MOTD: Difference between revisions

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Total updates:  
Total updates: 72


  Update 12/14/2007:
  - New area - [[Pain's Tabernacle]]. If you do not want to find yourself
    quickly [[real death|rkilled]], HEED THE WARNINGS!!
  - A new "step up" in crafting material quality (via new [[salvages]]) is now
    available to those of sufficient strength and bravery. See below.
  - [[San'vestra]] now has an extended mission available. You must complete
    either the [[Stormhaven mission]] or the [[Hades Fissure mission]] *while
    pleasing [[San'vestra]] enough to receive the [[3-salvage reward]]* in order
    to receive the extended mission.
  - An interesting [[Pains Tabernacle New Item Type|new type of item]] is available in Pain's Tabernacle,
    for those who manage to obtain it and decipher its power...
  - The scrounger gnomes have had their [[AI]] significantly streamlined,
    and should now be more responsive.
  - San'vestra's base missions have been tweaked. A few have been made
    slightly easier, and most will now reward you to a small degree
    for "extensive grinding" of a single mob. A balanced approach is
    still the most efficient path in terms of sheer mob kills, however.
  - [[Gemstone]] drops through normal salvage have been reduced slightly.
    (The decrease is not drastic, and will be offset for some by
    upcoming potential crafting specializations.)
  - Expect significant changes to the Pain's Tabernacle event (and
    the items that can be found in that area) if things prove to
    be too difficult, too easy, or too powerful. In the future,
    this extended mission will only be available from either the
    Hades or the Stormhaven mission, not both. (I'm attaching it to
    both for the time being for your pleasure and for testing
    purposes, until I can release new and different mission extensions
    for the other areas.)
   
  - IMPORTANT NOTE: There are MANY significant changes in this
    update, both obvious and hidden. Please keep an eye out for any
    strange or changed behavior, and bring anything odd to my attention
    ASAP. Especially keep an eye on: the Pain's Tabernacle event, the
    "special" items that will eventually be discovered therein,
    scrounger gnome behavior, San'vestra's mission behavior. Bug
    reports and suggestions should be sent to my e-mail, as always.
    Thank you, and enjoy! - [[Whim]]
  Update 12/12/2007:
  - [[glacious stone]] [[prevention]] time has been increased from 5 minutes to 10
    minutes. Also, glacious stone prevention time is no longer time bendable.
  Update 11/24/2007:
  - update on rule #1, see 'help [[rules]]'.
    Due to this change, any prior sale of in-game goods for non-game goods
    will be considered 100% legal (since the rules did not include this
    clarification).
    However, from this point on (November 24th, 2007) sales of in-game goods
    for non-game goods will be considered illegal and players involved will be
    punished. Any prior confusion on this topic was Nijlo's fault for not
    being clear, not the players who did not understand the extent of rule #1.
    My sincere apologies for the confusion on the topic.
  Update 11/19/2007:
  - Two new [[San'vestra missions]] have been added: one for [[Rumil Ancalimon]], and one
    for [[Stormhaven]].
  - [[San'vestra]]'s "[[mission lock]]" has been changed to a "[[mission completion lock]]".
    After completing a mission and receiving your salvage reward, you may now pick
    up a new mission to work on immediately! The "mission completion lock" will
    now only prevent you from turning in a mission for rewards, not from obtaining
    a new mission.
  - San'vestra's low-end mission turn-ins (where you receive a single salvage as a
    reward) have had their mission lock timer reduced somewhat.
  - Some of San'vestra's highest-end mission turn-ins now have a slightly higher
    chance of granting a [[superior salvage]] reward (instead of a [[basic salvage]]).
  Update 11/13/2007:
  - Major bug fix to the [[scrounger gnomes]]. Many thanks to the honest player who
    reported this quickly.
  Update 11/11/2007:
 
  - Bug fix to [[commodity trader Gerahf]] - he will now return to you any jewel
    fragments you offered when he refuses a bartering attempt.
  Update 11/10/2007:
  - [[Minor reign of speed]] has been bumped from capping at 25 bonus [[speed]] to
    40 bonus speed. This makes it behave as [[minor reign of strength]] does. In
    addition, the algorithm to gain speed bonuses is now the same algorithm
    that is used in minor reign of strength, which makes it slightly more
    difficult to gain the speed bonuses.
    Overall, this change increases the potential of minor reign of speed but
    requires more training to receive those benefits.
    Similar changes to those explained above have been made to reign of speed.
  Update 11/09/2007:
  - [[Hagglish]] has joined [[Eregalt]] at the forge in [[Aur-Vindi]]'s [[Artisan's Guild]].
    He can help you craft arm, leg, hand, and foot gear.
   
  - [[Badgit]] has taken residence in [[the Armory]] in Aur-Vindi's Artisan's Guild.
    He can help you to craft weaponry. You must have either an [[Expertise]]
    level of 3, OR an [[Artistry]] level of 3, to be able to craft weapons.
   
  - [[Commodity Trader Gerahf]] now accepts [[jewel fragment]]s while bartering
    for [[components]]. He will not provide jewel fragments, however - he only
    accepts them in trade (up to 20 in one trade).
   
  - Some tweaks to the power of crafted items (more at the top end of item
    power than at the bottom end, you will probably see little change on the
    currently available items).
  Update 11/08/2007:
  - Cleanup of [[new endurance algorithm]].
  - Low endurance percentages can only lower [[hit]]/[[dam]] by 25%. The '[[endurance]]'
    help file reads:
    The maximum damage/hit penalty is -25%.
    The maximum damage/hit bonus is +15%.
 
