List of Current Changes - Please review/comment

Started by Jumpin Jack Flash, January 27, 2017, 10:41:14 PM

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A warlock with a mid-round cast of DTCH would be pretty awesome, and would definitely put them on par with any class.  However, the ability to smack someone with DFIR during the combat round, then drain an additional 50-70 in between rounds would be a bit too OP.  Especially for mages.

I figured it would be, but death touch as it stands is a fairly useless spell... There's not much you would waste the mana on to do such little damage with a small bump in hps.
You're almost 100% better off destroying the monster and resting afterwards.

Just my thoughts.





Which is exactly what i normally do with a mage.  We can look at DTCH and see how we can make it more useful.

Quote from: Jumpin Jack Flash on March 12, 2017, 01:20:00 PM
Which is exactly what i normally do with a mage.  We can look at DTCH and see how we can make it more useful.

DTCH with Spell Mod is actually quite nice.

LVL Gain Cap: 40 -- (@lvl 40): DrainLife 55 to 100, AffectsLivingOnly

There is a difference between not knowing how to use the spell effectively and the spell sucking.
https://paramud.wordpress.com/ ParaMUD Reference and Downloads

Quote from: Coarse Horse on March 12, 2017, 03:56:47 PM
DTCH with Spell Mod is actually quite nice.

LVL Gain Cap: 40 -- (@lvl 40): DrainLife 55 to 100, AffectsLivingOnly

There is a difference between not knowing how to use the spell effectively and the spell sucking.

If you're fighting a high-level mob and have to choose between casting a 4-500 damage spell, or healing for 50-60, there's not much of a choice to be made.  Especially when you're taking 100+ damage a round.  I guess you could choose to use DTCH while fighting the kobold king or gnome chieftain, but at higher levels it's pretty much a useless spell.

It has a use when you're running in a party and hoping you're not the person who the mob targets the next round.

Here's a list of the areas we've updated as of today.  Please take a look and let me know if you can think of other areas which are lacking.  The MOD-9 area will still be forthcoming, and we'll be adding lairs and increasing mob exp rates there to make it a more viable scripting location for high-level characters. 


o  Slums: more lairs added/more cultist lairs added
o  Crumbling Tunnels: 34 lairs added
o  Elite orc guards increased from 260 to 400 exp (orc mansion)
o  All sewers upgraded with more lairs
o  Kobold caves increased from 13-24 lairs
o  Deep Jungle
o  Tasloi entry area (in penis area on map)
o  Mermex Caves
o  Umber Hulk Caves
o  Lost City (more 1x Shaman lairs added)
o  Catacombs
o  Gold Mines
o  Quaggoths
o  Redstone Tunnels (Stone Elementals area expanded, lairs added 1x and 2x)
o  More Gladiator/Captain lairs added to northern and southern area of Goblin Caves
o  Dark House caverns lairs increased, and tentacled abom?s around pool added
o  Obsidian Passages (red dragons) lairs increased, timers reduced
o  Mossy Tunnels lairs increased
o  Ogre Camp near Ancient Ruins, lairs increased
o  Dying Grove lairs increased
o  Graveyard lairs increased
o  Added a tunnel system connecting Slums Sewers to Rhudar Sewers, with lots of lairs in between.
o  Room below Newhaven Arena connected to arena
       2nd Arena room in Newhaven.  Room was always there, just never accessible.
o  Earthen Mounds lairs increased
o  Limestone caverns lairs increased
o  Cave worm area under black house upgraded (more lairs)
o  Additional lairs added to Sandbar
o  Added mercenary lair at ?snap chains? area in slums, with boss
       Merc Captain drops wooden box
o  Added Brigand Camp in Dteeth hills, near eastern portion of map, off main road
       Brigand Chief drops wooden box
o  Spectral Knight area, Lairs added
o  Non-rgen rooms fixed in Blackwood Forest area
o  Serpentkin area: Lairs Added
o  Wererat area: Lairs Added
o  Ancient crypt lairs increased, fine broadsword drop decreased from 2% to 1%

Quote from: Jumpin Jack Flash on March 12, 2017, 09:52:39 PM
Here's a list of the areas we've updated as of today.  Please take a look and let me know if you can think of other areas which are lacking.  The MOD-9 area will still be forthcoming, and we'll be adding lairs and increasing mob exp rates there to make it a more viable scripting location for high-level characters. 


