By tehom on 05/31/2021 1:59 a.m.
Player-written books have changed in how they work. You no longer use the write command solely to imprint a description on a book. Now you can write and list stories that you've written independently of them existing on a book, and add stories to books as chapters. Multiple players can add chapters to a book, and chapters can be signed independently of one another. Templates that were being used in book descriptions automatically have had copies created for stories attached …Game Updates: 3/24 - Healing tweak
By tehom on 03/24/2021 8:58 p.m.
The heal command now requires the medicine skill to use. Additionally, there's now a check to prevent alt conflicts.Game Updates: 3/13 - Wound healing
By tehom on 03/13/2021 1:42 a.m.
I added some granularity to healing serious wounds: they now record values from treatment rolls, and eventually will heal the wound once they pass a threshold. Crit rolls will still instantly heal the wound. Only healing from treatment applies - without treatment, the wound will never heal on its own.Game Updates: 1/1 - Healing changes
By tehom on 01/01/2021 10:43 p.m.
I've finished a revamp of healing in the game that should roll out shortly. The tldr is that healing is much, much slower, generally occurring once a day. When it runs, all damaged players get to make a recovery check to see if they heal at all, healing small to large amounts provided they don't botch. Healing is also improved if the character has received treatment via the +heal command - it uses the highest treatment roll they've received, with …Game Updates: 12/6 - New Damage System
By tehom on 12/06/2020 10:48 a.m.
The harm command has been remade - the old one is still available in a deprecated format via 'old_harm'. The new harm command will require you to specify a rating of damage to do, from 'bruise' to 'nuke'. Damage taken is between a minimum and maximum based on the rating, and armor can reduce damage to the minimum. In general, the severity of attacks will have less variance for different characters, and the highest rating attack is intended to represent …Game Updates: 7/19 - org/plots
By tehom on 07/19/2020 1:54 p.m.
There are now org commands to associate plots you're on with a given org, and to display plots for an org that you have permissions to see. Plots can be added to an org by an owner or GM of the plot via 'org/addplot'. Plots can have a rank number associated with it that will specify that only members of that rank or better can see/participate in the plot. For example, 'org/addplot burn all the heretics,5=faith of the pantheon' would …Game Updates: Trade Command!
By NV on 05/19/2020 10:16 a.m.
Trading with another character at your location allows you both to review and control an exchange as it takes place. See "help trade" in-game. Items, money, or both - you can display trade details before agreeing or canceling. Only when both parties agree will the exchange occur. Mishaps (such as an item still being worn) or changes in what's offered will reset the trade agreement and ask both parties to agree again. I hope you are all able to stay …Game Updates: 4/25 - Haggle Adjustment
By tehom on 04/25/2020 5:22 p.m.
I raised the floor and lowered the ceiling for haggle rolls, making it much nicer for those with low skill and not as profitable for those at the high end.Game Updates: 3/31 - Action Requirements and Knacks
By tehom on 03/31/2020 1:48 p.m.
Action Requirements: I took a brief vacation from working on database normalization to add a feature for staff: the ability to add 'requirements' to actions that must be met before they can be resolved. A GM can specify that an action might need X silver/type of resource/ap as a requirement, and there can be a maximum rate per week that can also be specified to force it to take place over a long period of time. Adding these resources is …Game Updates: 6/23: AP Regen changes
By tehom on 06/23/2019 3:52 p.m.
The current backlog for actions is pretty immense, so we wanted to introduce a mechanic to incentivize people for not necessarily putting in actions if they don't have a pressing need to do so. The AP cost for actions and assists have now greatly increased, but you will also gain much more AP for not using up all your actions and assists and not having an active investigation. Numbers subject to change, but +20 per unused action, +5 per unused …Game Updates: Flashback Enhancements
By NV on 05/30/2019 12:55 a.m.
Added dice-check switch. Its result will prefix the participant's next post. Similar to @check. Added ability to see who's currently invited. Also, if someone has contributed to the flashback and then becomes uninvited, their involvement remains as a "retired" participant who can be re-invited any time. Uninviting someone who hasn't posted simply deletes their involvement. Added visibility nuances: the state of being invited to a flashback is now similar to being 'in the room' where emits (posts) are made. By …Game Updates: 5/4: Knacks
By tehom on 05/04/2019 11:07 a.m.
