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  #91  
Old 04-18-2012, 11:54 AM
Kneller Kneller is offline
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You now receive a confirmation prompt with toss <item> <dir> when the target room is a water room that sinks (and eventually destroys) items.


You are about to toss something into a water room and it may not be recoverable. Do you wish to continue?
Enter 'y' to continue.n
You reconsider.
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  #92  
Old 04-21-2012, 07:50 AM
UzakGM UzakGM is offline
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Join Date: May 2010
Posts: 270
-Beta characters will now have access to more stocked goods than were previously available. Incredibly rare or unique items will still not figure in the stock list.

-Over 50 items had improper store display names that have been fixed. If you find any shops with items that don't have proper display names please @report them as a Typo Bug. An example of an improper display name when viewing the stock: "Retalq Gladius", "Gold Gladius", etc. The proper display name is "A retalq gladius", "A gold gladius".

-The leather thigh greaves that could be purchased at the Bronze Lane gladiator shop will now function properly and block damage. A bug had prevented them from doing so.

-Tin tridents are available to the character generator upon the creation of a trident user as per Raphael's earlier change. These tin tridents can now be purchased at Marius' shop in Bronze Lane. Please @report any possible balance issues.
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  #93  
Old 04-21-2012, 02:59 PM
Kneller Kneller is offline
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Quote:
Originally Posted by Kneller View Post
You now receive a confirmation prompt with toss <item> <dir> when the target room is a water room that sinks (and eventually destroys) items.


You are about to toss something into a water room and it may not be recoverable. Do you wish to continue?
Enter 'y' to continue.n
You reconsider.
Rooms you could fish from, such as river banks, apparently count in this group too. So I've updated it again: toss should work normally in any room that has enough solid ground for characters to walk into. Please @report any further exceptions found.
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  #94  
Old 04-29-2012, 01:57 PM
Kneller Kneller is offline
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Using the @ symbol in conjunction with the emote (:) command, you can now free-hand emotes a lot more creatively.

This still uses the emote command, and processes things much in the same way. <target> and <target+p> still function, for example.

You can attach symbols such as apostrophes to the @ just fine. @'s becomes Kneller's.

Remember to capitalize the first word after the emote command. This is not automated.

Examples:
:After jumping at <uzak>, @ pants.
After jumping at Uzak, Kneller pants.
:After ruffling <uzak+p> hair, @ grimaces.
After ruffling Uzak's hair, Kneller grimaces.
:Dancing around, @ works up a fire.
Dancing around, Kneller works up a fire.
:Dancing around, @'s heat rises.
Dancing around, Kneller's heat rises.

This command is still subject to all of the regulations that ruled it previously.

Kudos to the players who suggested it (several times over the years, I'm guessing.)
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  #95  
Old 05-04-2012, 06:58 AM
Raphael Raphael is offline
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Join Date: Nov 2011
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The org bank clerks now respond to nodding and head shaking.
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  #96  
Old 05-25-2012, 01:49 PM
Sceadu Sceadu is offline
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Location: In your basement.
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Over the next few weeks we're going to be making skills that, in reality, anyone should be able to do, available for everyone. Due to balance issues, this will not include combat skills. An example of this is fishing. Anyone can currently do it without any ranks although it is part of the outdoors basic skillset. It is what we refer to as a 'general skill'. The first of these changes has already been put into place. Now anyone can attempt to bandage a bleeding wound. The chance of success is based on the associated attributes. Currently it is still possible that a character's success may be 100. Also, along with this change there may be additional changes to how bandages work, depending on how well they are applied. We do NOT want to devalue the skillsets these skills belong to while we make these changes. We are also considering adding a high end cap of 95 on skills just as we have a low end cap of 5. Other skills that may be added to the list of 'general skills' is digging of a fire pit along with building the fire itself, applying a tourniquet, and quick grabbing something from someone's hands. Others skills may be added to this list as we go through this transition.
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  #97  
Old 05-26-2012, 01:40 PM
Sceadu Sceadu is offline
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Update on "General Skills"

The max success on what we're now calling "General Skills" has now been set at 95.