  - [[Nim]] has been improved to include benefits from the endurance algorithm.
    In addition, +hit now improves nim [[gold]] and [[experience]]. See 'help nim'
  - The updates to the endurance change have been detailed in the endurance
    help file. See 'help endurance' for details.
  - The second half of the endurance change has been integrated. This part
    increases damage and hit for high percentage endurance values.
    Endurance bonuses are restricted to [[fighters types]] only, however, [[caster types]]
    suffer from endurance penalties.
  Update 11/07/2007:
  - First, your current [[endurance %]] now affects your effectiveness in
    [[combat]]. The short explanation is the lower your overall endurance %,
    the lower your damage and hit will be. Furthermore, a high [[endurance]]
    maximum (i.e. 50,000 endurance) has very important benefits in keeping
    [[dam]]/[[hit]] high.
    For a more detailed explanation, please see 'help endurance'.
  - Second, [[super unique]] week will take place in January 2008. It will be run
    around mid-January. As we get closer to January, the exact dates will be
    released.
  Update 10/29/2007:
 
  - New [[salvage]] feature - [[jewel fragment]]s! The [[scrounger gnomes]] will now
    reimburse you with a handful of jewel fragments for each unsuccessful
    salvage (that is, every salvage which provides you with monetary
    reimbursement instead of usable [[scraps]]).
  - [[Commodity trader Stacy]] will now trade for jewel fragments, providing
    either monetary payments or gemstones in return. She will accept any
    number of fragments, and the quality/quantity of her payout is
    dependent on the quantity of fragments received in a single transaction.
  - New salvage can now be found in [[Stormhaven]].
  - New salvage can now be found in [[Rumil Ancalimon]].
  - [[Snippen]] now provides [[salvage kits]] for both of these areas.
  - Optimized Snippen's [[AI]]. He should respond much more quickly henceforth.
  Update 10/17/2007:
  - Reduced the difficulty of [[San'vestra]]'s mission to the [[Hades Fissure]]
    somewhat.
  - Changes to a couple of stat combinations on [[crafted items]].
  - Another crafting overhaul, this time to the recipe system. Very few of
    your items will change in this update, but many of the recipes themselves
    have been altered. The net result of this overhaul is that now, each
    individual crafting material has a wider variety of potential stat bonuses
    accessible to it - thus, some of you may see a little more variation in
    crafted results. More "generally useful" stat combinations should be a
    little more common now as well, compared to more "specific" combinations.
  - Crafting an item with [[gemstone]]s now provides a BONUS to the
    crafter beyond the beneficial item results! The crafter will
    receive a small quantity of [[practices]] or [[RP point]]s; the quantity
    is based on the number and quality of gemstones used. Practices
    are gained if the crafter has focused on [[Expertise]] for that
    item, and RP points are gained if the crafter has focused on
    [[Artistry]].
  - Fixed a bug with San'vestra which caused her to "erase" your
    Hades Fissure missions if you took longer than 2.5 hours.
  - The [[demonic minions]] targeted in San'vestra's Hades mission have
    had their stats reduced slightly.
  - The "lock" which prevents you from gaining new [[Techs]] for 18 hours
    after a Tech gain now has its own description in your affects
    list, rather than the standard "quest locked" descriptor (thus
    allowing it to stand out from the various other quest locks).
  - Slight increase in salvage rates for [[Katahdin]], [[Penumbra]], and
    [[Dragonspine]].
  Update 10/16/2007:
  - [[Crafted items]] have had their [[stat]] distribution overhauled. The
    more illogical and useless stat combinations have been removed,
    and more useful combinations have been introduced. This change
    will affect your previously crafted items and may change certain
    recipes. The [[item naming system]] has been tweaked in certain areas
    as well.
  - [[Field-lieutenant San'vestra]] of [[Aur-Vindi's Combat Guild]] will now
    provide you with [[mob-killing missions]] for [[salvage rewards]]. Much
    like [[the Agamid Inciter]] in [[Dragonspine]], these missions should give
    you a definite "progress meter" to work towards for salvage, in
    addition to random drops. She currently holds missions for the
    [[Rogha Fens]] and the [[Hades Fissure]], and a few more will be added.
    San'vestra can be found patrolling the streets of Aur-Vindi.
  - [[Commodity trader Gerahf]]'s "memory" is more friendly now - he will
    remember good offers (resulting in better deals for you) longer,
    and he will forget bad offers (worse deals for you) sooner.
  - Crafted [[item keyword]] bug with certain items has been squashed.
  - Uncommon [[salvage]] creation bug squashed.
  - Typo fixes on certain Hades Fissure [[mob]]s.
  Update 10/10/2007:
  - [[Deathstar]] has been caught hacking [[player file]]s and has been permanently
    site-banned.
  - logins and password failures now delay a longer amount of time to increase
    security from brute force attacks.
  - if your character's password is an all lowercase or uppercase dictionary
    word please contact Nijlo (nijlo@nodeka.com) and get a password change.
  Update 10/07/2007:
  - [[constitution]] now has more meaning. See help 'constitution' for more
    details.
  Update 9/25/2007:
  - [[Commodity trader Gerahf]] has taken residence in the Artisan's
    Guild in [[Aur-Vindi]]. Whereas [[Stacy]] takes your scraps and trades you
    components for them, [[Gerahf]] will take your leftover [[components]] and
    [[gemstones]] and provide you with other full components in exchange.
  - Gerahf uses a dynamic barter system. If you are consistently
    generous in your dealings with him, he will be more likely to cut
    you a deal; in contrast, if you consistently offend him with low
    offers, you'll find that prices may rise.
  - Gerahf is intended to provide a final outlet for your unused
    components, to provide access to certain materials for players who
    may not be able to obtain them otherwise, and to add a bit of
    "financial strategy" to the crafting system. He is NOT intended to
    remove any incentive to trade with other members of the Nodekian
    community when you're looking for a good deal on a specific component.
    Expect to pay a large premium in terms of materials when trading with
    Gerahf. =)
  - Crafting item lifetimes have been increased slightly (will not affect
    items already crafted).
  Update 9/23/2007:
  - The [[NPC]] [[Tessa]] has joined her friends in [[the Artisan's Guild]] in
    [[Aur-Vindi]]. (You should now be able to craft the wristbands that
    are necessary to achieve [[Artistry]] level 1.)
  - [[Crafting 2.0|Crafting]] code has been revamped. Crafting an item should result
    in much shorter delays between "steps", which should cut the
    duration of the crafting process by about half.
  - Fixed a bug in the crafting code which sometimes produced
    incorrect results when crafting items comprised solely of a single
    material type. (Of the available items that were live before this
    bugfix, only [[cloth cloaks]] were affected.) If you have crafted any
    cloaks before this bugfix, there is a small chance that you will
    notice a recipe change.
  - Further tweaks to the drop rate of salvage across the board (in the
    positive direction).
  Update 9/18/2007:
  - The [[ancestral creatures]] summoned by [[the Agamid Inciter]] should
    no longer disallow [[charmies]], [[groupies]], and other [[PC|players]] from
    joining.
  - [[Salvage drop rates]] in all areas have been slightly improved
    even further.
  - The crafted item power formula has been slightly tweaked. If you
    have already crafted an item, you will probably notice a small
    change in those item's stats.
  - The difficulty of [[Tech]] gains is now scaled against the number of
    materials required. "Expensive" crafted items should now provide
    Techs more easily.
  - [[Artistry]] advancement has been completed internally, and is
    somewhat different from [[Artisan Thad]]'s initial description.
    Now, you can choose whether you want your Techs to be allocated
    towards [[Expertise]] or Artistry each time you craft an item - see
    Thad for more details.
  - Tessa should be coming soon (in the next few days), which will
    enable players to craft a wristband to complete Thad's quest,
    thus achieving Artistry level 1.
  Update 9/14/2007:
 