I added in a new feature under the 'knacks' command. Knacks are a way to further specialize what a character is good at: it allows you to select a stat and skill combination, describe why your character is particularly talented at doing with this, and train it to receive an additional bonus to applicable rolls of +1 per rank, and a small bonus chance for critical successes. It's far more expensive in terms of mechanical benefit compared to raising the …Game Updates: Get & Put Outfits
By NV on 01/22/2019 4:27 a.m.
Adding helpfulness to outfits are two new switches: get/outfit and put/outfit. These allow you to retrieve a set of gear or place them inside a container all at once. Remember to remove worn items before trying to put them away! Please see 'help' on the following commands for the details of outfit usage: Outfit, Get, Put, Wear, ModelGame Updates: RP Commands for Weekly XP
By NV on 12/30/2018 1:05 a.m.
With @randomscene, players will now find that a roleplay command is chosen, in addition to weekly scene partners. Using this command will grant a small bounty of XP once per week, and is meant to facilitate knowledge of the roleplay tools available to you. Remember to look up 'help <command>' if its use is unfamiliar!Game Updates: 12/23: Lore Command
By tehom on 12/23/2018 4:38 a.m.
I'm trying to reorganize how lore and theme information can be found in game. The tldr is that there's a new command called 'lore' which allows you to search terms and see categories and entries. It's a bit of a mess at the moment because I copied over all help files and all theme questions to the new system. I'll be going through and manually pruning categories and combining things over the next few days. The theme questions board is …Game Updates: 12/1: Goal System
By tehom on 12/01/2018 8:22 p.m.
So we're adding in another system to help you try to make stronger storylines for your characters: the 'goals' command. This lets you set and track goals for a character, tie them to plots, and most importantly, once every 30 days ask for staff review of a goal and deciding upon any results. We'll be moving actions to 2 per 60 days rather than 30 days, so a goal/rfr (request for review) essentially is taking the place of an action.Game Updates: 11/28 - Investigation changes
By tehom on 11/28/2018 4:39 a.m.
Investigations will now require specifying specific search tags for clue matching as the "topic" rather than trying to match based on parsing the phrase. You can specify a list of tags, separated by "/", with any tags preceded by a "-" ruling out any clue that has that tag, and all other tags must be present for the clue to be found. For example, if you wanted to specifically find clues that were tagged with "Sylv'alfar", "spellsinging", and not tagged …Game Updates: 11/15 - Plot system added
By tehom on 11/28/2018 4:26 a.m.
Plot system: The plot system is a way to organize and record stories for characters, and is detailed in the new 'plots' command, and 'help player run plots guide'. Progression in a story are recorded as 'beats', which are intended to be summaries that can be submitted to staff when asking for game changes as a result of story development. Clue changes: All secrets and visions are now clues and can be shared.Game Updates: 8/31 - Favor command
By tehom on 08/31/2018 6:47 a.m.
The Favor command is intended to allow organizations to recognize those who have earned their favor or punish those who have earned their ire. It can be used on non-members (or those of vassal rank or below for noble organizations) to mark them with positive or negative favor points, each up to a maximum of the organization's social modifier. Each favor point adjusts the target's propriety by a percentage of the organization's prestige. You may also set a message intended …Game Updates: Outfits Feature on 8/26
By NV on 08/26/2018 8:20 p.m.
I'm happy to announce the addition of Outfits! For usage, please see 'help' on wear, wield, outfit, and model commands to learn the switches for these features. Here are the updates in summary. Equipment commands have some new behaviors: - 'Remove' no longer sheathes weapons. Whether worn or wielded, it removes them to inventory. - 'Undress' or 'remove all' does the same for all equipped gear. - Regardless of 'wear' versus 'sheathe', decorative weapons (hairpins) are always classified as 'worn', …Game Updates: 8/4 - work/invest and donate command
By tehom on 08/04/2018 10:43 p.m.
