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: 1023
- Joined: Mon Dec 28, 2020 11:13 pm
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by Aureus » Sat Apr 19, 2025 1:01 am
REROLLS
- You now automatically get pre-rolled stats at level 1, and no longer need to tell the Guardian
- MCs now also get prerolled. They are: 18 12 12 18 14 (to help you hide your class).
- Bearish trolloc (for hunters and warriors) updated to: 21 7 7 17 17
- Your stats are now visible on 'stat' from level 1
- The reroll command has been disabled -- you must buy rerolls at level 51 to reroll anything other than pre-rolled
- You can now buy rerolls at level 51, and get a free reroll every 100 years
- The bug where "not good enough" stats show up in your 20 rolls should largely be mitigated (can happen in some cases still, but not nearly as frequently)
- Channelers must have greater than 12 int to practice level 7 weaves (ie, so pre-rolled MCs cannot practice Gate, Incinerate, etc -- MCs will need to abandon their "physical" setup and reroll into a more traditional channeler set of stats to get these weaves).
- Fixed a bug where channeler rerolls would bypass the 280 HP cap
- Fixed a memory leak related to rerolls that would slow the game over time
- Various help files and messages updated
THE MOON AND VISIBILITY
- Realistic moon phases (and related messages) have been implemented, and is visible on "time" when the moon is risen. Brown Ajah researchers looking into the vagaries of realistic orbital mechanics, enjoy!
- Humans now have limited visibility outdoors at night, largely revealing the room environment. However, the level of visibility depends on the moon phase (none for a new moon, full visibility for a full moon). This should make it _slightly_ easier for LS if you forget your lantern.
- Fixed a bug where light didn't align with the time of day right after a reboot
- Fixed a bug where the seasonal impact of day/night hours was wonky due to an old Tarmon Gaidon event
- Some mostly cosmetic easier eggs
HEALING WEAVES
- Cure Critical Wounds has been replaced with a new weave: Delve. The amount of information Delve reveals is based on your skill in Delve.
- Heal's elements, SP requirements, base healing, and timer now mirror the old Cure Serious Wounds, because...
- Cure Serious Wounds has been removed to simplify the number of healing weaves, and give clear differentiation between Cure Light Wounds and Heal
- Heal can now only be practiced by White Tower, Kin and Dreadlords. Others must use Cure Light Wounds.
- Limb damage has been implemented. It has no practical effect outside of the Heal weave
- Heal is more powerful when targeted at a highly damaged limb. The ability to target a limb requires very high skill in Heal. Targeting an undamaged limb results in worse healing - so it is an advanced ability that pairs well with Delve.
- They say those skilled in healing are equally skilled in healing's opposite... (ie, read HELP HEAL). This is largely flavor -- don't expect to use this much in combat, except for style points and for RP's sake for all our aspiring Semirhages out there. Pro tip: using this on a person as a finishing blow is difficult and therefore stylish and you should post these logs. This is probably not appropriate for members of the White Tower, but hey, your mileage and morality may vary. The Hall may want to take a stance
- Yellow Ajah now have a healing bonus based on their elements prac'd (more elements + higher elemental ranks = better healing)
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Aureus
- Posts: 1023
- Joined: Mon Dec 28, 2020 11:13 pm
Post
by Aureus » Sun Apr 27, 2025 9:27 pm
In addition, there is a new registrar north of the Four Kings magistrate who will change humans' homeland to any of their choice, for a fee.
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Aureus
- Posts: 1023
- Joined: Mon Dec 28, 2020 11:13 pm
Post
by Aureus » Mon Apr 28, 2025 1:02 pm
A bug preventing using heal's agony and limb targeting abilities has been fixed.