Weekly changelog, updated automatically each Monday. If the info here looks old, it might be cached in your browser. Try refreshing the page.
- The chatjeer command can once again be used to jeer at bad puns on the game's main chat channel.
- Garments made of waterproof material (such as oilcloth) worn in the Robe and Coat inventory slots will now prevent drenching from rainfall. (Was previously ony those in the Cloak slot).
- It is now possible to specify size and wood type when foraging branches. Example: forage medium aspen branch
- Shops and markets will now always display an item's quality in short descriptions.
- Auto-travel will now stop when a road changes to a trail or vice-versa. These transitions can be treated like forks in the road by specifying the transition direction ahead of time with the travel command in order to continue auto-traveling past the transition.
- The changelog command can now be used from the account screen.
- The unread changelogs notification now displays at initial account login rather than character login.
- Several of the more cpu-intensive code functions are now threaded processes. This may cause a slight response delay for some commands such as searching the market for terms with a high number of results, but other actions can be performed during the delay and the game will no longer lag for everyone while the more involved command processes.
- Fixed a bug that was preventing quivering bowstrings from automatically vanishing a certain number of days after being discovered.
- Cooking with wooden skewers will now cause normal durability wear on the skewer, rather than them having a hard-coded 3 uses. Tougher wood types will therefore have more uses before needing to be replaced. This also fixes the bug that allowed ruined skewers to be used for cooking (which caused further bugs).
- New cooking tasks: Chop Ingredients, Cook Basic Ingredients.
- Churning milk into butter now causes a slight increase in end product value rather than a decrease.
- The "Materials" helpfile now includes sections for Cloth and Wicker.
- The "Materials" helpfile now notes material warmth, ability to be dyed, and water-resistant properties.
- Leather and fur are now considered water-resistant, meaning cloaks, coats, and robes made from these materials will prevent rain from drenching the wearer.
- Amount of Risk caused to hiders when someone is searching is now affected by how much Perception skill the searcher has vs how much Stealth skill the hider has.
- It is no longer possible to stalk oneself.
- It is now possible to type stalk stop in order to stop stalking a target. While stalking a target, the output of the stop command or stalk by itself will inform the player of this.
- The Stormholdt kitchen now sells some gristly offal that characters may feed to the local cat.
- Each drinking establishment now sells a mug branded with said establishment's logo. Collect them all!
- Attacks that are intercepted by a guard are now subject to being fended off by the guard's weapon reach.
- Fixed several mobs that would neither search nor flee in response to stealth ranged attacks.
- Mobs now stay paranoid for significantly longer when observing a stealth ranged attack.
- Wyrmlings now have some Perception skill (though it isn't a whole lot).
- Fixed various eyeless mobs to be immune to the Dirtkick maneuver.
- Increased the rate of Risk accumulation for hiders when someone in the room is searching.
- Fixed a bug where Risk wasn't applying negative rerolls to hider Stealth checks when someone was searching in the room.
- Abilities can now be classified as Charge Abilities, which will automatically add information on the Charge effect to their descriptions. Shield Charge and Tackle are two such abilities.
- It is now possible to steal from ajar containers.
- Mounted attacks, Shield Charge, and Tackle now close greater distances to targets on each melee approach attempt.
- Melee approach messaging now has indicative messaging for varying approach modifiers such as mounted or charging approaches.
- Guarding can now intercept ranged attacks as well as melee attacks.
- Charge attacks now immediately follow through if their approach attempt reaches Melee range with the target.
- Targets that are Staggered or Surprised can no longer perform automatic counterattacks.
- The coat and cuirass inventory slots no longer conflict with one another.
- It is now possible for leatherworkers to repair damaged leather items. An awl, needle, hammer, and thread are required. More heavily-damaged items may require some spare leather for the repairs.
- New material: Ridgeleather. A bit tougher than normal leather. Rigid leather armor items will be automatically updated to this material.
- The following components can now be hammered from copper and bronze: single-hand sword grip, double-hand sword grip, sword pommel, sword crossguard
- It is no longer possible to drag or levitate corpses into bank vaults and inn rooms.
- Common crafting recipes are now automatically available when skill and ability requirements (if any) are met, rather than needing to be individually learned. (Recipe points are no more.)
- Players can now type recipe unknown to see a list of common recipes for their known crafts that they do not yet meet prerequisites for.
- Fixed a bug that prevented ash from being used with the Dirtkick ability.
- Quivers will now work with javelins for auto-drawing to attack, as well as when using the the arm and unarm commands.
- Fixed a bug that allowed the arm and unsheathe commands to retrieve weapons from closed containers.
- Fixed a bug that was causing the weapons command to ignore ranged launchers that don't function as melee weapons.
- Fixed a bug that caused the sheathe and unarm commands to ignore ranged launchers that don't function as melee weapons.
- The sheathe and unarm commands will now look for a generic container to stow a held weapon in if a sheath specific to that weapon type is not available or if there are no inventory slots currently available for wearable weapon types.
- Copper awls can now be purchased at general stores.
- New item type: Book. Book-type items can hold writing on multiple pages within a single item.
- Generic wilderness auto-descriptions now mention the terrain blocking impassible directions.
- Fixed a bug where various melee attacks and maneuvers caused some dead creatures to try and flee.
- It is no longer possible to thresh or winnow while exhausted.
- Added a helpfile/wiki article about Khaldea.
- Targeted emotes will now correctly show targeted characters "your" instead of "you's".
- The emote command now accepts "@my", which will do the same thing as "@me's" and "@'s"
- It is now possible to use the pose command to have characters display their current pose.
- Orders will now consider carts or wagons pulled by the buyer's mount if no other suitable containers are found to store the purchase.
- Entering the get command without arguments now includes some examples targeting hidden and unhidden items.
- Entering the emote command without any arguments now gives a little more info on how to use emotes, including possessives.
- It is now possible to stop unlearning an ability and restore its functionality by typing ability unlearn stop. Messaging has been updated to note this when unlearning abilities.
- Multiple beehives on the same farm now suffer increasing inefficiency as more hives are added. Characters with the Animal Husbandry skill can see the current efficiency by looking at any beehive when multiple are present.
- Animal shelters now get gradually filthy over time rather than in large amounts once every several hours.
- Farm animals now put up with a bit more filthiness in their shelters before their production pauses.
- Fixed a bug that allowed items in for repairs to be retrieved before they were ready.
- When attempting to crush a crushable item without the skill required to do so, the player will now be informed of the skill requirements they do not yet meet.
- The following basic crafting recipes are now automatically available without needing to learn the recipe: ingot, medium blocks (stone), small blocks (stone), block (wood), tempered clay, cloth, medium lithic chunks, small lithic chunks, lithic shards
- Rooms that offer special druidic abilities now have an extra line of text to grab the attention of visiting druids. (Not seen via peering.)
- The new OccupantLists option can now be used to toggle between listing room occupants in a line-broken list (new) or a comma-separated sentence (default). Use the options command to toggle options.
- Shadow Cloak now indicates when its duration is getting low.
- Fixed a bug that was causing the lingering effects of Binding Tendril to expire immediately after triggering.
- The Stormholdt smithy furnace now has a functioning slag chute lever.
- The quality of a container item now has a small effect on the container's total capacity.
- Lockboxes acquired via the Treasure Scavenge ability now have a lock difficulty based on the area they're found in.
- Looking at lighter items (firestones, etc.) will now note that the item can be used to light flammable objects, as well as how many uses the lighter item has left.
- Examining items with bowstrings now notes that the unstring command can be used to remove the bowstring.
- The quality of worn items now has an effect on how much warmth they provide.
