Pets, posted on Tue May 26 23:51:32 2015 | Posted by: Borealis | Category: General | Pets are not packhorses. Players who may have been using pets as packhorses might wish to ensure that anything valuable being carried by their pet(s) is not at risk of being lost if their pet(s) drop all their inventory. |
Special Abilities, posted on Sun Apr 12 18:30:23 2015 | Posted by: Pit | Category: General | As part of the ongoing project to update combat, a new feature has been added: special abilities.
Players can learn a specific ability, suited to their playing style, to increase their aptitude in a specific area of combat.
A more explanation is given in "help special abilities".
Four statues with corresponding abilities have already been made available: one in the Djelibeybi harbour, one in the Sto Lat cemetery, one in Morpork and one in Genua.
Enjoy! |
Further Fiddling With The Combat Formulas, posted on Sat Feb 14 09:48:39 2015 | Posted by: Pit | Category: General | The difficulty of parrying unarmed, and parrying someone who is fighting unarmed, has changed a little.
Additionally, the speed of defending with a shield has been improved. |
Rearranging Your Stats, posted on Mon Feb 2 19:45:59 2015 | Posted by: Pit | Category: General | Those who seek to rearrange can now do so using the "rearrange" command rather than visiting the retrophenologist.
We do hope that this will not tempt people to rearrange lightly - remember, it will still only be a one-time decision! |
Defend And Protect, posted on Sun Dec 28 09:40:52 2014 | Posted by: Pit | Category: General | Bodyguards who defend and protect their charge will now be slightly more effective at doing so.
This counts both for players and NPCs!
You Have Been Warned. |
Meddling With The Combat Formulas, posted on Mon Dec 8 10:36:19 2014 | Posted by: Pit | Category: General | Three new changes to the combat system have made their way into the game!
* Heavy weapons should now be a bit easier to use, even with strength well below the maximum.
* A bug which caused the effect of both enchantment and weapon damage to be doubled, has been fixed.
* If you focus on a fixed zone, you may now occasionally find yourself missing.
Beware that the same holds for NPCs: if there were previously any NPCs who were using a weapon they did not have the strength for, you may now find th...Read The Rest Of This Entry |
Reading Unread Blogs, posted on Sun Dec 7 15:48:30 2014 | Posted by: Pit | Category: General | From now on, you can see new blog entries in the game using the "blog [new]" or "blog new <blog>" syntaxes.
This will still show you the blog if you have already seen it on the web pages, but not if you have read it using the "blog view" syntax. |
Neutral Response, posted on Sun Dec 7 15:31:24 2014 | Posted by: Pit | Category: General | Players and NPCs set to a neutral defensive response will now automatically adapt their response to the situation better.
That is, while someone set to neutral response should still both parry and dodge, against a given opponent you may now see one of the two much more often than the other. For example, when you're fighting something with a big sword while you yourself hold a tiny knife, you're probably going to be dodging instead of parrying.
It is worth noting that NPCs have *also* been adapt...Read The Rest Of This Entry |
Fixing Fix And Repairing Repair, posted on Thu Nov 20 01:09:21 2014 | Posted by: Borealis | Category: General | Due to various discrepancies with fixing / repairing things, some changes are taking place. The following are some of the most significant changes:
Wooden weapons, armours, scabbards and shields can no longer be fixed in a smithy, but will need to be repaired in a woodworkshop instead.
Leather armour and scabbards will need to be leatherworked.
Bone items are currently repairable in woodworking shops, because this is less daft than fixing them in a smithy.
Stone weapons and shields should be fix...Read The Rest Of This Entry |
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