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Thothie

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Making this optional D patch available for server hosts. It's behaving, but not final:
[link removed to avoid confusions - see FEB2015d below.]
Upgrades any FEB2015a/b/c patch to FEB2015d

No need for clients to download that.

RKS now has the D.

Main difference from C is that now Bear Claws and active shields prevent push/stun again. There'll be a lot more fixes when it's finalized.
 

Thothie

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FEB2015d PUBLIC CHANGELOG:
centerfold_FEB2015d.png
* Sage advice from the Descartes Troll.

This optional** patch has all the goodness of FEB2015a plus:

Bugfixes:
• Shield buggery. *
• Scriptflag issues causing push resistance not to register and the like.
• Various monster DOT/AOE registration issues.
• Multi-map global quest tracker issues (Shadahar and Lodagond, among others.)
• Boss tag FN XP multipliers failing.
• Rune Blade issues.
• Tomahawk issues.
• Bunch of other minor stuffs.

Map Fixes:
• Bloodrose:
- Flesheater Crash (Possibly)
• Fmines:
- Musak (Recompile pending for some new chests)
• Rmines:
- Vanishing mob issues
- Abyssal Worm teleport issues
- Abyssal Worm chest issues
- Abyssal Worm resource issues (now suspends all spawns while present).
- Blood Goblin Chieftain boss recurrence chance and chest
- Slime boss now appears
• The_Wall: *
- Insta-death on spawn. (Go hug Forsuth for us, he's been lonely!)

* Requires client have patch.
** FEB2015c or later is currently required to play on FN. (And you'll need FEB2015d on your client to play The_Wall.)

Should be the last patch of the month. Beware, again, come MAR2015, or whenever the next patch is ready, Rmines, Fmines, and Underpath will be hidden-flagged maps, as per Oyster's demands. (Assuming I can get this darn Gatecity source to behave.)

The Update Package will upgrade any version from DEC2010 on to FEB2015d (including FEB2015a/b/c).
..and there's also a new full installer.

If you're feeling adept with rars, and want to save some download time, here's a quickpatch version:
http://www.msremake.com/Files/FEB2015d_ ... kpatch.rar (~17MB)
Otherwise...

DOWNLOAD AT THE USUAL PLACE
 

Thothie

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PS. RKS #2 is still not patched... Waiting for it to empty.
 

Thothie

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All RKS servers now updated.
 

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Thanks for the patch!

Out of sheer curiosity though, why not just name it FEB2015e? I'm having a field day explaining people that there's "a new FEB2015d".

"But I already have FEB2015d...?"

"Yes, but... Err... This FEB2015d is like FEB2015d, but newer, you see?"

"... :neutral: "

"..."
 

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Thothie is like Gaben in this case. :wink:
 

Thothie

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MS:C community said:
Thanks for the patch!

Out of sheer curiosity though, why not just name it FEB2015e? I'm having a field day explaining people that there's "a new FEB2015d".

"But I already have FEB2015d...?"

"Yes, but... Err... This FEB2015d is like FEB2015d, but newer, you see?"

"... :neutral: "

"..."
Well, I hadn't originally intended to public release the D patch at all, until we finalized it, but we suddenly picked up some new hosts, and certain critical issues cropped up, so... Meh, put out a kinda of a "C.5" patch for hosts in between. ;)

This D patch fixes a lot more stuff than that in between server side patch did though.

At least I'm fairly happy with this patch... Though it makes it hard to look forward to the next "break everything" major patch (gonna be having nightmares about B for months). ><
 

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The part he's not mentioning is that he just really liked giving "the d". And that's not even a joke...
 

Thothie

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Oh, yeah, it's that time of the month when MSC gets cranky again.

But, yeah, no.