A way to increase the economic, social, and military modifiers of Organizations has been added. The work/invest command allows you to spend resources to attempt to increase the influence of your organization in a particular area. It uses the same system as a work roll, with resources added to the roll. Prestige is gained both by the member and the org, and (very slow) progress toward increase the org's modifier. Total contributions by all members is tracked under work/score. The …Game Updates: 7/28 - Praise/org and @cal
By tehom on 07/28/2018 5:52 a.m.
RP Events can now have organizations invited to attend and sponsor them, and during the event those in attendance can use praise/org to use their praises on the organization rather than another player. Values for praising the org are heavily dependent on how many social resources the org uses when sponsoring the event as well as the event's largesse rating. The @cal command has been heavily reorganized. Most switches now function in either creating or administrating an event, and the …Game Updates: 7/22 - petition command
By tehom on 07/22/2018 2:29 a.m.
A new command has been added, 'petition', which allows characters to create requests either to organizations or to the public at large. Organizations can assign members to petitions, and both IC and OOC messages can be left on a petition. An organization or the owner of the petition can mark it closed once the request has been resolved.Game Updates: 7/12 - broker command
By tehom on 07/12/2018 3:46 a.m.
I added a broker command to the city center to allow for buying and selling of action points, resources, and crafting materials. Please switch to using that over posting on the Classifieds board.Game Updates: 7/8 - haggle command
By tehom on 07/08/2018 1:19 a.m.
I added a haggle command to the market to allow characters to attempt to barter for better deals. A 'haggling' skill has been added, which is now part of the initial skills for the merchant vocation, as well as several others. The haggle ability has you make an initial roll when searching to find an npc buyer/seller for a deal, which checks against streetwise or economics, whichever is higher. This determines the maximum amount that can be moved in a …Game Updates: 7/2 - sheet/recognition
By tehom on 07/03/2018 4:39 p.m.
We added a 'propriety' stat that represents how societal biases affect how someone is perceived by Arx society, as well as the ability to list significant actions an individual character takes that permanently affect their reputation. sheet/recognition (which can be used on other characters as well) will list any modifiers that are present for the character. Additionally, +score can now be filtered for nobles and commoners.Game Updates: 6/17 Fashion Models Wanted!
By NV on 06/17/2018 10:06 p.m.
With the new fashion app, models can earn fame (prestige) for themselves, for Organizations, and for crafters. Fame is earned once per item modeled: while reduced for most armor/weapons, the amount increases based on recipe level, item quality, adornments - and of course, the model's Composure + Performance check. We look forward to seeing you all glam it up on the red carpets of Arx. - Costs 5 action points to model an item. - "Top 20" categories for fashion …Game Updates: 5/26 Combat Refactor
By NV on 05/26/2018 7:41 a.m.
Although many of the latest changes to combat are backend adjustments to allow adding features in the next pass or for more staff/GMing tools, players might notice differences in presentation and mechanics. The most significant mechanical change from a player's point of view is that parry rolls are now based on the attacker's weapon rather than the defender's. Other stuff: - surrender command to ask to leave combat if no one stops you. - special action command to specify an …Game Updates: 5/19 - MOTD
By tehom on 05/19/2018 11:56 p.m.
Added org/motd command (and motd as a perm type under org/perm) to allow organizations to set a message of the day.Game Updates: 5/18 - Social Systems bonuses
By tehom on 05/18/2018 11:12 p.m.
Apostate summarized the new social systems in news posts, but the first of the upcoming bonuses to high prestige/social characters are coming in. Prestige now grants bonus resources to the work command, and organization income is modified by their prestige. Global income from orgs adjusted downward to compensate, mostly a wash initially for orgs.Game Updates: 4/22 - Tasks and Support replaced
By tehom on 04/22/2018 7:30 a.m.
