.....Boss monsters are no longer affected by the Minister of Mathematics 'Monster Difficulty' setting. This means that any boss monsters, like Haden and the Harlogg usi-dragon, will always be at 100% 'Monster Difficulty' and will not be reduced or made harder by 'Monster Difficulty'. .....The cleric's PUSH ability no longer works when applied to a character who has their GROUP mode turned off. The choice of getting healed should be up to the wounded, not the healer. .....Premium status has been changed to a "premium minute" system which only counts down when you are logged in. This means that you can take a vacation from Dragon's Era without worrying about losing any part of your premium status. .....Get 10,000 (ten thousand) premium minutes for $8, and if you buy for two or more accounts at the same time your price drops to $6 per account! These premium minutes never count down when your premium account is not logged on. If you buy status for two of your characters and if you do not multiplay, only one account will count down at a time - the one your are logged into. .....Players can now set optional contact information so that any other Dragon's Era player can reference it using the FAME command. Type HELP CONTACT for more details. Players who abuse the ability to set custom text will be punished in any way Tenko sees fit! Contact information is only for contact information. .....EXP for damaging monsters has been removed and will be replaced with EXP sharing in groups. .....EXP is now shared if a group exists; group EXP is divided equally. .....A new flag 'Auto Grab' has been added - now players can automatically grab monster-dropped treasure and place it into their back container. The Auto Grab flag will not work on items which were stolen by the target monster. It will also not work on the gnoll commander quest. .....(The Auto Grab flag allows players to overstuff their backpacks, but you will not be able to put anything into an overstuffed backpack until it is cleaned out. So, instead of typing commands to pick up and put away items you'll be typing commands to remove items from your backpack and put them into another container, although you will be able to do this after your hunt is finished.) .....Now if a won item is left in the auction house, the bidder who fails to pick it up will pay the storage fees until the bidder has no more gold in the bank, by which time the storage fees will be moved to the item seller. .....A new monster action is available: "teleport". This works like "run" except the teleporting monster teleports to a random location in its own monster area. .....A new flag 'Temple Raise' has been added - now players can pay to have 'a farmboy' drag their corpse to the temple for resurrection. The cost is 50g per level of character for every temple raise performed. When a temple raise is performed, the character receives the normal amount of resurrection EXP back and does not lose a deed. The 'farmboy' can drag your corpse past any obstacle, unlike other characters. The 'farmboy' is willing to travel into the deepest recesses of the hardest dungeons in order to claim his pay from you. .....The "retrain as a beastmaster" inn option has been retired. If you have not retrained as a beastmaster by now, it's too late. You'll have to create a new character. .....The "retrain" inn option is now free. While you will lose any progress towards your next level, you will be able to retrain as many times as you want without losing any levels you have already gained. .....The armor system has changed. Now each piece of armor can hold 100% of your skill instead of dividing your skill among the pieces of armor. Now each attack against you which targets a bodypart only challenges the armor you are wearing on that specific body part (Not every piece of armor will add to your guard/warding). However, this means you can now customize your defense at full skill for each body part. .....To upgrade your old armor go to the Port Kell inn, hold the armor in your right hand, and then RAISE the armor. You will be provided with instructions on how to use the UPGRADE command. .....If any attack is made against you which involves guard/warding which does not target a specific body part, then your total guard/warding bonus from all of your armor will be averaged and used. This means that the bonuses from each piece of armor worn will be divided by 7 (7 possible pieces of armor can be worn at the same time). .....The new inn skill 'Lifting' has been added. This skill increases your character's encumberance limit by its bonus. In other words, if you have a 100 bonus in Lifting, then your character will be able to carry 100 pound more. .....The new inn skill 'Trapwalk' has been added. This skill allows your character to use their perception to walk by movement-triggered traps up to half the difficulty of their total perception. To walk by traps of 50% difficulty compared to your perception, train in it as much as you train in perception