However, I'll give you a sneak peek at some of the stuff in the pipe:

• Mouse scrolling for inventory menus. (Done.)
• Wall of Text function, so we can start getting all that lore into the game. (Almost done.)
• Dynamic Quest system - basically, NPC's randomly generate quests for you, based on your level, and tell you to run off to some random map to go do them, in return for a reward, similarly based on your level. (And by level, I mean HP, cuz... Damn our lack of levels.)
• Possibly a main line quest - basically a multi-stage continuous quest designed to keep you busy doing something on the side for every lev... *cough* 100hp or so, and tie all this crap together with some sorta lore related plot. (Maybe with differing entry points for various races - which are also closer to being a thing.)
• Fyrefall map that Oyster's working on, featuring some hybrid of Cal's contest winning map, at some point perhaps featuring some Khazzy tie-in.
• Yet another, hopefully better placed, stab at the character wipe bug.
 

zeus9860

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You forgot the ETA. :wink:
 

The Man In Black

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Thothie said:
• Wall of Text function, so we can start getting all that lore into the game. (Almost done.)

0qOpK6x.png

Contents from msc/Credits_Original.txt

qf7uM5N.png

Contents generated by algorithm grabbing a set of paragraphs from titles.txt

Minor bugs that I'm not concerned with at the moment:
- Close button being off. Due to having (most) everything set dynamic size/position. Will fix when I get around to script-side GUIs, as it's going to be an issue there, too.
- Button2 is disabled, but still kinda looks enabled. Mousing over it won't highlight/make noise and clicking does nothing, but I think it looks a bit bad. Will also fix with script-side GUIs.

Just need to add comments and installation instructions for Thoth. Have a few errands to run first, though.
 

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Thothie said:
• Dynamic Quest system - basically, NPC's randomly generate quests for you, based on your level, and tell you to run off to some random map to go do them, in return for a reward, similarly based on your level. (And by level, I mean HP, cuz... Damn our lack of levels.)
• Possibly a main line quest - basically a multi-stage continuous quest designed to keep you busy doing something on the side for every lev... *cough* 100hp or so, and tie all this crap together with some sorta lore related plot. (Maybe with differing entry points for various races - which are also closer to being a thing.)

Dynamic quests sounds awesome, regardless of the quest. Anything is better than 'hey, I need to level (skill), let's go to (difficult map)'

Might fix the issue of the server becoming a chatroom after a run and people jumping around for the next 6 hours until they get bored and leave.

Thothie said:
• Possibly a main line quest - basically a multi-stage continuous quest designed to keep you busy doing something on the side for every lev... *cough* 100hp or so, and tie all this crap together with some sorta lore related plot. (Maybe with differing entry points for various races - which are also closer to being a thing.)

Won't you have to remodel every armor in the game to fit other races?
 

Thothie

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D.Drew said:
Might fix the issue of the server becoming a chatroom after a run and people jumping around for the next 6 hours until they get bored and leave.
I doubt anything will fix that, but we can dream...

I've actually had more than one person say to me, to paraphrase, "You don't get it Thothie, no one's playing the game to actually play the game, stop trying to make it a game!" :roll:

D.Drew said:
Won't you have to remodel every armor in the game to fit other races?
Yes... Don't remind me... I've not yet figured if I'm going to be integrating this all into the dwarf model or not - that might require code side changes to display properly on the selection menu, but would save us some model slots. Suffice to say, among the reasons not to expect them right away in the next patch, but, the turtle is on the road, and hopefully won't get run over.

Oyster's requested I suspend the work on his map sources to get the dynamic quest system in, at least, though I do expect to have at least Fyrefall in with the next patch, and some minor tweaks to Fmines that Reg sent in.
 

Thothie

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Oh yeah, time for the monthly "Well, shit" message.

Well, we made a fair bit of progress. Have two new maps, one basically complete, a book system, mouse scrolling inventory, and some new minor game play features. We've hit a bit of a snag where our alpha testers are crashing during certain map loads if we add anything to the item system... But my system does not (even with a fresh install), so it's proving impossible to diagnose. (Was worried we hit some 32-bit OS memory limit, but turns out not to be the case.)

This is putting a major cramp in both the dynamic quest system (current priority), and the dwarf player race.
 

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tim-and-eric-mind-blown.gif

Thought of good ol' MSC, decided to lurk around. Above and below image sums me up, will have to allocate some time miao.

