MOTD: Difference between revisions
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- We're going out on a limb here and allowing players to do something which | - 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: | seems to follow along lines of allowing more player creativity and control: | ||
Apostrophes are now allowed in names. | Apostrophes are now allowed in names. | ||
There are some restrictions: your name can't begin or end with an | 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. | apostrophe. You are limited to having a single apostrophe in your name. | ||
Thus: | Thus: | ||
Valid Name: [[M'nliir]] | Valid Name: [[M'nliir]] | ||
Valid Name: Mnl'iir | Valid Name: Mnl'iir | ||
Valid Name: Mnlii'r | Valid Name: Mnlii'r | ||
Invalid name: 'Mnliir (begins with apostrophe) | Invalid name: 'Mnliir (begins with apostrophe) | ||
Invalid name: M'nl'iir (contains more than one apostrophe) | Invalid name: M'nl'iir (contains more than one apostrophe) | ||
Invalid name: Mnliir' (ends in an apostrophe) | Invalid name: Mnliir' (ends in an apostrophe) | ||
Keep in mind that permanent name changes cost 500 platinum. If you wish | 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 | to change your name to take advantage of the new feature make sure you | ||
have the 500 platinum available BEFORE requesting a name change. | have the 500 platinum available BEFORE requesting a name change. | ||
- Important: [[rules]] have been updated, see '[[help rules]]' | - Important: [[rules]] have been updated, see '[[help rules]]' | ||
- [[Colors]] have been updated: [[black]] is now a valid color, as well as [[background | - [[Colors]] have been updated: [[black]] is now a valid color, as well as [[background | ||
colors]]. See '[[help color]]' for more details. | colors]]. See '[[help color]]' for more details. | ||
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- [[Help files]] for all of the color settings coming soon! For now, just play | - [[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). | 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 | - Note: the mind-boggling new feature is NOT implemented yet! The above | ||
changes were brought about by beginning to implement the new feature and | changes were brought about by beginning to implement the new feature and | ||
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- Some more [[internal engine]] changes/fixes. Mostly for stabilization. | - Some more [[internal engine]] changes/fixes. Mostly for stabilization. | ||
- Code cleanup. | - Code cleanup. | ||
- Nijlo locate crash bug, Nijlo verify crash bug, Nijlo smash crash bug into | - Nijlo locate crash bug, Nijlo verify crash bug, Nijlo smash crash bug into | ||
millions of tiny pieces because crash bug make Nijlo very very angry. | millions of tiny pieces because crash bug make Nijlo very very angry. | ||
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inconvenience this may have been to you while we've located and fixed these | inconvenience this may have been to you while we've located and fixed these | ||
bugs. | bugs. | ||
We appreciate your ongoing support, | We appreciate your ongoing support, | ||
The Nodeka Staff | The Nodeka Staff | ||
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differences in learning curve at low values have large differences between | differences in learning curve at low values have large differences between | ||
them. For example: | them. For example: | ||
Player A has 50 learn curve (approx: 100 int, 100 wis) | Player A has 50 learn curve (approx: 100 int, 100 wis) | ||
Player B has 60 learn curve (approx: 120 int, 120 wis) | Player B has 60 learn curve (approx: 120 int, 120 wis) | ||
Difference in learn curve experience bonus: minor | Difference in learn curve experience bonus: minor | ||
Player A has 10 learn curve (approx: 10 int, 10 wis) | Player A has 10 learn curve (approx: 10 int, 10 wis) | ||
Player B has 20 learn curve (approx: 30 int, 30 wis) | Player B has 20 learn curve (approx: 30 int, 30 wis) | ||
Difference in learn curve experience bonus: major | Difference in learn curve experience bonus: major | ||
This change of course has other purposes than just making the leveling | 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 | of pure caster/invoker easier. We have been trying to find new and creative | ||
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many of you will have to rewrite your '[[get all]] [[corpse]];[[sacrifice|sac]] corpse;save' | many of you will have to rewrite your '[[get all]] [[corpse]];[[sacrifice|sac]] corpse;save' | ||
triggers. We apologize for any inconvenience. | triggers. We apologize for any inconvenience. | ||
Note: all experience gains now factor learning curve, this includes [[nim|nimming]] | Note: all experience gains now factor learning curve, this includes [[nim|nimming]] | ||
experience bonuses and healing experience bonuses. Future | experience bonuses and healing experience bonuses. Future | ||
implementations of experience gains will include learning curve | implementations of experience gains will include learning curve | ||
bonuses as well. | bonuses as well. | ||
- Nimming experience has been decreased slightly. Nijlo has | - Nimming experience has been decreased slightly. Nijlo has | ||
has been analyzing footpads for quite some time and has reached this | has been analyzing footpads for quite some time and has reached this | ||
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News 11/15/00: | News 11/15/00: | ||
- [[Cls Dice]]/[[Cls Roll]] are now: [[Hand Dice]]/[[Hand Roll]]. | - [[Cls Dice]]/[[Cls Roll]] are now: [[Hand Dice]]/[[Hand Roll]]. | ||
