Created ~~[bug=74]~~Issue #74[/bug] to handle this.
posted in Suggestions and Ideas
Posts made by Tieryo
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RE: Who/Channel Visibility
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Who/Channel Visibilityposted in Suggestions and Ideas
Seen this come up a couple times with regards to deathsight, but would make sense overall - Why not have who and channels ignore every form of invis except for wizi/incog. This would make helping newbies much easier, while still retaining the utility of invis (not showing up on where or in the room without proper detects). -
Rezaposted in Area Revamp
I'll format and flesh this out more later, just getting it documented in one place
New Affect: Sun Scorned - The old rats of Reza have been driven off, but
at night the new breed will take to the alleys in search of blood. These
vampires are bigger and a bit meaner than the old ones, being bitten by one
has a chance to inflict the sun scorned affect, which causes minor vampiric
drawbacks (mild sun damage, primarily).
New General Mechanic: Suspicion - All visitors to the city will have a
suspicion rating that determines how likely they are to be accosted by
guards. This will be influenced by several factors including city wide
alert level (response to events), walking with weapons out, displays of
'dark magic' and so on.
New Area Mechanic: Favoured Church - As players help or hinder the
Crusaders, they gain status for their affiliated church. This can lead to
special recognition within the city for church members, though sometimes it
can pay to lay low.
New Vampire Mechanic: Blood pool - As vampires feed they regain blood.
The blood pool will drop by 5-10% per day, but can be used to power various
effects such as appearing mortal. This can be used to blend in when guards
are on alert, or for other tricks later.
New Faction: The Ashen Crusade - Players can join the crusade, standing
against the things lurking in the night. Crusaders will have quests
assigned from patrolling areas of the city to hunting down suspected
vampires. Gaining status within the crusaders may provide some leniency in
the face of minor infractions around the city.
New Skill Type: Area Lore (Reza) - As players explore the city and learn
facts (such as the location of Scarm's Tomb), their Area Lore (Reza) skill
will improve. As this skill is based on a token, each fact will have its
own value and setting of true/false for known or not. Scripts can check
either the general skill percentage or look for specific facts to provide
extra information or trigger events for the player(s).
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Theme: Taking back the night - Vampires have ruled Reza from the shadows
for many years, from Scarm in his hidden crypt below the city to Caligo in
his mansion. Much of the city has been left to rot with rats spreading
plague and orphans begging along the streets as the undead masters focus on
keeping blood flowing.
In time, however, a new strain of the Rezian plague began to appear,
carried by rats who were as likely to feed on their own kind as they were to
attack innocent visitors. These sun scorned rats finally made the problem
to great to ignore, and from the city's oppressed came a solution. Over a
period of weeks, the newly formed movement observed the city's elite, and if
suspected of vampirism, they and their gathering places were put to the
torch. Caligo's mansion was the first to fall, followed quickly by the
Vampire's Masquerade and the network of tunnels below.
Since then, the self titled 'Ashen Crusade' has taken charge of the city,
instituting curfews and training the remaining citizens in basic self
defense so that they can keep their homes safe. Though they appealed to the
other members of the Seralian Empire, no answer came from their supposed
allies, and the city of Reza has since declared itself independent. Already
there are rumors among the guards that once their home is secure, the
Crusade must begin to look outwards, and scour the undead from the world. -
Just for funsies, the BAL (from 2006)posted in Immortals Forum
Found the Big Ass List that Nib put together from 2006. May want to harvest these for suggestions. BAL.zip -
RE: <3Well this is a bit awkward. I hadn't realized that people were still interested. Things are finally starting to settle down enough for me to pick this up again.posted in Discussion/OOC
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RE: Wiki Page!Well, the sentience bugtracker is technically a wiki as well, but that's going to be more for development/code topics. If you mean like wikipedia itself? Sentience wouldn't meet their notability, etc requirements, so there isn't much point to it. I am, however, working on a website update that should cover things that we're planning and working toward.posted in Suggestions and Ideas
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Rebalanceposted in Immortals Forum
This is going to touch on a lot of things, so I'm going to just post them all in here and organize as I'm able
Equipment/Items[*]Need requirements for use other than level, such as stats, race/class combinations, tokens, etc. Should be able to group these so you can require only some of them.[*]Remove AC in favor of resists system (detailed below)[*]No removal/rewear of armor on front lines of battle.
