Patch History
-=*=- PERILOUS REALMS -=*=-
*MESSAGE* *OF* *THE* *DAY*
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
December 18, 2011
- Improved redit to better handle prototype rooms.
Do help redit or help red_proto for more info.
- Improved rstat to display prototype info
December 17, 2011
- Fixed wilderness maps
- cleaned up map for Lucenia and surrounding area
December 15, 2011
- Fixed a number of small bugs with the Zombie code.
- Over the last few weeks small sections of numeric punctuation
have been added to the game. We hope its as easy on your eyes
as it is ours.
- Fixed a number of bugs with the shop code.
- Fixed a number of null/wrong messages associated with spell damage
when fighting casting mobs. Thanks to Thrash for testing!
We are making a solid effort to refine pr further. If you find anything
that can be improved upon please mudmail Bunta or Brimstone.
November 29, 2011
- Fixed a crasher and some other bugs with clans
- Newbies can no longer be PKed
November 23, 2011
- fixed bad bug that made builders unable to read their zones
November 21, 2011
- Map Cleanup: Xmasland and Swamp of Amos
November 19, 2011
- Implemented improved and more colorful map
- this is experimental so please give feedback on both the functionality
and the color scheme.
- I am working on improving the display of diagonal passages
- Added an overview map that shows a larger area at more detail
do MAP OVERVIEW to see it
- cleaned up some zones like Abyss, Fortrum Wilderness, Desert, Pillars to
work nicely with the new map
November 9, 2011
- Added help topic for colors and ansi
- Please exercise restraint in using this feature or it will have
its use by players restricted
- Internal improvements to #{bold}#{red}c#{yel}o#{cyan}l#{blue}o#{magenta}r#{off} code in order to improve the map further
Please report any anomalies
November 7, 2011
- Improvements to map
- You are now marked with an S
- changed coloring to be based on sector type
- made map larger
- MORE improvements coming including
- show party members and nearby mobs
- Made the go command run in brief mode and suppress mob details
- Made the game by default show you long descriptions in a room
You can turn this off by doing CONFIG SHORTLOOK
- Increased energy drain protection timer to 30 mins
- Even more under the cover changes
- cleaned up inconsistencies in how names were used internally for
players vs mobs. PLEASE REPORT any odd naming issues you see
- Improved immortal commands pstat, mstat to show namelist
- Modified set to let you set the name list of a mob or char
- A lot of under the covers stuff for the new spell system
- Renamed 1 resist and added 2 other new ones (Water and Light)
- Energy resist is now known as darkness
- The whole list now looks like this:
Resistances (Good: High):
Fire: 170 Cold: 165
Elec: 170 Water: 155
Acid: 155 Poison: 220
Force: 191 Magic: 205
Light: 155 Dark: 155
The resists in opposite columns will be considered opposites where appropriate
November 5, 2011
- Updated the fail-mechanism for barb quaffs. It's abit harsh to players
starting out with poor stats. But as you remort and get your Intelligence
AND Wisdom up to 25 you will notice a much higher success rate than today.
October 31, 2011
*** Classes Renamed ***
- Thief is now Rogue. It will fit our vision for this class alot better.
- Rogue is now Swashbuckler. A hybrid between Thief / Rogue. Stay tuned.
- New Spell: Haste
- Speeds up the hits-per-prompt for a friend or foe.
- Classes: Mage, Illusionist, Powermonger, Warlock
- New Spell: Ineptitude
- Works like weakness but affects dexterity instead of strength.
- Classes: Rogue, Ninja, Swashbuckler, Reaver, Dragoon, Scout, Assassin
- As you may have noticed, some of the classes lost sunder armor. This is
due to us deciding to give each and every class something special. Similar
to what Warrior has gotten.
October 30, 2011
- Improved blacksmith repair to repair weapons also (repair 3 does it too)
- NOTE to players. We are going through some further rebalancing of existing
buffs in order to make room for various new ones like haste/resist debuffs/
mob slow/etc. This may cause some increases in mob DPS as well as increases in
your DPS vs mob. Our goal is not to nerf but to rebalance the mobs as well.
Please report any changes in difficulty so Bunta can retune the mobs.
Sorry to be making disruptive changes but these are necessary for a well
functioning buff system.
If you feel your class has been impacted please talk to me personally as
this is not our goal to screw over any class.
October 29, 2011
- Fixed some bugs with bottomless kegs including them going to negative weight
- Fixed bug that made sanc randomly either do nothing or give you 100 stopping
- Improvements to strike command
- Strike can now do different amounts of damage depending on how good a roll you get
- If you land a really good strike it may make additional strikes easier
- Added colored messages to indicate the quality of the strike
NOTE: this may be adjusted depending on if it is too strong or week.
Please give feedback
- Adjusted how sanc bonuses are calculated for Paladins and Clerics
October 24, 2011
- added MAKELEADER command to let the leader of a group choose a new leader
October 21, 2011
- New Skill: Execute - executes mobs at low health. For big bosses it's
a great ability to use at the late stages of the fight.
- Classes: Warrior,Avenger,Cavalier
- New Skill: Sunder Armor - reduces your opponents stopping for a period of time
- If already affected by sunder a new sunder will extend the duration and may
modify the effect for the better
- Classes: Warrior,Barbarian,Warder,Mercenary,Thief,Brigand,Avenger,Cavalier
- Test the skills out and report to Bunta or Count so we can tune it.
- Improved arena a bit
- Imms can set a pot amount or by default it will be the equivalent entry fee of one
highest level player
- It will now display the current pot
- If you end in a draw you now get a consolation prize
October 12, 2011
- Vespa now properly shows all the stats as intended
- Fixed energy drain issues when fighting uber mobs so you don't lose 50 or 100 levels
- When energy drain lands on you you get an effect called energy drain protection
- Energy drain protection works as follows (subject to change in the future)
- Start at a base of 5%
- each time you are energy drained it rises 5% to a cap of 100%
- this limits your max energy drain to 20 levels
- this effect lasts up to 10 minutes and is stripped if you die
October 11, 2011
- fixed bug with item mutation that was giving a different name than the effect
for example a pair of wasp wings of true-seeing was actually vitality
- Fixed Dorf shouting proc to actually summon help as originally intended
October 10, 2011
- items with fire immune flags bypass fireshield
- added an armor rating to the examine command. This should help you compare
the quality of armors that are made of different materials.
NOTE: The current formula is experimental and will be tweaked based on
experimentation and your feedback.
PLEASE let us know if any rating seem off compared to other items
- fixed bugs with looted consented corpses and re-enabled that feature
- improvements to auctions
- you can now have up to 3 auctions
- to set minimum bid on your other auctions do tell vespa min
where index is the index of the auction in LIST
October 9, 2011
- improved help for the bank and auctioneer. You can now get help by typing HELP
in the room
*** Major New Feature ***
Account Storage
- The Midgard Bank is pleased to announce a new account storage system.
This allows you to store items in account storage so you can share them with
other characters on the same account.
Note: This *includes* NODROP items!
- The following commands are used to store and retrieve items
ADEPOSIT deposit an item in shared account storage
AWITHDRAW withdraw an item from shared account storage
- The LIST command will now show both local and account storage
- The account storage has a separate carry limit so you can keep 1 extra instance
of a limit 1 item in that storage. You won't however be able to withdraw it
if the character is at carry limit
- You can now quit out safely in the bank
*** please note ***
If you encounter any bugs or lose items please contact an immortal and we will
reimburse any items lost in account storage
- There is a bug that allows you to loot items over the carry limit when
it is in a corpse you are carrying. I have temporarily reverted the ability to
loot a corpse that would take you over limit. This will be fixed soon.