- Looking at or attempting to open portals that are barricaded shut will now indicate that they can be attacked to try and bash them open. (Some may be less obvious and not indicate this.)
- Messaging when attacking barricaded portals will now include a rough estimate of how close the barricade is to being breached.
- Post office Collect on Delivery collections of 1,000 or more riln will now be paid in the form of a banknote.
- Fixed a bug that was preventing the additional melee reroll pushdown against targets currently being stalked by the ambusher.
- The quality of armor items now has a small effect on their encumbrance rating.
- The output of the combat command showing potential rolls now considers the base 100 applied to all combat rolls.
- Fixed a bug that was preventing some mobs from using their grapple attacks.
- New simple town task: Shovel Snow
- Added some tutorial tasks about wilderness basics and auto-travel.
- A few trash barrels have been placed around Stormholdt Castle.
- Items found while looting defeated foes will now look for an alternative stow container if the character doesn't have one specifically set, or said specifically-set container cannot be found or is otherwise unable to store the items.
- Fixed a bug that was causing abilities set to unlearning to never actually be unlearned.
- Fixed a bug that could prevent foraging firewood.
- Bank locations may now potentially have limited banking options (i.e. a festival might provide on-site banking services that support currency transactions only - no vault access)
- Results of the check command at banks is now more concise.
- Results of the wealth command is now more concise, particularly with totals.
- Selling for a total of 5,000 or more riln at markets that have supporting banks will now be paid with a banknote rather than coins.
- Selling at markets that have supporting banks will now send money directly to the seller's local bank account if no containers are available to store money.
- Updated various bank-related actions to check if the character in question is in good enough standing with that bank's associated faction to make use of their services.
- Many bank-related messages will now specify which bank is being referenced, rather than referring to it as "your local bank".
- A certain step of the druidry initiation process will no longer cause the initiate's eyes to bleed.
- New recipe: bandolier. A container that holds throwing-knives, worn in the new 'bandolier' inventory slot with no other slot conflicts.
- Mounts and their riders now share combat engagement positioning with each other.
- Mount special attacks will no longer go on cooldown if they were not able to execute successfully.
- Item durability adjustments will now consider an item material's durability rating when reducing durability through wear and tear, rather than an item's material affecting its maximum durability.
- Item durability shown when examining an item now includes the percentage of remaining durability.
- The following items now have higher durability: chisel, saw, piton, small hand drill, awl, needle, scissors, all armor pieces/types
- Riversteel is now a bit more durable than standard steel.
- The travel command can now be used to auto-travel trails created by PCs with the Trailblazing ability. Auto-travel along established roads will not stop at forks created by such trails, however.
- Testing a changelog format update.
- Using the @ symbol now works across all bridged chat protocols that support @ mentions (some may be case-sensitive). @ mentions that match in-game usernames will result in the mentioned user seeing the text [PING!] on a line preceding the message.
- Fixed a bug that was causing immediate durability loss when attaching two items of significantly-differing materials together (i.e. wooden hafts and metal heads).
- The following processes now cause wear and tear on associated tools: hammering (pitons, metalworking), metal repairs, crushing stone into powder, building (construction), felling trees, chopping wood, weeding, carving (stone and wood), digging, leatherworking, cleaning pelts, cutting pattern-traced cloth/leather
- New recipes: scale cuirass, scale greaves, scale vambraces
- The "Knights Templar" wiki/help article has been added.
- Riversteel weapons now enjoy a small bonus to hack, slash, rake, and pierce damage types.
- Mobs that use a leaping pounce attack no longer avoid using said attack against mounted targets.
- The main material for crossbows is now based on its bow-stave component. Examine a crossbow to update its material if it does not already match its bow-stave.
- Bows and crossbows now have a damage multiplier based on the wood type of the bow stave.
- Javelins can now be stored in quivers.
- Flint can now be foraged in a few more locations.
- Logging out while sitting or lying on a gettable bedroll will now cause the bedroll to despawn with the logging out character and respawn when the character logs back in.
- The help/wiki article for Flint has been updated to be a little more helpful in discerning just where flint might be foraged.
- The Library of Qamar now has a stables just outside the main library.
- Channeling armor interference now has a "grace period" during which channels will not be dropped for characters with an Overall Armor Level of 2/Medium-Armored (5 seconds grace period) and 1/Lightly-Armored or lower (10 seconds grace period).
- Mounts can no longer be led into rooms they can't be ridden into. They will automatically re-join when their leader returns.
- Mounts will now despawn when their owner logs out, regardless of riding status or distance between mount and owner. The mount will respawn in the same location it despawed at when the owner logs back in.
- The initial act of stalking a target now counts as Stealth practice.
- New ability: Multi-Throw (Due, Mar, Ngt, All Adventurers)
- Most of the code related to channeling occult power has been refactored.
- Proximity between characters is now tracked for combat purposes, determining when melee attacks and similar actions are possible. Ranged attacks are always usable regardless of proximity. Melee actions will automatically advance toward the target if not close enough to perform the actions. Either character leaving the room will reset the pair's combat proximity.
- There are now two combat modes: Engage and Avoid. Avoid will attempt to keep distance from melee attackers and slow their approach, but will eventually be overcome if the target makes no effort to escape. These modes can be changed with the combat command (or the position command for those used to the old method).
- Stalking a target now counts toward closing combat proxity between stalker and target. More than one stalk attempt may be required to close to melee range.
- New Metalworking recipe: throwing-knife
- A new discoverable Druidry ability has been released into the wild.
- The following areas now have mount stabling services: New Emberlight (stables next to the Keep), Hanged Man Inn (stables just outside), Blackwater Logging Camp (animal pen in camp)
- Armor now interferes with active channeling.
- The ShowRolls option may now be used to toggle whether or not standard die roll formulae and results are displayed.
- It is no longer possible to open or maintain Sorcery channels while holding ferrous metal items or wearing ferrous metal items in the gloves, vambraces, armwraps, bracelet, or ring slots.
- RPAs (RolePlay Awards) now actually work by increasing experience gain per pulse and eventually run out.
- Markets will no longer refuse to buy dyes due to market flooding.
- Attempting to go through portals that deny mounts will now prompt the player to go again and auto-dismount. The character will automatically re-mount when they return.
- It is no longer possible to show, describe, or learn room abilities when hostiles are in the room or the inquiring character is hiding.
- The Metalworking article now has a section about sharpening bladed items.
- Several druidry abilities now have a sanity maintenance cost, reducing the druid's maximum sanity while active. These sanity costs stack, and some will cause sanity to no longer increase over time but instead slowly tick further down.
- Town and outpost peacekeepers are now more responsive to locals shouting criminal accusations.
- Outposts without proper jail facilities or banks (to handle debts) may now attempt their own brands of justice against criminals.
- Fixed a bug that was preventing some mobs from having tougher-than-usual hit locations.
- The 'visible' keyword (or 'unhidden') can now be used to ignore hidden items that a character is aware of. Examples: look visible lockbox or get unhidden candle
- Fixed a bug that was preventing charge attacks when riding warmounts.
- Fixed a bug where leatherworking would eat up components on each repeating step instead of only the initial step.
- Anomalum chalk now shows how many uses it has left when looked at.
- Fires that can be stocked with extra fuel will now flicker when about to go out if they have no additional fuel left to burn.
- It is now possible to break (or crush) small branches by hand into kindling.
- It is now possiblbe to name disguised individuals. The name will be given to all disguised individuals who match the the same general description (any of height/build/eyes/hair/etc. that is visible).
- Characters can now choose "androgynous" as their gender appearance during character creation.
- Trees and forage have been added to the areas around New Emberlight and Blackwater Logging Camp.