[list][/list] -
Immortal Guidelines Draftposted in Immortals Forum
So the game has been down for a while, and I think that, as the game will be moving forward with (mostly) new faces among the staff, the time has come for a revised set of immortal rules.
For reference, here are the old rules:While these have been useful, we need to look at what will be best going forward. As such, here are some revised rules I would like to try.[code]****************************** * The Imm Rules of Sentience * ****************************** * One instance of cheating of any kind = deletion. * One instance of dishonesty = deletion. * Distributing immortal information to non-immortals = deletion. * You cannot be an immortal on any other games while being an immortal here. * Work together. * Do not modify any other builder's area without his/her permission, except in an emergency. * Keep your immortal and your mortal seperate. NO MULTIPLAYING! * In any situation, the highest level imm present will take charge. * Do not reveal any abusable bugs to a non-immortal. * Do not reveal the identity of either immortal or player characters, except to an IMP. * Do not reverse other people's punishments. If any punishment needs to be appealed, only an IMP should be consulted.[/code]
GENERAL IMMORTAL GUIDELINES[*]* Do not modify another immortal's work without reason. If you must do so, leave notes in the comments field of things you've changed, and note the responsible immortal(s).[*]* Do not reveal mortal/imm identities.[*]* Do not reverse punishments without consulting other imms. We have to present a united front to players.[*]* In any situation, the highest ranking imm in a field will handle issues for that field.[*]* Do not give information to players. They have to learn the game for themselves, and giving away information can both ruin the work a builder has put in as well as set a bad precedent for how we handle immortal/player relations.[*]* No divas. Ego trips have caused too much trouble already. None of us are perfect, and all of us need to be able to take criticism. If you cannot, then you should not be here.
[list][/list] [*]* Do NOT give information about content to players without the consent of the Head Builder.[*]* Do not let mortals play with things you are working on, without first clearing it with the Head Builder.[*]* Do not modify another builder's work without first consulting them and/or the Head Builder.[*]* Use the comments/notes field in olc, we have it there to ensure that people know what things are for. You may not be here forever, so anyone should be able to look at your work and know what you were doing with it.[*]* Make sure that your work fits with the game's story, and is consistent with itself and any other areas that it ties in with.[*]* Please make sure that you use proper English when writing. Areas will be reviewed by editors prior to release, but this is no reason to be lazy.[*]* Note the head builder when your area is ready for review, and we will work out a time to go over everything.
[list][/list] [*]* The system has some security checks in place. Do not try to find a way around these, as they will all be reviewed.[*]* This is a complex system. If you need help with anything, ask the head builder or someone with scripting experience here.[*]* Make use of the 'name' fields in the script editors, as well as comments in the script code itself. Note that '***' at the beginning of a line will ensure that it is counted as a comment, not actual code.[*]* Keep things as simple as possible. Overcomplication just leads to more mistakes. Don't simply add things for the sake of adding them, and please look for where you can make generic scripts, so that all of us may benefit.
[list][/list] -
Testposted in Immortal Archive
Test Post
-- Sun Nov 22, 2009 9:39 pm --
[bug=3]Examine Command Broken[/bug] -
Plithposted in Area Revamp
[b]Introduction[/b]
Ah, Plith. Capitol of Seralia and the first thing new players see upon leaving their isolated Tower of Alendith. In a way, this area should serve as an introduction to the larger world, and as time goes by, continue as a hub of commerce or communication. Unfortunately, with the game as it is, this is merely an extension of the tower. A place to grind levels until you're strong enough to go do the same somewhere else. As such, I would like to change it. This document will cover my plans for the area, and as I work on it, my progress toward those goals.[hr][/hr] [b]History of the Zone[/b]
[i]Immortal[/i]
To my understanding, Plith was one of Syn's areas to begin with. He built the city, tied it in with Dungeon Mystica, and left clues to quests in several other zones. In time, the game moved on, and the area became one of grinding. With the advent of Whisp's ship system, Nibelung took it on himself to remodel the area, adding the docks and fleshing out several npcs. When the ship system proved less than successful, we moved on to other projects, and Plith returned to being a treadmill.
[i]Ingame[/i]
Plith was the first settlement established on Seralia by the Praxis and their Human allies. The northern mountains held something of great power, and were the heart of a magical storm that raged through the astral space of these lands. The Praxis, wishing to explore and, if possible, harness the power source, established one of their gates on the shores of Seralia during a brief lull in the storm, establishing the outpost that would one day be called Plith.
