Server updates

Announcements about the forums, the website, the game or the server.
C. Blue
Developer
Posts: 443
Joined: Sun Dec 13, 2009 6:28 pm

Re: Server updates

Post by C. Blue »

Server-side changes in 4.9.0b maintenance release:
  • Jail dungeons are now escape tunnels: At the final floor they have another (one-way) staircase in their traversal direction that will actually lead you out. Word-of-recall is not possible/required anymore.
  • Halls of Mandos now comes with 3 of the 4 (otherwise unused) experimental dungeon flags: NO_SUMMON, NO_TELE, LIMIT_ESP (leaving out NO_ESP).
  • Holiness staves dispel undead now instead of evil.
  • Equipment-set-bonus (same-name artifacts) fixed for true artifact power rings (Darkie).
  • Monster curses don't show damage if they get resisted (Spider).
  • Monsters slipping on oily floor may get confused for a little bit.
  • Attempted workaround at fixing display of old 'ghost items' in a freshly picked up subinventory, that don't really exist.
  • Dedicated-IDDC mode (eg slot-exclusive): If you make it through IDDC you can re-enter IDDC (or Halls of Mandos) if you like. (No other dungeon though, or you will auto-retire aka suicide as usual.)
  • Guide /? command catches UI/GUI term.
  • Added @SB variant of @S inscription that keeps a specific amount of base stock not for sale.
  • Inside a player store you can press 'o' to leave a note to its owner (uses same notes budget as /note command).
  • Added /uni (/uniques) command, same as ~3. Renamed /house to /houses and /monster to /monsters.
For a list of client-side changes, see https://www.tomenet.eu/phpBB3/viewtopic ... 7509#p7509
C. Blue
Developer
Posts: 443
Joined: Sun Dec 13, 2009 6:28 pm

Re: Server updates

Post by C. Blue »

Server-side changes in 4.9.0c maintenance release:
  • Player store search on the website now displays correct stock and SOLD OUT tag for @SB items.
  • House list shows coordinates in x,y format same as worldmap sector format, instead of y,x.
  • Fixed a glitch with beam projections that hit the final grid twice sometimes.
  • Ensure that 'Digging' skill is not applied anywhere in the code if digging is performed by magic or KILL_WALL form instead of manually.
  • Archon: Gained HP and some melee damage.
  • Fallen Angel (base monster): Has weight now like all other angels; lost REFLECTING; changed RES_NETH to RES_DARK.
  • Added /ar command to set auto-retaliation and fixed/improved /arm and /arr commands for mimic-power/runecraft auto-retaliation
  • Like school spells, runespells now take 1/3 turn on attempts with insufficient mana, and full turn on antimagic or confusion.
  • Auto-retaliation with magic devices, mimic powers or spells will no longer give messages when out of charges/energy/mana or otherwise currently unable to trigger, to prevent message spam. Will also not consume energy.
  • @Q inscriptions (with optional 't') now work fine on spell books and magic devices (wands/staves/rods).
For a list of client-side changes, see https://www.tomenet.eu/phpBB3/viewtopic ... 7510#p7510
C. Blue
Developer
Posts: 443
Joined: Sun Dec 13, 2009 6:28 pm

Re: Server updates

Post by C. Blue »

