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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---- Dec 01, 24 [3254]
From Brak:
New eqset keep and unkeep commands to toggle keep flags on entire eqsets.
Show/brag control now includes the control point total.
Add a free eqset to the list of possible christmas advent calendar gifts.
From Draak:
Shortid should now show if an item is a FOCUS.
Four new druidic totems: yeti, raven, viper, dolphin
Fixed an issue with renaming certain pieces of leathercrafted equipment.
Lapidary orbs will be made with the HELD wear location again.
Attempt to add more naturalist input to the tailoring parser.
The craft command can now accept two words for an object's name,
for example:
craft a pair of work gloves from the skin
---- Nov 24, 24 [3253]
From Draak:
Fixed parsing with crafting commands to properly accept level arguments.
The craft command should work with leathercraft derived skills now.
Thanks to Rhorae for the detailed bug reports that helped me address
these issues.
Fixed a bug with assembling armor.
From Shadowfax:
New dclient music tracks for Dreahul, Ironheart, Pellam, the Dunn Hurr
and sundry other areas.
---- Nov 23, 24 [3251]
From Draak:
The pick lock daily task will now work with doors. Previously there
was an omission so it only worked with objects.
Impale can now properly strike mortally wounded targest that are not
stunned. (Judas)
Clean-up for warpaint strings.
You can now relabel brewed, bottled poisons, if you know the brew
poison skill. (Naul)
Horned helmets should have reduced armor so damroll can manifest on
them again. (Eggweard)
The bonecraft, lapidary, leathercraft, metallurgy and woodcraft can
now accept more natural language for creating new objects, for instance,
you can type:
leathercraft a pair of combatboots from this skin
You can still specify 'create' or 'new' for object names that might
conflict with other subparser commands.
Note that typos in these commands will 'fall off the end' into the
creation parser. So if you type accidently type 'forge lsit weapons',
the command will let you know that 'lsit' is not something you can
craft.
The craft command can now be used to create new bonecrafted,
lapidary, leathercrafted, metallurgy or woodcrafted items. The
The format is 'craft <item name> <resource>'. It will accept
more natural language as well, for example:
craft a goblet from this oak
---- Nov 10, 24 [3250]
From Draak:
Several new daily tasks added to the rotation.
Bleeding and flaming should be much less likely to restart combat if you
flee and sneak back into the room. (Dex)
Attacks that knock targets down have a more pronounced crippling effect.
Added hints to some jobs regarding keywords for system objects like caught
fish, gathered wood, butchered meat, etc. These will only show up for
players that are level 15 and under.
You can now jump. This will have some effects on a few combat skills such
as kicking and stomping, while others cannot be done while jumping. It
takes extra movement, and you can lose your balance if you are not
careful. See 'help jump' for more information.
Skill help pages will show if they can be done while jumping.
NOTE: Jumping is somewhat experimental, and there are probably
some weird things not accounted for.
---- Nov 03, 24 [3247]
From Draak:
Fixed up the metallurgy checks to increase accuracy. (Loxias)
Room strings for call lightning will now be filtered by spam extreme. (Kliro)
Dominate animal no longer works on polymorphed toads.
Fixed rare but very dangerous bug that allowed mobs to recall into the
wrong instance.
---- Oct 26, 24 [3244]
From Draak:
You can use the brew command to search potion recipes that you have
submitted using the 'mine' keyword, 'brew help' for more information.
Small lapidary craft string clean-ups.
Boomerangs can now be bonecrafted again.
From Brak:
Player shops are now automatically set to be permanently lit. (Morpheus)
---- Oct 12, 24 [3241]
From Brak:
Add more help text for 'credit buy clanrankstrings' so it is more clear
that you need to contact Dentin for approval. (Morpheus)
Add extra check for 'credit buy clanname' so you can see how it your
change will appear on the 'where' command before you purchase. (Morpheus)
From Draak:
Fixed an issue with knapped objects and handles.
You should be able to assemble hatchets and meteor hammers now.
Fixed a bug with cry of victory and daze/stun, and tightened up cripple and
bleeding checks. You can now see if mobs are crippled by looking at them.
New object type: INSTRUMENT. You may see certain objects be changed to
this new type, and they will show an additional information on identify
such as STRINGED or PERCUSSION.
---- Oct 06, 24 [3239]
From Draak:
Minor clean-ups with bleed/cripple.
If you sleep long enough to be sharp, bleeding, daze/stun and crippling
will automatically clear. Note this does not apply to nausea or hypothermia.
You will automatically regain your balance when you sleep, as the act of
laying down balances you.
Fixed issue with forged arrowheads and ammo not being made in batches.
New stone knapped item: celt.
Level limits added to daily task entries. This will make it so certain
tasks will not be given to players below a certain level, in addition
to any other restrictions they may have.
New waypoint option, 'waypoint where'. This functions like waypoint with
no arguments, except it adds a directional indicator to the end of the
lines. (Melcor)
---- Sep 28, 24 [3237]
From Draak:
Stone knapping has been converted over the template system. Two new
knapped objects have been added, as well: macuahuitl and handaxe.
Forged handaxes are now hatchets, because biface is a lame name for
a cool stone-aged tool.
Strings for fly changed to remove references to the ground, since you
might be floating in the ocean or standing on a magic cloud. (Maltora)
Composition SARD changed to SARDIUS to avoid conflicts with SARDONYX.
You can substitute leather straps for grips when assembling forged weapons.
Claw gauntlets should now have proper stats.
Fixed a display bug with woodcraft assembled weapons.
Addressed an issue with woodcraft check and bundles of sticks. (Zelda)
---- Sep 22, 24 [3234]
From Draak:
Lower level crafted weapons now have internal limits on their
dierolls, to prevent making ones that can't be improved upon.
You can now add medallions to lapidary necklaces.
Misc small fixes with arrowheads and the adding thereof.
Some sanitizing to job requests in regards to objects with high weights.
The 'woodcraft list woods', 'tailor list fabric' and 'lapidary list
minerals' commands can now be searched by composition. For example,
'woodcraft list woods oak' will display the entry for oak, provided
you have found it before.
---- 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.
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