=================== =================== =================== =================== [size=200][b]NOV2011a PUBLIC CHANGELOG:[/b][/size] [img]http://www.thothie.com/msc_dev3/NOV2011a_centerfold.jpg[/img] [i]"Boo! ... Whaddya mean it's too late for Halloween?"[/i] [b]New Map[/b] • Bloodshrine by Joe! (Very Hard, Disconnected) - Yet more ancient ruins to explore... But what's this, a surprise? [b]Updated Maps[/b] • The_Wall2 - Once he hits the staircase, Forsuth will follow you, even if he has to cheat to do it. • Aleyesu - Various sploit fixes, post-boss spawn teleporter, and various optimizations • gertenheld_cave - Various fixes [b]New Stuff[/b] [img]http://www.thothie.com/msc_dev3/status_icons2.gif[/img] • Status Icons (With Timer Bars) - We've finally dared to implement these. In order to assure they are not causing any new issues, we're currently implementing just two: Ice Shield and Stun - most of the other effects are visually indicated (either in the event hud, or otherwise), or last until death, so these two seemed the most critical. - They can be disabled with the client cvar: ms_status_icons 0 [img]http://www.thothie.com/msc_dev3/status_icon_irl.jpg[/img] • [b]liblist.gam[/b] is now included with the betapack installer - this provides a default client edict count of 1500, to help keep modified -num_edict servers in sync with clients. [b]Nerf Log[/b] • Heavy Crossbow Reload Time reduced 25% (now 3 seconds) • Steam Crossbow Reload Time reduced by half (now 5.8 seconds) • Volcano no longer provides fire DOT for all weapons (oops) • Lots and lots of various exploit and cheat fixes [b]New Mapper Toys[/b] • test_scripts/player_externals and test_scripts/game_master - These two test scripts can be used to add additional externals or systems to the game_master or players accordingly - Remember, any trigger script event prefixed with "gm_" is called against the game_mater, rather than the character that crosses it. Also remember, that only triggers with the "Monsters" spawnflag checked affect NPCs other than the game_master. [b]Other Stuff[/b] • Fire Staff aimer now ignores NPC collision boxes for easier aiming - but the aimer will also go through solid map entities - such as func_walls - though the spell itself will not • Fixed various chests/bank issues (including reports when inventory full) • Some fixes and optimizations for Maldora • Cleaned up pet teleport system a bit (less likely to go into walls) • If you die, your pet will automatically "egg" - preventing him from following you into a pit • Teleporters now select from destinations sequentially, instead of randomly, reducing likelihood of players getting stuck in one another, so long as there are multiple destinations provided. • Fixed BoU crest ^_^ • Lots of misc optimizations • The usual 100,000 minor tweaks and changes I'm not bothering to list Mind you, we've not fixed every reported exploit, even among those we can fix, but we got most of the recently reported ones. Those of you who reported exploits can collect your rewards from Sembelbin at any time. (Jeeze, so many in that list now - gonna have to make it an array, instead of a token set). [b][SPOILER SECTION BEGIN][/b] [color=#ECDEBC] [b]New Items[/b] • Lance of Affliction (Req. Polearms: 35+, Affliction: 30) - Abilities: Charged_Thrust, Block, Push, Backhand, Power Throw - The Lance of Affliction does heavy Acid damage coupled with Poison DOT effects. - Throwing the lance, and landing it at sufficient angle, causes the projectile to emit a spiral of poisonous gas, for fifteen seconds. This gas does 75% of your affliction skill per second for 5/seconds. - It is also capable of emitting a poison burst with a large radius. • Potion of Swift Blade - Increases speed of primary melee attacks by 50% - (This does not affect bows, spells, or secondary charged attacks) - Lasts until death. • Lesser Potion of Swift Blade - As the Potion of Swift Blade, but increase is 25% - Note that the effects of these potions do not stack! (Indeed, drinking one will cancel the effects of the other.) [b]New Beasties / Scripts[/b] • monsters/burning_one - Burning One [very hard] - Whipped this up in a bit of a hurry - works, more or less, like the Cold One / Hollow One, except has a golden mask and is fire themed. • monsters/lumbering_dead - Lumbering Dead [hard] - Big hulking skeleton. Can jump. Multiple slashing attacks. Throws skullcrabs (see below). If two or more skullcrabs are already deployed, it will instead toss gobs of acid at distant targets (favoring hugs, if possible). - Note that the Lumbering Dead on Bloodshrine have an XP reduction, as they spawn infinitely. (Actual default value is 1000xp) • monsters/skullcrab - Skull Crab [medium] - This operates, more or less, identically to the Half-Life Head Crab - save that it'll crawl over and bite you for a few moments before flying off. • monsters/shadowform_boss - Ancient Shadowform [very hard] - This is a stationary boss made up of a dark cloud with whips of electricity dancing throughout its mass. It'll strike opponents within 700 units with either lightning or dark energy (alternating randomly). - If an enemy nears within 384 units, it will manifest its eye. It is only vulnerable when its eye is manifest - and even then, only to Holy or Dark energy. Once manifested, it will attempt to seal a single enemy in a magic shell, slowly damaging him, and neutralizing him, for 15 seconds. It will then de-manifest 5 seconds later, and be once again rendered invulnerable, making solo'ing difficult. - Since it isn't vulnerable unless a target is in attack range, it doesn't require some of the usual exploitation prevention seen with other bosses, however, as it is also stationary, it will require some sort of permanent escort. - Externals: gm_bloodshrine_boss_fx - triggers with this script event update the monster's client fx (through the game master). As the cloud FX only update every 30 seconds, it is recommend to have such a trigger near entrance(s) leading to the monster - though there is always a field of lightning, helping to indicate the monster's position. (This system will not work if there is more than one ancient shadowform present.) • monsters/snake_gcobra_metal [medium] - Giant Cobra, made of metal. As per usual with the metal subtype critters, has major damage reduction, with a slight vulnerability to holy magics and a severe vulnerability to lightning. - Note that the one debuting on Bloodshrine has very high multipliers, the metal cobra's stats are actually identical to the regular giant cobra's, save for the damage reduction and vulnerabilities. • joe/bartifact [n/a] - A Bloodshrine Artifact - Special script for opening the Bloodshrine entrance. • bloodshrine/sorc_warrior_friendly • bloodshrine/sorc_warrior2_friendly • bloodshrine/sorc_shaman_friendly - Special scripts for the friendly Sorcs on Bloodshrine [b]Additional Bloodshrine Notes:[/b] • A group of friendly Shadahar orcs will aid you towards the end of the map, if you have a Blood Drinker as proof of your aiding Chief Runegahr. If you lack such proof, however, they will be hostile. • The allied orcs are MUCH stronger than your average Shadahar warriors. • (Bug) Don't let the shaman wander off the cliff in the room with the large crystal. Unlike the warriors, he cannot jump - you'll have a very hard time getting him back out. • The allied orcs will usually attempt to follow the nearest player at a respectful distance, but they are quite large. If they accidentally "trap" you, merely push up against them - they should move aside. • The Shaman has banishing magics, and thus, unlike the warriors, he can affect Shadow Forms. • Successfully completing the map will result in minor rewards from the warriors, should they survive. The Shaman, additionally, can increase a skill of your choice by 5,000-10,000xp (+25% per player present). He will do this once for every player in the top 75% damage point tier. • The orcs will NOT reward you, if you did not let them fight. They will feel that witnessing their humiliation, as they sat by helpless during a battle, was reward enough for you. They must have each done a fair amount of damage, and have each been damaged by the final boss. [/color] [b][SPOILER SECTION END][/b] [size=200][url=http://www.msremake.com/download.php]Ye Download Link[/url][/size] =================== =================== =================== =================== [size=200][b]SEP2011a PUBLIC CHANGELOG:[/b][/size] [img]http://www.thothie.com/msc_dev3/msc_tower.jpg[/img] [i]Betapack SEP2011_11 - Never forget...[/i] [b][color=#FF0000]HOT[/color] AND [color=#4000FF]COLD[/color] RUNNING MAPS[/b] • Phlame's Fortress (phames) by Caluminium [Very Hard, Disconnected] - A cabal of evil pyromancers has built up a lair in these caves. • Tundra (tundra) by Joe! [Hard to Very Hard, from Oceancrossing or The Frozen Summit (ms_snow)] - Brave hunters once traveled to these frozen lands seeking their fortunes, but alas, far too few have returned. [b]Updated Maps[/b] • Cleicert (cleicert) by Dridje (recompile) - Added some monster counters to make the various stages more reliable. - (May have messed up the lighting in the process though.) - Also tell the ghost priest to STFU for me, please.... • The Frozen Summit (ms_snow) by Avazool and P|Barnum - Added/Enabled transitions to Tundra • Deralia Sewers (deraliasewers) by Dridje - Fixed bug where boss would not spawn from 2001 to 2500hp [b]New Stuff[/b] • ms_reconnect_delay (cvar) - You can now (somewhat) control the delay before you reconnect to the server after a map change. This defaults to 5, can be set as low as 2, or to, however high you want. What exactly 2, 5, and whatnot are in terms of time varies from machine to machine, and how much time you'll need to be "safe" varies from server to server. So this is kind of a "guess"/expert mode switch. [b]Nerf Log[/b] • Steam Bow +50% damage • Running The_Wall2 a second time, without first returning to The_Wall1, will result in Forsuth not spawning. • Volcano Changes - From a gameplay perspective, this is a bit of a mixed bag. Projectiles, and the volcano itself, now both do direct damage, in addition to DOT, though the DOT has been significantly reduced. - However, the entire thing is now client side, in that there are no server projectiles, at all. Rather, the client reports where the fireballs land back to the server-player. This should make for a much less laggy beast, and help test this methodology for the spell system remake. - This applies to both the standard volcano spell, and the weapon generated volcanos. It does not apply to NPC volcanos or volcano traps, which will take some more doing. • Fixed a bug that would sometimes cause the Ice Typhoon to consecutively freeze targets it should not. • Fixed North Maul's first charge • Fixed Axes' first charge • Malodra Tomahwaks and Kruxus Neck Hunters are now reserved for player with the highest damage points when they spawn • [b]Exploit Reporter's Club[/b] - Exploit reporters can receive special items and services from Sembelbin in Edana. - List to be adjusted and expanded upon as we go. - More on this drama in some other post, no doubt. [b]New Mapper Toys[/b] • New Trigger Properties: reqhp, reqavghp, reqplayers, reqelsetarget (in the FGD as: "Req. Total HP (min;max)" "Req. Avg HP (min;max)" "Req. #Players (min;max)" and "Req. Else Target") - These options appear on most triggers, including trigger_once, trigger_multiple, and trigger_counter/ms_counter. They can be used to require a range of hit points or players before activation. - By default, the setting indicates minimum hp/player requirement. Formatting can be used to restrict the range, eg. "100;500" indicating from 100 to 500. Floats can also be used (save on reqplayers, as you can't really have half-players.) - reqelsetarget ("Req. Else Target") provides an option to fire an alternate target, if the trigger is touched, but, but the requirements are not met. - These properties *may* work on some other trigger types that they are not attached to in the FGD, but you'd have to manually add them to find out. (No promises.) - Triggers with these properties obey all the usual trigger laws. (Unlike the old scripted variant of this.) • func_door "unblockable" flag - Check this flag to prevent the usual exploit of a player suiciding to force a door to stay open. It'll crush him and keep right on going. Mind you, if the door does no damage, it'll just freeze the player inside of it - which might have its own uses. • func_conveyor "toggle" flag - func_conveyors with this flag will start and stop when triggered, instead of changing direction. Note that they will also start "off" by default. • New Add Params - setfx_sprite_in and setfx_sprite_inx -- Causes the monster to fade in with a sprite and sound effect -- The first requires that c-tele1.spr be located somewhere on the map, as it is not normally precached. The setfx_sprite_inx does not have this requirement. (Sry, h4x) - set_fadein_delayed - Same as set_fade_in, but with longer invisible time, in case the monster spawns from a particularly high ceiling, and you want to mask the falling effect better. - set_dosr - This is a short alias for the addparam "set_die_on_spawn_removed" - as there's a limit to how long the addparam string can be. Using either causes monster to die or delete/fade if it's spawn is removed via killtarget. [b]Bug Fixes and Other stuffs[/b] • MASSIVE script optimization, partly due to a change in compile method. - This patch's sc.dll is actually around a megabyte smaller than last patch's, despite having another three dozen lengthy scripts in it. • As mentioned above: Fixed bug on Deraliasewers where boss would not spawn from 2001 and 2500hp • As mentioned above: Fixed Cleicert spawn chains (hopefully) • The Oceancrossing cannon now works proper (Hallelujah!) • Fixed some potential bugger ups with indestructible Shadow Goblins (hopefully) • Dragoon caves shouldn't have any load issues now • And the usual 10,000 fixes and tweaks I'm not bothering to list. [b]SPOILER SECTION BEGIN[/b] [color=#ECDEBC] [b]New Weapons:[/b] • Phlame's Staff (35+ Fire) - This magic staff has an aim indicator, showing where the spell will land. (I should warn that this recticle is still a bit buggy - it will look odd on some surfaces, vanish in water, and sometimes be fooled by flying NPC's and large NPC's, as it'll "rub" against their collision boxes.) - Primary Attack: Cause a burst of flames to errupt at the target point (no MP cost) - First Charge [75MP]: Summons a Meteor from the sky, to blast a large area (aiming recticle must be under skybrush - this bit may bugger up on certain maps due to improper skybrush design - working on that). - Second Charge [100MP]: Volcano (Fixed damage, ala. Novablade) - Right Click [50MP/5sec]: Fancy fire burst burns and repells monsters with 2000hp or less (or up to 3x your maxhp, whichever is greater). - At close range the weapon may switch to a melee attack, which is more damaging than the standard fire attack and has the same DOT. • Ice Staff (25+ Ice) - Primary Attack: An industrial strength ice bolt that does both direct damage and DOT - Charge One: ??? - Charge Two: Ice Lance [30mp] (50% chance to freeze solid - similar to Hoarfrost Shard's, but affects monsters from 2000hp to 3x your max hp) - Right Click: Ice Glide [2mp] - propels you rapidly forward on a sheet of ice (Ice may not render proper if you have r_decals disabled). You can only travel in the direction you started the ice slide in, and cannot jump, but you can still attack, and this is much faster than even the Raven Mace. - Though we've added some "deceleration features" to help make this non-sploitie, don't be surprised if we wind up nerfing it. - At close range the weapon may switch to a melee attack, which is more damaging than the standard ice bolt attack and has the same DOT. [b]New Critters:[/b] • monsters/vine_fire - Lava Root [Medium] - This flaming vine will grow out of the ground and slash at creatures it hears or that attack it. - It's not worth much XP, as it is immobile, but if you set it up in a way where it can't be avoided, we can raise it. Best as a trap or escort. • monsters/gbear_polar - Greater Polar Bear [Hard] - New fancy model, and a few new tricks, including a brief freezing breath attack and a larger AOE stun. - This bear can also swim (is aware when it hits water, and has a swim anim) - external: ext_bear_swim - setup a trigger_multiple with this script event and a short delay near your monsterclip'ed water, and the bear will walk through said clips. Allowing you to let G.Polar Bears into the water, without drenching your other mobs. - external: ext_bear_unswim - Put another trigger_multiple with this script event, further from your water, to restore normal monster clip behavior on the bear. - (Remember to check the "Monsters" flags on your triggers) • monsters/swamp_reaver - Vitriolic Reaver [Hard] - This is a venom/acid variant of the Fire Reaver - Fires guided poison bolts, acid bombs, and spews blinding acid from the appendage on its back. - Note that the Fire Reaver (monster/fire_reaver) has also had some changes. It can now shoot meteors, and the laggy volcano projectiles have been replaced with a spewing fire aura that merely burns nearby targets. • monsters/corrupted_reaver - Corrupted Reaver [Hard] [i]-- Some wizard wanted to find out what happened if you dipped a Fire Reaver in magical acid for awhile... And this is what he got. --[/i] - This is a sort of hybrid of the Fire and Vitriolic Reavers, alternating between elemental attack types with a slightly stronger punch • phlames/corrupted_reaver - Vitriox the Corrupted [Hard] - This is a larger Corrupted reaver, made specially for Phlames. Note that the one there has been beefed up quite a bit. The only real difference, on the script side, however, is the model change to a larger variant. (As ext_scale was behaving even worse than usual with this model.) [i]-- Ice Guardians: Left over war machines from the Crystal Eon that often stood on the forefront of Felewyn's armies. --[/i] • monsters/elemental_ice_guardian - Lesser Ice Guardian [Medium-Hard] - Also debuting as: Lady of Nanuk, Sila's Lady in Waiting, and Sedna's Lady in Waiting - This flying lady will beat you soundly with her frozen stick, but has no projectile attacks. She has frost DOT, and can do stunning bursts, when flying close enough to the ground. • monsters/elemental_ice_guardian2 - Ice Guardian [Hard] - Debuting as: Sila Nerrivik - You can tell these apart from the lesser ones by the distinctive dress of perpetually falling ice sprites, and the wider range of tricks - including ice spikes and freezing circles. Unlike her younger sister, she's somewhat fire resistant, rather than vulnerable. - Ice Guardians will try to stay in the back unless directly attacked, so they work best with escorts, such as the more aggressive Lesser Ice Guardian above. • monsters/elemental_ice_guardian3 - Elder Ice Guardian [Very Hard] - Debuting as: Sedna Nuliajuk - Set apart by being not only twice the size of the other two guardians, but also wielding a staff sheathed in lightning. - She has all the tricks of her two younger sisters and can, additionally, shock players, either by striking them, or by creating streams of lightning that reach out to strike all her foes. She can fire hails of ice spikes that have a chance of freezing targets solid. Like all elder elementals, she's immune to her opposing element (fire), and her staff renders her immune to lightning as well. As she also has blood made of ice, this leaves few magical options one can use against her effectively. - PS. Sorry if I offended any Eskimos by stealing their ice god's names. ;] • phlames/phlame - Phlame the Ever Burning [Very Hard] - This boss is very dependant on map triggers and summons, so I strongly suggest not using him without access to the map source. • phlames/phlame_bird - Phlame Transformed [Hard] - This is the Demon Wing Phame transforms into twice during the battle. It *may* work as an independent monster, but I think it may need a tweak or two first. Unlike the other Demon Wing, this one will not start attached to the ceiling (would look odd with a bird this large anyways). If you really want to, however, the addparam stick_ceiling may force it to do so. • monsters/fw_alcolyte - Phlame Acolyte [Medium] - These operate pretty much identically to the Khaz fire acolytes. Different model and soundset, and slight tweak in that their blade projectiles do piercing damage, in addition to fire DOT. • monsters/fw_elder - Phlame Elder [Hard] - Similar to the Khaz fire elder, this guy graduated Phlame's training program, and alternates between guided fire balls and guided venom bolts. He also wields an envenomed knife. • monsters/boar_lava3 [Medium] - Great Lava Boar - This huge magically forged boar leaves a trail of flames as he charges down opponents. • monsters/scorpion7_fire [Hard] - Blistering Scorpion - This is a huge metallic flaming scorpion. Nuff said. - Though I should also mention that there have been several minor tweaks on all the giant scorpions. [b]Generic Spoilers[/b] • Beware, that on Tundra, to get any unique item, you must defeat Nanuk (and his protectorates), put the dwarves to rest, and unlock the hut. Which order you complete these tasks in, however, in unimportant, only that you complete all three. [/color] [b]SPOILER SECTION END[/b] Ye Download (98.6MB): [size=200][url=http://www.msremake.com/download.php]THE USUAL PLACE[/url][/size] =================== =================== =================== =================== [size=200][b]JUN2011a PUBLIC CHANGELOG:[/b][/size] [img]http://www.thothie.com/msc_dev3/JUN2011_centerfold.jpg[/img] [i]Some assembly required...[/i] [b]New Maps[/b] • Deralia Sewers (deraliasewers, NPC trans) [semi-self adjusting, Medium-Hard] - An extensive set of tunnels running beneath the human capital and to parts beyond. - Deralia lost yet another construction crew down here recently. You can find your way here by asking around town. - Features a "VHLT" lighting compile. (Although, as VHLT maybe affecting stability, we may undo this.) [b]Map Updates[/b] • The Wall (the_wall, disconnected) [v.hard] - Has been broken up into The_Wall (disconnected) and The_Wall2 (gauntlet) for the sake of stability. It has also be re-lighted via VHLT. • keledrosprelude2 [medium] - now has a transition to Idemarks_Tower, and visa versa. • orc_for [self adjusting, easy-v.hard] - now connects via Thornlands, sitting between the classic map and Bloodrose. It now also connects properly to Idemarks_Tower. There are, however, no return transitions to orc_for from either Bloodrose or Idemarks, at the moment (they still return to Thornlands and Keledrosprelude2, accordingly.) • dragooncaves [medium] - has been stripped and recompiled for stability... [i]Unfortunately[/i] just after the release for this patch, it turns that it also now fails to load on DS servers. Will remedy... • catacombs [self adjusting, medium to hard, disconnected] - Some re-balancing, and entity stripping for stability. [b]Other Changes[/b] • The Galat Wondrous Chest has had its storage capacity increased more than three fold. (Anywhere from 60 to 100+ items.) - Beware that a very stuffed chest may take some time to load when withdrawing items. • Memorized tome spells will no longer cause slow down during preparation. (Thank Orochi!) • Weakened the Goblin Pouncer, as folks seem to be having trouble rescuing other players from him. [b]Nerflog[/b] • The Portuguese bucket has had a bit of a boost. • Orc_For chests rendered a bit kinder to smaller parties, in some ways. [b]Bug Fixes[/b] • Galat Wondrous Chest should no longer lock out other players when full. It will also not allow you to attempt to withdraw items when your inventory is full. • Scrolls will not cast when inventory is full (to prevent their loss). • Land based monsters can now attack players hiding in water. • Added crash prevention for item/monster display names and descriptions being too long. - You may see some names or descriptions being cropped off though. • Dragonaxe flames should come out at roughly the right height (seems we changed the bone order on the player models at some point.) • And the usual 10,000 bug fixes and minor changes I'm not bothering to list. [b]Spoiler Section Begin[/b] [color=#ECDEBC] [b]New Items:[/b] • Earth Breaker [35, bluntarms] - Massive Dark Damage hammer, can generate a damaging stun wave when striking the ground fully charged that also repels opponents. • Helm of Venom - Provides 25% acid and poison resistance. The helm itself looks kinda neat, but sadly clashes with the rest of our equipment no end. Also, I'm kinda open for ideas as to something else to do with it. >_> [b]New Critters:[/b] • monsters/abomination_venom - Venomous Bone Abomination [hard] - This beastie is similar to the first incarnation of the Bone Abomination, but better for open spaces, featuring a charge attack, a poison burst, venom and fire breath, while lacking the lightning shield of his predecessor. • monsters/shambler1 - Shambler [medium] - Not new, per-say, but previously unused. This god-awful model has been reskinned, but there's really no hope for it. ^_^ Straight forward swamp monster, walks up and hits you, sometimes with considerable knock back. The last of the scripts created by our dear departed Shurik3n. • monsters/shambler2 - Greater Shambler [hard] - Bigger version of the same beastie, same author. • monsters/swampeye - Swamp Eye [medium] - This is a stationary, worm-like monster, best placed in shallow water, that raises up and blasts anything it sees with an eye beam. It can also swipe with its claws. Yes, the model is totally ripped - but sven stole it first so... • monsters/demonwing_venom - Demonwing [medium] - This is the venomous variant of the Demonwing, based on the Firebat Half-life model (fair game IMO, it being base engine material). When I say "variant", put it in finger-quotes, as there is no other version, at the moment. It flies about with a semi-aggressive pattern similar to the grav-fly horrors. It can spit projectiles, in addition to having a pretty mean bite and evasive tactics. - Additional Parameters: set_no_ceiling_idle - By default, the Demonwing starts stuck to the ceiling and will only come down when it hears or spots nearby prey. It will also return to the ceiling after slaying its victim, if it perceives no further threats. This prevents that behavior, which maybe useful if you have your Demonwing under a sky brush or such. (As he'd look odd sticking to the sky.) • monsters/slime_green_large - Large Green Slime [medium] - This big green slime can toss projectiles at multiple targets, and generates a poison cloud periodically, as well as when destroyed. Unlike its smaller cousins, this one beast is purely aggressive (Not really new, but the previous version failed to function.) • monsters/slime_green_huge - Huge Green Slime [medium] - Bigger, meaner variant of same thing with more rapid attacks. • deraliasewers/mummy_warrior2b - Mummified Flame Guard [hard] - This is a nerfed version of the standard Flame Guard for use as a final boss under the medium variant of Deraliasewers. • other/keyhole_sewer - Sewer Maintenance Keyhole - Not a monster, obviously, but here for reference. Needless to say, takes Sewer Maintenance Keys (item_key_sewer). Triggers "ustart" upon receipt. [/color] [b]Spoiler Section End[/b] Ye Download (75.6MB): [size=200][url=http://www.msremake.com/download.php]MSC Official Downloads Page[/url][/size] =================== =================== =================== =================== [size=200][b]MAR2011a PUBLIC CHANGELOG:[/b][/size] [img]http://www.thothie.com/msc_dev3/MAR2011_centerfold.jpg[/img] [i]Only rednecks hunt with automatic weapons[/i] [b]New Maps[/b] • Dragoon Caves (dragooncaves) by Furion [Medium-High] (connects via The_Keep) - Beyond the bandit keep lies the hidden home of dreaded dragoons. - A large winding map that's friendly to the graphics card, of about the same difficulty as The_Keep • Idemark's Tower (idemarks_tower) by jon50559 [Medium-High] (disconnected*) - The wilderness and ruins that surround the fallen tower of the fallen Apostle Idemark. - Not so friendly to the graphics card, but very pretty. Some wilderness and ruins to explore. - This map is currently disconnected, but to connect via Keledrosprelude2 and orc_for in the future. • Orkat Forest (orc_for) by Sgt Rehab [Self Adjusting, Low-Very High] (disconnected*) - This forest is infested with tribes of goblins and orcs. A stronghold of the Blackhand lies hidden within, where it is said that sinister plots are beginning to take shape. - The map self adjusts, from, roughly, 15 to 40+, based on the strength of the players present, both in terms of the strength and types of monsters, experience, and in terms of treasure. - Final boss is balanced to deal with four players the current tier, and which monster he is will vary with the strength of players present. - BEWARE: The Goblin Pouncer, and the Hobgoblin Lightning Shaman. One will ride you like a pony while pounding the sides of your head, and the other will trap you in a lightning cage. If either of these things happens, you are dewmed, until another player saves you. So beware the snicker, and keep an eye out for the glowing fist. - You gain 2000 dmg points for rescuing another player from a Lightning Shaman or Pouncer. - This map is currently disconnected, but to connect via Thornlands and idemarks_tower in the future. (Pending real-world balance tests.) [b]Updated Maps[/b] • The_Keep - Connected to Dragoon Caves, and fixed the dreaded chains of FPS dewm. • Catacombs - Fixed an exploit or two, re-balanced for lower levels (min ~20), boosted treasure (PS. If there's a texture missing from Lodagond-4 still, sorry, forgot to fix that... :\) [b]New Mapper Toys[/b] • reqhp property on msmonster_xxx/ms_npc can now have a minimum and a maximum by adding a semi-colon and a second value. eg. "1000;3000" will cause the monster to spawn ONLY if the total HP of players present is ranged from 1000 to 3000. • Monsters with reqhp property will no longer spawn later, should they suddenly qualify after more players join. (ie. their spawn is only checked once) • Gold now multiplies with set_self_adj flag (at the same ratio that XP does) • Additional Parameter: set_non_agro - Will cause most creatures to remain calm until attacked. However, once attacked - by anything, they will go agro on any and all non-allied targets until slain, regardless of actual guilt. (Much like a real wounded animal, I suppose...) • Additional Parameter: set_no_avg - Self adjusting monsters (set_self_adj) with this parameter won't count their death against the global average. This is handy if you have a weak monster near the spawn who maybe slain before all the characters connect. - (If you have developer on, you'll get a pop-up tracking your current average.) [b]Nerf Log[/b] • The level cap has been raised from 40 to 45 • MP to Damage ratio doubled for Infernal Claws • Shadowfire Blade Burst now repels • Improved firewave on Shadadow Fire Blade/Infernal Claws • Added what should be the last of the missing tomes [b]Bug Fixes and Other stuffs[/b] • Fixed arrow/bolt stacking issues • Fixed various inventory icons (be sure to report any that we missed) • Fixed some issues with pouches of coins in chests (picking up with full hands, etc.) • Fixed MSCave Zombie Archer attack range and "Zombie Zombie" • Fixed some Pharaoh Lance Force Cage issues (somewhat) • Fixed some boar issues • Fixed mayor quest in Edana • Fixed the ocean crossing cannon (*hopefully*) • Fixed boars/firegiants and a few others lacking XP • Fixed Jade/Emerald key for gay men • Fixed ms_lildude using wrong gender • Fixed chest skins on bloodrose • Updated the Edana help sprites. They'll now auto-activate at anything under 100hp. • ...and the usual 10,000 bug fixes and balancing tweaks I'm not bothering to write about. [b]Spoiler Section Begin[/b] [color=#ECDEBC] [b]New Weapons:[/b] • Fire Star [Req: Bluntarms/Fire: 20/20] - A morning star forged with elemental fire - Chance of Fire DOT (100% on full charge + stun). Burst of repelling fire when striking the ground fully charged. - (p_model, inv icon, and viewmodel do not match up, we know...) • Dragon Lance [Req: Polearms: 15] - A lance forged with elemental fire - Polearm Features: Charged_Thrust, Block, Backhand (blunt+stun), Charged_Throw - Chance of Fire DOT (100% on power thrust). - Charged throw projectile creates a burst of flame on impact, if thrown a fair distance. • Steam Crossbow [Req: Archery: 35] - A strange dwarven contraption, designed to fire multiple bolts - Fires six crossbow bolts in rapid succession. Then takes a painfully long time to reload. - You can "fire on the run" with this weapon (attacking with it will not slow you down). - Beware that storing the weapon mid-reload may cause strange issues, but that you should be fine after reloading the weapon again. (In the more extreme situations, you may also need to change ammo type by tapping "4"). - Firing dwarven bolts very rapidly sometimes causes some not to register, but you can still fire them off fairly quickly without wasting any. - First of the level 35 line [b]New Critters:[/b] *deep breath* • monsters/abomination_bone - Bone Abomination [Very High] - A huge necromantic construct of miss-matched bones and dark magic in the form of some giant beast - Meant to be one of a series, this one has a lightning field, blinding acidic breath, and an AOE stun attack. Beyond that, he attacks at two separate ranges for differing amounts of damage, and is just an all around tough bastard. ( orc_for/abomination_bone_sa - is the self adjusting Orc For variant, ranging in difficulty from High to Very High Boss [30-40+], but it cannot be used elsewhere without a also using orc_for/orc_summoner.) • monsters/djinn_ogre_fire - Lesser Fire Djinn [Medium-High] - Ogre variant of the Fire Djinn. No summons. Can create bursts of flame and shoot flames from his hands, plus Fire DOT, and the usual stunning headbutt. ( orc_for/djinn_ogre_fire_sa - is the self adjusting Orc For variant, ranging in difficulty from Medium to High Boss [25-30+], but it cannot be used elsewhere without a also using orc_for/orc_summoner.) • monsters/boar2 - Greater Boar [Low] - It's a big boar. Mind you, these are hostile by default, the ones on orc_for are flagged to be docile. - orc_for/boar2 = self adjusting variant (though set_self_adj may work just about as well), their collision boxes had to be adjusted to deal with the trees. • monsters/skeleton_spartaaa [Medium-High] - Giant skeleton with greek style armor as seen in Catacombs (forgot to add it to the old changelog, me thinks). I *think* it'll come up with Geric's name, if you fail to give it a custom one. • monsters/spider_webber - Constrictor Spider [Low-Medium] - This is more or less the same as the snow spider, sans cold resistance, and white fur. • monsters/troll_armored - Battle Troll [Medium-High] - This is a heavily armored troll. Additionally, he can throw giant spiked metal balls that bounce around and explode. • orc_for/bgoblin_archer_sa - Blood Goblin Needler [Self Adjusting, Low-High] - Fire DOT. At the higher adjustment levels, arrows have an AOE burst effect. • orc_for/goblin_archer_sa - Goblin Needler [Self Adjusting, Low-High] - At the higher levels the arrow gain a knock-back effect. • orc_for/goblin_pouncer_sa [Self Adjusting, Medium-High] - This creature will periodically latch onto the back of opponents, rendering them helpless against him until either he or they die. He gives fair warning, at which time you can either dodge or get out of sight, and he'll need a few moments to "recharge" and try again. Summons make good decoys here, as he'll just as happily ride them. • orc_for/goblin_sa - Goblin [Self Adjusting, Low-High] - It's a goblin. It's also fairly dexterous, and good and navigating heights. • orc_for/hgoblin_lshaman_sa - Hobgoblin Lightning Shaman [Self Adjusting, Medium-High] - This dreaded would-be chieftain is too busy learning to harness the power of the storms to be bothered leading his people. - Periodically, he can trap opponents in lightning cages, rendering them helpless until they die. However, if he can't see you, he can't trap you, and he'll need a bit of time to recharge. • orc_for/orc_demonic_sa - Demonic Blackhand [Self Adjusting, Medium-High] - This orc has made an evil deal, with something... - Fire DOT, fire immune, and can periodically toss fire balls. Slightly holy vulnerable. • orc_for/orc_flayer_sa - Orc Flayer [Self Adjusting, Low-High] - Same as the old orc flayer - just a different range of adjustment than you'd get with the default set_self_adj addparam. • orc_for/orc_fshaman_sa - Orc Fire Shaman [Self Adjusting, Low-High] - Same thing... • orc_for/orc_poisoner - Orc Poisoner [Self Adjusting, High-Very High] - Same as the usual Orc Poisoner (eg. Voldor), but with a rather odd self-adjusting range. Note that the horrors he spawns do not self adjust, but they still provide good cover. • orc_for/orc_pshaman_sa - Orc Venom Shaman [Self Adjusting, Medium-High] - Same as the venom shamans on Wicard Oven, but self adjusting. (This script was never actually used, I don't think.) • orc_for/orc_sniper_sa - Blackhand Elite Archer [Self Adjusting, Low-High] - Higher levels have some knock back. • orc_for/orc_summoner - Orc Summoner [N/A] - This isn't a monster, it's just a special NPC script for dealing with summoning the final boss on orc_for. With the map's aid, he summons either an Ogre Fire Djinn or a Bone Abomination, then is promptly eaten by it (rather gruesomely, in the case of the Abomination). • orc_for/orc_warrior_sa - Blackhand Warrior [Self Adjusting, Low-High] - Self adjusting orc warrior. Has a better hit chance than the standard orc warrior. • orc_for/sgoblin_sa - Shadow Goblin [Self Adjusting, Medium-High] - No one's used the original Shadow Goblin script, so I'll refresh your memory: This goblin can vanish at will. - At the lower levels of self-adjustment, he's renamed "Shadow Goblin Trainee". Trainees are not invulnerable while invisible, and leave trails of blood when wounded, allowing you to see where they are. • orc_for/skeleton_archer_fire2 - Demonic Archer [Self Adjusting, Medium-High] - Same as monsters/skeleton_archer_fire2, but tweaked to deal with lower level ranges. • orc_for/vgoblin_archer_sa - Vile Goblin Needler [Self Adjusting, Low-High] - Same as monsters/vgoblin_archer, but with a wider range of self-adjustment than set_self_adj could supply. • furion/dragoons/dragoon - Dragoon (random) [Low-Medium] - Dragoons are, more or less, the same as bandits, but they have random elemental DOT effects. They are usually also vulnerable to the opposing element that they use, suggesting that they are somehow infused with the element, rather than just using an elemental weapon. They are color-coded by element. You can set them in fixed versions as follows: • furion/dragoons/random_archer - Dragoon Archer, random element • furion/dragoons/random_axe - Dragoon Axeman, random element (+HP) • furion/dragoons/random_mace - Dragoon Berserker, random element (+Stun) • furion/dragoons/random_sword - Dragoon Swordsman, random element (faster atk speed) • furion/dragoons/random_unarmed - Dragoon Brawler, random element • furion/dragoons/random_mage - Dragoon Mage, random element (Casts deluxe Ice Shield - may also cast Blizzard, Poison Cloud, Fire Wall, or Lightning Storm, depending on element.) • furion/dragoons/random_random - Same as furion/dragoons/dragoon >_> • furion/dragoons/random_random_nm - Random Dragoon, Random Element, but never a mage • furion/dragoons/fire_archer - Dragoon Archer, fire element • furion/dragoons/fire_axe - Dragoon Axeman, fire element • furion/dragoons/fire_mace - You get the idea... • furion/dragoons/fire_mage - " " • furion/dragoons/fire_random - " " • furion/dragoons/fire_random_nm - " " (never a mage) • furion/dragoons/fire_sword - " " • furion/dragoons/fire_unarmed - " " • furion/dragoons/ice_archer - Dragoon Archer, ice element • furion/dragoons/ice_axe - You get the idea... • furion/dragoons/ice_mace - " " • furion/dragoons/ice_mage - " " • furion/dragoons/ice_random - " " • furion/dragoons/ice_random_nm - " " (never a mage) • furion/dragoons/ice_sword - " " • furion/dragoons/ice_unarmed - " " • furion/dragoons/psn_archer- Dragoon Archer, poison DOT • furion/dragoons/psn_axe - Again, you get the idea... • furion/dragoons/psn_mace - " " • furion/dragoons/psn_mage - " " • furion/dragoons/psn_random - " " • furion/dragoons/psn_random_nm - " " • furion/dragoons/psn_sword - " " • furion/dragoons/psn_unarmed - " " (never a mage) • furion/dragoons/zap_archer - Dragoon Archer, lightning element • furion/dragoons/zap_axe - And again... • furion/dragoons/zap_mace - " " • furion/dragoons/zap_mage - " " • furion/dragoons/zap_random - " " • furion/dragoons/zap_random_nm - " " (never a mage) • furion/dragoons/zap_sword - " " • furion/dragoons/zap_unarmed - " " • There is also a random dagger-wielding Dragoon known as a "Rogue", but he can't be called up individually. • furion/dragoons/dragoon_elite - Elite Dragoon (Random) [Medium] - Similar to Elite bandits, these Dragoons have honed their skills to the point where they can create many of the same secondary effects that players can with their weapons, and then some. They also carry magical weapons with effects similar to those players are familiar with. In similar fashion to the lesser Dragoons, they are infused with an element and are vulnerable to its opposite. They are color-coded by element. • furion/dragoons/e_rand_archer - Elite Dragoon Archer, Random Element (can tri-shot arrows, periodically) • furion/dragoons/e_rand_axe - Elite Dragoon Axeman, Random Element (can jump and land for a stunning burst, periodically) • furion/dragoons/e_rand_mace - Elite Dragoon Berserker, Random Element (can hit the floor for a stunning burst, periodically) • furion/dragoons/e_rand_rand - Same as furion/dragoons/dragoon_elite • furion/dragoons/e_rand_spear - Elite Dragoon Lancer, Random Element (periodic charge attack, increased attack range) • furion/dragoons/e_rand_sword - Elite Dragoon Lancer, Random Element (Can freeze opponents with Ice Blade) • furion/dragoons/e_rand_unarmed - Elite Dragoon Martial Artist, Random Element (Can stun with jump kick or sweeping kick) Select specific weapon and specific element, as follows: • furion/dragoons/e_fire_archer • furion/dragoons/e_fire_axe • furion/dragoons/e_fire_mace • furion/dragoons/e_fire_rand • furion/dragoons/e_fire_spear • furion/dragoons/e_fire_sword • furion/dragoons/e_fire_unarmed • furion/dragoons/e_ice_archer • furion/dragoons/e_ice_axe • furion/dragoons/e_ice_mace • furion/dragoons/e_ice_rand • furion/dragoons/e_ice_spear • furion/dragoons/e_ice_sword • furion/dragoons/e_ice_unarmed • furion/dragoons/e_psn_archer • furion/dragoons/e_psn_axe • furion/dragoons/e_psn_mace • furion/dragoons/e_psn_rand • furion/dragoons/e_psn_spear • furion/dragoons/e_psn_sword • furion/dragoons/e_psn_unarmed • furion/dragoons/e_zap_archer • furion/dragoons/e_zap_axe • furion/dragoons/e_zap_mace • furion/dragoons/e_zap_rand • furion/dragoons/e_zap_spear • furion/dragoons/e_zap_sword • furion/dragoons/e_zap_unarmed • There is also a random Bone-Blade wielding Dragoon known as a "Elite Dragoon Rogue", but he can't be called up individually. He can regen via the vampyric blade, and periodically do the fast-attack secondary smallarms effect. • furion/dragoons/dragoon_boss - Demetricus the Dragoon Leader [High] - Unlike the other Dragoons and the bandit bosses, this guy comes in only one flavor: Dragon Lance. - Has all the abilities of a standard bandit boss (ie. potion madness), plus increased attack range, and a periodic burst o flame. [/color] [b]Spoiler Section End[/b] (okay, save maybe that screenshot, sorry. ^_^) =================== =================== =================== =================== [size=200][b]FEB2011a PUBLIC CHANGELOG:[/b][/size] [img]http://www.thothie.com/msc_dev3/FEB2011_centerfold.jpg[/img] [i]Cave Dentist - the latest MSC character class[/i] [b]New Stuff[/b] • Darken Bloom (Simulated Auto-exposure fix) - MSC will "nerf" it's bloom effect with a secondary filter layer that will vary in strength from map to map, and in some cases, from map area to map area. - You can force this filter to a desired level by setting the cvar ms_bloom_darken to any number higher than 0. Setting it to -1 lets MSC manage the exposure itself. • choosebloom command - bind b "choosebloom" - You can bind b to the choosebloom command, instead of bloom_toggle, allowing you to cycle through several levels of bloom and darkening, including the auto-setting and off. By default, this command now replaces "toggle_bloom", although it will not overwrite your current bind. - (note that both ms_bloom_level and ms_bloom_darken cvars are affected by this, and should stick properly now.) • votelock command - Typing votelock at chat or console with three or more players initiates a vote to temporarily lock the server. - Upon being locked, the server will gain a special password, and each client will have his password set to match. - Typing votelock on a server that is already locked will return the current password (which you can give to someone who disconnected, and forgot to write it down, and is now hounding you over the Steam messenger.) - The lock will end when the player who started the votelock leaves or the map changes. • Changes to Ammo Stacking System - Ammo will not stack until you open the container holding the items - This prevents crashes from withdrawing items from chests and various exploits - Beware, when drawing a lot of arrows/bolts from a chest, you may need to "shake" your quiver a few times to get all the stacks to form up, by opening and closing it, or you may hit the item limit sooner than expected. [b]New Maps[/b] • CATacombs by Cat [25-40+] - This necormancer's cache appears to be abandoned, but the cult's minions and creations live on inside - Lots of self-adjusting monsters and triggers allow this map to adjust itself for a fairly wide range of power levels. The more players you have, and the more powerful they are, the meaner the creatures, and the better the treasure. [b]Map Updates[/b] • Demontemple - moar spawns • Lodagond-4 - various attempts to deal with various crash issues • Helena - f*ck if I can remember. :\ [b]Mapper Toys[/b] • Full developer commands are now open to non-FN servers - PM the dev staff for details • Trigger scriptevent can now have parameters sent to them with parsing semi-colons (eg. trigger_burn;50) - (When using "gm_" events, the first parameter is always the ID of the touching target) - Remember that, unlike trigger scripts, trigger scriptevents obey touch rules, reset delays, and flags. • New add params: • set_poisonous - Creatures with this add param gain a green glow shell, and gives them 10% of their max hp poison DOT for 10 seconds with every attack that hits. (Best for creatures that only have a bite attack.) • set_no_auto_activate - Normally, creatures that spawn near players automatically cycle up and attack - this overrides that behavior (useful in some situations). They'll still attack as normal, but won't interrupt their normal cycle up routine, so it'll be a bit slower. • set_self_adj;[i][adjust down level][/i] - This will cause the monster to self-adjust upwards, multiplying damage and hitpoints, to deal with more powerful parties based on the total hp on the server. At the moment, there are six tiers, and the multipliers range from x1 to x5. (I'd go into details save for fear that folks would try to exploit them.) - If the monster is already quite powerful, and a x5 multiplier would, for instance, go far above and beyond anything you could possibly want to throw at the players, you can "nerf" this effect, by following set_self_adj with a semicolon and a number 1-6 (eg. set_self_adj;3). This will cause the monster to adjust itself is if the players strength was several tiers lower, thus effectively capping it's self adjustment. - When not on FN, you can simulate larger parties of powerful players, by using the "fakehp " command. "fakehp 9999" will put all self-adjusting creatures at their maximum allowed tier. (This command will also affect any hpreq properties on msmonster/ms_npc entities.) • New trigger script events: • trig_damage;;; - Similar in behavior