- Fixed a bug that made tinder far too difficult to forage.
- The New Emberlight triage worker has burned through her savings and is now forced to charge patients for healing in order to make ends meet.
- Fixed a bug with the wilderness room auto-describer. Wilderness rooms should now be slightly less nondescript.
- Fixed a bug that was preventing the calming effect of Druidry raw casts at beasts.
- Disarming lock traps can no longer be performed by characters with no Locksmithing skill.
- Choosing an aura color now triggers an hour-long cooldown during which another aura color cannot be chosen.
- The calendar command can now be used to see a list of the in-game days of the week and months of the year.
- Rooms can now temporarily run out of simple environment forageables (tinder, branches, firewood, rocks, etc.), prompting foragers to occasionally move to different spots.
- The arcana command can now be used to get info on a character's memorized glyphs. Example: arcana distyr
- The following effects are now dismissable: terlu, solca, iquaj, uyto, dorun
- There is now a studyable `dorun` glyph plate available to Arcanists in their area of the Library of Qamar.
- A certain window in the Tarueka Farmhouse now serves as an arrow slit and a jump exit.
- Fixed a bug that was causing new characters to see their own names as "template_character".
- Fixed a bug that was causing broken bowstrings to remain attached instead of being removed.
- Fixed a bug that allowed group members to follow into restricted areas.
- A group leader heading ashore from a ship will no longer leave group members behind.
- Fixed a bug where skill-enhancing items weren't being considered in effect duration display in ability descriptions.
- Fixed various bugs that were leaving closeable items "ajar" when they shouldn't be.
- Fixed an item-duping bug.
- Throwing darts at dartboards no longer causes an error.
- Looking at/through windows should once again give the looker a view of the room on the other side (if the window is set up to do so).
- Fixed a bug that was preventing characters from unposting their own posts from post boards.
- Fixed a bug that was preventing special attacks from getting their reroll bonuses.
- The Flip Flank version of the flip command - if the character is capable of it - will now automatically be used if that character's target or any other hostiles are in the room.
- New help/wiki article: Spearfishing
- New help/wiki article: Skill practice
- New help/wiki article: Calendar
- Fixed a bug that was occasionally causing mobs to briefly consider hostiles as non-hostile.
- Octum Spirits now take a round near hostiles to become agitated enough to go aggressive.
- Infested vagrants have had their weapon set changed to include weapons of lesser damage than before, or sometimes no weapon at all.
- Fixed a bug that was preventing the Odd Jobs tutorial task from completing.
- Energy will now regenerate to a max of 5% if a character has no nutrition.
- Fracture wounds can now be caused by significant blows of puncture, hack, bludgeon, or crush damage. See the "fracture" help/wiki article for more information.
- New woodworking/metalworking recipe: Crank handle
- New construction recipe: stacked stone well
- Fixed a bug that was preventing the ability to clear field plots.
- Filling buckets at primitive unwalled wells now causes energy loss and extra roundtime.
- New Locksmithing task: Pick Box Locks
- Fixed a bug that was causing mounts to be unable to regenerate energy. (Really this time.)
- New Scholar task: Shelve Books
- New Scholar task: Copy Offsite Document
- In-game announcements (including changelogs) now go to the #OOC channel, and will show even for users who normally have that channel ignored.
- Fixed a bug that was bypassing the Octum spirits spawn cap.
- Fixed a bug that was preventing Octum spirits from utilizing some attacks.
- Fixed a display bug that was making sanity loss show the full amount even if the amount was reduced by Willpower and/or Meditation.
- New woodworking/metalworking recipe: Spinning-reel
- New metalworking recipe: Tiny rings
- A spinning-reel can now be attached to a rod along with some tiny rings to create a fishing rod.
- Bugfix: Mounts should no longer occasionally refuse to regenerate energy.
- Occult diagrams now vanish 30 minutes after being drawn.
- Learning occult diagram glyphs is now done through studying applicable objects (many of which can be found in the Library of Qamar), rather than by taking associated abilities.
- The new Glyph Retention ability is now available, allowing characters to increase how many glyphs they can memorize. This ability can be taken multiple times based on a character's Arcana skill.
- A certain room up on the West Shelf has been rewritten to no longer describe mysteriously powerful winds.
- The Stormholdt armory now sells some basic weaponry and ammo.
- The website changelog now has two options: weekly and rolling. Each has its own RSS feed available.
- Recently-unlocked items will now show as "ajar" rather than "closed".
- Riding mounts in the wilderness and attacking while riding mounts now yields some Riding skill practice.
- It is now possible to specify which road forks to take in a single travel command. Example: travel north northeast west would mean to start traveling north along the road, at the first fork continue on the northeast road, then at the next fork continue on the west road.
- Setting a fishing record now results in some experience rewards. (Once/day for daily record, once/month for monthly record)
- It is now possible for a character to hitch a cart they are currently pulling to their mount without having to first STOP pulling.
- Fixed a display error that was causing an ability description's defense rerolls to display its offense rerolls instead of defense.
- Fixed various bugs with mounted auto-travel.
- Fixed the output of the Armor Encumbrance Check text in the armor and combat commands to include the base 100 of the die roll.
- Fixed a rounding error that was granting 1 defensive reroll at 5 roundtime instead of the intended 0.
- Cloak Parry no longer requires an empty hand to use, but having an empty hand grants a bonus to its chances to trigger.
- Cloak Parry can now trigger even on successful parries, allowing Duelists to enjoy its additional effects more often.
- New Duelist ability: Main-Gauche
- Smelting furnace slag chute levers now simply drain any molten material when pulled, rather than acting as an open/closed toggle.
- A week-by-week changelog can now be seen on the website at cogg.contrarium.net/changelog and will be automatically updated every Monday.
- The following outfit subcommands now work: check, delete, rename
- Mounts have been added. Yeehaw!
- Foraging experience gains now suffer diminishing returns over time.
- It is now possible for characters to lead their mounts.
- Actions that automatically search for containers including carts will now also look for carts hitched to owned mounts.
- The War Riding ability is now available for all members of the Warrior Guild, as well as Rangers and Primalists.
- Small dagger-like weapons now receive a damage bonus to ambush attacks. Examine the weapons to see their bonuses.
- Small piercing weapons with ambush bonuses will now always use the Pierce damage type when ambushing.
- Fixed a bug that was preventing buff and summon spells from incurring their casting roundtime and energy cost.
- When entering an account name that doesn't exist while connected as a guest, there is now a confirmation step to create the new account during which another account name can be entered.
- It is no longer possible to create an account using the name of an existing PC or NPC.
- It is no longer possible to create a character using the name of an existing account, unless the character is associated with said account.
- Examining a closeable container will now note that the container can be closed and opened.
- Recipe info will now show a full examination of a sample of that item type.
- Items made of metal with impurities will now result in low qualities.
- Looking in furnaces with molten metal now shows the molten metal text in a spiffy assortment of colors to make it more obvious.
- Molten iron no longer turns into pig-iron.
- Smelting furnaces are now equipped with a slag chute and associated lever. Pull the lever to open or close the chute. When the slag chute is open, any molten material inside the furnace will drain out into a waste pit and be lost.
- The split command has been updated and is now able to target non-held items.
- The backstory command can now be used for managing a character's recorded backstory.
- Writing slates and chalk have been added to general stores.
- It is now possible to target a specific character or the entire room within the write command in order to immediately show the writing content of a writing slate, with the same double-colon syntax as targeted speech. Syntax examples: write ::room Hello everyone! or write ::bob You owe me cookies.
