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Announcements - 2002/03 - Persuasion
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== Release Notes == {{Microsoft Zone | Link = <nowiki>http://www.zone.com/asheronscall/news/ASHEeventbuild.asp</nowiki> | Date = March 13, 2002 | Title = Developer's Notes | Text = [[Image:Img painting.jpg|left]] <br><br><br><br>Here are just some of the additions made in the March 13 game update, Persuasion. The following list is comprised of detailed notes straight from the developers themselves. For a summary of things of interest, be sure to consult the official event article, [[Announcements - 2002/03 - Persuasion#Rollout Article | <font color=#FFFFCC>Persuasion</font>]]. <br><br> We appreciate your feedback and bug reports in helping to ensure that the world of Dereth is a stable and fun place to be. Please submit any such bug reports to <font color=#FFFFCC><nowiki>http://bugs.zone.com</nowiki></font>. <br><br><br><br><br> <font color=#FFFFFF>'''New Functionality and Content'''</font> :* New quests and new dungeons related to the ongoing storyline have been added. :* A new creature roams the Dires. :* There is a new command, @house available. Using this command will give you a list of Cottages, Villas, and Mansions that are both open to the public, and not yet sold. The list currently caps out at 400, although there generally should not be any situations in which more than 400 houses are available at any one time. :* Players can now use mana stones and charges on their paper doll to charge all of their items at the same time. When players use mana stones in this fashion, the game computes which items would run out of mana first (including those items which have run out of mana), and recharges those items to maximum capacity, and then moves on to the next item, etc., until the mana stone runs through its mana and is destroyed. As in the original dynamic, excess mana is still destroyed if all your items are fully charged, and you have to re-wear items that have completely run out of mana once you recharge them in order for the item's spells to take effect. :* You now receive a warning two minutes before an item you are wielding runs out of mana. :* When people attempt to swear allegiance to you, you now must confirm whether you wish to accept them or not. As before, squelching the person prevents them from attempting to swear allegiance to you, or you may turn off requests to accept allegiance. <br> <font color=#FFFFFF>'''Miscellaneous Improvements and Changes'''</font> :* 150 Cottages, 40 Villas, and 10 Mansions have been added to the world. We are not currently planning on adding any more Mansions to the world after this Event. :* House Settlement Portals for those settlements added in February have been added to the world. :* Fletchers are now able to fletch new high damage arrows and quarrels, named Deadly Arrows/Quarrels. There is a skill requirement of 230 in one's Bow or Crossbow skill to use these weapons. This is a raw skill requirement. Buffs or debuffs to either the skill or attributes feeding the skill or vitae penalty will not factor into whether a player can wield the weapon. There are currently no Deadly Atlatl Darts, although that may change in an update soon. :* At the high levels of treasure, it is now possible to find swords with a range of max. damage up to 32, axes with a range of max. damage up to 30, maces with a range of max. damage up to 28, spears with a range of max. damage up to 26, and unarmed weapons with a range of max. damage up to 10 (although a 10-damage unarmed weapon is extremely rare). Further, there is also the possibility of the treasure system at the high levels generating swords, axes, maces, and spears with a tighter damage variance (so a higher minimum damage). For axes and swords, the tightest damage variance possible is .4 (previously .5), for maces it is .35 (previously .5), and tridents and swordstaffs .5 (previously.6 and .66 relatively), and for yaris and budiaqs it is .6 (previously .75). :* All weapons generated with either a damage bonus or a variance bonus will have a wield requirement in that weapon's skill of 250. If the weapon has both a variance and damage bonus, the skill requirement is 260. This is a raw skill requirement. Buffs or debuffs to either the skill or attributes feeding the skill or vitae penalty will not factor into whether a player can wield the weapon. :* There is now roughly double the chance of finding magical jewelry with either 2 or 3 spells on it compared to the old rate. :* The chances of Focus or Willpower cantrips landing on weapons have been reduced to almost nil, while Weapon Masteries and the 4 Item spells (BD, HS, D, SK) have been increased slightly. :* Shields no longer have a chance of generating: Bow, Crossbow, Mana Conversion, or the 4 magic school masteries cantrips. :* Alchemy now costs only 6 skill credits to train, and 12 total skill credits to specialize. Those characters with trained or specialized