Copy and pasted from my actual changelog because I'm lazy.
* Tick lag issue is resolved now.
* I have restored the ability to go over your racial maxes with stat modifiers
with equipment, spells, and skills. It works like this: to go 1 point over
your racial stat max, you need 4 points from eq/skills/spells.
This may seem confusing at first, so let me clarify with an example:
Joe is a Slayer who has trained up his wisdom to 18\. For slayers, the
racial stat max for wisdom is 20\.
When all of Joe's stat modifiers (pieces of equipment with +wis, affects
that give +wis) are counted up, he has a +10 total boost to wisdom.
2 points of this +10 takes him from 18/18 to 20/18, leaving +8 to take him over
the max. Since every 4 points give you a boost of 1 past the racial max, he
ends up with a wisdom of 22/18.
The reason I originally removed the ability to go over stat maxes completely
was because there was a cutoff of 25 for all stats. That is to say, no matter
how much you went over the max, the most you could get was 25\. This led to a
huge lack of variety among the races. I have resolved this problem by removing
the 25 point max altogether and reducing the ability of stat boosts to increase
your stats past your racial max.
This means that it is very well possible for a remorted Minotaur, for example,
to have a strength of 28/25 (by wearing lots of +str equipment and casting
giant strength), or for a remorted Lich to have a wisdom of 29/26\. This
way of doing it emphasizes the racial differences rather than obliterating
them with a roof that applies to all races. Realistically, I don't think
anyone will manage to go 35 or above on any stat, but perhaps someone will prove me
wrong!
I believe you will like this system better, since it allows you to have a
better overall character as well as maybe a little fun mixing and matching
equipment to emphasize what you want in your character.
Comments and questions are welcome.
* Improved the ability of the "shift" skill (slayers and vampires). In addition
to giving you sanct and haste, it also boots your str, dex, and int (three
atts important to fighting), as well as boosting your hitroll and damroll. The
boost are as such:
str/dex/int: +1 for first class, +1 for each additional class
hr/dr: +10 for first class, +5 for each additional class
Additionally, it boosts all of your defence abilities by 33%. Said another way,
you will have a 1/3 better chance of your defensive skill kicking in than you
do in your normal form. This effect is similar
to the "war cry" skill, which boosts all of your defence abilities by 50%.
This works on all defenses (dodge, parry, spear block, …) except speed
swerve, as drows do not have the shift skill.
They also will regenerate heal, mana, and move between ticks when in
the shifted state.
They will also get an AC boost from the sanctuary spell. -100 for first class, -100
for each additional class.
Please let us know if these values need to be adjusted in either direction. This
was done to address the complaint that at higher levels, shift becomes impotent.
While these abilities will most likely seem overpowered at first glance, keep in
mind that equipment cannot be used in the shifted state, presenting significant
stat losses which need to be balanced out.
* Added a harmonica to newbie area so new bards have something to play on.
* Fixed - there were scorpions from Lartin Castle in the wilderness.
* Telling something to a shaped person will no longer give away their shape.
* Fixed - when buying items in bulk, the price is much too high. E.g. buying 10 250silver
vials cost you 25,000 instead of the correct cost of 2,500.
IMM
* Did more work on the token system. You can create, edit and save them now, but they
don't actually do anything yet - need to set up support for them in the scripting
system. I lowered access to "tedit" mode to Lv151, since I see no harm in anyone
checking out what has been done so far (just a basic editor, not really exciting
yet.)
* Imp sig is no longer needed to add spells to pills, staves, scrolls, potions, and wands.
* Fixed - People < lv152 can now be given the gq command.
* Changed the wilderness exit-clearing routine to only do it when a max amt of exits is
reached, rather than every tick, to reduce the lag. Also, changed it to clear
exits to and from rooms in which there are NPCs (but no PCs). This is a temporary
fix because it means that NPCs will temporarily be stuck in their current room in
the wilderness, but this is OK since I am planning on working in more (and more
interesting) NPCs into the wilds, and will fix it then.