October 8, 2011
- Auction house has now been re-opened for testing
Please try it out and report issues/bugs/ideas to immortals@perilousrealms.com
- you can now send vespa tells for some of her commands such as STAT and LIST
- LIST command works for vespa
- added object colors to the auction house
- Fixed bugs and made improvements to Vespa
October 7, 2011
- Fixed issue with consented corpses. You can now pick up a player corpse
that contain items that would otherwise put you over max.
- You no longer need to use identify scrolls
- To identify an item use the examine command
- You can now describe an item to others in the room by typing
DESCRIBE
- To edit your character description the command is now DESCRIPTION
- Made material and metal bonuses variable by slots that have metal in them
rather than averaging the presence of metal in body, head, arms and legs
For example if you had a steel breastplate and a leather helm, arms and legs.
Previously the leather would lower your stopping bonus for your body.
Now it only counts the presence of metal in the breastplate for the body location
Overall this makes it easier to get a large stopping bonus on your body
- This means that some slots will now have better stopping and others may get worse
- If you want to get the strongest stopping bonus find stuff with the best metals
adamantium > mithril > titanium > steel > iron and so forth
- various other tweaks to stopping calculations
*** these changes are experimental ***
Please give feedback if anything has changed significantly let us know and we'll fix it
October 6, 2011
- Reworked material based stopping bonuses.
Now more materials can give a stopping bonus not just iron and steel
- Raised wimp cap to 1/3 max hp
- You no longer need to puke to quaff a potion via the quaff command
October 5, 2011
- Further internal improvements to mob speeds
- We have begun the process of rebalancing mob speeds.
Bunta is working hard at getting this done as quickly as possible
Please report any mobs that are too fast to him and we'll fix it ASAP
The goal is to have bosses feel similar to what they were a month ago
Thanks for your patience while we continue improving PR
October 4, 2011
- You can now have an item in the held slot while wielding a 2h weapon
- Fixed rent regen rates
- fixed additional timing issues. Room falling and the like should work now
- Made go speedwalk have similar delay as movement from a client
- Some balancing of class speed leveling rates due to the fact that you get
fractional attacks per round now
- Adjusted the way high dex affects attacks peed.
Now going from 10 to 25 dex is similar to going from a 10 to 14 speed weapon
*** NOTES ***
*** these changes are experimental ***
This is being done as the work to implement haste
Please give feedback and we will rebalance as needed
October 3, 2011
- Fixed timing issues for weapon spells. They should now work as intended
- weapons can no support more than 1 weapon spell
- removed saving throws since they are obsolete
- allow players to see # of attacks from att
- bank storage is now free
- increased storage in the bank
October 2, 2011
- Fixed a bug where damage reduction was based on the attacker's stats and
not the victim's. Please report any imbalances in mobs that arise and
we will adjust the mobs
- Improved Barbarian stopping bonus to
- Eliminated mob stopping bonus for warriors (this made people hit most bosses too soft)
October 1, 2011
*** significant upgrade to timing ***
- I have re-implemented combat timing so that we can implement haste and slow.
This also addresses various bugs that came up from my earlier attempt to change
timing.
- Moving through the world should be a bit faster
- Weapon attack speeds now will go up in a smoother fashion as you level up
- It is now possible to do 3/2 attacks per prompt or even 3*
- It is also now possible to do go faster than 4*
- pure thieves can get up to 5*
- pure warriors, ninjas, reavers can do 4.5
- clerics get 3*
- THIS IS EXPERIMENTAL and subject to change.
- please give feedback
- Mobs can also attack faster than 4*. I have attempted to balance this
so mobs are of similar difficulty as before. If you find any mob that seems too
hard or too easy please report it and we WILL fix it.
*** this IS NOT intended to be a NERF so report ISSUES! ***
September 30, 2011
- Initial timing tweaks needed to implement new spell/ability system
The basic unit of time is now 1/10 of a second rather than 1/4 second
A tick is now 60 seconds rather than 75
Combat pulses should still be 3 seconds long
*** please report any issues you encounter ***
Here are some of the changes you will see for the new ability system.
- timing changes (done)
- new stats
Name Description
---- -----------
Spell Penetration Modifies target resist vs this caster
Spell Power Scales the strength of effect
Spell Duration Scales the duration of effect
Spell Frequency Scales the frequency of effect (for damage/heal over time)
Spell Speed Modifies the delay/cooldown of the effect
Melee Speed Modifies the melee attack speed
- implement items that modify these stats
- implement Effects
Effects are the foundation of the new ability system.
They are similar to Affecting Spells but more flexible
- implement Abilities (Spells)
- implement books as a new mechanism to learn abilities
- implement equipped melee spells
Wizards and clerics will be allowed to equip certain spells much like a
fighter can equip weapons. These spells will fire periodically during melee.
Pure wizards and clerics will be able to equip more abilities than other classes.
This will give them something similar to 4* for melees
- implement disenchant and gems
- implement wands/holy symbols to give casters a way to boost the power of their spells
- implement taunt/agro management
- balance abilities
- migrate weapon spells to the new ability system
- remove the old spell system
- remove practice system (superseded by books)
PS: It's nice to be back
--Countess
September 11, 2011
- Modified Assassinate to be a bit better as follows:
When you attempt to bingo a mob it will account for the mobs level/armor thickness. If you
get a successful bingo you will always 1-shot the mob like assassinate is intended to do.
However, there is also a chance that the mobs armor will resist your assassinate attempt
and absorb half of the damage, causing you to do half the mobs HP in damage.
This will make it a max of 2 assassinate on any mob in the game. Even if the attempt is
absorbed. But the main thing is: You can now 1-shot big mobs again.
I assume this will need some tweaking, so please report to Bunta or Count so we can set
these numbers right.
September 9, 2011
- Modified heals that classes get below level 100 slightly, it should now be less delays
if you bring a healer while levelling.
September 7, 2011
- Revamped Zone: The Shire
Added a few more mobs, edited existing mobs, added quite a few items. This zone
targets level 100-250 I'd say. A few mobs you can even kill as 400+ for decent exp.
If you find any bugs/problems, or have any other suggestions please contact anyone
of the imms as usual.
** Thanks alot Jesse. For your work in making the mobs and gear for the zone. **
September 6, 2011
- I buffed dual-wield very slightly. After going through this i found out that our main
problem is that we don't have enough weapons with the dual-wield flag. It works very
well when wielding 2*weapons with the dual-wield flag. We will work on adding a few
more dual-wielders, and this issue should be resolved fairly quick.
- Warrior bash practices have been fixed
- The 'zones' command will no longer work if you are pk-flagged.
- The 'beacon' spell will work in a more limited manner when pk-flagged.
September 5, 2011
- Decreased infirm cost for barbs slightly.
September 4, 2011
- Upped gold on the named bosses in Terberthia, this should now be a decent gold farming zone.
- Harm / Full harm has gotten a revamp, more scholar and cleric buffs yay!
It scales with how much mana you have, full mana = most damage, lesser mana lesser damage
and so on :)
- Mages, I will begin working on your spells this week, i actually thought harm was a mage spell
as i started this revamp hehe :)
September 3, 2011
- New spell: Flash heal -high level scholar/cleric heal.
