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Total updates:  
Total updates:  
  News 12/02/00:
  - Fix for "Experience" line in scoresheet to work with faulty clients.
  - Login character options screen strings externalized.
  - Login character password change strings externalized.
  - Login character description change strings externalized.
  - Final acceptance step of character creation cleaned up.
  - Strings for deletion of character through character options externalized.
  - We're going out on a limb here and allowing players to do something which
    seems to follow along lines of allowing more player creativity and control:
    Apostrophes are now allowed in names.
    There are some restrictions: your name can't begin or end with an
    apostrophe. You are limited to having a single apostrophe in your name.
    Thus:
    Valid Name:      M'nliir
    Valid Name:      Mnl'iir
    Valid Name:      Mnlii'r
    Invalid name:    'Mnliir    (begins with apostrophe)
    Invalid name:    M'nl'iir  (contains more than one apostrophe)
    Invalid name:    Mnliir'    (ends in an apostrophe)
    Keep in mind that permanent name changes cost 500 platinum. If you wish
    to change your name to take advantage of the new feature make sure you
    have the 500 platinum available BEFORE requesting a name change.
  - Important: rules have been updated, see 'help rules'
  - Colors have been updated: black is now a valid color, as well as background
    colors. See 'help color' for more details.
  - Note: background colors start with 'b', for example: blig red.
    You'll probably only want to do this for the border color of the score
    sheet.
  - Who and Score are now customizable. Set your own color preferences with the
    color command.
  - Help files for all of the color settings coming soon! For now, just play
    with the color setting and see what they do (most of them are obvious).
  - Note: the mind-boggling new feature is NOT implemented yet! The above
    changes were brought about by beginning to implement the new feature and
    running across each item as the implementation begin. We appreciate your
    patience while we continue to implement it.
  News 11/28/00:
  - Some more internal engine changes/fixes. Mostly for stabilization.
  - Code cleanup.
  - Nijlo locate crash bug, Nijlo verify crash bug, Nijlo smash crash bug into
    millions of tin (tier 1)y pieces because crash bug make Nijlo very very angry.
    Crash bug die.
  - Another crash bug has been fixed. This being the second crash bug that's
    been found in the new code, we felt it was appropriate to take a minute
    and explain what's been going on behind the scenes which has been causing
    these events. When the score sheet was changed what most of you were
    probably not aware of is that a huge amount of code had been added. This
    new code is fairly new ground in terms of what it can offer, however with
    new designs come new issues. These issues, unfortunately were not all
    caught before the new code was released. We apologize for not catching all
    the possible errors beforehand, however the code was heavily tested and
    through our passes no errors were found. You, the players, have been great
    quality assurance testers for pointing out all the mistakes that exist and
    we are thankful for your efforts and patience through all of this. The good
    news is that once this code is 100% stable it will be reused over and over.
    The new code that's been causing the crashes is very low level, therefore
    it's already touching a huge portion of Nodeka. It will continue to be
    used even more thoroughly but the low level portion which has been causing
    crashes will not change. This means you will begin to see more and more
    features implemented with almost 100% stability. The downside of achieving
    that level of stability is that the low level design needed to be rehashed
    and in doing so, we've missed two crash bugs. The most recent crash bug was
    very easy to rectify once located and we believe it may be the last of the
    crash bugs with the new design. Again, please accept our apology for any
    inconvenience this may have been to you while we've located and fixed these
    bugs.
    We appreciate your ongoing support,
    The Nodeka Staff
  News 11/27/00:
  - Help for every score field has been finished (boy was that fun).
  - Bug with gender appearing incorrectly on score has been fixed.
  - Slight problem with score misprinting commas for negative values greater
    than 100 million has been fixed.
  News 11/26/00:
  - Toggling reminders will turn on/off recuperation strings. You will still
    regenerate faster, but you'll be able to dismiss those annoying strings.
  - New internal object code written
  - Score sheet redesigned
  - XML parser optimization finalized, it really hauls ass now!
  - New string code written to help enhance user interfaces and will allow
    more code to be written without Nijlo screwing it up (this was coded to
    ensure Nijlo can't code string memory leaks =)
  - Expect something mind-boggling soon!
  News 11/16/00:
  - Learning curve has new meaning: it now affects experience gained. For quite
    awhile now we've been probing possible solutions to make pure
    caster/invoker classes easier to level. Through an indepth conversation
    with Cixelsyd (you rock Cix) we were able to take an initial idea he had
    and propegate its affects throughout Nodeka. Learning curve now affects
    experience gained in a logrithmic way, this means differences in learning
    curve at high values have little difference between them, whereas
    differences in learning curve at low values have large differences between
    them. For example:
      Player A has 50 learn curve (approx: 100 int, 100 wis)
      Player B has 60 learn curve (approx: 120 int, 120 wis)
      Difference in learn curve experience bonus: minor
      Player A has 10 learn curve (approx: 10 int, 10 wis)
      Player B has 20 learn curve (approx: 30 int, 30 wis)
      Difference in learn curve experience bonus: major
    This change of course has other purposes than just making the leveling
    of pure caster/invoker easier. We have been trying to find new and creative
    ways of making intellect and wisdom more important to all types of players
    (we're still searching for a constitution end-all). This feature adds a
    subtle but nice incentive to increase intellect and wisdom for all
    players.
    Also note the experienced gained string has been changed and we realize
    many of you will have to rewrite your 'get all corpse;sac corpse;save'
    triggers. We apologize for any inconvenience.
    Note: all experience gains now factor learning curve, this includes nimming
          experience bonuses and healing experience bonuses. Future
          implementations of experience gains will include learning curve
          bonuses as well.
  - Nimming experience has been decreased slightly. Nijlo has
    has been analyzing footpads for quite some time and has reached this
    conclusion based on several case-studies. Keep in mind the amount of gold (tier 1)
    nimmed was up for alteration but was shot down by Nijlo as to keep
    footpads as great money-runners. However, this addition will create an
    environment where footpads will need to do more than nim.
  - Help on learning curve, intellect and wisdom have been changed slightly.
  - Inventory bug allowing inventory to reach negative numbers has been fixed.
  - Monks Hand Roll has been raised.
  - Real death can drain up to 500 million experience now, rather than the old
    cap of 100 million
  News 11/15/00:
  - Cls Dice/Cls Roll are now: Hand Dice/Hand Roll.
  - Hand Dice/Hand Roll have new meaning in battle. See 'help hand dice' and
    'help hand roll' for detailed help files. The jist of the change is that
    hand dice and hand roll now compute not only +damage but +hit as well.
    The most obvious advantage of this change is giving extra hitting accuracy
    to joufus and monks, however monks are targetted more directly. This is
    because monks have a much higher Hand Roll and much lower Hand Dice than
    joufus. Because of monks higher hand roll and lower hand dice their added
