Well of
Souls
(c)
1998 -2005 Synthetic Reality Co.
You have found the Well
of Souls REALLY OLD RELEASE NOTES PAGE
If you were looking for more
recent release notes, you want: recent
release notes.
If you were looking for even OLDER release notes, you want: even older notes:
Otherwise, keep reading here to see positively prehistoric
release notes.
7/7/2002 ALPHA 69 INCLUDE:
COMPATIBILITY: Excellent! (In the sense that your old characters
still work) but incompatible with other versions, so once you
uprgade you only see the existence of other people who have
upgraded.
BUGFIX: Fixes broken scene lock. (also known as the "I am
too scared to PK" bug.)
BUGFIX: Character's with spaces in their name may now petition to
join (and leave) guilds.
Cheat characters may now throw money and items to ACTORS
(important for some new quests, and for world developers who must
depend on cheat characters to get work done).
New Slash Command: "/web" opens web panel (showing
previously fetched web page). I couls have sworn this was already
in there. My apologies if it is redundant.
FLEE is slightly easier than in A68, based upon a SECRET
ALGORITHM. But still harder than it was two versions ago.
Bugfix: Fixed a bug with the "HIDDEN_CLASS nn" command
which could trigger the hack detector.
6/16/2002 ALPHA 68 INCLUDES:
COMPATIBILITY: Excellent! Well, sort of. You will only be able to
play with other people who have A68. However, all your old
un-hacked characters should continue to work (and most hacked
characters will probably also continue to work, but hopefully
some will break :))
SOUL MIGRATION MEASURED. I've added a memory of the soul ID each
character is created under (look in the Karma section of the
Diary) so you can sort of track characters which are being shared
around.
Of course, this also affects characters which are
imported/upgraded to a GS.
NEW SERVER RULE: noMigration.
A server may now optionally demand that only characters created
by the same soulID can be played on that server.
Note that this is also akin to "only characters created in
A68 or later" since no migration information exists for
older characters.
This is sort of that "full character wipe" some people
have asked for in the past, but implemented as an optional server
rule.
Good for tournaments and such.
THIS TIME FOR SURE you can enter an unlocked camp by clicking on
any member of that camp. Honest. For real.
DEFAULT SKINS FOLLOW GENDER. This was a tough bug to find. Thanks
to those who stood in a scene for a long time to help.
NO FIRST-USE OF CHEAT CODES in a PK Attack scene.
NEW EVENT IN TOWN: GIVE STUFF TO ACTORS
OK, you can now toss items and cash to 'actors' in a scene and,
if the scene supports it, something might happen. Don't start
doing this at random (unless you want to get rid of items or
money) until you're pretty sure the world you are in supports it.
World Developers:
1.) It is only sense when the scene has 'ended' (just like the
right-click on actor event). It then brings the scene back to
life at a specially-named label.
2.) The label name is @eventActorGiveN where N is the actor
number used in the ACTOR command. When that label is called,
several stock cookies will have been set for you.
3.) The stock cookies are:
#<item.id> either the item ID or 0, if it was gold.
#<item.goldGiven> The amount of gold given, or 0 if it was
an item.
Since item.id will have been set (overwriting any old value it
might have had, the as-yet-to-be-mentioned item accessor cookies
will refer to the item just given)
Interestingly enough, I think anyone in the scene can do the
giving (though the computations are only done on the scene host
-- the only one who runs the script engine).
NEW STOCK COOKIES: #<item.xxxx>
These cookies let you get information about the 'current' item
(set by new itemGIVE event or by you manually setting item.id)
#<item.id> read/write Sets current item id for the
remaining cookies (which are read-only)
#<item.name> its name
#<item.class> its class number
#<item.price> its price (in store)
#<item.level> its level
#<item.element> its element number
#<item.attack> its A points
#<item.defense> its D points
#<item.hp> hp it gives when consumed
#<item.mp> mp it gives when consumed
NEW STOCK COOKIES: #<monster.xxx>
#<monster.id> (read/write, the id #) Set this first and
then all the other cookies refer to this. It is the ID # of the
monster in question. If you set to a value outside the legal
range, it will use index 0 instead (the so-called monster
multiplier entry)
It is also set each time a monster is killed, so it is likely to
be the id of the last monster killed (not necessarily in this
scene)
The rest of these cookies are read-only
#<monster.name> its name
#<monster.dex> its dexterity
#<monster.agi> its agility
#<monster.sta> its stamina
#<monster.str> Its strength
#<monster.wis> its wisdom
#<monster.level> Its level number
#<monster.element> Its element (number)#<monster.hp>
its max HP points
#<monster.mp> Its max MP points
#<monster.attack> its A points
#<monster.defense> its D points
#<monster.expPts> How much XP it pays.
#<monster.gold> how much GP it pays.
#<monster.alignment> monster's alignment
#<monster.skin> skin name of monster
NEW STOCK COOKIES: #<scene.xxx>
These are all read-only and apply to the current scene only.
#<scene.id> ID number of scene
#<scene.bkgnd> bkgrnd jpeg (might have path info)
#<scene.fx> FX number
#<scene.weather> weather number
DICE COMMANDS FROM ARCADIA
/dice 3d12 (rolls 3 12-sided dice and sends results to everyone)
/pdice 2d6 (rolls 2 6-sided dice and shows results only to the
roller)
so, nds is n s-sided dice (with some limits) and if you give no
argument at all, it repeats last combination.
CANNOT FLEE WHILE TARGET OF ATTACK
If someone has already placed their move against you (including
monsters), you cannot run away before it hits you. Just like a
real game. I intended this for monster situations, but I imagine
this will turn into some big PK deal which will have to be dealt
with in yet another release.
4/13/2002 ALPHA 67 INCLUDES:
* COMPATIBILITY: Excellent!
* Humans may not possess chaos spells. With luck this doesn't
break any worlds...
* Changing your status to ghost using a memory hacker.... 'nuff
said.
* Shop window position remembered
* Enter camp by clicking on any member of camp, but only if not
actually locked by host.
* Scene clients will hopefully see actor 'jump to new position'
instead of walk. (when so commanded by script, I mean)
* MONSTER GROUPS CAN BE NON-RANDOM. I hope this makes you happy.
in the GROUPS table, use entry 0 (zero) to enable this, as in:
0, 1
then ALL your monster groups will be non-random. You don't get to
turn it on and off on a per group basis.
Existing worlds should not be using entry 0, so they should be
unaffected (their monster groups will continue to be random).
* A WORLD CAN HAVE UP TO 88 CHARACTER CLASSES. There is some
cause to worry here, as people will need to upgrade to A67 before
it is completely safe. Frankly... well... I dunno. We'll see, I
guess :-)
* NEW COOKIES
#<str.uniform> Host's guild uniform
#<str.name> Host's name (redunant)
#<str.soul> Host's soul ID
(either "Soul n" or "XXXXXXXX")
* NO STRCAT COMMAND ADDED, because you can already do this:
SET test, #<test>new stuff added to end
* NEW SCRIPT COMMAND: STRCMP
Let's you compare two string values, similar to the 'c' function
of the same name
STRCMP "apple", "zulu"
IF> @aComesAfterZ <-- wrong!
IF= @aIsSameAsZ <-- wrong!
IF< @aComesBeforeZ <-- correct!
The test is NOT case sensitive.
* NEW SCRIPT COMMAND: STRSTR
Not as powerful as the 'c' function of the same name, since you
are not told WHERE the substring exists. But this lets you see if
a string contains another string, as in
STRSTR "The Long String", "Long"
IF> @YesLongWasInTheLongString
The test is NOT case sensitive.
* Fixed a situation where someone could semi-permanently lower
your maxHP to 1 (sadly, they can still do it temporarily - via
memory hacking, but you should now recover with next
incarnation.)
* NEW MAP FLAG = 262144 HIDE_MAP_LINKS.
When set, the little white link squares on the mini map will NOT
be seen until you have visited the link in question.
2/8/2002 ALPHA 66 INCLUDES:
This is mainly a bugfix and minor tweak release, with a dose of
anti-hacker changes.
Tighter Security for World Versioning. World authors are
encouraged to /version their worlds early in the development
process.
New Map Flag: No PKer Resurrection (applied to most maps in
Evergreen, but optional for other worlds.) This prevents PKer
characters from casting the resurrection spell on other players.
File menu includes "Check on line for New Worlds" which
allows you to browse and download worlds while still playing the
game.
11/25/2001 ALPHA 64 INCLUDE:
RELEASED: 11/25/2001
MOTTO: A Questing We Will Go
NOTE: There was no version A63. A63 was used for pre-release
testing. You should upgrade directly from A62 to A64, thank you!
DEVELOPER INFO: http://www.synthetic-reality.com/wosDev0.htm
GOLDEN SOULS: http://www.synthetic-reality.com/donate.htm
COMPATIBILITY: Excellent! Except:
1.) It is a play-incompatible upgrade, in the sense that you can
only play with other people who have upgraded to A64. Earlier
versions will be invisible to you. Your characters, for the most
part, are unchanged (see below).
2.) Well.... world developers should take note that I have
changed/repaired the AUTO_MAX command (in the levels.txt file) so
that it generates *exactly* the min and max you specify. This
means that MP/HP values for old worlds will all change (go up, in
fact).
This will be most noticable in worlds which set the max Hp/Mp
above 5000 or so, since before it was nigh impossible to
autom_max to that level, while now there is almost no limit. (I
think you'll run into math errors if you auto_max *too* high, so
please keep it reasonable. What character class could possibly
need more than 5000 HP without some sort of circular inflation
going on?
Which is to say, I don't warranty the operation of the game for
characters in excess of 5000 HP/MP., but auto_max will no longer
be the cryptic thing it was.
Well, this affects ALL worlds which use the auto_max command, so
I recommend checking into it, if you are a world developer.
IF YOU ARE JUST A PLAYER, you will notice (probably) that each
character you incarnate under A63 for the first time might
suddenly drop to 1HP. Just visit some healing location asap and
you should be OK.
[Bug fix] scene client synchronization..
Hey, guess what! I finally found why laggy clients often miss the
beginning part of the scene script! For example, coming in just
after the Soul Brother healed everybody...
This version should be a bit more reliable in that regard...
however the down side is that everyone will have to wait until
the laggiest party member makes it into the scene. (well, I have
a timeout, so you don't have to wait FOREVER, but still it
probably means you will see the start of scene delayed a bit when
in parties.. or PK-attacking). Those of you who are lobos (you
hunt alone!) shouldn't notice a thing.
[Bug Fix] MJ discovered the property editor didn't show the
proper number of available frames for "right-hand"
equipment (well, and shields, and armor).
[Bug Fix] Woo hoo! Just found a place where I didn't have some
range-checking. If you had more than 4096 skins in your skins
folder, you were at risk of crashing pretty darn well! Most
likely right when you opened your book of skins, but it could
have happened at any time.
On a related note, when I added the optional MAGIC frame, I
didn't update the guideline remover, so you'll see some
guidelines in the upper frames until A63. The truth is a bit
weirder than that, but this explanation will have to do for now.
SMALL MIX UPGRADE. For your convenience, banished IP numbers are
now remembered after reboot.
NEW OPTION: Stop Web Stuff on Return to Game.
Someone WANTs it to do that, someone wants it to NOT do that. Now
*you* get to choose. Default is to stop.
Now, I was joking before about the lying and everything, but I
want you to know I am not ignorant of the mischief involved in
Guild Pages with big crud on them, or starting a file download to
induce lag in your camp for gosh knows what reason. But you could
do that with a separate browser window just as easily, so there
is no point in my worrying about it. Just be nice.
GEE, NO ONE commented on how groovy the 'right click to see who
is on the server' list looks now. (Last release). That ragged
edge bugged me, so now it is all neatly drawn and has colors and
everything.
Anyway, I forgot to mention it for A62. Anyway, A63 has a
similarly tiny change. I moved the Population column to the left
of the Rules column. It just seems nicer to me that way. Also, if
you refresh and then re-sort by the same column, it doesn't flip
the order. (if you just resort WITHOUT refreshing, of course it
still flips).
Small things, but attention to detail is where it's at.
FOR THE SUSPICIOUS PEOPLE OUT THERE who do't believe in the power
of math. New slash command "/fail" will tell you how
often your spell SHOULD be failing, and will then cast it for you
100 THOUSAND times and then report how many times it DID fail.
"With magic ratio 90%, casting Freeze, element Water
(training 6.934) should succeed 99%.. actually failed 991 out of
100000 tries. (0%)"
This differs from a real cast in battle only by the amount you
wait for the charge meter to charge. As you will recall, the
charge meter works by giving you an effective boost (or
diminishment) of your training. So if you wait for it to charge
fully, you will actually have your spells fail a bit less as a
result. The "/fail" command shows success with a
'neutral' charge. (about half-charge)
To use this command, press SPELLs button, pick a spell, then type
"/fail"
On the EQUIP screen, you may now double-click on an entry in the
list to equip it.
GOLDEN SOUL PERK.
Golden Souls can now petition to join a guild without having to
be 20 hours old or achieveing level 20.
They can also create new guilds with 'young' characters, but must
still have played WoS overall > 100 hours and the guildmeister
character must still be level 60 or above.
To recap that, a golden soul may petition almost immediately, but
is still restricted when it comes to creating a new guild. Just
not *as* restricted.
Note: This change has no effect for non-Golden Souls, who have
the same restrictions as before.
SIMPLE GENDER SUPPORT ADDED. A world designer may optionally
include a "gender.ini" file which defines up to 4
genders for their world. A player's choice of gender can then be
used to influence scripted dialog in quests.
Please see WoS\Worlds\Evergreen\gender.ini for details.
A SCRIPT CAN SET THE PLAYER GENDER by setting the #<g.num>
cookie to 0, 1, 2, or 3.
e.g.
SET g.num, 1
Sets the scene host's gender to 1.
World Developers may now have invisible monster and/or actor
skins, as they see fit. Only heroes are intended to not have
invisible skins. Invisible includes "really dinky" by
the way, so now you can have actors which are dinky.. say..
individual buzzing flies.
NEW SCRIPT COMMAND: "MENU"
This causes a popup menu to appear. You specify what text goes in
the menu. You also provide a label to go to for each possible
menu selection.
If the user dismisses the menu without choosing one of the menu
choices, execution continues with the next line of the script.
Otherwise, the script does a GOTO to the selected label.
For example:
1: What is your favorite color?
WAIT 1
MENU "red=@pickedRed", "green=@pickedGreen"
1: What, you liked neither red nor green?
...
@pickedGreen
1: I like green, too!
...
@pickedRed
1: Red is the DEVIL's color!
The MENU command will not terminate until the user picks
something from the menu, or dismisses it. It's possible that
packet traffic is messed up during this time, as well... I hope
not.
You can have up to.. oh.. 8.. oh 16.. oh 10.. oh 15.. oh.. some
small number, of choices in the menu. Each choice is described by
a quoted string, like:
"Hey Bob!=@pickedHeyBob",
Don't forget the quotes. The "=" in the middle
separates the label "@pickedHeyBob" from the menu text
"Hey Bob!"
With luck, cookies will work inside the menu text...
The menu appears wherever the mouse is at the time...
Maybe in A64 I'll let you include separators, checkmarks, and
disabled menu entries by using funky labels.... maybe
* ASYNCHRONOUS EVENTS, MARK I!
Perhaps there IS light at the end of the tunnel, Dorothy!
I am pleased to announce the very first asynchronous event:
@eventActorClickN
(Where N is replaced with an actor ID number)
The use of this is quite simple. Just add this label to your
scene's script, and I will GOTO it automatically when the scene
host RIGHT-CLICKS on the actor in question.
So, if the host RIGHT-CLICKS on actor 3, I will GOTO the label:
@eventActorClick3
If that label doesn't exist, then well.. I won't care. The right
click will act like an old fashioned right-click and just make
you walk there.
At this point, I lack the ability to give you a special cursor
for when you are pointing at a right-clickable actor.
NOTE: Events only work after your script has ENDED (at least for
now). So events "wake a dead script back up" and it
jumps to the label specified, with all the actors, BGs, weather,
etc right where it left it at the last END command.
You might do something like this (for example)
ACTOR 1, "Treasure Chest", ...
END
@eventActorClick1
N: You open the chest and find a pony!
...
And, when used with the MENU command, you could try various
actions on the chest (pick lock, break lock, open, close, etc.)
You can have doors which can be opened by verb or right click
(and which cause GOTO SCENE commands as suitable).
Lots of fun possibilities are yours at last.
SUMMON SPELLS
OK, this is sort of complicated... and at the same time, kinda
unlimited. So tready carefully.
It is now possible to make spells which "summon"
monsters (who then fight on behalf of the summoner).
See spells.txt for details, but basically you set it up like a
disease spell. There are four magic numbers for the basic summons
SUMMON_SAME (summons another of whatever monster it is cast upon,
and you can cast it on yourself, if you are a monster, I mean)
SUMMON_SAME_ELEMENT (summons a monster of the same element, but
not necessarily the same monster. Level of summoned monster can
be no higher than the lower of the levels of summoner and target)
SUMMON_RANDOM (summons any random monster whose level is not
higher than the lowest of summoner and spell target.. can't
summon un-tamable monsters)
SUMMON_SPECIFIC (the spell includes the ID of the monster to be
summoned. No level limits imposed)
Ok, that's how you define the spell itself which does the
summoning, but who can cast that spell?
1.) Any human who learns it. So you probably want to restrict how
it is learned.
2.) Only monsters with the NEW MONSTER FLAG (4 - "Can cast
summon spells") and those monsters are still restricted in
the other ways by element, level etc as to whether or not a
spell, in general, can be cast.)
Altogether this makes lots of ways to have it not work. So be
patient. I am only enabling a single monster in evergreen to
summon, and not enabling it for heroes at all.
What if you case SUMMON_SAME_X on a human? Well, nothing. You can
try it, but no monster will appear.
Summoned monsters always appear on the right (sorry, but pretend
they are sneaking up on you or something). They have a green
shadow (like a pet) if they are fighting for you.
Frankly, I am not sure how a summoned monster will feel about
other humans than you in the scene. I suspect they will obey the
map flags, much as the pets do.
XP sharing is similar to sharing with pets. If a summoned monster
helps out, you get less XP for yourself.
ELEMENTAL ARMOR
OK, all your EQUIPPED ITEMS have, as you know, A and/or D points
associated with them. They also have an ELEMENT setting which up
until now made no difference in defense. (though the element
setting DOES make a difference in attack power, but that's old
news)
The NEW news is that the D points are now also affected by your
equipment's element.
It works like this:
Say you have a shield, and it has element of water and 45 D
points. It has an additional, secret, *magical* 45 D points to
offer you as well. But that is derated by the element of the
attack.
So, if you get hit by non-magic, you get NO benefit.
If you get hit by FIRE magic (opposite of water), you get NO
benefit. (water is weakest to fire)
But if you get hit by WATER magic, then you get all 45 extra
Defense points.
If every piece of equipment you were wearing, were all WATER
element, you would have effectively DOUBLE your normal D points
when attacked by water.
You only get the benefit of magical armor for the 8 basic
elements. For chaos elements you get no benefit.
MUSIC SHOULD NO LONGER RESTART WHEN CHANGING MAPS
I mean, if you step from map1 to map2 and the music is the same
song for both maps, it should simply keep playing the music in
progress.
Turns out I broke this when I added support for music in the
THEME stuff.
SCENE HOST NAME BAR HAS ASTERISKS
Whoopdeedoo! If you are the host of the scene, then that little
label above the health meter will have asterisks, as in:
* Emperor 99 *
It will also be in GOLD PRINT if you are a golden soul. Yet
another amazing GS perk!
NEW READ-ONLY COOKIE: #<num.isPKAttack>
This cookie, which you probably only want to check in the
'standard camp scene' script, returns one of these values:
0 - this is not a PK attack fight scene
1 - I *am* the PK Attacker in this fight
2 - I am the VICTIM of a PK Attack, in this fight
The idea being that a carefully crafted standard fight scene
could apply special temporary map flags if a PK Attack took place
on a certain map or something.
Please note: PK Attacks use the STANDARD CAMP SCENE (not the
standard fight scene).
NO MORE GHOST-HOPPING
Haunting someone and then returning to the well when they are in
a place you haven't been yet (so to speak) does NOT cause you
subsequent incarnation to go straight to that place.
CHARACTER CLASS MORPHING
This is probably opening a pandora's box of hacking but hey.. YOU
ASKED FOR IT!
You can now change the scene host's character class by script, by
setting the #<num.hostClass> cookie, as in:
SET num.hostClass, 3
He is now class 3! (and that is counting from ONE like all good
class enumerations.)
Now, I suspect there are lots of bits of UI which won't really
reflect the new class information until the next fight, or
possibly even require a trip to the well.
There is also some chance this will set off one or more of my
famous hack detectors... so I don't want to be the first to try
this on a cherished character...
I did put in one limitation.. You can't morph to a class which
has a different NO_GIFT setting, and you can't morph out of a
class which has a no gold setting. Hence, you can't morp from
scav to something easier, and then back to scav after eating a
bunch of seeds. Technically it should be up to the world
developer to implement such restrictions, but I felt evergreen
was safer with this in place.
When you morph, your level might be changed (see HIDDEN_CLASS).
You will definitely be reset to the new class's START_HAND,
START_ELEMENT training levels, and will be handed the
START_ITEMS, START_SPELLS, and START_TOKENS of the new class
(without losing any old items, spells, or tokens)
New Character Class Thing: HIDDEN_CLASS
If this is set, then the class does not appear on the New
Character dialog as an available class choice. (and hence the
only way to achieve it is by the setting of a new class after the
fact by script)
You can provide an optional argument with the HIDDEN_CLASS
command, as in:
HIDDEN_CLASS 23
If present, then someone morphing to this class will be reduced
to the specified level. You can only DEMOTE a level in this way,
not PROMOTE one.
NEW SLASH COMMAND: /coord
This toggles a coordinate display in the upper right. As you
point the mouse in the scene, the (x,y) coord of the mouse is
shown in the upper right. In the 0-100 coord system of scenes, of
course.
NEW ITEM CLASS - "HTML - 201"
This lets you bind a URL to an item, so that when you USE the
item (on yourself), you are taken to a web page. (like the HTML
script command, sort of)
The URL is tucked away into arg15, normally used for the SOUND
EFFECT for the item. (It is a buffer of MAX_PATH in size, which
is not super incredibly huge, so good luck cramming in a monster
URL.
If the URL begins with "http" then it searches the real
web, otherwise it looks for a local file in
WoS\Worlds\WorldName\HTML (just like the quest language HTML
command)
Note that you have to make the object a 'permanent quest object'
if you don't want it to be consumed each time it is read.
NO MORE ESCAPING PK ATTACK BY SWITCHING TO WEB PANEL.
Much as I hate to admit it, Weasel was right. Gotta be a first
time for everything, right? Seriously, thanks Weasel, and thanks
Darangen for pointing out it happened with FIGHT2 as well (I was
able to repeat it there.)
NEW MAP FLAG: 2048 - NO_REWARD
If this flag is in effect, then battles pay no reward to the
surviving players. (no GP, no XP, and no Items Found).
The idea is to use the Quest FLAGs command to turn this on where
you feel it is appropriate (the script will be giving some other
reward).
NEW MAP FLAG: 4096 - NO_HEAL
Any use of healing potions or spells result in only 1 HP of
health restoration (this was easier and funnier than 0). OK, due
to a weird corner I painted myself into, healing spells will
provide 2 HP of relief, while healing potions will provide 1 HP.
The idea is that you might use the FLAGS command in your standard
CAMP scene to disable healing for PK Attack scenes (on some
maps).
MP recharge is still allowed. (after all, mister sword user gets
infinite bashes with his little sword).
NEW 'DISEASE': SUMMON ITEM
This one is a bit weird, and only works when cast on a human, not
a monster. It causes an item to be used on the target.
Mainly this is for Darangen's requested "Use Ticket on
Target" spell, but it has wider application (some less
logical than others.)
This could, of course, be abused by the world developer to some
degree (use seed, use html, etc.) so show proper restraint,
please.
You know, those two bug me. I think I will disallow them.
NEW QUEST OPCODE: LOCK
This command lets you "lock" a scene, in the sense that
newcomers can not enter it (at all).
The idea is to use this in the standard fight scene to lock a
camp against latecomers in a PK Attack.
However, this does NOT prevent a 'party' of attackers to attack a
'party' of victims. Also, there is probably some lag time
involved before the lock propagates, so people can probably get
in if they are quick about it.
Frankly, the full power of the LOCK is not yet known, and will be
tested in combat! I have it set up so as to maybe allow more
complicated locks in the future, but for now:
LOCK 1 <-- locks the scene
LOCK 0 <-- unlocks the scene (I hope!)
PRIVATE ROOMS IN MACGUYVER CASTLE
More as a proof-of-concept than anything else, you will notice
while camping in MacGuyver Castle that a little lock icon appears
in the upper right of the scene.
The scene host can right-click on this to lock and unlock the
camp.
see quest.txt for example script code (scene 2 - standard camp
scene)
NEW COOKIE COUNTS ITEMS: #<num.itemNNN>
Sorry it took me so long to get around to this one. Frankly I
don't know if this was already possible or not, via some weird
SET command, but now you can just ask.
For example:
#<num.item44>
This will tell you how many of item 44 the scene host has in his
or her pocket.
MONSTER ZERO
OK, you can now have a monster 0 in your monsters.txt file. If
you do this, you aren't really creating a monster.
I use the numbers in this entry to act as "scaling
percentages" for some of the algorithm values.
So, say you have a 75 in the 'xp' column of monster zero. This
means ALL monsters will pay only 75% of 'normal XP' for their
level (except those monsters whose XP you have set manually, of
course).
You can thus tweak the algorithms for 10 different monster
attributes. (see monsters.txt for details).
SPELL ZERO
Along the same line, you can add a ID#0 'spell' which really just
tweaks the algorithms for ppCost, mpCost, and damage (painful
spells only.) See spells.txt for details
NEW MAP FLAG: NO TICKETS (8192)
Tickets won't work when this flag is set.
NEW MAP FLAG: NO MINI MAP (16384)
The top right minimap is uninformative when this flag is set
NEW MAP FLAG: NO STUN (32768)
This makes some of the diseases stop working (stun, confuse,
etc.) Well.. OK, this affects BUT the buff/debuff diseases.
NEW MAP FLAG: NO BUFF (65536)
This makes the buff/debuff disease spells stop working.
PK ATTACKS IN EVERGREEN ARE 'Honorable'
Yeah, well, we'll see I guess. Basically if a PK Attack takes
place in Evergreen:
- no healing is allowed
- no tickets are allowed
- no diseases other than debuffs are allowed
- camp is locked (no newcomers) until fight is over.
- but people can still flee by regular PK rules.
I imagine this will need some tweaking to obtain maximum
satisfaction. This is achieved via scripting, by the way, and
does not affect other worlds.
UNless it all goes horribly wrong, of course..
KARST GETS A SUGGESTION IMPLEMENTED. SAP now works. Well, it
doesn't do what I originally planned, but it *does* make sense
all the same.
While you are "sapped" your spells all cost 3x as many
magic points as normal to cast.
You do get one freebie though, since you can start the cast so
long as you have enough 'normal MP' So, say you have 2 MP left
and are sapped. You can still cast a 2 MP spell (which will then
try to drain you of 6MP, leaving you just at zero).
It's a feature.
AND POISON WORKS, TOO. Oh you're going to hate being poisoned.
While poisoned, it's just like MAP_FLAG_NO_HEAL (but just for
you!)
Healing potions provide only 1HP, and Healing spells provide only
2HP, while you are poisoned.
ANTIDOTE CLASS WORKS. And what is poison without an antidote
item, eh?
So, itemClass 2 is now a real class. I set it up (see items.txt
for details) so that you bind the antidote item to the specific
disease you need it to cure, hence you can cure any of the
following:
Paralyze, 5 debuffs, poison, sap, stun, gag, numb, sleep, and
confuse.
A 'cure' is the same as one application of the equivalent cure
spell.
Now, I think some of these diseases prevent you from using items,
so you can't cure them *with* an item. In such cases, your only
hope is for a friend with the appropriate heal spell.
9/25/2001 ALPHA 62 INCLUDES:
* COMPATIBILITY: Excellent!
* [Bugfix] Returning to the well in the middle of a fight, left
you in 'fight state' from which you could not 'flee' (or leave
the game even).
Until A62, the work around is to not return to the well in the
middle of a fight. If you get stuck, I *think* you can get
unstuck by re-incarnating.
* NEW QUEST - The Pokegatchi Quest
This one starts and ends in the Westin Pokegatchi Arena. You MUST
have a pet (you can buy one) since it must do all the fighting
(you can use as many pets as you like.)
Let me know if this is challenging enough. You must collect the
10 badges (heh heh), after which you will get a suitable reward.
* NEW STOCK COOKIES.
Hopefully these will be self-evident, or understood by the
documentation on the A62 Quest Lingo Dictionary (to be pushed
with A62). These are all "read-only" cookies:
To save myself typing "hostAge" = #<num.hostAge>,
OK?
hostAge, hostTotalAge, hostHP, hostMP, hostMaxHP, hostMaxMP,
hostSTR, hostWIS, hostSTA, hostAGI, hostDEX, hostHandSkillN
(N=0-7), hostElementSkillN (N=0-7), hostGP, hostPP, hostTNL,
hostHaloPoints, hostPets, hostPetLevel, hostPKs, hostDeaths,
hostKills, hostRating, hostHuntSkill, timeHour, timeMinute,
timeMonth, timeDay, timeYear, timeDoW, mapFlags, and countDown.
Hopefully that's enough to choke on for this release.
* MUSIC CAN BE SINGLE-SHOT
The scene MUSIC command takes an optional second argument which,
if 1, means "do not loop"
MUSIC "victory.mid", 1
I'm not sure how useful this will actually be, but hey, that's
YOUR job
* ON-SCREEN ICON DURING 'ASK' COMMAND.
During a scene ASK command, this icon appears in the lower left
of the scene to let you know that you really are expected to type
something. Only the scene host will see it.
This is to help distinguish between REAL questions and RHETORICAL
questions.
And, just for fun, I also play the sound effect
"ask.wav" at the start of the question. This file is
optional, however, and not currently present in Evergreen or the
standard theme.
Note: this is NOT a popup dialog box. But just in case people
confuse it with that, I guess I will make it a player option.
* DEVELOPERS REJOICE, PLAYERS PANIC.
Arguments 4 and 5 of the spells table are now under the
developer's control.
Use '0' if you want an algorithmic value.
This could potentially break old worlds which were copied from
Evergreen back before I changed all these arguments to 0 (quite
awhile ago now).
Note that negative numbers have the same meaning as before, and
that you cannot algorithmically set the 'damage' of an element 0
heal spell (i.e. works same as before, since you always had to
come up with a value).
* HALF-HEARTED ATTEMPT AT LETTING DEVELOPERS MAKE AMBIENT SOUNDS.
The official "ambient sound generator" is just too darn
sophisticated for its own good, so it is inconvenient for me to
open the API completely.
Instead, I have more or less given you what you asked for.
SOUND "filename.wav"
plays a sound one time, as usual
SOUND "filename.wav", 1
causes the sound to loop forever (until end of scene or something
else shuts down all sound)
SOUND "", 2
shuts down all looping sounds.
Now, these are REALLY looping. The sound repeats as soon as it
finishes, so if you need a delay between repetitions, you have to
add silence to the wav file (ick, ick, yuck) Luckily, true
silence will compress well in the wave file, so it will not
necessarily make your file much bigger. Still, it's icky.
And sorry for the inverse definitions of loop between MUSIC and
SOUND, it's just that the default values (0) were opposite to
begin with. Oh well.