This isn't considered a full replacement, but tasks and support have been removed, and in their place is a new command called 'work'. Spending action points allows you to generate resources by making a check based on the type of resources you're attempting to generate: command/war for military, charm/diplomacy for social, intellect/economics for economic. 'Social clout' is a new stat that represents a character's overall social influence and is used to modify the roll and its results. Using a protege …Game Updates: 2/4 - Minor features
By tehom on 02/04/2018 2:32 a.m.
glance/pcs - filters glance to only player characters. @helpinvestigate/history - helpinvestigate will now only list ongoing investigations by default. The history switch lists ones that are finished. Tabletalk say and regular say will now use posebreak. Added /ooc switch to tabletalk for sending ooc messages only to the place. @action will display your assisting actions for drafts that are not ready to submit in red. Attending status should be more accurate. whisper/mutter will let you echo fragments of what you …Game Updates: 1/5: Some command switches
By tehom on 01/05/2018 3:04 a.m.
NV added @check/flub to allow for the intentional failing of rolls (can also be used with @gmcheck), as well as +firstimpression/outstanding to list firstimpressions you haven't replied to yet.Game Updates: 11/19: Flashbacks
By tehom on 11/19/2017 5:03 a.m.
I added a command called 'flashback', which is intended to allow for a play-by-post style of writing to flesh out events in the past of involved characters. Flashbacks are private to yourself, staff, and any characters you invite to participate. There's now a link to flashbacks you have access to off your character page, and clicking on individual flashbacks brings up a page that displays all current posts and allows you to add from there.Game Updates: 11/3 - Storyrequest/CrisisAction revamp
By tehom on 11/03/2017 1:21 a.m.
So you may notice that the +storyrequest command is gone. It's been replaced by an @actions command that works for both Crisis Actions and the new storyrequests, which are essentially Crisis Actions that aren't used for a crisis. The format for creating them is a little different: You'll invite people, add resources, write everything (including a few more required fields to make things easier on GMs), and only then submit it to GMs for approval. All current actions that were …Game Updates: 9/28: Retainer training
By tehom on 09/28/2017 11:14 p.m.
Retainer xp has been constrained in a few ways. First, while retainers can transfer xp between each other, this has a cap of only matching xp that was directly transferred in by a player. In essence, they can't transfer xp gained by training, only xp directly donated. I initially toyed with a system of having a training cap for retainers, but I didn't like how that devalued higher levels of animal ken/teaching. So what I'm doing instead is having the …Game Updates: 9/20: Informs for Organizations
By tehom on 09/20/2017 3:01 a.m.
Previously, informs for organizations were generally sent to the highest ranking active member. Now they'll be sent to the organization itself, with orgs able to set permissions for who can view them with '@org/perm informs=<rank>'. Informs for organizations will be viewable with @inform/org, specifying the org name before a / followed by normal arguments, such as '@inform/org grayson/3' to view the third inform for Grayson. Permissions for setting the minimum withdrawal/deposit amounts to generate informs is handled through the new …Game Updates: 9/3 - Messenger stuff
By tehom on 09/03/2017 7:10 a.m.
Did a lot of refactoring with how messages are used, in preparation for supporting sending messages via criminal aliases in the upcoming crime system. Did some minor cleanup, and now allow you to send money/materials to more than one receiver at a time.Game Updates: 8/17 - Navies
By NV on 08/17/2017 5:33 a.m.
Player-owned domains will notice their default army now has a navy added to it. If you believe your domain should be completely land-locked, put in a request and we can handle adjustments on a case-by-case basis. Additionally, the cost of hiring all new military units has gone up, and the cost of their weekly upkeep is much lower.Game Updates: 8/2: getinline command
By tehom on 08/02/2017 4:53 a.m.
Added a +line command for managing recognizing people sequentially in an RP scene. +line/createline <host1, host2, etc> will create a line that the named people can use 'nextinline' for to recognize people. Anyone can then join with 'getinline' and be recognized by those hosts in turn.Game Updates: 6/17: sheet/storyrequest
By tehom on 06/17/2017 5:24 a.m.
Added sheet/storyrequest to allow you to view storyrequests for a character. Syntax is @sheet/storyrequest to list them all, then @sheet/storyrequest <character>=<#> to view one.Game Updates: 6/6 - FirstImpression tweaks
By tehom on 06/07/2017 3:42 a.m.
Changed first impression to have different privacy settings. A private first-impression is known only to the writer. For a non-private first impression, they can gain 1 additional xp by marking it as able to be published on the webpage. If the person receiving the first impression agrees, they get 1 additional xp themselves and the first impression is now treated as public knowledge - a white journal entry, essentially.Game Updates: 5/22 - Shared Storyrequest
By tehom on 05/22/2017 6 p.m.
