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Old 06-01-2015, 07:59 AM
Tale Tale is offline
TEC Staff
 
Join Date: Jan 2011
Location: In poverty.
Posts: 1,073
Major Updates

Outdoors & Hunting Update

Skill Changes
  • Outdoor Basics has been more appropriately renamed: Outdoor Survival
  • Hunting Lore has been simply renamed: Hunting
  • Missile Weapons-Bows has been simply renamed Archery.
  • Craft Basic Bone Knife has been simply renamed: Craft Basic Knife
  • [b]Animal “Lore” skills have been renamed animal “Hunting” skills. So Deer Lore has become Deer Hunting, Rabbit Lore has become Rabbit Hunting, etc.
  • Craft Basic Knife can now produce stone knives if crafted with the appropriate stones (they can be found with Survival Foraging).
  • Craft Basic Knife now requires a whetstone instead of a knife to be in-hand . "Natural" whetstones (rough/gritty stones) can also be found with Survival foraging. It will also now negatively affect the final appearance (but not quality) unless some cordage is present in the area when you craft a basic knife.
  • Any ranks you had in the [b]Collect Twigs[b] skill for Outdoor Survival has been replaced with equal ranks in [b]Survival Foraging[b]. The command for which is: "Find Resource" - You can do so in the swamps, forests, grasslands, mountains, and stream/riverbanks for various tools and crafting materials. (This will include twigs if used in the forest, as it replaces the Collect Twigs skill).
  • Anyone can use the skill Survival Foraging, even without knowing the skill or even knowing Outdoor Survival. "Find Resource" - Without any ranks, you will probably have a 95 success, and rolling over success doesn't guarantee you'll find something (For example - if it decides you'll find a branch, but branches have been depleted in that room for the cycle, it will turn up nothing.), but it's possible for truly hard-pressed hunters to get branches and the like for crafting purposes.
  • "Craft Arrowhead" has been repurposed and renamed "Survival Knapping". To use it you will now need a hammer stone (round rock found via Suvival Foraging) in-hand. "knap <stone|bone> into <spearhead|arrowhead>". Certain stones foraged with Survival Foraging and certain other natural objects can be knapped into arrowheads or spearheads.
  • Stones to craft with (via Survival Knapping and other skills & actions) are now found with the Survival Foraging skill in rocky/mountainous areas, and some river and streambanks.
  • Twigs are now also required to build Lean-To shelters.
  • Cord Snares can now use Cordage to set-up instead of Rope, saving on the total grass requirement. (Rope can also still be used).
  • Cord Snares can now use various objects as stakes to set-up. Branches, torches, leg bones, ribs, and more.
  • Craft Basic Stave can now be used without knowing the skill as a General Skill.
  • Altenes no longer have Altene Ways, or the two skills that come with it. Instead they have been replaced with two Lores (with a GSP refund for each rank beyond rank 1 for those who spent GPS to rank it up at all). Altene Fangstave Lore, and Fangstave Temper Lore.
  • If you know Altene Fangstave Lore, you can use “fang” instead of “stave” when making a quarterstave with Craft Basic Stave skill to produce a fangstave instead of a normal stave. (The command is now: Craft <stave|fang|quarterstave|fangstave> <with|from> sapling).
  • Altene natives receive a bonus to the action Craft Basic Stave (enough to overcome the “I don’t have ranks in that skill” penalty, as well as having a bonus to success AND to product quality (of both staves and fangstaves), which carries over if you ever actually do gain ranks in Craft Basic Stave.
  • Tempering a fangstave works the same as it did before with a few exceptions. You must know Fangstave Temper Lore in order to use the skill. Lowering your Success (Altene nationals start with the equivalent of rank 1) is determined by ranks in Craft Basic Stave, if you ever gain ranks in it. High ranks also convey additional benefits to the tempering process to the fangstave you are tempering.
  • Altene Fangstave Lore & Fangstave Temper Lore cannot be taught or learned, and only Altenes have it naturally, as it replaces a national bonus during Character Generation.


