Changelog

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Rias
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Re: Changelog

Post by Rias » Sat Aug 17, 2019 2:48 pm

General:
- Moderate wounds no longer heal over time without treatment.
- Untreated minor wounds now take twice as long to heal on their own.
- Rooms that offer skill practice study opportunities are now indicated with the word "study" next to the room name.
- All instances of damage dealt now default to a cap of 250.
- Casting ranged attack spells from hiding now counts as a form of Stealth practice.
- Being hidden in a room where someone is searching now builds up some Risk for the hider.
- It is now possible to ATTACH labels to other items. Labels can be purchased at post offices and general stores.
- Player character death now causes experience loss, sanity loss, morale loss, and the character's items to be left on their corpse for later recovery.
Areas:
- Taruekan citizens will now dutifully attempt to keep their town gates closed and locked.
- Two new means of entering the town of Tarueka have been added for those without skill in locksmithing.
Bugfixes:
- A character's wounds will no longer disappear when logging out.
- Choke and suffocation effects should no longer affect creatures that lack the need to breathe.
- Fixed a bug preventing energy cost on some spells.
- Fixed a bug that was preventing outdoor lighting from changing based on time of day.
- Fixed a bug with the remaining skill study cooldown display.
Combat:
- A target that is sitting, kneeling, or lying down no longer has a chance to outright fend off attacks via weapon reach.
- AIMing for a specific hit location now works for both melee and ranged combat, and adds one second of roundtime to attacks.
- Unconscious targets are no longer able to defend against ranged attacks.
- Ranged attacks from hiding will now cause bystander NPCs to become temporarily paranoid and search the room.
- Occult projectile defense is now properly penalized if the target is sitting or lying down.
- Successful ambushes (attacks from hiding) once again push down target defense, and now show how much defense was pushed down in the combat rolls text, indicated by a negative number and exclamation point. Example: Dodge(89-33!+d0):56
- Fixed a bug that caused ranged attacks to be parryable when they shouldn't be.
- Ranged attacks now cause a much shorter version of the "Under Attack" effect on the target than that of melee attacks.
- Ranged attacks with projectiles that have ferrous head materials (such as iron) now properly do alchemical damage to nethrim.
Crafting:
- The "wicker sandals" weaving/bushcraft recipe has been added.
- The "lithic sawteeth" bushcraft recipe is now available.
- Lithic sawteeth can now be ATTACHed to antlers to make a sawtooth sickle, which can be used for harvesting applicable crops or forage similar to a scythe.
- Large bones and antlers can now be used as knapping tools.
- The obsolete CRAFT command has been updated to list various crafting skills and suggest that the user use the HELP command for more info on any of them.
Medical:
- The pay for on-duty physickers bandaging and applying ointments to flesh wounds has been reduced.
Mobs:
- Mobs should no longer enter and get stuck in dark areas.
- Mobs should no longer spawn in a room if they can't see in said room.
- Several medium-sized humanoid creatures are no longer missing their necks.
Occult:
- Added a note telling the player that it is possible to ERASE occult diagrams in the output of a few draw commands.
Physickers:
- Physickers can now learn the Basic Therapy ability.
- Physickers can now learn the Sanity Therapy ability.
- Physickers can now learn the Motivation Therapy ability.
- Physickers can now learn the Reflection Therapy ability.
- Physickers can now learn the Group Therapy ability.
Scholars:
- Members of the Scholar Guild may now choose the Warlock class specialization.
- It is now possible for Scholar classes to STUDY their primary focus skills in their training areas for some experience and practice ranks.
Warlocks:
- Added usage syntax to the description of the Soul Detection ability.

