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.
Updates graph
Updates
MOTDs by year, in reverse order are below. See Sixth Sense for more details on some of the design decisions.
Update frequency, as of 26 September 2020:
2020
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There were no updates or new MOTDs posted in all of 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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Total updates: 64
Update 12/31/2016: - Fixed a bug with rank calculations for skills and spells of characters who had trained beyond 100% for their second or third sub-classes.
Update 12/30/2016: - New Year and January Lottery: We will be running the following throughout the month of January (and for the final days of December). 1. Triple sun stones for all donations (through January 31st). 2. We will be holding weekly lotteries each Saturday of each week of January at midnight PST (including a special Saturday and Sunday pick for Dec 31 and Jan 1). Each $50 donation made on a given character will grant that character a ticket in the lottery (e.g., donate $50, get 1 ticket; donate $200, get 4 tickets) for the week's lottery in addition to the normal donation. All donations already made in December will be applied to BOTH lotteries of December 31 and January 1. There will be 1 carryover character per week. See "help lottery" for more information. Note: tickets are given to the character the donation is placed, irrespective of if the owner of that character made the donation. One winner will be selected each week. There will be SIX winners for the months of Dec./Jan. and one character may win the lottery more than once (e.g., Nijlo wins on week 1 and week 4 and gets two prizes). Winners will be selected on these days and their names will be placed at the top of the MOTD. - 11:59pm PST, Saturday, December 31 (TOMORROW) - 11:59pm PST, Sunday, January 1 - 11:59pm PST, Saturday, January 7 - 11:59pm PST, Saturday, January 14 - 11:59pm PST, Saturday, January 21 - 11:59pm PST, Saturday, January 28 Each winner will be given a very special prize! Prizes will be a lottery themselves based on the following spin of the wheel: - 1,000,000 platinum - 100 sun stones (can be split across characters) - 50 infuscated marbles (can be split across characters) - +500 to any pool (up to aug max, can be divided) - +10 to any stat (up to aug max, can be divided) - +100% in a skill / spell of your choosing (up to aug max, can be divided) - A random super uniqued improvement to any item you already own (you must have the item) Lottery prizes will be distributed to all winners after the January lotteries are complete. (Note: donation caps are removed this month for people who want to exceed the limit.)
Update 12/26/2016: - Radical defiance coupled with defying prayer now no longer induces a loss of power when radical defiance is trained over 100%.
Update 12/17/2016: - Infuscated marbles can no longer be used on unsavable items (e.g., ataghans, tridents, etc.).
Update 12/3/2016: - New event: hyper salvage drops and 3x sun stone donation period! - Due to the overwhelming positive feedback of the increased PvP rewards, we have decided to leave them in place (perhaps permanently), although the PK timeouts have been increased back to their original duration.
Update 10/30/2016: - Magus warshell is now usable in combat. - New planar sage spell: Lectokke's focus. See 'help lectokke's focus' for more details.
Update 10/29/2016: - Halloween treat! 3x sun stones and 3x marbles on all donations from October 29 - November 3.
Update 10/9/2016: - New skill for highway bandit: highwayman's speed. - The cost of combat instinct has been reduced by 2/3rds and it is now trainable over 100%.
Update 10/1/2016: - Happy October thieves! Nim has been permanently changed so the lag for successful nims is reduced by roughly 50% of what it used to be for expert class nimmers.
Update 9/24/2016: - Illuminated lightning now has benefits for beyond 100% training.
Update 9/4/2016: - Crystalline winds, red firebeam, and holy hammer have been improved, slightly. - Mercurial spirit-lightning and mystic wand of fleetness have been toned, slightly.
Update 8/28/2016: - The "who" list has been reworked a bit. - Augment titling has been changed to the following: Tier 1: ( aug-# ) --> ( ascend ) Tier 2: --> ( asc-# ) --> ( legend ) Tier 3: --> ( lgd-# ) --> ( demigod ) - These changes have required some pretty large-scale changes in the code. Although we have thoroughly tested the new system, it's entirely possible that we've missing something. Please let Nijlo know if anything seems to be overlooked (nijlo@nodeka.com).
Update 8/27/2016: - Convert now has several more options. See 'help convert' for more details. - Gems: it now costs 40 gems to buy one sun stone and 110 gems to buy an infuscated marble. - Cleanup of convert output including adding line breaks every three lines to see things more clearly for first time converters.
Update 8/19/2016: - Augmenting: the base cost for augmenting a demigod has decreased from 10 sun stones + demi-augs / 10 to 7 sun stones + demi-augs / 10. the base cost for augmenting an ascendant has decreased from 20 sun stones + asc-augs / 10 to 14 sun stones + asc-augs / 10. For those of you who have already augmented into demi-1 or higher, please email Nijlo (nijlo@nodeka.com) and you will be reimbursed the difference in sun stones. Economic boom! Nodeka's economy has been booming! As such, gold has permanently increased by 50% on all mobs! (And nim has been increased, yet, again, to accommodate for this.)
Update 8/16/2016: - Nim has been improved with respect to the gold that can be acquired using it.
Update 8/14/2016: - Fixed experience output bug. Thanks Kickeri. - New event (8/14 - 9/5) -- hyper unique items! - Hyper unique items are randomly generated items that are now possibly better than anything you've seen before, including being potentially better than super unique items. - 3x infuscated marbles on all donations during this event period; 3x on all experience, too!
Update 8/9/2016: - Aikido has been toned for beyond 100% training and now has increased prevention time. - Esquiva has been toned for beyond 100% training and now has increased prevention time.
Update 7/31/2016: - Decaying touch now has improved benefits beyond 100%. In addition, there is now an upper training secret that is fundamentally different than anything the druid class has been granted before. Recommendation: seek full beyond 100% training in this skill. See 'help decaying touch' for more information.
Update 7/24/2016: - Druids now have increased power in the following two ways: 1. When using lightning, druids receive a class-specific bonus that no other class receives. 2. Quickbolt - oe naj'k has been improved in several ways for beyond 100% training. Expect a few more druid improvements in the coming week.
Update 7/22/2016: - Updated event: Also 3X gold on all mobs (just added today)!
Update 7/15/2016: - New event: Three times the likelihood of items being dropped and three times the normal number of infuscated marbles on all donations! Lasts until August 13.
Update 6/18/2016: - Contradiction of the rabbit, vtshinne's frenzy, and heightened instinct have been toned such that their benefits beyond 100% training now increase at a degraded rate.
Update 6/4/2016: - New event from June 4-18 -- double double! Double sun stones and glacious stones on all donations and double experience and gold.
Update 5/28/2016: New quest line! "The fragile peace between the White Lion and the Fortress of the Bule can no longer be maintained. As each side prepares for war, they have begun recruiting efforts to sway the balance in their favor. Both feel their cause is just, who will you side with the White Lion or Bule?"
Update 5/22/2016: - Monster is this week's lottery winner! +500 to any pool. Monster, please contact Nijlo (nijlo@nodeka.com) to receive your prize.
Update 5/21/2016: - Paladin changes: * Minor increase to class +hit for all remort tiers. * Holy light costs less endurance to use and now has some fairly powerful benefits when trained significantly beyond 100%. * Divinity costs less initial spirit to invoke and for those who train beyond 100% it now has greater length of duration and significantly improved benefits to stats (including more stats improved). Update 5/19/2016: - The rate of endurance, mana, or spirit drain as you train skills or spells beyond 100% has been reduced. Note: this change only decreases the drain of mana and spirit by a small amount, while it decreases the drain of endurance by a larger amount.
Update 5/18/2016: Random lottery ticket winner: Monster Time and date of selection: 1:20am (Pacific Time) on 5/18/2016
Update 5/17/2016: - We are adding an additional twist to the lottery. At least once during each week, we will be selecting a random character that will receive a free lottery ticket. The only condition is that the character must be logged in when we make the random character selection. However, for the time being, we will not be announcing when we will be picking random lottery ticket winners. As such, be logged in as much as you can! Random lottery ticket winner: Noneel Time and date of selection: 2:45pm (Pacific Time) on 5/17/2016 Congratulations Noneel, you've been added to this week's lottery.
Update 5/15/2016: - Heroic grouping has been re-enabled. - Inscription rankings have been changed to the following: Previously: Rank Inscription Points ------------ ------------------ < 100,000 2 100,000 3 150,000 4 200,000 5 300,000 6 400,000 7 500,000 8 750,000 9 1,000,000 10 Now: Rank Inscription Points ------------ ------------------ < 20,000 2 20,000 3 40,000 4 60,000 5 80,000 6 100,000 7 120,000 8 140,000 9 160,000 10 180,000 11
Update 5/14/2016: - Dreynen curse has been reduced in power. However, it is now trainable beyond 100%, which can restore much of the power that was lost. - Due to lots of demand, we will be running the lottery again for the next three weeks, starting today. There will be one minor change (see 'help lottery'), which will reduce the platinum prize from 10mil to 1mil. After all three weekly winners have been picked, all unpicked ticket holders will be added to a pool and will receive a chance to win the lottery for the month. Monthly prizes are selected from the same random prizes as weekly winners.
Update 5/3/2016: - Important: Nodeka is likely to be down from 5/5 - 5/7 for maintenence. Hopefully we aren't down that entire time, but please be prepared for an entire outage during those dates. Once we come back online, we will be starting a new event! We apologize in advance for the gaming interruption. :) Note: to ensure this down time doesn't interrupt your continuous daily prizes, the window for acquiring your next daily prize has been increased from 2 days to 10 days. This will be removed as soon as the outage is complete.
Update 5/1/2016: - Mercurial spirit-lightning now has boosts beyond 100% training. - A "Current Event:" title is now always displayed at the top of the MOTD, so players always know what the current event is. Prior Event (April 1 - 30): Double sun stones + lottery - Week 1: Apollyn; 100% to any ability (carry-over: Baru) - Week 2: Rhamza; +10 to any stat (carry-over: Face) - Week 3: Deus; 100% to any ability (carry-over: Mirza) - Week 4: Darth; 10,000,000 platinum (carry-over: Jaseis) - Week 5: Drayke: Super unique item bonus - Month: Ocellaris: Super unique item bonus
Update 4/30/2016: - More new secret stuff added to the daily prize rewards. - Glacious stones can now be used to remove the daily prize prevention. See the glacious stones command and its help file ("help glacious stones") for more details.
Update 4/23/2016: - Sigil of the undead army has been improved. - Monks' +hit / +dam and hand dice / roll have been improved. Note: this increase *might* be too powerful, and, if so, we will be toning it later for rebalance with other classes. April Lottery Winners: - Week 1: Apollyn; 100% to any ability (carry-over: Baru) - Week 2: Rhamza; +10 to any stat (carry-over: Face) - Week 3: Deus; 100% to any ability (carry-over: Mirza) - Week 4: Darth; 10,000,000 platinum (carry-over: Jaseis) - Week 5: ???; ??? - Important new command: clanload. For more details, see 'help clanload.'
Update 4/18/2016: - Improved daily prizes with respect to donations made for the year.
Update 4/17/2016: April Lottery Winners: - Week 1: Apollyn; 100% to any ability (carry-over: Baru) - Week 2: Rhamza; +10 to any stat (carry-over: Face) - Week 3: Deus; 100% to any ability (carry-over: Mirza) - Week 4: ???; ??? - Week 5: ???; ???
Update 4/17/2016: - New feature: daily prize! See "help daily prize" for more details.
Update 4/16/2016: - First act of malice now has *significant* benefits for beyond 100% training.
Update 4/11/2016: - Devil's siphon now grants additional charges for training beyond 100%.
Update 4/10/2016: April Lottery Winners: - Week 1: Apollyn; 100% to any ability (carry-over: Baru) - Week 2: Rhamza; +10 to any stat (carry-over: Face) - Week 3: ???; ??? - Week 4: ???; ??? - Week 5: ???; ??? See "help lottery" for more details.
Update 4/9/2016: - Reminder: lottery drawing tonight at midnight PST! - In light of the change to platinum per dollar donated ($1 == 1000 plats), we've changed the platinum lottery prize from 100,000 platinum to 1,000,000 platinum. See "help lottery" for more details.
Update 4/5/2016: - Mob density has been increased in Zangolin. - Maglor Elensar and Rumil Ancalimon have had their mob strength increased to increase gold dropped. - The fountains below Auriakan have been discovered deep below the palace. What sorts of magic flows from these depths upwards into the fountains of Aur-Vindi?
Update 4/3/2016: - Due to numerous requests, we have finally raised the platinum amount given for donations. Each $1USD donation now receives 1,000 platinum. See 'help donation' for more details. All donations made in the last month will be retroactively increased. Please allow us a few weeks to work through these donations and provide you with the extra platinum. If you don't receive the extra platinum you should by May 1st, email nijlo@nodeka.com. Because we have just increased platinum by 10X, we will no longer be offering double platinum on any subsequent donations in April beyond today. Double sun stones will still apply. April Lottery Winners: - Week 1: Apollyn; 100% to any ability (carry-over: Baru) - Week 2: ???; ??? - Week 3: ???; ??? - Week 4: ???; ??? - Week 5: ???; ??? All lottery prizes will be distributed at the beginning of May. Contact Nijlo (nijlo@nodeka.com) for more details.
Update 4/2/2016: - Month of April: Double sun stones + super lottery! 1. Double sun stones for all donations 2. We will be holding weekly lotteries each Saturday of each week of April at midnight PST. Each $50 donation made on a given character will grant that character a ticket in the lottery (e.g., donate $50, get 1 ticket; donate $200, get 4 tickets). See "help lottery" Note: tickets are given to the character the donation is placed, irrespective of if the owner of that character made the donation. One winner will be selected each week. There will be FIVE winners for the month of April and one character may win the lottery more than once (e.g., Nijlo wins on week 1 and week 4 and gets two prizes). Winners will be selected on these days and their names will be placed at the top of the MOTD. - 11:59pm PST, Saturday, April 2 (TONIGHT) - 11:59pm PST, Saturday, April 9 - 11:59pm PST, Saturday, April 16 - 11:59pm PST, Saturday, April 23 - 11:59pm PST, Saturday, April 30 Each winner will be given a very special prize! Prizes will be a lottery themselves based on the following spin of the wheel: - 100,000 platinum - 100 sun stones (can be split across characters) - 50 infuscated marbles (can be split across characters) - +500 to any pool (up to aug max, can be divided) - +10 to any stat (up to aug max, can be divided) - +100% in a skill / spell of your choosing (up to aug max, can be divided) - A random super uniqued improvement to any item you already own (you must have the item) Lottery prizes will be distributed to all winners after the April lotteries are complete. (Note: donation caps are removed this month for people who want to exceed the limit.)
Update 3/30/2016: - The triple experience period has ended. We hope you enjoyed it! Stay tuned for another exciting event coming up soon.
Update 3/23/2016: - For centuries a detente between the Fortress of the Bule and the White Lion Camp has been maintained and the Chaparral Outpost has been at the center of this peace. This neutral ground has been kept as a safe haven for the citizens of each side to seek refuge. Recently, tensions between the two sides have been rising. How much longer can this fragile peace be maintained?
Update 3/20/2016: - Hunters' followers can no longer use stun. All other classes' followers can.
Update 3/20/2016: - Earthened skin has been improved in several ways. - New character generation has been changed such that statistics now range from 10-30 instead of 3-18.
Update 3/19/2016: - New area: Due to water, erosion, and time, a path has been opened revealing an unexplored and dense forest. This forest holds not only an entire race of people, but specially evolved animals and living trees! Take time and prepare, for Olvidado Forest has many secrets to share with you!
Update 3/12/2016: - Fireball has been changed such that fire inspiration has a reduced affect for non-sorcerers and an increased affect for sorcerers. Intellect, wisdom and willpower now also influence the power of fireball more significantly. - The PK system has been changed slightly. If a player has a PK flag, he or she is generally attackable (except in some specific cases) even if he or she is on the attacker's last pk list.
Update 3/6/2016: - Super unique period has ended as well as triple infuscated marbles. - Triple experience period has begun! All experience you receive while this event is active will be increased by 3X.
Update 2/17/2016: - The super unique period has begun! It will run through at least February 29. Best of luck!
Update 1/28/2016: - The way infuscated marbles works has been changed. Please type "stones inf" for a full explanation of the new behavior.
Update 1/27/2016: - Due to overwhelming requests, we will be running another super unique period near the end of February. To help you gather more marbles, we are running a 3X marble event starting today through mid-February (the exact ending date has yet to be determined). As such, for all donations made from now until the 3X marble event has ended will result in 3 times the normal amount of infuscated marbles. - The triple gold period has ended. Stay tuned for another exciting event soon!
Update 1/20/2016: - The reduced class change period has ended. - Triple gold period has begun! All mobs will have 3X their normal gold for a brief period of time. Take advantage of it while you can!
Update 1/17/2016: - The double drop period has ended, but the reduced class change period will remain active for a bit longer. - More minor bug fixes to the PK system.
Update 1/16/2016: - The PK system has been changed a bit. Please see "help last pk" for more details.
Update 1/15/2016: - Some minor fixes have been made to the PK system.
Update 1/14/2016: Changes to the PK system: - Remorts: non-remorts can attack non-remorts, minor and major remorts minor remorts can only attack minor and major remorts major remorts can only attack major remorts Followers are unaffected by this change and should be fair game regardless of the attacker or victim's remort status. - Last PKs: players who are on your last PK list (who are any players you land the final blow against in combat and who are not in your clan), cannot be attacked until they are cycled off.
- Last RPs: because of the way the new system works, the "last rp" command has been removed because it would make it harder for PKers to cycle through their last PK list as only those players who would grant them RPs would be added. With that in mind, RPs are still distributed where necessary and follow the same rules as before. The only difference is now *all* players you defeat in combat are added to the last pk list, not just the ones who granted you RPs.
Update 1/13/2016: - New clan hall upgrade: advanced regeneration room for 100 sun stones. See "help clan hall" for more information.
Update 1/10/2016: - Trolls have been toned. - Due to an exploit in darkened ambush, all races that previously had ambush tactics have lost that racial affect and it has been replaced with a different bonus attack.
Update 1/9/2016: - Clan hall gnomes are now available again for 30 sun stones. For more information, please see 'help clan hall'.
Update 1/6/2016: - New events: reduced class changes and double drop period! - Reduced class change event: - For same class changes (within the same class): 2 sun stones (previously 3) - For out-of-class changes: 10 sun stones (previously 20) Take advantage of this event while it's active! It won't last long! - Double drop period: - The double drop period increases *rare* drops by 2x. However, normal drops (those items that drop more frequently) remain at their normal rate. - Super gem period has ended. - see 'help news' for all old news - Nodeka web: http://www.nodeka.com - Important and common topics: - must have: color connection to play - must know: type 'help answer' - must know: type 'help rules' - view latest updates, type 'update'
2015
[Show/hide]
Total updates: 25
It can be noted that to view MOTDs and changelogs from 2015 and earlier, the "help news" command is used.
News Review: Update 12/19/2015: - We have relocated the server, however, we are experiencing some network anomalies. Until these can be corrected, it is recommended that you save frequently as you may experience random client disconnections.
Update 12/18/2015: - Important! Nodeka will be going down tonight until mid-day tomorrow while we move the server. Expected outage: 24 hours. Down time will begin around 8:00pm tonight, Pacific Time.
Update 12/6/2015: - Super salvage week has ended. - Super gem period has begun: converting exp to gems now costs one billion exp, rather than the usual two billion. Run like crazy to capitalize on this while it's active. - Changes to nim: - slightly increased exp and gold nimmed amounts - increased nim exp and gold caps - salvage can, once again, be nimmed
Update 11/29/2015: - Acrobatics now has benefits for those who train it beyond 100%. It also costs slightly more endurance to use.
Update 11/28/2015: - The lag for galvanize has been reduced.
Update 11/27/2015: - The Nodekian Honorarium system has been removed from the game. As such, no players will receive a choice between receiving the honorarium and an extra sun stone.
Update 11/26/2015: - Happy Thanksgiving! - Black Friday Sale: from today until Sunday midnight (12/29/2015) all donations will receive the following: - 4x normal sun stones (e.g., 40 sun stones for a $100 donation) - 2x normal platinum (e.g., 20,000 platinum for a $100 donation)
Update 11/25/2015: - Due to numerous requests maximum clan sizes have been increased to 20 members. See "help clan" for the current maximum clan size. - Super unique week has ended; super salvage week has begun! - Super salvage week results in 50% more salvage drops than normal. Run it while you can!
Update 11/22/2015: - There will be a special 24-hour Black Friday sales event. Details to be released on Thanksgiving Day. - There will be a week-long Thanksgiving event start next week on Thanksgiving day. Stay tuned!
Update 11/15/2015: - Super unique items are now better than ever. There is a +25% bonus on *all* unique items generated during the SU period. Addendum: This bonus is active as of 11/15. For any players who used marbles prior to this boost should email Nijlo (nijlo@nodeka.com) with a log of the use of those marbles and once he verifies the accuracy of those logs on the server he will reimburse you the marbles used. - Due to numerous requests all donations during the super unique period will receive the following additional infuscated marbles: $100 = +5 marbles $200 = +12 marbles $300 = +21 marbles $400 = +35 marbles $500 = +50 marbles - All mobs now have a chance to drop salvage.
Update 11/14/2015: - Super Unique Week has begun! It will run until at least 11/21/2015 (and perhaps a few days longer).
Update 11/2/2015: * Content: - The previous crafting system has re-enabled, with significant modifications to power level in order to fit into our healthier overall game balance!
Update 9/27/2015: - Stratagem of the cloak is now effective beyond 100% training. - The gold cap for nim has been raised by 20%. - The exp cap for nim has been raised by 50%.
Update 9/20/2015: - Double sun stones and marbles on all donations through October 31! - Super unique week to follow shortly after Halloween!
Update 8/16/2015: * Balance: - Nojohr: The NR penalty from Thelgarron's Fusing is now reduced by 20%, but only when used on the nojohr herself. - Monk: The state of reflection lock from combining martial styles has been reduced to 14/21 minutes (from 15/25). - Monk: The base prevention time for dropping a martial stance has been reduced to 12 minutes (from 15). - Hunter: Hunter's insight now incurs one second of lag. - Druid: Luck of salvage now incurs one second of lag.
Update 8/12/2015: * Balance: - New sorcerer skill: mage trance.
Update 7/19/2015: * Content: - Expanded Arokstrander's loot table. - If you happen to defeat Arokstrander, please record the loot dropped and send it to Whim ('display staff' in game for email address) for verification. Certain changes will be made to stabilize world boss loot loading in a future update; until then, we want to make sure you receive the full set of loot that should have dropped. Thank you!
Update 7/13/2015: * Footpad Updates: - New footpad buff: 'acrobatics'. - The skill 'stealth' is now named 'obfuscate', and grants additional benefits. - The base effect of 'singularity of focus' has been improved, and the skill now improves beyond 100% mastery. - The skill 'singularity of fate' has been redesigned, and the skill now improves beyond 100% mastery.
Update 7/6/2015: * Content: New world boss - Arokstrander. - As the Nodekian realm's laborers, researchers, and inventors approach a new set of breakthroughs in crafting technology, rumors have begun to spread through realms far and wide. Word has even reached the extraplanar council of the Saz-Sari, much to the consternation of those who have long kept these mortal realms safe... - A high-ranking strategist of the Saz-sari Council, Arokstrander has ventured forth into the wild strands of the Yeriwyrian Penumbra to gather information on Nodeka's industrial advance. Beware - the Saz-sari wield powers far beyond those of Nodeka's mere mortal denizens, and combat with this boss is guaranteed to be extremely perilous. - This world boss's difficulty level, mechanics, and reward are all subject to further tuning.
Update 7/4/2015: - Important News: platinum for donations before the player wipe are now reinstated upon character login. Happy 4th of July! - Thunderous strike has been revamped; it is now trainable beyond 100% mastery. ## For tips and detailed discussion on these updates, please visit ## the Sixth Sense blog (nodeka.blogspot.com)!
Update 4/29/2015: * Balance: - Astral travel, clairvoyance, and shadow gaze have been redesigned. - Witches have gained clairvoyance and lost astral travel. - Skyline interchange, the ground's edict, aspect of the seer, and surrounding sense all have increased prevention times, respect anti-distance magic, and trigger sixth sense. - Minor quality of life improvements to welkin ken and earthen sending (sphere-based secondary effects are more reliable). - Sixth sense and summon can no longer be used to determine whether a player is in an area. * Bug Fixes: - 'Explore' will now stop when you recall in combat, or are recalled by another player. - Mob caches may now be looted from Ironclaw while exploring.
Update 4/15/2015: - For tips and detailed discussion on these updates, please visit the Sixth Sense blog (nodeka.blogspot.com)! * Content: - The Festival of Makers approaches, proclaiming a new age of artifice in a symphony of hammer and anvil! The festivities are still being set up, but in the meantime, we've opened up some pre-Festival content allowing you to assemble some shiny commemorative gear. (Visit the blog for starting tips!) * Balance: - Meditative healing now lags two rounds, and its effectiveness is no longer inflated. - NPCs may no longer "read" scrolls and schematics. * Crafting Pre-Release: - New commands: 'explore' and 'gather'. - All 'crafting' subcommands are complete and unlocked, and primary infrastructure is complete. Content development is now underway! - "Crafting score" now displays the player's plain name (no title). * Bug Fixes: - Enhanced angel will now improve naturally at low %s. - "Crafting score" will no longer display strange characters in the Workshop section if your home has a colored name. - Crystal knee straps from the Auriakan Palace are now wearable by hunters (an error in the item template prevented this). Likewise, bamboo knee straps are now wearable by dajas.
Update 3/20/2015: - Event fix: reduced Invasion shaman scaling at low defender counts. - Bug fix: racial spirit and mana shields no longer reduce incoming damage to 10% when their respective pool is depleted. - New command: "boons". - New command: "crafting". - The "score" and "appraise" crafting subcommands are unlocked. - Other crafting tasks are still locked, as testing continues. - Visit the Sixth Sense blog (nodeka.blogspot.com) for the latest news! - New "Crafting Stats Public" toggle. - New "Crafting Border" and "Crafting Column" color settings. - Wounding algorithm has been updated - details at the Sixth Sense blog.
Update 2/8/2015: - New help file: "help crafting glossary". :) - The new crafting 3.0 system is under development; we anticipate that we will be able to start slow-rolling out features soon! (This means that you will see the basic functionality introduced in pieces, with more options becoming available as development continues.) Keep an eye on the MotD!
2014
[Show/hide]
Total updates: 44
Update 12/29/2014: - The "golden hour" of the run time system is now a full hour. - The run time affect is no longer drainable (i.e., can be shortened in duration from abilities like mystical fading). - Important: Infuscated marbles no longer have any impact on item lifetimes.
Update 12/26/2014: - The bug with the run time system not properly giving gold bonuses and losses when followers land the killing blow has been fixed.
Update 12/25/2014: - Merry Christmas! We've made multiple changes to the run time system. Here are the highlights: - The run time system now cycles every 23 hours (not 24 hours). This has been done to give players a bit more flexibility on their running start times. - Gold is now affected by the run time system by the same algorithm that experience is. That is, players receive a gold percentage change (bonus or loss) in the same way that they would for experience. However, the gold bonus/loss is calculated entirely by the player who lands the killing blow. We realize this means players in groups may be negatively or positively affected by this, depending on who lands the killing blow, but we feel this is the most straightforward implementation at this time. We will figure out how to implement this with respect to non-killing related activities (e.g., nim) soon. - The run time affect output in the "preventions" list now shows the percentage bonus/loss gained. We'll update the respective help files soon, but wanted to make this active so players could start benefiting from the gold improvements immediately. Happy Holidays!
Update 12/20/2014: - Players who die in PvP now receive a lock effect for 6-10 minutes. Players with this lock effect are not worth any rewards in PvP - therefore, when you die in PvP, nobody will gain rewards for killing you for a while. (You also cannot receive XP for dying in PvP until the lock fades.) - Adjusted pk merit - player comparison is now stricter, further reducing or eliminating the amount of merit gained from smaller targets. - New helpfile: help pk rewards. - Removed morality restrictions from renown. - Fixed a bug in which empyreal vigilance was not properly granting its projectile avoidance benefit.
Update 12/17/2014: - All donations between 12/17/2014 - 1/5/2015 will receive double sun stones! Happy holidays!
Update 12/14/2014: - Added more Invasion code to ensure fair rewards for positive effort.
Update 12/8/2014: - Numerous Invasion tweaks to address scaling issues and to tie personal effort more closely to rewards received.
Update 12/7/2014: - We have implemented a new "run time" system. See "help run time" for more details. The run time system is still in its infancy, so keep in mind that it may change without notice. - Clan halls can now be purchased entirely with sun stones. See "help clan hall" for more information. We would like to thank those players who took the time to provide us with constructive and useful feedback on this issue. Several aspects of the clan hall system has been modified based on this open dialogue (including add-ons and clan hall room allocations). - The clan size member limit has been raised from 8 to 12. - Player killers no longer receive random bonus affects for player killing.
Update 12/5/2014: - Ranks have been removed from the who list.
Update 12/3/2014: - Clan halls can again be purchased. See 'help clan hall' for more information. - Meditative healing no longer has increased lag with increased skill proficiency.
Update 11/19/2014: - Followers no longer grant any kind of pk: killer affect. - Barbarians can now use yell, socials and several other things while insane, etc.
Update 11/15/2014: - Several PvP related updates / additions.
Update 11/14/2014: - We've finished a second round of improving the player versus player (PvP) system. To see what's in store, get involved in some PvP! You'll probably notice a number of new and interesting things.
Update 11/13/2014: - Nijlo has made another super secret update. - Nijlo has made a secret update.
Update 10/26/2014: - Players can now "ungroup" other players even if they are not in the same room. Please note that to use this feature, the group leader must provide the player's EXACT name (e.g., "group nijlo" will work, but "group nij" will not). This command will not work on followers. - The outcast command now works across the world. Like "ungrouping" players from your group, clan leaders must provide the EXACT player name to be outcast. - If "display clan" is used without providing a clan name, the syntax of the command is output and then all clans are listed. - Gambit of the warring shield has been completely overhauled. Its uptime, downtime, and power levels all scale with training beyond 100%. In addition, because of gambit of the warring shield's significantly increased power level, its cost to use has been nearly doubled.
Update 10/25/2014: - Field aid can now be used to heal targets up to 100% health. - Field aid now heals +5 hp per 1% training beyond 100%. As such, a nojohr using field aid with 605% will heal 2525 hp with a single bandage, not including the normal hp healed. - Field aid now rewards the user with exp per heal. - The amount of gold (tier 1) taken per nim has been increased. In addition, the ceiling amount has also been increased. - Bug fix: using clanset no longer checks for a clan decision prevention.
Update 10/19/2014: - The new clan system is live. - New commands: the "clans" command is now "display clans". "display clan <clan name>" gives details on a specific clan. - Outcasting currently has no penalty associated with it. We will reinstate the month outcast prevention after the new clans are in place, in the event certain clan leaders abuse the "accept" command.
Update 10/18/2014: - The clan reboot system will go live no later than Sunday, October 19. Some important things you should know: - All current clans and clan halls will be deleted when the new clan system goes live. - No new clans can be created with the same name as an existing one. - Clans will have a set limit of 8 characters in it. This limit is likely to be raised to 12 after a few months. - No new clan halls will be built for the first 1-2 months of the new system going in. - You can email Nijlo (nijlo@nodeka.com) now with your new clan request which will be created in a first-come-first-serve basis. The information he needs is the following: 1) Clan name (e.g., Arcane) -- 7 letters or less 2) Clan full name (e.g., The Arcane Order) 3) Clan leader (e.g., Diamaunt) Clan creation will cost the same as always (10 sun stones). Currently, clans will only be created if all 10 sun stones are coming from the leader of the clan. We will create clans that require sun stones from multiple players in a delayed fashion as we'll need online confirmation from such players that they agree to pay those sun stones for the newly created clan. For the first few months of the new system going live, clans can be created with only a single player request (the clan's leader). After that, clan creation will likely require 3-4 characters.
Update 10/17/2014: - Due to multiple player requests for donating anonymity, character donations made via PayPal that include the text "no honorarium" with the character name will receive no honorarium for the given character or clan, but will instead receive one extra sun stone per $50 donation.
Update 10/11/2014: - Fixed "empty" honorarium affect. Please email Nijlo if you notice any others or if new ones arise as affects are added to the honorarium list. - Penemue and Aether are now the new staff members in charge of mortal and clan affairs. Please email them if you have any player related issue. Their email addresses are on "display staff." - Due to multiple requests, the maximum monthly donation rate to receive stones is $500. See help stones for more details. - Honorariums now last 8 hours and at least a dozen new affects have been added to the random list of affects to be distributed. In addition, some of the existing affects bonuses have been improved. - Abilities clear now costs 5 sun stones instead of 10% of the practices used. - The gold amount attainable via nim has been slightly improved.
Update 10/10/2014: - Update: Comcast has identified the networking problem with the core area where the Nodeka server is hosted. They have dedicated several technicians to resolving it and have given us a window of roughly 48 hours for it to be resolved. They are giving us daily updates and will immediately notify us when the network issues are resolved. Thanks again for your patience; we hope to have this issue resolved by the weekend. - Comcast will be coming to address our spotty internet problem today between the hours of 10am - 2pm PDT. During this time Nodeka may be down. Please note that there may be no further warning and Nodeka may shut down immediately during this time. Thanks for your patience while we resolve this issue.
Update 10/9/2014: - Cly has been toned. Problem solved.
Update 10/8/2014: - Nim has been toned in the following way: - slightly reduced gold and exp for normal use - moderately reduced gold and exp per augment These changes are necessary to balance nim with respect to the changes in power scaling of augments after the pwipe. Further modifications will be made in the near future if they are necessary to bring nim more in line with other abilities.
Update 9/21/2014: - Updates to Nodekian honorarium: 1. Honorariums are now given out for donations $50 or more. We are still deciding if multiple honorariums will be given out for each $50 increment in a donation. For the time being, we will be handing out honorarium affects per $50 donation, but this is subject to change at any time in the future. This means if a character receives a $200 donation, we will be giving him or her a 4x honorarium affect bonus. 2. There are now over 50 honorarium affects to be randomly selected when a character receives an honorarium affect. 3. Both clanned and grouped members of the character receiving the donation receive honorarium affects. 4. If the character receiving the honorarium (that is, the character upon which the donation is being made) is not clanned, he or she receives double the honorarium affects that are given to a clanned character. 5. All honorarium affects last six hours.
Update 9/13/2014: - New benefit for donations: Nodekian honorarium. When a donation of a certain size or a number of donations arrive from a particular clan, all members of that clan that are logged on when those donations are processed will be given an honorarium for the next several hours. Initially, the honorarium will be a single affect, but as the system stabilizes we will evolve and randomize the affects. - Heaven mjols have a new unique skill: enhanced angel.
Update 9/12/2014: - The jadior race line now has a reduced percentage of adaptive combat tactics.
Update 9/7/2014: - Conjure elemental, deity, and golem have been improved in two ways: 1. the duration of the follower has been extended by a raw amount and by the user's willpower. 2. training beyond 100% increases the followers' lifespan and decreases the user's prevention time. - Bifold rune has been improved in the following ways: 1. an additional charge is granted for every 25% trained beyond 100% 2. each 150% extra training over 100% increases the bifold rune power by a significant amount (this will be noticeable as soon as the user reaches the first 150% threshold) 3. a minor damage bonus per bifold rune use increases proportionally with the amount of beyond 100% training
Update 9/3/2014: - Staff of the gate and Lorhu's claymore have been mildly toned. - Shadow archers receive a new ability: refined tactics. - Toggle's page length maximum has been changed to 100. If your page length setting is more than 100, we kindly request you set it to something 100 lines or less. - Monks +damage and hand roll have been mildly toned. - Nameless ones receive a new ability: refined cunning.
Update 9/1/2014: - Earthened skin now has a decreased (reduced) prevention time as the user's spell mastery improves. - Jadiors have lost their second holy light racial attack.
Update 8/16/2014: - Minor tweaks to several mobs in Geist Mist and Geist Ruins. - Bishops in Bule now load their keys correctly.
Update 8/14/2014: - Several Quest updates: Empire Ants, G'Kir, Grunfeld Bogs, Lycaeum, Rheorn City, Shtera Graveyard, The Kobolds Lair, Xuvgra Town - New repeatable quest in Lycaeum
Update 8/13/2014: - New Area Geist Ruins! - Long before Ruushi, the first city-state was formed. Its name lost by time, it was rumored to be crafted from pure ivory, and also the home of the creator and his brother. The ivory city swallowed by the mists intrigued Rixtor, and he has devoted his life to discovering its ruins. Recently he unlocked the runes that reveal the secret location of the city, but navigating the mists is another undertaking altogether. No known traveler has ever escaped its grasp. Welcome to the Geist Ruins.
Update 8/12/2014: - Improved Watch-Captain Christof's responsiveness during Invasion recruitment. - Gearhand Tyf will now announce the recipient of the power source mission throughout Ruushi.
Update 7/25/2014: - Applied a fix for an issue which would sometimes show "PvP reward error (code 2)" during PvP rewards. Please contact Whim if you see this error pop up again. Thank you! =) - Adjusted player rank calculations to more properly correlate to overall power level. - Minor tweaks to Invasion balance. We will look into hiring a deputy to assist Christof during the enrollment process. =) - The full prevention for toggling player killable has been re-instated.
Update 7/24/2014: - Altered various mob behaviors to reduce spikes in CPU load (lag). - Fixed a bug which prevented some clockwork golems from despawning after an Invasion ends. Various Invasion balance tweaks were implemented as well (more incoming soon).
Update 7/23/2014: - Ruushi-forged gear has been rebalanced to be appropriate for Nodeka's new, refreshed power level. Remort gear in particular has been toned. - The Ruushi Invasion has been rebalanced in various ways. Overall, teamwork, planning, and the prevention of city damage is now much more significant in terms of total reward. Experience rewards have been added to those who gain faction (those with accolades will receive a higher bonus as well). We will continue to monitor Invasions to find the sweet spot intersecting challenge, fun, and reward. =) - Crafted gear will remain offline for some time, while the system undergoes a revamp.
Update 7/20/2014: - The new augment system is now live. - The help file for "training beyond 100%" has been updated to include the source code used to calculate the extra cost beyond 100% training. If you don't understand the algorithm, please find a friend that's a highly skilled programmer and have him or her explain it to you. :)
Update 7/12/2014: - Crafting has been temporarily disabled until we have reworked the new system. As such, all items related to crafting have been removed from Nodeka. - The black drake race line has been toned.
Update 7/8/2014: - Augment has been disabled until we decide how to make it more balanced. That's right, Meier. - Toggling player killable now has only a 60 minute prevention time associated with it due to so many players incorrectly toggling this without checking its value first. This change will be reverted back to its original 30 day prevention time within a few weeks. Any players found to be abusing this by player killing and then toggling it off immediately thereafter will be punished. - Heroic grouping has been disabled. We'll re-enable it sometime in the next six months. - Welcome to the 2014 Nodeka player wipe. Here are the high-level points you'll likely be interested in knowing: - every player wiped or created after the wipe receives one free class change and one free race change (see "help alteration" and "help adapation" for more details) - leveling your character is now much harder than it was pre-pwipe - training abilities beyond 100% now uses a "cost-benefit" model -- see "help training beyond 100%" for more details. - items no longer have any level requirements - there have been dozens of minor tweaks (increased page length to 300 lines, output for botchecks, output from the "donations" command is more intuitive, etc.). - donation stones are automatically reinstated and doubled upon login - donation platinum are automatically logged and will be automatically reinstated one year from today - ranks are calculated, but no affect bonuses are currently being distributed; we will re-enable this code in 3-6 months - donations received after the pwipe (even within the July 25 timeline) will receive double stones but only normal platinum.
Update 7/3/2014: - Update on Nodeka player wipe date: The Nodeka player wipe is now scheduled to occur between Saturday and Sunday on July 12-13. However, we will continue to honor double donations through July 25 (see "help player wipe") even after the player wipe.
Update 6/28/2014: - Nodeka Player Wipe (July 25, 2014): July 2014 will mark the 15th anniversary of Nodeka. To celebrate this milestone, we will be "rebooting" Nodeka by performing our first ever player wipe. This means everyone will start fresh and anew. For more details, see "help player wipe."
Update 6/21/2014: - Nim has been modified to provide footads with a slight chance of being awarded a random salvage item per successful nim. Note: - Nim can yield salvage from *any* mob. - The greater the footpad's training over 100%, the more likely he or she will be rewarded salvage. - Salvage lifetimes are tripled for nim (to offset penalties from thieves' binding).
Update 6/16/2014: - The following areas have been modified: - The Belkan Tundra, Amras Calanor Ocean Ramnant, and Storm Haven have had their mob density increased. - Storm Haven has been specifically altered in density to provide better utilization for the San'vestra quest. - Fortress of the Bule has had its density slightly buffed with considerable density improvements in the locked sections. - Bavriis Mhalos has had a slight increase in mob density. - Ancient Barrows and Aragnarack Mines have had substantial density increases along with color added to their map. - All of the above areas have had their gold/xp adjusted to varying degrees. - More area updates are planned, including some new and unique areas.
Update 6/1/2014: - Mystical fading now has a significantly longer prevention time, however, it is also now trainable beyond 100%, which can be used to both significantly increase the amount of time affects are drained (notably more than what was previously possible) and to reduce some of the added prevention time. Note: wisdom used to play a large role in the duration drained from the target's affects. Now, however, wisdom's affect has been muted to some degree and training beyond 100% is the primary influence of the drained affects. - Fervent war cry now has a longer base prevention time, however, it is also now trainable beyond 100%, which can be used to both increase the duration time for combat lock and decrease the time of the base prevention.
Update 5/26/2014: - Aegol-defender now has two new abilities: east amelioration and west amelioration. Note: Unlike most skills that can be triggered directly by typing their name, when attempting to use east or west amelioration, you must indicate that you are attempting to use a skill by using the "skill" command. In other words, type: "skill east amelioration" or "skill west amelioration" to use these skills.
Update 5/24/2014: - Ataelos of method now has two new abilities: method of anti disarm, left and method of anti disarm, right. See the corresponding help files for more information. - Memorial Day Special: Any donations made through 5/26/2014 midnight PST we receive double sun stones and marbles!
Update 5/9/2014: - Way of the bear and way of the panther now have benefits for 100% training.
Update 4/16/2014: - Nim now has increased gold and exp bonuses based on the number of times the footpad has augmented (including secondary and tertiary tiers). - Creed of the gods volition is now a basic spiritual prevention ability. - Combat instinct now costs +12,000 endurance to use and is a major remort only ability.
Update 4/13/2014: - Augments for demigod and ascendant now increase the maximum experience cap per kill. Please see "help augment" for more details.
Update 4/11/2014: - Rite of sundering is now a basic rite prevention ability, while rite of virility is an intermediate one.
Update 3/16/2014: - New mist warrior spell: esquiva. - New characters are now silenced again, but now for only two minutes after creation, instead of 30. We believe this is a fair balance of allowing new players to talk almost immediately after creation, while also ensuring the greater playerbase isn't hit by spam attacks.
Update 3/14/2014: - Scrounger gnomes can now be purchased for clan halls for 40 sun stones per gnome. See "help clan hall" for more details.
Update 3/12/2014: - Bug fix: allows subclass-specific equipment to now be used by characters who are that subclass but in their secondary or terierary subclasses. Previously, it only allowed such equipment to be used by characters who meant the subclass requirement in their primary subclass.
Update 3/11/2014: - Super unique week has ended! Thanks for playing! - New characters are no longer silenced for 30 minutes. Guards and mentors please be vigilant and help ensure that by relaxing this restriction the rest of the player base isn't unnecessarily spammed.
Update 2/28/2014: - Super unique week has begun! Happy hunting!
Update 2/15/2014: - New skill for stone-guards: aikido.
Update 2/14/2014: - Both throw and telekinetic projection now have benefits for beyond 100% training. And they are sort of bad ass. - Class adaptation (class change) no longer drains any of your practices. This is a significant change from it previously costing 10% of your practices for skills not in your new class.
Update 2/9/2014: - We will run super unique week(s) starting March 1! In addition, starting from today (2/9/2014) through the end of super unique week(s), we will be giving 3x the normal infuscated marbles for all donations. - Fixed minor website bug that manifested moving to the new Nodeka server.
2013
[Show/hide]
Total updates: 31
Update 12/19/2013: - Update: Nodeka will go down on December 26 around 9:00am PST and is currently scheduled to be back online on December 30 around 2:00pm PST. The Nodeka Staff
Update 10/10/2013: - A crash bug due to memory corruption has been fixed. This does not mean Nodeka has been restabilized. Instead, players should continue to play with caution as we work through all potential memory corruption bugs that are only surfacing now.
Update 10/7/2013: - Server update: We now have debug information working for Nodeka, which will substantially improve our chances at fixing the crash bug we are experiencing. Please note that up until now we did not have this debug information available, therefore the crash bug we have been experiencing will occur __at least__ once more before we can begin to try to fix it. Thanks for your patience; we will eventually restabilize Nodeka. However, until you hear from Nijlo directly stating we've reached such a point, expect intermittent crashes while we fix the latent memory bugs that are only now surfacing. We suspect stability will remain compromised for at least the next several weeks. We apologize for this inconvenience.
Update 10/6/2013: - We have upgraded to a new server and a new OS. Unfortunately, both new hardware and new operating systems can change memory layouts for programs thereby exposing latent bugs in the software. Because of this, you should expect that stability of Nodeka will be drastically reduced for at least the next several weeks while we fix these latent bugs as they arise.
Update 10/1/2013: - Due to an OS-level system failure that impacted the disk controller on the Nodeka server, the following character files have been corrupted and restored to the last player file backup date of 9/29/2013: Grim, Haran, Kassadin, Leben, Maestorm, Meier, Meto, Mujaffa, Nibiru, Poppy, Richter Although the rollback to the above player files is only two days, we realize that this rollback could have a dramatic impact on you given that the failure occurred during super unique week. As such, we will take the following measures to ensure a happy player base: 1. Each of the above players should email Nijlo directly (nijlo@nodeka.com) with a compiled list of loss (items, experience, stats, etc.). Not only will we reimburse you for all of your loss, we will give each player a healthy compensation package for time spent compiling your losses. 2. We will continue running super unique week until at least October 6.
Update 9/13/2013: - Due to multiple requests, we will continue giving double sun stones and infuscated marbles on all donations through the end of super unique week. - Super unique week has begun! It will last until at least 9/21!
Update 8/20/2013: - Antei of hakanai shouten is now an advanced antei prevention ability. It has been changed so it no longer overlaps in prevention type with whispering wind antei. - Likewise, antei of formation is now a disciplined antei prevention ability. It has been changed so it no longer overlaps in prevention type with antei of the clouded mind.
Update 8/18/2013: - Circle of bane now costs more to use and has benefits for beyond 100% training. It is possible that we have made this spell a bit too powerful with beyond 100% training. If we find this to be the case after seeing it in play for a few weeks/months, it may be toned. - Whispering wind antei now has benefits for beyond 100% training.
Update 8/17/2013: - Thelgarron's fusing now has benefits for beyond 100% training.
Update 8/16/2013: - Regional deception now has benefits for beyond 100% training.
Update 8/13/2013: - The convert command options have changed: Option 10 now transforms 50 gems to 1 sun stone. Option 11 (new) transforms 150 gems to 1 infuscated marble.
Update 8/12/2013: - All donations made between August 12 - September 4 will receive double sun stones and double infuscated marbles!
Update 6/9/2013: - New spell for major remort druids: luck of salvage. Much like hunter's insight, we may make minor to major tweaks to this spell over the course of the next few weeks.
Update 6/7/2013: - New spell for major remort hunters: hunter's insight. Note I: This spell has the potential to be quite powerful in the long haul. Therefore, we will be monitoring its behavior over the next couple of months. We may make minor or major tweaks to it as needed. Note II: There will be at least one follow-up ability for one or two of the hunter subclasses that will be similar to hunter's insight. However, it will be more refined and more powerful.
Update 5/27/2013: - Important change: All NPCs now have the chance to drop salvage.
Update 4/21/2013: - Tempalus now has benefits for beyond 100% training.
Update 3/29/2013: - Antei of the clouded mind now has benefits for beyond 100% training. This ability also now has a hidden power that isn't unveiled until significant training has been achieved.
Update 3/26/2013: - Keiiken now has benefits for beyond 100% training.
