOAD ON THE MAP SCREEN TO LOAD THE NEW CSS.
[edit] Map Changes
- Expanded the map of Stygia.
- This includes new location types: Iron Keep, Ebony Tower, Damned Library, Iron Garrison, Black Prison, Charred Land, Bone Land, Iron Waste, Lava, and Blood Waste
- Some existing Iron Fortresses have been slightly modified.
- Expanded the map of Paradise.
- This includes new location types: Cottage, Tavern, Inn, Smithy, Mill, Euphoria Asylum, Vault of Enlightenment, Panopticon, Clockwork Tower, Amphitheatre.
- Added bridges across the river (which finally has a name: The River Alph)
- In Xanadu did Kublai Khan a Stately Pleasure Dome Decree, Where Alph, the Sacred River Ran, Through Caverns Measureless to Man, Down to a Sunless Sea
- Added a few more exploration badges.
- It is now possible to perform alchemical experiments when inside of Euphoria Asylums and Ebony Towers.
- It is now possible to craft ammunition and other items inside of Ebony Towers and Smithies.
- Stygia and Paradise are now infusable.
- If the faction is evil and the infusion is done in Paradise, the value of the infusion is worth 7 karma instead of 5.
- If the faction is good and the infusion is done in Stygia, the value of the infusion is worth 7 karma instead of 5.
- If the faction is neutral and the infusion is done in either Stygia or Paradise, the value of the infusion is worth 6 karma instead of 5.
- Searching in Paradise now grants an innate +5 bonus.
- Searching in Stygia now always applies an innate -5 penalty.
- Searching in Purgatorio has no change and is not affected by day/night cycle.
- Moving through lava squares now burns the crap out of you unless:
- You are flying
- You have Cloak of the Vengeful Fire active
- You have Fire Resistance
- Added flavor/detail elements throughout Paradise/Stygia.
- Added about 8 or 9 portals throughout the planes. Some go between Paradise and Stygia.
[edit] Item/Pet/Skill
- Added new book type, "Good" books.
- Added a couple new interesting items. Figure them out for yourselves.
- Aerial Servitors now deal electrical damage instead of bludgeoning.
- Aethersprite heals now cure Weaken
- Created new Nexus Champion skill, Tattoo of the Wandering Way
- Limited form of teleportation. Character selects N/S and E/W direction and distance.
- Up to 10 squares in either direction. 1 AP total and 1 MP per square.
- Created new Nexus Champion skill, Tattoo of the Origami Tiger
- Summons a single pet, an Origami Tiger.
- Only one Origami Tiger may be summoned at a time.
- Implemented new Wizard skill, Nexus Empowerment
- Increases by 25% the base damage of all spells cast by the wizard. This is damage BEFORE application of faction/status bonuses.
- Implemented new Advocate skill, Song of the Word
- AoE attack, deals holy damage to evils.
- AP Cost 6, MP Cost 16, DR 6.
- Per damage calc: (6 * (level / 4))
- Max damage calc: (12 * level)
- Super-hyper-mega-force-nerf-to-Earthquake-GO!
- AP Cost up to 5 from 1
- Per-Damage calc changed from (10 * (level / 4)) to (5 * (level / 4)).
- Max Damage calc changed from (20 * level) to (10 * level).
- Increased Imp damage to 5 and summon cost to 15 MP
- Created new Elementalist skill, Summon Homonculus
- Summons a minor earth elemental, a Homonculus.
- Level / 5 Homonculi can be summoned at once.
- Created new Elementalist skill, Summon Naiad
- Summons a minor water elemental, a Naiad.
- Level / 5 Naiads can be summoned at once.
- Created new Elementalist skill, Summon Ember
- Summons a minor fire elemental, an Ember.
- Level / 5 Embers can be summoned at once.
- Created new Elementalist skill, Summon Cirri
- Summons a minor air elemental, a Cirri.
- Level / 5 Cirri can be summoned at once.
- Neither Death Cloud nor Thunder Storm are auto-hit any longer.
[edit] Faction Changes:
- It is no longer possible for a faction to take a standard unless they themselves have a stronghold. No reward without risk.
- Further changed faction karma calculation method. New calculation is (members / 2) + (infusion * 5).
- Changed stronghold ward calculation. New calculation is 200 + (factionlevel * 100).
- There is no longer a morality shift for attacking/defending/killing while inside of your own stronghold if the target is not a member of your own faction.
- Redid ward regrowth calculation, thus: ((1/2+(1/x))/2 where x is faction level. This is a percentage of the maximum strength of the ward that will grow back in an hour.
- Smaller wards regrow faster *percentage wise*. So they recover completely in less time than larger wards.
- Thus, for a faction level 4 (600 hp ward): (.5 + 0.25) / 2 = 0.375, or 37%, which means a level 4 ward regrows 225 hp/hour.
