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.
An assistant introduces a lanky brooding-eyed woman with tan skin to you as Karen and assigns you to treat her wounds.
>tend karen
You try to tend to Karen, but she is too hysterical to accept treatment!

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Rias
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Posts: 615
Joined: Sun Sep 03, 2017 4:06 pm

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.
An assistant introduces a lanky brooding-eyed woman with tan skin to you as Karen and assigns you to treat her wounds.
>tend karen
You try to tend to Karen, but she is too hysterical to accept treatment!

User avatar
Rias
DEV
Posts: 615
Joined: Sun Sep 03, 2017 4:06 pm

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.
An assistant introduces a lanky brooding-eyed woman with tan skin to you as Karen and assigns you to treat her wounds.
>tend karen
You try to tend to Karen, but she is too hysterical to accept treatment!

User avatar
Rias
DEV
Posts: 615
Joined: Sun Sep 03, 2017 4:06 pm

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.
An assistant introduces a lanky brooding-eyed woman with tan skin to you as Karen and assigns you to treat her wounds.
>tend karen
You try to tend to Karen, but she is too hysterical to accept treatment!

User avatar
Rias
DEV
Posts: 615
Joined: Sun Sep 03, 2017 4:06 pm

Re: Changelog

Post by Rias » Thu Dec 12, 2019 11:57 pm

General:
- Lit light sources now give a more detailed estimate of remaining burn time.
- Lanterns and lantern oil are now available at general stores.
- There is now messaging whenever a dark room becomes lit or vice-versa.
- The order of room occupants will no longer reverse whenever a PC leaves the room.
- If multiple ESP artifacts are worn, charged artifacts will now always be considered before those that are out of power.
- It is no longer possible to consign starter gear.
- Updated energy restoration per tick to be more accurately based on the character's maximum energy. (PCs who have chosen the Constitution primary stat should now see slightly increased rate of energy regeneration.)
Animal Husbandry:
- Items passively produced by animals (such as chickens occasionally dropping feathers) now stop when there are already several in a room.
- Animals will now stop passively producing items (such as chickens occasionally dropping feathers) if they are hungry or their morale is low.
- Items passively produced by animals (eggs, feathers, etc.) will now appear in that animal's shelter, rather than on the ground.
Bugfixes:
- Fixed a bug that was causing items transferred (as opposed to put) into an instanced container to be available to anyone instead of just the character who transferred it.
Combat:
- Updated the "Combat" helpfile/wiki article to be accurate to the latest combat changes.
- The Circle maneuver is now much more difficult to "defend" against, making it a more reliable means of balance gain.
- Slightly lowered the rate at which experience rewards diminish when an attacker's skill exceeds their foe's.
- Updated combat calculation output to include the endroll percentage (what percent the endroll is of the attacker's full attack potential), which is what damage is primarily based on.
- Experience calculations for defeating foes are now based on which attack type(s) (melee or ranged) were used to defeat said foes.
Mobs:
- Reduced the energy levels (from default) of foxes, goats, sheep, tomb hounds, mossy shamblers, bloodhares, alpacas, coral lizards, and tarruks.
- Free-moving mobs of the same faction will now generally avoid "clumping together" in the same room by default, though some mob types may not mind - or may even prefer - such social behavior.
Weapons:
- Fixed a bug that was causing some weapons with outdated data to show as "heavily damaged" until examined or otherwise updated.
Weaving:
- Spinning thread now expends some energy.
- Weavers with a skill over 200 now have a chance per spinning repetition to experience reduced roundtime. This chance is increased based on how much greater one's Weaving skill is than 200.
An assistant introduces a lanky brooding-eyed woman with tan skin to you as Karen and assigns you to treat her wounds.
>tend karen
You try to tend to Karen, but she is too hysterical to accept treatment!

