Alter Aeon Recent Changes and Additions
Recent code and server updates can be found in this changelog. Only the
last 20 changes are listed. For a complete list, click here.
For new area additions and area updates, click here.
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---- Sep 15, 24 [3232]
From Draak:
Fixed some issues with metals and jewelry.
Lots of small crafting fixes and typo corrections, too many to list.
New leathercraft and tailored item: apron (Shryth)
New forged weapon: meteor hammer
Nunchaku recipe changed to be consistent with sansetsukons.
'Forge list armor' will now filter by wear locations if input.
You can add medallions to forged items. The interface for that and
adding orbs to scepters has been somewhat simplified.
If you know the woodcraft skill, you will now remember different kinds
of woods you gather. Type 'woodcraft list woods' to get started.
Blank masks are no longer holiday items. The special ones for each
crafter still are.
Added an MSP sound for news headline updates. (vox populi)
Craft list commands now have simplified output for big lists, just showing
the object's name, type and wear location. If you list an individual entry,
you will see size, weight, effects, etc., with a few new entries for
inlaying, gems/brooches and rivets (studs/spikes/scales/spangles).
If you have the lapidary skill, you will now remember different kinds of
lapidary minerals you mine. Type 'lapidary list minerals' to see. Note that
this will only remember minerals that can be used for lapidary projects.
With both of these lists, it will add to the terrain part of the listing
as you discover each kind of wood or mineral in new places.
---- Sep 08, 24 [3231]
From Brak:
Add 'board set -1' to clear the currently selected board. (Morpheus)
From Draak:
Improved output of the forge list weapons and forge list armor commands.
Fixed strings/results for graft undead.
You can add medallions to wooden necklaces now.
New forged weapon: sansetsukon, a type of three-section staff.
When channelcast, the Luam rune has a chance to light valid targets on
fire instead of poisoning them.
Improved output for crafting creation failures. You will be told if the
object is not something that can be crafted, if it can be crafted but not
with the skill you are using, and (last of all) if it can be crafted with
that command but you do not know the correct skill. Prompts to use list
keywords should also show up periodically.
More intuitive forge assemble command. It can figure out if you are making
armor or a weapon without it being designated. The -force tag requirement
for assembling armor has been removed as well. For example, 'forge assemble
dagger' will attempt to assemble a dagger, and will prompt you to include
a list of parts to make it.
Forge list metal will accept the arguments bullets, jewelry, inlay,
weapons, blades and armor to list metals that can be used to for those
purposes. Note each only works if you know the requisite skill.
Various small crafting fixes, including increasing the maximum size of
skins, making sure woods use the proper traits for stats and the unbugging
of several object template entries.
---- Sep 02, 24 [3230]
From Draak:
Fished out an old bug with colors and dragonscale armor.
Smith Guild jobs should work again.
You should be able to forge lames properly.
Rotten wood types should now sometimes randomize like they did before.
Various small formatting, cleanup and additions with forge list parsers
and list output.
The checks for graft undead have been updated to work properly with
object templates.
You can designate a level when assembling forged armor. You must now use
the keywords for two-worded metals.
Forging alloys requires the composition keyword, but 'forge list alloy
keyword' shows keywords for metallic alloys.
Crafted objects can now be listed by wear location, for example
'leathercraft list worn feet' will list all leathercrafted items
worn on the feet.
---- Aug 31, 24 [3228]
From Brak:
Add 'leaderboard disable' setting for those that wish to opt out of appearing
on leaderboards. (Lokar)
From Draak:
Crushing different sorts of diamonds now results in spellcomps with
different affinities.
You can now scrap object type PART.
Various crafting fixes:
Dragonscale armor strings are now back to normal.
Leathercraft check distinguishes between leather, shell and dragonscale
properly again. This includes the ability to make shields.
Lots of crafted arrows and other items should have templates properly set
on all the resulting items.
More aggressive checks should prevent getting stuck while crafting.
Many other changes and fixes that are too numerous to list here.
I thank you all for your patience as we adjust these systems.
You should now be able to craft special holiday objects such as masks
outside the holiday again. They won't display in the craft lists unless
its the right holiday.
Metallurgy has been changed to the new template system! This was by far
the most extensive craft, with the most potential for bugs. Please report
issues to Draak.
There were a few changes to some of the parsing for lists and assembling
objects. Use the 'help' option and check the menu options before reporting
any issues. There may be some inconsistencies between the help pages and
the commands that Draak missed.