842f6fc8db8b35162409154c17d047f7.gif
 

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78cf7d1c20ce2f951b08cf81ad9a0efa.jpg
 

Thothie

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NOV2015a PUBLIC CHANGELOG:
Patch of the Spiders
centerfold_NOV2015a.png
Italian Spiderman says, "Respect da women!"

Hopefully not a turkey of a patch, this near Amer-Indian Extermination Day patch (originally slated for Halloween), focuses mainly on bug fixes, but also puts in place yet more of the framework for more fundamental changes down the road, and introduces us to yet another segment of the expanding underworld.

Bug Fixes
• Fixed the sticky thing with the bludgeon hammer, again.
• Fixed a bug that could potentially result in some flying mobs becoming invulnerable.
• Goblin Latchers should no longer prevent you from healing/shielding victim, and damages against the victim should pass to globlin.
• Yet another stab at the 5hp character delete bug.
• Self adjusting chests should no longer mess up their names.
• Lightning Forged Skeleton will no longer acquire targets through walls. Effects moved client side for optimization. (Less lag.)
• Fixed Golden Axe quest completion and some other potential bugs with item related quests.
• Abyssal Worm giving arrows a miss chance.
• Boinking yourself in the head with the unholy blade in PVP (still lots of other PVP issues though.)
• Sorc Villa Medal now improves itself, if you complete quest with greater achievement level.
• Orc poisoner / Voldar sending poison cloud to targets he can't see and stunning with it.
• Crystal Phase Spiders teleporting to targets they can't see.
• New shield base script (hopefully kills the shield lag).
• Changed speed effect system for Ravenmace and Urdualian Shield (may port to more later.)
• Fixed bug where Forsuth would "shortcut" to the wrong point.
• dmgmulti no longer applies to scaling DOT effects.
• Fixed bug where skeletons/mummies struck by holy weapons would sometimes get up again.
• New client side fx arrows should make for more dependable hits, while retaining aesthetics.
- Projectile is now server side again, though the model is still client side - happy medium.
• ...and the usual 10,000 others...

New Maps
• Undercliffs by Fredrikli and TheOysterHippopotami (connects from Bloodrose, self adjusting, hard to v.hard)
- This hazardous series of underground tunnels may provide an alternate surface root to the Underkeep.
- Also spiders, spiders everywhere.
- (By request, this will be flagged hidden next patch.)
• Gertenhell by Dridge and TheOysterHippopotami (disconnected, hard)
- This lava filled nightmare variant of Gertenheld Cape offers many a spooky surprise.

Map Fixes and Tweaks
• b_castle - Body guard room now has multiple destinations.
• bloodrose - Connection to Undercliffs is at the old ms_snow location - ms_snow moved to higher elevation.
• deralia - Removed clone of Cathain.
• deraliasewers - Boss teleport now has multiple destinations.
• dragooncaves - Boss room now has multiple destinations.
• Fmines - New spawn system, additional puzzle.
• gatecity - Connection to Underpath, optimization (beware that the bar has moved), minor tweaks and fixes.
• mscave - Finally resolved the mystery of the stuck orcs.
• Nashalrath - Tuned piano.
• orc_for - Fixed potential fubar with hpreq battle troll spawns. Boss now has xp spin up time (15mins).
• rmines - New spawn system, more explosions.
• shender_east - Portal to Fire Giant now opens, regardless of worthiness.
• thanatos - Glitchy scorps and exploits.
• the_wall2 - Navigation aids, Forsuth teleport fix, chest fixes, minor aesthetics, expoits, Valend's long term memory.
• underpath - New spawn system, and some alternate lower-level route options.
• As promised, Underpath, Rmines, and Fmines are now all flagged hidden.
- (Underpath is accessible from Gatecity, Rmines from Underpath, and Fmines from Rmines.)
• Gatecity is no longer flagged hidden.

Misc Changes
• Mouse wheel now scrolls on inventory/chest/shop UI screens.
• Demon shield will now use firebreath if you attack with the other hand while the shield is held up.

