Mod 9 Release Notes

1.11h  1.11i  1.11j  1.11k  1.11l  1.11m  1.11n  1.11o  1.11p

+ Version 1.11h - 11/30/2001 +

  1. Added training to level 65 at the Hydra.
  2. Fixed toplist display for characters that have passed the 4.2 billion mark for people previously running the beta patch.
  3. Fixed toplist display for characters that have rerolled and retained some experience for people previously running the beta patch.
  4. Fixed display of experience to next level in the player's exp line for people previously running the beta patch.
  5. Added the command "unstock all" for gangshop owners to fix the problem where shops did not have all 10 slots available to them.
  6. Fixed several memory related issues that may or may not resolve the NT regen problems in prior versions.
  7. Changed sys jail to become a more effective "time out" for problem users. This does *NOT* effect monster jail such as guards or the sheriff. Now, when a player is sent to jail using the sys god commands, they will be placed in "isolation" for 30 minutes, where they cannot speak, telepath, gossip, auction, broadcast, etc. They will only be able to sit and wear their time off or exit the realm. If they exit, their timer does not go away, it takes up where they left off when they come back.
  8. Removed quest resetting via the smoky black talisman. Players will now be able to "pledge" an alignment after they have completed the 3rd alignment quest and before they have started the 5th alignment quest. This will convert their quest flags to the appropriate equivalent of the new alignment they have pledged.
  9. Fixed the coding bug that allowed some bbses to access Module 8 areas without having purchased an activation code.
  10. Level 10 quest weapons are now magic 2, monsters with a magic 3 rating or higher can't be hit. Additionally, level 10 training must be done in the crypt now, at the respective quest spirits.
  11. A new area has been added that contains a sidequest for witchunters. You must purchase Module 8 to access it.
  12. A new sidequest has been added for gypsies, this quest is in Module 4.
  13. A new sidequest has been added for missionaries, this quest is in Module 6.
  14. A new area has been added that allows access from Module 1 to Module 3 w/o the amber talisman.
  15. New underground areas have been added that connect Module 1 to Baseline and Baseline to Module 4.
  16. A new area has been added that directly connects the Darkwood Forest to the Slums.
  17. The illumination spell now creates a magical "light ball" light item which has to be equipped to use.
  18. Several new spells have been added for Priest, Bard, Mage and Druid, check all spell shops and boss monsters for new scrolls.
  19. Some attack spells over level 35 have been upgraded to be more mana efficient.
  20. Some monsters attacks that were essentially non magical have been flagged to be unaffected by magic resistance.
  21. Some monster attacks that were based solely on weapon damage, have been increased to reflect the strength bonus that the monster would likely have.
  22. Monsters now cast certain spells the same as players i.e. blind, hold person etc.
  23. Many changes to existing items, some upgrades, some downgrades. Make sure to experiment with them before going anywhere dangerous.
  24. Removed shatter from the game until it can be reworked.
  25. Shovels that can be used to dig with in the graveyard now have a random chance to break.
  26. Capitalized the names of new boss monsters to make them stand out more.
  27. Other misc. changes applied and bugs fixed

+ Version 1.11i - 12/21/2001 +

  1. Area effect spells that cause damage should no longer be resisted by monsters.
  2. Fixed two crashing bugs caused by a monster and a room spell.
  3. Fixed monsters that regenned out of their intended area.
  4. Linked rooms that were broken in some areas.
  5. Changed the 5th evil quest to give appropriate flags and items so someone who did their steps out of order wouldn't be stuck.
  6. Enabled the 5th quest to allow someone who didn't follow their quest directions in 1.11h to complete their quest.
  7. Changed some monster resistances so they will take no damage instead of being healed by spells.
  8. Fixed other miscellaneous bugs.