4.9.1 server-side changes:
  • IDDC main towns now have target dummies.
  • IDDC has a small, open 'refuge vault' patch every 500 ft on non-town floors, that offers a bit of respite, allowing you to sell loot at 50% price.
  • IDDC: Money found in chests can now be picked up by any party member, not just the opener.
  • Auto-retaliation won't give messages or consume energy if it's uncastable due to blindness/lack of light/confusion/lack of skill points/own inability to use magic (AM).
  • Auto-retaliation melee-fallback now works for all these hindrances listed in the bullet point above.
  • Iron Teams can now be renamed (in 'P', '2').
  • Trapping: Pseudo-ID hint at 11.000 skill added, pseudo-ID fixed.
  • Magic skill: Pseudo-ID fixed, added rings and amulets.
  • Pseudo-ID: 'broken' removed, it's just 'worthless' now.
  • XP-drain deaths now trigger if we fall below 0 XP, not at 0 XP (includes ghost-fading).
  • 'Cause Wounds' spell: Damage increased.
  • Emptied lanterns are automatically combined in the backpack.
  • Fixed # of amulet flavours.
  • Runecaft: Hellfire rune weight corrected.
  • Characters that can use 'Apply poison' techniques won't trigger poison potion drops if they don't wield weapons.
  • Quest framework: Added chat placeholders $$e/$$Efor trait-/class-affected race, eg 'Enlightened'/'Corrupted'/or just same as race in other cases; $$G for guild members.
  • Heart of the Earth: Now gets more and more lavary the deeper you go, also has mountains and dirt, main filler is not granite anymore but magma.
  • Depending on branding method, Martial Arts users can now get their fists branded.
  • The 'm' menu now also shows interception chance and dodge chance (/ex command doesn't anymore).
  • Item orders can no longer overflow the inventory.
  • Vampiric "light" was changed to be "Darkvision", doing essentially the same thing. Darkvision can now also be acquired by skilling the occult "Shadow" school.
  • Fixed some bugs with utility spells that could have wrong effects under certain circumstances such as wraithform.
  • Ents no longer automatically stop resting when they reach 'full' food state.
  • Removed a problematic call to global_lite_room() that could cause house placement to go wrong.
  • Improved the Mirror Image fight in the Death Fate - can now convert more of the player's abilities to some sort of monster spells; Martyr/Sacrifice and traps are no longer usable.
  • Melee sfx fixed for when wielding a digging tool as a weapon.
  • Berserk rage actually improves PSI-effect resistance.
  • Glass walls are transparent again.
  • Weapons taking damage cannot take more damage than what the weapon's dice could actually deliver on average.
  • Fixed compilation on ARM64 (char is unsigned by default).
  • Server (and console/accedit/preproc) no longer needs SDL/USE_SOUND_2010 or X11 to compile.
  • Giant Turtle: AC increased.
  • The Black Goat of the Woods is now actually black.
  • Reduced some ultra-long effect durations (eg hallucination).
  • Backpack safety lock now also helps against more traps that try to steal/drop your items or money.
  • On death/instant resurrection/pseudo-death, clear the command buffer in case the character was paralyzed when it died and had actions queued up.
  • Reworked shop pricing for when shops are buying, no longer dips insanely low under certain edge conditions.
  • Alchemist now sells scrolls of Vermin Control sometimes.
  • Town elder inventory hints further improved.
  • Fixed a glitch where a player leaving a store could land on the same grid as another player, 'overwriting' him.
  • Experimental: An AC bonus on any weapon now is instead a parry bonus (in flat percentage added).
  • 'jail dungeon' music event added, for custom music packs.
  • Cyberdemon received NO_CONF and NO_FEAR flags.
  • Crafting fireworks from a scroll of fire guarantees a 'big' fireworks scroll result.
  • Divination 50 bonus: Looking at a 100% clone monster displays its name in dark colour (same as already killed uniques).
  • Fixed flint behaviour, having the equipped light source inscribed !F no longer prevents the flint from working.
  • Thanks for graphical tiles fixes to EvgenjiK and jezek.
  • Thanks for boomerang and ammo break chance and damage calculations improvements/fixes to ArtDuck.
  • Spilling oil on the floor now has a slightly lasting effect and will build up even for small amounts of oil, so no oil is wasted when stacking to achieve an effect.
  • Oil spilling on the floor is now light umber coloured if it's sufficiently much, and can be set ablaze. For non-burning oil, DEX (player) and also stature (monsters) helps to not slip.
  • Some effects such as Firestorm Charge now correctly hurt players too.
  • The Mental Intrusion crystal now correctly contains Charm III instead of Charm I.
  • Wrathflame level lowered from 12 to 8, and fire-res tier also lowered accordingly. Hellfire stays at same skill requirement.
  • Icy floor can be melted by fire. Shallow water can be frozen to become icy floor.
  • Remote Vision on very crowded floors should no longer kill weaker network connections.
For client-side changes see https://www.tomenet.eu/phpBB3/viewtopic ... 7540#p7540
C. Blue
Developer
Posts: 443
Joined: Sun Dec 13, 2009 6:28 pm

Re: Server updates

Post by C. Blue »

