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  #106  
Old 05-19-2008, 11:49 PM
GMKevin GMKevin is offline
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AMMO command

We have added the ability for users of missile weapons(read: archers) to specify a preferred type of ammunition. While this preference is in place, you will quickload first with any preferred ammunition that you have, and then pull additional ammunition from your environment as you normally would. The command to specify your preferred ammunition is listed below.


The AMMO command has been added to facilitate the addition and removal of preferred types of ammunition.

USAGE: ammo <weapon type> <ammunition type>|none

Examples:

To add crude arrows as your ammo of choice --
ammo bows crude

To remove your preferred ammo --
ammo bows none

To view your current preferences, simply type AMMO.

Thank you to Marnevel for the suggestion. As always, please @report any bugs you find.

Enjoy!
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  #107  
Old 05-21-2008, 07:13 PM
Tiehn Tiehn is offline
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Join Date: Nov 2007
Posts: 16
New stock

To help make every wedding feast a blast, Aquari has added additional stock to her menu. Try the marinated olives!
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  #108  
Old 05-22-2008, 03:46 AM
GMKevin GMKevin is offline
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Join Date: May 2004
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Posts: 217
Contributing to your RP spending habit.

We've updated a few items in the role-point expenditures menu today. Those of
you with regular accounts can now purchase speech-text alterations. Also, all
accounts now have the option to rearrange the skill slots on their characters.

The cost for swapping skill sets on a character is 1000rps, and will allow you
to swap any two -adjacent- skill slots. There is no limitation on how often
you can swap skill slots, and the menu will allow for bigger swaps according to
how many adjacent swaps it would take to get there. Examples:

You have Locksmithing in your first slot, and Streetsmarts in your third slot.
To swap these two skills around, it would require three swaps (Slot 1 with Slot
2, then Slot 2 with Slot 3, and then, subsequently, Slot 2 with Slot 1) and 3000rps.

Swapping a 5th slot with a 1st slot skill would cost 7000rps. So on and so
forth. Edit: For a detailed algorithm, check out the Skill Slot swapping thread in the mechanics forum.

The swap takes effect immediately at time of purchase. Please @report any bugs
you encounter. Thanks.

Enjoy!

Last edited by GMKevin; 05-23-2008 at 11:09 AM.
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  #109  
Old 05-22-2008, 02:05 PM
Sceadu Sceadu is offline
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The cost to purchase a kill permit on a character has been increased from 2000 RPs to 3000 RPs. This is in preparation of future options to Pking. Stay tuned for further developments.
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  #110  
Old 05-23-2008, 05:35 PM
Sceadu Sceadu is offline
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Characters that use !luck to be taken to a coma ward after falling into a coma will no longer leave all their belongings behind.
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  #111  
Old 05-23-2008, 05:38 PM
Sceadu Sceadu is offline
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Until further notice, a sentence of death resulting from a trial will have to be approved by the GMs.
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  #112  
Old 05-25-2008, 12:00 AM
Tiehn Tiehn is offline
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Join Date: Nov 2007
Posts: 16
Scent Samples

Caradrus has begun offering free samples of his wares for those with discerning noses.

Take/get the scented splinter of your choice to sniff an example of the appropriate perfume.

Thank you to Resi for the suggestion.
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  #113  
Old 05-30-2008, 12:41 AM
GMKevin GMKevin is offline
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Join Date: May 2004
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Posts: 217
The swear filter in the Welcome Room has been updated slightly. From now on, the names Dick Cheney and Dick Van Dyke will not set off the strike system any longer. And though I think this had already been solved previously, the word 'grape' will also not affect the strike system either after today.

As a reminder, the swear filter is only active in the main Welcome Room. Other rooms in the Welcome Area do not have this system in place. As always, wherever you are in game, try to keep the conversation on a clean respectable level. And you there, stop slouching...just makes you look lazy.
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  #114  
Old 06-01-2008, 01:23 PM
Sceadu Sceadu is offline
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When trying to learn a skill from a trainer that is simular to another he/she teaches, you should now receive a prompt for which one you’d like to learn. I know this was a problem with the Veteran Character trainers, but I’m not sure about any of the IG trainers. Please @report any problems.
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  #115  
Old 06-02-2008, 07:54 PM
Sceadu Sceadu is offline
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Along with eating, your characters will also now need to drink to stay
hydrated. This system is almost exactly like eating except that there are
certain things that will cause you to loose hydration, including rigorous
activities (such as combat). Keep in mind that certain liquids will hydrate
you better than others, the best, of course, being water. The first time you
log in with your characters after the implementation of this system they will
have their hydration set to max. It's up to you to keep them hydrated from
that point on.
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  #116  
Old 06-03-2008, 09:32 PM
Sceadu Sceadu is offline
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Healers will now notice if a patient is suffering from dehydration or malnourishment when tending them.
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  #117  
Old 06-03-2008, 09:35 PM
Sceadu Sceadu is offline
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The weight of water has been significantly reduced.
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  #118  
Old 06-07-2008, 09:28 PM
Sceadu Sceadu is offline
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*** The following will be going into affect Sunday, June 9, 2008 at 5pm CST. ***

In our efforts to refine the PK system and give characters options other than PK when they wish to ‘send a message’ to another character, we have made the following changes/additions:

New commands:
Cuttongue <character>: This will remove the tongue of a victim. The removal of a tongue is permanent and will cause a character to not be able to speak. The victim must be tied up and passive, or unconscious and the actor must be wielding a knife/dagger/dirk. Cost: 1000 rps.

Bonebreak (or bbreak) <character>: This gives the actor the opportunity to break specific bones of a victim. Bones broken in this manner will heal as broken bones always have, although breaks of this nature are extremely bad breaks. The victim must be tied up or unconscious and the actor must be wielding a club/mace. Cost: 500 rps.

Changes:
Increased PK cost: This has already been implemented and was part of the new system.

The cost to put someone in a coma has been increased from 25/50/100/200/250 to 250/500/750/1000/1250 rps. For those of you that aren’t aware, the cost increases each time you put someone else in a coma within 30 days.

Now, when a character falls into a coma, they can only use the luck command to take them to a nearby coma ward. (Note that a prior change made it where a character’s belongings were taken with them, and no longer left where they fell into a coma) After this, luck cannot be used to awake from the coma.

Comas must be recovered from just as unconsciousness is. The length of time a person stays in a coma is dependent upon the amount of damage incurred to place them in the coma. The average time a character will stay in a coma is 2 rl days. Characters that are comatose (and in a coma ward) will eventually wake on their own. The player must be logged into their character for them to wake. This is similar to the way a person is released from jail.

Once a character wakes from a coma, they will suffer from ‘coma sickness’ (length of time equivalent to the time in a coma), which has the following effects:
* Health/fatigue will be significantly reduced and gradually increase as the victim recovers.
* Fatigue drain will be significanlty increased when performing actions.
* Slight chance to fall unconscious.
* Loss of ability to hear thoughts.
* Chance of stumbling and falling.

All of this makes putting someone in a coma a more viable option to PKing a character.

We will be monitoring the new system very closely for abuse. As always, please @report any problems you may encounter.
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  #119  
Old 06-07-2008, 10:04 PM
Sceadu Sceadu is offline
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Minor correction to the previous post:

The cost of cutting out the tongue of another character will be 1500 rps.
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  #120  
Old 06-12-2008, 03:30 PM
Sceadu Sceadu is offline
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In reflection of the increased RP cost for PKs, the cost of an org purchased PK ticket has been raised from 9 to 12.
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