and you will be certain of which traps you can pass by and which you cannot (trap difficulties up to 50% of your perception bonus). Having a higher Trapwalk bonus compared to your Perception bonus will still boost your Trapwalk ability accordingly. .....The new inn skill 'Sprinting' has been added. This skill allows your character to randomly reduce their movement RT in the standard compass directions by 1 second (allowing the possibility of 0 movement RT). This skill works only when not mounted on a dragon (counterpart to the guild skill Hovering). Singling every level gives you a 20% chance of -1 movement RT, while quadroupling every level (only for beastmasters) gives you an 80% chance of -1 movement RT. .....The new inn skill 'Treasure Hunting' allows characters to find more treasure in their boxes when they defeat monsters. A character who single-trains in Treasure Hunting gets an extra chance at receiving each item a box generates. Likewise, a character who quadrouple-trains in Treasure Hunting gets four extra chances for a total of five shots at each item generated within a monster box. Treasure Hunting only increases the chances of receiving imbeddables, scrolls, and gems. For every training per level a Treasure Hunting character gets an extra chance at receiving imbeddables, scrolls, and gems in every box they receive from monsters that they kill. .....This is not new, but characters who follow a sprinting leader will still be able to follow them even with movement RT. If they are slower, then their movement RT will just build up during travel. .....The spell Illuminate was previously only giving +20 Perception during illuminate searches. It now gives +50 Perception. .....Characters who have both versions of the Illuminate spell researched will gain double the illuminate Perception bonus when they use the spell; +100. .....Create Talisman spell now creates talismans with 25 psi limit on average instead of 15. Create Rod spell now creates rods with 40 psi limit on average instead of 25. .....It is recommended you retrain your character due to all the new changes made. Retrains are now free, so don't worry much about messing up since you can retrain again anyway. You can also retrain at any point, even if you haven't finished your first retrain - the server will save your OldLevel value if so. .....The new inn skill 'Psi Bank' works like physical training except for psi; for every point of Psi Bank bonus your character will receive +1 PPMax. .....To compensate for five new inn training skills, PTP/MTP max has been increased from 275 to 325. .....When monsters drop items, similar eat/drink/monster skin/gemstone/imbeddables will stack together into one item with a sum of both bites-left, drinks-left, worth, weight, size, and/or spell charges. .....Item stacking has extended to items grabbed with the Auto Grab flag. They will immediately stack in your back container. .....Item stacking has extended to the DROP command. .....Item stacking has extended to the EMPTY command. .....Item stacking has extended to the PUT command, except for PUTs involving discs. .....Treasure chests can now contain an unlimited amount of varying traps and varying trap difficulties; however, chances of multiple traps are low. The more traps you can envision stacked on top of each other, the less likely the treasure chest is to have that many traps. .....The character name approval system has been disabled. This means that new characters can begin playing immediately without waiting to be approved. This also means that any characters with inappropriate names will be deleted upon discovery, unless they manage to make it to level 20 without being reported or discovered. Feeling lucky today? .....Guild spell research now costs 2 guild training credits per spell learned. 1 credit per spell was too cheap. .....Sideguard stance has been changed from Right Swing 1.25H 0.5P, Left Swing 0.5H 1.25P to Right Swing 1.0H 0.75P, Left Swing 0.75H 1.0P. .....The verb BABBLE now has optional arguments. Type HELP BABBLE. .....Weapons of the same type can now have different roundtimes. Players can upgrade all existing weapons to the new weapon RT mod system by simply bringing them to the Port Kell Inn, using the RAISE command, and following the instructions. Players can modify their weapon RT without vouchers and without visiting Tenko. If you are unhappy with your weapon's current RT, bring it to the inn and do something about it. .....Weapons can now have Bleed modifiers which will increase the liklihood of a bleeding wound, even with rank 1 wounds, and will also increase the amount of bleeding. Players can upgrade all existing weapons to the new weapon Bleed mod system by simply bringing them to the Port Kell Inn, using the RAISE command, and following the instructions. .....Weapons can now have Injury modifiers which will increase the liklihood of dealing a higher wound rank even with less damage. Wound rank also influences bleeding, stun, and special