- Hand Dice/Hand Roll have new meaning in battle. See 'help hand dice' and | - Hand Dice/Hand Roll have new meaning in battle. See 'help hand dice' and | ||
'help hand roll' for detailed help files. The jist [sic] of the change is that | 'help hand roll' for detailed help files. The jist [sic] of the change is that | ||
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+hit (since most mobs are weaponless). This additional hitting power | +hit (since most mobs are weaponless). This additional hitting power | ||
should affect most mobs in an insignificant way. | should affect most mobs in an insignificant way. | ||
In addition, we realize every class is affected by this change, but monks | 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 | and joufus are the only classes who can fight with no weapons (or with | ||
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lives. You're damn right they're going to be accurate with | lives. You're damn right they're going to be accurate with | ||
that one weapon." (maybe there was a little adlib) | that one weapon." (maybe there was a little adlib) | ||
- 'Score' has been altered slightly to adhere to the above change. | - 'Score' has been altered slightly to adhere to the above change. | ||
- Door bug fixed (thanks Theophrastus) | - Door bug fixed (thanks Theophrastus) | ||
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allow multiple doors of the same name to be opened/closed by repeating | allow multiple doors of the same name to be opened/closed by repeating | ||
the open/close command. For example: | the open/close command. For example: | ||
open door (opens first door in directional checks) | open door (opens first door in directional checks) | ||
open door (opens second door in directional checks) | open door (opens second door in directional checks) | ||
This change also includes logical directional checks (as identified above)\ | This change also includes logical directional checks (as identified above)\ | ||
which will open exits in the same order each time based on the direction | which will open exits in the same order each time based on the direction | ||
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forcing an exact name to be searched for, you can remove other 'catches'. | forcing an exact name to be searched for, you can remove other 'catches'. | ||
An example of this is as follows: | An example of this is as follows: | ||
Player: [[Legend]] | Player: [[Legend]] | ||
Player: [[Legendary]] | Player: [[Legendary]] | ||
Previous hunt action: hunt legend | Previous hunt action: hunt legend | ||
Will find both Legend and Legendary -- depending on who's closer. | Will find both Legend and Legendary -- depending on who's closer. | ||
New hunt action: hunt legend | New hunt action: hunt legend | ||
Will find Legend only. | Will find Legend only. | ||
- Some code tweaks to improve stability and speed. Also general code | - Some code tweaks to improve stability and speed. Also general code | ||
cleanups for increased clarity. Mostly this was done to help decrease the | cleanups for increased clarity. Mostly this was done to help decrease the | ||
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mind that shields do relatively low damage and usually shield spells | mind that shields do relatively low damage and usually shield spells | ||
are only given to classes which have no non-offensive [[healing]] method. | 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 | - 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 | know as the "compose" system. I won't go into detail about it's | ||
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like to hear more about what this addition gains us, look for the message | like to hear more about what this addition gains us, look for the message | ||
entitiled: [ [[Hooking]] ] | entitiled: [ [[Hooking]] ] | ||
For those of you who might have been wondering what's been going on for | 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. | the last week, you'll want to read my Hooking message. | ||
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[[Nodekians]]: | [[Nodekians]]: | ||
Recently a change was made to the XML parser for optimization. This change | 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. | needed to be made and seemed quite stable, showing no outstanding flaws. | ||
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that was incorrect, which was overlooked. This line of code has | that was incorrect, which was overlooked. This line of code has | ||
corrupted the entire tree (compose) structure at almost every location. | corrupted the entire tree (compose) structure at almost every location. | ||
Nijlo has repaired the code and has verified the corruption will no longer | Nijlo has repaired the code and has verified the corruption will no longer | ||
happen. However, the data which has been affected cannot be reversed. | happen. However, the data which has been affected cannot be reversed. | ||
Therefore, [[Myxlplyk]] and [[Zed]] have taken it upon themselves to piece the | Therefore, [[Myxlplyk]] and [[Zed]] have taken it upon themselves to piece the | ||
information back together by hand. Because of their efforts, we will soon | information back together by hand. Because of their efforts, we will soon | ||
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thank Zed and Myx for their outstanding efforts in repairing the tree | thank Zed and Myx for their outstanding efforts in repairing the tree | ||
structure. | structure. | ||
We sincerely apologize for any inconvenience, | We sincerely apologize for any inconvenience, | ||