* HIDDEN WEB PAGES ARE STOPPED.
When you press the "Return to Game" button from the
embedded browser screen, I now issue a STOP command for you
automatically, so any scripts, animated GIFs, banner fetches,
etc. should stop. (instead of, for example, continuing to popup
advertising windows)
* OK, OK, YOU CAN FORGET SPELLS NOW.
So long as they are learnable in the first place, you can now
forget a spell you know (right-click on it and choose FORGET).
For example, you can NOT forget "Stun" since it is a
quest prize and unavailable at the Spell Store (so to speak).
But I highly recommend setting your PC to a windows resolution
greater than 640x480 (A dinky screen is about the only reason to
forget a spell, IMHO)
* SCENE NARRATION
If your script says:
N: Then a knock was heard at the door
The sentence will appear as "Narration" (those lines of
text which appear in the main scene window itself).
You can also say:
NARRATION Then a knock was heard at the door
But I doubt that will be as popular.
* QUICKY "REPLY" WHISPER
If you type:
/r this is a whispered message.
It will be whispered to whomever you have selected on the Player
List (MAPS list). It doesn't alter your official whisper target,
so it's a convenient way to whisper a quick reply to someone who
has just whispered to you, but with whom you don't feel like
opening an official IM.
* ITEMS CAN BE ASSOCIATED WITH MONSTER TYPES
Argument 13 of the items table (Find Probability) can now have an
extra 'dotted' value, as in:
30.12
The first number is still the probability (weird probability math
unchanged). The optional second number is a monster ID. If this
is non-zero, then only that monster can drop that item.
So, you can ONLY find that item after killing that monster (in
that scene). But you are not GUARANTEED to find that item each
time you kill that monster.
(this is independent of whether you also choose to sell the item
in a store, which would probably defeat the whole purpose.)
* LANGUAGE RATING ADDED TO MAP LIST
You can now see people's language rating (PG-13, R, G, XXX, etc.)
in the far right column of the MAPs list.
There is also a right-click menu option in the chat window to
automatically mute anyone above a certain rating.
Mothers rejoice!
* NEW CHARACTERS CAN BE GIVEN STARTING SPELLS
Each character class may now be given as many as 8 spells
"at birth" via the "START_SPELLS" command in
the LEVELS table.
World Developers rejoice!
* NEW SCRIPT COMMAND FOR HTML
Accepts either local or global arguments.
HTML "http://full.url/file.html"
or
HTML "myLocalPage.htm"
(determined by whether it begins with "http://")
Local pages are assumed to be in an option "HTML"
folder of your world, as in:
c:\wos\worlds\YourWorld\HTML\page.htm
You can have sub-folders in the HTML folder, if you like.
Whatever you type is assumed to come right after the
"...\HTML\"
And it comes with a new option to turn it off, if you feel at all
nervous about it.
* SERVER RULE CHANGES: noPK and allPK.
The noPK rule now simply means that you cannot incarnate with a
PK character. To play on such a server, you will have to have a
nonPK (yellow happy face) character
The allPK rule now means that you cannot incarnate with a nonPK
character. To play n such a server, you will have to have a PK
(red devil face) character.
This brings these rules more into alignment with the 'noMod' and
'noCheat' rules, which also simply prevent incarnation of
inappropriate characters (as opposed to adjusting in-game
limitations). It also allows detection of players who are
mix-hacking. Feel free to report such players, as I would like to
implement permanent banishment for all mix hackers.
* TABLE LINE PARSING ERROR CORRECTED. It turns out there was a
significant weakness in the line parser. It was noticed as
something odd in the Property Editor, but actually had other
possible side effects (for example if you had a tab character
AFTER the field, but BEFORE the following comma. Anyway, probably
not worth documenting in detail.
The design goal for table parsing is that either a space, tab or
comma can terminate a field, but only leading whitespace should
be skipped at the front of the following field (it was also
skipping "leading commas" which led to confusion when
empty fields were present) I guess we didn't have that many empty
fields lying around before the prop editor
* MONSTERS/PETS NO LONGER CAST ENCHANT/TAME.
It's not like it had any chance of working anyway :-)
* NEW TICKETS: to PK ARENA and PET ARENA.
And they're free. The mermaid gives you one on the way in, if you
don't already have one.
* ELEMENT TRAINING CHANGE. You know how you get trained a bit in
an element each time you cast a spell of that element? Well, now
that bit of training is a bit more, depending on the level of the
spell. Hence casting a level 9 spell will give you more training
than casting a level 1 spell.
I should probably do something similar for hands, but they don't
have the moral equivalent of spell levels.
* SPELLS TABLE ARG2 (ppCost) can now be set by world developer.
(use -1 for can't be learned, 0 for 'set by algorithgm' or N>0
for the value you want to set manually.)
* Skin PAIN frame used during heal. (coz Josh said so. )
* PLAYER AND MONSTER SKINS CAN HAVE OPTIONAL "MAGIC"
FRAME.
This OPTIONAL frame will be shown during magic attacks, if
present. So if you want it to show up you need to have all these
frames:
[map][ready][fight][pain][chat][credit][magic]
you MUST have all frames up to, and including, the magic frame.
If you don't care, then leave your skin as it is and the [fight]
frame will be shown for both physical and magical attacks, as
always.
Currently, the Book of Skins is unable to preview the magic frame
for you.
Again, this is OPTIONAL and does not affect existing skins, which
continue to work as before.
* NEW MAP FLAG: 1024 (getting into the big numbers now!) "NO
HIT"
This flag, when set, prevents a human from hitting any monster or
pet (other than to heal it). When used in combination with flag
1, it makes a map where only pets can fight. (and where a player
must depend on a pet to defend them)
* NEW SCRIPT OPCODE "FLAGS n"
This allows a scene to override the map flags for the duration of
the scene. Whatever you use for 'n' will become the effective map
flags for that scene. Setting "FLAGS 0" will restore
the flags to the real map flags for the current map.
8/12/2001 ALPHA 61 INCLUDES:
* COMPATIBILITY: Excellent! But I had to change the packet format
in an attempt to frustrate the recent rash of hackers, so A60
won't be compatible with earlier versions (your characters will
be fine, you just won't be able to play with people running older
versions).
* [bugfix] The "untamable" and "0% chance"
warnings on spells should now only be seen by the person casting
the spell.
* [bugfix] By george, I do believe I found the problem behind
disappearing seeds (et al) and it only took about 8 hours and the
consumption of 12,000 seeds to do it. Maybe more than 8 hours,
come to think of it. Time flies when you're eating seeds.
Since this is probably the 10th time I have devoted a day to
fixing the disappearing seed problem, I think this is officially
the most horribly complicated-to-discover bug of all time,
WoS-wise. Basically, in the end, it was the moral equivalent of a
threading issue, only all the culprits were windows messages
within a single thread. Let's hope this really is behind us now.
Second in line of horribility was the Disappearing buttons bug,
which in the end I believe is due to the Windows function
WritePrivateProfileString() disturbing the current directory on
some versions of windows (but not all). Could well be an official
bug (like the wacky versions of the rich edit control which were
shipped with the early release of Windows 2000.) But I am now
immune to such inconstancy on the part of Emperor Gates.
* Party members should no longer miss out on the early part of
the scene. It used to be that a laggy connection could result in
party followers not seeing the first few things which happened in
a scripted scene when the leader entered it. This could be
dialog, shop buttons, or even missing characters. This was due to
some transport layer efficiencies (you don't get data for scenes
you are not in, but there was a gray area from the moment YOU
think you are in the scene, to the moment the MIX server thinks
you are in, and packets during that window were never seen by the
laggy client.)
Of course, it was great for bandwidth to not send you that data,
so this is a small step backwards, bandwidth-savings-wise.
* new slash command "/clear" empties the chat window
completely. Not a cheat. So finally you can gossip about the boss
and delete it quickly :-) By the way, I increased the size of the
scroll-back buffer a couple releases ago (so that all the data
from the battle simulators could be seen). Hopefully this didn't
create any new problems, but one must tread carefully with the
rich edit control.
* 'confused' cheat/modders cannot accidentally hit/give to
non-cheat players.
* Found some weird scene problems in parties (which seem to have
appeared about the time I added cut scenes...) Anyway, I took the
opportunity to address a lot of little party snafus (like making
sure that scene clients see NPCs facing the same direction as the
scene host... and other squirrely little facts). Please note:
although never mentioned explicitly, it is a good idea to not
have more than 32 frames (or so) in a monster/villager filmstrip.
* Bringing up a Web Panel no longer puts you into a weird
unkillable mode, capable of soul capturing, etc. Park on a link
or something before opening a web panel. The game continues
beneath the panel.
* If you are on the web panel when someone PK attacks you, then
the web panel will disappear automatically and you will be PK
Attacked.
* However, if you are truly idle (haven't touched mouse or
keyboard for a few minutes) you are still protected from being PK
Attacked, as before.
* Character 'rating' now changes only if the fight occurs on a
"ladder" map (Map flag "ladder", whether the
server is a ladder server or not). In Evergreen, this means PK
Arena)
* Cheat characters who accidentally summon pets while on-line
will no longer lose their pet (they will just refuse to come
out.) Freeing your pet, under such circumstances however, will
cause it to be lost.
* %Rn macro no longer crashes with n=0 (which is a silly value to
pick in the first place, of course..)
* Golden Souls No longer see Guilt Trip Page every 20 hours. They
see it every 15 seconds! No.. just kidding, should be spared ever
seeing it at all.
* If the person in question has disabled "send skins"
you should no longer see the option to fetch their skin.
* Soul Diary Peppier, due to:
1.) Only loads full list of names the first time you use it.
(d'oh!)
2.) Pops open immediately, showing old info about character, if
any.
3.) When slow-pokey laggy ping response from character arrives,
page updates with newest data. (this is most likely the delay you
were most noticing before.)
* Failed spells are no longer ever magnificent
* You can no longer FLEE a fight until it is your move. The
fleeing itself is still 100% effective. The message is the same
as for a sticky fight scene: "you try to escape but are
drawn back in.. blah blah blah"
This is an extremely gentle flee failure, but I expect to hear
lots of bad things about it in any case.
7/23/2001 ALPHA 58 INCLUDES:
* COMPATIBILITY: Excellent! But all A57 Scavengers will be
transformed into a new class called "x-treme!"
(necessitated by the massive hacking of the original scavenger
class). A *new* scavenger class is also provided for new
characters to choose.
* [BUGFIX] The message "That would be a lag-kill"
appears on some machines when you cast heal upon yourself
(actually I would think when you did aything to a human, if it
were going to happen to you at all.) Workaround seems to be to go
to solo mode and cast heal on yourself and then return to
multiplayer mode.
* [BUGFIX] I accidentally removed wisdom from your pet fleas...
this sucks because even though I am re-enabling it, you probably
had it drop all the way to zero and will have to re-learn it
again from scratch. Sorry about that! This goes for several other
very low level monsters (<10). On a related note, Goblin
Catapaults were supposed to be untamable, and will be again....
* Error message when you try to tame the untamable. Also a 0%
probability message if you have no chance of the spell working
(the ones which fail on monsters above your level)
* Scavengers/Extremes (NO_GIFT classes, I mean) can give stuff to
anyone they want, including pets. They just can't accept stuff
from other players.
* SCENE STEPPER. Type "/stepper" to open the scene
stepper (it will mark your character as a cheat, however). This
lets you single-step through a scene, even setting breakpoints.
It's a world developer thing. See more info in WorldDev forum.
* Miscellaneous Gratuitous Esthetic Changes.
For no real reason, I was suddenly motivated to clean up all the
little window backgrounds. Josh might be pleased that I have gone
in a very simple direction. On the other hand, it represents
change, so it's bad, right?
I am tempted to include a "classic" theme for people
who miss the old look too much.
Anyway, I just spent probably 12 hours re-doing the Soul Diary...
again. And I am converting all the "books" to Yet
Another Look. (Except Soul Diary and Book of Wisdom, which are
jst wordpad and notepad respectively and will never look the same
as everything else.).
You'll notice the Soul Diary is pretty different, and if you
can't find the DELETE and SORT options, they are now hidden in a
right-click popup menu.
Anyway, I think this is the definition of a thankless task, since
NO one is happy in the end
* You can now EQUIP while the soul brother is jabbering away. You
only have to wait for it to be your turn during an actual fight.
* CHARGE METERS RECHARGE FASTER BASED ON Strength and Wisdom.
(wisdom speeds magic charge, strength speeds physical charge)
* NEW MONSTERS IN EVERGREEN. I added about 40 new monsters.. well
maybe not quite that many, and re-placed almost all the maps
using varying sized monster circles (new feature) and added
terrain to some maps so as to encourage walking a path of
increasing monster difficulty. Here is the 'suggested order' of
maps, with their average monster levels
1.) Evergreen (1-50)
2.) Wyrm Cavern (30s)
3.) SpringWell (40s)
4.) Animal Kingdom (50s)
5.) Fort Rondtree (60s)
6.) Maze of Eternity (70s)
7.) Isle of Light (low 80s)
8.) Sea Kingdom (high 80s)
9.) Goblin Rock (90s)
10.) Rune Ruins (100s <-- new monsters)
11.) Inferno (110s <-- new monsters)
These are just averages as each map has a healthy range of
monsters available with the easier ones closest to its doorway.
And you are, of course, free to play the maps in any order.
Anyway, I hope this is my LAST major revamping of monsters in
Evergreen, and only minor tweaks from here on. I feel silly
moving monsters around in the same world for a year, but this is
really the first time they have been 'sensibly' laid out
(mostly... there are still some flaws regarding things like ice
creatures in Inferno...)
Anyway, the new monsters fill in all the missing monster levels,
and add a bunch of new high-level monsters, so it's probably
going to be a level-fest. Gob Cats are no longer top of your
list, I imagine.
* NEW SILLY THING: HALOS. For people who just can't get enough of
maxxing their characters, I present the "Halo"
Remember that little bouncing Halo on the Status Panel? That's
real now. Click on it to open the Halo Point dialog, where you
can buy ... Halo Points. (Each Halo Point costs 1,000 PP).
Collect 1,000 Halo Points and you get a Halo.
Yes, that's right, a Halo costs 1,000,000 PP. One MILLION PP. And
you can have up to TWO THOUSAND HALOS.
Is that enough maxxing for you?
No.. wait a minute... you can have up to two MILLION Halos.
That's TWO THOUSAND BILLION PP. At 100 PP per monster bash,
that's 20 billion bashes.
What's a halo good for? well, presently nothing but two things:
1.) Something to brag about.
2.) Something to cry over when your character breaks.
Well, OK
3.) Something to hack. Would it matter if I asked "please
don't hack?"
* NEW MINI-QUEST. The Brother of the Gateway has a little job for
you. It's baby's first quest
* MORE CLASS TUNING. Some hand/magic ratios have been fiddled to
balance better, and the total HP has been increased to make PK
battles last long enough to be interesting.
* HAND BONUS. You now will find that, all else bing equal, you
wield more damage with a weapon of your class's hand (if any)
than a weapon of a different sort. That is to say, a sword user
will do better with the soul sword than with the soul bow, all
else being equal. This also applies to enchanted weapons like
staffs and books. A bow-user will do better with an enchanted bow
than with an enchanted sword, all else being equal.
* Dying at level 100 (and dropping to level 99.9) should now
update your max hitpoints correctly.
* Recovering 100 after dying to 99.9 should no longer give you a
second crack at the ability point dialog. Actually, there is
never an ability point dialog for 100-ness. 100 is a reward unto
itself.
* Pet Needler is now available for sale from the Beastmaster in
MacGuyver castle
* Color tables should no longer turn your pants invisible
* NEW FEATURE: Monsters can now be given a 'transparency' flag
which makes them semi-transparenly ghosty ish. This is the
'unrealistic' technique of not drawing every other pixel of the
skin.
* Book of Options lets you disable the deciLevel notifications if
they bug you. (Remember, you're the only one who sees them
anyway.)
* Battle Simulator is NOT broken, it just obeys the current map
flags, so it won't work while on a noPK server unless you are in
the arena. Go figger! Also a new battle command
"/battle3" goes into more detail than you could ever
hope for. The battle simulator might become a cheat command
someday, so enjoy it while it's hot.
* Scavengers now start with equal training in all hands. x-tremes
start at level 1 or so, new scavengers start at level 4 or so.
* COOKIE COMMANDS: SET, ADD, SUB, MUL, DIV, MOD now support
%-macros. So you can say:
SET x, "%K2"
ADD x, "%K11"
and have it do the expected thing.
* No more WoS version hopping... I hope. In case you were never
informed, this is considered 'hacking' albeit a pretty low-level
form of it.
* Midget Monster scales sent to scene clients (now everyone can
appreciate the midget eyebrawl)
* And hey, the Midget Eyebrawl can now be tamed. My gift to the
masses.
* You *should* no longer lose a level 99 pet which you tamed
while you were level 100 but can't control after you get killed
down to 99.9 It won't battle for you (until you return to 100),
but it won't run away either. This is untested, sadly, so my
fingers are crossed.
* NEW SOUND EFFECTS. Theme designers will no doubt be both happy
and sad that I have re-done a bunch of the sound effects. The
good news is that you now have more control over theme sounds
(since I don't use "sword5" for almost everything!) The
bad news is you have to come up with some new sounds if you don't
like my new ones:
FoundItem.wav <- when you find something
ListClick.wav <- click in list box
CloseDialog.wav <-- close most dialogs
OpenDialog.wav <-- open most dialogs
Disincarnate.wav <-- disincarnate
Incarnate.wav <-- incarnate
MessageBox.wav <-- most message boxes
ButtonClick.wav <-- main buttons along bottom
These next ones will be used if found, but I don't have any
sounds for them yet (feel free to suggest)
pkattack.wav <-- when attack starts
camp.wav <-- when you camp
flee.wav <-- when you flee fight
fleeFailed.wav <-- if flee doesn't work
exit.wav <-- when you exit camp
walk.wav <-- when you click on map to move
fight.wav <-- when you fall into monster fight
link.wav <-- when you drop through link
In general, I replaced all those loud sword5 slashes with much
softer and gentler sounds. I suppose I should make a 'classic'
theme for people who were used to all that noise :-)
7/14/2001 ALPHA 57 INCLUDES:
* COMPATIBILITY: Excellent! However, if you are a world developer
and ignored the warning last year to stop using 'joshTownies' and
'joshMiscellaneous0' in the MONSTERs folder (you should use
'joshTownsFolk' and 'joshMiscellaneous' instead).. well, today's
the day your world gets broken. The patch will erase your copies
of these files, so if you haven't already kept copies and placed
them in your world's MONSTERS folder, then your world will not be
showing the skins you expected.
Another compatibility issue is the moving of all your saved hero
files. No longer will characters be stored in a
"savedHeroes" folder inside of the world's folder.
Instead, they will be saved inside a folder of the same name in a
NEW WOS FOLDER: "save"
The first time you incarnate with A57, all your saved heroes for
that world will get moved automatically to the new location
(unless you tell me not to, in which case you're on your own!).
No files will be deleted, and you really shouldn't have to do
anything yourself. Just bear in mind that they live in a new
home, and from now on it is the SAVE folder than you want to make
backups of.
One more little thing. You will notice that your world diary will
appear to have disappeared. You will find your original in your
WoS folder "WoS\diary.doc" If you want to keep it, drag
it to the new location, which would be:
"WoS\Save\Evergreen\diary.doc" The change allows you to
have a separate diary for each world.
* [BUGFIX] The %Cn command was printing the wrong class name. In
that command a value of '1' should be the first class in your
world's levels table (the class with the '100' prefix) Internally
I count from 0, but I *try* to hide that from you here.
I also changed the little-known "/class n" command to
use a value of n which was ones-based.
* [BUGFIX] Ooops. Turns out I was setting free some pets which
didn't need to be set free. Ones that you had spent a long time
on... Hope you kept backups...
* [BUGFIX] OK, now world developers really CAN set a monster's XP
manually... honest you can! This time for sure!
* [BUGFIX] Should start playing proper music when you incarnate
(used to always play main map music, no matter which map you
incarnated onto.) I hope this doesn't break anyone.
* [BUGFIX] Eureka! I finally realized why the FIND button on the
quest search dialog didn't seem to step to the next occurence
each time it is pressed! (and it was suitable dumb, too!) So now
those 4 buttons realize their full destiny. The first time you
press, it starts from top of file, next time it starts from just
after first hit. Unless you switch to a different one of the four
buttons, in which case it starts from the top again. i.e. what I
personally find convenient :-)
* [BUGFIX] Addressed Large Font Issues. There were some fonts
which were not benefiting from my 'large font adaptation' code (I
hate large fonts, and you should too). Anyway, hopefully fewer of
my buttons will have text spilling out the top of them.
* [BUGFIX] It used to be that if your MIDI device was already in
use by another application that WoS would keep trying to use it
several times a second, resuling in a lot of lagginess (which
would go away when you disabled music from the SOUNDs menu). Now
it only checks back every 30 seconds or so. (so there will be
that much delay before the music resumes once you shut down media
player, or whatever was holding on to the MIDI device).
* NEW WORLD FEATURE: COLORED 'SNOW'
A57 includes 6 new weather types (as used in scenes and spells).
They are, in fact, the original 6 static and snow 'weathers' but
with the ability to use any of the WoS 256 colors (instead of
just white).
The new weathers are specified by a four digit number:
4xxx for light staticky snow
5xxx for med. staticky snow
6xxx for heavy staticky snow
7xxx for light snow
8xxx for med. snow
9xxx for heavy snow
where xxx = 000 - 255 and is a palette color index (one of the
256 'standard WoS colors).
(see World Dev Forum for example color indices) or click
http://www.synthetic-reality.com/wosPalette.gif
* NEW WORLD_DEV FEATURE: Each world has a separate "World
Diary" now. As a world designer, you should provide an
initial diary for your players, even if it is blank. Use wordpad
to make a file called "blank_diary.doc" and place it in
your world's folder. It will then be used as the starting diary
contents for a new player (not a new character.. diary is common
to all characters used in a world).
* NEW WORLD DEV FEATURE: The HANDS table can now have an optional
3rd argument - a sound effect to be used as the default sound
effect for all weapons of that hand. If you leave it blank it
will pick a sound at random (as it used to do). If an item has a
sound called out for it, the item's sound takes precedence, of
course.
* NEW OPTION: "Hide spells I cannot learn"
This defaults to ON, so you'll have to turn it off to get back to
the old behaviour. When on this hides all the red-X spells in the
Learn Spell dialog. Good news is that there is less to scroll
through. Bad news is you can't window-shop for future spells.
It's your choice.
* NEW OPTION: "Confirm Link Images"
This is for world developers. (I default it to ON, since that
seems to be the 'easiest' mode for a new developer. Old
developers will have to turn it off if the new behaviour bugs
them.) Basically, there was some confusion when adding links
about the need to have opened and selected an OBJECT before
actually clicking to add a link. With this option on (and in an
emergency), I pop up a little object image chooser each time you
click to add a link. It's actually kind of nice, so I think I
will use the feature myself. It helps you ignore the OBJECT
EDITOR a bit longer.
* PERFORMANCE ENHANCEMENT. Some background threads now consume
less CPU than before. Perhaps you'll notice. Perhaps not.
* NEW % CODES IN CHAT.
These can be used in casual chatting, or with fancy cookie math.
%Rn generates a random number from 1 to n (where 'n' is between 1
and 30,000). So %R6 is the equivalent of rolling a single
six-sided die, resulting in 1 through 6 as a result.
%En returns the item ID number of the piece of equipment equipped
in that slot (using the class numbers from the items table, so:
%E10 yields ID number of current helmet
Since there are 8 different slots for the right-hand equipment, a
special form is provided:
%E0 yields the ID number of the currently equipped right-hand
item.
The %En macro is pretty unenlightening unless you use it with
cookies, as in:
SET handItem, %E0
1: I see you are equipped with the %I#<handItem>
TAKE I#<handItem>
1: Not anymore!
I'll let you puzzle that out on your own. Hopefully it works
* HUNT COMMAND MADE COOLER: MONSTER RADAR
To soften the blow of making "/monster" a cheat, I have
brought it back... a little. Instead of it being on constantly,
it now pops on only while you are hunting. And instead of showing
you everything, it shows you more information based on your
hunting level and whether or not you have fought the monster in
question in the past. By the time you reach hunting level ... 9
(I believe), you pretty much get what you had before (I mean the
equivalent of "/monster") only you only see the
information during the hunt itself.
So, the levels of hunting skill (without telling you the explicit
numbers, since they might change are)
- see nothing
- see a question mark
- see just the monster skin
- see the monster skin and name
- see the monster skin, name, and level
- see all that and the range circle.
The monsters appear to walk around a bit which hides the true
center of their range circle. The higher your hunt level, the
smaller the radius of their wandering (by hunt level 9 they are
pretty much right on top of their range-centers)
Also, the higher your hunt level, the further away you can see
monsters while hunting.
I have to warn you that this feature is cool enough that I might
be forced to make it a Golden Soul perk. I need money for rent,
you know.
* NEW OPTION: Enable Monster Radar. On the off-chance that you
hate monster radar, or it lags your PC to use it (or it has a
horrible crashing bug), I have added an option to turn it off (in
the Book of Options).
* PETS NEED LESS FOOD. I slowed down the rate at which food
leaves the pet's tummy (by quite a lot, actually. A full tummy
should last 4x longer as a result). Other qualities still age at
the same rate. Hope that doesn't upset anyone. (also, your pets
get a bit more exercise and happiness just from your calling them
out in battle).
* SCENE COLOR TABLES. See description of color tables below, but
you can also apply a color table to a scene (by adding an extra,
optional, argument to the end of the SCENE command). It colors
ALL characters in the scene (actors, monsters AND heroes), so you
can darken characters in a cave scene, tint them in an underwater
scene, etc.
* NEW QUEST COMMAND: COLOR <colorTable>
This changes the color table in the scene and applies to all
characters already in the scene (people who drop in later will
see the original scene color table though... sorry.)
The arguments are possibly confusing, so check this out:
COLOR 15 <-- set all characters to colorTable 15.
COLOR 1015 <-- apply colorTable 15 to existing colors... So,
if you already dimmed them once, this will dim them some more.
COLOR 0 <-- restore character colors.
COLOR 2015 <-- Apply color change 15 to the background jpeg
(and this almost never looks nice, by the way, but dimming isn't
TOO bad.) And this is always 'another coat' as it were. So you
can dim the background
COLOR 2000 <--- restore original background.
So, with these you can sort of do 'fades' in your CUT scenes....
sort of. fade outs at least.
* MONSTER/ACTOR COLOR TABLES.
Documented in monsters.txt, you can add Yet Another Dotted value
to argument 3 which sets a monster's 'color translation table'
arg3 = 1.2.3 means scale 1, flags 2, colors 3
Each color table (0-255 possible, but only about 30 implemented)
swaps around the order of the standard palette to achieve a color
shift to an existing monster skin, without having to draw another
skin file (thus saving 25K of download space, at the expense of
artistry). However, most of these swaps look pretty good. It's up
to the world designer to be prudent, of course.
* NEW SLASH COMMAND "/pal N" where N is 0-255 lets you
try out a color table without restarting WoS or reloading the
world. All new monsters and actors which enter the scene will be
translated by the specified color. table 0 "/pal 0"
returns you to the normal colors. Note this overrides any
colorTable settings you have in your world and ALL
actors/monsters will get this manually applied color table.
* NEW ARGUMENT TO ACTOR COMMAND: color Table is added just past
the starting Y location. It's optional (and it's absence means 0,
which means 'no translation of colors') so you can ignore it
until you want it.
* NEW SLASH COMMAND "/dist N" intended to help world
developers plan their monster placements. (though players could
use it to check the hunting-areas of various monsters, I
'spose... I'd still like to have a nice GS feature on that
subject someday...) Anyway, N is a map number (0- whatever), or
-1 for all maps (be prepared to scroll). It just shows monster
distribution by level and by element. It doesn't give you any
position information (the monster placement editor already does
that for World Developers). This command only works for 'placed'
monsters, not monster groups or monsters in scenes.
* ONE-BUTTON WORLD PUBLISHING.
Well, really it's more than one button, but it's pretty slick.
This is for world developers only and you access it by the
"/version" command (you have to version your world
first). If your world is "/versionned" then you can
push the PUBLISH button on that same dialog. It automatically
creates the ZIP and INFO files for your world, archives them to a
folder based on the version number, and prints a page of
instructions to follow to get your world published to the masses.
It's cool.
* NEW QUEST COMMAND: 'HOST' or 'H:' lets the world designer put
words in the mouth of the scene host, as in:
2: Hey, %1, I am actor 2.
2: %1, say 'Kick Me!'
H: Ok, um, Kick Me! <-- appears to come from host.
2: Don't mind if I do!
FIGHT 255, 255, 255
* FASTER MIX SERVER LISTS. If you are a server hopper, you should
experience fewer delays now as you return repeatedly to the MIX
server list screen.
* PK ATTACKERS START AT LEFT OF SCREEN. Or at least I hope they
do. The goal being for the attacker and members of his or her
party to appear on the left (like monsters) while the victim (and
their party) appear on the right. This is tough to test in
advance... my fingers are crossed.
* NEW QUEST LANGUAGE COOKIE MATH FUNCTIONS.
There are now several cookieMath commands which modify an
existing cookie in some way:
ADD cookieName, "3" <-- add 3 to cookie
SUB cookieName, "5" <-- subtract 5 from cookie
MUL cookieName, "6" <-- multiply cookie by 6
DIV cookieName, "11" <-- divide cookie by 11
MOD cookieName, "10" <-- modulus operator (remainder
from integer division)
And, oh heck, I will have these set the IFc result, as if you had
followed each by a COMPARE #<cookieName>, "0"
So
SET A, "5"
SUB "5"
IF= @AisNowZero
IF> @AisNow>Zero
IF< @AisNow<Zero
* NEW QUEST LANGUAGE COMPARISON COMMANDS. Fairly simple and brain
damaged, I document by example:
COMPARE A,B
IF= @theyAreEqual
IF> @AbiggerThanB
IF< @AlessThanB
The COMPARE command subtracts B from A and saves the result in a
special place which doesn't get munged until the next time you
use the COMPARE command (or one of the MATH commands: ADD, SUB,
MUL, DIV or MOD.
The three IFx commands test that special result and jump to the
label if the result was as indicated. So your IFx command doesn't
HAVE to immediately follow the COMPARE command, though I suspect
it generally will.
Arguments A and B are interpreted as signed decimal numbers. For
now you are stuck with constants and cookies. So, you can do:
COMPARE #<cookie>, "2"
COMPARE #<cookie1>, #<cookie2>
etc.
But you can NOT (yet at least) say:
COMPARE I143, "3"
but I am walking slowly in that direction.
* NEW CHARACTER LEVEL OPTION: "START_ITEMS"
Details in "levels.txt" but this lets you give up to 8
items to a newly created character. (Each class can start with
different items).
* NEW CHARACTER LEVEL OPTION: "START_TOKENS"
Details in "levels.txt" but this lets you give up to 8
tokens to a newly created character (each class can start with
different tokens). These might be the tokens you use to lock
links on a class-basis, for example.
* NEW QUEST LANGUAGE COMMAND: 'PARTY'
This command lets you define what an acceptable party member
should look like, and causes players who do not match that
condition to be kicked from the party. A world designer would use
this command just before executing a GOTO LINK command where only
qualified people were allowed to go.
As in:
PARTY "C5+T23"
GOTO LINK 2,3
This would kick anyone from the party who was not class 5 or did
not possess token 23. The conditions are the same as for the IF
command, but are evaluated AT THE CLIENT. (cool, huh?) I mean
each individual player is checked for their OWN copy of token 23,
rather than just riding along on the scene host's token 23 (as
the IF command does).