combat effects. Players can upgrade all existing weapons to the new weapon Injury mod system by simply bringing them to the Port Kell Inn, using the RAISE command, and following the instructions. .....Weapons can now have Stun modifiers which will increase the liklihood of dealing a higher stun amount even with a lower wound rank. Players can upgrade all existing weapons to the new weapon Stun mod system by simply bringing them to the Port Kell Inn, using the RAISE command, and following the instructions. .....Spidersilk can now be used to forge weapons. .....Soulstones can now be used to forge weapons. .....Emeralds can now be used to forge weapons. .....Bloodstones can now be used to forge weapons. .....Bleed/Injury/Stun combat mods have been added to the armor system. These values are subtracted from a weapon's combat mods and can actually lead to a reversal where it becomes harder to inflict bleed/injury/stun on a particular body part. One example would be, if you are constantly challenged by chain stunning weapon focusing ambushing rogues, you could buy a stun-protect helmet and counter their attack strategy. The rogue may then buy a Bleed mod weapon, slice you a few a few times for 5 damage each, and leave you bleeding to death in only a few rounds. .....All new armor combat mods work against any attack which can cause a wound, but not with HP-only damages like some spiritual magic inflicts. This also means that stun-protected armor can reduce stuns dealt by spells and techniques like Shift and Palm. .....Armor item templates have been updated to the new armor system. .....Weapon item templates and weapon forge results have been updated to the new weapon system. .....The weapon/armor combat mods are deisgned to take skill use away from hit/power/guard/warding, so the sacrifice balances the new power. Feel free to comment if you disagree. .....The technique Palm now hits at -50 Power, +50 Injury mod. .....The technique Kick now hits at -75 Power, +75 Stun mod. .....The technique Tiger Strike now hits at 50 less damage, +100 Injury mod. .....The spell Hailstorm now hits at -75 Magic, +200 Injury mod. .....The spell Tornado now hits at -100 Magic, +250 Stun mod. .....The spell Acid Cloud now hits at -150 Magic, +350 Bleed mod. .....The spell Holy now hits at -100 Magic, +250 Injury mod. .....The spell Shift now hits at -75 Magic, +200 Stun mod. .....The spell Burn now hits at -150 Magic, +350 Bleed mod. (in addition to the normal double-bleeding) .....Multiclassing has been added. Characters can now train in all eight professions or any in combination, with the exception of some forbidden combinations. No multiclass profession can train above its main profession level. For example, if you multiclass one other profession, then your main profession will have to consist of at least half of your training. But, if you multiclass two other professions, then your main profession will only have to consist of at least 33% of your training. Main profession determines guild access. .....Characters are still bound by their roleplay rules according to their main profession. A L20 Cleric / L19 Wizard must act like a Cleric. .....Dark elves cannot multiclass as Clerics or Monks. .....Vorlan cannot multiclass as Clerics, Wizards, or Sorcerers. .....Main profession Clerics and Monks cannot multiclass as Sorcerers. .....Main profession Sorcerers cannot multiclass as Clerics or Monks. .....Quicklings, Kobolds, and Halflings cannot multiclass as Beastmasters. .....Only Elves and Half-elves can multiclass as Rangers. .....Most miscellaneous and guild spells are now available on new monster-dropped scrolls. .....Premium tokens have been discovered all over Tenica. They're popping up one by one. You can trade a premium token for premium minutes at the Zen'Tehr Inn, but you'll have to explore a lot to find them. (indefinite) .....You can now buy premium minutes at 500 minutes for 10 platinum pieces at the Zen'Tehr Inn. Keep in mind that premium minutes do not expire while your account is logged off, and your alternate characters won't count down while you play your main character, etc. Ten platinum can get you a day's worth of player universe construction. .....Characters can now 'buff themselves up' without preparing any spells, using one command: CAST ^. By typing the carrot symbol ^ the server will cause your character to use every 'buff' type spell and tech that they know how to use. This verb can be used by warriors and rogues as well. .....Monsters are now blocked from picking up premium tokens and vouchers. .....The rule against indiscriminate massacres has been removed. It's too hard to draw a line between IC/OOC and legitimate/massacre PvP. .....You can now ambush from both hiding and invisibility. .....Retraining your character will no longer cause you to have to rejoin your guild. Your guild and your subprofession will remain the same, but your guild training will still reset. .....Wizard spells like Minor Fire now cost 1 psi. .....Now