Nodeka Staff | Nodeka Staff | ||
- [[Hunt]] has been optimized (over 1000 times faster) | - [[Hunt]] has been optimized (over 1000 times faster) | ||
- [[Peripheral]] 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 | - Due to the optimization to Hunt, all lag has been removed | ||
(this was Nijlo's intent from the beginning) | (this was Nijlo's intent from the beginning) | ||
- P.S. We know what you're thinking, the last optimization took out | - P.S. We know what you're thinking, the last optimization took out | ||
the entire tree structure why are we doing more? | the entire tree structure why are we doing more? | ||
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of now, hunt and peripheral use less than 0.1% of the processor cycles. | of now, hunt and peripheral use less than 0.1% of the processor cycles. | ||
Previously they were using up to 97%. | Previously they were using up to 97%. | ||
However, we guarantee these optimizations will not have the disasterous [sic] | However, we guarantee these optimizations will not have the disasterous [sic] | ||
affects the XML parser optimization had. We can boldly guarantee this | affects the XML parser optimization had. We can boldly guarantee this | ||
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more powerful code that's been written. To help clarify the situation, I thought | more powerful code that's been written. To help clarify the situation, I thought | ||
I'd take a moment to explain. | I'd take a moment to explain. | ||
Software almost always has bugs. If you manage to code a program that has | 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 | no bugs you are either Albert Einstein or you're writing a 2 line | ||
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help insure Nodeka's growth stays steady for the next decade and is based | help insure Nodeka's growth stays steady for the next decade and is based | ||
off of three fundamental ideas: | off of three fundamental ideas: | ||
i. Spend more time designing it, and the code will naturally be better. | 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 | This hardly needs an explanation, but I'll delve a little. In the | ||
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and bug checking becomes a nightmare. Not to mention that most | and bug checking becomes a nightmare. Not to mention that most | ||
design improvements become unattainable if not impossible. | design improvements become unattainable if not impossible. | ||
It's fairly obvious that I've undergone several growing pains while | It's fairly obvious that I've undergone several growing pains while | ||
building Nodeka, from redesigning things 3, 4, 5 times to failing to | building Nodeka, from redesigning things 3, 4, 5 times to failing to | ||
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have been painful, but very needed for me to understand how to design | have been painful, but very needed for me to understand how to design | ||
the system I envision today. | the system I envision today. | ||
ii. Reuse, reuse, reuse. Build objects which can be applied everywhere. | ii. Reuse, reuse, reuse. Build objects which can be applied everywhere. | ||
Instead of trying to build things which are issue specific, and | Instead of trying to build things which are issue specific, and | ||
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Build boxes that come in every shape and size, that will carry | Build boxes that come in every shape and size, that will carry | ||
anything ... and then reuse the hell out 'um (optimize later). | anything ... and then reuse the hell out 'um (optimize later). | ||
iii. Quality over quantity. One of the best examples of this is the rave | 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 | of MP3 software out there. Many boast to do a number of things, and | ||
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I'm an avid supporter of inovation [sic], feel free to by Transmeta's web | I'm an avid supporter of inovation [sic], feel free to by Transmeta's web | ||
page (www.transmeta.com) or just go to this URL to read up on them: | page (www.transmeta.com) or just go to this URL to read up on them: | ||
http://www.transmeta.com/press/011900-1.html | http://www.transmeta.com/press/011900-1.html | ||
Now, back to my explanation of the crash tonight and the my direction with | 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 | Nodeka. The crash tonight was, as most of you guessed, caused by the new | ||
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year. Once I was pointed in the right direction, it was only a matter of | year. Once I was pointed in the right direction, it was only a matter of | ||
minutes before the damage was repaired. Very cool ... | minutes before the damage was repaired. Very cool ... | ||
So, some of you may be thinking, "how does his new code 'find' bugs"? I'll | 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 | spare you from asking: it doesn't. What it does do is secure and release | ||
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found much more quickly (of course, I won't tell you "how" to pack memory, | found much more quickly (of course, I won't tell you "how" to pack memory, | ||
trade secret ... ya know?). | trade secret ... ya know?). | ||
Anyhow, the reason you're hearing about this now, and not a year ago, is | 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 | because I'm a much more disciplined coder than I was when I first ventured | ||