- Thus, for a faction level 6 (800 hp ward): (.5 + 01666_) / 2 = 0.333_, or 33%, which means a level 8 ward regrows 264 hp/hour.
- Thus, for a faction level 8 (1000 hp ward): (.5 + 0.125) / 2 = 0.3125, or 31%, which means a level 8 ward regrows 312 hp/hour.
- Thus, for a faction level 10 (1200 hp ward): (.5 + 0.1) / 2 = 0.3, or 30%, which means a level 8 ward regrows 360 hp/hour.
- Shar was the one who came up with the base for this formula.
- It is now possible to request invitations to closed factions.
- This is done from the faction profile screen.
- You cannot request invites to non-closed factions.
- The invite request appears as faction mail to all leaders in the faction.
- The request allows the character to enter a short message.
- Factions have the option to globally deny all faction invitation requests.
- Factions now have the option to choose the bonuses they recieve from increased karma.
- All factions have a primary and a secondary focus.
- Primary focus cannot be the same as the secondary focus.
- Depending on the level of focus, the bonus changes. Thus, a faction with "Attack" primary gains an attack bonus faster than one with an "Attack" secondary.
- The bonus granted depends on the type of focus.
- Foci can only be changed once per week.
- The available foci are:
- Attack (increases to hit)
- Damage (increases damage)
- Defensive (increases defense)
- Search (increases search chance)
- Medical (increases HP healed by members)
- Crafting (decreases AP cost of crafting by members)
- Repairing (decreases AP cost of repairing by members)
- All current factions have been set to Attack/Damage (which matches the current set up exactly).
- All factions, regardless of focus, gain the soak bonus, when available.
- Factions are sortable by focus in the faction list.
- The edit faction screen smartly disables the secondary option when you select a primary and vice versa.
[edit] Other
- Introduced "Survivor" bonuses for factionless characters.
- The game now tracks your last spawn date. Upon spawn, the clock starts ticking.
- (All characters start with immediate "now" upon implementation, not their previous spawn dates, which weren't tracked.)
- For every full 24 hours that the character survives, they gain a tick on a specialized bonus that they can select per character.
- The bonus is only granted to characters who are not members of a faction.
- If the character is killed, the bonus resets.
- The bonus "tick point" is dependant upon the bonus type selected (from the edit character screen).
- Available bonus types are:
- Attack (+1 attack percent/day, cap at 10) (default)
- Search (+1 search percent/day, cap at 10)
- Heal (+1 point healed/2 days, cap at 5)
- Craft (-1 AP per craft event/2 days, cap at -5)
- Repair (-1 AP per repair event/2 days, cap at -5)
- All bonuses cap at 10 days worth of improvement (for now).
- The game now tracks your last spawn date. Upon spawn, the clock starts ticking.
- Characters now "idle out". They still appear in the character lists and factional membership lists, but now have "(Idle)" displayed next to their names.
- This is primarily a memory saving system but affects a lot of other subsystems.
- Idle characters cannot be interacted with until they've been connected.
- Upon connect, the character's last spawn date and faction join date are reset.
- The character is effectively respawned, but without AP penalty. This is to prevent people from idling out inside of a building that eventually becomes someone else's stronghold.
- In the future (read: not with this update) characters who have been idle for more than 30 days will be automatically deleted and their names returned to the pool. If you donate, your characters will be safe from this forever, however.
- There is no longer a morality shift for attacking/defending/killing while inside of your own stronghold if the target is not a member of your own faction.
- Additional anti-abuse mechanisms. Many of these could be seen as . . . harsh. But players know when they're cheating, and thus deserve what they get.
- It is no longer possible to retrieve standards for factions you are merely friendly with.
- Added leaderboards for Angels Killed, Demons Killed, Books Read, Pets Killed, Food Eaten, Items Repaired, and Items Crafted.
[edit] Quality-of-Life
- If you don't know how to cast spells, the "learn" button is greyed out. For real, this time.
- Finding hiding people now uses a gender-specific pronoun pulled from the aspect.
- Same with attacking people.
- Changed "Create New Character" to "Add New Character"
- Added AP cost of respawning to "Respawn" button.
- Changed the sorting behavior for a few columns in the faction list. The first click now defaults to descending sort (rather than ascending) for karma, level, and membership.
- The moon icon always displays in Stygia and the sun icon always displays in Paradise now.
- Faction member list now remembers sort and page after promoting/demoting/banning/kicking.
- Players may now set political stances versus other factions directly from the faction browse list. This isn't possible to sort easily, so don't ask.
- Minor change to column ordering in character selection screen.
- Users may now select and set their time zone under "Account." This causes messages to appear in the right timezone.
- Some natural language fixes to the description pane concerning locations and their base types. Types are now hot linked to the wiki.
- Added a link on the character profile page to allow players to send faction mail to the character without having to browse through the memberlist.
- It is now possible to send faction mail to characters directly from the target pane in the map interface.