Armor is now assembled from various components, instead of being produced
whole. All components must be made form the same metal. Use 'forge
assemble <armor name> <metal name>'. Forged armor jobs will now pay
somewhat more due to the increased complexity.
---- Aug 24, 24 [3227]
From Draak:
A few tweaks to heraldry to recognize woodcrafted medallions.
Adding medallions to ribbons has been moved to tailoring, since
medallions can now be made from materials other than metals.
Stats on crafted items should now correlate more strongly to object
quality again. (Ivey)
Crafting list commands will now accept the argument 'type' followed by
an object type such as PART or WEAPON, to list objects of that type.
Several issues with woodcraft fixed, including string issues, bundles
of sticks not working for ammunition, wood types having mixed up stats
and woodwright guild jobs asking for impossible things.
Leathercraft and its associated skills have been converted to the new object
template system. Expect some weirdness and bugs, feel free to typo log or
send mudmails to Draak. Draak will add bugfix reports and updates to the news
as he completes them.
Several preliminary changes have been made to convert metallurgy:
Draak added a cheesy heck that should allow you to assemble weapons
properly.
The ability to add mengu masks to forged helmets has been removed. In
the future, masks will be part of the construction of kabuto helmets.
Guards for completing weapons can be of any kind, regardless of
the weapon. You can make a katanas with a European-style crossguard
or a halberd with a basket hilt if you really want to.
---- Aug 17, 24 [3226]
From Draak:
Fixed a bug that was preventing lapidary jewelry from having wear
locations. This also fixes the appraise bug.
You can no longer reforge objects with special programs. (Shryth)
Misc minor fixes to crafting templates, mostly typos.
Inlaying with bone is now handled by bonecraft.
Woodcraft/bonecraft have been convereted to the new template
system. There will be some wonkiness with woodcrafted handles
and assembling weapons until metallurgy is finished.
A new 'assemble' option now exists. This will handle construction
of weapons such as crossbows and slingstaffs that require multiple
parts. This will also include a few new ranged weapons. None of
these won't be available to make until metallurgy and leathercraft
are converted.
Forge no longer accepts the 'finish' keyword for assembling
weapons. You can use 'assemble' or 'complete' instead. This is
so the commands are more consistent across the various crafting
skills.
---- Aug 12, 24 [3225]
From Draak:
Cleaned up a few bugs with regards to lapidary and tailoring skills,
including making (null) tailored clothing and issues generating
certain lapidary jobs.
---- Aug 11, 24 [3224]
From Draak:
Added 'carr' option to the prompt, which displays weight limits
and inventory capacity. See 'help prompts' for more info. (Cronus)
Inlaying with bone will be moved to the bonecraft command in the
near future.
If you know diamantaire, you can now grind up diamonds into powder
spellcomps using 'lapidary crush'.
Lapidary and tailoring have been switched over to the new template
crafting system. There may be some issues as the bugs are knocked
out. Let Draak know if you encounter any issues.
One issue that may crop up is that new lapidary grips may not work
for forged weapons. This will be resolved when metallurgy is
converted to the new system over the next few weeks. A mass update
of old-style objects to add the new-style templates will happen
when all the crafts are converted. You can also no longer craft
tailored hats from leather, at least until the leathercraft skill
is updated.
Another difference is that to create new items, you will need to
use exact keywords, with no abbrevations. You can see keywords
with 'lapidary list keywords'. This is likely to remain unchanged,
to avoid conflicts within the template list.
There will be some new options visible with 'lapidary list'.
---- Aug 04, 24 [3221]
From Draak:
Ammunition with arrowheads is now more durable than ammo without.
Chance of ammo to be destroyed lowered a bit.
You can now scrap metal rivets (studs/spikes/scales) from objects
to get small amounts of useable metal.
---- Jul 27, 24 [3219]
From Draak:
Several enchants have been decreased in gold cost to make them more
competetive with crafting.
Triggering explosions with frost flower and static blast should now
properly play sounds for the caster. (Mathayas)
Casting icebolt on yourself now creates several icy bolts that can be
used as ammo for crossbows.
---- Jul 14, 24 [3217]
From Draak:
Fixed a handful of bugs with craft custom and shellcraft.
You can no longer call geese, eagles or vipers into water terrain,
since this includes underwater and they drown there. (Tarzan)
If you know the cooking skill, you should now to see the taste of herbs
and food on identify and with lists with shopkeepers, donation, etc.