It's now possible to invite other people to participate on storyrequests. Costs 10 AP for them to join in, and effectively it just lets them receive informs of how the story is updated and so on. Once I add storyrequests to be viewable on character pages, they'll be accessible for other participants there as well.Game Updates: 5/16 - +prpclue command
By tehom on 05/16/2017 2:50 p.m.
Added a new command that lets GMs of player-run plots create and distribute clues for their events. You can create any number of clues for a given PRP, and then send them to anyone who participated in the event.Game Updates: 5/14 - Armies and Poses
By tehom on 05/14/2017 3:10 a.m.
Implemented the @army command. Until the battle system is in, this is primarily to allow people to customize the description and names of their armies, though you can assign generals and unit commanders, as well as move around units however you wish. Hiring troops is also in, albeit in a preliminary form. pose/history added to allow you to see recently received poses since your own most recent pose. This is primarily intended to be used by GMs to see if …Game Updates: 5/6 - +heal change
By tehom on 05/06/2017 11:06 p.m.
The +heal command now requires permission to be used on someone, which they can grant through +heal/permit <name>. Crafting commands will now give a masked name if the crafter is in the room it's done in (if not done by their shop, in other words). Converted all of Arx's database models to take advantage of some caching Evennia provides, which should make things much faster in some cases as well as more reliable (less caching bugs, hopefully). This was a …Game Updates: 4/19 - Org Bank Records
By NV on 04/19/2017 5:33 a.m.
Org banks now send transaction informs to people in charge of them. These informs can be limited with a command similar to the one shop owners use, while also specifying resource types. It is: @inform/bankminimum <type>,<number> Also roll messages are a little less verbose.Game Updates: Game Update: 4/12
By tehom on 04/12/2017 5:32 p.m.
The journal page now supports more complicated queries: you can specify a list of names for senders or receivers by separating them with spaces, and you can exclude a name by prepending "-" to it. For example, putting "-esera" into the journal writer field would return journals not written by Esera. Added a 'cancel' command in combat to unqueue commands. Added a 'delay' command to take your turn later in the combat round.Game Updates: Game Update: 4/10
By tehom on 04/10/2017 4:11 a.m.
page/allow has been changed into a toggle, and page/block has been added as a companion switch. Blocked players receive an identical message as if you had all pages disabled. Added @settings/emit_label for displaying the senders of emits in rooms.Game Updates: 4/4 - Introducing @gmcheck
By NV on 04/04/2017 10:56 p.m.
Added a way for player GMs to make rolls for NPCs that don't necessarily exist as objects in-game. Using @gmcheck performs a 'stat + skill at difficulty' roll with specified values, and can be controlled whether or not it is able to crit. See 'help @gmcheck' in-game for specifics. Happy GMing!Game Updates: 3/26 - Introducing Masks!
By NV on 03/26/2017 4:39 a.m.
Added Masks, which are wearable face-slot items that obfuscate a character's identity. Level 3 mask recipes have been introduced for many crafting abilities, with one extra for Alchemists at level 5. The name of the mask will form part of the wearer's identity; for instance, A Fox Mask will grant a female wearer the identity of A Lady wearing A Fox Mask. The wearer's description will similarly be covered by whatever altdesc is provided during creation, which is accomplished with …Game Updates: Game Update: 3/21
By tehom on 03/21/2017 1:53 p.m.
Added in the ability to remove people from rooms and ban them from entering. The +manageroom command now allows you to specify players as 'bouncers' who, in addition to the owner, have the ability to remove people from the room and prevent them from entering. Currently there's no way to circumvent being denied entry - that'll be added eventually, probably involving bashing down doors, picking locks, or fighting guards.Game Updates: Game Update: 3/3
By tehom on 03/03/2017 12:05 a.m.
Added in a little command called +rphooks that allows you to set or search tags for things you're interested in for your character. They'll also be appended to your character's +finger information. I put back in costs for attempting to share clues with people who already know them due to concerns from members of secret organizations that it could be used to reverse engineer affiliations based on what people already know.Game Updates: Game Update: 2/22
By tehom on 02/22/2017 1:28 p.m.
