No channel rooms

A place for Immortals of the game to post changes in policy or other relevant announcements for the game.
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Aureus
Posts: 968
Joined: Mon Dec 28, 2020 11:13 pm

No channel rooms

Post by Aureus » Sat Mar 12, 2022 7:26 pm

I’ve updated a handful of no-channel rooms. As a general philosophy we don’t like these rooms outside of lore-appropriate locations like steddings, because they render the class mostly useless. (The same philosophy applies to our recent replacement of many no-hides with no-sneaks.)

More to come over time, but here are some:

Uno in Fal Dara is no-water instead of no-channel.

Akkad is now no-fire instead of no-channel.

Falme gate no-channel removed.

Silvak is no-fire and no-water instead of no-channel. His manor is now no-travel so groups can’t just Gate to 1e of him.

Braem Woods and TV Waygate no-channels are both no-water.

Tear had some random no-channels that were removed.

Feneon
Posts: 1748
Joined: Sat Dec 19, 2015 5:02 pm

Re: No channel rooms

Post by Feneon » Fri Sep 30, 2022 7:48 pm

Thanks for the idea, we're now trying a CTF style of NO-CHANNEL at Oasis and Camp patrol which makes it a toggleable full no channel. Huge thanks to Elysia for making this idea possible in game!

A ter angreal will either be dull or humming at these rooms. If the angreal is dull then it is a room that is channelable. If the angreal is humming then it is a room that is not channeable.

For RP purposes pretend that you are an advanced and knowledgeable character that has figured out how to make slight adjustments to ter'angreals in order to get them to toggle and you turn it off and on by killing it, but you're actually doing very serious things.

For trollocs, imagine that your catapult has stopped functioning and to fix it you just hit it a lot.

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