MOTD
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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There are currently no updates or MOTDs posted for 2020.
2019
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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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Total updates: 23
Update 10/14/2017: - More scrounger gnomes have set up shop in the Aur-Vindi [[crafting guild]] for your salvaging convenience!
Update 10/2/2017: - A variety of schematics have been added, allowing for crafting gemstones to be converted. The Magnificent Osbert in Aur-Vindi possesses the necessary scrolls to get you started.
Update 9/17/2017: - Ataghan of inheritance, staff of the gate, and Lorhus's claymore have been increased in power, again! :)
Update 9/3/2017: - Ataghan of inheritance, staff of the gate, and Lorhus's claymore have been increased in power, especially for training beyond 100%. More to come ...
Update 9/2/2017: - The duration of the anti-nim affect has been significantly reduced. - Highwayman's speed and hand of the thieves guild now have the potency to reduce the affects of anti-nim. Highwayman's speed is based on both the user's skill % and the user's affect and will actively reduce the anti-nim duration even when the affect is not active. However, hand of the thieves guild only has the chance to reduce the impact of anti-nim when it is active.
Update 9/1/2017: - Nim has been changed in a fundamental way. First, once nim is used on an mob, successfully or not, the mob is made aware of the nimming attempt and no further nims are possible on that mob for a period of time (see the mob's affects). Secondly, when nim is successfully executed on a mob, it draws from a special nim pool, separate from the mob's gold pool. This means players who are aiming to kill mobs can simulateneously run an area that a nimmer is running. Additionally, a nimmer can nim and then subsequently kill the mob for extra gold. This also means that nimmers who don't end up slaying mobs will likely need to rotate through more areas due to their inability to nim a given mob more than once (which Nijlo likes a lot, due to their special resistence to the run-time affects all other classes are impacted by). :) Hooray! Happy Labor Day Weekend!
Update 8/20/2017: - After receiving numerous requests, we've increased the extra infuscated marbles during the 8/19-9/15 event from 2x to 4x! All donations made between 8/19-8/20 have been retroactively increased on the marbles they've received to be 4x instead of the original 2x.
Update 8/7/2017: - Spiritual judgement now has powerful effects for beyond 100% training. - Undefiled benignity now has powerful effects for beyond 100% training.
Update 7/15/2017: - The gold cap for nim has been raised fairly substantially. However, we will continue to adjust it as necessary (even if that means reducing it some).
Update 6/11/2017: - Hum ofValkyries Bastion] [sic] has been changed, slightly.
Update 5/5/2017: - The preventions for glacious stones have been broken into separate categories: - glacious stones - pool (when restoring health, endurance, etc.) - glacious stones - run time (when clearing run time) - glacious stones - daily prize (when clearing daily prize prev) This means you may now use all three together, while the pool prevention is the shortest and the daily prize is the longest.
Update 4/30/2017: - You can now use five glacious stones to clear your run time affect. This can be done, at most, once every five hours. - The run time algorithm has been changed. It now has the following values: Hour 1: 300% experience / gold (previously 200%) Hours 2-4: 150% experience / gold (previously 125%) Hours 5-8: 100% experience / gold (same) Hours 9-12: 50% experience / gold (previously 80%) Hours 13-16: 25% experience / gold (previously 50%) Hours 16-24: 5% experience / gold (previously 10%) See "help run time" for more details.
Update 4/29/2017: - Trewan of the rising forest has been increased in its prevention time. This means when using this ability, the user will be unable to use it again for a longer period of time than before this change. - Ruan awareness and combat instinct now have 1/2 round lag when their affects are active as opposed to having 0 lag. - Cleric's heavenly smiting now usually will have lag associated with it. However, if the user's ability % is high enough, sometimes when it is used it will be lagless. The higher the user's ability %, the higher the chance for lagless execution.
Update 4/18/2017: - The bot check system is no longer automatically active. In addition, the last pk system has been changed to encourage mass PK of botters. See "help run time" and "help bot check" for more details.
Update 3/12/2017: - Due to numerous requests, we have begun hyper unique month! During this time all unique items have increased chances of being more powerful than usual (e.g., use of infuscated marbles on items can improve items to levels not normally achievable). Hyper unique month will likely run until the end of March. Maybe longer? For more details see "help unique" and keep in mind that hyper uniques are even more powerful than super uniques, but their complete details are secret.
Update 2/26/2017: - Fenrir has returned to Nodeka. He will be resuming his previous duties in charge of mortal affairs. Details: As some of you may know, Fenrir left the immortal staff in 2014 but continued to play Nodeka thereafter. Later, he (using his mortal) caused some disturbance on Nodeka in 2015. Because of this and in spite of after years of outstanding service, his mortal was deleted and he was banned from the game. Over the last few months, starting with a dialogue with Nijlo, Fenrir has been actively working on Nodeka and with Nijlo behind the scenes. During this time his mortal was reinstated and he recently asked for his immortal to be reinstated. Whim and Nijlo spent several weeks discussing this and finally came to the conclusion that given Fenrir's superior track record prior to the incident in 2015 and his continued and sincere desire to assist Nodeka that we would allow his return upon two conditions. First, that regardless of any outcome he will remain professional at all times, which he has promised. Second, that he send a formal apology to all of Nodeka for his prior behavior. He has fulfilled both terms and his apology is as follows: ------------------------------------------------------------------------ To all Nodeka players, As many of you know I stepped down three years ago from my Immortal Position. In the following year I continued to play my Mortal character towards the end of this time I became frustrated and used my position to sabotage Nodeka and undermine Nijlo. My actions were unprofessional, inexcusable and truly unbefitting of a member of the Nodeka staff, active or not. There is no apology I can offer that will do justice to make up for my actions, I truly regret what transpired and can never make up for what I did. I would like to request of you to allow me to return and with the efforts of Nodeka staff attempt to rebuild some rapport with you the players, whom without this game would not be around, and make Nodeka better. Fenrir ------------------------------------------------------------------------ We are excited to have Fenrir return to Nodeka and are moving forward in a disciplined and measured fashion to ensure we do not have a repeat of the incident of 2015. What Fenrir has done by making a formal and public apology to the entire game is no easy task. It takes an incredible amount of humility and courage. We ask that you give him your support as he transitions back to his former role.
Update 2/5/2017: - Crash bug fixed.
Update 2/4/2017: - Lay hands now has strong benefits for beyond 100% training. In addition, its base cost has been increased. - Updated abilities list to show training beyond 100% for Tholec's rising, singularity of fate and singularity of focus have benefits. Thanks Odinn.
Update 1/22/2017: - Added code in attempt to fix these mysterious Nodeka stall events that currently require reboots.
Update 1/15/2017: - Training beyond 100% now improves weave of balance uptime.
Update 1/10/2017: - Platinum rewards for Invasion events have been strongly increased.
Update 1/6/2017: - Extending hyper triple through 1/31 due to January lottery!
Update 1/1/2017: - The last pk system has been changed in the following way. If a player PKs another player, the killer's name is removed from the victim's last pk list (assuming it is on it). - New super map will become active for characters who receive $250 or more in donations over an entire year. For more information, see "help super map."
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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News 12/29/2002: - major tree change - special thanks to the testers: Akylius, Alpha, Amaetheon, Murdoc, Pesmerga, Sabre, Salvador and Ulrik - commas are now in gold strings - aulora's gift changed to aulora's gambit - new nojohr remort skill: gambit of the warring shield
News 12/27/2002: - fixed bug with multiple worded world searches. The initial fix allows players to find players and mobs with the same name (i.e. doing cast 'visit' 100.mage will now go to the 100th mage, not the pc Mage (PC)). But now it gets more complex. In order to prevent invis affects from screwing with players trying to find players with mob names, I've changed the way the world searches work. Before explaining the fix I made, consider this scenario: - a pc that has 90% invis named Mage - an aggressive mob with 0% invis named Mage Obviously it'll be a real pain to prevent all mob names from being used by players. In addition, mobs may be created after a player already exists with the same name. The Nodeka staff can't possibly monitor those cases easily. So the above scenario could happen very easily with a number of different names. Now consider someone doing a cast 'visit' 1.mage, not seeing the player named Mage because of Mage's invis affect, visiting the aggressive mob named Mage and then rdying because of it. Seems highly unfair. And that kind of "protection" isn't going to work on Nodeka. So I came up with this solution. Doing a player find, always finds the player in the count, but will fail if the player attempting to locate the other player can't see him or her. For example: 1. Ziii casts 'visit' 1.Mage. 2. The player Mage is logged on, but is highly invis to Ziii. 3. The search finds the player Mage as 1.Mage. a) Ziii succeeds his check on seeing Mage and Ziii succeeds with his visit b) Ziii fails his invis check, and the search ends. The important part above is that the search ends if Ziii fails to see Mage. The search doesn't continue on to mobs at this point. That's because Nodeka knows Ziii meant Mage the player by his "1.Mage" search term. This then means Ziii will either visit Mage the player, or fail. He will *not* visit Mage the aggressive mob (unless, of course, Mage the player logs out). Hope that all makes sense. I know my explanation was rather weak and too short-winded, but I have tons of work to do and I can't spend all my time explaining how things work. Sorry. =) - profiling code has been put in place to monitor Nodeka real time activity. Once this profiling information is gathered, we'll have a better idea where Nodeka lag is coming from. For example, doing test runs we know that ticks only delay Nodeka 300 milliseconds, which is less than 1/3 of a second. However, results may differ under live running conditions. As of today, we know the citadel lags Nodeka for 250 milliseconds every time it repops and Ruushi lags Nodeka for an entire second every time it repops. Once we have gathered the results of all major lags areas, code optimizations can be made to address each problem, individually. - follower initialization and deinitialization has been modified for optimization and simplicity. - certain world wide commands can now handle multiple keywords. For example: cast 'astral travel' 100.devil blue will now work. This new functionality required an incredible amount of optimization to not bring Nodeka to its knees when doing multiple word, big number searches. Boy was that fun! We're currently limiting the multiple words to two words, so you can't cause Nodeka to come to a full stop when you do your world mob find action. When the Nodeka server is more capable, we'll allow more worded searches (it's as simple as incrementing an integer). For now, be happy with two. As far as I know, Nodeka is the only mud that allows multiple worded world-wide mob searches. And if you knew the optimizations required to make this thing work, you'd understand why most muds don't / can't allow it. Of course, some yahoo will now e-mail me with a mud that does multiple worded world wide searches, just to prove me wrong. What he or she will leave out is the mud only has 100 total mobs and never has more than 10 players online. Try allowing that functionality with over 50,000 mobs and see if the results are the same. =) That's one helluva fast frickin algorithm to make that work ... I just want you players to appreciate the coolness of the coding side of things (it's too much fun for you not to experience it!). - fixes to help files - invis followers can always be seen by their masters now
News 12/14/2002: - new 2nd remort fallad skill: prayer of greater aegis - new 2nd remort daja skill: the prayer of guardianship - the Nodeka server has been upgraded (now has 1.5 gigs of RAM). This is first of at least two upgrades. The next will be the cpu or the entire machine. - due to the Nodeka machine upgrade, you should notice most everything working faster. Even things that don't immediately make sense, like receiving your score output faster. This would seem like it's entirely related to bandwidth, but it's not. The output for score is first stored in a memory buffer on Nodeka before it is transmitted. It's because all mobs/rooms/pcs can be stored in RAM now simultaneously that accessing and storing information in Nodeka is much faster. The reason why the previous example of score output scrolling faster happens is because Nodeka no longer uses virtual memory (i.e. hard drive memory) to store data pertinent to Nodeka. RAM is faster than disk access and because of it, score output is faster. This logic can be applied to numerous areas where improvements in speed don't seem to be caused by increased RAM.
News 12/13/2002: - Nodeka will be going down for maintenance for approximately one hour today around 12:00 p.m. - 4:00 p.m. (Mountain time, GMT -07:00:00)
News 12/11/2002: - more questing AI functionality added
News 12/10/2002: - more AI added for questing
News 12/9/2002: - help buy the most powerful machine in existence for Nodeka! Nijlo's going to be upgrading the Nodeka server within the next month to help assist in the amount of quests Nodeka can handle. Show your support in this process and donate today!