To stay in the party, the condition must evaluate to TRUE for
you. Note that if you don't use some command like GOTO LINK after
this, you're sort of wasting it. It won't boot people from the
scene who are not in the party after this, so unless the party
moves on to a new location, you won't notice right away that
anything happened.
* NEW DEATH BENEFITS. When you die, you still lose half your PP.
However, you no longer lose half the XP earned To Next Level.
Instead you lose *less* XP to drop you back to the beginning of
your current deciLevel. deciLevels (described below) are 'safe'
and (except for one case) you cannot drop down to a lower
deciLevel.
* NEW MAX LEVEL - 100
Woo hoo, your character can now reach level 100 (100.0 to be
exact). This level is unique however, in the sense that if you
die at this level, you DO drop a deciLevel (to the start of 99.9)
and you have to re-earn (from scratch - previously earned XP
doesn't count) that final deciLevel. If nothing else, this gives
highest-level players both something to do, and something to fear
when entering into battle (it just wasn't right for them to have
NO risk.)
Every other deciLevel is safe, however. (fingers crossed, at
least!)
* NEW WORLD OPTION: Token-Locked Links. Hold on to your hat, the
axis of the earth must have shifted! The link editor has a new
option (I am documenting a bit in an advance here) so you can
assign a token number to any link (0 means no token required, and
is the default). Without that token, a character (or more
accurately, the leader of the party) will not drop into the link.
You CAN drag your friends through the link by leading the party.
The link still shows up on the map, by the way (though I might
change that, since you get absolutely no explanation as to why
you can't drop through it without the token... Yeah... I think
I'll make the link name and 'white box' invisible if you don't
have the token. But the link itself will be visible... or will
it? Oh decisions, decisions... and I don't want to provide all 16
option combinations.)
* NEW MONSTER OPTION: Alignment. This is no doubt going to
confuse the world, either with its subtlety or its inadequacy .
You can optionally append an alignment (name, not number) to the
monster's ELEMENT (argument 4 of the MONSTERS table)
For Example:
"3" <-- monster is of element 3
"3.evil" <-- monster is of element 3, alignment
'evil'
As a world designer, your alignments can be anything you like
(ascii only, less than 15 characters, no spaces or punctuation,
please).
Exactly how alignments will be used is a little in the air, but
to meet what I think is Merlin's big need at the moment, I will
update at least one cookie with the alignment in it. For example,
in this case, a cookie would be created called:
#<KM.evil>
And it would automatically be incremented each time you killed a
monster of alignment 'evil'
Some of your monsters might be 'evil', some might be 'tasty' and
some might be 'goofy' while the rest are not assigned (no cookie
generated for the unassigned ones).
#<KM.evil> would be the sum of ALL monsters killed of
alignment 'evil' (e.g. 3 BWs + 6 Imps = 9 total)
* NEW ITEM OPTION: Token Required To Equip. Details in the
ITEMS.TXT file (argument 5, minimum level required). You can now
optionally add a token requirement, hence:
"12.45"
Means "must be at least level 12 AND in possession of token
45" before you can EQUIP this. (and, I hope, before you can
use it on yourself as well, so maybe it will work on potions,
too.)
This obviously has many uses, and I don't know why I resisted it
for so long. (Loric gets the 'last straw' award). If you give
each of your character classes a unique token, you could then
make some items only equipable by those classes. Or.. if you set
all the 'wooden' armor to require one token and all the 'metal'
armor to require another, you could then pass those tokens
between your classes such that some guys could only use wood,
others both, etc.
See the START_TOKENS and START_ITEMS features for getting your
classes off to a good start.
* [CRASS $ THING] Another minor Golden Soul Perk, the list of MIX
servers now supports right-clicking on server names to pop up a
little menu of options. It only works with the new version of the
MIX server that ships with A57 though. I hesitate to say what is
in that menu, lest you think it is cooler than it really is. But
one thing you can do is 'rate' servers (no rating, love it, like
it, and hate it) and get a little icon next to the name of any
server started on that same PC. Again, a little perk of
golden-ness.
* [CRASS $ THING] Yet another GS perk to be announced after A57
is released. Sort of cool, but not critical for the enjoyment of
the game. I'd document it now, but it might turn out to not work
until A58. But it's something people have asked for, so I hope to
sell at least 2 GS's off of it
* [CRASS $ THING] CHATTING WITH PETS. Golden souls will now be
able to have small conversations with their pets. With emphasis
on 'small.' Stating your pet's name, while in a scene, will call
that pet into your scene. As in:
"Bitey!"
"Bitey"
"Bitey, help me!"
Your pet's name must be the FIRST text on the line, so:
"Help me, Bitey!"
Will have no effect. If you follow the name with a comma, then
the rest of the line is interpreted as a command (the 'come into
the scene please' command is inferred and all commands will draw
the pet into the scene)
The only real *command* at present is:
"Porky, run!"
Which tells your pet to run away. (Porky being an example pet
name of course). Everything else you say to your pet just calms
it and makes it a bit smarter. Also, if you're in a scene and you
type your pet's name, it will try its best to enter the scene
with you (even if only to run away because it is mad at you, so
watch out!)
You can go ahead and call a new pet into the scene without making
the first one leave (it will leave automatically).
I think I might let pets with enough wisdom talk back in english
occasionally, depending on their mood...
"Bitey: quit bossing me around, you %3!"
"Porky: I love you, %1!"
But, for now, they only growl a little in response to your
talking to them.
Anyway, this meets my criteria of being of no real use to the
player (hence a non-golden-soul hasn't really lost out), but is
slightly entertaining and new. Plus it's probably all buggy! So
it's a perfect perk of Golden Soulness
Oh, talking to your pet calms it, and makes it a little less
stupid (like playing frisbee with it.) Summoning it to battle
exercises it (a lot more than before), and the pet will now talk
back to you a little, though not as wonderfully as I would like.
(secret plan: put in an 'eliza' program for pets with high
wisdom)
In general, I would have to say pets are more easily cared for in
A57.
* [CRASS $ THING] The slash command "/monster" is now a
cheat... unless you have a Golden Soul. Sorry, it was just too
tempting to resist.
* NEW CHARACTER CLASS OPTIONS. Details in levels.txt comments,
but these can be set on a per class basis:
NO_GIFTS - means class cannot accept items or gold pieces from
other players (but can get them from scripts)
MAX_WALLET nn - sets the most this character's wallet can EVER
carry. This only lets you lower the normal game maximums. It's a
flat limit which affects all levels. Set it to 0 (zero) to deny
the class the use of gold. (no shopping!)
* EVERGREEN HAS TWO NEW CLASSES: Beggars and Scavengers (aka
Spartans). Scavengers cannot use money, and cannot accept gifts.
Beggars can carry a few GP at a time (a couple hundred), but can
accept regular item gifts.
If you throw more money than a character can hold, the excess is
simply lost.
Scavengers have a fairly high ratio for both hand and magic
(since they really have to work hard), while beggars have a 50/50
split.
These are 'novelty classes' and not to be considered 'balanced'
relative to the other classes. It is expected that they will be
weaker than the other classes, though a Spartan might be pretty
tough if he or she manages to find some good equipment lying
around. Please note that without money, your access to seeds is
very limited.
You can thank (or blame) F'nok for this concept.
* NEW CHARACTER CREATION USES BOOK OF SKINS.
As promised, the book of skins is now the ONLY way to pick a skin
for your character. The only noticeable side effect of this is
that you auto-incarnate right after completing your new character
definition. I suspect this is a good thing in general, though it
defers understanding of the INCARNATE button until the second
time you play, which will probably confuse a couple people... But
overall, I suspect fewer people will be confused in the long run.
* NEW CRASH PROTECTION
If a world designer's ACTOR command points to a missing skin
file, or refers to a pose number not present in that file, the
engine will substitute something legal instead of showing nothing
(or crashing). So worlds depending on 'joshTownies' should still
work, in general.. you'll just see a lot of ghouls.
* NEW OPTION: Remember Window Positions.
This defaults to ON which is life as usual (windows pop up with
the size and position you last set them to). Turn it OFF (and
then restart the game) and windows will appear with their default
size and position the next time you invoke them. This is mainly
to help you recover from weird window size changes.
I also changed the way window size restorations were handled, so
hopefully these snafus will no longer occur in the first place.
* PETS KNOW VENGEANCE.
A released pet (or one that escapes into the scene, when called
while cranky enough) now remembers who enslaved it and
exclusively battles that player. Such a monster also pays no XP
or GP reward when killed.
* NEW PET!
Josh has provided us with another excellent pet, as well as a few
more perfect pixels in all the other skins :-)
* NEW MUSIC.
Orbmaster has contributed another four wooooonderful original
composition MIDI files. Very atmospheric. Thanks to all the
contributions, every map of Evergreen now has its own original
composition. Amazing! Thanks! Also I switched to the 'new
music.ini' technology (now a year old, of course!) so I don't
have to rename the midis to the name of the world, hence you get
the glory of the author's file name, PLUS the installer is
smaller because I have no duplicate files with different names...
* COOKIES (string variables for world developers).
These are variables stored in a hero's .INI file. Only the scene
host's cookies are used (so a SET command only sets a cookie for
the host).
To set a cookie, say:
SET cookieName, "cookie string"
To use the contents of a cookie, say:
#<cookieName>
To add a number to a cookie, say:
ADD cookieName, "amount to add"
For example:
SET insult, "%3"
SET info, "I am a level %V, %C"
1: Hey, #<insult>, you said: #<info>
SET loop, "5"
ADD loop, "-1"
The #<cookie> things are 'expressed' before the script
command line in processed, and can be present in any script
command argument
SET itemNumber, "45"
1: This is item %I#<itemNumber>
which 'expresses' to:
1: This is item %I45
cookie names must be alphanumeric only, with no spaces or
punctuation in them. While they are not expressed recursively,
you can do some basic indirection, as in:
SET cookieName, "favoriteColor"
SET #<cookieName>, "Blue"
1: your favorite color is #<favoriteColor>
becomes:
1: your favorite color is Blue
* DECI-LEVELS
I have added a single extra digit of precision to your level. So
now you go from level 1 to level 1.1 to 1.2 etc up to 100.0 (not
100.9) - yes, level 100 at last. Did you feel the earth move?
You only see your deciLevel when looking at the STATS panel for
your own character. You have no idea as to the deciLevels of
other players.
Only your whole level changes really do anything, so the
situation is pretty much identical to before where that goes. For
example, you only get Ability Points when achieving a whole
level, you only announce to other players on the server when you
get a whole level. Only your whole level is used to meet level
limit requirements on weapons and such.
The TNL meter still shows XP required till next whole level.
It's sort of like a little kid wanting to say "but I am
eight AND A HALF."
You do get a little message and sound effect locally when you go
up one or more deciLevels (which is the whole idea.. a little
reward feedback in the middle of the doldrums.)
When you die, rather than losing half the XP earned to your next
whole level, you instead drop down to the start of your current
deciLevel. (But you do still lose half your PP.)
In general, when you die, you now lose LESS xp than before. And
rez-killing can only knock you to the start of your deciLevel
(not all the way back to your whole level).
The only exception to this is level 100.0 (the shiny new super
cool level). Dying while 100.0 will drop you to 99.9 So a top
level player now faces a modicum of risk. 99.9 is 'safe' however,
so the risk ain't much.
* ADVERTISING CHANGES. Well, the BAD news is that you will now
see that stupid ad of mine every TWENTY hours instead of every
FIFTY hours. But the GOOD news is that if you get a GOLDEN SOUL,
you won't have to see it all those 'catch up' times. I mean, if
you already have a thousand hours, you'll only have to see it
once to get caught up (and then again every 20 hours after that).
Of course, if you don't have a golden soul, and you have a
thousand hours, then you're going to be seriously bugged catching
up on your ads. This is another good reason not to use speedHack,
by the way
* NEW MIX SERVER (1.10) with several enhancements, including:
> Password Protected Servers (you can use this either as an
actual password, or as a "please say YES if you are over
18" sort of thing.) The player must, in any case, type what
you set as the password, before they can interact on your server.
Presently you won't know a PW is required until you connect to
the server (obviously, it would be better to be able to filter
locked servers from the main list)
> Generally more attractive button layout. I had been trying
to keep the window super small before and got in the habit of
cramming buttons in willy-nilly. The buttons are still teensy,
but slightly less hard to find.
> New option: Sernum Required. In case someone connects
without a sernum... well, they can't interact.
> Option settings are now remembered for the next time you run
your server.
> 'Ban Browser' lets you see who all you have banned in the
past (and forgive them without having to remember their soul ID).
This was actually quite nice as it made it easy to purge about a
hundred expired banishments which were just clogging things up.
> 'expert IP thingy' helps people with multiple network cards
publish the proper IP address. You still can't simply enter the
IP address of your choice (after all, you are not really the one
in control of that, according to mister Internet, and the point
is to let people find you.) However, you might have both a modem
dialup connection AND a lan-based connection to the internet,
with two different IP addresses. MIX might be guessing
incorrectly from your point of view (left to its druthers, MIX
will always choose the 'newest' interface, which usually is the
modem, since it generally gets dialed after the lan interface has
already been established. SO, what do you do?
1.) Let it fail first, make sure you have a problem. Look at the
IP address that MIX claims to be "listening at", say it
shows "100.200.50.10" (four numbers separated by 3
periods. Ignore the colon and port number bit at the end).
2.) Make a command decision: "I *know* that's not the right
address!"
3.) look in your MIX folder (for most of you, that's inside your
WoS folder) for a file called "preferences.ini" open it
with WordPad.
4.) Re-read my instructions, I said WORDpad, not NOTEpad. Notepad
is confused by the line feeds.
5.) Look, how many times do I have to say it? do NOT use NOTEPAD
for this, OK?
6.) Anyway, I told you this was an expert feature, so here
goes... add, if necessary a new section called [wrongIPs] and
then add your known-to-be-the-wrong-one IP address and set it
equal to "1" as in:
[wrongIPs]
100.200.50.10 = 1
7.) If you are a world-class nerd with lots of interfaces, you
can add additional known-to-be-wrong IPs to this list (though I
strongly suggest that you let MIX display an IP address before
you bother to disqualify it.)
8.) If you are clueless and try to disqualify the only interface
you've got, I will patronizingly ignore your request and use it
anyway. This is the big EXPERT feature (i.e. no tech support).
Good luck, brave code-warrior!
* NO REWARD FOR CORD-PULLING. If you lose your connection in
multiplayer mode, you stop being able to target other human
players. So if you pull your modem out of the wall to trap the
soul of another player in your scene, you can no longer earn
rating points for killing the ghost that doesn't fight back.
At least that's the theory.
And sorry it took me so long to understand this (I don't have a
modem, that's my excuse! and I would never think to pull my DSL
cable!)
Now, if the other guy pulls HIS cable, then you can still pound
on him, probably. Which is to say the situation there is the same
as before, whatever that means. No improvement, but not worse
than it was.
* MONSTER PHYSICAL ATTACKS NUDGED UP A BIT. They are still weaker
than their magical attacks, but a bit stronger. You will notice
it most as a 'naked' level one player where the monster attacks
will be significantly higher. But once you put on some clothing
it doesn't look all THAT different and the difference tends to
get less the higher you go. I plan to raise it more over the next
few releases until everyone screams uncle! Uncle Dan! Make it
stop!
* FASTER WORLD MENU SCROLLING. Well, the number of available
worlds is increasing, so scrolling through them one at a time has
become tedious (especially once Evergreen is no longer on the
first page of worlds!). Anyway, so now I step through them 3 at a
time. I mean I show 4 at a time, but when you push to scroll I
move 3 up/down the list instead of just one.
* GOOFY MENU CHANGES. Probably the less said about this the
better. I don't need your abuse!
* IMPORT ZIP FILE ENHANCED. We have a growing problem with
hosting world files on free web servers. They don't like WoS
fetching the ZIP file automatically because they think you aren't
seeing their advertising (of course, generally you ARE seeing
their ad, but they don't know that). So they add extra javascript
stuff (slowing down everything) to make sure you can only fetch a
file by clicking manually on one of their links. When WoS tries
to fetch automatically, instead I get a little HTML error message
file.
So, in A57 I 'detect' this has happened (not very
sophisticatedly, I admit. I just assume it failed if the file I
get is too small to realistically be a world ZIP file). If I
think this is what happened, I pop up a message explaining what
you need to do, which is:
1.) read the web page you are looking at and click on the
"download the ZIP" link which the world designer will
have placed there, knowing that their web host has this issue.
2.) let the browser download and save the ZIP file to disk (while
you look at the advertising).
3.) REMEMBER WHERE IT SAVED IT (Desktop is always nice)
4.) Push the IMPORT button WoS is showing you all this time. And
tell WoS where you saved the ZIP file. (WoS will prompt you for
the file path, but if you leave that blank it will bring up a
windows file browser instead)
* NEW SLASH COMMAND "/mags" This calls the
"magnificent attack" routine one MILLION times and then
tells you how many mag hits you got. You should see about one in
50. This is for you math-skeptics, though I doubt it will
convince you: "But I got heads 4 times in a row, that PROVES
heads are more likely than tails!"
* NEW SLASH COMMAND "/pwd" This tells you your 'current
working diectory' and is intended to be used by people with
disappearing buttons. It should show the path to your WoS folder
and my theory is that when your buttons disappear it will instead
show the path to somewhere else, and you'll recognize that path
and tell me and then we'll know what is changing the path. But
since this version also no longer depends on that path (for the
most part), you may never see your buttons disappear again, so
this command might not be useful. Well, it will still be good to
know, so after your buttons WOULD have disappeared, see if the
path has changed anyway :-)
* NEW WORLD DEVELOPER FEATURE "START_LOCATION"
This is an attribute for character classes. This lets you set the
'first incarnation' location on a per class basis (so all your
elf class characters start off in Elf Town, etc.) It's optional
(otherwise everyone starts at link 0 of map 0) and having
multiple start points puts the onus on you for those start points
to exist and make sense. A new player generally needs access to
informatin and resources which you will need to provide at
several locations (possibly) to make it make sense. If you
specify a map or link which doesn't exist, I don't promise to
behave gracefully. In fact, I will probably crash. Documentation
is in "levels.txt" But basically you just add something
like:
START_LOCATION 5, 12
(start on link 12 of map 5) in the front of each character class
you don't want to be born at (0,0).
This only affects the first incarnation, of course. subsequent
incarnations take you to wherever you left off (last link
visited).
And I still lack the ability to incarnate into a scene, so you'll
appear on top of the link specified.
5/29/2001 ALPHA 56 INCLUDES:
* COMPATIBILITY: Excellent! Except that you can no longer use
skins which contain certain wacky characters. (Currently the
wacky list is just [, ], and =.) But the writing is on the wall,
so to speak) If your favorite skin has a wacky letter in it, just
rename it without the wacky letter and you'll be de-wackied. Long
time players will have heard me whine about wacky letters in skin
names for a long time now. Of the 4000 skins I have collected,
surprisingly few have these characters in them. But enough do
that I suspect SOMEONE out there is going to feel hassled about
this. Oddly enough this only affects your ability to pick a new
skin for yourself. If you are already wearing a wacky skin,
you'll squeak by for awhile with no problems. Still... expect
more letters to become wacky over time, perhaps.
* [BUGFIX] The MP meter on the Train Pet dialog was not updating
in real time (it updated only when the HP changed, not when just
the MP changed). Hopefully it works better now (though it might
be off a little when you're not the scene host)
* [BUGFIX] I found the long lost reason for why you sometimes
showed up with the adventurer skin when entering someone else's
scene. (or at least one way). If the scene host doesn't have your
skin, he appends a '*' to the end on his map list, and
unfortunately, I pass that back to you (and everyone else) and it
gums up the works. In case I didn't already establish this, using
a * in a skin name would be a bad idea in general and soon a VERY
bad idea... For now I am removing the * entirely. How many people
knew that * meant you didn't have the skin yet?
* [BUGFIX] The doublespeed option was completely broken in A55,
so no items could give you doublespeed... Sorry about that. Gonna
mean for slow walkin' until something more significant forces a
push of A56.. (pray for a bigger bug!)
* [BUGFIX] The guidelines which magically re-appeared in the Book
of Skins are gone again now :-)
* [BUGFIX] Element training.
* [BUGFIX] Being in the Well no longer prevents maxAFK timeout.
* [HACKFIX] No more illegal hand and magic ratios.
* [BUGFIX] TAKE command, no longer GIVEs when your pocket was
empty.
* [BUGFIX] Invalid actor numbers should no longer be as
incredibly dangerous as they were. Actors 0-9 should work now,
but I'd avoid depending on actors above 7 until you're sure
everyone has A56.
* [BUGHUNT] I'm still trying to track down why some people have
their buttons disappear after awhile. In THIS version, when your
buttons disappear, see if they are replaced with little green
squares instead. (And let me know).
* [BUGFIX] Skin xfers were suddenly no longer resumable from
where they left off, and always starting from the beginning again
(very frustrating if you have a perennial dropped packet
problem). While I understand why it broke (new world versioning),
I can't swear it is fixed until I see it in action (requires both
sides to be A56). Fingers crossed, it IS fixed in A56.
* NEW FEATURE: In Your Face QuickStart Popups. The quickstart
instructions will now automatically pop up each time you run the
game, for the next 3 times you run the game. You will see them
just after your first incarnation that day. (that game run, I
mean). So you will see a total of 3 of these unexpected popups in
your entire life. Pretend you're a new user, since that's
normally who will see this.
* NEW FEATURE: Skin Categories. For now, this is just on the book
of skins, but soon enough the book of skins will be used to pick
the skin of a new character. Use right-click in the category
window to add a category, then DRAG skins from the skins list to
the category of your choice. Click on a category to see only the
skins you put in that category. Or click on "All Skins"
to see.. um.. all skins you have.
Categories are a personal choice, and your categories are not
seen by anyone else. The skin files themselves are still held all
in one folder (the SKINs folder, of course). But that folder now
gets a .INI file for each category you create.
The "List Uncategorized Skins" command is incredibly
slow (if you have 4000 skins, I mean), but will be useful to you
when organizing your categories over several sessions. BEar in
mind that skins with funky characters in them ( '[', ']', and
'=') are not categorizable, so it will confuse you when you
THOUGHT you already categorized them and they keep coming back.
This is why I no longer let you select such skins to wear. But I
keep listing them to remind you to either delete them or rename
them.
The BoS is now a more 'standard looking' dialog (black and yellow
etc) and has a couple new features in addition to the category
stuff. Double-click on a skin name to open it with your favorite
bitmap editor. Point in the preview area and see the credits as
long as the mouse stays in the preview. In fact you only see the
credits when you point, so that you can get a clear picture of
either the credits or the skin itself.
* NEW FIGHT FEATURE: '*' As a world designer, in the FIGHT
opcode, you used to have to choose between "fight the
monsters from this part of the map" or "fight this
specific list of monsters" But NOW you can have both. Just
use "*" to mean "the usual map monsters" So:
FIGHT *, 1, -2
Would mean to fight the regular monsters from this area (same as
having pushed the HUNT button) PLUS an evil monster 1, and a
friendly (mercenary) monster 2.
If you fiddle with the FIGHT command(s) in your world's SCENE 2,
then you should be able to have all sorts of interesting fights
in response to just general HUNTs (not specific scenes, I mean).
For example, a mercenary, or bounty hunter, or whatever who
appears in regular hunt scenes based on randomness, tokeness,
levelness, cookieness, etc. Only one * is necessary, additionals
are ignored. The * represents a group of monsters, not an
individual monster.
* NEW FEATURE: PASSWORD PROTECTED CHARACTERS. You asked for it,
you finally got it, you'll be sorry you asked for it :-) Type
"/password" after incarnating to set or change the
password for your character. Thereafter you will need the
password each time you incarnate that character.
CASE IS IMPORTANT and there is no way to recover your password if
you forget it. So tread carefully..
To remove your password, type /password again and leave the edit
boxes empty.
p.s. Give this feature a REAL GOOD WORKOUT on a character you
don't care about. If it turns out to be buggy in A56, I don't
want you to have ruined too much in the process.
* NEW FEATURE: WEAPON ELEMENTS. If a weapon is set to any element
but 0 (and I hope you followed the A52 warnings, world designers,
to set all your elements to 0), then the weapon will be 'of that
element.' For example, a "Fire Sword" and will be most
effective against the opposite element. The effect is pretty
pronounced... so fire hits water about 50% better. fire hits fire
about 90% worse. So an element-weapon is actually likely to be
worse than a regular weapon, except when used against the proper
element. I will, of course, have to avoid providing a weapon
which makes it even easier to kill catapaults, of course. In
fact, evergreen has NO elemental weapons yet, so that answers
that! THis is for other world designers, not me I only tested
this for the regular elements (1-7 in this case, since 0 is not
legal here). In theory you could bind a weapon to one of your
chaos elements, but it probably wouldn't be very exciting. Same
as death, I guess.
* WORLD/THEME CAN OVERRIDE "misc32.bmp" art file. This
lets you change the little teensy campfire and clashing shield
animations shown on the main map.
5/22/2001 ALPHA 55 INCLUDES:
* COMPATIBILITY: Marginal! You might see a modder warning when
trying to play worlds other than Evergreen until the world author
updates their world to be compatible with A55. (See world Dev
forum for info).
ALSO your wallet and pockets will get smaller, so if you are
carrying more than you need in gold or items, get rid of it
before upgrading (or you'll lose it completely). I mean, buy some
stock, and feed your pets your spare armor. See below for new
portage limits.
[BUGFIX] Weird mis-use of the "mirror" skin no longer
causes your Equip/Pet screens to crash you.
[BUGFIX] Apparently most of the stuff I put in before to prevent
the use of hacked pets was, in fact, not even working. Silly me.
It should work better now. You *will* lose your pet BWs now...
* SKIN UPDATES BY JOSH. Josh has been up to his zero-defect skin
tweaking tricks again, so expect your old favorites to be even
less old and even more favorite. (If you're like me, you might
want to archive the older versions since, for example, the new
assassin rocks, but the old assassin rocked, too...) But don't
let Josh see you hanging on to an old version!
* DEFERRED LOADING OF IE. In theory, the embedded copy of IE
won't get loaded until just before you use it. This might speed
up your load time and/or performance. Until you use the web, then
you will have to wait longer. You'll probably see some ugly red
"could not load browser" window until it gets loaded.
My experience with IE tells me this is a somewhat risky change,
so please let me know if IE is now broken for you (and wasn't
before, please).
* NEW QUEST (assuming I don't forget the link file this time!).
This makes the 'cold wolves' and the 'lost dudes' into a real
quest, plus an old friend has something new to say...
* NEW PORTAGE LIMITS. This is sort of like not being able to
carry as much, but I think you'll see it isn't much of a limit.
For each item (unique item ID number), you can only carry as many
at once as your level plus one. So at level 10, you can carry 11
whatevers. But that's 11 of EVERYTHING, not just 11 things total.
At level 99 you are back to where you were before with room for
100 of everything in your pants.
* NEW WALLET SIZE. Many of you have asked to be able to carry
more than a million GP in your wallet. Not only are you NOT
getting that (you losers!) you are getting ANTI-THAT. Your new
character's wallet will hold only 20K GP. It then expands another
10K for each level up. So at level 99 you are back to being a
millionaire in your wallet.
* NEW WAY TO BECOME A MODDER: Mess with your computer's calendar.
Be sure your calendar is set correctly when you create a new
character. Your character won't be able to travel 'into the past'
any more. I imagine this will inadvertently affect some nice
people who just haven't paid attention to their computer's
calendar. This could also be an issue when moving characters
between PCs. It will warn you before actually marking the
character, so back out if you see the calendar warning.
* NEW MAP FLAG: No Pets. A map with this flag set will not
support the use of pets (though you can still tame as normal, you
just can't summon)
* NEW MAP FLAG: No Eavesdrop. You will no longer
hear-via-eavesdrop if you or the other person is on a map with
this flag set. You can still whisper, shout, IM, etc. across this
boundary. It's not a cone of silence, just a reduction of
background noise.
* NEW SERVER RULE: "noPets" removes the ability to
summon pets at any time on that server. I don't know if anyone
asked for this, it was just easy to implement It's optional, of
course, as are all server rules.
* NEW THING: SHARE POINTS. I keep track of the number of times
you hit monsters and establish your portion of the total 'share
points' which are then used at the end of the fight to share the
total XP/GP. More on this later.
* EXPERIENCE AND GOLD ARE NOW SHARED PROPORTIONALLY TO LEVEL. OK,
it's a done deal. Now we'll see how we REALLY felt about easy
levelling... sure everyone *said* it was ruining the game... It
is no longer to your advantage to fight alongside a more powerful
partner... since if they take part in the battle, they will get
the lion's share of the XP/GP.
* NEW CHEAT COMMAND "/share" will enable a little
message explaining what your share of the XP/GP was, so you can
compare notes (yes, I expect this to be buggy and require several
patches to get right...) Each time you hit a monster, you
generate N share points, where N is your current level. So a
level 5 player generates 5 share points per 'bash' while a level
99 player generates 99 share points per bash. Your share of the
reward is equal to your percentage of the total share points. So
if you contributed 10 share points, but the total pool was 345,
then you only get 10/345 ths of the total XP/GP. (i.e., not
much).
* SO HOW CAN YOU ACTUALLY HELP NEWBIE PLAYERS? I dunno. Stand by
their side and just heal them if they need it (healing them
*will* earn share points for YOU, so they won't want you to heal
them when they don't need it. This was so heal-only characters
wouldn't be denied XP.)
* SO, HOW CAN YOU HASSLE PEOPLE? Well, I think the big scream now
will be: "99ers are coming into my scene and grabbing all
the XP so I get practically none!" As a non-PKer you can
keep them out (lock party/scene). As a PKer I guess they could do
the same thing before merely by killing you in the first place,
so it's not much of a change. The life of the young PKer is
supposed to suck, anyway.
* NO MORE MODDING OF MONSTER PLACEMENT AND LINKS WITHOUT GETTING
MARKED A MODDER. And thank you, junior hacker kid, for adding
this hassle to everyone's life.
* NEW 'CHEAT' CODE "/outline" puts a little 3D outline
around the buttonbar buttons. This is just to help debug people
with 'disappearing buttons' If your buttons disappear, try using
this command when starting the game and see if the outlines
disappear as well (then LET ME KNOW). Also, if your buttons
disappear, type "/funpak" and look for error messages.
This does NOT mark your character as a cheater.
* NEW MAIN MENU OPTION: "Check on line for new worlds."
This is now right at the TOP of the MAIN MENU, so people have no
excuse :-) It seems to work with the following caveats: After
you're done, it takes you to the SOLO mode 'pick world' screen,
which I am going to pretend is a feature (encouraging you to try
the new world in solo mode first). Also, Monkey Town is broken,
and something about Lord FireFox's challenge's website locks up
my copy of IE (and maybe yours too).
* NEW OPTION: AUTO-OPEN IM WINDOW ON INCOMING WHISPERS. If you
have this turned on, any time someone whispers to you, it will
open an IM popup window (if there is not one already). It also
moves the keyboard focus to the newly opened window (not if the
window was already open). I find this irritating and unnerving,
but some people like this sort of thing. It defaults to OFF.
(business as usual)
* NEW GLITZ. I copied the channel label code from Arcadia to WoS
just for Azaman. With one little change, I remove the label if
your chat window is too small, giving you as much space as
possible for chat.
* SOUL DIARY CHANGES: Shows #PKs, and the GUILD button now opens
your official guild page (last seen uniform) if appropriate. The
field where you used to manually enter a guild URL is now a
'public comment' field where you can stick something like "I
am married to Glendar the Magnificent"
* NEW COLOR IN THE BOOK OF COLORS: "Guild Text" for the
color of people wearing the same uniform as you (but without
hats. If you have given them a buddy hat, it will use the buddy
color instead).