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be, but I can assure you Nodeka will continue to thrive and implement the | be, but I can assure you Nodeka will continue to thrive and implement the | ||
"coolest" but most stable things you can think of. | "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 | 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 | of what's coming. The explanation above of the future and past wasn't | ||
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secret system I'm going to share with you, and boy-oh-boy has it been a | 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). | testament of faith ("Let's just do it the easy way" and such and such). | ||
Finally! | Finally! | ||
What we have built is an integrated UNIX-expanding on-line access hierarchy | What we have built is an integrated UNIX-expanding on-line access hierarchy | ||
supporting group/individuals, group-ownership/individual-ownership, smart | supporting group/individuals, group-ownership/individual-ownership, smart | ||
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complex "thing" I've written. That being said, it is by far, the most robust | complex "thing" I've written. That being said, it is by far, the most robust | ||
system I have yet had the pleasure to design. | 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 | Now you may be wondering why this is important to you, here's just a couple | ||
things tree can do for you: | things tree can do for you: | ||
- Message Boards (topic grouping: flames, ideas, Mel's troll hut, etc.). | - Message Boards (topic grouping: flames, ideas, Mel's troll hut, etc.). | ||
Most other muds/on-line games have multiple boards for multiple dialogs. | Most other muds/on-line games have multiple boards for multiple dialogs. | ||
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into the [[Abyss]] to find the next one. We'll also be placing them | 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. | 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 | - [[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 | a mortal building area just so you can take a stab at building your own | ||
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accurately, and areas take a good deal of time to produce. We're | accurately, and areas take a good deal of time to produce. We're | ||
considering it though. | considering it though. | ||
- Corpse-saving. Never again will you have to worry about a crash stealing | - 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. | your corpse. Nodeka's tree system will automatically cover that for you. | ||
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oxygen mask, tucking your head between your knees and kissing your ass | oxygen mask, tucking your head between your knees and kissing your ass | ||
goodbye. | goodbye. | ||
- On-line bug fixing. The truth is many things still require a reboot, | - 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 | 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. | stay at Nodeka as smooth as Cindy Crawf ... well, smooth. | ||
- Massive time improvements for building [[areas]], [[items]], [[mobs]], and whatever | - Massive time improvements for building [[areas]], [[items]], [[mobs]], and whatever | ||
else you can think of. Anything that can be built through tree, will | else you can think of. Anything that can be built through tree, will | ||
be. And it'll be done faassssst. | be. And it'll be done faassssst. | ||
- Did I mention the possibility (and yes, this is still hypothetical) of | - Did I mention the possibility (and yes, this is still hypothetical) of | ||
building skills and spells through tree? We'll keep you updated. Even | building skills and spells through tree? We'll keep you updated. Even | ||
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continue, hopefully at a rapid pace (like the old days, but without the | continue, hopefully at a rapid pace (like the old days, but without the | ||
bugs). | bugs). | ||
- [[Quests]]. This is, I'm sure a big one for the lot of you. We've been | - [[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, | holding off on quests because we didn't want to give you the generic, | ||
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about level by level, chapter by chapter quests that will leave you in | about level by level, chapter by chapter quests that will leave you in | ||
a blubbering foam of sweat begging for more abuse. | a blubbering foam of sweat begging for more abuse. | ||
So now that I've hopefully gotten your attention, we still have some major | 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 | pieces to get wrapped up before we can start pushing the above ideas in. So | ||
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eventually rules the civilized world (or at least a good portion of your | eventually rules the civilized world (or at least a good portion of your | ||
neighborhood). | neighborhood). | ||
Mad Scientist signing out, | Mad Scientist signing out, | ||
Nijlo-man | Nijlo-man | ||
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- A few strings now display more correctly | - A few strings now display more correctly | ||
- Invisibility, Blended, Cloaked and Unseen flags are now displayed | - Invisibility, Blended, Cloaked and Unseen flags are now displayed | ||
The [[Scobie-Noyola Fund]] has raised over $1900 dollars so far!! | The [[Scobie-Noyola Fund]] has raised over $1900 dollars so far!! | ||
(see 'help fund raising') | (see 'help fund raising') |
Revision as of 12:14, 13 September 2020
Nodeka is still under relatively active development. Below is a list of the entire known changelog.