Current list of skills included in General Skills:

Fishing
Bandaging
Digging a fire pit
Building a fire
Stoking a fire
Throw
Skinning
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  #98  
Old 05-27-2012, 06:41 AM
Sceadu Sceadu is offline
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Quick grab has been added to the list of "General Skill".
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  #99  
Old 05-29-2012, 09:15 AM
Kneller Kneller is offline
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Posts: 393
Added functionality to @color?-menu:

You can now import color settings from any character on your account by adding their first name to the command:

@color marcus
Colors imported from Marcus.
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  #100  
Old 05-30-2012, 03:41 PM
Kneller Kneller is offline
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Posts: 393
New command: PREF-I?NHAND <item>

What this does is select an item that you prefer to keep inhand, when both items inhand are stowable. It sets precedence OVER wielded weapons, or anything else that can be stowed. The item must be inhand to use as preference. It's primary use will be to set precedence to the off hand object when desired.

Note: It only targets a unique item. Setting it to a torch will only grant precedence to that one torch. I can add more depth to the command down the road if it looks like there's heavy usage.

Example:
take shield
You put a small clay jar in a pure white business suit.
You take an Iridine wall shield from a pure white business suit.
use shield
You strap an Iridine wall shield to your left arm.
take mace
You are already carrying a spiked iron mace.
pref-i shield
Preferred inhand item set to an Iridine wall shield.
take jar
You stop wielding a spiked iron mace.
You put a spiked iron mace in a pure white business suit.
You take a small clay jar from a pure white business suit.


Thanks to Koppe's player for inadvertently suggesting it.
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  #101  
Old 06-10-2012, 01:58 PM
Sceadu Sceadu is offline
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The formula to determine success when learning languages has been adjusted. The ranks in the language being learned do not play quite as large a part of the equation anymore. Also, the formula to determine how many language points are earned per attempt has been changed. The lower end has been raised and the upper end lowered.

Languages are SUPPOSED to be hard to learn. You shouldn't be able to master any of them quickly. These changes should slow those that were learning too quickly and help those that were having such a difficult time learning at all. We will continue to monitor this and, if necessary, make changes as we needed.
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  #102  
Old 06-10-2012, 03:34 PM
Sceadu Sceadu is offline
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A limit of 20 lessons has been put into place spread out among all the library tutors. This doesn't include the lingo tutor.

edit: To clarify, a "lesson" is one instance of the tutor giving you a phrase and you "echoing" that phrase. The limit is 20 per real life day. The approximate time this limit is reset is 6:00pm EST.
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  #103  
Old 06-18-2012, 06:44 PM
Kneller Kneller is offline
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Shopkeepers will now say how much change they are issuing before writing a bank note, to help our illiterate friends in knowing what they're owed.

You say to Cadmus, "Change"
Cadmus says, "Very well. Your change comes out to..."
Cadmus says, "Two talents, one hundred twenty-five denars, and three sterces. Let me write you a bank note."


Upon sleeping, dog owners should now see when their pets are settling down with them. This was already theoretically in place for about eleven years, before pets were even released, but looks like I fixed it. Note that whether a dog sleeps next to you can depend on the last command you gave it.

You see Kneller's Workshop.

A dog with rough, shaggy fur named Raif wakes up.
A dog with rough, shaggy fur named Raif stands up.
sleep
Raif settles down next to you.
[insert normal sleep scroll]
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  #104  
Old 06-18-2012, 07:00 PM
Kneller Kneller is offline
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If your hands are still free and able to carry a container or item group that you hand to a shopkeeper, they will return it to you instead of placing it on their counter. If not, they'll place it on the counter as before.

offer sack to ipsus
You offer a large sack to Ipsus.
Ipsus accepts a large sack from you.
Ipsus takes what he wants from the large sack and hands it to you.
inh
You are holding a large sack in your right hand and nothing in your left hand.
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  #105  
Old 06-22-2012, 10:22 AM
Kneller Kneller is offline
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There is now a minute chance of gleaning LP from hearing people speak in languages.

Actual LP gain from gleans is intended to be a rare occurrence.

Also, it will only work for languages your character actively knows already, but is not yet fluent in: from rank 1, stopping at rank 50. Certain traits and a few other background details about your character can affect the chances of triggering it, and certain attributes have a chance of granting a bonus to the gains.

Again, this is only a bonus system and is not intended to be effective as a supplemental training method.

Yes, it can go over your 20 tutored lesson LPs.
No, it will not stop you in any way from getting your 20 tutored lessons and will have no negative impact on your regular gains.

We will be tracking how often this triggers and how much is awarded, to make adjustments down the road if deemed necessary.

Currently, Say or Say to will trigger this for anyone in the room, and whisper will trigger this only for the target and/or those capable of listening in. This should include speech verbs, but I'll be studying all of the speech commands that involve language use to be sure and adding them as needed.

---

On a related note, you can now direct Say to at the person carrying you, though you still can't target others in the room.

---

As always, @feedback and @report are appreciated.
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