## Changes on Ansalon MUD!

##

    Changes made to Ansalon during 2024.Sender  Zivilyn
    Date   Tue Jan  2 20:12:44 2024
    Subject AUTOMAP

    Um, it's neater :) I put in Unicode symbols and changed coloring so it's
    easier to navigate (imo). Lmk if you run into issues (might make a toggle)

    - Ziv * Co

    Sender Zivilyn
    Date   Wed Jan  3 21:10:51 2024
    Subject VISUAL IMPAIRED Players

    For our visually impaired players, ACC OFF (or on), it toggles I've gone
    through and stripped out the ASCII lines that must have been fun as hell to
    readdd... minus equals minus equals minus equals .

    If you have Unicode support, they're lines now. If you don't, they're
    dash/etc lines, if you have READER mode on, they're nada.
    Please let us know where you see more (There are tons).
    And... RUNNING home :)
    - Ziv & Co.

    Sender Zivilyn
    Date   Fri Jan  5 20:11:45 2024
    Subject Background stuff

    A ton of 'ascii' art in the game, I've gone through and checked so that
    if people have screen readers it should strip it all out. (Minus 'in person
    maps'). Also, the game will ask if the player is using a screen reader while
    they're creating and NOT spam the living F out of them with Ascii art.

    Many visual changes to wholist, omni, score etc as well.
    - Ziv & Co.

    Sender Reorx
    Date   Sat Jan  6 01:08:23 2024
    Subject New quest item

    There's a new level 5 to use quest item out there, only a measly 200
    qp, too!  You'll find it helps reinvigorate your legs, and makes them
    a bit faster, too!

    Thanks for whomever had that idea.

    Grumpy

    Sender Zivilyn
    Date   Mon Jan  8 19:06:20 2024
    Subject MOON phases

    Hey, I put BACK in the moon level adjustment for phases. It was +/-5 at
    max, and lower for non. I adjusted per cannon (see code for link) so +/-1
    for just each moon, then +/-2 if both are up.

    Ps. Was going to make the 'days' right for the moons, and.. you did already lol :)
    - Dave.
    Goes in next C/O.

    Sender Zivilyn
    Date   Mon Jan  8 20:24:17 2024
    Subject AFFECTS (& score)

    We went and color coded the messages on AFFects so that it's easier to
    read. As well as put in 'sentence structure' for our visually impaired
    players/imms.
    (ps. Also line length shorter for mobile players on aff)

    There are a few other behind the scenes things (cough WC)
    Thanks!
    - Ziv & Co.

    Sender Reorx
    Date   Wed Jan 10 12:52:47 2024
    Subject Defensive toggles

    The toggles to disable parry, dodge, shield block, and counter (for training/spamming
    skills, or I guess if you want to give your opponent a boon) are now completely
    functional again.

    Also, as a reminder, with the order of defense now random (it doesn't always check parry,
    then dodge, then shield block, then phase), it means you are more likely to take some
    damage to your shield.  If you see (dinged) or (dented) or similar in front of equipment
    worn or carried, it means the item needs to be repaired.  Most armors can repair an item
    by using the "repair" command.

    Reorx

    Sender Zivilyn
    Date   Fri Jan 12 19:27:24 2024
    Subject BUILDERS OLC

    Loads of 'clicks/looks/etc' in building changes. Builders LMK if you want
    other things 'clickable'. It's a long process but I'd like to point and
    click... in a text game :P
    - Ziv & Co.

    Sender Reorx
    Date   Fri Jan 12 23:53:06 2024
    Subject One more sense fully completed

    Along with blindness, we now have deafness.  Deafness can be caused by the spell
    (added to the same group as blindness) as well as a side effect of objects
    and other spells, such as fireball, call lightning, chain lightning, thunderstorm,
    and, of course, thunderclap.

    Along with deafness, there's 'cure deafness' as well, that even the palace healer
    can cast.

    But what does deafness do?  Well deaf people are worse at defending themselves
    against some attacks, worse at detecting danger, worse at being aware of their
    surroundings, and also worse at spellcasting.  After all, you can't hear yourself
    speak at all, so those complex sounds made during spellcasting might be
    problematic.

    But, deafness does help with concentration, so some of the longer duration tasks
    get a beneficial "bump" to them, as not being able to hear allows better focus
    on the task at hand.

    In addition to the combat/skill part of deafness comes the IC/RP part. You'll
    see mouths move, but nothing heard.