New Mapper Toys
• trigger_once/multiple new parameter: reqtouchtime ("Required Touch Time")
- Requires trigger be consecutively touched for this many seconds before firing.
- Leaving trigger untouched for >1 second resets timer.
- All other touch requirements must be met for timer to begin.
- Do not combine with individualized cooldowns.
• ms_monsterspawn / msarea_monsterspawn properties
- New Property: reqhp (require hp, min/max/avg) and nplayers properties, similar to the msmonster_xxx property
- New property: params ("Pass Parameters").
-- All these additional parameters are applied to all the monsters tied to it, in addition to any defined on the individual monsters or in the map's global parameters.
• msmonster_xxx
- reqhp ("Require HP (min;max)") property can now be set to use the average HP on the server, instead of the total, by converting any token after the first to "avg".
- eg. 500;avg = require average hp be >500. 250;750;avg = require average hp be between 250 and 750.
- As with other player-related spawn requirements, only active players are counted.
- (Sorry for the convention change, rather than a new parameter - lazy - and the dern has way too many parameters as it is.)
New Add Params
• For individualized chests only:
- set_req_pick;[%chance] - set this chest to require a lock pick to be opened - chance defaults to 100%. (the related item name is: item_lockpick )
- set_trap;[explode|gas] - sets either an exploding fire trap, or a poison cloud trap. Can be disarmed with lockpicks, whether the chest requires them to be opened or not. If no trap type parameter is provided, or is invalid, chest picks randomly. (Trap fires once.)
- set_chance_trapped;[%chance] - has a chance to be trapped, trap type picked at random.
- set_chance_haspick;[%chance] - has a chance to have a pick inside. Each chest dishes out a max of one pick. Chance increases by 10% of base chance per player, if there is more than one player (on FN only).
- set_req_key;<key_name> - require key of this name to open (lockpick has no effect.)
-- See mapping tutorial's "- Keys -" entry for a list of keys.
- set_locked - remains locked until receives ext_unlock event (keys and lockpicks have no effect.)
• monsters/snake_gcobra additional parameter "set_nosleep" - causes cobra to patrol on spawn, instead of acting like a somewhat buggy trap.
• monsters/dwarf_bomber additional parameter "set_drop_tnt" - causes dwarven bomber to drop acquirable unlit TNT quest item on death.
New Dev commands
• devcmd teledest <targetname>
- Teleport to a specific entity by its targetname.
- Only works on point entities, and brush entities with origin brushes (intended primarily for use with info_teleport_destination).
- Beware, depending on entity's position and solidity, you may get stuck (in which case, use "tospawn").

=========================================================================
BELOW THIS LINE THAR BE SPOILERS
=========================================================================
(Not masking spoiler sections anymore, as some folks who should be reading stuff, haven't been.)

New Monsters
• traps/fire_burst (self-adjusting trap, self-removing)
- Creates a fire burst that repels targets at ground level of location on spawn, doing a self adjusting amount of damage to all those in the aoe (default 256)
- takes addparam set_aoe;<radius>
- Damage can be adjusted upwards with dmgmulti, but beware the base DOT is determined by a percentage of the target's HP (initial blast based on global average HP)

• traps/poison_gas (self-adjusting trap, self-removing)
- Similar to the above, save it creates a self adjusting poison cloud, applying DOT to all those in the aoe (default 256). Cloud persists for 20 seconds.
- takes addparam set_aoe;<radius>
- Damage can be adjusted upwards with dmgmulti, but beware the base DOT is determined by a percentage of the target's HP (unlike the fire trap, there is no initial blast)

• traps/quake (self-adjusting trap / fx event, self-removing)
- Creates an earthquake at origin 512 units in diameter, doing damage for 10 seconds.
- Damage can be adjusted via dmgmulti, even below 1, but scales as % of victim's maxhp. Setting this to 0 creates an earthquake "effect" that hampers movement, but does no damage.
- (Provides quite a bit more FX than simply using env_shake)
- Takes the following addparams:
-- set_noslow - no slow effect or damage
-- set_nodamage - still slows, but does no damage (same as dmgmulti 0)
-- set_global - affects all players on server
-- set_aoe;<rad> - change radius (max is 1024, use set_global for larger)
-- set_dur;<seconds> - change duration

• monsters/djinn_troll_lesser_fire - Lesser Fire Djinn (medium demon, 100x150, 2000hp, baseXP 250)
- Firey troll throws giant exploding rocks and does fire DOT. Otherwise identical to troll_lobber.