    hitting accuracy will be consistently higher than joufus (although joufus
    will feel a nice benefit from this). This improvement, while still
    affecting joufus, was directed towards monks with the above idea in mind.
The other, not so obvious, change this brings about is granting mobs more
+hit (since most mobs are weaponless). This additional hitting power
    should affect most mobs in an insignificant way.
    In addition, we realize every class is affected by this change, but monks
    and joufus are the only classes who can fight with no weapons (or with
    shields) and actually fare well.
    P.S. Yes, this will make monks one of the best raw hitting classes in all
        of Nodeka. And that was our intent. To quote Master Monk Haran
        directly: "they practice fighting with one weapon all of their
                    lives. You're damn right they're going to be accurate with
                    that one weapon." (maybe there was a little adlib)
  - 'Score' has been altered slightly to adhere to the above change.
  - Door bug fixed (thanks Theophrastus)
  News 11/12/00:
  - Minor bug with open/close commands fixed (thanks Mordeath)
  - Focused sphere now works in any condition.
  - Focused sphere no longer reduces +hit of incoming attacks.
  - Focused sphere has reduced lag and can be re-vitalized even if the affect
    has not fallen (this will not double the affects, but rather it allows
    the user to keep the sphere up at all times).
  - Practices can be enhanced (this has been in for awhile now, but we failed
    to mention it in the message of the day)
  - Character statistic roll code cleanup (another use of CGenericPair)
  News 11/12/00:
  - The commands 'open' and 'close' have been revamped. This change will make
    opening and closing a doors much easier and much more intuitive. It will
    allow multiple doors of the same name to be opened/closed by repeating
    the open/close command. For example:
      open door (opens first door in directional checks)
      open door (opens second door in directional checks)
    This change also includes logical directional checks (as identified above)
#10 SECONDS TO TICK
    which will open exits in the same order each time based on the direction
    ordering (i.e. checking order: north, east, south, west, up, down). Some
    other small touches have been added to make the user interface better.
  News 11/6/00:
  - Problems with peripheral has been fixed. These problems specifically
    relate to showing exits where hidden doors were.
  - Peripheral code entirely rewritten for speed optimizations and clarity
    improvements. This was a 40-50 hour effort, the good news is peripheral is
    flying fast and very readable. Some new toys are going to be coming out
    for peripheral and hunting. These new features (which aren't fully
    identified yet) are possible because of the clarity improvements. In basic
    terms, the code's easier to read so it's easier to enhance.
  - Hunt/shi-ku/shadow now require an exact name for finding
    a target. If you were going to hunt Fayte, you'd type: hunt fayte. You
    would be unsuccessful in hunting Fayte if you typed: hunt fay. Keep in
    mind this alteration was done to help you hunt more successfully. By
    forcing an exact name to be searched for, you can remove other 'catches'.
    An example of this is as follows:
    Player: Legend
    Player: Legendary
    Previous hunt action: hunt legend
    Will find both Legend and Legendary -- depending on who's closer.
    New hunt action: hunt legend
    Will find Legend only.
  - Some code tweaks to improve stability and speed. Also general code
    cleanups for increased clarity. Mostly this was done to help decrease the
    time spent creating new features -- this will be an ongoing effort.
  - New dark creator skill: cubic dissonance
  News 11/1/00:
  - The door problem has been fixed, however Har'luth and Avarus clan halls
    have undergone some door losses which could not be inherently fixed.
    Please e-mail Myxlplyk the door(s) which were lost and they'll be fixed
    immediately. All other doors which were corrupted have been fixed. We
    sincerely apologize for any inconvenience.
  News 10/30/00:
  - Enhance bug fixed -- nice catch Fayte
  - Cool battle round bug fixed (thanks Yadvashem)
  - Mental Tiaran fixed
  - Color: new message in 'compose' on how to add color to your messages
  News 10/29/00:
  - The meta command is gone
  - Three new commands: train, enhance, and convert. See help on each.
  News 10/23/00:
  - New 2nd remort ataelos skill: mental tiaran (watch out, this one's deadly)
  - Mobs will now track you down much more effectively and require no tracks
    to do so. We realize and accept the implications this has upon vanish.
  News 10/20/00:
  - Crash bug with affects and critical fixed (thanks Cutie)
  News 10/18/00:
  - Ignoring someone now ignores their socials as well
  - Inviolable asylum now shows a message when the affect falls
  - After great consideration, multiple shield hits have been re-inserted
    This change will allow more than one shield to hit per attack. Therefore,
    if you have 3 shields up, you can return 3 shield hits to any single
    attack. Feel free to post your argument within 'compose' and it will be
    considered. The main reason for this change was the inhibition that was
    being applied for races with shields and classes with shields. Keep in
    mind that shields do relatively low damage and usually shield spells
    are only given to classes which have no non-offensive healing method.
  - Finally, I've implemented a new idea which works with what most of you
    know as the "compose" system. I won't go into detail about it's
    implementation but I'd like to give just a brief explanation of what it is
    and why it's good. I'll be taking this conversation to 'compose'. If you'd
    like to hear more about what this addition gains us, look for the message
    entitiled: [ Hooking ]
    For those of you who might have been wondering what's been going on for
    the last week, you'll want to read my Hooking message.
  News 10/10/00:
  - Visit, transient alteration, methodic shift and inosculated crossing
    no longer work on creatures who are beyond your remort tier. Non-remorts
    cannot visit 1st remorts, 1st remorts cannot visit 2nd remorts.
  - Summon and Greater Summon work in the same manner as visit-type spells.
  - Failing to summon someone in your area will no longer display an
    identifiable message different than normal failing which was leading
    people to make logical conclusions on whether or not a player was in their
    area.
  News 10/10/00:
  - Hunt, shi-ku and shadow have all been altered. They will now work in any
    area and continue to stay active until the user stops using them or the
    user runs too low on endurance. These skills will also drain endurance
    with every step that is made and each "look" that is done (as looking also
    shows the target's location). Lag has been added to hunt/shi-ku/shadow
    when the target is located, however no lag is appended while the target
    is not located. There is no lag penalty for stopping hunt/shi-ku/shadow.
    See help on each for more details.
  News 10/7/00:
  - tholecs no longer have ambush (stripped from remorts as well)
  - Vtshinne's no longer prevents ambush as tholecs no longer have it
  - tholecs now get hunt at non-remort
  - New skill: Acutus Videre
  - New skill: Grete Sja
  - New skill: Shi-Ku
  - New skill: Rokkan
  - New skill: Shadow
  - New skill: Takushiki
  - tholec remorts get: acutus videre, and grete sja
  - joufu remorts get: shi-ku and rokkan
  - Footpad remorts get: shadow and takushiki
  - Necromancer remorts get: shadow
  - The above batch of skills are all "hunt" related but vary greatly in
    implementation. However, we're not going to tell you "how" they differ. =)
    But don't be fooled -- they are not replicas of each other.
  News 10/7/00:
  - New Online Resource Library (ORL) will be explained when
    it's integration is finished. This is just another example of Nodeka's
    tree system (which you use 'compose' with).
  - Door opening/closing is now back to one letter (open n.door).
  - All door issues are now resolved
  News 10/4/00:
  - Tree (Compose) Issue:
   