TomeNET 4.9.2 server-side changes:
  • Fixed various artifact usage turn info (some were slightly off).
  • More low-level monsters can already drop poison potions (for rogues).
  • Town elder advice improvements.
  • No more 'X' marker in player list (was indicating active extermination order).
  • Extermination orders that are low/mid level can sometimes grant consumables instead of weapon/armour.
  • Added 'Gift Wrappings' (available in the General Stores).
  • Mushrooms of Restore STR/CON now cheaper than potion counterparts.
  • Scrolls and spell projections of Blessing/Holy Chant/Prayer reduced from 8/14/20 to 6/10/16. (Spell caster still gets the higher boni.)
  • Holy buffs (blessing, pfe) cease when shape-changing into an evil/undead form except if we were the caster, then they persist. This is done in accordance with D&D lore research >_>.
  • Holy Offense/Curing school slaying boni are disabled while shapechanged to conflicting (evil vs slay-evil, undead vs slay-undead, demon vs slay-demon) monster form.
  • Demonic Strength: No effect when used in GOOD form.
  • (Experimental) Clairvoyance no longer displays filler (wall) grids but only the dungeon layout outlines (passage/room walls).
  • Guardian Spirit and Protection from Evil can now both be active together. MP cost reduced for all of them.
  • Nether Sap spell stops early if out of MP.
  • Charming spells fixed to consume the correct amount of MP.
  • Shadow school: Nightly world surface: Increase running speed, decrease terrain speed impairments (dem ninjas).
  • Shadow school: Level reductions: Darkness 17->16.
  • Shadow school: Shadow Gate MP cost greatly reduced 20->6.
  • Shadow school: Darkness Storm fail rate reduced.
  • Shadow school: Spells added: Retreat, Shadow Stream, Dispersion.
  • Shadow/Mental Intrusion schools: Tier I fear spells affect all adjacent creatures instead of just a single target.
  • Shadow/Psycho-Power schools: Duration of levitation spells increased.
  • Unlife school: Permeation, Nether Sap, Siphon Life, Touch of Hunger, Wraithstep, Subjugation fail rates reduced. Wraithstep MP cost reduced.
  • Unlife school: Touch of Hunger duration extended.
  • Unlife school: Added spell 'Mist of Decay' that prevents intrinsic HP regeneration of enemies.
  • Air/Water schools: Added 'Mirage Mirror' shared spell that grants REFLECTING.
  • Physical Lore: Herbal Tea cost decreased from 20 to 15 MP. Various failure rates reduced.
  • Arcane lore: CotF MP cost reduced. Various failure rates reduced.
  • Wraithstep modified: Short non-wraith duration during which the player must step into a wall. Can now also run into a wall instead of just walking. Gets cancelled automatically on attempts of physical interaction (eg 'walking into' a target to attack it).
  • Fatigue spell causes slowness by means of life force impairment. That means it does not affect certain monsters such as undead or nonliving ones.
  • Wings of Wind: Level reduced from 16 to 15.
  • Tome of Spirits now contains the correct Possess III tier instead of I.
  • Inscriptions renamed: !K to !F, !M to !K, !S to !A, !g to !b.
  • New inscription added: !G prevents stacking of items or allows stacking up to a certain amount.
  • New inscription range: !L now works on all weapons, aiming at throwing weapons specifically.
  • New inscription added: !W to warn you when running low on supplies (eg use on healing potions).
  • New inscription added: !S for bags, to complement !A and !O: Don't auto-stow items bought from stores. Added !A0, !O0, !S0 and !A1, !O1, !S1 variants.
  • New inscription added: !g to force pick_one (if you try to pick up from a pile of this on the floor, you will only pick up one at a time, as if you pressed CTRL+G / CTRL+Z (rogue-like)).
  • Inscription '!+' no longer implies '!v' so it can be used on throwing weapons.
  • Inscription !X (auto-attempt-ID) now accepts an optional parameter 0 (only flavoured items) or 1 (never flavoured items).
  • Deflected shots of a player can no longer hit and thereby wake up sleeping monsters.
  • 'Enchanted' lamp ego now combines infra-vision and searching. Pure 'infra-vision' ego power can no longer spawn for lamps.
  • Demolition charges can be armed to 0s fuse timer for instant blast (!F0).
  • Crickets avoid volcano fumes!
  • Throwing weapons (daggers, axes, spears): Deal more damage; reduce effective target AC for the trow-hit calc (higher throwing weapon weight helps to beat AC, target fleeing in fear halves its effective AC); reduced break chance.
  • If a throwing weapon in inventory and also an equipped one is eligible for a throw, prefer the one from inventory.
  • Fixed rogue-like keymap regarding audio mixer menus, CTRL+X no longer exists in rogue-like audio menu as it is already used for ghost powers and we're out of keys.
  • Anti-undead/-demon effects on players: Now hamper MP instead of HP in case the item is worn on head or hands.
  • Temporary spell indicators added: Yellow 'MB' for melee brand (only one can be active at a time, so one indicator is sufficient); light-green 'HP+' for HP regeneration effects; slate 'Dis' for Dispersion spell; light-blue 'Charm' for any charming spell.
  • Temporary spell indicators: 'Shl' colour now depends on type of magic shield active.
  • Adjusted weights of all weapons, boomerangs, mage staves and shields to be consistent in fantasy-reality (mostly in relation to each other).
  • Rod of Detection: Level and price increased from low to medium, as it makes a bunch of lesser rods obsolete.
  • Weapon suffix-ego 'of Life' buffed: Added flags BLESSED, REGEN, KILL_UNDEAD, ESP_UNDEAD and a random high resistance. They can no longer occur as double-egos with powers 'CHAOTIC' or 'SPECTRAL'.
  • Weapon prefix-ego 'Corrupted' added: Nastily cursed (always HEAVY_CURSE), degree and more adverse effects vary randomly, decreases stats and LIFE, and has some more abilityes. Since these mali will flip due to HEAVY_CURSE, it's the way for vampires/hell knights to gain +LIFE mod on ego weapons.
  • (Experimental): Shamans can access runecraft, except for Mana.