+ Version 1.11j - 12/23/2002 +

  1. The formula for determining the accuracy of a regular attack has changed, it is now determined by your combat class, strength, agility, and item/spell accuracy.
  2. The formula for determining if an attack is successful has been changed. The accuracy cap dependent upon the armour class of the defender is now removed. An attackers chance to hit is now based on a curve.
  3. The method for combat has been changed, a critical hit is now determined only after a hit has been determined.
  4. The formula for determing dodge has been changed, it is now checked against the accuracy of the attacker to determine if the defender dodged. Your chance to dodge will vary dependant upon the attackers you do battle with.
  5. The amount of damage resisted by a magic spell, based on magic resistance, has been changed.
  6. The amount of damage resisted by a magic spell, cast on a witchunter, is now enhanced when compared to non-witchunter targets.
  7. It is now possible to take no damage from an attack, based on your damage reduction. If your damage reduction is higher then the damage value of the attack, the attack will 'glance' off your armour.
  8. The amount of damage reduction given by armour has been changed to reflect the liklihood of that armour deflecting an attack.
  9. Attemping to go through an exit that does not exist in the room will now stop you from sneaking.
  10. New items have been added to various monsters/shops in the realm.
  11. Most "Chest" monsters have now been changed to "chest" items.
  12. The experience given for most boss monsters is now increased, and in most cases, greater then the previous cap. In lieu of this increase some boss monsters were changed to reflect amount of experience given.
  13. Most monsters will no longer cast a spell more times round then a player could.
  14. An area to allow training up to level 75 has been added. An NPC in Khazarad will give clues to the location of the area. Once you train past level 67, you will not be required to go through the entire area to recieve training past that level.
  15. The amount of experience given by quests is now increased, and level restricted based on their intended completion, and amount given. If you have already completed any quest except for the alignment quests merely redo them, and you will be compensated. Compensation for the alignment quests can only be recieved once you complete up to the 5th alignment quest (Module 9: Prophecy of Plague) and ask your alignment leader about "Reconcile"
  16. If you have completed the 4th alignment quest (Module 7: Savage Lands) and somehow lost your quest cloak, you may now get another one by asking your alignment leader about "Cloak". To avoid abuse of this option, quest cloaks can no longer be dropped or given away.
  17. Other misc. changes

+ Version 1.11k - 1/3/2003 +

  1. The exp text crashing bug is fixed
  2. Any player completing the red dragon ruby quest in J will lose the experience gained. Upon entering the realm your level will be set to coincide with the amount minus the quest experience. You may then log out and re-enter to retrain your stats.
  3. Bonus stats lost by re-completing the Ice Throne, Darkwood Gem and Apparatus quests will now be re-added to your character. If you have not re-completed these quests you will lose the bonuses gained by those quests until you have recompleted them.
  4. The golden chalice quest can now only be completed by returning the chalice to the bishop, instead of touching the black fortress alter.
  5. Other misc. changes

+ Version 1.11l - 01/23/2003 +

  1. Level 66-75 trainer for solo players added to the existing trainer area, check the first level for clues. Once you have entered the solo trainer area through the first level, you may help other players to reach the final floor, and then enter the solo trainer area through that floor.
  2. Changed the phoenix feather to have the same immunities as the magma amulet.
  3. It is now possible to enter lava pools without a magma amulet. Without wearing either the magma amulet or phoenix feather, you will now take damage from magma heat.
  4. Fixed the bug with the apparatus quest that didn't allow players that completed it before 1.11j to re-complete it.
  5. Fixed several grammar and typo errors as reported by players, special thanks go to Titania Hrothgar and Radi for their extensive list of errors and suggestions.
  6. Fixed some other data-releated bugs as reported by players, special thanks to everyone who emailed Frost, and thanks to Frost for compiling the list.
  7. It is again possible to change the alignment quest you are on, you can pledge in the room above the fountain (still requiring a smokey talisman). You can only change your alignment quest after completing the first quest.
  8. Other misc. changes

+ Version 1.11m - 02/03/2003 +

Player Release Notes

  1. Teleporting to the Grand Chamber can now be done unlimited times, provided you are at least level 65.
  2. You can now enter the lair of the adult red dragon without needing a magma amulet
  3. All doors in the Crimson Passage area are bashable.
  4. Having over 100 strength will now yeild an extra encumbrance bonus over the regular amount.
  5. The typo for Enumbrance when checking inventory is fixed.
  6. Other misc. changes

Sysop Release Notes

  1. The Sys Unwrap command is no longer available
  2. Sys goto Support is now only available to a player with the SYSOP key
  3. Limited Items that can not be placed in a room will be sent to the sysop support room. Rooms have been added to the sysop support room to avoid overflooding.
  4. It is now possible to trigger invasions from the support room. These invasions take place in the slums or the Darkwood Forest. Monsters that are generated by the trigger but not killed will be removed by an offline recovery. To avoid input problems it would be wise not to trigger these while using MegaMUD. The triggers can only be used once per cleanup. The triggers have been tested on both NT and DOS and should not malfunction, however they are available at your own risk.

