April 21, 2013
Cumulative Change Notes
  • new players can have internal capitalization in their names
  • player pretitles show up in rooms
  • reduced lag incurred when opening a fight with 'kill' attempt to retrieve the weapon
  • 'codclient auto' shows the atlas when no local map is available
  • adjusted Mushroomize's duration
  • Darkness affects multiple rooms as Flash
  • a couple custom global death messages have been added
  • fixed a bug that prevented ungrouped NPCs from assisting PCs
  • smote and pmote handle mixed-case player names correctly
  • NPCs killing themselves with staffs no longer crashes the game
  • improved handling when visual effects (e.g., Mushroomize) wear off
  • improved interaction of visual effects with lists of items
  • better grammar when using event items on yourself
  • tidied up 'info' when shopkeepers buy no item types
  • brains are more apparent to zombies
  • re-enabled message indicating that a player has idled into the void
  • added auxillary panel tags for toggleable skills
  • score displays vuln+res+imm combinations correctly
  • 2.object, 3.object compensate for object stacking
  • updated skill sound effects
  • sabers and Ferre Potest can now enchant same-level weapons
  • confusion, fear, & grapple don't alter reaction skill (e.g., riposte) timing
  • recall and wildcasting don't penalize XP in arena rooms
  • gems, jewelry, and containers correctly count towards inventory limits
  • onlookers can see when inventory limits prevent someone from getting an item
  • 'report inventory' indicates if a mob has unlimited or zero capacity
  • trying to unlock an unlocked or keyless door won't report "You lack the key"
  • equipment slots persist on logout for pet corpses/abominations
  • fixed bug wherein Resurrected corpses could become permanent
  • fixed bug corrupting some effects (especially junctions) on logout
  • fixed bug where overloaded mobs awarding gold caused odd behavior
  • it is no longer possible to exceed carrying capacity via money
  • gold and silver have 1/4th the weight
  • autosplit is now permanently on, and splitting text is simplified
  • offensive (kill imp) and defensive (cast barrier imp) actions preferentially target valid enemies and groupmates, respectively
  • fixed bug where closed containers couldn't be picked up from the ground
  • healing spells show restored health to 3rd parties
  • players can now idle out of password input, MOTD, & character creation
  • fixed an issue where pets could login without their masters
  • 'affects' has simpler output for "locationless" affects (e.g. regen, risk)
  • syntax such as 'sit down' and 'lie down on bed' work
  • 'if vuln' check always returned false -- now works correctly (Phendrana's boss now works right)
  • 'mob petify' now respects group size and charmie limits
  • the Slow affect no longer penalizes HP and MP regen (but still penalizes MV regen)
  • Hylian Fencing helpfile amended -- it works when OPPONENT parries (code was correct)
For Geomancers:
  • adjusted levels of almost all Geomancer skills
  • level 3 Overgrowth no longer consumes Charge
  • Geomancers now get Sweet Scent
  • Maelstrom replaces Calm on the Geomancer lineup
  • Bramble substantially changed: see helpfile
  • nature empathy regen increased
  • Tranquility restores more mana
For Wizards:
  • wildcasting cuts spell lag up to 75%, based on caster's % remaining MP
  • status effects from Wizard spells (like Lava Wave) can be resisted correctly
  • staffify can no longer make skill staffs
  • 'power surge' added for warlocks
  • 'echomagic' skill added, which Sorcerers get at level 40
  • only innateless Sorcerers get Tractor Beam, which replaces Halo
  • surecasting's level reduced to 30
  • Wizards now receive the Detect Magic spell at level 10
  • Conjure Elemental now makes followers, not pets ( you can have more than one elemental, and you can have a pet AND an elemental)
  • 'wandify' command added (uses staffify skill)
  • counterspells no longer consume Charge
Other class-specific issues:
  • decreased variability on spell damage somewhat
  • Wizard Barriers and Indignation strengthened somewhat
  • steal now fails against inappropriate targets
  • Priests get Create Water
  • changed how effect stacking works, circumventing an Encore loophole
  • when Earthtap or Dancing Weapon expire, the caster will automatically
  • saves vs. Beguile ignores target's level
  • audiences no longer shrink when skills of incorrect mood are used
  • 'karma' skill added (for future use by Surgeons?)