to the trigger/trigger_hurt scripts, except this obeys all trigger conventions (eg. "clients only" flag) and does immediate damage, instead of DOT. Beware, however, that death by such a trigger brings with it full death penalties. - You can use the trigger's reset delay to simulate DOT. - If the name has spaces in it, encase it 'in single quotes'. Double quotes cannot be used (your map won't compile.) - examples: - trig_damage;'Some green slime';10;poison - trig_damage;'Some hot lava';50;fire - trig_damage;FUUUUU;100;dark • ext_darkenbloom; - This changes the darken bloom filter to the desired level. Very useful if you have maps with bright and dark areas. Find the preferred level using the ms_bloom_darken command. - Note that the auto-exposure defaults to 1 for most maps, so you can actually brighten your map, by adding a trigger with a scriptvent "ext_darkenbloom;0" property. Note that this has no affect on players with boom disabled, or their ms_bloom_darken set to a level other than -1 (auto). It is also wise to make triggers with this client-only, to save on server resources when monsters cross them. (Has no effect on monsters.) • ext_dmgpoint_bonus; - You can use this to add a damage point bonus to a player that crosses the trigger (presumably a trigger_once). - It is normally used for aiding events, but can also be employed as a map trigger, in case you want a race, or some such, or give a bonus to players who take a more dangerous route, or reward them for crossing hazards they may have otherwise avoided. [b]Bug Fixes/Other Changes[/b] • Fixed: ms_bloom_level cvar not sticking • Fixed: Pets deleting on completion of sorc_villa • Fixed: eagles DOT doing push (fairly old lack-of-flag issue) • Fixed: Pharaoh lance leaving creatures immune to stun afterwards • Fixed: Still snowing in Edana after December. :\ • Fixed: When first created, new characters are invisible on char selection screen. • Fixed: Both character models are invisible on the character selection screen. • Fixed: Weather sticking between maps, if next map has no weather defined • Fixed: Bearclaws crash • Fixed: monsters/lost_soul_ice DOT • Fixed: wrong item scriptnames / obsolete scriptnames in some chests • Fixed: Various screwyness with Pharaoh Lance, Ice Typhoon, Holy Lance • Fixed: Cannon on oceancrossing (I hope) • Fixed: Various force cage issues • Fixed: Necro note (also consolidated into 2hblunt view) • Fixed: Captain Ron being as unholy as his namesake • Fixed: Range issues on some creatures (eg. troll lobbers) • Fixed: Various poison gas attack crashes (hopefully) • Fixed: Spam being written out to client error log, causing instability • Various re-balancing issues, centering mostly among the polearms and forge weapons • The usual 10,000 bug fixes and balancing tweaks I'm not bothering to write about. [b]Spoiler Section Begin[/b] [color=#ECDEBC] [b]New Items/Weapons:[/b] • Morning Star [Req: Bluntarms: 10/15/20] - Comes in three flavors: Rusty, Vanilla, and Fine - Originally intended for Orc_For (and it'll still be there eventually), this weapon is provided as part of mapper clamor for a new low to mid level weapon. • All spells have tomes now - though some can be a bit hard to find still [b]New Critters:[/b] • monsters/shadow_form [30] - Shadow From (aka. Eldritch Vapor) - This black mass of black shadow, a variant from of horror, fires lightning bolts and is immune to all but dark and holy weapons • monsters/spider_snow [15] - Wooly Spider - This poisonous spider can fire webs that will slow and eventually cocoon opponents. - Opponents so cocooned will be unable to attack. They may require a pet or other player to rescue them. - Players rescuing cocoon victims receive a 1000 damage point bonus for the assist. - Webs slowly fall away over time, but cocoons are permanent until destroyed. - Wooly Spider takes the following additional parameters: - set_start_burrowed - begin burrowed under the ground, and pop up when attacked or when players get near (note, the model is under the ground, but not the actual monster). - set_start_ceiling - Monster starts out crawling on the ceiling. (Do not combine with set_start_burrowed - will look quite odd, as I was too lazy to setup a borrow-in-from ceiling anim.) - set_can_flip - The spider can periodically flip from the ground to the ceiling or visa versa - use only in a low-ceiling environment. (Works fine with set_start_ceiling) [/color] [b]Spoiler Section End[/b] Ye Download (26.5MB): [size=200][url=http://www.msremake.com/download.php]MSC Official Downloads Page[/url][/size] =================== =================== =================== =================== [size=200][b]DEC2010a PUBLIC CHANGELOG:[/b][/size] [img]http://www.thothie.com/msc_dev3/DEC2010_centerfold.jpg[/img] [i]Nothing worse than lazy devs...[/i] Looooooong overdue patch doesn't contain as nearly enough changes to justify the delay, but a lot of what we've done is to prepare for subsequent patches, and thus is not immediately visible. Still... There is some fairly sweeping stuff here... [b]HOSTING NOTES:[/b] Starting an HLDS or listenserver with the -num_edicts flag may lead to crashes on some maps. Also, BOTH the Full Installer and the Patch will replace your listlib.gam file, which will remove any metamod you are using until you edit it again. [b]New Stuff[/b] • [b]Bloom[/b] - The poor man's HDR. Yes, we now have our own internal bloom mod that should not trip VAC. It needs some work though, as it is downright blinding on several maps. - Under the full installer and config, you should be able to tap "B" to toggle it. - (Otherwise, the bind is "toggle_bloom" if you have the extras.cfg executed in your userconfig.cfg) - ms_bloom_level 0 should also remove it (default level is 4) - You can also access it in Advanced Game Options. • [b]Polearms[/b] - That's right, a whole new weapon array. - Specific Polearms are in the spoiler section below, however, we figure folks need to at least know how to use them, so here's the basics... - [i]All Polearms[/i] do the most damage when you strike an opponent at the maximum possible range. So with polearms, the trick to dealing the most damage is to keep your opponent at bay. - [i]Charged_Thrust[/i] - Polearms with this ability will do double damage on the first charge level. - [i]Block[/i] - Polearms with the Block ability have it activated by holding right click. Blocking will reduce damage and the chance to be stunned by creatures attacking from in front of you. - [i]Spin_Block[/i] - On some polearms, entering block while backpedaling will initiate a Spin Block a few seconds later. Spin Block reduces damage even further than normal block, and can deflect most projectiles. Spin Block can only be maintained for so long, and using it repeatedly reduces the length at which it can be sustained. - [i]Push[/i] - Polearms with this ability can push opponents away by using Block+Forward. This does no damage, but places opponents in a better position to be attacked, or allows the wielder to escape from a tricky situation. - [i]Backhand[/i] - When backpedaling and holding the +use button, polearms with this ability will thrust with the butt-end of the weapon. This may stun or repel a single opponent who is very near the player, or offer an alternative damage type. This is useful when pinned by a single fast opponent or surprised by an otherwise damage resistant one. - [i]Swipe[/i] - Polearms with this ability will swipe, instead of stab, if you attack while strafing. This usually does less damage, but the damage is consistent, regardless of distance. In some cases this may also offer an alternative damage type. - [i]Throwing[/i] - Some polearms can be thrown by holding then releasing right click. The longer you hold the right click in preparing the throw, the further the spear will go and the more damage it will do. Creatures that are too close, however, will receive less damage from such a throw. - [i]Charged_Throw[/i] - Polearms with this ability can be thrown at a specific charge level. Unlike a normal throwing spear, the amount of damage they do and the distance the projectile will travel is fixed. - Polearms are complicated, and also do not train HP very well, as such, they are not recommended as a starter weapon - though they are available on the starter weapon selection screen. • [b]New Parry System[/b] - Your Parry Value is equal to your skill with your equipped weapon. - If you have two different weapons, then each skill is added to your total Parry Value. - Shields multiply the Parry Value by x1.5-x3.0, depending on the type. - Double handed weapons also gain a x1.25 multiplier. - This will likely be more fine-tuned by weapon or weapon type down the road. - Parry no longer affects any stats, but various other stats have been raised to compensate (and then some). • The console command 'clearsky' now only affects your client. The sky will remain clear, until you change maps or use setweather (which also now only affects your client). • The Galat Storage chest now has about three times the capacity! • New sexy female leathers. ;) [b]New Map[/b] • Shadahar Village (sorc_villa) by Rickler - The villa watched over by Shadahar Palace offers many opportunities to friends and foes alike. [b]Map Updates[/b] • Thanatos - some changes to the "bird madness". • The_Wall - various stabs at various bugs, optimization, stability, and blockage issues. • Umulak - various exploits and optimization flaws addressed. [b]Mapper Toys[/b] • ms_dev_mode 1 - Setting this in your server.cfg or listenserver.cfg will allow you to make your own scripts for testing with! - While in dev mode you cannot save your character, nor will dev mode work on FN. - Place your test scripts in the test_scripts folder, and reference them in your monster scripts with test_scripts/ (sans the .script extension) - Once basic testing is complete, you can submit your custom scripts to the team for use with your map. - Documentation package for scripts pending! • New Additional Parameters (some of these are aliases of old ones) • setfx_spawn_sound - Monster will have a magical sound effect on spawn. • setfx_summon_circle - Monster will appear in a summon circle on spawn. • setfx_fade_in - Monster will fade in on spawn. • setfx_tele_in - On spawn, the monster will teleport and fade in with a sprite and sound effect similar to Sorcs. • set_no_player_damage - Monster will not take damage from players. • set_die_on_spawn_removed - Monster will suicide (or fade) if its monsterspawn is removed via killtarget. • set_no_roam - Monster will not roam from its initial placement until it spots a target. • set_roam - Forces a monster that doesn't normally wander about to do so. • Again, these addparams may not function on some creatures (mostly those without the full AI.) • Entity Changes - Deleting an ms_monsterspawn or msarea_monsterspawn will no longer automatically kill the creatures tied to it, unless the "set_die_on_spawn_removed" addparam is used. - mstrig_weather - has a new option to lock the weather to a particular state (preventing access to 'clearsky' 'setweather' etc.) - Prefixing scriptevent with "gm_" on a trigger_once or trigger_multiple will cause the event to be called against the Game Master instead of the player/monster crossing the trigger. [b]Bug Fixes/Other Changes[/b] • New armor/player model system should put an end to various model scramble issues. • Most swords should parry proper on right-click now. • Artifact Chests require that you be in the top 75% of damage points to qualify. • Damage points should restore properly on reconnect (within 1k). • This is now MSC v1.2 (just to screw up your favorites list!) :D • 'listresist' command now includes your "Darkness Level" - It is increased by using dark energy weapons/attacks, and decreases over time. - This currently has no effect, and is just for statistical gathering purposes. • Optimized much of the debug overlay, reducing server CPU overhead by 5%-30% • Some weather effects (snow/rain tint) will no longer follow you underground (or will fade out shortly after going underground or indoors, and return upon entering open sky again). • Massive weather effect optimization (whole new system). • Massive sprite/model consolidation • Fixed allies running from fear effects that cannot damage them • Large slimes now pass dmgmulti/hpmulti to offspring • Fixed Bearclaw related crash • Fixed Lodagond-4 horror crashes • Fixed Graxnux double strike bug • Fixed Skeleton archer AOE issues • Fixed various Freeze Solid issues • Fixed various chest/reward bugs • Fixed Khaz Childre perpetual retreat bug • Fixed Northmaul Charge System • Various Projectile/Hitbox issues • Issues with weather/vapors (see changelog for usage) • Fixed "Potion of Protection from Spiders" bugs • Fixed Mummy Hitbox bug • All broken {Transparent textures should now be fixed (those in wads, at least) • Fixed Corpse light Bugs • Revamped newer boar model • And the usual 100,000 other fixes and minor balance tweaks that I'm not going to list here... [b]Nerf Log[/b] • Your Death will wipe all your hits from any non-boss monsters still alive, as far as XP to be gained by their being slain is concerned. Armor/Bravery status has no affect on this penalty. • Fixed monster-flee related bugs [b]Known Issues[/b] - Starting an HLDS or listenserver with the -num_edicts flag may lead to crashes on some maps. - The first time you select your character on the character selection screen he/she maybe partially invisible. (This will resolve after the first time you spawn in world.) - The characters representing the male/female options on the new character gender selection screen are invisible, as new characters will be, before spawning in the world for the first time (to be fixed). - Weak skeletons struck by the Holy Lance projectile may get up again (once) - this is due to the fact that you've done so much damage, above and beyond their max, that they die before they can register the Rebuke Undead effect. - Monsters are invulnerable for 2 seconds after spawn (to prevent gibbing issues). - Using changelevel instead of votemap or admin_map may cause various visual issues. [b]Spoiler Section Begin[/b] [color=#ECDEBC] [b]Sorc_Villa - Hostile - Achievement system[/b] Shadahar Village, when hostile, is, essentially, one long run of never-ending pain. If you manage to survive this pain, however, you will be able to acquire unique bragging rights, known as Achievement Medals. After killing ten creatures, the "Shadahar Village Challenge" begins. At that point, all players who are on the server are locked into the challenge - more players can join to help, but they can't gain achievements unless they were there in the beginning. From the point where the challenge begins, you'll be given a medal of Tin status. For every fifty enemies your team kills, consecutively, your medal will be upgraded. However, your team must slay more enemies than you have on any other visit to Shadahar Village each time you play, in order to upgrade your medal. (Meaning, if you enter with a Silver medal, said medal will remain Silver, until the team slays 160 creatures or more.) Left clicking while the medal is in your hand will project a large image with fan-fair and generate a server-wide message informing all of your mighty achievement. (Beware, if this turns into a troll item, however, I'm going to limit its usage to 3 times per map.) If you lose your medal (for whatever reason), simply visit Shadahar Village (in hostile mode). Initiate the challenge by slaying 10 creatures, and your medal will be returned to you. It will have the same achievement level as your old one. You cannot transfer medals to other players. You *can* drop them, but only their original owners can pick them up. There are seven Shadahar Village Challenge achievement levels: Tin - 10 kills Bronze - 60 kills Silver - 110 kills Gold - 160 kills Platinum - 210 kills Diamond - 260 kills Loreldian - 310 kills or more (Note that creatures summoned by enemies [eg. shaman generated horrors/elementals] do not add to the kill count.) Completing the Shadahar Village Challenge requires some strategy (in addition to some luck, in terms of the