News 12/8/2002: - new mob AI stuff - mobs can now give quests (right now there's only one quest mob, but the quest system will allow any mob to give any number of quests). Please note that we are logging all quest experience that is handed out. If you come across a bug with the quest mob (i.e. a mob that will allow you to quest for infinite amount of experience) please report the bug immediately. As we are logging all successful quest completions, quest abuse will be highly visible. Please report any quest bugs you find so we do not have to enforce Nodeka's bug abuse rule. - the bug that prevented players from logging out of Nodeka due to unconscious mobs stalking forever has been fixed
News 11/24/2002: - the newbie channel can again be used by all new players. However, it still requires endurance to use. I made this decision based on the wise counsel of Rar. - minor immortal code changes for purging the donation room - unconscious <2% targets no longer do shield damage (yes, this may not be a realistic implementation, but this is Nodeka not Street Fighter - double KO's are bad.) - pc/npc death is done slightly different now to counter for the growing power of sustained life - ateoli lose trip and get bash (there will be no practice reimbs)
News 11/15/2002: - startup crash bug has been fixed (our apologies for the couple hours of downtime)
News 11/12/2002: - new Nodeka theme: Crossroad to a thousand journeys. - the newbie hint system has been revamped, turn hints on to take a peek (i.e. toggle hints)
News 11/9/2002: - heightened instinct now requires 8 phases to use again Nodeka theme contest winners below. All players, with the exception of the winner will receive 20,000 platinum. Winning Nodeka theme (submitted by Rar): Crossroad to a thousand journeys. Other finalist themes: Bringing imagination to life. (Kinshin) Deceit? Intrigue? Betrayal? Yeah, we got that. (Khaled) The dream that never wakes. (Leviticus) Of arms and incantations. (Liege) Struggle. Build. Thrive. Dominate. (Maggoty) Adversity builds strength. (Maggoty) Forge your own destiny, leave the dying to someone else. (Jub'ae) Bold adventure. Limitless potential. Unsurpassed excellence. (Jagas) Be spellbound. (Nomade) Of mjols, witches, ateoli and warriors. (Nomade) The edge of innovation, the heart of imagination. (Tezrik) Limitless horizons, endless adventure. (Tezrik) Wield friendships. Wear hope. Bear skill. (Feline) Building character, stone by stone. (Calypso) Outwit. Outhunt. Outsurvive. (Booya) In perfect night... in flawed daylight... A noble villian... a murderous hero... The choice is yours, which will you be?? (Ebonfyre) Humorous themes: Rar, Rar and Rar. (Aalynor) I'm gay, are you? (Flashstar) The one place to find hot women. (Flashstar) Don't trust Tsilloa. (Hate) Unlike real life, your equiptment matters more than your attitude. (Jaiven) Unlike real life, being naked sucks. (Jaiven) Real life sucks, this isn't much better. (Jaiven) Everquest is better. (Jaiven) Fireball, it's what to cast. (Klatu) Death, destruction, and a little bit of dismemberment. (Salvador) Where Darwinism is a lifestyle, not a theory. (Sentry) Dueling Spoons at ten paces. (Sentry) Where the men are men and the women are too. (Wyshmere) The good, the bad and that fucking Terror guy. (Wyshmere) Where you throw spoons at dragons and attempt to beat up statues. (Xeddiex) Adventure, excitement ... a Jedi craves not these things. Good thing you're not a Jedi. (Ziii)
News 11/2/2002: - infinite loop in passage of the bleeding moment has been fixed - long lag spells after a citadel finishes has been partially resolved. You'll still experience some lag, but much less than before - followers not killed in a citadel are now transported to their master's home (not killed) - recall bug where followers would recall to their area, not their master's homes has been fixed
News 10/31/2002: - races, classes and character generation output has been corrected - fixed throw crash bug - fixed bug that allowed antei of formation to be used without prevention (thanks Jagas)
News 10/30/2002: - new joufu skill: whispering wind antei - new major remort joufu skill: antei of formation
News 10/29/2002: - fixed problems with mental blast and psychic shock - minor output corrections - prompt all and allcolor now contains the lag identifier - new prompt setting (lag) in 'help settable prompt'
News 10/28/2002: - fixed output bug with impairment attacks - three new races (nine including remorts)
News 10/27/2002: - Attacks now do a variety of damage - see help resistances - A bazillion other changes that we don't feel like detailing through
News 10/20/2002: - Minor bug in character generation fixed (thanks Doos). - Theme contest winners will be announced no earlier than next Sunday (October 27th).
News 10/19/2002: - Remort crash bug has been fixed. It was caused by Nijlo changing the name of the "albino drow" to "drow of the blue blood". The source code was weak and was unable to handle the extended length name. Now the source code is strong!
News 10/18/2002: - All races are now on a single experience table. Experience tables only exist per remort tier now (i.e. one table for all non-remort races, one table for all minor remort races, one table for all major remort races). Race improvements will be happening throughout the course of the following week. If race changes are made to your race, but do not seem to be affecting you at the moment, log out and log back in.
News 10/15/2002: - Two bugs fixed, one regarding leading mobs out of areas and one regarding seeing hidden exits when exits were being locked/unlocked.
News 10/13/2002: - Nodeka is currently running a "best theme" contest. Right now, Nodeka's theme is "Stronger. Faster. Better." Well, we don't like that theme any more! We're looking for something more fantasy based, something more contextually based. So now's your chance to help come up with a new Nodeka theme! Not only will the winning theme be used for Nodeka, if your theme is ranked in the top five best themes, you'll receive the following reward: 1st place - 50,000 platinum 2nd place - 30,000 platinum 3rd place - 20,000 platinum 4th place - 10,000 platinum 5th place - 5,000 platinum Please send all theme suggestions to Nijlo at nijlo@nodeka.com. Be sure to send theme suggestions no later than midnight Friday, 10/18/2002 (mountain standard time).
News 9/25/2002: - thunderous strike has been toned, slightly
News 9/22/2002: - tracking system change, you can no longer "quit out" while a mob is stalking you - this means for certain areas, just by entering them you may be forced to wait several minutes before being able to quit (waiting for the mob's stalking period to end). However, the purpose of this change is to prevent aggro-luring abuse. - new method-ataelos spell, staff of the gate
News 9/19/2002: - fixed crash bug with the shielding prayer
News 9/11/2002: - non-remorts can no longer use their remort status to hide in non-remort areas when flagged as a player killer - fix to item manipulation commands and the use of 'all' and additional characters causing dangerous side-effects
News 9/3/2002: - critical attack now does 1/2 its previous damage but has no front-ended lag - cloak is currently unused (but don't worry, I'll find a use for it) - stratagem of the cloak success is based entirely off of stratagem's skill percent now
News 9/2/2002: - new diva skill, the shielding prayer
News 8/20/2002: - change in shifted cognition, prevention lasts a good deal longer than the affects now - change to lightning, until I figure out what to do with it, the lag is increased to two rounds
News 8/19/2002: - heroines charge and savage assault now work more off of skill % than before (thanks Brooke) - invisibility and hidden now cap before 100% (prowl caps at a higher % than invisibility due to footpads greater need for it) - nojohrs no longer have dodge - valkyries and poliirs no longer have enhanced damage - send all complaints to Whim, send all praises to Nijlo ... heheh
News 8/18/2002: - resonances can be used in battle now - hakanai shouten has been renamed to 'antei of hakanai shouten' - akisunerais now get antei of hakanai shouten as well as kage-kyoukans - new kage-kyoukan spell, antei of the clouded mind - help files on both new spells are in (apologies about the month delay in getting a help file for hakanai shouten)
News 8/17/2002: - new witch skill, spiritual resonance drain - new remort sorcerer spell, shifted cognition - new sorcerer and witch skill, magical resonance drain - all created followers (dignitary manifestion, willed protector, etc.) now have pools (hp, end, spi, mana) that closer match their master's.
News 8/16/2002: - new method-ataelos spell, temporal gate of bending (this spell may in fact be too powerful. We will be monitoring its use and may have to tone it down if it is found to be too powerful - please keep this in mind)
News 8/15/2002: - new remort ruanbaere skill, trial of aggression - new man-of-war skill, trial of amplified vigor
News 8/14/2002: - new ritual heiton spell, rite of virility - new remort heiton spell, rite of sundering - new remort lo-fent skill, radiance of atonement - new white dragoon skill, healing radiance
News 8/12/2002: - new dark creator spell, passage of dark summoning - fixed off by one error that would occur in any "attack" affect. Thanks Brooke. Now when you have an attack affect (by race or spell/skill) when it says "100%" that means 100%, not 99%. =) - please see 'help follower' if you play a character that controls NPCs, there is new information in the 'follower' help file that will make your life a bit easier. You may also want to revisit 'help order'.
News 8/11/2002: - new dark creator spell, passage of the bleeding moment - new chaos lord skill, ephemeral discord of speed - new remort valkyrie skill, song of striking - new demigoddess skill, the ruining song - tholecs have ambush again (thanks Littlesmoke) - fixed major bug with throw/projection being used on targets through doors - fixed weird bug with seeing followers when entering rooms
News 8/5/2002: - followers now take full damage in battle (not half) - players can no longer entrance/persuade/tame followers of size bigger than their current pool values (i.e. no getting huge charmies after you just got pked, you'll have to regen first now)
News 8/4/2002: - new khehusod remort spell, discorded corporeal sinew - ice blade can now take shield damage - modified layout for "class" / "skills" / "spells" command - internal modifications
News 8/1/2002: - fixed prayer of mental restoration, it can be used in battle now - changed output for clans (hope you like it, freaks)
News 7/30/2002: - Rearchitecture of affects, invisible, mostly to players, but it was a huge change which has a number of positive affects on Nodeka including increased performance, improved design (flexibility and robustness) and massively decreased memory requirements to run Nodeka. p.s. Thanks to the testers - who found several bugs with the new affects code (bastards). - a ton of new socials, send complaints/errors to Whim. - new remort daja skill, prayer of mental restoration.
News 7/22/2002: - fix to witch's hexed scepter
News 7/21/2002: - monks have better class dice now (more damage for monks, they didn't do enough before). - new oracle spell, hexed scepter. This spell may be too powerful, so please note it may be subject to change within the immediate future. That being said, this spell is one that I've been excited about doing for some time now (simply because it finishes one of my original ideas of witches).
News 7/20/2002: - the "item loss" issue having to do with item limits for rooms and players preventing items from going to players and then getting destroyed, has been rolled back out of the system - item losses will no longer happen, but players caught openly abusing and exceeding the *room* max item limit will be dealt with very severely. For those of you who are unaware how this could be done but are worried about breaking a rule - don't be. It's a complicated task exceeding the room max item limit, in most cases you have to intentionally be trying to exceed the room item limit. - an alteration to the endurance drain for channel use has been put into place - only those below level 50 will suffer endurance losses for channel usages. - new witch remort spell, hex of menthijan - super bug of the universe dealing with over 1000 items in a single room bringing Nodeka to its knees, has been fixed (finally). - new sorcerer skill, shifted accuratus
News 7/18/2002: - Endurance charges have been added to many channels, however, many global channels which require actual leveling haven't had endurance drains added to them (yet). Of course this change has been made due to our most recent spammer attacks. =) We apologize, but in order to protect you and ourselves from spammers we currently have no other choice. Site-banning someone who's using an alternate IP address to spam on seems pointless (as they can just find another IP address and continue the cycle endlessly).
News 7/17/2002: - Charge can no longer be used while in combat (to leave combat).
News 7/9/2002: - More socials, if you run into mistakes in the socials, please e-mail Whim (not Nijlo, Nijlo's too busy being lazy to fix social mistakes). - p.s. Ileana is now really Ileana and not sometimes Ileanna. - Bishops, mjols, ateoli, witches, heitons, sorcerers, sa'duroths and dajaes now have: telekinetic projection. Ileana is now selling spoons.
News 7/8/2002: - Throw has been changed to do more damage - see "help throw". This is our first attempt to make throw more useful, however we may adjust throw up or down within the next several days to balance it as needed. - Bug fix with ranged attacks being used "right here". Thanks to all of you who turned this in (there were several of you). - Winning a citadel with throw now behaves correctly.
News 7/4/2002: - Ice blade lags one round again, but costs a great deal more to cast and invoke. Thanks for the logical argument Mage (PC), as always, that kind of reasonable conversation is appreciated (and as you can see, it gets responded to). - Fireball and ice blade are now invokable as well as castable. - Shield of lectokke and ruah kyf have been changed to charge the user more mana to resist damage. - Shield of lectokke no longer falls when mana reaches 0, therefore when a sorcerer regenerates, shield of lectokke becomes active again. Ruah kyf didn't fall before at 0 spirit, so no change has been made it its existing behavior in that regard.
News 6/30/2002: - Chain lightning now greis properly.
News 6/29/2002: - Flee succeeds much more now. - Slight change to white flames of prayer - Mentalis vefr has been slightly toned down - Lag on alleviate has been removed (at least most of it) - New diva and arch-fallad skill, white flames of prayer - New poliir spell, awakening of the guard - New remort poliir spell, radiant awakening
News 6/22/2002: - Weekly clan battles now happen on MONDAY (see below)! - New mjol remort spell, mentalis vefr - New mjol spell, weave of balance
News 6/17/2002: - New clans output - Singularity of fate has been changed, thanks ... uhhh, Terror? Crazy, we know.