For builders:
  • local maps can now be highlighted to show a "You are here" indicator
  • %Z adds your room's local coordinates to the prompt
  • rlist has two columns, handles areaoverride correctly, and shows coordinates
  • to change global coordinates, use "xarea/yarea" instead of "xpos/ypos"
  • "if roomaff sandstorm" ifchk added. "? roomaff" in redit to see valid flags
  • rename can recapitalize names
  • 'mob award $n exp 200 scaled' modifies awarded XP by 0-200% based on the level difference between target and mob, like XP gained from kills
  • 'if isself $n' ifchk added to evaluate equivalence between a character and the acting mob
  • 'mob quest' can now take 'all' as an argument instead of $n/$q/etc
  • $g now behaves properly (targeting no one) when no valid target found
  • permitecho skill can be set on players to authorize echo commands
  • fixed bug where $g and $f didn't work properly in 'if exists' ifchks
  • fixed an issue where all "flag" ifchecks returned true if flag not found
  • $y now returns mob's full name in quotes (like all other name variables)
Area changes:
  • Mt. Nibelheim has been revised
  • A new line of pets are in and accessible
  • Some junk has been scattered across the Cleft
  • A new raid boss has been added
  • Forde has a new minor quest for people level 30+
  • Gravelers are no longer happy to pile up
  • Brigantes' questlist has been cleaned up

For clarification, I have updated the wiki stating Lilly as the Housing Admin. All questions and judgments shall be deferred to her.

In other news, a new type of housing is available for players to purchase.
This new type allows your home to be accessible to everyone.
This type of home would not allow benefits such as portals.
Instead your upgrades will be in the form of miniquests and NPCs whose complexity will be proportional to your payments.
Check "Plan B" for a little bit more details.

http://wiki.cleftofdimensions.net/index.php?title=Player_Housing

-Ageatii
July 29, 2012
Cumulative Change Notes
  • 'critical' skill changed completely -- see 'help critical'
  • 'enchanced damage' skill deactivated
  • added 'report slots'
  • 'sense hidden' can improve when you successfully detect a hidden thing
  • 'floating disks' can decay again (watch out!)
  • 'steal coins' valid syntax again (was 'steal coin')
  • 'enchant weapon' has a different, more subtle effect -- see help file (this will change the existing npc enchanter too but existing enchanted weapons won't be retrofitted)
  • massive update to the 'score' command -- so much info! "So.. TIDY" - Kolem
  • 'resistances' command now redundant -- aliased to 'score'
  • combined functionality of 'auto' and 'config' (and added new alias 'options')
  • fixed text alignment problem with the 'alignment' line on score2 (lulz)
  • New item flag "Identified"
  • Scan'd items and store-bought items are flagged as "Identified"
  • The 'Examine' command gives you rudimentary information on an item if it is not Identified, or the full readout if it is flagged Identified
  • Esuna now heals Spore and Sprain and Scarecrow
  • Rescue can no longer be used without the skill
  • Probably removed junction exploit
  • Player Housing is available again: http://wiki.cleftofdimensions.net/index.php?title=Player_Housing
  • The fortune tellers in Truce and Viorar function differently now (and different from each other)
  • Myrkur Mts: necromancers are harder, rakshaki are easier
  • Manashield fixed (was dealing double damage to HP when shattered)
  • New Prompt flags: %l (your level), %L (number of remorts), %t (pet's race), %T (pet's level)
  • *Carnival Night Zone has been added north of Viorar
  • Artifice Shop in Viorar sells a different set of elemental wands
  • Red/Green/Blue potions and vials now have Health/Power/Movement as keywords as well.