    Some of the deafness penalties didn't have a blind penalty for some reason,
    so the blind penalty has also been added (sometimes back).  And for some of
    those, the blindness penalty is quite large. FYI, I wouldn't try to explore
    around blind and deaf.  Not good.

    Also, there is one more feature added: telescopes.

    Telescopes permit you to view into a distant room.  You only see what's in that room,
    (almost like being deaf) so you can't eavesdrop that way.  But, think about exploring
    new areas with a decent quality spyglass.  Scan doesn't show anything in the room
    to the west, but maybe you should "gaze west 1" with your spyglass to see if there
    is something you can't initially see.

    Anyway, I'm sure there's a hidden issue here or there with the new stuff
    added, so please feel free to let us know.  I've at least got all of the
    crash-causing issues solved. (No, that's not a challenge.)

    Reorx

    Sender Reorx
    Date   Sat Jan 13 22:33:28 2024
    Subject Adding Deafness and Cure Deafness

    Deafness has been added to the following spell groups: Impairment
    (Battlemages) Infliction (Templars) Maladictions (cleric, mage)

    All creation point costs went up by 1.

    Cure deafness has been added to the following spell groups: Extrication
    (paladin) Curative (cleric, templar)

    All creation point costs went up by 1.

    So, for existing characters with these spell groups, you can gain the spell
    group the following way: for each spell to be added, you will need to show
    us that you have the group, and pay 1 gain point and 1 quest note.

    101s, double that payment.

    So, find an imp, show us you have a gain point in your file (not a gain
    coupon, I want to see the point when I do "stat"), hand us a qnote, and let
    us "fill it in" for you. Of course, 101s, that's 2 gain points and 2 qnotes,
    except for certain special ones of you, in which case, the cost will be
    determined at that time.

    This will be available next copyover for us to do, so you have a little time
    to buy the gain coupons (or level) and qnotes.

    Questions? Let me know. Complaints? Let Zivi know.

    Grumpy

    Sender Reorx
    Date   Sun Jan 14 20:21:59 2024
    Subject New Monk Skill

    New Monk skill: headclap

    Damage similar to bash, has high probably of giving deafness to
    victim,

    Enjoy!

    Slightly less Grumpy

    Sender Reorx
    Date   Mon Jan 15 21:07:39 2024
    Subject Two Toggles and a new Roster

    Two new toggle options:

    "toggle autoaccept" to ON will have it where other characters can
    freely give you items.

    "toggle autoaccept" to OFF means you will not accept items given to
    you by non-immortal PCs.

    "toggle healerspellup" is for those of you under level 15, if you
    don't want the pit healer to heal you.  Toggle to "ON" to accept
    and to "OFF" to refuse.

    Those of you in clans, the "roster" command now includes a bit more
    information.

    Grumpy McGrumpyface

    Sender Zivilyn
    Date   Thu Jan 18 18:11:59 2024
    Subject Loads of little stuff

    Loads of behind the scenes cleanup from me.

    Reorx changed the chance for blind/deafness to prevent casting to LESS
    (nicer to castor)
    - Ziv, Reo & Co.

    Sender Zivilyn
    Date   Thu Jan 25 19:24:26 2024
    Subject CHARMIE KILLER FLAGS

    Should be fixed now, no more NOPK's getting killer, or you getting KILLER
    from brawling an un-charmed charmie with a spell etc.
    - Ziv & Co.

    Sender Zivilyn
    Date   Fri Jan 26 15:45:08 2024
    Subject CHARM (and how it looks)

    Your charmies now are no longer showing up as just (Charmed)...
    Perm charm (pets) shows one color, the rest are color coded
    depending on how much time they have left.

    Something like this...
    (Charmed) A citizen of Palanthas walks by on the way to the store.
    (Charmed) A stray dog whines and looks at you pathetically.
    (Charmed) A young cadet is here learning the ropes of the Palanthian guard.
    (Charmed) a citizen of Palanthas is sleeping here.
    (Charmed) a young cadet is sleeping here.
    (Charmed) a stout gully mercenary is sleeping here.
    (Charmed) a curious kender is sleeping here.

    You'll see this, people in your group will, or people with True Sight also.
    - Ziv & Co.

    Sender Reorx
    Date   Sun Jan 28 20:41:03 2024
    Subject New skills coming

    OK, first, they aren't in yet.