server holding on for its dear life). Each area of Shadahar provides a limited number of enemies, so your best bet is to find a defensible locale, without going too deep into the village, and setting up there. Kill everything nearby until the spawns slow down too much to keep the party "fed", then move onto the next location, deeper in, until the village is clear or the challenge is complete. Getting blinded is a major hazard with all the electricity flying about, so a good defensible position should have a "haven" which you can easily fall back to. You'll have to pay attention to what direction you are from said haven, so you can navigate back to it, blindly, if need be. If one spell caster dedicates himself to maintaining a healing circle, the sound of it makes a good beacon, in addition to providing a place where the blinded warrior can heal. It would be wise to explore the village in its non-hostile state, in order to learn the layout, and determine defensible positions, while not under the threat of constant attack. New Items/Weapons: • Unholy Blade (Req: 30+ Swordsmanship) - This corrupted variant of the Felewyn Shard does huge amounts of Dark damage and provides Vampyric damage effects - After holding block for a few moments, it generates a Dark Energy Shield that repels enemies and wreaths them in Dark energy flames for a time. (75MP to produce) - It can also be thrown in a straight line for a hefty amount of damage • Shadowfire Blade (Req: 30+ Swordsmanship) - This enhancement of the Novablade does Dark Energy damage on strike and can produce various fire effects. - After holding block for a few moments, it produces a ring of flame that repels and burns opponents. - It also reduces all fire damage by 50% (75% while in parry), though it provides no additional resistance to fire magiks taking hold. • Demon Bludgeon Hammer (Req: 30+ Bluntarms) - This stronger variant of the Bludgeon Hammer does Dark damage and can produce a wave of fire when struck against the ground with a charge - It also provides more and longer lasting Bludgeon Rage charges. • The Skull Scythe (Req: 30+ Axe Handling, 34 to Throw) - This nasty scythe does large amounts of Dark damage with fair accuracy and can be thrown in a wide arc for devastating damage, in addition to providing vampyric regeneration. • Vorpal Tongue (Req: 30+ Smallarms) - The layers of magic sewn into this weapon provide both fire and ice effects. Including fire DOT, and a freezing burst effect. • Infernal Claws (Req: 30+ Martialarts) - This enhancement of the Demon Claws features a fire wave attack and Fire DOT. • Wintercleaver (Req: 30+ Axe Handling) - A well balanced axe of elemental ice that can create freeze weaker opponents solid. - (This one may need some rebalancing...) ...and the polearms... • Quarterstaff - Your basic training polearm - Abilities: Charged_Thrust, Swipe, Block, Spin_Block, Push, Backhand - (All the Quarterstaff's attacks do Blunt damage) • Spear (Req: Polearms 3) - Abilities: Charged_Thrust, Throwing (Both Piercing) - Fair amount of damage when thrown fully prepped at a fair distance • Bardiche (Req: Polearms 6) - Abilities: Charged_Thrust, Swipe, Block, Push, Backhand (Blunt) - Save for the Backhand, this crescent bladed polearm does Slashing damage. • Halberd (Req: Polearms 9) - Abilities: Charged_Thrust (Pierce), Swipe (Slash), Block, Push, Backhand (Blunt) - This dynamic weapon has quite a reach and offers a few options for dealing with various beasties. • Trident (Req: Polearms 11) - Abilities: Charged_Thrust, Block, Push, Charged_Throw - This hefty forked spear can strike pretty hard, while still providing some defensive abilities. All attacks do piercing damage. • Harpoon (Req: Polearms 15) - Abilities: Charged_Thrust, Throwing (Both Piercing) - This is the nastiest and heaviest of the throwing spears, really meant for whales. • Elven Glaive (Req: Polearms 18) - Abilities: Charged_Thrust (Slash), Swipe (Slash), Block, Push, Backhand (Blunt) - Unlike most polearms, this is designed more for slashing small groups of monsters, rather than keeping individual opponents at bay. - It has a heavy metal core, allowing it to heavily stun targets with the Backhand attack. • Ice Typhoon (Req: Polearms 20) - Abilities: Charged_Thrust (Ice), Block, Push, Backhand (Pierce), Charged_Throw - First of the magical polearms, this one is tipped with elemental ice, that can slow opponents, or even freeze them, with multiple strikes. - This magical polearm reduces all cold damage by 50%, but does not provide any additional resistance to such magiks. - Opponents with less than 2k hp will be frozen solid if struck by this polearm four or more times consecutively. - The third charge creates an arc of cold that freezes or slows opponents for 75MP. - When thrown, the projectile will slow opponents with cold magic. It will also freeze opponents with less than 5x your MaxHP (or 3000hp, whichever is greater), costing a small amount of MP. • Holy Lance (Req: Polearms 25) - Abilities: Charged_Thrust (Holy), Block, Push, Backhand (Pierce), Charged_Throw - This holy lance, often used by Felewyn Seekers, is the scourge of the undead. - The charged throw will do additional Holy Damage (as a powerful Rebuke Undead spell). - The final weapon charge will create a repulsive aura that will follow the user and repel undead for a time. (200MP) - While protected by the influence of this aura, most attacks directed against the wielder by the undead or other unholy creatures will have their damage reduced by 50%. - This is a holy weapon, and thus useless against many opponents, however, the Backhand attack does a fair amount of piercing damage and repels opponents, giving the wielder the opportunity to change weapons, if need be. - This is currently the longest reached of all the Polearms. • Stormpharaoh's Lance (Req: Polearms 30) - Abilities: Charge_Thrust (Lightning), Block, Spin_Block, Push, Backhand, Charged_Throw - Currently the penultimate of the Polearms line, this is a weapon commonly wielded by some of the most dreaded of undead creations. - Charged_Thrust causes a bolt of lightning to strike out from the weapon, doing a fair amount of damage to opponents at a long distance (cost: 20MP). This is in addition to the usual double strike damage for creatures struck by the lance itself. - The Spin_Block function forms a repelling static field, damaging and pushing away most opponents, though it is less effective against those resistant to lightning. - The backhand function stuns opponents and does blunt damage, instead of electrical. - The Charged_Throw will imprison most humanoid opponents inside a Cage of Force. This inhibits their movement, but not their ability to attack. The Cage of Force effect costs 100MP, but if mana is lacking, or the creature is too large to be trapped within the cage, the projectile will still do shock damage over time. (All such throws cost 10MP.) - The weapon also has a chance to shock opponents with every attack. ...and moar pot... • Venom Claw Potion / Greater Venom Claw Potion (Req: 20/27 Affliction) - These potions provide poisonous and acidic auras (respectively), and cause nasty vampyric claws to burst forth from your hands that can inflict massive amounts of damage to your enemies, for a time. - "Dropping" the claws cancels the effect. - XP goes to Martial Arts and Affliction. • Potion of Bravery - After drinking a dose of this potion, you will take no penalty on your next death - Additionally, boss flagged monsters that kill you will gain no defensive advantage from it - The last effect stacks with Armor of Bravery - Potion contains five doses • Fire Brand Potion - Increases all Fire damage by 50%, and adds Fire DOT to all your attacks. - (If the attack already does fire DOT, it's a bit haphazard as to which will be applied first, however.) - Like most potion effects, the effect will last until death or map change. - Each potion contains three doses. • Fire Aura Potion - Creates a defensive aura of fire around the imbiber, and provides 50% cold resistance. - This effect does not stack with the Fire Aura Armor effect. (And donning said armor will cancel the potion's aura effect). - Each potion contains three doses. • Poison Aura Potion - Creates a defensive aura of poison around the imbiber, and provides 50% poison resistance. - This effect does not stack with the Acid Plate Armor effect. (And donning said armor will cancel the potion's aura effect). - Each potion contains three doses. • Mana Fountain - Causes the imbiber's mana pool to refresh at 25MP/second. - Like most potion effects, the effect will last until death or map change. - Each potion contains but one dose; use it wisely. New Critters: • monsters/slime_bomber [20+] - Plague Spreader by MiB (gets into your face then explodes). Untested. • monsters/horror_lightning2 [25+] - Enraged Electrical Horror. - Horror with alternate flight model for navigating turns, such as those in Sorc_Villa, better. - Easily adapted for other variants. [/color] [b]Spoiler Section End[/b] =================== =================== =================== =================== [size=200][b]MAY2010a PUBLIC CHANGELOG:[/b][/size] [img]http://www.thothie.com/msc_dev3/MAY2010a_centerfold.jpg[/img] [i]Bug squashing 101[/i] This patch is mostly dedicated to squashing bugs that cropped up in MAR2010, so not much in the way of new stuff here, but hopefully this should put an end to several headaches: [b]Fixed Bugs[/b] • Fixed various spell casting / purchasing limitations. • Fixed various ammo stacking issues. • Fixed Olof being even crazier than usual (re-wrote script from ground up) • Fixed folks not being able to delete their characters (hopefully) • Fixed "body parts vanishing" and "transexual" issues caused by glowshells and the like • Fixed CL effect on Torkalath bows • If Forsuth is stuck in the elevator on The_Wall, he will eventually teleport to the top • Various other attempts to make Forsuth more dependable. - PS. Suggest using the *inside* pillar when getting Forsuth to travel up the spiral. • Some optimization for NPC death sequences (still not killed pfn_Think bug though) • Fixed various bugs with individualized treasure chests (hopefully - under new system). • Fixed Bludgeon's stunning with DOT at a distance. • Fixed some flaws with the vote system hanging (hopefully). • Fixed some bugs related to the new Steam UI. • Fixed various "script duplication" bugs causing various strange errors (though we've not tracked them all down yet). • Fixed various potential base_chat related bugs. • Fixed bug with the Felewyn ring quest. • Fixed some poison/spore cloud related bugs. • Fixed some magic circles being subject to push attacks. • Fixed some bugs with Captain Ron and a few other vendors. • Fixed the ****ing Iron Guardian. (Hopefully) • Fixed Ethereal dagger secondary attack not bypassing armor. • Holdan Returns! • Generated Tickets for various neglected items. • Various FGD updates. - func_plat now has a flag you can check to cause the elevator to adjust 16 units down after reaching its top, in an effort to prevent players getting stuck - this doesn't seem to really help, however. Need to come up with a better solution. :\ • Fixed some 10,000 other minor bugs that I'm not going to bother to list... [b]New Stuffs[/b] • /stuck will now adjust you 8 units up, if there is head room and you are not within /stuck range of a spawn, in case you get stuck on an elevator/platform. This is allowed once every 5 seconds. [b]New Map[/b] • Umulak Necropolis by Dridje (40+, Disconnected) - A very attractive Egyptian theme map with many mummies and a few puzzles [b]Map Updates[/b] • The Wall by Skillasaur (40+, Disconnected) - Some rebalancing, optimization, and various fixes (some of which may not be 100%, but we shall hope.) - Fixed unbreakable wall, gibbing ice reaver, etc. Improved general treasure layout, XP, etc. • Islesofdread1 by J (25-30) - Some changes to monster spawn layout and fixings of some potentially broken monster spawn chains. • Thanatos (30-35) - Fixed issues with some skeleton archer spawns. • Calruin2 (25) - Stripped most of the sprites from the map to allow for more dependable loading. • Aleyesu (25-30) - (Re-)Fixed monster spawn chains. [b]Nerflog[/b] • Increased Torkalath bow damage (also fixed CL effect as noted) • Raised Torkalath elves XP • XP reduction for infinite spawn minions in Lodagond no longer apply to other minions • Fixed leveling sploit on Phoenix Bow [b]- SPOILER SECTION -[/b] [color=#ECDEBC] [b]New Items[/b] • Bear Claws [MA30, SC20] - These powerful high-carb claws can turn the user into a huge bear with a right click. - While in bear form, the player will inflict massive damage, and be immune to most push and stun effects - While in bear form the player's manna will slowly drain until depleted, causing him to revert to human form. 30 manna is required to activate bear form, although no manna is actually drained by the transformation itself. [b]New Beasties[/b] [i]Beetles[/i] • monsters/beetle_horned [25] - Horned Beetle - This "small" beetle (about 3 feet across) can fly for short distances, leap attack, and bash players about with its horn. • monsters/beetle_horned_giant [30] - Giant Horned Beetle - Can't fly, nor do the short leap attacks of its smaller cousins, but this 8+ foot beast has multiple AOE and stun attacks, and can dish it out as well as take it better than the wee ones. • monsters/beetle_venom [30] - Venomsack Beetle - Farts to fly around, explodes into a cloud of nasty gas. • monsters/beetle_venom_giant [35] - Giant Venomsack - Giant version of same, minus flight, plus poison aura, plus AOE stun slam, plus breath of eye-watering gas. • monsters/beetle_fire [35] - Fire Beetle - Spits fire, explodes. • monsters/beetle_fire [40] - Giant Fire Beetle - As above, but meaner, larger, and flightless. AOE stun slam attack. Spits fire at multiple targets. [i]Scarabs[/i] - Scarabs crawl around slowly, then leap at and latch onto enemies, immobilizing them, while chewing their way inside to the juicy bits. - Once sated, the Scarab will fall off and run away, to burn off some calories, before making another run. - Each scarab latched onto a target multiplies the damage of all scarabs attached to said target. (So, individually, not very threatening - but in a group, very deadly). - Scarabs only have partial AI's, to allow swarms to be easier on servers. This means they will ignore most additional parameters (but should accept npc_suicide, name changes, and dmg/hpmultis). - They are very small, and thus very difficult to hit. • monsters/scarab_fire [20*] - Golden Scarab - Burns, in addition to the usual synergistic chew damage. • monsters/scarab_fire [20*] - Jade Scarab - Poisons, in addition to the usual synergistic chew damage. - * Level estimates are for individual scarabs. A swarm of 10 or so should suffice for level 40. [/color] [b]- END SPOILER SECTION -[/b] =================== =================== =================== =================== [size=200][b]MAR2010a PUBLIC CHANGELOG:[/b][/size] [img]http://www.thothie.com/msc_dev3/MAR2010a_centerfold.jpg[/img] [i]Patch of the [url=http://tinyurl.com/y8zdru2]chix0rz[/url], to be sure.