News 6/16/2002: - New thunderer skill, aulora's gift
News 6/15/2002:
- New tholec skill, heightened precision - New remort tholec skill, heightened defiance - New strider skill, heightened instinct
- New remort footpad skill, singularity of fate
News 6/9/2002: - New kenpo skill, annulment stance
News 6/8/2002: - change to the command 'affects'. See 'help affects'.
News 6/7/2002: - New shadow rogue skill, singularity of focus - New monk (and all remorts) skill, mantis stance - New gesko/kenpo skill, dragon stance - New kenpo skill, hao'tien stance - Bug fix to godly mediation - thanks Ziii. Also slight modification in its functionality. !Important! New City! - Situated in the harsh lands of Mhaldryn, the city of Aur-Vindi has broken its two-hundred year exile and is now open for you to explore. Aur-Vindi is a fully functional city designed for remorts, equipped with [[its own safe rooms, citadel watchtower, trainer, identifier, race and]] guild masters and more. The city boasts a number of shops with a very large selection of remort equipment (some much rarer than others), as well as rotating inventories (the merchandise for sale will constantly change). Keep in mind that the populace of Aur-Vindi does not tolerate violence. Aur-Vindi is designed for remorts - mortals enter at their own risk.
News 5/30/2002: - You can now recall your followers. You can also order your followers to recall themselves or have group members recall your followers (so long as your followers are grouped).
News 5/29/2002: - Change to track - Tame/entrance/persuade have been changed. Details coming soon, but please try out the new system today! - Lag on tick bug has been fixed. - New command: clanset - see 'help clanset'
News 5/28/2002: - New man-of-war spell: ancestor song
News 5/27/2002: - A potential fix for the lag on ticks has been coded. We're not sure if this fix will work or not, because we still aren't 100% sure of the cause of this behavior. - Mobs regenerating massive amounts of health on a tick prior to being knocked unconscious will no longer occur.
News 5/22/2002: - Starting this coming week (the day after Memorial Day) we will have a clan battle. The winning clan will receive some kind of prize. We will continue to have these battles every Tuesday at 6 p.m. Mountain Time (-07:00:00).
News 5/16/2002: - New 2nd remort khehusod spell - hold alignment - New area in the southern part of Ruushi - the towers of Lkkt'vao. This area is the first of its kind, a racial area. Lowbie/newbie area. Thanks Arwyn for building another winner!!!
News 5/15/2002: - change to stratagem of the cloak, the basic premise is still the same, except now stratagem happens immediately before critical. No more extra round of your footpad being visible to the world. You still must successfully be cloaked in order for stratagem to succeed. - willed protector levels are now equivalent to that of their master. - corrections with the lower end scale of using target and throw. Target and throw should now work correctly for newbies and veterns, alike. - throw is now fully complete as to what I originally had in mind when first developing it: - throw can be used in a direction - throw can be used to hit a target - see 'help throw' - see 'help target' - right now targetting only works for throw, but I envision it working for a couple of the other ranged attacks.
News 5/13/2002: - Due to numerous requests the donation cap per month for stones has been raised. See 'help stones' for more details. The change is effectively immediately (i.e. this month). - For a quick list of the stone system see 'help stone system' - If you are a graphics artist or are looking for a way to make some platinum, we're looking for a new Nodeka banner for our Nodeka advertising. The banner size should be 468x60, please submit all banners to Nijlo at nijlo@nodeka.com. Rewards will be given for any banners we plan on using. All work in the banner must be original or free (no stolen art).
News 5/11/2002: - new ruanbaere skill, savage assault
News 5/6/2002: - Fix to real kill bug found by a group of players doing the most crazy kind of battle I've ever seen in my life (why the hell were they casting offensive spells on each other while running? Isn't that a little dangerous). Crazy. - Fix to battle awareness / min sali tra bug.
News 5/2/2002: - Neat little "sell , <mob>" bug that sold all your inventory has been fixed. Thanks Doos. - Quickness now plays a slightly bigger role in battles. - Lightning strike now gives less quickness.
News 5/1/2002: - All racial restrictions on all items in Nodeka have been removed. This was done for several reasons, most were concerns of game balance.
News 4/28/2002: - Oracles now have chain lightning.
News 4/26/2002: - Fixed the spam of "Not in a safe room." when throwing an object through a safe room. - khehusods now have |throw - Bukaal is stocking thin axes. - Raiders now have [throw] - Norruk is stocking light hammers. - ruanbaeres now have [throw] - Norruk is stocking light hammers. - Aegols and Jakaen now have celestial ray. - Monks now have throw - Khaleth is stocking shurikens. - Valkyries now have throw - Akthar is stocking thrusting spears. - tholecs now have throw - Akthar is stocking thrusting spears.
News 4/25/2002: - Cosmetic output error for seeming changes in handedness have been fixed.
News 4/24/2002: - Footpads now have throw - Alyshe is stocking throwing daggers. - joufus now have throw - Khaleth is stocking shurikens. - Help files for battle awareness and insanity are now available. - The crash bug in the socket code has been fixed. - Men-of-war now have battle awareness.
News 4/22/2002: - Two potential crash bugs have been fixed, one which was clearly a crash bug and locally tested to prove this. The second crash bug I believe is the correct fix, however I cannot verify it locally - it can only be verified on the live Nodeka server. Therefore keep on your toes, it's possible I have made a mistake and this bug fix, in fact, does not fix the crash bug. As always, thanks for your patience.
News 4/21/2002: - Alignment bug in healing spelling has been fixed. The bug was related to the healer's alignment not improving if he/she/it had max experience. Thanks to everyone who turned this bug in. - Insanity has been reworked. Thanks Mel.
News 4/20/2002: - Celestial ray is now a distance attack ... super-distance. - Field aid now lags two rounds. - Flee has been modified to succeed much more. - Petrify has been rewritten, entirely. It is now greiable and has a new help file to explain the stats which are considered when using it. !Important! - The major impairment skills in the game have been redesigned. These skills and spells are the following: Stun, Channeled Anger, Sensual Sedation, Temple Touch and Petrify The basic format of these skills and spells are now in favor of shortening recovery time after the skill or spell has been used, rather than the previous format which increased the impairment time. For example the new layout for the skill stun is as follows: Impairment ability | Pre-lag | Impairment duration (rounds) | Post-lag ------------------ ------- ---------------------------- -------- Stun (0-149 dex) 1 2 4 Stun (150-299 dex) 1 2 3 Stun (300+ dex) 1 2 2 As you can see, as the dexterity of the user increases, the lag associated after the skill has been used decreases drastically. However, you will also note that impairment duration is constant, not dynamic as it had previously been. Impairment skills can still miss however, and therefore naj'k and grei are still important to their use. Even though the skill stun now has a maximum impairment duration of 2 rounds, it does not mean the impairment will be 2 rounds each time stun is used. Rather, it means stun can impair anywhere from 0 - 2 rounds. The same is true for the other impairment abilities as well. It should be noted: this change is very similar to the old system in terms impairment to lag ratio. I would be lying if I said it was the "same", it is not "that" different. The major difference is that instead of having a huge amount of impairment duration and a huge amount of following lag, the impairmment abilities will now have breaks between the impairments. These breaks will allow the opponents of impairmers to fight back, which they have been unable to do previously. If you have complaints with this new system, do not e-mail me (Nijlo). Please e-mail Myx (myx@nodeka.com) or Whim (whim@nodeka.com) with your complaint. The Nodeka staff appreciates your compliance.
News 4/17/2002: - New kage-kyoukan spell: hakanai shouten - New configurable colors: Map: Me Map: Mob Map: Player
News 4/17/2002: - New dark creator spell: shadow gaze - The command "challenge" has been reactivated. - I believe I have fixed the problems with challenge, although I can't be 100% sure. I know that I've fixed at least *one* problem with the citadel, but there may be others. Please note any bizarre behavior with the citadel when challenging others and e-mail me (Nijlo) immediately. Thanks so much! - Crash bug fixed.
News 4/16/2002: - Unique items now have greater potential for power (albeit rare, heheh).
News 4/14/2002: - A real kill bug has been fixed which related to a player being real killed when killed by another player who was already engaged in another battle. This bug while reported in ice blade is in fact much broader in scope. Thanks goes to Feline, Drayke, Melkor and Whim. - The clan hall entrance problems have been resolved.
News 4/13/2002: - Real kill bug fixed in ice discharge and holy hammer (it did not exist in charge nor mental tiaran). Thanks Ziii and Orin. - New [arch-fallad] [spell]: holy hammer. Please note, this spell may undergo some slight changes in the next couple days. - In memory of Josh Rollins "I don't have exact full details as to what happened, but sometime between the night of April 9th and the morning of April 10th, Josh Rollins, otherwise known as Cytic, was in an automobile accident that took his life. Many of you knew Josh personally, more of you knew Cytic from the game. I myself only knew Josh from Nodeka, but that was all I needed to know. He was a great guy, and I am proud to say he was my friend. Oh behalf of myself and Clan Har'luth, I would like to send our deepest condolences to his family and friends. And from our hearts, God speed brother. We'll miss you. On a personal note, this is the first time I have lost a friend like this, so I'm very much at a loss for words. Something like this really makes you wonder what tomorrow will bring. Hold on to what you have, make sure those who mean something to you truly know it, because you honestly never know if you'll get another chance. Rest in peace Josh. I'll miss you, bro. -Tezrik / Andy"
News 4/7/2002: - !Important! - The battle code has been changed again. The new system will mark any battle ending in player death as a player kill if at least one player or follower is attacking the player when he/she/it is killed. This is slightly different than the previous battle system which held any attack on a player as a player battle until the battle ended, even if no players or followers were attacking the player when the player was killed. This system is still likely to be altered further to help prevent players from abusing the system and getting player kills where mob kills should take place. However, the good news is that since a player must be attacking another player when the player dies for it to be marked as a player kill, abusing this system for eq runs will only work on the first tank death (the following group would most likely not have time to cheat the system and would most likely suffer real death). This satisfies both sides of the fairness scale (at least partially). Lastly, I would like to thank the *reasonable* arguments I received requesting a change to the battle system. Those arguments coming from the unnamed website were not rational, but rather emotional tirades and did nearly the opposite of encouraging me to change the battle system. Had it not been for the "rational" voices of a few very unbiased unopinionated players, the battle system would not have changed. I greatly appreciate those of you (you know who you are) for taking the time to e-mail me in a calm and logical fashion. Your friendly neighborhood Nijlo-man
News 4/6/2002: - New lowbie to midbie area that has over 1,000 creatures to pummel! Located somewhere on the continent of Tarsis - hail Arwyn for his great work on this one! - Super-memory leak of the universe has been fixed.
News 4/2/2002: - Mob artificial intelligence bug fixed - rescue. - lo-fents can now use lay hands only outside of battle.
News 3/28/2002: - Shields worn in battle now still use base class damage and +damage. - Rescue can no longer be used on non-players and non-followers.
News 3/19/2002: - Fix to ice discharge, thanks Mel. - Help stones has been updated for infuscated marbles. - You can now get 3 infuscated marbles per month. Help 'stones' has been revised to correctly outline the new infuscated marble layout. - Infuscated marbles are now fully implemented. - Critical citadel follower bug fixed. Thanks to Dade, Namlehse and Melkor. - Ticks/phases no longer "skip". - Quiver crash bug fixed - good job Saron (3,000 platinum reward). - The Nodeka battle engine has been completely redesigned and recoded from ground up. What we now have is an ultra-light, smart and well contained battle engine that's ready to handle some serious complexities and handle them flawlessly. The new battle engine fixes a numerous number of bugs as well as correcting "poorly formed" battle behavior. Special thanks goes to all the testers involved in this project. - There will be new help files explaining the new battle engine in the next couple of days, keep your eye on "help battle". Some of the more important aspects: - Kills are determined by "last hit". The last hit that takes a player to death determines whether that death is a player kill or a mob kill. This functionality has been carefully thought through and will not change (this fixes a huge number of "cheats" players were abusing with followers and groupies). - Kills are handled at "last hit", not "end of round". This means things such as the citadel ending improperly because both players die at the end of a round are fixed. - Battles re-evaluate themselves immediately. You'll no longer see breaks in battles when fighting groups of enemies. Also, auto-join has been updated to reflect this behavior. - Rescue and redirect have been reworked and recoded to work exactly as they work now. Rescue will only redirect incoming attacks from a victim to the rescuer, it will *not* remove the victim from the battle. - A huge amount of code has been reworked and rewritten. Before you assume something's broken, ask. Many of the testers know what the correct behavior is and why it's correct.
