Update on 08/27/2009 06:52 PM CDT
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Things should be ok for now. We'll be posting more information tomorrow about some upcoming scheduled maintenance/downtime.


Solomon


Fight me:
http://la-bubbita.mybrute.com
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ISP Maintenance Update - 8-28-09 on 08/28/2009 11:11 AM CDT
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We have a truck on-site, attempting to get to the bottom of the issue. We will have access to everything restored as soon as humanly possible (or computerly possible, whichever comes first).

We apologize for the inconvenience.
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Maintenance Update II - 8-28-09 on 08/28/2009 03:28 PM CDT
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We APPEAR to be up and hope we're stable. We do suggest, however, that you remain on the safe side for the time being and limit your dangerous activities a bit (i.e., don't hunt things that will pwn you).

We'll keep people updated if anything changes.

We also have planned another outage for Sunday morning, August 30, from approximately 4:00 am until 5:00 am Eastern, to replace the hardware that's giving us these problems. The downtime should be no more than one hour and we hope to be up long before 4:00 am.

As usual, we apologize for the inconvenience and hope everyone's weekend is much better than our Friday has been!
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Paladin Spell Release and Updates on 09/07/2009 04:09 PM CDT
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(This is for Prime and Platinum, TF will come shortly)

The spell Footman's Strike has been released on PREMIUM PREVIEW.
- This is a 1st tier TM spell that does different types of damage based on the weapon you're holding.
- The first of the eventual Paladin TM line which will include Smite Foe and Smite Horde at some point.


The Halt spell has been tweaked.
- Minimum/maximum prep and spell difficulty has been properly brought in line for first tier spell difficulty. (This is generally beneficial to you all)
- No weird penalty to Paladins casting it due to bad code :P
- No restriction on targets anymore
- No change of spell backfiring onto caster
(and the downside)
- Duration was lowered to be in line with other contested spells.


The Smite Foe spell has been temporarily removed (while it's being converted into true TM) and replaced with Stun Foe.
- Pure Stunner that is now 2nd tier, with a prereq of Halt.
- If you knew Smite Foe you will now know Stun Foe
- Difficulty to cast brought into line with 2nd tier.
- This spell is on GENERAL PREVIEW for now since it was changed up.

I realize that some of these changes are probably not going to be popular, but the Lethal Spell directive is over a year and a half overdue and before positive work and growth can really be done on the Paladin spellbook this has to be done so we can move forward.

However, if you would like to apportion rage and praise properly, Grejuva was the fabulous creator of the Footman's Strike spell and I brought the other stuff to you. Dartenian and I are committed to making sure the full Paladin spell revamp happens and finding ways to improve your overall repertoire as well as the Armor skillset.

-Z

This message was originally posted in The Paladins, Game Master/Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=30&topic=1&message=149
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First Strike Update on 09/09/2009 03:17 AM CDT
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Heyo!

A few changes to the first strike penalties are now live in Prime & Platinum, with TF to follow in a few days. Here are the details, some new, some old.


* The penalty for a basic first strike in combat has been substantially reduced.

* Use of the Challenge verb should still negate first strike issues.

* First strike penalties should not apply against someone the paladin recently caught stealing from them.

* Attacking hostile GMPCs should not incur first strike penalties.


As you might have guessed, there are a few provisos and quid pro quos...


* If you are initiating a first strike against someone who is unable to fight back due to being stunned, immobilized, unconscious, and so on, the penalty is increased (but still lower than before).

* If you are using a non-lethal spell that is flagged as offensive (and this will include debuffs and holds henceforth), the penalty is reduced, but there will still be a penalty.


At some point in the next few days, the penalty for killing another player will be revisited. GM Ssra reduced the penalty for killing in order to balance the penalty for first strike. Since both have now been reduced, there will be a new consideration -- if you start a fight (first strike) and kill the target, the penalty will be greater than just the combination of murder and first strike...but still lower than it was before either set of tweaks.

Big thanks to GM Zeyurn for assisting in getting this fixed.


- GM Dartenian


If you think you can do a thing or think you can't do a thing, you're right. - Henry Ford

This message was originally posted in The Paladins, Game Master/Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=30&topic=1&message=150
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Soldier's Prayer Update on 09/18/2009 01:45 PM CDT
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A number of changes have been made to Soldier's Prayer spell, which are live in Prime and Platinum. They will go live in Fallen after a period of observation.

BUG FIXES:
1: An error that was preventing the spell from reaching its intended cap was fixed.
2: The penalty for non-Paladins casting the spell, a severe reduction in mana contribution to the spell, is now correctly applied.

CHANGES:
1: Soldier's Prayer is now a 2nd tier spell.
1a: The spell's new pre-requisite is Courage, rather than Sentinel's Resolve.
1b: It is now easier to cast.
1c: It is now more likely to blow off limbs from non-Holy casters.

2: Duration has been improved across the board, from 1-15 minutes to 3-20.

3: The barrier's power is no longer weakened with use. Instead, Soldier's Prayer will lose one minute of duration for every spell it contests.