[/i] [b]New Stuffs[/b] • Female player model. - That's right, you can now be chix0rz! - Note that chix0r model seems to tremble a bit when in leather armor (just too much sexy for the engine to handle I guess), and may have a few other oddities. • Bag of Holding now eliminates all weight put into it, and can hold anything the heavy backpack can • Arrows and bolts automatically stack by type • Noob shops give advice and have been simplified - The only containers available are Big Sacks, Weapon Straps, and Backpacks. Their prices have been greatly reduced. - If you desire the older superfluous weapon sheaths, you can still get them in Gatecity. • Noob shops will warn/prevent purchasing of items beyond your level. - Should save some early investment pains for the newbies, will also give advice on more appropriate weapons. • Some items restricted by damage points. - Some items that fall into the game world will be reserved for the player with the most damage points. • More voice acting by Squaresoft. • DOT damages now stack! - Hopefully without increasing the number of server crashes, we'll see... :\ - Note this is only true of [i]differing[/i] DOT effects: Fire+Fire does not stack, while Fire+Ice does. [b]New Maps[/b] • The Wall by Skillasaur (40+) - This ancient line elven fortresses stood as the last line of defense against Lor Malgoriand's armies during the Age of Blood. - The depopulated elven empire no longer has the forces to maintain them, however, and they have since been taken over by the undead. - Torkalath elves have fled their pursuers and now hide within. Can you capture their leaders, or will you merely add to the bastions of undead that rule there? - See spoiler section for various advice on dealing with The Wall. - (What, only one new map!?) - Sorry guys, but for once we have more new items than new maps, if that makes you feel any better. [b]Map Updates[/b] • Islesofdread1 by J - Fixed various monster counters. • Isle by CSS - Fixed the music trigger • MScave by %WTF% - Various minor bugs • Shad_Palace by Rickler - Various bugs and exploits (recompile) [b]Mapper Toys[/b] • Fixed some bugs in the FGD • env_model now has Scale option - Note that this does not preview in the hammer editor, nor does it affect collision boxes • Few new props (candles, lights, corpses, mountains, stalagmites/tites) • set_npc_turret additional param - Semi-universal param for setting a monster into turret mode • base trigger property: scriptevent - Calls a specific script event against player or monster when touched - Unlike script triggers, this obeys the rule of the trigger touched (flag, delay, etc.) - Code side HP/requirements system for triggers still pending • set_stepsize additional param - Following param destermines new monster step size, eg. "set_stepsize;64" - Useful for dealing with some monster navigation bugs • set_no_step_adj additional param - Causes monster not to adjust step size based on height - Also useful for dealing with some monster navigation bugs • set_summon_circle additional param - Causes monster to manifest in a summoning circle on spawn • set_fade_in additional param - Causes monster to fade in on spawn • npcatk_attack_till_spotted additional param - Causes monster to play its attack animation until struck or spotting enemy - Useful for making a monster look as though it was hacking away at something until it notices players - (May not work on all monsters) • ext_scale additional param - Scales monster models (up or down) and their collision boxes - Subsequent param deternines amount to scale, eg. "ext_scale;1.5" - Increases attack reach on most monsters, but may cause issues, especially if extreme numbers are used (2.0 seems to be about the safe max limit for most) • ext_no_player_damage additional param - Renders monster immune to player damage (good for critical NPC's you don't want to be slayable by players.) [b]Scripter Toys[/b] • Various additions to base_chat - callevent bchat_auto_mouth_move -- Keeps NPC's mouth moving for X seconds, for use with a sentence -- chat_loop will do this automatically based on local chat delay - CHAT_DELAY_STEPX -- Allows override of chat delay on sentence-by-sentence basis - CHAT_SOUNDX -- Plays sound at chat step X - beware you must precache any sounds used by this function! - CHAT_EVENTX -- Calls script event at step X - callevent bchat_close_mouth -- Forces NPC's mouth closed - Various base_chat bugs defeated • Arrays. - We now have a limited array system, see ms.stx "array.create" for details. • callclitemevent - Calls a client event on a specific item that only affects the wielder (allows changing of viewmodels and such from the server side). • hud.addimgicon - Various fixes to this function. Note that TGA images must of hex-even multiples or they may distort. (256x256, or 512x512, etc.) • Fixed various bugs with NPC_RETURN_HOME function - Setting this to 1 will cause the NPC to return to home position and angles after kill, provided they are unmolested and see no new targets. - This setting is retained unless manually reset. - Note that NPC's returning home do not use the full navigation AI, as they are in idle mode, so it maybe difficult for them to find their way back, if it is a long ways back or the return path is fraught with obstacles. • monsters/base_jumper #include - Provides fairly accurate monster-jump to opponent, ala the sorcs and elves. - NPC_JUMPER must be set 1. See script for further documentation. [b]Bug Fixes / Optimizations[/b] • Fixed persistent fog - The "clearsky" command should now remove fog and screen tint affects as well - however, it may also be affecting all players (really just need to redo the weather sys, tis a whole bag of chaos as it is written now.) • Shields unconsolidated - Should reduce the appearance of the viewmodel scramble bug. - You'll still get hit with it when pulling potions and the like, however. • Lag reduction for lightning shield effect • XP multipliers for various secondary effects (speed, demon blood) • Tomahawks and Lightning Axes should do more dependable DOT and XP on throws. - Damage also increased. • Fixed shop prices for skins • Reduced lag caused by rapid hp/mp changes • Various issues with the Frost Bow • Voting for HLDM maps has been blocked • Took a stab at some issues with crossbow bolts • Various chest bugs (including one not appearing on Thanatos) • Hopefully the last of the fire elemental bugs • Thuldhar and Undamael XP • Leadfoot potions now prevent being stunned • Potential issues with the view model distance fix • Various fixes for Fire Aura and Acid Plate armors • Made eagles play nicer with monsterclips on Thanatos • Hopefully beat the Iron Guardian into submission (cuz if not, I'm gonna re-write the bastard from scratch. ><) • Blinding poison, and a few other cleffect bugs from JAN2010b fixed. • Winter wolf pets >3000hp not freezing targets with howl. • Synced/re-wrote Derallin's (mscave actor) speech to better Squaresoft's acting. - Also added some new speech to Slinker, also via Squaresoft. • Fixed some, but probably not all, of the individualized chest bugs. • Some more anti-DOS attack measures for FN. • Various fixed exploits and bugs, aka. the usual 10,000 changes too numerous to list. [b]Known Issues[/b] • Submodels sometimes scramble on char selection screen • Ice shield, etc. still seems to mess up the third person character display. • "clearsky" may affect other clients (mentioned above) • When first creating a female character, it will appear as male on the char selection screen. • Female model trembles in leather armor (mentioned above). • It is really hard to get Forsuth to follow you up the spiral staircase on The_Wall - If it gets harder with multiple players, may just "eff it" and rig him to teleport to the top. - Note: Due to forum outage, there have been NO multi-player tests for The_Wall, expect mucho bugs. • Some players may not be able to delete their chars. (Meantime, make delete requests in FN rollback request section.) [b]- SPOILER SECTION -[/b] [color=#ECDEBC] [b]New Items[/b] • Ethereal Dagger [30] - Bypasses most all monster armor • Torkalath Ice Bow [30] - Fires a spiral of freezing cold • Torkalath Fire Bow [30] - Fires a spiral of flames • Torkalath Lightning Bow [30] - Fires a spiral of ball lightning • Torkalath Chaos Bow [30] - Fires random elemental spirals • Axe of Balance [25] - This ornate axe favors accuracy over damage [b]New Beasties[/b] • monsters/skeleton_ice2_hammer - Frost Hammer [40] - First of the next tier of ice skeletons - This large ice skeleton wields two hammers and has a nasty speed attack • monsters/lost_soul_ice - Lost Soul [25] - Ice variant of the Lost Soul. - (Aggressive flight model, freezing attacks, explodes on death.) • traps/splodie_skull_ice [25] - Ice variant of the splodie skull (bounces randomly for about 20 secs, then explodes) • monsters/telf_wizard_novice [40] - Summons a sphere of floating death that he can guide through walls - Has repulsive shield attacks • the_wall/forsuth - Forsuth the Frosty, for The Wall - Extended escort mission character • the_wall/elf_wizard_guard - Seeker Velend Varon • the_wall/elf_warrior_guard1 - One of Velend's escorts • the_wall/elf_warrior_guard2 - Velend's other escort • the_wall/telf_necro - Ihotor, Torkie Necromancer of Dewm [40+] - Current XP value assumes extensive escort • the_wall/telf_leader1 - Azura - Industrial Strength Torkie [40+] • the_wall/telf_leader2 - Ulectrath " " [40+] • the_wall/telf_leader3 - Ivicta " " [40+] [b]Advice for The Wall[/b] • This map be neigh impossible to solo once you hit the Torkie elves. Bring dependable allies, and resistance potions. • You can use the Seekers to aid in your initial battles, working into the wall, but it is risky. If Velend dies, you won't get any rewards from him. They stand about a 50% chance of defeating the opening wave on their own, but about a 90% chance, if they are first ice shielded. • Forsuth is tough, but not invulnerable. He must survive to the end of the map for you to receive additional rewards from him. • It is VERY difficult to get Forsuth to follow you up the staircase. Bring him up slowly, and if he runs back down the stairs, follow him quickly. He'll always follow the last player who +use'd him. Making noise (eg. by attacking) may also cause him to face you. • To get the final reward from Forsuth, you must have already defeated all three Torkalath leaders and Ihotor. (Only likely to be an issue if you've entered the map from The Frost Caverns, The Bleak, or The Wall East spawns.) • Beware that Wraiths can only be attacked with Holy Weapons, and will kill Forsuth, or your pets, quite quickly. Remember they drain MP, not health, but will still slay you if you run out of MP. • Forsuth and Velend have so much HP, it'll take a team to heal them. Forsuth has passive regen, but it's not very fast. • Ihotor is likely to have one player completely immobilized at any given time, however, he'll likely focus most of his attention on this player. Use this opportunity to attack him, but also have a player free to keep his army of undead in check. • Keep an eye out for the red sprites that make up Ihotor's barrier. When they are present, they'll repel and damage nearby attackers. • The flying skulls near The Cold One are worth little to no XP, but cannot follow you past the fog barrier into his domain. They are there to prevent you from exploiting him from the top, and will vanish during The Cold One's final stage. • Getting bounced around by Torkie Apprentices' crossbows is very annoying. Have a potion of leadfoot on hand, or try to break their fire up by bringing multiple players into the mix. • Velend's rewards are chosen randomly, and some are not real great. He'll give one random reward for each Torkie head retrieved, and an additional, fixed list of rewards, for all players, for Ihotor's head. • Forsuth, as indicated, offers an additional random reward to the player with the most damage points, provided you can escort him to the end of the map. • Map is of epic length, and heavy on the ents. Try not to crash it before the end! :/ [/color] [b]- END SPOILER SECTION -[/b] Ye Download: [size=200][url=http://www.msremake.com/download.php]Your one-and-only source for MSC Downloads![/url][/size] =================== =================== =================== =================== [size=200][b]JUN2010a PUBLIC CHANGELOG:[/b][/size] [img]http://www.thothie.com/msc_dev3/JAN2010_centerfold.jpg[/img] [i]Thuldahr says, "Kneel before the majesty of JAN2010!"[/i] [b]New stuff:[/b] • Enhanced Day/Night transition system • 8 Tome limit removed. Theoretically, you can learn any number of spells. Spells may start to cause overflows if you learn too many, though. They are less dangerous than items, but better safe than sorry. • New Galat's Wondrous Chest of Storage (see below) • New individual inventoried chests (see below) • You can access inventory while sitting again! (Yay!) • Typing 'day' 'dusk' 'night' or 'clearsky' now only affects YOUR client - It does not affect the global time of day, and your TOD effects will be locked in the mode you select until map change or you use settime. • New voice acting by [url=http://www.msremake.com/forums/memberlist.php?mode=viewprofile&u=104]SquareSoftKnight[/url]! - Go visit your favorite actor in MSCave for your first piece of entertainment! - The words don't quite match up, and he's still a bit out of sync, but that's why we call it ACTING! (will fix) - (We've actually got quite a bit more of this stuff, but didn't want to delay the patch further sorting it out.) [b]Know Your Chests[/b] [img]http://www.thothie.com/msc_dev3/knowyourchests1.jpg[/img] • Standard Chest - In most cases... - Increases inventory with number of players - Increases quality of items with number of players - If both strong and weak players are on the map, chest may "hide" certain items until the stronger players get a look at them (in order to get first pick). [img]http://www.thothie.com/msc_dev3/knowyourchests2.jpg[/img] • Artifact Chest - Appears, floats, and magically gives items to players - Player with the most Damage Points (listpoints in chat) gets first pick, the second the next, and so on. - The number of players directly affects the chest's chance to dish out a particular item. [img]http://www.thothie.com/msc_dev3/knowyourchests3.jpg[/img] • Individualized Chest - Has a separate inventory it displays to each player - Each player has his own reward based on his own strength and damage points - Increases yield with the number of players present - Increases quality of items with the number of player present - May offer one or more bonus items based on player's Damage Points. [img]http://www.thothie.com/msc_dev3/knowyourchests4.jpg[/img] • Galat's Wondrous Chest of Storage - The latest in magical banking technology allows you to store your items in a magical chest, which can then be summoned anywhere in the world, via a (very expensive) magic scroll. - Once summoned, the chest can be accessed by all players present. It contains a separate inventory for each player. - Each Galat outlet has a Wondrous Chest of Storage, and its usage at such outlets is free of charge. The local Galat representative can also sell you the aforementioned Wondrous Scroll, which summons the chest anywhere you and your friends may happen to be at the time. - At the moment, the Galat chest holds about a dozen items (will vary by script name). If the chest proves faithful, it may be expanded to two or three dozen. - Galat's Wondrous Chest of Storage cannot store packs, sheaths, multi-use potions, or ammo, and will not allow you to screw yourself by attempting to do so. - Ask your local Galat representative for more details! (Tech info: Depositing items in a Galat chests shift your items from inventory data to quest data, making overflows less likely.) [b]Cheater Tracking[/b] • All player stats are now tracked in server logs. • Cheaters, are recorded in server logs, and reported to all connecting players, after they are kicked from the server, for several days. (Hosts can simply search their chat log for "CHEATER" for more detailed information on individual cheaters.) • There are two types of cheaters: • Type I: Any player with a stat significantly above the level cap, or with any illegal item, will be kicked from the server, logged, and reported and ridiculed to all clients connecting to the server in question for days. • Type II: Any cheater attempting to use console exploits will be kicked, logged, and reported and ridiculed until the server resets. Console exploits used by clients will no longer crash the server in the process. • If you see a cheater report, please post the supplied ID on the [url=http://www.msremake.com/forums/viewforum.php?f=16]FN forums[/url] for expedient removal. Their character will be examined and dealt with accordingly. [b]Bugs n' Stuff:[/b] • Voldar now spawns proper on ms_wicardoven • Fixed some possible map voting issues • Armor Bug #1 fixed. No longer shall you stick through your armor. • Armor Bug #2 fixed. No longer shall your gladiator armor appear as Orochi's jacket. • Armor/Gear Bug #4 fixed. All of your worn