  - [[The Dragonspine Peaks]] have had their power level adjusted. Each
    of the different species of dragon in the area differ in power
    level now, ranging from fairly easy for a maxed [[major remort]] to
    fairly difficult.
  - [[Salvage]] has been added to the Dragonspine Peaks. Talk to [[Snippen]]
    to obtain a [[salvage kit]].
  - A repeatable salvage-related mini-quest has been added to the
    Dragonspine Peaks as well.
  - Potential [[salvages]] in the [[Hades Fissure]], [[Rogha Fens]], and from the
    Nihilist mini-quests have all been diversified a bit.
  - [[Salvage drop rates]] in all areas have been slightly improved.
  Update 9/13/2007:
 
  - Bugfixes to the [[Katahdin]]/[[Penumbra]] [[nihilist quests]]. Your old
    [[nihilist pins]] will no longer work, if you have any saved.
    * NIHILIST PINS SHOULD ONLY HAVE LIFETIMES OF 16 MINUTES OR
    LESS! * If you find any pins with a lifetime exceeding 16
    minutes, please note where and when you found it, and notify
    [[Whim]] immediately. Thanks!
  Update 9/9/2007:
  - A [[salvage task]] has been added to the [[Yeriwyrian Penumbra]]. This
    task line is an extension of the [[Katahdin]] tasks. Visit [[Snippen]]
    for details.
  - Katahdin town has been reduced in difficulty to enable smaller
    majors to run it.
  - Katahdin town's [[salvage]] tasks have had numerous bugfixes applied.
  - The [[salvage load formula]] has been altered and a bug which
    reduced salvage on mobs that were killed quickly has been fixed.
    The new formula is flat - each player should get *roughly* the
    same amount of salvage *over time* (assuming they're running the
    same things), regardless of kill speed.
  - Note that you will still [[break the salvage]] of mobs that you kill
    in a single round (you cannot collect salvage from 1-round kills).
  Update 9/9/2007:
  - A [[salvage task]] has been added to [[Katahdin Town]]. You will need
    a kit from [[Snippen]] to begin. (This task is tuned for smaller,
    non-capped major remorts. Next salvage addition will be for
    larger players.)
  Update 9/8/2007:
  - The [[scrounger gnomes]] have been fixed and will now dissect
    "[[half-digested remains]]" properly. My apologies for the
    inconvenience.
  - A reminder - you can't craft with [[scraps]]. You must turn your scraps
    into [[components]], and then craft with those components.
  - Some tweaks to the [[Rogha Fens]] [[salvage]] system. Expect that, in the
    future, I may change load rates or minor details of each area's
    salvage mobs/events/quests without notice. Keep your eyes open!
    - [[Whim]]
  Update 9/7/2007:
  - A new NPC, [[Snippen]] ([[salvage gear assignment]]), has arrived and
    made his home in [[the Artisan's Guild]].
  - [[Salvage]] can now be retrieved from [[Rogha Fen]] (see below).
  - Salvage can now be retrieved from the [[Hades Fissure]] (see below).
  - Now that some salvage is available, you will be able to finally
    craft your first items (once you build up enough [[components]])!
    Note that salvage is not as simple as it was in the previous
    system - there will be a variety of ways to obtain it. These
    first few [[area]]s won't provide any salvage for you unless you
    have picked up the proper salvaging gear from Snippen first.
    Make sure you read his instructions and hints for each area.
  Update 9/6/2007:
  - crash bug fixed! Sorry for the downtime, the crash bug has been fixed!
  Update 9/4/2007:
  - [[Faja]] (crafter: [[banners]], [[cloth chestgear]], [[cloth cloaks]]) has been
    added to [[the Artisan's Guild]].
  - [[Crafting NPC AI]] improved; they will now abort the crafting
    operation sooner (around the halfway point) if you provide
    them with insufficient or bogus [[materials]].
  - No, really - *don't* call him jovial. =)
  Update 9/3/2007:
 
