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Update 3/2/2010: - The first wave of inscriptions and ciphers is now available to all inhabitants of Nodeka! Any player may purchase these upgrades to customize their character's abilities. - Krijjkar, who resides above Ruushi near Vai-shan, will sell inscriptions to players in exchange for faction points earned in Ruushi invasions. - Before you purchase anything, make sure that you read 'help inscriptions' and all related helpfiles thoroughly. - Krijjkar will develop more inscriptions soon (as well as other rewards to purchase with faction) - keep this in mind when deciding whether or not you want to invest in an inscription right away. - Druid changes: - Rite of virility has been redesigned, and no longer provides unreasonable amounts of +hit/+dam. - Wild calling's prevention is less harsh outside of havens. - Fallad changes: - Holy hammer deals slightly less damage when improved via the relevant canon. (Base damage is unaffected.) - Guided canon of mending's healing has been improved, and its prevention has been reduced.
Update 2/27/2010: - Double gold week has now ended. - Various internal Invasion fixes.
Update 2/10/2010: - Super unique week has ended! Double gold week has begun!
Update 2/7/2010: - The following commands now accept multiple arguments: 'kill', 'target', and various hunting skills. For example, you can now specifically attack a red dragon by typing 'kill red dragon'. - Open wounds now cause their hp loss more quickly. - Fixed a bug which allowed pets to use skills which were available to NPCs but disabled for pets. (Spells were not affected.) Certain pet-disallowed skills have been enabled to minimize the impact of this fix. - Recent Invasion balance/content changes: - Slightly increased the rank required before a player 'graduates' from half-ogres to rockbiters. - Jailwatch ogres now load keys far more frequently. They also now load some gear, such as rucksacks. - Shriveled ogres are less common. - Howling/sulfurous ogres will no longer load on the initial invasion wave. (Otherwise, they would grow unchecked if there were no defenders in a tier to eliminate them.)
Update 2/3/2010: - New poliir skill: sheltering steel. - Major balance passes on the revamped Invasion are now complete. The Invasion is now on a fully automatic cycle. Special rewards will be coming shortly. =)
Update 1/28/2010: - Greatly expanded the 'help ruushi invasion' files. Added to and clarified some of the details in 'help wound mechanics'. - The Invasion event continues to undergo balancing, and will be disabled and re-enabled periodically.
Update 1/27/2010: - The Ruushi Invasion revamp is finally live! The event has been upgraded big time. Make sure you approach it with a fresh eye, as many things have changed. A few caveats: - Certain aspects of the Invasion are more difficult than before - be careful. - The event will be undergoing fine-tuning for the next few days; various aspects may be slightly too difficult or too easy for the time being. Expect the Invasion to be down at times, as I may disable it while working on it. - The faction reward mob (Krijjkar) is not in the game yet. He will be introduced once the Invasion has been tuned properly. (That's where the first inscriptions will come from.) - Followers no longer share the NPC resistance to open wounds.
Update 1/24/2010: - Super unique week has begun a day early! Happy hunting! Super unique week will run until February 8.
Update 1/18/2010: - Silver inferno has been reduced in power, and it is no longer a subclass ability (it is available to all major remort marauders). It no longer avoids group members, and the buff is strongly dependent on the number of targets struck. - New firebrand ability: eruptive stigma. - Unearthly rapture can now absorb all attack types, even those that normally could not be counterattacked (big buff =)). - Jakaen fire, frost, and lightning immunities are now 50%. - Counterattacks now behave according to their damage types (they are now affected by vulnerabilities, resistances, etc.) - All healing effects are now affected by healing amplification. (Natural hp regeneration per tick is not a healing effect.) - Special room effects (such as trewans or monk exits) will no longer bar PKers from entering the room.
Update 1/14/2010: - Players now have a chance of wounding their target. A wounded target will slowly bleed a small percentage of their hit points over time while in combat. Leaving combat for a few seconds will allow a wounded player to automatically bind the wound. Wounding is tied strongly to dexterity and +hit, and characters who focus on accuracy over damage will inflict stronger wounds more reliably. It is more difficult to wound a target with a high constitution. For more info, see 'help wounding'. - Decree of guilt now increases the paladin's alignment with each target successfully smote. - Free movement has been improved. (It now allows the player to perform non-attack actions while impaired.) - Inscription points are now based solely on rank tiers. - Internal AI improvements for upcoming content.
Update 1/11/2010: - Sorcerer buff: shifted accuratus and shifted cognition are now on separate preventions. However, both of their prevention times have been increased by a slight amount. - Ice blade now gives gold + exp bonuses for sorcerers. - Super unique weeks will be run from January 25 - February 8.
Update 1/3/2010: - Fixed a crash bug. - Fixed a bug which causes followers that lose an empowered aura to expire.