(heals big and fast but cost alot of mana)
September 1, 2011
- New skill for Warrior and Avenger: doorbash
- Recharger skill: reduced cooldown until it can be reused on the same player, also increased
the level gap required for the spell to work. Remort count will also have an effect on how
often you can recharge.
- Assassinate set to 52k fixed damage(2 assassiante for wasp king for example)
August 31, 2011
- Heals should now be useful again. I made them scale with level and some other
stats which should make a difference for now. If you find any bugs, or if it
seems unbalanced/overpowered please contact one of the imms.
- What i've done is basically have 'heal/full heal' being castable while in combat,
mystic heal and faith heal are the more efficient out of combat heals for scholar
and cleric.
If you have a cleric/scholar in your party it will significally increase the time
you spend between infirms.
- Combat healing for other classes with heal has been improved aswell.
- New spell: Faith heal (high level cleric heal)
- Upped infirm costs about 30% and decreased the 50% discount for barbs. This is on trial but
I'm sure we can all agree on that we need to make the other classes a bit more valuable :)
- Cleric brought back to 2*
Scholar back to 4*knife and dagger
August 26, 2011
- Changed the PK-status message to actually tell you how much bonus exp you get.
- Slightly modified the bank code to let you store more in the bank based on
how many times you have remorted, as follows:
Startup player - 25mil
Remorted 1 time - 25mil
Rermoted 2 times - 50mil
Remorted 3 times - 75mil
Remorted 4 times - 100mil
Remorted 5 times - 125mil
- After request I changed the identify scrolls slightly, they
now type out the the exact armor and stopping value.
- Countess is back! :)
August 21, 2011
- NEW AREA: The Eye of Terror
Estimated level range: 300 - 500
It's located somewhere in the town of thalos, but beware of lamias who
try to rob you on the way ;)
- Thanks alot Mali for giving us this new awesome area!
August 15, 2011
- Fixed a bug with flaming parchments that loads in Terberthia. You will
no longer get endless dispels from them as a non-magic reader!
August 8, 2011
- Anonymous brought back in the who-list upon a few players request.
- The work on the helpfiles is ongoing, if you find any typos and/or
errors in the helpfiles, please report it to Brimstone for fixing.
-- Thanks for great work on helpfiles so far! --
July 30, 2011
- The spell 'shield of faith' has been renamed to 'aura of faith' due to
problems with practicing on scholars.
- This spell is also the first spell to account for classpurity,stats and
character level. It will scale and get better and better as you remort
for more stats and grow in level ;)
This will be done for all defensive / offensive spells in a near future,
and give spellcasters a well needed buff
July 26, 2011
- Added new rarespawn and a boss:
Orktown
Skexie
***Spell changes***
- Mages and Wizards can now portal to mobs
- Metalskin is now a high level mage spell
- Vitality should now work better.
- Sunray modified to be castable indoors.
- Cl/Pa/Du/Ce/He/Fo/Wo - New spell: Divine Hand (Protective)
- Ma/Pm/Wl/Il - New spell: Shield of air (Protective)
- Cl/Sh/In/Tm/Ce/He/Pa - New spell: Shield of faith (Protective)
- Ma/Pm/Wl/Dr/Me/Th/As - New spell: Armour as air (Offensive)
- Ma/Wz - New spell: Beacon
Usage:
cast 'beacon' set - Sets the beacon at ur current location.
cast 'beacon' - Returns you to the place where u set the beacon.
- Casting beacon without a beacon set out will get
you transported to 'Void'.
- First day of trying to make our spells abit cooler, after this
we'll also take a look at the skills for each class.
- If you find anything buggy please report it to Nico or Bunta.
- If you have any cool ideas for spells or skills. Please jot them down
on a note and mail it to Bunta.
- Enjoy!
July 17, 2011
- Updated high tower of sorcery, boosted many of the smaller mobs to better the zones
xp rates. Also put in a few rare spawns that are rated fairly high. They are non aggro,
but be careful attacking one if you see it. Enjoy and if there are any balancing issues
to easy/hard let me know. If saying its to easy, keep in mind its really meant for 75-250
leveling and though a 450 can nab a level or two there it isnt really designed for that.
It should be in line with other mobs of the same xp however and please let Nicodemus know
by tells/mudmail any problems or comments.
Enjoy.
- Updated resistances in Fortrum/Terb. They were set way way to high as you might have noticed,
please contact Bunta or Nicodemus if you find any whacky items.
July 11, 2011
- Many items throughout world are randomized to further progression. Also a few two
handed weaponry have had their stats increased. Finally many mana users now are able
to cast the spell vitality. Enjoy and please mention any balancing issues or problems
in any items or spells. Thanks Nicodemus.
July 8, 2011
- Graveyard updated. Dread the commander of the undead now lurks
deep within the tombs. It's said he guards the most valuable
trinkets burried a long time ago.
**Thanks for great work Nicodemus!**
June 28, 2011
- Midgard Museum - Zone OPEN!
Recommended level: 20-120
If you find any bugs please report it to Bunta or any other imm.
Thanks to everyone involved in creating this nice newbie area.
June 27, 2011
- The work is still ongoing, slowly but surely :)
Graveyard Update - Thanks Nicodemus
- We're doing ongoing work with 2 new zones, one which is expected to open this week: Midgard Museum
This will be a newbie zone where you can level, gear and also find very useful info/dirs to use on
your further adventure into the realms!
*** Thanks for your hard work Mali! -Grats also to promotion. ***
June 20, 2011
- Removed the portal leading to Fortrum from Embassy, the portal Fortrum->Embassy still exits
to allow for easy travel back to midgaard.
I felt these portals made it too easy to get around the mud, atleast now you have to walk out
to Fortrum if you wanna get to anywhere on the mud!
May 29, 2011
- Greece updated
- HELP files began tweaking, please send feedback to Miral/Nanjiku
Apr 13, 2011
- ***************** WOOHOO The hang bug from hell has been fixed *****************
Thank you Khory for helping me find out that it was the Mortician's fault.
Apr 04, 2011
- Fixed bug that allowed Luck to exceed 25 and become 0
- Initial support for ruby integration is in! Ruby Ruby ROO!
Mar 26, 2011
- Master branch is now restored with what I believe are the bad commits removed.
Please email if the server hangs or goes away at s0me0ne@mac.com
- Sorry to those who are missing guildhouse updates. We'll try to get them back in
as soon as possible.
Mar 17, 2011
- Further attempting to debug the server hang now that we have some stability
Mar 13, 2011
- Paladin improvements
- gave paladins various resists including very strong energy force and magic resists
- gave paladins a wis based bonus to sanctuary stopping
- Sanc changes
- Added bonus to sanc stopping for cleric based on purity and high wisdom
- Buffed sanc to give more stopping
- Softend the impact of level difference on sanc so attacks from very high
level mobs will suffer more damage mitigation from stopping of any form
including sanc
- Fireshield changes (made it more useful for mages than warriors)
- Made fire resist mitigate fireshield damage
- Made level ratio influence fireshield damage
- Made defender int and wis give bonuses to fireshield damage
- Gave fireshield a damge bonus for defenders based on defender mage purity and int
- Gave additional damage mitigation to attackers based on attacker mage purity and int
- we are also planning to raise the carry limit on FS potions in the next day or so
- This is an inital attempt so please give feedback and we will adjust accordingly.