User avatar
Rias
DEV
Posts: 615
Joined: Sun Sep 03, 2017 4:06 pm

Re: Changelog

Post by Rias » Fri Jan 03, 2020 11:54 am

General:
- The Stagger effect now prevents roundtime from decreasing.
- The optional "Roundtime is finished" message will no longer show if a character is performing an auto-repeating function.
- The wilderness system is now in place. Rooms that provide exits to the wilderness will show as much in the Obvious Exits section. Happy exploring!
- Decks of playing cards are now available at general stores.
- Closeable items can now be targeted with "open" or "closed". Example: GET OPEN LOCKBOX
- Exits and portals in a completely dark room that lead to lit rooms will now show under Obvious Exits.
- The player will now be notified when adjacent rooms (compass directions or through open windows/portals) become completely dark, or were dark and have become light enough to be able to see.
- The TRAVEL command now accepts abbreviated directions ('n' for 'north', 'sw' for 'southwest', etc).
- The compass once again shows the `@` symbol at the player's location. The new CompassCenter option can be used to toggle this on or off.
- Morale bonuses of the same source type no longer stack. If a new morale bonus of the same source type is greater than one already being experienced, the greater will replace the lesser rather
than add to it.
- The market will no longer buy the charity clothing given to characters after they die (and mysteriously return to the ranks of the living).
- Indoor room temperature is now based on the local outdoor temperature (though slightly warmer due to being indoors), rather than assuming a comfortable indoor temperature.
- Room-warming items such as campfires or wood-burning stoves are now less effective at warming the overall temperature of outdoor rooms. However, characters in the room will be assumed to be
positioned near enough to them to benefit from their warmth in cold conditions, unless a character is both in roundtime and standing/mounted and presumably moving about the area doing whatever
they're doing.
Animal Husbandry:
- Milk-producing animals now regenerate milk in small amounts over time, and the milking process is now an auto-repeating process rather than a single once-per-day action.
- Added a few color varieties to the livestock available for purchase at the farm stockade.
- Feathers passively produced by animals (i.e. chickens) will now retain the animal's color.
Areas:
- A certain dark area that people often get stuck in without a light source now has a roundabout way of providing temporary light for lost travelers.
Bugfixes:
- Attempting to drag oneself no longer erroneously gives messaging to indicate one is succeeding in this strange endeavour.
- Fixed an issue that was causing PCs to appear seven feet tall when looked at, despite their actual height being otherwise.
- Fixed various room lighting/darkness-related bugs.
- Fixed a bug that would erroneously reveal a disguised character's identity in certain situations.
- Fixed a bug that could cause lanterns hanging on carts to get janitored.
- Fixed a lighting bug with lanterns hanging from handcarts.
Combat:
- Targets that are sitting or prone now suffer penalties to their combat rerolls (may vary based on attack type).
- Shields now grant block reroll bonuses instead of significantly increasing the max block roll.
- Ranged attacks from stealth are now more likely to be successful ambush attacks, and have an increased maximum target defense reroll pushdown (6 instead of the usual 5).
- The AIM SHOT command can now be used to take 5 seconds to aim a ranged attack at a target, granting additional rerolls to the next ranged attack against that target.
- Damage output now displays the percentage of damage to get past damage resistance (if any), rather than displaying vague plusses or minuses.
Farms:
- There is now a stockade by the Shadgard farmland road to provide farmland rent/expansions, livestock purchases, tasks, and training in the Farming and Animal Husbandry skills.
- Fixed a bug that wouldn't withdraw the rent fee from a farmer's local bank account if they were starting new rent rather than extending existing rent.
Metalworking:
- The following items can now be forged (hammered) from copper: buckle, button, hinge-piece, hoe-head, horseshoe, ingot, large metal hoop, locking-pin, nails, needle, plate, pot, tiny rod,
shovel head, skillet, sling bullet, small metal hoop, spoon, stake, tongs half
Mining:
- When determining where mined items will go, mining will now consider carts a character was the last to use even if they are not currently pulling/pushing it.
Mobs:
- Skittish animals now flee when under ranged attack by hidden assailants, even if they can't see the assailant.
- Incorporeal nethrim (phantoms, spectres, etc.) now completely resist several damage types that previously did a slight amount of damage.
- Fixed a bug that was causing some mobs' gear to be average quality and in pristine condition, when they should have been damaged and low-quality.
Occult:
- Some occult effects, such as the `distyr` glow effect, now give a few warnings when they're about to expire.
Rangers:
- Rangers can now learn the Trailblazing ability.
Tailoring:
- Bandages can now be produced via tailoring, mainly for purposes of new tailors having something simple to make that won't be terrible quality.
- The Scarf recipe is now simple enough for new tailors to produce them at average quality, so they have something to sell for an income.
Tracking:
- The tracking phase of hunting prey can now progress faster based on the hunter's Tracking skill rolls.
An assistant introduces a lanky brooding-eyed woman with tan skin to you as Karen and assigns you to treat her wounds.
>tend karen
You try to tend to Karen, but she is too hysterical to accept treatment!