  • implemented MUD Telopt Handler (courtesy of Igor van den Hoven). CoD now supports MCCP (for compression) and other telnet standards
  • credit is more properly assigned for kills (e.g. confusion or pets)
  • better capitalization on critical hits
  • corpses of player pets now last as long as corpses of players
  • 'kill' no longer autotargets non-obvious targets
  • fixed an issue where character HP could briefly go above max HP
  • fixed an issue where Skitties couldn't stay on furniture
  • visdeath/inert mobs no longer prevent entrance to private rooms
  • fixed an issue where Protuna panel updates appeared when not using Protuna
  • added color back into mob names in Protuna group panel
  • There is now a recycle bin in Truce to dump stuff in, which empties every in-game week
  • new Protuna players get an automatic notification about the chat panel
  • mobs that have been put to sleep won't immediately wake up and attack
  • fixed a bug where Static E! could cause an infinite daze state
  • Swords Dance no longer wears off inappropriately
  • fixed a bug where plant usually wouldn't work
  • Gilgame Heart skillup works correctly
  • brinksmanship and Forecast now trigger on groupmates' kills
  • clearer messages about the effects of death when dying
  • better disambiguation on 'use'
  • examine defaults to 'look' if not used on an object
  • 'auxillaryalt' enables alternate group data output in tertiary panel
  • with the exception of dual wield, extra attacks deal fractional damage
  • misses and critical hits are all-or-nothing for all hits in a combat round
  • extra attacks no longer multiply the power of Saber enchantments
  • reflected spells target only the caster's group instead of random characters
  • Stormy and Clear Sky cancel each other properly
  • survey indicates if Gravity Well can succeed as well as area effects
  • pry now works on nodrop items as well as lights
  • steal can succeed against objects above the thief's level
  • "You have no unread notes" no longer appears on login
  • exits command disabled
  • Behemoth's Skull is now accessible! Find it north of Viorar, past the forest.
  • Project Tuna tertiary panel can automatically switch to show player stats in combat. Toggle with "codclient auto"
  • The primary resistance of the Moon innate is now light instead of energy
  • 'info' works in pet shops
  • PCs can no longer be charmed
  • fixed bug where delayed attacks (e.g., trickshot) could repeatedly kill PCs
  • purge mobprogs no longer affect pets or charmies in players' groups
  • mobprogs are generally less likely to cause crashes, now
  • fixed an issue where occasionally the wholist would lose track of players
  • Scan's output is written more fluently. Scan also reveals antimob flag
For Geomancers:
  • Geomancers get Banana Bomb at level 1 and Calm at level 29
  • Geomancers no longer get Geomance
  • Gravity Well immediately damages all victims dragged into caster's room
  • Flash moved from Priest to Geomancer and now affects all rooms connected to the room in which it is cast
  • Stormy Sky and Clear Sky have double the effect on local weather
For Wizards:
  • Wizard barriers are now refreshable (but still not stackable or replacable)
  • Burst is now a fire-innate spell, dealing Energy damage and causing Burn
  • New tier-2 wood-innate spell: Viro Plasm (raw poison damage, can cause poison)
  • New tier-2 earth-innate spell: Gyro Ball (iron damage, can cause sprain)
  • New tier-2 water-innate spell: Bubblebeam (water damage, can cause osmose)
  • Halo now deals Light-type damage (was .. mental?? wacky!)
  • wizards no longer naturally get earthslide, lava wave, or acid rain (if you have them you can keep them)
  • Wall Change only adds one pair of resists/vulns but no longer hides them
  • manashield has been converted to a toggle skill
  • Headology costs much more but has no cooldown
  • Drain never outright fails except against targets immune to draining
Other class-specific issues:
  • Tame no longer works against sentient targets
  • increased super bar gained from berserk, joint lock, suplex, and piledriver
  • fixed bug where backstab wasn't guaranteed to work against sleeping targets
  • disarm changed: see helpfile
  • Earthtap works properly with offhand weapons
  • no more spurious sense hidden skillups from whowas, tell, etc.
  • Esuna works against Dazzle
  • fixed an issue where an audience could keep its dancer alive indefinitely
  • fixed a lethal bug involving Theatrics and another involving Sabotage
  • fixed crash issue related to Bee Storm
For builders:
  • fixed the memory issues that were breaking Magitek Factory
  • reorganized the levels on a bunch of staff commands
  • mobexists and objexists now take vnum arguments
  • fixed a display bug with questlist
  • norecall and nosummon exflags added for areas
November 11, 2011
Change Notes
  • 5% of hits are critical hits, dealing max weapon damage in all caps
  • combat grammar has been modified
  • base chance to dispel increased to 90% from 50%, modified by saves and level
  • failing to dispel an effect halves the level of the effect
  • modified rate at which effect durations increase with level
  • increased offset between combat and update cycles (from 1/2 sec to 2 sec)
  • undead handled differently. Have 66% to ignore lethal attacks. Bypassed by healing attacks and Disruption Saber
  • reaction skills (circle, riposte, etc.) have better timing windows
  • 'deposit/withdraw all gold/silver' and 'deposit/withdraw all' work
  • bug fixed with passive mobs not continuing fights
  • bug fixed where you could mute the same player more than once
  • bug fixed where infinite # of items could go into containers
  • summoners and dancers get less HP, geomancers get more HP
  • everybody gets 20 extra HP
  • worth now displays your money's total weight
  • revised formatting for 'affects'
  • Protuna users get compactchat setting, which is enabled by default
  • Protuna users get soundchat setting, which is disabled by default
  • new players no longer have compact set by default
  • new players start with a water bottle
  • most skills formerly learned at level 3 are now learned at level 2
  • players level 10 and under do not echo globals when killed
  • fixed bug with reaction skills and multiple attacks
  • characters who shouldn't autoattack should more reliably not autoattack
  • fixed a couple bugs involving terraforming Hell Ivy/Overgrowth
  • minor fix to snore/dream/drool while sleeping
  • fixed group window bug involving mobs with colored names
  • removed combine option (you won't miss it)
  • Project Tuna v1.2b released (download on website). Check readme for details
  • Protuna group panel now displays effect/cooldown data
  • sacrificing corpses no longer generates money
  • altered group level formula a bit (is now average level instead of ceiling)
  • when grouping, effective level of group is shown
  • improved auto-removal of hand items (weapon, shield, held)
  • 'areas' behavior is changed. 'help areas' for details.