With a stable foothold on the continent, they brought in what supplies they could and began to build, using Humans for the better part of the labor. A century later, when Haven was destroyed during Mishkal's ascension and the Mystic Descent opened in the northern mountains, Heletane was cut off from the gate network, and the Humans, like the Praxis, were cut off from their homeland. The Praxis were focused on the fissure in the mountains, and let the humans explore as they wished. This brought about the first human nations on the continent, along the northern and western coasts of the continent, and when the Praxis disappeared, the great nation dissolved into a number of small, isolated towns.
Those who had remained in Plith had one asset that their neighbors lacked, in the gate that the city had been founded on. They were able to bring in supplies from Naranda and Athemia, building up stockpiles of food and tools that the other cities could not hope to match. Under the leadership of the self-styled Empress Aleyra, herself a descendant of the same line that had birthed Mishkal, they began to expand outward, offering aid to those who would join the Empire of Seralia, and punishing those who would not. Her line continues to this day, and Emperor Yurien worships his distant ancestor in secret, hoping that, should Mishkal return, he would be rewarded for his loyalty and allowed to rule under the dark god.
Those who live within the city do not know of the corruption that runs through their leadership, but there has always been an element of darkness around the palace, and it seems to grow just a little bit stronger with each passing year.[hr][/hr] [b]Geography[/b]
Plith lies on the eastern coast of Seralia, the game's "first continent." It sits on the shore, with the Equidorean Ocean to the southeast, plains and forests to the northeast, north, and northwest, and mountains to the south. It is connected to most of the other major locations on the continent by a series of roads through the wilderness, and a passage to the docks that can lead adventurers out to sea.[hr][/hr] [b]Architecture[/b]
Plith boasts a variety of architectural styles, owing to the mixture of races that have called it home over the years. Northwestern Plith, the oldest part of town, carries hints of Praxis work, mystic runes etched into some of the walls, and a strange fungus that they managed to cultivate from spores found floating around Haven before its destruction. The majority of the city is human built, and by humans maintained. Most buildings have been made for function over form, and nowhere is this more obvious than the Palace. Still, there are hints of beauty, mostly found along the eastern edges of the city where the Elves of Kalandor have had the most influence. All in all, there is much to see for those who wish to explore a bit of Seralia's heritage.[hr][/hr] [b]Important Locations[/b]
[u]The Beginning[/u]
Established to the north of the original gate, the fungus from Heletane took hold here, and kept much of the astral storm at bay. It also seems to act as a beacon for new souls, drawing them here when their time in the Tower of Alendith is complete, rather than letting them wither in the ruins of Old Haven. It is here that many take their first look at the larger world, and where many return to rest when their travels weary them.
----More to come tonight. -
Dynamic Worldsposted in Restricted Discussion
Many games claim to offer a dynamic world, when in reality, what is offered is one of two things: [*]The 'dynamic' portion of the game is extremely limited, often restricted to alterations to the wilds via logging/mining/etc.[*]The game has several 'states' for rooms (damaged, burned, etc) and will respawn to normal after a time. This is not truly dynamic, as it only allows for a few states which change back and forth.
[list=1][/list]
[u]String Bank[/u]
A list of strings, based on materials, locations, etc. May also be organized by:
Adjectives: Seasons (adjectives for each season, etc)
Verbs: Combat
Etc.
This would allow us to make semi-automated descriptions that the game can insert in various locations.
[u]Building Editor[/u]
This allows the generation of buildings ingame. This editor would let us set materials (with % priority, which would allow for substitutions in most cases of other materials), the approximate dimensions and shape of the building, as well as particular strings and string banks to use in generating descriptions. Could also be used to make templates for buildings, down to possible items that can be found inside.
[u]City Editor[/u]
A more general editor, which would allow us to see a bird's eye view of the city, set the districts (residential, etc), how wide the city can spread, and the list of buildings required by the city (including minimum condition of each building for repairs). This is the main editor, and is checked when the city is damaged.