* GOTO SCENE COMMAND MAY NO LONGER BOOT PARTY MEMBERS.... (do I
sound confident?)
* ADDITIONAL PROTECTION AGAINST HAND/ELEMENT TRAINING HACKS. If
you are in the habit of using a gameHack to poke a bit of extra
PP into your training, you should probably stop now.
* NEW FEATURE FOR SPELLS: RequiredToken. A spell which would
otherwise appear in the "learn spells" dialog, can now
be 'deferred' until the player has a particular token. see
spells.txt documentation for details. You can thank Loric (and my
apologies to anyone suggesting this or similar in the past when I
was not yet receptive.)
* SCENE FIGHTS CAN NOW BE 'STICKY' That is to say, you cannot
flee unless you wait 20 seconds without hitting. Hence, you will
die if you are not ready for that fight. To get this effect, use
the "FIGHT2" command in a scene (it does not apply to
regular monster fights). UNlike PK Attacks, you can also leave
immediately after winning the fight, if you like. FIGHT2 works
just like FIGHT only it is sticky. Use it for big boss fights.
* ALL ITEMS ARE BOOTS (so to speak). What I mean here is that any
item can imbue you with special terrain capabilities. See
items.txt for details (spellbinding now has a sub-argument).
Individual items are still limited to a single effect, but you
could equip the "ring of firewalking" and the
"shield of water crossing" at the same time as the
boots of "incredible velocity" and all 3 effects would
be present.
* QUEST LANGUAGE VIRTUAL MACHINE ACCELLERATED. Heh heh, sort of
pretentious to call it a VM, but why not? I used to limit the
execution speed to 10 instructions per second (not for any
particularly good reason) and now I don't. The 10/sec limit was
most noticeable if your script had a lot of branchig instructions
and deferred actors. You would see actors pop in with noticable
delays from the start of the scene. For the host, that should now
all be pretty instantaneous. Of course, for the slaves, the
individual actor appearances are still delayed by whatever lag is
present, so it might not make much difference there. But overall,
this is a good thing. You still need to watch out for infinite
loops, however, and such loops will have a bigger impact on the
cpu load should they occur.
4/30/2001 ALPHA 54 INCLUDES:
COMPATIBILITY: Excellent!. Will even keep running past may 1st,
2001 even :)
* [BUGFIX] Turns out it had been ignoring the minLevel field of
the ITEM table when you went to use an item on yourself. Most
noticably the use of seed by players below level 35. Geeee, I
*wonder* why no one pointed this out before :-) (cact pointed it
out, so blame him some more)
* [BUGFIX] the chat messages "X has incarnated" were
printing golden soul ids in hex (I want the goldens to be in
decimal for no particularly justifiable reason other than my
general idiocy and willingness to make things a lot harder than
they need to be.)
* [BUGFIX] The "TAKE" opcode was actually giving, in
the case where the item was a pet. This is no longer the case.
However, you still can't take a pet from someone by
using this command.
* [BUGFIX] The "GOTO SCENE" command, if it sends you to
the surface of another map (not if it drops you into a scene on
the new map) should now change the music to the new map's music.
* SERVER RULE: noPK now allows PKing on 'dangerous' maps (map
flag 4). So, on a noPK server, you should only be able to PK on a
map with this flag set. For example, PK Arena in Evergreen. In
the case of Evergreen, it's pretty easy to avoid accidentally
visiting that map :-)
* NEW SERVER RULE: "allPK" is the opposite of
"noPK" sort of, only there are no safe areas at all.
This is the "snert magnet" rule :-) All maps are
dangerous. See, the great and wise Samsyn meets the needs of all
his children. (if you set both rules, by the way, noPK wins).
* IMPROVED RANDOMNESS OF 'FOUND' ITEMS (I hope.)
* YET MORE IF CONDITIONAL KILL TESTING:
KM23 killed monster 23 at least once
KM23.5 killed monster 23 at least 5x
KB15 killed by monster 15 at least 1x
KB15.4 killed by monster 15 at least 4x
KM0 Has killed at least one monster (of any kind)
KM0.5 Has killed at least 5 monsters (of any kind)
KB0 Has died at least once (for any reason)
KB0.5 Has died at least 5 times (for any reason)
* AFK HOURS NO LONGER COUNTED FOR CHARACTER AGE. Um, this is
'truly idle hours' I mean. You can still age while "manually
AFK" just not if you actually walk away from your pooter.
Oh, also, running the HalfLife clock accelerator is now a 'hack'
so don't.
* SHAPESHIFTER MONSTERS AVAILABLE. If a world designer sets a
monsters skin name to "mirror" then that monster will
appear with the same skin as the player. (in some cases this will
mean every player in the scene sees themselves, in others it will
mean everyone sees a copy of the scene host's scene. I am
unwilling to predict which at this time :-)
* GUILD HALL MAINTAINS ENEMY/ALLY UNIFORM LISTS. You can see
where I am headed here (another case of my almost listening to
the masses ) Be sure to make these just comma separated lists of
guild Uniforms. If you put other words in these lists.. well..
who knows what you'll get. So, Allies might be: "WoS, CoS,
LoH" and Enemies might be "SoV, FBI, FoS" Avoid
the temptation to say "and" etc. Eventually the game
will read these when you put on a uniform and then some game
features will react. There IS a maximum length to this string, so
don't get wacky on me, OK? You don't HAVE to have an opinion of
EVERY guild... Also, your minions will only see the current list
when they don their uniform, so if you have an active hatred
matrix, get your members to change their uniforms frequently...
um, you don't have to actually CHANGE your uniform, just select
the UNIFORM option from the guild list, that freshens the list
automatically even if you CANCEL the actual uniform change.
* GUILD UNIFORMS COLORED IN MAP LIST. Uniforms will now be white,
if of no particular interest, green if same guild as you (what
you are wearing right now), yellow-green if an allies guild (at
time of last Uniform check) and red if an enemies guild.
* FULL SERVER REJECTION RETURNS YOU TO MAIN MENU. You also get to
watch it say "Scanning.." but that is a cool feature,
not a bug.
* MORE FIND PROBABILITY CHANGES. IN addition to minimizing
duplication of discovered items (I hope) (and thanks, LGH for
noticing), I fiddled with the interaction of the GP and FP fields
of the item table to give more possible combinations of losable
quest items. See the new items.txt for details.
4/17/2001 ALPHA 52 INCLUDES:
- * GUILT COMES TO WOS. Yes,
WoS will now nag you to make a $10 donation every 50
hours or so. It checks every time you return to the well
(while online). Please note that if you already had, say,
250 hours of play time, you will see the begging message
EVERY visit to the well for the next 5 visits (250/50 =
5) at which point you will be caught up and not be nagged
again for another 50 hours. (50 hours of total gameplay
time, by the way, afk or not). I had 8000 hours. Imagine
my thrill :-)
I seriously encourage anyone who *can* donate $10 with a
credit card (and who wants WoS to continue) do so. If
you're poor, credit-less, or don't like WoS, then don't
worry about it.
And I apologize for being reduced to begging in-game.
- * [BUGFIX] Link Names were
not being remembered correctly on the main map during
your first incarnation of the day. (The truth is a bit
too complicated to describe). I believe you would have
seen something similar had you returned to the well and
then incarnated in a different character which happened
to be on the same map. Once you travelled through a
submap, however, you should have been ok when returning
to the main map.
- * [BUGFIX] Fixed a problem
with the character level parsing for max training.
- * [BUGFIX] Official Ladder
score reports should get reported with less hassle to
you, the player.
- * MP/HP METERS LARGER.
Well, if your screen is larger, so are they :-)
- * NEW MONSTER FLAG -
SAME_ELEMENT_ONLY (value is 2) If you set this flag for
one of your monsters, it is limited to only casting
spells in its very own element. (I have also made a
half-hearted attempt to let you assign unusual element
values to monsters as well. But I don't guarantee it
works, and it will most likely lead to crashes down the
line. In theory, you can use elements 0-255 now. In
theory.)
- * WELL NOW.. OK.. Maybe I
was overly pessimistic. I just made the forest wyrm an
element '100' (Chaos) creature, and created a single
element '100' spell "Wyrm Breath" which only
the Forest Wyrm can cast.
And it appears to work, at least in solo mode. (oh, I
also used the new 'same element' flag, of course).
- * CAN NO LONGER DISABLE
ATTACK ANIMATIONS. So now the pain won't seem so delayed
:-)
- * MINIMUM TIME BETWEEN HUNT
STARTS IS FIVE SECONDS. Previous build required five
seconds from END of one hunt to start of next, which
wasn't what I intended. (you people are in *such* a
hurry!)
- * NEW MAP FLAG (64)
SUPPRESSES SHADOWS. So heroes and monsters have no
shadows on such a map (nor in scenes on that map). Good
for space worlds, and maybe underwater worlds as well.
Though a really clever programmer would have made the
scene shadows controlled by the scene and not the map
flag.
- * UDP PORT SELECTION
OPTION. There is a button "Network Settings"
(or something like that) on the "Where do you want
to play today" dialog. It has a new option "UDP
Port" which defaults to zero (meaning, let windows
choose the next available port). If your firewall blocks
UDP traffic and you need a known range of UDP ports to
unblock, then set this value to the first port of that
range. So, if ports 8000-8099 are unblocked, set this to
"8000" (and I will use 8000 first, then 8001,
then 8002..) I will always start with 8000 each time you
run the program, so if you run two copies of WoS or WoS
and arcadia and rocket club at the same time, they will
conflict. So don't do that. If you don't have a firewall
problem, leave this set to zero.
- * FROM THE "What was I
THINKING file": The "/fight N" command no
longer works in multiplayer mode. Its purpose was to aid
world developers, not to allow cheat characters to attack
non-cheat characters with Black Wraths. I was so focussed
on how I removed the ability to earn experience from such
monsters, that I neglected the hassle factor. I wonder
how many "Hacked Pet" reports were really just
this...
- * THREE SECOND RULE IS NOW
THE TWO SECOND RULE. Now everyone has 2 seconds to place
their next move before the first guy can place a new
move. The world evolves and reacts. And I believe I
mentioned that I fixed the five second rule.
- * ADDITIONAL HACKER CHECKS.
I check a couple more places for inappropriate
modifications of memory. If you have slipped into the
habit of memory modifying, I encourage you to slip out of
it, lest you trigger mister hack detector. Thanks to Odie
and LoveSquall for pointing this one out.
- * FIGHT OPCODE LETS YOU
BRING IN 'BUDDY MONSTERS' Yes, samsyn listens! Basically,
when you make a list of monsters, use negative numbers
for monsters you want to fight for you. For example:
FIGHT 1, 2, 3, 4, -4
This would bring in four 'bad' monsters, and one 'good'
monster (of id 4. still has to be defined in the monster
table).
SO, if you define a 'mercenary' as a monster in the table
(and then carefully avoid actually placing any mercenary
monsters on the map), then in a scripted scene you can
have that mercenary appear and help you out.
The merc will have a green shadow, and enter the scene
from the same side as you (i.e. yes, he's really a pet.
just a pet who belongs to no one.)
I tested this only to the slightest and teensiest degree.
And yes, in SOLO mode, as a cheater, you can "/fight
-255" to get a BW to help you out in battle. But
"/fight" no longer works in multiplayer mode,
so you can't use it to attack nonPKers.
And it looks like you can kill a mercenary if you like
and s/he won't fight back (nor can the script engine
detect it and punish you for it.... oh.. hmm... I
wonder... hopefully you won't earn any XP or PP for
killing a friendly merc. Hopefully a merc won't kill
other humans in the scene who aren't on your team.
(probably will). Hopefully mercs work in multiplayer
(might not). Man, what a sloppily introduced feature!
World designers: Use it sparingly.
In case, I was unclear, even though you use a negative
number in the FIGHT opcode, they monster ID is the
positive version of that number. Don't go adding negative
monster IDs to the monster table or the world will end as
you know it. So.. monster ID 5 in the monster table, will
fight FOR you if you say -5 in the FIGHT opcode. Usually,
a good mercenary 'monster' would not also be placed on
the map as a regular monster, right? You'd want
"Pirate Steve" to only show up in certain
scenes, right?
- * NEW SERVER RULE:
"noEavesdrop." This disables the eavesdrop
feature (which lets you hear everyone on the server, no
matter how 'far away' they are. With this rule on, you
will only hear people who are 'near you' (visible on the
same map with you, in the same scene with you, in your
party, or who address you by name, or who shout.) Um, you
can still 'eavesdrop on all heart buddies' so it isn't a
'privacy' feature, just a 'chat encapsulation' feature.
My guess: this will lead to more shouting on ALL servers
(by the very people you hoped it would filter out)
"Idiot shouts HEY WILL SOME1 LEVEL ME THE BLEEP
UP!!!!".
- * GOLDEN SOULS FOR SALE.
Another cheap gimmick to try to earn enough money to
cover my WoS bills... A52 will give you the option of
buying a "Golden Soul Activation Code."
Once you have one of these, you enter it into your copy
of WoS (via the Help About.. panel) and thereafter all
characters on your PC show up as "Golden
Souls."
This will also change your soul ID to the one embedded in
your activation code, so your buddies will have to re-hat
you.
However, you will NOT lose control over your existing
characters, even though your soul ID changed. Coz Golden
Soul Computers don't hassle you about that. (of course,
moving a golden soul character to a non-golden soul
computer will trigger the modder thing, so either enter
the same activation code into both computers, or buy a
second one.)
As to sharing Golden Soul Activation Codes... well, each
computer still needs a unique soul ID to play in the same
game, so use your own judgement (i.e. the only sanctioned
reason for doing this is to move characters between two
of your own computers).
Even Golden Souls can be gagged, muted, banned, etc. No
amount of cash buys you the freedom to be a snert :-)
What, you ask, are the benfits of being a Golden Soul?
1.) Your name will appear in Gold, not white, in the MAPs
player list.
2.) You get a slightly different little icon (and I mean
slightly)
3.) Everyone will know that I like you better than
everyone else :-)
4.) You get the 'relaxed rules' for moving characters
between golden computers. (Plus you can recover from a
crashed hard drive)
A pleasant side effect of this change is that you
(everyone with A52) can click in any column of the player
list to select a line (instead of having to scroll back
to the left to do it.) I have NO idea why the behaviour
of the list control changes in this way, but I'm happy
all the same.
- * NEW 'IF' CONDITIONAL:
Check if item is EQUIPPED.
So, like this:
. IF E45, @item45IsEquipped
As opposed to:
. IF I45, @hasAtLeastOneOfItem45
And, as usual, it is only checking the scene host's
equipment and items.
- * NEW 'IF' CONDITIONAL:
Checks how many times you have killed this monster, or
been killed by it. This has an optional second argument
if you include a decimal point. I will document by
example:
IF KM23, @hasKilledAtLeastOneMonster23
IF KB23, @hasBeenKilledAtLeastOnceByMonster23
IF KM23.4, @hasKilledAtLeastFourMonster23s
IF KB23.4, @monster23KilledHimAtLEast4Times
Hope that makes sense. And I haven't tested this at all!
- * SPELLS CAN NOW BE LIMITED
BY CHARACTER LEVEL AS WELL AS ELEMENT TRAINING LEVEL.
This feature is crammed into argument six of the spells
table. For example:
5.0.32
Means "must be trained to level 5 in element, flags
are 0 (no flags), character level must be 32 or above).
Unlike most other spell restrictions, the character level
restrictin makes the spell NOT EVEN APPEAR in the
"learn spells" dialog until they reach that
level.
If you leave this off, as in:
5.0
or even, the lowly
5
Then it is assumed anyone of level 0 or above can learn
the spell if they meet the other criteria.
- * CHEAT CHARACTERS CAN NO
LONGER PK ATTACK. You'll just have to camp with each
other if you want to duke out a couple of cheat
characters.
- * PETS ARE NO LONGER
PERMANENTLY STUPID unless their 'base monster' has zero
wisdom. So, if you negligently allow a wise pet to drop
to 0 wisdom, you can bring it back from stupidity.
- * NEW OPTION IN THE BOOK OF
OPTIONS: "Don't let me use cheat codes." (and
this defaults to ON). Until you turn this off, your
requests to use cheat codes will be ignored (well,
actually you get a popup explaining you need to turn this
option off before you can use cheat codes). Once you have
already tagged your character as a cheater, this won't
prevent you from using additional cheats.
- * NEW QUEST (don't get your
hopes up, it's only one scene long, and it isn't really a
quest, and I stole the idea from LGH. And it is a
*teensy* bit mean-spirited, though I like to think of it
as being a *tutorial*)
3/17/2001 ALPHA 51 INCLUDES:
- * COMPATIBILITY:
Excellent!.
- * [BUGFIX] Modem Mode
play should no longer say "lost network
connection" (and hopefully this will apply to
null-modem as well in advance of anyone actually trying
it...) Of course, I didn't test this (I no longer have
modems!)
- * MONSTER ALGORITHMS NO
LONGER FORCED. World designers can now control the XP and
GP of their monsters. Setting these values to 0 will
force the use of the algorithms.
I reserve the right to take this back if it becomes a
game-destroying problem.
- * VOLUME CONTROLS FOR
DIFFERENT SOUND CLASSES. There is a new option in the
SOUND menu which brings up a volume control panel. You
can micro adjust the various sound effect classes -
miscellaneous, environmental, screams, attacks, and
events.
- * MAGIC USERS ARE YET
ANOTHER TEENSY INSIGNIFICANT BIT MORE POWERFUL than
before.
- * MINOR ITEM CHANGES.
There were more 'special deals' for HP than MP, so a
couple silly items (mulled port and pizza) now boost MP
instead. Also, the 'find probability is computed slightly
differently, so I hope you might have more variety there
as well.
- * ALL IF CONDITIONS
DOCUMENTED. The quest.txt file was a little behind in is
coverage of all the available IF conditions. I added a
new one as well:
IF Mnn, @label
This will go to the label if the current map has map_flag
nn set.
Also this one:
IF Hnn, @label
This tests how old the character is (in HOURS) and goes
to the label if they are at least nn hours old. a
CHARACTER test (not a player test).
and this one:
IF XP, @label
This tests if the COUNTDOWN TIMER has expired. It goes to
the label if you are "too late"
- * NEW OPCODE: COUNTDOWN
nn This is a new command which starts a countdown timer
(the user sees this in the main window as long as it is
active.) It counts down to zero. For example, you might
have a scene which asks the user to collect 4 flags and
return withint 20 seconds. clear 4 tokens and start the
timer. Then give the flag tokens in 4 other scenes. When
returning to the original scene, test if all 4 flags are
present and the counter has not yet expired.
Note: leaving the game resets the timer (you lose), so
this isn't to be used for anything which might take days
to accomplish. And there is only one countdown timer
available, so structure your quests to not need it for
several things at the same time.
Also, only the scene host actually sees the countdown.
It's sort of a solo mode sort of thing, really, I guess.
I mean everyone has their own timer. But if you go into a
scene as a party, only the leader will see the timer.
- * NEW PET! "Forest
Wyrm" which I know is going to be popular. It's
wicked looking. Thanks to Josh, as usual!
- * CHEATER CHARACTERS
CAN USE PETS AGAIN.. but only in solo mode. If you use
one in multiplayer mode it will just run away. This is to
let world designers test their pets. Plus, why not?
little harm done.
- * LINK NAMES NO LONGER
SHOWN ON MAP.. unless you have visited that link before.
The exceptions to this are: 1.) link zero on every map is
always shown, and 2.) maps using the new MAP FLAG (32)
will have all names shown just like in the old days. The
idea is to be more like other RPGs which hide the names
of towns (etc) until you visit them for the first time. I
hope this doesn't mess up any existing worlds, but I
don't THINK it will.
- * MONSTERS NOT SHOWN IN
BOOK OF DEMONS until after you have met them in battle
once. The exception here is for cheat characters which
get to see the full list (mainly to help world
designers). Also, when using the book of demons, there is
a reminder for each monster as to which map you saw them
on most recently. ("Last seen: Goblin Rock" for
example). Maybe someday I will have a monster 'compass
needle' for you (like the hero finder).
- * PK ATTACK VICTIM CAN
NO LONGER FLEE BY LEAVING WORLD OR CLOSING PROGRAM. Which
is to say, these commands are disabled for the same
period of time that the scene exit/flee commands are
disabled. And actually it applies to both victim and
attacker. If you know of any other way of fleeing
inappropriately, please let me know as soon as possible.
Nothing I can do about turning off the PC, but that would
leave their ghost in your scene, right? Perhaps that is
punishment enough.
- * PK ATTACKER (scene
host) does not get an immediate turn. IN a perfect world,
the host's turn would not start until the clients were
all ready to go. This is not yet that perfect world. But
it is a tiny step towards that world.
- * 3 SECOND TURN LIMIT
ENFORCED. Ok, if you were to ask me how often a player
could attack, I would have said "no sooner than 3
seconds from last attack." But in fact this wasn't
true. A scene host could attack as fast as his or her
attack animation would complete. Now the good news is
that now that it works like I thought it was working all
along, it should be less likely for a pk scene host to be
able to bash you forty times to your one. However, it
also means you can NEVER bash 60 times a minute, which
you have probably gotten used to when battling monsters.
So there will be people who are upset that now the
attacks are 'all laggy' and the PKers won't feel it is
enough of a change to balance a true lag fight. Anyway,
since the PKers are the squeaky wheel at the moment,
we'll let them show their ingratitude first before I
change it back. (I was bein' *sarcastic*, LP)
This also applies to bringing pets in and out of battle,
by the way, since that takes your 'move' as well.
- * ONLY 'REAL' SPELLS
CAN FIZZLE. A spell must be of one of the normal 8
elements to have a chance of fizzling. The funky spells
hardwired to book class items, for example, will not
fizzle. (enchanted items, however, like a staff bound to
a normal elemental spell, will fizzle). Fizzling is based
on your character's magic ratio.
- * ACTIVE PKER CANNOT
FLEE period increased to 24 hours. (and is more binding
in general.) I mean, if you PK Attack someone, then for
the next 24 hours of real-time, you cannot quick-flee
someone else's attack (you will be stuck for at least 30
seconds in each attack).
- * HAND/ELEMENT TRAINING
ABOVE 9.995 was, in fact, causing a math overflow. Such
training is now limited to 9.99 (and I no longer show 3
digits of precision past the decimal point, so you're not
encouraged to get higher than that). Going above 9.99
never made any real difference in your performance (other
than via the bug, I mean) and encouraged people to do
weird things (like investing 20 million PP) Your digits
will be 'repaired' the next time you use them, so you
should get your punch power back on the second hit in
A51.
- * ADDED A DELETE BUTTON
to the Book of Skins. Of course, if you delete a skin and
then run into someone wearing it, you'll have to download
it again. But I have picked up hundreds of skins which I
know I will never see anyone wear (because they are so
awful :-) and now I have a few Meg more bytes free on my
disk drive after deleting them. Of course, you'll still
want to drop into DOS to delete "vegeta*.bmp"
- * NO MORE INFINITE
TICKETS HOME? I changed the script for the Gateway to not
bother giving you another ticket home if you already had
one. In theory this makes no difference unless you're in
the habit of sharing them. In practice, I still seem to
be able to accumulate more than one of them, so go
figger. But if you already have 50, it looks like you'll
keep 50 forever. You know, that so makes no sense. I
should probably check that some more.
- * BY GOLLY WHAT LUCK I
CHECKED :-) Turns out there has been a bug in the IF
conditional checking since the beginning of time. It
would have made testing for the presence of ITEMS in
general extremely chaotic, especially if you tested for
several conditions at once. Silly me.
- * MIX SERVER LIST IS
SORTABLE BY COLUMN. A minor pleasantry, more important
now that there are more than a couple servers around most
of the time. I was coding this when the Seattle
earthquake hit.
- * MIX SERVER LIST HAS
NEW COLUMN: 'Playing' This is where I stick the world
name, if one has been picked. (or the toy name, in the
case of Arcadia - which is why I didn't label the column
"World") Anyway, this removes the ugly
[world=xxxx] from the server name and just generally
makes the list prettier. (plus you can sort by world name
and LGH will be glad to notice that
"Aerianeelll" comes before
"Evergreeen" (click again to reverse order) )
2/19/2001 ALPHA 50 INCLUDES:
- * COMPATIBILITY: World
Developers who depend on the ART folder files: joshBoots,
joshSwords, joshStaffs, and joshHelmets will need to copy
these files to their world's ART folder before upgrading
to A50.
- * [bugfix]
Shakespearean insult "****ered" removed for
compatibility with noBleep server rule.
- * [bugfix] You can now
equip to your heart's content while on the map. (not in a
scene)
- * REINSTALLING WINDOWS
should no longer lose your soul ID (and hence no longer
cause old characters to get marked as modders after doing
that.) Some other HD recovery from crashes might benefit
from this as well. Likewise a 100% backup of your WoS
installation, moved to another machine, might also allow
you to move from one machine to another. None of this is
intended to allow you to simultaneously use the same
character on two machines. It is just to help you recover
from unexpected drive crashes and windows upgrades.
- * ADDITIONAL HACKER
LOCKOUT THINGIES. Yes, even more sorts of backdoor
fiddling with characters will be detected, but also I
will now prevent you from accidentally reincarnating a
hacked character (and thereby extending your hacker
lockout to infinite periods of time).
Plus I hope to have fixed a sign-extension problem which
led to longer than anticipated lockouts in the case of
multiple hacks. I naively hope this ends my anti-hacker
code development. Though I think I already know what
looms next on the horizon...
- * SIMPLE CUT SCENE
SUPPORT. I haven't actually TESTED this yet... so
consider it to be flakey until you tell me otherwise. If
a scene is designated a 'cut' scene then the heroes in
that scene are invisible (they are actually there, just
not painted, so when the scene script finishes they will
be able to use items and hit each other - though still
invisible. Hence the expected use of a cut scene is to
END it as soon as you have delivered your plot point,
possibly even using the GOTO SCENE command to move to a
new scene where the heroes will show up (or another cut
scene if that helps you organize your thoughts better). I
suppose none of that makes any sense. Just visualize the
simplest change I could possibly make and that's about
all this does.
To flag a scene as a cut scene use "cut" in the
scene's STYLE field, as in:
SCENE 27 bkgnd.jpg, CUT, "Bill's Dream", ...
This is actually the first real use of the style field.
You should continue to use "SCENE" as the style
for a normal scene, as in:
SCENE 27 bkgnd.jpg, SCENE, "Hogwarts", ...
Who knows what other styles may appear in the future...
- * TEMPLE OF
FORGETFULLNESS EXTENDS TO QUEST 16. (note that you'll
need to forget both quests 15 and 16 to totally reply the
lyssa/toad combined quest)
2/5/2001 ALPHA 49 INCLUDES:
- * [bugfix] Fixed the
10x rating reporting to the guild pages. (oops).
- * [bugfix] Fixed the
IPX LAN play mode (used to claim you had lost your
connection)
- * [bugfix] Turns out
the server "noBleep" rule was only working if
you had your bleeper turned on. This explains why I am
still having to banish so many people from my server for
language violations.
- * [bugfix] Also turns
out that the check for 'invisible' skins was only made at
the map level and not the scene level (sigh). Anyway,
this might stop oden.bmp from crashing people, but I
don't know for sure.
- * [bugfix] Magical
Effects are now drawn in their entirety (right up to, but
not including, the guidelines). You can thank Josh for
catching this.
- * NEW SPELL AND ATTACK
GRAPHICS. Courtesy of our hero, Josh!
- * NEW CHARACTERS NOW
DEFAULT TO NON-PKER. I think the time is right to make
this change. I don't want anyone being surprised by the
PK experience.
- * PK CHOICE
CONFIRMATION DIALOG. There is one more dialog each time
you create a character. It reminds you of the
consequences of your PK choice and gives you a chance to
back out. (surprise!)
- * CHANGE TO SCRIPT
CONDITIONAL. Those of you familiar with the
"Qword" conditional, and who have been
discomfited by the fact that you cannot have a space
character in the word... well, you can be happy again.
You still can't use a space, but if you use a
"^" symbol (shift-6 on a USA keyboard), I will
pretend it is a space.
Hence:
1: What is your favorite color?
ASK 30
IF Qred^orange, @isRedOrange
IF Qred, @isRed
...
So "red orange" will be detected (note that if
they type "red^orange" it will actually NOT
trigger the conditional, so I hope you weren't in love
with the ^ symbol!)
- * ONE MORE CHANGE TO
THE Qword CONDITIONAL. It is now case insensitive. So you
can type "red orange" "rEd ORANge"
etc and it will still match. Again, I hope this doesn't
break any existing worlds.
- * ONE THING TO NOTE
ABOUT THOSE CHANGES is really nothing new, but make sure
you check things in the proper order. For example, doing
this:
IF Qred, @isRed
IF Qred^orange, @isRedOrange
will NEVER go to @isRedOrange because the first test will
always trigger before the second test gets evaluated.
(since red is a subset of red orange)
- * NO LOSS OF XP IN
MULTIPLE AFK KILL ENVIRONMENT. Say you go afk, and some
hoser comes along and PK attacks you and kills you. Yes,
you'll lose half your XP/PP.
Now say he rezzes you and then attacks you again. This
time you WON'T lose half your XP/PP.
He can keep killing you as much as he likes, and your
XP/PP will stay unchanged.
Until you start fighting back or otherwise show you are
not really AFK.
I know this doesn't completely stop a snert from
irritating you, but it's a tiny step forward I think.
- * PKers CAN NO LONGER
STUN. Actually, no spell which causes loss of magic or
hand can be used by one human on another any more.
Sometimes petitions work, but don't let that fool you
into thinking you have any REAL power :-)
- * OOOPS. More than one
person has asked me where they enter the 'server rules'
in their MIX server. I knew it was a bit dodgy hiding
that under the MSG button, but I didn't notice until just
now that I hadn't even labeled the edit window. So now,
that third edit window is no longer labelled
"Static" and is, instead, labelled "Server
Rules"
And THAT, is where you enter the server rules.
- * BAD NEWS FOR PORTABLE
HEROES. If you move a character file from one machine to
another (or otherwise change your soul number), the
character will be marked a modder. I wanted to avoid
this, but it has become inevitable.
- * BAD PET NEWS FOR
CHEAT/MODDERS. To avoid other nasty problems of late,
Cheater/Modder characters can no longer capture or use
pets at all. Existing pets will be lost when used.
- * PET STATS IN
PERCENTAGES. Instead of absolute values.
12/21/2000 ALPHA 48
INCLUDES:
- * COMPATIBILITY: Excellent!
(World designers should read about the change to the
"effects.bmp" file (and backup their originals
before upgrading)).
Also, be sure to type the command:
/compress
once after upgrading. It converts some files from the old
way to the new way (saving tons of disk space). Details
below. If you do NOT give this command, you will notice
missing buddy/soul info until you do.
- * [BUGFIX] 'disable music'
setting is remembered again.
- * HACKER CHECK PAUSES
reduced a little. I have on rather vigorous hacker scan
which takes a noticeable amount of time on slower
machines. Now it should be considerably less noticeable.
Blame Mister Hacker, please. Use this to hate him even
more.
- * LOTS OF NEW ANIMATIONS
FROM JOSH. (more things to throw, more sparkly magic
effects), plus artistic tweaks of pixels in existing
skins (Josh is a perfectionist, you know )
- * NEW MIX SERVER SUPPORTS
'RULES' A48 ships with a new MIX server which lets the
admin specify the following rules which apply to players
ON THAT SERVER (i.e. these are server-specific). Each
rule is OPTIONAL and its absence can be assumed to mean
no restriction applies. You set the rules using the MSG
button on the MIX dialog, which has a third edit box.