The goal of these changes include
- not have fireshield be the be all and end all (hence the buffs to sanc)
- allow us to increase the availablity of fireshield potions and give us the
option of adding them to venders in the future.
- reduce the contention
***** Server Hang - Under investigation *****
- The server appears stable with the latest patch. Over the next few days
I will apply newer patches in order to identify the bad patch, and then
debugging can be done.
- Well that last patch failed to remove the bad zone data. Rolling back
the zones to march 1. If it hangs again and you have been in terberthia
in the hour or two before please send me an email to s0me0ne@mac.com
describing what you were doing.
This is the worst kind of bug. A latent bug introduced by some malformed
obj/mob/zone data during a massive update. I really need your guys help
to track this one down.
Mar 12, 2011
- There was bad data in some recent Teberthia changes. I am rolling back to
before the changes on 3/9/11. We will investigate and resolve this issue
ASAP. Thank you for your patience
Please email me of any more hanging crashes like you saw on friday/sat.
My email is s0me0ne@mac.com
Mar 10, 2011
- Reduced price of Warriors infirm, they are now similar to barb infirms.
Mar 01, 2011
- Made int in addition to con affect metal armor stopping bonus.
The idea is that a warrior is a master of using armor to maximum
effect. To use armor effectively requires a combination of quick
wit to judge the situation, good intuition and the strength training
to shift ones position quickly while wearing heavy armor.
- Expect some warrior specific skills in the future such as sunder armor
- Adjusted metal stopping bonus for barbs to balance them with respect
to warriors
- We are considering a change to fireshield so that it no longer reflects
a percentage of the attackers damage back at them. Instead we would
base the fireshield damage on the defender's stopping and/or armor class.
- If we do this we will rebalance encounters that are only doable with FS.
- Also expect more buffs and debuffs to come as part of a coming overhaul
to spellcasting
Feb 27, 2011
- The scrapping bug should be FIXED
Basically the fortrum blacksmith was level 0 and due to some crapy old
code in the repair guy he was nerfing max armor class down til it
eventually got to 1 or 2 and then the item would scrap immediately.
Please test to confirm this is fixed.
Thank you everyone for your patience and sorry I didn't track this down
sooner.
--Countess
Feb 26, 2011
- I applogize for my lack of presence recently. Had to deal with a death
in the family:(
- We are investigating the bug with scrapping of gear.
- Please test and try to scrap rare items. They WILL be REIMBURSED
If something scraps please note the exact time of the scrapping and
send me or bunta a note so we can look it up in the logs
- I have put some logging code in to record every time an item is damaged
and every time an item attempts to make a save. Please attempt to scrap
stuff. I believe this is due to other items that might have previously
modified saves that were exposed to the item corruption bug had their
save modifier set to 0 and now your scrap save is worse than before.
- From what we heard some got very rare pieces of gear scrapped, We have
reimbursed most, however if we missed someone please contact Countess or
Bunta.
- Graveyard has been updated to be a group-exp zone, it's a work in
progress but if you try it please give feedback to Azrael or Bunta.
- There was alot of complaints about Greece, so we're making another
attempt at making the zone more fun. First changes are in with this
reboot, please give feedback to Ssark or Bunta if you try the area.
Feb 24, 2011
- Made first attempt to change Graveyard into a group-exp zone. Please
try it and give feedback to Bunta on what you think.
Feb 19, 2011
- Humanoid mobs that loot your corpse are locked out for 30 minutes after
death so make sure you summon or recover your corpse as soon as possible
Feb 18, 2011
- Kill list is now disabled if you are in a group with at least one other
member is in the same room. Both the xp penality and the addition to kill
counts is disabled.
Feb 17, 2011
- Added group XP bonus. If you kill a mob in a group the total xp earned
from the mob is increased by 20% for each member besides you in the group.
This means a six person group will earn double experience per kill!
We will look at revamping under utiltized zones to make them fun group
leveling areas
Feb 16, 2011
- mobs will no longer junk items of uncommon or higher rarity
Feb 09, 2011
- Replacer has been upgraded. Go to the replacer and do
USE REPLACER to have him fix/upgrade all your gear that was
broken by the save file bug. Mutated items will need to be
fixed by Countess so contact me.
- There has been a serious bug in save file which is now fixed
- Please check your alignment and chosen alignment and contact
Countess or Bunta to have those fixed
- Also please report any other serious bugs and your efforts
will be rewarded. Thanks to those who already reported stuff
Feb 08, 2011
- Keys now work from inside bags or equipped
Feb 03, 2011
- * * * * * * * * * NEW SERVER * * * * * * * *
- PR is now running on a 64bit mac osx server.
- This has been tested extensively during the last 5 months of development
by Countess. Still, please watch for any subtle issues and report them.
Feb 01, 2011
- Fixed leading large group through locked door bug. Works for 5 players
Please test larger groups and report back to Countess
- Tower of Sorcery given a revamp, please notify Bunta if you find stuff
out of order or if I missed something.
Jan 31, 2011
- New services installed in the Infirmary. Enjoy!
- Moved more spells over to resists including weakness, chill touch
calm, vampiric touch, armor as air, turn undead.
Please report any issues
- Balanced rapier better across different rogue/warrior combos
Jan 29, 2011
- Normal norent items like keys now can survive an hour in rent
- You must now type QUIT YES to quit in situations where you would
lose all your equipment
- Paladin profencies minorly buffed
- Ivory Tower(Chessboard) revamped to be abit more newbie friendly
Jan 28, 2011
- Fountains and certain magical drinks may provide nourishment
as well
Jan 27, 2011
- Added window of safey when a rogue type sneaks into a room
before a mob that hates them will start noticing them.
This ranges from about ~4 seconds for a rogue tertiary to
almost a minute for a pure rogue.
Jan 26, 2011
- improved config user interface
- removed all limits on rolling mode character creation
- You can now create a character by class mode once a minute.
Please don't abuse this with scripts that run for hours trying
to get perfect stats. Spend the time leveling up and get
remorted for better stats instead:)
Jan 25, 2011
- Made magic missile unresistable (bug from the resist change)
Please notify us of other spells that previously had no save
that are now being resisted.
Jan 24, 2011
- Stopping has been improved significantly to function like
a partial sanctuary
Previously stopping subtraced a small amount from each hit
that is made against you. This made it almost useless
against mobs that hit hard.
Now stopping functions as damge reduction where damage
is reduced by a fixed percentage for each point of stopping
that you have at a given location.
For example in a particlar fight 10 stopping might reduce
damage by 12%. Then each additional 10 points of stopping
will reduce damage by an additional 12%.
- If your armor is metal its stopping counts double towards
the damge reduction formula. So warriors who load up on a
lot of metalic gear will have better damage reduction than
hybrids who have to wear lighter/non metalic armor
- Warrior types get an inherent stopping bonus based on how
pure a warrior they are
- This new formula also takes into account attacker vs defender
level. You will have a harder time resisting damage if the
attacker is much higher level than you and you will have an
easier time resisting damage from a mob that is lower level
than you.
With this patch the level effect is somewhat small. We will
rebalance bosses and other mobs and once we do this we will
increase the impact of level on damage reduction.
- Sanctuary, resistance to blunt/slash/pierce have been converted
to the new stopping system.