- Melee ambush attacks against a target with a Perception of 120% or lower than the attacker's Stealth will now cause the target to be "Surprised" for 3 seconds, preventing immediate retaliation.
- New help/wiki article: Stalk
- Bog Bodies now use more ghoulish unarmed attacks, and their mesmerize effect now has a cooldown as well as a skill check for success.
- Fixed various bugs related to suturing with bundles of thread.
- Fixed a bug preventing the stash command from finding a character's default "stash" container.
- Fixed issues that the in-game help had when trying to look up topics with multiple words or that contained apostrophes.
- Wood-burning stoves should now only be lit when temperatures are cold enough to warrant the extra warmth.
- It is no longer possible to trace tailoring/leatherworking patterns if the character doesn't know the associated recipe.
- Both weaving and tracing sewing patterns now require each piece of thread/yarn/cloth to be of the same color and animal type.
- Smelting has received a small overhaul. Furnace contents can now be seen when in use, molten metal can be seen in said furnaces, amount of slag by-product for ore-smelting has been reduced, and amount of ore being smelted now dictates how much flux is needed (roughly 1 charcoal per every 6 crushed ore powders. Having more than necessary will have no ill effects).
- Skill training rooms meant to train all classes of a particular guild will now include that guild's general skills in addition to a character's class-specific ones.
- Satellite guild chapters no longer offer ability training. Characters must travel to their primary guild facility to learn new abilities.
- It is now possible to browse new at markets in order to only see items that have been put up for sale within the past 48 hours.
- It is now possible to fill liquid containers at adjacent rivers, lakes, or seas when out in the wilderness.
- Adjacent wilderness sources of fresh water (lakes, rivers) can now be used for drinking and wetting clay. Both freshwater and saltwater sources (oceans) can used for cleaning.
- Skinning and butchering should now be smarter about finding suitable containers if no container is specified or set as a default.
- Target matching will now search for exact matches of text within double quotes. Example: order "a vial of red dye"
- Cleaning out animal shelters of animal refuse is now an auto-repeating action.
- Fixed a bug that could cause crossbow bolts and fishing tackle items to disappear and break their associated crossbows/fishing rods.
- Fixed a bug that was causing some bundled items to be worth more than they should.
- Knapping auto-repetitions are now 5 seconds instead of 30.
- Leatherworking is now an auto-repeating command.
- Cutting patterns for tailoring and leatherworking is now an auto-repeating process, and grants a small amount of experience/practice.
- Spinning wool into thread/yarn now takes far fewer repetitions.
- Sewing now has a slight energy cost.
- Recipe info will now show a sample description for that type of item.
- It is now possible for farmland renters to demolish built structures on their farms.
- It is now possible to sew while sitting down.
- The dive command can now be used in rooms where it is possible to jump into deep water below (using jump will still work).
- Jumping from land into deep water can now have a variety of message results based on Acrobatics/Swimming skill check, taking the Agility attribute into account for extra rerolls.
- Banknotes can now be used to pay NPCs for repair services.
- When attempting to sheath an item in an already-occupied sheath, the messaging will now say which item is already occupying the sheath.
- The sheath command will now attempt to wear applicable weapon types (i.e. longbows, shields).
- Results of the tumble command are now based on Acrobatics skill, the Agility primary attribute, weight encumbrance, armor encumbrance, knowledge of the Tumble combat ability, whether the character is in negative Balance, and whether the tumble was initiated from a standing, sitting, or lying down position.
- Using the tumble command now gives a small amount of Acrobatics practice, with diminishing returns that reset over time.
- Jumping down long falls and diving from land into deep water now gives a small amount of Acrobatics practice, with diminishing returns that reset over time.
- The output of the abilities known command will now also state how many abilities are known out of the the character's total possible abilities for their current level.
- Being rooted now prevents usage of the stance command.
- Quivering Bowstrings now degrade significantly less quickly through use.
- New help/wiki article: Swimming
- The Scholar Guild now offers Meditation training up to 300 to all members, with Arcanists up to 400 and Primalists up to 500.
- Attempting to climb an item that can't be climbed but can be jumped over/into/etc. will now prompt the user to try jumping instead of climbing.
- New common hair lengths: shaven, closely-shorn, jaw-length, hip-length
- New common hair styles: crimped, glossy, greasy, neatly-kempt, ragged, scruffy, shiny, silky, smooth, tangled, tousled, wiry
- Fixed a bug that caused carving bundles to disappear, and partials/leftovers to bundle when they shouldn't.
- The account registration and login processes have been streamlined.
- Refined matching in the look command to be less aggressive about trying to look at the sky/stars/moon/constellations.
- Temperatures now need to be a tad higher before being considered "Warm", "Hot", or "Sweltering".
- Various major changes to how commands, spells, and abilities are handled. Be on the lookout for bugs.
- A routine item-saver function has been added in order to reduce risk of item loss/reversion in the event of crashes.
- Fixed seed short description order. (Previously: "a pumpkin large pale brown seed" Now: "a large pale brown pumpkin seed")
- New common character builds: chubby, curvy, fit, full-figured, lithe, muscular, petite, portly, robust, skinny, slim, strapping, willowy
- The help command will now attempt to search for and return related titles if no exact title match is found.
- Lettuce and cabbage seeds are now available at general stores.
- Fixed a bug where newly-planted seeds could sometimes start out significantly wilted.
- Planted crops that haven't grown at all yet (planted mounds of soil) can no longer be seen as "wilted".
- Death now causes the loss of any experience in the experience bucket.
- Fixed a bug with the password command.
- Fixed a bug that prevented the recipe command from working.
- The donate command can now be used to donate riln in rooms with donation boxes.
- Fixed a bug that allowed animals to lay eggs beyond a shelter's maximum capacity.
- Occupied animal shelters now build up animal refuse over time, and must occasionally be cleaned.
- Cutting patterned cloth no longer produces cloth scraps.
- The combat command can now be used to see a character's potential combat rolls based on their skills.
- Dodge and Block skills now contribute 75% to their respective defense rolls, while Melee and Ranged skills now only contribute 50% to Dodge and Block rolls.
- Armor now causes a chance to lower potential rolls for attacks, combat maneuvers, and various other actions. The greater the degree of failure against the armor encumbrance check, the more the roll potential is lowered.
- The armor and combat commands now display the character's current armor encumbrance check information, based on skill and armor worn.
- The various warrior class Tactics abilities now grant armor encumbrance check reductions to certain classes of armor.
- Fixed a bug that caused Tumble and Flip to ignore the attacker's skills in the skill check and therefore succeed far more often than intended.
- New helpfile/wiki article: Armor Encumbrance
- Spinning yarn or thread will now, if a suitable stow container is found, automatically stow the finished product and continue spinning more of the product if adequate spinning material is still in hand.
- The containers command now notes whether closeable containers are currently open or closed.
- It is now possible to strip armor in order to strip only worn armor pieces and place them on the ground.
- Fixed a bug that caused carts to overfill from harvesting crops. (Really this time.)
- Bowstrings now take damage with use and will eventually break.
- Nightblades can now study the Sorcery skill in their Stormholdt training room.
- The market no longer buys unstrung bows.
- Attached item labels are no longer considered components of the labeled item.
- A character's active effects are now cleared upon death (with a few rare exceptions).
- Selling barrels of sellable liquids (i.e. milk) now only sells the liquid contents and leaves the seller holding the barrel.
- Crushing honeycomb will no longer consider vessels that already contain other items.
- The farm stockade no longer lists non-farming tasks.
- Fixed a bug in damage output text where damage that wasn't resisted was still showing 100% damage effectiveness (100% should not show any percent output, but rather be implied if no percent is shown).
