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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
MajorMUD - Realm of Legends Release Notes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
+ Version 1.11p - 12/30/05 +
1) Fixed a problem with crimson chests giving out an incorrect
amount of money.
2) Fixed several (but not all) regen issues.
3) Added a field in the inventory screen that shows what % of your
maximum encumbrance you are currently at.
4) Added field for amount in gold to a player's bank balance for easier
viewing.
5) Added color coding to encumbrance values.
6) Fixed a problem that allows players to dodge after they have dropped
to the ground (0 hps or below).
7) Added a second wrist slot for items.
8) Added a face slot for items (no face items added yet, however).
9) Added an eyes slot for items (no eyes items added yet, however).
10) Fixed a memory leak found with regards to monster generation.
11) Fixed a problem with cursed weapons.
12) Changed monster initiative in combat to target attacking players
before targeting dropped players.
13) Two handed weapons now appear as (Two handed) in inventory.
14) Duplicate keys should now stack in inventory instead of being
listed out individually.
15) Removal of split screen mode.
16) Checks for ability flags vs. class/race.
17) A fix for attacks that don't give combat engaged messages that
are not sneak attacks.
18) A fix to return items/coin to players if they try to buy from
an npc and do not have the proper amount needed. (sysop settable)
19) Made some changes to the way retaliation flags are held in the
game so that people can't just hang up to remove retal.
20) Added a top list search by class name (ex: top warrior).
21) Fixed a crash related to robbing.
22) Fixed a problem with Saracens giving too much experience.
23) Fixed a problem with Saracens not regenning in some areas.
+ Version 1.11o - 12/11/2003 +
1) Added code to fix the problem with monsters not regenerating.
2) Adjusted level restrictions on some items.
3) Fixed reported typos for spells and monster movements.
4) Fixed the gnome merchant giving the magma blast scroll.
5) Fixed the barmaid providing sellable room tickets.
6) Fixed the bribe guard command for some jail cells.
7) As discussed in MudIdeas, chainmail tunics are now chainmail hauberks.
8) Fixed some monsters having incorrect magic weapon resistances.
9) Fixed luring ganghouse guards into shops without an emblem.
10) Monster head items are now wearable in the (Worn) slot.
11) Made some adjustments to the 5th alignment quest weapons.
12) Added a new area in the northern cleared fields.
13) Enchanted dagger is now required to kill the Spectral Knight.
+ Version 1.11n - 08/05/2003 +
1) Items given via a NPC should no longer delete from a deathpile or during
cleanup.
2) Adjusted the armour class, damage resistance and encumbrance of a
majority of armour items.
3) When dying in a room with no exits, the game will now attempt to
move your death pile to the previous 20 rooms you traveled, before
sendind it to the sysop support chamber.
4) Attached a rubbish removal room to the sysop support chamber.
5) Formula's for backstab combat have been adjusted.
6) Formula's for regular combat have been adjusted.
7) Encumbrance now effects your swings on a sliding scale.
At 50% encumbrance you will swing as normal, with less encumbrance your
amount of swings should increase, with more encumbrance they will decrease.
8) The top list will now display experience gained on and above 10 billion.
9) Formula for the spell wizard knock, and future spells like it have been
adjusted.
10) When a party member is meditating it will now appear when you
check your party status.
11) If you are in a protected room and a monster is with you it will no longer
be able to attack you.
12) Casting detect magic spells upon an item should now correctly
show the item's magical value.
13) The sunstone wristband is now loyal and can not be given or dropped,
if you lost it you can get a new one from Orfeo.
14) The phoenix feather is now loyal and can not be given or dropped,
if you lost it you can get a new one from Morukai.
15) The key for the high level trainer should now regen at it's set time of
once every 6 hours.
16) Guardsmen will no longer teleport you to the guildmaster's chamber.
17) The "bribe guard" command should now work in every jail cell.
18) Added new spells and items
19) Fixed various typos and other reported problems
20) Fixed the unstock all command so items are no longer repopulated in the
shop at cleanup.
21) Ganghouse emblems now provide individual stat bonus' when worn.
22) The gangleader can now create a keyring, which can be given to another
gangmember for creation of ganghouse door keys.
23) Ganghouse vaults that were unpickable should now be pickable by a thief
after it has completed the 4th alignment quest.
24) Modified and added new titles for all classes.
25) The critical hit bonus gained from being quick and deadly is now
based upon your agility.
26) It is no longer possible to be quick and deadly if your encumbrance is
heavy.
27) Some undead monsters are now vulnerable to fire.
28) The disconnect message has now changed from X has just hungup!!! to
X just disconnected!!!
+ Version 1.11M - 04/28/2003 +
1) Fixed a crashing problem related to the crimson bracers.
2) Lowered AC on metal armour back to 1.11l AC stats. These will be
boosted back up in 1.11n with the correct enc. and combat formula
changes for better game balance.
+ Version 1.11m - 02/03/2003 +
1) Teleporting to the Grand Chamber can now be done unlimited times,
provided you are at least level 65.
2) You can now enter the lair of the adult red dragon without needing
a magma amulet
3) All doors in the Crimson Passage area are bashable.
4) Having over 100 strength will now yeild an extra encumbrance bonus
over the regular amount.
5) The typo for Enumbrance when checking inventory is fixed.
6) Other misc. changes
+ Version 1.11l - 01/23/2003 +
1) Level 66-75 trainer for solo players added to the existing trainer area,
check the first level for clues. Once you have entered the solo trainer
area through the first level, you may help other players to reach the
final floor, and then enter the solo trainer area through that floor.
