Shattered Kingdoms

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 Post subject: 06/17/02 Code Update
PostPosted: Mon Jun 17, 2002 1:17 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Here's a list of the new things with this code update:

New Features:
- Tribunals: Because some cabals are not politically suited to being the police and/or military of their community, we are instituting the idea of law enforcement groups. Members receive the following benefits:

* Private communication channel - exactly like the cabal version
* Complete immunity to law enforcement within their own community
* Ability to learn the leadership skill

Tribunals have a leader which invests members exactly like a cabal. Although cabal hopping is prohibited, the local tribunal can be considered a potential training ground for a cabal if the leader of both groups agree to work together. Cabals that have a tribunal in their region will lose the power to deathmark and pardon citizens as the tribunal will now be handling this duty. The leader of the tribunal will also have the power to deport and immigrate new citizens. Characters that have been deported will recall to a random city each time until they find a new home.

The Knights of Selkwood will be the first tribunal. Any current Knights that also happen to be Druids will have to make the decision which way to go. The Midnight Council will also be a tribunal while also remaining a cabal as the old legion commander skill has been replaced with leadership. In the future, other kingdoms may have their cabals get added tribunal functionality or have a separate tribunal formed as appropriate.

This feature has been added on a trial basis. If it turns out to be unsuitable or is abused it may be discontinued.

- Leadership skill: Allows the user the chance to command local law enforcement NPCs. They will follow direct commands although they will not leave their designated post unless ordered to join the tribunal's party as a bodyguard. Only one bodyguard is allowed. Bodyguards will serve within their kingdom but return home if the party goes abroad.

Bug Fixes:
- Characters will properly resume fighting after being bashed or tripped.
- New characters will start the game at mood defensive.
- Mood aggressive gave damage bonus to the wrong person.
- Mana cost on upkeep of spells won't spike at certain levels.

As always please report any problems you find related to these changes.


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PostPosted: Thu Jun 20, 2002 5:29 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I'm going to apologize for this mistake up front. The update notice that I posted on Monday had incorrect information when it comes to deportation. I had written some of this code more than a month ago and I had forgotten how it had actually been implemented. This post was originally made in a topic called Deportation.

Here is the correct behavior:

- Deported people DO still reincarnate to a random start city.
- However, if deported, recall and recall-like abilities cease to function.
- You cannot immigrate until you have been deported from your old home.
- Tribunal leaders MUST deport someone if they request it.
- Tribunal leaders ALSO have the option to deport at will.

Deportation is not allowed to be used in an imminent PK situation. Deportation means declaring that a character must leave your kingdom. They must be allowed the chance to leave peaceably before any attacks can be made against them. Using deportation for PK advantage will result in penalties for breaking the rules.


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