New Skills & Lores
  • There is a new skill for Hunting – Ursine Hunting. It functions exactly like Deer Hunting, Boar Hunting, etc, but works for Bears.
  • There is a new skill for Hunting – Goat Hunting. It functions exactly like Gamebird Hunting, Rabbit Hunting, etc, but works for Goats, Rams, Ewes, etc.
  • There is a new skill for Outdoor Survival – Craft Fishing Pole. It requires a knife in-hand. "Craft pole (from|with) <sapling>" with a sapling, some cordage (Made with Wilderness Cordage Lore + Survival Rope Making), as well as suitable hook present (can be found with Survival Foraging, and elsewhere in nature).
  • There is a new skill for Outdoor Survival - Survival Weaving. "Sweave <reeds|grass|twigs> into <Thing>" your ranks and the material used (Twigs, grass, and reeds) determine what items (Thing) you can attempt to weave. Simply attempt to weave your material into something to be given a list of what you can weave at the moment. More ranks open up more options to weave things into up to rank 100.
  • There is a new skill for Hunting - Craft Bone Axe. It requires a knife in-hand if you use a branch as the haft, but instead will require a whetstone if you use a leg bone as a haft. "Craft axe (from|with) <leg bone or branch>". Have cordage & a jawbone present, as well.
  • Krimalus teaches the lore Survival Cordage Lore. Use described in the Action & Command Updates” section below.
  • Krimalus teaches the lore Hunter Tipping Lore. Use described in the Action & Command Updates” section below.
  • There is a new skill for Outdoor Survival – Whittling. “Whittle <material> into <thing>” – You’ll start with Branches, but if you choose to rank the skill high enough, you’ll open up more options for branches, but also open access to ribs, leg bones, and more are possible whittling materials. Simply attempt to whittle your material into something to be given a list of what you can whittle at your current rank. Options keep opening up all the way to rank 100.


Item Updates
  • Claws from large predators (or claws from creatures who have disproportionately large claws for their smaller body types) now auto-group with their mates, and need to be split instead of ungrouped. So raven claws auto-group with raven claws, lion claws auto-group with lion claws, etc.
  • The above-mentioned claws (and other appropriate natural objects) can now be used to turn player-crafted clubs into spiked clubs. Use the "fasten <object> to <club>" command with a club & appropriate objects to spike it. (This cannot be undone). This turns the club into a "spiked" club that does piercing damage instead of bludgeoning damage. You'll need to have a certain level of knowledge in club crafting AND general club mechanics to do so, OR know the new lore: Hunter Tipping Lore.
  • Player-Woven baskets (Produced via Survival Weaving) can be held while gathering grass to be auto-collected.
  • Player-Woven baskets (Produced via Survival Weaving) can be placed on the ground while fishing to auto-collect the fish you catch.
  • Certain creatures (like sea snakes, sloani, etc) have “large fangs” instead of just “fangs” like smaller serpents and other critters have. Each can be used in different crafting situations, depending on the size of the fang.
  • Saplings can now be found in various wood types. (These are compatible with all weapon crafting skills that require a sapling for materials)
  • Branches can now be found in various wood types. (These are compatible with all weapon crafting skills that require a branch for materials)
  • Branches for Crafting and and Firewood are now separate entities. Firewood is no longer “some dry branches”. They have been changed to “some dry deadwood”. Branches for crafting are now seen as “a <substance> branch”.
  • Branches for Crafting are now found via the skill Survival Foraging (in forested areas of course). They come in various wood-types. The substance for which is transferred to weapons crafted with them. A walnut branch could be used to make “A finely-crafted black walnut club,” for example.
  • Soap Roots are a new forgeable item (Soil Foraging) that grow in forests near Blackvine and Rock Valley.
  • Saplings & Branches for crafting are a limited commodity. They re-grow over time, but there will be a maximum you can find in any one square before the re-grow period. The trade-off being we have several hundred rooms with which to find each, and they all spawn with real, dynamic wood types and not just pine.
  • Corpses now take up space according to their weight. Which means smaller corpses can now fit in some containers.
__________________
Game Master Tale
Knowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Philosophy is wondering if that means ketchup is actually a smoothie.