Update 3/24/2013: - Super Unique Week has come to an end! Thank you all for participating. We hope you had great success!
Update 3/1/2013: - Super Unique Week (SUW) has begun! It will last until at least March 8, and possibly up to one extra week as a special bonus.
Update 2/24/2013: - All of the red robes spells now have benefits beyond 100% training.
Update 2/19/2013: - PK data no longer contributes to a player's overall rank value.
Update 2/6/2013: - Meijin's blindfold now has reduced time to live and reduced prevention time.
Update 1/28/2013: - New tloh-monk spells: the eleven and the thirteen.
Update 1/27/2013: - New monk of the mystic spell: arcane speed.
Update 1/26/2013: - New stone-guard spell: stone matter.
Update 1/20/2013: - New spell for monks: monk's fortification. This spell gives monks a much needed boost in their +dam and +hit. Monk's fortification improves as the monk remorts and trains beyond 100% mastery. - NPC followers can no longer use temple touch, nor can they use monk's fortification.
Update 1/14/2013: - Mercurial spirit-lightning prevention time has been increased by 25 seconds. - Crystalline wind prevention time has been increased by 15 seconds. - Holy hammer prevention time has been increased by 15 seconds.
Update 1/13/2013: - Fire-goddesses now possess the skill fire inspiration.
Update 1/12/2013: - The call to Nahfiotos has been toned in several ways.
Update 1/7/2013: - Donations will receive double sun stones and double infuscated marbles for the months of January and February. Beginning March 1, we will run our annual Super Unique Week! For those of you who have already donated for the month of January, you have two options: 1. We can reset your donations for the month, so you can redonate to receive double sun stones / infuscated marbles. 2. We can apply double sun stones / infuscated marbles to your existing monthly donations. Email Nijlo at nijlo@nodeka.com regarding your preference.
2012
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Total updates: 44
Update 12/23/2012: - Calling the red blade now has benefits beyond 100% training and costs significantly more endurance to use. - Clashing taktikos now has benefits beyond 100% training, some hidden benefits, and costs a bit more endurance than before.
Update 12/9/2012: - Furorem of one and furorem of two now have benefits for beyond 100% training.
Update 12/8/2012: - Blue invocation is now far more powerful when heavily trained beyond 100%. (Note, it might currently be *too* powerful, so there might be a minor tone to it in the near future.)
Update 11/26/2012: - Quickblade now has several benefits for beyond 100% training and it uses the user's dexterity and agility to lower the total prevention time. The quickblade help file has been updated to reflect these changes.
Update 11/24/2012: - Wings of Ontonai is now an intermediate radiance prevention ability. All other radiance prevention abilities are now "basic radiance prevention" abilities (and their respective help files have been updated). - Racial shields now drain 10% of total damage to spirit or mana and reduce the total damage of the attack by 25%. - See "help affect racial mana shield" for more details - See "help affect racial spirit shield" for more details - Rank affects now last between 10-45 minutes. - To encourage more item selling to NPCs, Kyobushi's repop time has been drastically reduced.
Update 11/22/2012: - Happy Thanksgiving! - The sell command has been changed. Below is a short summary. Please see "help sell" for more details. - 500,000 is the new maximum selling amount. - Selling rates are calculated on a slope that gradually increases in direct relation to the seller's intellect and wisdom. - Halwen fire now has benefits for beyond 100% training.
Update 11/21/2012: - Divinity now has benefits for beyond 100% training.
Update 11/19/2012: - The following changes have been made to the jadior race: - they no longer suffer a natural resist penalty. - they have lost their improved celestial ray. - they have received a slight increase in +dam. - they now have two light blasts attacks.
Update 11/18/2012: - Mana shield and spirit shield can now be toggled on and off. See "help toggle mana shield", "help toggle spirit shield" and type "toggle". By default, mana and spirit shield are toggled on.
Update 11/16/2012: - Leadership experience is now limited to one bonus per battle.
Update 11/15/2012: - PCs now gain leadership experience when their NPC followers gain experience in combat (whether they are present or not).
Update 11/14/2012: - Bandit tactic of enmeshing now restricts the target's movement in a new way: anti-recall. Bandit tactic of enmeshing is now also influenced by training it beyond 100%. The anti-recall time of bandit tactic of enmeshing is significantly greater than blindsided machination. - Blindsided machination is notably more powerful regarding its anti-recall affects. In addition, the anti-recall duration is increased by the attacker's dexterity. - Unenhance is back in a new form (see 'help unenhance'). - Unenhance only decreases pools (health, mana, endurance or spirit) - Currently, a pool cannot be unenhanced below 5,000.
Update 11/11/2012: - New meijin joufu spell: Meijin's blindfold
Update 10/27/2012: - Fixed some internal code stability (crash bug and illegal memory reads). - Bless now has slightly improved benefits.
Update 10/20/2012: - Bless has been fixed; it now scales properly for beyond 100% mastery. - A new version of UMC, a MUD client written specifically for Nodeka, is now available: https://sites.google.com/site/umcnodeka/download UMC v1.22.2 - One-click voting (patent pending) and timed reminder! UMC Crafting Plugin v2.1 - Recipes now contain alteration gemstone combinations. - Updated filters with the ability to filter on components requiring tech points. - Major rewrite for more efficient scrap/component handling where the plugin now tracks container inventory.
Update 9/3/2012: - The following nojohr prevention abilities now fall on different preventions: - unilateral front-sided parry, parry of symmetry, nojohr fate, the benefactor judgement, warrior's magical study, warrior's study, and encircling ambience - The following ninja prevention abilities now fall on different preventions: - joufu's reflection and clouded spirit-shift - The following necromancer prevention abilities now fall on different preventions: - black magic of prolonging, first act of malice, and blood-magic
Update 9/2/2012: - The following tholec prevention abilities now fall on different preventions: - tholec's return, tholec's perception, the oe continuum of thunder, and the tih continuum of thunder
Update 8/26/2012: - The following monk prevention abilities now fall on different preventions: - directed guidance and guarding circle
Update 8/25/2012: - The following fallad prevention abilities now fall on different preventions: - venerated disgrace and light order, continuous healing
Update 8/11/2012: - The following footpad prevention abilities now fall on different preventions: - concentration of killing, hand of the thieves guild, the shadow's recoil, and blackening of the thieves guild
Update 8/5/2012: - The following sorcerer prevention abilities now fall on different preventions: - planar combat control, inharmonic-helix, crystalline wind, and blue invocation
Update 8/4/2012: - The following poliir prevention abilities now fall on different preventions: - the hermetic shield, guardian's quickness, guardian's unwavering eye and solar-flame - The following barbarian prevention abilities now fall on different preventions: - zerk ferocity and reserved anger
Update 7/29/2012: - The following healer prevention abilities now fall on different preventions: - lesser extolment, extol, warring seraph, light order restoration, augmented divine healing
Update 7/28/2012: - The following warlock prevention abilities now fall on different preventions: - quiet trident, spatha of vylryvn, aspect of the seer - The following wizard prevention abilities now fall on different preventions: - circle of hale rejuvenation and deft link of thatois
Update 7/22/2012: - The following abilities, which are from subclasses of the same base class are now on different preventions. The reason for this change is to make multi-classing more appealing. - Marauders: call to Nahfiotos and silver inferno - Monk: archway of entrance and strike of the black arts - Paladin: halwen fire and wings of Ontonai - Valkyrie: forgetful fire, calling the red blade, bringing of the staff (note: calling the red blade and bringing of the staff are intentionally on different preventions now, to see how that impacts valkyries.) - Witch: mercurial spirit-lightning, waters of enfeeblement, wilting of the occult We realize the above changes are not complete with regard to all subclasses that have abilities with overlapping preventions. We will continue to move such abilities to different preventions in the coming days and weeks.
Update 7/21/2012: - The spell infravision has been replaced by efficacy of the phantasm.
Update 7/15/2012: - Fireball has been slightly improved for over 100% training.
Update 7/10/2012: - Fireball is now more powerful for over 100% training. - Fire-goddess now receives the spell fireball.
Update 7/7/2012: - The valkyrie major remorts, furied aylakia and bladed virago, now possess the skill enhanced damage.
Update 7/4/2012: - Valkyrie's agility now has benefits for over 100% training. - Okaeli's wolf is now more powerful. - Beckoning of the wolf is now more powerful for over 100% training.
Update 6/29/2012: - Elemental malediction is now more powerful for over 100% training.
Update 5/20/2012: - Entwined defense has been slightly changed and made trainable beyond 100%. For those of you with int + wis greater than 600 or wil greater than 300 you may see a slight decline in its power trained at 100%. However, that will change beyond 100% training.
Update 5/18/2012: - Summoning of the grey has been substantially improved and has benefits for training over 100%. - Haste now correctly shows that it has benefits for training beyond 100%.
Update 5/5/2012: - Fenrir has updated Beehive Base with new aggressive mobs.
Update 5/4/2012: - Fixed crash bug (and another one with a similar signature).
Update 4/11/2012: - The ability earthened skin has been revamped and made notably more powerful. Because of this, it is now a prevention ability. In addition, it also has benefits beyond 100% training. The mana and spirit required to use it has also gone up significantly due to its increase in power. This change benefits both sorcerers and druids.
Update 4/6/2012: - Illusionary displacement now improves for training beyond 100%. Because this ability's affects can essentially be kept up permanently, and be used on others, we had to be careful to not let it become overpowered. Please keep this in mind as you progress in your training beyond 100%.
Update 3/1/2012: - Fixed bug with shooting skills when they have reached their maximum skill value.
Update 2/20/2012: - Battle learning's prevention time has been doubled.
Update 2/14/2012: - Super Unique Week has ended. We hope you enjoyed it!
Update 2/1/2012: - Super Unique Week has begun! It will last until at least February 9. Good luck!
Update 1/14/2012: - Super Unique Week will begin February 1 and last through at least February 9. Stock up on those infuscated marbles now while you can get double for your donations! - Ataghan of inheritance's benefits above 100% training have been slightly improved. - Dark protection now has unique benefits for over 100% training.
Update 1/6/2012: - Wings of the dragon now has benefits for beyond 100% training.
2011
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Total updates: 13
Update 12/28/2011: - Sun stones and infuscated marbles will be doubled for all donations from January 1 - 31, 2012. - As a special holiday bonus, any donations from 12/28 - 12/31, 2011, will also receive double sun stones and infuscated marbles! Thanks for playing and happy holidays!
Update 12/23/2011: - Blindsided machination has benefits for training beyond 100%. In fact, the benefits are so good, they may need to be toned after some experimentation. With that said, watch out for those footpads who are highly trained in blindsided machination, for the time being, they are deadly.
Update 12/22/2011: - Quickbolt - oe naj'k has slightly better benefits for over 100% training. - Bolted lightning now has benefits for training beyond 100%. - Star of the green flame now has benefits for training beyond 100%.
Update 12/21/2011: - Vtshinnes frenzy now has benefits for training beyond 100%. - Ataghan of inheritance now has benefits for training beyond 100%. - The flame channel is now open to any and all types of language, except the following: - there shall be no racial slurs - there shall be no sexist comments - there shall be no sexual orientation harassment Aside from these three restrictions, players may use any kind of language they choose on the flame channel. The rules for all other channels are not affected by this rule change. The Nodeka rules have been updated to reflect this change.
Update 10/2/2011: - Havoc has been toned. It has a reduced +hit bonus when used against players as compared to when it is used against NPCs. Furthermore, the decrease in endurance drain in relation to above 100% training has been reduced. Lastly, while a player that trains havoc over 100% still receives a reduction in the likelihood of them being hit, as compared to those who do not train over 100%, this reduction never reduces the hit % below 150%. This means that a player using havoc will always be at least 150% more likely to be hit than if they were not using havoc at all, no matter how well trained they are in havoc. Keep in mind, havoc is still quite powerful. The tones to insanity and berserk were done before toning havoc so we would ensure havoc was not toned too severely. Havoc still has an edge over berserk and insanity, albeit, a reduced edge. - Charge has been toned. It now lags longer and has a notably longer prevention time. - Insanity and berserk have been toned. They now have reduced +hit bonus when used against players as compared to when they are used against NPCs. Furthermore, when a player goes berserk or insane, they are now more likely to be hit.
Update 9/18/2011: - Nim has been revamped in the following ways. 1. Successful nims result in more exp for all players and more gold for major remorts and those who have beyond 100% training. 2. Lag for more than $50,000 nims has been reduced. 3. The experience cap for nim has been raised. This change may be followed by some "settling" tweaks that will increase or decrease the current change to make it reasonable when compared to other characters of different class with relatively equal power.
Update 7/25/2011: - Double sun stones for August! All donations that are made from August 1 - 31 will receive double sun stones (80 max per character for the month of August).
Update 6/28/2011: - Schematics (huge new feature!) are finally LIVE on Nodeka. New rewards utilizing this feature are on their way! - Introduced several mortal items and one major remort item which can be constructed by schematics. - Some systems which were implemented long ago, but not visible to players (runed gear, attunements), are represented in these sample schematics. - Some new secret content introduced to support these sample schematics. No hints - discovery is up to you. =) Much of this content will link into future rewards as well. - Shadow-string bows are now correctly unsavable.
Update 4/6/2011: - Fixed a bug in nojohr's lightning choice: shielding.
Update 4/5/2011: - Nojohr's combat choice has been redesigned. - [[[Nojohr's lightning choice]] has been redesigned. - Instrumentation of riposte improves beyond 100% mastery.
Update 3/28/2011: - Static charge is now free, and may replenish mana/spirit. - Devil's siphon gains power versus heavily damaged targets. - Some abilities which were hard-capped on damage will now improve at diminishing rates instead. - Fixed a bug in which abilities gained from secondary and tertiary classes sometimes weren't shown in practices. - Fixed a very rare crash bug related to inscriptions.
Update 2/2/2011: - Players may now choose to erase only those inscriptions linked to a specified ability. - Players may now erase ciphers without erasing any other inscriptions. - See the 'inscriptions clear' command for more information.
Update 1/7/2011: - Players are now directly rewarded for superior performance during warlock elimination missions (during city Invasions). - Clan hall linking can no longer be done while flagged for pk. - Internal updates to support the pending spoils of war system.
2010
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Total updates: 35
Update 11/12/2010: - The pvp reward system is now much more sophisticated in how it compares power levels and grants merit. - Reduced the chance of gaining off-class pools for pvp. - Fixed a rare bug where pvp gains could display the wrong pool name. Thanks Jilpora, Thraka! - Reminder: Visit the Sixth Sense blog (nodeka.blogspot.com) for more in-depth information on each new MotD update!
Update 10/25/2010: - 'Help rules' has been updated (rule #14 added). - IMPORTANT! Nodeka now offers pvp-based character advancement. See 'help player combat' for more information. - Tweaked mastery benefits for: armor, greater armor, bless.
Update 10/1/2010: - The class/skills command now identifies which abilities gain benefits from training beyond 100%. - Improved cinderskein's feedback; also buffed it slightly. - Small bugfix to vicious fist mastery beyond 100%. - Various helpfile fixes - thanks Vehorrak, Dager, Iblis!
Update 9/10/2010: - In an attempt to streamline Nodeka's MotDs and make the news easier to read, I will be keeping the actual changelist very brief from now on - no more big paragraphs. Each time the MotD is updated, I will post an entry on the Sixth Sense blog (nodeka.blogspot.com) discussing the new changes in greater detail, starting with today's news. =) - Sweet new sorcerer spell: cinderskein. - The range of the 'target' command is now based on learn curve. - The 'colossal smiting' attack is now slightly less accurate. - Increased the hand attack bonus from vicious fist mastery. - "Radius" multiple-target attacks (such as solar-flame and quickblade) will now work much more reliably.
Update 8/19/2010: - Mejath quests which asked the player to identify prevention abilities have been updated with all current skills/spells.
Update 8/13/2010: - Nojohr updates: - New mortal nojohr skill: war-strike. - New minor remort nojohr spell: galvanize. - Warrior's study and warrior's magical study have been altered. In order to learn an ability, the user now needs to find a player or NPC who possesses that ability (being in the same room is sufficient). - Slightly improved and randomized the defensive benefit of cleave mastery beyond 100%. - Eruptive stigma's duration has been increased. - A message is now displayed whenever an open wound is inflicted or increased. - Exchanged the continuous healing percentages for the gargoyle and black drake lineages. Increased troll vulnerability. - Improved the extrinsic elucidation: xt inscription (new passive effect, buffed the empowered effect). - Various fixes to key mobs across the realm (flagging them unattackable or uncharmable).
Update 8/2/2010: - Some fixes and other cleanup to the aura helpfiles (help oe aura, etc.) Thanks for the various reports!
Update 7/30/2010: - Fixed a bug where, when an inscribed ability's empowered version was activated, the player's aura would disappear instead of shifting and refreshing. - New item bonus has been implemented: runes. If an item possesses any runes, they will be visible when identifying it. - Runes grant easier access to auras. - Runes also improve that aura's special enhancement. - Your total accumulated runes are visible in your inscription list. - Example: you obtain an amulet that bears a rune of +0.5 znv. Wearing this amulet would make it easier for you to raise a znv aura using 'empower znv'. It would also increase the percentage of the cryptic shrouding effect which is granted whenever you are within a znv aura. - Items may now be "attuned" to a specific player or NPC. (Such an item may only be equipped by the entity to whom it is attuned.) An attuned item's owner will be shown when examining or identifying the item. - New command: reattune. Note that some items cannot be reattuned by players (although NPCs may be able to help in some cases).
Update 7/26/2010: - Invasion update: increased the window of time for completing a golem mission by one minute. (This gives you extra time to ensure the golem is safe and out of combat.)
Update 7/25/2010: - Empowered auras have been strongly revamped. - Having any aura active automatically grants a bonus to combat. - Each different aura provides a unique secondary enhancement as well. - These secondary enhancements are at a low percentage, unless you possess at least one inscription of that aura type. Each inscription you possess increases the percentage of the matching aura's enhancements. - These enhancements are intentionally mysterious, and are subject to further balancing. - New mist warrior skill: lesser evasion. - Natural attunement may now be used from any position, including in combat. - The reduction in teleport lag granted by the 'visit: zmo' and 'transient alteration: zmo' inscriptions has been improved. - Comatose group members will no longer grant any heroic grouping experience bonuses. - The morality/immorality regeneration bonuses are now multiplicative, rather than additive. - Life nova and unearthly rapture no longer have "locked" prevention times. (Their preventions can now be altered by effects such as time-walker.) - Fixed a bug which prevented players from advancing their second cipher beyond tier 1.
Update 7/11/2010: - "Help botting" and the botting section of "help rules" has been updated. Remember, ANY use of your character while you are not at the keyboard is botting, and is punishable at the staff's discretion.
Update 7/7/2010: - The two highest accolades for Invasion participants (Sentinel of the Stone City and Ru'shaelod) now grant a reduction in the cost of submitting requisitions to Margrave Krijjkar. - Shriveled ogre invaders can no longer inflict their withering curse while in combat. - Mesmeric ogre invaders will no longer cast their maze-entrapment spell on players in safe rooms. - Mesmeric ogre invaders have developed a new repulsion spell. - Following one of Tyf's golems during an invasion will now cause that golem to group you, if you have a rune of heroism active. (You will not be allowed to see the golem's pools in your group list, but you will be able to use group-based abilities and rescue on it.) - When Shaker sends a player into the thunderheads for a warlock assault, he will now bestow a temporary spell of protection from real-death (to avoid situations in which a player might be unable to retrieve her corpse). - Fixed a bug in which a player's total rank would not be increased for mastery beyond 100% in secondary and tertiary subclass abilities. - Removed the "sylphan" keyword from geskos.
Update 7/6/2010: - Invasion accolades are now available for purchase from Krijjkar! (The spoils of war system, which provides a chance for special rare loot based on your accolades, is still in the process of being implemented.) - The bonuses on requisition gear have been improved slightly. (Any requisition gear purchased before this update will have its bonuses improved the next time you log in.) - Requisition gear now costs less faction to obtain. - Fixed a bug which allowed players to access requisition gear slots which they did not possess enough accolades to unlock. - Improved a number of general help files to be more informative for new players.
Update 7/2/2010: - Players may now purchase requisition gear with their Ruushi faction! See 'help invasion requisition' for details. - Requisition gear is available for both mortals and remorts. - When Ruushi is well-defended, trade routes open up which allow for better material access. Thus, better scores in the Invasion events will allow players to obtain better requisition gear. - Requisition gear lasts 3 weeks. Stats may be tweaked over time. - Fixed a bug where superb crafted items were erroneously getting an extra stat boost (they were being treated as suffixed items, which get a bonus boost to their stat curve). Slightly adjusted the overall stat curve for crafted items. - Warlocks now have extrinsic elucidation. - Added some powerful new menu AI functionality so that we can bring you better quest menus with less coding time. =) More content incoming, watch your heads!
Update 6/29/2010: - Internal updates to prep the upcoming newbie area revamp.
Update 6/14/2010: - Weave of balance now has a reduced duration/prevention time. - The open wound output now indicates how much health is being lost per second. - Slightly modified the open wound calculations. (Dexterity and +hit are now more effective in their respective roles). Update 5/20/2010: - Cathiana's guidance has had its effects improved. Its command name is now "cathiana's guidance" rather than "cathianas guidance" (added the apostrophe). - Reserved anger now operates on shorter duration and prevention times. In addition, it now restores endurance to the barbarian upon use.
Update 4/4/2010: - For the first time ever, we're running triple sun stones for the month of April. Now that we have the ascension system in place, we want to encourage people to explore the ascension options. As such, any donation you make for the month of April will receive three times the normal sun stones. For example, if you donate $100, you'll get 30 sun stones. If you donation $200, you'll get 60 sun stones. If you donate $400, you'll get 120 sun stones. This is the first time we've run a triple sun stone month in the 10 years of Nodeka and it might be the only time we ever do. As such, we encourage you to take advantage of it while it lasts!
Update 3/30/2010: - The following characters were affected by the power outage: Grumman, Krunk, Seraphim, Sixx, Solifugid, Sutire, Syveril, Ta-lar, Tamrik, Telad, Tiima, Telad, Zolo. With the exception of Tiima (a new character), all corrupted pfiles have been restored to the last backup date of 3/28/2010. Nijlo will be compensating those characters whose pfiles were corrupted. If your name is on the above list, please contact Nijlo on Nodeka and he will compensate you for your lost work from 3/28/2010 to the present. Tiima, please recreate your character and contact Nijlo on Nodeka and he will reset your stats and compensate you for your loss. Note: to those who would try to impersonate Tiima, we have looked at the IP log and know Tiima's IP address. So save yourself the effort.
Update 3/20/2010: - New option for player advancement beyond demigod: 'ascension'.
Update 3/16/2010: - Nodeka is back up and running! Please note that the old veteran IP address is no longer accessible - those of you who were connecting to Nodeka through the special veteran IP address will no longer be able to do so, and should now use the primary IP address. The veteran IP address existed for the purpose of providing players with a faster connection; however, we have quadrupled the available network bandwidth, and so we will no longer need a second connection for that purpose. Thank you! - Anti-recall effects now work properly in combat. - Several inscriptions and ciphers have had their effects improved: armor: loj, yikwon hand form: bal, ogrish malison, magi's remembrance, cyclopean riddle. - Invasion updates and bugfixes: - Fixed a bug in spawning which caused hunchbacks and half-ogres to spawn far too slowly, and ogre lords to spawn too quickly. - The golem mission no longer requires you to be in the same room as the golem - it will now complete as long as you are in the same area. - Ogre lords have less hp. - Fixed a design issue in which killing invaders of a higher tier could sometimes cause that tier to start spawning, even if there were no defenders of that tier.
Update 3/11/2010: - Important outage note - Nodeka will be down on Tuesday, March 16 due to hardware relocation. We do not anticipate a very long outage, although we have no definite duration available at this time. Thanks for your patience!
Update 3/4/2010: - IMPORTANT: If you have not participated in the Ruushi Invasion event for a few weeks, your previously earned faction may fade permanently in the next couple of days! (Faction earned before this message has a duration of 4 weeks before it disappears.) In order to retain your previously earned faction, you must earn at least 1 faction point before 28 days has elapsed since your last faction gain. From this point on, new faction gains will refresh your faction duration for a much longer period (2 years). - The Ruushi lookout has been added to the watchtower above the temple. He can provide status reports on a current Invasion in progress, and a battle summary for a recently completed Invasion.
Update 3/2/2010: - The first wave of inscriptions and ciphers is now available to all inhabitants of Nodeka! Any player may purchase these upgrades to customize their character's abilities. - Krijjkar, who resides above Ruushi near Vai-shan, will sell inscriptions to players in exchange for faction points earned in Ruushi invasions. - Before you purchase anything, make sure that you read 'help inscriptions' and all related helpfiles thoroughly. - Krijjkar will develop more inscriptions soon (as well as other rewards to purchase with faction) - keep this in mind when deciding whether or not you want to invest in an inscription right away. - Druid changes: - Rite of virility has been redesigned, and no longer provides unreasonable amounts of +hit/+dam. - Wild calling's prevention is less harsh outside of havens. - Fallad changes: - Holy hammer deals slightly less damage when improved via the relevant canon. (Base damage is unaffected.) - Guided canon of mending's healing has been improved, and its prevention has been reduced.
Update 2/27/2010: - Double gold week has now ended. - Various internal Invasion fixes.
Update 2/10/2010: - Super unique week has ended! Double gold week has begun!
Update 2/7/2010: - The following commands now accept multiple arguments: 'kill', 'target', and various hunting skills. For example, you can now specifically attack a red dragon by typing 'kill red dragon'. - Open wounds now cause their hp loss more quickly. - Fixed a bug which allowed pets to use skills which were available to NPCs but disabled for pets. (Spells were not affected.) Certain pet-disallowed skills have been enabled to minimize the impact of this fix. - Recent Invasion balance/content changes: - Slightly increased the rank required before a player 'graduates' from half-ogres to rockbiters. - Jailwatch ogres now load keys far more frequently. They also now load some gear, such as rucksacks. - Shriveled ogres are less common. - Howling/sulfurous ogres will no longer load on the initial invasion wave. (Otherwise, they would grow unchecked if there were no defenders in a tier to eliminate them.)
Update 2/3/2010: - New poliir skill: sheltering steel. - Major balance passes on the revamped Invasion are now complete. The Invasion is now on a fully automatic cycle. Special rewards will be coming shortly. =)
Update 1/28/2010: - Greatly expanded the 'help ruushi invasion' files. Added to and clarified some of the details in 'help wound mechanics'. - The Invasion event continues to undergo balancing, and will be disabled and re-enabled periodically.
Update 1/27/2010: - The Ruushi Invasion revamp is finally live! The event has been upgraded big time. Make sure you approach it with a fresh eye, as many things have changed. A few caveats: - Certain aspects of the Invasion are more difficult than before - be careful. - The event will be undergoing fine-tuning for the next few days; various aspects may be slightly too difficult or too easy for the time being. Expect the Invasion to be down at times, as I may disable it while working on it. - The faction reward mob (Krijjkar) is not in the game yet. He will be introduced once the Invasion has been tuned properly. (That's where the first inscriptions will come from.) - Followers no longer share the NPC resistance to open wounds.
Update 1/24/2010: - Super unique week has begun a day early! Happy hunting! Super unique week will run until February 8.
Update 1/18/2010: - Silver inferno has been reduced in power, and it is no longer a subclass ability (it is available to all major remort marauders). It no longer avoids group members, and the buff is strongly dependent on the number of targets struck. - New firebrand ability: eruptive stigma. - Unearthly rapture can now absorb all attack types, even those that normally could not be counterattacked (big buff =)). - Jakaen fire, frost, and lightning immunities are now 50%. - Counterattacks now behave according to their damage types (they are now affected by vulnerabilities, resistances, etc.) - All healing effects are now affected by healing amplification. (Natural hp regeneration per tick is not a healing effect.) - Special room effects (such as trewans or monk exits) will no longer bar PKers from entering the room.
Update 1/14/2010: - Players now have a chance of wounding their target. A wounded target will slowly bleed a small percentage of their hit points over time while in combat. Leaving combat for a few seconds will allow a wounded player to automatically bind the wound. Wounding is tied strongly to dexterity and +hit, and characters who focus on accuracy over damage will inflict stronger wounds more reliably. It is more difficult to wound a target with a high constitution. For more info, see 'help wounding'. - Decree of guilt now increases the paladin's alignment with each target successfully smote. - Free movement has been improved. (It now allows the player to perform non-attack actions while impaired.) - Inscription points are now based solely on rank tiers. - Internal AI improvements for upcoming content.
Update 1/11/2010: - Sorcerer buff: shifted accuratus and shifted cognition are now on separate preventions. However, both of their prevention times have been increased by a slight amount. - Ice blade now gives gold + exp bonuses for sorcerers. - Super unique weeks will be run from January 25 - February 8.
Update 1/3/2010: - Fixed a crash bug. - Fixed a bug which causes followers that lose an empowered aura to expire.
2009
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Total updates: 53
Update 12/29/2009: - Three new commands: 'empower', 'inscription', and 'read'. More information and helpfiles will be revealed in days to come. Each command is fully functional, although the secrets of 'inscription' will remain obscured until the first set of inscribed scrolls appear in the Nodekian realm. - Logging out will no longer render affects/preventions immune to "fading" if they were originally fade-able. (This fix is not retroactive - it will only apply to affects/preventions which are newly created from this point on.)
Update 12/10/2009: - The following spells no longer affect players in safe rooms: silver inferno, waters of enfeeblement, quiet fog of lectokke, north wind.
Update 12/9/2009: - New mortal witch spell: profane litany. - Mortal witches no longer have magic arrow. Witches now receive several abilities at an earlier level than before, to aid in the levelling process.
Update 10/9/2009: - Divinity now grants dexterity. - Speed is now balanced against dexterity as follows: - Dexterity determines the number of "steady" speed-granted attacks you can make in one round. - Any speed-granted attacks which you make beyond your "steady" maximum will have their accuracy and damage degraded progressively. - Attacks other than those granted by speed (such as racials and °bonus attacks) are never degraded, and they never count towards your "steady" maximum. - Unsteadiness is only noticeable when your speed greatly exceeds your dexterity. Any given dexterity score always grants enough steady attacks for an equal speed score. - Some expansion to the renown system: - The base renown level is now 500 (see below). - Renown will not decay below this base level. (Being pkilled will drain your renown, however. See 'help renown'.) - If your renown is below the base level, it will slowly and automatically rise as long as you are adventuring outside of a safe room. - More functionality based on renown is being planned (for example, random events that only happen to renowned heroes). - You can no longer nim from mobs which are unattackable.
Update 9/23/2009: - The number of attacks granted by speed now follows a gradual distribution, rather than discrete breakpoints. The absolute scaling remains similar. This means that your attack frequency will slowly, smoothly increase as you gain speed. Speed points "between attacks" are no longer wasted. For more detailed discussion, visit the Sixth Sense development blog (nodeka.blogspot.com). - Crafted items with wood as their main component will now be correctly altered by the secondary component. This means that wood-based items can now access a MUCH wider variety of recipes than before. - Fixed a crafting bug which allowed the usage of incorrect materials for certain items. Thanks, Iron - your descriptive e-mail was a big help.
Update 8/31/2009: - Flanking bonuses now increase with dexterity. - Several big internal AI updates for upcoming content. - The 'consider' command has been improved. - Effectiveness of damage cap effects has been slightly improved. - Flanking has been updated; see the help file for specifics. The main changes include: - Flanking's bonus now has a cap. This cap is based on the relative offensive power between flanker and victim. (Stronger victim = higher flanking potential. Overall, flanking's potential has been reduced somewhat on targets with similar or lower offensive power.) - The flanked victim's +dam is now weighted more strongly than +hit in calculating the flanking severity.
Update 8/10/2009: - Updated rule #4 with a reference to 'help multi-play'. The rule itself remains unchanged; make sure you are familiar with it and understand that multi-playing is grounds for immediate deletion.
Update 8/7/2009: - New healer spell (all tiers): life nova. - Improved monk martial style stats. - Improved meditative healing's 'state of reflection' reduction. - Healing ecliptic pattern replaced with: convocation's mark. - New major remort druid skill: wild calling. - Slightly boosted the consistency of havoc/insanity's accuracy.
Update 8/5/2009: - New major remort daja spell: unearthly rapture. - Havoc and insanity now cause no lag to the barbarian if the skill is successful and the victim isn't one-rounded. - Quickbolt has been toned and revamped. - Soul egression now gains benefits beyond 100% mastery. - Lateral deterrence now affects most ranged attacks. Slightly reduced the percentages of most lateral deterrence sources; added lateral deterrence to the silver elf lineage.
Update 8/4/2009: - Attacking pets in the Citadel will no longer flag you. - Evasion's success is now reduced by the attacker's spellpower (maximum mana + maximum spirit). The rate of reduction is based on a comparison to the evader's spellpower. Thus, more spellpower is desirable to both evader and attacker. - Warlock weapons and transmutations are now usable in combat. - Fixed a bug with the spite-forged falx which severely reduced its chance to hit in some situations. - Windcoil is now an advanced hand form ability (does not interfere with decaying touch). Prevention time increased. - Decaying touch revamped (weaker, but grows over time). - These druid abilities have been improved and can now be used outside of combat: lunar vision, rock formation of the druid.
Update 8/1/2009: - One time "no practice loss" adaptation deadline has been reached; thus, this has been removed from the game. - Reminder - the one time "no practice loss" adaptation offer ends today, August 1st. I will leave it up until midnight PST. =) - Keiiken has been revamped into a sweet new prevention. - Tame now improves pet stats beyond 300%, but its overall scaling has been reduced. - The warlock wrinkle now gains additional charges based on intellect and constitution. - Improved the katar of subtle cruelty's critical chance. - Changed staff of the gate's prevention type to be easier to read at a glance (all base weapons read "item creation"). - Some changes to insanity and havoc: activation costs have been reduced; scaling slightly reduced (especially when stacking both skills together); failure rate sharply reduced. - Pets can no longer use sentinel dominance.
Update 7/30/2009: - Sentinel dominance now has cool new functionality. - Slightly improved warlock weapons in various ways. - Basic warlock weapons (ataghan, gate staff, and claymore) have been normalized. Their scaling has been reduced somewhat, but they are more consistent in both power and availability. - Wicked fidelity has been redesigned into a sweet warlock weapon alteration skill - see the helpfile for details. - Temporal gate of bending now has a fixed duration of 3 minutes. - Altered the "take a breather" plan of ruan strategy.
Update 7/29/2009: - New barbarian skill: bulwark. - Vicious fist now deals additional damage for each martial style active on the user. - Archer's competence has been improved and now scales with mastery beyond 100%. - Song of striking's scaling slightly improved. - Invasion defender medallions have been considerably improved. - Reign of spirit no longer stacks with itself. Update 7/28/2009: - The ruining song and song of striking have been revamped and now provide group benefits. - Prayer of the gods disfavor has been slightly revamped. - Winter storm of satio will now correctly inform its target when the rime frost debuff is applied. - Invading Vl'lakian lumberjacks are slightly weaker. - Invading Vl'lakian witch-doctors no longer have 'doctor' as a keyword.
Update 6/23/2009: - Monk stances have been revamped, and now fall under the common grouping of 'martial styles'. The revamped styles are: annulment stance, dragon stance, hao'tien stance, mantis stance See the new 'help martial styles' helpfile for information on the interaction between these skills, and each individual helpfile for specific changes. - Annulment stance is now a mortal skill. - Meditative healing now provides additional benefits, and now scales with mastery beyond 350% (up to 600%). - Sigil of the undead army now summons 3 followers instead of 8; these are balanced such that the spell's power remains fairly similar. The spell now scales beyond 100%, and with willpower. - Follower's corpses will now have a delayed decay time.
Update 6/17/2009: - New minor remort marauder skill: warp reality. - Stoicism is now cheaper, slightly more powerful at low to moderate mastery %s, and slightly less powerful at very high mastery %s. - Quickbolt - oe najk now has a reduced effect unless it is used within the druid's haven (in which case it retains full effect). - Windcoil's prevention is now halved within the druid's haven. - Winter storm of satio now has two modes of operation - the same damaging blasts at low satio, and an incapacitating function at high satio. See the help file for details. - More internal AI improvements for upcoming areas.
Update 6/12/2009: - Frenzy now gains benefits beyond 100% mastery. - The special abilities used by invasion bosses, slavers, and taskmasters are now more visible when activated. - Various internal AI improvements for upcoming areas. (See the Sixth Sense development blog at nodeka.blogspot.com to keep up on all the latest news!)
Update 6/8/2009: - It is no longer possible to "give all" or "give all." to a quest mob. (You can still use "give all.[item]" with quest mobs; for example, "give all.fragment jewel, stacy" still works.) - New remort druid spell: welkin ken. - Windcoil's progression has been altered. It no longer grants difficult to hit beyond 100%, but it now grants other benefits and will now scale beyond 300% (up to 600%). See the windcoil help file for more details. - The warlock wrinkle now deals physical and magical damage.
Update 6/6/2009: - Sweet new sorcerer spell (all tiers): magus war-shell. Shields up, captain!
Update 6/4/2009: - New druid spell (all tiers): druid's haven. - New druid skill (all tiers): earthen sending. - Druids no longer have circle of bane. See the Sixth Sense developer's blog (nodeka.blogspot.com) for discussion. - Tightened up Krijjkar's AI even more to be more accommodating of player error. (Proper item interaction with a quest mob is still the player's responsibility.) - Increased the chance of invasion boss spawns very slightly. - Increased the lateral defense of invasion bosses. - Increased the lifetime of the temporary invasion earring rewards slightly.
Update 6/2/2009: - New paladin spell (all tiers): decree of innocence. - Decree of guilt now grants +hit as well as +dam. - Elven guards (and green elves) very slightly reworked. They have lost their small amount of adaptive combat tactics, but have gained a fair amount of lateral deterrence. - The entire drow lineage has gained lateral deterrence.
Update 6/1/2009: - Important crash bugs fixed. - Invading warlocks now have reduced health and increased invisibility. - Tightened Krijjkar's platinum bar code to slightly reduce the chance of players "jumping the gun" and giving him a platinum bar too early. In every reported instance of a player "losing" his or her reward, it was due to that player giving Krijjkar the platinum bar before he asked for it. I've tightened the code so that it's more difficult to do so, but it is still possible. Players should remember NEVER to hand ANY quest mob an item until they specifically ask for it. - Some of the available mortal-level Ruushi invasion rewards have had their required level adjusted.
Update 5/30/2009: - The Invasion of Ruushi is active once more, with even more upgraded goodness: - The 'enhanced rune' now has even greater functionality, allowing its use on weaker targets as well as stronger ones. Talk to Christof for details. - You can now directly obtain an enhanced rune via 'answer enhance' - you no longer need to obtain a standard rune first (although that will still work, as well). - Turning in a major boss head will now have help alleviate city damage temporarily. - A few new invaders will arrive at certain times. Be aware - the invasion may be a little more dangerous than before for those participating. - The Vl'lakian bruisers have gone on permanent strike and will no longer be seen. - Infuriating runes should now work more reliably, especially in high-traffic and group situations. - Increased the discrete levels of city damage from four to five (see 'help ruushi invasion'). - Dynamic reinforcement code has been rewritten and is now much, much more intelligent. - Major improvements to AI speed, dialogue, and various quest mob commands (such as Christof's 'answer target'). - Many updates to 'help ruushi invasion' to reflect these upgrades.
Update 5/27/2009: - New 'help ruushi invasion' helpfile. - A scrounger mob has been added to Ruushi. However, whenever the city suffers [ moderate ] or worse damage, he flees the city and will not return until Ruushi's damage situation improves (via a more successful defense). Note that this scrounger gnome is activated via 'answer salvage', not 'follow'. (As will be the default with all future quest mobs, 'answer help' provides a command list from the gnome in case you forget.) (No, he won't flee in the middle of a salvage operation. =)) - The Vl'lakian Invasion event has been re-activated, with a number of improvements: - Major AI streamlining. - Use 'answer help' to get a command list from each NPC. (Many commands have changed.) ALL future quest mobs will respond to 'answer help'. - Uncommon-spawn giant invader bosses who will kick the crap out of Ruushi. - A new NPC (Krijjkar) who would like the heads of those bosses. =) - Dynamic reinforcement adjustment. Now, the type of reinforcements that arrive will alter its distribution if certain invader types are all "farmed out". - "Gating sickness" now prevents invaders from damaging Ruushi for a short period after their initial arrival, to give the defense time to assemble. - Numerous other performance enhancements and bug fixes. - Mobs and followers can no longer cleave.
Update 5/26/2009: - New periodic mini-event: the Vl'lakian Invasion. The ogre incursion is imminent, and the city of Ruushi is at stake... - Sentinels in Sigil Citadels are now REALLY no longer attackable. =) - Fixed a bug with blessing of the meek (incorrect value to beyond-100% bonus attack). - The contribution of non-health pools and player kills to overall rank has been reduced slightly. I'd like to keep it small, rather than make any drastic changes immediately; we will adjust it further if necessary in the future.
Update 5/22/2009: - Ascension of the templar now provides benefits beyond 100% mastery. - Sunray and moonray attacks (such as those from ascension of the templar and lunar vision) have had their damage cap changed into a diminishing cap. (This means that prior to the change, their base damage had a strict cap which could not be exceeded. This cap was set very low relative to current character levels. Now, these attacks will scale properly, but will scale more slowly past that damage cap.) - Sleight of hand-strike has had its partial damage cap changed into a diminishing cap. In addition, its scaling beyond 100% has been improved slightly and extended up to 600%. - Vicious fist, hurricane kick, and au-sem-mao now improve with mastery beyond 300% up to 600%. Scaling has been very slightly improved. - Sentinels in Sigil Citadels are no longer attackable (either directly or indirectly, such as with area attacks).
Update 5/21/2009: - Sigil Citadel team assignments are now rank-based. Moreover, you do not need to follow the Smokestone Arbiter to be assigned a team (it will happen automatically to everyone in the Sigil Cit), and once you are assigned a team you will be teleported to a specified room in your fortress where your team can group up if you wish. - Sigil Citadel rewards increased slightly. - Massive size is now a damage-cap effect. The massive size percentages on all races have been adjusted downwards (trolls have lost massive size, while black drakes and gargoyles have gained it). - New player toggle: 'alter attack types'. This is on by default. When it is toggled off, a player's hand/weapon attacks will NOT be altered by any attack alteration effects (such as fire-based attacks). (Thus, races with elemental attacks are no longer disadvantaged without recourse against skills such as celtic resilience and the jakaen immunities.) - Halwen fire attacks will no longer be suppressed by other attack alteration effects (such as fire-based attacks). - Monks now gain a bare-hand damage bonus with mastery points in vicious fist beyond 100%. - Witches now gain a gold/xp bonus from the fireball spell, but at a lower rate than sorcerers.
Update 5/20/2009: - We are starting a trial period that relaxes rule #10 for clan and group channels. So, starting today, rule #10 does not apply to clan and group channels. This means you are free to use whatever language you prefer on these channels. Keep in mind that rule #0 is still enforced on all channels. Please ensure that you are mindful of rule #0 at all times, even when trash talking amongst your friends on clan and group channels. We will be watching clan and group channels for violations and we will strictly enforce rule #0. At the end of our trial period, we will evaluate the change and decide if it will be made permanent. If we find that the relaxation of rule #10 for clan and group channels leads to discourtesy behavior on other channels, such as tells, gossip and say, we will revert it. Therefore, if you would really like to be able to use non-PG-13 language on clan and group channels, we strongly encourage that you use this opportunity to demonstrate you can separate group/clan channel usage from other channels. By doing this, it'll demonstrate to us that this change can allow friendly banter amongst friends while keeping things respectful and courteous on other levels.
Update 5/19/2009: - New barbarian (all tiers) skill: ruan strategy. - Berserker's focus now grants endurance in addition to NR. - Song of the trees now gains additional benefits beyond 100% mastery. - Various internal AI improvements for the upcoming PvP event area. - Updated the 'adaptation' command output, as well as 'help adaptation', to make its requirements clearer (you must have your answer set to 'ADAPTATION' or 'FREE ADAPTATION'.)
Update 5/18/2009: - IMPORTANT: 'help rules' has been updated, with changes to rule #0 and rule #10. What follows below is a simple summary; all players will be expected to read the actual rule updates and follow them. (To see Nodeka's current set of rules, type 'help rules' within the game.) - Rule #0 has been updated in several ways, including the severity of the offense and an explanation of where correspondence should be directed. Our core staff is nothing more than a bunch of good people, contributing their time and effort towards the implementation of an enjoyable game system for everyone. While the majority of our players have remained respectful and constructive in every respect, we can no longer tolerate the disruptive actions of the few who insist on belittling the staff and toeing the line at every opportunity. As such, we will be strictly enforcing rule #0 to ensure that the environment remains constructive and safe for both the players and the staff. - Rule #10 has been updated to disallow offensive language of any kind on any channel in Nodeka, be it public or private. Obviously, trash-talk and taunting will happen; however, as with any public establishment, visitors to Nodeka will be expected to maintain a certain level of civil decency for the good of the environment. - I'd like to sincerely thank all of the players for their understanding and cooperation. Change is always a bit of a pain. However, at this point, we need to solidly define the boundaries of our environment. Doing so will allow us to progress without constantly being set back by those who insist on effecting spiteful or unconstructive agendas (as evidenced by some of the recent petty, and illegal, activity that has distracted the staff and players from Nodeka's forward progress). As outlined in rule #0, please direct any concerns or correspondence to a staff member who is involved with mortal affairs. Note that Nijlo will no longer be involved with mortal affairs. Thanks again, folks. - Whim
Update 5/16/2009: - Updated NaPali area with corrected typos. Thanks for the report ... ahh hell, I have no idea who emailed me since they didn't leave a name.
Update 5/15/2009: - Radical defiance now has strong benefits beyond 100% training. The first thing you'll notice, if you've already training radical defiance beyond 100% training, is that the extra attack you get is weakened percent-wise. However, the overall changes to the skill beyond 100% training heavily outweigh this minor tone.
Update 5/12/2009: - Sweet new nojohr skill: cleave. - Sweet new poliir skill: immaculate retort. In addition, these poliir abilities are now much cheaper: awakening of the guard, focused sphere. (Thanks for the poliir feedback, Cayce.) - Focused sphere gains slightly more hit/dam for smaller characters and slightly less hit/dam for larger characters. - Radiant awakening has had its burst damage capability reduced, and its long-term benefit enhanced beyond 100% mastery. - These abilities now gain some cool benefits beyond 100%: awakening of the guard, passage of dark summoning. - These abilities have been enabled for followers: haste, convergence of balance, oblique pattern. (Thanks, Alpha.) Update 5/11/2009: - New spell: blessing of the meek (for remort fallads and dajas). - Defender's discipline now gains benefits beyond 100% mastery. - The Belkan Tundra's repop time has been lowered somewhat. - Damage cap effects no longer work on master-class mobs - thanks for the post on the development blog, Serenity. - Fallads now receive the greater armor spell. Update 5/10/2009: - New sea hag spell: terrify - New Rule #0. Read it and follow it. Pull what Revik and Leben pulled and expect to get what Revik and Leben got.
Update 5/8/2009: - Unenhance has been removed from Nodeka. - Archer-shoot, shoot and rogue-shoot now have benefits for over 100% training. The order of overall power is as follows: archer-shoot - most powerful shoot - more powerful rogue-shoot - powerful We believe archer-shoot should be the most powerful, since the entire shadow archer subclass is based on the ability of shooting. Second, we believe hunters are meant to be good with bows, so their ability should be second in power. Finally, rogues should be good archers, just not as good as hunters.
Update 5/2/2009: - The base defensive penalty for being in Havoc has been reduced, and the base endurance drain of Havoc has been reduced. - Insanity now provides damage benefits and reduced endurance drain beyond 100%. - Havoc now provides accuracy and defensive benefits, as well as reduced endurance drain, beyond 100%. - Monstrous fury has been adjusted in several ways: 1) it now provides +dam and wil, instead of +dam and str 2) its prevention time has been strongly reduced 3) its duration has been reduced (no longer boosted by con) 4) its duration can now be boosted by mastery over 100% We recognize that this affects all current barbarians (given that about every active barbarian playing is a Ruanbaere of the Fury...) However, this change is necessary if we are to improve the barbarian alongside other classes without overpowering this specific subclass. - Whim
Update 5/2/2009: - Afani now has 1-week RP items in stock for players who have completed the quests required to purchase her rewards.