- The description pane now displays the current time in GMT. This is "official game time." It has nothing to do with the game's sun/moon cycle; it is purely to aid in attempts for co-ordination.
[edit] Bug Fixes
- The missing spells thing should be fixed.
- Fixed bug in clothing designer not remembering colors. Any previous clothing will not have the colors; only future ones will be correct.
- Chainsaws now say when they are out of fuel.
- Spell panel now appears even if you don't know any spells (but have the skill) so you can cast from scrolls even ifyou haven't memorized anything.
- Healing multis no longer grants morality bonuses.
- Fixed bug with spells not being droppable.
- Healing status effects with faks on the *self* when fully healed now works.
- Experience Point requirements for level 18 were incorrect.
- Fixed issue with the saving of the last spawn date for a character.
- The character point cap was not being correctly applied at level 10. This has been fixed.
- Issue with IE not being able to cast AoE scrolls.
- Barricades now visible in frozen waste, boneland, and mall tiles.
- Iron Fortresses, Fire Pits, and the River Styx may now be correctly barricaded.
- A pernicious bug about being able to craft over inventory weight has been fixed.
- A potentially iffy fix that should solve the problem of "stale" faction mail from deleted characters. This is. . . extremely difficult to test correctly, so may have unintended consequences.
- Bug that caused Explosive Murder to be far more powerful than it should have been.
- Fixed surreal expiration message for Visual Prestidigitation.
- The create character screen now defaults to "No Preference" for aspect gender.
[edit] Beta 1.0.7.5
- Primarily a performance/maintenance fix, but some feature stuff has bled in.
- You may see some vestigial elements for future features (such as notifications of bonuses that do not yet exist).
- Hello! We now use Connection pooling and JNDI.
- Whoever writes the documentation for these things should be shot.
- Whoever decided that the configuration format for this should change between tomcat 4 and tomcat 5 should be shot.
- Whoever decided to not support the old format and not throw a warning when the old format is used should be drawn and quartered and then shot.
- Just sayin'. If you deprecate something, throw a warning.
- Added new book type for evil/Stygian locations.
- Stygian books are a little creepier.
- They grant more XP.
- Quality-of-Life:
- Added "needed xp" to the map's character box.
- Added number of days alived to the map's character box.
- Added "jump to page" links on faction membership page.
- Bug Fixes:
- Hiding in orchards is now possible.
[edit] Beta 1.0.7.1
- Lots and lots and lots of performance tweaks.
- Fixed issue with level 1 factions making strongholds. This was a test/debug setting that made it to live and shouldn't have.
- Fixed issue with globally hostile/globally friendly flags on factions not saving.
- Fixed issue with character sort not working on character index page.
- The Infernal Horde and the Divine Army may no longer be faction honor griefed.
- Fixed bug with custom clothing descriptions not being correctly generated.
- Missing name when characters land after flying.
- Optimized location save system.
[edit] Beta 1.0.7
- System and Performance Changes:
- Various experiments with garbage collection that have failed utterly.
- Some extensive refactoring of several utility methods that get called all over the place, moving from String concatenation to StringBuffer building.
- Rebuilt the "save ping" system to, you know, not suck. Why save 300 characters using 1,500 sql statements when you can do it in 5 through the miracle of ps.addBatch()?
- Character Changes:
- Heavy buff to Divine Armor that occurs over time. The strength of DA will increase every four levels by 1 point, up to a maximum of 10 points to everything save Unholy (which gives it a 7) at level 30.
- Basic DA (bought at level 10) is +5/+2.
- Level 14: +6/+3
- Level 18: +7/+4
- Level 22: +8/+5
- Level 26: +9/+6
- Level 30: +10/+7
- Significant buff to Weaken that occurs over time. The strength of the weaken will increase every five levels, and now works thusly:
- At level 10, target soak is reduced by 1 point and target attack is reduced by 5%;
- At level 15, target soak is reduced by 2 points and target attack is reduced by 5%;
- At level 20, target soak is reduced by 3 points and target attack is reduced by 10%;
- At level 25, target soak is reduced by 4 points and target attack is reduced by 10%;
- At level 30, target soak is reduced by 5 points and target attack is reduced by 15%;
- Heavy buff to Divine Armor that occurs over time. The strength of DA will increase every four levels by 1 point, up to a maximum of 10 points to everything save Unholy (which gives it a 7) at level 30.
- Minor Changes:
- Repairing a door now sends a message to everyone inside and outside.
- Locking a door now sends a message to everyone inside.
- It is no longer possible to cast a ward on any location that has a portal of any type (sewer grates and ferries included).
- Minor changes to the generated character description system to include Tailwhip and Blood Claws.
- Buffed alcohol find rates in Bars, Nightclubs, and Supermarkets
- Buffed food find rates in Restaurants and Supermarkets
- Attacking a target with enhanced senses from hiding no longer grants bonus damage (but does incur the trying-to-creep-around-the-corners-quietly attack penalty).