User avatar
Rias
DEV
Posts: 615
Joined: Sun Sep 03, 2017 4:06 pm

Re: Changelog

Post by Rias » Thu Jan 16, 2020 10:26 am

General:
- A wilderness room's obvious exits longer lists exits that lead to impassible terrain.
- Food that is only fit for animals now falls under the "Livestock Feed" market category.
- Training rooms that offer recipes will now indicate as much with a "recipes" notation next to the room name.
- When the HELP command can't find an article, it now echoes the phrase that the user input to help notice spelling errors.
- The TRANSFER command now includes a line saying how many items were transferred in total.
- Snowballs can now be eaten or hurled. Hurling them will not cause most NPCs to become hostile, but may lead to harassment or hooliganism charges if abused.
- Added the "gem" default container category option.
- All actions that end up automatically stowing an item (such as commands like STOW, LOOT, etc.) will now do their best to check a character's default container settings and look for
one that matches the item type. If no matching set container is found, the "stow" container will be used if set.
- Comfortable rest morale boosts now simply require logging out in a room with a comfortable bed, rather than having to lie down on the bed first before logging out.
- Risk now affects rerolls rather than maximum dice sides.
- Morale adjustments are now displayed to the player when they occur (with the exception of morale gravitating toward 0 over time).
- Looking at/examining food items will now give an impression of whether they look tasty or unappetizing (if either applies), in regards to morale.
- Looking at/examining food now displays how much total nutrition it will provide.
- The `food` command now tells how much combined nutrition the character is carrying on them (excluding items in closed containers).
- Characters with their faces hidden will now automatically briefly show their face to guards to pass by unhindered at checkpoints, provided the character has no obvious reason to hide their
identity from said guards (hostile, low faction standing, wanted for arrest).
- Fixed a bug that caused ingots to be worth far more than they should have been.
- Moving out into the wilderness now automatically performs a quick food check to inform the player of how much food their character is carrying (excluding closed containers).
- Rooms with occasional idle scripts will no longer repeat the same script until all others have been shown.
Areas:
- The Kildr Dale areas now have the correct weather data.
Bugfixes:
- The TRANSFER command no longer transfers items that are hanging on another item.
- Fixed a bug that was preventing concerned NPC townsfolk from dragging unconscious PCs out of the freezing streets.
- Fixed a bug that was causing ranged snipe attacks to omit some messaging to the target and bystanders.
- The NOMINATE command works again. Nominate those great roleplayers!
Combat:
- Shield Charge now costs 5 balance to perform, down from 10.
- Tackle now costs 5 balance to perform, down from 20.
- Mighty Blow now costs 5 balance to perform, down from 15.
- Armor Chink no longer costs balance to perform.
- Stance: Stonewall has been revamped to work with the current combat system.
- Counterattacks and followup attacks (i.e. Followup Punch) to the head, neck, abdomen, or chest can now briefly stagger the target.
- Positive balance no longer grants combat reroll bonuses. (Negative balance still causes reroll penalties.)
- Armor protection levels have been lowered a bit across the board.
- New ability available to all: True Strike, an attack that spends all balance for extra rerolls based on how much balance was spent.
Construction:
- Construction activities now grant more experience and practice, bringing it on par with other crafting skills in that regard.
Crafting:
- Fixed a bug that was causing items that could be crafted by one of multiple skills to be valued more than they should at the market.
- Fixed a bug that would sometimes provide the same skill twice for learning a recipe, forcing the player to choose despite both being the same.
- The recipe learn/info commands now require the full recipe name, as partial matches were leading to various issues and frustrations.
- Recipe info output now displays what sort of craft that recipe applies to, to help differentiate various methods of producing the same type of item. Knit mittens vs sewn mittens, for example.
- The RECIPE command is no longer prevented by roundtime.
- Attempting to learn a recipe via a skill that isn't available in the current room will now stop the recipe from being learned and provide information as to why, rather than learning the skill
anyway via a skill other than the one specified.
Hunting:
- When a prey creature is found via hunting, the hunter will now automatically be targeting the prey.
Mobs:
- Some infested creatures have regained a form of ranged attack they lost a while back.
Nightblade:
- The "Tactics: Nightblade" ability has been overhauled.
Occult:
- The Occult Diagrams ability now requires at least 1 Arcana skill to learn.
Shadgard:
- The Hearth & Home now has a party room equipped with an oven that requires fuel. The old always-on oven has been removed from the Common Room.
- A stationary public use ESP crystal has been set up in the Twilight Eye Services office of Town Hall (up the stairs and to the west). ESP can be both transmitted and received in this room
even for characters who don't have an ESP artifact of their own.
Skills:
- Taking a new skill that grants recipes will now inform the player of such, and prompt the player to use the RECIPE command.
- Stealth and Perception skill increases are no longer restricted to 10 ranks per level, but when considered specifically for combat ambush mechanics these skills will have their effectiveness
capped at the character's level * 10.
- Several Stealth, Perception, and Artifice checks have been updated to the standardized skill rolling formulae rather than being their own hacky version. Part of this update fixed a situation
where stealth and artifice checks unintentionally had extremely high odds of failure.
An assistant introduces a lanky brooding-eyed woman with tan skin to you as Karen and assigns you to treat her wounds.
>tend karen
You try to tend to Karen, but she is too hysterical to accept treatment!

