Note: We may have a few fixes/changes go in before reset day. If/when this happens, I'll update the log and tag these additions with (UPDATE).
Introducing... Module 10: Game of Bones
Months have passed since the encounter with Zanthus, his escape bringing lasting uncertainty to the realm. News of a new doom has arrived from the western human kingdom of Albion, where undead stream forth through strange portals, blighting the land and extinguishing its inhabitants. The Three now marshal their greatest champions, intent on exploiting the conflict to their own ends, while searching for an ancient artifact which promises to unlock the very secrets of Death itself. Meanwhile, the western avalanche in the Dragon's Teeth hills has been cleared, opening the way for the champions of the Three to make their way westward to Port Blackwater and to Albion beyond.
Travel west with your allies, boarding a ship at Port Blackwater and exploring the kingdom of Albion.
Discover new lands and environments, many new bosses and monsters, new class and side quests, new items, new spells and more, both in Albion and around the realm.
Accept the challenge of the 6th Alignment Quest, which promises both great dangers and great rewards and advances the story of Module 9.
Code/Engine Changes
Dodge diminishing returns have been reworked, which trims some of the excesses of dodge as the game progresses. Dodge classes (Ninja & Mystic) may gain an additional 10% dodge before their diminishing
returns begin.
Added 'deaths' command
Added set suicide command
Added set follow command
Added set logon/logoff command
Added set entrance command
PvP realm kill messages have been simplified and are easier to track in MegaMUD
Alias for listing Mystic powers improved
Alias for =time command added
Changed information displayed from game menu where it concerned experience tracking
Top list experience is no longer live and will update in hourly increments
Improvements to guard monster behavior where monsters were inappropriately attacking players (example: Western Outpost)
Ganghouse shop message fixes
Auction chat capability added
First kill drops will now properly work with summoned bosses (Previously bosses that were spawned through spells/blocks wouldn't drop items on first kill)
Ganghouse taxes will draw from other banks if Godfrey has insufficient funds
Added profile line to show 'set keep' on/off setting
Set keep is now set to on by default at character creation
Ganghouse shops will clear when deeds are sold or repossessed for failure to pay ganghouse taxes
Added new action/emote commands
Fixed bug that allowed certain spells to hit players in PVE realm
Many minor bug fixes
Stat all now shows recently casted spells
CastOnKill mechanic added - utilized for a class quest reward
Ability value in MME represents the % chance for an item's spell to cast when player kills a monster or player
Angel class monsters implemented - Angel type monsters despawn after a short period of no players being in the room. Adjustments have been made to which monsters are classified as Angel
Engine optimizations allowing the server to run with less resources and better response time
GreaterMME has been updated. Get the new version of the program on the forums and use: Options - Settings - Recreate settings.ini for an error-free experience. (UPDATE)
Dodge calculator updated for GreaterMME
Classes/Races
*Experience charts have been raised across the board in an effort to temper the speed of progression.
Class charts have been modified by 1.15 (a 15% proportional increase), with rounding up/down where appropriate
All race charts have been raised by a +10% flat increase - Human is the lone exception, remaining at 0% exp chart
Witchunter chart has been raised slightly after the modification mentioned above
Halfling enc bonus has been reduced
Quests
6th Alignment quests are complete and ready for play! It is recommended to copy/paste each step into a text file to help you stay on track.
Several alignment quest bosses can only be spawned by those currently on/past certain alignment quest steps. To seek their drops, make friends of different alignments!
Note: The setup of the 6th quests is done in a way where no items are exchanged for any quest steps. The intent is to simplify the process and remove annoying obstacles, which should make it simpler to jump
back in for players who do a few steps, take a break and come back later.
New Bard class quest
New Ninja class quest
New Thief class quest
Several new side quests
Items
Cosmic staff spell's strength and agility stat increases have been removed
Most items offering an increase in Alter Spell Damage now have a dodge penalty
Fine tuned available +max mana, mana regen and SC, reducing excess where appropriate
Priest censer weapons have had proc rates reduced, as well as proc damage. Censers are also now a little slower
Armour types below plate have had some additional defenses granted in an effort to lessen the defensive gap between them
Changes to several sphere items from Ancient Fortress
Various spells, potions and wands that remove certain debuffs have had more spells added to their list
Skirts of flame have had their +dodge reduced
Many new items added
Several new light sources added
A few Albion items have had stats adjusted where their stats encroached on subsequent upgrades
Powerful new experimental items added to new endgame pinnacle boss
Spells
Blazing Light (Priest) damage and efficiency reduced
Holy Ire (Priest) retuned
Dark Flagellation (Priest) bonuses and self-damage reduced
Arcane Assault (Mage) retuned
Some spells that remove debuffs have had more spells added to their list
Made several buff spells remove various versions of spells granting similar buffs
Several new spells added, including new Bard spell
Monsters
tuning of Rugged Plateau monsters should make the many areas here more viable
tuning of Terra Ista monsters to remove some difficulty/add some value
tuning of Terra Fuego monsters to remove some difficulty/add some value
tuning of Aerathyn and surrounding area monsters
Some altering of guards/soldiers in Kingsport and the Crownlands to relieve pressure on evils
Fixing of various messages on various monsters
Increased the spawn timer of several bosses including sphere Nahr
Decreased the spawn timer of some Albion bosses, with drop rates/exp values adjusted to match
New late-game pinnacle boss added - This is a very difficult boss, and will require quality planning, coordination and execution to kill!
Rooms/Areas
Tuned up the spells that drive spawn in dinosaur forest
This area is now set to level 90 minimum
Several new elemental-themed areas added
Small new section of Void area with new pinnacle boss
Albion map now complete with many new areas
Albion's network of rivers offers access to all parts of the kingdom
Explore the Tagesh Highlands, the Vale of Durand, and the Lorthan Lowlands, all of which have many new sub areas!
Continuing work on Shadowmere
Areas before Shadowmere updated
Areas added beyond Shadowmere
Shops
More items are sellable in shops, some which stock and some which don't
Adjusted base item values of a handful of items (impacts their stock value in gang and regular shops)
Several new shops
Misc
Fixed some parts of the Hard Trainer class sections where there were details preventing certain classes from progressing properly
Reduction in value/drop rate of some items that were excessively available and valuable
Trimming of excess cash drops where appropriate
Congrats on the release of mod 10!
Are you going to publish a list of Angel class monsters or are they in the dats someplace?