User talk:DRSircha: Difference between revisions

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(Putting together comphrensive year by year patch notes, until I figure out how to put them somewhere else! starting @10/2008 and working my way forward. Currently at 1/2009)
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* The nipoh oshu have undergone a few changes.
* The nipoh oshu have undergone a few changes.
- The steam attack now has a room-based re-use timer, and will now take the fire protection/resistance of armor into account.
- The steam attack now has a room-based re-use timer, and will now take the fire protection/resistance<br> of armor into account.
- The small fire opals are no longer gigantic in spite of their name. In other words, they are now the same size as most other gems.
- The small fire opals are no longer gigantic in spite of their name. In other words, they are now the same size as most<br> other gems.
- The oshu area is now divided into three sections. From the first room, the western tunnels are the easiest (old oshu), the eastern tunnels more difficult (about 7-9 levels higher), and the northern tunnels the most difficult of all (another 7-9 levels higher still).
- The oshu area is now divided into three sections. From the first room, the western tunnels are the easiest (old oshu), <br>the eastern tunnels more difficult (about 7-9 levels higher), and the northern tunnels the most difficult of all <br>(another 7-9 levels higher still).


* The escaping experience from unyn web attacks has been slightly increased.
* The escaping experience from unyn web attacks has been slightly increased.


==Lun'shele Hunters==
==Lun'shele Hunters==

Revision as of 21:22, 6 October 2010

Ranik's Maps Updates

Howdy! I noticed that you've started to make updates to a few of Ranik's maps, which is great as they can always use updating. I also noticed that while the changes themselves so far look correct, you're not quite following the convention nor matching the quality of the current maps. For example, in your update to the Therenborough map, the connecting line to the extra room you added bleeds over the edge of the room you added. Also, directional labels are normally in bold type and not italicized not the unbolded, italicized one that you included. These issues are consistent across all the maps you have edited so far. I'm not trying to dissuade you from making updates to these maps as needed, but I encourage you to make them with the same level of quality and attention to detail that was originally invested in them since these maps are a true gem of the community. I thought I'd just pop in with this note sooner rather than later before you have to back through too many maps adjusting the little details. Happy editing!--Evran 19:23, 26 September 2010 (UTC)

I just noticed too that on RanikMap5, the room in Arnack's Tavern is a poorly drawn version of the normal rooms as another example of lesser quality. Cutting and pasting would go a long way to keeping the high visual quality of the maps intact.--Evran 19:29, 26 September 2010 (UTC)
Will fix them next time I go fishing.

DRSircha Poorly drawn? How so? It's a square, and there's not too many ways you can mess that up. The curtain leads to an extra room I presume a place where barbarians can do more than pick their teeth, and perhaps buy things. Sorry program I use has no cut/paste function, however It does much more than MS Paint ever will. Made a new mountain icon, and working on a new tree icon or two, and perhaps a river space, bushes, icon too. Will see. Going to see about bolding all that text.--DRSircha 04:16, 29 September 2010 (UTC)

"Hi! It's great that you are updating the maps. :)

May I ask what program you are using to edit the existing maps? Most image editing application I've come across has Copy & Paste as a standard feature. It seems quite odd that your application does not have it. Regarding Evran's reference to the poorly drawn remark is that the general gray room square looks odd in comparison to the other gray room squares because the inside square is tinier. It looks out of place. Copying an existing square and pasting it for the new room is a simple and super quick way to make sure everything matches. Also it's less trouble for you because you don't have to spend time creating the square and you can edit other maps faster. :)