User avatar
Rias
DEV
Posts: 615
Joined: Sun Sep 03, 2017 4:06 pm

Re: Changelog

Post by Rias » Wed Feb 12, 2020 9:45 am

General:
- The lower sanity levels now have a negative effect on a character's ability to speak.
- Storytelling successes are now based more heavily on skill, and have a wider range of results.
- Gems of varying types (quartz, tourmailne, sapphire, ruby, etc.) are now considered their own separate categories for market flooding consideration.
- Indoor rooms that are considered "urban" environments (most manmade structure interiors) now have better insulation against cold weather and benefit more from room warmers (fireplaces,
wood-burning stoves, etc). There are some exceptions, such as ruins that presumably are no longer well-sealed against the elements.
- Room conditions such as lighting, fog, crowd, and noise are now taken into consideration on stealth skill checks when sneaking from room to room.
- It is now possible for hidden characters to STALK a target, which will have the stalker automatically try to follow when the target moves to another room.
- The DISMISS command can now be used to end certain effects early. Using the command without any arguments will list any active effects that apply. Dismissable effects will now also be
indicated in the output of the EFFECTS command.
- Minor wounds no longer heal on their own without treatment.
- Emotes can now use the @ symbol to also target items in a room, instead of being restricted to characters only.
- The Bound effect now prevents many more actions.
- The MailNotify option (to send the user an email notification when their character gets IG mail) now actually works.
- There is now a Policy document, which can be viewed on the wiki or in-game by typing HELP POLICY.
- Updated the messaging when studying a lore item to prompt the player to specifically STUDY the item they're taking notes in (such as a portfolio) at the library.
- Currency checks and all associated transactions will now also consider currency in a character's handcart/wagon.
Abilities:
- Ability descriptions now provide info on any reroll bonuses.
Bugfixes:
- Fixed a bug that caused dragging to prevent use of the TRAVEL command.
- Fixed that awful matching bug where when specifying a number (i.e. "get socks 4") and the number was higher than the amount of matching items present, the item finder would "wrap" back to the
first matching item present and start again.
- Fixed a bug that caused buying in quantities to not consider space available in a character's assigned stow container.
- Fixed a bug that caused some PCs to be neutral with various factions that should have been hostile.
- OOC HISTORY and CHAT HISTORY work again.
Combat:
- Counterattacks and followup attacks are now always randomly-aimed.
- Shovels now cause balance loss to the wielder when used in combat.
- It is no longer possible for a character to counterattack against attackers they cannot see.
- Targeted spell effectiveness/damage is now based on the endroll's percent of the caster's maximum potential roll, rather than flat difference between caster endroll and defender endroll. (This is to match how melee and ranged weapon maneuvers/attacks work.)
- Armor chinks no longer occur against unarmored hit locations.
Mobs:
- Fixed a bug that prevented mobs from spawning in some of the more heavily-infested areas.
- Infested marauders now have the Shield skill in order to properly utilize their shields.
- Incorporeal nethrim (shades, wraiths, etc.) are now immune to Stagger effects.
- Fixed a bug that prevented infested from moving room to room in heavily-infested areas (again).
Nightblade:
- Fixed a bug that was preventing the Tactics: Nightblade reroll bonus from applying to offense.
Occult:
- Fixed a bug that was preventing anomalum chalk from being used up.
Physicker:
- Physickers can now use the new Rates and Debtors medical subcommands to help manage fees charged to other PCs for various medical treatments.
Pottery:
- It is now possible to DIG CLAY in virtually any wilderness room that is adjacent to a river or lake.
Shadgard:
- Tor's Smithy now supplies crossbow bolts.
- The newly-refurbished Lost Ranger Hunter's Lounge now offers a few ranged weapons and ammunition, drinks, some basic bushcrafty tools, and an overall comfy place for outdoorsy types to gather
and hang out while in town.
- The old warehouse on Market Street is now open to the public, primarily to serve as a spot for freelance locksmiths to work where they won't get in trouble for the occasional accidental
setting-off of traps.
- The retired adventurer Raggni Karth is now willing to dispense her wisdom to visitors at her booth through the curtain in the Lost Ranger Hunter's Lounge.
Warlock:
- Fixed a bug that prevented Binding Tendril's neck choke effect from occurring.
- Binding Tendril now has a cooldown period, as well as inherent offense rerolls.
- Essence Leech now has a cooldown period, inherent offense rerolls, and no longer has an extra energy casting cost.
- It is now possible to DISMISS the Shadow Cloak effect at will.
- It is no longer possible to pass guards while under the Shadow Cloak effect.
- Binding Tendril's knockdown effect now causes stagger.
- Essence Leech energy returns now get an inherent +5 per active sorcery channel.
Warrior:
- Mighty Blow damage multiplier has been toned down.
Weapons:
- It is now possible to UNSTRING a bow.
An assistant introduces a lanky brooding-eyed woman with tan skin to you as Karen and assigns you to treat her wounds.
>tend karen
You try to tend to Karen, but she is too hysterical to accept treatment!

