We have made several change to the mud, please carefully read this as this

change will affect gameplay dramatically.

-Added applies to ammo: Before, when you scanned ammo, and it said it will

modify your damroll by 20, it wouldn't. This, due to laziness by previous
coders,

has been fixed. As a result, the next couple of changes had to be made.

-Loaded ammo: When you remove your gun, your ammo automatically unloads.
This

will prevent newbies from loading a gun, removing gear with +strength, and
then

not being able to rewield.

-Ammo on login/copyover/reboot: Before, your ammo would appear in your

inventory. This was a bit of a nuisance, therefore, now if you leave, quit,
or ther

is a reboot or copyover, the ammunition will re-load itself in the gun it
was supposed

to be in.

-Damage types for ammo and melee weapons: Ammunition will now deal specific
kinds

of damage. This will make use of our currently non existent damage
resistances system

that I created a while back. Each mob and each player will have different
resistances

for certain damage types adjustable by their equipment. Pay attention to
this, because

this will be a game breaker for intelligent mudders.

-Resistance system: The new resistances system is now working in full
effect. As

your resistances increase, the damage you will take for certain damage types
will

decrease. Please allow some time for the builders to make the appropriate
changes to

weapons, ammo, mobs for this new system to balance itself out. You will now
notice

on market and scan, that the damage types of weapons and ammo will be
listed.

WARNING: YOU CAN GET NEGATIVE RESISTANCES, THUS TAKING A LOT MORE DAMAGE
THAN BEFORE.

-Consider: You will now notice consider showing some extra info at the
bottom if

certain mobs have vulnerabilities or resistances. Please note, that you are
afforded

this information only due to testing purposes, and in the future will rely
heavily on

skills and lore to be able to depict accurate information from consider. So
take

notes now!

-Several minor backend changes have been added to support this new system
and to

make room for expansion, most importantly the crafting system.

-Several typos and general code inefficiencies have been corrected and
fixed.

-The Soul Edge quest has been updated and is now alot easier to complete for
high level players.

-All weapons and ammos have been updated to fit the new damage type change.

-Two new mini dreams added to the dreamscapes area.

-Various questgear updates to make questshop items more useful.

-The newest zone, Dollhouse, has been edited and is now a part of the world.

Please report any strangeness to the IMMs, and have fun.

Note: This is a very interactive zone on par with resident evil in design,
so make sure you read and try things before telling IMMs that

things are broken.

-The huge boxes of ammo from scavenge and Nashville have been slightly
renamed to make sorting guns a bit easier for players. 

- Attack is now a command identical to kill and hit. This is just to appease

to personal taste. No extras here.

- Suicide now must be spelled out in full in order for players to use this

command. This will prevent some of the nonsensical and accidental suicides
that

have been upsetting people for generations.

- Items have been flagged ITEM_QUEST_ITEM (Items that are either given or

received for questing purposes) will now bypass all checks for weight and
cursed and

no_drop. This will prevent players from being fully weighed down and unable
to

complete or progress through a quest.

- Hunting mobs will no longer track players across zones, this was added in
a

while ago, but seems to have been broken somehow. It should work properly
now.

This however, will not work against mobs you are in ranged combat with. If
you

snipe across a zone, the mob can and will follow you across zones.

- Prior to now, sniping ethereal mobs would not damage them. This has been
fixed.

- Quaffing potions has now been phased out and the drink command will now

appropriately determine what to do with liquid based objects in
CyberASSAULT.

We have kept the quaff command in for those of you who are used to using it,
but

the drink code will now interpret what to do with them from here on in. You
may

notice some string changes associated with any object based psionic.

- Also, it has been noticed that drinking potions grants exp bonuses. Due to

obvious potential for abuse, this has been fixed and removed.

- Due to prior spam, all psionics involving objects had been removed. This,
I

have just realized, has broken the sends while wearing objects with psionic

affects attached to them. I have fixed this for now, but please let me know
if

you encounter any futher or needless spam as a result of this change.

- Drug damage types are now shown as toxic, instead of drug infested.

If you see any new problems, or anything new that doesn't work properly,
please

notify your favorite immortal.

Thank you,

Happy mudding.

cyberassault.org

port 11111


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