  • DM modules (D&D adventure modules) by Kurzel: Event maps that are up in the form of permanently running events, see /evinfo, quite a challenge! Debut module 'Under Elmoth' (Nan Elmoth, home of dark-elves) allows up to 4 participants but may even be solo'ed if you pull all the strings, have a fitting character and some luck.
  • Blade of Chaos and Infernal Axe can no longer have 'of Life' ego power as it contains BLESSED.
  • Dark Sword and Shadow Blade can no longer have ego powers implying BLESSED flag.
  • Weapon ego power '*Slay Evil*' no longer has BLESSED flag.
  • Tunneling: Hacking wood/fibre now applies correct extra power from higher digging tool weight.
  • Players in demonic form take half drowning damage, same as undead.
  • Greater demons have intrinsic chaos resistance (like undead have nether). Consequently, Blood Sacrifice's Bloodthirster form also gets chaos resistance now.
  • Scroll of Artifact Creation no longer gets used up if the actual creation failed.
  • The Mirror: Praying now shows the remaining required XP and Au for rekinging.
  • Stamina ('ST') is now always displayed for all classes, even if they cannot use it for anything.
  • Price of item 'Fur Cloak' greatly reduced.
  • Super low-cost item price rounding fixed so races hated by shopkeepers won't pay double anymore for ammunition for example.
  • Fireworks is usable by IDDC chars without fear of gaining XP for 'use-identifying' the scroll.
  • Martial Arts: First extra attack at 2.000 skill instead of 1.000.
  • Custom fonts: Allow K-lines, for mapping objects in k_info.txt, and U-lines, for mapping unknown flavoured items based on their tval alone.
  • Command '/empty' now allows specifying '+' as item, for 'newest item', eg if you just picked up a flask of oil.
  • QoL: Vampires who can use mist form can pass their house walls without having to explicitely shapechange.
  • Rings of Polymorphing of monster forms sell for much more Au at NPC stores now (magic shop).
  • When inspecting weapons/shooter/ammo, the damage estimates now factor in critical-hit potential (thanks Cass!).
  • Rods now properly recharge while being wielded.
  • Rod of Recall has slightly longer recharge duration.
  • The Long Sword of Angmar has been buffed somewhat.
  • When weak or fainting from hunger, your strength is reduced by 1 or 2 respectively.
  • Price of Scroll of Vermin Control halved.
  • (Experimental) Alchemy Satchel space expanded from 7 slots to 9.
  • Checking your chance to dodge/intercept now shows you two numbers: Vs a monster of the same level as you, and vs a monster of twice your level (caps at level 100).
  • Randart creation: Fire-based light sources can never get WHITE_LIGHT flag (such as Feanorian lamps have).
  • Wands/rods that modify floor features (light, stone-to-mud, trap/door destruction) now allow targetting your own grid by specifying '5' for direction.
  • Maiar start out with a Spell Scroll of Power Bolt I now.
  • Temple and Valarian Temple sell potions of boldness now.
  • It's now possible to relogin from a different IP address/host and override an existing connection.
  • Codices and Spellbooks drop more often.
  • Mining Supply Store max. stock size doubled.
  • Yeeks, Ents, Draconians and Vampires had their height and weight corrected.
  • Drowining/swimming code was completely rewritten. Any wooden items now help. Dragon Scale Mail now has neutral buoyancy (it's the only item type that has this feature).
  • A bag-related dupe bug was fixed (thanks, Clouded!). No more free Stones of Jordan.
  • Shamans got Divination school ratio slightly increased.
  • Istari got Divination and Udun school ratios slightly reduced.
  • Vampire Istari can now use Shadow and Unlife schools (and start with 1.000 in Shadow too, besides in Mana). These are not affected by Sorcery.
  • Blood Magic: Active Shivering Aura at 30+ turns pure cold-damage spells to ice damage type. Active Aura of Death at 40+ turns pure cold- or fire-damage spells to ice and plasma damage respectively.
  • Commands /tag and /untag now also handle subinventories (bags).
  • Subinventories (bags): Now possible to perform all eligible actions on items inside them, mainly recharge, identify, *identify*, telekinesis.
  • Recharging an item which will become unidentified in the process will trigger any item inscribed !X for an attempt to re-identify the recharged item.
  • Ranger class: Cannot be picked by Vampires. Starts with 1.000 in Nature and with a Spell Scroll of Healing (instead of a mage starter book).
  • Monsters breathing Disintegration will instantly wipe out low- and low-mid-level monsters (below level 40).
  • Ego/Artifact ales have been fixed and work properly now.
  • Mana breath damage cap increased from 250 to 350 (monsters and players).
  • Sprint: Reduced stamina cost from 7 to 6.
  • You can now 'B'ash a non-hostile player to switch places with him.
    However, it depends on your STR vs the other player's weight whether you succeed. ( ' _` )
  • Command added: /dN to roll one N-sided die quickly. Eg '/d20'.
  • Use the /quit (or /bye, /logout, /exit, /leave) command with any parameter (eg a dot: '/quit .') to quit completely. Otherwise you are going back to the character list screen.
  • Unmakers cannot spawn in the Ironman Deep Dive Challenge or the Halls of Mandos.
  • Runecraft 'Nova' buffed: No longer drains 100% MP.
  • Runecraft 'Shot' bolt count reduced from 4 to 3.
  • Wielded magic devices are always 2-handed.
  • Phial of Galadriel: Level reduced from 20 to 10.
  • All tier I elemental bolt spells had their levels reduced.
  • When a player discovers a new dungeon, there is a public announcement message about it to everyone.
  • IDDC refuges now appear on -350 and -700 instead of -500 (every -1000 ft), now listed in the server rules (~i).
  • The General Store offers more lanterns and many more trapping kits now on average.
  • Again, Mikael managed to fix various buffer overflows and some deeply hidden code issues. The code has never been this polished before. :)
For a list of client-side changes, see viewtopic.php?p=7737#p7737
C. Blue
Developer
Posts: 443
Joined: Sun Dec 13, 2009 6:28 pm