    Nodekians:
    Recently a change was made to the XML parser for optimization. This change
    needed to be made and seemed quite stable, showing no outstanding flaws.
    It was fully tested and verified before implemented. Unfortunately,
    while the optimization was mostly correct, there was one line of code
    that was incorrect, which was overlooked. This line of code has
    corrupted the entire tree (compose) structure at almost every location.
    Nijlo has repaired the code and has verified the corruption will no longer
    happen. However, the data which has been affected cannot be reversed.
    Therefore, Myxlplyk and Zed have taken it upon themselves to piece the
    information back together by hand. Because of their efforts, we will soon
    have 'compose' back on-line. Please note that some of the messages may
    have been lost due to this corruption. I would like to take a moment and
    thank Zed and Myx for their outstanding efforts in repairing the tree
    structure.
    We sincerely apologize for any inconvenience,
    Nodeka Staff
  - Hunt has been optimized (over 1000 times faster)
  - Peripheral has been optimized (over 1000 times faster)
  - Due to the optimization to Hunt, all lag has been removed
    (this was Nijlo's intent from the beginning)
  - P.S. We know what you're thinking, the last optimization took out
    the entire tree structure why are we doing more?
    In answer to that question, these optimizations are required of Nodeka
    to satisfy Nijlo's plans for the future. Peripheral and hunt needed to be
    optimized in order for his future skill/spell development to continue. As
    of now, hunt and peripheral use less than 0.1% of the processor cycles.
    Previously they were using up to 97%.
    However, we guarantee these optimizations will not have the disasterous
    affects the XML parser optimization had. We can boldly guarantee this
    because there's only one tree ...
... and Nijlo already completely obliterated that sucker! =)
  News 10/2/00:
  - Hunt now works PERFECTLY!!!! It needed some multiple fixes.
  News 9/30/00:
  - Vanish works while under conditions again, but will fail more often
  - Charge/Ice discharge work with Naj'k and Grei now (these may be toned down)
  - Hurricane kick/Vicious fist have increased accuracy
  - Bug: Cloak % staying up for 100 phases is now fixed
  - Please read the critical message left by Myx in 'compose'
  News 9/23/00:
  - Gargoyle 2nd remort colossal attack fixed
  - Vanish will no longer succeed under impairment (unless broken)
  - Charge and ice discharge lag HEAVILY reduced
  - Ambush/quit bug dealing with breaking anti-ambush/Nodeka-lock is fixed
  - Tree is now nearly 100 times faster (optimized)
  News 9/20/00:
  - Inviolable asylum now shows up correctly on the 'affects' list
  - Minor bug with charge fixed
  - The command 'class' now lists skills/spells of that class
  - Output on track altered slightly (it'll makes more sense this way)
  - New spell: ICE BLAST (2nd remort Sorcerer)
  News 9/19/00:
  - Fury and hammer don't give pk flags improperly anymore
  - New skill: CHARGE (2nd remort barb, level 100)
  - Hammer is going to be altered soon ...
  - Fury is now a remort barb skill
  - Defenders discipline has been given to ruanbaeres
  News 9/17/00:
  - Change to compose for ease of use.
  News 9/14/00:
  - Vanish allowing entry into clan halls and other rooms which should be
    inaccessible has been fixed.
  - Flee/retreat/vanish now access each direction with an equal chance
    of success.
  - Astral travel now works as intended with non-remorts, 1st remorts and
    2nd remorts.
  News 9/9/00:
  - The main "help" has been updated, type 'help' to see changes
  - Astral travel, clairavoyance and sixth sense have been altered.
    Remortal type now factors into the equation. Non-remorts cannot astral
    1st or 2nd remorts. 1st remorts cannot astral 2nd remorts. This applies
    for all three spells/skills above.
  - Peripheral has changed, see 'help peripheral' (thanks Bargle)
  - Petrify has been changed again. The latest change will do three things:
      1) Easier targets will be much more easy to paralyze
      2) Similar targets will reflect balanced success and failure
      3) Difficult targets will be much more more difficult to paralyze
  - New clan hall features, see 'help clan hall'
  News 9/2/00:
  - All affects names now match skill/spell names. Some players were
    having a hard time seeing what affects were up because of the naming.
  - Important: See 'help riddles' and 'help answer' if you haven't already
  - Important: The infamous Citadel crash bug has been SMASHED!
  News 9/1/00:
  - Critical attacks can now receive partial shield damage. This decision
    was reached to provide a compromise between criticals being too powerful
    and criticals becoming the "end-all" skill. Please keep in mind this
    decision was made to maintain a slight advantage for critical attacks
    while disallowing it from becoming all powerful.
  - Citadels rewards improved! See 'help citadel'
  - New Gaa'el racial: detect invisibility!
  - Wings of the dragon altered. Duration now lengthened, also the fly
    affect percent has been increased but the wing attack percent has been
    decreased.
  News 8/30/00:
  - Petrify has been toned down, it will miss more often now
  - Petrify now has extra lag associated with it
  - HP/mana/spirit/end metas are now individually calculated, rather than being
    calculated as a sum. This will decrease EVERYONE'S meta cost (guaranteed)
  - A ton of code optimizations/cleanups
  - Some resource strings have been altered/improved
  - Petrify has even more lag, but mana and spirit cost dropped severely
  - Witches now have fireball
  - Visible toggle fixed in toggle list and output string