  - [[Crafting 1.0|Old-system salvage]] has been removed from Nodeka. [[Erasmus]] can
    still help you craft for the time being, but this will be
    removed soon as well.
   
  - [[The Artisan's Guild]] has taken root in [[Aur-Vindi]] as the up-and-
    coming hub for the [[Crafting 2.0|new crafting system]].
   
  - Several NPCs have taken residence in the Artisan's Guild:
    - [[Eregalt]] (crafter: [[metal chestgear]], [[metal headgear]])
    - [[Commodity Trader Stacy]] (trades [[components]] for your [[scraps]])
    - [[Artisan Thad]] ([[Expertise]] training and [[Artistry]] quests)
    - [[scrounger gnomes]] (salvage experts)
    More NPCs will be added shortly.
   
  - The crafting system itself is live (NOTE: you won't be able
    to craft anything until salvages are loaded sometime very soon),
    with hundreds of potential crafting materials (compared to 15
    in the old system) and over six thousand potential crafting
    results, with more to be added in the future (compared to 67
    in the old system). The depth of the system itself is on a
    completely different level from the old system - none of the
    old materials or recipes will carry over.
   
    Some answers to frequently asked questions about the new system:
    - Expertise levels will be more experience-based (gained via
      crafting), while Artistry levels will be more [[quest]]-based.
      The Expertise system is 100% complete; the Artistry system
      is in progress. (No, [[Tessa]] doesn't exist yet, so you can't
      complete the first Artistry quest just yet.) If you're not
      sure what Expertise and Artistry levels are for, talk to
      Thad. =)
    - There will initially be 11 slots of [[crafted gear]] and 15 options
      total (caster vs. combat weapons, etc.) The [[NPCs]] for the
      remaining 13 options (including Tessa) should come quickly,
      and are top priority.
    - New salvage isn't in yet, that's second priority. Once that is
      in, you will be able to start crafting.
    - If you have salvage you've been saving from the Plenipotentiary
      event, it IS safe to turn that salvage in to the scrounger
      gnomes.
    - There will be quest-based options to obtain salvage, in addition
      to normal grinding. The first such system is already in the
      works.
    - There will eventually be a "help crafting"; that's a somewhat
      lower priority.
    - The new "standard way" to get the attention of a crafting mob
      is to follow them. (They all verbally indicate this periodically.)
      If they choose someone other than you to interact with, you must
      follow them again. This is to remedy the "[[afk]] player at Rizzo"
      problem. As always, the '[[answer]]' command is used to select
      responses.
  I will keep you updated in the [[MotD]] as features and [[NPCs]] are
  loaded and enabled. Please drop me a line if you experience any
  errors or problems with what's already loaded. Thank you for
  supporting Nodeka!  - [[Whim]]
   
  Update 8/28/2007:
  - [[telekinesis]], [[throw]] and [[shoot]] now do not incur [[overhead lag]] on the user's
    victims.
  Update 8/25/2007:
  - new [[mob ai]] for [[Whim]]'s crafting work.
  Update 8/20/2007:
 
  - Fair warning: all currently available salvage will be removed
    from Nodeka sometime this week (probably within a couple of
    days). The [[Crafting 1.0|current crafting system]] will be removed shortly
    thereafter. No hard dates, but expect old-crafting to be
    completely gone by this coming weekend.
   
    This is in preparation for phase 1 of the [[Crafting 2.0|new crafting system]]
    (see the 7/9 update for our projected timeline).
   