2020
[Show/hide]
There are currently no updates or MOTDs posted for 2020.
2019
[Show/hide]
Total updates: 5
Update 4/27/2019: - Reign of spirit is now trainable beyond 100%.
Update 4/21/2019: - Summoning of the grey has been improved slightly such that the follower created by it has slightly improved stats.
Update 4/7/2019: - The shielded aylakia run time decrement bug has been fixed. - The hyper-unique period has ended and a new double gold, exp, stones event has begun!
Update 2/16/2019: - Hyper-unique period through the end of March. During this time all donations reward 3x infuscated marbles.
Update 1/5/2019: - Nodeka is moving on January 11th! As such, Nodeka may be down for a few days from Jan. 11th - Jan. 18th while we re-establish our IPs and DNS. For updates, check http://justingottschlich.com We likely will have the non-bound DNS IP address the day of the move, which you'll be able to connect to directly. Check the above website for details.
2018
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Total updates: 9
Update 7/1/2018: - Natural attunement has additional benefits and has notable strength in training beyond 100%.
Update 6/23/2018: - Super summer deal! For two weeks only (6/23 - 7/7), all donations will receive 3x stones! In addition, any character who maxes out in donations for either June or July donations while the 3x stones is active, will receive an extra 1x on all stones (a total value of 4x stones!). Lastly, gem costs are at a reduced rate *and* one character will be selected at random each day during this event period and receive a random number of additional gems up to 1,000!
Update 5/11/2018: - Change in 2x damage: now it only applies to PCs and their NPC followers. That is, NPCs no longer do 2x damage.
Update 4/16/2018: - Improved race: oji-oem - keepers of the word.
Update 4/13/2018: - Rune-ring has been improved for beyond 100% training.
Update 3/25/2018: - New feature: when a player has reached the maximum number of augments for the first tier, he/she will open up a new set of sun stone modifications that were previously hidden. Although these modifications are permanent, they are extremely costly! Each modification has its own unique base cost, incremental cost, and maximum number of improvements. These modifications can be accessed using the normal sun stone command: "stones sun" -> list the options for sun stones "stones sun, xxxx" -> use stones to improve one of the categories However, keep in mind, that until you reach the maximum number of augments for the first tier, they will be hidden and unaccessible to you. Good luck!