  News 8/29/00:
  - The 'visible' toggle is now in.
  - Holy light fixed (it now Naj'ks correctly)
  - Elemental Malediction hits much more often
  - Sensual sedation slightly more difficult to break
  - Some minor resource fixes
  News 8/23/00:
  Message of the day will no longer be in. Messages of the day will be stored
  in the message board for message of the day. This'll be implemented soon.
  News 8/21/00:
  - Tree enhancements, bug fixes, no color login now works
  News 8/20/00:
  - 'Compose' is now in, and may be accessible for players this boot
  News 8/6/00:
  - Nodeka experienced a crash bug today after putting in some of the
    more powerful code that's been written. To help clarify the situation, I thought
    I'd take a moment to explain.
    Software almost always has bugs. If you manage to code a program that has
    no bugs you are either Albert Einstein or you're writing a 2 line
    program. What I (yes, it's me Nijlo) have been working on recently is to
    help insure Nodeka's growth stays steady for the next decade and is based
    off of three fundamental ideas:
    i.  Spend more time designing it, and the code will naturally be better.
        This hardly needs an explanation, but I'll delve a little. In the
        past, I would write code profusely, which would seem to show that
        I was doing a lot (and in some sense, I was). The side-affect,
        however, of doing this "mass-production" of code is that maintanence
        and bug checking becomes a nightmare. Not to mention that most
        design improvements become unattainable if not impossible.
        It's fairly obvious that I've undergone several growing pains while
        building Nodeka, from redesigning things 3, 4, 5 times to failing to
        solve the description bug even after 15 attempts. These experiences
        have been painful, but very needed for me to understand how to design
        the system I envision today.
    ii.  Reuse, reuse, reuse. Build objects which can be applied everywhere.
        Instead of trying to build things which are issue specific, and
        require a complete rewrite to accomplish the same thing with a
        slightly different face, create things which will work with
        everything, but may require a slight tweak for each individual case.
        This slight tweak will save hours of development time, and days of
        bug checking. Most importantly, and easily the most difficult to
        design and code: build abstractly (definitely harder than it sounds).
        Build boxes that come in every shape and size, that will carry
        anything ... and then reuse the hell out 'um (optimize later).
    iii. Quality over quantity. One of the best examples of this is the rave
        of MP3 software out there. Many boast to do a number of things, and
        turn out to crash more than they run. In the end, the software that's
        the most stable will win (Linux's race with Windows is a great
        example. Some don't know this, but Linux servers now take 29% of the
        server boxes out there). Considering that Linux isn't backed by a
        software giant as Windows is, this is truly a feat which leaves me in
        awe by Linus' (the creator of Linux) initial attempts. And not to get
        "too" side-tracked, but Linus is working on doing it again with a
        shot at completely revolutionizing laptops. The company, he and a
        number of the top brains in the world work for, are building low
        powered laptops. These laptops (supposedly arriving in the fourth
        quarter of the year) may turn the mobile PC industry on its head. As
        I'm an avid supporter of inovation, feel free to by Transmeta's web
        page (www.transmeta.com) or just go to this URL to read up on them:
        http://www.transmeta.com/press/011900-1.html
  Now, back to my explanation of the crash tonight and the my direction with
  Nodeka. The crash tonight was, as most of you guessed, caused by the new
  code which I had just implemented. What most of you may not have guessed,
  is that my new code actually "found" the bug which then crashed Nodeka.
  The crash bug was within code that was causing a memory leak for over a
  year. Once I was pointed in the right direction, it was only a matter of
  minutes before the damage was repaired. Very cool ...
  So, some of you may be thinking, "how does his new code 'find' bugs"? I'll
  spare you from asking: it doesn't. What it does do is secure and release
  memory much more frequently (and much more properly) than most of the other
  "older" code. It is because of this "packing" memory that memory leaks are
  found much more quickly (of course, I won't tell you "how" to pack memory,
  trade secret ... ya know?).
  Anyhow, the reason you're hearing about this now, and not a year ago, is
  because I'm a much more disciplined coder than I was when I first ventured
  into the depths of Nodeka. I'm by no means a master, and doubt I ever will
  be, but I can assure you Nodeka will continue to thrive and implement the
  "coolest" but most stable things you can think of.
  Now, I'm going to share with you a small piece of information, just a tease
  of what's coming. The explanation above of the future and past wasn't
  induced by the crash that took place and some funky new code that I've
  developed overnight. In fact, it's taken me four weeks to develop the new
  secret system I'm going to share with you, and boy-oh-boy has it been a
  testament of faith ("Let's just do it the easy way" and such and such).
  Finally!
  What we have built is an integrated UNIX-expanding on-line access hierarchy
  supporting group/individuals, group-ownership/individual-ownership, smart
  searching and a bunch of other buzz words to wet your appetite.
 
