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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]]) | |||
</div> | </div> | ||
== 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.