- Implemented ferries. These are portals with multiple destinations.
- Rebuilt portal system to allow for multiple portals within a single location.
- Sense Magic now reveals the destination point for various magical portals.
- Tap Ley Line now sends a message to all faction members saying who drained the magic and where.
- The description pane now includes a nice icon telling you whether or not you're in day or night (Sun for day, moon for night).
- Character names in the trade pull down are now alphabetized.
- Added wood to find list in Hardware Stores.
- Character index screen now indicates if a character is inside the stronghold or not. This is third in precedence: first death, second hiding, third stronghold.
- Created several (20) little icons representing each character class. These are visible on the target pane and profile page. They're a bit of a rush job and need clean up.
- Added Sub-Machine Guns.
- These use the character's Small Arms skill.
- They use SMG Clips, which contain 12 rounds. They are slightly less accurate than pistols (-5%)
- They do 8 points of damage per shot.
- They have an AoE "burst fire" attack. This attack uses up 6 rounds and does 8 per damage (with rounds * 8 = max damage). If there are fewer than 6 rounds in the chamber, the burst will use all ammunition left (and the max damage is handled accordingly).
- Burst fire grants no morality or xp modification.
- Burst fire is not affected by charged attacks or strong/elite/infinite attack.
- Faction Changes:
- Rebuilt the faction membership underpinnings. This is a performance enhancement.
- Re-enabled faction sort by membership. Hopefully this won't be too heavy anymore.
- Added a "Faction Politics" table to the faction profile screen. This displays the faction's political sheet - who they are friendly and hostile towards.
- You must now be a member of a faction for 24 hours before you are granted any faction bonuses.
- Implemented the beginnings of a factional honor system.
- For every point of positive honor a faction has, it's karma increases by 2 points.
- For every point of negative honor a faction has, it's karma decreases by 10 points.
- Honor is permanent. It can only be changed through honorable or dishonorable acts.
- It is not possible to go below 0 honor through the actions of others. You can, however, screw your own honor.
- There will be many things that will affect factional honor in the future. These things will likely change the bonuses and penalties associated with honor, so don't flip a bit over it.
- A taste of the future (not implemented):
- Characters will have individual honor. Honor events will be similar to morality events but be based a lot more about factional politics.
- Character honor will affect factional karma. If your faction is filled with a bunch of dishonorables, you get dinged on it.
- A taste of the future (not implemented):
- Expanded the map of the Saint Germaine Archipelago to include several new islands:
- Big Tease
- Little Tease
- Harper Island
- Maquez Island
- Poco Maquez
- The spawn points on these islands are slightly restricted. That is, you'll only spawn in areas of the map that have buildings in them (instead of out in the boonies of the tobacco fields).
- They are connected to the mainland (and each other) by ferries. There is a ferry on Harper Island, Poco Maquez, and Saint Germaine Island (at Nona's). You can choose which island to go to by ferry.
- Taking the ferry is 1 AP and 0 MP.
- Smart players will recognize the strategic implications of the islands.
- These are not intended to be a pressure release valve on population density, though that will be a minor effect of their addition (population density decrease will occur with the rebuild of Stygia and Paradise as well as the introduction of Purgatorio).
- Badges exist (five, I believe).
- Stronghold Changes:
- Changed method of calculation for ward strength. New calculation is (karma * 3). This is designed to reward factions that use infusion a great deal (as they should) while reducing the value that membership has on faction strength (previously, membership was applied three times in factional strength; now it is effectively applied only twice).
- Strongholds may now be destroyed.
- If all members of the faction inside are killed, the faction standard becomes visible.
- If the standard is taken, the faction's stronghold is revoked and the faction will be unable to set down a new stronghold for 24 hours.
- If a faction member returns before the standard is taken, the standard is re-hidden.
- If everyone in a faction leaves the stronghold, the standard becomes visible.
- Faction members are warned when the standard is visible.
- Your faction must be hostile to the destroyed faction in order for the standard to be takable.
- You must have been a member of the faction for 24 hours before you can take the standard.
- Stronghold Destruction;
- Incurs factional honor changes.
- If the destroyed faction is level 0, the victor incurs no change, but the defeated faction loses 10 honor.
- Otherwise, honor change is dependant upon the levels of the factions involved, thus:
- If the victim faction is more than 2 levels below the victor faction:
- The victim incurs no honor loss.
- The victor incurs an honor loss equal to the level difference * 5.
- If the victim faction is more than 2 levels above the victor faction:
- The victim incurs no honor loss.
- The victor gains honor equal to ((level of victor * 2) + ((level of victim - level of victor) * 4))
- If the victim faction and the victor faction are within 2 levels of one another:
- The victim incurs no honor loss.