Added the ability to write in other languages and to translate text. Crafting now has a new switch to let you specify what someone who can read a specified language will see as a translation, as does the write command for writing books. Write the desc as normal and mention that there is text in a foreign tongue (describe it as runes, sigils, indecipherable scribbles, whatever seems appropriate), and then do the translation in the new area provided. +lang/translate <object> …Game Updates: Game Update: 2/21:
By tehom on 02/21/2017 12:02 p.m.
Few minor features: 'knock <exit>' is now a command. Sends a message that you're knocking on the door to the room it connects to. An alternative to yelling really loudly while drunk. '@settings/ignore_bboard_notifications' allows you to suppress being told of new posts for those who'd rather not have popup notifications of great deals on resources while attending a somber funeral. The command will also list all valid switches when used without arguments, because it's a long help file. The 'all' …Game Updates: Game Update: 2/15
By tehom on 02/15/2017 8:26 a.m.
Tweaked investigations again - made investigations much more likely to succeed in making progress, but made the total progress required much, much higher. Fixed a bug that prevented AP invested in crafting from working if no money was spent. Adjusted the floor value granted by ability to be less generous. Added where/randomscene for only returning characters who are valid randomscene targets/ A great many minor optimizations, clarity improvements, and bug fixes.Game Updates: Game Update: 2/12
By tehom on 02/12/2017 8:26 a.m.
Added the ability for clues to be added to organizations, and then shared with members. To add a clue to an organization, use the /addclue switch. The cost is currently the sharer's clue-cost * (10 - the organization's social modifier), which you can see under @org. Briefing a member will share all the organization's clues at a cost of the sharer's clue-cost / (2 + the organization's social modifier). Added the ability for players to collaborate on crisis actions. To …Game Updates: Game Update: 2/9
By tehom on 02/09/2017 9:10 a.m.
Added the Action Point system, details of which can be seen in-game with 'help action points'. It's a system that's designed to control how many actions a character can take during a week and encourage further specialization, rather than engaging in pretty much everything. For example, someone crafting a weapon can spend their entire week's action to get a very high chance for a better result, while people can similarly devote themselves to investigations. Costs for a number of things …Game Updates: Game Update: 2/5
By tehom on 02/05/2017 3:42 a.m.
Primarily optimizations around trying to fix the occasional database lock errors that have occasionally popped up in the past. I switched the database's journal mode to something which should support greater concurrency, and did a number of optimizations around using more indexes in different queries and move to bulk operations when possible. All saved messages in the game (journals, messengers, board posts, etc) had the method used to categorize them change, so please let me know if any don't show …Game Updates: Game Update: 1/27
By tehom on 01/27/2017 6:24 a.m.
Bunch of minor changes: -Abilities can now be trained with the +train command. -Shops can now specify discounts by character in addition to organization. Character discounts take precedence. Discounts can be negative for raising prices to those who annoy you. Specifying a discount of 0 removes it. -@clues now gives a list of anyone you've shared the clue with. -+where accepts arguments to filter results by any name provided in a comma-separated listed. -Tweaks to @bb formatting for post announcements …Game Updates: Game Update: 1/20
By tehom on 01/20/2017 3:13 a.m.
The +crisis model has been added. This is an attempt to create a more measured pace for the game by informing players of a current crisis and giving everyone a long period to respond. Each period for a crisis will be around a minimum of two weeks, and players can make a single action during it. At the end of the period, everyone will be informed of the outcome of their actions. You can attach questions to your actions, which …Game Updates: Game Update: 1/17
By tehom on 01/17/2017 9:34 a.m.
Consumables added. Now there's a 'use' command, and the first consumable was created: perfume. It's an apothecary recipe that creates an object that when used will append its description to yours for a period (currently about a day or so).Game Updates: Game Update: 1/14
By tehom on 01/14/2017 10:54 p.m.