Into that you type your rules in the form:
a=1, b=2, c=3, etc.
The actual rules are given here with typical values. You
can actually abbreviate the rule name to its first few
characters if it is unique.. You can leave off the
'=value' if the rule is 'binary' (on or off). Just don't
include the rules you don't want to have apply.
- *maxPlayers=32
Past that don't get allowed on server. Pick a number
which meets your needs (my own server lags horribly at 32
people)
- *maxAFK=10
After this many minutes AFK the player is booted (to make
room for someone else). Note that '0' is not a legal
value for ANY server rule (turns the rule off), so you
have to give them at LEAST a minute of AFK time. Give
them a chance to go to the bathroom at least.
- *minVersion=A48
Players with older versions than this not allowed. Don't
bother setting it to anything less than A48. Also, don't
set it higher than the currently available version or no
one will be able to play on your server at all.
- *ladder=1
Only Ladder#1 is supported for now. It's the Evergreen PK
Arena tournament. If you want fights on your server to be
reported to the ladder, you'll need to set this rule.
- *world=Evergreen
Won't let people use anything but this world. Be sure to
spell the world name correctly or no one will be able to
play on your server at all. Do NOT use quotes in the name
or around the name, or at all. I trim leading and
trailing spaces, but you can have a space or two in the
middle.
- *noBleep
This means you don't want people to swear on your server.
If they do, they are auto-gagged until they disconnect
and reconnect.
- *noCheat
Won't let people incarnate with a cheat character.
- *noMod
Won't let people incarnate with a modder character (note:
this is DIFFERENT from someone who appears as having a
'mod' in the case where they have a different, but
official, version than you do.
- *noPK
Makes all maps 'safe' from attack by PKer. Makes your
server a kinder, gentler place. And unappealing for
PKers. You can incarnate with a PK character, you just
can't PK.
- * BROKEN WEB SERVER SHOULD
NOT BLOCK GAME. If, on the extremely rare chance, my
bleeping web server goes down, the game will now try to
use the 'last known' master server (which 99% of the time
will still be correct). Of course, winsock might wait a
long time before deciding the web server is down. But
this should be a teensy bit better.
- * RENAMED POKEDEX TO
"BOOK OF DEMONS" (You know I had to do this
someday...)
- * RENAMED "QUEST
HISTORY" TO "DIARY" (now everything is
either a book or a diary, with a diary sort of being
something you fill in as you go along being the idea,
though not entirely general.
- * OBSERVATION ABOUT WORLD
DIARY. World Authors get to include a ... Oh, I see where
I blew it. OK... note to myself: make the diary come from
the world, not universal to the game. Silly me. Anyway,
AFTER I make that change, world designer's should provide
the file "Blank_diary.doc" which will have any
preloaded info they want. (only first time users of the
world will see this, then it gets copied to their own
diary.doc file and cannot be subsequently overwritten by
the world designer. (otherwise people's notes to
themselves disappear with every upgrade)
- * CHANGES TO QUEST DIARY.
I'm fiddling with the HTML which is used to generate the
quest diary to make it look prettier (I hope), and it
suddenly occurs to me that the TOKEN entries in the quest
files can actually have HTML in them if you like... I
mean, in all versions of WoS, not just A48. So if you
say:
TOKEN 15, "<B>King Felafel</B> is
pleased with you."
The name will then be in bold when seen in the quest
diary. In fact, if you want to be super cool about it,
you could have hyperlinks in the tokens such that people
from the soul diary can link to your web site (maybe read
the backstory about king felafel or something!) Anyway,
that's for hard-working ambitious world designers only.
If your HTML requires quotes (like around the URL in the
HREF tag), use single-quotes instead of double quotes.
Also, if you use the %Tn directive to print a token name
in the chat window, you'll see the whole thing, HTML and
all. I mean in that context the HTML will be raw, not
interpreted. I'm probably the only one who ever used %Tn,
but consider yourself warned.
- * SPLASH SCREEN DURING MAIN
MAP LOAD. A perversion of a suggestion by Josh, you may
now include a file called "splash.jpg" in your
world or theme folder. It is shown more or less instantly
when you select the world, and stays on screen until the
main world map has been loaded. Thus, on MY machine it
appears so briefly you don't see it, while on YOUR
machine it stays there for an hour - JUST LIKE EVERQUEST!
Once the map loads, you finally get to see the scrolling
story line. So, what you get in A48 is:
1.) World Selection Screen (click on 'Evergreen')
2.) Display switches instantly to splash.jpg from the ART
folder of the world or game.
3.) Time goes by while the huge maps are loaded into
memory.
4.) Display switches to zooming map with backstory
scrolling over it.
Hence, just like before only you get to see splash.jpg in
step 2 instead of a big black screen.
- * MAGIC EFFECTS FILE FORMAT
CHANGE. This might affect you if you have customized the
file "effects.bmp" in your own world. (If you
modified the copy that comes with the game then you
already know it made you unpatchable, so I don't care ).
Instead of a single file called "effects.bmp"
(now gone), there are multiple files:
"effects00.bmp", "effects01.bmp", ...
"effects19.bmp" where each file holds only ten
rows of effects (instead of 32). In the SPELL table you
still call out a row number, but now it can go from 0 to
199. row 53, for example, is offset 3 of the file
"effects05.bmp" This is the same technique as
for attack path images.
And, as before, files 10-19 are reserved for world
designers, while 00-09 will change with the game itself
(so put your work in 10-19)
- * OBNOXIOUS
"Listen!" SOUND EFFECT REDUCED IN FREQUENCY.
I'm surprised no one has mentioned this to me before.
Anyway, that little pixie voice (me on helium) saying
"Listen" every time someone types something in
chat no longer occurs every time. Now it only happens if
this is the first line of chat in 30 seconds (drawing
your attention if the chat had gone quiet and is now
resuming) OR if the line of chat has your name in it
(your ears are burning).
- * NEW MAP FLAG - LADDER
(16). World Designers can tag individual maps as being
'ladder' maps. Only fights which take place on ladder
maps are reported to the tournament server. Note that
just tagging the map is not quite enough yet to establish
a tournament. But it is a necessary pre-requisite.
- * LIMITED LADDER SUPPORT IN
A48. Nothing fancy. If a server has the rule
"Ladder=1" it means that registered maps report
their score results to ladder number 1. For now, ladder
#1 is the Evergreen PK Arena map and any fighting on that
map will result in scores being posted both to the
individual and to their guild, if any. Don't expect
fireworks. If you are on a 'ranked' map you will see a
little ladder icon (cool, huh?) on the mini-map. If you
think you ought to see a ladder but don't, remember that
the server has to have the rule set, plus you can't be a
cheater or a modder.
Your 'rating' is computed using a modified chess rating
algorithm. It rewards you for beating a higher RATED
opponent (doesn't care about levels). There is no reward
for beating a sufficiently lower rated opponent.
- * TICKETS CANNOT BE USED
DURING PK ATTACK SCENE TIMEOUT. so, during the 30 second
'post-hit-freeze-thing' you can't use a ticket to run
back to the well.
- * WELL BUTTON WON'T WORK
DURING PK ATTACK SCENE TIMEOUT. Ditto for the 'return to
Well' button.
- * On-Screen
"tell-tale" during skin xfers. I suppose this
is a mood-killer, but I put a little text in the upper
right "[skin xfer]" whenever you are in the
middle of one or more skin transfers. This should help
you distinguish one sort of lag from another. If you're
sending your skin to 30 people, you will presumably feel
it as major lag.
- * THE LURCH FEATURE. This
one's for you, L! There is a new command, which you
should only need to use once (unless you downgrade, which
I keep telling you is a Very Bad Idea (tm))
/compress
this command recovers quite a bit of wasted disk space
(130 meg in my case) from the sloppy way I record
information about other players. I'm still sloppy, but
about 10 times less so. Perhaps more will be done in the
future.
Note: you MUST give this command once to convert your old
style info to the new style. So if you seem to have lost
all your buddy info, you probably haven't issued this
command yet.
- * WOS JOINS THE CHESS
FEDERATION! Well, not really. BUt now your character gets
a numeric 'rating' based on the same algorithm as used in
chess. You will initially be given a starting rating
based on your level. After that your rating goes up and
down as a result of PK fighting (non-PKs will stay with a
fixed rating.. actually maybe I will suppress the number
there to avoid undue competitive feelings).
Anyway, the way chess ratings work is you get more points
by beating a powerful opponent. So pounding newbies won't
raise your score as much as fighting an equal, or a
superior, will.
The goal of this is to re-focus PK goals. To get a big
score, you have to leave the newbies alone. Woo hoo!
positive feedback!
Note that this is NOT the honor system and a 'win' can
never make your total score go DOWN. A win will always
raise your score a smidgeon. A loss will always lower
your score a smidgeon. The size of the smidgeon is based
on the relative player ratings.
And yeah, I put this in here coz I am doing it in
synChess.
- * NEW SERVER RULE. If you
set this rule in your server:
noBleep=1
Then any use of a 'hardcore' bleep (the default bleeper
list of the game) will trigger an auto-gag on the player
for that server (they can chat elsewhere, but are muted
for the remainder of their visit to your server).
No, you can't have a custom bleeper list per server,
sorry.
My hope is that some people will choose to run 'free
speech' servers where people can be as blue as they like,
while others run 'child-friendly' servers.
And yes, someday I will add filters to the MIX server
list so you can select from servers which meet certain
criteria (ping time, rule set, player count, etc.). But
probably not until there are always more than 10 servers
around. Should that day ever arrive.
- * POKEDEX, I MEAN BOOK OF
DEMONS, IS SORTABLE. As a small gift for Josh, and world
designers in general, I suppose, I made the BoD sortable
by name, element/level, and ID.
I also default to the un-zoomed monster skin image, to
spare Josh's sensitive eyes from the "big
pixels" You may or may not have known that clicking
on the image toggles between two sizes (if possible) and
plays the GROWL sound effect when the monster gets BIG
and the PAIN sound effect when the monster gets SMALL.
- * NEW IF CONDITIONAL
"#" tests current map number. As in:
IF #3,@weAreOnMap3
Where the map number matches the index in the quest files
MAP table. This is useful if you have some scene which
you use in more than one spot (for example, as a ticket).
Well, maybe it isn't useful at all.
- * NEW OPTION: Quick NPC
Bubble Pops. In the book of options you can now elect to
have the Non-Player character's speech bubbles pop more
quickly. When this is engaged, bubbles pop more quickly
when they have less text in them. (note: if you miss a
line of dialog, it is, of course, in the chat window, for
your reviewing pleasure).
OK OK... I apologize for dragging my feet on this one, it
makes the scenes a lot more fun. I am even defaulting it
to ON, so you'll have to turn it off if you want the old
10 second bubbles to return.
- * NEW QUEST TABLE:
"EQUIP" Check out quest.txt for the details,
but this OPTIONAL table lets you override the equipment
category names "Helmet", "Boots", etc
for your world. If you don't HAVE this table, you will
get the default values. Note that the HANDs are defined
in a separate table.
- * NOTIFICATION ON
DISCONNECT. While not 100% guaranteed, you are now quite
likely to get an official error message whenever you lose
your connection to a server. (without having to wait
several minutes for a series of 'everybody else has
disappeared' messages.) With such baby steps do we march
towards progress.
- * TICKETS CAN NOW BE BOUND
TO SCENES. I imagine there will be some odd side effects
to this, and you need to consult items.txt in A48 for the
complete documentation, but if you add YET ANOTHER
dot-arg to the end of the previous lengthy list of
arguments, it will be seen as a scene number, and
attempting to use the ticket outside of that scene will
fail.
But if the ticket itself starts a scene (dream sequence)
that new scene will then be the current scene number, and
what happens if you try to use the ticket there is
anyone's guess!
- * NEW BACKGROUND IMAGE
OPTIONS: bkEquip.jpg and bkDemons.jpg, in the ART folder
of your world or theme, will be used as the background
images of the EQUIP and Book of Demons screens (instead
of re-using bkSpells.jpg for all three).
Please note: I do NOT guarantee that the information
displayed on top of these backgrounds will never move
around (it almost always moves a little from one version
to the next). Hence if you try to get all clever with
your custom background, be prepared to have to re-do it
periodically.
- * MINOR PK ATTACK CHANGE.
Maybe if I bury this down here no one will notice
Basically, if you have declared yourself AFK you cannot
initiate an attack. Also, if you are truly AFK you cannot
be PK Attacked. Note that just declaring yourself AFK
does not protect you, but actually leaving the room for a
bit does. It's magic.
Now, if I can only figger a way to have it impossible to
get rezzed when you are truly AFK, it will solve several
nasty problems at once. Perhaps this needs to be a
personal preference however.... the goal is to protect
you from multiple death/rez/death events while you aren't
around.
- * SEEDS ARE NOW LEVEL 35
ITEMS (instead of level 0). In Evergreen, at least. Until
I have the ability to make seeds cost exponentially more,
or require increasing levels, this seems like the easiest
way to cut down on level 5 seed abuse. Trust me, it's
MUCH easier to level up than to toss millions of GP back
and forth.
10/11/2000 ALPHA 47
INCLUDES:
- * COMPATIBILITY: Excellent!
(Be sure to delete any hacked characters you have - using
them in A47 might trigger the hack detector even if you
don't actually hack while running A47.)
- * [BUGFIX] Distance
calculation in PK Attack is same for attacker and victim
- * [BUGFIX] Missing
"adventurer.bmp" file should no longer cause a
system crash. But it would be nice to understand why a
couple of you didn't have this file after applying the
patch.
- * [BUGFIX] Gaiea location
and current uniform reported correctly to everyone (I
hope).
- * [BUGFIX] Now only
requires 100 hours on your character before you can
create a guild (instead of 320!). (both a bugfix AND a
feature change)
- * [BUGFIX] You can no
longer petition to join a guild while in the well,
unincarnated.
- * [BUGFIX] The exit/flee
button will hopefully make more sense (was saying FLEE in
camps and stores!)
- * [BUGFIX] For arcane
reasons, the Guild Uniform Dialog would fail if you had
never downloaded different world than Evergreen. (or
something else I forgot.)
- * [BUGFIX] Found and
repaired a resource leak (those little equipment icons on
the equip and store screen were getting leaked each time
you changed from one map to another. It really added up.
- * PK ATTACK change. Both
the attacker AND the victim are stuck in the PK ATTACK
scene for AT LEAST 20 seconds. The victim only has the
right to immediately flee if they have not themselves
used the PK ATTACK feature recently. (measured in hours).
Killing another player also makes you unable to flee from
subsequent attacks.
- * PK ATTACK DISTANCE
INCREASED. You can now initiate a PK Attack from a more
reasonable distance from the target. (2.5 times farther
than ever before!)
- * PK Safety cap is now
level 30, not level 40. So as soon as you hit 30 you are
no longer protected by the must-hit-first if 10 levels
below rule. I'm gonna phase that out over the next few
releases.
- * HACKER BAN MESSAGE
INCLUDES REASON CODE. So when you say you were banned for
no reason, you can tell me the code and I can nod sagely
and better decide whether or not I believe you. (And, in general, I *do* believe
you. But by A50 I probably won't believe you any more).
- * VERSION OUT OF DATE
MESSAGES now give you a yes/no button pair and YES will
shut down wos and launch your external browser to open
the wos download page. Hopefully this will help people to
not be running wos when they apply the patch :-)
- * NEW ITEM TYPE: TICKET.
(Thanks to LGH for lighting the fire under me for this.)
These are for 'wing of the wyvern' type items which, once
consumed, take you somewhere. Basically it uses the same
technology as the scene GOTO command, so you have the
same abilities. Go to a link on a map, go THROUGH a link
on a map, play out a scene where you stand, etc. Still
can't handle "exit dungeon" sort of action
(return to outside of current "building") since
it has to take you to a specific numbered destination.
I stuck a "ticket home" into evergreen. The
soul brother at the gateway will give you one every
visit, so you'll end up with a zillion of these.
10/8/2000 ALPHA 46 INCLUDES:
- * COMPATIBILITY: Excellent!
(changes to the book of options means you will get reset
to default options so check them and reset them as you
like)
- * HACKER SUSPENSION. If the
game detects you using a memory hacker/trainer (for
example, to set your Attack points to a huge value), it
will place you on suspension and you will lose the
ability to play over the Internet until the suspension
wears off. Continued hacking will increased the
suspension duration exponentially, resulting quickly in
AN INFINITE SUSPENSION. There is no reprieve from
suspension, so please stop using gamehack et al. Don't
let your little sister use a hack either. I don't
distinguish who used the hack and it affects the entire
game, NOT just the character you were using. You do NOT
want to be suspended. PLEASE heed this warning. I don't
want to have to reply to people who feel they didn't
understand, or they only hacked once, or a friend hacked
for them. It doesn't matter. Use a hack, go to jail. Three strikes you're out!
(actually you get more than 3 strikes, but not a lot
more).
- * LAG-O-METER. typing the
command "/lag" opens a floating dialog which
shows any skin xfers in progress plus a graph of
bandwidth usage. If you dial in your modem speed it will
show how much of your modem is 'left over', if any.
(measures WoS usage only, of course). Probably pretty
useless, but fun in its own way.
- * WILL REUSE SKIN XFER
SLOTS AS NEEDED. There is a built-in limit of 10 skin
transfers at a time (presumably that would mean lag-city,
and I doubt it happens TOO often, but the lag-o-meter
will let you know). Anyway, often a skin transfer will
abort due to packet loss, but will optimistically leave a
receive channel open all the same (you see this as the
lag-o-meter showing ever more pending skin xfers with no
actual data going by). It used to be that if you left the
program running long enough you would allocate all 10
slots and then no more skin xfers could occur until one
of those slots completed (or you restarted the game).
Now, I will give up on the 'oldest' such slot and
redirect it to a new skin request as needed. Net result:
being AFK for a long time will successfully collect more
skins. Or it will crash. Who knows. Life is a mystery.
- * DIRECT SKIN XFER. Well, I
only call it that since people expect it to have that
name (all skin xfers are 'direct' anyway). What this is,
is a way (via the right-click MAPS menu) of saying
"I want this guy's skin right now please" This
will restart a xfer which might have been aborted for
data loss. It won't let you ask for a skin you already
have, however. And you can only ask for skins, you can't
cram them down someone else's throat. They can still
refuse to send by turning off "send skins when
asked" in the FILE menu.
- * PKER ATTACK COMMAND. The
right-click MAPS menu has a new command "ATTACK
PLAYER" which challenges that player to a fight. I
haven't completely finished this yet, but my plan is: 1.)
only PKers can attack other PKers (except on 'dangerous'
maps where anyone can attack anyone). 2.) PKers cannot
refuse such an attack. 3.) It basically just makes the
attacker 'camp' and pulls the target into the camp. 4.)
You have to be a party leader (or not in a party) to
challenge. 5.) If the target is in a party, his whole
party is challenged. (parties might have non-PKers in
them, and they would be summoned into the camp, but would
be protected by the normal rules about that sort of
thing).
This also means that in general, you are no longer pulled
into nearby camps or fights unless you have been
specifically challenged. One thing I haven't finished is
the way to intentionally enter an existing camp or fight
(obviously I want that to be as simple as clicking on it
- as distinguished from its suddenly appearing beneath
you). Also, I need to make sure that scene lock works
properly for non PKers (PKers cannot lock their scene).
I tried to think ahead to support varying sorts of
challenges, but for now this is all you will see.
Again: the ATTACK PLAYER option just drags your target
into the scene (and they must be close enough, etc.) The
actual fighting in the scene follows the same rules as
before.
- * PKER RULES SEEM TO WORK.
The rules outlined above are now fully implemented. It's
cool. You'll like it. I command you to like it. No, now
you must LOVE it! You love it so much you will buy a mug!
Two mugs! Your brother in law needs a mouse pad! Buy!
buy! buy!
- * ENTERING AN 'OLD' SCENE
SHOWS PLAYERS AT THE CURRENT LOCATION. So, if you come
into a battle already in progress, you are more likely to
see people standing around than suddenly walking onto the
screen along with you. This probably has some sort of
strategic impact, but overall I think it makes the lag
less unbearable.
- * REMOVED A CHUNK O' LAG.
While nothing will make actual lag your friend, I found a
spot where you were being forced to wait an extra second
or two when you entered someone's scene before you saw
the monsters. So, this might seem nice to you now. But if
you were seeing a six second lag, this is only going to
cut a second or two of that.
- * PEOPLE WHO DISAPPEAR
LEAVE SCENE. If someone leaves the game gracelessly (i.e.
they crash or pull the plug), their character should
disappear from the scene as soon as you notice they are
gone. Also, if they were hosting the scene, you should
pop out of it. Also, if they come back into the game
before you noticed they disappeared, you should also pop
out of their old scene (and not suddenly see their well
scene on top of your current scene or something goofy
like that). This goes for parties, as well. When they
disappear, you should no longer be in their party.
- * POINTING TO SOMEONE ON
MAP ONLY HIGLIGHTS ONE PLAYER. So, I try to figure out
the player you are pointing the 'closest to' (aim for the
center of their shadow on the map). It used to be
pointing at a group of people clustered together would
light up all their names in an unrecognizable splat.
Since the right-click on map menu kinda depends on
selecting exactly one person, this seemed like the right
thing to do.
- * NO LONGER STUCK IN WALLS.
Thanks to Chuck P. sending me a copy of his goliath
character, I believe A46 will no longer have the problem
of your character appearing in the middle of the map
[(128,128) to be exact] and then be stuck if that happens
to be impassable terrain. Also, if you DO get stuck in
the terrain (take off your water boots, for example), you
should no longer be treated to an infinite loop system
freeze when you try to walk out.
You'll have to wait for A46 to be able to recover your
stuck characters 'gently' (the deleting/renaming of the
.ter file will still work as an emergency fix until then,
but is a bit dicey if you don't get the file back exactly
right before the next patch)
Anyway, analysis of 'goliath' showed HOW it was stuck and
allowed me to have an auto-fix for that condition, but it
didn't explain WHY it was stuck. There is some sequence
of events which leads to the problem in the first place
and I am still looking for that.
- * FIXES BROKEN PET STATES
WHEN YOU INCARNATE. Just in case your pets were in a
funky state when you left (as was Az's case)
- * PREVENTS A FEW MORE
HACKS. By no means all, but a couple of the more popular
memory hacks should stop working.
- * EVEN NEWER ATTACK PATHS.
Josh has drawn a bunch of attack cartoons, I broke it up
into multiple files so world designers could make their
own and still use defaults. Animation timing is improved
for appearance. STAB attack delays ATTACK pose until src
is near target (i.e. run up to monster, THEN swish
sword). lunges always face monster. leaps face monster
during attack and turn away during retreat. New syntax
for specifying attack paths: path.image.flags.weather.fx,
as in "1.2.3.4.5" means path=1, image=2,
flags=3, weather=4, and fx=5. So if you ran off and added
paths to yout world files, you are all screwed! I suspect
I'm the only one with a lot of work to do :-(
Oh, also the "/paths" command is gone (use the
book of options instead). And a confusingly new command
is added:
"/path p.i.f.w.x" sets the 'override attack
path' to the specified value. This then becomes the ONLY
attack path used in the game until you set it to
something else (or restart WoS). It's for world designers
to try out path values before putting them into the
MONSTERS or ITEMS tables.
Since you can now have up to 200 animations (A45 limited
you to 32), they are now stored in 20 files, 10
animations per file. So animation 146 is at offset 6 of
the file "attack14.bmp" in the ART folder. You
can override individual files in your WORLD or THEME art
folder. In general, the game engine will provide defaults
in the 0-99 range with world designer unique creations
expected to be in the 100-199 range.
The new ITEMS.TXT file in Evergreen should document how
this works. If it doesn't, remind me :-) (NOTE: this
format is CHANGED between A45 and A46, so I mean A46 will
document it, and I propose world designers wait for A46)
- * SIGNIFICANT PACKET
REDUCTION. I found a way to significantly reduce the size
of a couple packets which are sent frequently. (yay).
Unfortunately, to see the improvement, everyone has to be
running the new version. I think I came up with a
reasonably clever way of having this remain compatible
with older versions and yet benefit new players, but
remember: a single old player in the game will disable
the new feature for everyone.
- * FIXED MULTI-STAGE FIGHT
PET BUG. I think I fixed it, at least. I was able to see
why your still-alive pet was being removed from the scene
after you beat a stage. Now that pet remains until it
dies or you recall it.
- * MODDING IS CHEATING. It
looks like the mod detection circuitry is working well
enough, so I have added the bit where a modded character
is treated like a cheat character in battle (i.e. cannot
give stuff or hit first). Continue to pay attention to
any warnings you see about "this will mark your
character as a cheater". Those warnings are now
completely true.
- * NEW BOOK OF OPTIONS. You
know how I love to spend 8 hours totally re-writing
something which already works just to do the same thing
in a slightly different way and possibly add some bugs in
the process? Well, I guess it only took an hour but I
re-did the Book of Options so that now the options appear
in a (scrolling) list box. he idea is that now I can add
more options without having to worry if they fit on the
dialog or not. You now have to DOUBLE-click an option to
toggle it, however. Past experience tells me that now
that I have 'done it right' I will never add another
option, so it will be a totally pointless exercise.
Still, the code is somewhat prettier as a result.
- * STUPID PETS STAY STUPID.
I imagine there will be two schools of thought here, but
now a pet with 0 wisdom will NOT gain wisdom, even if you
try to train it (it will appear to be getting smarter but
then snap back to stupidity). The GOOD news is that you
can train up a stupid monster to a high level and be sure
it will always use a physical attack. The BAD news is
that stupid pets are a bit crankier than wise pets and
will be quicker to turn wild on you. Note that pets you
already have are not affected by this change.
- * STORE HAS CORRECT 'EQUIP'
GLYPHS. I hope. If you went through all the work of
customizing the equipment icons used on the EQUIP screen,
they will now appear in the store as well. I hope.
- * GUILD DIARY REPLACED BY
"SOUL DIARY" In preparation for the integrated
guild stuff (first cut in A47, could it be?!?) and due to
a general lack of enthusiasm for the old name, I have
renamed the window to "Soul Diary" (and no, I
haven't updated the help file). But I also added some
features to it, such as:
- can now sort by alpha or by sernum
- shows last known skin
- shows a teensy bit more info
- nicer layout in general
For the most part it looks the same as before, and the
new info for other players won't appear until the next
time you scan them. But overall, I think it's a step
forward.
- * NEW BOOK: "Book of
Gaiea". Well, this one is pretty silly, but I always
wanted to do this so bear with me. This opens a floating
dialog with a map of the earth in it (the real planet
earth). On this map you see some dots representing where
the players are. Left-clicking zooms IN and
right-clicking zooms OUT. SHIFT-clicking sets your own
location. Clicking on a name in the MAPS list highlights
than spot on the earth map. I just thought it would be
cool since we're such a hip international crowd.
- * ALL SOUL ITEMS AVAILABLE
(+stuff). Either via a quest, or back at the cheaty Rune
Ruins, you should be able to pick up all soul items now.
All soul items are now level 99 (or is that old news?)
Soul items have been given attack paths which make them
slightly more interesting to use. New gregorian chants
for book spells, Gob catapault throws gobs,
"Basil," Soul Boots are fast like cowboy boots,
Springwell frog no longer gives frog boots, Warpath is
level 97
- * MONSTER SPELL-PICKER
UPGRADED. You should see more variety in spells cast by
high-wisdom monsters now - not just nova nova nova.
- * NEW SCRIPT OPCODE:
"GOTO EXIT". This just boots you out of the
scene and back to the map (as if you pressed the EXIT
button in the scene).
- * NEW MENU: GUILDS. Yep, it
looks like the integrated guild stuff is more or less
completely functional in this version after all! What a
surprise! There are three things in the GUILDS menu:
- Guild Hall (shows list of current guilds)
- Create Guild (lets you make a new one)
- Change Uniform (your character can belong to multiple
guilds, but can only 'play on the behalf of' one guild at
a time. This lets you change guild 'uniforms' (a uniform
is just the guilds acronym - "LoD"
"WoS" etc, which now appears next to your name
in the MAPS list (no more making a new character with an
acronym built into the name!)
Guild membership is OPTIONAL!
Don't freak when you see the old guilds aren't on the new
list. And the list will probably be a little shakey as
bugs are found. Go ahead and create guilds as you see
fit, with the understanding I might delete one or all
without notice just because I can.. I mean because I had
to for development reasons.
When you right-click on a player who is wearing a
uniform, you'll see two new options:
- Read about Guild XXX
- Petition to join guild XXX
If you petition to join a guild, you will appear on its
'Petitioners list' The guild meister for that guild will
have to edit your record and give you an official title
in the guild (no limits on titles other than they be
alphanumeric). If they set your title to anything other
than "Petitioner" or "Reject" then
you are IN the guild and can wear the uniform.
I hope you enjoy this feature, as it was a long time
coming.
- * CHEAT CHARACTERS CANNOT
RELEASE PETS INTO SCENE. They can still use them in
battle, but if they 'free' the pet it just runs away
(instead of attacking everyone in the scene or, more
importantly, becoming available to be captured by someone
else in the scene - who then benefits from a potentially
hacked pet)
- * MAX MONSTER LIMIT FOR
PETS ENFORCED. If you have a pet X whose 'natural level'
exceeds yours, it will escape you if you try to use it.
This means no more pet Black Wraths (unless you keep them
in your pocket, I suppose)
- * NEW CHAT COMMANDS TO OPEN
WEB PAGES. To facilitate viewing pages you can now type
the URL into the chat window by preceding it with a
slash. As in:
/http://blah
or
/www.blah
The url MUST start with 'http' or 'www'
- * NEW PERCENT SIGN
KEYWORDS. Much as "%3" will be replaced by a
random insult, two new commands are available which I
will describe by example:
%L level name of scene host ("emperor")
%C class name of scene host ("magic-user")
if not in a scene, these use YOUR info.
%Cn class name of class n (1-whatever)
%Ln level name of level n of scene host's class.
%L-1 the scene hosts NUMERIC level ("99")
- * NO MORE PP 'FARMING'. I
could have sworn I already cut this out (getting PP for
healing monsters) but it looks like I missed it. Anyway,
you can still heal a monster and then bash it for awhile,
so it's not impossible to stretch a monster out for
awhile. It's just hard to do that with a jelly since you
tend to squash it with your weakest weapon.
- * PK TIMEOUT RULES
IMPLEMENTED. These affect the new PK ATTACK command only.
(right-click on someone and select PK attack to start a
battle with them. that makes YOU the attacker and them
the victim).
1.) if either side uses a weapon, their FLEE button is
disabled for 30 seconds. So if you want to flee, you have
to let the other guy pound you for 30 seconds first.
2.) the ATTACKER is stuck in the scene for 30 seconds in
any case, even if the victim flees before fighting.
3.) You have to wait a bit before using PK ATTACK again.
If you do it too much, the time you have to wait
increases. If you do it seldom, the wait time decreases.
Once a minute is considered "pretty darn
frequent" just to set your expectations. If you and
a pal want to do a million PK Attacks in a row, you might
just take turns being the attacker. That should take a
minute of your life easily
- * NEW SPELL TABLE FLAGS.
Hidden in the "minimum required level" field is
now a 'flags' field (using the new 'dot' trick), so level
= "1" still means "level 1" but level
= "1.1" means Level 1 with flag 1.
flag 1 means "Monsters cannot use this spell"
(pets neither).
flag 2 means "Heroes cannot use this spell"
(actually it just means it won't appear in the Learn
Spells list. You could give the spell as a quest item if
you wanted your hero to visit the King Slobber and learn
a mystical slobber spell not normally known to humans.)
- * NEW MONSTER TABLE FLAGS.