News 3/14/2002: - ateoli now have parry. - Correction in mob, thanks Namlehse. Correction in beg command, thanks Cerberus.
News 3/12/2002: - New spell: slow - Changes to stoicism, shorter lag, increased endurance cost. - IP blocking code preventing players from logging in which didn't have a user logged in from their IP address has been fixed. This bug was caused by your clients keep sockets active that were supposedly already disposed. The work around for this on Nodeka is to only prevent users from logging in if their characters are already logged into the world, rather than the old way which prevented characters from logging in even if another socket was active which didn't have a player connected inside Nodeka. - A long standing bug with tell has been fixed (tell NIJLO blah, now works). The *all* capitals problem has been a bug for awhile. - Something major has changed. It's up to you to identify what it is. - Correction to created followers (i.e. conjure astral), thanks Aimless! - Flee has been rewritten. Now all of the "leaving battle" forms follow the same algorithmic patterns. See help flee for more details.
News 3/11/2002: - Fix to vanish. Thanks Drakmorden. - One of the most elusive bugs in the history of Nodeka has been fixed. This bug had to do with lagging group members, other than the leader of the group, in much greater form than should have been taking place. This bug was caused by a coding misunderstanding by calling the CorrectLag() method after lag was applied, rather than calling it before lag was applied. The Nodeka staff sincerely apologizes for this erroneous behavior. The intent of lag code change was to prevent things such as people casting heal in a group and then having that group's leader move one space in a non-lagged zone to clear the healer's lag. This *use* to be done commonly prior to the lag code change. However, with the new lag change, group members were lagged incorrectly. As you will soon see - casting up while traveling will now be possible again, however the lag will continue over a duration of moves as the spell lag is diminshed with each "extra" time between steps. This was the original intent of the change in the lag code, and the lag code now produces this expected behavior. To summarize, the lag code works now as intended. Lag in continental movement along with spell/skill lag are merged together to work under a single lagged period - the intended timing and delay mechanism. - Output for holy light corrected. Thanks Beowulf.
News 3/9/2002: - Critical area fix - Fix to idle character booting code - Stones should reset properly when month rolls (rather than retaining old values as it did previously). This should be a bit more clear now. Thanks Onys. - Architecture change for main branch of affects now (even bigger than last time). - ateoli ataghan's have been improved.
News 3/5/2002: - Architecture of affects code heavily altered - Ambush fix (thanks Flea) - Non-abusable train/enhance bug fixed (trust us, anyone who stumbled across this bug wouldn't exactly be *happy* with -260,000 practices ... hehe) - New spell: celtic resilience With the heitonic circle increasing in size and intellectual prowess, a new power was formed, deep within the inner circle. A power that alone was no great wonder, nor inflicted no intolerable damage. Yet, this power was of the simple sort. The sort when carried by intellectually guided hands could foil even the darkest mage's plans...
News 2/27/2002: - Retreat has been altered to succeed more. - Vanish has been rewritten and has some new capabilities.
News 2/21/2002: - String correction to sacrifice attempts in a donation room (thanks Drak). - Retreat has been rewritten, it can now fail. See 'help retreat' for info.
News 2/10/2002: - Bug fix in the multiple IP code. - Crash bug in the multiple IP code fixed. - New clan code, mostly just design fixes, interface changes. Nothing directly related to players.
News 2/6/2002: - Mighty mighty Nijlo destroyed the five million crash bugs he introduced with the last build (we're still trying to figure out why he's so mighty, since if he wouldn't have created the crash bugs in the first place, they wouldn't need to be fixed ... o_O). - The spit social has been fixed. Thanks to all 300 of you for turning the typos in. =)
News 2/4/2002: - Celestial ray bug fixed - thanks Asguard.
News 1/31/2002: - Lag when failing trip, stun, temple touch, sensual sedation, channeled anger has been made consistent! - Lag when failing bash was already consistent. - The following impairment skills algorithms have been modified to what we consider more appropriate: stun, temple touch, bash, sensual sedation, focused sphere, channeled anger. The rest of the impairment skills will follow (we just haven't had time to get to all of them yet). - Stun and temple touch are now fully naj'ked. - Temple touch is now a weapon of destruction. - Nijlo is a super-hero, his name: PATHETIC-PUN-MAN!!
News 1/30/2002: - the first verse of the riddle has been solved and closed - a new riddle will replace the old solved riddle soon
News 1/26/2002: - new secret stuff - A note to all players - Drakmorden nor any other player assisted me in the revision of the lo-fent class. I would also like to say that blaming other players for any change that happens on Nodeka is ridiculous, as no change to the game structure is done without my consent (as I'm the only one who touches the Nodeka code, so I must personally approve of them). The changes I make to Nodeka are the changes *I* feel should be put into the game, not what anyone else feels should be put into the game. If you would like to have a target of someone blame for anything and everything being done on Nodeka that you dislike - blame me. Your friendly world leader and tyrrant and destroyer of all that's good and holy, Nijlo p.s. SEND HELP
News 1/23/2002: - the "it" gender can now be any gender restricted class, such as; ataelos, ″witch, ruanbaere, valkyrie, fallad and daja. - plenty of new ″immortal code - ″lay hands now only works in battle and has increased lag - soothing touch now has increased lag ############################################################## NEW CITY - ILLURIEN ##############################################################
News 1/21/2002: - String corrections - New immortal stuff =)
News 1/15/2002: - Fixed door code, thanks Whim. - Multiple IP address logins are now prevented.
News 1/9/2002: - Prompt crash bug fixed. Bye bye. Thanks Myx.
News 1/6/2002: - Compose fixes, creating new nodes doesn't add the extra word it use to. For example, "new message blah" would create message "message blah" rather than creating message "blah". This has been fixed. - Annoying $$ # characters are gone.
News 1/5/2002: - Parry, dodge and evasion have ... altered, something different. See help. - Minor fix to skill/spell code (thanks Mordru). - Minor fix to retreat (thanks Tyrrany - and nice spelling)
News 1/3/2002: ############################################################## The darker side of Nodeka comes to life - be prepared ############################################################## - Parry, dodge and evasion have been reworked and redone. - The skill code has been rewritten - this should have no affect on players This was done to clean up some of the more "ugly" code in the source. The work that went into this was pretty large, but it makes Nodeka even better and was a necessary effort.
News 1/1/2002: - Spam-guard for newbie channel implemented. We apologize if this solution inhibits any other newbies, but it is clearly the most effective solution without inhibiting all Nodeka players overall. And thus, when you reach level 30 you can use a channel other than newbie.
- Happy happy happy!!!
2001
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Total updates: 70
News 12/30/01: - HOLY CRAP, MOTHER OF ALL MEMORY LEAKS FOUND!!! (and fixed) - rewrite of all the door code, joyous. - so many bugs fixed, I won't even bother trying to list them all. News - over the past two months: - Please read 'HELP BUG' or 'HELP BUG REPORT' - Fix to summon and greater summon output - thanks Velkyn - Fix to output in "quit" - thanks Montecarlo. - Fix to focused sphere - thanks Xxx/Drakmorden. - Fix to stoicism. - Fix to mental blast and psychic shock output - thanks Exar, you rock!! - Player killing help file has been corrected to follow the modified rules of Nodeka - thanks Kakaroth! - Spear plant "liche lord" bug acknowledged - thanks Telstra!! - Stoicism output error fixed - thanks Exar (sheeez, you go)!! - Ice blade help file fixed - thanks Zorro! - Another minor help file fix, removal of "wield" in general help file. Nice work Exar! - Yet another fix, to the help file "wind wall" - Exar, you are amazing! - Throw will now at least have some success on level 100 characters.
News 10/10/01: - Crash bug in FindExactWorldPlayer() method has been fixed. This bug was introduced with the new source code that was pushed last night. So far this is the only crash bug we've found in the released source (knock on wood). We appreciate your continued patience - Nodeka's string system has been rewritten (3 days work nonstop). - Crash bug fixed regarding immortal setting and removing. Nice catch Azrag! - Reply in prompt problem resolved, thanks Rar!
News 9/30/01: - Another major change to all offensive spells. Offensive spells and skills now include +damage to their damage, with the exception of a couple of spells/skills. - Greater fireball completely wiped out, but instead of removing it, it's been renamed, reconfigured and redesigned into: ice blade. It's a completely new spell derived from an older spell which was essentially not very useful (however your spell percentage of greater fireball will roll over into ice blade). Ice blade is more cost intense and is frost based, rather than fire based. In addition, non-remort sorcerers don't get it. Sorry, it's too powerful for you non-remort folks. Don't worry though, the changes spells took today, you'll have more than enough power with the arsenal you have already (trust me). - Upon a suggestion of what I was asking previously, I received an e-mail which brought something important to light. This e-mail will require some background. The basic story is as follows. When I was first creating Nodeka, I had to put boundaries on certain skills, but more importantly spells from doing too much damage. This was done because other classes didn't have skills which could counter the spells damage, nor did enough equipment exist to support fighter classes. Believe it or not, casters dominated Nodeka. To fix this, I put damage caps on a good majority of spells, this solved the problem perfectly, or so I thought. In effect, what I had done was prevent those spells from ever doing the full amount of damage their counterparts could do without a damage cap (something I missed when initially making my first observation). This ends up leading to completely disproportionate damage structures of spells/skills. The spells which I had thought would do the most damage, end up doing the least. And the skills/spells which I had never intended on doing much damage, ended up doing the most (i.e. holy light). In conclusion, all spells which had damage caps on them have been removed! In case you're curious if you or your spells were affected, here is a list of all the spells which had damage caps removed: magic arrow flaming arrow firebolt elemental malediction fireball lightning greater fireball - More changes to the who command's visuals. The basic idea here is that I wasn't happy with the way the output was because it created to much overhead with empty space (empty lines of output). Specifically, this was caused by the "who" headers. The way I wanted to do this was to have the color scheme figure out what each player's preference of foreground color was for the race, class, clan and then create the appropriate background color based on that initial discovery. Well, it was too much work for something I wasn't sure I even wanted initially. Now, however, I realized that's the way I wanted it, and implemented that "color finding" functionality. What happens now with the "who" command is Nodeka will look at your colors and then put up the appropriate background color based on the foreground color selections you have set for your character. Keep in mind, some of these foreground/background color combinations won't work. It's the players responsibility to choose a foreground color that will work with a background color. Don't send me a bug saying "when I set my who race color to white, I can't read the who race headers." Or even better, "when I set who race color to black, I don't see a background color for race". These aren't bugs, for as much as I would like it to be, Nodeka isn't psychic and can't read your mind on how you want it to perform. Sorry. =) For those of you who are laughing right now, don't laugh too hard. You'd be quite surprised by some of the bugs that get reported. - Changes to follower names when competing (finally). - A HUGE ROUND OF APPLAUSE FOR WHIM!!! Whim went through every mob in the game and added the new name to make followers new names work!! If you see him on-line give him some praise! Thanks Whim!!!
News 9/30/01: - More "who" functionality, see 'help who' - Cloud giant help file changed/fixed, thanks Ravon! - Major randomization bug fixed. Three people to thank for this fix, Zorro for first identifying it, Rar for e-mailing Nijlo about the possibility of its existence, and finally Myx for pulling what is being an unbelievable feat of analysis and correctness of the source of the problem. In short, Myx was able to identify not only that the bug was occurring, but exactly *how* it was occurring without ever seeing any of the source code. Myx, how the heck did you do that??? This bug was causing unique items at startup (and only at startup) to load exactly the same each time. This bug did not continue with subsequent area repopulations. Nijlo has run over ten rigorous tests to verify the fix put in place for this bug fixes it completely. We apologize for any inconvenience. - Revamped "who" command, following options are now IN!!! who blac, race who raid, class who har'l, clan who nijlo, name
News 9/26/01: - Minor bug in the string code fixed. - Myx is a super-hero. - Made some minor improvements to display skill. - Made display spells more maintainable and fixed the page problems with it.