  • in string editor, .lr and .li understand indentations
  • more obvious when fighting unarmed
  • Summon and Teleport no longer have level restrictions on PC targets
  • fixed bug involving damage dealt by plague
  • Esuna works against the pumpkin skill
  • level 6 players get a message about areas and atlas commands
  • nobrightbkg option added to disable bright bkg colors (GMud compatibility)
  • toned down color on some things
  • 'quests' command added. See the quests you've completed in each area!
  • chathistory command added. See recent chat even if you weren't logged in.
  • Protuna users are shown recent chat history on login
  • important combat text is now colored
  • "You sure are BLEEDING!" shows up only the FIRST time you drop below 25% HP
  • higher-level targets can now be charmed but with reduced success
  • charm spells have more specific failure messages
  • changed how hiding, sneaking, and shadowstalk work. Check helps for details.
  • Invisibility doesn't last as long
  • using smash while boxing is more likely to inflict sleep
  • 'compare' works on objects outside your inventory
  • improved parsing and targeting for use and recite
  • standardized "kill stealing" handling across all types of attacks
  • players entering areas >10 levels above their own get an advisory message
  • practicing a skill shows the percent to which it was practiced
  • level 3 players get a message about the quests command
  • some messages added to expedite grouping
  • fixed some bugs involving maps not always updating correctly
  • fixed a lethal bug involving players with pets timing out during login
  • plugged some memory leaks
  • There is a new boss in the Lete River area (thanks to Carsanquay)
  • Necromancer NPCs now have a 'necro sight' option to show where your corpse is
  • You can no longer see an enemy's MP bar in Project Tuna without the Detect Magic affect
  • All the element-specific Mana Blessings are now defunct
  • Finetuning in Sea of Wonders quests
  • Jehk's directions to the spirit locations are less cryptic
  • Giganto Crest is now defunct
  • Rune Metal is no longer obtainable for now
  • All areas should work with the quest command
  • The conveyor belt part of R-Y Factory is much easier
  • Apple Kid's House has been linked to Mongrelia
  • changed how gold/silver is gained after combat
  • objects no longer reset slowly in populated areas
  • overkill messages have more flavorful variants and are harder to trigger
  • configuration settings carry over on remort
  • remorting costs 5000 gold (paid automatically when remorting)
  • prioritized exact keyword matching. e.g., if you carry first a tentacle and second a tent, typing "drop tent" will drop the tent rather than the tentacle
  • some effects no longer show up on effects list (dodge, grapple, etc.)
  • you can dismiss even unseen groupmates, and "dismiss all" works
  • Rejuvenation works offensively against zombies
  • Beacons only count as followers instead of as pets
  • fixed bug where lights could become infinite. I reset all affected lights.