Alchemy will have received 2 or 4 credits back. :* Missile Defense now only costs 6 skill credits to train, and only 10 total skill credits to specialize. Those characters with trained or specialized Missile Defense have received 2 or 6 credits back. :* The types of weapons generated at the high levels of treasure have been revamped. The rate at which unarmed weapons appear at these levels has roughly quadrupled. Staves have increased slightly. Daggers have been reduced slightly. Atlatls now appear in the high-end treasure system (though not in the low or middle ranges, this will be fixed in April). Nayins, yumis, and longbows, heavy crossbows all appear more; Yags, shortbows, shouyumis, and light crossbows all appear a lot less. Random thrown weapons now appear a lot less. The higher damage swords, axes, maces, and spears now all appear more, their lower damage counterparts appear a lot less (although hiltable swords appear only somewhat less often). :* Gauntlets and sollerets can now be generated through the treasure system with Bow, Crossbow, and Thrown Weapons Masteries on them. These appear on the gauntlets/sollerets at roughly half the rate of the other weapons. Coordination now appears on the gauntlets/sollerets less, and UA, Dagger, and Staff masteries now appear slightly less, while Sword, Axe, Mace, and Spear appear at the same rate. :* The chances for various spells to appear on magical jewelry has been slightly altered. Attribute Masteries (Strength, Coordination, etc.) now appear slightly more often than before. Life Protections now appear slightly more than double the rate they used to. The renewals (mana, hps, stamina) now appear less than half the rate they used to. Armor now appears at less than half the rate it used to (although it is still the most common spell). This change affects all levels of jewelry. :* Prior to this Event, almost all creatures were only visible on radar when moving in some way. This has been changed so that they are now visible on radar always. :* We have improved the monster selection keys slightly, such that you should be more likely to select the monster actually closest to you when you 'Select Nearest Monster,' instead of a monster on a level right above or below you. :* Atlatls, atlatl darts, dartshafts, and wrapped dartshafts are now available for sale at various points in Dereth. Players can now also fletch atlatl darts. :* There had been a longstanding bug where a player who had never entered a recallable portal had been able to recall to their logout spot. This bug has been fixed. Now, if players have never entered through a recallable portal, and they cast portal recall, it will recall them to their Lifestone instead. :* There was a bug that set everyone's personal spell economy at .92 effectiveness even if the person had never cast the spell before. This has been fixed so that a person's personal spell economy begins at 1.00 effectiveness. :* Dye vendors for the Neo Greater Shadow Armor have been added. :* Mushrooms on the landscape now have very tall physics cylinders, such that players will no longer be able to jump on top of them. :* Mushrooms in dungeons are now ethereal, such that players cannot perch on them. :* The house panel now both tells you when your next maintenance date is, and when your next maintenance is actually due. If you have not paid your maintenance for the current month, these two dates will be the same. If you have paid your maintenance for the current month, your next maintenance date will be listed for your current period, and the next maintenance due date will be listed for next month's period. :* All Nexus Armor on Darktide has been deleted. :* Diamond Lords and Oak Golems have had both their armor and hit point regeneration rates reduced. We will be looking at the other "boss" monsters during March to see if others need to be adjusted for April. :* The Glowing Virindi Cloak, and not the Mosswart Shroud, is now the correct item to use to acquire the first Singularity Bow, Crossbow, Dagger, Katar, and Staff. :* In February, we fixed a bug in which players could form equal xp-sharing fellowships (including a fellowship of one), and thereby ignore xp reductions on killing monsters that had a lower level than the player. <br> <font color=#FFFFFF>'''Minor Details'''</font> :* A new cooking text has been added to the game. :* If a player who owns a Mansion is to lose that Mansion during the next maintenance due date, due to loss of monarchy or rank, a warning message pops up each time that player logs in. :* The Buadren is described correctly now as doing fire, not slashing, damage. :* The portals into Aun Tanua's dungeon have had their level limits tweaked slightly. :* There are now no tieable portals in the Aun Tanua dungeon. :* There is now no entry restriction on the portal to the Burial Temple. :* Regular Leather Crafters now return the Hoary Hide instead of exchanging it for a non-Hoary Robe. }}
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