Welcome Board Archive - Code update 2020/07/31

From LegendMUD
Revision as of 10:40, 8 September 2021 by Emrysia (talk | contribs) (Created page with "<pre> From: Rufus Title: Code update 2020/07/31 Appends: 3 Posted On: Friday, July 31 2020, 01:18PM ---------------------------------------...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
From: Rufus         Title: Code update 2020/07/31                   
Appends: 3          Posted On: Friday, July 31 2020, 01:18PM
---------------------------------------------------------------------------
- More gun tweaks:

  * stun % for head shots modified upward
  
  * stun % for body shots modified downward
  
  * Again, these are small adjustments to try and get the balance
    right. We're not making huge swings at this point.
  
  * You can add 'here' to the shoot command:
  
    SHOOT <keyword> here <location>
    
    This will only shoot a mob in the room you are in currently.
    Location is of course optional.    
   
- For extremely high strengh, you get additional damroll:

  * For every 5 points starting at 80, you gain 1 additional damroll
  * For every 2 points starting at 101, you gain 1 eadditional damroll 
    (101 = 1, 103 = 2, 105 = 3, etc)
    
- Bation changes:

  * -2 hit/dam instead of -4
  * 60 mv cost instead of 100
  * adds 2 mitigation

- Weapon Mastery and Weapon Focus are decoupled

  You can learn and employ Weapon Focus without first knowing 
  weapon mastery.

            
- Spell crit/Spell damroll now have an equipment cap of 40. Spells, 
  skills and stats can go beyond that but the most you can benefit from 
  equipment is 40.

- If a mob has 2 hp or fewer and gets stunned, they won't heal until
  they aren't stunned any more

- Killing things and xp:

  * When you kill a mob, you gain experience for that mob at the full 
    value of the mob so long as the mob is no more than 5 levels lower 
    than you. Before this change, mobs started reducing their xp 
    awarded as soon as they were a level lower.
    
  * You can still gain xp for mobs up to 11 levels lower than you, 
    though anything past 5 levels below you is at a reduced experience.
    
  * Beyond 11 levels, no xp. This is changed from 20 (but lets face it,
    that 17 xp you level 50s were getting from level 30 mobs was super 
    worth it while it lasted).
  
  * In short: 
  
      1. Mob equal level or up to 5 levels lower = full xp
      2. Mob between 6 and 11 levels lower = reduced xp
      3. Mob a higher level = full xp + bonus
   


---------------------------------------------------------------------------
Append 1 of 3 from Rufus  on Friday, July 31 2020, 01:19PM
RE: Rufus          Title: Code update 2020/07/31                   
---------------------------------------------------------------------------
- New druid herbs:

  * Three new herbs (snakeroot, vetiver roots, salvia apiana) which 
    are, like the last 3, available in limited seed form to plant with
    high skill. Each have a brew and an amulet.
    
  * All brews from the last 4 and the new 3 druid herbs last over 
    death.
    
- Damage shield changes:

  * the way damage shields work internally has changed quite a bit. 
    
  * You can now see your damage shield amount with prompt (@ds) or 
    in score (combined score) or attributes.
    
  * Damage shields stack (they did before) but you can also get damage 
    shields from equipment like you do stats (none are in th game)
    yet.
    
  * If you resist a type of damage on a damage shield, that resistance 
    is applied to the whole damage shield. Before resistances only 
    applied to special effects of damage shields such as damaging 
    equipment.
    
  * Shroud/Shield of flame are still special cases -- they don't use 
    this damage shield value as they operate under their own conditions.
    
- New feature: usable items to cast spells: 

  * any arbitrary item can now be used with the use command if the 
    builder allows it, and using those can cast spells of various effects. 
    Builders can design such items so that using these items has a 
    recycle time on the item itself. You can have a +5 str shield which 
    also casts a strength spell when you use it (this is an example, 
    there isn't one... yet).
  
  * At least 2 items are being revised to include such a feature, and 
    one adds a new damage shield spell into the game.

- New feature: autohelp:

  * Autohelp is intended mostly for newbies to give one-or-so liner bits 
    of advice when certain conditions first occur.
    
    An example... the first time you examine an item, it will show you
    the following:
    
    (Autohelp) You can also use the INSPECT command to determine more
     information about an item. Type HELP INSPECT to learn more.
   
  * This tracks like the visited command, which means for the purposes 
    of this new feature, everyone is considered a newbie :)
    
  * The helps also get 'marked off' as you see them, so you should 
    never see the same one again.
   