  • fixed a bug where players' pets could attack pets of ungrouped players
  • fixed a lethal bug involving 'order all' and gtransfer
  • syntax such as 'kill imp' will avoid targeting your pet imp
  • combined skills and spells commands. Also, default behavior is "skills all"
  • 'look direction' will now scan in that direction
  • made it more obvious how to read notes
  • slightly more helpful message when looking in dark rooms
  • practice reminder for artifice
  • altered 'get' parsing a little bit
  • "get up", "put out", "put on", "put down", "take off", "pick up" added
  • disambiguated more failure text for use and get
  • disambiguation messages when trying to get/look objects in containers
  • Nibel Wolves less difficult, more interesting to fight
  • Antigood/evil/neutral flags disabled
  • Alignment now goes up by 1 for every evil (<-350) mob killed
  • Alignment now goes down by 1 for every good (>350) mob killed
For dancers:
  • upstage steals the most recent effect instead of a random one
  • Encored effects still count for Finale if they originally did
  • Extension works in combat
  • revised Dancer help files (esp. Theatrics and Sabotage)
  • output changes to Sabotage and Upstage
Specific skill/spell changes:
  • decreased durations of Mushroomize, Haunt, Big Boo, Slow, Attack Down, Blight, Sleep, Sabotage, and Reflect
  • burns no longer stack
  • Sour Mouth always tries at least two effects and never repeats effects
  • distribute no longer heals enemies
  • Death Pact's duration increased by 2 pulses
  • Antidote now works on plague and spore effects
  • weakened Protect from -75 AC to -30 AC
  • output changes to Ink Blast, geomance, and kick
  • tweaked level of lionhearted
  • distribute moved from Templar to Cavalier
  • innate Templar healing turned into 'brinksmanship,' and its math is changed
  • circle is guaranteed to hit after a dodge but otherwise misses more
  • flee has a slight lag; doppelganger's lag decreased to match
  • Tranquility's mechanics changed to be like Esuna/Dispel
  • Summon and Teleport have specific failure text and some eased restrictions
  • provoke no longer stacks
  • Recharge spell now works on rods and event items (makes it usable again)
  • Recharge spell works more often, never vaporizes items, only sometimes sets max charges to zero
For builders:
  • mpcommands (ones that start with "mob") bypass character invisibility
  • rooms can have their own local maps (in redit, localmap [mapname])
  • ally act2 flag added
  • every area automatically gets 8 quest flags! ('questlist' added to see them)
  • "mob exitpermit" permits bypassing mobs with exit triggers. mpdump 2367
  • mob asset $n art now exists. mpdump 790, mpdump 10289
  • background color codes! (help colorsbackground)
  • "measuring" weapon effect added
  • 'areaoverride' added in redit. Make a room belong to an arbitrary area.
  • 'uncounted' objects work more properly
  • isfighting ifchk added (converted all if pos fighting progs to if isfighting)
  • exit keywords and descs show up in redit
  • act2 ifchk added
  • 'norecharge' item flag added (prevents Recharge from working)
June 25, 2011
Change Notes
Project Tuna-related changes:
- Project Tuna v1.1b released (download from website). New version supports ASCII maps. Check readme for details
- 'codclient' command expanded. 'help codclient' for details
- Protuna more likely to be automatically detected on login
- slight changes to 'maps' output
- added color to group2's bars
- newlines between combat rounds if using compact mode under Protuna
- characters created under Protuna get compact mode by default and no longer get %G in their prompts by default

General changes:
- Gobi's Valley is connected to the Kakkara sandship pit stop
- Some Dry Dry Outpost changes
- Harvest Sprites drop all on death
- All missing wtypes added to Medina*
- Strengthened Items: Hard Knuckle, a heavy anvil, iron hammer, Metal Shark Anchor, dainslaif
- Weakened Items: flask of wizard oil
- bug fixed involving multiple autoconsume items taken simultaneously
- bug fixed with Land Umber and others improperly reverting their resistances
- changed how negative HP works with the undead
- potions can no longer be drunk from the ground
- "It is nighttime" appears under more generalized circumstances
- depleted fountains eventually replenish themselves
- endure and repent no longer have random failure chance
- Bee Swarm is no longer lethal and no longer crashes the game
- backstab low-HP issue fixed (now, success % = target hp %)
- phalanx level difference bug fixed
- Zombify duration decreased
- armcannon now requires a free hand
- roadblock and related abilities no longer echo when absorbing zero damage
- Miasmic Cloud works on NPCs again
- pets will now assist dancers initiating combat while using volta
- rallied audiences cannot accept items, and their thrown bottles deal damage
- decreased group level modifier from 5/groupmate to 3/groupmate
- you can remort while carrying noremort items. The items poof on remort
- butcher no longer destroys contents of corpses
- Detect Evil, Good, Hidden, Invis, and Magic can be cast on others
- Blazing Shield can be cast during combat
- players returning from afk with missed tells are prompted to type 'replay'