2) Changed the phoenix feather to have the same immunities as the
magma amulet.
3) It is now possible to enter lava pools without a magma amulet. Without
wearing either the magma amulet or phoenix feather, you will now take
damage from magma heat.
4) Fixed the bug with the apparatus quest that didn't allow players that
completed it before 1.11j to re-complete it.
5) Fixed several grammar and typo errors as reported by players,
special thanks go to Titania Hrothgar and Radi for their extensive list of
errors and suggestions.
6) Fixed some other data-releated bugs as reported by players, special thanks
to everyone who emailed Frost, and thanks to Frost for compiling the list.
7) It is again possible to change the alignment quest you are on, you can
pledge in the room above the fountain (still requiring a smokey talisman).
You can only change your alignment after completing the first quest.
8) Other misc. changes
+ Version 1.11k - 01/03/2003 +
1) The exp<space><text> crashing bug is fixed
2) Any player completing the red dragon ruby quest in J will lose the
experience gained. Upon entering the realm your level will be set to
coincide with the amount minus the quest experience. You may then log out
and re-enter to retrain your stats.
3) Bonus stats lost by re-completing the Ice Throne, Darkwood Gem and
Apparatus quests will now be re-added to your character. If you have not
re-completed these quests you will lose the bonuses gained by those quests
until you have recompleted them.
4) The golden chalice quest can now only be completed by returning the
chalice to the bishop, instead of touching the black fortress alter.
5) Other misc. changes
+ Version 1.11j - 12/23/2002 +
1) The formula for determining the accuracy of a regular attack has changed,
it is now determined by your combat class, strength, agility, and
item/spell accuracy.
2) The formula for determining if an attack is successful has been changed.
The accuracy cap dependent upon the armour class of the defender is now
removed. An attackers chance to hit is now based on a curve
3) The method for combat has been changed, a critical hit is now determined
only after a hit has been determined.
4) The formula for determing dodge has been changed, it is now checked
against the accuracy of the attacker to determine if the defender
dodged. Your chance to dodge will vary dependant upon the attackers you
do battle with.
5) The amount of damage resisted by a magic spell, based on magic
resistance, has been changed.
6) The amount of damage resisted by a magic spell, cast on a witchunter, is
now enhanced when compared to non-witchunter targets.
7) It is now possible to take no damage from an attack, based on your damage
reduction. If your damage reduction is higher then the damage value of
the attack, the attack will 'glance' off your armour.
8) The amount of damage reduction given by armour has been changed to
reflect the liklihood of that armour deflecting an attack.
9) Attemping to go through an exit that does not exist in the room will now
stop you from sneaking.
10) New items have been added to various monsters/shops in the realm.
11) Most "Chest" monsters have now been changed to "chest" items.
12) The experience given for most boss monsters is now increased, and in most
cases, greater then the previous cap. In lieu of this increase some boss
monsters were changed to reflect amount of experience given.
13) Most monsters will no longer cast a spell more times round then a player
could.
14) An area to allow training up to level 75 has been added. An NPC in
Khazarad will give clues to the location of the area. Once you train past
level 67, you will not be required to go through the entire area to
recieve training past that level.
15) The amount of experience given by quests is now increased, and level
restricted based on their intended completion, and amount given. If you
have already completed any quest except for the alignment quests merely
redo them, and you will be compensated. Compensation for the alignment
quests can only be recieved once you complete up through the 5th alignment
quest (Module 9: Prophecy of Plague) and ask your alignment leader about
"Reconcile"
16) If you have completed the 4th alignment quest (Module 7: Savage Lands)
and somehow lost your quest cloak, you may now get another one by asking
your alignment leader about "Cloak". To avoid abuse of this option, quest
cloaks can no longer be dropped or given away.
17) Other misc. changes
+ Version 1.11i + Patch - 1/10/2001 +
1) Fixed crashing caused by Lord of the Hunt, nexus spear, and Dusk.
2) Added a fail safe to the hideous face not appearing
3) The first good and neutral quest now requires you make a full round trip
from Markus to Annora
4) The witchunter quest in the Crimson Fortress is now repeatable.
5) The doors in the Negative Power Planes are bashable.
+ Version 1.11i - 12/21/2001 +
1) Area effect spells that cause damage should no longer be resisted by
monsters.
2) Fixed two crashing bugs caused by a monster and a room spell.
3) Fixed monsters that regenned out of their intended area.
4) Linked rooms that were broken in some areas.
5) Changed the 5th evil quest to give appropriate flags and items so someone
who did their steps out of order wouldn't be stuck.
6) Enabled the 5th quest to allow someone who didn't follow their quest
directions in 1.11h to complete their quest.
7) Changed some monster resistances so they will take no damage instead of
being healed by spells.
8) Fixed other miscellaneous bugs.
+ Version 1.11h - 11/30/2001 +
1) Added training to level 65 at the Hydra.
2) Fixed toplist display for characters that have passed the 4.2 billion
mark for people previously running the beta patch.
3) Fixed toplist display for characters that have rerolled and retained
some experience for people previously running the beta patch.
4) Fixed display of experience to next level in the player's exp line for
people previously running the beta patch.
5) Added the command "unstock all" for gangshop owners to fix the problem
where shops did not have all 10 slots available to them.
6) Fixed several memory related issues that may or may not resolve the
NT regen problems in prior versions.