• monsters/horror_fire2_ecaves - Flaming Horror (medium demon, 32wx32h, 1000hp, baseXP 400)
- Different model, otherwise identical to horror_fire2 (fire balls, fire burst, fairly good navigation/monsterclip obedience, flaming trail effect.)

• monsters/elemental_earth1 - Earth Elemental (medium demon, 32x96, 500hp, baseXP 300)
- Earth Elementals have several abilities, including:
- Summon rocks from the sky, that fall with an AOE crash, after a slight delay.
- Open fissures in the ground that damage and stun targets. These do additional damage to enemies who are push immune.
- Create a temporary shield that protects them from all forward facing damage, though they cannot attack while in this state.
- They have a freakish amount of armor and reflect electrical attacks.

• monsters/elemental_earth2 - Greater Elemental (v.hard demon, 32x96, 2500hp, baseXP 1000)
- In addition to the above, all with greater damage, Greater Earth Elementals can:
- Create an Earthquake, that will slow all enemies in a wide radius, doing greater damage as they near the source. This does additional damage if you can't be moved by it.
- Summon a rock storm.
- Attack while their shield is active.
- Additionally, their summoned rocks have a push effect, and they actually gain energy from electrical attacks.

• monsters/hydra_fire_lesser - Lesser Fire Hydra (hard demon, 96x96, 5000hp, baseXP 750)
- So we mixed some dragon essence with an elemental and, whoops...
- This three headed beast has the following attacks:
- Fire aura (constant), enemies near the fire hydra are constantly burned.
- Rapid fire projectile attack (left head).
- Cone of fire (middle head).
- Slow, but high damage, guided fire projectile (right head).
- Plus three long reaching bites, and a nasty tail whip, all of which also apply damage over time.
- Due to this creature's limited elemental repertoire, one must take care on placement and escort.
- This is also very high poly monster (over 8k), so you may wish to be careful where you place it and what you escort it with.
- Other flavors pending (possibly also multi-element variants.)
- Thank Hush 2.0 for purchasing purty model.

New Stuffs
• Lockpicks
- Lockpicks stack, and can be used to disarm certain traps and open certain chests.
- To use: Equip, point at chest, and hold left click.
- It takes about 10 seconds to disarm and unlock a chest. Taking damage from enemies will intrerrupt the process, but not expend the pick.

• The Chaos Axe (Axehandling 30, All Magic Skills: 10, MP 100)
- This weapon choses random element types over time and with each strike, applying related damage over time effects.
- On right click, it can create a burst that repels enemies while applying random DOT effects.
- The axe will avoid using elements targets are immune to, determining said after the first strike.
- Only applies effects to targets not already under a damage over time effect.

• Shadow Lance (Polearms 35, Affliction 15, MP 10,100)
- From Echo717's media contest entry (finally).
- This sinious lance does dark damage, and can apply a defile effect that reduces enemy's damage output (50%) while doing damage over time (15 secs).
- This can be applied with a power attack, by throwing the lance, or by using the third charge, providing a large burst that also repels nearby enemies. (req Affliction 15)
- (Creature's current health must be less than x4 your maxhp to be repelled.)

• Spider Axe (Axehandling 25, Affliction 5,10, MP 5,200)
- This web encrusted red amber axe does triple damage to spiders and applies a strong defiling effect on them (75% reduced outgoing damage) for 30 seconds. Additionally, it can ensnare your enemies.
- Right click fires a weak web projectile (req Affliction 5). Each additional application of webs will slow the target until they are ensnared.
- Once ensnared, they will remain immobilized for 30 seconds, or until the cocoon of webs is broken.
- The third attack creates a persistent web trap (req Affliction 10), that applies additional webbing to all enemies crossing its bounds for 30 seconds.
- Additionally, while the weapon is drawn, the weilder is immune to negative effects applied by spiders, including webs and damage over time.
- Otherwise, this behaves similarly to the Axe of Balance.
- (Creature's current health must be less than x3 your maxhp to be webbed, large creatures are immune.)