4: The spell is now replaceable.

5: Terrible soul state no longer prevents a Paladin from casting the spell. However, a Paladin with neutral or worse soul state will be treated as "not a Paladin" and subject to the appropriate penalty.

6: All the spell's messaging has been rewritten.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas

This message was originally posted in The Paladins, Game Master/Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=30&topic=1&message=153
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Skeleton Recipes Update and Spoilers on 11/04/2009 10:47 AM CST
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Recipes that have been completed:

Leather Armor: 4 made
Parry Ability: 2 made
Light Edged: 3 made
Medium Edged: 3 made
Heavy Edged: 2 made
Twohanded Edged: 9 made
Medium Blunt: 2 made
Heavy Blunt: 1 made
Twohanded Blunt: 5 made
Light Thrown: 49 made
Heavy Thrown: 27 made
Offhand Weapon: 3 made
Magical Devices: 1 made
Climbing: 20 made
Perception: 6 made
Appraisal: 3 made
Percussions: 10 made
Vocals: 35 made
Discipline: 1 made
Charm Creation: 17 made
Rinds: 2 made
Hard Cider: 1 made
Fire in the Face: 14 made

220 total recipes have been completed.






SPOILER ALERT

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In addition to Hard Cider, there are other foodstuffs that can be created, including, but not limited to: juices, pies, and one sandwich (so far).


As you can also see from the list I posted, you can also create items. For your next bit of homework, consider the material components that make up (and/or components whose inclusion might help to inherently define) the following items:

a torch
a gem pouch
a lockpick
a bundling rope

Solomon


Fight me:
http://la-bubbita.mybrute.com


This message was originally posted in Events and Happenings in DragonRealms' Elanthia, Hollow Eve Festival. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=13&topic=30&message=222
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Spell Scrolls Update on 11/22/2009 03:41 PM CST
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A few changes have been made to the spell scrolls system.

1: Temporarily memorizing a spell (successfully using INVOKE) now provides a large amount of Magical Devices experience.

2: Permanently memorizing a spell (successfully using STUDY) now provides an extremely large amount of Magical Devices experience.

3: Scrolls now have a LOOK description, which will give you an idea of what they, well, look like. Magic users can identify at a glance whether or not the scroll is describing a spell from their own mana type.

This is live in all versions of the game.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas

This message was originally posted in Abilities, Skills and Magic, Magic - Suggestions, Discussions and Thoughts. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=4&topic=16&message=11263
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New Tech Update Mailing LIst on 12/08/2009 03:39 PM CST
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As we all know, Google is slowly taking over the Internet and as usual, they seem to have a good handle on things.

Along those lines, Google Groups are a bit easier to manage/update (and seem to be a little more flexible) than Yahoo Groups, even more so when you're trying to update these things via a cell phone.

To that end, I'd like to swap the Official Tech Updates list to:

http://groups.google.com/group/simutechupdates

simutechupdates@googlegroups.com

The group is now open, please feel free to join up.
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Aesandry Darlaeth Prereq Update on 12/10/2009 11:33 PM CST
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Heyo!

The prereq for the Aesandry Darlaeth (AD) spell has changed in the wake of the depreciation of EWH,IWH,ESH, & ISH.

The AD spell now requires 10th circle, but there are no other requirements.

The circle prereq replaces the old requirement of IWH. Because this spell is very difficult to use with low skill, a reasonable circle req was put in place instead to insure that players had sufficient skill to be able to use the spell.

In other news, the Empath spells on the web site has been updated to reflect the various changes to healing spells and AD released today.


- GM Dartenian


If you think you can do a thing or think you can't do a thing, you're right. - Henry Ford

This message was originally posted in The Empaths, Game Master and Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=23&topic=1&message=264
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Poach Update on 12/11/2009 09:58 AM CST
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You may now poach anything (including players) and no longer need to stalk your target to poach. Henceforth poach shall simply be analogous to ambush with a melee weapon.

Live everywhere.

-Z

This message was originally posted in Abilities, Skills and Magic, Survival Skills - Stealth. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=4&topic=10&message=19880
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Cleric Requirement Update on 12/15/2009 06:25 AM CST
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Following Rangers, Clerics too have been updated to utilize GM Zeyurn's shiny new leveling system! The main change players will notice is that your guildleaders will now be a little more specific in telling you which skills you lack in order to attain the next circle.

In addition, the previously mentioned requirement tweak is live. The Teaching requirement for the 71st-100th circle bracket has been tweaked from 3.5 ranks up to 4, while the same for the 101st+ bracket has been tweaked from 4.5 ranks down to 4.

GM Grejuva

This message was originally posted in The Clerics, Game Master and Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=22&topic=1&message=208
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PERC <other> Update on 12/17/2009 02:40 PM CST
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The Cleric and Moon Mage PERC <other> ability has been changed to take advantage of the Stealth system and new Arcana skill.

1: A Cleric or Moon Mage who is hidden or invisible never give any indication that PERC <other> has taken place. This has not changed. All further comments refer to a Cleric or Moon Mage who is standing out in the open.