7) Changed sys jail to become a more effective "time out" for problem
users. This does *NOT* effect monster jail such as guards or the
sheriff. Now, when a player is sent to jail using the sys god
commands, they will be placed in "isolation" for 30 minutes, where
they cannot speak, telepath, gossip, auction, broadcast, etc. They
will only be able to sit and wear their time off or exit the realm.
If they exit, their timer does not go away, it takes up where they
left off when they come back.
8) Removed quest resetting via the smoky black talisman. Players will
now be able to "pledge" an alignment after they have completed the
3rd alignment quest and before they have started the 5th alignment
quest. This will convert their quest flags to the appropriate
equivalent of the new alignment they have pledged.
9) Fixed the coding bug that allowed some bbses to access Module 8 areas
without having purchased an activation code.
10) Level 10 quest weapons are now magic 2, monsters with a magic 3 rating
or higher can't be hit. Additionally, level 10 training must be done
in the crypt now, at the respective quest spirits.
11) A new area has been added that contains a sidequest for witchunters.
You must purchase Module 8 to access it.
12) A new sidequest has been added for gypsies, this quest is in Module 4.
13) A new sidequest has been added for missionaries, this quest is in Module
6.
14) A new area has been added that allows access from Module 1 to Module 3
w/o the amber talisman.
15) New underground areas have been added that connect Module 1 to Baseline
and Baseline to Module 4.
16) A new area has been added that directly connects the Darkwood Forest to
the Slums.
17) The illumination spell now creates a magical "light ball" light item
which has to be equipped to use.
18) Several new spells have been added for Priest, Bard, Mage and Druid,
check all spell shops and boss monsters for new scrolls.
19) Some attack spells over level 35 have been upgraded to be more mana
efficient.
20) Some monsters attacks that were essentially non magical have been
flagged to be unaffected by magic resistance.
21) Some monster attacks that were based solely on weapon damage, have been
increased to reflect the strength bonus that the monster would likely
have.
22) Monsters now cast certain spells the same as players i.e. blind, hold
person etc.
23) Many changes to existing items, some upgrades, some downgrades. Make
sure to experiment with them before going anywhere dangerous.
24) Removed shatter from the game until it can be reworked.
25) Shovel that can be used to dig with in the graveyard now have a random
chance to break.
26) Capitalized the names of new boss monsters to make them stand out more.
27) Other misc. changes applied and bugs fixed
+ Version 1.11g - 10/23/2000 +
1) Gangshop duplication bug is fixed.
2) Ganghouse items removed from ganghouse floors at cleanup if
the items don't belong to that ganghouse.
3) "Noises" lessened in Silvermere and surrounding areas.
4) Park statues all set to be visible after cleanup
5) Some bugs related to ganghouse commands fixed.
6) You can now summon guards without them disappearing after cleanup
7) Misc. spell and item bugs fixed.
8) More items sellable in the junkyard and other stores.
+ Version 1.11f - 09/06/2000 +
1) Chainmail armor is available to Warlocks.
2) "Noises" added to Silvermere and surrounding areas.
3) Most mystic forms no longer give a bonus to criticals or dodge.
4) Silvermere graveyard expanded.
5) Gravestones added to Silvermere Graveyard, five are BBS customizable.
6) Negative Power Plane expanded and monsters added.
7) Greet messages added to some monsters.
8) Gangleaders can buy a healer in their ganghouse.
9) Rubbish rooms added to each ganghouse.
10) Sections in the darkwood forest have been converted to gangshops for all
ganghouses.
11) NT crash bug caused by cleanup now fixed.
12) Practice monster added to portal arena.
13) When dying in Silvermere Portal Arena or Silvermere Small Arena, you now
appear outside the entrance.
14) Some monsters will now drop body parts to use as weapons.
15) Half-Ogres can now use kai powers.
16) Different levels of racial nightvision added.
17) Different levels of light items added.
18) Added new travel portals.
19) The Silvermere Casino is open.
20) Additional items added to the junkyard.
21) Statues added to the park, one for each class, customizable by BBS.
22) Gang emblems are now wearable.
23) Beginning alignment quest NPC's can now assist you in your current
alignment quest.
24) Ganghouse keys now give a message when broken.
+ Version 1.11e - 05/12/2000 +
1) Fixed item sweeping on ganghouses during cleanup. This should no longer
happen unless done by your Sysop.
2) Changed meditate regeneration to appropriately match natural mana
regeneration per different spell groups.
3) Increased accuracy, defence, and hold penalties for person/monster that
is SMASHed per user feedback.
4) Removed MUD Internal Error, attack_user_monster error when using weapon
with an attached spell. This message should no longer appear.
5) Fixed gangshop bug that allowed for mass duplication of items (thanks go
out to the users that reported it!)
6) Fixed traps that unnaturally boosted a monster's hp.
7) Fixed "weird" swings and accuracy bug where a player would get 1 swing
and then 10 swings etc. as well as sudden low accuracy.
8) Fixed random scattering of monsters that left their regeneration area.
9) Set specific mage and druid armor spells to be non stackable, and
upgraded the value of higher level armor spells to compensate
(Translation: stoneskin cancels barkskin, mageshield cancels blur and
shld, however stoneskin and mageshield were upgraded).
10) Changed buggy ganghouse room descriptions.
11) Set ganghouse deeds to delete at cleanup if on the floor.
12) Increased life of dying master assassin per user feedback.