gear will appear when you spawn. You won't have to re-equip anything to make it visible. (What was #3?) • "Sticky Client Variables" (Tomes, Gold, Player kills) should be fixed. • Putting a bow away while a bow is on your back causes the bow to be put into the "best" pack. The same is true of all other worn items. • Fixed various sticky weather bugs • Store prices over 32k now register correctly • Reduced lag caused by Rain/Storm weather - (Makes Storm more of a trickle, but no more ent floods in Thornlands.) • Attempts to fix Lightning Storm strangeness • You are not diseased… It's worse… You're poisoned! (Message fix) • Some optimizations and various bug fixes for both the new and old AI systems. • Some optimizations and various bug fixes for the NPC anti-stuck system. • Various efforts to cut down on server crashes. • Msg '91' error should be no more • Vote bugs fixed (cross fingers) • Felewyn light script simplified and should behave now - although it no longer glows when not worn. • Everything should be ticket'able (likely only useful if you fill your Galat chest, at this point.) - Note you can put tickets in the Galat chest, but tickets have longer script names than most things, so it is likely wiser to turn them in first, then put the item in question inside. • Fixed bug where some randomized NPC's would not accept title ("Change name to") property from msmonster_xxx/ms_npc. (Thank Replica for bug report.) • You can't sit while stunned or otherwise unable to attack. (Boo!) - Alternative fix method for disappearing thrown stuff, but as a result, you can once again access your inventory while sitting, so not so bad. • Parry over global skill limit report taken care of. • Fixed TOD effects appearing on some underground maps, despite being flagged • About a billion other less exciting bug fixes... Hopefully with minimal generation of "new and more interesting bugs". [b]Balance (aka. Nerflog 2.0)[/b] • Bows react to non-proficiency with erratic firing and damage reduction • Armor has min strength requirements, or owner will be slowed - Gold Armor: STR 25 - Venomed Plate: STR 25 - Phoenix Armor: STR 40 - Armor of Bravery: STR 40 - Fire Aura: STR 30 - Acid Plate: STR 30 - All others: 0 - (Yes, I realize logic fails, as Gold is heavier than any other, but this is more anti-twinkage, and the Gold Armor's shear weight already covers that fairly well) - The alternative to the two things above is Twinker Gnomes - so be thankful. ^_^ • Damage and DOT increases for Lightning Storm, Volcano, and Blizzard • Greater Ice Blade has a chance of doing slow-freeze DOT on normal strikes • Some strategic guards and allies flagged as invulnerable to player damage (eg. Foutpost) • You can no longer sell things for higher than you bought them. Someone didn't understand math between scripts and code when basic functions were written. A cap has been placed so any shops we missed will still work properly. • Tomes no longer have a chance of spell failure. • Various helm/stun/elemental resistance exploits fixed. • All charms upgraded to next type, and type I added to global list • Much updated treasure and global list shuffling • New global random magic arrow and bolt list • Level cap @ 40 (probably soon to be 50, depending on release of: The Wall, Derwintwater, and Sorc_Villa) [b]Fuznet Changes[/b] • Various security updates. One that you may notice right away is that FN will be monitoring for differences in maps. Make sure your maps are fully updated. This also means we will be able to release maps without having to release patches. • When disconnected from FN, you will have an indicator in the upper left of your screen, thusly: [img]http://www.thothie.com/msc_dev3/fn_disconnect.jpg[/img] <- The mystic MSC symbol of "Screwed" - It will vanish when the connection to FN is restored. [b]New Maps[/b] • Thanatos (thanatos) by J (Hard, connected via Sfor) - Stories tell of an elder earth elemental that lives atop this mountain, where the Loreldians once met in council. • Kharaztorant Fotress (kfortress) by AmIAnnoyingNow (Hard, Disconnected) - A more elaborate, and more dangerous, dwelling of the Kharaztorant dragon cult. • Gertenheld Caves (gertenheld_cave) by Dridje (Hard, Disconnected) - Ancient tribes of goblins from the Age of Blood lie hidden within these darkened caves. • Shahaddar Palace (shad_palace) by Rickler (Very Hard, connected via aluhandra2) - Once the palace of a great wizard, now the home of the mightiest tribe of Orcs in the land, the Shahaddar, who have been seduced by and imbued with its immense power. • Nashalrath (nashalrath) - By J, Little Frodo, and Little G (Hard, Disconnected) - An ancient holding of The Lost that, unlike its occupants, survived The War of Fate, is now haunted by the ancient spirits of the bludgeon slaves and elementals that once served under its roof. - (That's my take on it at least, TBH, I've no idea what's going on here.) - This is the "demo" version of the final map, which despite utterly breaking all lore consistency, is actually quite fun to play. It maybe less so if/when we switch it up for Torkies though, so enjoy while you can. - Little-G can give you the story behind the final map. [b]Recompiled/Rebuilt maps:[/b] • Ara (Medium, NPC Transition) - Minor alterations by J • b_castle (Medium, via Sfor) - Minor alterations and fixes by P|Barnum • Chapel (Low, via Edanasewers) - Minor revisions, plus a path to Isle by CSS • Isle (Low, via Chapel) - Various bug fixes plus connection to Chapel by CSS • Gertenheld_Cape (Low, via NPC in Deralia) - Various mods and re-texturing by Dridje • Gertenheld_Forest (Low, via Gert. Cape) - Various mods, optimizations, and re-texturing by Dridje • Isleofdread1 (Medium, via NPC in OC) - Much expanded with greater rewards by J • Isleofdread2 (Hard, via Islesofdread1) - Complete remake and expansion of ye old Isleofdread2 by J-M v2.5.5 - If your client or server cannot handle the map, you can still play the old version under isleofdread2_old (Disconnected) [b]Updated maps:[/b] • Aleyesu (Medium-Hard) - Hopefully fixed Potential bug where doors would vanish (recompile) - Added minotaurs to maze ;) - Updated treasure • WW3d (Medium, Gauntlet) - Moar spawns • All updated maps are included in this update in full BSP form, so if you've had trouble with the map-patching process in the past, it should not be an issue... This time. [b](SPOILER SECTION)[/b] By popular demand, masking spoilers... :D [color=#ECDEBC] [b]New Items:[/b] • The Neck Hunter (Smallarms 30/32) - This wickedly thorned dagger casts projections of itself at nearby targets. - Secondary ability causes the projection to explode on impact for massive damage • Dragon Axe (Axe 20/22, Fire 20) - While wielding this, you can right click, and [b]BREATH F*CKING FIRE[/b]! ;] Dragon Breath effect sets enemies on fire, and repels most opponents. It also drains manna rather rapidly. • Venom Plate (STR 30, affliction 20) - Enchanted plate offers 50% basic protection, 50% poison resistance, and poisons those who strike you • Acid Plate (STR 30, affliction 20) - Enchanted plate offers 40% basic protection, 50% poison resistance, 80% acid resistance, and generates a passive poisonous cloud that poisons all nearby enemies. • Fire Aura (STR 30, fire 20) - Enchanted plate offers 40% basic protection, 30% fire resistance, 25% cold resistance, and burns nearby enemies with a circle of flame. • Phoenix Bow (Archery 30) - This anti-siege weapon creates a burst of flame that increases in size and power the further the arrow lands from the player • Frost Bow (Archery 25) - Provides 75% frost resistance 10 seconds after being drawn. - Freezes/slows opponents on strike (via limitless pre-generated magic arrows, freeze costs mana, but slowing cold causes no drain) Two new charms (hp/dmg ranges are based on pet's XP) • Pet Shadow Wolf Charm - hp 500-3000, dmg 15-80, immune fire, 25% damage resist, stun/burn howl • Pet Winter Wolf Charm - hp 1000-4000, dmg 30-125, immune cold, 50% damage resist, freezing howl (upgrades to 50% freeze solid howl @ 3000hp) (Note that you can only have 1 wolf pet at a time.) [b]New Monsters:[/b] [i]Goblins - Surviving experiments of Lor Mal that didn't quite make it into the war.[/i] [b]•[/b] Blood Goblins: Nasty, agile, fast moving goblins with a burning thirst for blood: • monsters/bgoblin (25) - Blood Goblin Fodder comes in three very acrobatic varieties • monsters/bgoblin_skirmisher (25) - Blood Goblin Skirmisher: V. Fast and agile skirmisher with a burning saber • monsters/bgoblin_guard (30) - Blood Goblin Guard: Beefier, although not as agile, comes in 2 varieties, one with a flaming axe • monsters/bgoblin_shaman (30) - Blood Goblin Evoker: Fire galore: balls, walls, and elementals. Dies to reveal the greater fire elemental trapped within. • monsters/bgoblin_chief (30) - Blood Goblin Chieftain: bigger hobgoblin with a big fiery axe, fire breath, stun attacks, armor, and all the agility of the wee ones. [b]•[/b] Vile Goblins: Venomous beasts of similar bent to their Blood Goblin brethren: • monsters/vgoblin (25) - Vile Goblin Fodder: three flavors, slightly weaker than the Blood's fodder, but annoying in their own way • monsters/vgoblin_archer (25) - Vile Goblin Needler: rains down tiny poisoned arrows • monsters/vgoblin_guard (30) - Vile Goblin Guard: Slower moving and tougher in their leather armor, they wield deadly poisoned blades • monsters/vgoblin_shaman (30) - Vile Goblin Poisoner: Summons bad things, has a nasty smoking habit coupled with a poisonous blast, possessed by an elder horror • monsters/vgoblin_chief (35) - Vile Goblin Chieftain: Speaks softly, but carries a big stick - studded with cursed skulls, which launch forth to chew your face off! [b]•[/b] Some Blood Goblins can periodically throw Greek fire, while some Vile Goblins can toss poisonous bile at you. Such goblins keep these unstable materials stored in a quiver on their backs. [i]Other Goblins[/i] • monsters/hobgoblin (20) - A goblin, all growed up • monsters/hobgoblin_archer (20) - A goblin, all growed up, with a bow and jagged arrows • monsters/hobgoblin_berserker (25) - A goblin, all growed up, and on crack - Hobgoblins don't jump around as much as their tinier counterparts - but they can easily leap at targets perched above them, if need be. (More lore info available when wiki is resurrected.) • monsters/sgoblin (25) - Shadow goblins - these annoying little buggers vanish at will [b]•[/b] Older goblins use the new model but demonstrate same old behavior (although hit range was a bit nerfed.) [i]New Kharaztorant Culists[/i] • monsters/k_larva_black (30) - Black Kharaztorant Larva - About double the strength of the red larva, more affliction oriented, cold resistant - Pukes up blinding poison all over nearby opponents • monsters/k_childre_black (35) - Black Kharaztorant Childre - About double the strength of red childre, more affliction oriented, cold resistant - Fires spore clouds and has a repelling poisonous burst attack • monsters/k_childre_boss (35) - Black Kharaztorant Hierophant (aka. Kruxus the Corrupting Shadow) - Elder black childre, much stronger, capable of raining down storms of poison spores, much improved ethereal shift. - Requires a fair amount of headroom for optimum functionality. • monsters/k_elder (25) - Elder Kharaztorant Cultists with nasty, although specialized, powers - Comes in fire, lightning, poison, and cold variants - These monsters are designed to keep a single player in check, but not be as much of a threat to a group of players. They tend to focus one player to the exclusion of all others, then use cheap magic effects to inhibit his movement and/or pin him in place. - Suggest avoiding using more than one lightning variant in the same location, as the tempent spam would be heavy. Also beware that lightning variants may send players flying upward into places you do not want them to be able to reach. - To define variants, use the "Additional Parameters" (params) property: - " type_fire ", " type_poison ", " type_cold ", or " type_lightning ", accordingly • monsters/k_hollow_one (35) - This is the apex of Kharaztorant evolution, should they avoid mutating into one sort of beast or another. The Hollow Ones have access to a massive array of spells and abilities. - Give these guys some head room, as they can fly. - You cannot have more than one alive at the same time due to the way the client effects are designed. (Use dmgmulti or hpmulti, if ye must) - They are intensive tempent users, but designed to hold their own against small groups of players without escort. - Offensive abilities include... (in order of deployment) ? Spawn Corpse Light - Corpse light's are ethereal beings that slowly drain mana from targets until they die - They appear as very slow moving translucent blue flames - They are absolutely indestructible, although they do expire over time, or when their target dies - (These beasts are entirely client side and inclusive to the Hollow One's script, so they cannot be produced individually. The Hollow One may maintain up to 8 at any given time - although with the expire time and frequency he deploys them, one is unlikely to see more than 4.) ? Guided Fire Ball - slow moving, client side AOE fire ball ? Guided Ice Ball - slow moving, client side AOE ice ball ? Fire Breath* (duckable) - Breaths fire in a 360 arc ? Ice Spiral - Raises ice spikes from the ground in an outward moving spiral ? Poison Breath* (duckable) - Blinding poison, in a 360 arc ? Magic Cage (projectile) - Immobilizes (although does not paralyze) a single target for 30 seconds. ? * Skips these parts of his cycle while in flight - Defensive abilities include... ? Static Field - approaching too close to the Hollow One will result in a repulsive shock (Trick is to get close enough to do melee damage, but not so close as to get zapped.) ? Shadow Shift - The Hollow One will occasionally dodge blows by teleporting short distances ( He will not do this while using either of the next two defensive abilities: ) ? Mirror Image - The Hollow One can vanish and create multiple decoy images of himself. ? Flight - The Hollow One can choose to fly through the air and rain death down on opponents from above. - Forms a pattern of sprites in the vague image of a dragon on death [i]Mummies[/i] • monsters/mummy_fodder [25] - Crypt Fiend - Basic, slow moving mummy. May rise up from the dead again, much like the skeletons do, but he's a bit less obvious about it. - Beware that, like skeletons, mummies that get up again will trigger any fireallperish events when they die the first time. So if you have a gauntlet going, some mummies left behind may get up again to join the battle in the next section. • monsters/mummy_slave [30] - Mummified Slave - Slightly faster, slightly stronger. If you get too close, it may bite your head off. Like the Crypt Fiend, these have a habit of not staying down. (It's just these two actually, all the following are 1 shot wonders.) • monsters/mummy_cursed [30] - Cursed Crypt Fiend - This crypt fiend has a red glowing aura around it that prevents players from getting near, and a stretchy-arm Dhalsim style attack that reaches just beyond it. This forces players, more or less, to take out the beast with projectile weaponry. It is recommend that you avoid using more than one of these per encounter (maybe two, in a very large room). Additionally, these guys will periodically puke up blinding bile. • monsters/mummy_warrior1 [30] - Mummified Slave Driver - Faster, tougher, and armed with a random weapon, these guys will run up to you and give you the beat down. • monsters/mummy_warrior1b [30] - Mummified Swordsman - Similar to the Slave Driver, but a bit meaner, faster, and with a two prong sword • monsters/mummy_warrior1c [30] - Mummified Legionnaire - As above, but this time with a spear he can throw • monsters/mummy_cleric [35] - Mummified High Priest - These monsters will attempt to stay at the back of the battle lines and heal other mummies. They will not heal other types of undead or allies. While this guy lives, other mummies will be neigh impossible to kill. - Do not use more than one Mummified High Priest per encounter. While they will