2: When a Cleric or Moon Mage uses their ability, they first contest their own Hiding versus the target's Perception. This contest is highly skewed in the target's favor. If the target fails, they receive no indication that the perceiver did anything at all.

3: If the target is successful, a secondary contest of Power Perception vs. Arcana happens. This is, again, skewed in the favor of the target. If the target succeeds, he will be explicitly told that the perceiver is scrutinizing his aura. Otherwise, it will simply appear as a normal glance.

4: With enough Power Perception and Hiding, the perceiver's guarded glance will no longer be visible to anyone other than potentially the target.

This is live in Platinum and Prime, will be live in Fallen in a little bit assuming the usual.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas

This message was originally posted in Abilities, Skills and Magic, Magic - Suggestions, Discussions and Thoughts. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=4&topic=16&message=11350
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Spell Scrolls Update on 12/17/2009 10:17 PM CST
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A small number of changes have been made to the spell scroll system.

1) The contest to comprehend and use spell scrolls now relies on Arcana instead of Scholarship.
2) NMUs can now get the spell's full description, rather than just the title.
3) Barbarians are no longer excluded from reading scrolls.
4) Necromancers have been given their appropriate mana-based bonus to invoking Arcane spells.

Prime and Plat, Fallen later, etc.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas

This message was originally posted in Abilities, Skills and Magic, Magic - Suggestions, Discussions and Thoughts. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=4&topic=16&message=11363
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Faenella's Grace Update on 12/18/2009 02:55 PM CST
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Heyo!


The ability of Faenella's Grace to make spell scrolls easier to work with has been restored, in exactly the same capacity as before the switch to Arcana. Please note that this does not mean FAE gives a blanket Arcana bonus; it merely aids in the understanding of scrolls precisely as it did when scholarship was used.

This change is live everywhere the new Arcana spell scroll changes are live, and will follow the latter wherever it goes, when it goes!


- GM Dartenian


If you think you can do a thing or think you can't do a thing, you're right. - Henry Ford

This message was originally posted in The Bards, Game Master and Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=21&topic=1&message=267
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Arcana Skill Updates on 12/22/2009 03:17 PM CST
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The changes to PERCEIVE <other>, spell scrolls, and Faenella's Grace are now live in Fallen.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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LINK Update on 12/22/2009 08:14 PM CST
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1) LINK now operates on our modern, shiny code for recognizing skill names and acronyms. Anything that EXP accepts will get you the same result in LINK.

2) A bug that caused a max-power LINK to freak out and remove the bonus entirely has been squashed.

Since LINK is an old and rather complex system, I'll be monitoring this heavily tonight. Please play around with it and let me know if I broke something.

This is live in Prime and Platinum only.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas

This message was originally posted in The Empaths, Game Master and Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=23&topic=1&message=265
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Thief Reputation Updates on 12/28/2009 03:53 AM CST
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Greetings!

Now that I've had a chance to talk to some of you at the meetings I've held over the past week, I'm officially announcing the updates made to the Thief reputation system.

First, reputation drift is now slower in both directions. This means you'll be able to stay at higher levels for longer, though it also means you'll linger at the bottom longer if you don't do anything to help yourself out. Yes, I know there are likely some Thieves grumbling out there who have reputations trashed in certain provinces and are unable to bin anything because they can't access the guildhalls. However, this leads me to my next point.

A few months ago, you might remember that I made an announcement about how I included a whole batch of new NPCs into the task system. The reason for doing so was in anticipation of this project: Thieves now have a new way of earning reputation points in the various provinces, and that is by completing tasks for the certain "thiefly" NPCs around the realms. While there are some limitations, I believe it suits our needs well for the time being, and I look forward to further utilizing the system in the future.

The best way to explain how it works is to provide an example. Say you ask the old blind beggar for a task. He tells you he lost a trinket that's very special to him, and he would like you to go find it for him in Barana's shipyard. You accept the task, go crawl around on your knees for a bit while avoiding the rats, and lo and behold -- you find the trinket. You go back to the beggar and give him the item. In return, you'll not only receive cash payment for completing the task, but you'll now receive a chunk of reputation points in Zoluren, since that's where the beggar lives.

However, the delivery tasks are slightly different than the other kill a creature, forage items, etc. tasks where you have to return to the same NPC for completion. Say the beggar asks you to deliver an item to Ioun, the pawnmonger up in Riverhaven. You accept the task, travel up to the city, and give Ioun the item, for which he'd pay you. The difference here is that you will get reputation points in Therengia, where you completed the task, rather than in Zoluren, where the originated. This is simply a quirk of how the task system works and not something that can be easily adjusted right now, so you'll just have to keep it in mind when you're doing tasks. Another thing to note is that if you are asked to deliver an item to one of the NPCs not included in the "thiefly" category, you won't receive reputation points at all for completing the task, unfortunately, so it's up to you if you want to accept it in the first place or just complete it for the cash.