- The victor gains honor equal to (level of victim * 2)
- If the victim faction is more than 2 levels below the victor faction:
- All members of both factions will be notified of honor changes. The victor faction will be notified of who performed the standard destruction.
- Captured flags will appear in the victor's stronghold as trophy objects. These are tied to the faction, not the stronghold, and will follow it around (you don't have to have a stronghold)
- Captured flags are also listed in the faction profile page.
- Flag Recapturing
- It is possible to recapture faction standards that have been taken. A flag may be recaptured by the faction itself, a faction it is allied with, or a faction that is friendly to it.
- If a faction recaptures its own flag:
- The faction may immediately replant a stronghold.
- If they are two levels below the stronghold faction (those who took it in the first place):
- The recapturing faction gains no honor. The stronghold faction loses honor equal to ((stronghold faction level - capturing faction level) * 5).
- If they are two levels above the stronghold faction (those who took it in the first place):
- The recapturing faction gains no honor. The stronghold faction loses an amount equal to ((capturing faction level - stronghold faction level) * 2);.
- If they are within two levels of the stronghold faction (those who took it in the first place):
- The recapturing faction gains no honor. The stronghold faction loses honor equal to the level of the recapturing faction.
- If a faction recaptures an ally's flag:
- If they are two levels below the stronghold faction (those who took it in the first place):
- The recapturing faction gains honor equal to ((stronghold faction level - capturing faction level) * 2), the stronghold faction loses the same amount, and the original faction gains the same.
- If they are two levels above the stronghold faction (those who took it in the first place):
- The recapturing faction and the original faction gain honor equal to (capturing faction level - stronghold faction level) and the stronghold faction loses nothing;.
- If they are within two levels of the stronghold faction (those who took it in the first place):
- The recapturing faction and the original faction gain honor equal to the level of the stronghold faction and the stronghold faction loses honor equal to the level of the recapturing faction.
- If they are two levels below the stronghold faction (those who took it in the first place):
- If a faction recaptures an ally's flag:
- If a faction recaptures the flag of a faction they are friendly to:
- If they are two levels below the stronghold faction (those who took it in the first place):
- The recapturing faction gains honor equal to (stronghold faction level - capturing faction level), the stronghold faction loses ((stronghold faction level - capturing faction level) * 2), and the original faction gains the same.
- If they are two levels above the stronghold faction (those who took it in the first place):
- The recapturing faction gains no honor, the stronghold faction loses no honor, and the original faction gains (capturing faction level - stronghold faction level) honor
- If they are within two levels of the stronghold faction (those who took it in the first place):
- The recapturing faction gains no honor, the original faction gain honor equal to the level of the stronghold faction and the stronghold faction loses honor equal to the level of the recapturing faction.
- If they are two levels below the stronghold faction (those who took it in the first place):
- If any action brings the stronghold faction to below 0 honor, the stronghold faction is returned to 0 honor.
- If a faction recaptures the flag of a faction they are friendly to:
- Bug Fixes:
- The "poison can't be healed" bug is fixed.
- Weird bug with achievement badges not being saved.
- Lots of typo fixes.
- Unreported bug about the target selector not auto-selecting the last attacked barricade.
- Destroy Door now correctly sends a message indicating that the door was destroyed.
- Smoking yourself to death now tells you that you've died.
- Bug with alchemy explosions with soaks not being handled correctly.
- IE just plain sucks, and I did some css fixes to it.
- The "ban from faction" button appearing for most members of a faction, regardless of whether or not they have the authority to ban.
- Destroyed magical items should now provide no soak bonuses.
[edit] Beta 1.0.6.1
- Bug Fixes:
- Sporadic error (involving 'blank' spells) that cropped up on some characters. This isn't a true fix at this time, but band-aid on the symptom.
- Bug with Greater Infusion working when the character had 0 MP (but not less than).
- Bug with attempting to equip two of the same type of armor twice costing AP.
[edit] Beta 1.0.6
- Built a simple system of user account preferences. These allow you to change how certain aspects of the interface behave.
- Currently implemented preferences:
- Show Dots - changes the character selection screen to show the color dots instead of numbers, for those who use visual learning.
- Show Locations - determines whether or not to include the character's location in the selection screen.
- Show Factions - determines whether or not to include the character's faction in the selection screen.
- Colorblindness - applies a secondary colorblindness stylesheet. This is mostly to enhance the recognition of character politics (the colors don't cut it so well).
- Deleting a character now requires that the player enter the password for the user account.
- First Aid Kits were spawning about 342435245 times more often than they should in hospitals.
- Revamped the message pane. Now duplicate messages are rolled up into a plus-clickable list.
- Revoking a stronghold is now a two-step process. You click the button and then a confirm button appears.
- Shaun of the Dead wanna-bes may now crack skulls with Cricket Bats.
- Tiger Woods wanna-bes may now lay five-irons upside heads.
- Pirate wanna-bes may now find cutlasses with which to force people to walk the plank.