Read the bit about spell flags to get an idea of how it
works, but same deal for monsters, only instead of the
LEVEL, it is built into the SCALE argument (just after
the skin name of the monster)
- scale = "0" means normal scale
- scale = "0.1" means normal scale and FLAG 1
Flag 1 means "Not Tamable" (cannot be tamed no
way and no how). Josh asked for it. Blame him! :-) This
is how a world designer makes some creature with a low
level and yet still not let it be tamed. Now, you don't
get any feedback for this, so it just adds to the world's
mystery.
- * NEW SCRIPT "IF"
CONDITIONS. You can now test a couple new things, which I
will describe by example:
IF P, @isAPKer
IF Pn, @hasPKedNTimesOrMore
note that the PK count isn't working yet, so this is a
heads up. P by itself should work (just tests if they are
a PK character)
IF M, @isACheater
IF M1, @hasPlayedVersionedCopy
IF M2, @hasPlayedModifiedCopy
IF M4, @hasDisabledAVoidMods
The only ones which I expect to make sense are
"M" (is a cheater) and "M2" (has
modded).
- * [BUGFIX] Fixes a
round-off error which occured in the yield calculation on
your stock portfolio when you reached around 20 million
GP total equity (2 to the 31st power, divided by 100 to
be exact 21.474 million). We should all be so lucky. I
did NOT switch to the new yield calculation math since to
do so would render everyone's portfolio corrupt. (sigh).
And it's not worth causing that kind of pain for the
improvement. However, this fix should keep you set until
yo have 2.14 BILLION gp in the bank. then you're screwed
:-) That will be a lesson in greed.
9/8/2000 ALPHA 45 INCLUDES:
- * COMPATIBILITY: Excellent!
(Predominantly bug fixes from previous release)
- * [bugfix] Fixed the A44
crash which happened when the person who was the target
of a physical attack left the scene before the attack was
complete.
- * [bugfix] Fixed the A44
bug where feeding armor to your pet, or healing your pet,
didn't "stick" once the pet was returned to the
pet pen. It had some other side effects like the RECALL
button sticking. I still don't know if I have fixed the
bug with regards to the multi-stage fight scenes (and
pets).
- * ATTACK FRAMES DRAWN FROM
RIGHT TO LEFT. No one but JOsh cares about this yet, but
I reversed the order of animation of the 8 cell film
strip used in "attacks.bmp" so now the FAR
RIGHT frame is drawn FIRST (instead of last). The 'arrow'
should still point to the left...
- * PACKET REDUCTION CHANGE.
IN an effort to remove lag wherever possible I changed a
very low level packet thingy. Frankly that stuff is so
complicated I have no idea if I have created a huge bug
or not. Overall I think I have reduced a packet swarm
which occurs when someone new joins the game (most swarms
happen then since the new guy has to get synched up).
- * [BUGFIX] LEGOCIDE NO
LONGER LEGAL. I think, but when you get 4 seconds of lag,
who knows what will happen.
- * IM POPUPS ONLY POPUP IF
MINIMIZED. If you formally CLOSE an IM popup, it will
stay closed even if that person sends another line of
text. If you MINIMIZE it instead, it will pop back open
on the next incoming line.
- * [BUGFIX] BOOK OF COLORS
RESTORES FONT, SIZE, AND BG COLOR. That is to say, it
really should take you back to factory settings now.
- * [COSMETIC] MOUSE CURSOR
DOESN'T GET FUNKY ON STATS, MAGIC, OR ITEM PANELS. You
may have noticed that if you moved the mouse quickly you
could manage to have a wacky 'splitter' cursor while
pointing to the top half of these panels.
- * [NEW OPTIONS] DISABLE
ACTION PATHS. The Book of Options lets you permanently
disable action paths (and the setting is remembered) just
in case there remains another crashing bug. IN the long
run, I hope action paths are cool enough that no one
wants to turn them off, but in the short term I don't
mind letting you apply your own critical judgement (I'm
not establishing a precedent here, of course, it's still
up to the world designer to choose...)
- * SKIN FILE NAME CHANGES.
While a skin is in the process of being transferred, I
used to add the extension ".tmp" to the end.
Lurch seems to feel that Windows will freak if a
directory contains too many files with that extension
(and I don't doubt him - I can just see the chain of
logic leading to that). Anyway, to be safe I now append
".xfr" (transfer) instead. What this means to
you is that any .tmp files in your skin directory are now
junk and you should delete them. I'd do it for you, but I
have this thing against having code in my programs which
deletes a bunch of files at once. Creeps me out just
thinking about it. So open your WoS\Skins folder, sort by
'type' and delete all the TEMP files. (um, do this AFTER
upgrading to A45 of course).
9/3/2000 ALPHA 44 INCLUDES:
- * COMPATIBILITY: Some new
features require all players to upgrade. (for example,
guild diary indicates play in "modified versioned
world")
- * REMEMBER: If you want to
modify a world to experiment with the engine - MAKE A
COPY of the world and modify that instead. Modifying
someone else's world will make it a modified world and
mark your character as a modder for playing in it.
- * MAGIC HURTS. Coe et al
will be glad to see that 'humans' are now hurt by magic
wherease before they were fairly immune, at least
relative to sword blows. A level 99 PK slug fest between
a magician and a sword user will deliver equivalently
sized blows.
Note that this means a monsters magical attack upon a
human will be similarly more powerful!
The vacation is over, prepare to die.
- * REMEMBERS MOST WINDOW
POSITIONS. Some windows I still like to have appear as
centered dialogs, but others I make an effort to remember
your favorite size and position. Especially for the world
editor windows, which I also changed a bit in shape so
that they can 'tile' better.
I think it is conceivable that you could paint yourself
into a corner by dragging an important window to the
lower right and then resizing your desktop to a smaller
resolution so that window was now offscreen.
If you think that has happened, use regedit and explore:
HKEY_CURRENT_USER\software\synthetic
reality\souls\WINDOW_POSITIONS and just delete the value
in question (while WoS isn't running, of course).
- * WORLD EDITOR TWEAKS.
Nothing major, just minor convenience items. The main
edit dialog now has a more useful button bar (HELP,
LINKS, OBJECTS, POKEDEX, SKINS, and something else).
Also, in addition to the world name, and map name combo
boxes, theres a third combo box on that screen which
enumerates ALL the .TXT files in your world's main
directory (i.e. items.txt, monsters.txt, etc) and there
is a new EDIT button which instead of always opening
quest.txt, opens the currently selected file in that new
combo box. I find this quite convenient.
- THE BAD NEWS is that I can
still only edit one file at a time, so when you open
monsters.txt, it will close whatever file you had open.
My excuse is that this is all tied into the 'dirty,
requires reload' processing, but really I just didn't
think ahead when I wrote my little text editor in the
first place.
- I find the following
'tiling' to be comfortable for me (screen res is 1152 x
864 on my machine)
1.) open the world editor and drag the main function bar
to the extreme top left
2.) resize the WoS window so that its left edge aligns
with right edge of main function bar and otherwise fills
the screen
3.) click on LINKS on the function bar and then position
the link editor window on top of the chat area of the
main WoS window
4.) click on a link in the table, bringing the scene
PREVIEW window up and position it on the left just below
the main function bar
5.) click on OBJECTS and place the object editor just
below the the scene preview (these three windows are now
all the same width by default - function
bar/preview/object editor)
6.) re-select LINKS and then press the TERRAIN ad MONSTER
checkboxes and position their 'palette' windows over on
the right, just below the minimap
7.) press the SKINS button on the function bar and
position the 'villager editor, just above the link
editor.
(and now you see why I added the window placement memory
:-) I got tired of doing this again every time)
Overall, this works for me and I can place links and edit
scripts pretty much all at the same time. I minimize the
link editor when I am not actively working with links and
then I can easily type chat commands like
"/reload" and "/scene N" to test
script changes.
But really, once you have placed your links, it is
probably easier to develop scripts while actually playing
the game, since that way you can be incarnated and the
script tokens will have a home.
Anyway, I am unduly influenced by my workspace, so I am
pleased with these micro-improvements. I also added
support for the arrow keys in the OBJECT and LINK
editors, so now you can clik up and down the list instead
of clicking on each item in turn. A surprising advantage.
- * SOMEONE REMIND ME.. Who
was it that felt the preferences for "don't pick up
trash" were NOT being remembered. They appear OK to
me. I'm hoping you just were confused by the default
values. Anyway, I added "seance" to the
remembered preferences, for those who prefer to see
ghosts all the time.
- * FINISHED QUEST 7. There
are actually more than seven quests already, but the
numbering system was a little goofy (go figger). Anyway,
quest 7 starts with the dolphins in Westin, so return to
them to kick it off. It will make more sense if you don't
already have the rubber boots or the water boots (both of
which you now get officially from quest 7). Officially,
you won't be able to visit the Sea Grotto until you get
into quest 7, though that certainly won't be the case for
pre-existing characters.
- * NEW WORLD DESIGNER
COMMAND: "/version". This opens the world
version dialog which lets you 'stamp' your world with an
official version number. Avoid the temptation to stamp
other people's worlds with new version numbers - you'll
get a cheap thrill right away, and a corrupted character
later on.
- * VERSIONED WORLDS
SUPPORTED. This is a super big deal, and I hope I don't
have any show-stopping bugs in it. If a world is
VERSIONED (only evergreen will be versioned at first)
then you will get marked as a modder if you play any
deviation. So, if you make a trivial change to quest.txt,
you're a modder. If you play with someone else with a
different mod than your official version, then you're a
modder (even they have an official version, just
different from yours). You are locked into playing ONLY
your current official version. Anything else makes you a
modder. You can get a newer official version and you will
NOT be a modder. There are a zillion warning dialogs so
you have no excuse to get accidentally marked a modder.
Do NOT turn off "avoid modified quest files" or
you WILL be a modder.
World designers will absolutely HAVE to have some
'modder' characters to use while developing their world.
I suggest World designers do NOT run off and version
their worlds immediately as soon as they get A44. Let's
see if it breaks Evergreen first...
Yes, I'm a little nervous . Another side effect of this is
that the "/reload" command is now a cheat. So
world designers will need to use "cheating
modder" characters to get any work done. And once
you DO version your world, be sure to version it again
with every release. (otherwise you will be shipping a MOD
and everyone will have to become a modder to play it). I
figure I will forget to re-version future releases of
Evergreen, so let me apologize in advance.
If you version your world, you will need to maintain a
backup of your world's PASSWORD and your personal
PUBLISHING CENTER. If you lose either you will be unable
to issue additional official versions of your world. You
can share your publishing center and password with
co-designers if you like (though I recommend against it,
frankly - it's best if you always officially publish from
a single computer). But you can move your publishing
center to a new computer if you upgrade your PC or
something. But only if you remember your password and
backup your publishing center...
- * LIFE MONSTERS NO LONGER
HEAL GHOSTS. A small achievement. They also won't bother
resurrecting fellow monsters, but I think I mentioned
that already.
- * PETS AND MONSTERS NO
LONGER DOUBLE-PAY FOR SPELLS. Which means their MP will
effectively last twice as long. Thanks, um, uh, (sorry)
for pointing this out. (DS?)
- * VARIOUS ADDITIONAL HACKER
DETECTORS. We'll see how effective they are at shutting
down the 'one hit wonders.' Fixed an obvious way of
preventing your mod count from showing all mods traveled.
- * NEW COMMAND:
"/tile"
This sets up your world editor windows the way I like to
have them set up. You are free to disagree. Note: you
have to be in world editor mode to give this command. It
positions the editor, link editor, object editor, scene
preview, and monster skin selector windows (but doesn't
display them if they are hidden at the time)
- * WORLD EDITOR REFINEMENTS.
Some simple changes. While editing the world you are
semi-incarnated in a character called
"TestCharacter" who knows all the spells and
has all the items. This lets you use the
ITEM/EQUIP/SPELLS buttons to see a list of all available
things. I find this a convenient way to look up id
numbers while editing a quest file. (the ID number is
also shown while in world edit mode)
The MAP button is now a lot like the old 'test' button
used to be, and will hide the link edit window when you
click it (I mean it will flip you back to map mode where
you might try walking and camping and /scene-ing without
leaving the world editor.
- * FIXED A BAD BUG. I think.
That is to say, I lost all my evergreen links, just like
some of YOU have reported doing! I believe it occurred
when I pressed "NO" (this will revert your
changes) after switching maps without saving first.
Anyway, that whole revert and cancel thing was wrong
wrong wrong. Now you just get asked if you want to save
the links or not.
- You can no longer use the
HUNT or WELL button while in the world editor (and man
were you an idiot if you did that before!)
- When you first enter the
world editor, I stick some helpful hints in the chat
window.
- * INSTANT MESSAGE POPUP
WINDOWS (OPTIONAL). I got tired of the overhead when you
have 3 people whispering at you at the same time. So now
you can OPTIONALLY open a floating window for individual
whisper or gossip channels. Anything typed in a popup
only goes to one person (a whisper) or one channel (a
gossip). Note that just because YOU opened a popup window
doesn't mean the other folks did. It's still the same old
whisper and gossip technology and appears in the regular
chat window as well. It just saves you the hassle of
typing leading characters, changing your whisper target,
etc.
I repeat: Whisper and Gossip still work the same as
before, this is an OPTIONAL way of simplifying multiple
channel use.
You open a window by one of these commands:
"/im 42" (opens a GOSSIP popup for channel 42)
"/im samsyn" (opens a WHISPER popup to samsyn)
<right-click on map list> (has IM option which does
same as "/im samsyn" without having to type the
name.
- * BOOK OF COLORS has more
options. Specifically you can now set the background
color of the chat window to anything you like (and which
is supported by your desktop). You are responsible for
ensuring a legible contrast between each of the text
colors and the background you select.
Also, you can now pick the font, size, and italic/bold
you find most appealing for chat. Originally I was going
to let you select this individually for all text 'colors'
but it turns out that is not particularly easy the way I
have things set up. So, no cacaphony of fonts allowed.
Note: these only affect what YOU see, not what other
people see.
- * MAX FRAME RATE LIMITS.
Now that I have a super fast PC, I could see where the
game was running at an unbridled speed... this sort of
thing makes a game unplayable after a few generations
(for example, like Wing Commander I became unplayable by
the time of the 486/66). Anyway, in the case of WoS I now
limit you to 40 fps in the mini-games (and pet dialog).
This further gets cut to 10 fps if you have a modal
dialog up.
- * PK/MONSTER STATISTICS
KEPT. No, this is not a drawer full of the ears of
everyone you have PKed. But now when you open the GUILD
DIARY on someone, you will see the total number of times
they have killed you and you have killed them. This is
based on your current characters. So just cause I killed
you as samsyn doesn't mean I have killed you as cheeta.
Likewise the pokedex now keeps track of how many times
you have killed (and been killed by) each monster type.
Originally I was going to hide info about a monster until
after you had killed one first. I could now do that if I
still wanted to. But I no longer want to.
Please note that only you see these counters - they
aren't shared with others. So hacking your files will
only be in order to lie to yourself :-) (and the file in
question is easy to hack)
- * [bugfix] CORRECT PET EATS
ARMOR. I think I fixed the bug where if you had two pets
of the same type, I wouldn't always give armor and points
to the right one. Hopefully I didn't break pets in
general.
- * [bugfix] OBJECT EDITOR NO
LONGER CRASHES when you scroll up to the top of the
object map. I don't know how long this bug has been
there, but I suspect for awhile. I don't think it crashed
on my old computer, so this might have plaqued lots of
you.
- * MISC. ESTHETIC CHANGES. I
changed the odd thing here and there for no real reason.
You might notice that the restore soul and pick skin for
new soul windows have a different background (some
pebbles). The big change there is the way I stretch the
art, so people making themes can have a pretty picture
there. I did some other silly things like that here and
there, as well.
- * CHANGES TO GETTING SUCKED
INTO FIGHTS. I know I said I was going to add a "map
flag" which would let the world designer
allow/prevent your getting sucked into 'nearby fights'
but it turns out that is trickier than I thought (without
losing the ability to do it on purpose). So I am at this
time just fixing a little asymmetry. If you lock your
party (even if you are in a party of only one), then you
will neither suck in people nor be sucked in. In prior
versions you could still be sucked in, even if you were
locked. So, PK dueling requires unlocking yourself...
additional refinements are possible and will likely
occur... as in no locking while a PKer maybe (or reduced
locking privileges in any case).
- * PP ONLY FROM MONSTERS!
This is a pretty major change (though easy to implement).
You no longer earn PP from bashing other players. I know
there still needs to be some 'reward' from PK fights
(please see the PK stats feature added this version), but
I have been convinced that earning PP from other players
only enables lazy PP accumulation and its removal doesn't
seriously diminish the joy of PKing.
- * MORE DEFAULT MAP OBJECTS.
I sampled some more villages and trees and such for use
on your own maps.
- * SPECIALTY PET STORE. I
added a pet store to the pokegatchi arena with four 'new'
pets (now play nice!)
- * NEW FOOD ITEMS. You asked
for pizza, you got it and a couple other things,
including a plug for the WoS Mead Mug (use it in the
game, then buy one for your real world desk!) I also
added the WoS mouse pad as an item coz I am a big goof!
- * HUNTING 'ANIMATION' NOW
SCALES to match your skin's shadow size. Not that I want
to reward people with huge skins.... (the day may
come...)
- * HOTKEYS NO LONGER ACTIVE
WHILE WEB BROWSING. Pressing F2 when the browser is up
will no longer bring the EQUIP screen on top of the web
panel, for example.
- * NEW CHAT BUBBLE SHAPE.
Whoopee. Slightly more compact and readable.
- * NEW RIGHT-CLICK MENU ON
MAIN MAP. This is the same menu you get when
right-clicking in the MAPS list, but now you can
rightclick on someone on the map itself (not in a scene).
This is a precursor to adding a formal 'attack PKer'
command.
- * ATTACK PATHS FOR MONSTERS
AND RIGHT-HAND WEAPONS. (Also, you now walk twice as fast
while in a scene, which is still a bit slow, but only
half as much so :-)
Now world designers can assign an "Attack Path"
(previously known as action path) to ITEMS and MONSTERS.
These paths control additional animation during a
PHYSICAL (non-magical) attack. For the most part they
make the attack move in some way (leap onto the target,
for example). The actual list of attack paths is in flux,
so I refer you to the ITEMS table documentation for the
available paths.
- * ATTACK PATH IMAGES. Some
attack paths add an additional thingy to the screen. For
example the ARROW paths draw a weapon in transit from the
source to the target. The weapon in question is NOT the
image of the specific weapon, but an 8 frame animation
from a new file ATTACKS.BMP which can be extended by
world designers. So you can draw 8 frame animations of
ninja stars, throwing knives, arrows, rocks, etc. You are
limited to 32 such animations at this time, however. The
'visual' paths basically let you specify straight line,
arced, etc and how fast the motion is, then the image to
be associated with it. It's pretty simple and described
in the ITEMS table documentation.
- * EMERGENCY SHUT-OFF SWITCH
FOR ATTACK PATHS. For now, you can toggle this feature
off and on via the slash command "/paths" just
in case it causes some horrible problem.
- * SOUL EQUIPMENT IS LEVEL
99. And as powerful as anything will ever be. So no more
whining about having to carry around useless soul
equipment! This means the final quest will require level
99, but that doesn't seem to be a big problem, after all.
7/7/2000 ALPHA43 INCLUDES:
- Remind me never to rush
out new versions.
- This fixes a terrible
"no one can fight but the scene server" bug
introduced in A42
- It also strengthens
magic a teensy bit, but magic is still about two-fold too
weak, so expect more in 44.
7/7/2000 ALPHA 42 INCLUDES:
- * COMPATIBILITY: Excellent!
I'm sorry to ship a THIRD version in almost as many days,
but I am just too impatient to wait because I want to see
how the lag reduction stuff works. I'm thinking it will
make a big difference. I hope I'm not wrong!
- * BUGFIX: Fixed the problem
where the incoming text wouldn't stay 'scrolled back' if
you had clicked in the top of the chat control (i.e. if
it had the focus, and was showing the blinking text
caret). Note that selecting text in the top half is a
different story, there it tries to keep showing you that
text.
- * MORE LAG REDUCTION. The
success of the A41 reduction enables me to make a further
reduction in A42. This removes yet another packet swarm
surrounding the arrival of a new player. This will
probably be the first reduction that you actually notice
in game play (as opposed to just making my histograms
look nicer :-) I mean A41 made a huge improvement, but
I'm not convinced the individual user sees it, since this
other swarm will still inject several seconds of delay
now and then.
- * UPDATED HELP FILE. I
actually had a newer help file around since I added pets,
but I forgot to include it in the distribution... ooops.
Anyway, between that and whatshisfaces demands (heh heh),
I've brought it fairly up to date and will actually
include it in A42.
- * ADDED POKEGATCHI OWNERS
MANUAL button to the pokegatchi training center. It just
opens the help file to the section talking about pets.
- * LIFE ELEMENT
MONSTERS/PETS no longer will try to resurrect fellow
monsters (impossible since the dead monsters disappear
immediately) and will only rez humans on their team.
7/5/2000 ALPHA 41 INCLUDES:
- I am releasing this on the
heels of A40 so as to repair the modal dialog bug as soon
as possible.
- * COMPATIBILITY: Excellent!
Though world designers who rushed right out and
implemented the A40 map flags will need to re-read the
flag definitions. Flag 1 is a bit different, though
fundamentally the same.
- * BUGFIX: It was possible
for a party follower to see inaccurate level and class
info for the party leader just after the end of a fight.
I'm sure this can still happen, but now there is one less
way.
- * BUGFIX: Monsters will no
longer cast an ineffective disease on you (resulting in 0
hit points) when out of MP. It was actually a mis-checked
return value which might even have led to a crash in some
cases, so thanks to lurch and xxElderxxx for their
persistence in working this out.
- * BUGFIX: Pet levelups now
get the same maxMP as regular monsters get. (which means
pets now get a bunch more.)
- * FIDDLED WITH TIMING
AGAIN. (Sigh) I had to put one windows timer back in, so
that things wouldn't come to a halt when you opened a
modal dialog like the Book of Colors or the Learn Spell
dialog. So now it will probably crash on the level up
Ability Dialog again for some users. I also played with
the idle loop handling so that when WoS is not the most
important window on the desktop, it gives some CPU power
back to other apps which want it.
- * SERVER LOAD ENHANCEMENT.
I found a way to cut down a flurry of packets sent when
someone new entered the server. Silly me, I should have
done this ages ago. This is probably the primary source
of lag on my server today. Should be a good improvement.
It motivates me to push an A41 fairly soon. (i'll try to
wait a few more days though for any amazing bugs to be
discovered...]
- * FIGHT PARTICIPANTS NOW
FIGHT FOR THEIR TEAM. (and 'ALL' spells are team-based).
The team is the serial number of the leader of the party.
(so everyone in a party, and their pets, are playing for
the leader's team). If not in a party you play for your
own team (your serial number) and your pet plays for your
team. Monsters play for the monster team.
If you cast an 'ALL' spell on someone, it applies to
everyone on their team. (for example, everyone in your
party and all their pets get HEAL ALL applied to them if
you direct it to any one of them or yourself.) Where this
will seem weird to you is in a scene with 3 players who
are NOT in a party (therefore they represent 3 unique
teams) casting an ALL spell on one will only affect that
one (and their pet, if any).
So, in PK Arena, for example, each guild could form a
party and then enter a common scene. casting an 'all'
spell against one guild member would target the whole
guild, and their pets. You could have a 3way battle,
5way, whatever.
Someday in the future I will let you specify a party is
to be reserved for a single guild, or perhaps a list of
guilds.
This affects a LARGE number of combinations of fight
configurations. Ben helped me test most of them, but I
imagine some will have slipped through the cracks. Still,
the code is quite clean now, so mission accomplished from
that perspective.
- * NEW DESIGNER COMMAND
"/class N". World designers might find this a
convenient way to check their character classes. It lists
the most important aspects of the specified class,
including the per-level maxHP and maxMP which are tedious
to compute manually.
- * CHARM DONE RIGHT (I
HOPE). In a rare fit of non-laziness, I made it so charm
works as you might expect. The monster remembers the last
person to charm it, and fights for that player's team.
(come to think of it, I don't know if that makes it a
recipient of a team HEAL ALL or not...)
6/30/2000 ALPHA 40 INCLUDES:
- * COMPATIBILITY: Excellent!
But resumable skin xfers won't work unless both players
have upgraded.
- * BUGFIX. You are no longer
limited to a single 'equip' command while on MAP.
- * BUGFIX. It *should* be
impossible to see the notification "X casts
<blank> on Y" unless the spell's actual name
is <blank>. I gave the BOOK and SUMMON spells some
goofy names since people didn't like BOOKn and SUMMONn
(of course, you lose the sense of relative strength as a
result).
- * BUGFIX. Removed 30 second
delay which occured in SOLO mode after selecting
"Leave This World" during which time you were
stuck looking at the rock, with no "solo or
multiplayer" dialog
- * BUGFIX. Closed a long
overdue UI hole where *canceling* the "Solo or
Multiplayer?" dialog after playing the game for
awhile didn't return you to the main menu.
- * BUGFIX. Healing a pet
just as it dies completely should no longer apply your
heal spell to an enemy - it should heal some random
friend instead (whether they need it or not). As a
corrolary to this, it is hoped that lagged moves can no
longer result in a spell firing off the top of the
screen.
- * BUGFIX. Massive clicking
before traveling through link point will no longer result
in 'last click' occuring on the far side of the link.
- * HUNT BUTTON (Thanks,
F'nok) is the new way to start a fight with a monster.
So, go stand on the map then push HUNT over and over
until you get a fight. The more you use it, the higher
your HUNTING SKILL and the easier it is to start a fight.
Also, the better your hunting skill, the easier it is to
walk long distances WITHOUT getting into a fight. (Plus,
your use of the HUNT button is appreciated by mister
bandwidth)
- * AUTOMATIC WAY_POINT
CALCULATIONS. This was a bit of work and it took me
awhile to come up with an algorithm to do it (and who
knows how buggy it will be! And don't expect miracles!)
Anyway, now if you click somewhere on the map, your
character should automatically avoid impassable terrain
on his or her way to the destination. If you use the
/terrain feature you can see the path it will take.
I added an option to the Book of Options to let you turn
this off in case it turns out to be too buggy to survive
waiting for the next update.
This is harder than it sounds, so please don't nag me
when it can't figure out a path that looks self evident
to you. You're smarter than WoS, big deal .
- * PET STORES. I added the
first cut support for this (only store in evergreen is
the BeastMaster's lair in MacGuyver castle). World
designers take note:
1.) Make a monster in the monster table - those are the
stats which will be used when fighting.
2.) Make an entry in the ITEMS table for each pet to be
sold. Set the itemClass to 200 and the "arg3 - image
number" to the MONSTER ID of the monster in the
monster table which represents the pet.
3.) Make a scripted scene for the pet store and use the
OFFER command (*not* OFFER2) and call out the item number
of the pet. Do not confuse the pet item number with the
monster ID number. Do not confuse stats from the item
table with stats from the monster table. Oh go ahead and
be confused... see if I care!
Please see the items.txt file of Evergreen for an
example.
- * MONSTERS CAN NOW HEAL. If
a monster is of the life element or has access to life
spells by virtue of its amazing wisdom, it will now
preferentially HEAL (or even RESURRECT!) a team-mate.
Actually, resurrection will probably only work with your
pet resurrecting you or a team-mate. Monsters will
probably waste resurrection on friends doomed already to
leave the scene.
IN general, a monster will heal any friend who is less
than half full on its HP.
* CHANGED BASIC WOS TIMING. Borrowing a leaf from what I
did in Rocket Club, I have totally changed the way the
WoS timing works. As a result, either you will experience
a more responsive WoS than you ever though possible, with
never a goofy 'hidden dialog until you press ALT' *or* it
will be even more horrible than you can possibly imagine.
I hope the former :-)
To the degree that WoS is smoother, however, other apps
that you run at the same time might be chunkier...
- * FIDDLED WITH NAME AREA.
Various changes here.. you can optionally turn off the
pet 'owner tags'; pet's now have green shadows; long
player names should not get clipped; pet's have
"samsyn's green jelly" as their name instead of
"green jelly"; a monster's life meter will not
look empty just because they have only a teensy fraction
of life left.
- * RESUMABLE SKIN TRANSFERS.
After only a year or two of promising this, I have
finally gotten around to implementing it. I think A40
skin xfers will still be more or less compatible with
A39, but only A40 users will see the benefit of
'resumability'
(what's resumability, you ask? Imagine someone enters the
game with a skin you dont have. You get the first 5K of
it downloaded and then they leave. It used to be that you
would have to get that 5K again the next time you meet
them. But now it should pick up where it left off so that
EVENTUALLY you will get their skin, even if they hop in
and out like a jackrabbit (or you do.. or your connection
does). And Lurch is the official squeaky wheel on this
one, so thank him for the grease
- * EXCESS ELEMENT/HAND
TRAINING IMPROVES ATTACK. This was somewhat true before,
but more true now. If you are trained to level 9 in the
water element, and you cast a level 4 water spell, you
are 5 levels 'overtrained' and that makes the wimpy level
4 spell much more powerful. Saying that another way, when
you first reach level 4 in water and earn the level 4
water spell, it hurts... oh.. 20 units. If nothing
changes but your water training goes to level 9, that
same spell will hurt.. say.. 80 units. The situation is
similar but different for hand weapons. In that case, you
see an improvement for every level above 5, no matter
what the minimum level of the weapon itself is.
- * CHARGE METERS HAVE
GREATER EFFECT. Those little charge meters under the HP
and MP meters (which discharge after your attack and
recharge a few seconds later) now have a more obvious
effect on your attack. Still not a HUGE effect, but more
of a 50% range difference. That is to say, I think you
will actually NOTICE the effect now, whereas before no
one believed me that it made any difference at all. The
charge meter, by the way, becomes less useful as you
become more powerful (and need/deserve it less). So if
you are trained to level 9 already, the charge effect
will be minor.
- * TRAINING ABOVE LEVEL 9 IS
MORE EFFECTIVE. You know how you can keep training above
level 9, but just don't see it? And how I keep telling
you that it actually does make you a little more powerful
to keep training? Well, that turns out to be true now. I
also show your 'fractional training' on the training
screens.
- * DIRECTSOUND DELAYED.
Prior to this version, even if you had "Disabled All
Sound" from the SOUND menu, I would still
instantiate the DirectSound object, only to disable it a
moment later. (d'oh!) Now, I check the flag in the
correct order and do not instantiate it at all if you had
disabled the option before running the program
(translation:
1.) run WoS,
2.) "Disable all Sound" and
3.) shutdown WoS then run it again).
Following that prescription will have WoS never call into
the DirectSound API at all. HOWEVER, it is still linked
to the DirectSound DLL, so I imagine microsoft will still
have a finger into your sound card.
Oh, this was to address the complaint that WinAMP didn't
like to share the sound card with WoS. Who knows if it
will have any effect :-)
- * HONOR WARNING... Not this
version, or perhaps not even in the next, but
*eventually* I will be limiting the max level your
character can achieve based on various metrics. You can
expect a 'cheat' character to be fairly severly limited
(say to 80% of the max level). It's your choice to make
the trade-off decision for gameplay difficulty vs high
level.
Similarly, you get to choose how much you want to swear
in the game. While not specifically censoring you, your
use of blue language will be measured and a foul enough
mouth will cut your max level by a degree proportional to
your foul-ness. So.. you see.. you have free speech, but
you also have consequences. Just like real life (ought to
be).
I intend to be pretty vague about how I handle the
profanity metric, so don't bother asking me what words
are allowed. You only need to worry about this feature if
you are regularly potty-mouthed. Going a while with no
violations will cure you of the limits. (likewise, a
sufficient stream of off-color remarks might in some
cases *lower* your current level.)