Last edited by Tale; 06-03-2015 at 09:47 PM.
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  #2  
Old 06-01-2015, 07:59 AM
Tale Tale is offline
TEC Staff
 
Join Date: Jan 2011
Location: In poverty.
Posts: 1,073
Action & Command Updates
  • You now require Hunter Tipping Lore in order to tip arrows with arrowheads, OR be Practiced in Archery, and know at least 1 rank in both Craft Arrow & Survival Knapping. This is done with the “Fasten” command and this change cannot be undone.
  • With Hunter Tipping Lore, OR if you are Familiar with Spears, and Practiced in Craft Spear, you can now fasten Spearheads to player-crafted wooden spears. The quality of the spearhead CAN alter the quality of the spear once fastened. This is done with the “Fasten” command and this change cannot be undone.
  • With Hunter Tipping Lore, OR if you are Familiar with One-Handed Crushing, and practiced in Craft Club, you can now fasten various spikes to player-crafted clubs. It requires a handful of spikes to do so. This is done with the “Fasten” command and this change cannot be undone.
  • If you know Survival Cordage Lore, you can use the “Cord” command on rope items to produce cordages, a new material required for certain actions and crafting skills. Cord <rope item>.


NPC Updates
  • Krimalus is an old woodsman that lives in a cave off a hidden cove (affectionately known as “Krim’s Cove”), north of the North Woods (Also known as Coastal Woods, Oak Forest, etc - The forest north of the obstacle courses that are north of the carcass buyer). Perhaps if you do something for him in exchange, he'll be willing to share his knowledge with you, for the standard fees. (Simply tell him you want training and he’ll explain how to receive it – once he’ll train you, you can type “Train” to see what Skills he teaches, and “Train Lore” to see what Lores he teaches). Once you’ve gotten him to train you via a favor, you’ll find he doesn’t charge quite as much as most trainers.
  • Normal woodsie trainers like Fern and Tauruu now also train some new skills, such as the Survival Foraging skill, the Craft Fishing Pole skill, and the Craft Basic Axe skill.
  • However, only Krimalus currently teaches the new skills Survival Weaving, Whittling, Ursine Hunting, and Goat Hunting. He is also the only one that teaches the new Lores: Survival Cordage Lore & Hunter Tipping Lore.
__________________
Game Master Tale
Knowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Philosophy is wondering if that means ketchup is actually a smoothie.

Last edited by Tale; 06-02-2015 at 05:23 PM.
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Old 07-28-2015, 07:03 AM
Tale Tale is offline
TEC Staff
 
Join Date: Jan 2011
Location: In poverty.
Posts: 1,073
Economy Update


Brokers
  • Attributes and Traits have been adjusted slightly so that the gap between the lowest you can possibly get, and the highest you could possibly get for any given item has been shortened.
  • Non-brokers will see a noticeable increase in loot worth when selling.
  • The minimum worth of everything you can sell has doubled (increased by a minimum of 100%), and most people who got the minimum before get better than the minimum now.
  • This change helps newbies more than anyone, as they don't know how to 'work the system' and shouldn't become as frustrated at not being able to earn money properly when starting off.
  • Brokers will see a slight decrease in their maximum prices. ("Max price broker prices" decreased by about only 11% in total)
  • Not all previous "top end" brokers will get the maximum prices anymore, as the criteria for "top end" has been fine-tuned to not be as easy as simply picking the correct traits and choosing adjectives like "beautiful" and "charming". Good chargen rolls after such planning, however, can still net you a "top-end" broker.
  • You can now actually become a top-end broker, by increasing your 'brokering attributes' to appropriate levels. (Increasing non-com stats is currently only a story-point purchasable options).
In simple terms, if an Item could be sold for 100 denars by Gullible Uggo, but sold for 900 denars by Charming McHottie, Uggo would now be able to sell that same item for at least 200 denars, while McHottie could only sell it for 800 at most.


NPC Buyers

All NPC buyers that buy items that they sell in their stock are now stocked dynamically. Meaning, the Staff will stock them the first time, but all stock after that will be entirely dependent on players selling that item to the NPC. A prime example would be Sesquiculus. Every torch he buys adds +1 to the amount of torches he has to sell. If he runs out and no one sells him any more...he will just be out of stock until someone does.

There are not many items this applies to at the moment, but now that the mechanics for player-restocking have been coded, more can easily be added in the future. (Future examples could be armor made with Leatherworking)
__________________
Game Master Tale
Knowledge is knowing a tomato is a fruit. Wisdom is not putting it in a fruit salad. Philosophy is wondering if that means ketchup is actually a smoothie.

Last edited by Tale; 07-29-2015 at 09:52 AM.
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