13) Adjusted Lieutenant flag so that is is removed in all cases that a player
leaves a gang.
+ Version 1.11d - 05/02/2000 +
1) Fixed the crashing related to drain weapons.
2) Fixed crashing related to constrictor coils.
3) Modified gang house cleanup process. Some people were reporting double
fault during cleanup. This problem should be resolved. Please report
any continued problems to bugs@majormud.com
4) Fixed problem where people could premote or demote members of other
gangs. This function should now be working properly.
5) Fixed shops deleting inventory at cleanup.
6) Added some missing gang house room descriptions.
7) Adjusted the AC up on the jeweled turban and golden headdress due to
user feedback.
8) This release does not include all bugs reported with 1.11c, but a release
was necessary to resolve some of the more important issues quickly. An
additional release will follow in the near future.
+ Version 1.11c - 04/28/2000 +
1) Ganghouses! Introduced ten ganghouses scattered across the realm. All
have user-customizable room and item descriptions. Locations to
Ganghouses are described in ganghouse "Deeds".
2) New "Deed" items, sold in the Deed Shop, purchasable only by the gang
leader with gang experience requirements set by the Sysop. Deeds handle
distribution of ganghouse keys and emblems, also the deed holder is the
only person who can control the ganghouse shop.
3) New guardian monsters for ganghouses, these monsters guard the
ganghouses from non gang-members. Emblems are required by gang members
to signify they belong to that gang. WARNING: IF YOU ATTACK THE
GUARDIANS WITH AN EMBLEM THEY WILL CONTINUE TO ATTACK UNTIL CLEANUP.
4) Added STOCK command for Gang Shops, "STOCK <item> <price> <currency>".
5) Added UNSTOCK command for Gang Shops, "UNSTOCK <item>".
6) Added MARKUP command for Gang Shops, "MARKUP <percent>".
7) Added new gang member type "Lieutenant". Lieutenants can invite or
uninvite gang members without requiring the gang leader to be online.
8) Added PROMOTE gang command, "PROMOTE <player name>", used to promote a
member to lieutenant. This command is for the gang leader only.
9) Added DEMOTE gang command, "DEMOTE <player name>", used to demote a
lieutenant to member. This command is for the gang leader only.
10) Ganghouse rooms and items are customizable. Descriptions are stored in
a text file specified in the default file descriptions. You must create
the new description in a text file and give to your Sysop.
11) Set certain spells to remove spells of like ability as they are not
stackable. These changes were done to discourage use of the "10 spell"
bug.
12) Certain items set to magical due to their magic effects as per extensive
user feedback.
13) Lowered magic resistance of certain items, as per extensive user
feedback.
14) Mystic fighting forms changed per further testing and user feedback.
15) Fixed bugs concerning certain monsters and monster regen areas due to
extensive difficulty.
16) Changed Bash Attack Type, as well as attack, damage and speed modifiers.
17) Added new abilities, allowing for additional commands to be used or
class abilities to be enhanced upon quest completion.
18) Added taxation of ganghouses to prevent ganghouse hoarding or stagnation.
Taxation is withdrawn directly from the gang leader's Silvermere bank
account, and specified in the deed description.
+ Version 1.11b - 01/28/2000 +
1) Swamp trolls and two-headed troll are no longer "immortal" once they
regen. This problem has now been resolved. Again, please report any
problems with trolls you find.
2) Critical hits formulas reworked. There should still be a limit on the
bonus to crit from using a "quick and deadly" weapon, however percentage
on normal critical hits should no longer be effected.
3) Some misc. quest issues regarding Module 7 were repaired.
4) Loyal items including new quest items now stay with the owner even
if a hang up is detected during combat. Loyal items should stay with
the owner in all cases.
5) Fang for magma blast now placed on monster.
6) Fixed doors that wouldn't open in various areas.
7) Fixed alder chest.
8) Fixed Shadowy Healer.
9) Fixed crashing problem related to manriki-gusari.
10) Increased drop rate percentage on some quest related items.
+ Version 1.11a - 12/30/1999 +
1) Fixed wrong message for platinum mace and other grammar corrections.
2) Fixed some misc. room errors and other reported problems.
3) Reports that trolls were impossible to kill, should now be fixed.
Please report to us if this problem still exists. Also, please include
the version of Worldgroup or MajorBBS you are running when reporting any
errors to us, so that we may test on that platform.
4) Changed release version scheme. 1.11a through 1.11z, then 1.12a through
1.12z and so on.. will be the new order for minor changes, where a major
release would skip to 1.2 and so forth.
+ Version 1.1z - 12/28/1999 +
1) Fixed some quest problems that were missed in a final update.
2) Grammar fixes that were pushed in at the same time as #1.
+ Version 1.1y - 12/28/1999 +
1) Made some quest monsters stationary, where before they were moveable.
2) Introduced new exit type "Spell Trap". This will allow for more
imaginative traps in future modules, and will help with guildhouses when
they are introduced.
3) Newest mystic powers not gainable by training. This shouldn't be
considered the standard for future mods.
4) Upgraded values and/or durations for all spell groups. Everyone try out
your spells, you should be pleasantly suprised.
5) Changed bland spell descriptions of some spells (ex: way of the monkey's
description was DV.)
6) Changed attack combat messages to reflect "old-style" messages, this is
in transition and currently permenant. Please report any errors you find.