- Fixed various container restriction bypasses when ordering from stores.
- The "arrow slit" mechanic has been implemented. This will allow ranged weapons and ranged attack spells to target arrow slits and other such designated window items in order to target hostiles on the other side. Some attack type restrictions may apply, based on the type of arrow slit item.
- Updated how attacker vs target challenge ratings are determined, basing calculations on difference percentages rather than a fixed range.
- The consider command now gives challenge estimation for both Melee and Ranged combat, and hints when cases of significant advantage over the target would not yield any experience.
- Fixed a bug that was preventing Melee and Ranged skill practice from increasing.
- Unarmed strike attacks while channeling sorcery are now converted to nether-oozing fist attacks.
- New construction recipe: animal feed troughs
- New construction recipe: wooden toolshed
- Those characters who chose not to be Undying will now truly be sent to the great beyond upon death. (Characters created before the Undying choice was added to character creation are all assumed to be Undying.)
- The info command now notes whether a character is Undying or not.
- The wiki and in-game help command (which queries the wiki) should no longer be so picky about capitalization in article titles and search terms.
- Furniture (chairs, tables, benches, trunks, crates, etc.) now take up some farmland plot space.
- The farm structures command can now be used on a farm to get a list of each structure and its space taken.
- Farmland expansion maximums are now based on a character's combined Animal Husbandry and Farming skills.
- Some types of lore-study items may now only require the wait time before studying one's portfolio in a research area again for futher information, rather than having to study the lore item again between each research session.
- Auto-dirtkick on attacks now happens before the weapon swing, instead of after.
- The Glassworking skill has been removed (to eventually be introduced as a minor craft).
- The Warrior Guild baths now have clothing bins for quick changing.
- It is now possible to sell contents gems, to only sell gems that are within the specified container. (Still, be careful and read the list of items to be sold before confirming.)
- The janitor will now remove mob corpses from rooms after a while.
- NPC healers will no longer ignore hysterical patients left by physickers.
- It is no longer possible to drag items that are currently being used to cook.
- Fixed a bug that was causing characters to respawn completely naked and without some of the flavor text after death.
- Defense against ranged attacks now has one less roundtime-based reroll than defense against melee attacks, with the exception of shield defense which suffers no penalty.
- The ContainerLists option can now be used to toggle container content listings between comma-separated sentences and line-broken lists.
- The Warrior Guild repair facilities now perform repairs a bit more quickly than public repair facilities.
- The general time of day (morning, noon, dusk, etc.) is now displayed along with other room conditions like environment and weather.
- The general time of day (morning, noon, dusk, etc.) is now displayed in the output of the time command.
- The exposure command can now be used to see a list of body locations with significant exposed skin.
- Wrist sheathes are now worn in the Bracelet slot, meaning two can be worn at once and they no longer count as skin coverage for the arms.
- The Bracelet and Vambraces slots no longer conflict with one another.
- Morale-based rerolls are now displayed rather than hidden (assuming roll numbers were being shown in the first place).
- The unsheath and gird commands will now attempt to find any suitable weapon in a character's inventory if they do not have a default weapon set.
- Fixed a bug that caused crossbow stocks to be weightless, which was in turn causing completed crossbows to be far lighter than intended.
- Fixed a bug that would occur when the load command was used without any arguments. (Now properly attempts to check held items to see if they're loadable.)
- Fixed various bugs that allowed selling of items to the market when the market was already overstocked with that type of item.
- It is once again possible to look sky.
- Fixed a bug where output from non-logged-in users using the help command could go to the wrong user.
- Crossbows now require a free hand to fire.
- The Mesmerized effect now prevents fending off attacks, tumble/flip dodges, and counterattacks.
- The calming effect of raw druidry casts now actually works.
- Mobs/NPCs have learned how to use ranged weapons.
- Food items are now a little more specific as to how appetizing or unappetizing they are when looked at or when using the food command.
- Fixed an error caused by using the travel command during roundtime or traveltime.
- Fixed a Storytelling issue where badly-received stories gave the wrong messaging upon completion (just repeating the finishing text).
- Glyph abilities can now be looked up via in-game help or on the wiki by their glyph name (i.e. "iquaj") or their common name (i.e. "blur"), instead of having to type out the entire ability name.
- Both the initial discovery of animal signs and the tracking phase of hunting now yield less experience, as well as diminishing returns within a short time period.
- A hunter now gets extra experience when defeating an animal they have hunted.
- Each discovery of animal signs in a room will now temporarily reduce the chances of finding additional animal signs in that same room.
- There is now a small energy cost associated with hunting.
- The Lore skill has been removed. Lore items can now be studied by anyone, though the occasional lore item may require knowledge in a relevant skill to notice.
- Neckerchiefs can now by dyed.
- Fixed a bug that was causing character Armor Level to not be calculated correctly.
- The Mesmerized status now reduces defense rerolls.
- The armor command now also notes the character's Armor Level.
- The Viali now have a help/wiki article.
- Fixed a bug that prevented cold characters from warming up in some situations.
- Fixed a bug that was causing some PCs to be neutral with various factions that were supposed to be hostile. (Again.)
- New Bushcraft/Weaving recipes: wicker buckler, wicker shield
- Fishing rolls are now displayed.
- Some basic info on Ivial has been added to the wiki/helpfiles.
- Fixed a bug that prevented Bog Bodies from using one of their special abilities.
- The Fishing Shack now teaches the Fishing skill.
- The various binding effects of Binding Tendril now cause the target to suffer defensive reroll penalties.
- Tumbling to avoid an attack now grants some Dodge practice.
- The practice rate for Dodge and Block has been increased.
- Added a wiki/help article about Kindling.
- 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.
- 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.
- Chicken feed is now available for purchase at the General Store.
- Anvils are now considered instanced containers.
- Released some general information on the Faewyr people. (See the wiki or type HELP FAEWYR in-game)
- 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.
- 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.
- 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
- Fixed a bug that would often prevent auto-repeat planting from working correctly.
- 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.
- 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.
- Fixed a bug that prevented livestock from eating in certain situations.
- Lowered spawn rate for certain creatures in Two Falls Mine.
- 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.
- New help/wiki article for "ambush": https://cogg.contrarium.net/wiki/index.php/Ambush
- A post board has been added to the farm stockade interior.
- Marauder training rooms now teach the Artifice skill.
- Rangers are now able to learn the Druidic Bond ability, which may lead to further druidic abilities.
- The Primalist class specialization of the Scholar Guild is now available for those scholars interested in focusing on druidry.
- 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
- 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.
- Fixed a bug that caused various sewing recipes to be impossible to finish after the first step.
- 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.
- Ability descriptions now provide info on any reroll bonuses.
- 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.
- 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.
- 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).
- 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.
- It is now possible to unstring a bow.
- 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.
- Fixed a bug that caused buying in quanitities to not consider space available in a character's assigned stow container.
- 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.
- 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.
- Fixed a bug that was preventing anomalum chalk from being used up.
- 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.
- Added the "gem" default container category option.
- All actions that end up automatically stowing an item (such as commands like stow, loot, transfer, 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.
- Fixed a bug that was causing ranged snipe attacks to omit some messaging to the target and bystanders.
- 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.
- 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.
- 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 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.
- The Kildr Dale areas now have the correct weather data.
- 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.
- 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.
- Construction activities now grant more experience and practice, bringing it on par with other crafting skills in that regard.
- 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.
- 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.
- When a prey creature is found via hunting, the hunter will now automatically be targeting the prey.
- 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.
- 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.
- 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.
- Taking a new skill that grants recipes will now inform the player of such, and prompt the player to use the recipe command.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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
- Some occult effects, such as the `distyr` glow effect, now give a few warnings when they're about to expire.