    But, the helps are.

    Ranger: Ambush, Ranged Critical Strike
    Warrior: Batter, Hamstring, Fifth Attack, Fitness, Weapon Mastery
    Paladin: Atonement
    Thief: Cripple
    Monk: Headclap (added before, but will be tweaked).

    Skills coming (that aren't in help) are:
    Cleric: Sanctify, Sacramant
    Paladin: Summon Mount

    Other changes coming: Monks will have the ability to parry without a weapon, provided
    they have wrist equipment on.  But that equipment will take a beating, you know.

    In fact, just assume a lot of equipment will be taking a beating with these
    new, special attacks.  One might assume that a crippling attack might be
    targeted toward the legs. And a hamstring attack toward the feet.

    (In other words, if you don't know where you can repair equipment, I'd
    research that.  Soon.)

    Sir Grumpsalot

    P.S. Fixed a scribe issue that's been around for a bit.  Sorry.

    Sender Zivilyn
    Date   Tue Jan 30 18:27:28 2024
    Subject QUICKSTART CHARACTERS

    QuickStart Characters!

    The idea with QUICKSTART is that you're new to ANSALONMUD,
    maybe even new to MUDs in general, and want to try out the game...
    FAST.

    When you go to make a new character you can make:
    a character SIMILAR to:

      Raistlin    Human (Mage)
      Tanis:      Half-Elf (Ranger)
      Sturm:      Solamnic (Warrior)
      Dalamar     Dark Elf (Mage)
      Kitiara     Dragonarmy  (Warrior)
      Kagonos     Kagonesti Wildrunner (Ranger)
      Bupu        Gully Dwarf (Thief)
      Goldmoon    Cleric of Mishakal (Cleric)
      Flint       Hill Dwarf (Warrior)
      Tasslehoff  Kender Borrower (Thief)
      Riverwind   Plainsman (Ranger)
      Huma        Human (Paladin)
      Kaz         Minotaur (Warrior)
      Elistan     Cleric of Paladine (Cleric)

    And the old standard...

    Custom (default OR pick everything)
    Share with your non-Mudding friends! :)
    - Ziv & Co.

    Sender Reorx
    Date   Wed Jan 31 17:15:52 2024
    Subject Skills are in

    Ok, new skills:
    Paladins: atonement, summon mount
    Thieves: cripple
    Warriors: batter, hamstring, fifth attack, fitness, weapon mastery
    Monks: headclap (redone a bit)
    Rangers: ambush, ranged critical strike
    Clerics: sacrament

    This is Phase 1.  More coming for Paladins, Clerics, Rangers, Templars.
    And there will be some "can't learn at creation" stuff coming, as soon as
    Zivi and I agree--boy, does he want some OP stuff!

    Grumpy McGrumpyface

    (Oh, and Thieves are getting one more, too.  I don't want to go edit
    to add that above.)

    Sender Reorx
    Date   Sat Feb  3 23:18:55 2024
    Subject New Cleric Skill (Phase 1.1?)

    New cleric skill: sanctify

    Will bless a room and improve healing for people in the room that align well with the caster.

    Has some requirements, too.  Help file is missing, but I'll add it soon.

    Dwarfy McDwarfFace

    Sender Reorx
    Date   Sun Feb  4 02:31:29 2024
    Subject Sanctify help

    It's in. Stop bothering me.

    Sir-Grumps-A-Lot

    Sender Reorx
    Date   Thu Feb 15 23:27:51 2024
    Subject New skills (Phase 2 started)

    OK, first off, Templars were left out of the last set of skill
    improvements, so they got their love this time. Three new templar unique
    skills: baneful strike, divine shield, and malign.

    In addition, all ten (10) synergy skills are in. Each class gets access for
    only four (4) synergy skills. See "help synergy" for how it works.

    The synergy skills are: battle tactics, cover action, distracting barrage,
    feigning attack, harmonic movements, holy aura, inscrutable cloaking, ranged
    encounter, shield wall, and spell bloom.

    Each have their own help files that tell you when they kick in (as they are
    all passive skills).

    Oh, and now there's another new toggle for you, too. "colortoggle" allows
    you to color-code some of the events in combat; please note that spell saves
    and spell fails are not fully in, because that's going to take a lot of time
    to edit every single spell, and I didn't want to hold this installation up
    for those.