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Rias
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Re: Changelog

Post by Rias » Mon Oct 14, 2019 1:43 pm

General:
- It is now possible to use the CLEAN GEAR or CLEAN WORN command to clean all of one's worn items that need cleaning in one command.
- It is now possible to RELEASE active channels in virtually any situation or circumstance. (Other uses of the command are still restricted in various circumstances.)
- The following damage types now have crit thresholds: nether, cold, fire, heat, light, electric, acid, alchemical
- The status prompt now has a section to indicate Fury levels, if above 0.
- Mobs now incur roundtime when moving from room to room, for the purpose of preventing them from immediately attacking defenseless PCs upon arrival.
- Cloth scraps can now be used as bandages in a pinch.
- Players with ANSI colors turned off will now see NPCs denoted by `(npc)` in front of the NPC's name in the output of the LOOK command.
- Assigned proper market categories to several item types.
- It is now possible to go to a bank and STORE an item from within a held or worn container without having to first hold the item in hand.
- It is now possible to prepay multiple days' worth of inn room rent by typing RENT ROOM <# OF DAYS>
- Auto-repeating actions now reset a player's idle timer.
- It is now possible to remove consigned items from the market with the CONSIGN REMOVE command.
- Several crafted items that have been created from a base component, or consist of components themselves crafted from base components, should now calculate their prices accordingly.
- The ACCESS LIST command now lists any farms one has visiting access to.
- Scrub brushes are now available at general stores for all one's hygienic needs.
- It is no longer possible to TRANSFER items to or from the ground while hiding.
- It is now possible to TRANSFER items to/from "on" containers (tables, desks, workbenches, etc).
- Visible features (eyes, hair, gender, age, etc.) in player character short descriptions and when LOOKed at are now more dynamic based on what worn attire may be covering.
- Worn costumes are now more obviously apparent when listing room occupants.
- LOOKing at a character who is wearing a costume will now automatically include a look at that character's costume.
- The output of the EXAMINE command now lists any features that will be covered by worn items.
- It is now possible to target costumed characters with words from their costume's short description. Example: LOOK TALL BEDSHEET GHOST FIGURE
- Fishing line and fishing hooks can now be purchased at general stores.
- Fishing rods can now be purchased at general stores.
- The Farming and Animal Husbandry skills can now be trained at the farmland stockade near Porto D'esilio.
- The MAILBOX command now shows mailbox info as if the user had typed MAIL.
- Foraging for stones can now also produce medium and large stones instead of only small ones.
Adventurer:
- New ability for Rogues and Treasure Hunters: Treasure Hunter's Eye
Arcanist:
- New glyph: `dorun` (warding sphere)
Areas:
- Some flora growth can now be found up on the rocky grass plateau south of Porto D'esilio.
- A basic triage healer NPC is now on-duty at the Porto D'esilio healer's cottage.
Berserker:
- Characters using the Berserker combat tactic will now gain Fury when landing or receiving hits in combat.
- New ability: Flurry
Bugfixes:
- Fixed a bug that caused the bugcheck command to only show bugs sent by that character rather than account-wide.
- Fixed a bug that caused some lockboxes to have a larger item size capacity than intended.
- Player characters that have died should no longer have their own corpses mailed to them upon their untimely demise.
- Emotes that end with a period/exclamation point/question mark followed by a close quote will no longer append an extra period at the end of the line.
- The command prompt experience bucket percentage should no longer occasionally show the wrong amount.
- The APPRAISE command will no longer sell items.
- Fixed item sizes for bow staves of all types.
- It is no longer possible to retrieve ungettable items from bank vaults.
- Fixed a bug that was erroneously restricting writing to 32 characters for any writing surface instead of just for labels.
- It is no longer possible to enter the bathhouse bathing areas without first changing, and is no longer possible to leave the bathhouse while changed out of normal clothes.
- Fixed a bug that could result in item loss when characters logged out while inside their bank vault.
