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Version History

 
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Geshtal
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Joined: 04 Sep 2002
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PostPosted: Thu Jan 09, 2003 12:35 am    Post subject: Version History Reply with quote

This is where version history will be posted. Each post here will conatain information about changes to the MOD in any particular release. Please remember that all minute changes may NOT be noted.
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Geshtal, Original Founder
Dysotopia & Dysotopia II: Shattered Realms
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Geshtal
Lead Project Manager


Joined: 04 Sep 2002
Posts: 1072

Level: 28
XP
EXP: 72 / 87 EXP: 72 / 87 EXP: 72 / 87
 82%
PostPosted: Sun Jan 12, 2003 12:26 am    Post subject: Reply with quote

Dysotopia v2.51a (ALPHA)
Revised: 01/11/2003

Fixed issues with missile weapons/ammunition. Items were created as plot and placed into stores allowing people to purchase them at 0 GP and sell for face value.

Added the Badger Farm in NW Eastern Plains. Players may now pick up pet badgers to help them along their way. The badgers range from level 5 to level 20.

Fixed the level 21 limit on the Amulet of Myrial. The amulet's requirement is now level 20.

Fixed the bug of deleting certain items on joining the MOD. Enforced item limits should now be working properly. This has bot been tested fully though so there may still be some minor issues. If you find you're still having problems, please report it directly to myself or BriHurley.

Added a new area: Eleriina Sewers. This is a low level area but open to all levels. New random drop treasure has been created to coincide with the new area.

Changed the effects of a high level character attempting to enter the bandit caves. The character will now be thrown back and knocked down for a short period of time.

Changed the resting mechanics so that players interrupted while resting now have to wait the full time cycle before resting again. This is a test to see howpeople can adjust to a more realistic resting system. This should force characters to choose a safe resting place before resting as well as prevent spell casters from exploiting the "partial rest" bug that allowed them to regain lower level spells without actually completly resting.
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Geshtal, Original Founder
Dysotopia & Dysotopia II: Shattered Realms
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View users profile Send private message Send email Visit posters website AIM Address
Geshtal
Lead Project Manager


Joined: 04 Sep 2002
Posts: 1072

Level: 28
XP
EXP: 72 / 87 EXP: 72 / 87 EXP: 72 / 87
 82%
PostPosted: Sun Jan 19, 2003 6:00 am    Post subject: Reply with quote

Dysotopia 2.51.2a ALPHA

Added campfires that are required for resting in wilderness areas. Removed the ability to rest in all cities other than in an Inn or Temple.

Added the ability for organization members to recall to their org hall once per day. Also changed default spawn in point for org members to their guild halls. (un-tested and may not be function yet)

Added the ability to give new org members a set of organization items inside of their org item box.

Other minor changes and bug fixes.
_________________
Geshtal, Original Founder
Dysotopia & Dysotopia II: Shattered Realms
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View users profile Send private message Send email Visit posters website AIM Address
Geshtal
Lead Project Manager


Joined: 04 Sep 2002
Posts: 1072

Level: 28
XP
EXP: 72 / 87 EXP: 72 / 87 EXP: 72 / 87
 82%
PostPosted: Tue Jan 21, 2003 4:37 pm    Post subject: Reply with quote

Dysotopia v2.52a (ALPHA)
Revised: 01/21/2003

Removed trap on campfires, they now only harm the person that "uses" the fire by clicking on it.

Fires are no longer allowed in areas where you don't need a fire to rest. People were abusing their use in cities.

First tradeskill is in place! Foresting has been added to allow users to chop wood from special trees. These trees will grow overtime from a seedling into a seasoned tree after about two real hours. You MUST have an axe equipped to use the foresting skill. Also, druids are not allowed to use this skill. Foresting is based on your Strength and Wisdom. If you fall short in these attributes your max forestry skill will be much lower than someone who is strong and wise.

Elves no longer require the use of fires when resting. (Still working on druids...since they require fire in caves and dungeons but not wilderness areas)

When casting timestop all DMs, Admins and Moderators are now notified that you cast it and where you were when you cast it. So think twice before you abuse your already restricted timestop spells.