    Reorx
    (the grumpy one)

    Sender Reorx
    Date   Fri Feb 16 08:42:19 2024
    Subject Axes

    Oh, I also moved the starting level of axes around for several classes, including
    those classes that normally can't get it (like clerics) but do get it due to racial
    bonus (like some dwarves).

    If you are aware of racial bonus skills that grant them for classes that normally
    don't get the skill, and the skill level is way high, please let me know.  Berserk is
    also a racial bonus skill for some dwarves that I still need to "relocate," but
    there may be others I am not aware of.  Kindly note "immortal" and I'd appreciate
    it.

    0x52 0x65 0x6F 0x72 0x78

    Sender Reorx
    Date   Sat Feb 17 15:47:12 2024
    Subject Skill level changes

    OK, I've gone in and tweaked a few things when it comes to what levels
    certain skills are gained. There were some issues with dwarves and berserk,
    and elves and bow. Basically, for a racial skill, they were coming in really
    out-of-spec. Both of these have been adjusted for those classes that
    typically don't get the skill.

    Next is shield block for clerics and templars, which was way, WAY out of
    spec. The change was lowered DRASTICALLY for both of these semi-melee
    casters that typically are fully armored. (Level 42? Really? Who came up
    with that!)

    Next, some battlemage skills were brought much MUCH better in line. Namely
    parry and dodge, with third attack tweaked slightly.

    Actually, dodge got the level tweaked for every class other than thief and
    monk. And actually, parry got the level tweaked for a lot of classes, too.

    There will be some spell rebalancing come later.

    ._. . ___ ._. _.._

    Sender Zivilyn
    Date   Sat Feb 17 18:02:50 2024
    Subject GROUP

    Grouping now shows you EXP bonus for PC's in the group as you add players
    (or type GROUP to see current)
    Also, as PC levels are now part of WHO, they also show in GROUP.
    - Ziv & Co.

    Sender Reorx
    Date   Thu Feb 22 18:38:20 2024
    Subject A Phase 1 straggler and some found skills

    OK, first, Paladin got their last remaining missing skill, ardent strike.

    Next, there are several new skills that you can only find.  Help "found skill"
    for information.

    What are the skills?  How should I know?  Find them!

    xroeR

    Sender Reorx
    Date   Fri Feb 23 17:07:45 2024
    Subject Found skills

    Five (5) found skills are fully in. One must find the skill, you can't
    add them in character creation. These skills are FREE skills: you don't need
    to have trains or gains to gain them.

    Two can be found within a major city. Two are found a short distance away
    from a major city. One requires a bit of travel.

    Four are triggered by commands (three by the same command!), and three are
    passive. Yes, that's more than five. You'll figure it out.

    All have help file entries.

    These were fun, but now on the Phase 3.

    (Oh, all are given by programs, so look for interaction where there may not
    have been interaction before!)

    His name is Reo and he dances on the sand!

    Sender Zivilyn
    Date   Thu Mar 14 16:52:41 2024
    Subject PLANT (on non-autoaccept)

    PLANT now doesn't work on people that won't accept things.
    - Ziv & Co.

    Sender Reorx
    Date   Fri Mar 15 12:34:19 2024
    Subject New Found Skill

    A new found skill has been added to the game. This skill is NOT free; you
    will need four (4) gains or trains to successfully learn it. More details
    will follow.

    Reorx

    Sender Reorx
    Date   Sat Mar 23 23:56:43 2024
    Subject A mix of items

    First, in addition to scroll, there's now width, which lets you set the
    page "width" in characters for the room description with the automap on. It
    doesn't work on the non-map descriptions yet (there's no forced reformat
    currently done, so I'll have to add it).

    Also, there are a few minor typos and other corrections, but it will now be
    a lot easier to drag flying people (incapacitated) as their weight is
    greatly less. So, flying lets you get passed any trip attempt, but now you
    can get dragged around a lot easier.

    I think there's something else small, can't remember.

    R

    Sender Reorx
    Date   Tue Apr  2 23:15:54 2024
    Subject Updates

    OK, two new templar skills: anoint and glorify

    One new found skill.  I'll go ahead at tell you the name: "direction sense".
    It does cost 4 gp, FYI.

    R

    Sender Reorx
    Date   Tue Apr  2 23:24:47 2024
    Subject New Imm Command

    "queststat "

    R

    Sender Zivilyn
    Date   Fri Apr  5 18:20:24 2024
    Subject BATTLEPROMPT

    BATTLEPROMPT just got better.