Update 3/24/2018: - New bifold wizard spell: wizard's violence
Update 3/23/2018: - New event from 3/23 - 5/1: - 3x gold on mobs, 3x platinum on donations - Conjure deity has been improved to include consideration of the user's wisdom - Red robes of the mjol has notably reduced prevention time and a significant boost in caster-based bonuses and increased randomization
Update 1/11/2018: - New event from 1/11 - 3/10: - 2x gold, exp, and infuscated marbles (on all donations) - Hyper unique items possible on drops and when using marbles - Hyper salvage drops
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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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 tiny 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 [sic] 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 [sic] 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)\ 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 [sic] 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 [sic] 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 [sic], 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 [sic] (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 [sic]. 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 hit|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 ppNijlo]])
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 [sic] 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/cure critical|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 [sic] 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 and 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 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 - 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)
1999
[Show/hide]
Total updates: 18
News 12/24/99: - New area: Kobolds! (hail Forge and his great work!) - Newbie school can no longer be entered by remorts - New drow remort: Veldruk - heitons skills/spells layout modified again - Soothing touch can now heal the user as well as followers (help 'sooth') - New spell: inosculated crossing (help 'ino cross') - Notice: Followers now enter ANYWHERE you can (clan halls, guilds, ect.) - 'help news' has been added to review old news you may have missed
News 12/23/99: - Massive speed optimizations (you should immediately notice an improvement)
News 12/22/99: - Nim bug fixed (thanks Soma)
News 12/20/99: - Syntax fixed for retreat and palm (thanks Pin) - [[[heitons]] new spell: song of the trees (see 'help song of')
News 12/19/99: - Recall typo fixed - Minor bug fix with shield damage/hits (thanks Gambit)
News 12/18/99: - Scan bug fixed (thanks Synn) - Hit roll algo has been modified - Hit roll on critical attack has been fixed for mob battles - Lag on lightning has been shortened - Hammer lag on non-action has been fixed (thanks Orson)
News 12/15/99: - Stun like skills are now back to full damage, but retain the lag/battle initiative change
News 12/13/99: - Join string for auto-join removed for reduced spam/lag - Scan strings externalized/modified - Alignment aggros have been completely removed (this may be temporary) - heitons skills/spells have been revamped - heiton spell: keepers vociferation - New e-mail!! (hopefully this'll last): nijlo@crosswinds.net - Inventory/items carried bug fixed (thanks Atlas, Jagas, Scarlock) - Many fixes to "Increased Mastery..." at incorrect locations
News 12/13/99: - Concentrated attack has been modified (see 'help concentra') - Defenders discipline has been modified (see 'help defenders') - Focused sphere lag modified (still less than the skill duration) - Group follow bug fixed (thanks Zorachus, Sheep, Dwiggs) - Identify/understand now costs 10,000 (to keep the spell desired) - New Area: The Asylum is in, great job Forge!!!
News 12/10/99: - Fairy, Sylph -> Sylph, Sprite - 'P' aliases to 'peripheral' not 'password' (fixed yesterday) - Race command will work for partial names anywhere (i.e., race r dra) - Undead, Zombie, Liche -> Undead, [[Liche], Liche Lord (thanks Asmo)
- Fire Derk/Ice Derk racials are now finished - Tracks work properly with movement again - Lag bug fixed with world map movement - Chivalrous Valor now gives greater bonuses on willpower - Typo with Ascension of the Templar fixed (thanks Atlas)
News 12/8/99: - Map group/follow bug has been fixed - Gedaon is now complete...world movement will lag one second per move, however all areas are much closer in distance, so your travel time will actually be shortened by a great deal. Peripheral now lags for one second as well, instead of three. The outside world is completely visible through peripheral, see 'help peripheral' Time for a little exploration... - TRUE LINE OF SIGHT THROUGHOUT THE WORLD MAP!!! - Peripheral can now be used EVERYWHERE!! (only 1 second of lag)
News 12/5/99: - Sight renamed to: 'peripheral vision', see help on 'peripheral'
- HOLY COW!! TRUE LINE OF SIGHT IS IN!!!! See 'help sight' for more information. Only these areas have been approved as non-mazes for use with 'sight': Ruushi, G'kir, Citadel, Sun Cult, and Vl'lak (more will be added)
News 12/4/99: - Ruushi now has multiple exits to the Continental Highway - Enhanced error checking code added, broken mobs/items fixed - Internal restructure to streamline PC/NPC stats. A BIG thank you to; Dwiggs, Gavial, Godz, Jagas, Moltave, Ramiel, Soma, and Trill for helping test all of the changes. Great work folks!!
News 12/3/99: - Internal optimizations (command parser is much faster now) - Two memory leaks isolated and fixed - Sixth sense should now work properly (thanks Gambit)
News 12/2/99: - Modification to the lag algorithm for nim - Gargoyles and their remorts have increased in power - Gargoyles Fury now is more powerful (twice as much +dam)
News 12/1/99: - Login prevention fixed (it's complicated, don't bother with the details) - Check out: http://clubs.yahoo.com/clubs/nodekamud and leave a post!
News 11/?/99: - Gold will repop on area repops (to balance out nim) - Major memory leak fixed (yay!) - Daemon to Daimonikos - Archaic Angel to Ancient Angel (Arch Angel racials now visible) - New! Nijlo's e-mail: nijlo@yifan.net - The ':' command now aliases to emote (see 'help :') - Minor bug/string fixes (thanks Ryv!)
The game launched in 1999.