You will also see if spellcomps qualify as culinary salt.
---- Jul 05, 24 [3215]
From Draak:
New level 23 warrior skill: brew warpaint. These paints have unique
properties that interact with stunning, berserking, bleeding and
warcry skills. Only one warpaint can be active at a time.
---- Jun 29, 24 [3213]
From Draak:
Show debuff now shows if you are blinded and low on morale. (Lodos)
Added 'sskins' keyword to bundled skins.
---- Jun 22, 24 [3212]
From Draak:
Fixed a few issues with jobs and crafting related to the CLOTHING
object type.
The landslide spell should now show proper failure messages. (Lodos)
Tailoring/hatmaking lists will now show a prompt for displaying
keywords.
---- Jun 15, 24 [3210]
From Draak:
Recalibration to cripple and bleed accumulation in prep for warpaints.
Another minor map color update.
New object type: CLOTHING. Existing objects will be updated by
conversion routines in the next week or so. This will help streamline
some job types, shops and crafting.
---- Jun 08, 24 [3209]
From Draak:
More bigmap color tweaks.
More twiddling with soulsmithing to make it more consistent.
Added 'credit buy clanhearth' for buying hearths (fire) for clan
areas. (Judas)
Note that clan tables and clan hearths cannot coexist in the same
same room.
---- Jun 02, 24 [3208]
From Draak:
Terrain color updates for the maps on the website.
Holding a focus increases healing spells a small amount.
A bunch of objects have been updated to type FOCUS. Old copies of
these objects, included crafted ones, should autoupdate to become
type FOCUS.
NOTE: If the objects were restrung in some fashion, such as clan
objects, they will not update.
---- May 27, 24 [3206]
From Draak:
Being restored will now remove daze and stun.
Rework to soulsmith's stat adding routines to try to make them more
incremental. (Pylus, other crafters)
Added 'where spellkeepers' so that spell casting services show up
separately from item sellers/buyers. (Morpheus)
Taking cold damage from any source can slowly add up and can lead to
hypothermia. Spells like chill touch and spectral hand are more
effective at chilling, but every little bit helps.
New object type added, the FOCUS. A rough spellcasting analog of
the WEAPON type, a FOCUS adds damage to most damaging spells based
on its level. (Lokar)
Adding FOCUS objects has two purposes:
1. To make HELD objects relevent compared to two-handed weapons and
shields.
2. To help spellcasting damage scale at high levels when cast level
can no longer come into play. Currently, increased hitroll, damroll,
attacks and weapon speed/damage can be increased on objects all the
way up to 174 total levels, but spell damage is dependent on castlevel,
which can't be increased beyond +16.
Note that the FOCUS damage increase is capped at 174 total levels.
Druidic totems, forged scepters, woodcrafted canes and lapidary orbs
will be FOCUS items.
---- May 18, 24 [3205]
From Draak:
Fire bomb and frost bomb renamed to firebomb and frostbomb to be consistent
with other bombs, and to remove redundancy in insult strings. (Sov)
Some tweaks to try make ability scores effects more stable with high
quality crafted items.
Tweaks to how daze/stun work. It should be mostly unnoticeable, but
there may be some hiccups.
Lightning damage is slightly more effective at dazing and stunning.
Sustained fire damage can start people on fire sometimes. It is not as
powerful as a fireweb or flamestrike, but still fun!
From Shadowfax:
'Vampiric vines' is now level 31, and 'leech life' is now level 35.
Add level 38 'defile' druid skill.
---- May 12, 24 [3204]
From Draak:
Fixed a bug with certain tattoos, primarily those of crossed
weapons, not turning out right due to keyword issues.
Spectators should now be excluded form dying breath. (Monolis)
Tweaks to various abilities that cause bleeding. This generally
involves changing them from having a certain percent chance to
start bleeding each hit to giving them a culmulative chance
to start bleeding over multiple hits. Some abilties, like
bloodletting stab, still start bleeding each time.
New debuff: crippled. Primarily inflicted by blunt damage attacks,
and, to a lesser degree, edged damage types. Crippled characters
will experience a persistant drain on movement. Certain skills,
such as crippling strike, can instantly cripple opponents.
Unlike bleeding, almost any creature can be crippled. Only
monsters with largely homogeneous anatomies, such as blobs, pure
elementals and ethereal beings, are immune to crippling.
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