- Added Blood Ice to the find list inside of Iron Fortresses.
- Some minor admin interface upgrades.
- Added note about "one account, three characters" to account creation form.
- Lowered weapon damage chance to 4%. This only affects when you are using the weapon; the death damage chance is still 20%.
- Bug Fixes:
- Weird issue with exterior barricades appearing the attack pulldown while character is inside.
- Healing multis no longer grants stat increases or shifts morality.
- Certain touch skills no longer affect flying targets.
- Fixed issue with badges not being correctly saved.
- Fixed (I think) bug where messages were not immediately appearing to characters. This is the result (typically) of the character having his connection flag removed.
- Bug with attacking from hide doing twice as much extra damage as it should.
- Multis using energize now fail.
- Pets no longer attempt to attack people in wisp form or cloak of air.
- Shitty IE browser bug with faction politics.
- Fixed bug with back button and deleted faction mail.
- Own character now correctly appears in FAK drop down when character is hidden and the only person in the room.
- Lots of weird pet behavior fixes.
- Characters who are forced into the Divine Army or the Infernal Horde now correctly have thier commander ids changed.
[edit] Beta 1.0.5.1
- This is entirely a performance enhancement update:
- The JVM should be garbage collecting correctly. Well. More often.
- Character messages are no longer stored on the character object unless the character is active; instead incoming messages are thrown into a "pending messages" queue to await writing to disk.
- When characters connect, all messages are pulled from the DB and combined with any pending messages that have yet to be saved. While active, messages go into the live system.
- If disconnected, at character save time, the pending messages are slotted.
- The standard save tick is now lightweight and only saves what it needs to on "dirty" characters.
[edit] Beta 1.0.5
- Nerfed item break rates on death (and only death).
- Boosted XP grant for crafting.
- Doubled XP grant for repair.
- Modified the character personal description thinger to accept line breaks (translates \n to [br]).
- Opened up trading to non-faction members. Characters may now trade with any other character, regardless of faction. You may not trade with multis, however.
- Significant boost to First Aid Kit discovery rates in hospitals and pharmacies. This is not a boost to the search chance there; just to the liklihood that what you find will be a FAK.
- Faction strongholds now have an erasable message board that doesn't require magic markers or chalk (It's a dry-erase board).
- This comes with its own happy-go-lucky rank permission, "Message Board." By default, leaders and lieutenants get access to write on it.
- It's readable by *anyone* who is inside.
- It has the same character limitations as writing chalk does (e.g., 500 characters).
- You must now be a member of your faction for 24 hours before you have access to the safe, regardless of who you are, when the safe was created, or when the character was created.
- This affects all people in the faction, regardless of permission sets.
- Changed Faction strongholds so that your faction must be at least level 4 to create one.
- Existing strongholds will not be deleted.
- Changed the way that books grant XP. No longer is the XP grant for books based on an individual book.
- Slightly boosted the XP grant chance for books (it was something like 47% and I put it to a flat 50%).
- Still more massive rebuilds of the way that the system saves characters, locations, factions, and items.
- We should see some significant performance gain (well, I should, this may not be apparant to players yet).
- There may be some wonkiness with messages.
- Absolutely *massive* database performance increase. Read: load dropped from 2.5 to 0.2.
- I'm a total dumbass and forgot to add some indexes. Whupz.
- Bug Fixes:
- The items-gain-quality-on-restart bug should be fixed.
- Magic Items no longer appear as magical in character descriptions.
- That stupid seeing your own shadow bug is fixed.
- The new stats I added last night? Sorry, they weren't getting saved. Whupz.
- Items should no longer report as magical upon being broken.
- Setting up food tins no longer implies that they are bottles.
- Fixed issue with stronghold safe items dissappearing on revoke/reinstate until system restart.
- You may no longer attack barricades from inside a building.
- Fixed issue with enemy factions not appearing black and friendlys not appearing green.
- Fixed weird menu issue with advanced gunsmithing and advanced armorsmithing.
- Fixed ordering issues with faction mail.
- Pets that attack targets that are on fire now correctly inform their masters that they got the owies.
- Fixed issue with reading faction mail from characters who have since been deleted.
- Banlocks weren't working for some reason. This is fixed.
[edit] Beta 1.0.4
- Gifted all characters 10 Character Points.
- Took advantage of my rewrite of the stats system and added some new stats and badges.
- Eating Food
- Crafting Items (not ammo).
- Repairing Items
- Pets no longer target invisible characters.
- Super-nerfs to many AoE skills (Earthquake can one-shot up to 10 level 30s? wtf?)
- There was a massive reworking of character messaging and character saves. This is a performance enhancement, which will hopefully clear up some of the pain on the database. However, it means that on server restarts there may be rollbacks of up to fifteen minutes.