    Any items you may possess that were crafted under the old
    system will NOT be affected; your current <crafted> items
    will live out their normal lifetimes until they fall into
    disrepair naturally.
  Update 8/16/2007:
  - [[vehemence]] now [[improves beyond 100% training]]
  Update 7/22/2007:
  - [[Follow]]ing your team's [[Sentinel]] in a [[Sigil Citadel]] will now
    [[group]] you. (This is an easy way to join a common group with
    your team.) This is still limited to the Nodeka maximum of
    8 players per group.
    Joining your group's team will give you a (grouped) affect
    which prevents the Sentinel from grouping you again. If you
    leave your team group (for example, by following someone) and
    wish to re-join it, you can follow the [[Arbiter]] to clear the
    (grouped) affect, allowing your Sentinel to re-group you.
  Update 7/21/2007:
  - Several more changes to [[Sigil Citadel]]s: [[Sentinel]]s will
    now attempt to report the time remaining until [[Sigil reload]],
    the reward for the winning team is now 3 RP and a temporary
    boost to a random stat, and each base now constructs [[War-Golems]]
    who will not defend on their own, but who will assist
    their team in defending.
  - Sigil Citadels now require only 3 points to win. The [[Sigil]]
    lifetime (and accompanying delay before you can steal a new
    Sigil) has been reduced to 3 minutes.
  - Keep an eye out for a new form of competition - Sigil Citadels.
    Sigil games are currently a bit of a rough prototype, but once
    they're working smoothly, I'll be running them with various
    stat caps for special salvage prizes.
    The Sigil games are a capture-the-flag style of competition,
    and they work as follows:
    - There are two teams, [[Team Jade]] and [[Team Amethyst]].
    - Jade's base is the northern (green) [[citadel fortress|fortress]] in the Citadel.
    - Amethyst's base is the southern (red) fortress.
    - Each base houses that team's Sentinel.
    The object of the game is to capture the opposing team's Sigil
    4 times. To do so, you must:
    - Make your way to the enemy's Sentinel, and remain in his
      room for a few seconds. If you manage to do so, it will be
      forced to give up its Sigil to you.
    - Return to your own team's Sentinel before the Sigil dissolves
      (it lasts several minutes). Wait for your Sentinel to
      acknowledge you, and then give it the enemy Sigil when it
      asks for it.
    - Score!
    When a Sigil game is started, you can join a team by [[follow]]ing
    the [[Arbiter]] just northeast of [[Kiskr]]. (You can try to be picky
    about your team by choosing when to follow him, although he
    strictly enforces even numbers.)
    There are two ways to keep track of other players' team
    affiliation. First, you can see their team with the 'affect'
    command if you're next to them. Second, you can keep track
    of who joins what team by watching the OOC channel. (All Sigil
    game announcements are done over OOC.)
    There are a few other kinks and surprises, but I'll leave that
    for you to discover. =)
  Update 7/13/2007:
  - A note regarding salvage from special events: DO NOT turn this
    [[salvage]] in to [[Rizzo]]! This is "new" salvage, and Rizzo can only
    work with [[old salvage|"old" salvage]] - save it until the [[new salvage]] mobs
    are in. =) 
  - [[Major Remort]]s: Keep alert! The winds of [[Mhaldryn]] carry wide and
    far, and with it rides the susurrant song of rumor. Nameless
    tongues hint at turmoil near [[Aur-Vindi]], and speak of numerous
    brave Peacekeepers already slaughtered...
   
    Crafting News 3: So far, things are on track timewise. I may be
    able to get some of the mobs up this weekend, and I've already
    released a small "event" with the opportunity for the bravest
    among you to earn some early salvage (see above). I'll be
    stretching Phase 1 and 2 out across this weekend and the next.
   
    And regarding the turmoil above... perhaps it's too difficult
    as is. I'll watch it closely and tune it if necessary. =)
  Update 7/9/2007:
 
  - [[Crafting]] News 2: Work on the new system is chugging along. I was
    hoping to get the new mobs active on live Nodeka this weekend
    (with the unfinished functionality disabled - that way everyone
    could take a look at what was coming and I could "enable" [[mob]]s
    as each is completed). Unfortunately, I'm going to have to push
    that "introduction" forward one weekend - my sincere apologies
    for the delay.
   
    This coming weekend and the weekend following should be exciting.
    Here's the current timeline I'm shooting for (I estimate about
    one "phase" per weekend, although I'd like to combine phase 1
    and 2 both into this coming weekend if time permits):
   
    phase 1: [[Crafting mobs]] are introduced onto Nodeka with limited
        functionality. [[Salvage]] will not be freely loaded into
        the [[world]] just yet; the main goal is to get the mobs
        in place for future enabling and to give everyone
        time to see the base set-up.
    phase 2: First functionality upgrade, enabling the crafting
          features of one or two crafting [[NPCs]] (each NPC
          controls crafting of 1-3 different [[crafted item types|item types]]).
          Salvage will not be loaded yet, but keep your eye
          open for the special events I will hold that weekend
          (see below)...
    phase 3: Salvage will start appearing in the world. Over time,
          new forms of salvage will continue to appear, as well
          as new materials - this will be an ongoing process on
          Nodeka (we're looking at dozens and eventually hundreds
          of unique materials, not just the handful you have
          currently).
    phase 4: Next set of functionality upgrades. This phase will
          repeat until the base item types are complete.
    phase 5: Deeper feature implementation. Higher levels of
          crafting, crafting specializations, open-market material
          trading and [[transmutations]] will all be implemented, as
          well as a couple of other features which I'd like to
          keep under wraps until they're ready =). This phase may
          take several weekends.
    phase 6: A [[Whin's new crafint system area|new area]] which I've been working on which ties into
          the crafting system. Nifty surprises in this one. =)
    I'll be sure to drop at least a quick update each weekend, letting
    you know where we are in the process outlined above.
   
    Phase 1 will start this weekend, and I'll be trying for phase 2 as
    well. I won't reveal too much about the "special events" mentioned
    above, except that I'll be holding them personally and awarding
    crafting-related prizes for the winners. As the weekend approaches,
    I'll let you know whether it looks like we'll hit phase 2 this
    weekend or not (and if so I'll provide some approximate times for
    the events), so that anyone interested can plan on being there.
   
    Thanks for your continued patience and support!
   
