City Heads: Ongoing Adjustments

A place for Immortals of the game to post changes in policy or other relevant announcements for the game.
Feneon
Posts: 1747
Joined: Sat Dec 19, 2015 5:02 pm

Re: City Heads: Ongoing Adjustments

Post by Feneon » Tue Oct 11, 2022 3:12 pm

A few changes made to Baerlon to make it more likely to be competitive and less likely to be a deathtrap.

Doors were removed at the herbalist and bank at the N/S travel, though the other shops retain their doors.

The climb ladder mobol was removed to access the catwalk.

When the head mob dies the ladderhatch will unlock and open. This door is now stuck_open, only the door to the west can be spammed closed.

When the head mob dies the gatekeeper will narrate that Baerlon is under attack.

When the gatekeeper dies the greatdoor will unlock. It is now stuck_open as well and can't be closed.

When the corpse of the governor is scalped the ladderhatch (which has a jump exit) will be locked and the greatdoor will be locked. The inlaiddoor was removed and there is a 1-way exit from the governor's room to the East-West road that is for leaving once you've turned the city.

The Andor mobs were replaced with mobs that don't have justice code associated with them to remove that advantage and decrease the amount required to hit it if in Andor's control.

A couple no-mobs were added around the city to give the opportunity to buy time for invaders.

An outlying issue that is not resolved is how to make the jump exit work for a defending person who is losing control of the city without bypassing the ladderhatch. A reminder on this, though, any level of pick higher than 0% can pick Baerlon from the outside.

Resolved this, though, by adding an exit 1u of the gate and putting jump out there as well.

Feneon
Posts: 1747
Joined: Sat Dec 19, 2015 5:02 pm

Re: City Heads: Ongoing Adjustments

Post by Feneon » Mon Oct 31, 2022 12:32 pm

Small update to Falme

The guards outside of Suroth's room have been halved since she no longer has the steel warhammer.

Doors removed from: master blacksmith, drandle's smithy, tailor, grocer, and herbalist.

Feneon
Posts: 1747
Joined: Sat Dec 19, 2015 5:02 pm

Re: City Heads: Ongoing Adjustments

Post by Feneon » Tue Mar 07, 2023 6:09 pm

With the fix to myrddraal NPCs gaining absorption, we're moving abs back onto all of DS cityheads.

Korsik
Posts: 512
Joined: Tue Apr 07, 2020 1:46 pm

Re: City Heads: Ongoing Adjustments

Post by Korsik » Fri May 12, 2023 1:47 pm

Baerlon will now award 2qps to masters.

Morgase has been updated to award 5qps to nonmasters, 3qps to masters, and 2 qps to remorts. There is also an additional eq load on clear of the room that is based on server uptime.

Please report all issues to Korsik.

Feneon
Posts: 1747
Joined: Sat Dec 19, 2015 5:02 pm

Re: City Heads: Ongoing Adjustments

Post by Feneon » Sat May 13, 2023 10:57 am

Conferencedoors removed, but greatdoor kept. Another greatdoor added 1e of 1s greatdoor.

Feneon
Posts: 1747
Joined: Sat Dec 19, 2015 5:02 pm

Re: City Heads: Ongoing Adjustments

Post by Feneon » Wed Jan 31, 2024 10:52 am

Mayene was incredibly strong compared to most cities, especially with its call-code. Elite guards and regular guards have dropped levels and the gate pick has been dropped to a reasonable level both inside and outside. This will affect the difficulty of the cityhead as well.

We've also removed the pearl sabres as primary weapons from the Mayene elites.

Korsik
Posts: 512
Joined: Tue Apr 07, 2020 1:46 pm

Re: City Heads: Ongoing Adjustments

Post by Korsik » Tue Feb 20, 2024 4:18 pm

QPS are removed from Silvak and H'krreth. QPS added to Akkad and Shaidar Haran.

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