Update 4/30/2009: - Hold alignment now has benefits for over 100% training. - Fixed augment bug, thanks Cayce (player rewarded). - Bot check failures now only flag you with super negative time-bending. The negative stats incurred by it previously have been removed. - See "help one time no practice loss." - See "help minimize class changes." - Using adaptation to change to one of the five subclasses in our current class's lineage returns 100% of the practices you used to train those abilities above 100% if they are not in the new subclass. For example, changing from Jakaen to Solar Poliir will return all practices for training beyond 100% in any of Jakaen's "immunities" abilities. If you trained above 100% in focused sphere, none of these practices are returned as they exist in the Solar Poliir subclass, as well. When changing to a subclass that is not part of your current class's lineage, you only receive 90% of the practices you used to train abilities over 100% that do not exist in the new subclass. For example, if you changed from Jakaen to Assassin, you would lose 10% of any practices you invested in any of Jakaen's immunity abilities. However, if you trained dodge to 300%, you would keep dodge at 300%, since the Assassin subclass also has that ability. - "abilities clear" and "adaptation" now only return 90% of the practices used to train abilities over 100%. Furthermore, "abilities clear" no longer costs 2 sun stones to use. This change was made primarily to prevent "free class jumping." Now there is a reasonable penalty for heavy class training and then jumping to another class. This change is meant to encourage players to stay with one class. If players do jump classes, they will now suffer a penalty relative to the amount of beyond 100% training they performed. This change will also benefit players who do not jump to the current overpowered class, because when that class is toned (as was done yesterday to Eon Ataelos) switching to another class will incur a substantial penalty for the player who "jumped on the band wagon." The moral of this story is "play the class you love because it fits you, not because it's the current OP class ... doing so will cost you dearly when that class is toned and you need to 'jump out.'"
Update 4/29/2009: - Sorry Eon Ataelos, today's not a good day for you. Both koloq and qolok have been toned to limit their maximum percentage.
Update 4/26/2009: - Path of the righteous now gains benefits beyond 100% mastery. This skill offers several secrets that are opened as the user continues to advance in his or her path of the righteous skill rating.
Update 4/25/2009: - Stance of symmetry now has a slightly reduced base downtime, and gains benefits beyond 100% mastery. - Shadow cast now gains benefits beyond 100% mastery. - The benefit gained from over 100% mastery in strike from the shadows has been improved somewhat.
Update 4/15/2009: - New major remort paladin skill: decree of guilt. - Whim has opened and will maintain the Sixth Sense, a development blog for Nodeka at: nodeka.blogspot.com You will find various updates at the Sixth Sense regarding upcoming skills and areas, design issues, hot player topics and more. Comments are enabled and discussion is welcomed; as time passes we will try to mold the Sixth Sense into a useful conduit between the players and the developers of Nodeka.
Update 4/10/2009: - A new affect type has been added - "free movement". The helpfile for "affect: free movement" explains its benefits. A select few classes will gain abilities that are able to grant this affect in the near future. - The hobbit and elf racial lineages now possess a small amount of free movement. - Lagless escape abilities, such as withdraw, now cause the user one second of lag when the ability fails due to battle lock. - Abilities that place specified preventions on a target (shield's fusing, shield's emplacement, etc.) will no longer grant extra charges when used to inflict a charge-based prevention. - Ruan charity is now prevented in a manner identical to rescue. - Mortal-level undead no longer erroneously possess eye for the cloaked.
Update 3/6/2009: - Double gold week has ended. We hope you enjoyed a fun month of February!
Update 2/17/2009: - Super Unique Week(s) have ended, but double gold week(s) have now begun! Good luck!
Update 2/1/2009: - Super Unique Week has started!!!! For the uninitiated, super unique week is a week that occurs once a year where the power of unique items increases by upwards of 200% over what is normally available. Super unique items appear on mobs and items changed by marbles. Have fun! We'll run Super Unique Week until at least February 8th!
Update 1/11/2009: - New remort wizard ability: plane of resurgence. - All followers now have a chance to avoid the standard prevention incurred by a successful sustain life. See 'help affect: sustained life' for details.
Update 1/8/2009: - Weave of balance now benefits from over 100% training. Furthermore, a special power is granted for users who reach 605% training.
Update 1/2/2009: - Our apologies for the recent crashes, however, we believe we have located the source of the problem. We have backed out some of the recent additions to Karmova's Orator as we think these additions were inadvertently causing a memory leak. Thanks again for your patience and our most sincere apologies for the recent downtime! Nijlo and Whim
2008
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Total updates: 71
Update 12/27/2008: - There is now a small chance that you will obtain a seasonal mission for turning in any Trial (even outside of an Age), but only for devoted Trial competitors. =) - Boosted the rewards for one- and two- favor gifts slightly.
Update 12/25/2008: - Karmova's Orator will no longer provide blessings (during a Golden or Dark Age) to players who are in safe rooms. This includes the additional confirmed devotion rewards and the seasonal missions which are received with these blessings. To receive your blessings, simply be outside of a safe room. For the best chance at a seasonal mission, be active and outside of a safe room when your morality's Age begins! This will ensure that seasonal missions go to active players and aren't "lost" on afk players. - Added an FAQ for the seasonal missions: "help seasonal mission faq". Also added "help saint of winter".
Update 12/24/2008: - The Saint of Winter is visiting Ruushi for the seasonal festivities! He resides in Ruushi temple; you can 'follow' him for a bit of warmth in this coldest of seasons. In addition, he's also a part of... - A number of special seasonal missions have been implemented, with a variety of exciting holiday gifts as potential rewards! Some of the available gifts are *very* snazzy... =) In order to participate, you must have earned enough morality points to obtain a morality lean (moral, immoral, true impartial). Indeed, these missions are only obtainable during a Dark or Golden Age (whichever is relevant to your morality), and only by those who have contributed to their morality's victory in the Trials. Even then, it is the Orator who decides which lucky souls will receive these additional missions (and thus a chance at the unique rewards!) Only a certain number of missions are assigned during each Age; the only way to obtain more seasonal missions is to win more Trial competitions. =) Feedback/comments/problems to Whim. And finally, happy holidays from everyone on the staff here at Nodeka! We truly appreciate all of your support throughout the year and we hope to make Nodeka an even bigger and better experience as we move into the next!
Update 12/12/2008: - New footpad/ninja skill: strike from the shadows. Added all relevant helpfiles. Keep your eyes open, folks - we'll be developing flanking in a number of exciting ways for various classes in the near future! =) Feedback and comments to Whim. =) - Rescue is now a basic heroic feat prevention; certain classes will be able to lower that prevention in the future. - Redirect is now a basic tactical feat prevention; certain classes will be able to lower that prevention in the future. - Capturing a Sigil in a Sigil Citadel will now force that player to be visible for 30 seconds. - The Deacons of Accolades are no longer attackable. - Fixed all scripting in Pain's Tabernacle so that invisibility, cloak, or similar effects will no longer avoid aggressive mobs, throw off the timing of incoming waves, or cause waves to sometimes stack. - IMPORTANT! Fixed the Pain's Tabernacle curators who were erroneously non-masters; now all curators should be masters. - Fixed the Pain's Tabernacle bosses so that they wil no longer fail to load salvage in certain unintended situations. - Clarified the sixth sense helpfile regarding intellect and wisdom. - Clarified the bash, stun, beguile, channeled anger, temple touch, foxbat shiv, and petrify helpfiles regarding mastery beyond 100%.
Update 12/12/2008: - This coming February will be a "month of plenty" for all of our loyal players! Nodeka's fabled "super unique" week will be held in early February, lasting for 1-2 weeks; once that's over, we will follow it up with double gold and experience on Nodeka for the next 1-2 weeks. Thanks for all of your support, folks - see you online! =)
Update 12/9/2008: - A NEW tactical aspect to combat has been added to Nodeka: flanking! Attackers will now gain combat bonuses whenever their victims are focused on a different target. See 'help flanking' for full details. The implementation of flanking is significant, but it is also just a starting point - from here, new skills can and will be implemented which enable and interact with the mechanic. The base mechanic as implemented now will provide strong benefits to groups of players in taking down more powerful foes. Flanking is a great benefit to pet classes as well. Further benefits will come in the form of skill improvements and new skills with which some classes will be able to interact with the flanking mechanic. (Hello, footpads!) Feedback to Whim, and keep your eyes on the MotD for further developments. =)
Update 12/4/2008: - Valkyrie's summoned wolves have had their race changed from wolfen to spirit wolf (a new NPC race). Notably, spirit wolves have flight.
Update 12/2/2008: - I have made another pass through the races for slight tweaking. The changes are minor overall (no sweeping changes that will ruin a race for your specific class or gear setup), and fall under the following general goals: - Elemental and magical resists have been sharply reduced across the board; sorcerers and witches shouldn't be penalized quite so sharply against so many races now. Mental resist is much more common across the board. - Races that have been found to still be weak have been boosted slightly to bring them in line with the top tier races. - Very few races have lost any benefits (beyond the resist changes already mentioned); only a few of the strongest have had a few percentages dropped. - A couple of the weaker races have been given some tools to combat spies and high values of natural resistance. Thanks for your feedback, folks! Further feedback to Whim. =)
Update 11/5/2008: - Added a new mob - Shiedra, acolyte to Karmova. She will assist true impartial players by extending the duration of their moral or immoral allegiance. - Unseen motion, shield of Lectokke, and ruah kyf now provide additional benefits beyond 100% mastery. - Sixth sense now provides a unique benefit beyond 100% mastery - one with *great* potential. =) See the help file for more details. - Completing an Orator task now provides far less renown, as it is my intention to keep renown in the realm of PvP for the most part. However, the 1 rp reward per task has been reinstated on top of the renown gain. - The "mob error 126-1" bug which the Orator would occasionally display should now be fixed. Please let me know if you see this one pop up again. - Fixed a San'vestra mission bug - thanks Blasphemy!
Update 9/13/2008: - Barbarians on all remort tiers have lost enhanced damage. It has been replaced by acute might (even for non-remort and 1st tier remorts). All practices gained in enhanced damage are returned to the players upon login. - Acute might has been adjusted to give notable benefits for max training.
Update 9/12/2008: - Enhanced damage and physical intensification have been adjusted to give notable benefits for maximum training. Their respective help files have been updated. Due to physical intensification and enhanced damage only allowing single activation (e.g., if enhanced damage kicks in, physical intensification is ignored), barbarians and nojohr no longer have physical intensification. This was done to prevent accidental training in physical intensification instead of enhanced damage, which is more powerful. As barbarians and nojohr were the only classes that had both physical intensification and enhanced damage, they were the only classes changed. All practice percents in physical intensification are returned to barbarians and nojohr at login.
Update 9/7/2008: - Minor output fix to heroic grouping bonus, the reminder for having enough experience to level will now only show up once instead of three times. Thanks to Arkay for pointing this out.
Update 9/6/2008: - Ranking now includes training skills over 100%. - Significant modification to heroic grouping. See 'help heroic grouping' for more details. The heroic grouping algorithm is subject to change if it is deemed too powerful.
Update 9/4/2008: - The experience cap is now 2 billion. This is a very delicate change. If you notice any bizarre behavior (e.g., negative experience), please contact the Nodeka staff immediately and we will resolve the problem as quickly as possible. We have done a full player file archive prior to making this change in the event there are needed reversals. - Rank is now visible in "who" to better determine who is the best match for your group. Special thanks to Eulogy coming up with the idea. - Important changes to heroic grouping: (1) The heroic grouping bonus exp algorithm has been changed. Heroic groupers get a lot more exp now. (2) A new bonus, called "continual heroic grouping", increments the heroic member's exp per kill. The longer you group, the bigger the bonus. It automatically fades after an hour, but allows you to switch groups as long as you remain the heroic member. It refreshes itself per kill, so as long as you don't take over an hour break from running, it'll always stay up. (3) It is only possible to gain a +50% heroic exp bonus per mob kill. So killing ants is not going to give you a +1 million continual grouping bonus. This was in place before, but I mention it now to dispel any ideas about flaws in the system in this manner. Full details are in 'help heroic grouping'.
Update 9/3/2008: - New grouping concept: heroic grouping. See 'help heroic grouping.' Special thanks to Feline for helping inspire this and other ideas related to "hero" grouping. - After some discussion with some veteran players, we have decided to raise the augment limit to an amount that no one has reached yet. This creates fairness across all players. The new augment limit is 71. Augments now increase the practice ceiling by 5% per augment. The total practice limit is now 605% (250 + 71 * 5 = 250 + 355 = 605). Due to this being in place, you can be ASSURED we will start targetting extremely cool bonuses for abilities that are > 600%!
Update 8/31/2008: - The following offensive abilities now receive bonuses beyond 100% training: ashi barai kick, banded smiting initiative, glancing pierce, kick, knee-smash, rolling elbow, striking fist, yikwon hand form These abilities have training potential up to 500%. - Bless now receives bonuses beyond 100% training. Like armor before it, the bonuses achieved by bless are higher when cast upon oneself. The bonuses gained by beyond 100% training are significantly more powerful for magic-oriented classes are than fighter-oriented classes, even in the early stages of training. Lastly, the special hidden bonus is only achievable by magic-oriented classes.
Update 8/30/2008: - Healers now receive greater armor. - Armor and greater armor now receive bonuses beyond 100% training. While the initial benefits of training these abilities beyond 100% are relatively small, some of the hidden benefits at significantly higher percentages are *exceptionally* powerful. The bonuses received by armor and greater armor are amplified when the caster uses the ability on himself or herself. The benefits for greater armor are not only more powerful than armor, they reveal unique benefits not available in armor. Finally, classes which have these abilities but are more fighting-oriented than magic-oriented (e.g., paladin and warlock) do not receive the exceptional benefits available at the upper training levels. See help armor and help greater armor for further details.
Update 8/25/2008: - September is double sun stone donation month. For all donations made in the month of September, you will receive double the sun stones. - The 50 ms lag applied to every command has been removed. - Tame has been toned, slightly. - Hunt, shi-ku, and shadow have been improved for training beyond 100%. The current implementation of training beyond 100% for hunt, shi-ku and shadow enable benefits to be obtained from training up to nearly 1000% (one thousand percent). - The training improvement to hunt is superior to shi-ku and shadow as it should be (they are called "hunters" after all). However, if it is determined that the improvement for training beyond 100% for hunt is too powerful, it will be toned to more closely match shi-ku and shadow.
Update 8/18/2008: - Astral Travel is now a charge-based prevention. This completes our revamp of all spy spells. - Anti-distance-magic races have all had their percentages adjusted down to reflect the new charge-based preventions on spies. - Liche Lords and their lineage now have anti-distance-magic. - Several of the weaker races have been buffed somewhat. - The Ga'ael lineage must now achieve major remort status before gaining the power of distant understanding. - A few of the mortal and minor remort races with racial attacks that hit extremely hard on mobs with good statistics (such as spectral windstorm) have had their percentages adjusted. No major remort percentages were reduced. - Stormhaven Elites have been weakened.
Update 8/15/2008: - Shadow Gaze will now incur its prevention if it fails due to the target's anti-distance-magic protection. (All other scenarios should remain unchanged.)
Update 8/11/2008: - Clairvoyance is now a charge-based prevention. Additional practices beyond 100% will help to increase the amount of spying that can be done with clairvoyance (see the updated helpfile). Failures due to anti-spy will consume a charge (see below). - This is the first change being made to "spy" abilities; the other spy spells will soon follow suit. IMPORTANT: Once the spy spells are adjusted, I will be going back over the !spy races (Koj'ehr, Thoe, Svirfneblin, Dark Elf, Veldruk, Daimonikos) and reducing their !spy percentages. The reasoning is thus: the !spy races were our attempt at balancing out the power of spying, but I am uncomfortable with some of the effects resulting from 99%-100% !spy. With a fair charge- based system of spies in place, I can reduce !spy percentages to more reasonable levels and still have those abilities matter, as attempting to continually spy a !spy race will cost more charges in the long term than a race vulnerable to spies. (As beneficial side effects, astral travel will no longer be strikingly inferior to clairvoyance and shadow gaze, and no race will be completely unspyable.) In the end I'd like to see !spy races "cost more" to spy, in terms of charges, but not be completely unlocatable.
Update 8/4/2008: - Halwen fire has been toned slightly (very slight decrease in damage, added a minimum prevention time). - Updated the affect helpfiles for certain 'x-based attacks' affects (black magic, fire, frost, and lightning) to reflect the fact that their converted attacks do not trigger counterattacks.
Update 7/20/2008: - The display help command has been modified to find partial ordered matches of all input supplied. For example: ---------------------------------------------------------------------- Input: ---------------------------------------------------------------------- > dis help fir ---------------------------------------------------------------------- Old Output: ---------------------------------------------------------------------- fire inspiration fire resistance fireball first act of malice ---------------------------------------------------------------------- New Output: ---------------------------------------------------------------------- affect: causing fire-based dama affect: faerie fire affect: fire-based attacks affect: halwen fire attacks creed of the first hammer fire inspiration fire resistance fireball first act of malice forgetful fire halwen fire immunity: fire red firebeam ---------------------------------------------------------------------- The goal of this change is to make it easier to find help files, when you aren't sure the exact topic.
Update 7/19/2008: Helpfiles: - Helpfiles have been updated to reflect all changes below. - Added "foxbat shiv" helpfile; updated "help impairment". Renown and player-killing: - Formula for renown gains has been tweaked. - Renown now decays at 1 point per tick. - Lower rank limit for renown has been reduced from 80% of your rank to 75%. - Rp gains and renown gains now maintain separate lists: "last rp gained" and "last renown gained". - The "rpable pkills" command is now "pk targets" to reflect its changing functionality (old command is still there). Added new formatting to distinguish rp-ability and renown-ability. Druids: - New minor remort druid skill: Windcoil. - Decaying touch damage reduced slightly. - These druid abilities changed: Lunar Vision, Rock Formation of the Druid. - These druid abilities now have potential prevention reductions based on attunement spheres: Rite of Sundering, Blackfrost Cloudburst. - These druid abilities are less restrictive in their sphere dependencies but with sharply decreasing effects: Winter Storm of Satio, Healing Ecliptic Pattern. Other abilities: - Earthened Skin buffed. - Hurricane Kick, Au-sem-mao, and Vicious Fist are more accurate, based on dexterity. The first two are also slightly buffed in damage based on dexterity and have improved benefits beyond 100%. - Quickblade damage strongly improved based on dexterity. - Antei of Hakanai Shouten buffed. - Sigil of Banishment can no longer be used in safe rooms. - Meditative Healing buffed, but now lags for 6 rounds. - Bash now has a 2 second prevention on a full miss. Impairments: - All impairments have been redesigned to address an issue in which growing player stats have begun to allow certain players to surpass 100% impairment breaking. It is now impossible to reach 100% break chance, although it continues to scale as your relevant stats climb. - The stats involved in many impairments have changed. - Willpower is no longer the universal "impairment break stat". Each impairment's break stat is now the same as its avoidance/ resistance stat. Bug fixes: - Fixed the score sheet spacing error with four-digit renown. - Fixed the "pecho_return" error in Eckard's quest text. - Fixed several mob description typos. - Fixed an error which caused some keys in Stormhaven to have load rates that were much lower than intended. - Fire Inspiration now provides benefits from 0-100%. - "Quests clear" no longer reports that you need 10 sun stones.
Update 7/15/2008: - Fixed the bug that occasionally caused certain mobs to grow extremely powerful (evident most recently in the Hades Fissure).
Update 7/2/2008: - New player statistic - 'renown'. The idea behind renown is to promote well-matched player combat and to link PvP performance to PvE efficiency. Type 'help renown' for more info. Note that this is our first pass at the system, so numbers may change in the future - feedback to Whim. Thanks! - Enhancements to the 'score' and 'rpable pks' commands to display renown and rank information. - Completing a Trial no longer grants you 1 RP; instead, you now gain 250 renown.
Update 6/29/2008: - To prevent abuse, unenhance has been changed to include the following restrictions: (1) you must have 100 in each of your primary statistics before you can unenhance anything (including practices). (2) leveling now caps at 10 practices per gain. Previously, one could power level after training int/wis to 100 and gain a significant amount of practices during leveling. These practices could then be unenhanced and the player could earn a fairly large amount of platinum. This should no longer be possible with the practice cap of 10 per level and requiring all stats be trained to 100 before unenhance can be used.
Update 6/24/2008: - NEW CRAFTING AI: Gimlet Irontoe in Aur-Vindi will now provide players with an extremely helpful service - if you consult him, he will suggest to you a crafting material which you should be able to gain a Tech from, based on your current Techs. This should make the acquisition of Techs much less cryptic. (Note that your chance to gain a Tech is, and has always been, dependent on the quantity of materials used.) Note: Gimlet's attention is acquired via 'answer', not 'follow'. I am testing out this method of interaction to see if it is suitable for other mobs, as 'follow' messes with groups. - San'vestra and vital crafting mobs are now unattackable. - Faja will now force herself to be visible to players. - Fixed the problem with nihilist pins being reusable. Thanks, Lyle! Discovered pins will now be marked "unattuned" and retain their extended lifetimes; taking these unattuned pins to Viscedra will attune them and allow them to be used to reveal a hidden gate-maw, but will set their lifespan to the correct levels. - Sharply reduced the aggro rate of common mobs in Stormhaven and the Hades Fissure. - Toned Stormhaven elites somewhat. - Jerofs buffed a bit.
Update 6/19/2008: - Want to make an easy 10,000 platinum? See "help player recruiting"!
Update 6/18/2008: - TRIVIA TIME! I will be holding a Nodeka Trivia contest this Saturday, June 21st at 10:00 am PST (1:00 pm EST). Bone up on your Nodeka knowledge, the questions will be tough and will all be Nodeka-related! Platinum rewards will be available to our high-scoring competitors, and possibly a special non-platinum reward as well. See you all on Saturday! (Whim) - Karmova's Orator will now display a short "resume" blurb instead of the entire "new Trial" paragraph when reloading scores from a previous Trials-in-progress across a reboot or mob reset. - Fixed the San'vestra Rumil quest - thanks Lamar and Richter. - Fixed the bug which allowed the larval gate-maw Trial to be stacked with another Trial - thanks Odinn. - Rhall quest fixed. - New beehive base opened on Tarsis courtesy of Aurum. Please send bug reports to Fenrir.
Update 6/17/2008: - Aggro mobs have had their aggro AI restored in the Rogha Fens, the Hades Fissure, and Stormhaven. In the latter two cases, some mobs that were previously aggressive may now be passive, while others have become aggressive. The "aggressive NPC" color for each mob on peripheral should be correctly set. General salvage: - Salvage has been restored to all areas that previously held salvage: the Yeriwyrian Penumbra, Hades Fissure, Rumil Ancalimon, Stormhaven, Katahdin, and the Rogha Fens. - Random drop rates for all salvage areas have been set fairly low. This is one aspect of a specific design decision; the counterbalance is that mission- and event-based salvage has been significantly increased (see specifics below). Nihilist pin drops are slightly more common, as they have no associated mission other than attuning the pin and finding its twin. - Salvage kits no longer exist; Snippen is on permanent leave. Dragonspine: - The salvage loads for the various summoned Brood-leaders in Dragonspine have been significantly increased, especially for the more difficult-to- summon variants. San'vestra: - San'vestra's missions are generally more lenient in terms of how many kills are required to impress her, greatly so in some cases. - San'vestra's missions are now worth 2-4 salvages, instead of 1-3. The associated "mission lock" has been reduced to 30 minutes per salvage awarded. Rogha Fens: - The random, salvage-loading "extra-planar wanderers" in the Rogha Fens have been reinstated. (The presence of a player with a salvage kit is no longer necessary, as salvage kits have been removed.) Each now consistently loads two salvages. Their link to this realm is tenuous, and as such they will not wander the Fens for long before they are drawn back through the Penumbra. Hades Fissure: - Some of the mobs in the Hades Fissure have had their race, alignment, class, and/or descriptive strings fixed or tweaked. Trials of Karmova: - Fixed a bug in which a Trial turn-in was sometimes allowed immediately after the Trials have been won. - Fixed a potential bug in which favor scores were retained from the previous Trial if a reboot occurred at a specific time. - The Trials for the larval gate-maws and for Skrythe have been reinstated, as it is once again possible to locate these elusive creatures.
Update 6/8/2008: - The drop rate of salvage from normal "grinding" mobs in Dragonspine has been sharply reduced. The potential drop formula for summoned Broodmothers and for other boss-type mobs has been slightly increased. My goal is to make random drop salvage less of a contributor to overall "salvage input", and to increase the contribution of more consistent sources of salvage (such as the Agamid Inciter). - Whim
Update 6/7/2008: - Salvage has been restored to the Dragonspine Foothills. The internal structure of salvage acquisition has changed, so drop rates (for both standard mobs and the quest-summoned Brood-leaders) may vary from what you are used to. - A salvage kit is no longer required to obtain salvage in Dragonspine, nor to help console the Agamid Inciter. Snippen has not returned to Aur-Vindi. - Salvages now have a much longer lifetime. Please contact Whim if you see any problems with salvage drops in Dragon- spine. If all functions well, I will begin to reinstate salvage in the remaining areas one at a time. Thanks! =) - Whim
Update 6/5/2008: - Slight tweaks to various races. Adjusted stats of Naj'rei Faehr, Shadow Derkesthai, and Frost Dragon to be slightly more desirable; Ryfes gain more +hit; Veldruk increased critical tactics; Daimonikos slightly increased in hit/dam, reduced in quick/nr, and gain fire resistance; more quickness and resists for Jerowae; slightly reduced the combat effectiveness and increased the spirit/mental resistance of Koj'ehr; slightly increased the element invulnerabilities of Drakes; other minor tweaks.
Update 6/4/2008: - Quests clear no longer costs any sun stones. Instead, it now flags the player with a 200 day prevention, disallowing the player from clearing his or her quests again while the flag is active. - Remorting and race changing no longer clears non-permanent flags. It only clears racial flags now as to prevent people from using race changes or remorting as a means to clear their quests clear affect. Please report any defects you see with the new system to Fenrir. Thanks! - Morality regeneration bonuses are now in. Enable your reminder toggle to see these regeneration bonuses. The algorithm is gives moral or immoral characters a regeneration bonus if they are outnumbered by their opposing morality. The maximum morality regeneration bonus is 2x.
Update 6/3/2008: - Get, put, give, drop and donate now incur lag based on the amount of items that are being manipulated. - As a temporary testing mechanism 50ms of lag has been added to all player actions. This may be permanent or it may be removed. For the time being it is being used to determine what impact the added 50ms of lag causes for overall system performance. We appreciate your understanding in ensuring all players receive equal Nodekian time slices. =) - IMPORTANT NOTE: Salvage is being disabled for a few days until we can get a new system in place to handle it. No salvage will be obtainable from normal, salvage kit drops until then. I have removed Snippen from Aur-Vindi for the time being. With salvage disabled, Nodeka's overall performance has gone way up and the lag spikes have finally decreased. We will implement a new system as soon as possible which will avoid the problems of the previous system. Thank you for your patience. =) - Whim Additionally: the Trials involving larval gate-maws and Skrythe obviously are not completable without salvage kits. I have temporarily disabled them; if you get one of these Trials, it will fade immediately, and you may refollow the Orator for a new one right away. - Salvage: - Redid internal salvage AI to help improve overall MUD performance. - Salvage drop rates in all areas have been moderately increased. - Trials: - Winning the Trials of Karmova is now worth 1 less RP point. - Each completed Trial now earns you 1 RP point instantaneously. - Winning the Trials of Karmova as a True Impartial will now earn you a number of RP and pracs that is not static, as it is for Morals and Immorals, but is based on which team you chose to aid. Aiding the LOSING side (that is, the side that the sliding scale favors) will earn you more RP and practices, and aiding the WINNING side will earn you less of each. If the scale is not in either side's favor, your reward will be equivalent to the base amount. - Greatly increased the favor that the losing team must earn in order to swing the scale back to the center at double-speed, when the scale is in the favor of the team that won. (This means that the team who the scale is favoring will not lose their favor bonus so quickly unless the opposing team gains a lot of favor as well.) - Upon a reboot, the sliding scale value for the Trials will now be saved and carried over through the reboot. If a Golden or Dark Age is in effect when the reboot hits, that also will be carried over. Finally, if the Trials are still in progress when the reboot hits, your favor scores will be carried over, but only in increments of 10% (give or take 1%). Thus, if your team had 27% favor before the reboot, 20% will be carried over.
Update 6/1/2008: - Auto-saving code has been changed to save every 5 minutes and to do work off of battle pulses and ticks. - Summon will no longer fail if a character in your area has !distance magic, instead you will see the same message as if the character is not in the area. This will prevent people from using summon to locate "invisible" races by means of summon failing. Please let Fenrir know if there are other spells/skills we have overlooked regarding distance magic. Note: monk portals are allowed through !distance magic for the time being. - You can now give platinum, however, exchanging platinum only works between two players. Keep in mind that guards and mentors are in place to help you transfer platinum between characters without worry of being cheated. If you need to transfer platinum between two of your characters, you can ask a guard/mentor to help (this does not guarantee guards and mentors will always have time to help, but they may be a good starting point). - Unenhance can now be used to unenhance practices. - Using the "save" command now incurs 2 seconds of lag. It is suggested you no longer save your character, instead let Nodeka handle it for you. This is beneficial for both you (one less thing for you to worry about doing) and Nodeka (we can distribute character saving workloads to make Nodeka run faster). So please try to help out and keep your typing fingers away from hitting the "save" phrase. =) - Global updates for the Trials of Karmova and for Sigil Citadels are now displayed on the new trial channel. None of these events will use the OOC channel any longer. If you want to keep track of these events, make sure your trial channel is toggled on.
Update 5/31/2008: - Unenhance can now be used to unenhance statistics to 100. - Fenrir has been promoted to: Lead of Mortal Affairs. Please email Fenrir (see 'display staff') for any player related issues (e.g. class balance concerns, rule breaking, etc.). - Nodeka now automatically saves every player on the 30 second mark of every minute. You can see these auto-saves by turning your reminder toggle on. If you would like to avoid seeing these auto-saves, simply toggle your reminders off. - New channel: trial. This channel will be used primarily for NPC trial notifications. For more information see 'help trial'. Note: this channel is used by "trialtalk <message>".
Update 5/29/2008: - New command: unenhance - Train, enhance and unenhance no longer output to the room so spamming the commands will not spam others. As such, the 1 second lag for all the commands has been removed. - Page of competence turning now has a longer prevention time. - Weave of balance now has a total stat bonus cap and its affects fall on player death. - Updated or rewritten helpfiles for every race that was revamped (that is, all but Oji-oem and Rhras). - A note regarding spies and the !distance magic racial: You may note that a few races (Koj'ehr, Svirfneblin, Daimonikos) have gained the !distance magic affect. (Drow have had their % increased.) This increase in !distance options is our attempt at balancing out the power of so-called "spy" spells (astral travel, clairvoyance, shadow gaze) without rendering them useless. The percentages are sizable in order to keep the racial effective against these "spy" spells. At lower percentages, it becomes trivial to simply repeat the spell a few times until it goes through. (Koj'ehr are the only race to be fully protected from "spy" spells.) I've started out small, but this could be sprinkled to a couple more races if it proves to be a good solution (for example, if any prove to still be lackluster after the revamp and if it's thematic for that race). Let me know how the changes feel, especially in terms of whether the current %s feel right and whether you think this should be a slightly more common effect. (If you're considering trying one of these races, do note that the racial does prevent players from teleporting to you directly, even friendly ones, and cannot be disabled.) Feedback to Whim - thanks! =) - The last batch of race updates has been completed. All races have been revamped (for the least popular races) or buffed slightly (for the fairly popular races) except for Oji-oem and Rhras, who remain untouched. We've tried to strike the proper balance to keep every race useful and interesting; feel free to e-mail Whim with any problems you may encounter. =) - Added new affect: helpfiles for: anti-offensive tactics, armed with -, combat initiative ready, distant understanding, halve opponent's natural resistance, impairment invulnerability, improved dodge, invulnerability to anti-casting/invoking magic, mentally invisible, mystical regeneration, riposte defense, see undetectable movement, and fire/frost/lightning-based attacks. NOTE: these are all affect: helpfiles, and so you'll need to use "help affect: _name_" to see them. - Tweaked or clarified the pre-existing helpfiles of numerous other racial-related affects. - Tame has been altered. - New mob AI functionality to allow mob's to remember their "state" even after reboots.
Update 5/24/2008: - An important note regarding Deathstar has been made available. Please see "help Deathstar". - More race updates. The following races have had their lineages revamped: Silver Elf, Elven Guard, Koj'ehr, Jadior of Light, Naj'rei Faehr. The Gargoyle lineage has received minor buffs in a few stats. - A few help files related to racial abilities have been added or updated.
Update 5/23/2008: - Tame is now more powerful. See 'help tame' for more details.
Update 5/21/2008: - Favor % announcements for the Trials of Karmova will now report both teams' percentages. - Clarified the mortal Trial involving whitetail deer, in terms of quest text and mob description (there were two similar types of deer which made the quest confusing). - More race makeovers. The following races have had their lineages revamped: Gargoyle, Hobbit, Cloud Giant, Frost Giant, Black Drake, Blue Drake, Red Drake.
Update 5/17/2008: - The Weretiger race lineage has been revamped. (More race changes will be incoming; feedback to Whim. =) Thanks!)
Update 5/16/2008: - Heightened instinct has been improved in the following ways: bonus quickness, increased affect duration for training beyond 100% and a secret affect revealed at some point in training beyond 100%. - Tame has been improved to allow players to tame more powerful targets. - The hunter class and remorts have been increased in their class +hit. This change is retroactive to all hunters. Hunters will see an increase in their +hit.
Update 5/14/2008: - Lady Kaz'thresh is now truly a lady, and not, in fact, a man. - The sliding scale system for the Trials of Karmova has been altered in the following ways: 1. If the scale is centered (equal favor per turn-in or a very small bonus on one side), the scale will slide to favor the losing team ONLY if that team has made at least a small level of effort. 2. If the scale is skewed to favor one team and that team wins, it will slide back towards the center more quickly than it slides outward - but ONLY if the losing team has made a fair level of effort. The overall effect is one of "central gravity", where the scale tends to lean towards the center IF it would benefit the losing team AND that team has made a minimum level of effort. - The "forced presence" effect for Trial completion is now thirty minutes. - You are now given a thirty minute "forced presence" effect when accepting a Trial from Karmova's Orator. Note that multiple forced presences do not add to each other - they simply tick concurrently. =)
Update 5/12/2008: - Fixed the minor remort Trial which listed as "kill 50 Koj guardians". The Trial description now reads correctly as "kill 5 Koj guardians". Apologies for any confusion and/or frustration.
Update 5/9/2008: - Fixed Golden/Dark Ages to run for an accurate period of time now. (They will run for 1 hour 15 minutes.) - Golden/Dark Ages will now be periodically announced over OOC while active. - Crafting wrist-charms now requires 4 wood and 3 leather, instead of vice versa. Crafting gloves now requires 4 cloth and 3 leather, instead of vice versa. (Changes are required for upcoming crafting features.) - Added 14 new potential Trials (1 mortal, 3 minor remort, 10 major). - Completing a Trial will now grant that player 20 minutes of forced presence. This is to limit alt-juggling in the Trials to a degree. - Added a description to the Orator which should make its usage slightly clearer for confused newbies. =) - Various Trials messages have been rewritten for clarity or flavor. - Tweaked the timing of Golden/Dark Ages (periods of buffs for victors of the Trials) to be closer to 1.5 hours. - Slightly increased the +speed portion of the Golden/Dark Age buffs. - A few Paragon mobs now have more logical alignments, instead of all mobs being identical. (Dishonored knights are now slightly evil.) - Alignments of certain mobs in several other areas have been fixed or diversified. - Otto in Aur-Vindi no longer spouts out-of-date nonsense. - Other small quest-related changes to mobs.
Update 5/8/2008: - New channel: morality (see 'help mtalk' for more details). - Ranking for moral, immoral and true impartial players now favors immoral and true impartial. The reasons for this should be obvious; the majority of players are moral and as such, the other moralities need greater boosts to compete. - New feature - Karmova's Orator. This new mob, located above the Temple of Ruushi, runs the Trials of Karmova. Please report any problems with this new feature to Whim immediately. (whim_nodeka@hotmail.com) Thanks! - Trials of Karmova: any player (mortal or remort) may visit the Orator while the Trials are in progress (follow him to receive a task). Completing the Orator's tasks will score a certain amount of favor for your aspect of morality (moral or immoral). The *FIRST* side to achieve 100% favor wins the Trials. Tasks are scaled to your mortal level/remort status. The victorious moral aspect will periodically be granted strong blessings mudwide for a fair duration (approximately an hour and a half). This applies to ALL players online who share that morality. Any players of the winning morality who actively completed a Trial will receive an additional reward. After the hour of blessing is up, the Trials begin again, with both sides starting back at 0%. However, each victory tips the scales away from that moral aspect and toward its opposite; thus, if one side falls behind, it eventually becomes easier for those players to catch up. (When the Orator is first loaded, as in after a reboot, the scales begin tipped mildly in favor of immorality.) True Impartial players may select which side (moral or immoral) they will be aiding for the day. Every player's contribution, mortal or remortal, is equally valuable in terms of favor. Participation and cooperation may prove vital to winning consistently. Trial announcements are made on the OOC channel, similar to Sigil Citadel reports. - The Brigand's Noose has been moved - it is now on the eastern coast of Tarsis, directly to the west of Ruushi across the Lont Sea. - Fixed the keywords of many mobs in the Aragnarack mines. - Citizens of Bhalin Deeps have been mildly buffed. - Slightly increased the population density of certain mobs in various zones, and spawned a new mob in the Hades Fissure, for Orator quest purposes. - Fixed crimson-steel boots typo (Stormhaven gear). - Fixed "Unholy NPC" typo in Tloka's quests.
Update 5/1/2008: - red robes of the mjol have been toned, but the prevention time has been reduced from 90 minutes to 70 minutes. - new super awesome poliir skill: resistance affinity. Read the help file. Be amazed at the coolness.
Update 4/24/2008: - Paladin tone: - deific amelioration's prevention time has been upped. - spiritual judgement attacks now cost more per attack. - Radiant awakening now has benefits for those who train beyond 100%. A hidden benefit is revealed at 125%.
Update 4/23/2008: - Warlock wrinkle's algorithm for over 100% training has been improved. - Hurricane kick now has benefits for those who train beyond 100%.
Update 4/19/2008: - New mob AI functionality.
Update 4/18/2008: - Maximum enhancable practices are now 500,000.
Update 4/17/2008: - New sorcerer skill: fire inspiration
Update 4/13/2008: - Alteration to the overall rank system. Too much emphasis was on primary stats, making players who had high primary stats but low pools on other players rpable lists who were substantially larger than them. These smaller players would not stand a chance against some of these larger players and so the algorithm has been adjusted accordingly. Now, pools are calculated more evenly, making ranking and rpable pks more fair. - Mystic wand of fleetness now has benefits for those who train beyond 100%. Special affects of the wand are released at 131%, 161% and 191%. - Players that join citadel battles now receive experience for joining. This does not apply to player challenges. - There is a 2% chance that a citadel death will reward the player dying with 1000 platinum. This applies only for battle and clan citadels (not player challenges). - Normal citadels now reward 500 platinum to the winner. Furthermore, clan and battle citadels (not player challenges) now have a 10% chance of giving a special reward (1 sun stone) to the winner.
Update 4/12/2008: - Joufu's arc now has benefits for those who train beyond 100%. A unique algorithm has been implemented in joufu's arc which "spills" percentage bonuses over 100% across the affects of joufu's arc once an affect has reached 100%. - Staff of the gate and temporal gate of bending are on different prevention lines. Staff of the gate is a basic gate prevention, while temporal gate of bending is an intermediate gate prevention. - Okaeli's wolf now has benefits for those who train beyond 100%. In fact, beckoning of the wolf also has benefits for over 100% training. In effect, this may be the first ability which the user can train over 100% in two different skills and both concentrate on improving the power of a single thing. Beckoning of the wolf, also, now has a help file. =) - The white wolf called by beckoning of the wolf has been added to the list of "fast dismissable" mobs, so lag is no longer incurred by dismissing one of these NPCs. - Dismiss lag has been reduced from 15 to 10 seconds. - Staff of the gate now has benefits for those who train beyond 100%. A special hidden bonus is revealed once the user exceeds 200%. Staff of the gate also finally has a help file. =) - Spiritual symbol now has benefits for those who train beyond 100%. Two hidden bonuses are revealed once the user exceeds 200%. - Okaeli's cloak now has benefits for those who train beyond 100%. A hidden bonus is revealed once the user exceeds 130%.
Update 4/11/2008: - The call to Nahfiotos now has benefits for those who train beyond 100%. - Blue invocation now has benefits for those who train beyond 100%. There are a number of benefits to weapon damage, hit and dice. However, one other important benefits occur at each 50% interval (150, 200, 250) and a second important benefit occurs only at 150% and 250%. - An additional change has been made to rune-ring for training beyond 100%. - Lorhu's claymore now has benefits for those who train beyond 100%. - One more update to kheh's chaos star which increases the health gained per usage based on high percentages over 100. Hint: once you reach 130%, you will see the first benefit. - Stoicism now has benefits for those who train beyond 100%. - Kheh's chaos star now has benefits for those who train beyond 100%.
Update 4/10/2008: - Red drake race lineage now has the improved dodge racial affect. - Blue drake race lineage now has the combat initiative racial affect (can initiate or join battle with 0 trailing lag). - Black drake race lineage now has continuous healing racial affect.
Update 4/8/2008: - New remort monk ability: stance of symmetry
Update 3/14/2008: - Fix to rolling gold when buying or selling enough items to exceed 2.1 billion gold. This bug was mostly limited to mobs per the Nodeka code. Special thanks to Werewolf, Meier and Noah for their help. - Prior to this reboot, we experienced our longest ever consecutive uptime of 33 days. Whoohooo!
Update 2/10/2008: - Super unique week is finally over. - Rule #10 has been updated to include the exception of the flame channel. For more information, see 'help rules'.
Update 2/1/2008: - Super unique week continues in February! Please note that it will be ending on February 8th since we already had one super unique week which ran for a week and a half.
Update 1/19/2008: - tholec's rising has been corrected to work on targets other than the user (at least for the time being ... we'll see how this plays out)
Update 1/18/2008: - tholec's rising now has benefits beyond 100% training. - affect output for ryfe clarified - this affect has a chance to block ANY type of offensive ability (whether initiating combat or not) - contradiction of the rabbit now has benefits beyond 100% training. - sprites and sprites only (not pixies or minor-remort) have a new special power that makes them __extremely__ potent if a footpad. - ryfe's now get a new special power.
Update 1/16/2008: - enhancing practices now works in increments of 100 rather than 10. - super unique week and double gold are now over. - new rule #13! See 'help rules'
Update 1/13/2008: - New quest for low-level players added to the realm of Oshigosh.
Update 1/12/2008: - oji-oem's have been toned via a loss of some +strength - onillin's have been toned via a loss of one of their winged attacks
Update 1/12/2008: - I have made the following changes to gear originating from Zan'golin and the Citadel of Paragon: All warrior gear from Paragon can no longer be used by Healers. (If you are a Healer who uniqued this gear, you are covered by the Zan'golin policy outlined below.) All caster gear from Zangolin can now be used by Warlocks. A few pieces from the above areas have had slight name changes to match their equipment slot more appropriately. -->> These items have had their stats <INCREASED> slightly: from Paragon: bracers of swirling mist, holy helm of lords, signet ring of paragon, gauntlets of swirling flame, platinum reinforced kneeguards, bracelet of rapture, loop of ascension, ring of captured flame, woven belt of paragon, enchanted cloak of Limdor, blessed boots of paragon, holy circlet of fortitude, scarred axe of transgression, consecrated cloak of lords. from Zangolin: an elven leaf helmet, a mask of moonlight, a glowing moonshard earring, a chain of linked stones, a simple cord ring, light leather boots, light leather leggings. -->> These items have had their +hit and/or +dam <DECREASED> slightly, and -->> have gained a small amount of other stats: from Zangolin: a glowing moonstone, mithril reinforced armguards, forged mithril wristguards, mithril forged gauntlets. Thank you for your patience, and please don't hesitate to contact me if there are any further problems. - Whim - Important update: Due to a double oversight in Zangolin's items, some of the items within the area are highly overpowered. As such, these items need to be reverted to what they *should* be, so they are inline with the other Nodekian items. The side-effect of this toning of Zangolin's items will result in the toning of any existing super unique items. However, we have determined a way to make this tone so players with super- unique Zangolin EQ will not suffer: (0) Players who uniqued Zangolin eq with marbles will be given the option of: a - being reimbursed 1.5 * the number of marbles they used on the Zangolin eq and losing the super unique Zangolin eq. b - being reimbursed the number of stones they used on the Zangolin eq and keeping the Zangolin eq. (1) We will run a second super unique week at the beginning of February. This will allow players who focused just on super uniquing Zangolin eq the chance to use their reimbursed marbles on other equipment. Players who uniqued Zangolin eq should contact Nijlo requesting a marble reimbursement. The number of marbles used on each item should be listed and will be cross-verified with the Nodeka log files. Again, we are deeply sorry for the oversight. We thank you for your continual support and patience on matters of this kind. Nijlo
Update 1/3/2008: - Happy holidays and happy new year! As always, super unique week is just around the corner. Prepare your marbles for the madness! Starting Sunday, January 6th, 2008 - our third year of super unique week begins!
2007
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Total updates: 72
Update 12/14/2007: - New area - Pain's Tabernacle. If you do not want to find yourself quickly rkilled, HEED THE WARNINGS!! - A new "step up" in crafting material quality (via new salvages) is now available to those of sufficient strength and bravery. See below. - San'vestra now has an extended mission available. You must complete either the Stormhaven mission or the Hades Fissure mission *while pleasing San'vestra enough to receive the 3-salvage reward* in order to receive the extended mission. - An interesting new type of item is available in Pain's Tabernacle, for those who manage to obtain it and decipher its power... - The scrounger gnomes have had their AI significantly streamlined, and should now be more responsive. - San'vestra's base missions have been tweaked. A few have been made slightly easier, and most will now reward you to a small degree for "extensive grinding" of a single mob. A balanced approach is still the most efficient path in terms of sheer mob kills, however. - Gemstone drops through normal salvage have been reduced slightly. (The decrease is not drastic, and will be offset for some by upcoming potential crafting specializations.) - Expect significant changes to the Pain's Tabernacle event (and the items that can be found in that area) if things prove to be too difficult, too easy, or too powerful. In the future, this extended mission will only be available from either the Hades or the Stormhaven mission, not both. (I'm attaching it to both for the time being for your pleasure and for testing purposes, until I can release new and different mission extensions for the other areas.) - IMPORTANT NOTE: There are MANY significant changes in this update, both obvious and hidden. Please keep an eye out for any strange or changed behavior, and bring anything odd to my attention ASAP. Especially keep an eye on: the Pain's Tabernacle event, the "special" items that will eventually be discovered therein, scrounger gnome behavior, San'vestra's mission behavior. Bug reports and suggestions should be sent to my e-mail, as always. Thank you, and enjoy! - Whim
Update 12/12/2007: - glacious stone prevention time has been increased from 5 minutes to 10 minutes. Also, glacious stone prevention time is no longer time bendable.
Update 11/24/2007: - update on rule #1, see 'help rules'. Due to this change, any prior sale of in-game goods for non-game goods will be considered 100% legal (since the rules did not include this clarification). However, from this point on (November 24th, 2007) sales of in-game goods for non-game goods will be considered illegal and players involved will be punished. Any prior confusion on this topic was Nijlo's fault for not being clear, not the players who did not understand the extent of rule #1. My sincere apologies for the confusion on the topic.
Update 11/19/2007: - Two new San'vestra missions have been added: one for Rumil Ancalimon, and one for Stormhaven. - San'vestra's "mission lock" has been changed to a "mission completion lock". After completing a mission and receiving your salvage reward, you may now pick up a new mission to work on immediately! The "mission completion lock" will now only prevent you from turning in a mission for rewards, not from obtaining a new mission. - San'vestra's low-end mission turn-ins (where you receive a single salvage as a reward) have had their mission lock timer reduced somewhat. - Some of San'vestra's highest-end mission turn-ins now have a slightly higher chance of granting a superior salvage reward (instead of a basic salvage).