    - [[Whim]]
  Update 7/6/2007:
  - Double gold and double exp are in effect due to down time. Our most
    sincere apologies! The problem seems to be fixed now and we're good
    to go!
  Update 7/1/2007:
  - [[Crafting]] News: "Real" crafting is finally on the horizon, after quite a
    few months of waiting. =) I expect to be able to start loading the
    beginning structure onto Nodeka this coming weekend. Quadrupling the
    current item set is actually very large underestimate - the set of
    current craftables numbers only a couple of hundred, while I believe
    the "real" system will initially settle somewhere in the vicinity of
    10,000.
    I'll be releasing the system in a modular fashion, with the most basic
    functionality going live first, and I'll expand on the system as I
    complete more and more of it. Thus, the first thing you'll see will be
    just a slot or two of craftables, with more added over the following
    week or two. Once all of the intended slots are in, some of the deeper
    aspects of the system will start showing up, such as crafting
    specializations and [[material transmutations]].
    The schedule is, as always, subject to change, but I'll do my best to
    keep you up to date on each weekend's progress.
    Fair warning: as the "real" crafting system is fit into place, the
    current "temporary" crafting system will be phased out. Currently, I
    have no plans to merge the current salvage items into the new system,
    as the systems are quite disparate (the new system will start off with
    over 130 different types of [[salvage]]). Crafting of the "old" items at
    [[Erasmus]] will be disabled shortly after I remove the [[old salvage|"old" salvage]] from
    the game (probably on the following weekend).
    As always, I'm always here to take your suggestions, concerns, and
    questions at whim_nodeka@hotmail.com. =) Thanks for your support, and
    enjoy the game!
  Update 6/21/2007:
  - new [[AI]] functionality necessary for [[craftable items]]. Craftable item set
    is nearly here - we expect it to be fully in within the next couple months.
    The complete craftable item set will quadruple the current number of items
    within Nodeka (it's THAT big).
  - in order to increase [[citadel]] participation for all tiers, role-playing
    points can now be gained when [[PVP|pking]] other players in battle or clan
    citadels (not challenges).
    This change only affects [[rp points]], your [[data sheet]] will continue to remain
    unchanged for citadel pks.
  Update 6/13/2007:
  - last minute update: Nodeka will be down for from 9 a.m. - 2 p.m.
    Thursday, June 14th, 2007.
    Our apologies for the late notice. We'll try to run some fun [[challenges]]
    once we're back up to help offset the inconvenience.
    [[Nijlo]]
  Update 6/12/2007:
  - [[radiance of atonement]] has an increased prevention time.
  - [[rogue-shoot]], [[archer-shoot]], [[valk-fire]] and [[shoot]] were fixed to have 250 ms
    lag time. It was a bug that they had 500 ms lag time as the code was
    always set to give them 250 (the [[battle realignment]] code simply cleared
    the 250 and reset to the default value - 500 ms).
  - in order to spice things up and keep [[throw]] useful, throw's lag has been
    reduced to 500 ms.
  Update 6/10/2007:
  - fixed a weird [[stepping skill]] bug that locked you in a [[prevention]] ability
    if you were already using a permanent "is doing" ability. For example,
    if you first used [[berserk]] / [[insane]] and then tried to use [[stun]], you'd
    stay locked in stun lag.
    The fix is quite complex, but seems to be working. Please notify Nijlo
    if you notice any problems.
  - [[holy analgesic]] has been split into two [[spells]]:
      [[dajain holy analgesic]] - minor improvement over old holy analgesic for
                              training over 100%, same 2 seconds of lag
      [[falladian holy analgesic]] - 0 [[lag]], has 4 seconds of [[prevention]] and
                                  heals 1.5 times what the old holy analgesic
                                  healed for [[fallad]]s
    Falladian holy analgesic costs slightly more [[mana]]/[[spirit]] to use.
    The reasoning behind this change is to further separate [[daja]]s and fallads
    into healing and combat groups. This allows dajas to heal more than
    fallads, but allows fallads to do more [[damage]] (due to the 0 lag).
  Update 6/5/2007:
  - [[quickbolt - oe naj'k]] has been reduced in its accuracy.
  - new [[hunter]] skill: [[foxbat shiv]]
  - the following abilities now [[benefit from over 100% training]]:
      [[bash]] (even more than before)
      foxbat shiv
      [[stun]]
      [[temple touch]]
  Update 5/28/2007:
  - Double [[sun stone]]s for the month of June will run from June 1st through
    June 30th. Thus, a $50 [[donation]] receives 10 sun stones. A $400 donation
    receives 80 sun stones. And so on.
    This is our way of apologizing for the one day downtime last week! Sorry
    for the inconvenience and thanks for your patience!
  Update 5/12/2007:
  - [[healing radiance]]'s prevention time has been upped by 20 minutes and a max
    healing amount has been set at 50,000 [[health]].
  - the [[thoe]] [[race]] no longer has [[sustained life]].
  - [[lektron clout]] now has [[benefits in training beyond 100%]].