Also, my suggestion for your future edits, the edit to the Theren map, for the Registrar's office has a line cutting into the green square. My suggestion for future edits is to zoom in the image to make it larger. That way it's easier to see if the line stops correctly. Just a QC thing, but it makes the map visually pleasing and consistent with all the existing maps"
Oops, I put my comments on top, but it's supposed to go at the bottom. I'm new to the whole wiki concept as well, and I'm still learning the ropes. Hopefully I can also make some decent contributions later on. --Pamdemonium 03:00, 27 September 2010 (UTC)
I am using Adobe Illustrator, and no it has no cut and paste function for bitmapped pixels. On the plus side only have to draw a box or icon once and then I can paste it to any map. Without needing to recut again.--DRSircha 04:16, 29 September 2010 (UTC)
On the downside, your box is poorly drawn so every time you paste it into a map you will be pasting that poorly drawn box over and over. In addition to Pamdemonium's note about the inner box being smaller, the result of the size difference is that the x in the middle looks scrunched and is asymmetrical because the inner box is not even square. Never having used illustrator I can only guess at a recommendation for a solution, but perhaps try using paint to cut and paste copies of the artwork that you want to use so you can import it into illustrator as your artwork templates. Or zoom in to pixel view and draw it out pixel by pixel to match exactly if that's possible.
I'll be more precise next time.
As for your note that you made a new mountain and tree icon, I hope you mean to say you duplicated the icons that are currently there exactly and have it easily set up to paste in as needed. What I hope it doesn't mean is that you created your own drawings for them.
Oh come on now, that mountain I drew looks really nice! I copied Ranik's shape and made it better!--DRSircha 04:16, 29 September 2010 (UTC)
I also just noted that the font you used is some form of sans serif, whereas all the other fonts have serifs (the little ticks at the ends of letters). And the size of the font is slightly larger. There's a list of the fonts used at Talk:Ranik_Maps#Fonts used.
Yes I know what a serif is, I just didn't recognize the font.--DRSircha 04:16, 29 September 2010 (UTC)
I know details like these may seem picky, but the consistent visual quality of these maps is one of their selling points.
Okay no sweet-looking rocky mountains for you!--DRSircha 04:16, 29 September 2010 (UTC)
One final unrelated tip: to make these talk pages easier to read, include one additional colon(:) at the beginning of each of your paragraphs in order to indent it further. Each colon equates to one 'tab' worth of indent, so if the previous person used a single indent, you would use two for example. And to keep clear who is saying what, include your signature at the end of what you're typing by using two hyphens(--) followed by four tildes(~). Sig example can be seen here.--Evran 18:13, 27 September 2010 (UTC)

DragonRealms 2008 Patch Notes

For people who missed the year 2008, and because patch notes are now deleted every 2 years. (much to my personal annoyance, I can't find things that were promised/written down 3,4, and six years ago. Therefore this log is very necessary. If there's stubs pertaining to new abilities detailed here they should be linked-in directly.

Each category includes information for those the changes particularly relate to.

  • Designations* To use these hastily thrown together patch notes, CTRL+F and then type in All Players, or system such as Stealth, Music, or Guild such as Ranger, you can also search by releaseing GM name if that's the way your blood runs.

10/24/2008

RPA's

All players They will now actually add bonus experience to what you would normally accrue. This should mean your pools drain at the same speed as they did previously, but your ranks go up faster. As before, the bigger the RPA, the more marked the effect. ~~DR-LOHKRIAN


Shops Fixed up

all players, Thieves After much finagling, catalog shops will once again provide you items commensurate in value to what you paid. Also, items that previously had special properties dependent on material (most notably: ironwood shields) will once again have those properties.

After an entirely DIFFERENT SET of finagling, this change will also affect items stolen from said shops. This will increase the difficulty of those items whose values increase, but they will, of course, teach better and sell for more. ~~DR-LOHKRIAN

10/25/2008

Urbanity and You

Thieves, Rangers I have released utilities that have split the previous definition of whether an area is wilderness or urban into two separate scales. This means that areas can be beneficial to both Thieves and Rangers at the same time.

While most areas of the game will go unchanged, I have made a few alterations to go along with this initial release and we will be reviewing areas as we see fit. Here's what changed.

1) Langenfirth: This area is now friendly to Thieves as well as Rangers. Langenfirth was set at wilder than it should have been so it will be slightly less Ranger friendly than it was.

2) Leth Deriel: This area is now friendly to Rangers as well as Thieves.

3) Crossing Shipyard (rats): This area is now friendly to Rangers as well as Thieves.

4) Middens (louts): This area is now friendly to Rangers as well as Thieves.

5) Temple in Gate of Souls: This area is now friendly to Thieves as well as Rangers.

NOTE: Since Beseeches are in a state of being assessed and rewritten, they do not work with these new mechanics and may not catch all changes. All other guild abilities and verbs should pick up the split fine. ~DR-Zeyuren

10/27/2008 Stealth, Rangers, Thieves Appraising armor will now provide information about Stealth Hindrance. Compare will not include this feature.~GM Lohkrian

10/29/2008 All Players, Scripting New Scripting Policy For DragonRealms Prime, effective December 1, 2008:

POLICY 16

~Simu-Solomon

10/29/2008 All Players, Rangers Climbing 3.0

NOTE: These changes apply only to things that used the default CLIMB verb. A few special scripted climbs (the Aesry stairs or the cliff on Hara'jaal, for example) use custom mechanics and are not affected by these updates at this time. These are rare, but be aware they exist.