Update 11/13/2007: - Major bug fix to the scrounger gnomes. Many thanks to the honest player who reported this quickly.
Update 11/11/2007: - Bug fix to commodity trader Gerahf - he will now return to you any jewel fragments you offered when he refuses a bartering attempt.
Update 11/10/2007: - Minor reign of speed has been bumped from capping at 25 bonus speed to 40 bonus speed. This makes it behave as minor reign of strength does. In addition, the algorithm to gain speed bonuses is now the same algorithm that is used in minor reign of strength, which makes it slightly more difficult to gain the speed bonuses. Overall, this change increases the potential of minor reign of speed but requires more training to receive those benefits. Similar changes to those explained above have been made to reign of speed.
Update 11/09/2007: - Hagglish has joined Eregalt at the forge in Aur-Vindi's Artisan's Guild. He can help you craft arm, leg, hand, and foot gear. - Badgit has taken residence in the Armory in Aur-Vindi's Artisan's Guild. He can help you to craft weaponry. You must have either an Expertise level of 3, OR an Artistry level of 3, to be able to craft weapons. - Commodity Trader Gerahf now accepts jewel fragments while bartering for components. He will not provide jewel fragments, however - he only accepts them in trade (up to 20 in one trade). - Some tweaks to the power of crafted items (more at the top end of item power than at the bottom end, you will probably see little change on the currently available items).
Update 11/08/2007: - Cleanup of new endurance algorithm. - Low endurance percentages can only lower hit/dam by 25%. The 'endurance' help file reads: The maximum damage/hit penalty is -25%. The maximum damage/hit bonus is +15%. - Nim has been improved to include benefits from the endurance algorithm. In addition, +hit now improves nim gold and experience. See 'help nim' - The updates to the endurance change have been detailed in the endurance help file. See 'help endurance' for details. - The second half of the endurance change has been integrated. This part increases damage and hit for high percentage endurance values. Endurance bonuses are restricted to fighters types only, however, caster types suffer from endurance penalties.
Update 11/07/2007: - First, your current endurance % now affects your effectiveness in combat. The short explanation is the lower your overall endurance %, the lower your damage and hit will be. Furthermore, a high endurance maximum (i.e. 50,000 endurance) has very important benefits in keeping dam/hit high. For a more detailed explanation, please see 'help endurance'. - Second, super unique week will take place in January 2008. It will be run around mid-January. As we get closer to January, the exact dates will be released.
Update 10/29/2007: - New salvage feature - jewel fragments! The scrounger gnomes will now reimburse you with a handful of jewel fragments for each unsuccessful salvage (that is, every salvage which provides you with monetary reimbursement instead of usable scraps). - Commodity trader Stacy will now trade for jewel fragments, providing either monetary payments or gemstones in return. She will accept any number of fragments, and the quality/quantity of her payout is dependent on the quantity of fragments received in a single transaction. - New salvage can now be found in Stormhaven. - New salvage can now be found in Rumil Ancalimon. - Snippen now provides salvage kits for both of these areas. - Optimized Snippen's AI. He should respond much more quickly henceforth.
Update 10/17/2007: - Reduced the difficulty of San'vestra's mission to the Hades Fissure somewhat. - Changes to a couple of stat combinations on crafted items. - Another crafting overhaul, this time to the recipe system. Very few of your items will change in this update, but many of the recipes themselves have been altered. The net result of this overhaul is that now, each individual crafting material has a wider variety of potential stat bonuses accessible to it - thus, some of you may see a little more variation in crafted results. More "generally useful" stat combinations should be a little more common now as well, compared to more "specific" combinations. - Crafting an item with gemstones now provides a BONUS to the crafter beyond the beneficial item results! The crafter will receive a small quantity of practices or RP points; the quantity is based on the number and quality of gemstones used. Practices are gained if the crafter has focused on Expertise for that item, and RP points are gained if the crafter has focused on Artistry. - Fixed a bug with San'vestra which caused her to "erase" your Hades Fissure missions if you took longer than 2.5 hours. - The demonic minions targeted in San'vestra's Hades mission have had their stats reduced slightly. - The "lock" which prevents you from gaining new Techs for 18 hours after a Tech gain now has its own description in your affects list, rather than the standard "quest locked" descriptor (thus allowing it to stand out from the various other quest locks). - Slight increase in salvage rates for Katahdin, Penumbra, and Dragonspine.
Update 10/16/2007: - Crafted items have had their stat distribution overhauled. The more illogical and useless stat combinations have been removed, and more useful combinations have been introduced. This change will affect your previously crafted items and may change certain recipes. The item naming system has been tweaked in certain areas as well. - Field-lieutenant San'vestra of Aur-Vindi's Combat Guild will now provide you with mob-killing missions for salvage rewards. Much like the Agamid Inciter in Dragonspine, these missions should give you a definite "progress meter" to work towards for salvage, in addition to random drops. She currently holds missions for the Rogha Fens and the Hades Fissure, and a few more will be added. San'vestra can be found patrolling the streets of Aur-Vindi. - Commodity trader Gerahf's "memory" is more friendly now - he will remember good offers (resulting in better deals for you) longer, and he will forget bad offers (worse deals for you) sooner. - Crafted item keyword bug with certain items has been squashed. - Uncommon salvage creation bug squashed. - Typo fixes on certain Hades Fissure mobs.
Update 10/10/2007: - Deathstar has been caught hacking player files and has been permanently site-banned. - logins and password failures now delay a longer amount of time to increase security from brute force attacks. - if your character's password is an all lowercase or uppercase dictionary word please contact Nijlo (nijlo@nodeka.com) and get a password change.
Update 10/07/2007: - constitution now has more meaning. See help 'constitution' for more details.
Update 9/25/2007: - Commodity trader Gerahf has taken residence in the Artisan's Guild in Aur-Vindi. Whereas Stacy takes your scraps and trades you components for them, Gerahf will take your leftover components and gemstones and provide you with other full components in exchange. - Gerahf uses a dynamic barter system. If you are consistently generous in your dealings with him, he will be more likely to cut you a deal; in contrast, if you consistently offend him with low offers, you'll find that prices may rise. - Gerahf is intended to provide a final outlet for your unused components, to provide access to certain materials for players who may not be able to obtain them otherwise, and to add a bit of "financial strategy" to the crafting system. He is NOT intended to remove any incentive to trade with other members of the Nodekian community when you're looking for a good deal on a specific component. Expect to pay a large premium in terms of materials when trading with Gerahf. =) - Crafting item lifetimes have been increased slightly (will not affect items already crafted).
Update 9/23/2007: - The NPC Tessa has joined her friends in the Artisan's Guild in Aur-Vindi. (You should now be able to craft the wristbands that are necessary to achieve Artistry level 1.) - Crafting code has been revamped. Crafting an item should result in much shorter delays between "steps", which should cut the duration of the crafting process by about half. - Fixed a bug in the crafting code which sometimes produced incorrect results when crafting items comprised solely of a single material type. (Of the available items that were live before this bugfix, only cloth cloaks were affected.) If you have crafted any cloaks before this bugfix, there is a small chance that you will notice a recipe change. - Further tweaks to the drop rate of salvage across the board (in the positive direction).
Update 9/18/2007: - The ancestral creatures summoned by the Agamid Inciter should no longer disallow charmies, groupies, and other players from joining. - Salvage drop rates in all areas have been slightly improved even further. - The crafted item power formula has been slightly tweaked. If you have already crafted an item, you will probably notice a small change in those item's stats. - The difficulty of Tech gains is now scaled against the number of materials required. "Expensive" crafted items should now provide Techs more easily. - Artistry advancement has been completed internally, and is somewhat different from Artisan Thad's initial description. Now, you can choose whether you want your Techs to be allocated towards Expertise or Artistry each time you craft an item - see Thad for more details. - Tessa should be coming soon (in the next few days), which will enable players to craft a wristband to complete Thad's quest, thus achieving Artistry level 1.
Update 9/14/2007: - The Dragonspine Peaks have had their power level adjusted. Each of the different species of dragon in the area differ in power level now, ranging from fairly easy for a maxed major remort to fairly difficult. - Salvage has been added to the Dragonspine Peaks. Talk to Snippen to obtain a salvage kit. - A repeatable salvage-related mini-quest has been added to the Dragonspine Peaks as well. - Potential salvages in the Hades Fissure, Rogha Fens, and from the Nihilist mini-quests have all been diversified a bit. - Salvage drop rates in all areas have been slightly improved.
Update 9/13/2007: - Bugfixes to the Katahdin/Penumbra nihilist quests. Your old nihilist pins will no longer work, if you have any saved. * NIHILIST PINS SHOULD ONLY HAVE LIFETIMES OF 16 MINUTES OR LESS! * If you find any pins with a lifetime exceeding 16 minutes, please note where and when you found it, and notify Whim immediately. Thanks!
Update 9/9/2007: - A salvage task has been added to the Yeriwyrian Penumbra. This task line is an extension of the Katahdin tasks. Visit Snippen for details. - Katahdin town has been reduced in difficulty to enable smaller majors to run it. - Katahdin town's salvage tasks have had numerous bugfixes applied. - The salvage load formula has been altered and a bug which reduced salvage on mobs that were killed quickly has been fixed. The new formula is flat - each player should get *roughly* the same amount of salvage *over time* (assuming they're running the same things), regardless of kill speed. - Note that you will still break the salvage of mobs that you kill in a single round (you cannot collect salvage from 1-round kills).
Update 9/9/2007: - A salvage task has been added to Katahdin Town. You will need a kit from Snippen to begin. (This task is tuned for smaller, non-capped major remorts. Next salvage addition will be for larger players.)
Update 9/8/2007: - The scrounger gnomes have been fixed and will now dissect "half-digested remains" properly. My apologies for the inconvenience. - A reminder - you can't craft with scraps. You must turn your scraps into components, and then craft with those components. - Some tweaks to the Rogha Fens salvage system. Expect that, in the future, I may change load rates or minor details of each area's salvage mobs/events/quests without notice. Keep your eyes open! - Whim
Update 9/7/2007: - A new NPC, Snippen (salvage gear assignment), has arrived and made his home in the Artisan's Guild. - Salvage can now be retrieved from Rogha Fen (see below). - Salvage can now be retrieved from the Hades Fissure (see below). - Now that some salvage is available, you will be able to finally craft your first items (once you build up enough components)! Note that salvage is not as simple as it was in the previous system - there will be a variety of ways to obtain it. These first few areas won't provide any salvage for you unless you have picked up the proper salvaging gear from Snippen first. Make sure you read his instructions and hints for each area.
Update 9/6/2007: - crash bug fixed! Sorry for the downtime, the crash bug has been fixed!
Update 9/4/2007: - Faja (crafter: banners, cloth chestgear, cloth cloaks) has been added to the Artisan's Guild. - Crafting NPC AI improved; they will now abort the crafting operation sooner (around the halfway point) if you provide them with insufficient or bogus materials. - No, really - *don't* call him jovial. =)
Update 9/3/2007: - Old-system salvage has been removed from Nodeka. Erasmus can still help you craft for the time being, but this will be removed soon as well. - The Artisan's Guild has taken root in Aur-Vindi as the up-and- coming hub for the new crafting system. - Several NPCs have taken residence in the Artisan's Guild: - Eregalt (crafter: metal chestgear, metal headgear) - Commodity Trader Stacy (trades components for your scraps) - Artisan Thad (Expertise training and Artistry quests) - scrounger gnomes (salvage experts) More NPCs will be added shortly. - The crafting system itself is live (NOTE: you won't be able to craft anything until salvages are loaded sometime very soon), with hundreds of potential crafting materials (compared to 15 in the old system) and over six thousand potential crafting results, with more to be added in the future (compared to 67 in the old system). The depth of the system itself is on a completely different level from the old system - none of the old materials or recipes will carry over. Some answers to frequently asked questions about the new system: - Expertise levels will be more experience-based (gained via crafting), while Artistry levels will be more quest-based. The Expertise system is 100% complete; the Artistry system is in progress. (No, Tessa doesn't exist yet, so you can't complete the first Artistry quest just yet.) If you're not sure what Expertise and Artistry levels are for, talk to Thad. =) - There will initially be 11 slots of crafted gear and 15 options total (caster vs. combat weapons, etc.) The NPCs for the remaining 13 options (including Tessa) should come quickly, and are top priority. - New salvage isn't in yet, that's second priority. Once that is in, you will be able to start crafting. - If you have salvage you've been saving from the Plenipotentiary event, it IS safe to turn that salvage in to the scrounger gnomes. - There will be quest-based options to obtain salvage, in addition to normal grinding. The first such system is already in the works. - There will eventually be a "help crafting"; that's a somewhat lower priority. - The new "standard way" to get the attention of a crafting mob is to follow them. (They all verbally indicate this periodically.) If they choose someone other than you to interact with, you must follow them again. This is to remedy the "afk player at Rizzo" problem. As always, the 'answer' command is used to select responses. I will keep you updated in the MotD as features and NPCs are loaded and enabled. Please drop me a line if you experience any errors or problems with what's already loaded. Thank you for supporting Nodeka! - Whim
Update 8/28/2007: - telekinesis, throw and shoot now do not incur overhead lag on the user's victims.
Update 8/25/2007: - new mob ai for Whim's crafting work.
Update 8/20/2007: - Fair warning: all currently available salvage will be removed from Nodeka sometime this week (probably within a couple of days). The current crafting system will be removed shortly thereafter. No hard dates, but expect old-crafting to be completely gone by this coming weekend. This is in preparation for phase 1 of the new crafting system (see the 7/9 update for our projected timeline). Any items you may possess that were crafted under the old system will NOT be affected; your current <crafted> items will live out their normal lifetimes until they fall into disrepair naturally.
Update 8/16/2007: - vehemence now improves beyond 100% training
Update 7/22/2007: - Following your team's Sentinel in a Sigil Citadel will now group you. (This is an easy way to join a common group with your team.) This is still limited to the Nodeka maximum of 8 players per group. Joining your group's team will give you a (grouped) affect which prevents the Sentinel from grouping you again. If you leave your team group (for example, by following someone) and wish to re-join it, you can follow the Arbiter to clear the (grouped) affect, allowing your Sentinel to re-group you.
Update 7/21/2007: - Several more changes to Sigil Citadels: Sentinels will now attempt to report the time remaining until Sigil reload, the reward for the winning team is now 3 RP and a temporary boost to a random stat, and each base now constructs War-Golems who will not defend on their own, but who will assist their team in defending. - Sigil Citadels now require only 3 points to win. The Sigil lifetime (and accompanying delay before you can steal a new Sigil) has been reduced to 3 minutes. - Keep an eye out for a new form of competition - Sigil Citadels. Sigil games are currently a bit of a rough prototype, but once they're working smoothly, I'll be running them with various stat caps for special salvage prizes. The Sigil games are a capture-the-flag style of competition, and they work as follows: - There are two teams, Team Jade and Team Amethyst. - Jade's base is the northern (green) fortress in the Citadel. - Amethyst's base is the southern (red) fortress. - Each base houses that team's Sentinel. The object of the game is to capture the opposing team's Sigil 4 times. To do so, you must: - Make your way to the enemy's Sentinel, and remain in his room for a few seconds. If you manage to do so, it will be forced to give up its Sigil to you. - Return to your own team's Sentinel before the Sigil dissolves (it lasts several minutes). Wait for your Sentinel to acknowledge you, and then give it the enemy Sigil when it asks for it. - Score! When a Sigil game is started, you can join a team by following the Arbiter just northeast of Kiskr. (You can try to be picky about your team by choosing when to follow him, although he strictly enforces even numbers.) There are two ways to keep track of other players' team affiliation. First, you can see their team with the 'affect' command if you're next to them. Second, you can keep track of who joins what team by watching the OOC channel. (All Sigil game announcements are done over OOC.) There are a few other kinks and surprises, but I'll leave that for you to discover. =)
Update 7/13/2007: - A note regarding salvage from special events: DO NOT turn this salvage in to Rizzo! This is "new" salvage, and Rizzo can only work with "old" salvage - save it until the new salvage mobs are in. =) - Major Remorts: Keep alert! The winds of Mhaldryn carry wide and far, and with it rides the susurrant song of rumor. Nameless tongues hint at turmoil near Aur-Vindi, and speak of numerous brave Peacekeepers already slaughtered... Crafting News 3: So far, things are on track timewise. I may be able to get some of the mobs up this weekend, and I've already released a small "event" with the opportunity for the bravest among you to earn some early salvage (see above). I'll be stretching Phase 1 and 2 out across this weekend and the next. And regarding the turmoil above... perhaps it's too difficult as is. I'll watch it closely and tune it if necessary. =)
Update 7/9/2007: - Crafting News 2: Work on the new system is chugging along. I was hoping to get the new mobs active on live Nodeka this weekend (with the unfinished functionality disabled - that way everyone could take a look at what was coming and I could "enable" mobs as each is completed). Unfortunately, I'm going to have to push that "introduction" forward one weekend - my sincere apologies for the delay. This coming weekend and the weekend following should be exciting. Here's the current timeline I'm shooting for (I estimate about one "phase" per weekend, although I'd like to combine phase 1 and 2 both into this coming weekend if time permits): phase 1: Crafting mobs are introduced onto Nodeka with limited functionality. Salvage will not be freely loaded into the world just yet; the main goal is to get the mobs in place for future enabling and to give everyone time to see the base set-up. phase 2: First functionality upgrade, enabling the crafting features of one or two crafting NPCs (each NPC controls crafting of 1-3 different item types). Salvage will not be loaded yet, but keep your eye open for the special events I will hold that weekend (see below)... phase 3: Salvage will start appearing in the world. Over time, new forms of salvage will continue to appear, as well as new materials - this will be an ongoing process on Nodeka (we're looking at dozens and eventually hundreds of unique materials, not just the handful you have currently). phase 4: Next set of functionality upgrades. This phase will repeat until the base item types are complete. phase 5: Deeper feature implementation. Higher levels of crafting, crafting specializations, open-market material trading and transmutations will all be implemented, as well as a couple of other features which I'd like to keep under wraps until they're ready =). This phase may take several weekends. phase 6: A new area which I've been working on which ties into the crafting system. Nifty surprises in this one. =) I'll be sure to drop at least a quick update each weekend, letting you know where we are in the process outlined above. Phase 1 will start this weekend, and I'll be trying for phase 2 as well. I won't reveal too much about the "special events" mentioned above, except that I'll be holding them personally and awarding crafting-related prizes for the winners. As the weekend approaches, I'll let you know whether it looks like we'll hit phase 2 this weekend or not (and if so I'll provide some approximate times for the events), so that anyone interested can plan on being there. Thanks for your continued patience and support! - Whim
Update 7/6/2007: - Double gold and double exp are in effect due to down time. Our most sincere apologies! The problem seems to be fixed now and we're good to go!
Update 7/1/2007: - Crafting News: "Real" crafting is finally on the horizon, after quite a few months of waiting. =) I expect to be able to start loading the beginning structure onto Nodeka this coming weekend. Quadrupling the current item set is actually very large underestimate - the set of current craftables numbers only a couple of hundred, while I believe the "real" system will initially settle somewhere in the vicinity of 10,000. I'll be releasing the system in a modular fashion, with the most basic functionality going live first, and I'll expand on the system as I complete more and more of it. Thus, the first thing you'll see will be just a slot or two of craftables, with more added over the following week or two. Once all of the intended slots are in, some of the deeper aspects of the system will start showing up, such as crafting specializations and material transmutations. The schedule is, as always, subject to change, but I'll do my best to keep you up to date on each weekend's progress. Fair warning: as the "real" crafting system is fit into place, the current "temporary" crafting system will be phased out. Currently, I have no plans to merge the current salvage items into the new system, as the systems are quite disparate (the new system will start off with over 130 different types of salvage). Crafting of the "old" items at Erasmus will be disabled shortly after I remove the "old" salvage from the game (probably on the following weekend). As always, I'm always here to take your suggestions, concerns, and questions at whim_nodeka@hotmail.com. =) Thanks for your support, and enjoy the game!
Update 6/21/2007: - new AI functionality necessary for craftable items. Craftable item set is nearly here - we expect it to be fully in within the next couple months. The complete craftable item set will quadruple the current number of items within Nodeka (it's THAT big). - in order to increase citadel participation for all tiers, role-playing points can now be gained when pking other players in battle or clan citadels (not challenges). This change only affects rp points, your data sheet will continue to remain unchanged for citadel pks.
Update 6/13/2007: - last minute update: Nodeka will be down for from 9 a.m. - 2 p.m. Thursday, June 14th, 2007. Our apologies for the late notice. We'll try to run some fun challenges once we're back up to help offset the inconvenience. Nijlo
Update 6/12/2007: - radiance of atonement has an increased prevention time. - rogue-shoot, archer-shoot, valk-fire and shoot were fixed to have 250 ms lag time. It was a bug that they had 500 ms lag time as the code was always set to give them 250 (the battle realignment code simply cleared the 250 and reset to the default value - 500 ms). - in order to spice things up and keep throw useful, throw's lag has been reduced to 500 ms.
Update 6/10/2007: - fixed a weird stepping skill bug that locked you in a prevention ability if you were already using a permanent "is doing" ability. For example, if you first used berserk / insane and then tried to use stun, you'd stay locked in stun lag. The fix is quite complex, but seems to be working. Please notify Nijlo if you notice any problems. - holy analgesic has been split into two spells: dajain holy analgesic - minor improvement over old holy analgesic for training over 100%, same 2 seconds of lag falladian holy analgesic - 0 lag, has 4 seconds of prevention and heals 1.5 times what the old holy analgesic healed for fallads Falladian holy analgesic costs slightly more mana/spirit to use. The reasoning behind this change is to further separate dajas and fallads into healing and combat groups. This allows dajas to heal more than fallads, but allows fallads to do more damage (due to the 0 lag).
Update 6/5/2007: - quickbolt - oe naj'k has been reduced in its accuracy. - new hunter skill: foxbat shiv - the following abilities now benefit from over 100% training: bash (even more than before) foxbat shiv stun temple touch
Update 5/28/2007: - Double sun stones for the month of June will run from June 1st through June 30th. Thus, a $50 donation receives 10 sun stones. A $400 donation receives 80 sun stones. And so on. This is our way of apologizing for the one day downtime last week! Sorry for the inconvenience and thanks for your patience!
Update 5/12/2007: - healing radiance's prevention time has been upped by 20 minutes and a max healing amount has been set at 50,000 health. - the thoe race no longer has sustained life. - lektron clout now has benefits in training beyond 100%. - critical attack now has benefits in training beyond 100%. - au-sem-mao now has benefits in training beyond 100%.
Update 5/10/2007: - players can again recall with pk flags, the change has been reverted due to player complaints. I'm not sure I agree 100% as I think it may have added to the strategy created in pking. Yet, Nodeka is a democracy, so since the majority feels it should be removed, it has been removed (I feel like the president who just got vetoed by congress, heh). - demon remorts no longer have the ability to avoid getting pk flags. In place of this, they have been given +dam bonuses and fire-based attacks.
Update 5/9/2007: - rp point prevention flag has been removed when receiving role-playing player killing points. - recalling is now prevented while you have a player killer flag. Yes, some classes have abilities that allow them to get around this. For them, this grants their class a nice added bonus.
Update 4/29/2007: - new hunter spell: hunter's replenishment
Update 4/12/2007: - new Weeland quest! - solid increase in chance of alignment improvement with tempalus - significant increase in planar combat control prevention time
Update 4/7/2007: - minor fix so comatose players are no longer seen on the rpable list
Update 3/28/2007: - new command 'rpable pk'. See help 'rpable pk' for more information.
Update 3/25/2007: - role-playing points for killing players followers has been removed - at least for the time being. - minor fix to weird cases when your last pk list somehow gets 2 or more over its limit.
Update 3/23/2007: - rp point prevention dropped from 3 minutes to 2 minutes. - rp points for pking have new value. For each 100 rp points accumulated, Nodeka automatically endows the player with 1 sun stone. The first time a player logs in with this new system, the player receives a sun stone boon for all the previously gathered rp points up until now. Thereafter, each time a player accumulates another 100 rp points, the player automatically receives an additional sun stone. - practices gained from sun stones has been lowered to 400. - new command: last pkills (or "last pks"), see 'help last pk' for more info. - updated rp points gained for pking, see 'help morality side-effects'.
Update 3/3/2007: - frenzy can now be used while under the affects of berserk, insanity, etc. The frenzy help file has been updated.
Update 2/23/2007: - Nodeka has won 2nd place in zMUD icon listing at a grand total of $3000 advertising cost. Thanks for your donations which makes this possible! - fix to hum of valkyrie's bastion for improving beyond 100%. - morality degree uses real mathematics now (instead of discrete mathematics) thus making its rounding for morality degree more accurate. Please note that real mathematics on computers using binary computation will always contain some error, so exact morality degree is not possible. - the ground's edict can now be used in all areas other than continents.
Update 2/11/2007: - vicious fist now has benefit beyond 100% mastery.
Update 2/10/2007: - the home command has been modified so you can reset your home to the temple of Ruushi. To do this, type "home reset" - this'll prevent you from ever getting stuck (even when building in your own clan hall). "help home" has been updated. More importantly, this enables clan builders to open their clan halls to non-clan members without ever being able to trap them (in the event they were to set their home in clan hall and then the clan were to make the clan room clanlocked). - new command: clanunlock. Specifically added so clans can now remove the clan flag that prevents others from entering their clan hall, so others may come and visit.
Update 1/27/2007: - new command "botanswer" to be used for bot checks. In order to prevent user errors, player stored answers via the "answer" command will also be checked by the bot check system for the time being. However, players are strongly encouraged to start using the new "botanswer" command for all bot check answers. This new command has been put in place to correct errors players have been experiencing when interacting with Rizzo. Lastly, spaces on bot checks are now removed when checking correctness. So while we are not encouraging the use of spaces in bot check answers, we are allowing for user error to be automatically corrected by Nodeka. - removal of trailing lag once a successful password has been entered
Update 1/26/2007: - more artificial intelligence functionality to assist in salvage item generation, among other things - more areas, mobs, items and artificial intelligence
Update 1/23/2007: - at least one veteran character has had his password hacked in the last three days - we are 100% positive it was a password hack as he has not shared his password with anyone, and the logs show him logging in from a rogue IP address, dropping all his equipment and quitting. To protect players from password hacking programs, I have added four seconds of lag to name login. The reason why this helps protect passwords is it makes password hacking programs take 4 times as long to process and identify a single password is incorrect. Thus, while four seconds will cause some inconvenience at player login, it will save you from password hacking programs from hacking your password. Thanks for understanding, N
Update 1/22/2007: - fixed bug where if a player opens a portal to a clan hall and then outcasts from the clan, that when the player re-enters the portal, he or she cannot home to the clan hall.
Update 1/20/2007: - New feature for major remorts - item crafting. Erasmus (Aur-Vindi's smith) is our first crafting hub; major remorts interested in exploring this new aspect of Nodeka should talk to his chum Rizzo. This feature will be expanded in the future; feedback is welcome at whim_nodeka@hotmail.com.
Update 1/19/2007: - updated Nodeka graphical client to include new map features: quest mobs, items, targets, clan members, etc. (http://nodeka.com/downloads.php)
Update 1/18/2007: - fix to Tloka's quest in the event the slain mobs affect needs to be refreshed, Tloka now refreshes the affect to the correct duration - even more Nodeka AI functionality for quest builders - fixed rank bug where you type "rank <incorrect category>" and no output would be given
Update 1/15/2007: - increased ranking for quests completed for moral, immoral and true impartial from 5 to 10 - mobs can no longer use "rite of sundering". - changed Weeland's third quest open output. If you've started Weeland's latest quest, please make sure you type QUEST OPEN again to see a note that may help you receive all you can when completing this quest. - new Weeland quest from Treadstone and Fenrir.
Update 1/14/2007: - new moral quests completed, immoral quests completed and true impartial quests completed ranking categories for "fairness" as each of the three morality disciplines number of total quests completable will vary. - Fastion's quest in Shtera has been made a touch easier. 1) if you answer "no" that you are not ready, you are now given a chance to get ready (without redoing the whole quest) 2) if you do not give the items to the quest mob in the two minutes allocated, you are not forced to redo the entire quest. And as such, in the event you are pked or the quest mob is killed after you have already begun interacting about giving the items, you won't be penalized. Thanks for your patience with this. - double gold has finally ended ... sorry folks! - added new code for UMC map processing - fixed rank problem where non-remort, minor remort and major remort values would not be reset to 0 if the player remorted, allowing a player to show up in a tier he or she just remorted out of.
Update 1/12/2007: - er ... revert of skills / spells lag for 50% or lower health. But the movement lag is staying in dammit! =) - added lag for movement and skills / spells when you are less than 50% health. In addition, even areas that have no movement lag give some lag when you are 50% or less health. Using "normal" commands should not incur additional lag when used if health is less than 50% (for example, using the "score" command at 50% health should not incur added lag). - see cloaked / invis rank affects have been reduced from 65% to 30%.
Update 1/11/2007: - new newbies quest in Shtera Graveyard. - slight fixes to Tloka's quest AI output to make things a bit more clear. Get ready, Tloka's next quest is going to be a doozy.
Update 1/8/2007: - new newbie quest in Grunfeld bogs, however, veterans will probably want to do this quest as well.
Update 1/7/2007: - defensive stance has been revamped (see help file) and now improves beyond 100% training. - field aid now improves beyond 100% training. - new beta feature "rank" - type "rank" to see the current list of rankable categories. Once the rank feature is more fleshed out, a help file will be presented on how it works. Until then, keep checking your "affects" every hour to see if you've been given "rank affects".
Update 1/3/2007: - new morality quest with Tloka. This new quest brings into play some new AI aspects that you've never seen before. You must have completed Tloka's prior quest (with souls) before moving onto this one. Additionally, you must be a major remort to start it. - new mob AI functionality
Update 1/2/2007: - bifold rune now outputs when no charges are left. - broken vorpal-dimension is now a charge based prevention. In addition, it now has benefits for training beyond 100%. - lag on new willed protectors is really gone now.
Update 1/1/2007: - The 2007 new year brings us great joy and a sad farewell: It is with mixed emotions that I inform you that Elrohir has stepped down as the head builder of Nodeka. On the one hand, I am very happy for Elrohir as his life has been blessed with a baby girl and I am happy to see his family come before Nodeka (as it should). On the other hand, I am very sad to see someone with his expertise and excellence leave our staff. Elrohir was the head builder for Nodeka for over a year and his services have been invaluable to Nodeka. There are far too many wonderful things to say about Elrohir that simply cannot be said here with the limited time and space in this forum. There is no doubt Elrohir's strong creative skills and his incredible drive to create will be sorely missed by all Nodekians. If not most especially, by me. In closing, Elrohir wanted to share this final piece with the Nodekian public: --------------------------------------------------------------------------- I'd like to give my appreciation to Nodeka for the pleasure of giving something back to a game I've enjoyed, but it is time for me to step down as a builder. My time needs to be better spent taking care of my new daughter. Thank you all and happy mudding! Elrohir --------------------------------------------------------------------------- We will miss you, Elrohir, and we are forever indebted to the great work you have brought to Nodeka. Nijlo
2006
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Total updates: 97
Update 12/30/2006: - fix to new willed protector causing dismiss lag.
Update 12/29/2006: - the Revik suggested buff to fallads/healers has been put in place, improving their followers by ten orders of magnitude. - a "vote" helpfile is now in place which has the vote links you can copy/paste into a browser.
Update 12/27/2006: - help remort has been updated. - With a great deal of consideration, I have decided to remove the $20 requirement to remort on both tiers (minor and major). If this results in significantly reduced donations, I may be forced to reinstate it. This is a temporary change and may be reverted in the future at any time, if I feel the need to do so. That said, I wouldn't have made this change if I didn't feel it was the right thing to do. After hearing points made by players on the forums, I believe this is the right thing to do. With this in mind, I thought I might address the forum discussing the removal of sun stones. In short, that will never happen. I appreciate your feedback on both forums. Lastly, thanks for continually making Nodeka great and sharing your thoughts with me in a manner that I have requested and that I enjoy. Creator, Owner and Slave to Nodeka (and all its great players). Justin Gottschlich / Nijlo p.s. For all of you who did donate to remort, you have my thanks.
Update 12/26/2006: - super unique week has begun and will last until at least January 4th, 2007 - gold on mobs has been doubled for the duration of the super unique week
Update 12/17/2006: - forgetful fire has been revamped. It is signficantly [sic] more powerful. - prayer of the gods disfavor has been revamped. In addition, it now yields benefit for over 100% training. Prayer of gods disfavor has been significantly improved in power.
Update 12/15/2006: - all witch major remorts have lost curse of spellbound death. This decision was not easy to make, however, spellbound coupled with constricting hex simply made witches too powerful. I am considering giving witches something to help them recover from this loss. However, if it is seen that witches are powerful enough without spellbound and are still a valuable class, they will be left without a buff.
Update 12/15/2006: - valkyrie class +dam has been improved. It is now nearly equivalent to barbarians.
Update 12/14/2006: - focused sphere has been improved for over 100% training - song of striking has been improved for over 100% training - battle stance has been improved from 1/5 reduction of damage to 1/4 reduction of damage (updated help file)
Update 12/10/2006: - Corrected some character generation output
Update 12/3/2006: - Arcadia, Geist Mists and Katahdin Town have been increased in population.
Update 12/2/2006: - time bending: inverse now has greatly reduced °lag. - Helix and his bounty days: Our new immortal, Helix, will be running bounty events once a month or biweekly (depending on how often we think these events should run). Helix's bounty events are random bounties which Helix places on 2nd remort level 100 players ranging anywhere from 1,000 to 10,000 platinum. Helix has specific guidelines on how the bounties must be distributed to ensure all bounties are random and equally distributed. The first of the bounty events took place today, we may have another in two weeks. Keep your eyes on the update for more details.
Update 12/1/2006: - super unique week will probably occur: December 28th - January 4th this is not concrete, but my best guess as of right now. - fix to experience output for battles when barbarian bloodlust is involved. Barbarian bloodlust was causing incorrect output and has now been resolved.
Update 11/30/2006: - benefits over 100% for decaying touch have been improved slightly
Update 11/24/2006: - radical defiance has been changed in a number of ways, all of which are buffs. Most importantly, training beyond 100% now influences radical defiance's duration, lag time and special affects.
Update 11/17/2006: - Nodeka Donations: no Nodeka donations will be processed from November 18th through November 23rd as Nijlo will be out of the country. However, due to this inconvenience all donations made during this time period will receive double sun stones when Nijlo returns to process them on November 24th. Have a happy and safe Thanksgiving!
Update 11/6/2006: - fix to falladian strike
Update 11/5/2006: - new fallad minor remort ability: falladian strike
Update 10/1/2006: - Update: super unique item week will reoccur sometime between Dec. 15 2006 and Jan. 15 2007. I cannot give the exact week yet, but it will last for one week somewhere during the above time frame.
Update 9/26/2006: - sigil of banishment and sigil of the undead army are now on different preventions. - the drake races now have elemental attacking power in their native attacks which should make them significantly more powerful (i.e. red drakes can do *only* fire damage with primary attacks, making resist physical useless on those attacks). In addition, these elemental attacks are not counter-attackable.
Update 9/23/2006: - new Proxy Map available (www.nodeka.com/downloads.php) supporting map targets, clan members, items, etc. - new Nodeka applet runnable from directly from nodeka.com (thanks to Uda), which integrates the real-time map. Most importantly, the font now works for bot checks.
Update 9/22/2006: - the rhras race has lost its +hit racial bonus - quickbolt - oe naj'k hits more accurately and improves over 100% mastery - rains of the thunder gods now improves over 100% mastery - Mjol of Summoning has been changed to Bifold Wizard - summoning of intellect has been transformed into: bifold rune - new bifold wizard ability: bifold rune
Update 9/21/2006: - minor tone to curse of spellbound death - I have finally decided to remove the trailing affects of waters of enfeeblement post-pk
Update 9/20/2006: - sigil of banishment has an increased prev time - death gamble has been toned some
Update 9/17/2006: - new area: Qellan Base - nojohr teleportation spells no longer drag group members in combat
Update 8/30/2006: - waters of enfeeblement has been toned - mobs can no longer use orphic disbanding
Update 8/22/2006: - eaststar crossing has lost altered destiny chance in place of another affect.
Update 8/19/2006: - new combat rules: when combat is initiated both sides can use skills or spells regardless of defensive mechanisms in place (i.e. planar combat control). Additionally, this means PKers attacked in safe rooms will be able to use offensive abilities against their attackers. - fixed pk protection problems for those not protected after pk
Update 8/16/2006: - all monk stances are now on separate preventions, allowing usage of all stances in conjunction with the others. However, the prevention time has been upped a marginal amount for each stance. - eaststar crossing has been revamped, see "help eaststar crossing" for more information - updated information on player kill protection - see "help player kill protection" for more details.
Update 8/11/2006: - new anti-spamming code is in place for all channels. Don't spam or Nodeka will getcha! =) - new shadow tholec ability: darkened ambush - double gold period is now over - hope you enjoyed it!
Update 8/3/2006: - warrior's study and warrior's magical study are now basic study prevention abilities. This ensures all offensive prevention abilities (skill or spell, depending) are available to warrior's study and warrior's magical study. For example, one can now use warrior's study to learn unilateral front-side parry. Previously, this was impossible due to overlapping oe naj'k preventions. Thanks for the interesting argument, Al'lan.
Update 8/1/2006: - due to the recent crash and downtime, we've doubled gold on all mobs as our way of saying, "sorry for the inconvenience and thanks for being loyal players while we work through these issue." Mud on! Double gold will remain in affect for ... an unknown time period, so take advantage of it while it's there!
Update 7/28/2006: - sweet new map functionality: targets and clannies. Targets show up as @ signs and are magenta, by default. Clannies show up as * but as light cyan, by default. Both are color configurable, as always. - crash bugs of using warrior's study to study application of study and then use application of study fixed, as well as using warrior's magical study to study application of magical study and then use application of magical study fixed. Surprising no one has tried that until now, heh. =)
Update 7/25/2006: - valkyries now get experience for each use of hum of the valkyrie's bastion. Additionally, hum of valkyrien's bastion now improves when over 100%. - seduce now works on all male NPCs, humanoid or not. - slight increase in ruan polestar duration to ensure it lasts one round - all toggles should now be searchable through 'help toggle <keyword>' or 'display help toggle' (with the exception of channels). - new toggle: map player precedence, see 'help toggle map player precedence' for more information. - new map feature: player followers, see 'help map'.
Update 7/22/2006: - new barbarian ability: ruan polestar
Update 7/15/2006: - fireball now rewards sorcerers with gold and exp - nim is now improved and yields benefits for those over 100% mastery - heightened defiance can be used in combat - heightened precision can be used in combat
Update 7/14/2006: - new storm-aylakia ability: Okaeli's wolf
Update 7/9/2006: - minor reign of strength and reign of strength now yield greater benefits
Update 7/9/2006: - new valkyrie minor remort skill: beckoning of the wolf (help file pending) - oji-oem now receives a great deal more racial strength - strength now increases damage more from 201-300 and 301-beyond. previously: 201-300 = +14 total damage gain now: 201-300 = +20 total damage gain previously: 301-400 = +14 total damage gain now: 301-400 = greater than 14 =) - minor tone to behest of the angel's damage - new shadow rogue ability: sleight of hand-strike - see help file for more details. - encircling ambience now functions like gate-crash and ram door, not incurring the prevention period unless a door is being opened.
Update 7/8/2006: - new heaven mjol ability: wizard's healing - see help file for more details. - for the first time in the eight years I have been working on Nodeka, I can finally say: every subclass within Nodeka has at least one unique ability. Thanks for your continued support and patience while we add more depth, detail and enrichment to the Nodekian world. Justin Gottschlich / Nijlo p.s. We are 3 abilities away from reaching the elusive 500 mark. - new planar sage ability: planar combat control - see help file for more details.
Update 7/7/2006: - Jakaens immunities have been beefed up. See related help files.
Update 7/6/2006: - new zerkorian ability: zerk ferocity, see 'help zerk ferocity' for more information. - new meijin joufu ability: joufu's reflection, see 'help joufu's reflection' for more information.
Update 7/3/2006: - ram door and gate-crash have been changed into charge based prevention abilities. See help 'ram door' and 'gate-crash' for more details. Additionally, these abilities no longer use charges / prevs when attempting to open doors which are not closed or do not exist. Thus, you can "play around" with these abilities a great deal more. What secrets can be unlocked?
Update 7/2/2006: - fixed barbarian bloodlust 0 gold defect
Update 7/1/2006: - new barbarian ability: barbarian bloodlust
Update 6/27/2006: - new stoic ruanbaere ability: ruan charity
Update 6/21/2006: - for all donations made from June 21st - June 25th, players will receive double sun stones. - wounded abatement and holy analgesic now reward gold, as well as exp, for valid heals (non-pk, group members or self, etc.) - new circle mjol ability: circle of mental invisibility
Update 6/20/2006: - new circle mjol ability: circle of hale rejuvenation
Update 6/18/2006: - mentalis vefr's prevention has been reduced and is now dependent upon the user's constitution. In addition, mentalis vefr now has benefit for those who train beyond 100%.
Update 6/16/2006: - flee has been changed in the following ways: - flee now takes two rounds to prepare to escape from combat - flee's success rate has been lowered when fleeing from PCs - flee's success rate has been raised when fleeing from NPCs - when fleeing successfully, your flee direction is hidden - one hour rp eq now costs 30 rp points rather than 10
Update 6/14/2006: - weave of balance's affects are now "must time out" which means they will not drop at real-death, pk death, etc. - weave of balance has a significantly increased uptime, reduced downtime and a greater benefit per user's willpower. - warrior's study now allows usage while in combat. Warrior's magical study now allows usage only from resting - before combat.
Update 6/11/2006: - the augmented inventory cap has been raised. Instead of level + augments it is now level + (augments * 2) - bash now has benefits beyond 100% - trip has been revamped and is now a prevention ability. Note: the prevention time of trip is around 60 seconds. This is intentionally long (compared to kick and others) due to the potentiality of trip locking targets in battle. Additionally, art of imbalance directly affects trip's duration. Last, but not least, trip has benefits for those trained over 100%, as does art of imbalance.
Update 6/8/2006: - fixed rare druid sphere bug which would cause a sphere to get stuck at 100% or higher
Update 6/2/2006: - palladium of sanctity now resists magical attacks as well as physical attacks. In addition, its maximum affect percentage has been raised. - barrier behest now drains 107 alignment, rather than 190 alignment per usage. Additionally, barrier behest now resists magical attacks as well as physical attacks.
Update 5/31/2006: - bot checks no longer permanently reduce stats. Instead: - reduce gold and experience to 0 - incur super-negative time bending for 3 days - reduce all primary statistics (str, con, dex, agi, spe, int, wil, wis) to their minimum value for 3 days This change has been made for a variety of reasons: balancing fighter and caster bot check failures, balancing bot check failures for players with over 300 stats and those without, and making Nodeka unplayable for all players, alike, regardless of size. No permanent stat loss is a nice upside, especially for smaller players who cannot remake the stat loss as easily. The reduction of all primary stats seems like a fair trade-off for the benefit of not suffering permanent character drains.
Update 5/21/2006: - new toggle to prevent group teleports from pulling group members without permission - see 'help group teleport'. By default group teleport is OFF for players, preventing group members from being pulled by group teleport. Group teleport is ON for followers, allowing followers to be pulled by group teleport. - augments now affect maximum ability %, see help augment - new poliir ability: radiant strike of the guard - more abilities which yield benefit from training beyond 100%: decaying touch radiant strike of the guard storm complexity In addition, storm complexity is the first ability which uses percentages from two abilities (mental tempest and storm complexity) to improve its effectiveness. Storm complexity help file updated.
Update 5/19/2006: - holy light now yields benefit from training beyond 100%. - new command: abilities (only used to list abilities and percentages) - the command "practice" now can only be used when awake, use "abilities" to see abilities when sleeping. - new command: ABILITIES CLEAR. This command clears all abilities over 100% restoring them to 100% and returning the character any used practices over 100%. This command costs two sun stones. See "help abilities clear" for more information. - new abilities which yield benefit from training beyond 100%: magic arrow mental tempest mental tiaran psychic shock In addition, all previous spells that have been improved for benefit beyond 100% (devil's siphon, elemental mal, fireball, etc.) have been given an extra "boost". The above abilities (magic arrow, mental tempest, etc.) have this extra boost in them as well, as will all future abilities that are improved beyond 100% ability rating.
Update 5/18/2006: - convert 8 is usable by major remorts, minor remorts and level 100 non-remorts. - new IP address help file which is *extremely* important for veteran players to read! - the following spells now yield benefit from training beyond 100%: devil's siphon elemental malediction fireball ice blade lightning rune-ring static charge the warlock wrinkle - physical intensification, enhanced damage and acute might now yield benefit from training beyond 100% (help files updated). - new valkyrie charge based prevention ability: hum of valkyrie's bastion - two more areas have been fixed regarding their aggros: Bhalin Deeps and Bavriis Mhalos - thanks goes to Elrohir for his continued diligence on correcting these errors. - devil's siphon and the warlock wrinkle return pool points if the user has exhausted the available siphons or wrinkles. - waters of enfeeblement now has a cap on the duration of the negative affect given to those affected by the ability (the capped duration is still extremely high, but enforces some kind of balance).
Update 5/14/2006: - a number of aggressive / non-aggressive mobs have been corrected across the Nodekian globe courtesy of our head builder, Elrohir. Your aggressive mob map feature should work more correctly now. More changes to come.
Update 5/12/2006: - spectral vision and death's touch of insight have been significantly improved. - trewan of the rising forest now has an increased prevention time in attempt to make the ability more fair. - 1 sun stone now buys 500 practices (rather than 50)
Update 5/6/2006: - Extreme Player Report: Alresh has raised the Nodekian player bar to a new level, by becoming the first player EVER to break 100,000 in any given pool (he did it in health) and has been given a special "I'm-a-rockstar" reward for his non-stop effort and extreme uberness! Here's a big congratulations from all of us on Nodeka, Alresh! You're way hardcore man!
Update 4/27/2006: - downtime this morning was not our connection, but a problem with our server. I've been able to identify it and fix it. So at least one of the problems plaguing us has been fixed now. Hooray for us! In addition, we've recently found that this issue was the cause of our downtime on April 20th and April 13th. So most of the system issues we've been seeing are now resolved with this singular fix. Thanks for your patience, we're getting there.
Update 4/26/2006: - havoc has been improved from taking -15 endurance points per hit to now taking -9 endurance points per hit. - dreynen curse has been modified so it cannot be used to accumulate pool bonuses over several preventions of usage.
Update 4/23/2006: - dismiss has been changed to allow certain follows to be dismissed without any lag penalty (please keep in mind the dismiss lag is a method of preventing "make follower / dismiss follower" gold bug to be avoided). The followers created by the following abilities no longer incur any lag when dismissed: conjure deity conjure elemental conjure golem demonic affirmation dignitary manifestation passage of dark summoning sigil of the undead army summoning of the grey the prayer of guardianship willed protector
Update 4/22/2006: - black magic attacks are no longer counter attackable. This means shields are ignored when black magic attacks are being made. Darkhand monks have a much longer prevention time for 'strike of the black magic arts' to ensure they do not benefit too greatly from this change. The primary goal of this change is to improve the racial power of faehrs.
Update 4/19/2006: - reversed success rate of curse of spellbound death
Update 4/15/2006: - improved success of curse of spellbound death - new dark-magic arrows sold in Ruushi (these arrows, like ice and fire arrows before them) do no physical damage - instead, they incur only black-magic damage.
Update 4/12/2006: - double sun stones from April 12th - April 16th. For all donations made with this five day period, you'll get twice your normal sun stones. The monthly cap will remain the same, but will allow up to 80 sun stones for this month (with double sun stone donations). This is just our way of saying "thank you" for your ongoing support and loyalty to Nodeka.
Update 4/8/2006: - soothing touch now only works on the user's followers - holy analgesic and wounded abatement have been buffed - healers (daja) now heal more than fallads in both holy analgesic and wounded abatement (and heal more per remort tier) - new command to clear morality and all quests: "QUESTS CLEAR". See QUESTS CLEAR help file for more information. - Bule quest now requires less kills to complete it due to numerous players potentially redoing all quests and the fact that it was probably a bit over-extended to begin with.