7) Capped "quick and deadly" critical hit bonus. Before, "Q and D" gave an
unlimited bonus to criticals, now it should only add 10% of natural
critical hit %. (ex: Natural crit% is 20, with QnD weapon: 22%. This does
not effect mystic attacks (pu, ki, ju), this change is transitional.
8) Introduced ability to learn spells via NPC interaction. This may be seen
in later releases.
9) Introduced a good-friendly script area, (monsters attack evils, don't
attack good, and no eps taken.)
10) Changed class titles up to level 55. "Master" title is now not currently
achievable. Feedback is welcomed.
11) Boosted some limited items powers/abilities up to reflect the rarity of
the item. (ie: Lim 1 items should, in most cases, be better then Lim 3
items.) This includes quest items.
12) Made first quest items require you be at least level 10 before you can
use them, as you can't normally get them until you are level 10.
13) Changed critical hits back to red from yellow by popular demand.
14) Changed quest rings to become "loyal items". This should fix quest rings
"poofing" on death.
15) Added quest rings to be dropped by some new monsters so those that lost
their rings can now replace.
16) Started fixing some pre-Module 7 message spelling and bug errors. Please
report any still outstanding that are discovered.
+ Version 1.1x - 6/18/99 +
1) Added more name length validation in character creation.
2) Modifications to attack messages
3) Lots of internal enhancements that will show up in future releases
4) Monsters will now resist area-effect spells properly
5) Fixed another aspect of the mermex poison bug :)
6) Fixed some cases where an invited player can show up in your party
when you never invited them in the first place.
7) If you do something to cause you to lose experience you will not
destroy your gang experience anymore
8) Recasting with 'c' will restart combat when done during combat in
the same manner as re-attacking with 'a' does.
9) Cleaned up some extra text displayed when going through remote-action
item-required exits.
10) Fixed up /mudreg a bit and fixed the addlife option for some users
11) The thieves kit will only enhance picklocks/find traps - it will
no longer give the abilities to characters that do not already
have them.
12) Number-limited Angel-type monsters that disappear when the user they
are following loses them will now correctly update the active count for
their kind.
13) If a monster kills you with a spell then they will no longer get an
additional attack on you after you are dead.
14) Minor top player ANSI listing adjustment.
------------------------------------------------------
15) Changed contact information to reflect new ownership and authors inside
the game and various notes and docs.
16) Recompiled on new development systems for various platforms.
17) Softened and changed magic resistance system for area spells to have
a lesser impact on players than steps introduced in 4) above.
18) Corrected string substition and grammatical problems in new attack
messages.
+ Version 1.1w - 12/16/98 +
1) Items that give you valueless abilities (such as poison immunity)
will now work properly.
2) Autocombat no longer breaks when you run out of mana. It does,
however, consume your energy for an entire round of attacks
each attack round that you're in auto-combat while casting a
spell without enough mana to cast it.
3) If a monster attacks you while you are sneaking it will now break
your sneak and penalize your next stealth roll in the same way it
does when a user attacks you.
4) If you switched race to a gaunt-one, completed the quest to get
the see-hidden ability, and then switched to another race you would
accidentally keep this ability. This patch now fixes that so that
you do not get this ability any more.
5) After purging spells from your spellbook you would sometimes lose
other spells from the spell listing (even though you still had the
spells). This shouldn't happen anymore.
6) Help topics shouldn't cut off the last line anymore
7) Adjusted the HP formulas slightly to give everyone a bit more hp/level.
8) If you backstab someone, break combat, switch weapons to a non-backstab
weapon, cast a combat spell on them, break combat, and recast with 'c'
it will no longer give you a 'you cannot backstab with this weapon'
message.
9) When you get experience for a kill via an area-effect spell it will
no longer break your auto-combat so you can continue to get experience
for the next kill in that room.
10) Reordered some code so that stats were updated immediately when you
do something like wear or remove armour with special abilities, etc.
11) If you are sneaking and you have just entered a room you will now
get a short break from being attacked by a monster.
12) [MMPLus] /mudreg global works properly with mixed-case names now
13) You should now be able to clear your last name (if your sysop is allowing
blank last names)
14) The damage given by monster's spells will now display properly.
15) Increased the maximum spellcasting percent and maximum magicresistance
percent by 1%
16) If you backstab someone and then switch to a different kind of attack
before the backstab goes through you will now send a message to the
target as if you initiated normal combat with them (i.e. you don't get
a surprise non-backstab attack anymore).
17) Sped up training mystics so that it doesn't pause the BBS anymore.
18) Healing spells should display the original amount that was healed and
not the adjusted amount (i.e. if you only needed 5 hp and healed for
20 hp it will now say 20hp instead of 5 even though you only get the
5)
19) Hopefully fixed the case where a monster would kill you and continue
to hit you after you died and showed up in the halls-of-the-dead. If
this happens to you again, please send a capture of the battle and
the damage given after you die to support@majormud.ca so we can
isolate the real problem.
20) Gangs that go over 4 billion experience will no longer go back to 0.
21) Autocombat spells were sometimes being considered 'backstabs' with
respect to autocombat order. This has been fixed so they will now
be the same as regular attacks.
22) When a combat spell is cast on you it will now break your sneak in
the same manner as your sneak is broken when you are attacked.
23) If a user is knocked to 0 or less HP as a result of failing to
disarm a trap then the falls-to-the-ground message will be displayed.
24) If you have a monster charmed then it will show (charmed) beside the
monster when looking at the room.
25) Fixed a few places where KAI powers would incorrectly fail.