Re: Server updates

Post by C. Blue »

Server changes for v4.9.3:
  • Extermination orders now correctly randomly replace low-value rewards with consumables regarding similarity in value.
  • Players who can /validate new accounts can now access the new /linv command to list all new pending-for-validation accounts.
  • Tag/auto-inscribe checks now also ignore 'stolen' and 'handmade' inscriptions aside from 'on sale'.
  • Shortcut-style inscription "@<commandkey>%" fixed.
  • Training Sneakiness skill gives a message each time speed is increased by +1.
  • Applying blindness on monsters gives a dedicated 'unaffected' message if target is immune instead of just saying 'resists'.
  • Magic ammunition rarity and value increased.
  • Starter items improved, increased maximum possible number of different items.
  • Player golems adjusted/fixed visually (for custom mappings), monster flags depending on material, correct monster name when 'l'ooked at.
  • Notes about/fixes for servers running at FPS values other than 60.
  • Pseudo-ID (and its skill-up feedback messages) improved/fixed (eg instant curse detection). Skill thresholds for tier-up changed from 11,31,41 to 10,30,40.
  • Pseudo-ID: Hobbits instantly sense mushroom qualities.
  • Pseudo-ID: Food is pseudo-id'ed via Health skill (instead of Combat or Magic skills).
  • Stealing: Fixed blacklist messages, some were slightly off in timing. Blacklist messages indicating the duration have changed to new values that allow better judging.
  • Stealing: First 4 minutes of blacklist are instead converted to watchlist, making stealing at low/mid levels much more comfortable regarding game flow.
  • Stealing: Successfully stealing will indicate in the message whether you "easily" or "barely" stole, that it was actually a 70%+ or 30%- chance to succeed.
  • Stealing: Too heavy armour (flexibility warning) will prevent your 'Stealing' skill from getting applied.
  • Stealing: Low-level stealing is now less dependant on having high DEX values to succeed.
  • Stealing (EXPERIMENTAL): (Star) acquirement scrolls no longer carry over their 'stolen' state to the resulting items.
  • IDDC: Fixed a glitch that would blank out the weight of items in inventory or equipment (it was supposed to use grey, as colour indicator for tradeability to team mates).
  • IDDC: Picking up money will auto-split it in your party between members on the same dungeon floor.
  • IDDC: Refuges have some fixed extra stores. These stores can still spawn randomly on other IDDC floors (floors that don't have a refuge) as usual.
  • Halls of Mandos properly handles dedicated-IDDC-mode characters.
  • Halls of Mandos: Auto-blink out of permanent walls if we relogged and spawned inside those.
  • Sometimes on event participation a deed wasn't handed out on relog. This has been fixed.
  • Lembas/Athelas properties updated.
  • "@@@" power inscription no longer omits stats.
  • Power inscriptions now display properly on exploding ammunition.
  • Exploration history distinguishes between the two Angbands (Loth vs Khaz) and lists towns now.
  • Command '/split' added to split item stacks within the inventory.
  • Command '/dress' correctly handles dual-wield and both ring slots now.
  • Command '/rest' added to rest, optionally a specific number of turns.
  • Commands '/stow' and '/unstow' added to mass-stash all eligible items in your inventory into bags or take out all items of a bag.
  • Command '/mix' added to allow comfortable mixing of chemicals as Demolitionist, in various ways.
  • Command '/testascii' added which displays all ASCII characters from 1 to 249 (the rest are reserved control characters).
  • Command '/recall' now accepts (partial) town and dungeon names, thanks to Cass for adding this.
  • Command '/tym': 'Healing' reflects real HP gain. Damage dealt/taken reflect real HP changes (except for NO_DEATH monsters). Added HP regen and life drain inflicted on enemies.
  • Command '/ex': Shows a one-time notification if meanwhile notes from us were received by someone or if one of our player-stores sold something.
  • Commands '/tag', '/untag' and '/dis' now work with bag-type items (containers).
  • Command '/wave' added, to wave at someone.
  • Commands '/empty', '/split' and '/paint' now work correctly with items inside bags.
  • Floor inside player houses is now lit by default.
  • All races now have correct weight and height.
  • Fixed Ents to not drown.
  • Maiar schools fixed, some were missing the initial x0.7 modifier. Ratios reduced/adjusted to warrant a skill point advantage over other races of ~15-20% instead of up to 35%.
  • Classes correctly gain certain misc skill ratio boni, eg Rogues get an increase in 'Swimming' skill.
  • Swimming/Climbing skills now greatly carry over into Health skill, even slightly more than Digging skill does.
  • Disarming and Saving Throw ability values adjusted.