+ Version 1.11n - 08/28/2003 +

Player Release Notes

  1. Items given via a NPC should no longer delete from a deathpile or during cleanup.
  2. Adjusted the armour class, damage resistance and encumbrance of a majority of armour items.
  3. When dying in a room with no exits, the game will now attempt to move your death pile to the previous 20 rooms you traveled, before sending it to the sysop support chamber.
  4. Attached a rubbish removal room to the sysop support chamber.
  5. Formulas for backstab combat have been adjusted.
  6. Formulas for regular combat have been adjusted.
  7. Encumbrance now affects your swings on a sliding scale. At 50% encumbrance you will swing as normal, with less encumbrance your amount of swings should increase, with more encumbrance they will decrease.
  8. The top list will now display experience gained on and above 10 billion.
  9. Formula for the spell wizard knock, and future spells like it have been adjusted.
  10. When a party member is meditating it will now appear when you check your party status.
  11. If you are in a protected room and a monster is with you it will no longer be able to attack you.
  12. Casting detect magic spells upon an item should now correctly show the item's magical value.
  13. The sunstone wristband is now loyal and can not be given or dropped, if you lost it you can get a new one from Orfeo.
  14. The phoenix feather is now loyal and can not be given or dropped, if you lost it you can get a new one from Morukai.
  15. The key for the high level trainer should now regen at it's set time of once every 6 hours.
  16. Guardsmen will no longer teleport you to the guildmaster's chamber.
  17. The "bribe guard" command should now work in every jail cell.
  18. Added new spells and items.
  19. Fixed various typos and other reported problems.
  20. Fixed the unstock all command so items are no longer repopulated in the shop at cleanup.
  21. Ganghouse emblems now provide individual stat bonus' when worn.
  22. The gangleader can now create a keyring, which can be given to another gangmember for creation of ganghouse door keys. Use Deed will create the keyring. Use Keyring will create keys.
  23. Ganghouse vaults that were unpickable should now be pickable by a thief after it has completed the 4th alignment quest.
  24. Modified and added new titles for all classes.
  25. The critical hit bonus gained from being quick and deadly is now based upon your agility.
  26. It is no longer possible to be quick and deadly if your encumbrance is heavy.
  27. Some undead monsters are now vulnerable to fire.
  28. The disconnect message has now changed from X has just hungup!!! to X just disconnected!!!
  29. fixed problem with multiple hideous faces appearing.

Sysop Release notes:

  1. Attached a rubbish removal room to the sysop support chamber.
  2. Added additional sysop triggerable invasions in the support room.
    saracen invasion - a hoarde of saracens invades the nekojin villiage.
    duergar invasion - a hoarde of duergars invade the iron mines.
  3. Fixed one of the problems with the limited items list. Most items should now display correctly on it.
  4. Added a new item to the sysop support room shop, the gold jewelled ring. This is the item that was requested by sysops to hand out as a reward item to players. The description is customizable in file wccring.dsc. Please use good judgement when handing out this item. It's intended to be a reward item for contests and such.

+ Version 1.11o - 12/11/2003 +

  1. Added code to fix the problem with monsters not regenerating.
  2. Adjusted level restrictions on some items.
  3. Fixed reported typos for spells and monster movements.
  4. Fixed the gnome merchant giving the magma blast scroll.
  5. Fixed the barmaid providing sellable room tickets.
  6. Fixed the bribe guard command for some jail cells.
  7. As discussed in MudIdeas, chainmail tunics are now chainmail hauberks.
  8. Fixed some monsters having incorrect magic weapon resistances.
  9. Fixed luring ganghouse guards into shops without an emblem.
  10. Monster head items are now wearable in the (Worn) slot.
  11. Made some adjustments to the 5th alignment quest weapons.
  12. Added a new area in the northern cleared fields.
  13. Enchanted dagger is now required to kill the Spectral Knight.

+ Version 1.11p - 6/4/2004 +

  1. Fixed a problem with crimson chests giving out an incorrect amount of money.
  2. Fixed several (but not all) regen issues.
  3. Added a field in the inventory screen that shows what % of your maximum encumbrance you are currently at.
  4. Added field for amount in gold to a player's bank balance for easier viewing.
  5. Added color coding to encumbrance values.
  6. Fixed a problem that allows players to dodge after they have dropped to the ground (0 hps or below).
  7. Added a second wrist slot for items.
  8. Added a face slot for items (no face items added yet, however).
  9. Added an eyes slot for items (no eyes items added yet, however).
  10. Fixed a memory leak found with regards to monster generation.
  11. Fixed a problem with cursed weapons.
  12. Changed monster initiative in combat to target attacking players before targeting dropped players.
  13. Two handed weapons now appear as (Two handed) in inventory.
  14. Duplicate keys should now stack in inventory instead of being listed out individually.
  15. Removal of split screen mode.
  16. Checks for ability flags vs. class/race.
  17. A fix for attacks that don't give combat engaged messages that are not sneak attacks.
  18. A fix to return items/coin to players if they try to buy from an npc and do not have the proper amount needed. (sysop settable)
  19. Made some changes to the way retaliation flags are held in the game so that people can't just hang up to remove retal.


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