News 9/25/01: - The help file for "list" has been updated. See "help list" for more information. - Bug in "display skill" has been fixed, thanks Knight! While I was working on fixing this bug, I decided I would work on implementing a piece of code which would make both my (Nijlo) and yours (all players) lives easier. After several hours of analysis and design, I have built a system which makes player controlling output very easy to implement. Player controlled output is output where the player can pause at his or her set page length (see 'help page setting') for certain types of output. - The command "list" now allows for player controlled output (list output will now pause at your page setting). - The crash bug that has caused the last several crashes (and has been in the code base for only about 2 months) has been fixed. The curious part about this crash bug is it could only be accomplished through telnet and it was caused by the implementation of more robust code in the player input buffer arena which then propegated this new "better" code to areas of the code which were still very stupid (read as: Nodeka 1.0). The current fix is a solution that will eventually be removed when all the strings in Nodeka use stl strings, rather than char pointers or arrays. Until that time, the current fix will correct any potential crash bugs of this type because the fix is placed in a location which prevents input from being oversized. Oversized input was being blocked by most clients, but because of the way telnet sends data (one character at a time, even before you hit the return key), it was able to skip past our initial size check. The new size check is located after the strings are complete and verifies the size isn't too big for the other "bad" code to work with it. Keep in mind, both size checks (the initial and the new check that was just added) are totally necessary. Moral of the story: debuggers are no susbstitute for the human brain.
News 9/24/01: - New undead racial (and will be a skill for at least one class): Sustained Life (see 'help sustain life') - Drolls are now stronger and have more +damage. - Pixie racial lineage: are stronger vs. stun. have more quickness have more agility have ... been redesigned.
News 9/21/01: - Fix to recuperation string (if only Nijlo could spell). Thanks Virion! These strings have been external to the Nodeka source now, so they are easier to change on the fly (no reboot required).
News 9/19/01: - Fix to help citadel, thanks Exar. - Fix to help answer, thanks Liege. - Minor change to Ruushi mobs, thanks Exar! - Recuperation messages have been modified. - Some more string/file reading improvements. - Help 'reminder' has been modified to be more useful, thanks Gilgamesh.
News 9/18/01: - Retreat lag reduced, thanks Harbinger! - More minor modifications to the Citadel. - Player kill output has been revised (simplified and standardized). - Some low level string and file reading code has been modified.
News 9/16/01: - Slight modification to ascension of the templar help file. Thanks Exar. - I rewrote the mob number code, because it was evil, and managed to break something. Harbinger was the first to bring this to my attention, thanks Harbinger! The mob number bug has been fixed. - Output for Celestial Ray, when Naj'ked, has been fixed. Thanks Beowulf! - Spit social has been fixed -- thanks K'jin! - Change to the mental tempest help file -- thanks Mustafa. - Rage now lags for the same duration as it lasts. - Minor bug fix with glance, thanks Exar. - Minor bug with skill/spell order of checks on alignment, ability drain and target attackable as been fixed. Thanks Hate.
News 9/13/01: - Citadel bug fix, crazy! - Social bug of all socials ending up being "yawn" has been fixed. Thanks Harbinger. - Minor destructor bug for CSystemCommand (the new command hashing code) has been fixed.
News 9/12/01: - Modified some of the output code for future maintenance. - Modified a couple hundred lines of code for more correct C++ grammar. - Redesigned the command hashing (skills, spells, socials as well) which ended up being a couple thousands lines of code changes, reductions. I made a great deal of logic changes as well, hopefully no bugs made it into the new code (unfortunately I'm guessing if nothing else, at least minor bugs slipped through. It's difficult changing a couple thousand lines of code without making at least some mistakes. Especially when you are making all those changes in the course of two days). In addition to changing the design of the command hashing, I also have attempted to make the command hashing safer (char*s to stl strings). Making this change, however, required a pretty massive amount of other changes to make everything else work. Nonetheless, I had a blast, I hope it all works =) - Made at least another thousand or so line changes to the code, ran diffs on all changes for single pass verification of code. Made stronger code with more preventive measures in place to protect memory and increase object safety. What does this mean to players? Maintainable code, which means Nodeka continues to have a future (rather than eventually building a code base that becomes unworkable preventing any new features). - After a long debate, mental tiaran can no longer be used to attack players or creatures already in battle. Alternative solutions or changes to balance mental tiaran may be implemented in the future. However, for now this change will stand, there will be no discussion about its removal for the time being.
News 9/6/01: - Battle stance and defensive stance now lag only one round. Thanks Brooke.
News 9/5/01: - More soft citadel code fixes/cleanups. - Major bug fix with a door code problem, all hail Azrag!!!! - Speaking of Azrag, Soth has promoted Azrag to Assistant Head Builder!! - Minor output bug fixed, thanks Gehenna. - Hurricane kick, vicious fist and quiver all no longer execute a full round of damage. Special thanks to Gades and Myx!
News 8/30/01: - The citadel has been fixed. Thanks to Sisco, he was the first person to send an e-mail to Nijlo. - Minor change to the affect output, thanks Beowulf. - The entire affect layout has been altered, affects now drop under the same similar string. Some minor changes will still be made, however the basic layout is decided on. Thanks to Beowulf and Kakaroth. - Rescue now lags if successful and if not successful. Thanks Drakmorden. - Redirect now lags for a longer duration of time if successful. Thanks Drakmorden. - Psychic shock, mental blast and holy light no longer can be used at the beginning of battle to reap an attack and a full round of attacks. These skills now work like all other damaging skills and spells when used at the beginning of battle. Thanks Drakmorden. - A good portion of the Citadel code has been rewritten. Whew! This was mostly to clean up bad code. Still a number of other Citadel changes coming (I hear ya Myx, I hear ya).
News 8/20/01: - Minor output error on ice discharge. Thanks Beowulf. - New skills: climb and swim. Special thanks to Mel for discussion regarding these two. For more information see 'help climb' and 'help swim'. - Three new races from the dark, warped matter we call: the Mind of Soth. - A minor change to the bash output string. Thanks to Disease. - A logical change of beggar's gold from whatever to 0 was suggested and implemented. Thanks to David Miner. - Ambush has been changed. If the ambusher is in lag while ambushing and the target of the ambush arrives, no ambush will be made. Specifically: - Nijlo ambushes Myxlplyk - Nijlo casts 'bless' - Myxlplyk enters the room Nijlo is in while Nijlo is still in bless lag - Nijlo does not ambush Myxlplyk Special thanks to Blitzkrieg. - Earthened skin has been recoded. See the earthened skin help file for more details.
News 8/15/01: - Lightning is now both castable and invokable (reflecting the help file). Nice catch Auberon! - Mental tiaran now displays output to players in the room of a player who is being mental blasted. Special thanks to Abram.
News 8/12/01: - A change of output for flow of nobility has been made. Thanks for the insight Tyranny (and Myx).
News 8/10/01: - New character item max bug fixed -- thanks Skater. - Typo in Newbie training area fixed and names modified due to missing keyword in long name -- thanks Strega. - Miscalculation of mob statistics found (finally). Racial affects were being applied twice, which was causing some extremely weak mobs to become nearly double or triple in power. This bug was two-fold: - Error found in applying racial stat bonuses twice - Maximum statistic was always doubling. Therefore is a mob had a max staticistic of 100 constitution, the mob's constitution would always be 200. Both of these errors have been fixed. Special thanks to Gibran. - Newbie training mobs have been toned down, special thanks to Joe Alias!
News 8/10/01: - Industrial strength C++ code optimizations in place, turned on and debuggable. The basic jist, Nodeka runs *really* fast now.
News 8/9/01: - Typo in winged attack found by the player Holiday. In addition, Holiday helped come up with the replacement string for winged attack, thanks!! - Field aid can be used when the player is less than 75% full of health, rather than 50% full of health. Thanks Soth.
News 8/7/01: - Reign of resistance has been toned down - Follower bug *may* be fixed. This relates to followers dying and those followers not being removed from the master's control. This bug prevented master's from getting new followers. Thanks Auberon. - Lag now properly placed when casting spells which create followers and a follower is already in existence. Also output for these spells have been corrected. Thanks Losati.
News 8/6/01: - Khenpo to Kenpo, thanks Jesus. - mjol class modification - Conjure golem has been moved to 1st remort - Conjure deity has been moved to 2nd remort - Conjure elemental has been improved - Conjure golem and deity will be improved soon - Race modifications: - 1st remort gnome has 4 natural resist - 2nd remort gnome has 8 natural resist (thanks Soth)
News 8/5/01: - Race modifications: - 1st remort dwarf is now: Mountain Dwarf - 2nd remort dwarf is now: Whitebeard - 2nd remort half-elf is now: Elven Psionist - 2nd remort drow (Matron) is now: Dark Elf - The below race information is in relation to new racial bonuses or racial modifiers the race previously did not receive. Use the 'race' command to see the full list of racial bonuses the below races have. - Demon statistic modifiers: - Daimonikos statistic modifiers: +5 strength +6 strength +2 dexterity +3 dexterity +2 agility +2 agility +3 constitution +4 constitution - Angel statistic modifiers: - Arch-Angel statistic modifiers: +2 agility +5 agility +2 speed +4 speed +3 willpower +4 willpower +3 to hit +8 to hit - Mountain Dwarf stat modifiers: - Whitebeard statistic modifiers: +3 strength +5 strength +5 constitution +10 constitution +3 willpower +4 willpower +101 health +237 health +112 endurance +281 endurance - Elder Half-Elf stat modifiers: - Elven Psionist statistic modifiers: +3 agility +3 agility +2 dexterity +2 dexterity +3 intellect +11 intellect +3 willpower +3 willpower +2 speed +2 speed 36% psychic shock 91% psychic shock - Minoi statistic modifiers: - Svirfneblin statistic modifiers: +8 intellect +12 intellect +5 wisdom +7 wisdom +5 willpower +8 willpower +130 mana +246 mana +201 spirit +412 spirit - Stoor statistic modifiers: - Thain statistic modifiers: +5 agility +8 agility +7 dexterity +9 dexterity +4 speed +6 speed +272 endurance +611 endurance - Albino Drow statistic modifiers: - Veldruk statistic modifiers: +4 agility +6 agility +2 dexterity +8 dexterity +4 speed +6 speed +1 intellect +4 intellect +1 willpower +3 willpower - Dark Elf statistic modifiers: +5 agility +4 dexterity +8 speed +6 intellect +1 willpower +4 damage - Troglodyte statistic modifiers: - Droll statistic modifiers: +9 strength +15 strength +8 constitution +14 constitution +3 damage +6 damage - Sylph statistic modifiers: - Sprite statistic modifiers: +3 agility +4 agility +4 dexterity +4 dexterity +3 intellect +3 intellect +2 wisdom +2 wisdom +7 speed +12 speed - Undead statistic modifiers: +91 health - Liche statistic modifiers: - Liche Lord statistic modifiers: +3 intellect +5 intellect +3 wisdom +6 wisdom +5 willpower +6 willpower +288 health +623 health - Wind Titan statistic modifiers: - Storm Wielder statistic modifiers: +10 strength +21 strength +2 dexterity +4 dexterity +4 constitution +2 constitution +6 damage +9 damage - Titan of Ice statistic modifiers: - Arctic Colossus statistic modifiers: +6 strength +11 strength +2 intellect +2 intellect +2 wisdom +2 wisdom +6 willpower +10 willpower +3 constitution +3 constitution +3 hit +7 hit - Fire Drakontos stat modifiers: - Crimson Draco statistic modifiers: +6 strength +9 strength +5 intellect +5 intellect +4 wisdom +6 wisdom +4 willpower +5 willpower +4 constitution +5 constitution - Ice Drakontos stat modifiers: - Frost Dragon statistic modifiers: +7 strength +13 strength +5 intellect +6 intellect +5 wisdom +7 wisdom +7 constitution +11 constitution - Greater Weretiger stat modifiers: - Weretiger Khan statistic modifiers: +4 strength +7 strength +5 agility +7 agility +5 dexterity +8 dexterity +3 hit +8 hit - Onyx Protector stat modifiers: - Obsidian Guardian[[]] stat modifiers: +4 strength +7 strength +3 dexterity +6 dexterity +3 willpower +4 willpower +7 speed +10 speed - Dark Drakontos stat modifiers: - Shadow Derkesthai stat modifiers: +5 agility +8 agility +4 dexterity +6 dexterity +5 intellect +7 intellect +5 wisdom +6 wisdom +4 willpower +4 willpower - Dayenar statistic modifiers: - Koj'ehr statistic modifiers: +8 willpower +13 willpower +2 constitution +3 constitution +6 speed +9 speed News 8/3/01: - Invigorate has been made more powerful - Petrify has been corrected for out of bounds statistics - New socials: sneeze, mitee, punee, nijlo (change). Thanks Trinity!! - Bug fix: followers can no longer use any means of communication. This includes global channels, private channels and public channels. - Bug fix: using ice discharge 'west' now shows it traveling 'west'. Thanks to Soth, Zhakar and Axel for all turning this bug in. - Bug fix: unique items changing names with subsequent identifies has been fixed. - Bug fix: unique items losing their "identified" flag when logging back in has been fixed. - Elf lineage change (addition): -> Grey Elf -> Silver Elf Elf -> Green Elf -> Elven Guard - Contradiction of the rabbit has been toned down - Way of the panther has been toned down - Way of the bear +strength has been lowered - Way of the bear colossal smiting percent has been increased - Godly mediation duration has been greatly reduced - Godly mediation output has been corrected - Concentrated attack has been toned down - Vtshinnes frenzy no longer adds +hit - Vtshinnes frenzy now adds to current health as well as max health - Convergence of balance has been slightly modified - Nefarious shift has been toned down - Divinity has been toned down - Inviolable Asylum has been toned down - Heroes Crusade has been improved - Soul guardian output has been corrected - The 300 statistic cap has been removed for skills/spells/equipment. Statistics still cannot be trained/enhanced beyond 300, however [[racial affects]], item affects, skill and spell affects can raise statistics beyond 300. No absolute maximum exists.