    For those clients that support it (mushclient/mudlet/mudportal) it has
    Unicode squares for health bars like our Maps do now.
    Also, it now shows your ENEMY's Bars :)
    And, I'm back :)

    - Ziv & Co.

    Sender Reorx
    Date   Sat May 11 23:31:41 2024
    Subject Changing quests should be fixed

    I managed to catch it when someone's quest changed (quest master said one
    thing, but the "quest info" said something else. I figured out that it was
    related to a failed/declined "find the object" quest and the next one being
    a "kill the convict" quest. Seems when it tells you what quest you have with
    "quest info," it checks "object" first and shows that if there's one. But
    when you failed/declined a quest, it didn't erase the old "object quest"
    info.

    Regardless, it should be fixed now.

    R

    Sender Zivilyn
    Date   Thu May 30 18:06:57 2024
    Subject RANDOM(s)

    The random food, dice, drinks etc will now get a timer if dropped (and
    removed if picked up), simply keeping the place clean.
    - Ziv & Co (trashman :P)

    Sender Zivilyn
    Date   Thu May 30 18:07:45 2024
    Subject TALLY

    Tally command is now better (and accurate).
    TALLY to take a look.
    - Dave.

    Sender Zivilyn
    Date   Thu Jun 13 12:42:34 2024
    Subject CLONE (with extra descs)

    Redit/clone now correctly duplicates extra descs (was pointing to old
    rooms descs, nasty lol). Now it cycles through and creates a duplicate in
    the cloned room etc. lol
    - Dave

    Sender Zivilyn
    Date   Thu Jun 13 20:59:55 2024
    Subject GNOMESPEAK (and screen readers)

    When Gnomes talk FAST now.. they go to Title case so that people on
    screen readers can understand still.
    Test it out (haste & fighting excite gnomes :P)
    - Ziv & Co.

    Sender Zivilyn
    Date   Mon Jul  1 20:27:35 2024
    Subject Rot timers on food etc

    Some items were still 'rotting' when picked up (We did that to clean up,
    you drop generated food/dice/figurines etc, they rot, pick them up the rot
    timer goes away).

    And.. I'd missed a couple, they're now in. Dice and food items will 'stop
    rot' when picked up now :)
    - Ziv & Co.

    Sender Zivilyn
    Date   Wed Jul  3 19:19:35 2024
    Subject QUEST objects

    You'll notice now, it's WAAAAY easier to see your target quest items when
    you stumble upon them. Also, it 'ding ding' lets you know when you GET your
    quest target items and tells you to go back and turn it in (to the right
    Quest master etc).

    [TARGET] The shiny disk of 3.5 DOS lies here humming.
    Enjoy!
    - Ziv & Co.

    Sender Zivilyn
    Date   Thu Jul 11 18:03:58 2024
    Subject JUST clerical

    A couple small details. Quests were showing EXP gains when EXP was
    toggled off (fixed).
    Pets rescuing people, on fails...  failed to rescue you.
    Now it's 'Your pet/charmie failed to rescue you.
    - Ziv & Co.

    Sender Zivilyn
    Date   Tue Jul 16 18:18:38 2024
    Subject RED QUARTER!!

    A small area has been added to Neraka.
    Long lost gem of Sakwar & Talvidas, with additions by Skol.
    For the little ones :)
    - Ziv & Co.

    Sender Zivilyn
    Date   Mon Jul 22 18:53:47 2024
    Subject Dragonarmy Camp! New area

    The White dragonarmy camp is now in Neraka (go through the inn). This
    area is a lowbie area, similar to central Palanthas for difficulty. Some
    good new lowbie EQ (not insane).
    Hack/Slash :)
    - Ziv & Co.

    Sender Zivilyn
    Date   Mon Jul 22 19:15:07 2024
    Subject EXPLORE

    EXPLORE command now has two more options:
    EXPLORE COST - Let's you know cost in QP to remove Fog of War in that area.
    EXPLORE HERE - Explores that area for the QP cost.

    Plan is, to bring in QI 'Travellers Maps' (ie Brim/Kaelay etc)
    Those will reduce QP costs to explore.
    Enjoy!
    - Ziv & Co.

    Sender Reorx
    Date   Thu Aug  8 17:49:17 2024
    Subject Room flag NO_PUSH and exit flag NO_RANGED

    Based on Chemosh's recommendation, these flags will go in next copyover.