having more than 5 million fame will help you enter a guild faster. The more fame you have, the faster you will get in. 15 million is the first amount with a 100% daily chance of success. .....Since weapons now have varying RT, the bonus Polearm weapons had is history (higher RT weapon than any other one-handed). To ensure the extra training is worth an increase, Polearm weapons now get a hidden +50 Injury Mod. .....I fixed a bug which caused bow users to get zero percent warding from their bow instead of 50% warding. .....Bow users have been placed into the normal stance effects that all other weapon users experience; in other words, no special changes to any combat stat occurs for bow users regarding what stance they are in - it will work like all other weapons. .....Stances no longer affect stats; stances now affect only weapon combat bonuses. .....Stances do not affect bleed/injury/stun mods, but bleed/injury/stun mods do not add to your defense in a defensive stance. .....Since two-handed weapons carry double-bonuses for using up two hands, bows should also get a bonus for using two hands since the bow user cannot use a shield or another weapon. For this reason, bow users now gain 100% guard and 50% warding. Since stance now affects bow users the same as all other weapon users, if a bow user is in offensive they will get 0.4 * 2 (or 0.8, 80%) guard and 40% warding (weapons give only half-warding compared to their guard, in more defensive stances). .....The exploit used by Clavin and other characters has been fixed - you can no longer use a shield and a two-handed weapon at the same time while still receiving the weapon bonuses from the two-handed weapon. In other words, if you try to use a massive iron stonecrusher with a shield, your attack will not include the stonecrusher's attack bonus. .....Two new spells have been added to Minor Elemental Circle: 313 and 314, Mass Serenity and Mass Haste. .....Two new spells have been added to Minor Spiritual Circle: 613 and 614, Mass Shadow Aid and Mass Courage. .....Two new spells have been added to the Misc Spell Circle (A): A14 and A15, Mass Regeneration and Mass Psionic Armor. Available on scrolls. .....A level 40 Sorcerer spell has been added: Bodywrack. Check the website for details. .....A level 40 Wizard spell has been added: Mass Teleport. .....A level 40 Ranger spell has been added: Splinter. .....The Ranger spell Control no longer affects Undead monsters. .....A level 25 Cleric spell has been added: Turn Undead. .....You can now downgrade combat points on your weapon/armor/shield at the orchestra house in Port Kell. This is useful, for example, if you wish to trade some warrior levels for cleric levels. If you don't get to train 4 times in armor you may need to lower the points on your armor to continue hunting with it. .....If you run out of psi using CAST ^ instead of dying by overcasting you now stop casting. If you don't have enough psi to use CAST ^, then you won't get all your buff spells cast. .....Referral EXP for new characters referred has been reduced to 1,000 EXP, still enough to get at least five levels. .....New forge-bought weapons/armor/shields have had their 10x cost removed. The price listed is the price sold at. .....Guild fame requirements have been altered to allow higher level characters to enter with less fame. This new change does not require a premium account. For every level above level 20, your character will end up needing 200,000 less fame to enter a guild. A level 30 character will need only 2 million fame to enter, and with premium status only 1,500,000. .....The Rogue's Guild has been released. .....The cost for the Temple Raise flag has been reduced to 25 gold per level, per use. (next server update) .....The orchestra house will now transfer bleed/stun/injury mods to your power/guard on your weapons/armor. .....In order to prevent moderator-like teleportation, Mass Teleport spell now sets the entire group's homeset value to the caster's homeset value. (next server update) .....Since the website says it does, weapon specialization now affects two-weapon combat skill. (Sito pointed that out) .....Bows have reverted to the old Guard/Warding system, where when using a bow your guard and warding are always calculated as if you were in a defensive stance. .....Energy crystals and energy spheroids no longer stack. .....Duped and reduped items can only stack with equally duped and reduped items. .....Elemental crystals, energy crystals, and energy spheroids no longer stack when placed into a room. This means that there is no way at all for these items to stack. .....The guild skill deflection no longer relies on using a spirit blade to achieve its bonus; now you can get up to a +3% evade bonus without using a specific type of weapon. .....The bug which caused items to disappear when emptying a container *onto the ground* has been fixed. It is now safe to use the empty command to empty the contents of a container onto the ground. .....The