A few additional notes:

- Remember that you will earn points based on the NPC you complete the task with in the end. If the task requires you to return to the original NPC, then you will earn rep points in that province. If the task requires you to deliver an item to an NPC in a different province, you will earn reputation points in the province where the accepting NPC lives. However, if the recipient is not a "thiefly" NPC, you won't receive points.

- You always have the option to decline a task or cancel one after you've accepted it. If you want to focus on doing tasks that earn you points in a specific province, it'll probably be best to strategically accept and decline certain tasks unless you don't mind adventuring and doing something different once in a while. Sometimes you might be forced to decline a task if the NPC is asking you to deliver an item to a recipient in an area you cannot access due to poor reputation (which is all the more reason to get started on improvement!)

- Because of the way they're set up, there are certain NPCs that will award you reputation points in a random province upon completion rather than for the province where they live. These NPCs are the barkeeps, tavern owners, etc. that are included in the rumor system. I figured awarding random rep points was better than nothing at all, so hopefully it won't be too inconvenient for you.

- I'm sure you're wondering by now just who these "thiefly" NPCs are. If you haven't fooled around with the task system when I made the updates a few months ago, don't worry. I'll be posting a list in a little bit so you'll have an easier time testing and what not.

- In the future, the scale on which reputation is measured will be changing a bit as well, mainly since the drift is now slower. The point at which you have autothuggings upon entering the guild, guildleaders ignoring you, losing other privileges, etc. will likely be adjusted to be more lenient. Nothing on this front has been done yet, but I wanted to give you a heads up.

- I have not changed anything to do with binning at this time, so it will still work as it always has.

The bottom line is that binning was never supposed to be an end-all-be-all for fixing/improving one's reputation. I am always looking for new ways to help Thieves improve their reps, so if you have any suggestions, I'm all ears. My goal is to move toward a feasible way for Thieves to use their reputation as a sort of "currency" that will allow them more benefits for having above average standings in the various provinces.

Please feel free to post any questions, comments, or suggestions that you may have. If you have an issue with the task system itself, such as the types of creatures you're asked to kill or where you're being sent to do deliver an item, please post those in the Task System folder in Abilities, Skills, and Magic so GM Obseden can see them.

Enjoy!

-- GM Tiesse

P.S. -- These updates are live in Prime and Plat and will be rolled into TF next week if everything goes smoothly.


"Governments and corporations need people like you and me. We are samurai. The keyboard cowboys." -- The Plague

This message was originally posted in The Thieves, Game Master and Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=33&topic=1&message=234
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Rite of Contrition: General Preview & Updates on 12/28/2009 05:03 PM CST
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The following changes have been made to the Rite of Contrition spell:

1: Rite of Contrition is now on general preview, where it will remain for approximately one week.
2: A bug that was preventing ROC from dispelling Worm's Mist has been fixed.
3: ROC will now give you more feedback. It will message if the spell causes you to cross a detection threshold. Note that the first possible message for this will be delayed a few seconds to prevent the spell from spamming you even more thoroughly than the dispels already do. You immediately gain the benefit of the mana you're holding, it can just take the messaging a few seconds to catch up.

On a slightly different note:

4: Due to how things work right now, ROC currently allow Empaths to heal/link/shift Necromancers that exceed the normal Divine Outrage limits. THIS IS ONLY TEMPORARY while certain updates to healing and shock are finalized. Empaths and Necromancers should not get used to working together; it will be bad for both their healths.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas

This message was originally posted in The Necromancers, Game Master and Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=26&topic=1&message=42
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Sever Thread Updates on 01/09/2010 01:26 AM CST
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Since I'm still in a sorcerous mood, the following changes have been made to the Sever Thread spell.

1: Balance hit has been standardized across all tiers of success.
2: There is now a chance to knock the target to his knees or on his back.
3: All 3 tiers now immobilize the target for varying lengths. In all but one possible case this is a boost in duration.
4: The maximum number of attacks you get per cast at the high end has been reduced, but not linearly. This should only be noticeable if you are routinely getting the highest tier of effect.

Prime, Plat, temporarily not Fallen, etc.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas

This message was originally posted in The Moon Mages, Game Master and Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=24&topic=1&message=321
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Updates to the INVENTORY verb on 01/09/2010 04:53 PM CST
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I've updated the INVENTORY verb to be awesome. The new syntax is this:

>inv help
The INVENTORY command is the best way to get information about your inventory. The syntax is:

INVENTORY - Shows a description of all of the items you are currently wearing
INVENTORY CHECK - Get a rough estimation of how many items are in your inventory.
INVENTORY LIST - List ALL items in your inventory, similar to reading a vault book.
INVENTORY SHOW - Does the same thing as INVENTORY by itself.
INVENTORY SLOTS - Gives a summary of your inventory slots, showing how many items you're wearing in each.
INVENTORY SLOTS LIST - Lists the names of your inventory slots.
INVENTORY [slot] - Shows you which items you are wearing that match this slot.
INVENTORY SEARCH [word] - Searches all of your inventory for items that have the word present.

Enjoy!