Since stopping now functions as a partial sancturary effect, we
reduced the effectiveness of sancturary so that on high level
encounters your armor stopping+sanc should be similar to before
One of the reasons we are reducing sanc effect is it allows us to
introduce additional buffs and debuffs for various classes. Look
for the following buffs to come in the near future
slow, haste, hitpoint buff, real stoneskin, damage shield, ...
An added benefit of this change to sanc and this new damage
reduction system is we will be able to add perma sanc items back
into the game and not have them be overpowered. Same goes for
shields of impact and the like.
Note: As always please give feedback and we will fix/adjust balance.
the goal is to keep the combat experience similar to what it
is currently while allowing us to bring you additional buffs
and other improvements/progression.
Jan 23, 2011
- The Fortrum Empire is now open for your enjoyment!
* * * * T H E F O R T R U M E M P I R E * * * *
The Dwarven Empire of Fortrum has ended its many century
isolation and is now allowing foreigners to travel in their
mountain empire that towers above the Plains of Pharsica.
Legend has it that the Fortish Dwarves mastered Celestial
Magic and know the secrets of Dragon-kinship.
There is talk around town that Terberthian Wasps had built
a hive in the Pharsican Plateau only to have it razed
by a large pack of dragons in a night attack. Some
speculate this was a Fortish raiding party.
Old legends are full of stories of Fortish Dragonriders
swooping down and destorying armies of orcs, koblods and
goblins, cleansing Pharsica of their scourge.
(*** See signpost above fountain for directions *** )
* * * * C R E D I T S * * * *
- Thanks Taank for building and testing an amazing zone.
Fortrum brings new life to Pharsica and builds on the
new storyline that started with Terberthia
- Thanks Bunta for all his hard work implementing Fortrum
mob behavior, loot and mob loads, and revamping various
other zones in the meantime
- Thanks Gemma for writing great descriptions for Fortrum
Wilderness
- Thanks Mogue and the rest of the immortal team for extensive
testing, ideas, feedback and other things that are making
Perilous Realms better than ever.
- Thanks to all players who helped test Fortrum, reported
other bugs and issues, or even got their friends to come
back and play again! Without you none of this would
have a purpose.
-- Countess
- Please report issues to Taank, Bunta or Countess
- Fixed wear item to work correctly for all locations
- Improved handling of equiping multiple held items that are also
light sources
Jan 22, 2011
- Fortrum City (mid-vhigh+) now open (tonight?)
- Fortrum Wilderness (low-mid) now open
- Changed naming of dragons in the world to better reflect their relative power
Jan 21, 2011
- Barbarians now get natural resists that scale by level
Jan 19, 2011
- Now when you die and loot your corpse, gear is ordered
so you can just wear all and have it be the same as before
you died
- Wear all now equips lightsources
- Added descriptive messages to your bingo attempt
Jan 16, 2011
- changed %i to also show sneak status and changed both to
show letters instead of *'s. See HELP PROMPT
- Made yourself show up in the %u/%U field in the prompt
when you are not in a group.
- fixed group order to match order joined
- Made %u, %U, %o, %O prompt strings support the %* syntax
- revised and cleaned up built in prompts to add group info
- revised newbie prompts to add group info
Jan 15, 2011
- If you are in a group and you type assist you will assist the
first group member who is fighting something
- New group status option for prompts %u and %U
If you include this in your prompt it will show the status of
group members. %u shows all group member names and colors them
based on health. If that member is being attacked their name
appears with an underline. %U shows the group member names but
also displays the percentage of hit points that character has.
See help prompt for this info
- changed prompts 4-8 to include group status
- You not automatically group yourself if you group another player
- added more colors for percent colored stats in the prompt
- added percent percent coloring to opponent name (%O)
Jan 13, 2011
- Added randomization to vital stab damage and increased it
- Assassin improvements for boss fights
- Dual wield level 300
- Vital stab adds poison
- sentinal and guardian mobs now walk back to their spawn room if they
are moved out through fear, summon, etc
- casting fear on a mob will make it hunt you down when it recovers
- hunting mobs are now quite a bit more persistant
NOTE: these changes are experimental. Please give feedback
Jan 12, 2011
- Made head the default hit location
Cats and dogs of Midgard approve of this change!
Jan 11, 2011
- added new damage message above pulverize
- Certain stats can improve critical hit chance
- Vital stab has been improved to work a bit more like backstab
- it gets similar stat bonuses
- it no longer checks against AC
- Improved Ninja class (Woo Ninja Fu!)
- Added more backstab and assasinate levels
- Ninja bingo chances are between Reaver and Assassin
- Added vital stab (and gave it a special effect for ninjas only)
- Ninjas get higher chances at critical hits than others
- Ninjas get a special critical ability
- added refresh to their spell list
- Some Improvements for Reavers (more coming later)
- Raised skill caps for Reaver backstab and assasinate skills
- Reaver bingo chance has been raised somewhat
- We also plan to add some more spells and unique class ability to reavers
- Gave pure Thieves all levels of backstab since that is their class skill
Note: these changes are experimental and will be tuned as needed
Jan 10, 2011
- Oldport-Tags no longer works if the room you're in is no_magic
Jan 9, 2011
- Fixed bug where racial modifiers were improperly boosting move regen
to excessive levels. Also reduced movement regen significantly when
you are in combat. Please give feedback if you encounter issues
with your class/race combo.
Jan 8, 2011
- More improvements to move
(note this is EXPERIMENTAL and is subject to change)
1 - You no longer stop dead in your tracks when you hit zero move
If you fall to 0 moves or below you can continue moving with a
noticibly longer delay between rooms and associated higher agro risk
this is intended to make you still want refreshes
but not make you sit and rest sleep the time. Please give feedback
2 - Max moves are now raised for Warriors and Rogues similar to
the HP boost previously done for warriors
- pure and specialist warriors/thieves get the largest % increase to hp cap
- bonus for multi class warriors is based on whether warrior/thief is
primary, secondary or tertiary
- For multiclasses that are both thief and warrior you get the most
favorable score
- Various stats impact movement caps
3 - Movement regeneration rates have been raised similarly based on
how good a thief or warrior you are.
Jan 7, 2011
- Fixed bug where Mortician couldn't find your corpse if you are chosen
- Signficantly reduced movement costs when you don't have fly
This is the first of a series of changes that will reduce/eliminate
the annoyance factor of movement.
Jan 6, 2011
- Minor revamp to classes: Illusionist and Expositor
Jan 5, 2011
- Simplified the list of prompts in PROMPT LIST
If we took your favorite out of the list, let Countess know
- If you bingo a Fireshielded target you take a fixed dmg rather than die.
Jan 4, 2011
- Added pricing for houses. see HELP HOUSE for details
these prices are subject to change depending on the economy
Feedback is welcome on pricing and what not
- Bank storage costs are now per week at the old cost per day
- You can store most rentable item now in the bank
- Racial modifiers can now raise stats besides str above 18
Jan 3, 2011
*** LOOT MUTATION ADDED ***
- Loot Mutation added to a very limited amount of objects.
Items flagged to mutate will now have a chance on load
to have extra +/- stats, all selected randomly. It will
also give you new specific names for each item mutated.
(You can basically load really awesome unique gear)
This is still in a test-phase, we'd like you to report any
irregular naming and/or other bugs/feedback you might have on
this new feature to Countess or Bunta.
- Thanks for the hard work you did on this in the past 2 weeks
Countess !!
