Shattered Kingdoms

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 Post subject: Code Update Q&A - 11/27/2011
PostPosted: Sun Nov 27, 2011 11:13 pm 
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Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Code:
Changes:
- Cannot get or junk items from the room while any fighting is taking place
- Items from fallen PCs cannot be junked for a short period of time after death


Exceptionally lame. Especially the first one, this is a huge buff to disarm, and makes it so that if your weapon is disarmed you are SOL.

Also if you are weakened, or lose your adhesive medical strip due to dispel magic.


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 Post subject: Re: Code Update
PostPosted: Sun Nov 27, 2011 11:15 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8216
Location: Redwood City, California
And yes, I did think about disarm before I added this.


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Sun Nov 27, 2011 11:21 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8216
Location: Redwood City, California
Reiterating from the Announcement thread:

Code:
New Features:
- Added email confirmation -- see help email for more details
- Added tracking of various long-term character statistics for future use

Changes:
- Cannot get or junk items from the room while any fighting is taking place
- Items from fallen PCs cannot be junked for a short period of time after death

Bug Fixes:
- Fixed bug in carried weight when exchanging coins for goods and services
- Fixed wear-off message for snare so that it doesn't appear when victim is caught
- Fixed dodging AI for sentinels NPCs including cabal guardians
- More bug fixes for miscellaneous internal errors


Also here is the text of the new email help file:

Code:
[Game help] email

Syntax: email change <email address>
Syntax: email confirm <verification code>

Upon reaching level 2, Shattered Kingdoms will send a verification code to
the email address that was entered for your character during character
creation.  Once you receive the code, login to the game and use the email
confirm <code> command to confirm your email address.

If you do not receive a code via email, please check your spam folder.  If
this does not help, you can re-enter your address using the email change
<address> command and a new code will be sent to you.  You may also
use this command to update your verified email address at a later date.

Your email address will never be divulged to any third party.  Only Level 60
Admins can view your email address.  Your address will only be used by the
server to relay important info about your character, such as password resets.

A confirmed email address is required for automatic password resets (coming
soon).  It will also be required for various future in-game benefits.


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 1:34 am 
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Mortal

Joined: Sat Jul 16, 2005 7:50 pm
Posts: 1798
Dulrik when is a character considered long-term?


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 1:54 am 
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Mortal

Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
The change to getting items while in combat is pretty lame. For several reasons...


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 3:59 am 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
ninja_ardith wrote:
Code:
Changes:
- Cannot get or junk items from the room while any fighting is taking place
- Items from fallen PCs cannot be junked for a short period of time after death


Exceptionally lame. Especially the first one, this is a huge buff to disarm, and makes it so that if your weapon is disarmed you are SOL.

Also if you are weakened, or lose your adhesive medical strip due to dispel magic.


This. So this.


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 7:00 am 
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Mortal

Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
Guess its time to start hoarding weapons for when you get disarmed you can just wear another.


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 7:07 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
IMO the only real place where this will screw players over is when fighting large amounts of NPCs and then getting dirt kicked and disarmed whilst fighting, or just getting spam disarmed.


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 7:42 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8216
Location: Redwood City, California
If it turns out to be as horrible as the early whining makes it out to be, then I am prepared to make alterations. However, I'm going to give it some time before changing anything. As I said before, I'd thought about disarm and it's always seemed to be too weak for people to bother with seriously using it, especially over bash. Now people may have to think a bit more about what their priority is in combat. If nothing else, disarm will probably get more attention from me once people start using it more.


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 7:48 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8216
Location: Redwood City, California
It's been noted that auto loot and auto gold are a bit more painful to use after this change. I'll be putting in an alteration so that auto loot and auto gold will work as before against NPCs.


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