I'll be monitoring this release for the next week or two. Experience rates, roundtimes, and timers are all subject to change based on observation and feedback.

There's some good news and some bad news involved in this overhaul, so let's get down to the details:

--- Climbing Aids ---

  • You now have the option to CLIMB <obstacle> WITH <tool>. If you have an appropriate tool (currently the coiled ropes like those sold at the Crossing General Store are the only ones supported) you will gain a bonus to your climb attempt. However, this comes at the cost of a reduction in experience gained.
  • You may appraise a climb before you attempt it, and will receive a bonus based on your success in appraising. This is not new, but the benefit from this additional step has been increased. No cost other than the added roundtime for the appraisal.
  • Rangers will gain a bonus based on their scouting skill when attempting to lead groups over climbs. This is also not new, but the bonus involved is now more consistently applied, although not as substantial as it was before.
  • If a group leader succeeds in a climb, everyone in their group will get a bonus based on the success of the leader. The downside is that those who wouldn't have made it without the leader bonus will received reduced experience from the climb as a result.
  • The role of stats in climbing has been increased. Both agility and strength will aid in climbing.

--- Climbing Penalties ---

  • The fatigue cost for climbing has gone up in most cases. Climbing while fatigued will also reduce your chances. The more difficult the climb, the greater the fatigue cost. The better your success (where applicable) the lower the cost.
  • The impact of wounds on climbing have gone down in most cases. However, climbs more difficult than stairs/steps will now also check all limb wounds, not just legs like before. While wounds are less significant overall, they can still make a difference.
  • You may now attempt climbs with items in your hands (any type), but there will be a penalty involved based on the size of the item, and an additional penalty if both hands are filled. Note: climbing tools (see above) are exempt and will not incur a penalty in and of themselves, although the penalty for having both hands filled will be applied if you have something in the other hand as well.
  • Failed attempts now incur a roundtime to prevent spamming and learning more from failures than successes.

--- Practice Mode ---

  • Two other new options are now available:
CLIMB PRACTICE <obstacle>
STOP CLIMB
Use of this option will put you in practice mode. Assuming the climb is reasonably challenging (but not too much so), you will learn climbing experience until the practice session ends or you use STOP CLIMB. The experience award will slowly build until the end of the session or it is stopped, but while practicing climbing you will be extremely limited in other activities. Note that practicing will not actually move you, nor will it invoke the experience timers.

--- MISC ---

  • The experience for a successful climb has been increased. The experience timer still exists, and is now consistently applied. In short, going from one place to another will teach better than it used to, but climbing back and forth will not teach well in most cases. The best way to learn is to try climbing back and forth once, then run a practice session if it seems to teach well.
  • A new difficulty tracking system has been added. The game will now track the most difficult climb in the game, and if the climb you are attempting is close to that climb in difficulty, it will make sure you always gain experience if you fully succeed, even if you have far more skill than required. This will insure that it will always be possible to learn climbing, even if you severely outclass the most difficult climbs in the game.
  • Spells and abilities that benefit climbing should still be completely compatible. Those that bonus/hex the stats involved in climbing should now be more potent than before.

The difficulty in dragging over climbs has been reduced. The effectiveness of Glyph of Ease in dragging over climbs has been increased. ~~Dartenian


10/31/2008 GM hopefuls, all players GM Applications While we are on the topic of hiring and training, I wanted to make a quick reminder to any of you who have recently used the online application system. There are additional written questions beyond the main application that should become available to you once you submit it. Applications will not be considered for the next step in the hiring process if left incomplete. This goes for any area of applications: GameHosts, GameMasters, Forums Moderators, Mentors, ALAE, etc.

Also, once you apply, you are able to go back and modify or add to your existing application. There is also a section where you can see any notes we have left you as we go through your application. If for some reason you have trouble with any of these features drop me an email and we'll see what we can do.

Thank you and good luck!

11/6/2008 All players, totems Totems

Fragments are returned to the sky by holding a totem and a glowing fragment in your hands and using the RAISE verb. This increments your totem's "fragment count" by 1.