26) Fixed one place where mud would incorrectly decide it should do an
offline recovery at cleanup.
27) Freedom will now only affect spells with the Hold Person or
Paralyze abilities
+ Version 1.1V - 9/20/98 +
1) Fixed high-level spells that hit for negative damage
2) Various minor message fixes
3) Autocombat will now break when you're casting a spell and run out
of mana to cast the spell.
4) Fixed the non-ansi character editor
5) Items that are supposed to be removed from the ground at cleanup
that are hidden will now be removed at cleanup.
6) Fixed another bug which would stop you from getting evil points
when attacking with area-effect spells.
7) Gave everyone another chance to change race. This is the LAST
chance you get so don't waste it and don't come crying to WCC
or your sysop if you make a bad choice.
8) If you are confused while you are in combat it will no longer
break your autocombat (you'll still be confused for the round,
you just don't have to re-engage combat for the next round).
9) Multi-cast per round spells will now properly recalculate the
success/failure roll for the second and subsequent casts per round
10) Magic resistance is now being applied to area-effect damage spells
as well as to spells cast on monsters.
11) Fixed some regeneration timers to ensure monsters generate if an
area is not visited for an extended period of time or if the
regeneration interval is high.
+ Version 1.1v - 9/16/98 +
1) People will have the random component of their HP rolls re-verified
once and every time they change class or change race to one with a
lower level than their current level with their current exp. This
will ensure that all existing characters get the benefits of the
modified hp/level formulas.
2) The Magic Resistance formula has now been changed. It is now based
(roughly) like a normal stat such as Strength. 50 is an average
number, while 100 is spectacular. The stats affecting it are
Willpower, which affects it greatly, and Intellect, which affects
it slightly. It does not increase per level now.
3) Magic Resistance will now greatly affect the damage from combat spells.
If you have substandard MagicRes (below 50), you will take extra
damage. If you have good MagicRes, you will take less damage. These
changes are MUCH more dramatic than the previous damage reduction
formulas-- Witchunters will find their +30 MagicRes to be extremely
valuable when defending against damage spells now! Players with
substandard stats may wish to increase them, as we have been warning
people for a long time that Willpower and MagicRes would soon become
important.
4) Many of the combat damage spells have been changed to reflect the new
MagicRes changes. Many are much better, especially for Priests and
Druids (try them!).
5) Area-effect damage spells such as Fireball have been changed
dramatically. They now use up much more Mana than before, but now
do MORE damage than a regular combat spell of the equivalent level!
This means that they can not only be used to blow up groups of
enemies, but can even be effectively used against a single opponent
if you wish to do more damage per round at the cost of using up
vastly more mana.
6) Miscellaneous bugs have been fixed including the system freeze bug
+ Version 1.1u - 9/9/98 +
1) Fixed custom statline to work with longer statlines
2) Monsters will now distribute items to surrounding rooms (and hide them) if
the room they die in is full
3) Maximum attacks per round has now been capped at 5.
4) If you would theoretically have more than 5 attacks per round, you will
still have your attacks limited to 5 but you will have an increased
Critical Hit chance based on how much faster you are than 5 attacks.
5) If you ready a weapon with which you would have had more than 5 attacks,
and obtain the increased chance to get a critical hit, then
you will see the message "You are extremely quick and deadly with this
weapon."
6) The effective chance of getting a critical hit has been HALVED, but the
damage done has been DOUBLED. People just get way too many crits
now, and this change will make getting a critical hit more exciting.
7) Monsters should retaliate more often in response to area-effect attack
spells.
8) Evil points will be given appropriately when area-effect attack spells
are used against monsters.
9) You can no longer overload a user by giving them tons of money
+ Version 1.1t - 7/25/98 +
1) Mostly internal changes
2) Class titles that should have spaces in them will have spaces
3) Added command delays to some actions that should take time and should
not be able to be done in a fast-macro style (i.e. picklock, bash, etc.)
4) Tweaked target processing so that you can specify a shorter-match target by
merely using the full name of the shorter match. I.e. if there is a
roc hatchling and a roc in the room, "a roc" will attack the roc now where
before it would have been the first partial match found.
5) You may no longer gossip, auction, or telepath when you have the receipt of
the associated messages turned off.
6) DEFENSE CHANGES: The natural AC given by high Agility and Charm has been
changed. Players now will receive a Dodge bonus based on their Agility and
Charm. This replaces the previous AC bonus, and is cumulative with the
current Dodge bonuses--i.e. Ninjas and Mystics will have this new Dodge
added on to their Class Dodge chance.
7) MARTIAL ARTS CHANGES: The Martial Arts stat has been changed somewhat.
Players will definitely notice a change in their Martial Arts value--
however, the stats that make up this value (Dodge, Crits) have *not*
been changed with the exception of players receiving a natural Dodge
as described above. This was due to inconsistancies in the formula when
non-Ninja and non-Mystic classes received Dodge (as a result of the
Multicoloured Sash or via a quest bonus, for example).
+ Version 1.1s - 5/6/98 +
1) Fix the quest resetting which was not giving back all the mana which it
should have been
2) Added warning flag and default colouring to custom statline
%w - Warning flag "On" or "Off"
%d - use default colours (including hit point colouring)
%n - insert a newline into the status line
Example: To display with green foreground except for the hit points:
set statline custom %f2[Warn=%w]%nHP=%d%h%f2/%H >
3) Updated command line parsing to recognize keys when you enter more words
to match a key than you would to match an item (i.e. "use star key west"
will now work, even if you have another item such as "starsteel mace"
which was previously incorrectly matching to 'star' and ignoring the 'key'
+ Version 1.1r - 2/28/98 +
1) Users who took advantage of interaction with other module bugs to increase
their level artificially will be reduced back to the level they should be.
