Shattered Kingdoms

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 Post subject: 12/28/2007 Code Update Q&A
PostPosted: Sat Dec 29, 2007 12:25 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
New Features:
- Bonus Mode: Increased XP and regeneration speed for SK Bonanza
- Religion Spells: All religion spells are in game and available for RP

Changes:
- Area familiarity: Familiarity level is reduced to lowest eligible group mate
- Area command: Area name now shows color coding for familiarity
- Area command: Kingdom location now uses map legend color
- Area command: Discovered areas display their sextant coordinates


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 Post subject:
PostPosted: Sat Dec 29, 2007 12:33 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Some more detailed explanation:

You can tell if the SK Bonanza mode is enabled two ways:
- When you login it will tell you bonus XP is in effect.
- Worth command says you are learning at accelerated rate.
The regeneration bonus only comes while you are resting or sleeping.

All of the religion spells have now been completed. Whether your religion has access to them or not depends on whether your initiation RP has taken place. Don't assume that it hasn't taken place. Some of the early spells went in months ago and their high priest may not have passed on the information of where to go to train the spell.

Familiarity level will be reduced if there is another group member within +/-1 status level of yourself that has a lower familiarity level. For example, if you are Expert, if any group members from Veteran through Mentor have a lower familiarity than you, you will use their lower familiarity level. You can tell this is in effect because the worth command will tell you. However, the area command will only show you your personal familiarity and will never change regardless of your group situation.

All of the area command and familiarity changes are permanent. They will continue to be in effect even after the end of SK Bonanza.


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PostPosted: Sat Dec 29, 2007 12:49 am 
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Mortal

Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
yay sk!


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 Post subject: Re: 12/28/2007 Code Update Q&A
PostPosted: Sat Dec 29, 2007 1:19 am 
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Mortal

Joined: Sat Jul 16, 2005 7:50 pm
Posts: 1798
+1 to Dulrik and staff


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PostPosted: Sat Dec 29, 2007 5:30 am 
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Mortal

Joined: Sun Dec 18, 2005 10:40 pm
Posts: 271
<3

The area command just became much more useful. Could we have undiscovered and familiar areas colored differently though?


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PostPosted: Sat Dec 29, 2007 5:38 am 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
- Area command: Area name now shows color coding for familiarity
- Area command: Kingdom location now uses map legend color
- Area command: Discovered areas display their sextant coordinates
- Religion Spells: All religion spells are in game and available for RP

These are all surprises to me which remind me to thank Dulrik for all the hard work he's done the past few months. This weekend is bound to be really exciting!


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PostPosted: Sat Dec 29, 2007 6:37 am 
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Mortal

Joined: Sun Jul 24, 2005 10:00 pm
Posts: 337
Location: LA
Dulrik... I love you man! :drunk:


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PostPosted: Sat Dec 29, 2007 9:48 am 
<3 <3 <3 for "Your group mate has only recently discovered this area."

:D


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PostPosted: Sat Dec 29, 2007 11:27 am 
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Mortal

Joined: Fri Jul 21, 2006 9:04 am
Posts: 782
Location: Not in the south anymore. Woohoo.
I thought you wanted less people trying to get to GM and to start roleplaying at lower levels. Isn't this a bit contradictory to that idea?

*runs off to GM his new character*


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PostPosted: Sat Dec 29, 2007 11:31 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
thunder wrote:
The area command just became much more useful. Could we have undiscovered and familiar areas colored differently though?

That's a mistake on my part. I'll have it fixed next reboot.


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