--

"The ninety and nine are with dreams, content but the hope of the world made new, is the hundredth man who is grimly bent on making those dreams come true." -E.A.P.
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ACCUSE NECROMANCY Update on 01/11/2010 07:15 PM CST
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Necromancers have a new reason to fear the long arm of the law.

In addition to the Charisma contest, "false" accusations against a Necromancer are now bonused toward the benefit of the accuser based on the amount of time the Necromancer has recently spent within a justice zone. The longer a Necromancer loiters in town, the easier it is to have him accused. With enough time, this can lead to a 100% chance of a successful "false" accusation.

This penalty can be partially mitigated, but not removed, in two ways.
1: If the Necromancer is hiding or invisible in town, his penalty remains static, neither increasing or decreasing.
2: Using the Rite of Contrition spell reduces the size of the penalty while it is active.

There is only one way to remove the penalty: get out of Dodge. A Necromancer needs to spend roughly half an hour consecutively outside the reach of the justice system in order to remove the penalty. Returning to town before then will reset the clock.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas

This message was originally posted in The Necromancers, Game Master and Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=26&topic=1&message=46
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StormFront Update on 01/21/2010 12:21 PM CST
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Simu-Myke has updated StormFront to install properly under Windows Vista and Windows 7 with no need for the user to mangle their UAC(User Account Control).

When installing the updated StormFront, the user will be prompted (regardless of Windows version) to restart Windows. In truth all you SHOULD need to do is close your browser and re-open it for it to work, but there is no way to force that via a Windows installer, so Windows goes overboard. (Imagine that!) ;)

New users who are installing SF for the first time won't notice any difference, current users and returning users who are reinstalling SF will likely notice the required restart.

Currently, this will be a voluntary update which you can get here: http://www.play.net/software/

Just click on the BETA link to get the new version.

Sometime next week, it will force an upgrade when you try to log in with SF.
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Ranger Journeyman Minor Update (Guild Removal Mechanics) on 02/03/2010 11:20 PM CST
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The journeyman near the Crossing Guild has had his mechanics updated slightly.

Previously, two requests were only necessary until one reached circle 100; now you need two requests to kick out any Ranger that is 100 or higher, even if you are also 100th+.

This will shortly be live in Platinum, with Prime and The Fallen to follow roughly one week later.


- GM Sithix
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Update on 02/23/2010 07:16 PM CST
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The Fallen and Plat are open. If you have any problems in Plat, please assist. Prime will be next. We're almost home!


Solomon


Fight me:
http://la-bubbita.mybrute.com
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Minor Update: Creature Gender on 02/26/2010 07:51 PM CST
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A small update to creature backends is live in Platinum at the moment which should allow LOOK and DESCRIBE to appropriately show (humanoid) creature gender via the pronouns "he / she / it".

Previous to this change, everything was an "it".

Within a day or so, this will be moved to Prime and The Fallen as well.


- GM Sithix
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Consume Flesh Update on 03/03/2010 07:21 PM CST
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Two changes have been made to the Consume Flesh spell.

1: The spell now accepts "nerves" as a valid choice. This remains visually indistinguishable from casting at someone's skin.

2: Typing gibberish into the CAST command no longer costs your attunement or causes you to lose the prep. However, both forgetting to do the thanatology ritual first or attempting to heal a completely healthy body part will still cause this to happen.

This is live everywhere.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas

This message was originally posted in The Necromancers, Game Master and Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=26&topic=1&message=50
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ACCUSE NECROMANCER Updates on 03/04/2010 02:35 PM CST
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1: The message a Necromancer gets when he is successfully accused now explicitly states that he is being locked PvP Open and will point him in the direction of appropriate help files, so that there will be no more confusion about this point.

2: Guilded, non-Necromancer PCs 5th circle or below now require a large group to have a chance to accuse. It is still possible to accuse them, but not by a lone PC. Commoners and Low-circle Necromancers are not protected in this manner.

This is live everywhere.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas

This message was originally posted in The Necromancers, Game Master and Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=26&topic=1&message=51
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Halt Update on 03/11/2010 01:25 PM CST
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1) The spell is now considered an Offensive spell which does not constitute First Strike, as opposed to being a Beneficial (ah-heh?) spell. Please let me know immediately if you get a first strike penalty for using it.

2) A messaging error that could make it appear as though the victim was acting before Halt's duration expired has been fixed.

Live in only Prime and Platinum for the moment.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas

This message was originally posted in The Paladins, Game Master/Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=30&topic=1&message=159
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Shard Updates on 03/13/2010 02:06 AM CST
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A number of enhancements to (OK, a complete rewrite of) the Shard gates has been made. This includes the following:

1) The gates are no longer breakable, due to the old gates being splinters repaired by splinters.
2) The gates close at night and open during the day.
3) Passing through the gates while wanted can get you arrested again.
4) Citizens can knock on the gates to get through and can lead a group through.
5) City goes into lockdown mode during invasions. Everyone can go through the gates with KNOCK if there's an invasion.
6) You can no longer bypass the walls from the outside by climbing them. If you still have a driving need, you can attempt scaling the walls from inside, one room off from each gate.
7) There are named guards stationed outside each city gate. Each one has their own little flavor.
8) Trying to attack the city gates will get you fined and/or arrested.
9) Wearing shadowsilk or a hood can help or hinder you, depending on what you're doing.
10) Players of sufficient skill can sneak through the gates.