The totem reaches its first bonus level at four fragments and becomes "active". After that point, the totem will then become "dirty" after one week of real time. Once it has been activated, the totem is capable of providing multiple types of bonuses that drain charges from it. These charges can only be restored by CLEANing a dirty totem and, as only dirty totems can be cleaned, the totems have an effective recharge rate of 10 charges each week.

By the way, to CLEAN the totems, you're going to need items for your totem that match what you sacrifice to the appropriate altars in the Alternate Favor System.

Here is a list of the abilities and associated costs:

Level 1 (Unlocked at 4 Frags) Light PUSHing the totem allows it to act as a light source. Costs 1 charge Level 2 (Unlocked at 10 Frags) Bless This is activated by the WAVE verb and will add 10-30 blessed strikes to a weapon in the hand of the target (either another player or yourself). Costs 2 charges Level 3 (Unlocked at 18 Frags) Stat/Attribute Boost This is activated by the POINT verb and will boost at single stat by 6-10 points for the target. The stat chosen will depend on the deity of the totem. Each has 3 possible. Not going to break down which each has at this time. Costs 3 charges Level 4 (Unlocked at 28 Frags) Skill Boost This is activated by the SHAKE verb and will apply skill boosters to the totem-wielder. The stat boost is slanted based on the chosen deity's "flavor" being dark, light, or neutral; a bit toward the offensive for dark, defensive for light, and more balanced for neutral. Costs 5 charges Level 5 (Unlocked at 40 Frags) Favor This is activated by the KISS verb and will bestow a favor upon the wielder. The ability will bring the favor count up to 15, but no higher. If the PC's count drops below 15, it will work again. Costs 10 charges Jackpot (Capped Totem) RPA This is activated by the RAISE verb and has a 20% chance to bestow a Level 1 RPA on the wielder. Takes all remaining charges


So, as I said, once your totem is capped, you do not need to worry about more fragments. Any additional fragments you DO find have a chance to provide the jackpot bonus, but the basic functionality of the totems themselves is permanent and you cannot "break them" or "run them out", again, as I said.

There will be fragments in the treasure system to allow for the occasional jackpot or to allow those who need more to cap out their totems to cap them out. There's no deadline on capping them out.

So, aside from a very small number of typo issues, the totems were not "buggy", they were not working improperly, and they were working 100% as intended. Wythor and Lohkrian did an absolutely amazing job on them.

As we said, they're fairly complicated, but it was felt that they needed to be more than simple props, given their benefits.

If you have a billion fragments squirreled away, you might as well help someone cap out their totem, since most of them will die in a week or so. Any newly generated fragments currently have a lifespan of 1 week, but after the festival that will drop dramatically, so your best bet after the festival will be to use them, give them to someone, or sell them quickly. I'm going to ask Armifer to drop the lifespan on newly generated fragments significantly over the weekend (down to maybe an hour or so) and we'll re-add ways for people who need them to get them in order cap out their totems more quickly, but again, if you're holding a bunch of them, they're not going to do you any good, so help out your friends.

For those of you who are wanting to exchange your totem because you messed up and got the wrong one and are holding fragments now, this shouldn't affect those fragments you already have.

Also, something that many people declined to investigate or participate in:

Fragments could be (can still be) given to certain NPCs and exchanged for "tricks" or "treats", which can be stored in special bags and can summarily be given to your friends or used yourself with various effects.

Which leads to the other announcement, which will be explained in more IC detail tomorrow:

For many years, a large number of players (and GMs) have wanted (or created) more recognition and/or celebration of Real World holidays. In addition, we've always had the ever-present question of "When's the next festival?".

My take on the holiday issue (which I've gone over before) is that this was not acceptable unless we could come up with a way to justify it and make it suitably fit into the culture and history of the game. Despite that feeling and despite my repeated "banning" of OOC invasions and Holiday Recognition in Prime, we'd still get rabid reindeer and mistletoads, rampaging turkeys, pumpkin carving systems that conveniently got released on Halloween, and other references that some people loved, some people hated, but only resulted in reports, complaints, and OOC comments on the gweth, which resulted in more reports and complaints.

Being a big fan of WoW's "in-genre-fication" of holidays, with good storylines and events that tied them in, I sat down last year with several staff members and we discussed ways to bring this to life in DR, starting with Chris' Mass, which will be a regularly occurring event with a theme of giving and sharing, tied to The Mass's appearance in the sky.