- Bug Fixes:
- Fixed (hopefully) issue with faction mail and squad mates. The issue had to do with some logic that was applied at the time of setting. After a server restart, everyone is placed correctly, but when set, they weren't getting placed.
- Standardized on "remove" and "wear" for equippable items.
- Fixed *one* issue with characters being deleted remaining in memory. There may be more.
- Many minor issues, not all of which are worth listing.
- Fixed system where people were able to farm locks with multis
[edit] Beta 1.0.3
- Added some nice, useful text to all the starting skills, saying what's good and what sucks for starting people.
- Changed the first spawn items for starting characters to make more sense according to skill.
- Reduced the night-time search penalty to 10%. This perfectly equates with the search bonus for powered buildings.
- Sadly reduced alpha level character counts to 10.
- Bug Fixes:
- Fixed issue with character edit saving.
- Fixed problems with Magrathea's "Create Zone" system, which had suffered a regression since the last time it was used.
[edit] Beta 1.0.2
- THERE WAS A FULL CHARACTER WIPE. Details can be found here
- Modified XP gains for tier 2 characters. Now, attacking a tier 1 person who is 5 levels beneath your nets you 10% xp.
- Fixed issue where certain zerg flags were not clearing after death.
- Multi-abuse healing now actually heals, but doesn't grant XP.
- Bug Fixes:
- XP grant messages for healing should now be correct.
[edit] Beta 1.0.1
- Split stronghold safe "take" actions up into multiple sections, divided by type (ammo, component, weapon, spell, other)
- Some door changes:
- Hiding no longer aids you in breaking down doors (actually a bug).
- Nerfed door attack chance by 25%.
- Increased door soak to 3 points.
- Axes now do triple damage to doors.
- Shotguns do double damage.
- Doors are now immune to Death, Cold and Electrical damage
- Weapons that do Piercing damage (other than axes) now do 1/3 damage.
- Weapons that do Ballistic damage (other than shotguns) now do 1/2 damage.
- Weapons that do Holy or Unholy damage (other than shotguns) now do 1/2 damage.
- Weapons that do Fire damage do double damage.
- Bug Fixes:
- Fixed issue where dying while in the act of searching causes a 500 error.
- Fixed bug with portals that were trapping people in Paradise.
- Fixed issue with shadows of yourself being seen inside.
- Faction memberslist was not showing up when there was no character connected.
- Trying to craft a double-barrelled shotgun would result in a rifle and vice-versa.
This fixlist brought to you by the Beastie Boys (The Sounds of Science) and Billy Joel (The Nylon Curtain).
[edit] Beta 1.0.0
(May 22, 2006)
- Skill Changes:
- Implemented the Wizard's Nexus Affinity power.
- An innate, permanent, 25% reduction in all Magic Point expenses.
- Implemented the Advocate's Healing Aura power.
- 5 MP/Minute; heals 10 HP/minute to all Good characters in the square.
- Implemented the Seraph's Morale Aura power.
- 5 MP/Minute; grants +5 to hit to all good characters (but only versus evil characters).
- Implemented the Wyrm Master's Fear Aura power.
- 3 MP/Minute; causes non-evils to suffer -5% to attack evils in the same square.
- This is the final skill from the original design document. Welcome to Beta.
- Implemented new power, Cosmic Affinity
- Increases max Magic Point total by 15.
- This is a Wizard, Dark Oppressor, and Advocate power.
- Moved Planar Protection to be a tier 1 Mortal skill.
- Added Grace of Blood to Advocates
- Massive, huge buff for The Stepping of the Corner. It now allows you to pass through walls into adjacent squares as if they were large buildings.
- You can't see through walls, though, so every location is listed as "unknown".
- Implemented the Wizard's Nexus Affinity power.
- Modification to target pane: The Sense Morality, Sense Magic, and First Aid circles will only appear if the character is in the same location as the target. This is to prevent multi abuse issues.
- Same for character profile pages.
- Cloak of Steel changes:
- Lowered MP cost to 1 MP/minute instead of 2.
- Lowered MP cost to 1 MP ever two actions instead of every 1.
- Now appears in character descriptions.
- Some changes to users:
- Removed Hint and Answer system.
- Rebuilt user screens to match standard of rest of system.
- Pet changes:
- Further increased MP of some pets.
- Lowered summon cost of Judgemasters to 30 MP.
- Seriously nerfed pet spam rates (should be less than 1/3 current).
- Implemented password retrieval system.
- Mails password to email address on record.
- Requires that the user enter both user name and matching email.
- Password retrieval attempts can only be done once every six hours.
- This is not a password reset. It is a retrieval.
- Crafting changes:
- Lowered AP base costs of items across the board for crafting.
- Heavily boosted XP for crafting: it was 7XP per step; now it's 10. Added to this is the item's ap "base cost" * 2.
- Thus, a crafting a suit of average military encounter armor would grant 70 XP (average = 3, plus 1 = 4. 4 * 10 = 40; ap base cost of 15 * 2 = 30)
- Heavy items now despawn when they reach "Broken".
