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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Jan 05, 2013 2:29 am 
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Joined: Thu Aug 30, 2012 4:08 pm
Posts: 55
I'm not sure if pets auto joining formation when the owner was part of this update but I just noticed it and it is awesome, Thank you Dulrik!


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Jan 05, 2013 7:34 am 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Quote:
A confused human utters the words, 'hixzf candusgughaiqz'.
A confused human attempts to lower your resistance to magic.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Jan 05, 2013 9:24 am 
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Joined: Sat Oct 02, 2010 10:24 pm
Posts: 483
archaicsmurf wrote:
Quote:
A confused human utters the words, 'hixzf candusgughaiqz'.
A confused human attempts to lower your resistance to magic.

Yeah the first time I noticed this spell was after the Aura of Negation was put in, but Dulrik said he hadn't added in any new spells, so it's probably been around for a while. I've only ever seen certain sorc NPC's throw it at MR barbs. There's actually all sorts of strange spells out that exist in the game, that I've never heard of or seen anything attempt to cast.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Sat Jan 05, 2013 10:07 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Wolf wrote:
I'm not sure if pets auto joining formation when the owner was part of this update but I just noticed it and it is awesome, Thank you Dulrik!

Technically it's part of the next update, but yes, it is live already.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Tue Jan 08, 2013 7:58 am 
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Mortal

Joined: Fri Dec 14, 2012 4:45 am
Posts: 45
Location: Sith'a'Niel
After having my two previous problems fixed I need to revisit this thread for two more.

1)Can't see npcs in the nearby wilderness rooms anymore even in broad daylight, for explorer-type players like myself its a pretty nasty problem.

2)I noticed successful dirt kicks don't initiate combat anymore when the attacker can't reach the victim with his weapon as well.
For example you have your pet behind you to initiate combat with dirt kick so you don't lose sanctuary(or you are dirt kicked yourself).
If the victim makes his save combat starts as per normal.

Not a serious problem but might create pk-related problems as well.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Tue Jan 08, 2013 8:56 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
#1 is probably not even a change. In the wilderness, there are random encounters and they are deliberately not predictable by looking around in advance. You can think of it as a two groups travelling at down perpendicular streets at their own pace and they happen to hit each other at the intersection. Obviously you can't see them until you get there. (This is why we have stop lights.)

#2 sounds like something I need to look into.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Tue Jan 08, 2013 9:13 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Can you provide a log of the second item, please? Thanks.


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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Tue Jan 08, 2013 1:06 pm 
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Mortal

Joined: Fri Dec 14, 2012 4:45 am
Posts: 45
Location: Sith'a'Niel
I know all about npcs spawning as you enter a room, that is not the case.

So here some short logs of both issues...

Code:
The sun rises in the east. *Just adding that so you can clearly see its not during the night*

[HP:100][ME: 92][PE:100][6am]
look

A Deep Valley Gorge
           The deep valley is cut through the middle of the craggy
   ^^^^r   mountains, a small river trailing at the very bottom.  The river
   ^^*^^   is fed from water running off the mountains on either side.  You
   vv^v^   can see very little from here, only up the peaks around you and
           along the deep gorge.  The air seems very still as the wind is
blocked here, though a sweet aroma of fresh flowers invades your sense of
smell.   Nestled against the southern mountain there lay a fortified keep of
polished white stone.  A banner is displayed for all to see atop a high pole
rising from the middle of the building depicting a white sword impaled onto
a base and olive leaves entwined around its golden hilt.  It's clear, cool,
and there is absolutely no wind. 
Obvious exits: n e s w nw ne sw se bastion
A seasoned paladin stands guard keeping a wary vigil.
A seasoned paladin stands guard keeping a wary vigil.

sw
You soar southwest.

A Deep Valley Gorge
           The deep valley is cut through the middle of the craggy
   v^^v^   mountains, a small river trailing at the very bottom.  The river
   ^v*^v   is fed from water running off the mountains on either side.  You
   h^^^^   can see very little from here, only up the peaks around you and
           along the deep gorge.  The air seems very still as the wind is
blocked here, though a sweet aroma of fresh flowers invades your sense of
smell.   It's clear, cool, and there is absolutely no wind. 
Obvious exits: n e s w nw ne sw se

[HP:100][ME: 94][PE: 99][6am]
l ne
You see Southwestern Watchtower. *Normally you could see the 2 paladin npcs here*

[HP:100][ME: 94][PE: 99][7am]


And before someone asks, no its not a problem with this particular area, you can't see any npc in nearby wilderness rooms.

And as for the second.

Code:
Hewn Corridor
  Great pains were taken to carefully cut this corridor from the stone in
this mountain.  The walls and ceiling are quite flat, and the groundwork
here is smooth and level.  Bedding made of straw and rubbish lines either
side of the passage, as well as an assorted array of other general clutter
important to the beings for which this is home. 
  Obvious exits: e w
A motherly female orc is lounging around.
A motherly female orc is lounging around.
A motherly female orc is lounging around.
A large, black horse walks in from the west.

[HP: 97][ME: 79][PE: 88][10am]

Pos Self 22

You and a large, black horse trade places on the group formation.

[HP: 97][ME: 79][PE: 88][10am]
dirt orc
A motherly female orc is blinded by the dirt in her eyes!

[HP: 97][ME: 79][PE: 87][10am]

I am wearing a khopesh from the second row and combat doesn't start as it used to.

If I can reach the npc by wearing my battle spear it works fine.

Code:
A motherly female orc is lounging around.

[HP: 98][ME: 87][PE: 93][12pm]
dirt orc
A motherly female orc is blinded by the dirt in her eyes!
You pierce at a motherly female orc's chest, causing a deep gash.
You pierce at a motherly female orc's head, carving a bleeding hole in it!
You pierce at a motherly female orc's chest, causing a gaping wound!
You pierce at a motherly female orc's mouth, knocking out a few of her teeth!

[HP: 98][ME: 87][PE: 91][12pm]



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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Wed Jan 23, 2013 6:34 am 
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Mortal

Joined: Wed Nov 05, 2003 8:01 am
Posts: 480
Location: Greece
Excuse me if I missed it in the topic already ( I tried finding it).
Has haste been also nerfed with this update?

I used to mod to 21-22 dex and with a master haste my human paladin would get to 25 dex.
Now, I mod to 25 dex and a grand master haste takes him to 24 dexterity.

Am I missing something?


Last edited by Revenger on Wed Jan 23, 2013 6:36 am, edited 1 time in total.

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 Post subject: Re: Code Update 12/27/2012 Q&A
PostPosted: Wed Jan 23, 2013 6:35 am 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Only innate dex mods count towards haste now. If you have an enchantment dex mod, it will not count towards improving your dex score under haste.


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