Minor features: You can now get help on some currently unavailable commands, which will note that you can't currently execute them. For example, going @ooc and doing 'help whisper' would display that, as would doing 'help bank' when outside of it. +manageroom now lets you set separate descriptions for different seasons, using the main /desc as a fallback if the current season is not defined. You can also embed strings in descs that only display at certain times of day. …Game Updates: Game Update: 1/11
By tehom on 01/09/2017 9:10 a.m.
1/11: Added languages. It can be set with the +lang command, and you can request other players teach you languages they know. Your maximum number of languages you can learn, excluding the shared common tongue of Arvani, is one per level of Linguistics skill. If your character should know some pre-existing languages, feel free to hit up Apostate or put in a +request to have it added. Some usability tweaks to @clues and @revelations - @revelations now lists related Clues …Game Updates: Game Update: 1/6
By tehom on 01/06/2017 10:37 a.m.
Critical successes on rolls: Now all rolls can have a chance to crit rather than just crafting rolls. Any roll made by an active player has a 5% chance to be a critical success. The bonus is a 1.5 multiplier to a 2.5 multiplier (1.5 for a 1-in-20 crit, 2.5 for 1-in-100 crit). The bonus is applied before difficulty modification is difficulty is positive, and after if difficulty is negative.Game Updates: Game Update: 12/27
By tehom on 12/27/2016 10:30 a.m.
Changes to refining: I made it much easier. Now, the crafter stores how many times they've made attempts on a given object, and the difficulty lowers for each attempt, up to a maximum of 60. Additionally, refining rolls can now crit: there's a 5% chance to double the result of roll, after all other modifiers. However, because getting divine quality on low-difficulty recipes would now be fairly easy, I raised the innate bonuses given to divine quality to recipes of …Game Updates: Game Update: 12/21
By tehom on 12/20/2016 6:25 a.m.
12/21: Combat tweak- made fatigue rolls more difficult by removing 2 free keep dice that were added to the roll. Now just ensures that the minimum dice rolled is 2 for those with very low dice pools. Added maximum number of posts to boards, calling the oldest to fall off when the newest is posted. XP bonus by age: Although aging isn't yet in, I decided to go ahead and add the initial xp award for age and retroactively added …Game Updates: Game Update: 12/17
By tehom on 12/17/2016 7 a.m.
Added the @theories command. This allows you to view, create, and share theories that your character has about things, as well as associate it with clues that you discover, or with theories that other people come up with. Added a +room_mood command to set a message that's appended to a room description temporarily. These can be removed or changed at any time, and will go away on their own after 24 hours.Game Updates: Game Update: 12/14
By tehom on 12/14/2016 1:40 a.m.
12/14: I put in a small tool to allow players to report harassment in the (hopefully never) case it becomes necessary. Messages you receive from other players will be visible in @view_log/current - that's a list of all messages you've received in your current session. If a player harasses you, you can flag their messages for staff review with @view_log/report <playername>. It comes with some heavy limitations to try to ensure privacy - messages between two players in the same …Game Updates: Game Update: 12/7
By tehom on 12/04/2016 4:52 a.m.
12/7: Changed stat for crafting skills to use dex or luck, whichever is higher, from only using luck. Added +roomtitle command to allow you to specify a string that shows what your character is doing on look. Also shows on +where if people use 'verbose_where' on @settings. 12/5: Changed how weapon damage scales from quality level to be stronger for higher end weapons. Changed how the training center works so more than one room can be tagged that way - …Game Updates: Recent Updates: 12/2
By tehom on 12/02/2016 3:26 a.m.
Just smaller scale updates while I continue to work on Dominion systems, but those are still a ways out from being completed. More slight adjustments to combat, in which I made a number of changes to improve heavy armor: fatigue now kicks in later, and the benefits of higher quality for armor is now proportional to its protection, so it benefits heavy armor more: each quality level now gives +10% of the base value of the armor. The magnitude of …Game Updates: Recent Updates: 10/29
By tehom on 10/29/2016 1:47 a.m.
The @retainers command was implemented, allowing for people to have customizable, unique agents. Current types that are supported are champions, assistants, spies, animals, and small animals, with small animals being cheaper but having very modest stat caps to prevent them from ever being very combat effective. All @retainers are summoned and controlled via the +guard commands, and the +guard command now enforces limitations of Arx's armed retainer laws, where you can only have a certain number of armed retainers accompanying …Game Updates: Recent Updates: 9/23
By tehom on 09/24/2016 12:05 a.m.