  We're calling it: tree (it's a tree-based system)
 
  It is with the exception of Nodeka's AI and peripheral systems, the most
  complex "thing" I've written. That being said, it is by far, the most robust
  system I have yet had the pleasure to design.
  Now you may be wondering why this is important to you, here's just a couple
  things tree can do for you:
    - Message Boards (topic grouping: flames, ideas, Mel's troll hut, etc.).
      Most other muds/on-line games have multiple boards for multiple dialogs.
      While we'll be giving all the clans their own message board, we'll have
      one major board broken into topics so you don't have to go wander off
      into the Abyss to find the next one. We'll also be placing them
      conveniently around the globe to make your access to them easier.
    - Mortal building. That's right, we'll be able to do it. We'll have
      a mortal building area just so you can take a stab at building your own
      mobs, the way you think they should be. And if we use your ideas, of
      course the platinum will be flowing your way. What about items and
      areas? Well, maybe ... often times items are more difficult to create
      accurately, and areas take a good deal of time to produce. We're
      considering it though.
    - Corpse-saving. Never again will you have to worry about a crash stealing
      your corpse. Nodeka's tree system will automatically cover that for you.
      So in the unlikely event of a crash, you won't be searching for the
      oxygen mask, tucking your head between your knees and kissing your ass
      goodbye.
    - On-line bug fixing. The truth is many things still require a reboot,
      but we're doing our damnedest to find new and creative ways to make your
      stay at Nodeka as smooth as Cindy Crawf ... well, smooth.
    - Massive time improvements for building areas, items, mobs, and whatever
      else you can think of. Anything that can be built through tree, will
      be. And it'll be done faassssst.
    - Did I mention the possibility (and yes, this is still hypothetical) of
      building skills and spells through tree? We'll keep you updated. Even
      if this isn't fully possible, the development of skills and spells will
      continue, hopefully at a rapid pace (like the old days, but without the
      bugs).
    - Quests. This is, I'm sure a big one for the lot of you. We've been
      holding off on quests because we didn't want to give you the generic,
      "go kill an ant and bring back its corpse" type of quest. We're talking
      about level by level, chapter by chapter quests that will leave you in
      a blubbering foam of sweat begging for more abuse.
  So now that I've hopefully gotten your attention, we still have some major
  pieces to get wrapped up before we can start pushing the above ideas in. So
  please don't get "too" excited. Right now, it looks like anywhere from 2
  weeks to a month before a template for the builder can be done generically
  and work for everything (as it should). Hopefully you're coming away with
  a good sense of what to expect in the future and a reinforced belief that
  Nodeka has been, and will continue to stay under development until it
  eventually rules the civilized world (or at least a good portion of your
  neighborhood).
      Mad Scientist signing out,
      Nijlo-man
  News 8/6/00:
  - Nodeka's been getting a serious tune-up. We're almost to the turning
    point where you, the players, will be able to start seeing the power we've
    been building. Hold tight, things are gonna start moving fasssssst!
  News 8/4/00:
  - Our apologies for the recent downtime. There was a power outage a few days
    ago which corrupted some of Nodeka's resource files. This prevented anyone
    from being able to put Nodeka back on-line, but Nijlo. Again, we apologize
    for the inconvenience.
    - The Nodeka Staff
  News 8/1/00:
  - More additions to new functionality
  - Minor bug fixes with new functionality, restructure of
    access rights/priviledges system (immortal only (for now))
  - Soon, the mystery of all this functionality will be revealed
  Cheaters 7/31/00:
  - Shie and Noah have been zapped for multi-playing
  - Kazzet has been zapped for botting
  - Enigmapotpie and all of his alts have been banned
  - Bhaal, Pestilence and Helm have been zapped for multi-play
  - Seven more players zapped for cheating
  News 7/31/00:
  - Massive internal re-architecture, Nodeka is smarter, and much
    more versitile. Three more pieces must be complete before the internal restructure
    is finished. Three weeks of non-stop coding is now almost done
  Cheaters 7/12/00:
  - Shie and Noah have been zapped for multi-playing
  - Kazzet has been zapped for botting
  - Enigmapotpie and all of his alts have been banned
  - Bhaal, Pestilence and Helm have been zapped for multi-play
  News 7/16/00:
  - Necromancers followers are now MUCH more powerful
  News 7/14/00:
  - Cool new system architecture
  News 7/12/00:
  - Stepping skill/spell pair association crash bug fixed
  - Stepping skills/spells modified. More solid structure base now and they
    have a more visible look to them
  - Stepping skills work more properly when under affect (baned, stunned, etc)
  - Extra string added to celestial ray
  - Alleviate now lags an extra round
  News 7/10/00:
  - Soul egression now mimics soul guardian, preventing stat peaks above maximum
  - Celestial ray damage string fixed
  - Lightning damage strings fixed
  - Mob typo fixed (thanks Nix)
  - Shield crash bug fixed
  - Evasion strings now included on shield damage
  - Grouped shield damage now shows average damage, for consistency
  - Attack damage strings fixed (some genders were incorrect)
  News 7/8/00:
  - Updated Rules: See 'help rules', ignorance of rule changes will not be accepted
  - Updated Rules: See 'help bot'
  - Shield strings fixed (thanks Soth)
  News 7/7/00:
  - Feature: shield damage now seen more correctly! Rockin!!!
  - Critical attack cannot take shield damage (just like other naj'k/grei attacks)
  - Hurricane kick cannot take shield damage (just like other naj'k/grei attacks)
  - Vicious fist cannot take shield damage (just like other naj'k/grei attacks)
  - Illusionary Displacement improved
  - Planar Sage class +hit now fixed (thanks Zhakar)
  - Major Fix: one shield hit per attack (my apologies for letting this bug slip by)
  News 6/25/00:
  - Fix for return line failures
  News 6/22/00:
  - More than 30 bug fixes
  News 6/13/00:
  - Another 100 strings externalized (yay!)
  - Anti-recall affect now in (but not used ... yet)
  News 6/12/00:
  - 'nodeka staff' converted to 'list staff' (nod social now works again)
  - 'commands' converted to 'list commands'
  - 'socials' converted to 'list socials'
  - Logging modification
  News 6/11/00:
  - Help on building is in, see 'help building'
  - New planar sage spell: mist of lectokke
  - New remort sa'duroth spell: arhkarret's form
  News 6/3/00:
  - Player fight damage is now cut in half (for player fights only)
  - Regeneration rates are now coded properly (regen % is while sleeping)
  - All healing skills/spells now heal half on player fighting targets
    (with the exception of compelled rejuv, now it'll be worthwhile to use)
  - Mana and spirit regen are increased by 52 points per tick
  - Two special cases with 1/2 pfight damage fixed (working properly now)
  News 6/1/00:
  - Critical is now more accurate
  - Partial hits are now in, meaning you can hit with less than full damage.
    This allows for more accuracy for landing a blow in battle, but it may
    mean you hit for less than full damage. Instead of an "all or nothing"
    type of combat, you can get those imperfect hits to still land.
  News 5/31/00:
  - Phases are now only seen when on the world map
  - Channeled anger and sensual sedation's duration now based off of willpower
    (as it was suppose to be, thanks Soth)
  - The 'race' command now shows each race's lineage
  - The continent Tarsis has been added to the world map!
  News 5/29/00:
  - More social fixes
  - New skill: Prowl (Shadow Rogues only)
  - Prowl fixed
  - New area: Stormhaven!
  - Stepping skills/spells template improved (easier to code them now,
    and less chance for error)
  - Soth has a new title! (wizlist)
  - Prowl skill modified, strings modified as well
  News 5/27/00:
  - Loss of concentration is no longer seen by others
  - New socials in: ponder and twitch! (hail Luminata)
  - Some other socials slightly modified
  - New spell: Sight of Divestment! (remort heitons)
  - New skill: Hunters Vigilance (remort tholecs)
  - Elf remort racials fixed!
  News 5/25/00:
  - The Scobie-Noyola Fund raising is over.  You will no longer
  - receive double platinum for donations.  Thanks to all who
  - contributed to the cause.
  News 5/24/00:
  - New Spell: Bestow Vision (remort witches/daja)
  News 5/23/00:
  - New Skill: Lectokke's Vision (remort sorcerers)
  - Hobbits "cloak" now is extremely powerful in concealing their existance
  - "list skills", "list spells" are now two worded commands (for easier use)
  - A few strings now display more correctly
  - Invisibility, Blended, Cloaked and Unseen flags are now displayed
  The Scobie-Noyola Fund has raised over $1900 dollars so far!!
  (see 'help fund raising')
 