If you really need to swear, I advise not doing it in a
character whose level you are trying to max out. I also
measure your 'spamming' and will factor it into the
overall determination of "dishonor via chat"
which will set the number of levels you lose as a result.
- * NEW OPTION: ENABLE NO
JUNK. This lets you refuse to pick up junk left behind by
a dead monster. By 'junk' we mean anything more than 10
levels beneath you. (should I make that even tighter?).
- * PETS LIKE JUNK FOOD.
Don't throw that junk armor away too soon though. If you
toss it to your pet (bring your pet into the scene and
then give it the junk just like you were giving it to a
friend), your pet will eat it and gain a little
attack/defense as a result.
In A40, it gains 20% of the armor's effectiveness
(permanently) and you can keep feeding it until it
reaches 2x the standard A/D for its level.
The Pet dialog shows current/max for the pet's A/D
values.
Please note that this is now the ONLY way of raising a
pet's A/D, so feed it some armor each time it levels up.
- * MAGIC USERS STRONGER.
This is a fairly small set of changes, so don't expect
huge differences.
Basically:
1.) Humans are more susceptible to magic than they were,
2.) you no longer pay the 'pet penalty' when casting ALL
spells,
3.) staves are a bit stronger.
The greatest imbalance will still appear in PKer battles,
so I am still interested in your statistics for such
fights.
- * ADDED THE "CAN'T
WALK HERE [x] CURSOR" to the mini-map.
- * CHANGING UI 'THEMES' (via
the book of options) now reloads button bar. Plus the
buttons themselves are now universally overrideable by
theme.
- * PURGE SOUL now purges
pets and portfolio as well.
- * MUSIC.INI file has a few
new entries (read the file itself for details) I still
don't support play-lists, however.
- * MIX 1.08 BUNDLED WITH WOS
A40. From now on you will get a shiny copy of MIX with
every copy of WOS. And it will be the shiny NEW version
of MIX as well. (don't get your hopes up, it's not all
*that* amazingly different). MIX is small enough that it
is lost in the noise of the WOS download, and there is a
real advantage to its being present for everyone. So,
running your own MIX server just got about as hassle-free
as it ever will get.
This DOES mean you will have to shutdown BOTH WoS AND MIX
when applying a patch.
- * MAPS TABLE EXTENSIONS.
Now, I KNOW you're going to like THIS. World designers
who are familiar with the MAPS table will quake in their
boots but DO NOT WORRY, the new FIFTH COLUMN is optional.
It is the MAP FLAGS column and if you don't have one, it
is assumed you have no flags turned on.
What is a MAP FLAG you ask? Well, only the key to the
coolest and hippest WoS upgrade of all time, of course!
MAP flags allow the world designer to set certain rules
which apply to the specified map. With no rules, things
are as they were in A39. The rule numbers are powers of
two so you can add them together to combine rules.:
[1] Pet vs Pet. Any pets called out on this map will
target the pets of other players.
[2] Can use pets against PKers (or against anyone if no
safe haven on map). Pets will feel free to bite other
players for you. (eventually they will pay attention to
your guild/team and only bite strangers). Pets are stupid
about casting ALL spells, however and if the 'all' a
human, you will get hurt as well.
[4] NO SAFE HAVEN. A map with this rule is a dangerous
area and you are at risk of PK whether your character is
a PKer or not. You have NO PROTECTION on such a map.
(world designers must use this carefully to achieve their
desired results)
[8] SAFE HAVEN. A map with this rule protects you from
all PK attacks no matter what. There is no PKing allowed
at all on such a map. Note that this supersedes rule 4 if
both are set. (Remember: keep avoiding modified quest
files...)
I think a real pokemon arena map would combine rules 1
and 8. Then the players would simply be spectators and
watch their pets battle it out.
- * INLINE TOKEN DEFINITIONS.
I don't know about other world designers, but I found it
a constant source of irritation that the TOKENS table was
so 'far away'. You can still use the TOKENS table, but
now you can also define tokens in line in your scene with
an opcode like this:
TOKEN 43, "This is token number 43"
What I do then, is have a separate file for each 'quest'
I declare the tokens for that quest at the front of the
file, followed by the scenes for that quest. Oh, so
organized now. Lovely. The downside is you might get
confused and cross-number your tokens. If so, the
"/funpak" thingy will show an error message
when the world is loaded.
The only reason, I remind you, that you define a token at
all (it will work whether you define it or not), is so
the personal history has something to read. But it also
acts as a sort of outline for keeping your thoughts
clear.
- * PK WARNING GLYPHS ON
MINI-MAP. Just above the map's nameplate you might see
some little face icons.
If you see the red devil player face, it means you are in
an unsafe area where you can be PKed by ANYBODY, whether
you are a PKer or not.
If you see the yellow smiley player face, it means you
are in an area where no player can harm you, no matter
what your PK status. (if you see neither of these faces,
then it is normal PK rules with the 10 level limit, level
40 protection, hit first, etc.)
Next to that icon you might also see a red devil pet face
(use your imagination). This means that pets in this area
will fight other pets (and maybe fight you, too)
In evergreen, these glyphs will only appear in the PET
ARENA and the PK ARENA (which you get to via the town of
WESTIN)
- * REWORKED EQUIP SCREEN:
'ALL' and 'BEST' BUTTONS. Hopefully they are more logical
now.
- * BLESSINGS INCREASE YOUR
CHANCE OF MAGNIFICENT ATTACK. Total Blessings minus total
curses is your blessCount (count your blessings, get it?)
If it is positive, then you are MORE likely to get a mag.
attack. If it is negative you are LESS likely. If you can
convince everyone in the game to bless you, it will make
a fairly big difference. But normally you will only see a
couple percent variation.
- * PET vs PET. Covered
already, but cool enough to get a separate bullet. Only
in the PET ARENA (well, also in the PK ARENA but there
they will bite you as well)
- * PKER vs PKER. Covered
already, but in the PK ARENA anybody can hit anybody at
any time, pets will hit pets and people (but not their
masters). (note, I still don't have formal PKer duels
with rules, nor is there any scorekeeping yet).
- * JOSH MONSTER TWEAKS. In
addition to the new pets you can buy (which were SUPPOSED
to be a secret until this release, but someone just HAD
to blab about it :-), Josh has provided some tweaks for
existing monsters.
5/19/2000 ALPHA 39 INCLUDES:
- * COMPATIBILITY:
Reasonable. Be sure to check your setting of "Avoid
Modified Quest Files" (in the FILE menu) You want to
be sure to have that turned ON so you don't get marked a
cheater in the NEXT version release.
NOTE: Skin transfers are not fully compatible with older
versions.
- * MONSTERS NO LONGER CAST
BOOK SPELLS. There are these 'extra spells' which are
only used on spellbound items and not intended for
regular spellcasters. I accidentally let the monsters
cast them and am withdrawing that.
- * SERVER LOAD ENHANCEMENTS.
I Dream of the day when 32 people can play on my server
without the lag being TOO horrible. We're actually
getting close to that now. The biggest bandwidth consumer
is all that quick-clicking in the same spot to stimulate
a monster attack. I still hope to convince the masses to
embrace a different metaphor (f'nok is writing up a
suggestion at this very moment), but I am also putting in
a little kludge. This kludge just puts a limit on how
many of those quick clicks get sent to the other players.
You still see all the clicks on your own screen. Other
people don't see you click more than once every 2
seconds. Which makes things look 'laggy' to them even
when they aren't. Which is sort of ironic in a way.
- * LURCH BROTHERS ARE NO
LONGER CALLED THAT. I think they are now "the
masters" or something like that. My apologies to
Lurch for bringing other player's antagonism to him. That
wasn't my intention.
- * PET DEATHS PAY PROPER XP.
'nuff said.
- * CURSOR DOESN'T GO WACKY
ON BUTTON BAR. The button bar alng the bottom of the
screen didn't used to have a default cursor, so if you
moved from a special cursor to that region the special
cursor stayed.
- * MAP WINDOW HAS SPECIAL
"NO WALK" CURSOR. When you are pointing at
terrain which you cannot walk on with your current boots,
you get a special 'X' cursor. Also, I added range
checking in another routine which needed it (which would
have contributed to getting stuck in walls, as it were)
- * CLICKS ON IMPASSABLE
TERRAIN ARE IGNORED. I don't bother putting you into
motion if you click while the special X cursor is up.
- * TAME IS MORE EFFECTIVE.
Your chance success now increases by 5% per level (up
from 3% per level), so you are 100% effective when you
are only 20 levels above target.
- * DEBUFF SPELLS MORE
RELIABLE. Your chance is now 75% effective against an
opponent at the same level for the spells: POISON, SAP,
CONFUSE, CHARM, PARALYZE, WISDOM, STRENGTH, STAMINA,
AGILITY AND DEXTERITY (up from 40% before) with a 3% per
level increase. (25 levels above you is 0% ineffective)
- * JEDI MIND TRICKS MORE
RELIABLE. Your chance is now 60% effective (up from 40%)
against an opponent at the same level fot the spells:
STUN, GAG, NUMB, SLEEP. (20 levels above you is still
immune) with 3% per level enhancement.
- * ADDED A STERN WARNING
ABOUT AVOIDING MODIFIED QUEST FILES. I'm just preparing
the way here. Pretty soon it will mark your character as
a cheater THE INSTANT YOU DISABLE "avoid modified
quest files" Not this version, but soon. So, to play
together without being marked as cheaters, you will need
to have the same version of the world in question. This
would be a good time to turn this feature back on... (I
mean, you should be running in "avoid" mode all
the time, unless you are developing your own world)
- * NO LONGER SAYS
"ghost leaves your party" WHEN GHOST STOPS
HAUNTING YOU. I wonder how long it was doing that,
anyway?
- * FOUR NEW BUDDY HATS.
Thanks to LGH for a gentle nag and some good ideas (none
of which I was able to do justice to), there are four new
buddy categories (these don't have any special chat FX,
they mean whatever you want them to mean): Moon (a half
moon), Topper (a top hat - sort of), Flower (a daisy),
and Cipher (a question mark). Enjoy. That's probably all
the hats I can support, by the way (eight total - well
nine if you include bare-headed!).
- * SKIN XFER IS DIFFERENT.
Partially in preparation for a possible skin server, I
changed the protocol a bit. You won't be able to share
skins with people running older versions. (although they
might be able to get a copy of YOUR skin... no promises)
5/11/2000 ALPHA 38 INCLUDES:
- * COMPATIBILITY: Spellbound
items (like staves) will behave oddly (wrong spells) when
playing with people with earlier versions. But they were
already messed up before this, so you might not notice. Pets are not guaranteed, as
usual, to survive the upgrade.
- * NOTE ABOUT SAVEDHEROES.
When you 'backup' a hero file (.her) from your
"savedHeroes" folder (if you do that, ever). Be
sure to save the .POR and .PET files which go with your
hero, as well. These three files (.HER, .POR, .PET) must
be a *matched set* or you will lose data in one way or
another.
- * Pets are no longer
inherited by the next hero you create (same world or
other)
- * I split the quest.txt
file into several pieces (a la Aerianell, but not quite
so religiously). There are advantages and disadvantages
to this, so I expect varying degrees of bemoanment .
(tip: The command "/q items.txt" will open the
file 'items.txt' instead of 'quest.txt')
- * SPELLBOUND ITEMS SHOULD
ANIMATE CORRECTLY. It turns out this was worse than I
thought. It wasn't that they were animating incorrectly,
it was the 'item number' being truncated to 2 digits when
it needed four. So any item above 255 (pretty much
everything you had in the way of staves and other
spellbound items) was actually getting perverted so that
the actual thing you used was something else entirely.
Usually an illegal value which defaulted to 'sword' There
will be some incompatibility until everyone is using A38.
- * dangit, I made a bunch of
changes during the network outage and therefor didn't get
to document them right away and now... I forgot!
- * Monsters are now honest
in their MP usage. No one noticed how I was cheating
before (monsters could cast magic all day with 0 MP in
their pocket) until pets exposed my dirty secret. So, now
MP gets consumed by pets and monsters. Which means I had
to redo the tables so monsters would have meaningful
amounts of MP to use (most only had 8 or 12 MP max).
- * After hassling with it
for awhile I finally gave up. All monsters have a 100%
hand ratio and a 100% magic ratio. So whichever they use,
it will be as effective as it can be. Of course, only
monsters with wisdom can cast spells (and the highest
spell they can cast is based on their level, divided by
ten)
- * YOU CAN NO LONGER HURT
YOURSELF WITH AN 'ALL' SPELL. So in a PKer battle, you
can use your most powerful spells again. They will still
make you flicker in pain, but no actual damage will
result. HEAL ALL will still benefit the caster, of
course.
- * PETS ENTER SCENE ON THE
HERO SIDE. I actually had them on the monster side for a
reason, but that results too often in them and a monster
walking off the screen together. It's nicer this way.
(actually there is a little randomness here, but that
makes it more interesting... keep telling yourself that)
- * CHEAT CODES DOCUMENTED ON
WEB SITE. I documented all current cheat codes on the web
site (go to WoS home page, look for cheat codes on left).
In fact, most of them aren't cheat codes at all, just
undocumented features.
- * FIXED /HELP COMMAND. It
wasn't picking up the keyword very well.
- * UPDATED HELP FILE. Not
sure if I will include this in a patch or not, though I
suppose I have no choice the way the patcher works. Maybe
it won't be as big as I thought. If so, I will defer to a
later release.
- * USER INTERFACE THEMES. I
made a change in the folder layout here. Nothing too
awful and I suspect it doesn't affect anyone yet, but now
there are sub-folders in your theme folder for ART, SFX,
and MIDI. Pretty much any file in the stock SFX, ART, or
MIDI files can be overridden by files in your WORLD's or
THEME's matching folders. World gets highest priority,
then theme, then 'stock.'
- * DISEASES DON'T ALWAYS
WORK. I fixed the old "tamed/tame failed" bug
the RIGHT way instead of the hacked way. This should fix
several glitches (like other people in the scene not
seeing the tamed pet disappear.. incorrect chat
notifications, etc.)
The second half of this fix is that now ALL disease
spells (stun, gag, poison) are UNRELIABLE. The rules can
be varied by disease, but right now I only have two
flavors: TAME (must be below your level, hits 100% when
you are 30 levels higher than target -3% per level), and
ALL ELSE (must be no higher than 20 levels above you,
still reaches 100% when 30 levels below you -2% per
level).
This works out to about a 40% chance of successfully
STUNning someone at your same level. Note this means you
can no longer reasonably expect to stun a black wrath
before it kills you. neener neener! I imagine we will
negotiate the actual percentages over the next few
releases.
- * PETS NO LONGER GET SLEEPY
IN BATTLE. For as long as your pet is in the scene with
you, it will not get sleepier. It finds you an exciting
and vibrant companion! (which also means you have to put
it back in the pen to recharge).
- * "PET HAS GAINED ONE
STRENGTH POINT (NOW 48)". I liked this suggestion..
um.. GJ.
- * SLEEPY PETS WILL NO
LONGER EXERCISE FOR YOU. Clicking in the pen will have no
effect if the current pet is asleep. You must wake the
pet first.
- * POKING YOUR PET IN THE
FACE WILL WAKE IT UP. Another good suggestion.
- * WASHING PET MAKES HIM
SLEEPY. This is a little ornate. Things flying in his
face wake him up, so he wakes up as the soap approaches,
but then calms down as he is scrubbed. Poking him in the
face wakes him abruptly, waving the mouse around in
general wakes him gently.
- * YOU CAN NOW RECALL PETS.
The "Call Pet" button on the EQUIP screen now
turns into a "Recall Pet" button while your pet
is in the scene (alive) with you. This is a huge change
to the original crappy code, so there are probably a
billion buglets. Pet XP is shared between all pets which
took part in the scene (and didn't die).
You can bring the same pet back out several times
(assuming it doesn't die), but you can't train it again
until you leave the scene (so no pulling the pet into the
pen, training it, and then putting it back in scene.)
- * PETS STOP EVOLVING AS
SOON AS YOU RETURN TO WELL. And new characters no longer
inherit previous characters pets. I notice no one
mentioned that new characters also inherited old
character's stock portfolios :-) That is also fixed. I
lost my level 30 green jelly while testing this, sob!
- * RETURNING TO WELL CLOSES
CURRENT POPUP WINDOW. I can visualize some circumstances
where it might leave one open, but for normal operations
they should get cleaned up now.
- * CALL/RECALL PET IS NOW A
'MOVE.' That is to say you can't do it until it is your
turn. (i.e. until your cursor is smoking) and it uses up
the move you otherwise would have had (sword, spell,
etc.) That seems fair, doesn't it?
- * MOVED OPTIONS TO BOOK OF
OPTIONS. Specifically: Show Hotkeys, Enable map
smoothing, Enable hi-res maps, enable news reports and a
new one: Enable Spell Names. I was just being lazy having
these in the FILE menu. I did leave a few file-related
options in the FILE menu just to have my signature
defiance of convention. (and because I thought people
might freak out).
The new option enables a display of the name of each
spell cast in your scene ("Samsyn casts Black Friday
on the Green Jelly") (See, GJ, I listen to all
suggestions)
- * YOU CAN NOW THROW HEALTH
POTIONS TO A PET (OR MONSTER). And it will receive
healing from it. Note that throwing anything else will
just be throwing the item away. Pets will make no use of
shields, etc. ALSO YOU CANNOT RESTORE MP THIS WAY. This
only works for HP (and in theory you could have negative
HP items).
NOTE TO WORLD DESIGNERS. It doesn't check the item type,
so if you set the 'hp' value for some right-hand weapon
(say, a ninja star) you will be able to 'toss' these to
monsters with that many hit points when they catch them.
But this won't work on heroes as they will simply catch
your stars and keep them in their own inventory. Kinda
weird, but perhaps useful.
- * ALL SOUND EFFECTS CAN BE
OVERRIDDEN BY WORLD AND THEME. "All" is a
pretty big word there, but I do believe it's true.
- * REWORKED DIRECTSOUND
BUFFERS. OK, in an effort to make it so switching worlds
and themes really WOULD pick up the overridden sound
files, I had to fiddle with my core sound engine. So,
expect some crashes as a result (sigh.. the things I do).
But frankly, I think I was leaking DirectSound buffers
before whenever you were 'disabling all sound' Or maybe
more often than that even.
Also, this might release the sound card more effectively
for you people who needed that.
- * NEW SOUND EFFECTS. I
added about 40 new sound effect files which you can use
in your new worlds (royalty free, of course!) I boosted
the number of sounds used in magic and monster growls and
pain (though I am so used to the old sounds that the new
ones sound really odd.)
A GOOD world designer will manually assign appropriate
sounds to every monster and spell. A LAZY world designer
(like me) will just live the the randomly-assigned
sounds. Also, I added SFX for the various pokegatchi
activities. The modified sound engine so far feels pretty
robust, fingers crossed.
- * WORLD DESIGNERS MAY NOW
CUSTOMIZE THE SMALL ICONS SHOWN IN THE EQUIP LIST. You
know those little teensy images of swords and fists which
might not make sense with your actual right-hand types?
Well now you can make your VERY OWN
"equipIcons.bmp" file and stick it in your
world (or theme) ART folder.
Please see the stock file (in A38) for layout details. It
is a filmstrip of images, 16x16 pixels each. They MUST be
in the same order as the stock file, and can only use the
STANDARD SIXTEEN WINDOWS COLORS (not the full 256 color
WoS palette). The aqua color is transparent
(RGB(0,128,128)) Do not include guidelines. Do NOT expect
the order to make sense. Just work out the layout by
comparing the stock bitmap to the way you know evergreen
works and then modify it to suit your own world.
- * FIXED A PET SECURITY BUG.
MasterChoe showed me how to get a pet BlackWrath
"without cheating" (thanks, MC) and I believe I
have plugged that hole. (and people who try it will be in
for a small surprise :-)
- * FOUND SOURCE OF
DISTURBING 'POP' IN SOUND. This was most noticeable when
you moved your mouse over the various rows of the
"hand training" dialog. This was because I was
commanding a directsound buffer to "play" a
sound when one was already in progress IN THAT SAME
BUFFER. This caused it to reset immediately to the front
of the buffer (maybe even something worse, i dunno, the
pops were pretty loud). Anyway, it turns out if you
politely 'stop' the buffer first before 'play'ing it
again, directsound is smart enough to wait for a zero
crossing or something. This removes several crackly areas
in the sound.
- * CUSTOM SOUNDS FOR WEAPONS
AND MONSTERS. I'm in the middle of this right now. I keep
saying "World designers can apply custom sounds to
this and that" but if I don't do it in Evergreen,
then what does that make me, huh? Lazy! So, since my
idealized self-image is NOT lazy (in spite of what I
constantly say, I actually work pretty hard on this
junk), I thought this was a good time (since I wa
reworking the sound engine anyway) to make the SFX
something to be proud of. So, I want lots of praise on
this - no honest opinions, now!
- * MORE SOUND CHANGES (MUSIC
THIS TIME). As you know, I was working on the sound
engine even BEFORE I was prodded today by LGH in her
relentless pursuit of.. well.. perfection isn't right
since that's a doomed quest in the world of WoS. pursuit
of less aggravation, I guess . Anyway, everything you know is
wrong, but you might not notice the difference anyway.
There is a new file in town (found in a world's main
folder) called "music.ini" and it includes
various instructions regarding the use of MIDI files by
the game. If this file is missing, it is somewhat
business as usual, so old worlds should still work.
If this file is present, it lets you bind specific MIDI
files to specific maps. (without having to rename the
MIDI file to be the name of the map, which tends to
obliterate the composer's name, which was bad, so this is
better if only for that reason)
At present it gives you only two bindings per map: the
MIDI to play in general fight scenes on that map, and the
MIDI to play as the background music while on that map
(OR WHEN CAMPING ON THAT MAP)
And that raises the most notable difference. It used to
be that when you camped, the music changed to something
set by the link editor. Right now that field of the link
editor is somewhat up in the air. LGH raised some valid
concerns with regards to the music changing too
frequently (such that you never heard more than the start
of the song).
So, my new philosophy is: A map has a song. While you are
on the map you hear that song. If you CAMP manually, you
continue to hear that song. It's the song for that map,
and you are still on the map. If you change maps, you can
hear a different song. So, the music is more continuous
just from that. (also, fewer song changes mean fewer
delays since MIDI files can take a half second to start
up (on my machine at least))
Now, it would be a very boring world if that was really
the ONLY song you heard, so the exceptions are:
1.) when you are pulled into a fight, you hear a fight
song (controlled by music.ini). After the fight you hear
a victory song or a dirge. But then the map song starts
up again, even if you don't leave the scene after the
fight.
2.) specially scripted scenes can have any music they
want, via the MUSIC command. This is how to handle big
bosses, etc. A corrolary to this is the 'stock scene 2
prototype' in the quest.txt file no longer calls out a
specific song (it used to always start the mortal kombat
song)
There are a couple magical song names which you can use
in various contexts (link editor, script commands,
music.ini file) which are: "#nochange" and
"#silence" which have the effect I hope you
expect.
Getting back to the link editor, I am not sure what
purpose the music specified there will have, if any.
Don't go erasing your work so far.
In general, the music stuff is more streamlined, but
possibly less functional now. Having played it for
awhile, I think it sounds better this way.
LGH also suggested (I know others have as well)
"play lists" so that a map would have up to N
midi files associated with it, and rather than simply
looping on one, it could loop between N (round robin or
shuffle play, I imagine). There is a technical snag in
implementing this right now, so stop drooling. Also, this
only works for world designers. it doesn't let joe user
muck with the midis legally (doing so in evergreen will
mess up your ability to be patched)
Anyway, I have a nagging feeling that with a little more
thought I can use the link editor and the music.ini file
together to both have music for 'regions' of a map, as
well as music which changes based on tokens (so the music
can be sad when you visit Stonetree *after* it has been
sacked by the visigoths.) Again, stop drooling.
- * SOUL BROTHER NOW ASKS FOR
YOUR PROMISE TO FOLLOW THE GOLDEN RULE. You know how a
lot of online games make you say "yes" to a
complicated legal agreement before letting you play?
Well, you should assume that WoS demands all the same
stuff of you, but to add an element of that to the game,
I have the soul brother in the gateway ask you to follow
the golden rule with regards to other players. Until you
say "yes" he will refuse to resurrect/heal you.
cool huh? So expect to have to answer his question once
per each character you have. (he stops asking once you
say yes). Not a meaningful restraint, but I thought it
was sort of cute. Forgive me.
In theory, I could have him administer an oath that you
would have to type back in accurately... might make a
cute quest thing.
Oh, speaking of that, I am tempted to add an auto-filter
of all those 'yes' lines typed to scripted characters.
The goal would be to sense when what you were typing was
meant for an NPC and then to only share it with other
people in your scene. The hard part is being sure you
meant it for the NPC, without forcing you to add the NPC
name to the front of your sentence (or something like
that). I don't think the world will come to an end if I
get it wrong now and then. So, world designers, basically
I am saying that during the ASK command, the next line of
text from the scene host would be seen only by people in
the same scene.
Is it my imagination, or are these notes getting wordier!
On the other hand, they sort of track the number of hours
spent coding the change. I guess.
- * PETS WILL NOW TURN WILD
ON YOU. If you let your wild meter get too high, your pet
may (some randomness here) turn wild the next time you
call it to battle. The "Your pet is unhappy"
notification now has several levels: unhappy, very
unhappy, etc, and is also shown on the pet training
screen. The pet's 'angry' meter is now shown as well.
Anger is increased by poking, and by boredom. It is
decreased by various soothing activities. And the eyelid
changes were ALREADY PLANNED, so nobody gets credit but
me. nobody!
- * CHARISMA/HONOR. Speaking
of things which I have talked a lot about in the past and
hence find myself rudely unwilling to share credit for
(I'm so bad!), I didn't actually add charisma/honor yet,
but I took a baby step. Each hero now maintains a value,
which is shared with the other players. It just doesn't
get displayed or updated yet. nor does it have any
effect. My thought is to get this propagation into A38,
then add a little more in each release. First I would
work on "what modifies these fields" (not a
trivial task, and the main reason I have only been
talking about this for so long, instead of doing
something about it.), Then I would add some display of
current values, and finally I would add the
limitations/benefits you incur based on these. So
everyone will have plenty of a chance to help tweak the
system before it starts encroaching on what they can do.
This is probably a six release development plan :-)
- * NEWLY CAUGHT PETS HAVE A
LITTLE FOOD IN THEM. I've learned never to ignore the
whining of the masses. (I haven't learned to not whine
back, of course ) So, your new pets no longer
start off with a totally empty intestine - but they
haven't been eating very healthfully, either.
- * AUTOMATIC AFK AFTER 10
MINUTES. If you don't type, move the mouse, or click on
something for ten minutes, the game will now
automatically mark you AFK (as if you typed
"/afk" and thereby recycling your most recent
afk message). This isn't meant as a punishment, it's so
your pets stop evolving if you wander off. But it's a
nice thing, I think. Of course, just because your NOT afk
doesn't mean you're really all there .
- * MIX HAS MESSAGE OF THE
DAY. You guys asked for it, I poo-pooed it. But now it's
done. If you run a MIX server, you get to set a cheerful
message (perhaps giving your email address? maybe telling
your expectations for behaviour?) which is seen each time
people log on. Of course, only I will have the power to
do this for awhile.
- * MIX ACCEPTS SYSOP
QUESTIONS. Your bandwidth is limited, but A38 lets you
send remarks up to the MIX sysop (who can ignore them
since they just get logged). You might use this to fink
on scoundrels. It is NOT a chat window to the sysop,
however. More of a problem report sort of thingy.
- * MIX 1.08 HAS COOL NEW
FEATURES. Which I think I won't describe since you won't
be seeing it for awhile.
- * EXPERIMENT: SLOW FRAME
RATE ON PET DIALOG. Initial experiments imply this might
occur when you are sending your skin to another player.
If you feel you can regularly make this framerate problem
occur, please try the experiment of turning off the
option "send skins when asked" and then
restarting WoS. I hav evidence which suggests that
winsock is ignoring my requests to mark a socket as
'nonblocking' or otherwise not returning to me for a
couple milliseconds each time I send a packet (and
probably a lot longer if you are on a modem). Since I do
that from within the main thread, this would block the
message pump and result in the observed sluggish
behavior. If this turns out to be the case (and if I can
wrestle winsock into submission), it might make a nice
improvement to the 'feel' of the game (though it won't
actually make your packets go any faster, it might remove
ugly pauses in the UI). Also, in A38 I have added some
numbers to the "/phist" command showing the
average number of microseconds used to send each packet
type. Once I push A38, I would like to hear from some
modem users as to what they see for those values.
- * ANSWERS TO NPC QUESTIONS
ARE NOT BROADCAST TO EVERYONE. Once everyone is using
A38, you should no longer see those messages out of the
blue along the lines of "yes, yes, no, no, no, yes,
size 18, yes". World Designers take note: the next
line of text typed by the scene host during an ASK
command is what doesn't get sent to people outside that
scene.
- * MACGUYVER CASTLE INCLUDES
BASIC TUTORIALS ON ITEMS, FIGHTING, SPELLS, AND PETS.
Many thanks to Lurch for his efforts in this context.
- * NEW OPTION: SHOW CHAT
BUBBLES IN SCENES. "/bubble" has been promoted
to a full-fledged option. Note this only affects player
bubbles. NPC bubbles cannot be disabled.
- * FIGHT OPCODE IN SCRIPTS
NO LONGER INHERITS OLD MONSTERS. It used to be that if
you died during a FIGHT command in a script, and then
were given a second FIGHT command (without leaving scene,
I mean), the remaining monsters from the first fight
would show up in the second. Perhaps you never even
noticed. The "/fight n" cheat still works as
before, however.
- * EQUIP SCREEN NOW HAS
'SELECTORS' (LIKE SPELLS). I hope this will solve the
underlying problem which usually raises the complaint
"Why can't I dump my useless soul equipment?"
(you still can't, and never will!) Clicking on one of the
equipment categories (the shield, for example) will then
filter the list to show only that sort of thing. There is
a new little button called ALL to show all classes again.
- * EQUIP SCREEN HAS 'BEST'
BUTTON. This one is sort of cool. Independently of the
category filters described above, this filters all items
unless they are EQUIPPED or would make you stronger
(green plus sign). Of course, you'll want to toggle this
off when you visit mister shopkeeper to sell the useless
stuff. I expect most of the "why can't I dump soul
equipment" people will leave this on all the time.
(and no, I don't remember your last setting - mainly
cause I am afraid you'll forget about the button when you
need it most)
- * PETS AND MONSTERS PICK
SPELLS BETTER. This is, of course, a matter of opinion.
Before, a monster would pick only a spell in its own
element, the highest spell it could know at its level. No
one much complained until pets (with their elemental
defenses) made it obvious that no thought was given to
picking a suitable element. Well no more is that the
case! While monsters/pets will still not pick the
absolute guaranteed best spell (where would be the fun in
that?) the more wisdom the monster/pet has, the more
variety of spells will it consider (and then pick the
most powerful of those). Higher wisdom means both higher
spell level AND broader element selection. Basically if
"distance" is a number from 0 to 4 relating to
how far an element is from the monster's native element,
the highest spell in that element which can be cast is:
maxSpellLevel = wisdom/(8*(distance+1))
So at wisdom 255, a monster can cast a level SIX spell in
the OPPOSITE element of its birth (that's pretty good!)
At wisdom 100, however, it can only handle level 2 in the
opposing element and level 4 in the 'right-angle'
elements.
Actually, there is a secondary limit on distance such
that a monster has to be wisdom 160 or higher to cast in
its opposing element. So at wisdom 100 it can't cast that
level 2 opposing element after all, though it could
manage the right-angle element by that point.
