Changes to the game in the current update.
This document is to chronicle subtle changes in the game that might not be obvious and/or recorded in other places.
Changes per individual programmer
These are the most recent changes made by the developers. This information is mostly for use within the development team to keep track of changes. Information subject to change.
Changes/Features in Dark Auspices
- Lag deaths were removed from the game.
- Disarm will stun monsters.
- Cannot use spell items (potions, wands, and scrolls) while under the effect of the hold spell.
- All spell items are karma sensitive, including potions.
- Can now cast area of effect spells with "illegal" targets in the area if the spells will not affect the target. EG, a player can now cast firewall around newbies and in Sacred Haven with other players in the area.
- DMs and higher cannot be attacked if they are immortal and cannot advance.
- Riija swords slowly heal if you cast Riija spells while wielding it (not over maximum).
- Wedding rings won't drop upon owner's death anymore.
- Outlaw status not removed for a cheap (EG, token) death.
- Advancement timer will not reset for cheap (EG, token) deaths.
- No faction loss or karma changes from hitting players during Frenzies.
- Weapons are now a factor of type and quality.
- Punch does more damage and takes less vigor.
- Weapons now have a bit longer range, particularly swords.
- Aim has more of an effect on hitting than before, roughly double.
- Spells are now more dependant on the requiste stat for spell power than before. (Previously, it basically assumed you had a 50 for your requisite stat).
- Pants no longer shatter in the heat of battle, they fall to tatters.
- Loot from faction soldiers not available immediately.
- Faction soldiers drop less items.
- Shatter wands will be rarer and have less charges (thanks to a few bugs being fixed).
- Can no longer get parry bonuses or improves with a ranged weapon equipped.
- Primary chance to succeed no longer recieves a bonus from intellect.
- Secondary chance to advance in a skill will no longer be negative, it is bound so that under relatively normal conditions, minimum secondary chance to advance is 5%.