  Thanks to: Soma, Blitzkrieg, Auberon, Yevroth, Avalanche, Monster, Zhakar,
  Ishmael, Jato, Utxsudo, Arkenon, Jagas, an anonymous donation,
  Drayke, Shandara, Cixelsyd, Shierkahn, Drakmorden and Grit,
  and another anonymous!
  News 5/22/00:
  -Multiple bug fixes
  -Crash bug fixed! (thanks to Myx for reminding Nijlo to fix this)
  The Scobie-Noyola Fund has raised over $1900 dollars so far!!
  (see 'help fund raising')
 
  Thanks to: Soma, Blitzkrieg, Auberon, Yevroth, Avalanche, Monster, Zhakar,
  Ishmael, Jato, Utxsudo, Arkenon, Jagas, an anonymous donation,
  Drayke, Shandara, Cixelsyd, Shierkahn, Drakmorden and Grit!
  News 5/18/00:
  - Trolls/Trogs/Drolls have been improved, thank Soth and Nijlo.
  The Scobie-Noyola Fund has raised over $1300 dollars after two days!!
  (see 'help fund raising')
 
  Thanks to: Soma, Blitzkrieg, Auberon, Yevroth, Avalanche, Monster, Zhakar,
  Ishmael, Jato, Utxsudo, Arkenon, Jagas, and an anonymous donation.
  News 5/16/00:
  - Hail Soth! The new area Stormhaven is in!!!! Special thanks to Myx
    for checking every room for typos, Zed for checking every item and mob,
    and Soth for doing all the work!
  *************************
  - See 'help fund raising'
  *************************
  News 5/14/00:
  - Stoicism help reads more correctly.
  - Multiple string errors fixed.
  - Silent Malevolence made more powerful.
  - Stormhaven item fix (thanks Nijlo)
  News 5/11/00:
  - Player description bug fixed.
  News 5/6/00:
  - Stoicism toned down (sorry folks, it was doing some things I didn't realize)
  - Soth's new area is in (thank Soth for building, Zed for clean up,
    and Nijlo for figuring out why it broke Nodeka, so it can actually go in).
  - Crash bug fixed -- another crash bug fix when builders go bad...hehe.
  News 5/1/00:
  - Invisibility bug fixed (mobs will show up correctly now)
  - 2.mob will work now if a player with a similar name is on (thanks Khaled)
  - Methodic Shift to ataelos Remorts
  News 4/19/00:
  - Yulek non-damaging hits fixed! (hail Akari for the help)
  - Rescue bug fixed (rescue now leaves lag on the rescued target)
  News 4/17/00:
  - Alleviate modified
  - Learning curve now helps in combat? (see 'help learn curve')
  - Humans race modification
  - Newbie school mobs altered, slightly
  - Lots of other internal code clean-ups/modifications
  - Toggling channel info now blocks clan changes and citadel information
  News 4/15/00:
  - Link dead bug fixed (thanks Jesus)
  News 4/9/00:
  - Crash bug fixed (still shocked that we crashed)
  - Sell issues fixed
  - Some follower issues resolved (thanks Nix)
  News 4/8/00:
  - Groups of mobs now appear in group order properly. Previously, for
    example, you might see 2 ladies in a room and a female soldier. It was
    possible that when you typed 'k lady' three times you might attack them
    in a number possibilities. These would be:
    Attacking a lady, attacking a female soldier, attacking a lady
    Attacking a lady, attacking a lady, attacking a female soldier
    Attacking a female soldier, attacking a lady, attacking a lady
    This 'bug' can no longer happen. The *only* way that the above will happen
    now is as follows:
    Attacking a lady, attacking a lady, attacking a female soldier
    This is the correct behavior. My apologies for overlooking this for so
    long.
  - Player items and room items follow a similar ideology as the above
  - Fury fixed (thanks Legend)
  - Strength and Dexterity tables *slightly* toned down (very slight tone
    down for 100+). Remember, this means more powerful mobs will be down-graded
    as well. This change was not put in to reduce player power, and the gold
    algorithm was *slightly* increased. The only reason this was put in was to
    reduce the gap between small and large players (very slightly at that)
  - The barter/buy command now takes this syntax: buy <item #> <mob>
  - SELL IS NOW IN - it'll undergo changes, but it's in
  - Peripheral now gives more information (expect more)
  - Mobs that are trying to lure you out of a safe room are less spammy now
  - Corpses now align in the frestest first in the room (for killed mobs only)
  - Sell bug fixed
  News 4/7/00:
  - Battles shouldn't end improperly anymore
  - Stoicism is more powerful than before!
  - Outcast now auto-sets home to Ruushi
  - If you have fly, you will now always succeed on terrain movement, but
    that doesn't mean you will always get a lowered endurance drain
  - Hammer and fury should work properly now
  - Lag has been removed from commands: scan and peripheral
  - Stoicism will now show up in Citadel battles
  - Bug with tracking mobs showing up in your prompt is now fixed
  - Bug with "You don't have enough endurance" fixed
  - Stoicism completely revamped! See 'help stoicism'
  - The Citadel now deals with 300 levels, see 'help citadel'
  - Important: Real Death now has a chance of reducing a stat PERMANENTLY!
    See 'help real death' for more information
Note: To all you mass-suiciders to Raash/massive guard and Abyss mobs --
you've had this coming for a long time. Be thankful I was kind enough to give
you advanced notice that this was implemented instead of letting you find out
the hard way.
- N
  News 4/1/00:
  - Cogline's Giest Mist items and mobs in (Artificial Intelligence!)
  - Sea Hag to Oracle (thanks Legend, I like this one more)
  - ruanbaeres now have fury, it took awhile for me to decide to allow this
  - Bishops have regalement, they lose invig and greater invig
  - Bishops lose cure light/serious/critical (those spells sucked anyway)
  - Bishops gain holy analgesic (and this spell is badass)
  - Peripheral now usable in battle!
  - Room mob default colors changed (if you don't like it, change it)
  - Command say modified (just color/cosmetic)
  - THE BEST EQUIPMENT MONEY CAN BUY -- DONATOR ONLY EQ NOW AVAILABLE!!!
  News 3/31/00:
  - More mob/item fixes -- Zed's the man!
  - Minor changes to mental blast and psychic shock
  - Astral Travel is more powerful than ever...
  - khehusod skill reordering (minor change)
  News 3/30/00:
  - Gaa'els double willpower fixed (thanks Fizzle)
  - Mob/Item fixes -- hail Zed!
  - More social fixes (thanks Lum and Myx)
  - Witches' major remort: SEA HAG! (Muhahahah, thanks Pandora)
  News 3/27/00:
  - Alleviate bug fixed (thanks Ziii)
  - Major Character Generation bug fixed
  - Nodeka lock is now ignored when deleting a character
  - Major race alteration - please see command 'race' and read
    Nijlo's indepth reasoning behind the alteration: 'help nijlo's race change'