Now, since they are so freaking smart about it, they tend
to pick the same spell over and over for the same
opponent, which is a bit boring.
And no, they won't accidentally cast heal on you (I
hope).
Disease spells are selected differently, by the way.
- * NO MORE WEAPONS SLEIGHT
OF HAND. The fix for this was a bit elusive until I
thought "when life hands you lemons, add lemonade as
a feature to the game!" So, henceforth, you can no
longer EQUIP any time while in a fight. Only when it is
your turn, and it uses up that turn. Cool, huh? How
game-like! The side effect is that your current turn gets
to complete before you can switch weapons.
- *MUTE/BUDDY SETTINGS
CHANGED. I found a little snafu about how I was saving
this information (basic problem is that .INI files are
limited to 64K each, which doesn't let me use a single
file for everything...) Anyway, I made an effort to
upgrade your existing settings so you PROBABLY won't
notice any difference in normal operations.
4/15/2000 ALPHA 37 INCLUDES:
- * COMPATIBILITY: Excellent
:-) Although your existing pets might disappear (also,
old pets which do not disappear will have inaccurate
experience and level information).
- * ALPHA 36 was skipped (it
had a bug which prevented you from getting any PP)
- * CHANGED PET CANDY COLOR
TO BLUE. This makes the color mixing game more fun. I
have given each element a 'perfect diet color' (I paint
the emotion-o-meter with that face color). Your job is
then to keep the stomach full of a mixture of
meat/veggie/candy to match that color. As it passes
through the system, the total amount of food controls
'hungry' while the quality of the food in the colon
controls 'sickly'
Sickly influences changes in stamina, while hungry
influences changes in strength. It's actually kind of
fun... everybody loves color mixing games, right?
- * ALL THE LITTLE METERS
WORK. (On the Pokegatchi Training Screen, I mean). The
stomach and colon work, ability points come and go, and a
new button "WASH PET" lets you reduce
dirtyness. Please see the POKEGATCHI DEVELOPMENT NOTES
for a recent screenshot and manual of operations.
- * NEW PET TOOLS: WASH AND
PLAY. Wash has a little cartoon of soap bubbles, and play
is a little cartoon of a frisbee. Wash lowers your pet's
DIRTY score, while play lowers STUPIDITY.
- * PETS NOW LEVEL UP. XP is
now meaningful to your pet. Works pretty much like for
heroes (lose half when you die, etc.). XP change points
follow the hero class 0 (sword-user in Evergreen). I have
a functioning level 20 green jelly. He's a bad-***
m*******r. Don't you be messin' with my jelly!
By the way, this has me thinking it is a mistake to let
you tame a high level creature in the first place, and
that maybe pets should have to start out weak and be
trained to high levels. Ask yourself honestly which has
the better 'game play value
Oh, on the off chance that your pets survive the A37
upgrade (doubtful, but who knows), the 'old' pets will be
starting with 0 XP and will take forever to level up to
their starting levels (and will drop to level 1 or
whatever on their first fight). New pets will start life
with a more appropriate base XP.
- * NEW MINIGAME - QUADRIS.
- * Changes to current pet's
ability points are logged in chat trail
- * You get a warning when a
pet reached 50% "wild"
- * Pets do not 'grow' while
AFK
- * 'goto scene' should leave
your cursor at a reasonable setting (wand, sword, etc.).
- * Pet's grow/shrink in
ability, based upon these meters:
HUNGER affects STRENGTH
STUPIDITY affects WISDOM
SICKLY affects STAMINA
LAZY affects AGILITY
DIRTY affects DEXTERITY
- * Pet's must be cared for
in the following ways:
HUNGER is managed by keeping stomach/colon full of food
(MEAT/VEGGIE/BERRIES)
STUPIDITY is managed by PLAY GAME (frisbee)
SICKLY is managed by keeping colon food of the correct
color (matching element 'face' color)
LAZY is managed by selecting pet and then clicking in the
'pet corral' to make it exercise
DIRTY is managed by WASH PET.
- Miscellaneous bug fixes
4/9/2000 ALPHA 35 INCLUDES:
- * COMPATIBILITY: Excellent
:-) Although your existing pets will disappear (expect
that for the next few releases, as the dust settles on
this major new feature).
- * NOTE ABOUT A34 - I
released A34 a bit prematurely in an experiment to get
info about the new installer. To get patch A35 you will
HAVE to have gotten the A34 full base version, but you
might want to wait for other people to put in their
opinion on the quality of the installer.
- * BUGFIX: Stock market
dialog remembers the last page selected.
- * BUGFIX: Various pet
invocation errors.
- * BUGFIX: Selling more
shares than you own doesn't leave your portfolio all
weird any more. Also, the total ROI calculation is a bit
better (though since I don't keep complete records of all
transactions, this is not entirely informative)
- * PETS PAY NO PP, XP, or
GP. Since they are just sitting there, letting you bash
them without fighting back, it isn't fair to pay you for
it, so I don't. This also goes for a charmed monster in
general. If it is still charmed at the moment of death,
it pays no reward. If a pet goes wild, then it isn't a
pet any more and killing it will pay off.
- * BLACKJACK TABLE HAS A
LIMIT. Well, I wanted it to be unlimited, but there are
some practical reasons to limit it a little. I chose 100K
per bet as the limit, so you should still be able to play
the "double your bet when you lose" trick and
come out ahead, most of the time.
- * "ALL" Spells
affect pets as if they were humans, not monsters. There
are probably many more such things to be fixed as the
notion of a team is brand new.. (and will need to be
fixed again probably, though I am trying to lay the
ground work for generic teams.. For example, an
"all" spell that hits everyone in the same
guild as the targeted player - but that will come much
later)
- * PET SKINS RELOAD WHEN
CHANGING CHARACTERS. So when you switch between
characters, the pet skins don't get 'stuck' on the
previous set.
- * YOU CAN NO LONGER SUMMON
PETS FROM THE GRAVE. Heh, thanks for noticing. Dead
players cannot summon pets. But if your pet already in
battle lives, it can fight on for your honor.
- * You can ONLY tame
creatures BELOW your level, and the closer they are TO
your level, the less likely you are to succeed. (sorry, I
don't think you can have BWs any more).. And if your pets
level up above you, watch out (well, in theory).. current
math is you will be 100% successful catching pets which
are 30 levels below you (or more) and 0% in catching pets
at your level, with a linear distribution between (3% for
one level below you...) And, of course, you have to catch
them before the charm wears off.
- * FIGHT SCENE DOESN'T END
TILL ALL MONSTERS DEAD. Which is to say, a CHARMED
monster is still a threat, but a PET is not.
- * YOU CANNOT TAME A CHEATED
MONSTER. If the monster arrived via the /fight command,
you cannot tame it. Sorry. Not even if you are a cheat
character. Makes it too messy to keep fair.
- * YOU CAN NOW RELEASE PET
BACK TO WILD. It disappears from your pen and appears in
the scene with you, and it is always mad at you.
- * ENOUGH BUGS ARE PRESENT
IN A34 TO JUSTIFY AN IMMEDIATE A35. So, I will be pushing
A35 tonight and A36 becomes the official pokegatchi
release.
4/8/2000 ALPHA 34 INCLUDES:
- * COMPATIBILITY: If you are
equipped with a shield above level 40, you might notice
it jump up 10 levels on you.
- * BUGFIX: Miscellaneous
Blackjack Fixes
- * BUGFIX: Miscellaneous
fixes for problems discovered while bringing LG's great
new world on line. (Import world.zip, Import http:/world,
Handles HTTP redirection (usually), Spell 1 no longer
freaks out if #include used for spell table), Shield
table renumbered correctly.
- * BUGFIX: Various
embarassing BlackJack bugs
- * TUNING: YOU MIGHT BE
WEAKER. Level 99 sword users were a bit too strong versus
level 99 magic users, so I made the following tweaks: 1.)
Increasing your wisdom does not increase your magic
attack AS MUCH. (it still increases it, but it was
working at a much higher rate than STR was boosting sword
use). 2.) All human players (sword and magic) are
somewhat more sensitive to magical attacks than they were
(monsters are the same as before). Both of these changes
were most obvious in the case where you had consumed a
lot of seeds. Overall, the monsters should now be
slightly harder to kill, and magical monsters should be a
little more dangerous to you. PK battles should be a
little more balanced. We'll see what the next set of
complaints are. Thanks to Coeus for the most recent set
of numbers.
- * CHARACTER CLASS AND LEVEL
SHOWN ON HEALTH BAR. Much as monsters show their element
and level above their health bar when you point at them,
now 'players' show a little info as well
("Necromancer 99" for example - techinically it
is your LEVEL name, not your CLASS name which I show)
- * NEW "IF
CONDITIONALS". Quest authors can now have a couple
more tests, as in:
- IF C3,
@characterClassIsThree
IF V4, @characterLevelIsFourOrHigher
- And, of course, you can
combine them, as in, perhaps:
- IF C3+V4-V10, @label
- Which would go to label if
the player who is the scene HOST is of character class 3,
and has a level of 4 or higher, but less than 10. (4-9).
- * NEW BOOK: OF OPTIONS. I
finally made an options dialog where all those things in
the FILE menu really belong. I'm not in a big hurry to
move them, but that would be the logical thing to do.
- * CUSTOM UI THEMES. You
might think of this as the 'lurch feature.' It allows
very basic customization of the user interface. Basically
there is a new folder, called THEMES, and within that
folder is a folder for each custom theme, say 'diablo'
Inside the diablo folder would then be replacement bitmap
files for many of the UI elements of the game (mainly the
buttons and framing elements). Unlike other
implementations I have done of this functionality, there
are no sub-folders in a theme. Likewise, there is no
micro-positioning of bitmaps, resizing, etc. It's REALLY
BASIC, and please don't ask for fancier treatments as I
probably will never enhance it beyond this (well, other
than adding WAV support). Heck, most of the bitmaps even
require you to re-run the game after changing themes
before they will take effect - it's just that basic!
- * FUNPAK IS BACK. Type
"/funpak" to open the funky diagnostic window.
This will log situations of interest to world designers
(broken syntax in the quest file, duplicate map entries,
etc).
- * FIRST CUT POKEGATCHI PEN.
This isn't much to look at yet. Type "/pet" to
open it. Watch the Homer Simpson O' Meter showing your
pet's internal mental and digestive state.
- * USING AN ITEM NO LONGER
RESORTS ITEM LIST. Only the info about that item is
updated. Which is not to say it will NEVER re-sort when
you didn't want it too, just that it now does it less.
- * TELEPORTATION COMMANDS IN
QUEST SCRIPT. I'm calling these 'teleportation' since so
many people asked for that and this way maybe they think
I did it. But REALLY this is a feature which lets you
have token-locked links. So some link points won't work
until you have the right stuff. BUT, rather than make a
special token-lock in the link editor (ack), I am making
it a script command, so the actual test can be as
complicated as you like.
- For example, you have a
link on the main map called "Dragon's Lair" It
is actually linked to a SCENE. That scene checks your
current tokens and if you don't have the right stuff, it
just appears as a regular scene (with maybe some guards
telling you to shove off or whatever). But if you DO have
what it takes, answer the right question, or whatever,
then it used the new GOTO LINK command to take you to a
different link point (on the same or a different map).
You have the option of just moving to the link point, or
actually dropping into it. (Even I have a bit of trouble
wrapping my mind around that at times, so I hope it's not
overly confusing to the world designer.)
- While I was at it, I added
a GOTO SCENE x command which lets you jump from the
current scene to a different one (but doesn't actually
change your map position). It's not clear this is all
that much different from just using the existing commands
to change backgrounds and such, but it was easy to add
and looks purty.
- These commands considerably
increase the power of quests (which means lots of new
bugs probably). Here is the documentation from the new
quest.txt file:
- ;-----------
; GOTO SCENE <scene number>
;
; This command lets you jump the player from the current
scene into a new scene (which then starts
; at its beginning.)
;
; However, when you exit the scene, you will be at your
original location (the place where you
; dropped into the original scene). This command never
changes your current map.
;
; Jumping to a non-existent scene number may not fail
gracefully.
;
;-----------
; GOTO LINK <map number>, <link number>,
<dropin code>
;
; This command actually moves the character to a position
just above the specified link on the specified map.
; For example:
;
; GOTO LINK 0,0
;
; On evergreen, this would take you on top of the gateway
link on the main map.
;
; The third argument (dropin code), if present and
non-zero, causes the player to drop 'into' the link
; after arriving. What happens after that is a function
of the link in question (might do nothing, might
; go into a scene, might link to a whole different map)
;
; So:
;
; GOTO LINK 0,0,1
;
; On evergreen, this would move the player to just above
the gateway link on the main map, and then drop the
; player INTO the gateway (scene). When the player exited
that scene, they would be on the main map just
; above the gateway.
;
- By the way, in theory, the
bridging scene (the one which will contain the GOTO LINK
command in it) doesn't necessarily HAVE to appear...
except that the engine WILL flash the background for a
moment. But if you make a background which is all black,
I think no one will notice.
- Anyway, I hope everyone is
excited about this, and thanks for all the cool
suggestions which ultimately led to this particular
implementation. I had wanted token-locked links forever,
but had always thought in terms of adding a token entry
to the link editor and I knew that was going to drive me
crazy. Even so, this implementation requires that you
know your map and link numbers, but that's life.
- And I'm still thinking
about how I want to implement my 'wing of the wyvern'
equivalent (item or spell which lets you go back to towns
you have visited in the past). This has been blocked so
far by the 'remembering what towns I have visited'
element. (I know, sounds simple, and it is, just a bit of
a headache in a hero-dependent, upwards compatible,
multiplayer sense. But the work I just did in GOTO LINK
will simplify it.. so one step at a time) Anyway, I
appreciate the recent suggestion of a item/spell to
specifically record a place you would like to return to
(like the Everquest bind, sort of, but with more
entries.. say 10) So, it will probably work along those
lines. Travel somewhere, 'bind it' later on open your
"book of bindings" and spend some MP/PP to get
back.
- * NEW MINI-GAME: Big Ol'
Space Rocks. See, Tleil, sometimes you get to name stuff
after all! I couldn't resist the urge to splurge 10 hours
of my life implementing a clone of a classic game, even
though how it relates to WoS is dubious, at best. It's
like, totally disconnected. You don't win GP, doesn't
cost PP. Just a way to waste time while you're waiting
for someone to join your party or something. Please
forgive me.
- * NEW MINI-GAME: STOCK
MARKET. You asked for a bank, and I said "NO!"
But that doesn't mean I don't love you any more. Here's
something to rid you of those million dollar blues. It's
kind of LIKE a bank, but you buy stock shares instead.
You can only have a million GP in your POCKET, but you
can have as much as you LIKE in the stock market. Of
course, its value will fluctuate with market conditions.
World designers can define up to 100 stock 'companies' to
go with their world (or just use the game defaults).
- * CHARM SPELLS NOW WORK.
Okay, in evergreen, the charm spell is currently called
"Enchant" and has been there forever (spirit
element). Anyway, now it works. While a monster is
charmed, it will fight for the 'human' team and select
monster targets (even other charmed monsters, though). It
will NOT fight itself however (the CONFUSE spells will
let it do that).
* SKIN CENSOR. Borrowing an idea of Lurch's, I have added
a skin censor which lets you tag individual skins as
being inappropriate for your own eyes. (it doesn't affect
what other players see). You can either right-click on a
name in the MAP list, or use the Book Of Skins to toggle
the censored status. A censored skin will appear as the
standard adventurer (I didn't want to implement Lurch's
full master plan for world skin domination).
- * FIXED BUG IN PK CAP which
allowed you to cast 'disease' spells against a higher
level PKer without triggering the "you hit
first" rule.
- * NEW INSTALLER/PATCHER.
Lurch found a nice (free) installer/patcher program, so I
am taking the opportunity immediately of trying it out.
In that spirit, I am releasing A34 prematurely (from the
pokegatchi perspective - A34 has lots of other new
features) with the idea of testing the installer. Then I
will release soon a patch A35 which will be what I
expected to release in A34. Confused? Me too.
3/24/2000 ALPHA 33 INCLUDES:
- * COMPATIBILITY: Incredibly
compatible - your life mate. Well... actually, as of this
version, you can no longer interact with players who have
a version below the current 'minimum' which shall begin
with A31. So, you will not be able to interact with
players using version A30 and below (they will probably
still see you and your chat, but you won't see them).
This is to protect the newer versions from being crashed
by older protocols, when and if they occur. Just thinkin'
ahead a little.
- * EXISTING WORLD
COMPATIBILITIES. World Designers take note. A33 should
not require a complete rework of your world (though you
will probably want to use the new monster placement
techniques, they are not mandatory). HOWEVER, if you had
a monster group '1' (one), it will no longer work, and it
will be interpreted instead as meaning "There are
absolutely no monsters near this link point"
- * BUGFIX: CAN NO LONGER
LOSE YOUR STAR. If you set your own 'hat' in A32, you
were stuck with it forever. ooops.
- * BUGFIX: While sitting
idle, you no longer appear to disappear whenever someone
enters that needs a copy of your skin.
- * BUGFIX: You can now
reliably delete entries from the Guild Diary (plus it
doesn't rewind back to the top of the list of names after
deleting one).
- * BUGFIX: "Shout
Mute" should now work.
- * BUGFIX: Book of skins no
longer truncates credits frame (used to cut off below the
'shadow' line)
- * BUGFIX: No longer creates
an 'invisible player' when you change whisper target
after current target leaves game. Many thanks to Lurch,
LG, FF, and GM for finding out how to duplicate this.
- * BUGFIX: No longer crashes
during MAP sort, if it encounters a bad entry (such as
the invisible player).
- * BUGFIX: Should no longer
generate duplicate death sentences if several people hit
you at once.
- * BUGFIX: /A works in /afk
messages again
- * MONSTERS MORE DIFFICULT.
I upped the specs on most monsters so they are generally
tougher (and pay more XP). Also, they are slightly more
smoothly distributed, so you should have more high level
monsters to choose between. And, just because lurch
whined about it so much, I upped the max XP per fight
from 32767 to 60000 (I was using the negative values for
a special purpose, but I can live with 5535 values
reserved for that :-) Bear in mind that this means you
can level faster, which wasn't my overall goal, so I
might boost the XP requirements if this makes it too fast
again. It is SUPPOSED to be tedious to get to level 99,
otherwise what's the point .
- * HIGH LEVEL MONSTERS PAY A
LOT LESS GP. By about a factor of 5 in the case of the
Troll, I believe. Low levels are about the same. I give
you more starting GO, however, to tide you through the
early stages. (Don't go wasting it all on potions, unless
you have a sugar daddy/mommy nearby.)
- * MONSTERS ARE COMPLETELY
DIFFERENT difficulty-wise. In general, everything is
harder and pays less GP (though you probably make more XP
than before, on average, just coz they are tougher.) Why
am I repeating myself on this?
- * YOUR LEVEL *WILL* CHANGE!
The experience required equation got yet another
reworking. This time it is a pure exponential of the
form:
- XP Req(level) = 450K *
(level/99) ^ 2.4
- Where 2.4 was chosen to
match the growth curve of the XP earned by the new
'algorithmically balanced' monsters (remember, world
designers can still fiddle monsters manually, it's just a
nightmare to achieve balance that way). In general, you
need to kill 20-40 monsters of your same level to advance
to the next level. A special bend in the curve still
simplifies early levelling.
- So, your level will get
squeezed a little. Oddly enough my level 71 character
remained at level 71, but my level 92 dropped to 88 or
so, and a level 32 dropped to 31. go figger. No
predictions, but expect your level to DROP. The curve
before was very chaotic with many more monster fights
required at some levels than others.
- * MAJOR CHANGES TO MAGIC
AND SPELLBOUND ITEMS (STAVES AND NEW RIGHT_HAND CLASSES).
Well, I couldn't throw everything else into a turmoil
without totally messing with this as well, could I? First
off, the way staves were working was just plain screwy.
If your staff supposedly case 'fry' what REALLY happened
was you got the fry animation, but the actual blow
delivered was just a physical attack based on the
physical attributes of the staff (A points). Now, a
spellbound item REALLY CASTS THE SPELL. The only
difference between you learning and casting that spell
yourself is that instead of using just your WISDOM, it
uses the weighted sum of your wisdom and strength. This
way a staff works well for a warrior, if he can equip it.
Anyway, this was a critical change to make the new
right-hand classes interesting.
- Now the other big change to
magic in general is that magic used to benefit from your
total A points (really I should have imbued all items
with three attributes: Attack, Defense, and Magical
Attack - but I didn't, it's too late now, fuggedaboutit).
Since I didn't, I had a missing bit of math for magic,
hmmm, let me describe it like this.
- Your physical attack is
basically your total A points times your hand ratio, then
increased by your STRENGTH, LEVEL, and TRAINING.
- Your magical attack is your
spells base strength times your magic ratio, then
increased by your WISDOM, LEVEL, and TRAINING.
- The problem is that a
spell's base strength is fixed (you can't change it),
while your total A points can be increased almost
forever. I felt this wasn't fair for the magic users, so
I snuck the A points into the old magic equation. (I
still do now, but derated by your HAND ratio, which seems
fair)
- Update: When you cast
magic, the effect of the spell benefits from your A
points multiplied by your PHYSICAL ratio (so sword-users,
weak in magic in general, get a kick-up from their A
points, and magic-users don't see ALL their A points as
being useless). Currently this effect causes your spell
to double for every 400 A points.
- I think I also improved the
effectiveness of TRAINING in general and made it more
fair as well for magic and physical attacks.
- The more I get into this,
the more I appreciate that magic and physical attacks
will never be directly comparable, and we can only hope
to achieve an acceptable mix of attributes. It should be
possible for the same amount of effort expended to result
in a magical character or a physical character which can
kill the same level monster in about the same amount of
time with about the same amount of risk as each other.
- * GOSSIP ON /TUNE IS NOW
MARKED. Similar to "Bill shouts:", chat on a
gossip channel is now marked as "Bill gossips:"
(downside - you can't use /a in a gossip)
- * LAST USED AFK MESSAGE IS
REMEMBERED. If you type "/afk" without
providing a message, it will use the same one as last
time (or the boring one if you have NEVER set it)
- * CUSTOM COLORS REMEMBERED.
(this ones for you, LG). I am referring to the 16 colors
at the bottom of the color chooser dialog.
- * ITEM CLASSES SUPPORT
EXTENSION BITMAPS. (for FireFox). Items in the game are
divided into classes (helmets, staffs, items, etc) and
each has a unique filmstrip bitmap file with all the
pictures in it. World designers have alwasy been able to
substitute their own filmstrip, but it hasn't been easy
to simply 'add some more' to the stock filmstrips. Now it
is. Just add a filmstrip of your own to your world's ART
folder and name it "Helmets_1.bmp" (add
"_1" to the stock name) and then in your ITEMS
table, if you set the image number to "+3" it
will use image 3 in your 'extension' file, instead of
image 3 in the stock file. THis is discussed in the quest
file. For now, there is only one extension file per
class. (but who knows.. someday... "_2",
etc...)
- * NO MORE "RHn"
Hand classes. Evergreen now has four new right-hand
classes. I should keep them a big surprise but I wont.
They are: Sword, Staff, Bow, Music, Fist, Dart, Book, and
Spirit (as in summoning). Thanks, Ben.
- * 200 NEW ITEMS. Whew!
Having a large number of items is actually an inducement
to not cheat. Nothing more tedious than cleaning up after
a "/gimme" :-) Anyway, about 50 items in each
of the new hand classes (so all 8 hand classes have a
balanced number of items).
- * 4 NEW CHARACTER CLASSES.
Not very exciting, just one class each for the new hand
classes. fist-user, dart-user, book-user, and
spirit-user. I leave it to other world designers to make
all the derivational classes ("I'm a dart user, with
55% magic, who can only learn healing spells and is not
allowed to touch a sword")
- * CHANGED LOOK OF ITEMS
SCREEN. I doubled the size of the item image shown on
this screen. Partly, I wanted to make it look different
from the EQUIP screen, but also I wanted to see some of
the new BOOK items in more detail. In fact, you do NOT
get more detail (just bigger pixels), but I think it
looks better anyway. Better enough that it exposed all
the noise pixels which had crept into the items during
their brief sojourn as JPEGS, so I just spent an
embarassingly long time micro-editing every item image.
- * DAWN OF THE AGE OF CHAT
FILTERS. I re-organized the right-click chat menu and
added a new submenu called 'filters.' The first filter on
the list is the ALL CAPS filter. It allows a certain 'cap
density' but beyond that forces lower case. It also
filters excessively duplicated characters. Any filters I
do (old english, drunken) will first appear in this menu
for pure entertainment value. (filtering all incoming
chat)
- * FIRST CUT DRUNKEN FILTER.
This is just for entertainment value right now. It
doesn't get turned on automatically in response to
anything, it's just another filter you can turn on for
ALL INCOMING CHAT (that is to say, it translates what you
read and has no effect on what you type). I tried to make
a generic filter engine with a simple rule set. Basically
a filter is a list of rules, applied in order, where each
rule has a trigger sequence, a probability of occurence,
a replacement/insertion string, and an action. For
example:
- "you ", "ya
", FILTER_REPLACE, 100
- will turn 'you ' into 'ya '
100% of the time, while:
- "did you ",
"didja ", FILTER_REPLACE, 50 will do the
replacement only 50% of the time.
- Some rules can be very very
general, and hence should be placed at the end of the
rule list so they don't sabotage more specific rules, for
example:
- "e",
"", FILTER_OMIT, 10
- will simply delete 10
percent of all occurences of the letter e.
- The engine is VERY
simplistic still, with no wild card matching characters
(I use 'space' a lot to track start and end of words)
* CHARACTER HP AND MP RATES CAN BE SET AUTOMATICALLY. If
you don't feel like entering those wacky hp/mp values in
your character class tables (as a world designer, I mean)
there is a new command for you:
- AUTO_MAX minHP, maxHP,
minMP, maxMP, startMPLevel
- This tells me to
autogenerate the hp/mp values for that class (and ignore
those entries in your table for that class). Level 1 will
start with the minHP and level 99 will a=havv *appx* the
maxHP. Same for MP, but you can defer first appearance of
MP to the level specified by the 5th argument.
- * MAGIC AND HAND RATIOS CAN
BE SET SEPARATELY. Caving in to more whining from wannabe
world designers , I added a couple new commands to
the character level class (usage described in the new
quest.txt file)
- MAGIC_RATIO - 0 to 100,
specifies effectiveness with magical attacks
- HAND_RATIO - 1-100,
specifies effectiveness of non-magical attacks. If you
set to '0' it will use "100 - magic ratio"
- Note: you can NOT set the
hand ratio to zero by any means other than setting the
magic ratio to 100. (it's a forward compatibility issue,
but it almost makes sense anyway).
- In case this isn't clear,
you now CAN create a class with 100% magic *and* 100%
hand. It is up to the world designer to keep it balanced.
- Also note that these
particular settings are only used when a new character is
born, so old characters don't benefit from this changing
after the fact.
- * SPELLS COST MUCH MORE.
The PP cost of learning a spell has gone up 5x. No more
50PP spells at the 'spell store'
- * MAYBE YOU CAN COPY AND
PASTE MORE EASILY. It's possible that your text selection
in the chat window may not evaporate as soon as someone
types something. Maybe. We'll see.
- * NEW, IMPROVED, MONSTER
PLACEMENT GRAPHICAL EDITOR!!! (You have to be impressed
because as simple as this is, it was a lot of work!). OK,
world designers no longer have to make monster groups. If
you DO, they will still work. At any given time, your
character is 'closest to' exactly one map link point. If
that link point has a monster group assigned to it, then
that will control the mix of monsters seen if a fight
starts.
- But if that link has NO
monsters assigned to it, then monsters will be picked via
the new graphical monster editor thingy. Here are the
only instructions you have for using this: It's a lot
like the terrain editor in that you open the LINK EDITOR
then click a checkBox called "Monster Map".
Your cursor then changes to a pencil with an angry face
and the monster 'palette' window appears (a simple list
of all available monsters). Pick a monster from the
palette then click on the map to place a monster there.
Repeat. If you click on an existing monster on the map,
you can drag it around, or get rid of it via a DELETE
button on the monster palette. a CHANGE button on the
monster palette lets you change the monster assigned to
the current spot on the map. Also shown is a circle
indicating the radius on the map that monster can roam.
(currently this is a fixed value, but I plan on providing
an assortment of radii). When the time comes to put you
into a fight, every monster whose circle you are inside
of will join in the fight (possibly more than one of
each). If you are inside of NO circles, I always use
monster #1 (so be sure to define monster #1 as your
general purpose monster which covers your entire world)
- To see the current monster
circles while playing, type "/monster" -- this
is not yet a cheat, since I want everyone to appreciate
it first :-)
- Existing worlds will
default such that if you had "no monsters"
selected for a link point, it will now use "mapped
monsters" (if you really wanted no monsters at all,
you will need to change the link's monster group to the
(new) setting "Really, no kidding, no monsters at
all")
- * WHISPER NO MORE. OK, say
you're like a guy whose 's' and 'c' keys are broken. And
you're embarassed by the whisper lips you left dangling
on some PKer's entry. You can now turn them off without
selecting a new whisper target. Lucky you. I am about 30%
tempted to make a 'hacker filter' so you can live in a
world of everyone talking just like you (with your broken
keyboard). As a further condemnation of h4|<3r speak,
it would be a trivial filter.
- * MORE FILTERS YOU DIDN'T
NEED OR ASK FOR. I couldn't sleep and didn't feel up to
doing anything valuable, so instead I made the following
filters: Pig-Latin, h4k3r l33t, and shakespearean.
Actually I hope shakespearean is useful someday (it's
pretty stupid right now), but the others are purely for
entertainment (mostly mine :-)
- * NEW REST AREAS. I threw
in a couple new recharge scenes. They are: The classic
"Fairy Recharge", the "Mermaid
Recharge", and the "infinite free fish"
scene.
- * NEW CONSUMABLES. I needed
some fish for you inventory, so I stuck in a couple fish
items, a sandwich, and 3 styles of liquid beverage (all
alcoholic, Firefox, but none of them actually have an
effect yet). These are just 'health potions' under a
different name.
- * SETI@HOME INSIDE THE
GAME! Well, not really, but I snuck in a 'Science
Institute' (in stonetree) where you can help solve one of
the great mysteries of the 13th century...
- * NEW MINI-GAME -
BLACKJACK. Gotta have the classics. Quite possibly the
most boiled down version of the game you have ever seen,
but it's a classic so I know it will work in spite of my
implementation :-)
- * NEW SCRIPT FEATURE:
RANDOM CONDITIONAL. You can now have 'random forks' in
your quest scripts. For example:
- IF R34, @label1
- This will go to lable1 34%
of the time (and 66% of the time it will just fall
through to the next instruction.
DISCLAIMER
Anyway, none of this is binding.
Please don't develop anything too elaborate with these tools as
all is liable to change and then you will be mad at me.
COPYRIGHT
Well of Souls (the RPG) is the
copyrighted property of Dan Samuel of Synthetic Reality Co. All rights reserved. Eventually this
will be a shareware program which will require a registration fee to be
played longer than a certain evaluation period.
People contributing Worlds will
probably not see any return on their investment short of their
credits (and my gratitude). My intention is for the game to make
it easy to share worlds with friends. To the degree this web site
can be used to facilitate that, I will make my own best effort. I
will try not to exercise any censorship, but I might have to
provide some sort of rating system for worlds deemed to contain
offensive content.
Let me know what you like, what
you hate, what you'd like to see, and any other feedback you
might have. I'm not in any rush to finish this. It will be done
when it is done, and hopefully the development copies will become
more enjoyable throughout the process.
Thanks again!
Dan Samuel