    R

    Sender Reorx
    Date   Mon Aug 12 23:38:53 2024
    Subject A bunch of minor changes, tweaks, updates, etc.

    OK, there have been a few minor things, probably should let people know.

    First, "heat metal" attack spell now works on... metal equipment. Not leather, not cloth.
    Second, the private channel, typing "private @" shows who currently online is ON that channel.
    (No more guessing.)
    Third, emptying a drinking container that is poisoned will clear the flag.
    Also, pouring a poisoned liquid from one container to another will also transfer that poison flag.
    Fourth, the level for gaining quarterstaff has been unified.  Pretty much everyone gets it at 5.
    (Monk gets it at level 1.)
    Fifth, "heel" now shows info in the room (this was done some time ago, not sure if I
    reported it.
    Sixth, the "info" for spell/skill groups will tell you the real name of the group.  "info a" used
    to say "The "a" group includes...." and not tell you what it decoded "a" to.
    Seventh, a new room and exit flag was put in, so just an FYI.
    Eighth, wildshape is 95% complete and in.  I had to change some fundamental "show" stuff, so
    if something looks wrong, please let me know.

    R

    P.S. Druids are coming in nicely.
    P.P.S. Oh, I tweaked blackjack.
    P.P.P.S. Yes, I know I forgot about "fill" for poisoned... let's hope we don't have poisoned fountains, ok?

    Sender Reorx
    Date   Fri Aug 16 23:15:25 2024
    Subject Synergy Skills

    I have tweaked synergy skills up one full level for both the chance of
    triggering and the percent bonus.

    A solo person now has a 20% chance to trigger with an up-to 15% bonus.

    Next copyover, the help file will be update to be reflected.

    R

    P.S. Although I hope the next copyover gives you something more exciting
    than a help-file update.

    Sender Reorx
    Date   Sat Aug 17 18:33:22 2024
    Subject Druids

    apparently went in yesterday when I did the copyover for synergy skills.

    Enjoy.  Just don't get up past level 38 too quickly, there are some spells
    I need to finish.

    R

    Sender Reorx
    Date   Thu Aug 22 18:30:27 2024
    Subject Some changes

    First, and most will be happy, the constant skill checks for wildshape has been removed.
    You will stay wildshaped as long as you have mana and don't type stop wildshape.

    I also tweak the blackjack saves. It was originally a guaranteed sleep, then I made
    it almost always guaranteed, then I made it where there was only a 10% chance.  It's
    been broadened a bit.

    Blind fighting is also now taken into consideration in special class
    attacks like malign, baneful strike, ardent strike, batter, hamstring, etc.

    R

    Sender Reorx
    Date   Fri Aug 23 15:48:47 2024
    Subject A new found skill

    Thanks to Nethaxion, a new found skill is installed and available to be found.
    Look in the far north for this skill.

    ... and hold on!

    R

    P.S. In unrelated news, to charge a staff, please use imbue.

    Sender Reorx
    Date   Tue Aug 27 16:47:17 2024
    Subject Ba-da-da-dum-da-dum! CHARGE!

     New command. Ride a mount, charge your opponent in battle! Based on your
    weapon (that you must have), so some weapons are better at charging than
    others. You might (just might) daze your opponent, or, if they are mounted,
    knock them off their mount!

    Of course, you need to know how to do combat while mounted, so...

    Also, mounted people have a hard time dodging when mounted, unless you have
    some skill in combat while mounted.

    Oh, and those of you who can turn into an animal of some sort? Yeah, you
    don't need a mount to charge: you can do it yourself!

    R

    (There were a few other minor things that happened, but I'll let you all find
    those out yourselves.)

    (Oh, and I reserve the right to make some changes to charge in the
    coming weeks if I'm not happy with it.)

    (Yes, no help file entry for it yet. Sorry.)

    Sender Reorx
    Date   Tue Sep  3 15:51:21 2024
    Subject liquify/solidify earth

    Some changes to these spells.
    1) Can't cast in safe rooms.
    2) Can't cast in rooms already affected.

    There are more, but those are the two biggies.

    Sender Zivilyn
    Date   Wed Sep 18 12:34:20 2024
    Subject THORN barrage

    Thorn barrage was bumped to TAR_RANGED_CHAR_OFFENSIVE, instead of TAR_CHAR_OFFENSIVE.
    In English, it can be used ranged like magic missile.
    - Dave.