Following suit, the Events Team, Cleric Team, Moon Mage Team, and I, laid out the groundwork and storyline for what will become an annual, large-scale, themed festival designed around the Huldah's mischevious antics which caused turmoil in the heavens and resulted in the disappearance of the stars and totally empty skies, giving us our first ever Hollow Eve.

Many NPCs, Merchants, Alterers, and I believe even a few Greeters mentioned "Hollow Eve" to large numbers of players, but it was either overlooked or no one made the (obvious, we thought) connection.

This event and festival will occur every (RL) year, allowing you to plan your plat hoarding accordingly. The festival's theme will obviously lean toward the godly and generally contain inventory, games, and events that focus on darker aspects, deities, and playstyles. The idea is that most (if not all) shops at the fest each year will return, either with the same or refreshed/restyled inventory, along with new shops that will be added, which means it will continue to grow each year. I already have shops in mind that I'll be building and I know I've heard several other GMs say the same thing.

In addition to the auction, there are going to be a couple of other new system/feature releases, hopefully tomorrow. Simu-Solomon

More Fragment/Totem Related Information

As we go along, some of you are going to notice that your fragments are going to decay.

This is normal.

Fragments have a lifespan, so folks are going to start pulling fragments out of their sacks that have stopped glowing.

Depending on when that particular fragment was found, this is expected and working as intended.

Those folks who chose the wrong totem and were waiting to use your fragments, please realize that the occasional dead fragment will show up. This is not something we're going to fix. Yes, you were advised to wait and hold on to them, but you're in better shape than those who ignored the advice, because they were given fresh totems, too, even if their original wrong totem had 40, 80, or even 120 fragments used. The difference is, if you listened to the advice, you will still have a bag with mostly good fragments in it to use, while they may not.

Some of the fragments in various parts of the treasure system had different lifespans, some of which were very short. The lifespans of the fragments over the course of the events will also vary, so again, dead fragments are going to start showing up. Nothing is broken. ~~Simu-Solomon

Storing Items

All Players, Storage Announcing: the STORE verb · on 11/12/2008 2:33:14 PM 2620

The STORE verb is now live in Prime for all to use. It will go live in TF on Sunday if nothing explodes.

As an unfortunate side effect of this update, all of your old STOW containers have been reset.

In essense, STORE allows you to choose which container items go to when you use the STOW verb. There are three major pieces of functionality for this verb that I will detail below. If you don't want to read it all, just type STORE HELP in-game.

STORE [option] in [container]

The options you can specify are things like "ammunition", "lockpicks", etc. This will let you choose a container to store those kinds of items in. Example:

>STORE AMMO IN QUIVER

Now, when I type STOW ARROW, the arrow will end up in my quiver.

STORE CUSTOM "[phrase]" in [container]

Any items with a TAP containing this phrase will be placed into the specified container. The phrase can be 32 characters long, and is case-sensitive. There is just one slot for custom phrases. For example:

>STORE CUSTOM "tinctu" in apron

Now, when I try to stow a tincture (or "a painting a drunk empath surrounded by empty tincture bottles"), it will automatically try to go into my apron.

For Stormfront Users Only:

STORE WINDOW

This brings up a window that allows you to manage your STORE settings in a graphical fashion. With the large number of options, this window is extremely helpful.

Note that in all cases, if an item wouldn't normally fit in a container, it will also not fit through the STORE verb.

Also: There is currently an issue with gems such that 70 do not fit into a gem pouch when you use PUT or STOW. This is a known issue, and has existed as long as gem pouches themselves. You will need to use FILL to fit the full 70 gems into the pouch.

NOTE This verb will NOT work inside of a stable, where you would normally STORE your horse. You will have to leave the stable for this verb to work correctly. ~~DR-SOCHARIS

New Prayer Beads

Cleric 11/16/2008

It is now possible to carve prayer beads dedicated to the Prydaen, Rakash and Gnome deities -- without primers. The new symbols are: triquetra, crow, badger, butterfly, beaver, gremlin, rabbit. The Rakash festival totems should accept beads as proper sacrifice, and the Prydaen ones will very soon. ~~GM Grejuva

A new Cleric spell has been released.

