https://www.legendmud.org/index.php?title=Welcome_Board_Archive_-_Druid_stuff_and_more&feed=atom&action=historyWelcome Board Archive - Druid stuff and more - Revision history2024-03-29T05:30:31ZRevision history for this page on the wikiMediaWiki 1.35.2https://www.legendmud.org/index.php?title=Welcome_Board_Archive_-_Druid_stuff_and_more&diff=592&oldid=prevHuma: Created page with "<pre> First, the mostly non-druid stuff: Code: * If you have eloquence as a skill, you will be reimbursed a practice automatically when you log in * 'receive' moved before..."2020-05-12T20:33:26Z<p>Created page with "<pre> First, the mostly non-druid stuff: Code: * If you have eloquence as a skill, you will be reimbursed a practice automatically when you log in * 'receive' moved before..."</p>
<p><b>New page</b></p><div><pre><br />
First, the mostly non-druid stuff:<br />
<br />
Code:<br />
* If you have eloquence as a skill, you will be reimbursed a practice<br />
automatically when you log in<br />
* 'receive' moved before 'reconstitute' in the command table ('rec' now <br />
does 'receive' again)<br />
* Changed messages on reconstitute when no arguments are provided<br />
* Fixes a bug with the attributes display and stats over 100<br />
* Modified the configuration on sockets to avoid the lengthy lags caused <br />
by people connecting in certain ways<br />
* Fixed a (somewhat super ancient) bug where if someone anywhere on the <br />
mud failed a spell, all object cast spells (weapons, potions, etc) <br />
would fail until someone cast a successful spell<br />
* Black potions and other potions that don't follow a certain string <br />
pattern will properly create empty vials when they're used<br />
* Crashing bug in housing fixed<br />
* You now gain 1/2 xp if you're more than 3K over rent when you receive <br />
xp.<br />
* Boil Blood: If the target of boil blood dies, the caster's timer for <br />
boil blood reuse will be vastly reduced to no more than 30 seconds.<br />
* You no longer stop hiding when you use a channel<br />
* Stone of Renewal now adds +1 mv regen as well<br />
* A fighting victim no longer prevents backstab from working. You can use <br />
backstab to enter a group fight. It is a little bit harder to land <br />
the backstab, but it will work. Once a backstab is attempted, the mob <br />
will become alert as normal.<br />
* Many imm/behind the scenes changes to make life a little more bearable <br />
for bug fixing and debugging.<br />
* You can now shoot while in solitary and private rooms if your target <br />
is in the same room<br />
<br />
<br />
Areas: <br />
<br />
* Earring of Dido is now templated<br />
* Progress on Tombstone<br />
* Help file updates<br />
* Powder teacher now requires you to know brew<br />
* Fixes 2 mobs that were causing some stability issues<br />
<br />
<br />
*** Druid Update Phase 2 (Poultice, Augment, Make Oil) *** <br />
<br />
FIRST QUICK NOTE<br />
In all of the updates we've done, we've tried to approach them with the <br />
idea that we're adding things to the game rather than taking them away.<br />
We've gone to great lengths not to "nerf" abilities, skills or<br />
anything.<br />
<br />
With druid update 2, that changes in regards to poultices. There are <br />
a few poultices in game which do something other than a cure light <br />
wounds, bless and cure burns in particular. That's changing. All herbs<br />
that can poultice will create a cure light poultice. You can add <br />
effects to a poultice with oils (see below), but the end result is <br />
that to apply a bless with a poultice or cure burns with a poultice,<br />
you'll need to expend more time and more mana. We hope that the tradeoffs<br />
(see below) will offset this somewhat small change.<br />
<br />
FLAVOR/FOUL/PURIFY<br />
A larger update to FLAVOR/FOUL/PURIFY is coming. This is a quick update.<br />
<br />
FLAVOR/FOUL are now one skill. If you had the FOUL skill, it will be <br />
automatically replaced with the MAKE OIL skill. <br />
<br />
PURIFY, for now, will remain it's own skill.<br />
<br />
The alignment restrictions on FLAVOR/FOUL/PURIFY have been removed.<br />
<br />
POULTICE<br />
All herbs that currently create any type of poultice will create cure<br />
light wounds poultices. Some new herbs might also create cure light <br />
poultices.<br />
<br />
MAKE OIL<br />
In order to add different effects to poultices, you can create oils <br />
(ahead of time, even!) and apply them to a poultice. You may apply <br />
up to 3 oils to a poultice to create different effects. Oils can be <br />
applied before and after a poultice is augmented (though there may <br />
be reasons why you don't want to do that). <br />
<br />
Some of the effects going in with make oil:<br />
<br />
- Cure light (see below)<br />
- Cure Burns<br />
- Bless<br />
- a new effect called 'remedy'<br />
<br />
(Remedy provides a short-duration, somewhat giant buff to regeneration, <br />
basically.)<br />
<br />
In order to make oil, you will need an empty oil flask and the herb <br />
in question. MAKE OIL <herb> will find an empty flask and create <br />
the oil if successful. Depending on spirit, the oil may have multiple <br />
uses. Flasks of oil are small and can be stored in DERT bags, though <br />
they rent for more than the original herb.<br />
<br />
In order to apply an oil to a poultice, APPLY <oil> <poultice>. If <br />
there is room on the poultice for another effect, the oil will be <br />
applied. When the poultice is used, the effect will be applied. <br />
<br />
Applying oil to a poultice takes some time but very little compared <br />
to actually making an oil or a poultice.<br />
<br />
AUGMENT<br />
Augment has changed in two very important ways:<br />
<br />
1) You no longer need the same herb to augment that you did to <br />
make the original poultice. If an herb makes a poultice, it <br />
can augment any poultice.<br />
2) When you augment a poultice, it changes all cure lights on the <br />
poultice to the 'poultice' spell. <br />
<br />
So here's a use case:<br />
<br />
make poultice barberries<br />
<br />
apply <flask_of_oil_that_does_cure_light) poultice<br />
<br />
apply <flask_of_oil_that_does_cure_light) poultice<br />
<br />
apply <flask_of_oil_that_does_cure_light) poultice<br />
<br />
augment poultice angelica<br />
<br />
You now have a single poultice that can heal around 400hps of damage <br />
for the cost of 3-5 herbs (depending on your oil making skills and <br />
a little bit of prep time) and an additional amount of time, though <br />
less than what it would take to make 4 augmented poultices.<br />
<br />
HERBLORE<br />
<br />
The HERBLORE skill will continue to give access to up-to-date (read:<br />
currently out of date) herb information. It will also continue to <br />
give you access to the entangle command.<br />
<br />
We've changed herblore to also allow you to be able to herblore an <br />
object in your inventory. We will expand on this feature later, but <br />
for here's what HERBLORE <object> will tell you:<br />
<br />
POTIONS - The names of what spells it will cast<br />
POWDERS - The description of the potion and the the spells it will cast<br />
OILS - The names of what spells it will cast<br />
<br />
There are potions now which aren't able to be brewed. Herblore can <br />
now identify their effect such as what a black potion does.<br />
<br />
In the future, we'll expand this to HERBLORE <item> as well.<br />
<br />
</pre></div>Huma