The Shadow Spires, which held
ceaseless vigil over six towns since Wintersebb, began to move.
Almost simultaneously, a wave of fierce portal-energy squalls
slid down the length of the Direlands, bringing with them
fiercer varieties of banderling, shreth, and other familiar
creatures. The scholars of Hebian-to, Zaikhal, and Cragstone
argued that these events were far too coincidental and had to be
somehow related. It was previously known that the Spires could
disturb portalspace, as portals had begun to appear at random on
the landscape at the same time the Spires rose.
Other creatures made their first
appearance in Seedsow. Several powerful new types of undead
skeletons began to rise from the sands and mires of the
Direlands, and were seen to march to the northeast. As well,
beautiful and deadly Empyrean diamond golem artifacts flooded
out from long-abandoned storehouses.
Fortunately, the skilled bowyer,
Yuan Hanzu, completed his research into replicating the old
composite bows of Ispar with locally available materials.
Archers and Crossbowmen across Dereth rejoiced, washed their
hands often, and promptly joined the hoards of warriors and
mages crowding into a number of newly discovered dungeons,
heavily populated with Olthoi, Tuskers, Lugians, and other
creatures.
The most mysterious discovery of
the month involved a number of unusual new war magic spells,
previously unknown to the arts of Ispar. Wandering mages in the
wilderness claimed that mysterious voices from the darkness
offered them “long-dormant powers” if they attempted bizarre
combinations of reagents. The source of these whispers was not
discovered. While hard to learn and cast, the new spells,
including rings and streaks, quickly spread by word of mouth.
In local news, Yu Vuo-Ki and her
sister Dansha-Ki moved to the north of the besieged town of
Dryreach. Dansha, a rather inattentive woman, found herself
captured by the roving Tumerok patrols that surrounded Dryreach,
and had to be rescued by passing adventurers.
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- In rare cases where monsters
slowly are being killed while they are unable to counterattack,
the experience points awarded will be reduced. See the special
section at the end of this article for more details.
- Added some new War Magic
spells. There are some that are available for all levels of war
mages as well as some that are reserved for higher-level war
mages. We will be keeping an eye on their effectiveness and they
may get more powerful in future updates.
- Added a few new creatures.
Variations on current monsters -- expect one nice, new sparkly
one.
- Specialized skills that are
very advanced will take less XP than before to improve. Those
with very high specialized skills may see those skills jump up a
bit.
- Many new dungeons have been
added, for players of all levels!
- Default keymap will no longer
have “v” mapped to drop items. No more “Control-V” or
“type 'vibe'" abuses with the default keymap! If you use
a customized keymap, you should consider unmapping this key, as
it can cause you to drop an item by accident or as the result of
following unscrupulous advice.
- Spellcasting bar now has new
keyboard functionality, as requested! Here's more on the UI for
spellcasting bars:
Players can switch tabs by clicking
on them, or by pressing Next/Previous-TAB keys. These use the
SAME keys as the player's currently mapped Increase/Decrease
Power/Accuracy keys.
Also:
CTRL + Prev Tab = First Tab
CTRL + Next Tab = Last Tab
Now the Low-Attack/High-Attack
keys are mapped to Previous/Next Spell when in Spellcasting
mode.
Also:
CTRL + Prev Spell = First Spell
in List
CTRL + Next Spell = Last Spell
in List
- Added a new spell component:
diamond scarab.
- Long sword damage variance
fixed to match that of other swords!
- The Direlands have become
considerably tougher, as warned . . . Prepare to be assaulted by
SWAT teams of Banderlings and Drudges!
- Most problems with missiles
going through walls were fixed.
- Added patron title and name to
character appraisal, under the monarch info.
- Tomes, books, and parchment are
bonded to the player -- not magic scrolls, pre-written books and
so on, just the blank versions players can buy in shops.
- You can no longer add yourself
to your own @friends list. If you were there before, you'll be
deleted.
- Instead of the message
"This character is still in the world," you will see
"One of your characters is still in the world."
- Reduced the chances of breaking
the Atlan stones and tool.
- Monster corpses are now locked
for 30 seconds rather than 15.
- Having the "frog mating
season" last two months is long enough. Reduced the volume
of frogs in the swamp a good bit.
- Revenant was missing the key to
high chest. This is now fixed.
- Umbris and Panumbris were
suffering from a serious bug in their AI settings, and have now
been fixed.
- Tutorial dungeon monsters now
give 0 killing XP.
- Monsters are now smarter about
when they heal/revitalize/transfer . . .
- Various problems with cliff
edges -- while not all instances of problems on cliff edges were
addressed, most of the obvious ones were.
- Mountain in Direlands where
portal-stormed people couldn't get off now has a way down.
- An exitless pit in the
Direlands was fixed.
- Some monsters were producing
too many keys, upsetting the economy. Fixed.
- More jump/run/logoff exploit
holes fixed
- Vase placed under floor of
tavern in Ayan Baqur has been moved.
- Mana and other potion
encumbrance reduced to 75 units.
- A bunch of hitherto too-heavy
and inexpensive treasure has been tweaked to be more worthwhile.
- Birch trees now blooming.
