|
Post by FunkySwerve on Mar 22, 2007 3:00:10 GMT
-WARNING! If you have any items a dm renamed for you, pass them through the vaulr to undo the renaming! Othewise you risk getting a corrupted character. -Reduced the frequency of rare weapon and armor drops to increase their value. -Added secret subrace kenku to boards. -Emeralds of experience have been rendered useless after a duping exploit was discovered, and a duper apprehended with storage chests full of them. Sapphires of Sagacity will spawn instead. -Dupe exploit blocked. -Immo and demigod glows no longer disappear after resting. -Dominated creatures should no longer be able to transition. -Fixed some of the dragon ai broken by the lag reduction update. -Other bug and exploit fixes.
|
|
|
Post by borges on Mar 22, 2007 17:36:10 GMT
-Reduced the frequency of rare weapon and armor drops to increase their value. Does this mean (i) that the chance of a rare dropping is the same as before, but it is less likely to be a weapon or armor (in which case, what would it be?), or (ii) that the chance of a rare dropping is now lowered across the board? No more tearing up Gaobin with a dominated heartseeker scarab? I shed a tear. Ruefully, Perin
|
|
|
Post by FunkySwerve on Mar 23, 2007 0:05:30 GMT
Chance of rares dropping is the same. Funky
|
|
|
Post by chainlink on Mar 28, 2007 0:14:43 GMT
Did the Wisdom artifact have its special effect changed back to harm immunity from mind immunity?
|
|
|
Post by FunkySwerve on Mar 28, 2007 2:21:45 GMT
Is it listed in the changes? Funky
|
|
|
Post by chainlink on Mar 28, 2007 8:24:30 GMT
I've had two people comment on the fact it is saying that it gives harm immunity in the last day but I told them this would probably reset to mind immunity on death/server reset. I was 99% sure it still gave mind immunity but the person I traded with last night was concerned when he thought it was going to give him harm immunity (in the description I guess?).
|
|
|
Post by septia on Mar 29, 2007 22:28:03 GMT
may I ask something ?
"-Dominated creatures should no longer be able to transition." where does this come from ? what is the point besides making levelling a low druid/ranger/shifter a pain again (you might as well kill Oltium) or make transition in beholders feel incredibly frustrating again. I might add the eye of Vecna gets the nerf bat from this and its special ability is no longer something you look for. and sorry but I don't see the benefit AT ALL.
|
|
|
Post by nobother on Mar 30, 2007 21:43:13 GMT
I have to agree with Septia. The entire setup providing creatures of various strengths for druids and rangers to use animal empathy with seems to be rendered completely meaningless by preventing them from transitioning areas.
|
|
|
Post by flynn01 on Mar 30, 2007 22:41:27 GMT
words like 'completely meaningless' are extremist and rarely accurate. One change isn't going to fubar an entire class/ ability/ or aspect of the game. It's still very handy to grab a grub or a scarab at the beginning of a map to help you through the rest of it.
I would agree that it may throw the eye ability out of balance. Perhaps it could be raised to 3 times per day in compensation.
|
|
|
Post by dodrudon on Mar 30, 2007 23:12:46 GMT
Perhaps leave creatures no-port, and make No-PVP areas, such as The Crossroads (I think), automatically despawn dominated creatures if this is a concern.
|
|
|
Post by nobother on Mar 31, 2007 1:01:47 GMT
I meant 'completely meaningless' not in terms of the ability, Animal Empathy, but rather, in terms of the setup that provides critters to dominate in such areas as the grove north of the eastern gate in town, where you have various critters spawned specifically for the purpose of providing animal companions of appropriate power to druids and rangers who go there. If the critters can't be brought out of there, why have them there at all?
Yes, you can still use the ability in some specific areas, as was mentioned regarding grubs and scarabs, but the work that has gone into providing potential critter companions in non-combat areas would seem to be negated by this change. Honestly, I'm not sure why it was made in the first place, but I'm still rather new here. :-)
|
|
|
Post by bhao on Apr 4, 2007 15:13:53 GMT
-Immo and demigod glows no longer disappear after resting. is there any way to turn the glow off?
|
|
|
Post by FunkySwerve on Apr 4, 2007 15:26:08 GMT
Dying will accomplish that, briefly. Funky
|
|
|
Post by septia on Apr 9, 2007 11:35:39 GMT
We already knew and it's no practical answer. a menu in the scry device might be a good idea : just not everyone likes to showoff. And glow can be annoying.
As for the dominated critters not being able to go through transitional areas I heard it was to "prevent morons to release baddies inside town." Is that the motive ? if that is so, although the motive is good, where the heck did come the idea to fix it that way ? a single script on town area preventing domed mobs [glow=red,2,300]THERE ONLY[/glow] (when the PC transitions) would be a nice and preventive way to fix it without breaking a nice and NEEDED system. It reminds me of a quote : "The treatment was a complete success only his side effect killed the patient"
|
|
|
Post by FunkySwerve on Apr 9, 2007 21:42:55 GMT
We already knew and it's no practical answer. a menu in the scry device might be a good idea : just not everyone likes to showoff. And glow can be annoying. Yes, that's what's called tounge-in-cheek - another way off saying 'no'. No. Funky
|
|