Skotos Forums  

Go Back   Skotos Forums > Our Games > The Eternal City > Eternal City Staff News

Reply
 
Thread Tools Rate Thread Display Modes
  #241  
Old 09-11-2010, 09:29 AM
Bactrian Bactrian is offline
Banned
 
Join Date: Apr 2002
Posts: 1,507
Bugs related to unwielding a weapon while it is snared have been fixed.

When unwielding a snared weapon, be careful--it may get pulled from your hands, where it'll be free game to anyone.
Reply With Quote
  #242  
Old 09-17-2010, 11:45 AM
Bactrian Bactrian is offline
Banned
 
Join Date: Apr 2002
Posts: 1,507
The Minor Changes thread will now only have a few of the most recent changes listed. Older adjustments will be archived in the Archived Minor Changes thread.
Reply With Quote
  #243  
Old 09-17-2010, 11:52 AM
Kritios Kritios is offline
Administrator
 
Join Date: Nov 2007
Posts: 101
A couple minor fixes:

1. A bug related to paper products being inappropriately named 'a paper piece of <type of paper>' should now be resolved.

2. Tailors will no longer be able to work on items that they are wearing.
Reply With Quote
  #244  
Old 09-17-2010, 07:29 PM
Kritios Kritios is offline
Administrator
 
Join Date: Nov 2007
Posts: 101
We've made a couple minor changes to how sickness is being handled. First, issues preventing the evaporation of existing vomit have been addressed, so the nice . Second, for most intents and purposes, noticeable puddles of vomit will not be created about the local area when someone is suffering from stomach sickness.
Reply With Quote
  #245  
Old 09-22-2010, 03:51 PM
Kritios Kritios is offline
Administrator
 
Join Date: Nov 2007
Posts: 101
The bug causing consignment board shopkeepers to inappropriately accept certain items has now been fixed.
Reply With Quote
  #246  
Old 09-25-2010, 09:56 AM
GMKevin GMKevin is offline
Moderator
 
Join Date: May 2004
Location: USA
Posts: 219
Shield Wielding

You can now wield a shield immediately regardless of which hand it is in, and what is occupying your off hand.

I.E. -- Previously, if you had another item (such as a lantern) in your off hand, and tried wielding a shield from your main hand, it would tell you that you need to free up the hand first. The updated command will simply swap the contents of your hands and allow you to strap on the shield immediately.

Enjoy.
Reply With Quote
  #247  
Old 10-05-2010, 12:58 PM
Bactrian Bactrian is offline
Banned
 
Join Date: Apr 2002
Posts: 1,507
As per the Installing Locks thread, doors that had previously been "safe" but in the public domain will not necessarily be so in the future. Please do not take anything for granted when squatting in someone else's property.
Reply With Quote
  #248  
Old 10-05-2010, 07:27 PM
Bactrian Bactrian is offline
Banned
 
Join Date: Apr 2002
Posts: 1,507
As a follow-up to the previous post, if you gain access to an area that is clearly "under construction" (for instance, isn't named or described) please let us know ASAP. I know that the temptation to explore is strong, but if an area isn't meant to be accessed it's likely for a reason.
Reply With Quote
  #249  
Old 10-10-2010, 01:02 AM
Bactrian Bactrian is offline
Banned
 
Join Date: Apr 2002
Posts: 1,507
The long-standing bug that stamped some inn room keys with the wrong room number has been resolved. This applies only to new keys (it won't fix keys retroactively to have the correct number).
Reply With Quote
  #250  
Old 10-12-2010, 07:28 PM
Kritios Kritios is offline
Administrator
 
Join Date: Nov 2007
Posts: 101
A number of additions/fixes have been made to the dialogue system. These changes will be most noticeable when dealing with certain types of NPCs, such as innkeepers and metalworkers. Changes include: fixing a longstanding issue regarding gestural communication (i.e., nodding instead of saying 'yes'); fixing some of the more prevalent causes which would cause an NPC to stop responding to any form of dialogue during a conversation; and having the NPC indicate they are confused under appropriate circumstances.
Reply With Quote
  #251  
Old 10-18-2010, 06:04 AM
Tiehn Tiehn is offline
Moderator
 
Join Date: Nov 2007
Posts: 16
Added functionality to tailoring skill 'stitch pattern'

As per long-standing player request, functionality for multiple colours in edgings has at last been implemented! No more need to wait for custom bicoloured threads!