There's some other little quirks, but I'll let you find them on your own. Enjoy!

-GM Abasha

*****************

When the squirrels rule the world, my work will be complete.

This message was originally posted in Places, Cities and Provinces of DragonRealm's Elanthia, Game Master and Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=7&topic=1&message=150
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Warrior Mage Spell Updates on 04/11/2010 12:14 AM CDT
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Greetings,

I've just introduced some changes to a few Warrior Mage spells.

First off, I've fixed a minor messaging bug in Anther's Call when cast on hidden targets.

Second, Mark of Arhat now allows the caster one damage-dealing pulse if the target isn't in the same room; the mark then goes dormant as normal. This extra damage pulse occurs once per cast of the spell, to keep things balanced.

Third, the complete rewrite of Ring of Spears is now live. I realize not many of you may have this spell, and I am trying to get it on general preview so all warrior mages can take a look. Regardless, this spell is a dramatic improvement over its original incarnation.

Rather than functioning like a weak Shockwave, RoS puts an actual barrier at melee range between you and advancing foes. The default cast causes stone spears to spring from the ground around the caster at melee range. Every time foes try to get through the spears they'll have to a) win a spell contest to make it through, and b) dodge a TM attack to avoid damage. Enemies standing on the spears must make checks to avoid being pushed back and damaged, as will foes that linger among the spears for too long (the spears themselves shift and flex, making it difficult to stay in one place).

Ring of Spears also has a few other tricks up its sleeve. It can be cast on others (yes, it's true--it works!) to protect them (the only option here is melee range). If self-cast, the caster can use a "pole" option (CAST POLE) to cause the spears to spring out at pole range. Enemies at melee range will not be affected, but those advancing from missile to pole must get through the spears. The pole range spears have an additional feature: enemies attempting to retreat must contest the spell to get away. A second retreat is an automatic success (both contests), but there is a Roundtime for failing to retreat through the spears so the target can't spam the command to escape.

This spell requires a lot of hooks into the combat code, and there are a few engagement-skipping abilities that can get through. I'm trying to fix as many of them as possible, so if you encounter any issues with a non-flying target making it through the spears without any checks feel free to submit a bug report.


- GM Wythor

What goes up
is futile --
unless it goes out

This message was originally posted in The Warrior Mages, Game Master and Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=35&topic=1&message=260
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Kinetic Fling Update on 04/23/2010 10:59 PM CDT
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All qualified Moon Mages can now learn the Kinetic Fling cantrip, regardless of sect or lack thereof.

This is live in all versions of the game.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas

This message was originally posted in The Moon Mages, Game Master and Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=24&topic=1&message=324
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Update: Play.Net Forwarding and Spam on 05/10/2010 04:32 PM CDT
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We understand that some of you are currently getting spam email. Spam isn't really ever going to go away, though. I get spam every day to my email account at work that slips through the myriad of filters and layers of protection that I have, from the IT folks, from my Email client, and from Gmail but I just hit the delete button on the ones that slip through and move on. I stopped stressing over it a long time ago.

Unfortunately, the fact that we allow you to have an "email address" that we and other customers can use to contact you without you needing to post your personal contact information makes it easier for spammers to spoof mail to or from you. In addition, all it takes is one or two people to get infected with malware or a virus (and trust me, more than a few of our customers are infected) and your entire address books are snagged and used by these spammers to send mail from. On top of that, most people don't realize or understand that clicking the "unsubscribe me" or "remove me from this mailing list" link you see at the bottom of a large portion of the spam you get only confirms that your email address is valid and signs you up for more spam and more lists.

A couple of weeks ago, when we moved our mail servers, we lost a layer of spam filtering that we simply cannot just "re-add" at this time. To be as effective as we'd like it to be (and as effective as you'd like it to be), that system will need to be reinstalled and reconfigured for the new server and that will take a large amount of time. We are currently still catching a good portion of it with the filtering we were able to keep, but some of it is simply going to get through for now. While it's unfortunate that some of you are getting anywhere from a handful to a few dozen spam emails a day, we're still blocking/preventing several hundred (if not several thousand) from getting to you. In the grand scheme of things, although we understand that it can be a little frustrating, a few extra emails isn't really that big of an issue (or shouldn't be), as it really just takes a couple of extra seconds to delete them. Having said that, for those who are getting too many to be acceptable, we do have some options and alternatives, some better than others:

1) The first and easiest thing would be for those of you who are getting spammed to uncool levels, go to the website in the "My Account" section and turn off email forwarding. This will (or should, at least) prevent anyone from outside this office from being able to send mail to you via your play.net address. That will mean, however, that other players and GMs who are attempting to email you via your play.net address will not be able to do so. In addition, honestly, it's probably not ever going to stop all spam from showing up in your inbox. It's just...not.