  • New bag item 'Food Bag' for storing any food-type items (eg mushrooms).
  • Weapons with 'elemental' ego power had poison brand and mana drain removed.
  • Empty bottles can now be 'A'ctivated properly to fill them.
  • Reduced max level of monsters summoned from DG_CURSE.
  • PvP fights: Handle reflection.
  • Weapon ego power 'of nothingness' removed from the game.
  • Winners-only insta-arts are now generated properly.
  • A bug was fixed with forced randart generation (Zu-Aon) that would result in '(Nothing)' items being generated instead of actual items.
  • Spell 'Mirage Mirror' now air school only, no longer shared with water school.
  • Nature school: Healing MP cost reduced.
  • Nature school: Added slowing spell 'Grasping Vines'. Vines work differently than apathy (mindcraft) or device-based slowing does.
  • Nature school (EXPERIMENTAL): Grants HP bonus (ranging from none to large, depending on your current HP) while not using Disruption Shield spell.
  • Fixed 'scare' status effect spells (intrusion/shadow) to not prompt for a direction anymore.
  • Spell 'Essence of Speed': Max speed reduced to +10 without Spell-power and to +14 with Spell-power. Projection on others isn't reduced anymore but caps at +10. In turn, a client option 'instant_retaliator' was added to increase survival chances for casters greatly.
  • Unlife: Spell 'Death's Embrace' added (shares cooldown with Martyr and Blood Sacrifice, theoretically).
  • Unlife: Spell 'Touch of Hunger' level lowered from 42 to 40.
  • Spell levels adjusted: 'Quickfeet' 13->16, 'Accelerate Nerves' 20->22. These and 'Essence of Speed' scale correctly now within the first intervals of +1 and +2 speed.
  • Spell 'Frost Barrier' had its fail rate greatly reduced.
  • New explosion types available for exploding ammunition.
  • Winners can now bash true artifacts around the floor without them disappearing.
  • Tarpaulins now protect the inventory from both water and acid.
  • Digging: Non-obvious (ie those not alongside hallways and rooms that are spotted immediately) treasure veins yields improved.
  • Weight of bags and chemicals reduced.
  • Detonation based terrain destruction no longer kills treasure inside treasure veins, but preserves it and lays it open and even applies the causing player's 'Digging' skill to the result, possibly increasing value yield. This makes it feasible to use blast charges for excavation of treasures.
  • Demolitionist: Disarming a blast charge returns it to your inventory.
  • Demolitionist: A glitch with crafting results not stacking properly sometimes has been fixed.
  • Demolitionist: A glitch with crafting an ingredient from 3 components has been fixed.
  • Demolitionist: BR_NUKE monsters are eligible droppers for both acidic and poisonous ingredients.
  • Demolitionist: Throwing a blast charge can have detrimental effect on the fuse sometimes, depending on the environment too, and the effect of thrown charges is reduced compared to planted charges.
  • You can bash another player to try and push past them. Whether it works or not depends on their weight and your strength.
  • Plain basic mage staves can be activated to fuse with a magic device (wand, staff, rod), absorbing its power (the device is destroyed in the process). The mage staff can be recharged like the device could, and receive the wield-device quirk boni like the magic device would.
  • Amulets of Sustenance now also regenerate HP and MP.
  • Amulet of Mana-charging removed. Amulet of Regeneration now also regenerates mana.
  • Helmets of Concentration removed. Helmets of Regeneration now also regenerate mana.
  • An item activation glitch has been fixed that would result in every 2nd attempt to do naught for some items.
  • Fighting technique 'Apply Poison' had its duration ~doubled.
  • Fighting technique 'Steam Blast' now alternatively accepts a blast charge + potion instead of a trapkit + potion. Now also works on chests. Accepts a fuse length via !Bn inscription.
  • Elemental bolt traps no longer hit with splash damage. Also allow reflecting/dodging when going haywire (from Steam Blast).
  • Slings and Boomerangs will cause ricochets to get aimed at monsters directly at skill 15.000 (slings) and 20.000 (boomerangs). Doesn't work while confused or hallucinating.
  • Slings and Boomerangs will cause ricochets to avoid sleeping/charmed monsters at skill 25.000 (slings) and 30.000 (boomerangs). Can be disabled via !O inscription.
  • Boomerangs with ego powers no longer drop to the floor but always return same as artifact boomerangs.
  • Runecraft: Nimbus cast now recalculates character state immediately on switching elements, to apply proper resistance.
  • Fixed a bug with Moltor's "Arcade Server" to allow creation of new characters again.
  • On perma-death, items that are unusable to any other character are not not dropped (starter items, level 0 items).