We finished the conversion to the new server, and most of the bugs relating to that have been fixed. Known Issues: -The text pagination function in evennia that I've started to use for the @roster command can be confusing. It covers character commands until ended with 'a' for abort, which means trying to 'look' will return the player version that informs you that you're currently OOC, despite being IC. -A particularly pernicious bug is somewhere in the caching code. When …Game Updates: Game Update 8/22
By tehom on 08/22/2016 1:07 p.m.
Investigation system is in. There won't really be much GMing for specialized requests with investigations while we're in alpha, but players will be able to progress investigations (generally slowly) to collect clues about the various mysteries of the metaplot. Characters will now be marked as inactive after two weeks of not logging in, which removes them from most elements of weekly maintenance - no longer receiving income, etc. Eventually, three'll be auto-rostering for characters who have been inactive for much …Game Updates: Game Update 8/3
By tehom on 08/03/2016 7:35 a.m.
Added ability to write and read journals on the website. Added a section for viewing events, as well as seeing their logs and comments made upon the event, as well as adding your own. Added a section for rumors generated from players completing tasks, viewable off the event listing page. Tweaked equipment quality to have less of an impact on weapon and armor stats - now a higher tier recipe should be almost always superior to a lower tier one, …Game Updates: Update 7/20
By tehom on 07/20/2016 6:22 a.m.
Combat has become slightly more randomized, with the base defense chance slightly reduced. Dodge skill now adds to the defense roll (though it'll continue to say 'parry' if your parry roll was higher than your dodge roll). Dodge roll is reduced by your armor penalty, but it can never harm you, only have no benefit. Athletics is now used for fatigue roll, though is a relatively minor swing since it doesn't add keep dice. Added in increasing cost for skills …Game Updates: Game Updates: 7/1
By tehom on 07/01/2016 12:54 a.m.
Features: bank allowing withdrawal/deposit of resources, market/import allows buying of materials with resources, @cal/reschedule and cancel System changes: Combat tweaks - wound penalties now a thing: +1 difficulty to rolls per 5% of your max health and damage. Tweaks to fatigue, now running off (sta+str+dex+wil)/2 for the roll with keep of the higher of sta or wil. Ramp-up to difficulty of fatigue rolls from armor reduced. Survival now being appropriately used for unconsciousness and death rolls,Game Updates: Game Updates: 6/19
By tehom on 06/19/2016 4:12 a.m.
Combat: Lots of bug fixes. Added in a +combatstats command to allow for more detailed information of a character's combat statistics while in combat. Various adjustments of combat formulae after testing. Link to metaplot stuff from website. Still a lot to do there.Game Updates: Update 6/14
By tehom on 06/14/2016 12:25 p.m.
Features: Allow reading @bb posts in a range. startgear command implemented. Fixes: Bug fix in tasks, prestige adjustment. Clarified bank command, directions command. Bug fix in jobs, app approval. Bug fix in condemn/praise post. @directions now uses depth-first-search when no exits match the direction for path building, limit of 5 for depth. Game system changes: Votes now max by account - maximum of 10, rather than 5 per character.Game Updates: Latest Changes: 6/6
By tehom on 06/06/2016 8:16 p.m.
System changes: Teaching skill now increases the discount a trainer gives to someone increasing their stats/skills. A teacher is limited to training one person a week. Bug fixes: some bugs in tasks, a particularly troublesome bug in aliases that masked commands based on case sensitivity, allowing unicode in channel messages. Webpage updates: Secret organizations now show to their members under the World section. Ailith's excellent map of the central city added to World.Game Updates: Latest Changes
By tehom on 06/01/2016 3:55 a.m.
Usability changes: better help files for places, tabletalk, join. +help alias for 'help' command. New commands: +keyring, +junk. Game system changes: Crafted weapons now supports archery. Quality level of weapons now influences difficulty modifier of combat rolls.Navigation: First | Prev | of pages | Next | Last