Server updates

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C. Blue
Developer
Posts: 317
Joined: Sun Dec 13, 2009 6:28 pm

Re: Server updates

Post by C. Blue » Sat Oct 15, 2016 10:49 am

There was an issue with the server not properly compiling due to _GNU_SOURCE function strcasestr().
This has been corrected, if you were affected just download the 4.7.0a source again.

C. Blue
Developer
Posts: 317
Joined: Sun Dec 13, 2009 6:28 pm

Re: Server updates

Post by C. Blue » Mon Dec 19, 2016 6:40 am

Version 4.7.0b server-side changes:
  • Tree-growing spells had their failure rate reduced.
  • Missing occult spells have been added to tomes.
  • Some occult spells have been adjusted. INT vs WIS fail rate stat usage adjusted.
  • Some races gain intrinsic occult 'Shadow' school bonus.
  • 'Shadow Gate' is now level 26 and split between Shadow and Conveyance school.
  • 'Blindness II' has been changed to 'Darkness'.
  • 'Poisonous Fog' had its level increased somewhat.
  • Increased damage of most bolt spells players can cast.
  • Darkness bolts no longer have blind effect.
  • Spellbook autoretaliation accepts spells with letters past 'i)'.
  • Necromancy/Traumaturgy has been reenabled for most classes.
  • Some monsters had missing resistances, abilities or susceptibilities added.
  • Aura-toggling fixed.
  • Fixed a glitch happening to some clients when they log in with 'big_map' enabled that caused the client to switch back to small map.
  • Source compiles correctly when strcasestr() is missing (when _GNU_SOURCE isn't available).
  • Dungeon bosses spawn more reliably.
  • Resisting an element statically or temporarily correctly cancels any susceptibility.
  • 'Apply poison' accepts mushrooms of poison and of unhealth too.
  • Some artifact weapons had their (+hit,+dam) buffed.
  • '?' displays correct keys for rogue-like keyset users.
  • Fixed (allowed/prevented) remappability of certain monsters (for custom fonts).
  • Pebbles can now be crafted from shards of pottery.
  • Death Knight: Traumaturgy skill fixed.
  • Death Knights have intrinsic fear resistance.
  • Priests can now use blessed weapons as if they were 'blunt' type, getting their Blunt-Mastery skill applied to them.
  • Ego items have less insane level requirements.
  • 'Iron Team' type parties only allow trading with other members of the same party.
  • Improved event reward item generation.
  • New command /dis F[a|b], works same as /dis f but destroys a whole pile of loot at once.
  • New command /ic * to ignore even private messages, if they're not from a party member. Added alias /dnd for this.
  • New command /kifu <your email> that sends you all your new kifus (Go game records, in *.SGF file format) to the email specified, after you played Go in the casino. Note that this command is character-name-based, not account-based.
IDDC:
  • Partying can only be done before entering IDDC now. Cross-mode parties are possible at the entrance worldmap sector.
  • Trading is now only possible with party members.
  • Parties for IDDC must be 'Iron Team' type.
For a list of client-side changes see http://www.tomenet.net/phpBB3/viewtopic ... 3859#p3859