  * You may turn auto-help off with the CONFIG command but I would 
    ask that if you want to help out, please leave it on on a character 
    or so and give both feedback on messages and where other messages 
    could be shown.
    
  * To that last point, this is very trigger -> message based. Triggers 
    can't be terribly complicated ('first time I do X' is fine, 'the 
    first time I do X while also being affected by Y and having died 
    just a few minutes ago' exceeds the abilities of the system). 
    
  * Messages can be delayed or immediate. The Examine one happens 

    immediately. A message about earning your first experience will 
    come about a round after it happens. 
---------------------------------------------------------------------------
Append 2 of 3 from Rufus  on Friday, July 31 2020, 01:19PM
RE: Rufus          Title: Code update 2020/07/31                   
---------------------------------------------------------------------------
- New usability upgrades:

  In an effort to make Legend more friendly toward people with screen 
  readers as well as reign in our various looks, we've made a few changes:

  * CONFIG HIDEEXITBRACKETS - this turns off the bracketing in auto-
    exits that indicate closed doors, housing rooms, etc. If this 
    is turned off, closed exits will still appear in the auto-exit 
    list. 
    
  * Journal now uses the user-selected banners, of which there are now 
    more. (see below)
    
  * Banners - 3 new banners 'minimal' 'alternating132' and 'alternating80'
    none of which have footers. Banner 'none' is now quite literally 
    no banner whatsoever (just a title). You will need to re-choose 
    banners as they're cached on your character.

- New feature: charmy special order:

  Charmed creatures can be given special orders to give you certain 
  information:
  
     order <target/all> <command>
     
     commands are:
     
        money         list all money objects ('gold' works as well)
        affects       list all the affects affecting them
        inventory     list their inventory
        eq            list their equipment
   
- New tradeskill (FLETCHING):

  * Recipes exist to advance from 0 to 100 in skill. All items 
    for these are vendor-purchasable (or will be).
    
  * The old FLETCH skill still works. FLETCH <tree> => quiver of 
    arrows. Yield is unchanged and will always succeed.
  
  * FLETCH <list of items> will attempt a recipe if the items 
    make up the components of a recipe. For the first test of this 
    with fletching, the recipes follow the same formula:
    
    FLETCH <shaft> <nock> <fletching> <arrowhead> 
    
    The order is unimportant.
    
  * Each successful attempt yields two (2) bundles of 20 arrows. 
    As the recipes advance, the arrows get better. The practice 
    arrows are pretty crappy. But around trivial 40 or 50, you 
    should be making arrows as good or better than can be fletched 
    directly from a tree.
    
  * If you have the FLETCHING skill or you have 40 or more in 
    fletching, you will see extra information about arrows in 
    the inspect command. 
    
    Note that this doesn't work on bundles. You'll need to unbundle 
    one first. 
    
  * Player-made arrows can be more (or less) accurate than thee default 
    arrow or do more (or less) damage than the default arrow.
---------------------------------------------------------------------------
Append 3 of 3 from Rufus  on Friday, July 31 2020, 01:19PM
RE: Rufus          Title: Code update 2020/07/31                   
---------------------------------------------------------------------------
Bug Fixes/Minor changes:

- Wands work again
- donating monetized items gives a warning (you can still do it)
- new characters will be wielding their weapons when they enter the 
  game
- Fixed another situation where the xpsplit could end up with weird 
  negative numbers and such.
- Fixed an issue where the game would tell you an item was monetized  
  when it wasn't.
- You can bid while fighting.
- JOURNAL <partial name> will now search for incomplete journals 
  first before complete ones.
- If a garden has any yield left, it will always yield 1 regardless 
  of success or failure
- Fixed some issues where rounding was causing the total harvest to 
  be lower than intended. Also increased the logging to further 
  identify similar issues.
- TRADESKILLS is a fast command
- RECUPERATION is no longer a fast command
- Shopkeepers will take donated items if given to them
- a failed ASSIST imposes a shorter lag than a successful one
- the failure chance of an assist is 3%. There are no longer any 
  fancy modifiers or calculations. Over time, you will fail 3% of 
  your assist attempts. Period.
- The INSTANCE command will show you how much longer your instance 
  will remain open. Be aware that this can now change.  
- bountiful benefits will only affect beneficial effects
- Familiars form such a bond with their masters that they accompany 
  them after death.

General behind the scenes type stuffs:

- prep for moving to a newer version of compiler/OS. This involved 
  fixing many, many, many (deep breath), many warnings
- Fixed a bug that caused some performance issues with file logging