2) The second suggestion, and one that's just as easy but a lot more powerful, is to set up a GMail account to use for your all play.net mail. GMail has pretty strong and pretty smart filtering and will handle keeping your mail minty fresh and springtime clean without you having to do a thing (other than set it up, basically). GMail accounts are free and you can have multiples, but all you really need is one devoted to all your play.net matters. Just go make a new account and name it after your character or your account name or whatever and change your email address on record on the website to this new address and then you won't have to worry about spam, OR worry about your personal name/email addresses getting out to anyone when you're just wanting to talk about game related stuff (if that's something you worry about).

3) Choose to use a decent Email client, like Mozilla Thunderbird, that has spam filtering and spam controls built in to it. The great thing is that you can set it up to check email from a GMail account, so you can combine the two and it should solve most of your problems.

4) We are currently setting up this additional layer of filtering, but a) it won't be perfect and b) it may be all we're able to do for the next month or so, at the very least. As most of you know, we're currently in the middle of some big changes in terms of company organization and relocation.

5) We could also eliminate the Play.Net email address system entirely. That's not something we WANT to do, but honestly, that was originally what was planned to happen and I fought against it (and am still fighting against it). The fact of the matter is, I feel that too many game systems rely on these addresses and too many people (staff and players alike) utilize them for us to get rid of them, even if the concept is so very 1990s. Given the choice between a few extra emails a day showing up in your box that need to be deleted and getting rid of the entire system, the winning choice is, to me, keeping the system up and running the way it is.


Hope this helps...


Solomon


Fight me:
http://la-bubbita.mybrute.com
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Armor Hindrance Updates on 07/01/2010 12:53 AM CDT
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Heyo!

The first phase of Combat 3.0 (we are skipping 2.0 because we are cool that way) will be released in Prime in approximately 30 minutes from the time of this post. These changes (and a bit more) are already live in Plat and have been for several months. TF will follow once I'm sure I didn't just kill everyone in Prime...and maybe even if I did.

On a more serious note, here's the details:


(1) Armor hindrance will be based on skillset placement, not guild. What this means is that all armor secondaries will have the same minimum hindrance, as will all armor tertiaries. In most cases, this will be either the same or, more often, a slight reduction in hindrance. The exceptions are bone armor for rangers, leather for thieves, heavy chain for barbarians, and heavy plate for warrior mages. Before anyone panics, in all four of these exceptions, the increase is very small, translating to a loss of at most 1-2% of evasion in all but the most hindering armor (in which case we are looking at maybe 3%). Armor primaries (paladins) are completely unchanged, except for a reduction in shield hindrance.


(2) While I won't give exact numbers, here is the order armor falls into in terms of least hindering to most hindering as far as minimum hindrances are concerned.

Cloth
Leather
Bone
Light Chain
Heavy Chain
Light Plate
Heavy Plate

Please note that in the old system, light and heavy version of chain and plate were typically treated as being the same for minimum hindrance purposes. This is no longer true -- light chain and light plate will have lower minimum hindrance ratings than their heavier counterparts.


(3) This update introduces a "maximum hindrance" in addition to minimum hindrance. Right now, it is very possible to have over a 100% reduction in your evasion skill due to armor hindrance, especially at low levels. This makes the game very difficult for new players, especially those who rely on evasion.

The purpose of maximum hindrance is two-fold. It makes the game a bit more playable for folks who haven't had a chance to train armor yet (new players!), and it helps make lighter armors more desirable, especially for armor terts.

The maximum hindrance is double the minimum hindrance for tert guilds.

What does this mean, exactly?

It means that the worst possible base hindrance for cloth armor is better than the best possible minimum base hindrance for light chain for non-primaries. It means that the worst possible base hindrance for leather is better than the best case for heavy plate for non-primaries.

This means that in addition to guaranteeing the players will never be 100% hindered (a very very real possibility prior to this update), less hindering armor types are far more friendly to players who do not wish to invest a lot of extra effort in armor training.

The reason the latter bit is important is not readily apparent right now, but it will be extremely important once the next portion of this update is released. Right now it is possible to permanently minimize hindrance by achieving X ranks in the appropriate armor skill. In the very near future, this will be changing. The next phase will eliminate the ability to do this, and require that armor skill be roughly in line with your other main combat capabilities (evasion, in particular) to maintain minimal hindrance. It has never made sense that you need 500 ranks of defense and offense to fight Critter X, but only 50-150 ranks of armor. That will no longer be true. The maximum hindrance is a means by which folks who do not want to invest the time in keeping their armor skill close to their overall combat level a few options that will let them still be effective -- it just means they'll need to stick to the lighter armors and rely more on their other defenses. For armor to be a viable defense, you'll need to keep it relatively close to your combat level, just like you would your other combat skills.

Before people panic, when I say relatively close, I do mean relatively close...there will be a reasonable allowance for armor lagging a bit behind. I know a few people will ask about backtraining, so I will just say that we are aware of that concern too, and have something in the works that will ease backtraining concerns on many combat skills, including but not limited to armor.