Update 12/29/2009: - Three new commands: 'empower', 'inscription', and 'read'. More information and helpfiles will be revealed in days to come. Each command is fully functional, although the secrets of 'inscription' will remain obscured until the first set of inscribed scrolls appear in the Nodekian realm. - Logging out will no longer render affects/preventions immune to "fading" if they were originally fade-able. (This fix is not retroactive - it will only apply to affects/preventions which are newly created from this point on.)
Update 12/10/2009: - The following spells no longer affect players in safe rooms: silver inferno, waters of enfeeblement, quiet fog of lectokke, north wind.
Update 12/9/2009: - New mortal witch spell: profane litany. - Mortal witches no longer have magic arrow. Witches now receive several abilities at an earlier level than before, to aid in the levelling process.
Update 10/9/2009: - Divinity now grants dexterity. - Speed is now balanced against dexterity as follows: - Dexterity determines the number of "steady" speed-granted attacks you can make in one round. - Any speed-granted attacks which you make beyond your "steady" maximum will have their accuracy and damage degraded progressively. - Attacks other than those granted by speed (such as racials and bonus attacks) are never degraded, and they never count towards your "steady" maximum. - Unsteadiness is only noticeable when your speed greatly exceeds your dexterity. Any given dexterity score always grants enough steady attacks for an equal speed score. - Some expansion to the renown system: - The base renown level is now 500 (see below). - Renown will not decay below this base level. (Being pkilled will drain your renown, however. See 'help renown'.) - If your renown is below the base level, it will slowly and automatically rise as long as you are adventuring outside of a safe room. - More functionality based on renown is being planned (for example, random events that only happen to renowned heroes). - You can no longer nim from mobs which are unattackable.
Update 9/23/2009: - The number of attacks granted by speed now follows a gradual distribution, rather than discrete breakpoints. The absolute scaling remains similar. This means that your attack frequency will slowly, smoothly increase as you gain speed. Speed points "between attacks" are no longer wasted. For more detailed discussion, visit the Sixth Sense development blog (nodeka.blogspot.com). - Crafted items with wood as their main component will now be correctly altered by the secondary component. This means that wood-based items can now access a MUCH wider variety of recipes than before. - Fixed a crafting bug which allowed the usage of incorrect materials for certain items. Thanks, Iron - your descriptive e-mail was a big help.
Update 8/31/2009: - Flanking bonuses now increase with dexterity. - Several big internal AI updates for upcoming content. - The 'consider' command has been improved. - Effectiveness of damage cap effects has been slightly improved. - Flanking has been updated; see the help file for specifics. The main changes include: - Flanking's bonus now has a cap. This cap is based on the relative offensive power between flanker and victim. (Stronger victim = higher flanking potential. Overall, flanking's potential has been reduced somewhat on targets with similar or lower offensive power.) - The flanked victim's +dam is now weighted more strongly than +hit in calculating the flanking severity.
Update 8/10/2009: -
Updated rule #4 with a reference to 'help multi-play'. The rule itself remains unchanged; make sure you are familiar with it and understand that multi-playing is grounds for immediate deletion.
Update 8/7/2009: - New healer spell (all tiers): life nova. - Improved monk martial style stats. - Improved meditative healing's 'state of reflection' reduction. - Healing ecliptic pattern replaced with: convocation's mark. - New major remort druid skill: wild calling. - Slightly boosted the consistency of havoc/insanity's accuracy.
Update 8/5/2009: - New major remort daja spell: unearthly rapture. - Havoc and insanity now cause no lag to the barbarian if the skill is successful and the victim isn't one-rounded. - Quickbolt has been toned and revamped. - Soul egression now gains benefits beyond 100% mastery. - Lateral deterrence now affects most ranged attacks. Slightly reduced the percentages of most lateral deterrence sources; added lateral deterrence to the silver elf lineage.
Update 8/4/2009: - Attacking pets in the Citadel will no longer flag you. - Evasion's success is now reduced by the attacker's spellpower (maximum mana + maximum spirit). The rate of reduction is based on a comparison to the evader's spellpower. Thus, more spellpower is desirable to both evader and attacker. - Warlock weapons and transmutations are now usable in combat. - Fixed a bug with the spite-forged falx which severely reduced its chance to hit in some situations. - Windcoil is now an advanced hand form ability (does not interfere with decaying touch). Prevention time increased. - Decaying touch revamped (weaker, but grows over time). - These druid abilities have been improved and can now be used outside of combat: lunar vision, rock formation of the druid.
Update 8/1/2009: - One time "no practice loss" adaptation deadline has been reached; thus, this has been removed from the game. - Reminder - the one time "no practice loss" adaptation offer ends today, August 1st. I will leave it up until midnight PST. =) - Keiiken has been revamped into a sweet new prevention. - Tame now improves pet stats beyond 300%, but its overall scaling has been reduced. - The warlock wrinkle now gains additional charges based on intellect and constitution. - Improved the katar of subtle cruelty's critical chance. - Changed staff of the gate's prevention type to be easier to read at a glance (all base weapons read "item creation"). - Some changes to insanity and havoc: activation costs have been reduced; scaling slightly reduced (especially when stacking both skills together); failure rate sharply reduced. - Pets can no longer use sentinel dominance.