- Fixed a bug with the STOW command that could cause it to bypass various restrictions.
- Non-armor apparel worn in the "hat" slot once again provides protection against cold weather and frostbite.
Cheeky-Comment-Responses:
- Characters no longer dry off over time when in shallow water.
Combat:
- Roundtime with ranged launchers (bows, crossbows, slings, etc.) has been reduced from 10 to 5.
- Strength now actually affects melee damage.
- The Fury stat now increases a character's Strength stat somewhat.
- Ranged weapon attacks now cost energy.
- Different types of bows now have differing roundtime and energy cost.
- Added longbows, with the highest damage, roundtime, and energy cost of all bow types.
- Characters with a Strength bonus of 1 or more (from any source, temporary or permanent) can now fire bows one second faster and with a reduced energy cost.
- The new Graceful Dodge ability allows acrobats and dancers to apply a portion of their skill to Dodge rolls in a non-stacking alaternative to training the Dodge skill. Available to all at
local barracks training areas.
- Fixed a bug that was occasionally bypassing normal dodge/block/parry calculations.
- Foraged stones can now be HURLed in combat.
Crafting:
- Flatbow staves now have a minimum skill requirement like shortbow staves.
- Longbow staves can now be crafted by woodworkers.
- Items crafted with the Construction skill now retain the id of their builder and therefore can be branded with the MODIFY command.
- Fixed various issues with tailoring duffel bags.
- It is now possible to WEAVE rope via the Weaving or Bushcraft skill.
- Fishing line can now be woven from barkcloth thread.
- Items that can be used for wicker weaving will now indicate as much when EXAMINEd by someone with applicable knowledge.
- It is now possible to WOODWORK knitting needles from small straight wooden branches.
- Boosted knitting experience rate to be more in line with other crafting processes.
- Characters with enough Bushcraft, Woodcutting, or Woodworking skill can now identiy fatwood pine branches, which burn significantly longer.
- A recipe for pine-knot torches can now be acquired via Bushcraft, Woodcutting, or Woodworking.
Documentation:
- Added a help/wiki article explaining crit thresholds: https://cogg.contrarium.net/wiki/index. ... _threshold
Farms:
- It is now possible to PUT food into animal shelters, from which only the compatible types of animals will eat. (Hungry animals that can't find any food in their shelters will still scavenge
food off the ground.)
- Examining animal shelters will now tell how many animals they can house.
- Livestock can now be sold (generally at a loss) at livestock shops.
- Buying and selling livestock can now utilize one's local bank account rather than requiring riln to physically be carried and change hands.
- Payment for farmland rent can now be withdrawn from the renter's local bank account if the required amount isn't on-hand.
Mobs:
- It is now possible to STEAL from mobs that are set to have lootable coins, even if they don't have any actual worn containers. This can only be done once per mob per several minutes.
Occult:
- The Glyph: `uyto` (Soundpulling) ability is now available to all Scholars, all Adventurers, and the Nightblade and Duelist classes of Warrior.
- The Glyph: `solca` (Vocal Projection) ability is now available for anyone to learn at the Library of Qamar. (Also available via general Scholar and Adventurer trainers.)
- Each step of drawing an occult diagram now grants Arcana practice, instead of just the base circle.
- Activating an occult diagram now grants a small amount of experience to the arcanist who drew it.
- Occult diagram effectiveness/duration is now based on the skill of the arcanist who drew it rather than that of the one(s) being affected by it.
- The Warding Sphere effect now takes on the color of one's aura.
- Fixed a bug that caused entering an occult diagram to apply the effect to the one who drew the diagram instead of the one who activated it.
- Fixed a bug that prevented channeled spells from being used if the channeler had more channels open than necessary for a particular spell.
Physicker:
- Fixed a bug that made it impossible for Physickers to learn some of their class abilities.
- Sanity Therapy effectiveness now benefits from Medical skill and the Therapy affinity.
- Motivation Therapy effectiveness now benefits from Medical skill and the Therapy affinity.
Warlock:
- Tiny glass vials are now available at the Warlock Studies shop.