  News 3/26/00:
  - Nodeka Lock doesn't re-apply on reconnections (thanks Potem)
  - Luminata and Myx have modified/added new socials! Comments to Lum
  - Character generation now shows racials!! =)
  - Another cool crash bug SMASHED!
  - 200+ internal strings externalized!
  - Alleviate altered again (usable on self, but lagged)
  - Major race alteration - please see command 'race' and read
    Nijlo's indepth reasoning behind the alteration: 'help nijlo's race change'
  - Commands - Identify/understand and Extrinsic Elucidation slightly altered.
    Nijlo will be heavily modifying its interface for easier understanding
  - Command - Affect more organized (will undergo more changes)
  News 3/21/00:
  - Alleviate altered
  - Blue, Red and Black Drakes altered (and their lineage)
  - Humans now have racials
  - Gnomes and their lineage altered
  - Frost Giants and their lineage altered
  - Angel/Arch-Angels and Demons/Daimonikos altered
  - Forced connections are in (astral travellers, you'll dig this)
  - Note: All donations are handled by CHAOS now (see 'help donation')
  - Race strings fixed (thanks Khaled)
  News 3/18/00:
  - Races are now creatable while Nodeka is running (finally)
  - Many racial changes: if your racials changed, it was intended
  - So many changes, I could write a book about it...
  News 3/8/00:
  - Some social fixes (including 'nod')
  - Many more socials added (hail Luminata and Soth!)
  - Peripheral design restructure -- super fast, super clean!
  - Cosmetic race changes including proper names (i.e. An angel, A human)
  - Please e-mail Luminata with social errors
  News 3/6/00:
  - Collision with illusionary displacement and ill fixed
  - Crash bug with event logging fixed
  - Overloaded input buffering fixed (truncated lines now work properly)
  - Holy light lag time reduced (damage/hit unmodified)
  - Lord Braggi item fixes (thanks Myx)
  News 3/5/00:
  - Crash bug with over 50 of the same mob in a room fixed
  - Many more socials in! (hail Luminata and Myx)
  - Tracking now lags slightly
  News 3/1/00:
  - Another 20 or so socials add (thanks Luminata and Myx!!!)
  News 2/29/00:
  - More socials added (hail Luminata), more will come soon
  News 2/25/00:
  - Crash bug fixed with invalid items on mobs
  - Socials revamped (please bare with us while we convert them)
  - Holy light toned down and made more willpower dependent
  News 2/23/00:
  - Items in container crash fixed
  News 2/21/00:
  - Socket problem is NOW fixed
  - Items in containers STAY in containers upon quitting.
  - Channeled Anger string fixed (thanks again Atlas)
  News 2/20/00:
  - Bug with clan halls fixed
  - Rhall mobs updated, hail Soth!
  - Visit and astral travel fixed (thanks Ryv)
  - Socket connections problems should be solved -- if you have trouble
    logging in, please tell an immortal
  - Phase string fixed (thanks anonymous)
  - Continent mapping is now seamless ('?' won't show between continents)
  - Stepping skills now stop properly if the user drops to 0 hp
  - Insane skill string fix (thanks Atlas)
  - White Dragoons now have celestial ray (thanks Iron)
  News 2/18/00:
  - Inside and outside area types now settable per area
  - Mapping/Peripheral functionality improved
    (fixed bleeds, overlapped terrain now blends)
  News 2/17/00:
  - Feature added to output contol: Brief My Attacks
  - Feature added to output contol: Brief Enemy Attacks
  - Help on output control simplified
  News 2/15/00:
  - Many color incompatibilities between clients fixed
  - Exit colors are now player settable (see "color")
  - Color layout heavily modified
  - Output layout heavily modified
  News 2/14/00:
  - Character Generation heavily modified (ugly parts cleaned up)
  - Gender Generation now allows becoming an "it"
  - Handedness more greatly explained in char gen
  - Stats generation informs player of max and mins
  - Stats generation briefly explains stats now
  - Gender generation and password generation cleaned up
  - Classes no longer require *ANY* stat requirements: any race can be any class
    (we realize the implications of this, so you don't need to inform us)
  - Alleviate fixed: it now behaves as it should
  - Petrify is lagging somewhat properly (it will step eventually)
  - lo-fent's Holy light beefed up majorly
  - lo-fent's Holy light is now Naj'ked
  - ateoli no longer have globe of fluctuation
  News 2/10/00:
  - Soth's NEW area is in! All hail Soth!
  - Who bug fixed (logging in chars no longer included)
  - Race problems with Khan-lith and Iron Claw items fixed (hail Akari)
  - Self-deletion string error fixed
  - Sweet stepping bug fixed (thanks Black, great find!)
  - Who invisible miscalculations now fixed (thanks Wrath)
  - Aggros finally up to Nijlo's standards
  News 2/8/00:
  - Anti-where tactics work on peripheral and scan, this includes
    footpad skills, black drakes and so on. This also works with invis
  - Invis bug with scan and look fixed (thanks Akari)
  - A bunch of new races added (these may be playable in the future)
  - Yet another memory leak found and fixed
  - Soth's new area coming soon!
  News 2/6/00:
  - Crash bug fixed with replies in prompt
  News 2/3/00:
  - Temple touch now startable under a condition
  - Sensual sedation now startable under a condition
  - Channeled anger now startable under a condition
  - Stun now startable under a condition
  News 2/2/00:
  - Temple touch now steps (success rate improved)
  - Sensual sedation now steps (success rate improved)
  - Channeled anger now steps (success rate improved)
  News 2/1/00:
  - Critical memory leak fixed
  - Stun now sequential stepping (lag is still the same)
  - Stun will now hit more often (success rate improved)
  - Auto-join no longer works for player fights
  - Critical attack slightly altered
  News 1/30/00:
  - Vanish and retreat now lag properly (thanks Soma)
  - New Footpad skill: Cloak
  - Critical Attack modified again (some really cool stuff going on now)
  - Dropped sockets throughout the code fixed
  - AFK freeze after dropping link fixed (only took 2 minutes, 37 seconds)
  - Thieves to Footpads, Rogues to Shadow Rogues
  - Critical attack restructured: added time delay and enhanced power
    ('help critical' rewritten)
  News 1/29/00:
  - Strings externalized
  - PC descriptions fixed (thanks Akari)
  - Sixth sense fixed
  - Inventory corpses string fix (yes yes, it took awhile)
  - New high lo-fent skill: Celestial Ray
  (this is the start of yet another new breed of skills/spells)
  News 1/28/00:
  - Command input blocking fixed
  - A couple more memory leaks isolated and fixed