  - [[critical attack]] now has benefits in training beyond 100%.
  - [[au-sem-mao]] now has benefits in training beyond 100%.
  Update 5/10/2007:
  - players can again [[recall]] with [[pk flag]]s, the change has been reverted due
    to player complaints. I'm not sure I agree 100% as I think it may have
    added to the strategy created in pking. Yet, Nodeka is a democracy, so
    since the majority feels it should be removed, it has been removed (I
    feel like the president who just got vetoed by congress, heh).
  - [[demon]] remorts no longer have the ability to avoid getting pk flags. In
    place of this, they have been given [[+dam]] bonuses and [[fire-based attack]]s.
  Update 5/9/2007:
  - [[rp point]] [[prevention flag]] has been removed when receiving role-playing
    player killing points.
  - [[recall]]ing is now prevented while you have a [[player killer flag]]. Yes, some
    classes have abilities that allow them to get around this. For them, this
    grants their class a nice added bonus.
  Update 4/29/2007:
  - new [[hunter]] [[spell]]: [[hunter's replenishment]]
  Update 4/12/2007:
  - new [[Weeland]] quest!
  - solid increase in chance of [[alignment improvement]] with [[tempalus]]
  - significant increase in [[planar combat control]] [[prevention]] time
  Update 4/7/2007:
  - minor fix so [[comatose]] players are no longer seen on the [[rpable list]]
  Update 3/28/2007:
  - new [[command]] '[[rpable pk]]'. See help 'rpable pk' for more information.
  Update 3/25/2007:
  - [[role-playing points]] for killing players followers has been removed - at
    least for the time being.
  - minor fix to weird cases when your [[last pk]] list somehow gets 2 or more
    over its limit.
  Update 3/23/2007:
  - [[rp point]] [[prevention]] dropped from 3 minutes to 2 minutes.
  - rp points for [[PVP|pking]] have new value. For each 100 rp points accumulated,
    Nodeka automatically endows the player with 1 [[sun stone]].
    The first time a player logs in with this new system, the player receives
    a sun stone [[boon]] for all the previously gathered rp points up until now.
    Thereafter, each time a player accumulates another 100 rp points, the
    player automatically receives an additional sun stone.
  - [[practice]]s gained from sun stones has been lowered to 400.
  - new [[command]]: last pkills (or "[[last pks]]"), see 'help last pk' for more info.
  - updated rp points gained for pking, see 'help [[morality side-effects]]'.
  Update 3/3/2007:
  - [[frenzy]] can now be used while under the affects of [[berserk]], [[insanity]], etc.
    The frenzy [[help file]] has been updated.
  Update 2/23/2007:
  - Nodeka has won 2nd place in [[zMUD]] icon listing at a grand total of $3000
    advertising cost. Thanks for your [[donations]] which makes this possible!
  - fix to [[hum of valkyrie's bastion]] for [[improving beyond 100%]].
  - [[morality degree]] uses real mathematics now (instead of discrete mathematics)
    thus making its rounding for morality degree more accurate. Please note
    that real mathematics on computers using binary computation will always
    contain some error, so exact morality degree is not possible.
  - [[the ground's edict]] can now be used in all areas other than continents.
  Update 2/11/2007:
  - [[vicious fist]] now has [[benefit beyond 100% mastery]].
  Update 2/10/2007:
  - the [[home]] [[command]] has been modified so you can reset your home to the
    [[temple of Ruushi]]. To do this, type "[[home reset]]" - this'll prevent you from ever
    getting stuck (even when [[building]] in your own [[clan hall]]). "help home" has
    been updated. More importantly, this enables clan builders to open their
    clan halls to non-clan members without ever being able to trap them (in
    the event they were to set their home in clan hall and then the clan were
    to make the clan room [[clanlock]]ed).
  - new command: [[clanunlock]]. Specifically added so clans can now remove the
    [[clan flag]] that prevents others from entering their clan hall, so others
    may come and visit.
  Update 1/27/2007:
  - new command "[[botanswer]]" to be used for [[bot check]]s. In order to prevent user
    errors, player stored answers via the "[[answer]]" command will also be checked
    by the bot check system for the time being.
    However, players are strongly encouraged to start using the new "botanswer"
    command for all bot check answers.
    This new command has been put in place to correct errors players have been
    experiencing when interacting with [[Rizzo]].
    Lastly, spaces on bot checks are now removed when checking correctness. So
    while we are not encouraging the use of spaces in bot check answers, we are
    allowing for user error to be automatically corrected by Nodeka.
  - removal of [[trailing lag]] once a successful password has been entered
  Update 1/26/2007:
  - more [[artificial intelligence]] functionality to assist in [[salvage]] item
    generation, among other things
  - more [[area]]s, [[mob]]s, [[item]]s and [[artificial intelligence]]
  Update 1/23/2007:
  - at least one veteran [[PC|character]] has had his [[password]] hacked in the last
    three days - we are 100% positive it was a password hack as he has not
    shared his password with anyone, and the logs show him logging in from a
    rogue IP address, dropping all his equipment and quitting.
   