Update 7/30/2009: - Sentinel dominance now has cool new functionality. - Slightly improved warlock weapons in various ways. - Basic warlock weapons (ataghan, gate staff, and claymore) have been normalized. Their scaling has been reduced somewhat, but they are more consistent in both power and availability. - Wicked fidelity has been redesigned into a sweet warlock weapon alteration skill - see the helpfile for details. - Temporal gate of bending now has a fixed duration of 3 minutes. - Altered the "take a breather" plan of ruan strategy.
Update 7/29/2009: - New barbarian skill: bulwark. - Vicious fist now deals additional damage for each martial style active on the user. - Archer's competence has been improved and now scales with mastery beyond 100%. - Song of striking's scaling slightly improved. - Invasion defender medallions have been considerably improved. - Reign of spirit no longer stacks with itself.
Update 7/28/2009: - The ruining song and song of striking have been revamped and now provide group benefits. - Prayer of the gods disfavor has been slightly revamped. - Winter storm of satio will now correctly inform its target when the rime frost debuff is applied. - Invading Vl'lakian lumberjacks are slightly weaker. - Invading Vl'lakian witch-doctors no longer have 'doctor' as a keyword.
Update 6/23/2009: - Monk stances have been revamped, and now fall under the common grouping of 'martial styles'. The revamped styles are: annulment stance, dragon stance, hao'tien stance, mantis stance See the new 'help martial styles' helpfile for information on the interaction between these skills, and each individual helpfile for specific changes. - Annulment stance is now a mortal skill. - Meditative healing now provides additional benefits, and now scales with mastery beyond 350% (up to 600%). - Sigil of the undead army now summons 3 followers instead of 8; these are balanced such that the spell's power remains fairly similar. The spell now scales beyond 100%, and with willpower. - Follower's corpses will now have a delayed decay time.
Update 6/17/2009: - New minor remort marauder skill: warp reality. - Stoicism is now cheaper, slightly more powerful at low to moderate mastery %s, and slightly less powerful at very high mastery %s. - Quickbolt - oe najk now has a reduced effect unless it is used within the druid's haven (in which case it retains full effect). - Windcoil's prevention is now halved within the druid's haven. - Winter storm of satio now has two modes of operation - the same damaging blasts at low satio, and an incapacitating function at high satio. See the help file for details. - More internal AI improvements for upcoming areas.
Update 6/12/2009: - Frenzy now gains benefits beyond 100% mastery. - The special abilities used by invasion bosses, slavers, and taskmasters are now more visible when activated. - Various internal AI improvements for upcoming areas. (See the Sixth Sense development blog at nodeka.blogspot.com to keep up on all the latest news!)
Update 6/8/2009: - It is no longer possible to "give all" or "give all." to a quest mob. (You can still use "give all.[item]" with quest mobs; for example, "give all.fragment jewel, stacy" still works.) - New remort druid spell: welkin ken. - Windcoil's progression has been altered. It no longer grants difficult to hit beyond 100%, but it now grants other benefits and will now scale beyond 300% (up to 600%). See the windcoil help file for more details. - The warlock wrinkle now deals physical and magical damage.
Update 6/6/2009: - Sweet new sorcerer spell (all tiers): magus war-shell. Shields up, captain!
Update 6/4/2009: - New druid spell (all tiers): druid's haven. - New druid skill (all tiers): earthen sending. - Druids no longer have circle of bane. See the Sixth Sense developer's blog (nodeka.blogspot.com) for discussion. - Tightened up Krijjkar's AI even more to be more accommodating of player error. (Proper item interaction with a quest mob is still the player's responsibility.) - Increased the chance of invasion boss spawns very slightly. - Increased the lateral defense of invasion bosses. - Increased the lifetime of the temporary invasion earring rewards slightly.
Update 6/2/2009: - New paladin spell (all tiers): decree of innocence. - Decree of guilt now grants +hit as well as +dam. - Elven guards (and green elves) very slightly reworked. They have lost their small amount of adaptive combat tactics, but have gained a fair amount of lateral deterrence. - The entire drow lineage has gained lateral deterrence.
Update 6/1/2009: - Important crash bugs fixed. - Invading warlocks now have reduced health and increased invisibility. - Tightened Krijjkar's platinum bar code to slightly reduce the chance of players "jumping the gun" and giving him a platinum bar too early. In every reported instance of a player "losing" his or her reward, it was due to that player giving Krijjkar the platinum bar before he asked for it. I've tightened the code so that
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