- the world map has a legend
- F2 / 'codclient switch' no longer cycles through an empty panel
- group2 displays info on your group AND enemy group
- fixed a bug where group2 wouldn't accurately display MV
- fixed some output bugs involving tertiary window updating
- fixed a rare buffer overflow crash
- players reaching level 30 get a message about evolving
- looking in a drink container will tell you if it is completely full
- "all." phased out. Use "drop all drawers" instead of "drop all.drawers"
- casters no longer erroneously cast Thunder Saber instead of Thunderstorm
- many commands now understand multiword arguments (e.g., "kill roly rider" targets a roly rider instead of a roly)
- many commands have enhanced text parsing (e.g., "put every peanut cheese bar into the backpack" is valid)
- keywords 'other' and 'every' work in contexts such as "get other tomato"
- the world map is expanded and is in color
- mute command added
- equipment too heavy to wear no long drops, instead going to inventory
- players are notified of new skills when leveling up or evolving
- group2 bugs fixed with mana display and colors bleeding from mob names
- Wonder probability distribution modified, and its Calm effect works
- various improvements to wildcasting
- provoke should more reliably stack (it was always supposed to stack)
- steal will steal items in inventory even if not explicitly targetted
- pry is much more likely to work
- dance and pray skills improve with usage
- output changes to double and Deliver
- 'buy' understands "buy 2 tomato" as well as "buy 2*tomato"
- almost all commands can now parse multiword arguments
- 'look' gives better output when looking at uninteresting features in rooms
- bug fixed where worn backpacks could not be accessed if backpacks were also in inventory
- more useful message when trying to give or put an equipped object
- slowed down hint channel

For builders:
- bug fixed where commands after 'mob goto' failed in a death prog
- fixed a bug where triggers sometimes did not fire on recently edited mobs
- 'exists' ifcheck works for object variables
- 'mob junk all.' no longer works. Use 'mob junk all ' instead
February 6, 2011
Change Notes
- Protuna v1.0 released
- consider explicitly displays level of target
- more varied output when bad input is provided
- informative messages when viewing inventory while blind/in dark rooms
- fixed bug where innate resistances were sometimes permanently lost
- fixed bug involving uncapped Junctions onto golems
- Static E! is much stronger
- flesh chunks can be boiled
- Wall Change can be resisted
- most of Wonder's effects can be cancelled by Finale
- Time Mages learn Frost Veil at level 35 instead of 40
- riposte skill gain works
- instant_decay mobs no longer have death cries
- output bug fixed when opening/closing/locking/unlocking objects
- Antidote and Heal Blind output properly to 3rd parties
- minor output bug fixed with Evil Eye
- escape and retreat are now synonyms for flee
- inspect is now a synonym for look
- pkok is no longer a command
- new sound effects (thanks Ben!) here and there
- grouped characters get more XP, but only when fighting higher-level mobs
- 'look' has 'consider' functionality
- 'super' is different for each style accessible to gladiators
- most dancer abilities are more likely to succeed
- Dispel and Esuna now work against many dancer abilities
- reduced degree to which level differences affect saving throws
- most effects display 3rd party messages when wearing off
- Shelter lasts longer and is cheaper
- Abomination spell added
- staff permission is no longer required to remort
- fixed nature empathy/wino werewithal regen bug
- infuriating locks are no longer easy to pick and vice versa
- saiyans get a notice when the moon is full enough to permit Oozaru
- lock/unlock/open/close once again prioritize doors over objects
- bug fixed where low-level hauntings crashed the game
- new occasional text for hunger
- drunken characters may occassionally hallucinate
- 'cast' no longer requires quotes around multi-word spell names
- 'enter' no longer generates double error messages
- 'quests' now directs to the helpfile
- more useful error message when you try to 'ride' something
- the 'hands are full' message is slightly more useful
- a bunch of new command synonyms
- the more of a given mob you kill, the fewer XP are awarded
- 'bodycount' command added, showing what and how many mobs recently killed
- base chance to resist all status effects reduced to 5% from 50%
- weapon brands work on the first combat round
- tutorial is once again accessible from the End of Time
- using Scan on weapons provides damage type information
- targetting issue fixed involving assist mobs and area attacks
- changed Calm substantially
- Leech Seed damage is capped at level*21/16
- Lunatic targetting issue fixed
- various command synonyms and informational commands added
- whoever starts a fight goes last in successive combat rounds
- bunch of output problems fixed with character creation
- more spells can be cast from vehicles
- nonlethal attacks no longer heal zombies
- bodycount no longer resets when dying in arena rooms
- fixed bug involving parsing demonstratives (the, those, this, etc.)