Update 4/7/2006: - new remort warlock spell: the warlock wrinkle
Update 4/6/2006: - nim has been changed: positive affects: increased gold, increased exp negative affects: 10 minute sliding window battle lock affect Thanks for the forum discussion regarding nim, your ideas have been considered and were the driving force behind this change.
Update 4/2/2006: - ice and fire arrows are now being sold at Gnubram's arrow shop. Two things to note: (1) Gnubram is a Koj, which I like, so be prepared to come with detect inviso (or spam). (2) Make sure you "look" at the ice and fire arrows to better understand their use.
Update 3/22/2006: - flee is no longer affected by time bending, more abilities may begin to fall under this umbrella as they are determined to give time benders "unfair" advantages. - change to curse of spellbound death: Negatives: 1) it now caps at 50,000 damage 2) if the target has greater willpower than the user, a dice check is made - if successful, the target receives half damage (25,000) Positives: 3) the prevention time so been reduced by 30 minutes 4) the chance of failure has been reduced Updated help file, see 'curse of spellbound death.'
Update 3/18/2006: - new area: Telgoran Ruins somewhere on Foldroth - new necromancer charge based prevention spell: devil's siphon Devil's siphon is the first of its kind, but Nodeka will begin seeing many more abilities of this class (charge based prevs). So even if you aren't a necro, you probably want to read up on what it does and how it works.
Update 3/11/2006: - updated help files for guards and mentors
Update 3/8/2006: - full system RAM check has been performed on the server and all the main memory looks a-ok. Hopefully the system crash was caused by nothing more than me horking with the ethernet duplex settings (was forcing it to 100 mb, no negotiate to improve speed - but I think that caused some system problems). Hopefully the revert back to full autonegotiate will prevent future crashes. - gender changes are now possible through sun stone usage (sun stone help file has been updated) - when class changing any ability with proficiency above 100% (i.e. manually trained above 100%) is returned to you. See help adaptation file for more information. - I have tested both gender changes and practice reimbursement for abilities above 100% (as well as abilities below or at 100%) and everything seems to be functioning smoothly. As always, bugs may have been missed. If you notice any incorrect behavior with these two new features, please let me know immediately so I can fix them. Thanks for making Nodeka great, Nijlo / Justin Gottschlich - mental tiaran now searches for targets on three planes (x, y, z) instead of just two planes
Update 3/7/2006: - added some caps to some damage types (magic arrow, static charge, mental tiaran, etc.) - New Nodeka server! If you're seeing this message, you've found the new Nodeka server - welcome aboard! This new server is using a new connection as well as running on a super-fast new dedicated server. As we continue to try to improve your experience on Nodeka, we thank you again for making Nodeka great. We hope you enjoy your stay on Nodeka! Nijlo / Justin Gottschlich
Update 3/5/2006: - buffed holy light a bit - augment pool limit has been changed to: augment limit The help file for augment limit has been changed as well, some new things are available via augmenting (increased inventory, increased maximum exp, increased stat cap).
Update 3/3/2006: - augmenting pool limits now also increases maximum inventory capacity by 1 per augment. This change is retroactively fitted for players who have already augmented. Help "augment pool limit" has been updated. While this change, at first glance, may seem minor shooters or throwers being able to carry more max inventory will allow them a greater amount of continual throwing / shooting. So ... this change can benefit them a bit more than others. - shooting is now more likely to hit (and is considered, at least in my mind, better than throwing / projection).
Update 2/26/2006: - elementary disarm skills have been changed so they can be used inside combat only while august disarm skills can be used inside and outside of combat. It is believed being able to use elementary disarm within combat will make it more effective. Due to this improvement in power, elementary disarms have been increased in their prevention time a fair amount to offset any overpowering this change might give to poliirs. - the studied skills and spells for lernen nojohr and magos noj has been reduced to two times the normal amount (down from three times the normal amount) - crash bug fixed - lernen and magos noj change: all offensive abilities which were previously accessible to lernen and magos noj are still available. However: studied skills or spells now cost three times the normal amount of endurance, spirit or mana to use studied skills or spells incur two times the lag the normal ability would incur if a natively known user were using it Please note that this change required several hundreds of lines of code to be changed and some core functionality to be altered. It is possible I have introduced a bug that did not come up in testing. If you see something behaving oddly that you think might be related to this change, please let me know. The core areas of change were: finding skills/spells, checking end, spi, mana costs of abilities, charging end, spi and mana costs, and finally, adding lag (all lag function calls were altered to ensure nothing was missed). - follower allowable abilities added back in: divinity inviolable asylum spiritual judgement undefiled benignity - lernen and magos noj are under observation. For the time being, the previous change aligning follower abilities with lernen / magos noj abilities has been reverted ... until I can figure out exactly how to balance the two classes without destroying them. =) - all skills and spells now have three flags: - player usable - mob usable - follower usable (new) Previously if an ability was usable by a mob, it was usable by a follower. Now we are separating these two out from each other to enable mobs to use a wider range of abilities, allowing for a greater potential of power for mobs. While simultaneously controlling the power level of followers to greater level (including usage of remort abilities) thus allowing the potential for certain classes to control remortal followers without things getting too far out of hand. =) I am asking for players to bring to my attention abilities which are follower allowable, follower disallowable, npc allowable and npc disallowable which you believe should be different (nijlo@nodeka.com). Please keep in mind, this is the first working draft of this change. I'm sure I will have messed some stuff up. It'll probably take a couple iterations of changes before I get everything balanced correctly. With that in mind, I greatly appreciate you players helping me find problems with the way I implemented the abilities as far what I made npc allowable, npc disallowable, follower allowable and follower disallowable. If you notice npcs you usually fight not using their abilities as they normally do, please bring this to my attention immediately. Any changes I make to the abilities based on your suggestion will incur a player platinum / donation reward. In addition, please keep in mind I'm probably going to be getting tons of e-mails regarding suggestions, so your patience while I get back to you, is greatly appreciated. Once things settle around this change, a huge number of possibilities will open up for potential growth regarding followers and potential npc behavior. It's an exciting time on Nodeka! Thanks for making it great! Nijlo / Justin Gottschlich
Update 2/24/2006: - critically wound now caps at 5,000 damage on PCs, relative to the 50k cap put on pool regen. The cap on NPCs is much much higher. - new marauder spell: Kheh's chaos star
Update 2/22/2006: - mental tiaran can no longer be used in combat. However, it can still be used against opponents in combat. - application of study and application of magical study now cost 0 endurance / mana as it always should have. - new dajain abbess spells: angelic perception oe, angelic perception tih and angelic perception zmo. - venerated disgrace now has a 10 minute prevention time - down from 30 mins.
Update 2/19/2006: - clouding cogitation, blindsided machination, celestial ray and mental tiaran now allow targeted opponents to be hit in combat as long as the opponent is in a player fight (this means targeting mobs fighting your buddies are valid targets). - warlock created spathas and quiet tridents are now time-bendable. - bug fix for throw/projection/shoot allowing skills and "directions" to be used to hit opponents (rather than just "targets"). - clouding cognition can be used on targets in combat now as long as they are in player fights. - throw, telekinetic projection and shoot can now be used on targets that are in combat as long as those targets are in player fights (as to not cause unimaginable increase in real kills). - taktikos of ranged warfare has been toned to prevent Nojohrs from dominating Nodeka due to the change in throw. - fentian solace has been rethought: it costs much less endurance but can now only be used in combat. This'll make paladin healing much more interesting, as paladins will need to switch back and forth between lay hands and fentian solace for maximum healing. Fentian solace help file has been updated. - poll: see 'help poll found nodeka' - if you are a major remort, it takes about 10 seconds to do this poll and you get a free 2,000 platinum out of it. See help file for more details. - remort witches lose magic arrow
Update 2/18/2006: - wizards lose lightning and gain the more powerful: rune-ring. It is possible that rune-ring is too powerful, in which case it will be toned slightly. - magic arrow is now a prevention ability. Magic arrow no longer incurs lag and is more powerful. Mejath quests have been updated to include magic arrow in their list. - seduce has been improved, significantly. It is possible that it is too powerful now in which case it will be toned some. However, because it was so extremely useless before it has been given a strong upgrade. - the following warlock created items are now time-bendable with regard to prevention times (only the below listed warlock abilities are granted this benefit). The abilities this was allowed for are: ataghan of inheritance, Lorhu's claymore, staff of the gate - new regeneration algorithm in place: see 'help regeneration rates' - all items created from spells or skills are no longer affected by time alteration abilities (time bending, et al). Thus, the prevention time incurred by the creation of the item should now be fully intact when constructing the item. - new shadow archer skill: shadow-string - new shadow rogue skill: rogue-shoot - new shadow archer skill: archer-shoot - new major remort-only bow at Ioltin's Gear shop
Update 2/17/2006: - new warrior fallad spell: venerated disgrace - undefiled benignity now outputs a message to the user if the spell is already active (sorry about that) - player file corruption bug has been fixed. - new spell for warrior fallads: cleric's heavenly smiting (help file coming soon)
Update 2/12/2006: - hunter's discipline, regional deception and stealth all function to hide the user's visibility from afar, once again. Additionally, they still have the new attributes (combat bonuses) they were given after the map change was made to "beef" them up. This all said, hunter's discipline, regional deception and stealth may need to be toned, slightly. We'll see. Distance visibility now comes in two forms: Map related - checks to see if players/mobs HAVE affects. Scan related - checks to see if players/mobs HAVE affects and then TRIES those affects. For example, if playerA has inviso/cloaked/blended at 1% and playerB is trying to see that player on the __map__, unless playerB has see invis/ see cloaked, playerA is always unseen. If playerA has inviso/cloaked/blended at 1% and playerB is trying to see that player on __scan__, a check against playerA's affect is made, as well as (if needed and if possible) a check on playerB's seeing affect (see inviso, see cloaked). This compromise hopefully addresses some concerns players had regarding footpads being less useful due to always being visible on the map (and stealth, et al being less useful than before), while still addressing the bandwidth issues we previously had with players popping in and out of visibility using the proxy map client. Seeing players/mobs in rooms behaves exactly as it did before (no change).
Update 2/5/2006: - new morality quest in Ruushi, new quest functionality
Update 1/22/2006: - bug fixed in Eckard's first quest which wasn't "sticking". Long story on how that happened (we'll spare you the details), but it's fixed now. You'll probably want to redo quest 1 since Eckard is getting another quest later this week. And remember, you'll get an extra 200,000 exp each time you complete it, so it's fairly worthwhile. Eckard's quest 1 should stick now. Please e-mail nijlo@nodeka.com if you see any further problems with it.
Update 1/18/2006: - bug has been fixed where "flee allows fleers to escape combat if they have started fleeing before opponent [[combat lock|[[]]locks them in combat]]". Retreat and vanish already had this correct behavior in it. As the player who was using flee to abuse this behavior had the skill vanish, it must be assumed that the player knew vanish had the correct behavior in it and flee did not and therefore the player used flee to abuse this bug. The offender has been frozen for a short period for bug abuse. Additionally, only the opponent of the fleer reported this defect, while clearly both the fleer and opponent were aware of the situation. Please report bugs if you find them in Nodeka behavior so you avoid this kind of thing from happening to you.
Update 1/14/2006: - Lord Braggi's Proving Ground and Stormhaven have their aggros more correctly identified
Update 1/13/2006: - Convert 8 is now only usable by major remorts. This change was made to ensure new players with bigger friends do more than just tailgate with their more powerful buddies. Now non-major remorts have to be involved with groups that are going to split gold - which will most likely mean the new players will have to form new alliances and run areas of their size. - Whoops, convert 7 too is now only usable by major remorts. Same reason as above.
Update 1/11/2006: - Holiday double gold/exp is finally over, thanks for participating! - Two new lower level quests in Grunfeld Bogs!
Update 1/3/2006: - the holiday madness for the unique item bonus has ended! Hope you enjoyed it! - the double gold and experience will remain active for the next couple days
Update 1/1/2006: - WARNING: Maggotkin in the Fortress of Bule are now aggressive!! - convert 6 now converts as much platinum to gold as possible - updated proxy map on http://nodeka.com/downloads.php to include a graphical display of the aggressive mobs
2005
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Total updates: 83
Update 12/28/2005: - fixed combat crash bug - New (1st) battle-lock ability: continuum of combat The following classes have received this ability: 1st/2nd remorts: footpad, marauder, necromancer, ninja, hunter and valkyrie - New (2nd) battle-lock ability: mystical huri 1st/2nd remorts: barbarian, paladin, poliir, warlock, valkyrie (yes, valkyries get both of these abilities) 2nd remorts: marauder and hunter (yes, marauders and hunters get both of these abilities) 2nd remort specific: all nojohrs except lernen and magos - New map feature: aggro NPCs (see 'help map')
Update 12/27/2005: - Holiday madness in affect until midnight (MST) January 2nd, 2006! Holiday madness benefits: - double gold on all mobs - double experience gained (in any way) - four times more likely to find/create unique items - double the power benefit of normally found/infuscated unique items - 400% more likely to find/create super-unique items Note: all unique item holiday madness benefits apply to mob loaded items and infuscated made unique items
Update 12/18/2005: - evasion was broken (ack!), now it should be fixed! Whoohooo! Sorry for the inconvenience of it being non-functional, it is my guess that it was broken when the parry/dodge code was updated awhile back. - fixed the Eicile bug - dajain and falladian light shields have been improved - new healer skill: dajain light shield - new fallad skill: falladian light shield - stealth and regional deception have been revamped - they now affect combat bonuses - see related help files. Additionally, as stealth and regional deception are so much more powerful now, they have increased endurance costs and are much harder to achieve 100%. - new hunter skill: hunter's discipline
Update 12/12/2005: - Tloka's spirit quest can now be completed in the event that you failed to wait for her to give you the completed spirit, previously. Simply return to her and *wait* (do not check) and she will request 30 spirit particles from you. If you do not have the 30 spirit particles, she'll request you go get another 30 particles and not lose the binded spirit she'll give you again.
Update 12/7/2005: - New proxy map on the Nodeka website. This one features: - item icons - toggle for graphic animations (on or off) - toggle for pass-thru map (on or off) - throttle for frames per second for the map (1-10)
Update 12/2/2005: - Corrected bizarre "classless", "raceless", "nameless" player bug - The tripled gold and exp has finally been turned off. - New map feature: 1) inviso/hidden players no longer sometimes show up on the map and sometimes do not. This was done for a number of reasons, one being bandwidth optimization the other being we figure you can "sense" a presence of someone, just not see them directly. - New map feature: items in rooms now show up as 'i' and are color configurable. - The order of map display is: player, other players, quest mobs, mobs, items Thus, if a room contains another player, a quest mob and an item, the room will display that it contains another player. Likewise, if a room contains a mob and an item, the room will display it contains a mob. The proxy map client is already being worked on to handle "collections" of things. For example, soon the proxy mapper will be able to display an NPC non-humanoid player who has a quest for you, another PC and an item all within the same room.
Update 11/27/2005: - New Nodeka proxy map executable. This executable gives you a real time map while allowing you to use your current client. Simply download the proxy mapper, unzip it and launch it. Then launch your favorite client and connect to your local host port 23. In JMC it looks like this: #con 127.0.0.1 23 Download the proxy mapper at: nodeka.com/proxymap.zip Once unzipped launch the proxymap.exe if on Windows, or the proxymap.jar if not. - Quest mobs now show up as $ - this has been done for the new Nodeka proxy mapper. - Ninth quest in the monk quest series is now available. This quest requires all other eight quests be completed before beginning his (he will, however, give guidance on how to get to the other eight quests when he's approached). Ninth quest in the monk quest series is somewhere in Misty Tower.
Update 11/26/2005: - As promised, we are giving out a Thanksgiving surprise! Here it is: All mob gold and all experience gained (in all possible forms) has been increased by a factor of 3 ( gold * 3, exp * 3) for the next few days as a bonus for all players due to the recent downtime. This is our way of apologizing for the recent downtime and any inconvenience it may have caused. Most likely, this added gold and experience bonus won't last long more than a few of days - so get it while the getting's good. Nijlo
Update 11/22/2005: - The recent server downtimes may be resolved. However, please ensure you "save" consistently in the event of another system crash. We are monitoring the server closely and have located and fixed one problem which we believe may be the cause. We appreciate your patience through this trying time. We know that you are not use to any downtime (in fact, these last two down times for 11 hours and 5 hours are the most we've seen in years). Paypal and eBay are down for maintenance each week more than Nodeka has been down in the last two years and that's a fact we're proud of. We hope to get this server issue resolved and put into the past as quickly and as painlessly as possible. Thank you for being so patient with us while we get things "chugging" again! Additionally, no matter what server problems we undergo, you can rest assured that your player files will remain backed up and intact. Your player files are our #1 priority - your years of work will not be lost! No matter what! =) - Nijlo / Justin Gottschlich
Update 11/12/2005: - Bot check failures now result in a 5 day penalty duration and a 5 times lag multiplier. Additionally, end of combat lag now ignores the botter lag affect, which keeps players out of the 100+ second lag scenarios. All players previously within botter's lag affect are cleared of that affect as of this reboot (due to the reduction of penalty period).
Update 11/11/2005: - Bot check lag affect now prevent changing race and remorting to prevent bug abuse to remove botter affects.
Update 11/5/2005: - New bot check implementation: in addition to the loss of all gold, experience and six stats, the new bot check incurs an eight times lag modifier which lasts for 10 days. This flag causes all actions to incur an eight times lag penalty and is being used as a method to slow down botters to the point where they will make less profit botting than they would had they simply "played".
Update 10/31/2005: - Happy Halloween! Now go check out Raindancer here: http://www.raindancernet.com/ Sign their guestbook, buy their CD, love them and be happy! I usually don't advertise for other businesses/bands/whatever, but I've loved Raindancer since I first found them on mp3.com years ago. Now they have a CD and boy do they rock! Check them out, do it for your mom!
Update 10/13/2005: - bot checks are now reverted back to 6 stat points per failure. However, I will soon add the code that refunds lost sun stones to remortals when failing bot checks and then the bot checks will charge 30 stat points when failed. However, until that code is in place, the bot check failures will incur 6 point stat losses. Short story: things are back to the way they were (there was a 2.2% chance of that happening, by the way, according to Bayesian reasoning)
Update 10/12/2005: - bot checks for remorts now charge 30 stat points when failed. Update 9/30/2005: - five new quests in the following areas: empire ants, G'kir, Rheorn, Xuvgra and Lycaeum - clan hall trainers can be purchased again, see 'help clan hall'
Update 9/9/2005: - fixed bug giving rp points to players who are killed by their own followers - extensive modification of Mejath quest format. If you run into any problems with Mejath quests not working correctly, please contact Nijlo (nijlo@nodeka.com)
Update 9/5/2005: - witches broom is now maxed at 35% shield affect while retaining its 100% flight affect - death gamble and curse of spellbound death now have a 3 second prevention when failing instead of a 3 minute prevention. This prevention will allow death tries once per round while still allowing other spells/skills due to the lagless nature of the death abilities. If this improvement makes the death abilities too powerful, they will be revisited again. You may again perform intermediate radiance feat abilities.
Update 9/4/2005: - new quests in Ruushi and Grunfeld - mentalis vefr and weave of balance are now on different prevention types
Update 9/2/2005: - new map feature: mobs that the player can quest with are now identified by on map (note: a maximum number of 5 mob checks per room are done due to the massive amount of computational overhead this new feature incurs)
Update 8/30/2005: - curse of spellbound death and death gamble incur a 3 minute prevention when used but fail to kill their target - augmenting pool limit now costs 1 sun stone, in addition to decremented stats
Update 8/26/2005: - updated graphical client on the Nodeka webpage. This is a very critical update as it fixes the memory leak issues which were causing the client to die after running for some time before. This new client can run for days, weeks, months without crashing with its latest fixes. Check it out today (http://nodeka.com/downloads.php).
Update 8/18/2005: - hack to manipulate nojohr's lightning choice and nojohr's combat choice has been corrected: you can no longer receive an affect for those preventions longer than the prevention itself.
Update 8/12/2005: - new paladin spell: spiritual judgement
Update 8/9/2005: - two new Nodeka clients are now available on the Nodeka website: http://nodeka.com/downloads.php both clients have JavaScript/JScript scripting functionality, both clients are largely fully functional. One client is more graphically driven, one client is more slim-lined driven.
Update 8/7/2005: - augmenters can use the master channel regardless of what their current stats are - buff on paladins: +4 class hit/dam to non-remorts, +7 class hit/dam to minor remorts, +11 class hit/dam to major remorts - fixed master channel usage (only chars with natural 300s can use it now) - new command: augment pool limit
Update 8/6/2005: - new quickbolt heiton: quickbolt - oe naj'k
Update 8/5/2005: - corrected output for healing to include rp exp gained
Update 8/3/2005: - fixed shut down crash bug - new warding rain heiton spell: rains of the thunder gods - new warding rain heiton spell: rains of prolonged life - new warding rain heiton spell: rain of druidic protection - updated stones (see 'help stones') to help those players who were previously trying to save up donations to hit the $200 mark, now no longer need to do that as $100 is now exactly one quarter the stones of $400 (rather than its previous layout which would give additional infuscated marbles). In addition, the number of infuscated marbles received has been increased. =) - new rule addendum - see help rules. Characters found breaking this rule will be zapped immediately. - convert options #3 and #6 have been re-enabled. Is it our hope that this can be done and people will not take advantage it. If it is found that these options are enabling people to cloak private donations to personal accounts, we will again disable these options.
Update 7/22/2005: - donations now give rp points as well as platinum, stones and the enlarged map. See 'help donations' for more information. - Afani now has one three month quest item for each major class category. When visiting Afani make sure you check out selection number 5. - Afani's selection of quest items is growing: +8 more one hour items worn on wrists (+180 in a single statistic) - newbie quests now give exact directions on where to find the quest mobs in the open quests list. When helping newbies find their remaining quest mobs, simply have them refer to their open quests log (by typing: quests open)
Update 7/17/2005: - time-walker (second and third) now reduce prevention time by 12.5%. Previously the prevention reduction was 10%.
Update 7/17/2005: - the undead racial lineage has been improved (+fast magical regen)
Update 7/10/2005: - a change has been made to the current Nodeka system when rebooting. In the past, Nodeka would forward the calendar by 60 minutes so players returning from a reboot would have most (if not all) of their prevention time exhausted, allowing them to reuse their prevention skills. However, with the new 1 hour quest items, forwarding the calendar by 60 minutes will cause these items to be destroyed on reboots. Therefore, a new solution has been made that does not involve forwarding the calendar by 60 minutes, but instead forces player affects of those who are currently logged on to be advanced by 60 minutes. This new solution gives players the best of both worlds: rebooting will give players their prevention usage back but will not cause time based items to decay prematurely. This feature has been implemented specifically to make your playing experience at Nodeka the best it can be - putting you, the players, at the forefront of our priorities. Thanks for playing. =) - Important: for those who have completed Thalden's Afani quest, you should return to him for a belated role-playing point reward. - rp pk prevention time has been reduced from 10 minutes to 5 minutes. The double rp pk prevention time has been reduced from 20 minutes to 10. - Afani's stock has been updated to include 8 additional quest items that last one hour and boost a single statistic by +200 points - the undead race lineage has greatly improved sustained life percentages - the benefactor judgement and nojohr fate abilities now has increased prevention time
Update 7/8/2005: - due to continual requests of enabling a feature to allow blind players to play Nodeka without bot checks, I have created a feature that disables bot checks for players with the "Blind Player" power turned on. This power will only be turned on for players who give sufficient proof they are blind. With this in mind, Nodeka is happy to see our player population grow. And we are very happy to make special accommodations for those who are visually disabled. - new rules on arbitration - see help rules.
Update 7/5/2005: - fixed Afani's AI - she'll no longer be taking RP points away from people that have left her room (without giving them their quest items).
Update 6/6/2005: - new Nodeka client found here (http://nodeka.com/downloads.php) features 100% password hiding new lava tile
Update 5/22/2005: - corrected bug that wasn't giving morality points for moral players when killing true impartial players.
Update 5/13/2005: - soul egression now charges less than one full round of lag (1600 ms). Therefore, in some timely circumstances, it can be used more than once per round (or a secondary skill/spell can be initiated within the same round). - removal of rp_inc and role_play_decrement player commands (thanks Grim).
Update 5/13/2005: - lots of new secret stuff =) - ice blade's damage has been upped slightly - "who" now contains morality and long player names are no longer visible - the "who" command has been updated - you can now "who non-remort, remort", "who major remort, remort", "who major, remort", "who minor remort, remort" "who minor, remort" - additionally, you can now "who immoral, morality", "who moral, morality", "who impartial, morality", "who true impartial, morality" - Henisor has been toned to make completing the Thalden/Henisor quest a bit easier for non-uber-buffs. - a new quest has been added to Thalden which is going to open new doors in Nodeka. Unfortunately, there is a downside - one sun stone is required to continue questing with Thalden. Some quests will require a sun stone to open up further questing. While you can be sure this'll be a rare occasion, it will happen from time to time. This is done to ensure Nodeka stays afloat. We appreciate your ongoing support of Nodeka.
Update 5/9/2005: - snakeskins now load more frequently in Grunfeld Bogs so new players can more easily complete the snakeskin quest. However, snakeskins now have lifetimes (of 20 hours) so Nodeka doesn't get overpopulated with them. If you are aware of other quest items that should load more but have lifetimes, please let Nijlo know (nijlo@nodeka.com). Thanks!
Update 5/8/2005: - quests leading to Mejath are now more user friendly. Hopefully, this change will ease the transition for newbies completing the fields of guidance quests who are then trying to get to Mejath.
Update 4/30/2005: - silent malevolence has been removed from Nodeka - to show our thanks to the Nodekian players, we've added a small little bonus to all level 100 major remorts. But what is it? =) Thanks for continuing to play Nodeka, we're continually driven to make your experience on Nodeka the best it can be! - redesigned class and race selection in character generation. - redesigned "display class" and "display race" output for more organized and continually self-correcting output
Update 4/29/2005: - nasty bug with item string matching has been fixed. Hopefully no side-effects will be caused by this correction. If you notice any bizarre behavior due to this (which you shouldn't), please notify Nijlo (nijlo@nodeka.com). Previous bug caused weird behaviors in many cases where multiple keywords were used to identify an item: drop silver earring and get silver earring would work, but "look silver earring" would not. Additionally, throwing/shooting items with multiple keywords would not work previously, but will now (i.e. valk-fire metal arrow, target) - new arrows available at Ileana's and Bukaal's! - new valkyrie skill: valk-fire - maximum attribute value for sun stones: 320
Update 4/25/2005: - instrumentation of riposte can now be used in combat
Update 4/2/2005: - archery is in - see "help shoot" for more details - all hunter classes now have the skill "shoot". Additional classes may be receiving shoot in the next couple days (weeks) or a variation of it. Stay tuned!
Update 4/1/2005: - new ne'kai tholec skill: tholec's return - new shadow archer skill: the shadow's recoil
Update 3/31/2005: - liches and thoes have had their sustained life toned due to its overwhelming power =) sorry guys
Update 3/27/2005: - role-playing help files and morality help files have been updated to include the recent revamp to the role-playing system. If you are curious, please read: help role-playing, help role-playing points, help morality, help morality side-effects and help morality lean - help player killable has been updated to contain the following: - if a player is level 100, the player is player killable
Update 3/20/2005: - remort jadiors have been improved (less negative NR)
Update 3/19/2005: - rp pks are now only disallowed for major remorts killing non-remorts. Therefore, major remorts can kill minor remorts for rp points. Minor remorts can kill non-remorts for rp points. And non-remorts can kill any remort tier for rp ponits.
Update 3/13/2005: - you now receive rp points for pking only if you kill another player of the same or higher remort tier (for example, remorts killing non-remorts no longer rewards the remort players with rp points, even if opposing morality.
Update 3/13/2005: - the Nodeka client has been updated to fix the wrapping problem with bot checks and score "wrapping". The new client can be downloaded here: http://nodeka.com/downloads.htm
Update 3/12/2005: - role-playing points are no longer given for master's slaying their followers (although it did make sense in some cases). - role-playing has new meaning: morality based player kill role-playing! Quick overview: Moral players: You get 2 rp points for killing immoral players, you get 1 rp point for killing impartial players (but a 20 minute prevention instead of a 10 minute prevention - since good people killing neutral people isn't really a "good" thing, but it's also not a "bad" thing so I'm giving good people points for it - at least for now) Immoral players: You get 2 rp points for killing moral players, you get 1 rp point for killing impartial or other immoral players Impartial players: If you are impartial *and* have at least 5 total morality points, you get 1 rp point for killing moral players and 1 rp point for killing immoral players. If you are impartial and have less than 5 morality points, you do not get any rp points for pking as you have not yet actively decided on a morality and therefore have not "chosen" to be impartial (or otherwise). Currently, impartial players that have "chosen" to be impartial are now labeled "true impartial" as they are truly impartial, rather than circumstantially impartial as other impartials are. each time you pk and get an rp point for it, you have a delay before you can receive more rp points (currently 10 minutes) Help file updates will follow. As the rp-pk system is relatively new, expect a great deal of changes over the next couple weeks.
Update 3/8/2005: - new tholec of the hunt ability (replacing "the hunt for bounty"): tholec's perception tholec's perception literally replaces the hunt for bounty. Any practice percentages for the hunt for bounty cross directly over to tholec's perception.
Update 3/5/2005: - Citadel of Paragon is open. It's located somewhere on Foldroth. Send any area comments / corrections to nysin_nodeka@hotmail.com. - Maglor Elensar is open. It's located on Foldroth as well. Send any area comments / corrections to nijlo@nodeka.com and he'll forward them to Elrohir.
Update 3/1/2005: - fixed bugs related to shield's fusing, shield's emplacement which wouldn't allow the user to restrict opponents' use of preventions which had commas inside of them. For example, shield's emplacement sanctity feat, intermediate, nijlo where "sanctity feat, intermediate" is the prevention. These bugs are now fixed (thanks Mazus). - two new areas are nearing completion: Citadel of Paragon (built by Nysin) Maglor Elensar (built by Elrohir) Further updates will be given this weekend regarding their opening and their location in the world.
Update 2/26/2005: - new rules for creating clans, the three month waiting period no longer applies - however there is now a sun stones charge (as requested by players to validate seriousness, rather than the previous waiting period). See 'help clan'.
Update 2/21/2005: - Amras mobs have had their health increased by about 30-50%
Update 2/19/2005: - an example of a religion is in: help solstyn (or display help religion) - as many of you have asked, soon you will be allowed to convert your morality points to another morality or immorality. This will be a costly process, but if decisions you are unhappy with were made, you'll be able to correct them soon. While the code won't be in for a couple of weeks, you can rest assured you can follow whatever religion you want (adjusting your morality points as needed).
Update 2/17/2005: - corrected seeing targets move and arrive while sleeping (this bug was introduced with the revamp of arrival / departure for introduction of sa'duroth abilities on 2/12). Thanks for all the bug reports on this one, Syveral was the first to report it so he has been rewarded. Thanks to everyone who reported though, it's great to know you guys/gals are so on top of the introduction of bugs. =) - fixed "stuck" bug with rlist where if you are 'rlisting' an area and someone recalls you (or drags you) into an area you cannot rlist, you are automatically booted from the rlist.
Update 2/12/2005: - the jadior race has been buffed slightly, additional attacks added
Update 2/11/2005: - infravision has been changed slightly, see: help infravision - new spectral sa'duroth skill: spectral vision - new spectral sa'duroth skill: death's touch of insight - some minor fixes
Update 2/6/2005: - Nijlo will be mostly unavailable from 2/7 - 2/10. While he'll still try to process donations, he may not have access to a computer. Any donations not processed will be immediately handled upon his return home on 2/11. Our apologies for any inconvenience, The Nodeka Staff - the max character description length has been increased from 800 characters to 1600 to allow you to add those extra long RP oriented descriptions you've asked for - any level 100 major remort with at least 150 role playing points will automatically gain the ability to "rpinc" (increment role-playing points) on other players. Keep in mind, whenever a player uses this command, all other players who can set rp points are informed. Thus, players of all groups will be policing each other. Players caught given out rp points to only their friends or to players who are not role-playing will be punished, up to player deletion. A new power, "disallow role-play powers" has been added which will be set on any character caught misusing his or her gained "rpinc" powers. Thus preventing even characters with high RP points from giving out role-playing points. With that being said, this is an exciting time. Nodeka is now giving *YOU* the players, control of your fate. Power to the people! - help role-play has been updated. It is suggested all players read through all role-playing help files via, "display help role". - barbarians have been toned: accuracy of insanity decreased from 90%-130% to 70%-110%. Havoc accuracy 100-140% to 80%-110% (the accuracy range of havoc has been reduced from 40% to 30%). - fixed bug with visibility for mentors/guards/rp-setters regarding seeing players morality and role-play sheet for rp point allocation. - all rp-setters (not just guards and mentors) can see RP points being handed out. This allows non-guards/non-mentors to see how guards and mentors are handing out points and makes it easier for them to follow suit. - guards/mentors/rp-setters: command shortcut for role_play_increment: rpinc - elemental malediction is now more accurate (see help file) - bug of selling 0 gold items for 1 gold has been corrected (mobs now sell these 0 value items for 2 gold) - guards/rp-setters/mentors - role_play_increment has been updated, please see help file - players: your role-playing points can no longer drop below 0. You can never receive negative experience for non-RP. - updated role-play help file (specifically what you can gain for role-playing). Role-playing points will be given more generously for players getting conversations outside of OOC back into RP mode.
Update 2/5/2005: - new channel: ooc, see: help ooc - new toggle: ooc - new command: role, see: help role - new command: rp (alias to role) - new feature: role-play, see: help role-play - guards/mentors also see: help role_play_increment help role_play_decrement - role-play points are now in your score sheet
Update 2/1/2005: - immoral characters now get bonuses for killing neutral aligned NPCs as well as evil NPCs (updated help file, "help morality experience"). - some massive generic tree container changes - this is important to you only in the rare case everything breaks and Nodeka crashes every 5 minutes. Otherwise, don't even worry about this point =)
Update 1/30/2005: - the Nodeka client (nodeka.com/downloads.htm) has been updated. This latest version has some #math command bugs fixed
Update 1/26/2005: - some Kliuarg equipment has been toned, one other item will now load correctly - the tracking range of all NPCs has been improved - socials to targets who are sleeping are no longer seen by the target
Update 1/25/2005: - new Nodeka client (nodeka.com/downloads.htm). This new client has a configurable graphics file for users to fiddle with and a auto-selected input window, so focus is never lost from the input text field. Additionally, it has auto-copy mouse click and release functionality like JMC.
Update 1/16/2005: - corrected NPC socials so they do not appear in the Nodeka client comm window, unless they are followers (note: the command "say"'s behavior for the Nodeka client is still not perfect as the user gets a line feed when someone says something in his or her room, which they shouldn't). All NPC channel output should always appear in the main output window. This is very important for quest integrity and seamlessness (otherwise, parts of NPC quest behavior would appear in the main window and another part in the comm window). This crazy bug fix was over a thousand lines of code to make normal clients behave right for socials and have the Nodeka client behave right for socials (including all kinds of invisible possibilities and so on). Just a testimony to our level of effort for you Nodekian players. =)
Update 1/15/2005: - new Nodeka client (nodeka.com/downloads.htm). This client has a new layout, a number of new tiles and a really slick use of screen real estate. Check it out today, free. =) - the new Nodeka client requires at least 1024x768 screen size. Anything smaller will wrap the client output incorrectly. We figure if you don't have 1024x768 screen size, then you don't have the processing power to even run the client. =) - the cutoff date for the client screenshots has passed. We thank everyone for their submittals and we may request screenshots again in the future!
Update 1/4/2005: - dark elves no longer have hasted attack, instead they now have bonus attacks (with lower percentages) - overall, this should make dark elves more powerful
Update 1/4/2005: - wizard tone: wizards lose fireball and get lightning in its place. - compelled rejuvenation's misspelled name has been corrected - drows have been beefed up - new dark elf affect: faerie fire (see 'help affect: faerie fire') - with three sun stones, you can now permanently change your handedness To perform handed change, use the command: "stones sun" - Amras NPCs health now sit somewhere between the original health and the health of the last change. This may need some more tweaking, but the NPCs are substantially less healthy now (the area will need to be cleared once before the changes take affect).
Update 1/3/2005: - Amras NPCs have been greatly beefed up due to their health being disproportionate to their stats (and gold). - corrected bug that would prevent a character that had both a spirit shield and mana shield from ever trying the second shield - some minor bugs fixed - added two basic quests in Mejath regarding saving (master warlock)
Update 1/2/2005: - screen shot contest: take a couple of screen shots using the LATEST Nodeka client (and only the Nodeka client) that you think look REALLY cool and send them to nijlo@nodeka.com. If we use your screen shot on the website, we'll give you 10,000 platinum and 10 sun stones! - new race (brother race of oji-oem): rhras - updated help files on "affect: mana shield", "affect: spirit shield" and the spells which put up these affects (ruah kyf and shield of lectokke) - happy new year! - new Nodeka client: water and mountain tiles are now available, with a nice little water animation. Go get it at: nodeka.com/downloads.htm - additionally, the Nodeka client has been somewhat optimized. It'll run a decent amount faster (using about 50% or less processor usage as it did before).
2004
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Total updates: 167
Update 12/26/2004: - corrected bug with warrior's study and warrior's magical study allowing infinite use of the ability learned if pked before its affect time has run out - new race: oji-oem - critically wound now only leaves an affect on its target if it lands - corrected output for group tells for mobs so they don't display in the communication window when using the Nodeka client
Update 12/25/2004: - happy holidays! - ataghan of inheritance has been *slightly* improved - its algorithm gives slightly more +hit and more +dam - new warlock remort spell: Lorhu's claymore
Update 12/19/2004: - massive internal code change to increase the robustness of the Nodeka server code. Special thanks for testers: Eru, Morelf, Nemesis, Sal, Tenshihan and Trebax. - new Nodeka client (nodeka.com/downloads.htm - beta version 007). This is the version of the client you've been waiting for: 1) animated map (the beginnings) 2) plethora of scripting functionality (new in yellow): action alias bell help if ignore kill loop math multiaction output read showme unaction unalias unvariable variable write - My hat goes off to our two Java guys, Kevin Roeder and Paul Rogers. Their ongoing efforts and masterful coding expertise has brought to you the full blown Nodeka client we now have. Thank you gentlemen and thank you players for continuing to be patient and supportive while we get this client up and running. Nijlo - forge of magical dampening prevention time has been increased
Update 12/15/2004: - warrior's study and warrior's magical study no longer restore lost endurance or mana due to a bug restoring cost when the ability to study is not found. The bug fix to this is to simply not restore any lost endurance or mana due to internal complexities of the ability. These abilities will *not* restore lost endurance or mana in a future bug fix. Warrior's magical study and warrior's study help files have been updated appropriately to document this.
Update 12/14/2004: - Khanlith recolorized / remapped (no major design changes, just corrections and overall beautification)
Update 12/10/2004: - New Nodeka client available at nodeka.com/downloads.htm. It's now loaded with the following killer features: - native speedwalking which then calls Nodeka's speedwalking (making it as easy as any other client to speedwalk but faster than any other client's speedwalking) - multi-command (using the semi-colon) - support of user created aliases - support of user created variables - support of user created actions - file reading and writing - support of reading JMC files (only aliases, variables and actions) - command history, using the up and down arrows - and of course, the communication capture window is still capturing all channels and *socials* and the map window is still doing 100 millisecond updates to maps making your map TRULY real time The Nodeka client has been the work of several people, but this last revision was due primarily to one individual: Kevin Roeder (also known as Uda on Nodeka). The entire Nodeka staff and population owes the current state of the Nodeka client to Kevin's nonstop work and fantastic programming skills. So if you see him in the realms, before attacking him ceaselessly, tell him thanks. =) As always, thanks for playing and loving Nodeka as much as I do, Nijlo p.s. Expect many more rich features coming to the Nodeka client in the near future. =)
Update 12/4/2004: - map area changes for G'kir and Rhall
Update 12/1/2004: - several fixes to Nodeka client/server communication
Update 11/30/2004: - the wulniothe have lost some of their learning curve - corrected double social output Update 11/28/2004: - the recall command now resets your home if your home was previously set to a safe room no longer safe. I could have sworn that code was already there. My dog ate the code. Bad dog!
Update 11/27/2004: - new Nodeka client and server package: better layout, smaller map, socials now appear in channel window, prompt and room name are no longer controlled inside of panes, but output is optimized so Nodeka clients only receive prompts when the user is using a channel (not when others are) allowing the Nodeka client to run faster than other clients. - if you've downloaded a previous version of the Nodeka client, you should download the newest as soon as possible as the channel output has changed (your old client versions will no longer organize channel output correctly) - more tiles drawn for the new Nodeka client and with a less intrusive appearance - alteration and adaptation now give warnings and require all uppercase command entry to initiate race or class change.
Update 11/25/2004: - more fixes to the Nodeka client on the server side - thoes now have higher sustained life
Update 11/24/2004: - sustained life now flags the PC/NPC that sustains life so they cannot sustain life again for 17 minutes. - due to this sustained life change, undead now have a much higher chance to sustain life =)
Update 11/22/2004: - the Nodeka client is now receiving 250 millisecond map pulses. The map updates are now so fast, players can now see other players speedwalk by them without missing a *single* player move! In *addition*, the Nodeka client is now only sending updated maps if the map has changed since it was last sent, guaranteeing Nodeka client users run faster than anyone else. It's impossible to obtain this kind of speed and useful data using any client other than the Nodeka client. - Nodeka aliases have been increased to 50 and the alias system will soon be revamped to allow the use of variables with in aliases. Once the alias system is revamped (this code is over 5 years old), we'll increase the maximum number of aliases to 100-1000 (perhaps more depending on how fast we can make the alias lookup). - new "speedwalk" command, guaranteed to speedwalk faster than any client can (see help speedwalk to see why)
Update 11/22/2004: - new beta version of the Nodeka client (http://nodeka.com/downloads.htm): - several bug fixes - up and down exits now display - doors in all directions now display (including up and down) - new area question marks now display - all areas in Nodeka have been modified to work with the client - another amazing area created by master builder Elrohir: Amras Calanor - Ocean Remnant Elrohir's latest masterpiece can be found somewhere on the continent of Tarsis.
Update 11/21/2004: - bug fix: kills that followers make now count towards the follower's master's slain numbers - bug fix to allow you to see which area you are trying to see quests completed for when you get 0 quests completed. This is important so you know you are trying to see the quests completed for the correct area (instead of being fooled into thinking you have no quests completed in that area simply because a different area is being searched than what you expected, i.e. quest com, fortress) - important: the most complex quest story line created yet is now available at Thalden Questor's retreat. You must have already completed his other quests to begin his latest quest line, but it should be easy enough for most second remorts to get those out of the way. This new quest line begins Nodeka's step into extremely complex story lines that we've been dying to implement. Nodeka's AI engine and quest system is now complex enough to allow almost all kinds of quests we've been wanting to deliver to you. Good luck with Thalden's latest quest and remember: actions have consequences - tread carefully!!! This is like no quest you've seen before!
Update 11/19/2004: - wulniothe's blackfrost cloudburst has been toned - updated beta version Nodeka client (http://nodeka.com/downloads.htm) - it has several bug fixes and is running over 300% faster than previous versions. See 'help nodeka client' for more details - even more quest functionality allowing even more complexity and control with quest building - new Thalden that quest that's guaranteed to blow your mind. If you're a remort start working on the Thalden quests today! This latest quest is guaranteed to raise interest to even the most veteran Nodekians! - jadiors have been slightly improved - trial of aggression has been toned - new race: wulniothe (pay special attention to their learning curve) - Henisor has been weakened a great deal
Update 11/15/2004: - several fixes to make the Nodeka graphical client work more correctly. There will be another updated version of the graphical client later this week that integrates the changes made on the Nodeka server.
Update 11/14/2004: - the new Nodeka graphical client is now downloadable on the downloads page on the website (http://nodeka.com/downloads.htm). The client is in beta. - new command "map only" - this command is primarily used for the new Nodeka client (as it's now graphically displaying the surrounding map) - items that have lifetimes decay much faster in the donation room
Update 11/14/2004: - new feature: all affects now save to player files. Keep in mind that the same rules apply to affects on reboots, affect duration is cut by several hours. However, normal login and logout will keep track of the exact affect duration. - new functionality with quests - quest NPCs can now send you out on quests to slay creatures which are kept track of in your affects. These quest NPCs can also determine the amount of time you have to complete the quest. See the monk master in Mejath for the first quest of this type. - if you notice any bugs with affects now being saved to player files, please let me know (nijlo@nodeka.com). Rewards should be fairly large if any major bugs are found with the new affects saving code. - New area: Fortress of Bule (located on the Isles of Drale) - fixed convert problems with 7 and 8 allowing a player to convert exp to gold beyond the one billion gold cap - modified quest output to allow more flexibility - changed some quests to now search for items that decay (i.e. G'kir King quest, withered souls quest) - corrections to several zembori NPCs
Update 11/11/2004: - jadiors now have a holy light racial attack
Update 11/9/2004: - jadiors now have a low percentage of impairment invulnerability
Update 11/7/2004: - bot checks now allow 8 tries before failing - bot checks now give two minutes to answer - bot checks give triple the experience as before and twice the gold - bot check system revamped - see help bot check - bug fix: bot checks no longer trigger on use of socials
Update 10/30/2004: - more 'display help affect:' help files - jadiors now have improved celestial ray, see 'help affect: improved celestial ray' for more information
Update 10/24/2004: - jadiors once again have adaptive combat tactics - this time the bugs have been worked and it behaves as it should have initially
Update 10/23/2004: - new sun stones behavior - they can now increase stats beyond 300, to 310. See 'help sun stones' I'm currently playing around with the idea of allowing sun stones to increase attributes beyond 300. For now, this is just a simple test. If the results are favorable (people are doing it and people agree they like it), I may increase the 310 cap to 320 - or maybe not. The reasoning behind this is 1) it's a donation incentive, 2) it's common that people sell platinum for donations. This way, some of the uber buffies can share some of their gazillions of platinum with less powerful people for a mutually beneficial situation. This change should encourage bigger players to help smaller players and smaller players to help bigger players. Again, this is only a trial run. If the general opinion is negative on this I'll remove this capability from sun stones. Players who increase their stats beyond 300 will remain beyond 300 if this feature is removed. - more "display help affect:" help files
Update 10/20/2004: - jadiors have lost adaptive combat tactics. They will probably get something else in replace of it, but for now they'll stay as they are. - many affects (skill, spell or racial) have help files now. To see the entire list of documented affects, type: display help affect: For each item listed in the display help output, type "help <affect name>".
Update 10/16/2004: - new race: jadior - three new quests at footpad master in Mejath - the undead race lineage has been buffed (+nat rest, +shield %)
Update 10/16/2004: - fixed crash bug in bizarro player rename functionality =) - cleaned up some description errors in Thinthan - corrected some problems in Aur-Vindi seen by mages stepping through doors - gaining now correctly uses base (natural) stats again, instead of mod stats
Update 10/12/2004: - clan building is now more robust on protecting users from making mistakes. You can no longer disconnect rooms indirectly in a number of bizarre ways (that some players have managed to do in the past).
Update 10/8/2004: - shifted accuratus has been toned - gnomes and their race lineage now have -damage and -hit, their other racial stats have remained unchanged - all Rumil mobs now have gold - new area: Rumil Ancalimon located somewhere on Foldroth. Be warned, magic has no place here!
Update 10/2/2004: - new sorcerer master quest in mejath that rewards a piece of lowbie quest equipment when completed - an interesting bug with using channeled anger / stun / or any other skill that lags one second was leaving a character with 500 milliseconds of lag if used to start a battle that lasted one round. This suite of bugs has been fixed to leave the player with one second of lag. If you notice any bugs of this nature that I've missed, please let me know (nijlo@nodeka.com) - all disarm abilities are now player usable only - spellbound death succeeds more now (although it's still much weaker than it was before the tone a day ago, if 10 was the original power and 1 was the power yesterday, the power level is now about a 4). - red firebeam has been slightly improved (if 10 was the original power level and 1 was the power level yesterday, the power level in now about a 2.5). - bounties now last for 10 days once created (whoooo, boy was that a tediously large amount of code to write for such a simple piece of functionality, hehe =). All bounties created before this reboot have a remainder of 5 days.