News 7/24/01: - The crash bug, which appeared twice this weekend, has been fixed. Special thanks to Myxlplyk who gave outstanding insight into the bug's location which also happened to be 100% accurate. Had Myxlplyk not supplied Nijlo with the amount of detail into the bug, it would have taken a considerable amount of time longer to fix. Thanks Myx!
News 7/16/01: - Many changes/additions. The message of the day will be updated soon.
News 7/9/01: - Please continue to support Nodeka through donations. Special thanks to all the donators who showed their support last week. We greatly appreciate your contributions for the new Nodeka development machine!
News 7/2/01: - Fix: Valkyries agility now increases agility less but for a longer duration of time.
News 6/27/01: - Fix: Mana and spirit regeneration rates -- thanks newbie channel - New: Equipment can now raise attributes above 100 ---------------------------------------------------- - New: - - - - Unique items ... everywhere. - - - - - ---------------------------------------------------- - Special thanks to the following testers: Rar, Monoxide, Mel, Raolin, Soulcage, Morkai, Gideon and Myxlplyk!
News 6/16/01: - Fix: Container full message typo fixed, thanks Nijlo. - Fix: Improper auto-completion for spells fixed. - Fix: Left wrist wear typo, thanks Beowulf.
News 6/12/01: - Fix: Auto-join bug fixed. - Fix: Architecture rewrite for output strings (save often, there may be a bug hidden in the new code somewhere). This rearchitecture was a pretty one to make. Nodeka is looking really nice after this design change. - Minor bug with Naj'k/Grei -- thanks Exar!!! - Other minor modifications with tree code and tree objects - Special thanks to the following testers: Veldrin, Exar, Morbid, Haran and Eowyn!
News 6/6/01: - Fix: Minor bug with ... well we can't tell you, but it's fixed. - New: Skill -- Art of imbalance - Fix: The crash bug that has been causing the crashes over the course of the last three days (and long before that as well) has finally been fixed. The details of the bug itself are complicated, so we won't waste your time getting into that. The important thing here is to give our utmost thanks to Whim for bringing what he thought might be the cause of our crashes to our attention. Thanks Whim, we're extremely grateful for your help!! - Fix: Yet another elusive Nodeka 1.0 crash bug coming into light in 2.0 has been fixed. How this bug was overlooked until now is beyond us, all we know is that it has been in the source code for months. Our only guess is that the stability and correctness of the 2.0 code has forced this bug into showing its head. Regardless, this crash bug has been the cause of a major rash of crash bugs recently which will come to an end now. This is not to suggest Nodeka won't crash in the future, merely, we've nailed two major crash bugs in the last two days which means things are going to be at least more stable than previously. Nonetheless, you should always save often. Thanks for your patience while we correct many of the lingering Nodeka 1.0 bugs. - Fix: Staff related bugs fixed.
News 6/5/01: - Fix: SUPER-DUPER CRASH BUG FIXED!! This one has been around since 1.0 and we were ready when it revealed its ugly head this time! - New: You can control the color of your joins now! Note, you can only control your join strings -- not the strings of joins for others. The added control is in your "color" command. - Fix: Minor cosmetic fix to Naj'k/Grei - Fix: Minor logical fix to Naj'k/Grei - Change: Naj'k and Grei have been drastically altered. Before the final touches are added we're going to give you some time to get accustom to the new layout (to help you figure out how it all works). This new system should be more intuitive and somewhat easier to understand than the system worked before. The Naj'k and Grei system will continue to remain extremely challenging to master, although now staying within an aura should be relatively painless ... at least in most cases. - Change: Cow udders have been removed from Nodeka. All NaPali items load less frequently now. Cypress staves load less frequently.
News 6/4/01: - Fix: Lag for the petrify spell has been fixed. Thanks Legend!! - Change: The skill throw can no longer be used by any class.
News 5/31/01: - Fix: Secret, evil, deceptive, and really mean memory leak/crash bug has been found and fixed. Hail Winter for finding this very well tucked away bug!!! Thanks Winter!
News 5/30/01: - Fix: When trying to give to a mob/player who's inventory is full a message indicating their inventory is full is now displayed. Also, colors have have been added to any type of give, even single gives. This is done specifically to deter from fake item selling. Those who choose to have their color off give up their right to determine fake sellers from real sellers. Thanks Renard!
News 5/29/01: - Fix: Another crash bug with tree this time -- boy and we thought it was stable. Heh... - Fix: Crash bug fixed with new follower code (Nijlo forgot to add one line of code -- whoops!). Did we mention that the follower code is being rewritten? Well, now you know. And as G.I. ... nevermind. - Fix: You can no longer sacrifice in the donation room, thanks Tedo!!! - Fix: Commands; look, inventory, examine have been highly optimized. For example, Nodeka can now handle literally thousands of items in a room and not skip a beat when command "look" invoked. The same applies for inventory and examine. - Fix: More optimizations for get, drop, give, etc. Specifically, the donation room can now handle thousands of items within it and execute a get without any processor performance issues. - Fix: More tree internal optimizations which make things run even faster. This affects everything, from slaying mobs to wearing equipment. As many of you already know, most of the 2.0 foundation is tree based and making even the slightest optimization of the tree code affects Nodeka on a global level.
News 5/28/01: - Fix: You can no longer use socials when silenced -- thanks Tedo!!! - New: Immortal features and internal maintenance. - Fix: Mobs who use the skill regenerate will automatically "stand" when unlagged. - Fix: AI mobs who were ending up "resting" bug has been fixed. - Change: More internal cleaning. - Change: Slight changes to many strings. - Fix: Immortal fixes/changes.
News 5/26/01: - Fix 2: Lightning spell lag has been corrected, for real this time. Thanks Gades.
News 5/25/01: - Fix: Lightning spell lag has been corrected. - Fix: Logging in from non-safe rooms will automatically transfer you to your home. If your home is not safe, Nodeka will transfer you to the default safe room. - Fix: Crash bug in the tree system fixed. - Fix: Output bug related to citadel count fixed. - Fix: Crash bug due to Nijlo having a mental lapse. Once Nijlo got his brain back he was able to easily correct the bug. Problem was related to a minor change in the "wear" code. Be careful there may be some other crash bugs around. - Fix: Citadel bug has been fixed, the citadel will not break nearly as often as it had in the past. However, there is still one citadel bug remaining. We are beginning our work to fix the second bug now. - Fix: Both the winner and loser of a player fight in the Citadel now see number of players remaining on their exit. - Improvement: Tree code has been optimized, this will speed everything up. The implications are too far to list, mostly this was done now to ensure future growth can be sustained without any performance loss. - Fix: Wear bug related to eq locations fixed (boy was this a pain). Wear now handles things like: wear xxx, left wie wear xxx, right wrist wear xxx, l ear The command 'remove' still needs work.
News 5/23/01: - New area: The Bhalin Deeps -- hail Soth!!!!! - Fix: Crash bug related to invalid naming (it's complicated) - Fix: The give command has been fixed to correctly handle nim-flagged PCs - Change: Pay attention to this one Lag is now cumulative. Be prepared, things are going to get interesting. - Fix: Lag is no longer removed by movement. Special thanks to Cookie for pointing out a bug related to movement removing all lag. He's received a 10,000 platinum bonus for finding and turning in this bug.
News 5/21/01: - Change: Shielded mob gold has been decreased. - Siteban: The player controlling Khaled has been site-banned. Please remember to always follow the rules and show the Nodeka staff the respect they deserve. The character Khaled will remain unzapped, however the player controlling the character previously no longer has access to Nodeka. The Har'luth clan has been given the right to do whatever they choose with the character. It should also be noted that the clan Har'luth has rarely broken rules in the past. The majority of rule breaking, bug abusing, was from the player behind Khaled. Lastly, the point that needs to be driven home is: no matter how important you think you are, if you mistreat the Nodeka staff and you break the rules you will be dealt with severely. No matter who you are. - Change: Svirfneblin magical regeneration has been increased. Thanks Atim!! - Change: Spam kill rule has been REMOVED.
News 5/18/01: - Fix: Greater summon can now only summon players.
News 5/16/01: - Fix: Bug with strings has been fixed (i.e. using sun stones works again) - Change: A good deal of performance improvements have been made, in general this means Nodeka will run more smoothly. Many more to performance improvements to come, of course. - Fix: Significant item fixes (mostly cosmetic, i.e. naming) - Fix: Track help file.
News 5/14/01: - Fix: Color bug fixed. - Change: Help get, put and give have been updated. - Fix: Crash bug has been located and fixed. - New: Naj'k/Grei design has been altered greatly -- work is not finished yet. - Fix: Failed output for skills, fury, frenzy, and hammer. Thanks Black!
News 5/11/01: - New: Check out the new badass website at: nodeka.com! Thanks Mirinda!! - Change: E-mail addresses have been updated. - New: Social moon. - Change: The hammer skill output has been altered. Thanks Exar!!! - Fix: Help file fixes. Help e-mail is right now. - Fix: New socials have been fixed.
News 5/10/01: - Fix: Opening/closing doors now outputs correctly -- thanks Theophrastus!!
News 5/9/01: - Change: Berserk/Insanity lag reduced. Excellent points Hreow! Thank you! - New: Socials - headbutt, stare, spit, wiggle. Please e-mail Trinity with problems in socials. See 'display social' for the full social list. Please e-mail Trinity with new social ideas (or post them in compose). Trinity's e-mail is in 'display staff'.
News 5/7/01: - Fix: Several fixes to help files. Thanks Sashi!!
News 5/5/01: - Change: Storm Haven [sic], Xuvgra Output [sic], Ancient Barrows, and Braggi's Proving Ground have new mob AI. Be careful.
News 5/4/01: - Fix: Critical crash bug has been fixed. Thanks Myx - Also, we forgot to mention the two excellent testers who helped us test the race change functionality. Special thanks to: Eldomir and Drakmorden!!!
News 5/3/01: - New: command 'alteration', see 'help alteration' for more details. - New: Race changes can now be purchased. See 'help race change'.
News 5/1/01: - Fix: Major fix on active socket connections being blocked at 64, this problem has been fixed (we sincerely apologize for not recognizing this bug sooner). The new socket connection maximum is 1024, meaning 1024 players will be able to connect before login attempts will be turned away. Special thanks to all the testers for bringing this to our attention. - New: command "map" can be used interchangably with "peripheral". Both commands trigger the same action. - An evolutionary step forward: auto-peripheral now works everywhere and it's lag-free!!! (world travel still lags slightly) Exits will not be included in auto-peripheral (as of now at least) due to the extra amount of processor usage it'll require. It should be noted that it took a great deal of optimization to get peripheral to run fast enough everyone could use it at all times! In addition, it took a good deal of testing, and we have the following individuals to thank: Izod, Mel, Myx, Nix, Rar, Veldrin, Yadvashem Thanks testers!!! In addition, a special thanks to all the donators who allow Nodeka to stay abreast with the fastest hardware both CPU and this beautiful dedicated T-1 we have, without the support all of you give to Nodeka none of this would be possible! Thank you so much!! - See 'help map' or 'help peripheral' to understand how it works. - Typing: "toggle peri" or "toggle map" will toggle auto-mapping on and off.
News 4/30/01: - Fix: Crash bug related to stratagem (and soul egression) fixed. - Change: Modifiers such as "hovering above the ground" as well as all others no longer appear (there's a reason for this). - Fix: stratagem draining endurance when manually entering the skill name has been fixed (it only drains when it's being used now). - Major internal speed optimizations.
News 4/26/01: - New: Remort footpad skill, stratagem of the cloak - Fix: Nim gold amount fixed for minor and major remorts (thanks Flea).
News 4/23/01: - Change: heitons now receive dignitary manifestation at level 30 and keepers at level 49 (this applies for all heiton remorts as well). - Change: Dignitary manifestation has been serious altered. - Change: Meditative healing costs less, lags less, and heals less. Output for this spell has also been touched up.