Sanctify Pattern is a second tier skill booster, increasing the subject's Primary Magic and Harness Ability for the duration of the spell. It is a very easy spell, amendable to being picked up early in a Cleric's career.

A few additional notes:

1: Under some circumstances, the Cleric can receive a bonus to the spell's power when casting SAP on other PCs. You'll figure this one out pretty quickly.

2: While SAP's duration is conveniently replaceable, the spell's skill bonus will not change unless you allow it to expire first.

Profile Verb

All Players 11/17/2008

READ NEWS 5 31! There is very important information in there regarding PvP and Quote settings

After you have done that, you can type PROFILE or PROFILE HELP to get started

- If you are on Stormfront you can edit your profile in a separate window. You can also view profiles in a separate window. The default behavior is to view profiles in the STORY window. Type PROFILE HELP for info on how to change your default

- PVP settings can only be changed once every 48 hours.

- If you switch from a PVP OPEN stance to another stance, you'll have to wait about an hour before your new setting will kick in. You'll also have to stay alive during this one hour time period for it to take effect. If you die, you'll have to set your PVP stance again.

- RP settings can only be changed once every hour.

- Quotes need to be kept clean. If we find that you have an inappropriate quote we can lock your quote and you will not be able to set it again until a GM unlocks it.

- We track when PVP and RP settings are changed, this will aid GMs in PvP situations.

- RP and PVP settings can not be toggled on and off, they are always on.

Remember the PROFILE verb is an OOC (Out Of Character) verb and is a way to get information about another player, if they choose to share that information.

If any problems arise, please ASSIST and we'll get to it as soon as possible. Also, post any problems/questions you may have. ~~GM Turmis

In order to deal with an issue that seems to be becoming more and more prevalent now that some of our Policy Dance Children are making an effort to "game the system", the following Policy change is going into effect immediately:

If your PVP Stance is set to OPEN in your Profile, this means that you welcome any and all comers for unrestricted PVP without question.

Therefore, since you're openly asking for it, Spouses of PVP OPEN players will NOT gain Auto-Consent on these conflicts.

The "brilliant idea" that some of these troublemakers seem to have come up with is that they'll bond their character to a much higher level character and set their own Stance to OPEN, therefore inviting PVP from all-comers. Their spouse will then be able to wade in and "take up for" them when they get attacked, in some sort of "Surprise!" scenario.

Unfortunately, this doesn't make you clever, it just points out that you're only interested in manipulating the rules in order to cause problems and then try to hide behind the system.

Shocking as it may seem (feigned innocence or not), this puts you in the same category as the folks who run their mouths and then REPORT and hide behind the GMs coattails. ~~Simu-Solomon

Critter Gen Rate Updates

All Players 11/19/2008

  • All areas will now maintain a minimum population based on the size of the area IF there is at least one player in the area. Exception: Any critters deliberately set to be rare spawn (ie only 1 or 2 out at a time) should remain rare. This should be particularly helpful in the larger hunting areas where a spawn of 3 can be hard to find in 50 rooms.
  • Unless specifically set otherwise, all critter generators will skew the odds slightly towards spawning in an occupied room. These odds can be tweaked on an individual basis, but there is now an overall base chance unless overridden.
  • In areas where the gen rate is based on the number of players in the area, it will now round any fractions up instead of down when only one player is in the area. This should help slightly in underhunted areas. - GM Dartenian

Critter Gen Rate Update Deux

11/22/2008

A couple of days ago I added another experimental tweak to the critter generators and have been watching to see what the general reaction would be, assuming anyone even noticed. So far the feedback on the updates has been positive overall, so here's the scoop on the latest tweak:

  • If the spawn for an area is set for x critters per player, the generator will attempt to avoid spawning in rooms that already have x critters per player in them. Areas set to just spawn a static number of critters will try to limit it to three per player in any given room.

What this means is that if you are in an area set to spawn 3 critters per player, it will count the number of players and critters in a room before spawning. If there is already 3 for each player in that room, it'll try (keyword: try) to find another room.

The purpose of this change is to make it far more difficult for one player (or one group of players) to lock down all the spawn. Note that this applies only to the critter being generated -- additional critters may still wander in from adjacent rooms with no restrictions.


Aesry Sea Cave Revisions

11/21/2008 GM Dartenian All Players

The Darvagers have long been confined to a small portion of the sea caves. Not long ago they managed to get a solid foothold in the upper reaches of the caverns, but found themselves trapped up there by the nightstalker unyns.