Update 10/1/2004: - bash is now an iah impairment prevention ability, bash help file updated, all mejath quests about preventions have been updated - fixed clanset so correct output is given when failure to do clansets happens based on prevention flag - spellbound death has been toned - red firebeam has been toned - combat instinct's duration has been reduced
Update 9/28/2004: - healing radiance prevention time has been doubled
Update 9/24/2004: - "train practice" bug abusers conclusion: The results have been gathered from the guards/mentors and several others regarding their opinion on whether those players who blatantly abused the "train practices" should remain zapped. All votes (every single one) has been in favor of keeping the players zapped. This unanimity has reinforced my original decision to zap the players for their blatant bug abuse. The players involved clearly used the bug with intent of massive abuse, with exceptional numbers of uses in the log files (nearly 8,000 abuses in one week). The players who were zapped for abusing the train practices bug will remain zapped. This conclusion is final. - Voting for Nodeka no longer displays a flag on players. However, when voting Nodeka still gathers data on the player who's voting, so please continue to vote - we know who's voting and appreciate your votes. Additionally, a vote counter has been added to the who list which is displays all the votes made in the last 12 hours. - Modification to the rules: 10. Racial or sexual slurs on Nodeka will not be tolerated and it is requested that you use good judgement when using global channels. The Nodeka aids, however, will not censor comments aside from slurs listed above. If a slur of one of the types above is made, you will be dealt with as the Nodeka aid feels is appropriate. - the dismiss command now lags 15 seconds
Update 9/19/2004: - I just wanted to take a moment and make sure you were all on the same page about Nodeka not voting on mudconnector anymore. I realize some of you might be questioning whether this move has anything to do with Nodeka's ranking being reset due to Nodeka's violation of TMC's rules. I can assure it has nothing to do with it. Read on. Andy (TMC's admin) and I have no bad blood, with the exception of a questionable double standard regarding a certain other mud. In fact, once Nodeka's rank was reset on TMC, we started discussing Nodeka buying the front page on TMC. This discussion led us into why Nodeka is no longer voting on multiple sites - as you'll see. However, Nodeka currently does not have $2,000.00 a month to bid for the front page on TMC, so for now we'll sit tight and wait until that day comes. Nodeka has offered a substantial amount for TMC's front page, but unfortunately, it's not enough to take that spot. =( I have spoken in great detail with Andy (TMC's admin) about what Nodeka did for 12 hours and openly see now that it violates their rules. I had originally thought only "rewards" weren't allowed on TMC (and since I knew of another mud that was giving out incentives, I thought it was allowed). After Andy pointed out that incentives weren't allowed either, I realized we were in clear violation of that rule and openly accepted Nodeka's rank being reset on TMC. However, as Andy and I continued to discuss another mud being a double standard on TMC (since they are allowed to have 'incentives' given out to their players for voting), he pointed out that this other mud only seriously votes on topmudsites and that's why TMC allows their 'incentives' to be ignored on TMC: "[nameless mud] is not participating in any way with the TMC voting system." "As for the voting thing, Michael doesn't even consider it a priority for his mud promotions, his opinion is there is no point in concentrating on more than one voting site and TMS has been at it longer than us and is doing well for him. TMC serves its purpose for him with the front page, the button, the text blurb and all, and TMS has its purpose and he concentrates on having his players keep his muds on top there ..." Nodeka is simply "following suit" here - I believe Andy's point about Michael's muds only voting on one site is a valid one and since TMS does generate more click-thrus than TMC, so we will follow suit to match that. As for Nodeka and TMC - we're still on perfectly fine terms, Andy is "glad Nodeka is doing well" and Nodeka is still advertising on TMC. You will continue to see Nodeka ads on TMC for months to come. I eventually hope to buy out the front page on TMC, when Nodeka can afford it. As for TMS, I am currently working on discussions with topmudsites to find out what measures I can take to legally encourage players to vote. A certain mud (which will remain nameless) is known for implementing voting tactics that offer 'incentives' and have been for quite some time. I am hoping we can get topmudsites' approval on my own method of minimalized incentive to help encourage players to vote, much like the other "nameless" mud has been for ages. Nijlo - New voting layout: To show your support for Nodeka, please go to www.nodeka.com and click the vote button. Please vote every 12 hours. Make sure you vote when you're connected to Nodeka. If you are not in the game when you vote, that's ok too - Nodeka will note your character the next time you login so we know who you are! Lastly, thanks for voting and continuing to support Nodeka! - see 'help nodeka support' for a help file reference
Update 9/17/2004: - Vect, Nyz, Valor, Nefeer and Vivec have been zapped for abusing the "train practices" bug. - minor bug fix regarding training/enhancing costing platinum based on modified stats, rather than base stats - The uber-stat bug has been fixed. This type of bug was fixed awhile ago in a way that would prevent bugs like this one surfacing and causing any kind of permanent damage. Because of the foresight of building this "preventative" measure in the code, the lifetime of this bug now over. Had we not coded a solution to prevent these kinds of bugs from causing permanent damage, we'd be in a real pickle right now. =) Some of the players caught abusing this bug have begged me for leniency. I'm driven to consider this bug abuse very serious, but knowing there are no permanent side-effects, save one day of a bit of craziness, I'm going to be lenient on those who have abused it. To all of you who reported this bug (there were a great deal of you), we sincerely thank you! It's players like yourselves that keeps Nodeka head and shoulders above the rest - you make Nodeka as stable as it is! Thanks, Nijlo
Update 9/16/2004: - godly intervention is now applied to all players, voting no longer increases chances of godly intervention being applied. - new feature: godly intervention (see 'help godly intervention')
Update 9/12/2004: - Evo's mentorship: To those of you who happened to be part of Evo being spam killed which then led him to threaten those players spam killing him with a freeze, should read on. To begin, Evo has lost his mentorship. This was NOT done because he was wrong about the rules. The truth be known, both parties in a spam kill are *generally* at fault. The player spam killing generally has a trigger which is continually going off which is causing spam kills. The player being killed, generally knows the player with the trigger is waiting for him or her and is intentionally walking into a spam kill, thus promoting the spam him or herself. It should be noted that Evo did not lose mentorship because he was spamming. Rather, he lost his mentorship because he was not acting like a "mentor". It should also be noted that the players spam killing Evo were just as in the wrong as Evo, however, none of them had mentorship, so no loss of mentorship can be applied. In the future, if you see spam killing, both parties are really at fault. And generally, simply asking those players who are spam killing to stop is enough to get at least one of them to quit being an ... "idiot". Thanks, N
Update 9/11/2004: - new poliir skill: elementary left disarm - new poliir skill: elementary right disarm - new minor remort valkyrie skill: valkyrie's left disarming - new minor remort valkyrie skill: valkyrie's right disarming - new knight-errant skill: august left disarm - new knight-errant skill: august right disarm
Update 9/9/2004: - lightning strike has been toned slightly - lightning strike can no longer be used by followers =)
Update 9/7/2004: - fixed grouped capped exp for morality (exp was not capping when soloing, but for groups it was, which it shouldn't have been).
Update 9/5/2004: - red robe of the mjol spell has been buffed - red robe of the defender now grants health - red robe of the fighter has been revamped, it now offers massive bonuses to strength and plus hit
Update 9/4/2004: - marauders now have kick and ashi barai kick - new mjol of the red robes spell: red robe of the mjol - new mjol of the red robes spell: red robe of the agile - new mjol of the red robes spell: red robe of the arcanist - new mjol of the red robes spell: red robe of the defender - new mjol of the red robes spell: red robe of the fighter
Update 8/30/2004: - lions and warriors in the Kon-Taro jungle are now extremely slow to aggro (10 minute cycles on their aggro, up from 100 seconds). - added ishtl's choler to barbarian master's quest regarding preventions
Update 8/29/2004: - new toggle: pk protection - pk protection flag is no longer triggered when pked in the citadel - increased player killer protection to 10 minutes - beautified morality output - toned holy hammer - decreased mana / spirit cost for fireball
Update 8/28/2004: - new morality quest in Mejath (sorcerer) - warning: the Kon-Taro jungle has gone crazy - beware when wandering its depths as you may find the inhabitants more aggressive than they were previously - important: morality experience is in! See 'help morality experience' - new rule for player killing (see 'help pk'): the short of it is, when you are player killed, your player killable flag is turned on for five minutes which means you cannot be attacked by another player nor can you attack another player for five minutes (additionally, you get 50% for experience). This change aids the player being player killed by preventing them from being "trapped" by a mob of players that won't let the player move, while at the same time making the player suffer by getting 50% exp for the duration of the flag. We realize this opens the door for increasing the likelihood of corpse recovery a great deal, but for now we're willing to sacrifice that in order to gain overall "fairness" - yes, this change aids the underdog. If you or your clan is a dominating force on Nodeka, this change probably won't help you. For the other 80% of you that play Nodeka that aren't the dominating force on Nodeka, this change should make Nodeka more enjoyable to you. - new oracle skill: eye of fate
Update 8/26/2004: - ishtls thrashing has been changed to: ishtl's thrashing - new barbarian skill: ishtl's choler - ice blade has been toned
Update 8/24/2004: - trial of aggression is now a basic trial prevention ability - trial of amplified vigor is now an intermediate prevention ability - trial of aggression's endurance cost has been cut from 1028 to 107. - trial of aggression's prevention time can be reduced all the way to 37 seconds AND can be used while berserking/insane
Update 8/19/2004: - rename to many base classes so new players will more easily understand the Nodeka class system. This goes for base classes only, the remort classes have been unchanged. - four new sorcerer riddle-quests - the [troll] race now receives massive health bonuses to entice players to check them out
Update 8/15/2004: - sa'duroths of death now receive curse of spellbound death. Additionally, sa'duroths of death are going to get either a new spell or a revamp of death gamble (please be patient while we figure out how to move forward with them) - barrier behest, behest of the angel and virile behest of restoration are no longer all on the same behest prevention - they have been broken up to increase lo-fents power a touch - barrier behest is now an intermediate behest prevention - behest of the angel is now a basic behest prevention - virile behest of restoration is now an interemediate behest prevention
Update 8/14/2004: - undead race has been improved (+wis) - weretiger race has been improved (+hit, increased attack %) - troll race has been improved (+continuous regen) - gargoyle race has been improved (+fire resistance, +winged slash %) - cloud giants race has been improved (attacks cannot be parried / dodged) - frost giants race has been improved (attacks cannot be parried / dodged) - ruanbaere's class +hit has been improved for all ruanbaere class lineages - aylakia's class +hit and +dam has been improved for all aylakia class lineages - dreynen curse is now a basic curse prevention - curse of spellbound death is now an advanced curse prevention - mystic wand of fleetness has been improved - hexed scepter has been improved - fireball has been changed. For weaker people, fireball will do more damage. For more powerful people, fireball will do less damage. - crash bug fixed
Update 8/9/2004: - correction to curse of spellbound death - hobbit lineage toned
Update 8/8/2004: - Thains have been toned
Update 8/5/2004: - Corrected master channel
Update 8/3/2004: - Please remember to vote daily! Go to www.nodeka.com, click on the "Vote Nodeka" buttons and click through on the popups. We need all your votes! - curse of spellbound death has had a massive increase in prevention time (max prevention time: 230 minutes, min prevention time: 170 minutes). However, the spell itself has not been toned. - focused sphere has been toned - stoicism has been toned - heightened precision has been toned - you no longer auto-join when a player leads an attack on another player's follower
Update 8/1/2004: - 11 new quests - these quests continue the drake lord storyline. See the fallad or sa'duroth master (depending on how you finished the drake lord quest) to continue the storyline. And don't fret, even if you finished the drake lord quest line in a way you didn't like, you'll have the option of correcting that.
Update 7/31/2004: - Massive coding change (around 10,000 lines of code changed) to introduce a new level of protection in the Nodeka source code. This protection now blocks permanent side-effects from happening with pools (health, mana, spirit and endurance) EVEN in the event a bug is coded in the source. Nodeka isn't smart enough to track down where the bug is, but it is smart enough to correct the bug's side-effect limiting it to a single login. This has been the case with side-effect bugs with stats (str, dex, agi, etc.) for awhile, it's now also the case with pools (health, mana, spirit, endurance). Whooohooo! This new level of protection guarantees that when coding mistakes happen (and they WILL happen), no permanent side-effects are created in them. This is good for everybody - no "cheat" bugs can be exploited which give some players permanent gains while others suffer who don't know about the bugs. In addition, there's never a threat of a player file wipe or rollback, due to a cheat bug existing - since now, they can't exist (at least not with permanent gains in any of the eight stats or the four pools). Special thanks to the testing team who thoroughly went through a huge number of scenarios ensuring the thousands of lines of code that needed to be changed to make this protection possible, didn't cause any unintended side-effects. =) Nijlo - increased power of healing radiance, decreased prevention time
Update 7/29/2004: - Please vote for Nodeka daily! We need everyone's votes! Go to www.nodeka.com and click on "Vote Nodeka" then "cast my vote" or "vote for this site". Your support is greatly appreciated! Please vote every day!
Update 7/27/2004: - more quests in Mejath explaining experience and bounty hunting - bounty posts can now only be placed on players logged on
Update 7/25/2004: - players who have followers: you can now use SCORE on your follower. Your follower must be in the same room as you, type: score <follower name>. See 'help score' for more details. - the hunt for bounty has been disabled until we figure out what to do with it, sorry tholecs (Selberhad) - it conflicts with the new bounty system - the experience model has been improved slightly, player fighting now gives even greater experience (see 'help experience') - mobs are now easier to hit. How much? See for yourself. =) - experience is now gained for doing damage and taking damage, including gaining experience in player battles - see "help experience" - experience from mob kills slightly lowered (from 150% to 133%) this was done to ensure the bonus experience for doing damage and receiving damage in combat didn't increase experience too much - jerof race +hit improved - there is now a 'bounty' channel for all bounty related output, when the bounty channel is off you do not see any bounty related information, including new requests for bounty approvals or new bounty posts. However, you _DO_ still see when YOUR bounty posted are completed. - glacious stones now prevent for 300 seconds when used - lag is applied based on page length size for controlled output (the bigger your page length, the more you'll lag when iterating over output)
Update 7/23/2004: - NPC kills by player followers are now added to data - all +hit overpowered races have been toned - minimum to post a bounty has dropped to 50 platinum - more exception handling for safer runtime environment (more crash invulnerability - new Nijlo racial power) - the prompt "all" and "allcolor" has been changed to remove maximums on pools. We think this'll be easier on your eyes - so if you use the old default prompt, please switch to the new one, it's smaller but still as useful. =) - global bounty output when a player collects a bounty on a player kill (so other hunters know a their bounty reward may have been collected) - private output to bounty poster when a bounty request arrives - private output to bounty poster when a bounty is completed - you can now use all bounty commands while sleeping - players making comments over the newbie channel are now always visible - player kills made by your followers now count towards your player kills - the data command has been updated to include bounties and bounty rewards - player killable rules have been updated (see 'help player killable') - all remorts (minor or major) are now player killable - huge new feature: bounty hunting (see 'help bounty hunting')
Update 7/21/2004: - the "quests completed" command now outputs the total number of quests that can be completed per area, in addition to the number of quests you've completed for the area. This should help a great deal in enabling players to see where new quests are being added. If the player doesn't have any quests completed in the area, the player shouldn't be seeing any updates for the area anyway. Here's why: If a user has completed any quests for an area, it's possible the user is unable to do quests in the area. While the quest system isn't linear (you can do the G'kir quest at level 1) it is driven to move in "sections". For example: When the player has completed all the newbie training field quests, the player is led to Mejath. When the player has completed all the Mejath quests, the player is led to Upper Mejath. And so on. Therefore, showing new players all the quests available in, for example, Ruushi would not be useful - it'd actually cause more problems than it would solve. So, in case you're wondering why I don't just list all areas that have quests and the number of quests that can be completed in those areas, now you have that answer. =) The good news is that when new quests are added in an area that you've ALREADY completed at least one quest in, you'll see the total quests available for the area grow. This'll be especially useful when you've finished questing an entire area and new quests show up in that area, prompting you to return to the area to finish the new, fun, exciting quests.
Update 7/20/2004: - new storyline quest in Mejath (lo-fent master). - for those of you who have already completed the blue sphere quest, return to the quest mob that originated the quest for a final piece to the quest cycle. The blue sphere quest cycle is now the most complex quest cycle we've introduced - spanning four different quest mobs, six different quest item rewards and completing around 8 quests in its cycle.
Update 7/17/2004: - summary of quick fixes: fixed players getting stuck in building, fixed all area room numbers being shown when 'toggle show room number' was toggled on by the player for his / her clan hall, prevented players from being able to disconnect their clan hall from the world accidentally (this'll ensure even if the most drastic of mistakes are made, players won't be able to strand themselves - all mistakes are recoverable). - new command: dismiss - clan halls can now be built entirely by clans themselves, see "help clan halls" for new clan hall purchasing requirements and see "help clan hall building" for directions on how to build clan halls. - a slew of new commands have been added to make player clan hall building possible - a huge amount of code reworking has been done to optimize Nodeka for memory and for the new "rlist" command which iterates across a potentially massive number of rooms per area
Update 7/16/2004: - another seven quests, one quest rewards a piece of quest equipment, another one of the quests is a mental puzzle for you brainy types
Update 7/14/2004: - fifteen more newbie quests in Mejath, however some important expert information resides in them which most veterans won't know - go do the new mjol quests today!
Update 7/12/2004: - exp for healing spells tripled - ten more quests, including the first quest with a real quest item reward (albeit, this rewards a lowbie piece of quest eq)
Update 7/11/2004: - New areas: Foldroth (continent, south of Gedaon and east of Mhaldryn), Hades Fissure (on the Isles of Drale) and Vunagi Jungle (on Foldroth, in Flothian Woodlands) - antei of formation power has been cut in half, as the +hit eq out there has been severely reduced in power, this skill was a bit overpowered. - builder related optimizations - the Nodeka calendar is now only pushed 60 minutes forward with each additional reboot (down from 300 minutes). This has been done to try to balance the benefit of prevention reduction and the deficit of non- permanent savable item reduction. - help reboot is now available to explain this - reduced willed protector prevention time to 10 minutes, from being equal to the lifespan of the protector. - fixed the ouput problem of decaying corpses in groups showing all corpses being the same name as the first corpse - NPC's bonus to hit has been reduced by 66% (this is not their entire +hit algorithm, but a main part of it). This change may be too severe, so let's just play it by ear. Some of the obvious effects of this (although it's much more wide-reaching than just this): - NPCs will hit fewer times (potentially far fewer times) - NPCs will do less damage - players will be able to run areas suffering less damage loss - players will still run at the same pace, just for a longer period - this brings the damage level between PC and NPC combat closer together, thus making healing more balanced for both kinds of combat - obviously there's more here ... - fixed dis ski heal / dis spe heal (not including certain healing types) - The below healing skills / spells / racials have been halved in power: skills: fentian solace, lay hands, healing radiance spells: holy analgesic, light order continuous healing, wounded abatement race: ryven - rain of healing sanctity has an increased prevention time - bequeathal of sustenance has an increased prevention time - willed protector is now a prevention - new feature: ***savable*** non-permanent lifetime items - item lifetimes are now output when identifying the item (id an item, you'll see what we're talking about) - all magically created items are now unsavable (for some coding limitations, we may be able to get around this at a later date) - items with non-permanent lifetimes NO LONGER decay when suffering player death (i.e. ataghans, mystical wands, etc., won't decay when you are pked or leave the citadel) - ataghan of inheritance and mystical wand of fleetness are now preventions (Mejath quest for prevention spell list now includes ataghan of inheritance as a possible answer), this was done to ensure keeping the ataghan and wand through citadel battles but losing the item lock would prevent players from duping the items. The prevention time is the same duration as the item lifetime, so you'll still be able to have an ataghan and wand pretty much all the time. - all keys in the game now have a lifetime of 7 days (real life), make sure you keep your keys on you as keys will now save with your character through both reboots and crashes - fixed hexed scepter's double hit
Update 7/8/2004: - crash bug fixed - the areas command has been rewritten (see help areas) - not all the areas have been assigned level and remort ranges. Please bear with us as we iterate through all the areas and get them sorted out by minimum suggested level and remort status - the exits / where command has been modified
Update 7/6/2004: - train/enhance pool caps are now in place at 50,000. I have an idea on how to make stat growth still happen even while the pools are capped. The idea is not fully fleshed out yet, but it's in motion. Anyways, for you uber-buffies, there's a hard cap at 50,000 in every pool. I realize this creates some issues for those of you who just train hp/endurance. Don't worry, we'll figure out how to manage that. - upgrade of most created items (not all though). This will probably be the last improvement that created items see for awhile, I'm pretty happy with their power at this point.
Update 7/5/2004: - tempalus, hexed scepter, blue invocation, spiritual symbol, staff of the gate, mystical wand of fleetness and call of nahfiotos have been improved - there will no longer be weekly clan battles, as we now have automated citadels that run all day (and give out smaller rewards, but many more of them) - improved all magically created items - partial directions to empire ants are now including in the nojohr master quest - the maximum stat you can reach through enhancing has been raised - All created items have been toned: calling the red blade, bringing of the staff, ataghan of inheritance, spatha of vylryvn[[]], three points of complexity, quiet trident, hexed scepter, blue invocation, spiritual symbol, tempalus, the call of nahfiotos, okaelis cloak, mystic wand of fleetness, staff of the gate
Update 7/4/2004: - gold for all mobs has been increased by 50% (up from 25%) - morality lean is now displayed in the score and morality commands - morality degree is now displayed in the score and morality commands - attention guards/mentors: when freezing players, the players are now automatically locked to Nodeka for 60 minutes. This will prevent malicious players from attempting to spam Nodeka and then quit out and recreate additional characters to continue to spam. The 60 minute lock is automatically added to the player being frozen any time the freeze command is used. - the toggle command has been modified for easier multi-word toggles on and off - the extended map can now be activated for the entire year (see help donations and help extended map) - experience for all mobs has been increased by 50% - gold for all mobs has been increased by 25%
Update 7/2/2004: - The item revamp is completed. All items in the game now follow our new item algorithm, including the ones you currently have. Please take a deep breath and get use to the new layout. Most likely healers are going to be toned because the overall damage gained from equipment has been reduced. Before e-mailing anyone complaining, please look at the system as a whole and see if things make sense. Keep in mind experience and gold will be modified (increased) to generally match what you were making before. The fundamental idea of the item revamp was to follow a specific algorithm for all classes and to balance all classes and their equipment. We appreciate your maturity when considering this new system. Nijlo will be out of town for the next couple days, so e-mailing him complaining won't do anything immediately. Hopefully this'll encourage you to think about the new system and consider it completely before jumping to conclusions. Again, since Nodeka has been up we have never done a player wipe. That's over five years of having your characters development stay intact. And we have no plans of doing a player file wipe any time soon. Please try to keep this in mind when considering the impact of this change. In all relativity, this change is relatively minor. Thanks, The Nodeka Staff - Revamped all Ruushi quests, including sun cult druid quest actions and Tloka's spirit quest. The revamp was done primarily to follow the new structure of quest output, so Nodeka is consistent across all fronts of quests. The exception is the fields of training quests, however the fields quests have been left in place for new players to see different forms of communication. - Fixed several bugs
Update 7/1/2004: - New feature: extended map - New toggle: extended map - minor bug fix with critical attack not lagging when the opponent is killed before primary attacks are used. - corrected non-extended map extra return lines before and after map display (now the non-extended map should appear just like it use to, except that it's a bit more centered, but doesn't have the extra carriage returns)
Update 6/30/2004: - New automated citadel functionality (including a Nodeka plug each time a citadel happens - hope this doesn't bother you players too much). The automated citadels will open about every hour and a half. Each time an automated citadel is opened, the citadel type, level and stat range is randomly chosen from a predetermined list. Hopefully, this allows everyone to get a fair shot at hopping into the citadels.
Update 6/29/2004: - Thanks for voting and please keep voting at www.nodeka.com with BOTH vote buttons! Thanks for voting!! - You can now reset your colors to the default value by using: "color <color type>, default" (rather than using "normal default"). However, "color <color type>, normal default" is still supported. - Added more NPC artificial intelligence functionality. Smarter last command checking now. - "Quests completed" can now be accessed and interpreted by any combination of characters (this was a little more work than other commands because of the way the quests completed command works when no target is supplied). - Around 20 more mini-quests on Mejath that explain color manipulation and cover some basic channel understanding. Again, nothing too concrete for you uber-buffies, but a morality quest will eventually be tacked on to the end, so you might as well do the mini-quests now. =) - Ruan awareness toned as it should have been previously to match the tone of combat instinct.
Update 6/28/2004: - Additional fix to the CHECK / QUEST CHECK to prevent any multiple outputs from happening (it seems I missed a couple cases). I've now tested check / quest check thousands of times and have not seen even 1 multiple output bug occurrence. Hopefully the bug is fixed now, entirely. - Fixed the bug with CHECK / QUEST CHECK that would occasionally output the quest information multiple times. This was a nasty recursion bug.
Update 6/26/2004: - Added more NPC quest functionality. - Another five quests in Mejath - including a witch morality quest. - Thanks for voting! Please continue to vote on BOTH buttons at nodeka.com. - Gain and practice commands no longer require guildmasters presence. This has been done largely to make Nodeka easier to play for newbies. In addition, when you now have enough exp to level, Nodeka informs you that you can use the 'gain' command to level. Finally, when you gain a level, Nodeka displays information about 'practice' and explains how to see your list of skills/spells and how to increase them (I've also removed those unbelievably annoying actions the aids were making continuing to harass players about 'gaining' - since all the information that's needed about gaining is in the reminder message that's given when you have enough exp). - Modified gain and practice help files so they no longer reference guild masters. - You might be asking yourself, "so what's the point of guild masters then?" Ah-ha! Class-grouped quests - combat/magic/spirit (coming soon, hehe). - Continued to clean up the fields of guidance area: 1) decreased in size, it's smaller and the guides are closer together, 2) tried to make output more user-friendly, 3) give information at the end of quests about how to see open quests and completed quests, 4) exact directions to Mejath are now told to players by the aid and stored in the completed quests, when the aid quest is finished.
Update 6/25/2004: - Another 6 quests in Mejath, including some new quest functionality - New morality quest in Mejath. Warning: making a morality decision in this quest (the nojohr master quest) has a direct outcome of what future quests are available for the nojohr master. This will be how many of the more advanced quests behave. - Morality help topics are now accessible. Help topics include: morality, morality side-effects, morality lean, morality degree, morality aggression - Morality side-effects have NOT been implemented yet, but are coming. The help topics are just giving you preparation for what's ahead.
Update 6/23/2004: - Fixed bug that allowed completed quests to be opened, even while the quest was already completed. For awhile I was debating if this was really a bug, but due to the problems with the ruanbaere master yesterday, it became clear this behavior was buggy as I had to create an entirely new quest just to clear the ruanbaere bug of opening a quest that was already closed. - About 20 more quests for Mejath - including 1 more MORALITY quest!
Update 6/22/2004: - Altered channel output: players output their real name only now, but NPCs output detailed NPC names - New channel: debate - New mob AI functionality to allow silent opening of quests, which is now used in the fields of guidance. When you complete the first aid quest, the aid now opens ALL 17 quests for you to complete. The advantage of this implementation of the training quests is that the new players can see exactly what quests they have to finish as soon as they begin the training area. Sweeeeeet. - If you failed to complete the morality quest in G'kir before the time limit expired, you now can go back and wait for the G'kir king to reoffer you the chance at getting that morality point. You won't get the exp bonus you got from the first quest completion, but you'll be able to add to your morality. - Mejath now has 20 more mini-quests (mostly for training newbies) but they'll be required to get to the morality quests, so you better go and do them. =)
Update 6/21/2004: - Quest mobs in Mejath, now inform you when you've answered incorrectly. Almost all quests in Mejath follow this form (all prevention quests now do), but some may exist quests that don't inform you when you've supplied an incorrect answer. - Clan battle results: 1st - Callers, 2nd - Arcane, 3rd - Legion - new 1st remort tholec skill: augmented senses
Update 6/20/2004: - Quest mobs that clear a players history now is output, so the player sees this. Nothing new here - quest mobs previously cleared players history, the only difference is now it's seen. - New functionality: when a quest mob is clearing a player's history, the quest mob now also clears the players stored ANSWER. This should alleviate any confusion where players thought stored answers were being used in quest mob answers to quests.
Update 6/18/2004: - Nodeka is #1 on mudconnect.com!!! Please keep voting daily! - fixed minor output error on time to answer bot check (it's actually one minute, not two) - removed incorrect Tloka quest which was saying there are 62 quests - there really are only 61 quests (at least at the time of writing this) - added total possible quests output on "quest complete". Please keep in mind that while there are a total number of quests available, not all players will be able to compete in all quests. However, as new quests are added, you now have two reference points for it. - fixed guard channel toggle not saving - updated web page to display available quests (this way, both the players and Nijlo will be focusing on that number - the players to see if new quests have been added and Nijlo to make sure the number keeps rising)
Update 6/16/2004: - some more updates to the web site (it's getting there)
Update 6/15/2004: - corrected players online bug that was outputting the maximum players on since reboot, rather than the current players on. - Nodeka's webpage and Nodeka itself are dynamically linked together so updates to Nodeka news (in-game), automatically link to the website. Oh yeah. That's right. - integrated players online and news through website (Nijlo finally got off his lazy butt and decided to put this feature in). Gee, that was easy.
Update 6/12/2004: - fixed problem with spam quest opening with "quest check" - fixed Loden, so when he asks for answers to the riddles, he repeats the one he's asking for (since now more than one can be open at a time) - New quest functionality, this is so awesome! - There are now two ways to start/continue/complete quests with NPCs: - Way #1: wait for the NPC to talk to you about new quests, current quest status, etc. Sometimes, this can take several minutes. - Way #2 (the new way): use the "quests check" command to check to see if the NPC will open/continue/complete a quest based on your current state. As long as the NPC isn't already interacting with another player, this means absolutely NO WAITING to initiate any kind of quest action. This means you won't have to wait to start new quests, you won't have to wait to continue quests or complete them. - We thought making both methods available was impossible. So we're very excited to be able to offer this functionality to you now. Whoohooo!!! - Be sure to read the new "quest check" help file. And remember you can use the CHECK command as a shortcut for quest check. - The fallad master in Mejath now offers five total quests, one of which is a morality quest. Be sure to see him - and use the new "check" functionality on him. =)
Update 6/12/2004: - new quest mob functionality, "quest_give" which enables quest mobs to give players or other mobs items, regardless of if their inventory is full. This is fundamentally important for a number of reasons. - new Mejath quest: fallad master
Update 6/12/2004: - fix to Loden's quest (regarding "check" not working on him). The problem was caused by him opening 4 different scroll quests, of which he would only assign one to each player. When I created him, we didn't have the quest check functionality working the way it is now, so I didn't realize it would be a problem. I can still do Loden riddle quests, like the way Loden does them, but they have to be *slightly* different. That being said, Loden will now allow ANY player who's completed the quest prior to the riddle quests, to finish all four. He will offering you quests as soon as you complete the four riddles. Please visit Loden to complete the remaining three riddles, if you've already solved one. Once you do, "check" will work on Loden again, which is very important, considering he *WILL* be offering more quests in the future. - fixed canon of the second hammer, so it now requires creed of the first hammer to be up first, before even attempting the spell. Note: this is really new functionality, but I consider it a bug fix since in the ideal world, it would have worked that way from the beginning. However, there are probably other skills/spells that currently need this fix too. Let me know if there are (e-mail at nijlo@nodeka.com) - new guard channel for guards (*smack Diamaunt*)
Update 6/11/2004: - new format for quests completed and quests action (when not showing summaries). Check it out, type: quests com - two important fixes caused by 1 a.m. update on 6/11/2004: Real death bug where your equipment wasn't appearing in your corpse has been fixed. In fact, your equipment WAS going to your corpse, it just wasn't being unequipped first, so it wasn't showing up in your corpse when you examined it. However, if you held on to your corpse and had it decay in your inventory, your equipment automatically went right back to being equipped. Follower equipment overflow fixed. If your follower inventory overflowed your inventory when it died and its equipment was going back to you, the equipment wouldn't transfer. That's fixed now too. Note: ------------------------------------------------------------------------ If you suffered any equipment loss from EITHER of these bugs, please let Nijlo know (nijlo@nodeka.com) and he'll restore your player file to 1 a.m. MST, 6/11/2004, right before the auto-loot was implemented last night. You'll lose about 12 hours of playing time, if you have your pfile restored to the last archive point, but all your equipment will be intact. ------------------------------------------------------------------------
Update 6/11/2004: - new auto-loot functionality, instead of auto-get-corpse functionality - corpses now decay in 1 tick again
Update 6/8/2004: - altered output for "look" and "scan" regarding players (color clients are expected - you don't *have* to use one to login, but we're getting to the point now that if you don't have color on, you won't be able to determine certain things. And yes, I know about the "PlayerNameOnWhoHack") - the "clans" command output has been changed to alphabetically display clans now - we've just got too many clans to sort through them. - fixed magical resonance drain and spiritual resonance drain - they now move all items in the corpse to the corpses container (either player or room) before destroying the corpse
Update 6/6/2004: - Mejath has been moved, it's just north and east of Ruushi, in the wheat fields just north and east of Ruushi. Very close to Ruushi now. - new sweet functionality with "quests check" - quests check will now tell you if you've completed all the NPCs current quests - quests check will now tell you if you haven't completed all the NPCs current quests - quests check now has an alias command: CHECK (see help check) - all field of training mobs have been updated so they open quests so they properly respond to quest checks - the 'pk' part of who has been removed. It is now up to the 'killer' to determine if a player is player killable or not. And since the new rule of all major remorts being player killable, it shouldn't be that hard to know who is player killable and who *might* not be. This'll also make killers work harder to find lowbie/newbie prey. - two fundamental changes to the player killable policy (see 'help player killable' for more details) - player killables no longer get any bonus exp (non-player killables still lose 50% exp) - all major remorts are player killable, this rule supercedes all other player preferences and/or clan preferences - reign of spirit is now a prevention ability and it has been toned
Update 6/5/2004: - unsavable items now exist as a concrete item type. All keys are still unsavable, but now certain items that are not keys, will also be unsavable. To determine if an item is unsavable, just identify it - it'll identify its type as "unsavable" if it can't be saved. basic help file: help items - corrected incorrect alignment for mjol demons and seraphs - sigil of the undead army now creates an army with lower stats than they had before - sigil of the undead army now caps at 8 skeletons
Update 6/3/2004: - corrected output error with rescue (sorry about that, thanks Drayke) - mjols toned - lose entrapment - ataelos improved - gain reign of spirit (formerly known as entrapment) - evasion success for SHIELD avoidance (and only shield avoidance) has been heavily improved - added reign of resistance help file (whoops, sorry about that)
Update 6/2/2004: - Fallad master in Mejath has a new very simple quest - Whoops. Bad "rebuild races" command! Sorry about the crash. - new quest area: Mejath located near the Isles of Drale - all 18 class quest NPCs now have a quest (albeit the quests are very simple at the moment). Once the early quests of the class quest NPCs are passed, the complexity and difficulty of the quests will increase. - and yet more AI/quest functionality
Update 5/30/2004: - important change: players with pk flags can now move into class-specific rooms, race-specific rooms, and remort-specific rooms. However, player killers (those players with a pk flag) still cannot enter clan halls. It's important to understand how this will affect you: players with pk flags will now be able to hide in areas that others cannot enter. This was done primarily to allow players to run areas that have race/class/remort restrictions on them without being stopped from running them as soon as they get a pk flag. The important piece here is that some people will abuse this change. It's a lose lose situation. Scenario 1: if I make flagged rooms non-enterable by pk flagged players, I discriminate against pkers and disallow competition in areas Scenario 2: if I allow flagged rooms to be entered by pk flagged players, I open up a potential room flag abuse in that players that are flagged as pkers can hide in areas others can't enter (i.e. a pker kills someone and then hides in a drake only area, etc.). There is no "win" solution. I'm simply choosing the solution I feel best fits the mold of what I want to allow. That solution being the solution that promotes competition. - fixed rescue bug where non-player killable players could rescue player killable players (thanks Arma for reporting this bug)
Update 5/29/2004: - stratagem of the cloak now costs 2 endurance - some fundamental optimizations made
Update 5/24/2004: - corrected bug with lagged quest mobs that was preventing the druid quest from working without ordering the druid to do something to clear the lag once you arrive to your location. Now the druid quest should work for all cases (if you actually get to the end location in time). Update 5/21/2004: - the sun cult druid quest has been fixed
Update 5/20/2004: - unsilence and unfreeze have been added so mentors/guards don't silence and unsilence or freeze and unfreeze spammers accidentally. See help on silence, unsilence, freeze and unfreeze.
Update 5/18/2004: - quest mobs are no longer charmable. Der.
Update 5/17/2004: - reduced lag on item manipulation commands, including fixing lag on sell, buy and list.
Update 5/16/2004: - Arma has been allowed to have a clan hall back. Due to Arma's exceptionally respectful attitude towards the decision made regarding their loss of a home some three months ago, we have lifted 3/4 of a year from the original punishment. Thank you Arma for being so respectful of the decision made. We appreciate you acknowledging the mistake and now reward you with a 9 month ahead of time clan hall return. - new mob ai functionality: quest mobs that are in the middle of a quest cannot be attacked (this allows smaller mobs to give out and complete quests without players interrupting them). - other new and fixed mob AI functionality for quests - new quest somewhere in G'kir ... - massive rewriting/redesigning of item manipulation code. Special thanks to Yaga who discussed the potential abuses of the current slow performance of the item manipulation code. The new code (and this is no exaggeration) is over 1000 times faster! This means, you should never again see performance slow downs due to many items being manipulated. With the old code, Nodeka's item manipulation code was a disaster waiting to happen - and it had happened on several occasions where mass manipulation of items caused Nodeka to come to a crawl. All item manipulation commands now lag 500 milliseconds. Item manipulation commands we're talking about are: GET, PUT, GIVE, DROP, REMOVE, WEAR, LIST, BUY, SELL, INVENTORY, EXAMINE (wear and remove still follow their own lag system) Special thanks to the great testing team (Eru, Manifesto, Ruk, Runar, Seraphim, Syn, Timeo) - they managed to find two MAJOR bugs which we were able to quickly 'put down'. If you notice any bizarre item manipulation bugs, please e-mail Nijlo (nijlo@nodeka.com). Just to ensure you don't worry about any bugs slipping through the cracks, we've archived all the player files before releasing this code. So if there is anything major that's missed, you won't lose a darn thing! =) The primary purpose of this optimization is to enable more quest functionality. The next quest is already being worked on. =)
Update 5/15/2004: - new command: morality - important note: as more and more quests are added to Nodeka, you will begin to see more and more morality points being allocated to you for your actions. If you wish to play a specific role on Nodeka (good/bad) it is suggested you stay "in character" at all times. Otherwise, you will eventually perform an action which you didn't realize would assign you a morality point that differed from your character goals.
Update 5/14/2004: - important bug fix / feature: quest mobs no longer accept items from players that are not currently questing with them. For example, if Loden sends Nijlo to get 20 ogre hairs and Nijlo returns and immediately gives the items to Loden without waiting for Loden to acknowledge Nijlo, the items WILL NOT BE ACCEPTED by Loden. This is a vital fix/feature to prevent players preempting quest mobs and losing all their timely gathered quest items. As soon as the quest mob acknowledges the player, items can be given to the quest mob.
Update 5/12/2004: - new Loden quest
Update 5/11/2004: - new help files on guard and mentor - new Loden quests - you can now recall people following you (even if they are not grouped) or if they are following your followers. If you're a group leader, someone following one of you group members can now be recalled by you, as well as if someone is following one of your NPC followers. - help recall has been updated - group sizes now cap at 8 players - once you have 8 members in your group, you cannot group any further members unless you remove someone. Important note: NPC followers do not count towards group size maximums - if people follow you to try to abuse the fact that you can't group them (since it would increase your group size beyond 8), you can now recall them just for following you (or your followers)
Update 5/11/2004: - fixed crash bug that happened during clan citadel today. In addition, I've fixed all potential crash bugs of the type we saw today so we never see them again. This required a couple hundred lines of source code changes, but I reviewed each one manually after I made the change, so hopefully no bugs were introduced with the rather large changes. =)
Update 5/9/2004: - fixed a bug with disband and with quest mobs that need to follow players - added new functionality to affect output - toggle clan is now working again - more cleanup of code in the corpse retrieval area - hopefully nothing's broken. =) - Loden has a new quest. Just an "fyi" because some of you will be thinking this, the Sun Cult quest *can* be completed by anyone (of any class). You just have to be creative in some cases. =) - more bug fixes - tons of bug fixes: - non-corpse leaving kills should now deposit items to killer - follower kills when grouped (must be grouped) should now give corpses to the group leader - follower deaths give corpses to master of follower - and tons of other fixes - new 'guard' role - who is now updated to contain "pk" activation
Update 5/8/2004: - new clannable toggle - corpses now output in decayed groups - player corpses decay in 5 ticks (thanks Thystonius) - mob corpses now decay in 2 ticks - outcasting from a clan now flags the player with an outcast flag which prevents them from outcasting again for a month. I could have made this a lot worse - i.e. preventing players from joining another clan for a month, but I didn't want to hurt clans like that. If I find clans abusing the fact that their advisor or leader can still outcast the player who's using this to avoid the pk rules, the advisor and leader of the clan will be dealt with severely. - pc followers now send corpses to the group "leader", if possible - nim exp now follows the player killable rules - canon of the second hammer - fixed - magical resonance drain and spiritual resonance drain are now usable on the user's inventory - new toggle: clannable (see help clannable)
Update 5/6/2004: - group leaders now get corpses when the group kills a mob (if in the same room). Throw killing targets and gathering corpses by the killer is intentional. I may add a toggle auto-loot. - mob corpses now decay in one tick, player corpses still decay in 5 - some important changes: when a player kills a mob, the mob's corpse automatically goes to the inventory of the killer (item capacity is ignored, this always succeeds) clans now have an is player killable flag that can be toggled on or off by clan advisors or leaders only. Same rules apply for toggling player killable flags in clans - no changing for a month. Additionally, when a clan leader or advisor toggles the player killable flag he/she loses the ability to promote a new advisor or leader until the flag goes away. important: clan player killable setting OVERRIDES all individual clan member settings - if your clan is player killable, so are you, if your clan isn't player killable, neither are you - See 'help clan player killable' - PLAYER KILLABLE and CLAN PLAYER KILLABLE preventions are now non-drainable. This means, you can no longer use abilities to decrease their prevention duration. - I've made a huge number of changes to make all of this new code work. It's likely that I've made at least some mistakes. If you find any, please e-mail me at nijlo@nodeka.com. Thanks!
Update 5/5/2004: - fixed crash bug (including really crappy error checking code) - the crash bug itself *and* any kind of error of that type will never crash Nodeka again. =) - note: nothing's permanent on Nodeka. If we all agree that this player killable setting sucks, we'll remove it. However, making commentary that's disrespectful is not the way to communicate your opposition to this change. If you have feedback and want to share it, do so in a constructive, non-offending way. Otherwise, your comments will be ignored. - exp string corrected to output the actual exp gained rather than the exp before modification. - Extremely important change: new toggle PLAYER KILLABLE See 'help player killable' for more information. p.s. If you see any odd behaviors with the PLAYER KILLABLE setting, please e-mail Nijlo (nijlo@nodeka.com). Most likely, there will be some pieces that were missed and don't work exactly as they should. - more quest additions, new quest for Loden, new quest layout for newbies - "quests open" is now reformatted to output full quest summaries for all open quests (not just when sorting by area).
Update 5/4/2004: - new quest command: quests check (this command will eventually become VERY important) - new quest mob somewhere in Ruushi - *more* quest functionality - Fixed anti-pk bug - Fixed anti-pk cheat bug - Nodeka server was down for a day due to some crazy machine problems. We're still not sure what's causing the random restarts of the machine (it's not a virus and it's not me accidentally restarting the machine). We have taken several immediate courses of action in order to prevent the problem from occurring but we're not sure if the problem has been fixed. It is suggested you save often. - O'esrus renamed: Thalden And due to the sweeeeet layout of quests, the changes to open, completed and action quests, the change from O'esrus to Thalden automatically cascade throughout everything you've already logged. Sweet. - want to earn some extra donation platinum *and* stones, without donating money to Nodeka? See 'help flyer'.
Update 5/2/2004: - All quest data has been cleared to fulfill the new quest system layout. - You are NO LONGER REQUIRED to complete the newbie quests to begin questing with O'esrus. - new command: quests completed quests open quests action - summary information of all quest types (completed, open and action) are revealed when you list quests by AREA. See help on each quest type for more details. - Important message to the Nodeka players: First off, I would like to thank Whim for his ongoing assistance with Nodeka over the last three or so years. He has played a pivotal role in the growth of Nodeka in so many areas, I cannot even begin to list them. Whim - what Nodeka is today is largely due to your work. Thank you. Now for the reason behind this message: As some players continue to question the character of myself and Whim, Whim and I have come to the mutual decision that he should step down from his position as implementor. The primary reason for this is to satisfy any questions or concerns Nodeka players may have about the morality of the Nodeka staff. By Whim stepping down we hope that these questions and (and quite honestly, disgusting) accusations will stop. While the Nodeka staff strictly prohibits cheating of any kind and I have proven myself to strictly enforce this rule time and time again by zapping immortals who have cheated, we are also aware of concerns from some players who simply cannot understand that there can be a separation of function - they simply cannot believe a player who has an implementor and a mortal, would not cheat. So, we are now relieving this thought from your mind by having Whim permanently resign his position. The only implementor on Nodeka now is me. I cannot stress the importance of the message we are trying to make to the Nodeka players. Nodeka will, undoubtedly, suffer a serious loss of growth without Whim continuing to function as an implementor. However, we both feel that in this particular situation, the concerns of the Nodeka players come before even the game itself. Our decision on this is final. Whim will not be reinstated as an implementor, so please do not try to rally for him to be reinstated, that will not happen. He and I have both agreed on this decision in hopes to put down any concerns anyone might have about the character of Nodeka. If this action doesn't instill within you an astounding level of trust and faith in Nodeka, I have no idea what will. - Nijlo, creator of Nodeka p.s. I don't have a mortal. Please don't zap me next. =)
Update 5/1/2004: - Quest mobs should now notice you, regardless of your invis/hidden/blackened status (hopefully this works for all the number of cases where invis/hidden /blackened occur - but I can't guarantee all cases will work). If you see any issues, let me know. Quest mobs will also send tells through the sleep position. This might seem bizarre, but it'll be very useful in case you leave O'esrus before he finishes giving you all the details of your quest and you sleep and miss it. - Super-duper bug find for Syveril and his group! Yay! =) - important: tough NPCs now have stats over 300. This includes older NPCs you may have grown accustom to running solo. Proceed with CAUTION! - massive quest additions - quest command revised (see 'help quests') - 1st *real* quest - find O'esrus in Ruushi to begin - new command: quests (see 'help quests') - get ready for some very complex quests
Update 4/30/2004: - new follower equipment saving rules: Nodeka now saves follower equipment on players EVERY time the player saves (even if the follower is not in the same room as the player). The only way follower equipment can be lost when Nodeka reboots or crashes is from the follower not having the equipment or the player not saving (and in a number of cases, Nodeka auto- matically saves for you, anyway). - *sweet* code optimization - exp amount to train pools (not stats) has been increased - when heavily training pools, the maximum experience required to train a pool no longer stops at 100 million. - want to earn some extra donation platinum and stones? We're looking for a professional looking banner to use on Mud Connector. The banner should be 360x72 or 468x60. If you're interested, create a Nodeka banner and send it to Niljo (nijlo@nodeka.com). If we use your banner, we'll give you a *very big* donation. - citadel changes, statistical based citadels - new citadel type: sun stone citadel. See 'help sun stone citadel'
Update 4/24/2004: - combat bug fixed - new Nodeka idea: mentor (see 'help mentor' for more details) - 'prompt all' now defaults to color. 'prompt allnocolor' does no color. And 'prompt allcolor' still does color. - ending combat now reduces lag by no more than 6 seconds. If you have lag beyond 6 seconds, you suffer the remaining lag after the combat ends - the lag on wearing items is now cut in half for all items - more cleanup of connection and new character generation code - Nodeka now has a random name generator built into character generation. I just whipped up the name generator, so it's not by any means perfect, but for new players stuck on appropriate names, it seems to churn out fairly good names overall. Create a new character and give it a try (just don't expect it to be "perfect"). =)
Update 4/23/2004: - the wear and remove command now lag based on the item type being worn or removed. The lag is cumulative, so if you wear several items at once, get ready for some heavy lag. (wear and remove help files updated) - training aids updated to tell players how to leave the training area (hopefully, it's sufficient) - bot check correction, whoops (thanks Cly)
Update 4/20/2004: - I finally decided to ditch the color question at startup. - slight change to the map output for purposes of the new Nodeka client project (you should see no change)
Update 4/20/2004: - Important: Nodeka will be down tomorrow (4/21) for a server upgrade. While I would like to believe the switch to the new server will be seamless, I've been doing software development long enough to know that it probably won't be. Expect anywhere from 1 - 4 hours downtime. Starting around 4 p.m., MST (-07:00:00 GMT). (hopefully this new server won't have the same problems with its CPU as last server) =) - passage of dark summoning and summoning of the grey are now follower abilities. - exits position has been moved so you can see exits at all times, even when moving using "map". It also consolidates output on "look". If you don't like this location, just toggle "compact exit" and it'll return the exit output to its original location. By default, the compact exit setting is on due to confusion newbies are having with the map (not recognizing up/down exits). - max nim exp amount has been raised (thanks Cly)
Update 4/19/2004: - the master channel is now truly for masters of Nodeka - some changes with skill/spell types (there will be more) - new ability type: follower (see help display skill, help display spell) - hire has been made a bit more powerful (for those who are more powerful)
Update 4/18/2004: - combat instinct duration time decreased, prevention time increased - new functionality in display skills, display spells, see "help display skills" and "help display spells" for more information - fixed some bizarre cases where skill study and magical study weren't working correctly. Please see the updated help files on warrior's study, application of study, warrior's magical study and application of magical study. - some more nojohr changes: - silvern nojohr gets gate-crash and encircling ambience - gate-crasher loses gate-crash and encircling ambience - gate-crasher gets red portal - nojohr judge gets red portal - gate-crasher renamed to: magos nojohr - new magos nojohr spell: warrior's magical study - new magos nojohr spell: application of magical study
Update 4/17/2004: - quester's gallantry now can exceed the max exp amount (by three times) - hire and seduce now incur lifespans when creating followers - the nojohr one shield has been removed from nojohr of voq and given to defensive-nojohr. In addition, the nojohr one shield is now a zmo naj'k skill (so all three uniques of defensive-nojohr can be used simultaneously) - nojohr of voq is now: lernen nojohr - new lernen nojohr skill: warrior's study - new lernen nojohr skill: application of study
Update 4/12/2004: - the bot check system, for now, is complete. An additional rule has been added to the bot check system, see 'help bot'. - Whim and Nijlo have been working on revising the current item database on Nodeka. Due to changes required for balancing, many items will be changed within the next coming weeks. The Nodeka system was built with the idea that the item database might become unbalanced. With this in mind, Nijlo created a system which allows changes to the template items to cascade to all existing items (ones which players already have). In addition, unique items were built with this in mind as well. If an item is toned/improved, the uniqueness of the item may also change in reflection of the base item changing. All of this was done beforehand in the attempt of keeping Nodeka balanced and having cascading changes affect items (unique and non-unique) universally the same way. Expect the item changes within the coming weeks.