new Dragon's Era Client features a smaller TP font and a filehash password function. The new filehash password function is explained with a help button in the client. Basically, a filehash password is a 32 character string with letters and numbers which can serve as a password for your account. It is generated through file digestion; so, if you choose to use a filehash password then you will no longer have to memorize a complex password, but instead only the name and location of a file on your hard drive. The filehash password is impossible to guess compared to standard simplistic passwords, and the filehash password is still sent through the standard encryption algorithm. .....The clerics at the clerical pagoda are now sympathetic to the blind. If you're blind and there are no characters on to heal your scars, you may be led to the pagoda by another character who is willing to lead you there to have your sight restored. .....A bug which caused merchant guild interest to not actually accumulate has been fixed. .....The cause of the "character rollback" bug has been identified and corrected. Its main trigger was in the auction house system which used an old inefficient character save/load algorithm which clashed with the new algorithm. .....If you are polymorphed or invisible then you no longer receive group-EXP for killing monsters (exploit squashed). .....Hit Gap math setting bonudaries have been changed from 25-75% to 40-80%. .....Good news and bad news: When retraining you can now retrain all your guild training credits in the same day, however this has eliminated the need for 50/50 training so new guild members and non-inn-retrained guild credits will be limited to the old one-training-per-day. |
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..... Jail sentences have been cut in half. Any kind of sentence after arrest is affected. ..... EXP earned for damaging and killing monsters is now split. 75% of it goes into your mind for later draining while 25% of it is directly subtracted from your EXP Needed. ..... I now allow telnet access to Dragon's Era. This means any alien client that wishes to connect and play may do so; ZMud, Telnet, and other clients are now welcome. They are not supported, and there may be drawbacks to connecting in telnet mode, but it's convenient for new players who just want to check things out. WARNING! Every time you send a password over a telnet mode connection to Dragon's Era, it is INSECURE! For secure passwords, use the official Dragon's Era Client. ..... Now all players can train their guild skills an average of 2 times per day. Sometimes you will get only one training per day and sometimes you will get 3 or 4. ..... The damage formula has changed: damage = (((Power^2 / (Power^2 + Guard^2)) * 100) * ((RT + 1) / 2)) ..... If Power + 100 < Guard then damage = (damage * 0.8) ..... If Power + 300 < Guard then damage = (damage * 0.5) ..... Now lower-level damage calculations involve a decreasing amount of damage. If power + guard < 300 then damage = damage * ((power + guard) / 300). This will make lower-level combat deal less damage. ..... An updated v33 of the client is available for download. This update is optional. It fixes the runtime error after the 30-second countdown expires. It also always uses dragonsera.idlegames.net even if you had set a different DNS prior to the change. ..... A full installation of the Dragon's Era client is now available in a rar archive. Uncompress the rar archive if you do not prefer to use the other executable installers. ..... More pawnshop and other code changes to fix multilinks. ..... Now players can bless other players' weapons without having to first receive them. Simply target your bless spell on the other player. ..... Stationary ability has been disabled in player universe monsters. There is no need to redo your monsters. ..... Free retrains have ended, but retrain level reduction has been reduced. Any retrain will now only consume one level instead of 10%. Beastmaster retrains included. ..... A new office election system has been coded. This allows players to elect players into daily positions within Dragon's Era. The first office introduced is the office of the roleplay minister who has access to these three commands: RPAWARD, EVENT, and SPAWN. Players elected to these offices must not abuse their powers and must be impartial, not crushing their enemies and not benefitting their friends. ..... Players now receive one gold piece reward for each vote they cast. Participation in voting is encouraged. ..... The HELP section describes voting and offices in more detail. ..... The office of minister of mathematics has been added. This office holds the power to modify certain formulas within Dragon's Era towards more popular configurations. ..... The office of minister of wargames has been added. This office holds the power to host one wargame session each day. The player who can entertain wargame players with messages and MIDIs the most will be voted into office. Giving the right rewards after a wargame helps win future votes as well. ..... Stun amounts resulting from combat are now halfway random instead of fixed. ..... Characters now must announce their intention to run for a specific office before they can be voted for; this limits each player to one office and also helps to prevent players who do not want the job from accidentally getting voted in. To announce your intentions to run for office, type FLAG OFFICE. ..... Three more settings have been added to the minister of mathematics' configuration abilities. |