- 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.)
- The Stagger effect now prevents roundtime from decreasing.
- 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 is now based on which attack type(s) (melee or ranged) were used to defeat said foes.
- Targets that are sitting or prone now suffer penalties to their combat rerolls (may vary based on attack type).
- 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.
- 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.
- 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.
- 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.
- Wool from different types of animals can now have differing market values based on animal type.
- 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.
- 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.
- 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
- 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.
- Garments made from wool will now retain the type of animal the wool is from.
- Fixed a bug that was causing some weapons with outdated data to show as "heavily damaged" until examined or otherwise updated.
- Yarn and thread spun from animal wool will now retain the type of animal the wool is from.
- 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
- 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.
- Various simple items (mostly components for further crafting) can no longer be higher than Average quality.
- Planting and harvesting now give farming experience.
- Fixed a bug that wasn't considering available space in additional animal shelters of the same type when ordering livestock.
- 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.
- 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.
- The farm stockade now offers a few tasks involving Animal Husbandry.
- Messaging about skittish prey fleeing melee attacks should no longer be sent to the wrong people.
- 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.
- A kitchen water pump has been added to the Porto D'esilio inn's Party Room.
- Component checks now also consider items held in hand, and items within held containers.
- 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.
- Skittish animals should no longer flee when around other animals they're used to.
- 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.
- Porto D'esilio's Adventurer Lounge is now in Pathfinder's Pub instead of the inn.
- Tarryn Vale and Tarueka have a new weather data set.
- Porto D'esilio now has a stonemason's workshop for training purposes.
- Porto D'esilio's inn now sports a Party Room for hosting events, complete with tables, chairs, a fireplace, a dart board, and a kitchen area with oven, counter space, cupboards for storage, and resident cooking trainer.
- Fixed a bug that could prevent cold hit locations from warming up.
- 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.
- Skillets and cooking pots can now be crafted via forging or metalcasting.
- 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).
- 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.
- 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
- Promissory notes 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.
- Fixed some bugs with certain items gained via charmseeking.
- 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.)
- Fixed a bug that was causing fishing to be far easier than intended.
- Lockpick quality now degrades with use.
- A few new lock traps have been added.
- 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.
- 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.
- 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.
- Fixed a bug that caused the Constitution primary character attribute to continually raise a character's maximum hit location damage caps.
- Foraged stones can now be hurled in combat.
- 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.
- 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.
- Partially-crafted components and goods can no longer be sold to the market.
- 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.
- 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.
- A basic triage healer NPC is now on-duty at the Porto D'esilio healer's cottage.
- 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.
- 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.
- Some flora growth can now be found up on the rocky grass plateau south of Porto D'esilio.
- Non-armor apparel worn in the "hat" slot once again provides protection against cold weather and frostbite.
- 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.
- 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.
- 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.
- Fixed a bug that was occasionally bypassing normal dodge/block/parry calculations.
- 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.)
- 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.
- Sanity Therapy effectiveness now benefits from Medical skill and the Therapy affinity.
- Motivation Therapy effectiveness now benefits from Medical skill and the Therapy affinity.
- 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.
- New glyph: `dorun` (warding sphere)
- 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.
- 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.
- 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 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.
- 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.
- Tiny glass vials are now available at the Warlock Studies shop.
- 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.
- Characters using the Berserker combat tactic will now gain Fury when landing or receiving hits in combat.
- New ability: Flurry
- 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.
- 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.
- Flatbow staves now have a minimum skill requirement like shortbow staves.
- Longbow staves can now be crafted by woodworkers.
- Added a help/wiki article explaining crit thresholds: https://cogg.contrarium.net/wiki/index.php/Crit_threshold
- Each step of drawing an occult diagram now grants Arcana practice, instead of just the base circle.
- Fixed a bug that made it impossible for Physickers to learn some of their class abilities.
- 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.
- Moderate wounds no longer heal over time without treatment.
- Untreated minor wounds now take twice as long to heal on their own.
- A character's wounds will no longer disappear when logging out.
- Added a note telling the player that it is possible to erase occult diagrams in the output of a few draw commands.
- The "wicker sandals" weaving/bushcraft recipe has been added.
- The pray command can now be used to recite a prayer out loud.
- Skills that have been modified by an effect now show their total and skill modification numbers in addition to the base skill number.
- Updated how room lighting, fog, crowd, and noise level affect stealth actions, making them more impactful.
- Success rate when palming items is now based on Artifice instead of Stealth.
- Attempting to enter a dark area now considers light-giving effects before giving a warning.
- Searching in a potential scavenge room with the Treasure Scavenge ability will now provide messaging even if nothing is found.
- Finding items via the Treasure Scavenge ability will now attempt to automatically stow them if a suitable container is found, and will set the scavenged item on the ground if no container is found and both hands are full.
- Each unsuccessful use of the Treasure Scavenge ability will increase the chances that the next scavenge attempt will succeed. This "luck" will reset upon a successful scavenge.
- It is no longer possible to choose "mixed" as one of a mixed-race character's dominant bloodlines.
- It is no longer possible to draw occult diagrams and such if the character cannot see.
- Fixed a bug that was causing errors when firing a crossbow.
- Updated metal ingots to have a more reasonable market value based on steps to create, like other forgeables.
- The draw occult command (with no other arguments) can now be used in roundtime to list known occult shapes, bases, and glyphs.
- The list of occult shapes/bases/glyphs is now alphabetized.
- ESP artifacts (such as crystal pendants) now continue to receive messages indefinitely, but will not be able to transmit outgoing messages when out of power (faded completely clear). Pendants that have run out previous to this change are unaffected by this update and should be replaced.
- Using the guild info command in a guild recruitment area now also lists the class specializations available in that guild.
- The wear command will now tell which items are already worn in a slot when trying to wear something in a full inventory slot that allows multiple items.
- The unarm command can now be used to attempt to put away any held sheathable weapons, wearable ranged weapons, wearable shields, and stowable ammo.
- NPCs no longer have a higher minimum defense than PCs.
- Metalworkers no longer need to craft the varying shapes/sizes of bar to then further process into more specific items. All metalworking is now done directly from a metal bloom (or ingot). (Recipe points will automatically be refunded.)
- It is no longer possible to stow items in closed containers.
- Combat defenses are now based on how much roundtime the target is in, rather than stance. Combat offense is always considered at full possible potential, rather than stance. The stance command has been disabled.
- The market now has a cap on how many of a particular item type it will hold before refusing to buy any more. (Does not affect consignment)
- Items in the market with a quantity over 25 will now reduce in quantity over time. (Does not affect consigned items)
- Experience bucket percentage is now shown in the prompt.
- The janitor has been re-enabled, meaning items left on the ground will disappear after a while. Safe places to leave items on the floor include bank vaults, inn rooms, and farmland.
- Updated some fiddly stuff with how accounts are linked to characters. Please report any bugs (missing characters, inability to log in, etc.).
- The storytell command can now be used. For more information see the "Storytelling" help/wiki article (https://cogg.contrarium.net/wiki/index.php/Storytelling)
- Farms now have a bit more space for items on the ground.
- The Hunter's Lounge in Shadgard now offers Fishing training.
- Fixed a bug that was preventing cold/freezing status to not show in the output of the health and effects commands.
- It is now possible to forage the grass of the Bluestem Plains, which can be used as feed for several types of animals. (Bring a scythe.)
- NPC physickers in infirmaries will now suture bleeding wounds.
- Items worn in the "hat" slot now provide warmth for the head.
- Treasure Hunters and Rogues may now learn the Treasure Scavenge ability.