Update 4/12/2004: - new nojohr skill: combat instinct - new 1st remort ruanbaere skill: ruan awareness
Update 4/11/2004: - new channel: flame - nim has been slightly changed, nim now gets less gold but more exp (overall this is probably a tone to nim as the gold reduction is probably more severe than exp improvement) - the bot check is now a bit more advanced (but still as easy to answer) - skill output when not supplying a second word will now output more meaningful information.
Update 4/10/2004: --------------------------------------------------------------------------- - Two years ago, this day, Josh Rollins passed away. Josh played Nodeka and all who knew him adored him. We remember you and miss you, Josh. --------------------------------------------------------------------------- - with a little thought and a little tweaking, I've been able to get the following, often used, channels working as they use to: say, tell, reply it took a little bit of tweaking, but I managed to do it without coding a hack, so I'm happy with the solution. You can now use the following shortcuts to invoke the commands: sa -> say t -> tell rep -> reply thanks for your patience. =)
Update 4/9/2004: - new command: display channels - new command: channel - new channel: master - new channel: sing - new channel: trivia - new channel: race-native - new channel: class-native - new command: skill - new command: initiate - new blackened-ataelos skill: gate displacement - new help files for each of the new commands/channels/skill - aylakia of the gods renamed to: fire-goddess - new fire-goddess skill: forgetful fire
Update 4/6/2004: - To play Nodeka, you must now use a client that supports color (including background color). If your client cannot display background color, you cannot play Nodeka as you will not be able to correctly answer the bot checks. For those of you who use wintin95, you have two options: 1) change your background color to something "off-black". Changing your background color to off-black will allow you to see background colors sent to wintin from Nodeka. Wintin always outputs background colors as black. Due to using an off-black background, you'll be able to see bot check questions (in black) and continue using wintin95. 2) switch to wintin.net - it supports background color. Download it here: http://www.wintin.org.dotnetlist.com/DesktopDefault.aspx For those of you who cannot connect to Nodeka with a color client, then my most sincere apologies go out to you for this change. However, at this time, there is no plan of removing the color requirement. - Nijlo
Update 4/6/2004: - fixed crash bug
Update 3/21/2004: - fixed Thelgarron's fusing bug not being able to use it on self which was broken once I made it usable on others (thanks Syveril) - fixed some other minor bugs - new 1st remort nojohr spell: nojohr's lightning choice - heitons now have a specific prompt feature for natural attunement. Add "$n" or "#n" to your prompt to put your attunement spheres in your prompt (see "help settable prompt" for more details).
Update 3/20/2004: - new 1st remort nojohr spell: nojohr's combat choice - Thelgarron's fusing is no longer usable by npcs (including followers), thanks to the person who turned this in (big big platinum reward for the quick report) - I believe I finally have the definition of nojohrs I've been looking for. See "help nojohr" for my latest rewrite of the class definition (of course, I'll probably just change my mind about what they are in another month, but hey - for now I'm content). - new nojohr spell: Thelgarron's fusing
Update 3/17/2004: - There will be no trivia this week. - alleviate has been removed from Nodeka - white flames of prayers has been toned
Update 3/16/2004: - wings of the dragon, winged attack has been toned - hurricane kick is now on par with vicious fist. Previously hurricane kick was less powerful than vicious fist - now they have equal potential - new 1st remort joufu skill: au-sem-mao - all hunting skills now lag 500 ms, rather than the old 1000 ms - other minor fixes
Update 3/9/2004: - trivia contest every Friday 9 p.m. Mountain Time (-07:00:00)
Update 3/8/2004: - fixed bot check forced presence - it now lasts for six minutes (not 15) - lowered weapon duration for spatha of vylryvn and quiet trident - lowered duration of spiritual symbol
Update 2/28/2004: - fixed lag bug with Xandar botting and continually loading guides eq to around 1500 items. The guides will now always wipe their eq before starting another quest (we _thought_ that was already in there *sigh*). Xandar will be dealt with for botting in a most severe fashion. - new white dragoon spell: morgal's shield
Update 2/27/2004: - big change: all elemental resistances now resist 50% of incoming damage. This is a 30% increase on damage resistance. Other resistances may also be increased to 50% resistances. Help files: fire resistance, frost resistance, earth resistance, lightning resistance, elemental resistance Physical resistance will NOT be raised to 50% resistance. No race has elemental resistance (yet). However, it has been implemented for some time. - red drake race lineage: fire resistance increased - blue drake and frost giant race lineages: frost resistances decreased
Update 2/25/2004: - spiritual symbol's item lifetime has been increased - new sentinel of the halo spell: tempalus - new sa'duroth of death spell: death gamble (warning! read help file before using) - new vision guild skill: aspect of the seer - new fallad of vengeance spell: spiritual symbol - fixed soul egression bug: targets no longer healed when hp below 0 - fixed spatha of vylryvn bug: weapon now does its special action - fixed spellbound death: incorrect calculation *favoring* the target. With this fix, witches will be more successful casting this than they have been in the past - updated "help clan hall" - clans may have two clan halls
Update 2/24/2004: - ephemeral discord of speed now has improved duration - massively improved affect duration - monks, minor remort monks and major remort monks now all have remort tier specific hand dice/roll (thanks for clarifying your point Farva) - charge's prevention time has been increased. - charge now lags the user
Update 2/23/2004: - constricting hex has been toned.
Update 2/22/2004: - changes to the bot check system, five strikes and you're out (rather than 10) and some other interesting changes.
Update 2/19/2004: - witching frostband has been toned: higher prevention time, and now the affects added to the user are only speed (no wil bonus)
Update 2/17/2004: - after a detailed discussion with Thilion/Selberhad, I have been convinced that he had no knowledge of the Arma clan portal. This is important, because Selberhad had an immortal. Thus while no individual Arma clan member was punished directly for their misuse of the portal, Selberhad's immortal was zapped (even though Selberhad's character remained untouched). Due to this new information, Thilion has been unzapped and I offer my formal apology to Thilion/Selberhad for zapping his character without concrete evidence that he knew about the portal. Yes, there is no concrete evidence showing he didn't know about the portal, but I choose to believe him (and in all the time I've known him, I've never known him to lie). Sorry Selberhad, the mistake was mine. - Nijlo, the mistake maker
Update 2/12/2004: - Type "help arma clan hall" - you gotta see this. - Arma has lost their clan hall!! Due to Arma abusing a secret exit that was working as a portal, and failing to report it, they have lost their clan hall. Ouch! The short version of this story goes like this ... All clan portals were deemed illegal awhile ago and were removed from Nodeka. All clan's were then refunded the cost of the portals, even though some clans had their portals for years and basically got to use them for "free" (man, we're really nice guys to have done that). Arma's portals were removed as well - at least, until recently ... When Arma requested a clan hall move from Gedaon to Mhaldryn, we happily accommodated them, but in the process we forgot to move their secret exit. Whoops! Bad us! But instead of being good citizens, like we all know Arma to be, and informing us of our error, they used their secret exit from Mhaldryn to Gedaon like a Star Class Warship's Hyperdrive System! Beaming all over the place! (ok, just beaming from Mhaldryn to Gedaon) Bad Arma! This portal was especially useful for pking flagged people recalling to Ruushi! Bad bad Arma! In addition to losing their clan hall (and this is where the pain really sets in), Arma will be unable to purchase a new clan hall for ONE FULL YEAR. Bad Arma clan hall! We feel that this is a sufficient punishment for the "cheat" Arma was abusing, while at the same time, it's a lenient enough punishment as to not fault Arma permanently. Man, we really ARE nice! If you see any Arma members in town (and we're sure you will), wave and say hello and make sure they hear the new Arma slogan: "If you can't beat um, cheat with your secret exit!" A post-it label they have truly earned! - Your friendly Nodeka Dungeon Master, Nijlo - mystical regen is toned to just restore mana and spirit now - ryven now get continuous physical regeneration, in place of continuous endurance regeneration. Continuous physical regeneration restores health as well as endurance.
Update 2/10/2004: - joufus lose wings of the dragon - wings of the dragon has been improved (100% attack now, raised from 50%) - new joufu spell: joufu's arc - the ninja class is now the joufu class
Update 2/7/2004: - halwen fire output corrected (thanks Rahamezedral) - skyline interchange fixed (thanks Selberhad) - new nomad of the watch spell: the ground's edict
Update 2/5/2004: - new white dragoon spell: halwen fire
Update 2/4/2004: - Ninja changes: Antei of hakanai shouten is a basic antei prevention ability. Whispering wind antei is a basic antei prevention ability. Antei of the clouded mind is an intermediate antei prevention ability. Antei of formation is an intermediate antei prevention ability. Ryou spirit of hananoki is a basic spirit prevention ability. Flowering spirit is an intermediate spirit prevention ability. non-remort, 1st remort and 2nd remort ninjas now have more class +hit and +damage
Update 1/26/2004: - new help file: client abuse - followers can no longer convert experience to gold. Sa'duroths using their skeletons could gain insane amount of platinum by converting their skeletons experience to gold after long runs (and having all their skeletons grouped). The person who turned this bug in is getting a nice reward (I'm keeping the name of the person and the amount of reward he/she is getting private, but you can be sure it's above 50,000 platinum). This bug was potentially not seen as a bug by those who were abusing it, so I'm not going to penalize anyone who had abused it. In most other cases, I would have zapped the players abusing a bug of this magnitude. Yet, this case isn't so clear ... some people may have seen this bug as completely intentional, while others may have known perfectly well it was a bug they were abusing. I'm talking specifically about using red skeletons here, using other single followers couldn't produce the sheer amount of experience that using red skeletons could, simply because of the way the exp algorithm works. Regardless, it always pays more to turn in bugs than abuse them. This case is no different.
Update 1/25/2004: - 1st remorts lo-fents now have: fentian solace - 2nd remort tholecs now have: lektron clout
Update 1/24/2004: - reserved anger can now only be used with insanity - this will help prevent ruanbaeres from becoming completely unstoppable - new 2nd remort ruanbaere skill: havoc
Update 1/20/2004: - dwarves are now ryvens. See "help ryven". They also have new and different racial powers.
Update 1/19/2004: - half-elves are now kedoejis - kedoejis have boosted (and new) racial powers - however, kedoejis have lost hasted attack
Update 1/17/2004: - red skeletons now have life spans - all khehusods now have bash - katarun khehusod -> khehusod of the arc - new khehusod of the arc spell: time bending: inverse
Update 1/16/2004: - deft link of thatios can no longer be used on immortals - using a glacious stone now prevents the user from using another glacious stone for 30 seconds
Update 1/15/2004: - fixed rather serious bug regarding dispelling affects which could leave followers around permanently (thanks Orlijn, +30,000 platinum). Change applies to: mystical fading, orphic disbanding, orphic disbanding: najk, orphic disbanding: grei, soundless strike, soundless strike: najk, soundless strike: grei strike of the quiet art, If I missed any dispelling skills/spells - please let me know. - withdrawing failing due to obstacles no longer prevents (thanks Legend)
Update 1/13/2004: - corrected all fleeing commands/skills/spells so that exits which are blocked by doors or obstacles will not be attempted to be passed through. In addition, prevention locks won't be added on attempts to withdraw if there are no valid exits other than closed doors or obstacles (this also includes using any of the other withdraw-like skills or spells). No, it is not a bug that you'll now be able to sit in a fully closed room and increase the skill/spell % of these withdraw-like abilities. It isn't a bug because the skill/spell cost is still incurred. - clan members are now seen when entering and exiting the realm
Update 1/07/2004: - all heitons now have dodge
Update 1/06/2004: - fixed nojohr teleportation bug - you can no longer teleport out of the citadel (thanks Doos)
Update 1/03/2004: - the ruining song has been toned, quite severely. Go ahead, get angry. - new 2nd remort nojohr spells, that work together: beacon of white light < - > white light teleportation red mark of location < - > red mark teleportation raising of the silver symbol < - > silver symbol teleportation see help on each of the above for more information The above spells give nojohrs no damage advantage in combat. However, the above spells do give nojohrs an extremely powerful talent that no other class has. I'm hoping this helps makes nojohrs more playable without giving them the same ole damage boost ...
2003
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Total updates: 191
Update 12/22/2003: - The benefactor judgement and nojohr fate have been toned. - Heightened precision's prevention time has been reduced by four minutes, this should make it a good deal more powerful. I'm still tweaking changes so don't get too set on anything being concrete (I just don't want to disappoint you if I have to improve or worsen it).
Update 12/21/2003: - As promised, double donations will run again: January 1st - January 9th This has been done to accommodate those who missed the first double donations because they didn't have their PayPal accounts setup. Setup your PayPal accounts *now* so you don't miss it this time. PayPal accounts generally take a week to setup, so get them started TODAY. - "toggle" has been reorganized, it's better now. =) - hints -> auto-hints - auto (features) -> auto-join - map (auto-mapping) -> auto-map - new toggle -> auto-sense - being spammed by astral travel is no longer considered spam as you can now toggle auto-sense off. Help rules has been updated. - followers created by sigil of the undead army have been improved - now three types of heightened abilities: basic, intermediate, advanced - heightened defiance now - basic heightened form - heightened precision now - intermediate heightened form - heightened instinct now - advanced heightened form - slightly increased prevention times of heightened abilities due to the fact that they can all be used simultaneously now. - heightened instinct has been revamped - new tholec spell: tholec's rising
Update 12/20/2003: - word of withdrawal and withdraw both now have 50 minute prevention times - storm complexity now has a slightly increased prevention time - nefarious combat infusion has been toned
Update 12/20/2003: - fixed eq output when looking at inviso people - more more more newbie mini-quest updates
Update 12/15/2003: - more newbie mini-quests, the place is getting frickin huge now - fixed bug where guides would join you to kill the guide aids - fixed some other minor bugs
Update 12/15/2003: - corrected "q" and "r" of line pauses so that entering something like, "reply <message>" wouldn't refresh the screen pause. - changed the way eq looks on output - changed color settings from worn eq brace and missing eq brace, to worn eq border to missing eq border (I'd suggest they stay the same color unless you really want some crazy ugliness to show up. But, maybe that's what you actually want ... - Made a ton of changes to the newbie mini-quests to be much less repetitive, thanks for the feedback Cryaxx. - modified, updated, corrected several help files
Update 12/13/2003: - Modified the way the mobs react to actions by players. It's now done in a manner that allows players to perform the action the mob is waiting for and then perform other actions afterwards while allowing the mob to still identify that the action it was waiting for was performed. In addition, the mobs are still smart enough to know that if you perform the action before they ask for it, it'll be disregarded. - Added four more newbie mini-quest mobs. - Nodeka lock for all players reduced to 5 minutes - internal code cleanup and more newbie mini-quests - more newbie mini-quest stuff
Update 12/13/2003: - Finally! The page pause the way it should have always been! - more more more - more newbie quest area updates. - Huge, huge, huge, huge, huge, huge, huge update. Create a new character. - safe rooms can now be identified by room name - new command "disband" - and tons of other changes, including truly "reactionary" mobs
Update 12/4/2003: - DOUBLE DONATIONS! December 4th - December 7th only. All donations made from December 4th - December 7th will be doubled. This includes stones. This offer is good only through Sunday, December 7th. The maximum number of stones given out per month has also been doubled for this double donation period. Which means if you donate $200 while the double donation period is active, you'll get: 40 sun stones 100 glacious stones 4 storm crystals 14 infuscated marbles
Update 11/17/2003: - new command: where - which is an alias of the exits command - exits command revamped - see help exits - new interesting rules for continental travel. Credit goes to Smo for the curiously brilliant idea. For more info, see help on: continental travel - fixed bug where if a player's follower was pked and Nodeka crashed, the player would lose the follower's eq. This would only happen if the follower was pked (it would not happen if the player ordered the follower to give the follower's eq to the player or if the player and follower were in the same room at the time of the crash). - fixed crash bug - you can now use stones while under impairments (like while berserking or while stunned, thanks Orlijn). You were suppose to be able to before, this was a bug.
Update 11/15/2003: - fixed crash bug - fixed oracular vision (thanks Legend) - made some other minor changes
Update 11/15/2003: - glacious stones have been implemented Message from Nijlo: For all of you who were online last night (Friday, November 14th), I would like to apologize to you for shutting down the Nodeka server. While the point I was making, was a valid point, I could have used a number of other methods to get my point across without negatively affecting those people who are supporters of Nodeka. Last night, two hours prior to shutting down the Nodeka server, I received news from my father that my grandfather passed away. While I had thought I was handling the situation well, it seems my subconscious mind was struggling a bit to come to terms with this. My grandfather (Herb Gottschlich) and I were close, although we had some differences, I loved him very much. The only time I have ever shut down Nodeka (at least to my recollection) was last night. You can expect that will not happen again. I apologize again, my emotions got the better of me. Thank you again for your ongoing support of Nodeka. I really do appreciate it. - Justin Gottschlich
Update 11/13/2003: - mental tiaran has been improved (it's now much more friendly to use when having low con and it's minimum prevention time has been reduced from 9 seconds to 4 seconds).
Update 11/12/2003: - full color control on 'data' (see new 'data' color settings) - revised/finalized look for data command (type 'data')
Update 11/11/2003: - mental tiaran is now a basic ranged attack prevention skill (yes, I am well aware that lightning of the array is a basic ranged attack prevention skill and that by having two abilities that prevent on the same type, ateoli will now have to choose which to use). Yes, I'm very aware of this and have made the decision to overlap the abilities preventions quite intentionally. - cleaned up output from lightning of the array - fixed crash bug in lightning of the array - nojohr fate and benefactor judgement have been toned, slightly - heightened instinct has been toned - prayer of the gods disfavor has been altered, slightly - hex of menthijan's prevention time has been increased - palladium of sanctity has been toned - palladium of sanctity is now a basic sanctity prevention ability - rain of healing sanctity is now an intermediate sanctity prevention ability - rite of sundering's prevention time has been increased - passage of the bleeding moment has been toned - blindsided machination has been redesigned - it behaves differently now, pay close attention (help blindsided machination has been updated) - forge of magical dampening's prevention time has been increased, a good deal - titan's fortitude's prevention time has been increased
Update 11/10/2003: - fixed bug with data adding follower kills to its data (data adding kills and deaths to its toll for clannies, is correct) - you can now use 'data' on others. However, this functionality is limited to only be able to use on others in your same room. If you could "data" anyone in the world, you'd be able to see if they were running or not (and that would somewhat invalid astral, etc.) - bhikshu monk now: Tloh-monk - new tloh-monk spell: directed guidance
Update 11/8/2003: - who <base race name>, race now lists all players of that race type, including minor and major remorts - angels lose anti player killer racial - angels now have invulnerability to anti-casting/invoking magic racial - demons now have anti player killer racial
Update 11/4/2003: - new race: faehr - blindsided machination's anti-recall affect has been reduced and blind- sided's incurred prevention time has been upped so that targets now have a chance to recall between blindsided attacks. - races can now have second based racial affects (gnomes are the first) - gnome race lineage improved (again, lowered mana/spi, added new racial) - new behavior regarding mob gold when the mob's area repops, see: help mob gold repop - frost giant race lineage has slightly more +dam now (on each tier) - black drake race lineage has been improved - gnome race lineage has been improved - jerof race lineage has been improved - pixie race lineage has been improved - new command 'data'
Update 11/2/2003: - nojohr fate and the benefactor judgement now have longer prevention times - you can now convert experience into gold
Update 10/29/2003: - fixed crash bug in nojohr fate - fixed crash bug - storm crystals now always save you from any loss when real dying (this includes saving you from losing any experience, any equipment and any attributes - str, dex, etc.). 'Help stones' has been updated. - cleaned up login to be as user friendly as possible. I know what you're thinking, "gee Nijlo, that stupid color question is still there, if you're trying to make it user-friendly, why not get rid of that pain in our ass?" Well, yes, you're right. It is a pain to have to answer that stupid question every time you login and it's a pain to have to enter in a stupid number every time you login, but both are necessary evils. As you know, color is activated as soon as you hit enter to the color question. If I omit the color question at first connection to Nodeka, the Nodeka presentation I want to make I can either "force on players" or remove. If I force it on players and those players are creating NEW characters, they won't be able to read the output about how to create a new character nor will they be able to read the line that asks for them to type 'create'. The character options is similar, if I don't do character deletion in the character options while the character is not directly in the Nodeka world, we get some weird bugs, all of which continue to present themselves each time I add more functionality to Nodeka. Anyways, I'm doing my best to continue to make Nodeka as fun and as usable as possible. As you can tell, I'm very concerned with making the presentation of Nodeka as professional and as usable as possible. I'll continue to do this as Nodeka continues to evolve. =)
Update 10/27/2003: - there is now an 'auction' channel (due to Nijlo finally breaking down and coding auction the weak way rather than the right way, because he didn't feel like rewriting 'toggle' just yet - but realizing that ingame item sales occur very often (sorry for the three year delay, heh) ) - cleaned up and made all global channels consistent in output format - ephemeral discord of speed has been redesigned
Update 10/21/2003: - arctic colossus's attacks has been toned - angel and arch-angel now have the 'anti player killer' racial
Update 10/21/2003: - new oracle of weird skill: seer's understanding - new oracle of weird skill: oracular vision
Update 10/20/2003: - all sa'duroth classes now have: infernal curing - new blood sa'duroth spell: blood-magic
Update 10/19/2003: - you can no longer delete your character while logged into Nodeka. Type delete to see the new instructions on deletion. Thanks Farva. - fixed some more output errors, thanks Legend.
Update 10/18/2003: - I've fixed a line of sight bug that was allowing players to throw around multiple corners. In the process of fixing this bug, I've added new functionality to existing skills/spells. Each ranged ability/attack now has a distinct and unique number of corners it can travel around. Use these abilities to determine their unique cornering (note: some abilities corner the same number as before). - new 'update' functionality shows minimal information upon login, but full update information when typing 'update' online. This has been done to minimize players being spammed by the news and hitting enter 20 times in a row to login. =)
Update 10/18/2003: - I have attempted to correct all skill and spell output so no extra (or missing) return lines show up. For example:
Bad: ----------------------------------------------------------------------- You chant the words, 'slmlp.' Increased mastery in your ability of qolok! You lose your concentration. ----------------------------------------------------------------------- Increased mastery in your ability of path of the righteous!You are guided by the gods and driven by the light. ----------------------------------------------------------------------- Increased mastery in your ability of dodge! The Temple Guardian lands [ 5 of 6 ] attacks on you: MUTILATING damage!! You land [ 9 of 9 ] attacks on the Temple Guardian: battering damage! ----------------------------------------------------------------------- Good: ----------------------------------------------------------------------- You chant the words, 'slmlp.' Increased mastery in your ability of qolok! Time bends to your will, wind-runner. ----------------------------------------------------------------------- Increased mastery in your ability of path of the righteous! You are guided by the gods and driven by the light. ----------------------------------------------------------------------- Increased mastery in your ability of dodge! The Temple Guardian lands [ 5 of 6 ] attacks on you: MUTILATING damage!! You land [ 9 of 9 ] attacks on the Temple Guardian: battering damage! ----------------------------------------------------------------------- If you see any output problems that don't follow the well formed examples below, please let Nijlo know (jgottschlich@runbox.com) - new lo-fent, lightseeker spell: path of the righteous
Update 10/17/2003: - lo-fent of the light order changed to: lo-fent, lightseeker - new lo-fent lightseeker spell: quester's gallantry
Update 10/16/2003: - adapt can now be used by mortals and minor remortals - moon nojohr is now: silvern nojohr - new silvern nojohr spell (yes, spell): champion's battle
Update 10/12/2003: - Nijlo will be allowing a grace period of two weeks for players to request password changes to Nijlo. The password changes will only be accepted online, will only be accepted by Nijlo directly and will only be accepted pending Nijlo is satified the password change is not an attempt to sidestep the rule prohibiting character selling. Password change requests that will generally be accepted: - "I share my password with five other people and need to stop access" - "My password is currently way too easy to guess" Password change requests that will NOT be accepted: - "I just bought this character and need to circumvent the rules." - "I just traded characters and want to stop the previous owner from accessing my new character." Each password change request will be handled on a per case basis.
Update 10/11/2003: Hugely important update - read everything very carefully - the rules have been updated: see 'help rules' - character selling/trading is now illegal. Any characters caught trying to sell characters or trade characters will be zapped. - you can no longer change your password. This has been introduced to prevent character sales. Would you buy a character from someone whom you know will always have your password? I wouldn't. Even if you do risk breaking the rules and buy a character from another player which could get you zapped at any time after the character sale, you put yourself at additional risk: the person you are buying the character from will always know your password. Think about that risk in addition to all the others. - adaptation has been changed - you may now perform class crossovers (i.e. changing from a poliir to a sorcerer) for an extremely large amount of sun stones and platinum (this has been introduced to adjust the previous need for character trading/selling which is now illegal). - type 'update' or 'motd' to see the latest update - type 'help update', 'help news' or 'help motd' for all old updates - Nodeka may, at some point, allow character sales to be performed through Nodeka itself (with a certain percent of the character sale profit going back to Nodeka). However, at this time, that functionality is not being allowed. Character selling and trading in all forms, is now illegal. Anyone caught advertising for it on Nodeka or outside of Nodeka will be zapped. For the current updates, type: update
News 10/10/2003: - important: Nijlo's new e-mail address is: jgottschlich@runbox.com - important: Whim's new e-mail address is: whim_of_nodeka@hotmail.com - As Nodeka continues to grow in users, so do its operation fees. This is a good thing for Nodeka, but not such a good thing for Nijlo. More money is spent on advertising, more money is spent on hardware, more money is spent on bandwidth, more money is spent on development and so on. Please remember donations are what keep Nodeka free. Nodeka has a fully dedicated T1 to it, so you don't lag at all. How many muds can tout that? Nodeka is also the only process running on the Nodeka box, to keep Nodeka running as fast as possible, again to keep you running as fast as possible. And that's what we'd like to continue to do - give more and more to our players. But all of these goodies don't come for free. If Nodeka fails to continue to support itself, we may have to resort to other means of making income. Has Nodeka ever had a player base wipe in the five years its been active? No. Well why do other muds do it every other year? I'll tell you why - its economically sound, it makes a lot of sense fiscally. If the players get too tough, they have no more incentive to donate to the game and therefore all profits go bye bye. Well I come from a mudding background, and I know what it's like to lose a super character that was worked for, for over three years. And to lose that character because some jackass in charge thinks its a great way to line their pockets is something I'm not about to resort to. How do you know I won't? Look at my track record: five years and not one player base wipe. And I'm not about to change that, but Nodeka does need to support itself. And the worst thought of all, what if Nodeka were to go under? You can help prevent that. One way to help Nodeka keep its head above water is to continue to donate. When you donate, you do more than just get tools to make your character more powerful, you provide means to keep Nodeka running. Buying super characters may make you tough, but they won't help Nodeka continue to operate. And if Nodeka stops operating, all the super Nodeka characters in the Gedaon aren't going to do you much good. Please continue to support Nodeka - donate, Nijlo
News 10/2/2003: - follower's aura has been removed from the game (willed protectors no longer incur a follower's aura) - demonic affirmation is no longer a prevention ability. - all skills and spells which are used to receive followers have been changed to follow a single lifespan algorithm (hire and seduce are the exception to this rule). All followers of the above mentioned skills and spells now have lifespans and follow the same *new* lifespan algorithm. The lifespan algorithm has been created to make followers, in general, last longer than they currently do, have their lifespans more dependent upon the user's stats and have prevention times (when applicable) more closely relative to their lifespans. Willed protector, demonic affirmation, persuade and tame are not prevention abilities - they only create followers that now have lifespans. These abilities (willed protector, demonic affirmation, persuade and tame) create followers with lifespans but are not prevention abilities. Meaning, when the lifespan wears out, another follower can always be created immediately thereafter. See 'help lifespan' for more details.
News 9/27/2003: - Mjol followers: - conjure elemental is now: follower feat, basic (no change) - conjure golem is now: follower feat, intermediate (no change) - conjure deity is now: follower feat, advanced - all mjol followers have lifespan (except persuade - at least for now) - all mjol followers lifespans are 1/3rd the prevention of their master
News 9/25/2003: - when a follower's lifespan ends the follower death message is no longer sent to the world. Now the death message is sent just to the room the follower was in at the time of the death message. This also means the master may not see the death message if he/she is not in the room with the follower at the time of death (although the corpse will still be given to the master). This change has been done for obvious reasons. If those reasons aren't obvious to you, ask other players. Aylakia prayers: - defying prayer is now: prayer feat, basic - prayer of the gods disfavor is now: prayer feat, intermediate Fallad prayers: - prayer of greater aegis is now: prayer feat, basic - white flames of prayer is now: prayer feat, intermediate Daja prayers: - the prayer of guardianship is now: prayer feat, basic - prayer of mental restoration is now: prayer feat, intermediate - the shielding prayer is now: prayer feat, advanced Sa'duroth passages: - passage of dark summoning is now: passage feat, basic - passage of the bleeding moment is now: passage feat, intermediate - lowered cast/invoke cost for passage of dark summoning - support Bruce Campbell's latest movie and get a free $10 donation! See the help file: "bubba ho-tep"
News 9/24/2003: - crash bug fixed - nojohrs now get redirect - thunderous strike no longer nullifies regeneration - slight tweak in ability gains beyond 50%, 75% and 90% (see 'help ability mastery' for more information). - all uber-followers (with super prevention times) now have lifespans. All lifespans of uber-followers are exactly 50% of the prevention time incurred by the ability to create them. All prevention times of uber-followers have been reduced to around 50 minutes. This means your uber-followers will have around 25 minute lifespans. This is a massive change and is meant as a way of controlling uber-followers power. This was #462's idea, so blame him. When the time out of the lifespan of an uber-follower is reached, the follower will die automatically. It is your responsibility to monitor your follower's lifespan, as a lifespan timing out in battle may have disastrous effects.
News 9/23/2003: - support Bruce Campbell's latest movie and get a free $10 donation! See the help file: "bubba ho-tep" - link to the Bubba Ho-tep trailer: http://bubbahotep.com/ And a totally unbiased, extremely professional review: http://portlandmercury.com/current/film2.html
News 9/22/2003: - clouded spirit-shift prevention reduced from maximum of 7 minutes to a maximum of 20 seconds (this should be interesting) - the ability mastery system has been revamped, see 'help ability mastery'. This new system will greatly increase newbies ability to become proficient in abilities and help bigger remorts improve in long prevention time abilities more quickly. - kick endurance cost reduced - kick time prevention greatly reduced - mental blast maximum time prevention greatly reduced - trip has been improved (still not a prevention though) - newbie starting health raised to 100 - slight level change on aylakia's ability set
News 9/18/2003: - it seems some players did not understand the last post I made about the bot check so I'm adding a new one to hopefully clarify some things. The bot check system, for all intents and purposes, has been relaxed as of the most recent changes. When you fail the bot check questions, you are drained once and the bot check ends. Before the latest change to the bot check system, if you failed a bot check question set (i.e. got 9 questions wrong) you'd be drained stats and then the bot check system would CONTINUE to bot check you. With the new layout, if you fail the bot check question set, you are drained and the bot check stops. The "speed" bot check that happened during the 5 minute uptime of the last reboot was an accident. That's my normal "testing" mode. When this "test" mode is active, bot check questions have a 10 second delay between them. This is NOT the change to the bot check system. This was an accident and has been reversed. The time between bot check questions has not changed, it is still 60 seconds. Lastly, any players adversely affected by the bot check when it was in super speed mode will be (and have been) restored +1 billion exp and 500 platinum for the inconvenience INCLUDING any statistics and gold they lost. Tyrant and Alucard are the only remaining players who have not been restored due to their inability to keep an active connection to Nodeka. Conclusion: the bot check system is MORE relaxed now than ever. - concentration of killing revamped - the bot check system has been changed: failure to respond to the bot check system will result in a drain of stats at which point the bot check will stop (no more cyclic bot checks). The bot check will start up again at a later time when the player is active in battle or (coming soon) casting a spell, using a skill or ordering a follower (and perhaps other circumstances where players should be present in order for certain commands to be processed). This change addresses all concerns regarding players losing connection to the internet due to ISP failures and worrying about bot checks draining them continually or simple player negligence. - new minor remort footpad skill: thieves' sidestep - new skill for most 2nd remort joufu classes: blurred movement - new skill for Eaststar Khehusod: eaststar crossing - new skill for Nameless Ones: thieves' directional sidestep
News 9/17/2003: - crash bug fixed - blindsided machination has a new "feature" which is bound to make battling a footpad a more than just a recall fest.
News 9/15/2003: - the 'target' command now is usable on targets (potentially) twice as far away. This was done because some of the ranged attacks go much further than the 'target' ability does. However, this may have some side-effects. For example, it is now possible to target someone that you cannot hit with throw or telekinetic projection from where you are currently standing. This might lead this change to be less useful, but we're hoping not. Let us know your thoughts after you've used it a bit (whim@nodeka.com). - blindsided machination has been given a face lift - it's a totally different (and more fitting) skill now. - light order, continuous heal has been toned down. - light order, restoration has been improved. - cloak takes over the role of prowl (in that it does something instead of doing nothing). Cloak use to have an affect on critical and stratagem of the cloak, but that was changed awhile back. Cloak was effectively doing nothing and with the recent changes to prowl, footpads can only stay hidden for a certain duration before they *must* become visible again. Due to this, prowl has been removed and cloak has taken over prowl's functionality, just as a mortal class ability. =)
- prowl has been removed from Nodeka
News 9/14/2003: - new 1st remort footpad skill: malignant injury
News 9/11/2003: - Nodeka remembers September 11th, 2001
News 9/8/2003: - bot checks no longer happen during player fights (this includes citadel battles) - fixed color bug where if you had a colorless prompt, color turned off and logged in, your screen color would remain black (only happened on telnet as far as I can tell)
News 9/7/2003: - new command: "repeat bot check", see "help repeat bot check" - competing while ambushing no longer works - continuning to blindside and decay touch while unconscious no longer happens - lots of other minor bug fixes
News 8/30/2003: ************* NODEKA NOW HAS OVER 400 TOTAL SKILLS AND SPELLS ************* - new 2nd remort joufu skill: strike of the quiet art - new 2nd remort ruanbaere skill: mystical fading - joufu of the Awaikage becomes Mahoutsukai Joufu - new mahoutsukai joufu skill: soundless strike - new mahoutsukai joufu skill: soundless strike: grei - new mahoutsukai joufu skill: soundless strike: naj'k - Ruanbaere-of-war becomes Mordant Ruanbaere (with alignment restrictions) - new mordant ruanbaere spell: orphic disbanding - new mordant ruanbaere spell: orphic disbanding: grei - new mordant ruanbaere spell: orphic disbanding: naj'k
News 8/29/2003: - fixed prevention name redundancies - time walking has been improved a good deal - if it's too powerful now, it may be toned somewhere between its current power level and its last power level - Nodeka pulses are slightly faster now (old: 250 ms, new: 200 ms) - this has been changed primarily for the affects of time walking to be seen more clearly (i.e. time walkers jumping up in pulse groupings). If this doesn't make sense to you, don't worry about it. =)
News 8/26/2003: - reserved anger has been revamped and boy is it mean now - decaying touch prevention time increased - new design channel functionality
News 8/25/2003: - fixed display races command (thanks Kismet)
News 8/24/2003: - new jakaen skill: immunity: lightning - new jakaen skill: immunity: fire - new jakaen skill: immunity: frost - new jakaen skill: immunity: impairment - fixed problem with practice due to capitals in ability names - petrify is now a prevention ability - see help petrify - new infinity guardian spell: guardian's quickness - new infinity guardian spell: guardian's unwavering eye - new infinity guardian spell: infinity ray
News 8/24/2003: - valkyries agility is now valkyrie's agility - aylakia of the shield is now shielded aylakia - new shielded aylakia skill: shield's binding - new shielded aylakia skill: shield's fusing - new shielded aylakia skill: shield's emplacement - new shielded aylakia skill: shield's greater emplacement
News 8/23/2003: - new command: display locks / display preventions - new darkhand monk spell: black threshold
News 8/20/2003: - skills and spells can now have apostrophes in their names. Places where apostrophes should go in skill and spell names will soon start appearing - spell name change: 'lectokkes vision' becomes: 'Lectokke's vision' - new stoic ruanbaere skill: titan's fortitude - new shisou skill: amassed reflex - updated 'affects' command - see 'help affects' - heiton of the greater trewan is now the only heiton that gets the spell, "enclosure of trewan" - enclosure of trewan's prevention time has been upped significantly - trewan of the rising forest is now a basic trewan prevention (updated help) - enclosure of trewan is now an intermediate trewan prevention (updated help)
News 8/19/2003: - new dajain angel spell: lesser extolment - new radial daja spell: word of raising
News 8/18/2003: - new radial daja spell: extol - new ataelos of method skill: battle learning - new cloud-ring khehusod spell: nefarious combat infusion
News 8/17/2003: - prevention time for constricting hex has been upped a decent amount. - the hunt for bounty has been altered so players who kill bounty hunters receive a smaller portion of bounty than before. This has been done to help promote the uniqueness of tholecs of the hunt and re-establish their playability to a certain degree. Previously, players killing a bounty hunter would receive 1/2 what the bounty hunter received in loot. Now players kill bounty hunters receive 1/5th. This may be too harsh of a cut back for players killing bounty hunters, but it may not. We'll see and tweak it further if needed. - hurricane kick now lags for a little over a round. This may change if hurricane kick has been found to be too powerful (yes I know this means vicious fist lags for nearly twice as long as hurricane kick and that might seem unfair to monks. Truth is - monks have far more power in their prevention abilities and so I believe this change to be fair). - "who <class name>, class" now shows all remortal classes when supplying a base class name as the <class name> parameter - word of withdrawal is now castable and invokable
News 8/13/2003: - haotien stance has been toned - guarding circle has been improved, slightly
News 8/12/2003: - Important: the company which has been hosting Nodeka's server for the last couple years is going out of business. The Nodeka server will be relocated immediately to avoid any unforeseen downtime. Due to this however, you may be unable to connect to Nodeka for a day. However, due to this being a fairly fast move, we cannot predict which day we'll be moving the Nodeka server. When the Nodeka server has been moved, the motd will be updated again. This will be done to inform you that no further downtime is expected. Thanks for your continual patience and support, Nijlo p.s. Thanks to some of the networking connections the Nodeka staff has established over the last couple years, the new network connection we are going to get is going to be *screaming* fast. - decaying touch has been toned, perhaps too much - if that is the case we'll work to find the correct median for it.
News 8/11/2003: - monk of the stolid path becomes: stone-guard - new stone-guard spell: guarding circle - sunbind works again - players who are below level 50 and are not remorts are no longer penalized when failing bot checks. Instead they are given warnings explaining what they did wrong, what would happen if they were penalized and how to get more help. The current level implementation of this feature may change. For all of you who have been screaming, "bot checks hurt newbies", well, now it doesn't (although it does open up a potential hole for botting, for now, that is an acceptable loss).
News 8/10/2003: - successful bot check answers now reward gold as well as experience
News 8/9/2003: - reimbursed players from bot check bug: Acie, Aedon, Airon, Akriloth, Alpha, Amaetheon, Anasazi, Azbleck, Blitzkrieg, Bradnewmanxx, Browser, Chasui, Diamaunt, Demented, Dominic, Evernite, Flamel, Fleshtear, Gannon, Hamfast, Iblis, Jigen, Khelin, Klatu, Lamar, Leanna, Leviticus, Mazus, Monoxide, Morelf, Mortimer, Ninevein, Nomade, Nomag, Nosha, Phantomlord, Plink, Salve, Selberhad, Shahe, Socrates, Sorn, Soulshadow, Spider, Starvic, Tekka, Tirana, Thoran, Thugger, Varath, Zelda, Ziii It's probable that the bot check bug did not falter on some of the above bot checks, however, we feel that reimbursing on the side of generosity is more appropriate than not to. If you were drained from failing a bot check and your name is not on the above list, it's because we are 100% sure the bot check system did not fail inappropriately with you and you were in fact botting (i.e. we know Farxa was in fact botting and the bot check system was not failing in Farxa's case). For those reimbursed players, your stats have been returned to you in the form of sun stones (type 'stones' or see 'help stones'). We apologize for the bug and delay of its fix (Nijlo was out of the state). In addition to the stats returned to you, each player above has been given 5,000 platinum for the inconvenience caused by the bot check bug. You have our most sincere apologies.
News 8/9/2003: - bug with double bot checks has been fixed - but with not resetting number of failures when performing a successful bot check has been fixed - bot system is now more complex - see 'help answer' - new command: clear - read 'help clear'
News 7/30/2003: - new bot checking system created - botting no longer results in zapping/freezing, see help rules - all characters zapped for botting will be unzapped upon request to Nijlo (e-mail requests only: nijlo@nodeka.com) _____however_____ no passwords will be recovered or changed. If you do not know the password to your bot zapped character, do not ask for it from Nijlo (you may just end up getting zapped for asking). We are very serious about this as we have no way of knowing who is who, giving out or changing passwords will be considered unethical and will not be done under any circumstances. Do not expect any favors regarding this. - fixed prevention bug where remaining prevention time could not be seen
News 7/29/2003: - corrected plural mob names in NaPali - new footpad skill: blindsided machination
News 7/26/2003: - summoning of the grey now has a 370 minute prevention period - new grey-forest heiton skill: soothing touch - each time Nodeka starts Nodeka's internal calendar is now incremented by 300 phases. This has been done to prevent players from suffering unfairly due to new feautures being added to Nodeka, maintenance issues needing to be addressed or even the unlikely Nodeka crash. - awakening of the guard has been toned - fallaj to fallad - daja and fallad no longer have gender restrictions on their classes. You may also notice that daja and fallad have significant differences between them that make them fall more into separate healing classes, one based more in healing, one based more in harming. - please let me know if you notice help files that refer to fallad and daja as being male or female only classes and I'll fix them (nijlo@nodeka.com) and reward you - witch/ataelos will lose gender class restrictions as well (when a rename for witch becomes available) - ruanbaere/aylakia may or may not lose their gender restrictions - I'm a little disappointed in the aylakai class name, if you have suggestions please let me know (nijlo@nodeka.com) - fixed endurance drains on throw/projection, thanks Pagan - fixed crash bug with continually acting affects that could get the user killed by the affects which would lead to Nodeka crashing. Currently, the only skill that would have caused the crash was decaying touch, however, as more skills/spells are created that work in the same vein as decaying touch, the likelihood of stumbling upon this crash bug becomes more and more likely. The fix changes the way affects are removed at PVPpk. Previously when you were pked on Nodeka, your temporary affects were removed at the time you were killed. This solution is no longer possible. The only way to allow you to get pked while iterating through your affects and not crash is to have the affects be removed after pk - which is how things are done now. You'll notice some minor output changes on pk. Other than that, nothing should have changed.
News 7/23/2003: - crash bug fixed - apologies for the downtime
News 7/22/2003: - dajain angels get keepers vociferation - heiton lose: keepers vociferation - heiton lose: dignitary manifestation - heiton lose: soothing touch - heiton lose: entrance - heiton get skill: decaying touch (same skill # as entrance, so it'll be whatever % entrance was)
News 7/21/2003: - ecliptic pattern becomes: healing ecliptic pattern - new heiton spell: lunar vision - new heiton spell: rock formation of the druid - full affects on players/mobs can now be seen by everyone
News 7/19/2003: - fixed negative range of natural attunement - new major remort heiton spell: ecliptic pattern
News 7/17/2003: - to fix Plik's bug I had to rewrite the gold code. In the process, a couple compiler bugs were introduced (stupid compiler) - fixed now. Izod reported it first - Izod will be rewarded. If you discover any other gold related bugs (all of which should be relatively minor at this point, please report them to nijlo at nijlo@nodeka.com) - invoke cost of holy analgesic has been lowered - natural attunement bug fixed - natural attunement is no longer a prevention ability - Plik/Orlijn reported a bug to me a couple days ago about losing gold when giving gold to a follower, killing the follower and then quitting Nodeka with its corpse in his inventory. After much discussion on what the bug really was, I began looking into it. It turns out that Plik's original bug led to the discovery of a much bigger bug - one which would be very hard to duplicate, but if duplicated properly could duplicate gold. The actual ability to reproduce this bug was largely based on the users on (i.e. nearly 30-100 players individual actions). It is because of this, the bug itself was incredibly hard to duplicate. In addition, the only way the reproduce the bug was to logout and log back in. Due to the ten minute wait period, even trying to reproduce it once would take at least 10 minutes. In order to fully abuse the bug, you had to give a certain amount of gold to something, which would set the gold template object's value. Then when a character logging in that had a gold item in its inventory was loading its gold object, the object would be copied from the gold template object. The gold template object's value being whatever the amount you gave. For example: have friend logout with a corpse that contains a gold item in it give 999999999 gold, elf kill elf have friend login, gold item is loaded with value 999,999,999 The only way to abuse the bug in a controllable way was to use the "give" command. It was actually the combination of two bugs that caused this gold dupe bug to exist: 1) loading gold from player files based directly off of the gold template item, 2) the gold template item's value member changing when the give command was used. The difficulty of reproducing the bug was that the template gold value could be changed (and would be changed) by anyone who used the give command with gold. Considering that on top of the fact that the bug only occurred when gold was loaded at login made it very difficult to control. I feel fairly confident this bug was not being abused, but was rather stumbled across indirectly first by Plik and then fully discovered by my integrated work thereafter (I'm fairly confident that Plik wasn't abusing this bug, as the bug he reported had nothing to do with gaining gold - only losing gold - it wasn't until my "playing around" that the full bug regarding gold duping was discovered). That being said, this is, without a doubt, the largest bug discovery in the history of Nodeka (larger than Rar's compose bug find). Both of the bugs used to create the gold dupe bug have been fixed. Due to Plik's initial involvement regarding the indirect bug, which led to my discovery of the gold dupe bug, I am rewarding him as if he had reported the gold dupe bug itself. Plik's reward: +500,000 platinum, +300 stats Plik, thank you.