Mask of the Gods: When listing players, you can now see which areas they are in.

Vind will no longer reward Seeds of Life if you already have them when completing the quest.
_________________
Geshtal, Original Founder
Dysotopia & Dysotopia II: Shattered Realms
Back to top
View users profile Send private message Send email Visit posters website AIM Address
Geshtal
Lead Project Manager


Joined: 04 Sep 2002
Posts: 1072

Level: 28
XP
EXP: 72 / 87 EXP: 72 / 87 EXP: 72 / 87
 82%
PostPosted: Fri Jan 24, 2003 4:09 pm    Post subject: Reply with quote

Dysotopia v2.52.1a (ALPHA)

Added hunger system! Details are as follows:
Your character will become hungry over the course of 20 game hours (100 realtime minutes)
When you become 60% hungry you will begin to receive messages about your stomach growling...suggesting that you need to eat soon.
When you reach 80% hunger you will begin to lose a small amount of health as you are famished from lack of food. You should eat immediately.
When your hunger reached 100% you will begin to starve. Each minute you are starving you will lose about 33% of your max HP until you eventually die. The pain can be temporarly overcome with healing but it is costly to do so.
Upon death, all players are no longer hungry.
In order to satify your hunger you should visit a market and purchase berries and fruit (which can be eaten raw) or firewood and meat/fish (which must be cooked over a campfire). You may also visit an Inn and pay a small amount of gold for a good meal.
To cook fish/meat you must first create a camp fire. Proceed to use the meat/fish when close to the fire and you will see a cauldron/spit appear over the fire. Your food is prepared and ready to partake in. Proceed to click on the fire with the food until you satisfy your hunger or until all the food on the fire is exhausted (afterwhich it will disappear).
The more your character practices preparing meat/fish, the better their Cooking Tradeskill will become. The higher your skill in cooking, the more servings your prepared food will provide to you.
You can hunt deer and other wildlife in certain areas to obtain more raw meat. You will also find flowering trees which contain fruit and huckleberry bushes that often grow near rivers and streams that have small edible berries. If you plan on venturing into a dungeon or a cave, be sure you go prepared as sources of wood and food are scarce in these places!

Druids (should) no long require fire to rest when in wilderness areas. These areas include most non-urban areas. This does NOT include dark caves and dungeons. (untested)

Changed the tree chopping mechanics. When clicking on a tree you will get a conversation telling you how to chop trees! (some people were confused by the initial use of this skill) Trees will now take damage. This is simply to prevent that annoying "Weapon Ineffective" message. No, you can't kill a tree unless you can do more than 10,000 damage in 6 seconds. They keep healing and behave as they did before.

Added additional random treasure generation scripts to all random spawn creatures. These creatures can be found in areas such as the Ogre Forests, Eastern Plains, Sewers (both), Ancient Crypts, etc... The treasure will be standard treasure but will generate the possibility for more gold loot.

Removed animal spawning from the Eastern Plains and added a new nemesis, Goblins. Goblin Hunters, Slayers and Healers are nasty level 8 mobs that like to work in small groups to annoy the unwary adventurer.

Unofficially added support for the Drow subrace...this will be implenented at a later date after a final decision is made. This simply means that each area has been tagged with an "AlwaysDark" flag. If it's true then Drow do not suffer a penalty for it being sunny outside. If false then if it's daytime, the Drow will suffer penalties and anyone using drow equipment that is equipped will have it decintigrated in their hands. Drow will have to -think- if this is implemented.

Added a new player tool titled "Examine Yourself". When used, this tool will tell you what your XP based level is, your deity, subrace, fatigue level and hunger level. Eventually this may be used for other examination functions but for now it's juts a handy way to find out how tired and hungry you are.

Added a "Skill Level Up!" message and sound that will occur when you gain a level in a skill. This will notify the player when gaining a level instead of just seeing a message in the status window.
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Dysotopia & Dysotopia II: Shattered Realms
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