Determined to expand their turf, they began using a combination of magic and engineering skill to create a tunnel bypassing the nightstalkers. They finally succeeded, but the final explosion triggered an earthquake. No one is quite sure what happened next, other than the earthquake increased the temperatures in the northern and eastern portions of the oshu caverns. Agitated and engraged, the oshu lashed out into the surrounding caverns, and even out in to the open, pushing unyns and darvagers out ahead of them.

Things have finally calmed down, but the meddling of the darvagers has left permanent changes on the sea caves.

  • The darvagers have increased the size of their area slightly, and should be more active. They have also tunneled down into the nightreaver area, meaning it's now possible to get to darvagers without having to climb through the nightstalker area.
  • The nipoh oshu have undergone a few changes.
- The steam attack now has a room-based re-use timer, and will now take the fire protection/resistance
of armor into account. - The small fire opals are no longer gigantic in spite of their name. In other words, they are now the same size as most
other gems. - The oshu area is now divided into three sections. From the first room, the western tunnels are the easiest (old oshu),
the eastern tunnels more difficult (about 7-9 levels higher), and the northern tunnels the most difficult of all
(another 7-9 levels higher still).
  • The escaping experience from unyn web attacks has been slightly increased.

Lun'shele Hunters

All Players 11/28/2008 The Lun'shele hunters should be carrying boxes again. ~~GM Dartenian

Hunt Verb

All Players 11/29/2008 The HUNT verb has been released.

This is a tool meant to facilitate hunting, allowing you to spot nearby creatures/players in a numbered list with the HUNT verb itself then using the HUNT # command to travel to them, where # is the number of the creature/player you would like to go to.

This system is usable by everyone, but the higher you are in the survival tier hierarchy, the better you can eventually be at it. Rangers are the absolute best.

You can learn stalking (some), perception (good), scouting (lots, if a Ranger) from using this verb. You also learn again when traveling to your prey. However, there is a timer for how often you can learn via this ability. Using it more frequently than the timer does not reset the timer, you just won't learn more until the timer is up.

Sample: > hunt You take note of all the tracks in the area, so that you can hunt anything nearby down.

To the east:

 1)   a bobcat

To the east, south:

 2)   a blood wolf

To the east, south, south:

 3)   a bobcat

To the west, north, northwest:

 4)   a bobcat

Roundtime: 8 sec.

Mental Blast Policy

All Players 1/19/2009 DR-BURSAAL News 5 32

Due to the increase in the amount of damage that it does, the Mental Blast spell (MB) is now classified as a damaging spell for purposes of consent and policy. This means that if the spell is cast on somebody without consent, the policies surrounding an unconsented attack will apply.

Thank you for understanding.


DragonRealms 2009 Patch Notes

For people who missed the year 2009, and because patch notes are now deleted every 2 years. (much to my personal annoyance, I can't find things that were promised/written down 3,4, and six years ago. Therefore this log is very necessary. If there's stubs pertaining to new abilities detailed here they should be linked-in directly.

Each category includes information for those the changes particularly relate to.

  • Designations* To use these hastily thrown together patch notes, CTRL+F and then type in All Players, or system such as Stealth, Music, or Guild such as Ranger, you can also search by releasing GM name if that's the way your blood runs.

Treasure System Release Update

All Players 1/9/2009 DR-SOCHARIS

-SEARCH no longer loots equipment off of creatures. There's no reason to clutter up the room with a hooded cloak, target shield, and short sword every time somebody gets the loot from a goblin, so now it is just treasure.

-Your selection of gems has VASTLY improved. They should work perfectly with all old gem systems EXCEPT the gem display cases. We are actively working on a fix for this, but currently new gems will not display in the gem cases. As a note, this is why it is merciful to give TF a few days to adjust - There are a LOT more gems, so your scripts are no longer accurate.

-Some drop rates of items have changed, and some have not. Specifically, cards are dropping at a rate that is determined in a completely different fashion.

-Over the next few weeks, the items that found in the treasure system will be changing dramatically as we review the necessity of dispensing dead mice and slender red peppers.

-In addition to the gem changes, the rate of gems being dropped has changed as well. There is a good chance that most creatures will drop gems, but they will not drop more than two at this time. This is to reduce the item count all around, and give you guys more valuable things to play with.