    To protect players from password hacking programs, I have added four
    seconds of lag to name login.
    The reason why this helps protect passwords is it makes password hacking
    programs take 4 times as long to process and identify a single password
    is incorrect. Thus, while four seconds will cause some inconvenience at
    player login, it will save you from password hacking programs from hacking
    your password.
    Thanks for understanding,
    N
  Update 1/22/2007:
  - fixed bug where if a [[PC|player]] opens a [[portal]] to a [[clan hall]] and then
    [[outcast]]s from the [[clan]], that when the player re-enters the portal,
    he or she cannot [[home]] to the clan hall.
  Update 1/20/2007:
  -  New feature for [[major remort]]s - [[item crafting]].
 
      [[Erasmus]] ([[Aur-Vindi]]'s smith) is our first [[crafting]] hub; major remorts
      interested in exploring this new aspect of Nodeka should talk to his chum
      [[Rizzo]]. This feature will be expanded in the future; feedback is welcome at
      whim_nodeka@hotmail.com.
  Update 1/19/2007:
  - updated [[Nodeka graphical client]] to include new map features: quest mobs,
    items, targets, clan members, etc. (http://nodeka.com/downloads.php)
  Update 1/18/2007:
  - fix to [[Tloka]]'s quest in the event the [[slain mobs affect]] needs to be
    refreshed, Tloka now refreshes the affect to the correct duration
  - even more [[Nodeka AI]] functionality for [[quest builders]]
  - fixed rank bug where you type "[[rank]] <incorrect category>" and no output
    would be given
  Update 1/15/2007:
  - increased [[ranking]] for quests completed for moral, immoral and true
    impartial from 5 to 10
  - mobs can no longer use "[[rite of sundering]]".
  - changed [[Weeland]]'s third quest open [[output]]. If you've started Weeland's
    latest quest, please make sure you type [[QUEST OPEN]] again to see a note
    that may help you receive all you can when completing this quest.
  - new Weeland quest from [[Treadstone]] and [[Fenrir]].
  Update 1/14/2007:
  - new [[moral quest]]s completed, [[immoral quest]]s completed and
    [[true impartial quests]] completed ranking categories for "fairness" as each of the three
    morality disciplines number of total quests completable will vary.
  - [[Fastion]]'s quest in [[Shtera]] has been made a touch easier.
    1) if you answer "no" that you are not ready, you are now given a chance
        to get ready (without redoing the whole quest)
    2) if you do not give the items to the quest mob in the two minutes
        allocated, you are not forced to redo the entire quest. And as such,
        in the event you are pked or the [[quest mob]] is killed after you have
        already begun interacting about giving the items, you won't be
        penalized.
    Thanks for your patience with this.
  - double gold has finally ended ... sorry folks!
  - added new code for [[UMC]] map processing
  - fixed [[rank]] problem where non-remort, minor remort and major remort
    values would not be reset to 0 if the player remorted, allowing a
    player to show up in a [[remort tier|tier]] he or she just remorted out of.
  Update 1/12/2007:
  - er ... revert of [[skills]] / [[spells]] lag for 50% or lower [[health]]. But the
    movement lag is staying in dammit! =)
  - added lag for movement and skills / spells when you are less than 50%
    health. In addition, even areas that have no movement lag give some lag
    when you are 50% or less health.
    Using "normal" [[command]]s should not incur additional lag when used if
    health is less than 50% (for example, using the "[[score]]" command at 50%
    health should not incur added lag).
  - see cloaked / invis rank affects have been reduced from 65% to 30%.
  Update 1/11/2007:
  - new newbies quest in [[Shtera Graveyard]].
  - slight fixes to [[Tloka]]'s [[quest AI]] output to make things a bit more clear.
    Get ready, Tloka's next quest is going to be a doozy.
  Update 1/8/2007:
  - new [[newbie quest]] in [[Grunfeld bogs]], however, veterans will probably want to
    do this quest as well.
  Update 1/7/2007:
  - [[defensive stance]] has been revamped (see [[help file]]) and now improves beyond
    100% training.
  - [[field aid]] now improves [[beyond 100% training]].
  - new beta feature "[[rank]]" - type "rank" to see the current list of rankable
    categories. Once the rank feature is more fleshed out, a help file will be
    presented on how it works. Until then, keep checking your "affects" every
    hour to see if you've been given "[[rank affects]]".
  Update 1/3/2007:
  - new [[morality quest]] with [[Tloka]]. This new [[quest]] brings into play some new AI
    aspects that you've never seen before. You must have completed Tloka's
    prior quest (with souls) before moving onto this one. Additionally, you
    must be a [[major remort]] to start it.
  - new [[mob AI]] functionality
  Update 1/2/2007:
  - [[bifold rune]] now outputs when no [[charges]] are left.
  - [[broken vorpal-dimension]] is now a [[charge based prevention]]. In addition, it
    now has benefits for [[training beyond 100%]].
  - [[lag]] on new [[willed protectors]] is really gone now.
  Update 1/1/2007:
  - The 2007 new year brings us great joy and a sad farewell:
 
    It is with mixed emotions that I inform you that [[Elrohir]] has stepped
    down as the [[head builder]] of Nodeka. On the one hand, I am very happy for
    Elrohir as his life has been blessed with a baby girl and I am happy to
    see his family come before Nodeka (as it should). On the other hand, I am
    very sad to see someone with his expertise and excellence leave our staff.
    Elrohir was the head builder for Nodeka for over a year and his services
    have been invaluable to Nodeka. There are far too many wonderful things to
    say about Elrohir that simply cannot be said here with the limited time
    and space in this forum.
   
    There is no doubt Elrohir's strong creative skills and his incredible drive
    to create will be sorely missed by all Nodekians. If not most especially,
    by me.
    In closing, Elrohir wanted to share this final piece with the Nodekian
    public:
    ---------------------------------------------------------------------------
    I'd like to give my appreciation to Nodeka for the pleasure of giving
    something back to a game I've enjoyed, but it is time for me to step down
    as a builder.
   
    My time needs to be better spent taking care of my new daughter.
   
    Thank you all and happy mudding!
    Elrohir
    ---------------------------------------------------------------------------
    We will miss you, Elrohir, and we are forever indebted to the great work
    you have brought to Nodeka.
    Nijlo


</div>
</div>

Revision as of 20:02, 20 September 2020

Nodeka is still under relatively active development. Below is a list of the entire known changelog in it's original form when quoted, barring any typos or in rare cases, the shifting of lines to fit MediaWiki formatting. Any commentary will not be in the code block.

MOTDs by year, in reverse order:

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.