  • Hellish character mode: Mana pool reduced by 25%.
  • Magic devices that have attack spells now gain more charges on average.
  • Magic device recharging: Shop service and Thingol artifact have greater recharge power.
  • The value of rings of polymorphing now declines if their charge depletes, down to 1 Au at 0 turns of energy left.
  • Throwing weapons: Apply boni/mali similar to melee usage, from mastery/weaponmastery skills mixed with ranged-specific modifiers.
  • If the party owner dies in IDDC, Mandos, Sector-(0,0)-Events or Adventure Modules, instead of disbanding the party, party ownership is auto-transferred to another member randomly, as long as it is within the same dungeon.
  • Gift wrappings can be used to wrap money now via "!$<amount>" inscription, eg "!$100". Also fixed glitches.
  • Aquatic and related (naga) monsters now preferably drop 'underwater'-appropriate weapons, deemed to be which are most polearms.
  • The reply-to chat function remembers your last chat partner across relogging now.
  • Player houses can now be accessed even in forms that cannot operate doors normally.
  • Resting actually never auto-ends for character affected by hp drain, allowing for safer AFK'ing (at least until getting disturbed).
  • Player stores: Spell scrolls allow a minimum price of just 50% of their base value (instead of 200% for most other items), allowing to undercut the library.
  • Inscription !S added to prevent auto-stowing an item into a bag. Renamed existing !S to !O for ricochetting and !S to !B for Steam Blast technique.
  • Alternative auto-retaliation/fire-till-kill model aimed at boosting Istar survival, but also important for all other pure casters: Client option 'instant_retaliator' in Gameplay Options 1 or via command '/instar'. If instant retaliation is off (that's the new model, 'on' is the normal model), the character will keep 1 turn of energy in reserve before initiating auto-retaliation or fire-till-kill, allowing the player to almost instantly break out of it with any manual action eg teleportation, making for very safe escape from summons or other dire situations.
  • Mage staves count as 'blunt' weapons for most purposes now, including getting the Blunt-Mastery skill applied.
  • Music: Fixed a glitch where terrifying music would not play on some sorts of terrifying dungeon levels.
  • Music: Fixed Sauron_slain, winner and ZuAon_slain music.
  • Fixed 'empty' trap names.
  • Antistatic wrapping: Now requires a magic device skill or trapping skill of at least 10.000 to use.
  • During night time on the world surface, darkvision is greatly boosted, allowing vampires to explore the map easily.
  • Vampires can now transform into a vampire bat at level 15 (was 20) and into vampiric mist at level 30 (was 35).
  • Inspecting rods now shows their recharge time, thanks to Cass for adding this.
  • Vampire sunburn consistency fixed. Can now take cover under trees. Cloud Planes also apply sunburn during daytime.
  • Throwing a fire-based light source onto an oil patch will set it ablaze.
  • Empty chests are no longer immune to "/dis f".
  • Hobbits and Kobolds both insta-sense the quality of mushrooms they pick up.
  • Inscriptions !s and !d, if placed on a bag, will now additionally prevent that bag being stored into a list house.
  • Inspecting ego items with non-guaranteed powers will display those in light blue now. (Brand/sigil colour changed to light green instead.)
  • Searching is disturbed on finding a trap on a chest too.
  • Splitting magic devices with charges will move the larger amount into the split-off stack and instead round down the remaining stack.
  • Unmakers: Rarity increased.
  • More consumables/items have more detailed info on inspection.
  • Dual-wielding axes at 17.000+ Traumtaurgy skill grants 'blood frenzy' quirk after a while of fighting opponents that bleed, the faster the higher the skill, granting +1 Extra Attack.
  • While both blood frenzy and zeal/boundless rage (same thing internally) are active, the player flickers fiery. While just one is active, the player is displayed in red.
  • Weapon destruction by Nazgul is now also in CTRL+O scrollback.
  • Stowing items will honour !S inscription and not stow that item.
  • Force-stack command will override !G inscription. Also combines items in normal inventory and bags now. Also splits up the source stack if it matches out the target stack. Also merges different inscriptions.
  • Apply Poison: Also scans bags for ingredients.
  • Potions of lose memories also lose some item info.
  • Protection from Evil prayer now auto-projects.
  • Death Knights now have access to Darkness and Nether runecraft and to Backstabbing skill and Apply Poison technique.
  • Bloodletters of Khorne can no longer be summoned or spawn live.
  • Vampiric Mist gained CAN_FLY.
  • Calmness skill added for warrior class too (now all classes have it).