Smaller bush now has pink flowers. Welcome to summer in
Dereth!!!
- NPC Felscuda was selectable
during combat -- this is fixed now!
- In rare cases, generators such
as chests would stop working. Fixed.
- Kara shopkeeper sells Sho
weapons and armor.
- Removed treasure from broken
fragment, fragment, and dual fragment so people can instantly
find their trophies.
- Rainbow tunnels portal is level
restricted.
- Lifestone protection starts
after you've teleported to your lifestone, not exactly when
you've died. Also, PKer's who get killed by monsters (and hence
are still PK and not temporarily NPK) are protected by lifestone
immunity.
More Details
About the Experience Point Reduction Code
In this update, we introduced this bit of code in a final form.
A somewhat different, experimental version of this code was
accidentally introduced for several days in May, then
subsequently removed. It has now been refined, tested, and added
back in.
The general idea is to lessen,
but not eliminate, the number of experience points gained when
you kill a monster that has tried many, many times to harm you
but had no chance of doing so. Typically this happens if you
slowly wear down a monster that is hung up on or blocked by some
obstacle, such as a wall, slope, rock, building, or the like.
There are a few important points
we want to make clear for those who are concerned about this
change. Overall, we predict that very few people will ever
notice the change at all.
- If you like to strategically
use the environment to fight foes that are a match for you, this
should not affect you. If the monster dies rather quickly, the
reduction code will not kick in. If you are fighting things that
are of a level close to yours, you will likely not be affected.
This code is designed to curtail only the killing of monsters
that are far more powerful than you are, and that therefore take
quite a long time to wear down and kill.
- XP is not reduced if the
monster is successfully attacking you but still being
ineffective due to your high defense skills, awesome armor,
protective spells, and so on. The reduction only kicks in if the
monster does not even have the slightest chance of hurting you,
because either it cannot attack or its attack cannot possibly
affect you -- it is hitting an obstacle or is too far away. If
you see combat messages that you are resisting or evading an
attack, the reduction code will not affect you.
- The reduction code does not
even start “thinking of” reducing the XP a monster will give
you until you attack that monster at least once. Just because it
is trying to reach you, its XP will not be reduced -- you need
to engage it first. This is different from the early,
experimental version of the code.
- Also different from the early
version, the damage a monster does to you has no effect on how
much its XP is reduced. Given the above, this is no longer
needed.
- While a monster is successfully
running towards you, the code will not even “think of”
reducing its XP. Like the archers of old, if you kill it before
it reaches you, you get your full reward.
Before going into technical
details, we should answer the charge of “nerfing” this code
will bring. “Nerfing” is a term that is widely misused to
refer to anything that seems to make a player's virtual life
more challenging in any way. The more accurate, fairer
definition is a change that changes the properties of a
character, or something currently being used by the character,
so that the character is less effective in the pursuit of wealth
or experience points. Given this definition, we have stuck to
our goal of not nerfing our players, with a very few badly
needed exceptions. However, even by this precise definition,
this code can be seen as nerfing those players who make a
practice of gaining experience through slowly chipping away at
monsters who are no threat to them. We admit it. We saw that
some players were advancing much faster than their peers who did
not exploit the . . . er, mental shortcomings of Dereth's
nonhuman residents. This code is designed not to stop this
practice, but to slow it to a degree that players who like this
kind of play do not advance significantly faster than those who
do not engage in it. Why did we do this? Because there are many
players who like to compete with their peers in the advancement
of their characters. These players should not have to feel
obligated to stay competitive through use of a technique that
most would find the antithesis of an exciting role-playing
experience: staying in one spot, watching a monster grind itself
uselessly against an obstacle and slowly die.
Thanks for reading this. Now,
for some technical details of how the XP reduction code works.
Unless you are keenly interested, you may want to stop reading
here.
When a monster engages a single
player, it begins to keep track of how many times it attacks the
player and how many of those attacks succeed -- not how many
actually do harm, but how many even have a chance of doing so.
Upon the death of the monster, the system looks at a ratio of
the number of successful attacks (plus a generous modifier,
described below) to the total number of attacks. This ratio is
then multiplied by the amount of XP a monster would have given,
and then the result is given to the player. So the more a
monster fails to attack you after a certain threshold, the less
XP you'll receive upon its death.
A “successful” attack
includes things like evasions, resists, and moderate misses with
missile attacks. So if a Lugian is throwing rocks at you and
you're sidestepping, those are still counted as successful
attacks. If you're standing toe-to-toe with a Drudge and it
keeps whiffing, those are successful attacks. If a lich is
casting on you, but you're resisting, those are successful
attacks. These do not affect the XP given.
The first several failures a
monster makes, after you've attacked it once, are “free” --
we assume that the monster has gotten temporarily hung up, has
chosen a bad attack mode, or that you are doing a bit of
strategic use of the environment. The code does not count the
first several failures.
Also, there is a cap on the
percent of XP it's possible to lose-- you'll never get 0 XP due
to this code.
That's it! We do think this is
fair and largely inconsequential to the vast majority. If you
still feel shafted after trying it out, we apologize. Balancing
a game of this complexity is no easy task, and we have learned
much along the way. We promise to serve you better in the
future.
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