- increased damage floor for low-level spells
- fixed bug involving certain mob area attacks crashing the game
- %f & %O added to prompt selection and substituted into default Protuna prompt
- fixed bug involving non-damaging offensive spells and mob retaliation
- to avoid issues with ambiguous item types, read is no longer a recite synonym
- Sandstorm/Blizzard can hit high-level targets, but their damage is capped
- you can no longer terraform into safe rooms
- cultivate consumes overgrowth
- Calm altered some more
- Sour Mouth outputs when no effect succeeds
- blindness from dirt kicking, brawling, and Dazzle stack with general blindness
- custom super move added for Matango Breakdancing
- easier to get skillups with Lobsterman Eskrima
- storage no longer lets you exceed group size or follower limits
- enhanced damage works (if you have it!)
- Templars restore up to a fraction of their max HP on defeating enemies
- Bide is twice as strong but the user cannot attack for its duration
- lionhearted skill added
- reduced cooldown and lag on endure
- endure and repent can no longer randomly fail due to low skill percentage
- roadblock and related abilities no longer echo when absorbing zero damage
- minor changes to how hidden socials work
-Iktoa Ruins have been expanded
-Cosmo Canyon has been revised
-Goreomemu Swamp is harder
-Some newbie area balance tweaks.
-Rabite Forest enemies that should have been tameable are now tameable.
-Rupees are now money-type objects that become gold/silver coins when taken.
-The Ageatea Shop is open for business, if you can find it.
-Shasras Steel shop tweaks
-Weakened Items: skyscraper, golden hairbrush, obsidian claws etched in glowing runes
For builders:
- mob asset command added
- socials now have types normal/action/hidden. help sedit!
November 19, 2010
Change Notes
- Morgues are now defunct except as places where Necromancer NPCs live: corpses will not go to the Truce Morgue any more, but necromancers still recover corpses for free below level 16.
- Corrected a reference to a 'scrolls skill' in the in-game hint channel
- Manashield is now much quicker to cast and costs a lot less
- Casting Manashield with one already active removes it
- Sleep and Float can be cast during combat
- There are a lot more quests around Truce, and new players are put on them almost immediately
- Fleeing in an 'arena' room no longer uses any XP
- If your pet or charmie kills something, you will get credit for the kill
- Smash now does nonelemental damage and has half the lag
- Frosty Forest mobs are tougher (thanks to Ageatii)
- Esuna and Uncurse are a lot cheaper from healer NPCs (eg selan, dr. saturn)
- Level 5 armor exists in Crysta
- Frosty Forest monsters drop items now
- 'maps' command added
- most drink containers poof when empty (canteens, water bottles, and other containers you'd typically want to fill are exempt)
- drink containers can no longer be poisoned
- mobs with 2nd/3rd attack are much more likely to successfully use them
- successful handsprings now cancel daze
- Matangui no longer res earth/vuln cold but now res water
- disease damtype removed & draining damtype added. Spells adjusted accordingly
- Wizen now costs 0 (instead of 1) MP
- Soulblade/Inflame deal negative instead of dark damage
- Nu now get torpor on creation like they're supposed to
- torpor and iaido's skill percentages now improve over time
- hunger/thirst messages appear when you *become* hungry/thirsty, regardless of if you're at full HP/MP
- steal outputs to victim and has a % chance to fail, triggering aggression
- default prompts for new characters are improved
- players reaching levels 11/16 get messages about corpse retrieval/recall
- more informative messages when a shopkeeper doesn't want to buy your items
- mobs with colored short descs no longer mess up say/osay
- awaken is now a synonym for wake
- bug fixed involving Junction Heart
- bug fixed with people being told they'd made fine choices when they hadn't
- bug fixed where nonlethal mpdamage on an immune zombie crashed the game

For builders:
- extra flag 'autoconsume'
- extra flag 'uncounted'
- reworked and renamed ai_1 and ai_2. Third AI option, ai_rest, added.
- improperly placed 'mob purge self' probably doesn't crash the game anymore
- fixed capitalization bug with mob damecho
- $I in mobprogs now capitalizes player names -- only relevant for event items
- Mobs can cast weapon enchantment spells now without an intermediary object