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..... The new premium builder system has been released. ..... Many monster actions, abilities, and techniques have been added to the list of usable player monster actions. ..... Player monsters can now be set with a TeleportTo function which will either teleport the slayer of a monster to a new location or will teleport the entire room to a new location upon monster death. ..... Player monsters can now be set to drop keys which can be used as GoItem entries within your player universe. These keys cannot be taken outside your universe, and no keys may enter your universe. Dropkeys decay with monster skins. All you must do to activate this function is provide a dropkey item name using #MONSTER DROPKEY, ITEMNAME. ..... Player monster copper payout, fame payout, and item drops have been adjusted to be higher for more difficult monsters. See #HELP MONSTERBONUSES. ..... Player events now support commands like the earthquakes on the durayin plains. Type #HELP SPECIALEVENTS to see more. ..... Player universes can now use a new traptype: #9, the mechanical arm. This trap executes upon physical attack and spellcasting which moves to block the blow and cause extra roundtime. This trap resets quickly. Useful when accompanied by monsters. ..... The central processing unit has arrived. No, this is not a piece of hardware. ..... EXP Drain formula has changed from / 40 to / 50, so that draining a full mind takes 50 pulses instead of 40. This has been compensated for by as increase to the EXP node bonus. Instead of getting only 1 extra point per 10 at an EXP node, now you get 3. ..... Kill requirements for levels 50 - 99 and 100 - 250 have changed from 2,500 and 5,000 to 2,000 and 3,000. See the updated formulas on the website. You will start seeing this new formula affect your character the next time you level and receive a new EXP goal. ..... Stances have changed. For more details, see the premium builder blueprint. ..... All statistic maximums have had 250 added to them! That means you can further add to your statistics beyond level 125, and you can also add more to the ones you currently have maxed! ..... Players can now play MIDIs through events in their universes! #HELP SPECIALEVENTS ..... All monsters have been slightly weakened. ..... Stances have been adjusted. Check the new formulas in the updated blueprint. ..... Stance berserking can no longer be used with stealth or ambushing. ..... Players may now submit 200x200 .GIF files as portraits for their characters. These portraits are seen whenever the character is examined. Once uploaded the portrait must first be approved and accepted by Tenko, then players may start using it. ..... The no-sale fee at the auction house has been reduced from 50g to 10g. ..... Stuns are now random instead of fixed for each wound rank. That means for most wound ranks a stun may or may not occur. Likeliness of placing a stun between each body part is still the same; eyes are still the best for stuns. Stuns are simply dealt less often in combat, especially between equally-matched opponents. ..... %success in HitVsGuard and MagicVsWarding calculations has been replaced with the following formulas to determine hit or miss: Ya = a random number between (Hit / 2) and Hit of attacker. Yb = a random number between (Guard / 2) and Guard of victim. If Ya > Yb then strike hits. If not, strike misses. ..... Damage in PowerVsGuard and MagicVsWarding has been replaced with the following formulas: X = (Power + 300) - Guard. Xa = (X / 10) * ((RT + 1) / 2). Damage = Xa * 50%to150%. If Damage <= 1 then Damage = 1. ..... Critical hits are no longer modified by superiority of power vs guard. Now they rely solely on randomness and stats. And instead of dealing +100/+125/+150 damage they deal *2/*2.5/*3 damage. ..... There are new formulas to determine PTP and MTP. They start higher but grow slower. PTPs = (((ST + DE + CO)² / ((ST + DE + CO)² + (DI + IN + PS)²)) * 275) + (Level / 5). MTPs = (((DI + IN + PS)² / ((DI + IN + PS)² + (ST + DE + CO)²)) * 275) + (Level / 5). All characters will get to retrain and replace their stats according to how they would like to see them in this new combat system. ..... The boundries between wound ranks in damage have been changed to 40, 120, 200. ..... Now if Power - 100 is >= Guard, the strike gets +20% damage. And if Power - 300 >= Guard, the strike gets +50% damage. |