Jan 2, 2011
- Alot of rooms are now modified so u can summon/portal there again
- Made small modifications to Skexie Palace
Jan 1, 2011
- +hit point items now raise your hit point cap
- Made rare spawns in Dark Forest easier to fit the risk/reward for the zone.
December 31, 2010
- Small improvements added to Elven tree forest
December 30, 2010
- Fixed bug where all mobs had no AC or stopping
Please note this may make some mobs harder than they should be but
this is a terrible long running bug that needs to be fixed.
Bunta will work hard to rebalance mobs so please report issues to
him and Countess.
*** Send mudmails to Bunta with mobs/boss who seem unbalanced ***
Just to repeat, this is not intended as a nerf but a bug fix so please
be patient while we fix stuff that may be broken and please report
- Experimental increase to hitpoint cap for warrior types
- pure and specialist warriors get the largest % increase to hp cap
- bonus for multi class warriors is based on whether warrior is
primary, secondary or tertiary
- note this does not change the hit point gained when you level up
It only impacts the max hp you can have
- This will be changed or removed if we uncover balance issues
December 29, 2010
-Troglodytes modified to do alot less damage and fit HP/EXP ratio alot better.
-Moria modified to fit HP/EXP ratio alot better.
-Greece, Harpy. HP on mobs brought in line with other zones
-Gatekeeper added in Moria
-More Zone tweaks, alot of gear added to the world
December 26, 2010
- Fixed charm so that you don't turn off gossip when a mob charms you
- More zone updates
- New item affect, ITEM_SPELL
- use the item to cast the item spell
- For now they are unlimited use. I plan to implement some kind of
recharge or cooldown to blance these
December 25, 2010
- Merry Christmas!
- Items can now raise Charisma and Luck
- Improvements to sac
- you can now sac any green or better item.
- Better items will give bigger alignment hits
- NOTE the sac values for items may change over time
- CONFIG AUTOSPLIT will enable automatic splitting of gold with your
group when you loot gold except from any player corpse
- Doors now automatically open if you try to move through them
- Locked doors will automatically unlock if needed
- You can turn off the auto unlock by entering CONFIG MANUALUNLOCK
December 23, 2010
- More old world zone improvements
Chaos Realm, Ersteem, Moria, Abyss
December 22, 2010
- Corpses with loot now deay in 24hrs
- Moria has been given a revamp, its now slightly harder than
mushroom, and should be viable for people who are just too
high for mushroom kingdom.
- Pyragard has been revamped(loot and mob), the deeper parts are now
rated VHIGH similar to Teberthia.
- New rare spawns in Abyss abyss and Draxas castle
- Loot Tables on bosses all over the world are updated
- If you have feedback about revamps please talk to Bunta and/or Countess
December 21, 2010
- More updates to loot in old world zones
- Yet another attempt at color scheme
yellow - common
green - uncommon
cyan - rare
blue - epic
purple - legendary
red - godly
Do HELP LOOT to get this list in game
Please give feedback if this causes readability problems with your client
- Added object colors to various messages involving objects
December 20, 2010
- Added rarity flags to items in 15 old world zones
- Revamped Troglodyte to be useful xp area and added a boss
(Thanks Bunta for all the hard work on zone revamps)
December 19, 2010
- Clans have been improved. Do HELP CLANs for more info
- There are now 4 ranks of members: Members, Officers, Leader, Owner
- existing guild master from the clan file becomes an Owner
- existing deputy becomes an Officer
- The new guild ranks are stored in player files so there are no
limits to the number of officers, leaders, or even owners,
but use common sense.
- An officer or higher can invite members to join at upto one rank lower
- You can upgrade a players rank by inviting them again to the higher rank
- An owner can invite a member as owner
- Pushed first set of item rarity updates for zones
Abyss/Nodonn/ChaosRealm/Pillars/etc
- Items will automatically update to to their correct rarity now
- Internal update to object file format to modernize one of the data
structures. This is in prepartion for implementing a mechanism by
which some items will occasionally load as more rare versions with
random upgrades. I don't anticipate any issues but if there are,
lost or damaged items will be reimbursed
- Please report any issues you encounter
- Also did an initial stab at assigning rarities to Terberthia drops.
Note for now, existing items will not be upgraded. I will do that
once enough of the object have been assigned rarities.
December 18, 2010
- REMEMBER the current rarity of items is temporary.
Items will get hand assigned rarities as we revamp zones
- Added help topic for rarity do help LOOT for information on loot
This will be added upon over time
- Improved color scheme for zmud and other clients
yellow - common
green - uncommon
blue - rare
purple - epic
cyan - legendary
red - godly
I hope these work better for everyone
December 16, 2010
- Added colors to indicate item rarity
no color - common
green - uncommon
blue - rare
purple - epic
orange - legendary
red - godly
For testing purposes we will assign colors to objects as follows
no affects - common
1-2 affects - uncommon (green)
3-4 affects - rare (blue)
5 affects - epic (purple)
Once we are happy with this mechanism we will add rarity info to objects
and we may remove this automatic coloring so do not be suprised if colors
on your objects disappear at some point
Please report if this causes any terminal issues or the like
December 14, 2010
- When you wear an item it tells you what you are putting on
and where instead of just saying "OK"
December 13, 2010
- You can now store nodrop items in the bank
- Imps now have a remort command to make it easer to remort you
- A lot of work has been done behind the covers to zone files
- This will enable some nice zone revamps of older zones
- In the near future you may start encountering rare "named"
versions of mobs you kill while exping
December 6, 2010
- Alignment hits from killing mobs should be much smaller now
This is a first step towards implementing a real faction system
December 4, 2010
- Clan say and tell no longer break sneak
December 2, 2010
- Mortals can now gain to 500 on their own at a guildmaster
December 1, 2010
- added more categories of mob/health when you look at them or see their heath
in the prompt. This should make things a little easier when fighting mobs
with a lot of hit points
November 29, 2010
- Rogue and Immportal inventory peek has been moved to 'look in' rather than look.
Example: look in gimpy
November 28, 2010
- Been away on Thanksgiving Holiday
- Fixed issue where items with AFF_INVIS would not reactivate after combat
- Fixed bug where racial immunities were not being applied properly
- this will most notably make undead immune to sleep inducing weapons
- Improvements to dual-wield
- any single handed weapon that is shorter and lighter than the main
can be dual wielded with some loss in performance
- Pure thieves can dual wield with no penality
- Same goes for weapons with the dual wield flag
- This is experimental so it is subject to change/balancing
- Bugs/exploits reported to me will be rewarded as usual
- Improvements to peek ability
- pure thieves get much higher chance
- bards get higher chance
- all others with thieving skills get a minimal chance
- usual stealth penality now impacts peek
- Very basic level of ruby integration (for quests)
- Experimental improvements to zombies. This is very early stage of class
rebalancing. Please give feedback. If you report bugs/exploits/or ways
in which these improvements are over powered, you will be rewarded:)
November 19, 2010
- We had a serious bug come up that caused some player file corruption.
I restored from 11/19 backup so impact should be minimal. Please contact
Countess for reimbursal if you are missing stuff
- Added various signposts around the world that should help
you find your way around, especially if you are new
- Fixed bug where signs were not getting saved across reboots
- Cleaned up geometry/naming at the east gate of Midgard
WARNING this adds 1 extra room which will require you to adjust movement macros
November 17, 2010
- Bad news: Death traps are now always fatal
- Good news: The Mortician is always happy for your business
- More good news: Your corpse will be saved across a reboot
Nonvember 11, 2010
Major improvements to character creation
- Implemented new class picker for the "Standard" character generation process.