News 4/22/01: - Fix: Follower equipment loss bug when your inventory is full and the follower is killed (corpse would not be transferred back to you). This did not occur with followers who didn't leave corpses. Major bug, major reward to the player that found it. - Fix: Conceal ANSI attribute yanked due to some UNIX boxes misinterpretting its behavior. - Magically class based mobs (i.e. sorcerers, mjols, but not joufus) are no longer valid followers. This applies for all ways of ways of getting them. However, this does not include followers which are created (i.e. conjure diety). - Gold string has been altered. You will most likely want to change your splitting trigger to the following: ^You get a pile of %0 gold %1 We realize this change forces you all to change your splitting actions. However, it should also be noted that this change will reduce the amount of spam you get by one line for each corpse you loot. If you kill on the average of 100 mobs per hour, you will receive 100 less lines of spam each hour. We believe this is more beneficial then the change required to alter your splitting action. It should also be noted that you can change the color of the gold string via: color coins gol, <color name> or a more concrete example: color coins gol, lig red - Many other internal changes to make Nodeka faster and your transfers faster. Special thanks to the testers: Tezrik (lead), Rar, Kerlyn, Mel, Sashi, Jesus, Kakistos, Vagrant, and Myx
News 4/21/01: - Built in help for storm crystals is now active through the command: stone storm Please refer to it if you have any further questions regarding how storm crystals work. - Fix: Crash bug that has been haunting us for the last couple days is now fixed! Yay!! Had to do with character names exceeding a certain amount and then offsetting an index into another string. Anyways, fixed now!
News 4/20/01: - Visit, transient alteration, inosculated crossing and methodic shift no longer work when attempted in battle, period. - Minor help file fix (thanks Eramis)!
News 4/19/01: - Fix: Finally!! That annoying display problem with the experience line of your scoresheet in *some* clients has been fixed. Let me also say, this bug was ENTIRELY the fault of the client. This is why most of you probably have no idea what the fix really is, while others have been dying for it. Two words: ampersand. Ok, that's not two words, but those clients which were failing to display it properly were failing because they were displaying the ampersand with TWO characters, not one!!! Want to test your client? The following two lines are identical, except the first line has an addition sign and the second line has an ampersand. If the words fixes and client stick together, on the second line your client is affected by, the bug known as "the ampersand zone": + Nodeka even fixes client problems & Nodeka even fixes client problems For Jaba users who want to see a really cool trick: highlight the ampersand on the second line. Whooa, cool eh? =) - Fix: Rescue strings fixed (thanks Mitee Mel!) - There was a log file problem which was just noticed on the last crash. We've been unable to determine the reason of the last crash due to corrupted logging information. This has been fixed, we'll be ready for for the crash when it rears its ugly head. This is a different bug then the one early with the old code. We're not sure where this bug lives yet. Apologies for the inconvenience. We'll get her. Grrrrrrr!!! - The crash bug of this morning has been fixed. We are currently calling this bug: "Justin wrote bad bad code again" bug. We hope he seeks professional help soon as Nodeka cannot continue to undergo this type of mistreatment (in truth, the code which broke Nodeka most recently was extremely old code -- we're talking at least eight months old -- we all know that the *new* and *improved* Justin doesn't code any bugs. Ha ha ha. - Rescue is being worked on (not finished yet, but strings are changed) - Safety: Added internal code to make certain functionality more safe. We realize this is vague, it's suppose to be. =)
News 4/18/01: - Fix: Internal modifications, be more cautious for a crash than normal. Although the new code has been tested thoroughly, it still may have a crasher in it somewhere. Save often. - Fix: Internal performance optimizations (both space and time complexity improvements). - Fix: Minor discrepancy with description string in player files. Nothing major. This fix won't change your description in any way. - Fix: Holy analgesic will now let the caster/invoker know when the target of the spell is fully healed (as is the case with wounded abatement). Thanks Allegra!! - Fix: Modification to circle of bane to better fulfill its purpose. Circle of bane will now, more effectively, make the target which has been baned less accurate in battle. - New: Storm crystals are now fully functional. Storm crystals can save up to; experience loss, stat loss and item/eq loss. In the event that the storm crystal saves you from nothing, the storm crystal is not taken from you. For each affect the storm crystal saves you from, a message will be displayed stating such, for example: Your storm crystal protects you from stat loss. Your storm crystal protects you from experience loss. Your storm crystal protects you from item loss. Please remember storm crystals can save you from all three affects or any combination thereof. This means the storm crystal may save you from stat loss but you may still lose experience and items. All combinations are possible, for more information see 'help stone'. - Fix: Ignore string held in player files was incorrect, it is now saving properly. You may need to manually clear your ignore string. - Fix: Another well hidden shield crash bug has been fixed. - Fix: Potential problems with the new help file structure have been resolved in all locations (we hope) that may have caused corruption. - Fix: More internal code cleanup for better overall performance. Again, this type of work will continue for several months until Nijlo is satisfied with the state of the code.
News 4/16/01: - Fix: Race/Class help in character generation now works again. Special thanks to Veldrin. - Fix: Alignment change in fallad and daja classes for healing spells is now changing alignment to a more reasonable amount. Special thanks to Atim. - Fix: Finally!! We've tracked down and fixed the infamous ambush crash bug that was eluding us. The way it was done was by ambushing a target and then shadowing *anything*. The character would then stop shadowing and if the ambush target walked into the room, Nodeka would crash. Somewhat complex, but fixed now! Hooray!! - New: Kneecap biting racial for dwarves and hobbits!! Beware the uncanny power of those under four feet!! - Slight cleanup of the helpfile system. It's a little bit easier for us to add help information now, but this modification is far from being finished. Nijlo will work on this in more detail at a later time, for the time being the current change will suffice. - Fix: Description bug (where only the first word was being accepted in the in each line) has been fixed. You can enter a description for your character now in the login screen (under option 3). We apologize for any inconvenience this may have presented.
News 4/15/01: - New: Soul egression decreases alignment, slightly. - New: All fallad/daja healing spells now improve alignment, slightly. - Change: Flee now lags for 1 second with each use, and will fail more often - A large number of internal optimizations have been made to help Nodeka run faster and with more stability. This type of work will continue for several months.
News 4/12/01: - New: level 78 remort ruanbaere skill, frenzy - New: the undead race and its remorts now have physical resistance - New: level 25 ruanbaere skill, vehemence
News 4/10/01: - Whocitadel command is usable again. - Quiver will no longer do insane damage for 300 dexterity players. It still has the *chance* of doing insane damage, but it won't happen every time as it did previously for characters with 300 dexterity.
News 4/9/01: - Maximum items carried is now 30 until the character reaches level 30 at which time it begins increasing by 1 per level (as before). - Newbie training mobs are now easier to kill. - Tracking bug, regarding name hiding, fixed. - Gargoyle's fury +hit/+dam lowered, duration raised - Insanity altered a lot, it's better now. It can actually increase the user's ability to hit, but it can also decrease their chances as well. I'll get a more detailed help file out when I have time. Also it only drains 3 endurance per hit now, rather than 4. !!! Pay attention to this one !!! - The role of agility/quickness has been severely altered. Just what that means will be revealed soon enough. Mob fights will be different. Player fights will be extremely different. - Bellow bug fixed, thanks Soth/Fayte. - Whocitadel command has been temporarily disabled. - Fixed: casting/invoking on a player with an apostrophe in their name (thanks Allegra)
News 4/7/01: - Major internal cleanup (save often, some of the changes may cause a crash) - Soul guardian no longer regenerates health! - Summon/Greater Summon can no longer summon people in battle. - Naj'k/Grei string bug fixed - Over 30,000 lines of code modified to integrate new command object since the work began last Sunday. Too many things modified/fixed to list. Overal goal: make Nodeka more stable Special thanks to testers: Eldomir, Myx, Veldrin and Mystic
4/1/01: - Fix: Palm bug fixed, output cleaned up. Thanks Junior. - Fix: Input stack fixed, internal re-architecture. - Fix: Stones roll-over bug fixed.
3/31/01: - Crash: 99.9% sure charge crash bug is now fixed. Hreow and Myx -- you guys rock! - Item manipulation: bug fixed regarding not being able to look at items correctly. - Charge available to ruanbaeres again. Save often, there may still be a crash bug in it. - "Track" command overhauled -- cool output. - Several other internal cleanups/fixes. - New: See "help donation", "help stone" - New: Command "gems" changed to "stone" - New: Sun stone code is complete, try: "stone sun," or "stone sun" - New: Glacious, Infuscated and Storm stones should be active soon! - Crash: New character generation crash bug fixed *correctly* now.
3/30/01: - Crash: New character generation crash bug fixed - Train: Less than 100 stats back to original train/enhance prices - Train: Interal code corrections - New: Command "donations" - New: Command "gems" - New Commands will be explained when they are fully functional in the next day or so. This is sort of a preview of what you will be able to access. A good majority of the "gems" code is finished, it should be finalized by 4/1 or 4/2. There is no help on either of these commands yet, it will go in as soon as the functionality is finished.
3/29/01: - Train: Primary stat exp needed back up We're still not done with these changes, so try not to freak out too much. - Score sheet fix: Aura bug finally fixed
3/28/01: - Train change: 8 Primary stats: Experience needed, way down Platinum cost, way up Pools: Experience needed, up - Enhance change: 8 Primary stats: Platinum cost, up - Infinite Nijlo: buy/sell infinite loop bugs fixed - Buy syntax: buy <item keywords> , <mob> buy, <mob> (buys "all") Notice the comma (type "buy" to see the syntax) - Sell syntax: sell <item keywords> , <mob> Notice the comma (type "sell" to see the syntax)
3/27/01: - Crash fixes: two time to live crash bugs have been fixed
3/26/01: - List syntax: list <item keywords> , <mob> list, <mob> (lists "all") Notice the comma (type "list" to see the syntax) - Buy/Sell should be finished tomorrow. Apologies for the delay. - Note: List Commands, List Spells, List Skills, List Races, List Classes, List Staff are now: Display Commands, Display Spells, Display Skills, Display Races, Display Classes, Display Staff. - All player files of 1.0 converted to new XML format of 2.0. - Two very important immortal commands fixed (thanks Myx) - Followers can now be attacked in safe rooms. - Masters can see their followers equipment missing locations - Nodeka 1.0 crash bug related to tracking has been fixed - Please remember you can change your "page length" setting in toggle which will allow you to scroll through more than 21 lines at a time. 21 lines is the default screen size for old-school terminals, thus we need to maintain compatibility with that older technology. However, most of you can probably see nearly 50 lines of text on one screen, so please look into the "toggle page" option.