In closing, I want to reiterate that with the four noted exceptions, this current update will result in either no change or a reduction in hindrance for all players. This is a good thing. Traders, moon mages, and necromancers in particular should see some improvement in their hindrance situation -- traders because they are armor secondary but have always been treated worse than most terts, and the latter two because they had by far the worst hindrances in the game.


- GM Dartenian

Though my soul may set in darkness it will rise in perfect light. I have loved the stars too fondly to be fearful of the night! - Sarah Williams

This message was originally posted in Combat - Weapons and Armor, Game Master and Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=11&topic=1&message=172
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Combat Update: Another Open Roll Bids Farewell on 07/01/2010 12:57 AM CDT
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Heyo!

In conjunction with the armor update noted in the previous post, I will be releasing a small but very important tweak to combat in approximately 30 minutes. While working on the combat rewrite, I discovered what many of us have long suspected but never been able to confirm -- there is in fact a second open roll hidden in the remote corners of combat in addition to the one that removed years ago.

This second open roll applies specifically to damage inflicted by combat, and will be going the way of the dodo just like its "to hit" predecessor did.


- GM Dartenian

Though my soul may set in darkness it will rise in perfect light. I have loved the stars too fondly to be fearful of the night! - Sarah Williams

This message was originally posted in Combat - Weapons and Armor, Game Master and Official Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=11&topic=1&message=173
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Pejek Bog Updates on 08/11/2010 12:33 AM CDT
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Greetings!

Some rowdy pirates made a mess of Pejek Bog recently. Traipsing through the muck, their heavy footfalls have created several new paths in all three hunting areas. They also riled up the local wildlife!

The major updates, however, concern the Premium hunting grounds where the rhoat modas and nightstalker unyns roam. The fenced-in Estate Holder area has several new paths to help facilitate creature movement. In addition, spawn has been increased across the board since the amount of rooms is fairly substantial.

The only issue I anticipate is instances where someone might have logged out in the bog transporting to a different room upon reentering the game. In most cases, people should just wind up in a different spot in the bog. However, some people might be moved to a different location in the game. This is due to some behind the scenes reorganization and shouldn't be cause for too much fret. If you find yourself in a situation where you're not in you're previous spot, simply assist and explain what happen, and we'll sort it out.

If anyone notices any other oddities, please let me know. These changes are live in all instances.

Enjoy!

-- GM Tiesse


"Governments and corporations need people like you and me. We are samurai. The keyboard cowboys." -- The Plague

This message was originally posted in Places, Cities and Provinces of DragonRealm's Elanthia, Riverhaven. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=7&topic=16&message=2223
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Update to the WARN Verb on 10/01/2010 09:42 PM CDT
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Greetings.

I've made a couple of updates to the WARN verb.

1) It will work on hidden / invisible targets.

2) You no longer need to be in the same room as the person you are WARNing, BUT you must spell out the target's name fully.

If you abuse the latter, you can face warnings for Disruptive Behavior. The WARN verb is an OOC tool intended to help resolve conflicts between players. Using it to harass others or otherwise cause disruptions will not be tolerated.


ASGM Zadraes
Premium Liaison
ALAE GM (Platinum)
Logistics Lead
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Updates and Fixes in Cragstone Vale on 10/08/2010 02:23 PM CDT
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Hello, folks:

If you like to swing on the vines in the Mikkhalbamar Canopy in Cragstone Vale, you may find some previously buggy messages are now fixed and (mappers take note) the layout of the area now makes more sense. Happy hunting!

Bartlebee

This message was originally posted in Places, Cities and Provinces of DragonRealm's Elanthia, Forfedhdar. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=7&topic=19&message=1461
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Gwethsmasher Update on 10/20/2010 04:48 PM CDT
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The usage of a gwethsmasher, successfully or not, will now set your PvP profile to Open and lock it there for a minimum of 4 hours. There is a very obvious warning and a need to confirm the command if you are not currently Open.

Like PvP stealing, your profile is locked regardless of the success of the action (and even whether the action could've been successful at all). This is not a punishment for successfully smashing someone, it is a matter of making sure your profile matches the behavior you have toward other players.

This is live in all versions of the game.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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Gwethsmasher Enchantment Updates on 10/24/2010 06:55 PM CDT
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The following changes have been made to the construction of Gwethsmashers.

1: Gwethsmashers with randomized charges will now display the number of charges immediately upon creation. This only affects gwethsmashers created after this update.

2: The floor on non-random Gwethsmasher charges has been lowered to one (previously you were guaranteed at least two).

3: The requirements for completing the final step of the process have increased.

3a: The enchanter must have completed the Lunar Enchanting quest. Whoops.
3b: If the enchantment is completed using Kyanite, the enchanter must have the modified skill (after all buffs and randoms) to produce at least one charge.
3c: If the enchantment is completed using Jadeite, the enchanter must have the modified skill to have produced at least three charges if he used Kyanite instead. The result is still random.

These are live everywhere.

-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
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