News 7/15/2003: - new heiton remortal spell: winter storm of satio - holy analgesic has been improved, slightly - plane of safe housing prevents for a slightly longer period - more class renames (we're getting close to all unique class names, which is my goal)
News 7/14/2003: - complete rewrite of how preventions interact with skills/spells. If you notice prevention problems relating to skills or spells, please let me know (nijlo@nodeka.com). - skills can now be prevented from being used based on the user's current affects - this is vital to some of the future work being done on skills and spells (especially when considering keeping mobs intelligent enough to not try to use abilities that cannot be activated due to the mob lacking the appropriate affect needed). - new heiton spell: natural attunement - new heiton spell: illuminated lightning - note: heitons are going through a complete class revamp. Once I feel the new structure of heitons is complete or complete enough, they will lose nearly (or all) ability to control followers.
News 7/12/2003: - holy analgesic and wounded abatement mana/spirit costs have been increased - bug with telnet and backspace characters not working correctly has been fixed - holy analgesic has been toned slightly - wounded abatement's prevention time has been increased, slightly
News 7/10/2003: - bug with incorrect visibility checks being done on most distance location abilities. This bug was reported by Yaga and was affecting the following abilities: astral travel, visit, shadow gaze, transient alteration, inosculated crossing, methodic shift The problem was each of the above abilities were performing two checks on the user's ability to see the target; the first check was being performed when trying to initially locate the target in the world/area in order for the ability to properly process, the second check was being done inside the code of the individual ability. This meant that targets cloaked or invisible were much more effectively cloaked or invisible. All other spells/skills that look for targets in the user's area or the world were also checked for this bug, however they were not making the same mistake (i.e. summon, greater summon, clairvoyance - all working correctly). Huge thanks to Yaga for taking the time to look into the behavior of astral travel closely enough to come up with empirical evidence that proved it wasn't behaving correctly. - names can now have hyphens in them (i.e. Kor-el) - mobs delay in tracking has been randomized, mobs will now track anywhere from 0 milliseconds after being fled from to 2000 milliseconds from being fled from - fixed many bugs - mental blast, psychic shock and mental tempest are now mental attack prevention abilities - new orange-cloud sorcerer spell: quiet fog of Lectokke - new orange-cloud sorcerer skill: clouding cogitation - leoht of war, leoht of spirit, celestial ray and clouding cogitation now only add prevention affects if the attack hits. This has been done because it use to be possible to use the ability, have the target be in battle (which prevented the attack from going through) yet still prevent the user from using the ability again. While the new layout obviously allows the user to continue to spam the ability until it hits once, this is much more acceptable than prevent the user from using the ability again, even when the ability was unsuccessfully used (due to circumstances outside of the user's control - that the target was in battle at the time the ability was used).
News 7/7/2003: - sweet new feature inspired by a conversation with Leviticus regarding skills and spells (also note that you can customize the colors using the "color" command). use the 'skill' or 'spell' command to look through the list of skills and spells of the classes of Nodeka and see some new stuff - celestial ray now costs less endurance, can be used to attack targets and is a prevention skill - new warred lo-fent spell: leoht of spirit - new warred lo-fent spell: leoht of war - the crash that happened right before the last reboot was caused by one of the third party pieces of software we use to transfer files to the Nodeka machine. It corrupted one of the help files, so when I went to rebuild the help files prior to rebooting we crashed. Our apologies for the inconvenience. - assassins keep nim for now, but this may change - I'm considering the decision to remove nim from assassins very carefully - assassins gain disengage combat - new assassin skill: critically wound - new assassin skill: concentration of killing - new nomad of the watch spell: skyline interchange - new furied aylakia skills: furorem of one, furorem of two - fix in mobs not aggroing when trying to initiate combat with skills. This was caused by a crazy C++ standards rule that says (not that you really care) that the order of operations performed on function parameters is undefined. Therefore, the code I had: GetRandomAbility(*(++iter), *(++iter)); was not equivalent to what I was trying to actually do: int32 actionType = *(++iter); int32 powerLevel = *(++iter); GetRandomAbility(actionType, powerLevel); what's neat is that I just learned about the standard's rule about any ordering of processing of instructions on parameters being undefined. So when I tracked down the code, I knew immediately it was my fault. Heh, cool. The undefined ordering of processing instructions on function parameters wasn't the only rule I was breaking - I was also breaking the rule that says modifying the same object twice in a single lexical statement is undefined. The really cool part about all of this, is it's just because I had read another C++ book on the way back from India that I knew what the problem was - the book specifically talked about this problem and how many people run into it because you'll often expect certain "incremental" operations to be performed on function parameters in the order they are supplied. Had I not read that book, I definitely wouldn't have been able to identify the problem immediately, nor would I have thought it was a problem with my code. Moral of the story: stay in school - fury has been fixed so it will not miss if there is a valid target in the room. This has been done to accomodate that fury is now a prevention ability and can be used much less frequently.
News 7/6/2003: - fixed peacekeepers auto-kill-everyone bug - fury is now a prevention skill - fixed crash bug (was caused by bad AI code) - redesigned/recoded artificial intelligence engine - fixed AI problems in areas - class name changes - new gate-crasher skill: gate-crash - new gate-crasher skill: encircling ambience - new zerkorian skill: ram door - reactivated AurVindi and new newbie area
News 6/17/2003:
--------------------------------------------------------------------------- - New area south of Ruushi - newbie-lowbie area with *tons* of secrets! - --------------------------------------------------------------------------- News 6/17/2003: --------------------------------------------------------------------------- - New area south of Ruushi - newbie-lowbie area with *tons* of secrets! - --------------------------------------------------------------------------- - you may now log out while preventions are active. When logging back in, Nodeka will determine the time remaining on each prevention. Prevention affects countdown while logged off. This only works for preventions and most likely will *never* work for affects for some very very important reasons (ones which I don't care to discuss on the motd).
News 6/16/2003: - bug in vanish and retreat if the user had skill % above 100% has been fixed - vanish now uses the user's agility, not the user's wisdom to consider the likelihood of success - vanish and retreat are now more likely to succeed - fix to withdraw and word of withdrawal bug, you can no longer sit in a room with all doors closed and increase withdraw/withdrawal to 100% - Iblis has been rewarded 50,000 platinum - new skill for nameless one, shadow archer and shadow rogue: disengage combat - new spell for mist warriors and shisou: unka
News 6/15/2003: - all fighter type classes now have the new skill 'withdraw' - all caster type classes now have the new spell 'word of withdrawal' - withdraw and word of withdrawal have been created in an attempt to take the strategy used in Nodeka to a new level - see help files on each for further details - ambush now has 0 lag when used to initiate battle ************* NODEKA NOW HAS OVER 350 TOTAL SKILLS AND SPELLS ************* - prowl is now a prevention skill - new shadow tracker spell: dimming of Yezlon - Nijlo will be traveling out of the country on business for the next two weeks. In that time, updates will be very minimal, if at all. This would be a good time to start running those hard to run areas due to the number of keys needed for entrance. Hopefully (cross fingers) Nodeka will run for two weeks straight, without reboot or crash.
News 6/12/2003: - new blade virago skill: calling the red blade - new blade virago skill: bringing of the staff
News 6/10/2003: - new nojohr judge skill: nojohr fate - new nojohr judge skill: the benefactor judgement - fixed bug that prevented remorts under level 30 from being attacked
News 6/9/2003: - mjol of enchantment is now "link mjol" - new link mjol skill: deft link of thatois - fixed problem with 'summon' - new mjol of summoning spell: summoning of intellect - instrumentation of riposte has been toned
News 6/8/2003: - radius abilities (i.e. blackfrost cloudburst) now only do not target group members. Clan members and followers that are not grouped are now fair game. - new firebrand spell: silver inferno - new death-angel spell: third act of malice - first act of malice has been changed
News 6/7/2003: - new death-angel spell: second act of malice - demonic affirmation is now a basic follower prevention ability - new death-angel spell: first act of malice
News 6/6/2003: - new combatant of the barbaric order: reserved anger - instrumentation of riposte toned
News 6/3/2003: - new deistic lo-fent spell: wings of ontonai - increased prevention time on wounded abatement, slightly - change to continuum of thunder durations - holy analgesic has been improved significantly, it's not as powerful as wounded abatement, but it's been increased in power a good deal - mana/spirit cost of holy analgesic has been increased - wounded abatement now heals 1% more of the target's max health - the healing affects of wounded abatement are now influenced by many new factors which increase its potency a great deal - holy analgesic now heals like wounded abatement heals: a flat point amount (say, 205) + a percent of the target's health - was it my plan from the beginning to make healers use a combination of holy analgesic and wounded abatement? Gee, what do you think? - mjol seraphs are now of the lo-fent class - if I feel they are too powerful being this class, I will change them again
News 6/2/2003: - wounded abatement upperbound prevention time has been lowered to 14 seconds, lowerbound lowered to 8 seconds. This may be tweaked further if I feel it is too aggressive or too passive. - lay hands upperbound prevention time has been lowered to 24 seconds, lowerebound lowered to 14 seconds. This may be tweaked further if I feel it is too aggressive or too passive. - wounded abatement prevention time has been lowered. Upperbound is 30 seconds now, lowerbound is 12 seconds. This may be tweaked further if I feel it is too aggressive, too passive.
News 6/1/2003: - wounded abatement is now a basic healing prevention - both wounded abatement and lay hands have been reduced in their prevention time - wounded abatement now heals more - mjol seraph's are now nojohr - conjure prevention times are now inline with other created followers (i.e. passage of dark summoning, prayer of greater aegis, etc.) - corrected prevention time in heightened precision and heightened defiance - new solar poliir spell: solar-flame - regen rates are now capped at 10% - another change to sunbind - slight improvement in healing done by sunbind, lay hands and wounded abatement (any one may be toned if it's too high - especially wounded abatement because it isn't a prevention skill, or it may be turned into one) - new solar poliir skill: sunbind - darkhand monks are now alignment free - lay hands has been revamped: - it is now a basic healing prevention ability - it can be used in combat - it heals what it use to heal + 2% of target's max hp - it has 0 lag so you can perform another action immediately after performing the heal - improved healing affects that use to affect the lag, now affect the prevention time (so they are still useful and used)
News 5/31/2003: - archway of entrance is back in action (and the Nodeka source code is much better off now that it can handle all the complications that archway of entrance brings with it) - new shepherd of the way spell: archway of entrance
News 5/29/2003: - monstrous fury has been changed so its affects are not lengthened with slaying creatures - the help file has been updated - fixed flee problems with mobs stalking too fast to ever escape due to new trailing battle lag (thanks Anasazi) - stoicism and focused sphere have been entirely rewritten/redesigned, see the new help files on each - because stoicism and focused sphere are now prevention abilities, these abilities have no lag and can be followed by the use of other skills in combat (this was not always possible before with focused sphere). The prevention time of stoicism and focused sphere is relatively low. - stoicism now makes the user much more difficult to hit - the affects of stoicism and focused sphere are now visible on your "affects" list (type: affect) - fix to trailing battle lag change - followers are now clearly labeled as such
News 5/28/2003: - change to trailing battle lag
News 5/27/2003: - lightning of the array, mercurial spirit-lightning and crystalline wind have been given overhauls (both in output and damage)
News 5/26/2003: - renamed 'sage of fire order' to 'substance magus' - new substance magus spell: crystalline wind - spirited-witch now has no alignment restrictions - new spirited-witch spell: mercurial spirit-lightning - bug fix in prayer of the gods disfavor (thanks Roderon) - the continuum of thunder changed to the oe continuum of thunder - the oe continuum of thunder has been altered, slightly - new bounty hunter skill: the oe continuum of thunder - new lightning strider skill: the tih continuum of thunder - fixed output problem in ice discharge and red firebeam - new anointed healer skill: bequeathal of sustenance - the following mjol abilities have been toned down: - mentalis vefr has been seriously toned down - broken vorpal dimension has been minorly toned down - page of competence turning prevention time has been increased, slightly I have contemplated how to tone down mjols very seriously for the last two months - these changes hopefully will balance the class that has largely been overpowered. These changes are not reactionary, they are well thought through decisions based on the extremely obvious problem of mjols being overpowered.
News 5/25/2003: - red firebeam buffed up - inharmonic-helix tweaked, slightly - auto-resizing of titles/names on who happens now to prevent natural overrun on clients that have set line width to 80 characters (standard) - new lightning strider skill: the continuum of thunder - skills and spells prevented from being used now follow a single output method. This will help create a more consistent user experience. - new counterspiral mage skill: inharmonic-helix
News 5/24/2003: - increased chain lightning prevention time a touch - red firebeam now benefits the user by granting solar regeneration and improved intellect after being used - see 'help red firebeam' - monstrous fury duration increased slightly when slaying creatures - chain lightning has less prevention time associated with it
News 5/23/2003: - new sage of fire order spell: red firebeam - kick prevention time has been reduced, updated "help kick" - due to the changes to the ranged attacks becoming preventions skills two changes have been to them (ice discharge, chain lightning, lightning of the array and charge): a) the attacks no longer skip targets (removal of chance to try to hit) b) the maximum number of targets that can be hit by each ranged attack has been increased - when killing bounty hunters with the hunt for bounty up, only half the bounty is received. This has been done to help promote the use of the hunt for bounty, as using it places the bounty hunter under greater danger and greater potential loss if the reward is equal on both sides. This change was made to favor the bounty hunter. - new color setting: who border - updated who output so more class name can be seen and the same length of race name can be seen. I know some of you don't like borders, but there was no other way to keep the output length the same for races and increase the output length for classes without using a single character border. In the future I'll add another color to turn the border off. - broken vorpal dimension has been toned, slightly - the bad news: ice discharge, holy hammer, charge, chain lightning are now basic ranged attack preventions - the good news: all of the above ranged attacks have 0 trailing lag now - lightning of the array changes from array prevention to basic ranged attack prevention - lightning of the array spell cost has dropped significantly - time bending now works not only on lag, but also on reducing lock time - onillin bend time more effectively now - bug fix in waters of enfeeblement (thanks Tonka) - new sea hag spell: waters of enfeeblement - attackers with the affect of the hunt for bounty can now only take loot from players of equal or greater remort status than themselves. This should help resolve the leaning incentive of the hunters going after weaker targets (thanks Selberhad). - fixed all radius skills and spells so they always remove players/mobs in the room of the user last. These skills/spells include: quickblade, collapsed ellipse, north wind, broken vorpal dimension, blackfrost cloudburst
News 5/22/2003: - new viking of the fury spell: monstrous fury
News 5/21/2003: - the hunt for bounty help file has been updated - when the hunt for bounty is up, if the bounty hunter is killed, a bounty is rewarded to the player that kills the bounty hunter - the duration of the hunt for bounty has been increased and prevention time decreased, slightly - new bounty hunter skill: the hunt for bounty - affects code now working in seconds again. This code has been highly optimized (so much that there's an improvement in system performance rather than a degradation) and the timing issues that the second based affects code had are now fixed. Yes, I have huge plans for this. =)
News 5/20/2003: - affects now work in seconds rather than minutes - battle affects no longer exist. Rather, they are second based affects which time out like normal affects (and can therefore be used across multiple battles) - singularity of fate's prevention has been altered - shifted cognition's prevention has been altered
News 5/18/2003: - Nodeka now has 325 skills and spells - new arch-fallad skill: spiritual cleansing - new cleric of the order of light spell: light order, continuous healing - nim bug that was not auto-saving the user has been fixed
News 5/16/2003: - fixed two bugs with eighth rule of the halo (thanks Diamaunt) - new sentinel of the halo skill: eighth rule of the halo - new ijiwaru joufu skill: watermark of binshou
News 5/15/2003: - fix in flee/vanish code (thanks Gygar/Mazus) - new defensive-nojohr skill: parry of symmetry
News 5/13/2003: - when quitting, keys are automatically dropped from the player. This code was added to prevent the auto-boot system from causing players to lose keys from uncontrollable disconnects from Nodeka. - new defensive-nojohr skill: unilateral front-sided parry
News 5/10/2003: - the raider class is now: nojohr - new nojohr of voq skill: the nojohr one shield
News 5/9/2003: - when using a shield all attacks are blocked, for all classes, this change is important for the direction that I plan to head with monks (and ... the whole shield thing allowing attacks was lame anyway) - monks have been boosted in class +hit and +dam to compensate for this - you will now see all mobs/players left and right weapons, even if they possess no "physical" weapon. Instead, you will see their default handed attack (this will begin to play a characteristically important role) - darkhand monk alignment restriction change - new darkhand monk spell: strike of the black arts
News 5/8/2003: - ataelos of the blade now: archimage of war - new archimage of war spell: quiet trident - new archimage of war spell: spatha of Vylryvn - most recent crashes have been fixed! These crash bugs were all being caused by the same problem, one which is too complex to explain (it would take me pages and pages to give you the background information to understand why it was happening). Nonetheless, it's been fixed! That resolves all outstanding crash bugs - Nodeka should be running smoooooooother than ever!
News 5/7/2003: - ataelos of drift now: ataelos - ataelos class has changed alignment restrictions - new ataelos spell: koloq - new ataelos spell: qolok
News 5/6/2003: - witch of wonderment is now: arcane witch - the call to nahfiotos has been improved, greatly (see help file) - new frostbladed sorcerer spell: blue invocation - new arcane witch spell: wilting of the occult
News 5/5/2003: - hand of the thieves guild has been improved - all heiton major remort heitons lose rite of virility, save ritual heitons - new grey-forest heiton spell: summoning of the grey - remort follower bug fixed for real this time (I hope) - new storm-valkyrie spell: Okaelis cloak - mystical monk changed to: monk of the mystic arts - new monk of the mystic arts spell: qekon-oku - remortal npcs are no longer tamable, persuadable, etc.
News 5/4/2003: - properly fixed output error bug (thanks for all the output error bug reports!) - new black hellion spell: the call to nahfiotos - second crash bug fixed, although this bug was output related (nothing to do with any code changes over the last several months) - crash bug in battle code fixed. Oddly enough, the retreat code that was causing it was not the problem, the problem was the battle code not handling a case it should have been. So in a bizarre way, the retreat code change bringing this crash bug to light was a good thing. Since the battle code would have inevitably crashed Nodeka, and most likely in much more curious cases than the obvious one it was found in with the changes to flee/retreat/ vanish. Special thanks to Gygar who guessed on the cause of the bug and reported that to Whim and Nijlo, perfectly.
News 5/3/2003: - retreat is now a stepping skill - vanish is now a stepping skill and only valid exits are attempted, similar to the flee change on 5/2/2003. - retreat, vanish and flee now have no trailing lag beyond the lag incurred by the retreating move. While these three forms of exiting battle may require more time to perform, initially, the benefit of these exiting moves is now that once they are performed, the user can continue to try to escape from the opponent without lag. - the changes to flee, retreat and vanish have been made to increase strategy and create a fair balance of gameplay on both sides of the fight.
News 5/2/2003: - fixed help file scrolling (when hitting characters other than R or Q, the help file will continue to scroll, rather than refresh) - flee is now a stepping command (there is one round of pause between beginning a flee and the finalizing a flee). - flee is now much more successful (only valid exits are attempted and fleeing favors the fleer) - new fallen deacon spell: black magic of prolonging - new mist warrior spell: clouded spirit-shift - new aegol-defender spell: the hermetic shield
News 5/1/2003: - wounded abatement has been removed - wounded abatement, divine has been removed - wounded abatement, immaculate has been renamed to: wounded abatement - fallads and dajaes had a deceptively long skill and spell list due to having four healing spells, two of which were never used. Removing those two (wounded abatement and wounded abatement, divine) now shows a more accurate size of the usable skills and spells of fallads and dajaes. - new healing goddess spell: augmented divine healing - new daja of the order of light spell: light order, restoration - new goddess of battle spell: warring seraph
News 4/30/2003: - correction to practice name overflow - new nameless one skill: blackening of the thieves guild - new highway bandit skill: hand of the thieves guild
News 4/29/2003: - more website updates - wind wall is now a basic counterattack prevention (with lower uptime) - help file system is now fixed regarding multiple carriage returns in help files. In addition, the scrolling text system has incorporated this fix as well (i.e. "who" command pauses) - new help files (one big one - "help world") - coma characters in safe rooms are now auto-booted (if they can be)
News 4/24/2003: - more updates to the website (check out the "classes" page) - default prompt for new players is now an actual prompt - fixed settable prompt help file
News 4/24/2003: - help bug with 'q' and 'r' caused by compiler bug, workaround fix is in - "classes" is now "display classes" - "races" is now "display races" - help file system, rewritten - new command "display help" - new general help layout - new rules on adaptation (see 'help adaptation') - many website modifications
News 4/20/2003: - the "classes" command has been improved, see "help classes". This is not to be confused with the "class" command. - class changes - new command: adaptation - changed remort command to work with class changes - right now, each of the five major remorts per class have exactly the same skills and spells and alignment range. That'll be changing. My next task is to start going through each base class and adding five new skills or spells to each of the five major remort classes of that specific base class. For example, when I work on tholecs, I will add a skill or spell to each of the following classes: tholec bounty hunter shadow tholec lightning-strider nomad of the watch The same idea will be applied to all 18 base classes. In addition, I'll be playing around with the alignment restrictions ... heh. It will take some time before each major remort class of the same base class has a different skill and spell set. For the most part, you can expect that major remort classes won't be losing any skills (they'll only be gaining skills). There will be some exceptions, for example the "assassin" class will most likely get an "assassinate" skill and it will lose "nim". These are just my initial rantings and thoughts, as I work more with this new concept, we'll have a more concrete idea of where we're going. Nonetheless, this'll be fun.
News 4/18/2003: - website has been altered to be more maintainable - channel endurance drains have been reduced - channel endurance drains are lifted when you reach level 30
News 4/17/2003: - holy light has been toned - output for deific amelioration has been corrected - new command: social
News 4/16/2003: ************* NODEKA NOW HAS OVER 300 TOTAL SKILLS AND SPELLS ************* - new lo-fent skill: deific amelioration - new lo-fent spell: spiritstone - new ruanbaere skill: rolling elbow - new ruanbaere skill: knee-smash - new 1st remort ruanbaere skill: spartan grapple
News 4/15/2003: - there are no longer any holes in the IP checking system. Multi-playing is no longer possible through matching IP addresses. However, multi-playing through different networks is still possible and will result in character deletion if caught.
News 4/14/2003: - all clan hall portals have been removed, each clan will be reimbursed clan hall portal fees - continental lag has been reduced by nearly 2/3rds - pker flags have been reduced from 2 ticks to 1 tick
News 4/10/2003: - quiver is now 'keiiken'
News 4/8/2003: - fixed bug that prevented players from using skills/spells on mobs when fighting a player and a mob. This bug was reported several times by several different players. The first report in my inbox was from Thystonius on 3/9. Therefore, Thystonius gets the reward. Nonetheless, thank you all for reporting the bug, it's greatly appreciated. =)
News 4/7/2003: - mentalis vefr has more prevention time (use to be 4 phases, now is 11) - new 2nd remort valkyrie skill: collapsed ellipse - new 2nd remort joufu skill: quickblade
News 4/4/2003: - fix to obfuscous spirit-talon - new 2nd remort witch spell: witching frostband
News 4/4/2003: - soul guardian is now an intermediate counterattack - new 2nd remort sa'duroth spell: obfuscous spirit-talon
News 4/2/2003: - new 2nd remort tholec spell: north wind - north wind now behaves in the manner it should, it has not been toned down, but rather the "secret" aspect of the spell is working more correctly now - conjure elemental, conjure golem and conjure diety have been recoded. All of these spells are now follower preventions spells: conjure elemental - basic follower prevention conjure golem - intermediate follower prevention conjure diety - intermediate follower prevention in addition, the power of these followers have been vastly improved - new 2nd remort mjol spell: broken vorpal-dimension - fixed bug with super-followers (necros, fallads, dajaes) stats being higher than they should have been - 1st remort mjol's lose earthened veil (practices will not be reimbursed) - 1st remort mjol's get: speckled field - earthened veil and speckled field are now basic counterattack prevention skills - entrapment's demon has been improved - blackfrost cloudburst prevention time has been reduced
News 4/1/2003: - fixed rescue bug that was being abused to tag players with pk flags - new 2nd remort heiton spell: blackfrost cloudburst
News 3/30/2003: - important: fixed ambush crash bug the fix was fairly challenging, however, thanks to the exception handling model (the thing I was ranting and raving about several weeks ago) the fix to this bug is actually achievable. Without the exception handling model, this fix would have been very very difficult, and it would have taken at least a week or so to do. Really. Gosh exceptions are great! - fixed problem with ambushing mobs where using one full word of the mob's name did not ambush the mob (now it will) - ambush can now kill its target - fixed pk flag bug with throw/telekinetic projection, where you could obtain a pk flag if you threw in a direction through players that were fighting. You no longer get a pk flag when doing this (thanks Salvador).
News 3/28/2003: - fixed bug where real death was still preventing player movement if the player had a pk flag (the pker restriction is now restricted to just pdeath). Terror, please return all Zhakar's eq to him, immediately. If you no longer have the eq, then we can work out how to round it back up. But if you give away the eq after this message has been read the repercussions will be severe. We will refer to log files to verify you haven't tried to avoid returning Zhakar's eq, if need be.
News 3/27/2003: - atemi ai now stuns, rather than cripples. Atemi ai now has no trailing lag and has the same prevention algorithm as alluring grace (the valkyries version of this spell) - dragon stance has been toned - all basic and mid prevention skill/spell costs have been reduced - new 1st remort ruanbaere skill: Ishtl's thrashing - new 2nd remort ruanbaere skill: acute might
News 3/26/2003: - fixed bug with damage sliding scale, damage avoidance behaving incorrectly the problem was related to the opponent's inability to avoid a hit actually causing them to improve in their ability to dodge (signed bug) - more detail added to the damage sliding scale, for more information, see 'help damage sliding scale'
News 3/23/2003: - important: see help 'damage sliding scale' - new footpad, 1st remort valkyrie and 1st remort joufu skill: one of four, pivot - new footpad, valkyrie and joufu skill: glancing pierce - footpads now get extra class +hit bonuses - the damage sliding scale has been tweaked, just a little bit - followers now no longer tag their masters with pk flags if they perform aggressive actions. This fixes the bug where masters are tagged with pk flags after their have already died. You can now re-enable follower ai without any negative pk consequences - ok, from here on out when I use the word "follower" it'll mean I'm talking about an npc that follows a pc's orders (a slave, a charmie, etc.). When I'm referring to a pc following a pc, I'll use the term "groupie". Ok, I'm glad we cleared that up. =)
News 3/22/2003: - Naj'k and Grei no longer exist - the following output has been reformatted, if you find any errors please e-mail Nijlo at: nijlo@nodeka.com hurricane kick, charge, holy hammer, ice discharge, chain lightning, vicious fist, mental tempest, mental tiaran, critical attack, celestial ray, holy light, channeled anger, stun, temple touch, focused sphere, beguile, magic arrow, fireball, static charge, elemental malediction, ice blade, lightning, petrify - all impairment and multi-attack abilities (fireball, hurricane kick, etc) have been internal recoded for coding simplicity. No functionality has been changed - winged arc-bolt prevents for a shorter time and does slightly more damage
News 3/21/2003: - I wanted to take a minute to send out an apology for anyone who was on last night and heard my global rant on Syveril. While I was only responding to his negative commentary towards my work on Nodeka, I was being reactionary, ill-mannered and it was largely inappropriate. As the creator of Nodeka, I carry with me the heavy task of always being in the spotlight. Lord knows I don't do the best job with that task (I'm a game designer, not a diplomat). But this is the role that comes with my position and it's important that I strive to fulfill that role to the best of my ability. One of the ways I can do that is apologizing when I make a mistake, rather than pretending that it didn't happen. So for all of you Nodekians, you have my apologies for my comments last night (including you Syveril). While I can't say it won't happen again, I can say I will try harder to be the leader I should be. Nijlo - sorcerers lose firebolt - firebolt has been changed into: winged arc-bolt (basic mystical pattern ability) - mjols and ateoli retain winged arc-bolt, but the level in which they begin to use it has changed
News 3/20/2003: - cyclone of the guild is now an intermediate storm generation - bolted lightning is now a basic storm generation - spectral windstorm is now an intermediate mystical pattern - unhallowed scathing is now a basic mystical pattern - cyclone of the guild has been improved, slightly - flaming arrow has been changed into "star of the green flame". Star of the green flame is a basic fire generation prevention spell. The three classes which previously had flaming arrow (sorc, ataelos and witch) still have star of the green flame, but it is available at a higher level than flaming arrow was available to them previously. - new ataelos skill: oblique pattern (intermediate mystical pattern) - new witch skill: oblique pattern (intermediate mystical pattern) - new 1st remort monk skill: oblique pattern (intermediate mystical pattern) - new 1st remort poliir skill: oblique pattern (intermediate mystical pattern)
News 3/19/2003: - regarding the new name for preventions, while I kept the word "prevention" I added the word "lock". Lock was suggested and strongly promoted by two individuals: Yaga and Zanubis. Yaga and Zanubis split the 100,000 platinum reward: 50,000 a piece. Zagro, Doos and Blood also submitted lock, but it was sometime after my discussions with Yaga and Zanubis about it. However, Zagro, Blood and Doos still received 20,000 platinum for their push for the word. Thanks again for everyone who offered suggestions on renaming prevention. - new prevention skill: breeze of hand - new prevention spell: bolted lightning - new prevention spell: cyclone of the guild - classes that get breeze of hand: tholec 1st remort, heiton 1st remort - classes that get bolted lightning: tholec 2nd remort, heiton, sorcerer, fallad, daja - classes that get cyclone of the guild: heiton 2nd remort - heitons no longer get infravision (sa'duroths are next) =) - bug in regeneration skill fixed - the follow command output has been corrected - new command: preventions - skill/spell preventions are now placed in the prevention command. For more information see 'help prevention'.
News 3/18/2003: - new sa'duroth skill: unhallowed scathing - new 1st remort sa'duroth skill: spectral windstorm - new 1st remort khehusod skill: unhallowed scathing
News 3/17/2003: - new prevention skill: banded smiting initiative (basic combat initiative prevention skill) - classes that get banded smiting initiative: nojohrs, ruanbaeres, valkyries, khehusods, lo-fents, poliirs - 1st remort valkyries now get ashi barai kick
News 3/16/2003: - new prevention skill: striking fist (the fist version of kick) - classes that get striking fist: nojohrs, ruanbaeres, valkyries, tholecs, khehusods, joufus, poliirs, footpads, monks, ateoli - new monk skill: yikwon hand form - new joufu skill: yikwon hand form - kick is now a prevention skill (with increased endurance cost and no lag) - new joufu skill: ashi barai kick - new monk skill: ashi barai kick - new 1st remort tholec skill: ashi barai kick - new 1st remort nojohr skill: ashi barai kick - new 1st remort footpad skill: ashi barai kick
News 3/15/2003: - redirect has been changed to follow the battle locking rules that flee, vanish, retreat and rescue follow. - follow has been altered - followers can now be grouped by the player leading a group, so long as the master of the follower is following the leader of the group. For example: Nijlo has Kiskr as his follower. Nijlo begins following Zed. Zed can now group Kiskr. If you notice any glaring mistakes in the new follow code (as more than just what I've mentioned here has changed), please let me know via e-mail: nijlo@nodeka.com - new 2nd remort ataelos skill: spanning fluctuation
News 3/11/2003: - new 2nd remort heiton skill: the bending codex - citadel should now restore the citadel winner, even if the citadel winner is killed in the same round as the loser (i.e. by a the loser's follower) - decreased prevention time of step of phasing - endurance cost of movement has been changed. You can now move until you are at negative endurance, regardless of what the negative endurance amount you end up at (-1, -10, etc).
News 3/9/2003: - new 2nd remort poliir skill: uprooting maneuver - added poliir skill: redirect - new 2nd remort sorcerer spell: step of phasing - correction in step of phasing's behavior - movement code has been redesigned - thanks to the testers: Gygar, Jaiven, Epix, Manifesto, Selberhad and Yaga - fixes to flee: - you will no longer see repetitive output when bashed, stunned, etc. - you will no longer suffer over two seconds of lag for failed flee attempts (in some cases, people were suffering up to twelve seconds of lag for failed flee attempts - ouch! I only stumbled across this just recently, and since I didn't see any bug reports regarding it, it's been around for awhile outside of my knowledge. Thankfully, it's fixed now) - successful flees now have one second of lag - fixes to vanish: - you will no longer be able to vanish through obstacles - successful vanishes now have one second of lag - you will no longer suffer over two seconds of lag for failed vanish attempts (the cause and fix of this is the same as for flee) - fixes to charge: - you will no longer be able to charge through obstacles - charge now lags constant time, charging across the continent with little lag is now possible again (as it was never intended to be broken) - output is given only when charge is complete - when charge fails on exits, useful information is given in each case - charge is a thing of beauty (I'm somewhat proud of how elegant this skill is now) - charge no longer drags group members or players/slaves following the charger - fixes to ambush: - ambush has been prevented from ever laying in the killing blow. This is very important to the stability of Nodeka. If ambush is allowed to kill mobs, mobs may be deleted from memory before Nodeka has a chance to finish the command the mob was performing before being ambushed. This can cause very evil things to happen and thus killing mobs with ambush has been prevented. - output for ambush now happens in the middle of moving output. There's really no way around this at present. - ambush now works on targets that have unseen movement - what's been modified: - mob movement - player movement - groupie following movement - immortal commands: at, goto - all "visit" type spells - flee, retreat, vanish - charge - help file written for radiant awakening and awakening of the guard
News 3/3/2003: - new 2nd remort mjol spell: page of competence turning
News 3/2/2003: - new 2nd remort valkyrie skill: defying prayer
News 3/1/2003: - the citadel code is now hack-free. This new code fixes; numerous potential RK bugs, a number of potential crash bugs, and opens Nodeka up to more elaborate skills and spells that won't be limited by the old incorrect citadel code. - many things about the citadel have changed, here are some of the major ones: - only the challenger of challenges is prevented from performing subsequent challenges - player/mob flags are no longer stripped when joining the citadel (yes, this means friends can aid someone to help turn the tables in a competition) - challengers of battles can no longer quit to avoid citadel punishment when not joining - the following skills and spells no longer have dangerous or unwanted side-effects when used in the citadel: fury, charge, ice discharge, chain lightning (witch/ataelos), rite of sundering and any other multi-target skill/spell - clan citadel output has been improved. I plan on improving it further, but at this point, how I should proceed is still unclear. So rather than moving forward in haste, I will pause and re-evaluate the problem and potential solutions before implementing anything further - many more citadel features will be expanded upon in the future
News 2/27/2003: - atemi ai trailing lag reduced, but not removed - sensual sedation is now beguile - new 2nd remort valkyrie skill: alluring grace
News 2/25/2003: - changed atemi ai again so it now has trailing lag. Without the trailing lag monks could keep their targets crippled for an extremely long period of time (this does prevent the strategy I hope for in preventions). Still though, the point of atemi ai is to give monks an edge and allow them to use combinational affects of stances. My current change allows that. I've now added trailing lag to atemi and decreased the prevention time again. Now monks will be able to use atemi ai to cripple a target without any front-ended lag, but won't be able to then turn to temple touch to keep a target crippled for over 9 rounds of combat. If this approach correctly solves the problem in the manner I see fit, I may then reduce the prevention time on atemi ai again. Until I know this solution is right, I'll leave the prevention time a bit higher than I would have it if this was a known working solution. - fixed bug with casting/invoking invalid spells - increased the prevention time for atemi ai and made the duration based on the user's dexterity
News 2/24/2003: - prayer of the gods disfavor has been made more deadly: - it is automatically 100% anti-recall - the valkyrie's agility now affects the prevention time. Having beyond perfect agility can still affect it in positive ways - the use of the skill is hidden to all but the user, therefore a valkyrie may be making the gods disfavor you and you would have no idea it was happening until you tried to recall (or checked or affect flags)
News 2/23/2003: - introduced base exception handling model - general commands are now throwing exceptions consistently when error states arise. This is beneficial because as I start to migrate into more bizarre skills like charge, I can handle the error states/cases as I see fit, rather than just one general way - spitting out the failed info to the user, over and over. The implications and magnitude of this change are simply unexplainable. Most likely, this change will be the primary force shaping the future of Nodeka. Yes, it's that big. - fleeing, retreat, vanish, etc. now will try to break impairment like all other abilities. It was a bug in the code that was discovered and fixed while I was implementing the exception handling model. - followers and mobs understand prevention skills now. They should not repeatedly try skills or spells which they have the prevention up on. So cool. - a special thanks to the testing team: Lanfear, Aalynor, Mazus, Swarm, Wyshmere and Dazz (and Whim).
News 2/20/2003: - changes to all prevention skills/spells to work more correctly. Using offensive prevention skills/spells when you already have the prevention affect up of the skill/spell, should no longer give you a pk flag. If you notice any prevention skills allowing you to use the prevention skill continually, ignoring the fact that you have the prevention affect up, please let Nijlo know via e-mail (nijlo@nodeka.com). You will be heavily rewarded. - slight changes to battle code (this was my original change to the pfight code, but I backed it out because I thought it was too preventative. It's possible that it still may be too restrictive - I guess we'll see).
News 2/19/2003: - new 2nd remort ataelos skill: resolute mind of the array - significant decrease in methodic shift lag time
News 2/18/2003: - ranged abilities recoded: chain lighting, lightning of the array, holy hammer, ice discharge, throw, telekinetic projection, celestial ray, charge The recoding was done due to certain "hacks" being done in the code to make things work. All ranged attacks now use normal and correct system flow and because of it behave more correctly and are much less likely to break due to further enhancements in other areas of the source (for example, charge was never intended to break through obstacles - if that behavior is desired I will code it, I don't however, want it to work naturally due to a side- effect of poor design). - charge has been drastically changed regarding its output. If you want to minimize the output you see for charge, tog map and turn brief on. Thanks to the testers who did an excellent job running through all ranged attacks and the numerous possibilities they allow.
News 2/17/2003: - fix to battle lock abuse where players were attacking another player and then starting battle with a mob to lock the player in battle that they just started battle with. The fix is: players that do not have pk flags are allowed to flee pfights where the player they are fighting is in a real kill battle. Players with pk flags, are not. Therefore, if you have a pk flag and attempt the above situation, the player you fighting can potentially RK you. An interesting twist ... This also makes player killers potential RK targets in other ways. - new 2nd remort ataelos spell: lightning of the array
News 2/16/2003: - Note to players with followers, please pass this information on to other players who may not be aware of this (or who don't read the motd): Followers don't know anything about preventions yet. Because of this, followers can't determine which skills/spells can't be used based on which prevention type they are currently affected by. This even includes a single skill/spell that is being used over and over again. The more intelligent the follower is the more he or she will try to use powerful skills/spells. This may result in smart followers trying the same high powered prevention skill/spell over and over again. This is not a bug. It will take Nijlo months to change Nodeka so mobs are smart enough to not use skills and spells of the same prevention group over and over. Please be patient as there is only one Nijlo trying to do everything. For the time being, if you want your follower to perform specific actions in battle, use the "order" command (and turn follower AI off). Thanks for your patience, The Nodeka Staff - fixed crash bug - new 2nd remort sa'duroth spell: sigil of the undead army - follower skills/spells changed to use more robust code: persuade, the prayer of guardianship, prayer of the greater aegis, passage of dark summoning, dignitary manifestation, demonic affirmation, willed protector, conjure elemental, conjure deity, conjure golem, tame, hire, seduce, entrance The bug this new code resolves is when playerB is following playerA and playerB creates a follower, which never becomes playerB's follower due to playerA speedwalking (and the follower never "following" playerB). This new code should prevent the above bug from ever happening - please inform Nijlo if you see it continuing to happen (or see any other bizarre behavior in your follower skills/spells due to the above change) via e-mail only. - corrected mana/spirit drain on prayer of guardianship, prayer of greater aegis and passage of dark summoning - to reduce spam, orders given to followers are no longer visible to other players in the same room
News 2/14/2003: - healing in pfights is no longer cut in half. Abilities affected: lay hands, meditative healing, holy analgesic, wounded abatement, wounded abatement, divine, wounded abatement, immaculate, soothing touch
News 2/13/2003: - recall now lags one second, per attempt (successful or not) - new 2nd remort valkyrie skill: prayer of the gods disfavor - new 1st remort sa'duroth spell: followers gaze of return
News 2/12/2003: - new player fight battle rules - new 2nd remort footpad skill: bandit tactic of enmeshing - fixed error with palm - shadow gaze is now a gaze prevention spell of sa'duroths
News 2/10/2003: - changed safe room code so mobs in safe rooms can use skills and spells against their victims so long as their victims are fighting them - increased plane of safe housing prevention duration - new 2nd remort sa'duroth spell: sigil of banishment
News 2/9/2003: - new 2nd remort ruanbaere spell: forge of magical dampening - another vital bug fix (this time for building) - bug fix on plane of safe housing thanks to Callers - new 2nd remort sorcerer spell: plane of safe housing - follower bug fixed regarding lingering following affects until the leader has quit Nodeka
News 2/6/2003: - crash bug that's been hiding from me for over a month now has finally revealed itself to me (thanks Crayon) and has been fixed! This was the only known unfixed crash bug (and I lost sleep over it several times). - Round two of optimizing affects - we should be running extremely fast now as far as affects are concerned (thanks testers) - improved power of three points of complexity
News 2/4/2003: - redesigned/recoded the pc/npc affects, thorough testing thanks to Jagas, Rar, Yaga, Tezrik and Ziii
News 2/1/2003: - bug with trewan and mobs/followers has been fixed - new 2nd remort heiton spell: enclosure of trewan - bug with needing to order words alphabetically to manipulate them has been fixed. For example this: drop insight yellow robe Use to not work because the words "insight", "yellow" and "robe" weren't ordered alphabetically. Now the above command will work (as it should)
News 1/31/2003: - fixed bug in entrapment - improvement to trewan of the rising forest
News 1/30/2003: - new 2nd remort heiton spell: trewan of the rising forest
News 1/27/2003: - new 2nd remort heiton skill: hastened codex - rite of virility and rite of sundering have been changed
News 1/26/2003: - new remort tholec skill: surrounding sense - onillin and jerof races have been changed - new 2nd remort joufu spell: ryou spirit of hananoki
News 1/25/2003: - new 2nd tholec remort spell: sweeping insight
News 1/24/2003: - new tholec remort spell: hawks acumen - scouting sense has been lowered in endurance cost - multi-directional hunt has been fixed for joufus and tholecs. The direction you now see first, is the direction you should move towards. For example: east-south, means move east first, even though the target is east and south, if you move south first, you may not be able to walk there from where you are. - scouting sense now automatically is at 100% skill, so it can be useful for even those players without super high con and int. However, int and con now affect the duration, and therefore con and int at a very low amount will give scouting sense an extremely low duration.
News 1/23/2003: ************* NODEKA NOW HAS OVER 250 TOTAL SKILLS AND SPELLS ************* - new 2nd remort tholec skill: scouting sense - new remort ruanbaere skill: fervent war cry - all prevention skills/spells no longer drain mana/spirit/endurance if you are prevented from using them (if any still drain when its prevention is up, please notify Nijlo via e-mail)
News 1/22/2003: - new remort fallad spell: guided canon of mending
News 1/21/2003: - fix to riposte victim and other output - increased cost for low level damaging spells (fireball, lightning, etc) - increased power of rain of healing sanctity - new remort daja spell: rain of healing sanctity
News 1/20/2003: - new 2nd remort daja spell: palladium of sanctity
News 1/19/2003: - new 2nd remort fallad skill: canon of the second hammer - new 2nd remort fallad spell: creed of the first hammer - remort fallads now have holy hammer
News 1/18/2003: - new 2nd remort khehusod skill: storm complexity - all damaging skills/spells can now be used to start battle and will be followed with a full round of attacks. Some skills/spells that are not damaging follow with a round of attacks (i.e. petrify) but some do not (i.e. circle of bane). These were done intentionally based on the skill or spell's power. - new 2nd remort fallad spell: creed of the gods volition
News 1/14/2003: - throw crash bug has been fixed, our apologies for the short downtime. - massive internal code modifications (slight detour from skills/spells, sorry!) - new 2nd remort khehusod spell: three points of complexity
News 1/14/2003: - ranged attacks can no longer be riposted - new remort lo-fent skill: barrier behest - new 2nd remort lo-fent skill: behest of the angel - resistances and vulnerabilities are now calculated by highest amount possible. What this means is, the resistance or vulnerability that yields the highest amount is the rest/vuln that is used. For example, since Thoe's now have physical invulnerability, if invulnerability hits, its resistance will supercede physical resistance. Therefore, if multiple vulns/resists hit in a single attack, only one is still used, but the one that yields the highest absolute number is the one that's used. Keep in mind, this also means the most damaging vulnerability is always the one that's used if it is successfully rolled. - fix to 100% item loading in lowbie areas (thanks for all the bug reports) - thoes now have physical invulnerability (reduce any attack to one point of damage) as a low percent racial - other race changes (+spe to thoes, drow lineage loses all speed, but gains other stats - these gains/losses were not meant to be equivalent)
News 1/13/2003: - shortened the prevention time on healing radiance - greatly shortened the prevention time on radiance of atonement - new 2nd remort lo-fent skill: virile behest of restoration
News 1/12/2003: - instrumentation of medicine usage and prevention time algorithm has been changed so it's more usable. - new remort nojohr skill: instrumentation of medicine - shields are counterattacks - riposte is a counterattack - when you see shields briefed and output as "counterattacks" it is not a bug (thanks for all the bug report e-mails, I should have mentioned this change before putting in the new system and expecting all of you to understand and not think it was a bug) - new 2nd remort nojohr skill: instrumentation of riposte
News 1/11/2003: - new 2nd remort nojohr skill: taktikos of ranged warfare
News 1/10/2003: - fixes to several output messages for skills (thanks Ziii) - minor toning to dreynen curse
News 1/10/2003: - new remort nojohr skill: clashing taktikos - new 2nd remort witch spell: dreynen curse - passage of the bleeding moment has been made slightly more powerful - reduced prevention time for constricting hex - the character Terror has been unzapped. His character has undergone a substantial downgrade and has been zapped for several months. We feel Terror has been made to serve a valid punishment term and is now being *mostly* reinstated. This message is primarily being made to inform the players (you) that you may see Terror around again. This has been done by the Nodeka staff and you do not need to report this to Nijlo. If Terror shows any form of misconduct to the Nodeka staff again, he will be punished again, accordingly. - new remort witch skill: constricting hex
News 1/9/2003: - new 2nd remort witch spell: curse of spellbound death - followers can no longer use the command [gain]. It was causing some followers [pools] (hp, mana, spi, end) to become negative. - corpses of a player and his or her followers no longer show up in the same room as [ 2 ] corpse of follower.
News 1/8/2003: - new 2nd remort monk spell: atemi ai - new 2nd remort joufu skill: flowering spirit
News 1/6/2003: - hex of menthijan now caps at 90% - petrify offers greater power for those with *extremely* high wisdom
News 1/4/2003: - the bug with not being able to get items from your own corpse has been resolved. The problem was a hack was being used in the code. The code is no longer using the hack. Please note that followers' corpses no longer have the follower's name in the corpse name. Followers' corpses only consist of the master's name and the word 'corpse'. This was done to prevent further hacks in the Nodeka source. In order to get items from a followers corpse, simply use your name (i.e. get all, nijlo). - massive optimizations made in the Nodeka source. The following information relates to Nodeka before and after the optimizations: Before After --------------- --------------- Nodeka startup time: 53 seconds 35 seconds Ruushi repop time: 1070 ms 130 ms Citadel repop time: 310 ms 50 ms You may also see speed improvements in actions relating to items. - lag problems with the server have been resolved. We apologize for this interruption. The lag was not caused by Nodeka itself, but by another 3rd party piece of software running on the server. That piece of software has been removed.
2002
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Total updates: 109
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...
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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.