3/25/01: Nodeka 2.0 is released. - Get syntax: get <item keywords> , <container> Notice the comma (type "get" to see the syntax) - Put syntax: put <item keywords> , <container> Notice the comma (type "put" to see the syntax) - Give syntax: give <item keywords> , <player/mob> Again, the comma (type "give" to see the syntax) - Wear syntax: wear <item keywords> , <specific or general locations> Notice the comma (type "wear" to see the syntax) Enter the command 'LIST EQUIPMENT' for locations - Remove syntax: remove <item keywords> , <specific or general locations> (type "remove" to see the syntax) Remove is a *bit* buggy, I think specific locations don't work yet, we'll get that worked out though - Color syntax: color <color setting> , <color name> Notice the comma. Also, you'll see some new color settings, many more to come. (type "color garbage" to see the syntax, I'll fix this) - !!!!! Important: Sacrifice corpses !!!!!! - Due to a change regarding [[]]item ordering, all items placed in rooms are now grouped in a queue formation. What this means to you: Freshest corpses at the bottom Therefore please change your looters to the following: "get all, corpse; sac corpse" Or: "get all.gold, corpse; sac corpse" March 25th, 2001. A date that will forever be special to me. The day Nodeka 2.0 was released. As I don't want to prevent you from getting into Nodeka 2.0, I'm going to clutter up the message of the day AFTER it's released. This message is to give you a heads up on things you're going to want to make sure you pay attention to. So, here's the quick list: - Get syntax: get <item keywords> , <container> Notice the comma (type "get" to see the syntax) - Put syntax: put <item keywords> , <container> Notice the comma (type "put" to see the syntax) - Give syntax: give <item keywords> , <player/mob> Again, the comma (type "give" to see the syntax) - Wear syntax: wear <item keywords> , <specific or general locations> Notice the comma (type "wear" to see the syntax) Enter the command 'LIST EQUIPMENT' for locations - Remove syntax: remove <item keywords> , <specific or general locations> (type "remove" to see the syntax) Remove is a *bit* buggy, I think specific locations don't work yet, we'll get that worked out though - Other item commands which have been seriously revamped: Drop, Sacrifice, Donate, Inventory, Equipment (same syntax though) - Color syntax: color <color setting> , <color name> Notice the comma. Also, you'll see some new color settings, many more to come. (type "color garbage" to see the syntax, I'll fix this) - Output syntax is the same, but the command should "feel" more comfortable. However the NAMES are a bit different. Just type what you see and it'll switch the output on and off. - !!!!! Important: Sacrifice corpses !!!!!! - Due to a change regarding item ordering, all items placed in rooms are now grouped in a queue formation. What this means to you: Freshest corpses at the bottom There was no way getting around this, but we will have a very VERY sweet addition coming soon that it sure to please the lot of you. Until that solution is implemented please make sure you sacrifice corpses. You'll need to do this so you can continue getting gold from other mobs that you kill in the same room. Thus if you kill 5 mobs in a room and you do "get all, corpse" each time one dies, you'll only get the gold from the first mob you killed. Therefore please change your looters to the following: "get all, corpse; sac corpse" Or: "get all.gold, corpse; sac corpse" We apologize for any inconveniences this may present, but we GUARANTEE you the solution we have for this is going to make all of extremely happy! Until that solution is made available, we humbly request you follow the above example. - You'll see all sorts of subtle changes, some of them may annoy you, some of them may entice you. Whatever the case, please keep in mind all of the changes were made with a greater plan in mind. This is the beginning of that change. - Several months ago, when I first stumble across the creation of the tree object I mentioned that one day, everything would be based off of its form. That day is here. As of now, almost every object is derived in one way or another from the tree object. It has opened up the doorway for many many things to come. - Much of what has been done in the past several months has been making internal changes to support the direction we have wanted to take Nodeka. With this in mind you may be disappointed, you may have expected to see more concrete results. I personally guarantee you that once 2.0 stabilizes these ideas will go in at a pace unlike anything we've seen before. Not only will these changes go in FAST, they will be nearly bug free. I can guarantee this because the new layout prevents me from most of the typical coding mistakes. You don't have to take my word for it, I expect that many of you will have hoped for me; but I will give you what it is you're looking for. The hard part of the road has been traveled, now we're ready lay down the future in whatever way we so choose. Nodeka 2.0 has opened up a number of opportunities that I had not only never considered implementing, I had never even *thought* of implementing. The road that we have just finished traveling has been long and hard, but we now not only have the ambition of creating a master piece, we have the underlying technology to make it happen. You can expect a more detailed explanation of the future later today, but before I sign off I want to thank EVERYONE from the beta testing team: Rar - Lead Tester, you gave direction to the group (including me) throughout the entire testing period. You kept us focused, on target and took a good majority of the stress on your shoulders. You kept the testing team closely organized and kept me up-to-date on all the major show stoppers. In addition, you spent countless hours helping me and arguing with me about bugs. The burden of all the bugs was on your shoulders the entire time. It's nice to know, because if things turn out poorly I can just blame you. Seriously though, it couldn't have been possible without you. You played the most vital role of all us and we cannot thank you enough for it. Blitzkrieg - If your communication skills were as fine tuned as your persistence you'd grow up to be president. Thankfully I'll hold you captive on Nodeka for years to come and we'll have 100% access to your talents. Fantastic testing Blitz. Drakmorden - Your experience in Nodeka is astonishing for the amount of time you've been here. I still remember when you first showed up and were still a newbie to mudding in general: boy have you made strides. And even though our personal history hasn't been the "best", I'd be a fool if I didn't recognize the talent you bring to the table. Excellent work Drak. Eldomir - Easily the "newest" Nodeka player of the testing group. I think you've only been here for ... a couple months? In that time you've shown us just how quick to learn and eager to find ways of improvement. It has been a pleasure learning all we from you in the past month, and much more to come in the future I'm sure. =) Izod - Playing a much more crucial role than you could possibly know, you and Rar pushed the upper limits of compose. Your testing and bug finding is what will make the future possible (in addition you covered races and classes and just about anything else you could get your grubby footpad hands on). But I gotta ask, did you really need to create a 500 message board??? Heh, rockin work Izod. Kakistos - All your European punks are the same to us Americans: cocky as all hell, outspoken, totally over-confident ... so basically, you fit right in. In addition, you're extremely driven. Your attention for detail and ability to communicate that clearly and concisely is a tribute to everyone. Khaled - What can I say, you went through every class and skill in the game. And then some. It's been argued that you have a greater understanding of Nodeka than anyone, and I think your work only further agrees to that. Legend - You came on late, but did just what was needed. Thanks Legend for being there when we needed you and allowing us to probe into your expertise. Loki - You're a crazy one Loki. In the last couple days the amount of bugs you found surpassed everyone (partially because I was coding them on purpose to make you feel better and partially because you're just badass). Difficult to understand at times, I half the time want to hug you or kill you. Still haven't decided which would be more rewarding... Myxlplyk - You were a real pain in the ass. Did I say "were"? Oenryth - Kick ass job on all aspects, even though I left a major part of your area till the end, you covered a huge spectrum of aspects in addition to your own and were eager to try anything and everything thrown at you. Great work in the early, middle and especially the late stages of testing. Phenomenal. Soth - Our work has only begun. You and I have gone over all the aspects of what building is and what it should be. And we're going to make those ideas come to life. Thanks for being so patient Sother, we're going to be driving your ideas home now. Veldrin - Charismatic, diplomatic and just generally a mastermind. Not only did you keep Khaled and I from tearing each other apart at times, you covered a huge number of aspects in getting 2.0 out the door. And finally, yes, you also managed to destroy Nodeka more times than anyone else. Yes, I'm still pissed off. Yadvashem - You is da man. Unparalleled level of understanding, patience and vision. You've been a mentor to me as well as a truly unbiased visionary. I can't count the number of times you and I have gone over aspects of Nodeka to improve what we have now are further express our original environment. In testing, you showed your prowess for being able to understand the deep complications and not let those distract you. More to come about 2.0 later ... Now buckle up folks, ground-shattering technology awaits...
2000
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Total updates: 116
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 hits are now in, meaning you can hit with less than full damage. This allows for more accuracy for landing a blow in battle, but it may mean you hit for less than full damage. Instead of an "all or nothing" type of combat, you can get those imperfect hits to still land.
News 5/31/00: - Phases are now only seen when on the world map - Channeled anger and sensual sedation's duration now based off of willpower (as it was suppose to be, thanks Soth) - The 'race' command now shows each race's lineage - The continent Tarsis has been added to the world map!
News 5/29/00: - More social fixes - New skill: Prowl (Shadow Rogues only) - Prowl fixed - New area: Stormhaven! - Stepping skills/spells template improved (easier to code them now, and less chance for error) - Soth has a new title! (wizlist) - Prowl skill modified, strings modified as well
News 5/27/00: - Loss of concentration is no longer seen by others - New socials in: ponder and twitch! (hail Luminata) - Some other socials slightly modified - New spell: Sight of Divestment! (remort heitons) - New skill: Hunters Vigilance (remort tholecs) - Elf remort racials fixed!
News 5/25/00: - The Scobie-Noyola Fund raising is over. You will no longer - receive double platinum for donations. Thanks to all who - contributed to the cause.
News 5/24/00: - New Spell: Bestow Vision (remort witches/daja)
News 5/23/00: - New Skill: Lectokke's Vision (remort sorcerers) - Hobbits "cloak" now is extremely powerful in concealing their existance - "list skills", "list spells" are now two worded commands (for easier use) - A few strings now display more correctly - Invisibility, Blended, Cloaked and Unseen flags are now displayed The Scobie-Noyola Fund has raised over $1900 dollars so far!! (see 'help fund raising') Thanks to: Soma, Blitzkrieg, Auberon, Yevroth, Avalanche, Monster, Zhakar, Ishmael, Jato, Utxsudo, Arkenon, Jagas, an anonymous donation, Drayke, Shandara, Cixelsyd, Shierkahn, Drakmorden and Grit, and another anonymous!
News 5/22/00: -Multiple bug fixes -Crash bug fixed! (thanks to Myx for reminding Nijlo to fix this)
The Scobie-Noyola Fund has raised over $1900 dollars so far!!
(see 'help fund raising') Thanks to: Soma, Blitzkrieg, Auberon, Yevroth, Avalanche, Monster, Zhakar, Ishmael, Jato, Utxsudo, Arkenon, Jagas, an anonymous donation, Drayke, Shandara, Cixelsyd, Shierkahn, Drakmorden and Grit!
News 5/18/00: - Trolls/Trogs/Drolls have been improved, thank Soth and Nijlo.
The Scobie-Noyola Fund has raised over $1300 dollars after two days!! (see 'help fund raising') Thanks to: Soma, Blitzkrieg, Auberon, Yevroth, Avalanche, Monster, Zhakar, Ishmael, Jato, Utxsudo, Arkenon, Jagas, and an anonymous donation.
News 5/16/00: - Hail Soth! The new area Stormhaven is in!!!! Special thanks to Myx for checking every room for typos, Zed for checking every item and mob, and Soth for doing all the work!
************************* - See 'help fund raising' *************************
News 5/14/00: - Stoicism help reads more correctly. - Multiple string errors fixed. - Silent Malevolence made more powerful. - Stormhaven item fix (thanks Nijlo)
News 5/11/00: - Player description bug fixed.
News 5/6/00: - Stoicism toned down (sorry folks, it was doing some things I didn't realize) - Soth's new area is in (thank Soth for building, Zed for clean up, and Nijlo for figuring out why it broke Nodeka, so it can actually go in). - Crash bug fixed -- another crash bug fix when builders go bad...hehe.
News 5/1/00: - Invisibility bug fixed (mobs will show up correctly now) - 2.mob will work now if a player with a similar name is on (thanks Khaled) - Methodic Shift to [ataelos]] Remorts
News 4/19/00: - Yulek non-damaging hits fixed! (hail Akari for the help) - Rescue bug fixed (rescue now leaves lag on the rescued target)
News 4/17/00: - Alleviate modified - Learning curve now helps in combat? (see 'help learn curve') - Humans race modification - Newbie school mobs altered, slightly - Lots of other internal code clean-ups/modifications - Toggling channel info now blocks clan changes and citadel information
News 4/15/00: - Link dead bug fixed (thanks Jesus)
News 4/9/00: - Crash bug fixed (still shocked that we crashed) - Sell issues fixed - Some follower issues resolved (thanks Nix)
News 4/8/00: - Groups of mobs now appear in group order properly. Previously, for example, you might see 2 ladies in a room and a female soldier. It was possible that when you typed 'k lady' three times you might attack them in a number possibilities. These would be: Attacking a lady, attacking a female soldier, attacking a lady Attacking a lady, attacking a lady, attacking a female soldier Attacking a female soldier, attacking a lady, attacking a lady This 'bug' can no longer happen. The *only* way that the above will happen now is as follows: Attacking a lady, attacking a lady, attacking a female soldier This is the correct behavior. My apologies for overlooking this for so long. - Player items and room items follow a similar ideology as the above - Fury fixed (thanks Legend) - Strength and Dexterity tables *slightly* toned down (very slight tone down for 100+). Remember, this means more powerful mobs will be down-graded as well. This change was not put in to reduce player power, and the gold algorithm was *slightly* increased. The only reason this was put in was to reduce the gap between small and large players (very slightly at that) - The barter/buy command now takes this syntax: buy <item #> <mob> - SELL IS NOW IN - it'll undergo changes, but it's in - Peripheral now gives more information (expect more) - Mobs that are trying to lure you out of a safe room are less spammy now - Corpses now align in the frestest first in the room (for killed mobs only) - Sell bug fixed
News 4/7/00: - Battles shouldn't end improperly anymore - Stoicism is more powerful than before! - Outcast now auto-sets home to Ruushi - If you have fly, you will now always succeed on terrain movement, but that doesn't mean you will always get a lowered endurance drain - Hammer and fury should work properly now - Lag has been removed from commands: scan and peripheral - Stoicism will now show up in Citadel battles - Bug with tracking mobs showing up in your prompt is now fixed - Bug with "You don't have enough endurance" fixed - Stoicism completely revamped! See 'help stoicism' - The Citadel now deals with 300 levels, see 'help citadel' - Important: Real Death now has a chance of reducing a stat PERMANENTLY! See 'help real death' for more information Note: To all you mass-suiciders to Raash/massive guard and Abyss mobs -- you've had this coming for a long time. Be thankful I was kind enough to give you advanced notice that this was implemented instead of letting you find out the hard way. - N
News 4/1/00: - Cogline's Giest Mist items and mobs in (Artificial Intelligence!) - Sea Hag to Oracle (thanks Legend, I like this one more) - ruanbaeres [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.