User avatar
Rias
DEV
Posts: 615
Joined: Sun Sep 03, 2017 4:06 pm

Re: Changelog

Post by Rias » Fri Mar 06, 2020 10:49 am

General:
- NPC healer fees are now based on severity of the wound treated, rather than a flat 10 fee every time.
- Shelving or retiring a character will now clear that character's aura color.
- Characters that have not logged in for 90 days or more will now have their aura color cleared.
- The OOC output of the TIME command now also mentions the sever's time zone (MST).
- It is now possible to specify "to ground" in the foraging command to place foraged items on the ground when found. Example: FORAGE FIREWOOD TO GROUND
- The FOLLOW command can now be used as an alias for JOIN.
- Player characters that are AFK and lying down in an infirmary now automatically accept medical treatment.
- Searching market items now also considers crafting mark/brand description text.
- The market now considers many additional factors when it comes to categorizing items to determinine stock flooding.
Animal Husbandry:
- Fixed a bug that prevented livestock from eating in certain situations.
Areas:
- Lowered spawn rate for certain creatures in Two Falls Mine.
Bugfixes:
- Fixed a bug that caused items in vaults not to show up when checking from the bank lobby. Players that have experienced this issue should enter their vault and leave it again to fix the issue.
- Fixed a bug that prevented accepting items being given from within an open container.
- Animal feed that can't be eaten by PCs no longer shows in the output of the FOOD command.
Combat:
- The Mighty Blow move now uses up all balance, and has bonus rerolls based on how much balance was used.
- New help/wiki article for "ambush": https://cogg.contrarium.net/wiki/index.php/Ambush
Construction:
- The BUILD command can now specify "make" or "new" as part of the command to indicate that the builder wishes to build a new instance of an item, rather than try to continue work on building an existing item in the room. Syntax
example: BUILD NEW HANDCART
Duelist:
- Fixed a bug that prevented Duelists from having access to the Combat Mobility ability.
Farming:
- Fixed a bug that would often prevent auto-repeat planting from working correctly.
Farms:
- Beehives will now display their honeybee occupation level.
- Looking in beehives will now display honeybee occupation info even when the beehive is empty of items.
- Various actions and events can now affect beehive population levels, which in turn affects how quickly honeycomb and honey are produced.
- Chawtooth squirrels are now available for purchase at the farm stockade, filling the role of a common hutch livestock animal.
- A post board has been added to the farm stockade interior.
Marauder:
- Marauder training rooms now teach the Artifice skill.
Nightblade:
- It is no longer possible to switch away from Tactics: Nightblade when Risk is above 0.
Occult:
- It is now possible for channelers to release a specific single channel instead of all channels at once by typing RELEASE <CHANNELTYPE>. Example: RELEASE SORCERY to release a single sorcery channel.
Physicker:
- Fixed a bug that caused Motivation Therapy to not apply any actual morale bonus.
- Reflection Therapy duration is now increased based on the therapist's Medical skill and Therapy affinity, with an additional bonus for those who have the Intuition primary attribute.
Ranger:
- Rangers are now able to learn the Druidic Bond ability, which may lead to further druidic abilities.
Scholar:
- The Primalist class specialization of the Scholar Guild is now available for those scholars interested in focusing on druidry.
Tailoring:
- Fixed a bug that caused various sewing recipes to be impossible to finish after the first step.
An assistant introduces a lanky brooding-eyed woman with tan skin to you as Karen and assigns you to treat her wounds.
>tend karen
You try to tend to Karen, but she is too hysterical to accept treatment!