2) When rerolling at higher levels, if 10% of your experience results in more
than the exp you would normally get for 1/2 your current levels then you
will retain 10% of your experience. This only works if your sysop has
enabled the option to keep your experience after you reroll.
3) Improved backstab damage - most noticable at higher levels
4) Adjusted stealth so that the maximum allowed stealth has been increased
to almost a 100% chance while you are moving *but* you now get a penalty
based on the number of users and monsters in the room. In other words, if
you have a high stealth and are sneaking around an area with no users or
monsters then you will almost never fail. As soon as you start sneaking
through areas with users in them you will incur a penalty based on the
number of users/monsters in the area.
5) Fixed all the quests for addon 4 so that your encumbrance doesn't make you
miss out on messages or experience.
6) Reworked regeneration rates so that all the new areas should be getting
populated with a better distribution of monsters.
7) Fixed an uninvite party bug.
+ Version 1.1q - 1/11/98 +
1) Fixed the bug that would sometimes not take chests away from you.
2) When you leave the dwarven arena, combat should always be broken now.
3) Fixed the item displayed when you drop so that it should always match
the actual item your dropped or hid.
4) When you look at monsters you will no longer see a list of spells which
are cast upon them unless the spell is supposed to give a descriptive
message related to its effects.
+ Version 1.1p - 1/5/98 +
1) Several small tweaks to things you won't notice
2) Altered initiative so that monsters will now have a chance to
get the first attack.
3) Added set maxgossip and set maxauction (similar to maxpage but
for gossip and auction messages)
4) New features to improve game playability
5) Leader monsters will now lead 'follower' monsters around
6) Monsters can now be guarded by other monsters
7) Increased monster regeneration in some areas.
8) Gambling (in addon #4)
9) Treasure Chests - contents are not always the same.
10) Monsters can now cast general (non-combat) spells
11) Found and fixed another bug that would let you drag people
through exits which they should not be going through.
12) Found and fixed another loophole which let you wear equipment
which you should otherwise not be able to wear.
13) A trading shop has been established along Guild Street for users
to trade in some of the newly level-restricted items.
14) New colours for different monster alignments: Depending on your
alignment and the alignment of the monster, its name will appear
in a specific colour. Colours are: Magenta (light purple) is
HOSTILE (will attack you), Blue is NEUTRAL (will not attack you
but will attack back. Attacking neutral NPC's or townsfolk will
be considered an evil act), and Grey is FRIENDLY (will not
attack you, but will attack in self-defense).
15) Monsters can now have more than 1 duration spell cast on them
at the same time.
16) Can no longer use a backstab to sneak in an unannounced spell
+ Version 1.1o - 11/9/97 +
1) Fixed a few places where a monster's attack would not display
the 'drops to the ground' message.
2) Fixed a few follow bugs
+ Version 1.1n - 10/11/97 +
1) Fixed another bug that would let you know if you were hiding.
2) Fixed the wererat attack bug
3) Fixed the darkness hits spell bug
4) Fixed a number of drag-user-around bugs
+ Version 1.1m - 10/3/97 +
1) Monsters that would sometimes continue to attack you after you died should
no longer do this.
2) Weapons that would sometimes continue to attack the target user after they
died should no longer do this.
3) Fixed parsing of item targets so that it won't match similar items and keys
when the item name is a longer match than the key name match
4) Added the forget command
5) Limited uses for keys now works
6) Fixed a follow bug that would allow you to follow anyone
7) The regeneration times for monsters have been randomized a little so merely
knowing when the monster was killed and what its regen time is will not be
enough to know when it will regenerate.
+ Version 1.1l - 8/10/97 +
1) Fixed the problem with quest abilities being given to users too many times
[including fixing existing users]
2) When limited items are sold to stores that don't actually keep them in
inventory they will no longer be registered as being in the room (and
hence will regenerate appropriately again). Sysops: Please run a fast-
offline-recovery after installing 1.1l
3) Removed a few of the bugs that would let you equip weapons which you
are not supposed to be able to (ie. due to evil status, etc.)
4) Due to the abuse of some of the bugs that have been fixed in this release,
all the powers gained from the Ice Sorceress quest, the Dark Druid quest,
the Champion of Blood quest, and the She-Dragon quest have been reset.
ALL players will have to complete these quests again to reap their benefits.
The Good, Neutral and Evil quests have NOT been affected and so will not
have to be redone.
Note that certain of the quests were completed in the past due to bugs and
this will force those users who don't deserve the abilities to
go and get them for real this time. :>
+ Version 1.1k - 7/26/97 +
1) Picklock will now display the same error regardless of the reason you fail.
2) Increased the chance of a monster attacking you when you're running away
from them (leaving the room)
3) Fixed another bug where you could determine if you were hiding successfully
or not
4) Experience percentage at high levels will now be more accurate.
5) Fixed calculations on a number of various attack protection abilities
+ Version 1.1j - 6/21/97 +
1) Monsters will now regenerate hit points properly (there were some
cases where they would not generate at the correct rate before)
2) Fixed the handling of several room commands so that they will work better
3) Mystics can no longer get the auto-casting features of a weapon which
they happen to be holding while punching, kicking, or jumpkicking.