  - Fireball evade string fixed (thanks Atlas)
  News 1/26/00:
  - Bug fixed related to losing ability to input commands
  - Mobs/items can now be added or modified while running
  - Aggro bug fixed (buffering finalized)
  - Two memory leaks found and fixed
  - Crash bug fixed
  - Command buffering fixed
  News 1/25/00:
  - Tracks now stay longer
  - Sensual Sedation and focused sphere now show Naj'k (thanks Sheep)
  - Hunt bug fixed (thanks Dwiggs)
  - Where has been removely completely -- let's see how this turns out
    (We do realize this present a problem of Anti-Where people, but not to
    worry we have a solution)
  - Buffer leak fixed
  - Modified command buffering
  News 1/24/00:
  - Whocitadel now only shows players (not locations)
  - Contradiction of the rabbit +quickness toned down slightly
  - New skill for hunters/striders: hunt (remort only)
  - Where now lags for two seconds (no more "spam where")
  - Memory leak fixed (one more down!)
  News 1/23/00:
  - Bug with [[willed protector]] has been fixed (thanks [[Dwiggs]])
  - daja equipment now works (my apologies for the delay)
  - Agility bonus on quickness has been toned down, e-mail Nijlo with comments
  News 1/21/00:
  - [[daja]] [[class]] for [[fallad]]-like females only. This class will undergo many
    changes, please be patient while [[Nijlo]] restructures them
  - Automatic conversion for female fallads to female daja (you won't need
    to recreate your character from scratch, or ask for a class change)
  - [[daja]] statistic variation from [[Bishop]] is complete
  - [[Remorts]], [[minor remort|minor]] and [[Major Remort|major]], for dajaes are named
  - [[Knight]] class and remorts all renamed and will undergo multiple changes
    that will make knights more appealing (not necessarily more powerful)
  - [[Riposte]] has been removed completely ([[practices]] automatically reimbursed)
  - New [[Raider]] skill: [[Field Aid]] (thanks [[Potem]])
  - New [[item type]]: [[bandage]]
  - Randomized [[repop]] on some "seller" mobs inventory (each mob is unique)
    This means sellers can now "restock" items for selling purposes without
    being slain
  - Time functionality revamped -- Nodeka will flow more steadily now
  - Sockets optimized using sleep-splitting for maximum response time
    (this means you should be able to communicate with Nodeka even faster)
  - New [[shop]] somewhere in [[Ruushi]]
  - Remorting now requires at least a $20 [[donation]] (if you don't like it,
    don't remort)
  News 1/20/00:
  - This is now [[nodeka.com]]. Most of you can just use nodeka.com, but in some
    areas you may still be forced to use the IP [[207.238.190.4]] (for another day)
  - www.nodeka.com is now accessible on the web!
  - A big THANK YOU to [[Akira]] for his great work on the web page redesign!
  News 1/19/00:
  - New T1 is up, ALL PROGRESS WILL BE SAVED (while we wait to get [[Nodeka.com]] back)
  News 1/17/00:
  - [[Item]] loading has been fixed (thanks [[Myx]])
  News 1/16/00:
  - [[Insanity]] modified again (much better now from the last degrade, but uses more [[endurance|end]])
  - [[Time]] command heavily modified
  News 1/13/00:
  - [[Nodeka]] now runs on multiple platforms (still some major bugs)
  - [[Nim]] bug fixed (thanks [[Soma]])
  - [[Lightning]] typo fixed (thanks [[Ith]])
  News 1/9/00:
  - [[Mystic Wand of Fleetness]] has been fixed (thanks [[Legend]])
  - Witches completely revamped
  - New [[witch]] spell: [[Cathianas Guidance]] (help 'cathianas guidance')
  - New witch [[spell]]: [[Ruah Kyf]] (help 'ruah kyf')
  - Revamped spell: [[cat of summoning]] to [[mystic wand of...]] (help 'mystic wand')
  - Improved race: [[Svirfneblin]]
  - [[Berserk]] and [[Insanity]] fixed (thanks [[Gavial]])
  - [[Bishops]] now have [[sixth sense]]
  News 1/8/00:
  - Incorrect behavior for missed affect fixed (thanks [[Myx]])
  - Fixed problems with bash and channeled anger (thanks [[Dwiggs]]!)
  - [[Bash]] and [[channeled anger]] now use [[Naj'k]]
  - [[khehusods]] [sic] now have: [[mental tempest]]
  - Help on [[Naj'k]] and [[Grei]] has been changed
  - [[Followers]] can no longer be attacked in [[safe rooms]]
  - [[Order|Ordering]] followers to attack newbies will no longer work
  - Newbie "no-pk" range is now at [[level]] 30
  - [[PCs]] within a [[Grei/Naj'k sphere]] are now seen
  News 1/7/00:
  - Some new [[damage strings]]
  - [[Naj'k]] has been made a little less complex
  - [[Critical]] now uses [[Naj'k]]
  - [[Grei]] has been made more visible, and somewhat less complex
  - Some spell costs [[mana]]/[[spirit]]) have been slightly altered
  - [[Bishop protectors]], and [[sa'duroth zombies]] have been improved
  News 1/5/00q: [sic]
  - Fixed [[output]] problem with [[Grei]] and [[Naj'k]]
  - Fixed [[vicious fist]] string (thanks [[Jaxon]])
  News 1/3/00:
  - The mysteries of [[Grei]] and [[Naj'k]] have been implemented (thanks [[Demonlord]] and [[Overman]])
  - [[Soothing touch]] bug fixed (thanks [[Yaga]])
  - [[Raider]] [[remort]] name changes (thanks [[Ishmael]])




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== 1999 ==
== 1999 ==

Revision as of 21:42, 12 September 2020

Nodeka is still under relatively active development. Below is a list of the entire known changelog.


2020

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2019

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2018

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2017

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2016

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2015

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2014

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2013

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2012

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2011

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2010

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2009

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2008

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2007

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2006

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2005

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2004

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2003

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2002

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2001

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2000

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1999

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The game launched in 1999.