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Rias
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Re: Changelog

Post by Rias » Thu Oct 31, 2019 1:09 pm

General:
- Added quite a lot of new AURA colors.
- Digging for worms now has a higher success rate during rainy weather.
- Chickens now occasionally drop large feathers.
- Looking at a post board with new posts now only shows the new posts. Looking at the board again will then show all posts on the board.
- Several animals now provide sinews when BUTCHERed.
- The new RoundtimeAlert option can now be toggled on for players who wish to be informed when their roundtime is up. To toggle the option, type OPTION ROUNDTIMEALERT
- Banknotes are now considered when buying items from shops.
- Banknotes withdrawn from the bank are now automatically stowed if a suitable container is available (preferring the one's designated currency container, if set).
- The RECOVER command is now used to retrieve all items from one's own corpse, and dispose of said corpse in the same action. Items that don't have an available slot to to be worn or held in
will be left on the ground, and the player will be warned not to leave them behind.
- The Tracking skill now has varying levels of effectiveness over a skill range, rather than being a virtual one-point wonder. See the "Tracking" helpfile for more info.
- It is now possible to use the LOOT command on lockboxes for quick and concise collection of treasure. This single command will open the lockbox (if closed and unlocked), stow any items from
within that have a place to be stowed, and even toss the lockbox (if emptied out completely) into a trash barrel or equivalent if one is nearby.
- Viewing one's own wounds and maladies (via the HEALTH or INFO commands, or LOOKing at oneself) now lists hit locations that are affected by cold, and whether they are "chilly", "cold", or
"freezing".
- Outdoor rooms now provide varying levels of warmth (for the purposes of recovering from cold) based on their temperature.
- The player will now get a message when a hit location has warmed up completely.
- "Chilly" room temperature now prevents cold hit locations from warming back up. (Was previously only "cold" and "freezing")
- Particularly warm rooms now have the text indicating as much on its own line, highlighted in yellow.
- Looking at food items will now show about how long the food has before spoiling.
- Looking at an item now is a little more informative about where the item in question is (in the area, held or worn by the character, in a container).
- Banknotes can now be used to pay for rent of inn rooms and farmland.
- Banknotes can now be used to pay for skill training.
- LOOKing at an NPC that the player hasn't assigned a name to will now start with a line saying what the player is looking at.
Adventurers:
- Porto D'esilio's Adventurer Lounge is now in Pathfinder's Pub instead of the inn.
Areas:
- Tarryn Vale and Tarueka have a new weather data set.
- Porto D'esilio now has a stonemason's workshop for training purposes.
Bugfixes:
- Fixed a bug that caused the Constitution primary character attribute to continually raise a character's maximum hit location damage caps.
- Fixed some bugs with certain items gained via charmseeking.
- Fixed a bug that could prevent cold hit locations from warming up.
Construction:
- It is now possible to build woodsheds, which can store a very large amount of branches, split logs, firewood, and similar.
- Player-built structures now show how much room space they take up when EXAMINEd.
- Structures that require building space will now note how much space is required in their recipe info.
- It is now possible to STUDY the Construction skill in the Porto D'esilio sawmill. (Will likely be moved to a more appropriate location later.)
Crafting:
- Partially-crafted components and goods can no longer be sold to the market.
- Recipe info will now also estimate what quality the crafter could achieve with that recipe, based on the crafter's skill.
- Crafters with a skill of 400 or more in their craft can now produce fine-quality items.
Farms:
- The FARM command can now be used to get information on how a room's farmland is being used.
- Structures on farms will now appear on their own line in room look output.
- Browsing livestock for sale now gives a categorized selection list.
- Ordering livestock can now provide some extra information on the animal.
- It is now possible to use the RENT EXPANSION command at a farmland rental office in order to increase the number of plots a farm has (as well as the weekly rent).
Fishing:
- Fixed a bug that was causing fishing to be far easier than intended.
Locksmithing:
- Lockpick quality now degrades with use.
- A few new lock traps have been added.
Lore:
- Studying a lore item that has already been completely researched by that character will now recall all research information, rather than just the last research entry.
Stealth:
- Risk incurred by stealth movement between rooms has been lowered.
- Silent Walking effects and environment-based stealth boosters now lower the amount of risk incurred by stealth movement between rooms.

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Rias
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Re: Changelog