o  Slums: more lairs added/more cultist lairs added
o  Crumbling Tunnels: 34 lairs added
o  Elite orc guards increased from 260 to 400 exp (orc mansion)
o  All sewers upgraded with more lairs
o  Kobold caves increased from 13-24 lairs
o  Deep Jungle
o  Tasloi entry area (in penis area on map)
o  Mermex Caves
o  Umber Hulk Caves
o  Lost City (more 1x Shaman lairs added)
o  Catacombs
o  Gold Mines
o  Quaggoths
o  Redstone Tunnels (Stone Elementals area expanded, lairs added 1x and 2x)
o  More Gladiator/Captain lairs added to northern and southern area of Goblin Caves
o  Dark House caverns lairs increased, and tentacled abom?s around pool added
o  Obsidian Passages (red dragons) lairs increased, timers reduced
o  Mossy Tunnels lairs increased
o  Ogre Camp near Ancient Ruins, lairs increased
o  Dying Grove lairs increased
o  Graveyard lairs increased
o  Added a tunnel system connecting Slums Sewers to Rhudar Sewers, with lots of lairs in between.
o  Room below Newhaven Arena connected to arena
       2nd Arena room in Newhaven.  Room was always there, just never accessible.
o  Earthen Mounds lairs increased
o  Limestone caverns lairs increased
o  Cave worm area under black house upgraded (more lairs)
o  Additional lairs added to Sandbar
o  Added mercenary lair at ?snap chains? area in slums, with boss
       Merc Captain drops wooden box
o  Added Brigand Camp in Dteeth hills, near eastern portion of map, off main road
       Brigand Chief drops wooden box
o  Spectral Knight area, Lairs added
o  Non-rgen rooms fixed in Blackwood Forest area
o  Serpentkin area: Lairs Added
o  Wererat area: Lairs Added
o  Ancient crypt lairs increased, fine broadsword drop decreased from 2% to 1%

Undermountain Caverns (Enough space for several different areas without altering the main route to AED/Volcano)
Diamond Mines (Both lair setup and exp value)
Old Mines (Lair setup and exp value)
Old Mines (Spider section? remove the stun from spiders which results in permastun on gmud)
Gold Mines
Silver Mines
Rocky Cliffs (The bird area)
Sandy Beach
Slimeworm lairs in Underground Lake/River (they're never scripted because they're way too hard for their exp)
Bronzewood/Ironwood (Lairs are really slow)
Outside Storm Fortress (Single storm giant lairs?)
2 Unused Farmsteads in Blackwood (Contain Scarecrow to the rotworm farm and make mini areas of the other 2?)
Dirt Street in Arlysia (Remove any good align monsters from these lairs, up the lair speed, up the exp for the monsters ie rubicant, sage, sorcerer, myrmidon, etc)
Arlysia Sewers (New area?)
Arlysia City Park (single lairs of vampire lonely traveller #794?)
Arlysia Library
Upper Blackwood (Variety of single monster spawns like darken beast and canimera, but without altering the main thoroughfares to/from Dreadlord or Darken Beast lord or Shadow Master spawns)
Blackwood Garden (perhaps allow black rose to negate the rosebush sleep)
Vampire Mausoleum (Maybe some single spawns around the outside ring of the Labyrinth/Level 3? Might also consider an exp increase for elders just based on raw difficulty)
Black Caves (Mod 3, add lairs off main paths)
Hilltop Fortress (Increase spawn rate/lair amounts)
Slum Rooftops (Make some of the remove rooftops mini script hideouts?)
Dark-Elf City (Remove mages from the southeast "hidden" script area south of Fighter's Guild)
DE Archmage Tower (Change lairs to fast single spawns where backstabbers could make a decent rate)
DE Temple (Raise monster exp, rearrange lair configurations to where they might actually be a usable script area)
DE Prison
Mossy Tunnels (Lairs are extremely slow)
Serpentkin Village (Lairs are very slow)
Necromancer Catacombs (above Mossy)
Smugglers
Slimy Sewers
Oasis #1 & 2(Increase spawn rates/add more lairs)
Volcano (Lairs of only magma golems near Fire Twins?)
Volcano (Increase exp per monster and up lair speed in Lesser Efreetis)
https://paramud.wordpress.com/ ParaMUD Reference and Downloads

I would consider removing the fanatics from the goblin caves. They ruin what is otherwise a great lower level area.