  • target-friendly-player method now doesn't ignore non-party-members anymore and also prefers closest player if several players are equally wounded.
  • A bug has been fixed that would sometimes prevent an attribute increase from stat potions in edge cases.
  • Rods no longer 'overdischarge' more than to their default 'empty' state, this affects RBE_UNPOWER monster attacks specifically.
  • Staff of Holiness: Now dispels both undead and demons.
  • Ents dying to insanity turn into an unthinking vegetable - literally (well, a tree).
  • Non-premade dungeon towns now also have an (empty) inn building just so you can listen to a music pack's event 'tavern_town_dungeon' if available >_>.
  • Monsters: Hell knight drops more 'combat' instead of 'treasure' classified items.
  • Monsters: Hell knights and dwarves drop more axes instead of other weapon types.
  • Lose Memories II spell for skill reset in Lothlorien: Cost reduced from 3M to 1.5M Au.
  • Lose Memories I/II spells for skill reset in Lothlorien: Removed 'Anti-magic' skill from list of ineligible skills.
  • Black breath: No longer received from inspecting a Morgul weapon (thanks Lavas).
  • Black breath: If applied by an equipped item (Morgul weapon) it cannot be cured until the item is actually taken off.
  • Black breath: Hobbits and undead, including mimicked forms, correctly have a higher chance to resist both the initial infection and the consequence effects.
  • Black breath: Flickers dark grey, except if the normal colour of the player would already be dark grey, in which case it flickers to slate instead.
  • Weapon prefix-ego 'Corrupted' modified to be more accessible. No longer spawns on boomerangs but can now spawn on blunt weapons.
  • Fixed a bug where +crit from Rings of Critical Hits wasn't applied correctly.
  • Morgoth floor feeling (life hangs in the balance) is now displayed in bright red instead of orange.
  • Dual-wielding now adds a melee damage bonus that is your top level (capped at 50) / 2, eg +25 m-dam at 50. 'Top level' is the highest level your character ever attained.
  • Rogueish weight limit (eg for dodging or dual-wielding) got its Combat bonus ratio increased from 0.14 to 0.25, allowing for 32.5 lbs max armour weight (up from 27.0 lbs).
  • Randarts that get flipped due to heavy curse will still not hurt undead and demons in their flipped state even if they don't display a curse flag in that state.
  • Probing/Divination-50 monster information display improved.
  • Two new true artifact twin daggers added, Dagger of Mercy and Dagger of Judgement. Try dual-wielding them.
  • True artifacts: Weightts of various main gauches and daggers corrected (some were swapped).
  • The Casinos have two new games (Wheel spin, Slots).
  • Fixed a circumstantial bug that prevented login to the Arcade server.
  • The General Store now offers to repair cloaks ('r'), while the Armoury will no longer repair cloaks.
  • Some monster traps (Trapping skill) were buffed.
  • 1st time win against one's 'Mirror Image' in the Death Fate now grants the effect of quaffing 3 Potions of Experience consecutively (was: 2 potions).
  • Discovering unknown canon towns and canon dungeons (ie with index, from d_info.txt) grants a reward. For dungeons the higher the less undiscovered dungeons are left. The Mathom House will hint about undiscovered dungeons left.
  • The jail guards have become more patient and no longer kick you out immediately on finishing serving your time.
  • Fur cloaks now grant cold resistance.
  • Taking a staircase in a one-way dungeon (ie no counterpart staircase to go back where you came from) will no longer allow you to land inside no-teleport area (no-tele vault) or inside a nest or pit.
  • Looking at a staircase will tell some additional information based on its colour, if it's not a basic (white) staircase.
  • Cuts inflicted on you BEFORE shapechanging into a form that cannot be cut or that can regenerate while being cut (troll/hydra) will count as 'intrinsic' and not be cured any faster by the form advantage.
  • Skaven count as ANIMAL now, hence usable by shamans (thanks Catchine).
  • The true artifact 'Ring of During' (dropped sometimes by the Shadow of Dol Guldur) no longer aggravates monsters.
  • If a dungeon boss meets a player whose level is much higher than usual (eg level 45 going to Orc Caves for Azog), the boss's HP will be boosted to make him at least a bit more durable.
  • Shapechanger monsters now don't change shape every server frame (1/fps) but in much slower intervals.
  • Items that recharge magic devices (eg scrolls of recharging) can now be inscribed '@I<partial item name>' to directly try and match a target item in inventory instead of asking for an item.
  • Experimental/Testing: Houses can have windows now.
For a list of client-side changes see viewtopic.php?p=7981#p7981
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