- Nerfed bonus of search skill by 5%.
- Buffed bonus of power with searching by 5% (so 10%).
- Nerfed hiding in powered buildings to -10%. This only takes effect at night.
- Altered day/night periods to cycle a full day every four hours of real time.
- If it is nighttime, and the building has lights, and there are non-hidden people inside, shadows can be seen moving inside from the street.
- If searching at night, it's -15%.
- If hiding at night, it's a +10% bonus. (Hiding at night in a powered building results in +/- 0).
- If hiding during the day, it's a -10% penalty.
- Changes to flight powers:
- No more flying indoors.
- No more flying in the sewers.
- No more flying through portals.
- No more flying while carrying heavy items.
- You can now use items while flying again. (No idea why this ability was removed).
- Combat rules for flying have changed:
- Flying characters may only attack ground characters (and pets) with ranged weapons (and spells).
- Ground characters may only attack flying characters with ranged weapons (and spells).
- If both the target and the attacker are flying, melee weapons may be used.
- Flying characters are effectively immune to AoE attacks.
- Both Wings and Leathern Wings now appear in character descriptions.
- Flying characters now have a little icon (an upward arrow thinger) next to their description.
- Implemented several anti-zerg and anti-multi mechanisms.
- Most surround various auras (e.g., Healing Aura will not work on your own guys)
- The big kicker is the anti-multi system:
- It is no longer possible to attack the same character with multiple characters you own. Thus, scenarios where: user Joe has characters Jack and Diane. Jack encounters Biff and attacks him but does not kill. Joe then takes Diane in to attack Biff. Well, Diane is now in "abuse" mode and will fail.
- Nor can you attack a guy and then heal him. (Well, you can. Just nothing really happens. You spend the AP and lose the FAK, but 0 HP, 0 XP, and no poisons cured).
- The flags drop off after a time. I'm not going to say how long.
- Changes to barricades.
- Changed construction costs: it is now 5 AP to add 10 HP (used to be 10 AP)
- Nerfed deconstruct cost. Now 1 AP removes 5 HP (used to be 10).
- Reduced barricade decay rate to 5 pts/day instead of 10.
- The Reveal spell now blows away invisibility. I mean, it doesn't just show you invisible people; it disrupts and dispels their invisibility. They become visible to everyone.
- Uh. Fixed bug where this spell wasn't seeding anywhere.
- Character names in messages are now color coded to politics. This has a weird behavior, since it displays the politics as it was at the time the message was created. If the politics changed between the message event and the viewing of the message, the politics coloring will be wrong.
- Some characters will be getting (non-buffing) presents. You know who you are.
- Changed the hourly servitor to fire on the hour, rather than every hour from server start.
- Updated login page and global nav to point to the official forums.
- Modified the xp gain from Poison to base itself on tier.
- Admin Stuff
- Added "alpha" flag to users.
- Added controls for setting max characters to users.
- Implemented a "fix" for Hatracks.
- This isn't really a fix. It's a band-aid on a symptom.
- Hatracks are caused by . . . well, I don't know. If I knew, there wouldn't be any hatracks. So I don't know. So I can't fix it. And no one can ever remember how they died when they hatrackify and most hatracks are never reported.
- However, I can at least remove them, so every fifteen minutes the servitors will go around and delete hatracks.
- I am not happy with this, as it doesn't fix the bug, only hide it.
- Bug Fixes:
- A rather vile bug with faction infusion karma. The mechanism by which the infusion karma is calculated is now much more heavyweight but it will be 100% accurate.
- Cloak of Steel was loading up with a cost of 6 MP, when it should have been 5 (it was actually doing the right thing, but it was throwing an extra in there as an MP-per-AP penalty tick)
- The stats upgrade goofed with the Power Removed stat. It has been fixed; no numbers were lost.
- Fixed issue with Experience Points and tier issues working only one way.
- Minor and unfound issue with changing passwords logging the user out.
- Several minor text changes.
- Fixed issue where a potion's formula was requiring Stygian Iron when it should have required Stygian Coal.
- Url hack with portals.
- Added weapon damage text to attacking portals and barricades.
- Fixed issue with attempting non-ap costing pet actions while at 0 ap.
- Meditation now lets you know when you're fully healed.
- Fixed bug where stronghold wards respawned at full hit points, instead of the start growth rate.
- Fixed bug where xp gain message reported by pets was incorrect. Correct XP was being given, but the message was wrong.
- Fixed evil bug with tap ley line and the number of MP it was granting if infusion was done on a location with less than 3 karma.
- All but like, two bugs from Wrigleys' list.
- Fixed (I think) issue with crafting being really anal about making sure you had space for the item (it wasn't taking into account the weight of the consumed items).
- Fixed issue when characters get deleted and are the last members of a faction, the faction doesn't delete.