• Felewyn Shard (Holy Wave, Divination 10, Swordsmanship 34, MP 20)
- Not a new weapon, obviously, but in addition to having its original model properly restored, the final charge attack now creates a rolling wave of holy light.
- The holy wave does your double Divination skill in holy effect damage to enemies caught in its wake, and applies a holy DOT effect for 50% of your Divination skill for five clicks, to enemies vulnerable to such.
- Additionally, allies caught in its wake will be healed for three times your Divination skill (This adds to the caster's damage points when healing players and critical NPCs).
- Holding +use during the final charge will instead apply the classic Felewyn Shield (severe damage reduction from frontal attacks, plus repels attackers when in holy mode).
- (Something I intended for FEB2015d, but didn't complete in time.)

DOWNLOAD AT THE USUAL PLACE

Also, sorry if your model donations didn't get in yet - didn't want to put this off until Christmas. Next time! (But you get your Halos now!)
 

Dridmar

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So, this new lockpicking mechanic. I like it. Will it be upgraded us mappers can create doors/gates/crates/anything that needs to be lockpicked? That would be very good for little shortcuts in maps.

Can we also have different strengths of lockpicks for uses like that?
Eg. Iron and up for chests - Steel and up for doors - Mythril for map shortcuts?
 

Thothie

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It can be applied to any individualized chest... msarea_scripted brushes or other models could be used to make it apply to other objects.

Any script with the setvard BC_REQ_PICK or BC_TRAPPED set to 1 is a valid target. The pick calls ext_picked <owner> on the target script when the picking completes successfully. You could then use usetrigger in that event to make something happen within the map.

Strength variants could be done, but I'd rather not stuff inventory. Keys and map side fake-item triggers work for that sorta thing too.
 

Thothie

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Hush Hush... This end of the forums be quiet.

(^ Oddly, that was just the music Pandora had in the background at the time, and I just went with it.)
(edit: New one, better quality.)

Suffice to say, that's the first of two elven model sets coming to replace our WoW elves. Even if they are still a bit WoW'ish, they are at least OC. Thank Hush 2.0 for em, among others.

Sadly, they are different enough that I'm going to have to re-write the elf behavior script side. Was hoping I could just swap models, but alas...
 

Thothie

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Now available in three legged variety.

Maybe I'll switch the sexes of one of the gals on the wall, and give her a reverse harem.

Oh wait, the voice acting... I think Velend specifically refers to each of the three Telf bosses as "she". ><

Sadly, no elven wizard or cleric yet... I'd hate to replace Velend and Fedrosh with this beefcake.

Findleblind shall always remain our special mutant elf though.
 

Thothie

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Well, seeing as how it's November, and nearly a year since the last patch, I thought I'd give ya'll the mixed news...

We do have two new maps in the near pipe (one just needs a bit of polish), and weapon mods. The weapon mods are further along than I expected, but they still need a lot of "scienceing" done to them - mainly working up a system to reward the crafting component that won't favor one map too much or making players rage too much at the new general grinding mechanic, plus that whole "balance" thing (some strange foreign concept folks keep going on about).

Won't be doing the engine migration just yet... Maybe come January, if this next patch works out smoothly. But, with luck, might have a patch with a whole lotta bug fixes, weapon mods, improved bank, new maps, new quests, old lore, and a few other new features, before this month is out. (I suppose if we can get it in by the 22nd, we can at least not beat the year-between-patches record, that we've only set once before.)
 

zeus9860

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Take your time, pretty sure most of the people in this community have already learnt by now how to play the waiting game.

Besides, the more time you have, the less pressure it is, even more so when you have no specific release date for this update. But yeah the update on the news is good.

If there is any testing required for these new things, i can help this month and early next month, next month might be a little bit more problematic 'cause christmas and work kinda go well together with each other for me (basically lots of work).
 
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