Keep them down in the barracks

Quote from: Coarse Horse on March 13, 2017, 05:45:36 PM
Undermountain Caverns (Enough space for several different areas without altering the main route to AED/Volcano)
Diamond Mines (Both lair setup and exp value)
Old Mines (Lair setup and exp value)
Old Mines (Spider section? remove the stun from spiders which results in permastun on gmud)
Gold Mines
Silver Mines
Rocky Cliffs (The bird area)
Sandy Beach
Slimeworm lairs in Underground Lake/River (they're never scripted because they're way too hard for their exp)
Bronzewood/Ironwood (Lairs are really slow)
Outside Storm Fortress (Single storm giant lairs?)
2 Unused Farmsteads in Blackwood (Contain Scarecrow to the rotworm farm and make mini areas of the other 2?)
Dirt Street in Arlysia (Remove any good align monsters from these lairs, up the lair speed, up the exp for the monsters ie rubicant, sage, sorcerer, myrmidon, etc)
Arlysia Sewers (New area?)
Arlysia City Park (single lairs of vampire lonely traveller #794?)
Arlysia Library
Upper Blackwood (Variety of single monster spawns like darken beast and canimera, but without altering the main thoroughfares to/from Dreadlord or Darken Beast lord or Shadow Master spawns)
Blackwood Garden (perhaps allow black rose to negate the rosebush sleep)
Vampire Mausoleum (Maybe some single spawns around the outside ring of the Labyrinth/Level 3? Might also consider an exp increase for elders just based on raw difficulty)
Black Caves (Mod 3, add lairs off main paths)
Hilltop Fortress (Increase spawn rate/lair amounts)
Slum Rooftops (Make some of the remove rooftops mini script hideouts?)
Dark-Elf City (Remove mages from the southeast "hidden" script area south of Fighter's Guild)
DE Archmage Tower (Change lairs to fast single spawns where backstabbers could make a decent rate)
DE Temple (Raise monster exp, rearrange lair configurations to where they might actually be a usable script area)
DE Prison
Mossy Tunnels (Lairs are extremely slow)
Serpentkin Village (Lairs are very slow)
Necromancer Catacombs (above Mossy)
Smugglers
Slimy Sewers
Oasis #1 & 2(Increase spawn rates/add more lairs)
Volcano (Lairs of only magma golems near Fire Twins?)
Volcano (Increase exp per monster and up lair speed in Lesser Efreetis)

Some of these areas have been completed (gold mines, dark-elf prison, mossy tunnels, a few others).  All of the MOD-9 areas will be updated, to include adding more lairs, increasing exp rates, and reducing lair timers.  We've already nerfed FRAIL in this area, as well.  Northern forest is a good area to update, but if we add more lairs and/or reduce timers, I think we would have to reduce cash drops as well since this area can produce 1 runic+ per day, as is.

The twin oasis' in desert are a great area for upgrading!  Will take care of this one tonight, and all the others you mentioned as time allows.

Quote from: xian on March 14, 2017, 05:38:30 PM
I would consider removing the fanatics from the goblin caves. They ruin what is otherwise a great lower level area.

Keep them down in the barracks

You think the fanatics are more difficult than the shamans/warlocks?

It seems that way, but I might be 100% mistaken

First, off you are all amazeballs for putting together these changes. I'm excited to see how it all plays out.

- Will you be providing updated Mega paths for the new areas? Updated Dats?
- Anyone willing to take on the task of updating the dats for MME?
- Thoughts about putting in the gang house stores?
- Any chance we'll get access to custom statlines again?
- Suggestion to make Slaver Leader instant regen (0 xp? lower it)  for talisman
- Lower room illu penalty in white dragons. Too restrictive.
- Pipe dream: Add loyal invulnerability item that lasts 60 seconds 1x/day but disables attacks for easier corpse retrieval

Quote from: Redhawk on March 15, 2017, 11:10:38 AM
First, off you are all amazeballs for putting together these changes. I'm excited to see how it all plays out.

- Will you be providing updated Mega paths for the new areas? Updated Dats?

I'm sure WinterHawk is all over this!

Quote- Anyone willing to take on the task of updating the dats for MME?

This will be provided once all updates have been completed.

Quote- Thoughts about putting in the gang house stores?

This could be one of the "Top 5" things we push to Vitoc for coding updates.

Quote- Any chance we'll get access to custom statlines again?

We only have 5 things we can push to Vitoc for updating.  This will probably not make the list.

Quote- Suggestion to make Slaver Leader instant regen (0 xp? lower it)  for talisman

Can look at this, but you know there is a route you can take to Dark Elves that does not require a talisman now, right?

Quote- Lower room illu penalty in white dragons. Too restrictive.

Will look at this as well.

Quote- Pipe dream: Add loyal invulnerability item that lasts 60 seconds 1x/day but disables attacks for easier corpse retrieval

Just ask WinterHawk to help you get your gear back, he's always looking for a good DP recovery run!

Quote- Pipe dream: Add loyal invulnerability item that lasts 60 seconds 1x/day but disables attacks for easier corpse retrieval

I'm sure that won't get used for any other purpose that might adversely affect gameplay for other users? heh




This is the fantastic. Keep it up.

Just off the top of my head:

- Hard trainer (seems to be bugged in gmud but it's a flawed concept anyway)
- Ozrinom / Mausoleum is way too hard compared to the other 5th quests
- Regen rooms in vortex (more negate fear items?)
- Some low level room script areas for the poor mages and druids. Leveling them is not fun.