4) Fixed the hangup penalty so that it should catch some PvP situations
which it did not before.
5) Area-effect spells which give evil points should now also obey PvP
level restrictions
6) It should be harder to wear items which you're not supposed to be
able to wear.
7) You can not use a<enter> to re-attack a hidden user
8) Area-effect attack spells should give attacked users a retaliation
period attack now.
9) If you are casting an auto-combat area-effect spell and new users
walk into your room (or you walk into theirs) and attacking them
should give you evil points then you will get evil points. Note
that this means that if you've already received evil points for
initiating the spell in the first place and a new user walks into
the room this means you get evil points again (the second time
for attacking the new user)
10) Fixed another bug where you could determine if you were sneaking
successfully or not
+ Version 1.1i - 3/16/97 +
1) Fixed a minor bug created in the last release related to monster
regeneration intervals
2) Some small cosmetic changes and misc. bug fixes
+ Version 1.1h - 2/8/97 +
1) Misc. minor bug fixes
2) Fixed a few things that would let you have almost unlimited negative
hit points without dying
3) Fixed some problems with time delays between monster generation in
the evenings
+ Version 1.1g - 1/4/97 +
1) Reset everyone's stats and force all users to train stats upon entry
into the game.
2) When guards send you to the slums or when you use a special room command
to move between rooms, anyone following you will stop following you.
+ Version 1.1f - 11/11/96 +
1) Added a whole bunch of new features to work with future add-on quests
2) Changed 'saint' status to something that can only be obtained through
a quest. 'good' is as far as you can get by just waiting it out.
3) Fixed the messages given when disarming traps, using up all item
charges, eating, drinking, summoning monsters, and a few other places
4) Fixed the way a number of spells worked on monsters so that more
spells will work properly on monsters
5) Mystics and Witchunters now have the ability to hit Magical creatures
6) When evil people die, they will not appear in the Silvermere Hall of
the Dead anymore
7) Increased level of NPC interaction
8) Non-damaging attack spells such as Confusion, Curse, Blind, Stun,
Slow (though monsters will ALWAYS get 1 attack at least) will all now
work on monsters. Try it. :)
9) When stats are reset due to overly-high values, any spells cast on the
user will also be terminated properly.
10) A bunch of little database patches to fix typos, etc.
+ Version 1.1e - 8/25/96 +
1) Fixed a few minor bugs related to various exit types
2) Fixed the last portion of the bug which still let you move one room after
being held by webbing or by being engulfed.
3) Area effect auto-combat spells now give the correct exp for kills
4) Fixed several minor bugs in various parts of the game
5) New experience tables (lower again)
+ Version 1.1d - 5/19/96 +
1) Modified the legal system:
- Attacks against GOOD and SAINT characters will result in 2 times
the evil points earned
- Attacks against LAWFUL characters will result in 3 times
the evil points earned (see next point for lawful description)
- SEEDY people are now fair game for attacks without earning
evil points (Note that any characters which were SEEDY before
this upgrade have been switched to NEUTRAL so they do not incur
too many additional attacks)
- If you have less than 0 Evil points (bottom half of neutral plus
good plus saint) and you do any action to earn evil points then
you will immediately go to 10 evil points regardless of your
current level.
2) When creating a new character, if your old character had 0 or
less EPs or it is your first character, you are given the option
of choosing a 'lawful' way of life. A character created in this
fashion will permanently have their evil warnings enabled.
Attacks against them will result in more evil points given
(see above). If your old character had more than 0 evil points
then you will not be given this option.
3) Robbing will now give you evil points. Every rob attempt will
give 1/10th of the amount of an attack. If you do not get caught
then a * will not be shown by your name so that you can try to
get away with it, but if the target thinks that you did it and
try to attack you then they can without getting evil points. If
you get caught then you will get a * shown beside your name during
the retaliation period. If, after robbing someone, you attack them
during the retaliation period then you will get the full attack
evil points and the retaliation period will be extended to the
normal. Unlike attacking, continued robbing attempts during
the retaliation period will incur additional evil points and
extend the retaliation period.
4) Various other little things
+ Version 1.1c - 4/21/96 +
1) Wrote some code to get around the Cheersoft globals (user listing
command) which cancels the channel polling routine rendering
commands like topten non-functional until you exitted and re-entered
MajorMUD.
+ Version 1.1b - 4/13/96 +
1) Fixed the use of weapons like flametongue so that you will not get
internal errors if you kill the monster with the weapon's additional
ability.
+ Version 1.1a - 4/6/96 +
1) When you die and the game cannot dispose of your items in the current
or surrounding rooms, it will now try to dispose of them in the
rooms you previously walked through.
2) Other various little things again
+ Version 1.1 - 4/1/96 +
1) Fixed the selling price on the really expensive items so that they
do not end up being cheaper than they should be
2) Various other little changes
+ Version 1.1 [beta] - 2/17/96 +
1) Fixed the bug which caused the random crashes in the 1/29/96 release
2) Characters who were hit with the massive stats bug will be reset to
normal
+ Version 1.1 [beta] - 1/29/96 +
1) Fixed a bug where you got way too much when selling items to stores. It
will no longer take the stores markup into account when figuring out a
price for an item, just your charm.
2) Fixed the bug where monsters and items would randomly disappear and
reappear on some boards.
+ Version 1.1 [beta] - 1/14/96 +
1) If you get hit with a hold spell as you are moving out of a room, your