This replaces the useless Novice Mode and it provide a fun and more informative
Way to choose your class.
- For all three methods of character generation you are now presented with
a summary of the character including stats before you are asked if you
wish to keep the character
- Characters will receive class specific default titles
I welcome suggestions for both the default tiles and the class descriptions
provided as part of the standard class picker.
Please play around with this code and make different characters.
As always, please report issues/bugs. If you discover a serious bug or
Find a way to crash the server with this code, report it for a nice reward:)
If you do crash the mud, please do disrupt other players game play by doing
it more than once.
Bonus Feature
- Attribute now reports the amount of iron you are wearing and total carried
November 9, 2010
- Sensing an opportunity in Midgard, Kabor the Blacksmith's sister Jaana
has rented out space in the weaponshop in Midgard. She'll be happy
to fix your weapons for you
November 8, 2010
- If you equip an item that lowers your strength, you can now remove it.
It will fall to the ground if you can not carry it with your remaining str
- Corpses should be preserved across reboots
NOTE: If you discover an item dupe bug due to this new codeplease report it
You will be well rewarded. If you use a dupe bug you will be punished severely.
- improved chances to backstab/assassinate when on a mob hate list
this is also modified by dex and luck
- significnatly improved BINGO chance
(I reserve the right to balance this over time)
November 7, 2010
- Fireshielded mobs will glow with red light now
- You can now create any class from the create by class option
- You can create by class once per hour now
- Renamed Novice to Standard and this will be upgraded soon
November 6, 2010
- Fixed bug that limited hps on high level mobs
- Changed aggro mob behavior so they only become non agro if their
HP falls below that of their opponent
(rather than just being half way down)
November 5, 2010
***** NEW ZONE: TERBERTHIA *****
This zone is the first zone that is MEDIUM to VERY HIGH LEVEL.
It is more of a thinking persons zone. It may surprise or even trap you.
Make sure you have help. Otherwise the Mortician will be making alot of money
Please read the following clues carefully.
- The doctors at the Infirmary are running low on anti-venom due to an increase
in poison cases due to some kind of bee sting. The guards at the east gate have
reported sightings of a new and deadlier wasp species coming out of Mirkwood.
Chief Zoologist, Dr Sagacious Blackwood has dissected one of these wasps and to
his surprise he has determined that it is a magical creature.
Museum Curator, August Arcana reports that its aura shows a signature that
resembles artifacts from the lost city of Terberthia.
Researchers at the Midgard Academy of Magic are reporting additional
distrubances in the magical fields surrounding the already unstable Arachnos.
There have been reports of recall malfunctions so be careful traveling there.
November 3, 2010
- the GO command has been improved significantly
Those of you without clients can now use go to move quickly arround the world.
For example from Bounce Room, the following will take you to the Magic Shop
go 2u 5w 10s shop
please see HELP GO for more details
November 1, 2010
- New very high level zone Terberthia is opening this weekend
October 29, 2010
Hey all you ghosts and goblins. Time for some Halloween Horrors:
After complaints by newbies and the local shopkeepers, the Midgard council has
banned parking of spooky carriages from the Market Plaza. Undaunted, its owner
appears to have found a new and more permanent place to park this wreck.
The neighbors of Westend Lane have howled in protest before they mysteriously
disappeared. Now several of the houses are boarded up and the neighbors say
that the residents only come out at night.
A couple of teenagers tell the story of finding a forgotten graveyard and knocking
out a hole in the fence to discover a dark forest.
October 27, 2010
- More nodrop support
- You can only loot unbound nodrop items from a corpse with GETNODROP
- You can cast identify on the corpse of the mob you killed to learn
the properties of ALL unbound nodrop items on the corpse
- You can no longer donate bound nodrop items to torment newbies
- Added int/wis bonus to power/mana regen
- Made blue rooms (like bounce) enhance mana regen too
Note: we reserve the right to change this hehavior in the future based on game balance
- Fixed Mortician to not loot corpses
October 26, 2010
- Halloween Event this weekend
- A creepy new guy has taken over the Midgard Post Office.
He may be able to help you with your corpse problems...
Note this is an experimental feature. Please report any issues.
October 25, 2010
- There is a new curator at the Midguard Museum. He knows something about old keys.
- Rebalanced sleep a bit and gave 0 MR mobs a chance to resist and wake up
October 24, 2010
- Locate Object spell is now available for certain caster classes
- Show nodrop/owner in object flags (with hum, glow, etc)
- Items of different conditions show up separately in inv
October 23, 2010
- fix bug where short casting spells were proccing too often on weapons
- improved proc rate of weapon spells for longer casting spells
October 22, 2010
- Keys now properly crumble for containers
- Note they only wear when you are unlocking (I may change this for doors too)
Please report anything that is broken by this and I'll review the keys and
fix their use counts
October 21, 2010
- Gave dexterity buff spell to classes that also have str buff
- Made dex buff work more like strength
- Some improvements for Barbarians
Infirm costs have been reduced for Barbs
Quafing potions now give you a chance to save vs anti magic rants
- Changed corpse decay as follows
PC with loot aprox 12 hours
MOB with loot aprox 30 min
Corpse with no loot aprox 8 min
October 20, 2010
- revision to partial name matching:
- All strings 2 characters our longer will match, no more ` is needed
- if you need need to specify an object explicity use 'name, for example:
get 'bread
Please give feedback on how well this works during gameplay
October 19, 2010
- updated login screen and added copyright notices
- behind the scenes changes to enable questing
October 18, 2010
- added zones command to show zones and players in zones
zones ab will show all zones containing 'ab'
October 17, 2010
- you can now choose your character by typing the first few letters of its name
- Fixed fireshield to damge you on each hit but only flare up to damage gear
based on an appropriate spell delay
- added fireshield messages and resist checks
October 16, 2010
- Changed blindness and sleep to use the new resist system, other spells to follow
- Changed mortal stat caps to 25 for non str (experimental and may change)
- Made weapon spells take into account spell delay
- improved sleeps effect on monsters to compensate
Please give feedback
October 15, 2010
- One of the scouts for the Midgard Explorer Corps recently crawled back into town
with a nasty three-holed wound on his back. Before he expired, he muttered somethign about
getting attacked during a mission to gain intel about the Dark Knight, Kalas.
The town mages have also detected some subtle shifts in the energies surrounding the Abyss
- Mob resists are in with initial balancing
October 13, 2010
- Repulser and like should now resist as energy
- Cursed items will now show up as cursed rather than nodrop
- You may encounter items with the nodrop flag. Pick one up if you dare:)
October 12, 2010
- Preliminary resist checks are live
- Immunity bits are currently disabled for testing and instead converted
to +20 resist (to be balanced later)
- see below for adjusted values for resist/immune flags
- please try stuff out, I'll be liberal about reimbursals if you are legitimately
testing resist code and give feedback
- if you are given test equipment it should disintegrate on renting out.
- DO NOT leave test gear on mobs or lockers or you will be punished
NOTE: this is a signifcant change to game mechanics so it will take some time to balance.
Please be patient and give feedback by sending notes to Countess with issues.