- Bards and Rangers can now learn the Wanderer's Eye ability: https://cogg.contrarium.net/wiki/index.php/Wanderer%27s_Eye
- Rogues, Treasure Hunters, and Bards can now learn the Thief's Tricks ability: https://cogg.contrarium.net/wiki/index.php/Thief%27s_Tricks
- The weather for Shadgard and surroundings is now based on an area that should be slightly less perma-cold.
- A sawmill has been added in eastern Timberpine Forest, providing training in Woodcutting, Woodworking, and Construction.
- Infested vagrants are now armed with primitive weaponry.
- Added a confirmation check for moving while hidden into rooms that are un-hideable and will reveal the mover to all bystanders.
- The following skills can now only be increased by 10 per level: Melee Combat, Ranged Combat, Shield Use, Dodge, Stealth, Perception
- The prices of livestock have been significantly reduced.
- Campfires and campfire bundles can once againe be built without requiring a recipe.
- The Fishing skill can now be trained at the Porto D'esilio west docks.
- Porto D'esilio now has a general store in town square.
- Pieces of leather now indicate what size they are in their short description.
- Tanned leather now has a market value based on the size of the piece and, potentially, the type of animal it's from.
- There is now a help/wiki article for Mail.
- It is now possible to use skill increase max to increase a skill to the highest possible based on current skill and practice levels. Math can be hard.
- Fixed a bug that was causing all metal impurity levels to only show as "a few signs of impurity" instead of showing the more severe messages in cases of greater impurities.
- Lockpicks and tension wrenches can now be purchased in the Adventurer Lounge.
- Porto D'esilio now has a dedicated post office in Town Square. Post supplies such as paper, packages, and writing tools can be purchased within.
- The forest outside Porto D'esilio has a new set of forage resources.
- Some huntable wildlife has been added to the woodland outside Porto D'esilio.
- Areas populated by hostile mobs may now have entries with clear warnings, prompting characters of relatively low combat skill to confirm passage.
- A target who is sitting or prone will now have their minimum defense roll reduced significantly.
- The "a tiny wooden wedge" item is now "some tiny wooden wedges" and weighs a tad more.
- Crushing fibrous plants into fibers is now an auto-repeating action.
- Hammering items on an anvil is now an auto-repeating action.
- Metals with massive amounts of impurities can no longer be hammered pure or used for forging.
- Grinding blades at a grinder is now an auto-repeating action.
- Tannin will no longer be produced from inapplicable wood types.
- Tree bark can now be foraged. Different types of bark have different uses.
- It is now possible to produce barkcloth by foraging fibrous types of tree bark (such as cedar), crushing the bark into fibers, and weaving the fibers into cordage and cloth.
- Small and medium pelts should no longer turn into large pieces of leather when tanned.
- The crystals of ESP artifacts will now take on the hue of their wearer's aura, and lose that hue when removed.
- ESP artifacts now run out and stop working after several in-game hours.
- Crystal pendants (which serve as ESP artifacts) have been added to the lockbox loot system, and removed from off-the-shelf stores.
- New characters now start the game with a crystal pendant for immediate access to the ESP network.
- A rough indication of how much life an ESP artifact has left is now shown in its short description, ranging thusly: opaque, slightly faded, somewhat faded, mostly faded.
- It is now possible to set a default "hurled" container via container set in order to specify a container from which hurlable weapons will be automatically retrieved and hurled.
- It is now possible to forage while pulling a handcart, and foraging while pulling a handcart will automatically place foraged items into the handcart.
- Updated the syntax examples for mail alias to include instructions on how to remove a mail alias.
- Fixed a bug preventing the decline command from working.
- Added a notification when a skill's practice level catches up with that skill's current level.
- Pole harnesses now count as quick-draw containers in regards to auto-drawing a default weapon when attacking.
- The sheathe command will now attempt to find any applicable worn weapon container for the held weapon if a default container is not set or found for that weapon.
- Khaldeans have been added to the character race roster.
- The Urban Stealth ability is now available to Nightblades and all members of the Adventurer Guild.
- The Woodland Stealth ability is now available to all members of the Adventurer Guild.
- A leather goods shop has been added to the southeast corner of Porto D'esilio, selling various weapon containers and leather armor.
- It is now possible to hurl thrown weapons at foes.
- Fixed a bug that occasionally caused NPCs to take on the combat stance stats of random PCs. Don't ask.
- Maneuvers (tackle, sweep, shield bash, etc.) now take stance into consideration.
- The window of skill difference to gain experience from defeating a foe in combat has narrowed. Being more than 50 above a foe in skill will not grant any experience.
- The recipe points command can now be used to check on one's remaining/total recipe points.
- The "nail" crafting component has been converted to "some nails", and fewer are now required per construction recipe.
- Recipe info now shows skill required (if any), how many recipe points the recipe costs, and more naturally-phrased component names ("a medium wood plank" rather than "plank medium").
- The Construction skill and associated recipes can now be learned at the sawmill outside Porto D'esilio.
- The Stealth skill is now practiced by making attacks from hiding and by moving through occupied rooms while hidden (NPC crowds count).
- If a character enters a room with items currently in for repairs, the player will be notified that they have items in for repairs that can be checked on.
- Fixed server time to be back on US Mountain Standard Time.
- Removed some dimension-hopping NPCs that originated in another world.
- Fixed a bug that was causing foraging rolls to be multiplied much higher than they should have been.
- It is now possible to forage branches in areas with trees to look for straight branches that can be used for various crafting purposes.
- Filling the experience bucket no longer suffers diminishing returns as it gets fuller. Get that 100%!
- When a character's experience bucket becomes full, there will now be a message indicating that they should take some time to reflect on their experiences before they can learn anything new.
- Updated the output of the experience command to show lifetime experience.
- There is now a message to indicate that a character's experience bucket has become completely empty.
- The Footpad ability is now available to Nightblades and all Adventurer Guild members.
- Members of the Adventurer's Guild may now seek class specialization, as well as training in skills and abilities, in the exclusive Adventurer Lounge of Porto D'esilio's inn on main street.
- The Pathfinder's Pub has been added to the southwest corner of Porto D'esilio. Stop by for some drinks, swap stories with fellow explorers, and learn some tricks from the seasoned elders that frequent the place. (Training for Climbing, Perception, Bushcraft, and Tracking available.)
- The Porto D'esilio Smithy now offers paid repair services for items primarily made of metal.
- Porto D'esilio now has some guards taking shifts at the gatehouse.
- Porto D'esilio's weather should now be slightly less cold and less rainy.
- Added a few lithics foraging nodes to the Porto D'esilio environs.
- The streets of Porto D'esilio are now appropriately bustling with NPC crowd levels.
- Knitting now grants weaving practice on each step, rather than just the first.
- Tracing leatherworking or tailoring patterns now grants some experience and practice for their respective skills.
- The Forging Advanced Blades ability (required to learn dagger/sword metalworking recipes) is now available at the Porto D'esilio smithy.
- The pottery table in the Porto D'esilio Pottery Cottage now actually functions as a table.
- Fixed a bug that was causing creatures to never drop lockboxes.
- Selecting a guild class now gives a small info blurb about that class before confirmation.
- It is now possible to use the guild class info subcommand to get more info on a guild class when in a class training room.
- Fixed BBS issues with avatar uploads and image attachments.
- All inn rooms now include a wash basin.
- Physickers rejoice: Patient name variety has increased. (Thanks to Wish)
- It is now possible to put tea cozies on teapots.
- Mute characters can no longer use audible speech commands such as say, recite, chant, etc. This restriction does not apply in OOC rooms.