Post by Rias » Wed Dec 04, 2019 6:25 pm

General:
- Eased up restrictions on putting, dropping, and stowing items while fishing.
- The SURVEY command now also gives info on farmland (if present) and how it is being utilized.
- Being staggered now causes Balance loss, as well as further decreased Balance during the duration of the stagger effect.
- Characters under the stagger effect are now prevented from recovering Balance.
- It is now possible to simply GET DIRT in environments with dirt or grass in order to acquire a handful of dirt. It is also possible to DIG for dirt in the same environments for mass dirt acquisition efforts.
- Shop/market items are now listed in alphabetical order (within each category).
- Shop/market items listed in the Armor category now also display their armor class and type for improved grouping and ease of identification.
- It is now possible for a character to target the handcart they are pulling, or that they were the last to pull, by using the "my" argument. Example: LOOK IN MY HANDCART
- The center of the room exits compass is now the current room's normal environment symbol with a gray background, rather than the @ symbol.
- It is now possible to HAMMER a climbing piton into rocky ground atop a difficult climb, in order to serve as an anchor for HANGing rope.
- The output of the NAMES command now groups named entities by PCs and NPCs.
- LOOTing lockboxes and similar now shows how much money was acquired, and combines it with money already on one's person rather than adding it as a separate item.
- Lockbox loot has gained a little more variety.
- The MODIFY command now only provides options applicable to the item being modified.
- It is now possible to attach labels to other items with the LABEL command, which is primarily useful for attaching labels to hancarts, wagons, and similar.
- When examining an item or viewing a recipe's info, quality terms will now also include a number in parentheses to more clearly indicate the quality level.
Abilities:
- The Dirtkick ability now actually works, and is available to Marauders, Nightblades, and all Adventurers.
Animal Husbandry:
- The farm stockade now offers a few tasks involving Animal Husbandry.
- Wool from different types of animals can now have differing market values based on animal type.
Bugfixes:
- Messaging about skittish prey fleeing melee attacks should no longer be sent to the wrong people.
- Unconscious characters should no longer be able to detect others moving stealthily into the room.
- Fixed a bug that caused skinning some creatures to produce "a thing".
- Fixed the "look in my" bug that several people reported several times each.
Bushcraft:
- Qualities for most items crafted via Bushcraft are now somewhat lower (relative to skill level) than if they were produced via a more specialized crafting skill of the same skill level.
- The following woodworking recipes can now be acquired via Bushcraft: small haft, large haft, pole, quarterstaff, rod, shovel head, arrow stave, bolt stave, awl-handle, bark sheet, walking
stick, whittled spear, chisel handle, cudgel, dowel, fireboard, spindle, scythe haft, knife handle, mallet head, small peg, skewer, stake, small stopper, tiny wedge, block, flatbow stave, spile
Combat:
- The CIRCLE combat move no longer requires an ability to use, cooldown reduced from 30 to 15, balance gain increased from 7 to 8.
- The FEINT combat move no longer requires an ability to use, no longer causes attacker to gain balance on success, no longer causes attacker to lose balance on failure.
- Crossbow cocking time has been reduced from 10 to 6, and firing time from 5 to 1.
Construction:
- Building projects are now auto-repeating processes rather than a single high-roundtime action. Steps required are based largely on the components required to be put together for a project.
- Multiple builders can now work on the same building project to complete it that much faster. All participating builders must have enough skill to work on the project, and either have knowledge of the project's recipe or be in the presence of another builder who does.
Cooking:
- Potential cooking ingredients are no longer skipped when held in hand or already in the cooking container (skillet, cooking pot, etc).
- When preparing to cook a meal, extra items are now automatically removed from a cooking container and stowed, provided the cook has an applicable container to stow them in.
- Fixed a bug that allowed ruined skewers to continue to be used for cooking, which caused additional horrendous bugs.
- It is no longer possible to get/move items that are in the process of being cooked within a cooking container.
Crafting:
- Skillets and cooking pots can now be crafted via forging or metalcasting.
- Component checks now also consider items held in hand, and items within held containers.
- Fixed a bug that prevented the prompting of the player with a list of known recipes when using a crafting command without any arguments.
- Various simple items (mostly components for further crafting) can no longer be higher than Average quality.
Documentation:
- Added a helpfile/wiki article about the Staggered effect.
Farming:
- Planting and harvesting now give farming experience.
Farms:
- Watering crops will now auto-fill an applicable bucket if a water source is present, will auto-repeat the watering action as necessary, and grants a little farming experience.
- Fixed a bug that wasn't considering available space in additional animal shelters of the same type when ordering livestock.
Market:
- Added a line to the output of the CHECK command at markets to indicate how a character can remove their consigned items from the market.
- Fixed the bug that prevented consigning items in quantities greater than 1.
- Consigning items at the market now charges a consignment fee.
- Consigned items at the market now expire after 2 weeks, at which point they can be picked back up from the market via the CONSIGN REMOVE command.
- An item's quality now affects its market value.
- Handcarts and similar are once again considered when searching for a container in which to stow purchased goods.
Mobs:
- Skittish animals should no longer flee when around other animals they're used to.
Tailoring:
- Garments made from wool will now retain the type of animal the wool is from.
Weaving:
- Yarn and thread spun from animal wool will now retain the type of animal the wool is from.

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