[b][u]How it fits together[/u] [/b]
When a city is attacked/damaged by player or npc actions, the city checks against its list of required buildings to see if a job needs to be queued for repair/replacement. If a building needs to be placed in an area with ruined structures, additional jobs are queued to clear the area up first. When a building is queued for construction/repair, the game will check against the building template's required materials and hav the inhabitants of the city gather them. If the city has what it needs, it will attempt to build the structure in a fitting location, pulling from the string bank to write the descriptions of the building and allowing for a unique, changing environment for players. -
RE: Order of ImplementationLooks good to me so far, dude. I would suggest making topics for each, and linking to them from the list as they're made, though. That way we have something of an index in here. Also, we will need to look at a plugin/module system to allow others to add systems into the games, which should be factored into what we're doing right from the start.posted in Restricted Discussion
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Command Parserposted in Restricted Discussion
A few thoughts on the command parser, ideas about what it should be able to handle:
It may be best to have the parser look for certain keywords, such as 'in', 'and', 'with', things like that. This would allow for:
'Take the sword from the bag and attack Lukus with it.'
Or
'Attack Lukus with the sword in the bag'
These would tell the game to:
1, take a sword from the bag (if more than one bag, it will ask which one, giving choices, same with swords)
2, attack Lukus with it, which involves equipping it.
For example, Lukus has two bags, and three swords.Just a thought on how we might handle it.[code]>attack Lukus with the sword in the bag You have two bags. Which one do you mean? 1) Silky Sack of Sentience (contains a Sword of Plith and Vengeance) 2) A small magical bag (contains Greater Vengeance) --if 2-- > 2 (or small magical bag) You take Greater Vengeance from a small magical bag and equip it. You attack Lukus! --if 1-- There are two swords in the silky sack, which one do you want? 1) Sword of Plith 2) Vengeance[/code] -
RE: NEWS on New CodebaseLooks good to me, just a few things:posted in Restricted Discussion
~~@Syn:~~ > Thus I hereby announce that we are, as of 02/01/2008, > > developing our own codebase. It will be completely open > > source, available to anyone who wishes to use it.
This will need changed to reflect what we're doing (open API, closed source for most recent version)~~@Syn:~~ > * NPC companions that can level with you, be hired on or join your adventurer on > > a permanent basis. > > * Quest system handled by staff, done in pieces which are strung together, allowing > > for huge, large-scale quests as well as minor ones.
We'll need to reword the companion thing, to fit with lack of levels, and the quest system will also allow players to create mini 'quests' of their own.~~@Syn:~~ > * IRC style channel system, where players can make their own channels, as well as > > vcommunicate on the public ones.
Pointing out the typo in communicate, just because I'm an ass :P -
Accounts -> Namesposted in Restricted Discussion
One of the systems that I'd like to see is for names to be more fluid. There could be a dozen Lukuses running around the world at any given time, with a limitation of one char with that name per-account.
This would allow for players to introduce themselves by different names in different regions, and to let players alias characters as something else.
Player identification would be stored with the character's appearance tied to player ID. As a result, players may think they see someone familiar, or may not recognize a distant friend if they're wearing some other outfit.
While this will make some things more difficult, it allows for the following:
Disguise to hide yourself from enemies or to cause trouble in their namesChanging Identity: You could go to a distant land, hiding your appearance and changing the armor/clothing you wear. You call yourself something different, and as long as you can avoid people from your old life, you've essentially started over as someone else, wiping your past clean.[code]Example: Retribution infiltrates the halls of Almarea Coivea, stealing items with their insignias. They take clothing in the colors of the church, sneak into Olaria, and murder as many citizens as they can before escaping, dropping one of the items as they flee. As a result, people with that sigil may end up attacked on site in the town.[/code]
These are just a few thoughts, wanted to see how it might pan out, as it would give things a more interesting feel. -
Staff Contact Infoposted in Internal Staff Discussion
For us to stay in touch, mostly.
For myself:
AIM: Fyrewulfie
AIM: Friar Muffin
MSN:fyrewulfie@hotmail.com
Email:areo@sentiencemud.net -
Chatposted in Discussion/OOC
Chat now seems to be working! Use the chat link at the top of the site!
Note: You may need to force a chat, or clear cookies.
If there is a dropdown box at the top with --- or something like that in it, look for gossip in the list of channels. That's the default, or should be.
UPDATE -- Anyone with connection issues, go into your internet options (on IE) or prefs on Firefox.
Should be an option to view files or view cookies. Clear out any relating to sanctuary-roleplay.org and try logging back in. This should fix any problems.