- When showing an item with writing on it to someone else, the target will now automatically read the writing on the shown item.
- It is now possible to simply type show
- to show an item to all characters in the room. (Everyone will read any writing on the item as well.)
- It is no longer possible to consign corpses at the market. Weirdos.
- It is now possible to use the goals reset command to reset all skill goals to 0.
- Items that are "pairs" (such as shoes, boots, etc.) now show that fact correctly in their short description.
- Fixed a bug that was multiplying tree-chopping (not felling) rolls by ... a lot.
- The changelog readall command now actually marks all unread changelogs as read.
- Porto D'esilio's Town Hall lobby is now a task hub, providing citizens with odd jobs to do around town.
- Porto D'esilio now has post boards in Town Square and the Dockside Market.
- Normal attacks no longer cause balance loss to the attacker or target.
- Fending off attacks no longer causes balance loss.
- A tanning tub, brining trough, and dehairing barrel have been added to the Shadgard tanner workroom.
- Dramatically reduced the time required to brine/de-hair/tan leather.
- New weaving/knitting recipe: tea cozy
- It's now possible to weave while sitting down.
- When selecting a recipe to learn, players will now be given more info on that recipe before confirming.
- The recipe command has been updated with the following subcommands: list, learn, known, info
- Rooms that offer guild recruitment or guild class selections now have a message stating as much when eligible characters enter the room.
- It is now possible for communal training rooms within guild areas to offer skill and ability training based on a character's class, rather than needing a different room for each.
- Town tasks now have a cooldown time before they can be taken again.
- The Warrior's Guild can now be joined from the Porto D'esilio barracks, and individual class specializations and associated skill/ability training can now be found within said barracks for members.
- Tapping riln now produces an audible clinking sound.
- When depositing or withdrawing money at a bank, the messaging now also indicates how much money a character has remaining on their person after the transaction, if any.
- Writing charcoal is now available to buy in post offices, in addition to general stores.
- Shadgard's bowyer shop has been converted into a Hunter's Lounge, serving as a place to train Tracking, Stealth, Perception, Bushcraft, and Ranged Combat.
- Shadgard's tanner shop now serves as a training room for Skinning and Leatherworking.
- It is now possible to use the gather ammo command to gather any ammo from the ground that one has recently fired. (Remember to use container set to set a preferred ammo container.)
- Ammo will now be automatically retrieved from an open worn container for ranged attacks.
- A character being attacked by any attack that can be dodged or blocked will count as practice for Dodge or Shield skills, respectively.
- Potters can now learn the recipe for tempered clay, which is required to make other pottery crafts.
- Sling bullets! Shape them from clay, carve them from stone, shape a clay mold of one so you can metalcast more, or throw efficiency to the wind and individually hammer them from short bars of iron or steel.
- New simple town task: Cleaning street lamps.
- Fixed a bug that prevented characters with no current tasks from being able to view available tasks at task hubs.
- Fixed a bug that made it possible to sit on inn room windows in some cases.
- Task hub rooms now show the word "tasks" next to the room name.
- It is now possible to forage firewood (or forage deadwood) in forested rooms.
- Added the Eavesdrop mechanic to be used by certain abilities or spells.
- Characters of races with racial languages now have access to their racial language.
- The lobby of Shadgard Town Hall is now considered a task hub for simple around-town tasks.
- The Department of Agriculture in Shadgard Town Hall now trains the Farming and Animal Husbandry skills.
- More seeds have been added to the Shadgard General Store.
- The Two Falls Mine has been added. It serves as a source of iron for miners, but there are some mild dangers within.
- The Masonry skill can now be trained just inside the Shadgard Mine. (Until a better spot can be found.)
- Forging the various types of bars now takes significantly fewer steps.
- Creatures consisting of earth/stone now have a chance to produce mineral-bearing chunks of stone when looted, based on the area they spawned in.
- Fixed a bug that was preventing traps from being considered when spawning lockboxes. Careful out there!
- Typing lay down or sit down will no longer look for a target item matching "down", and instead work just like typing lay or sit on its own.
- The Shadgard infimary now sells bandages.
- The Porto D'esilio infimary now sells bandages.
- Bog bodies now have a chance to drop lockboxes.
- Fixed a bug that was making locksmithing skill rolls too high.
- New ability available to all Warriors: Combat Readiness, granting +5 to a character's base balance.
- Ability info is now ported automagically to the wiki. (Some more secretive abilities may not be found on the wiki.)
- The time command now reports if the time is post-zenith.
- Climbing rolls now have a smaller range of variance - meaning climbers are more likely to climb to the best of their ability.
- Rooms in which items can be registered are now indicated with the "registrar" flag next to the room name.
- It is now possible to register items at a registrar to help prove ownership and increase chances that said items will be returned to the owner if lost.
- The Knapping skill has been removed. Knapping recipes will now be learned via the Bushcraft skill.
- It is now possible to learn crafting recipes via the recipe learn command in an associated skill training room.
- Having multiple items on an anvil no longer prevents its use in forging. No more waiting in line to use the anvil.
- It is now possible to forage lithics in certain rooms to look for knappable lithics.
- Added a little bonus experience to the completion step of knapping an item.
- The quality of crafted items now compares the crafter's skill to the difficulty level of the crafting recipe rather than the skill cap.
- Tailored items now have quality based on the crafter's skill instead of always being default.
- It is now possible to dig for clay along several riverbanks.
- The Clayworks has been added to the Shadgard West Shelf area, providing pottery training and recipes.
- Added some sandy areas to the Bluestem Plains Trail where Shadgardian potters can dig for sand to use in their trade.
- Added the ability to make compass direction exits exclusive to specific organizations.
- Some skill training rooms now require characters to have a specific ability in order to receive skill training.
- The abilities command now works as an alias for ability.
- The douse command now works as an alias for extinguish.
- Updated the way character energy data is handled. Please report any energy-related bugs.
- Updated precisely-scheduled loops so they won't get skipped in the case of server ticker delays.
- Added the "Undying Status" step to character creation, allowing players to choose whether their character is Undying or not. Characters created previous to this update are considered Undying by default.
- There is now a #twitter channel in-game and on Discord that will echo posts from the game's Twitter account.
- New material: drakolin bone
- New material: riversteel
- Speech in emotes (any parts of the emote within double quotes) is now subject to the language system.
- Bug closure notifications will now send to any character from the bug reporter's account.
- Crafting an item now requires knowledge of that item's recipe.
- Added a help/wiki article on Canim (https://cogg.contrarium.net/wiki/index.php/Canim)
- Added a brief help/wiki article on Tyr-Gwyrd. (https://cogg.contrarium.net/wiki/index.php/Tyr-Gwyrd)
- Added a help/wiki article on the Resen. (https://cogg.contrarium.net/wiki/index.php/Resen)
- Added a help/wiki article on the Aetgardian Plague. (https://cogg.contrarium.net/wiki/index.php/Plague)
- Added a help/wiki article on the Quarantine. (https://cogg.contrarium.net/wiki/index.php/Quarantine)
- Added a help/wiki article on Nether. (https://cogg.contrarium.net/wiki/index.php/Nether)
- Added a help/wiki article on the Kingdom of Lapis. (https://cogg.contrarium.net/wiki/index.php/Lapis)
- Added a help/wiki article on the Mistveil Dominion. (https://cogg.contrarium.net/wiki/index.php/Mistveil_Dominion)
- Ability descriptions now include information about affinity bonuses, if any.
- Added the Line, Triangle, and Pentangle shape options for occult diagrams.
- Added the following minor occult glyphs: Entrance Activation, Verbal Activation, Delay
- Added several major glyphs to be discovered.