11 February 2013 - 2.2.7

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Development
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Joined: May 8th, 2012, 10:28 pm

11 February 2013 - 2.2.7

Post by Development »

A new build has been deploayed for Cosrin: A New Dawn.

1 - The unbalance time generated when using a service shop has been reduced from 10 down to 4 seconds.

2 - Corrected a typo in the guildtitles command.

3 - Disabled automatic gold pickup for players below level 4.

4 - Allow players below level 4 to pick up and drop gold as desired.

5 - Weapons will now display their expertise type when examined.

6 - New commands are available:
  • citytitle[s] - displays the available city titles based on your current citizenship.
  • templetitle[s] - displays the available temple titles based on your current membership.
7 - The blue background color has been removed when connecting via a third party client.

8 - Players who are raised or resurrected during an invasion will no longer lose experience based on the skill of the caster.

9 - Players who raise or resurrect others during an invasion will no longer receive experience for doing so.

10 - Resolved an issue where the haste buff from the The Pantheon starsign was not working as expected.

11 - Updated many URLs and email addresses in the engine to point to the proper domain.

12 - The guildsuffix command has been removed.

13 - Created a logging mechanism to ensure that that guildmasters can no longer accidentally override, replace, or remove a title granted to a player by staff.

14 - Newly created characters no longer have a random chance of being created as a citizen of Stormport. All characters default to being a citizen of Moorgate but may opt to change citizenship as always via the citizen command.

15 - Resolved a bug with re-leap that resulted in the following attack being unable to be a successful assassination.

16 - Changed the ^J colorcode used in the The Scholar starsign to be visible under the new xterm256 color standardization.

17 - Added a method for players to view help files related to classes while still in character creation. This will allow for an extended look at the class prior to making a selection.

18 - The notion of druids and pacifists have been removed from support in the engine. These notions were never fully implemented, unsupported in Cosrin, and overly restrictive. Players wishing to roleplay as a pacifist may still do so but there are no longer mechanisms or perks to supplement it.

19 - Initial implementation of true zones has taken place. Some of the proof-of-concept features this will allow are demonstrated in the new starter area. Additional features and prevelance will take place as content changes are made to support it.

20 - All players have been removed from the healers list.

21 - The healers list has been redesigned to only show players who are capable of raising or resurrecting the dead. The list will additionally show which of the two (or both) the player is capable of performing.

22 - Removed the old baked-in intro text that used to be for learning about how to play the game. This has been replaced with a single step at the end of character creation where you may choose to enter the starter area or you may choose to go directly to Moorgate.

23 - Players logging in for the first time will no longer have their name displayed in all CAPs but will continue to display that they have logged in "for the first time!".

24 - The following changes have been made to the starting skills of some classes:
  • Battlemages
    • Now start with at least Apprentice naturalism spell use.
    • Now start with at least Apprentice sorcery spell use.
    • Now start with Apprentice fireflames.
    • Now start with Apprentice chill.
    • Now start with Apprentice zap.
    • Now start with Apprentice ensnare.
    • Now start with Apprentice unlock.
    • Now start with Apprentice blink.
    • Now start with Apprentice levitate.
    • Now start with Apprentice water walking.
    • Now start with Apprentice heal.
    • Now start with Apprentice ogre strength.
    • Now start with Apprentice light shards.
    • Now start with Apprentice eagle eye.
  • Shaman
    • Now start with at least Apprentice magic spell use.
    • Now start with at least Beginner naturalism spell use.
    • Now start with at least Apprentice sorcery spell use.
    • Now start with Apprentice fireflames.
    • Now start with Apprentice chill.
    • Now start with Apprentice zap.
    • Now start with Apprentice ensnare.
    • Now start with Apprentice unlock.
    • Now start with Apprentice blink.
    • Now start with Apprentice levitate.
    • Now start with Apprentice water walking.
    • Now start with Novice heal.
    • Now start with Novice ogre strength.
    • Now start with Novice light shards.
    • Now start with Novice eagle eye.
  • Sorcerers
    • Now start with at least Apprentice magic spell use.
    • Now start with at least Apprentice naturalism spell use.
    • Now start with at least Beginner sorcery spell use.
    • Now start with Novice fireflames.
    • Now start with Novice chill.
    • Now start with Novice zap.
    • Now start with Novice ensnare.
    • Now start with Apprentice unlock.
    • Now start with Apprentice blink.
    • Now start with Apprentice levitate.
    • Now start with Apprentice water walking.
    • Now start with Apprentice heal.
    • Now start with Apprentice ogre strength.
    • Now start with Apprentice light shards.
    • Now start with Apprentice eagle eye.
  • Wizards
    • Now start with at least Beginner magic spell use.
    • Now start with at least Apprentice naturalism spell use.
    • Now start with at least Apprentice sorcery spell use.
    • Now start with Apprentice fireflames.
    • Now start with Apprentice chill.
    • Now start with Apprentice zap.
    • Now start with Apprentice ensnare.
    • Now start with Novice unlock.
    • Now start with Novice blink.
    • Now start with Novice levitate.
    • Now start with Novice water walking.
    • Now start with Apprentice heal.
    • Now start with Apprentice ogre strength.
    • Now start with Apprentice light shards.
    • Now start with Apprentice eagle eye.
Changes and discussion related to specific ticket items may be viewed here.
Any questions or comments regarding the engine should be submitted to the Development Team.

Any issues, bugs, requests, or ideas should be added to the Development Tracker
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