|
|
|
11/29/2002 | Herbal Remedies Have Changed! |
---|---|
Herbalists of Elanthia will notice a change in the way herbs react now. The amount of time that an herb will require to take effect these days is changing. Player level is no longer a factor in how quickly herbs heal. Students of first aid will be more adept at using herbal remedies in a timely manner. | |
11/22/2002 | Constable Reprimanded for Excessive Greed |
After considerable outcry by the populace, the constable has agreed to institute a cap on fines charged for murder within his jurisdiction. After being informed that criminals were sometimes levied fines in the tens of millions of silvers, the constable claimed that this nefandous larceny was the fault of his greedy subordinates, and that they will be duly objurgated. He also vowed that fines for murder will stay below five million silvers from this point forward. | |
11/13/2002 | Wizard Guild Cantrip |
The Wizard Guild has released a cantrip to their members. The cantrip gives
wizard guild members the ability to teleport small items from their inventory
into an empty hand. Not all items will work with this cantrip, even when you
may think they should! The command to use this cantrip is simply: FLICK
<item>.
The following also should work when using FLICK: MY, <adjectives>, and numbers. Examples: flick my scroll, flick ancient scroll, flick my third wand. |
|
11/12/2002 | New Fourms Go Live! |
For the past several months the staff of Simutronics Corp have been at work
creating an amazing new forum system. Now we'd like you to help test it and let
us know what you think! See the new forums at:
http://www.play.net/forums
Our new forums provide a variety of new features including: user option settings, user profile settings, themes, ignore lists, deep linking, anonymous reading, improved markup, and more. For a complete list of new features go to: http://www.play.net/forums/help/version.asp We welcome your comments, and we would like to encourage discussion on the new boards to occur in the following topic: http://www.play.net/forums/messages.asp?forum=90&category=11&topic=2 Note that you will need to login to the boards before you can post in this topic, due to the new "anonymous reading" feature. (You will find a login link at the top of the page.) Please report all bugs at: http://www.play.net/playdotnet/cservice/send_comment.asp?gameName=playdotnet&pageName=/forums/help/version.asp&selecterror=forums We thank you for your help and hope you will enjoy this great new enhancement to the Simutronics community. |
|
11/8/2002 | Minor Rogue Guild News |
Rogue Guild members should find themselves stealthier when picking up
items which are already in their possession via Rogue Gambits. Additionally,
they may find it easier to pick which item they want, and from where.
When trying to STEALTH GET or STEALTH PUT something, you should act as though you were simply picking it up or dropping it normally. act as though you were simply picking it up or dropping it normally. For example: RGAMBIT STEALTH GET MY LOCKPICK IN MY TOOLKIT RGAMBIT STEALTH PUT "MY" EMERALD IN MY POUCH |
|
11/4/2002 | Premium Alteration Scrolls Fixed |
Sadie is pleased to announce that the glitch in her alteration scrolls has been repaired! Those of you seeking an alteration scroll for your premium yearly award will find them in a tent inside Frostacres. If you have any questions or problems with this feature, please assist. | |
11/2/2002 | Disarm and Trap Changes |
A few notes on some changes to disarming and traps effective as of November 1st,
2002:
A lot of things which were previously not taken into account now will be. These include a number of things that were popularly rumored to affect disarming, but did not, such as room/area conditions, a player's ability to concentrate on the task at hand, and numerous spell effects. The chance for fumbles has been dropped significantly, especially on the higher end traps. This applies to both discovery and removal checks. Fumble messages should appear properly now, as well. Locksmiths can now DISARM QUIET and DISARM FULL to choose the type of messaging they display to bystanders. Note that this sets a flag of sorts, and is not something you need to do each time. Disarming quietly will produce bystander messaging based on your demeanor, whereas disarming with full messaging will use a description of the disarm process, on those traps which have one (some traps already use the demeanor-based messaging). You now have the potential to "mod down" a trap like has always been possible with locks. The message which states that you could have gotten it with a little more luck will provide a variable bonus based on how close you were. This caps out lower than the bonus for locks can, but goes high enough to provide a significant bonus. While you still don't see the roll for disarming a trap, you will now get an IC approximation of it. Note that this approximation is intentionally skewed randomly a bit one way or the other, so you could actually roll the same d100 twice in a row and get different approximation messages if you were right on the threshold between them. Acid spore clouds will now actually create a cloud. The initial victim will still be automatically affected right away, but bystanders will now have a chance to escape or dispel the cloud before it affects others. This both increases and decreases the trap's destructive power, since the cloud will linger for several rounds, and anyone it infects with the spores will be affected the same as before. At least one new trap was released. It is area effect, so be careful! |
|
11/2/2002 | Constable Notified of Oversight in his Patrol |
It has come to the attention of the venerable constable of Wehnimer's Landing
that he has been remiss in his patrol duties by skipping over the nexus area
of the city's catacombs.
Previously, crimes committed in such areas were not charged and no posse was sent after the offender. However, the constable has realized that this area falls as much under his jurisdiction as any other and has vowed to patrol it rigorously from this day forward! |
|
11/1/2002 | Elanthian Journal Edition Seven in Print! |
The seventh edition of the Elanthian Journal is available in derelict hovels everywhere for the reasonable sum of 1,000 silvers. Purchase yours today! |