October 11, 2010
- Initial support for resists. Do attr to see your resists
Currently resists have NO effect but please test by equiping different gear
if an item is resist_fire then you should get 15 added to fire
if an item is immune_fire then you should get 50 added to fire
if an item is susecptable to fire you should get -50 to fire
Please note that resist values are subject to change
October 8, 2010
- The Blacksmith who repairs your stuff has some new services
- pay him a visit and do list to find out what they are
Please report any issues or exploits found. As always reporting exploits
will be rewarded, using exploits will be punished.
October 7, 2010
- sneak is now visible in attr
(this is experimental and may change in the future)
October 5, 2010
- certain kinds of items should scrap less easily
October 3, 2010
- Increased group size for a given cha
- Improvements to identify
- Minor creation creates stacks of bread
- Bags will no longer scrap but their contents may.
September 30, 2010
Improved remove object so that it prevents you from removing an object that
does not fit in inventory.
September 28, 2010
Added display of min level to identify
Fixed crashing bug in one of the immortal commands
September 27, 2010
(note new syntax where you enter it after the string you want to match)
(old syntax will continue to work for a bit)
New partial string matching feature for many commands.
Use the back-tick char ` to specify partial match
examples
go inf` --> go infirmary
kill jan` --> kill janitor
If you observe that this trivializes puzzles in the game or otherwise
introduce exploits. Please sent Countess a note and you will be rewarded.
Using exploits on the other hand will be punished severely
September 8, 2010 --->
Updates to the Abyss, Carnival, and Oldport Beach.
August 30, 2010 --->
Updates to various zones, including Thalos, Haodor (Dark and Light)
and Ershteep
August 26, 2010 --->
Updates to Christmas Land, Harpy, Haunted Mansion, Nodonn, and
Miller's Falls.
Fixed a bug in how much XP was being deducted at death.
Fixed multiple objects that were supposed to be casting spells that
weren't.
August 18, 2010 --->
Updates to Chaos Realm, Agatar's Keep, and Arachnos.
August 16, 2010 --->
Some changes to 16 zones.
There was a bug in how much XP was lost at death. This has been corrected.
August 11, 2010 --->
A black iron gate has opened in the forest of Oldport. A powerful
town of orcs is now accessible to the brave and adventurous. Be it the
Kr'ch Smithy or the Temple of Iy-Tarig, this mighty town has many rich
and bountiful mysteries to behold. Suggested levels are 300->499. Many
thanks to Avestan for his amazing work on this area. Please make sure
to mudmail any problems to Reignfyre immediately.
Perilous Realms presents: The Orc Caverns
August 3, 2010 Update 2 --->
Someone has stolen the heart of the midnight thicket. Should you choose
to accept it, you job will be to journey through the intense thicket
and find whomever snatched the percious item. Hopefully you can return
the heart and restore the midnight thicket to its former glory. You
will find plenty of monsters here to enjoy killing to your hearts
content. The suggested levels for this area are 15 to 50.
Perilous Realms presents: Heart of Darkness
August 3, 2010 Update 1 --->
It's a bright sunny day in Oldport for a change. The high council has
decided the citizens make take a beach day on the beautiful Pharsica
shoreline. Please come and join the citizens for a wonderful day on the
Oldport beach. The salty sea air is quite wonderful and we hear the
water is lovely this time of the year! Level suggestions 50 to 150.
Perilous Realms presents: Oldport Beach
July 27, 2010 --->
A new path has opened in the forest outside of town! The destroyed
tree branches are rough and ruggedly cut, the work of lesser creatures
indeed! Please explore this new area and expunge these creatures as
soon as possible. The town of Midgard requires your immediate
attention!
Many thanks to Slade for working so hard on this new area!
Level suggestions for this new area is 50 to 150. There are many new
mobs and pieces of eq for you to enjoy, so please feel free to explore.
Please contact Reignfyre immediately with any problems.
Perilous Realms presents: The Goblin Kingdom
June 10, 2010 --->
The PR server is now running on Alcanzar's home server again.
The player files from the server that Fionn was renting were
partially nuked when the server quota was exceeded, so I've
restored the last backup that I could find.
I will be periodically checking into the server, but don't
expect to see me around much... I just couldn't stand to see
the server completely die.
-Alc
April 5th, 2010 --->
Apologies, there was a hardware failure on the server. This has
resulted in an unscheduled downtime and instability on the server.
I am currently working on the instability. I hope to have this
solved soon - Fionn (the original)
NOTE: there was also a kernel/OS change and the server needs
to be recompiled. This requires me to find Alcanzar to get
additional information. To overcome the issue, I am temporarily
using the PR3 code. I've backed up all the accounts. I'm not
sure what code differences there are in PR3 (so long ago since
I've written it) but at least it compiles. I'll look into
fixing at least on of the codebases asap but RL will cause
me some delays. Sorry about this. - FIONN
May 20th, 2009 --->
A grand adventure has opened up near the zoo. The carnival has
rolled into Midgard. Come in and join the excitement! There are
many rides and lots of yummy carnival food to enjoy. The level
ranges for the carnival are 15-75. Lots of new mobs to kill and
new equipment for your newbie characters. Please report any
problems to Reignfyre.
Perilous Realms presents: The Carnival.
May 19th, 2009 --->
The restriction on rolling new characters has been lifted.
Pending that there is no abuse of the roller this will remain
disabled for the foreseeable future.
May 17th, 2009 --->
-=* CODE CHANGE *=-
Effective immediately the prize pot for winning at the arena is
significantly increased.
-Perci
May 17th, 2009 --->
-=* NEW AREA ANNOUNCEMENT *=-
A path has opened up on Westend Lane that leads to a gigantic mansion.
The mansion is designed for levels 15 to 100. There are many new rooms,
and monsters to kill. Please report any issues directly to Reignfyre.
Perilous Realms presents : The Filthy Mansion
May 14th, 2009 --->
The "Anonymous" mode will no longer hide your level/class/race from
the "who" listing.
May 14th, 2009 --->
I am pleased to announce that the Head Enforcer position has
be filled. I am happy to welcome Taank back to the administrative
team to fill this role. Please direct any questions or concerns
regarding mud policies and procedures to Taank directly.
We have also filled the Webmaster position. Welcome back Slade, the
original creator of the new and improved PR website.
Percival
May 13th, 2009 --->
Please use the "TYPOS" command to report any spelling errors.
May 13th, 2009 --->
To assist in the rebirth of the playerbase, the bounce room has been
magicked and now regenerates your hitpoints, moves, and mana faster
than normal.
May 12th, 2009 --->
Please use the "idea" command for suggestions, I have removed the old
messy format and will be checking the file daily.
-Perci
May 12th, 2009 --->
Bounce experience has been tripled to assist in the transition process.
May 12th, 2009 --->
The world has been cleansed. As previously announced Perilous Realms is now in
phase 1 of the rebirth. There has been a complete player wipe and all equipment
will be unmaxxed by weeks end. We believe that this is the right direction for PR
to go in and hope that everyone will give this a fair chance to start fresh and move
forward.
We are currently taking applications for immortals especially for our Questing team,
as well as applications for builders.
NOTICE TO IMMORTALS: Please email me at perilous_realms@yahoo.ca to have your immortal
re-instated. Immortals will be reimbed to Guest status if they are going to be
inactive. Please forward code/building/mud suggestions to Percival ASAP.
I encourage everyone to give this new start a go.
- Percival, Chief Implementor of Perilous Realms -
pr@phoenix:~/PR1/lib$