This will give tailors and their customers much more flexibility when choosing how to sew their edgings.

Tailors must use equal amounts of one or more threads for it to show up in the colour description, i.e., 4 stitches of silver and 4 stitches of red, 1 stitch of green, on a 9 stitch item, would give you a "red and silver" output due to the green largely being unnoticeable in comparison.

If a tailor does not want to use the new functionality, s/he needs only use one colour of thread, as per the previous system.

As always, if you notice anything which looks like a bug, please send up a detailed @report.
Reply With Quote
  #252  
Old 10-21-2010, 07:24 AM
Tiehn Tiehn is offline
Moderator
 
Join Date: Nov 2007
Posts: 16
New stock

Cantus, proprietor of the Dark Horse Trading Post in Vetallun, has decided to cater to the woodsie clientele by stocking shovels for all their hole-digging needs.

Thank you to Doritus for the suggestion.
Reply With Quote
  #253  
Old 10-22-2010, 08:00 PM
Kritios Kritios is offline
Administrator
 
Join Date: Nov 2007
Posts: 101
1. Further refinements have been made to the dialogue system to allow it to better handle variations on morphology.

2. A bug causing trainers that normally teach for free to charge money when using the multi-ranks training option has been rectified.

3. The inappropriate arrangement of items in room descriptions (i.e., a crate lying against a non-existent wall in the middle of a forest) should now be fixed.

4. A descriptive error with injury-related fumbling should be addressed.

5. A significant number of bugs and calculation errors have been addressed for the DUPLICATE command, as well as a slight tweak to the time description. It should work more intuitively, now. For completeness, it is worth noting that the time estimate it gives you is in in-game time units, not real time units.

6. Belated note: the @org command forum administration section has been adapted to only show and work with relevant character names, not user names.

Thanks you for your @reports. Have fun!

Last edited by Kritios; 10-22-2010 at 10:17 PM.
Reply With Quote
  #254  
Old 10-22-2010, 10:09 PM
Kritios Kritios is offline
Administrator
 
Join Date: Nov 2007
Posts: 101
The way baiting and fishing has been reworked and a number of bugs have been addressed regarding both systems. Most noteworthy, you can now see what bait is on your fishing pole and can now remove it from the pole, if you wish using the 'UNBAIT <item>' command. However, the way the bait interacts with fish has also been improved.
Reply With Quote
  #255  
Old 10-30-2010, 06:00 PM
Kritios Kritios is offline
Administrator
 
Join Date: Nov 2007
Posts: 101
A significant number of fixes have been applied to various mechanics (approximately 57), the most noteworthy of which include fixes to the following: functionality of the pinch command, improved functionality for the new stitching feature, the duplicate command inappropriate removing intended line breaks (Note: the size of the medium check is now functioning correctly, this is not a new feature, but instead a properly functioning feature that has existed for quite some time; we can thus revisit its functionality, should sufficient cause is found to do so), innkeepers becoming non-responsive, certain shopkeepers not recognizing their usual dialogue, various issues with lore instructors, various issues with the ability to drink from wells found throughout the gameworld, added following functionality to the limp command, fixed an issue encountered with the Aziri hunting grounds, added more sources of water throughout the wilds of the gameworld, missing exits in the Colosseum, issues with specific room descriptions and items, shopkeeper(s) who forgot to get dressed in the morning, inappropriately circular exits in the Steps (it can be hard enough to find your way around with them), a descriptive issue with Veteran Character generator stats and other generator-related issues, issues with several of the existing critical hits, and assorted bugs affecting specific players.

I need a stiff drink...

Thanks to those that provided the reports.

Enjoy!

Last edited by Kritios; 10-30-2010 at 11:22 PM.
Reply With Quote
Reply

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off
Forum Jump


All times are GMT -8. The time now is 03:32 AM.


Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.