    Sender Zivilyn
    Date   Fri Sep 20 15:00:51 2024
    Subject GAAAAH! I can't finish my quest!

    You'll notice a very expensive coupon at the Questmasters... A Quest "Clear" coupon...
    That said, if you just CAN'T finish your quest, and you're about to
    jump off a bridge rather than lose that 314 point Quest Streak...
    You might want to buy a Quest "Clear" Coupon, and use it!
    Quest obligation.. gone. Take a breath and chill :)
    - Ziv & Co.

    Sender Zivilyn
    Date   Wed Sep 25 13:19:34 2024
    Subject NOSELL (and dropping)

    Great idea on 'not dropping' certain items from Kragonos If you NOSELL an
    item, you will also NOT drop it (like ever). You can put it into a container
    and dump that, but it won't drop if you drop all, or even drop .
    If you DO want to get rid of it, simply NOSELL it again and you can.
    Great idea, no more dropping the keepers :).
    - Ziv & Co.

    Sender Zivilyn
    Date   Thu Oct  3 17:40:19 2024
    Subject BUILDING: A new Admiral

    Found an unplaced mob, in a Piraty area.. built LONG ago by Loc, never given life.
    He's slightly afraid of boots... or the guy wearing them.
    - Ziv & Co.

    Ps. He be wandering the ports now, ya scallywags!

    Sender Zivilyn
    Date   Tue Oct  8 20:09:26 2024
    Subject PRESERVE

    Druids now have the ability to preserve like the Palace Mages do.
    To see cost, PRESERVE  COST
    Druids may also PRESERVE  PERM (if they have the mana...)

    The preservation is NOT as long as the palace mage, unless you PERM it.
    And, Druid's can also do bait, liquid pools in rooms, fish, and trash.
    Enjoy embalming, or whatever you freaky Druids do.
    - Ziv & Co.

    Sender Zivilyn
    Date   Thu Oct 10 11:43:08 2024
    Subject PRESERVE (as a player)

    Great call Xots!
    Rangers also can preserve/mend rotting things.
    - Ziv & Co.

    Sender Zivilyn
    Date   Fri Oct 18 14:57:05 2024
    Subject CONTINUAL LIGHT

    Play with it :)-
    Flavor added for clerics, mages, druids/rangers, and everyone else get's 'some' :P
    - Ziv & Co.

    Sender Zivilyn
    Date   Fri Nov  8 13:40:46 2024
    Subject TRACK (mages)

    You can now be using a Staff also (not just a wand) as a mage tracking.
    - Ziv & Co.

    Sender Zivilyn
    Date   Fri Nov  8 13:41:44 2024
    Subject RESTORE

    Restore now also does 'chill touch', let me know if there are any other
    'maladicts' that aren't being removed?
    - Dave.

    Sender Reorx
    Date   Fri Nov  8 14:31:34 2024
    Subject Appraisal

     Using appraisal also now tells you how much you'd get for sacrificing
    the item, so you can determine whether you want to sell it or sac it. (For
    those who care about the copper.)

    R

    Sender Zivilyn
    Date   Fri Nov  8 17:03:03 2024
    Subject HISTORY (tells!)

    You can now use the HISTORY command with tells/replies!
    HISTORY TELLS (or replies/reply etc).
    - Ziv & Co.

    Sender Zivilyn
    Date   Thu Nov 14 18:00:07 2024
    Subject AREA COMMAND

    The AREA command is now updated!
    You can type AREA BUILDER SKOL, (or Malum :P)
    AREA REGION ABANASINIA, AREA NAME PAL, etc etc.
    Also, AREA LEVEL 25
    - Ziv & Co.

    Ps. This is a way more useful area command, similar to ALIST
    that builders use. It greps the AREA file for name/builder or the hard-
    coded levels in the area (many of ours weren't set, so they are now).

    IE Area Level 15, where can I go slash stuff. - D.

    Sender Zivilyn
    Date   Wed Nov 20 16:40:47 2024
    Subject LORE

    You can now LORE items in the room, not just on your character.
    - Ziv & CO.

    Sender Zivilyn
    Date   Tue Nov 26 20:11:33 2024
    Subject HISTORY GTELL/GROUP

    Great idea Tekreet!
    History command now can work for GROUP tells/GTELL etc
    (or just HISTORY TELL, all one file).
    - Ziv & Co.