User avatar
Rias
DEV
Posts: 615
Joined: Sun Sep 03, 2017 4:06 pm

Re: Changelog

Post by Rias » Mon Mar 30, 2020 4:31 pm

General:
- The PALM command is now usable by those with the Artifice skill, no longer requiring an ability, and now grants Artifice skill practice with diminishing returns that refreshes over time.
- Those with the Artifice skill now have access to the SLEIGHT command, which can be used to perform some sleight of hand tricks that grant Artifice skill practice with diminishing returns that refreshes over time.
- Spoiled sit-down food can now be put into any container in order to make it more convenient to transfer and dispose of.
- Digging for worms will now auto-stow found worms in an available container.
- Recent worm finds in a room will now temporarily decrease chances of additional worm finds in that room, encouraging worm-diggers to move to different rooms every now and then.
- Increased the chances for lockboxes to contain random extra loot.
Abilities:
- The Deft Recovery ability is now available to Duelists, Nightblades, and all Adventurers.
Animal Husbandry:
- Chicken feed is now available for purchase at the General Store.
Areas:
- The coastal outpost of New Emberlight has been added to the world.
- The out-of-the-way outpost of Blackwater Logging Camp has been added to the world.
Bugfixes:
- Fixed a bug where loot-found dyes were always the same color.
Combat:
- Tumbling to avoid an attack now grants some Dodge practice.
- The practice rate for Dodge and Block has been increased.
- All armor skills (light, medium, heavy) have been merged into the single Armor Use skill.
- Shield Bash now causes stagger even on lesser (non-knockdown) successes.
Crafting:
- Anvils are now considered instanced containers.
- Metalworkers can now REPAIR damaged metal items.
Documentation:
- Added a wiki/help article about Kindling.
Duelist:
- New Duelist ability: Combat Analysis
Locksmithing:
- Lockpicks will now break after enough use.
Nightblade:
- Nightblades now have access to the Sorcerous Channeling, Shadow Orb, and Shadow Cloak abilities.
Physicker:
- Physickers with set medical rates will no longer charge themselves medical fees.
Races:
- Released some general information on the Faewyr people. (See the wiki or type HELP FAEWYR in-game)
Shadgard:
- The locksmith shop on Brewery Row has reopened, now selling tools of the locksmithing trade to those know that know how to use them.
Tasks:
- A task hub's task listing now notes experience and pay rewards for each task.
- Taking tasks from task hubs now includes a confirm step in which details of the task are given, providing an opportunity to learn more about the task before deciding whether to accept it.
- Delivery task names are now more informative about where the delivery is meant to go.
- The LIST command now functions as the TASK LIST command when used in a task hub.
- New task type: Long-Distance Delivery
An assistant introduces a lanky brooding-eyed woman with tan skin to you as Karen and assigns you to treat her wounds.
>tend karen
You try to tend to Karen, but she is too hysterical to accept treatment!

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