C. Blue
Developer
Posts: 317
Joined: Sun Dec 13, 2009 6:28 pm

Re: Server updates

Post by C. Blue » Sat Mar 11, 2017 5:27 pm

Version 4.7.1 server-side changes:
  • Halls of Mandos: It's possible to use /xo command to receive an extermination order.
  • Halls of Mandos: There is now (like in the IDDC) no more experience penalty on too shallow floors in comparison to your character level.
  • Shamans gain access to Temporal school and lose access to Mana school.
  • 1-h weapons are limited to +1 LIFE, 1.5 and 2h weapons to +2, at most.
  • Deed-based event rewards have been improved.
  • All sorts of character titles are now correctly displayed to others on joining/leaving game.
  • Morgoth now correctly teleports out if a winner enters his floor.
  • Merchants Guild mail warns receipient about expiration.
  • Some 'Curing' prayer tiers are castable while blind/confused.
  • Wands/rods that fire bolts will now really fire bolts only, instead of sometimes 'critically' firing a beam, to ensure you don't accidentally wake up monsters you didn't intend to wake up.
  • Udun's 'Wraithform' spell no longer projects.
  • 'Cleansing Cloud' and 'Forest's Embrace' healing effects have been buffed.
  • 'Cause Wounds' spell is resisted much less often by monsters.
  • 'Shadow' + 'Holy Defense' cross school chaos resistance removed.
  • 'Ethereal Eye' level upped from 20 to 28.
  • Removed 'Poisonous Fog' spell from Occult Shadow school.
  • Damage of 'Chaos Bolt' and 'Nether Bolt' in Occult Shadow school and 'Spear of Light' and especially 'Lightning' in Occult Spirit school have been buffed.
  • New spells 'Meditation' (restoration) and 'Purification Rites' (dispel undead) have been added to Spirit school.
  • Astral's corrupted 'Empowerment' gives at most +2 to LIFE instead of +3.
  • Monsters that reflect will take half damage from any light-based attack even if it was a beam-type attack (which isn't normally reflectable).
  • Brass Lanterns can be /empty'ed too.
  • Added new Maia subclass 'Hell Knight': Alias for Corrupted Paladin with a distinct skill set, a demonic fighter. Also added new skill set for Corrupted Priest, which is now similar to Hell Knights.
  • Added new magic school: Occult 'Hereticism', available to Hell Knights, Corrupted Priests and Adventurers (any race, but note that 'Blood Sacrifice' spell to turn yourself into a Bloodthirster will only be available to Hell Knights and Corrupted Priests). Use /sac command to check Blood Sacrifice availability. If you aren't sure what a Bloodthirster looks like, here you can see one (on the receiving end..) https://www.youtube.com/watch?v=aKHsj5y8UL8
  • Hell Knights: Heavily cursed items flip their boni from negative to positive while equipped, same as for Death Knights.
  • Throwing enough snowballs at a target dummy will cause it being snow-covered, same as if it was exposed to longer snowfall.
  • Their specific rings of power dropped by Nazgul never have NO_MAGIC flag (antimagic shell).
  • Monsters can no longer disarm you in the Arena Monster Challenge.
  • Dropping your weapon when getting disarmed will scatter it across the level randomly if there was no floor grid available where it would have dropped (eg you were fighting inside forests or on mountains).
  • Rods of Havoc effect changed: Initial blast + lingering cloud, both of new damage type 'Havoc' (see (5.6)).
  • Ordering a spell scroll from the bookstore without specifying a tier will assume tier I.
  • Monsters: NO_STUN flag no longer reduces sound damage, that is only done by RES_SOUND flag now, which has been added to monsters accordingly where it would be missing.
  • Some high demons which didn't spawn in escorts can now spawn in escorts again.
  • Mimicry: To make a monster kill count for form your mimicry skill must now be high enough to match (half the monster level).
  • Equipment that drains hit points no longer prevents Cloaking.
  • More races/classes get more spirit/shadow boni/mali.
  • Unmakers can now only spawn on level generation time, not as a random spawn later on.
  • Resurrecting a player will give a message to everything around him about it.
  • Temporary brands on weapons are now shown in item inspection screen.
  • Lesser Black Reaver and Black Reaver now cast 1_IN_2 (was 1_IN_3) and had one of their two UN_BONUS attacks changed to UN_POWER, thereby providing unpower-resistance as mimic form (also see (5.12a)).
  • Having an open mind will prevent the normal saving throw against psi or confusion attacks. (Being a mindcrafter oneself will still provide extra protection.)
  • Aura of Fear gives fear resistance at 20.000.
  • Defensive Stance now reduces combat-related stun effects.
  • Constitution stat now helps to recover from being stunned faster.
  • Fixed a glitch where 'preferred immunity' from monster forms would randomly change.
  • Priests now notice that an (unidentified) weapon is actually blessed when they wield it.
  • Vampire race characters: Having both Necromancy and Traumaturgy at at least 25.000 will increase intrinsic melee vampirism efficiency from 50% by +1% for each further skill point, up to 100% when both skills are at 50.000.
  • Vampires are not immune to cold, but just resistant. They are immune to poison though. All mimic forms and the actual 'Vampire' character race have been changed accordingly and exp% upped from 220% to 270%.
  • High-Elf exp% reduced from 250% to 230%.
  • Ents don't have blood so they cannot use Blood Magic.
  • The enchant shop service that enchants ranged weapons now also accepts boomerangs.
  • Manual targetting wit *p works again.
  • Quarterstaff of Olorin has been renamed/modified to Three Piece Rod 'Ruyi Bang'.
  • New artifacts added: Club 'Smasher', Sling 'Lamfada'.
  • Mimicry: 'previous form' used is now saved/loaded, so macros changing back and forth will work across relogging.
  • Dual-wielding a NEVER_BLOW weapon ('of Nothingness') and a normal weapon will still allow attacking (with the normal weapon).
  • Blindness reduces hit chance for melee and greatly for ranged combat.
  • Some mimic powers that mainly apply adverse status effects no longer trigger fire-till-kill repetition.
  • Inscriptions added: '\\' will append to an existing inscription, '@@' will inscribe an item with all its special powers. '@@' must always stand at the beginning of an inscription, you can add further text after it if you like, which will then be appended.
  • Various serpents and nagas had water resistance added.
  • New command added: /applaud.
  • Running around in a form that has erratical movement will no longer place you into terrain that prevents running nor change the worldmap sector accidentally.
  • Switching targets in ranged combat will cost a tax of 1 shot per round, if the player actually has at least 3 shots per round, same as for melee target-switching when the player has 3 blows/round or more.
  • The One Ring is now easier to activate. But still hard if not proficient.
  • Exploding ammo can no longer be created with 'stun' explosion, instead it's just 'force' explosion, which is practically the same.
  • A glitch with !X inscription on magic devices has been fixed that could cause an interruption after just two attempts sometimes.
IDDC:
  • It's possible to pick up loot of deceased team mates.
  • It's no longer possible to steal from a variety of stores that sell equipment. It's much easier now to steal from the remaining stores (supplies, spells/runes).
  • Sauron can be generated on any level starting at depth 99.
  • The Halls of Mandos theme can no longer occur in the IDDC since it doesn't allow any unique monster at all!
  • Pseudo-identification works faster than usual. Scrolls of Identify/Identify Everything/*Identify* drop more often than usual.
For client-side changes see http://www.tomenet.eu/phpBB3/viewtopic. ... 3970#p3970

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