not heal themselves, they will heal one another, and it'd take quite a gang bang to take down two of them healing one another. - Note also that High Priests can heal other mummies as far away as 1024 units - and ignore walls when they do. While it is possible to have a cleric healing mummies from a separate chamber, I wouldn't recommend it, as it is not exactly intuitive. • monsters/mummy_ice [35] - Mummified Ice Lord - Has a blue glowing aura that will freeze anyone who gets near, and freezing ice breath that'll harm and slow players at a fair distance. If a player is frozen within their aura, the mummy will attempt to bite his head off before he escapes (not that there's much hope of this, even with strong cold resistance.) • monsters/mummy_necro [35] - Mummified Necromonger - This necromancer has a really weird looking aura that damages anyone nearby for about the same rate of damage as the golden skeleton's Circle of Death. - Additionally, he can summon a number wraiths equal to the number of players on the server (minimum 2). For a description of these, see entry for monsters/wraith. • monsters/mummy_warrior2 [40] - Mummified Warrior - Similar to the Slave Drivers but with cleaner bandages, and much stronger. • monsters/mummy_warrior2b [40] - Mummified Flameguard - As the Warrior, but with a magic flaming sword. Also, unlike all the other mummies, this one is flame resistant and cold vulnerable. • monsters/mummy_warrior2c [40] - Mummified Warlord - He works similarly to the Legionnaire, but he's a LOT stronger, and his pike is magical. It's a bit easier to dodge, but if he hits you with it, you're frozen in place inside a magical cage for at least 10 seconds. You can still attack while inside this cage - but this guy will easily out reach you with his pike and poke you to death very quickly. This makes him neigh impossible to solo, but a gang bang of like level characters should be able to do him in, as he can only freeze one player every 20 seconds or so, and, like most monsters, tends to retaliate on the nearest opponent. • monsters/mummy_storm_pharaoh [40] - Pharaoh of Storms - This royal bastard has a lightning shield that prevents attackers from getting near, a big pike to poke players with, and lightning breath and beams with which to bring the pain to those out of reach. Note that all the breath weapons and auras work through walls (it'd be rough on the server to combine them with a traceline - and neigh impossible in the pharaoh's case.) Mummy Additional Parameters: Mummies all share two optional additional parameters you can add via the property of the same name in their msmonster_xxx: • spawn_squatting - Mummies with this parameter will spawn in a sort of meditative squatting position. They will not attack until players come near, and within their FOV - or they are attacked. When they slay all the players around, they'll resume squatting, a few seconds later, near where the last player fell. • spawn_eating - Mummies with this parameter will spawn eating off the floor, as if ravaging a fallen corpse. Feel free to add a corpse and blood decals if you wish. They will not be disturbed from their meal unless a player gets VERY close (from the front) or strikes them. Once they've killed a player, if there are no more around, they will resume their munching activities on the resulting corpse. I don't recommend using spawn_squatting or spawn_eating on any mummy with an aura (ie. mummy_cursed / mummy_ice) as it may cause odd visual effects. These parameters are likely best used with fodder, slave, and warrior types. It could also be used as a "trap" in a lower level dungeon - ie. a mummy you have to sneak past - although if the first player who encounters it manages to live long enough to drag it to where it's blocking a corridor, it could be the end of the line for him and any like-leveled friends. Mummies using spawn_squatting or spawn_eating will not respond unless the described conditions are met - even if their allies nearby are in combat. This behavior maybe altered on request. You can force a squatting or munching mummy to rise on que by using the ms_npcscript event "mummy_getup_now". You can force ALL mummies on the map, squatting or eating, to get up at once by spawning an NPC with the scriptname: monsters/mummies_getup. This NPC is temporary, so you can use it for subsequent groups of mummies (for instance, in multiple rooms). An example usage of this would be to have all the squatting mummies get up when a player nears a sacred object. • setup_mummy_mace, setup_mummy_axe, setup_mummy_sword - Any one of these additional params can be used on lesser warrior types (monsters/mummy_warrior1 and monsters/mummy_warrior2) to force a particular weapon, rather than choosing one at random. - Mace wielding mummies have a chance of stunning enemies. - Axe wielding mummies have a bit more HP. - Sword wielding mummies are a bit weaker, but hit harder. • set_no_fake_death - Makes mummies that might get up again after death, not do so. [i]Skeletal Archers:[/i] • monsters/skeleton_archer1 [20] - Roughly Calruin'd leveled basic skeleton archer. - Skeleton may fake death (a bit subtler than the default skeleton's method). • monsters/skeleton_archer2 [25] - Bit meaner, along the power of an Orc Sniper. - Skeleton may fake death (a bit subtler than the default skeleton's method). • monsters/skeleton_archer3 [30] - Nastier armored archer, arrows have some knock-back. - All the following archers also have arrows with knock-back of varying degrees. • monsters/skeleton_archer_fire1 [25] - Magic fire arrows. • monsters/skeleton_archer_fire2 [35] - AOE Magic fire arrows. • monsters/skeleton_archer_ice1 [25] - Magic ice arrows. • monsters/skeleton_archer_ice2 [35] - AOE Magic ice arrows (Freezes solid on direct hit) • monsters/skeleton_archer_lightning1 [25] - Magic lightning arrows. • monsters/skeleton_archer_lightning2 [35] - AOE Magic lightning arrows. • monsters/skeleton_archer_poison1 [25] - Nasty poisoned arrows. • monsters/skeleton_archer_poison2 [38] - AOE Magic poisoned arrows. • monsters/skeleton_archer_stone1 [30] - Statue of a skeleton with a bow. • monsters/skeleton_archer_stone2 [40] - Nastier version of the same thing. Additional Parameters for Skeleton Archers: • set_turret - Don't move and don't chase targets. • set_no_fake_death - Don't get up again after death. • set_rebirths - Get back up the following token times (eg. "set_rebirths;10") • make_sleeper. - Spawn playing dead until a player comes near (invulnerable while sleeping) - Stone skeletons will attempt to look like statues instead. • make_sitter - Spawn sitting until a player comes near and in FOV (or attacks). • make_deep_sleeper - Spawn playing dead and do not get up until receives event skeleton_wake_up or the NPC monsters/skels_wakeup is spawned. • Skeleton archers are affected by monsters/skels_wakeup, monsters/skels_sleep, monsters/skells_deep_sleep, and monsters/skels_normal scripts in the same way normal skeletons are (see MAR2008a [url=http://www.thothie.com/ms/%21msc_betapack_changelog.txt]changelog[/url]). • REMINDER: You can combine additional parameters by separating them with semi-colons. For example: "make_sitter;set_rebirths;5;set_turret" (sans-quotes) would make a skeleton archer spawn sitting, fake death 5 times, and act as a turret. [i]Undead Orcs:[/i] Zombie Orcs have a messload of HP, but move and attack very slowly... • monsters/zorc_warrior1 [25] • monsters/zorc_warrior2 [30] • monsters/zorc_warrior3 [33] • monsters/zorc_archer1 [30] - Pulls so strong the arrows have some knock-back. • monsters/zorc_archer2 [35] - Both archers accept the additional parameter "set_turret". [i]More of the Shahaddar Army[/i] • monsters/djinn_lightning_lesser [35] - Lesser Lightning Djinn - A lightnng Djinn ogre, similar to the Cleicert Boss (no summons) • monsters/djinn_lightning_lesser_alt [38] - Lesser Lightning Djinn - Alternate behavioral model of same, but better at operating with allies (no summons) • monsters/djinn_lightning_troll [35] - Shahaddar Lightning Djinn - Troll-based Lightning Djinn - throws AOE lighting balls summons guided lightning spheres • monsters/sorc_shaman_elder [30] - Elder Shahaddar Lightning Shaman - Nastier variant of the ye old dreaded lightning tosser [i](Thuldahr still pending)[/i] [i]Torkalath Elves[/i] • monsters/telf_warrior_bow [35] - Torkalath Shadowarcher - Fires spiraling elemental mists from her magical bow • monsters/telf_warrior_esword [35] - Torkalath Blademistress - Angry gal with a Torkalath Not-so-Short Sword • monsters/telf_warrior_fmace_dshield [35] - Torkalath Warrior - Torkalath elven warriorsess with a fire mace and shield • monsters/telf_warrior_idagger [40] - Torkalath Frostmistress - Female Torkalath elf with a Lich Tongue • monsters/telf_warrior_laxe [40] - Torkalath Slasher - Female Torkalath elf with a unique lightning axe • monsters/telf_warrior_pdagger [30] - Torkalath Assassin - Female Torkalath elf with a poisoned throwing knife - All Torkalath warrior types are 50% resistant to all elements • monsters/telf_wizard_xbow [30] - Torkalath Apprentice - This male Torkalath Sorcerer in training relies on his heavy cross bow and explosive bolts [i](Torkalath Novice and Necromancer still pending...)[/i] [i]Others[/i] • monsters/snake_gcobra (20) - Has been updated for full functionality. The beast also now has a blinding poison gas spray, and his XP has been updated accordingly. • monsters/scorpion5_stone(25) - Stone Scorpion (Big) • monsters/scorpion6_stone(30) - Obsidian Scorpion (Huge) • minibosses/titan & monsters/elemental_earth3 (35 - Boss) - The Titan: This huge boss requires 1150+ units of headroom, and the players must be trapped near where he spawns, as all his summons and treasure drops appear within a 512 unit circle of this placement. • monsters/snake_cobra_boss (35 - Boss) - The Gargantuan Cobra: This mythic beast requires 250 units of headroom and is over 300 units wide. Comes in _turret variant, which doesn't move, but spits at anything it sees, and bites a breaths at what is in reach. • mscave/shadahar2 (25 - Boss) - This new version of the remains of Shadahar only functions on mscave, and requires support scripts ( mscave/shad_teleX ) • nashalrath/kayrath (35 - Boss) - Big ugly tenticle plant-like mini-boss for Nashalrath • monsters/lost_soul (15) - Think Doom. • traps/splodie_skull (15) - A skull that drops down, bounces about, and 'splodes a few seconds later, poisoning all around. - Best deployed as a trap due to it's limited life span and lack of homing instinct. • monsters/wraith [20] - Wraith - This creature is immune to all but holy weapons, and dark magic. He's also *slightly* vulnerable to lightning. - He can float through walls and chase you just about anywhere. - When near you, he'll hit you with a beam that drains your mana. If he drains all your mana - you die. - He'll also teleport around if you get too close to him. This looks like an effort to dodge blows - but it's actually an effort not to get players stuck inside him. We would have liked to make him no-clip, so you could simply walk through him, but then you wouldn't be able to hit him with traceline damage or projectiles. - Generally, they will not hunt for players more than 1024 units away from the spot where they are summoned/spawned - but they will chase them any distance, once they lock on. When they have no target, they'll roam a fair distance around their spawn point. They can also attack enemy NPC's (eg. pets) for hitpoint damage. • monsters/cold_one [35] - A nasty frozen necromancer mini-boss that decays throughout the battle • monsters/guardian_iron [35-40] - Iron Guardian - Huge and slow lightning golem with a huge sword and nasty attacks • monsters/guardian_iron_charger - (Utility) - If you spawn this [i]before[/i] the Iron Guardian, it will serve as his recharge point - Without a recharge point, the Iron Guardian never runs out of charge, and is thus a lot more dangerous • monsters/bludgeon_gaz1_corrupt [30] - Corrupted Bludgeon • monsters/bludgeon_gaz1_corrupt_mini [30] - Young Corrupted Bludgeon - Affliction enchanted variants of the demon bludgeon. [i]Misc NPCs[/i] • tutorial/prisoner - Kyra NPC for Tutorial Map • tutorial/rat [1] - Hostile rat for Tutorial Map • tutorial/slave - Tutorial Slave for Tutorial Map • tutorial/slavemaster - Special weak bandit script for Tutorial Map (no XP) [b]New Mapper Toys[/b] • weather/vapors - This ms_npc can be placed on your map to make a pulsing cloud of fog or mist, with a color and size of your choosing, with the additional option of damaging players - Requires "params" (Additional Properties) property be set in tokens. Format is: <(RRR,GGG,BBB)>;;[type:fire|cold|poison];[dmg/sec] - explained in detail: ? (RRR,GGG,BBB) - the color (same format you use to make lights in Hammer, figure it out) ? (radius) - Up to 1024 units - although sizes above 512 are not recommended. ? [type:fire|cold|poison] (optional) required for damaging clouds only ? [dmg/sec] damage delt to players per second, keep low, as it will cause XP loss if they die to it. - Note also that these clouds damage only players, not NPCs - example: "(0,255,0);128" - 12 foot wide bright green cloud (sans quotes, mind ye) - example: "(255,0,0);64;fire;10" - 5 foot wide bright red cloud that causes 10/sec fire damage - Weather vapors can be removed with an ms_npcscript event "npc_suicide" - Don't go crazy with these - they eat tempents. Best to have them spawn with some nearby monster, and vanish along with him via ms_npcscript. [i]New Entities:[/i] • ms_monsterspawn - This is the same as msarea_monsterspawn, except it works as a point entity without Hammer flipping out. - Yes, now you can add monster spawns with only_ents compiles, and without adding more brushes to your map. - This entity, obviously, lacks the "spawn within box" option. (Although if you manually set it, monsters will spawn directly at the entity's location.) • ms_counter - Same concept, except with trigger_counter [i]New FGD[/i] • New FGD's not only provide access to the new entities above, as well as a various bug fixes, but also offer a global "note" property for all entities, where you can enter information about each individual entity (very handy for multi-mapper projects and complicated entity chains). Remember not to put quotes (") in this, or any other entity property though, or the map will fail to compile. [i]New Dev Command[/i]: - devcmd tospawn [spawn_name] (eg. devcmd tospawn from_mscave) - If you have access to the alpha dev commands, you can use this to teleport to a random ms_player_spawn, or any random ms_player_spawn with a message property matching the [spawn_name] you enter. Very handy for testing maps with multiple transition points. [i]New trigger scripts[/i]: - triggers/glow_block - Stick this "scriptname" property on a trigger_multi and any player who crosses it will have their glow snuffed out. They'll be unable to use glow again until they cross another trigger brush with the script "triggers/glow_unblock" (or the map changes). - triggers/trigger_zap - This does direct lightning damage to the target. This is not an applyeffect - meaning if the target is not entirely immune to lighting, it will still take some damage, rather than having a %chance to resist the effect. Targetname is the name to use in the damage report (eg. "An|electrified floor"). Target is the amount of HP damage to do each time the brush is touched. This brush will also affect monsters. [i]Old trigger scripts[/i] - The following trigger scripts have been aliased here. We shall mention them for sake of review: • triggers/totalhp_trigger - Trigger "target" if total server hp in range. - "targetname" represents the HP range. Format: "minhp;maxhp" - eg. targetname "1000" would fire target if the total hp of players on the server equal or greater than 1000 - eg. targetname "250;500" would fire target if the total hp of players was between 250 and 500 • triggers/trigger_avghp - same as above, but works by average hp, instead of total • triggers/trigger_burn - Resistible fire damage on touch - "targetname" property shows the name to displayed on evthud, eg. "some|hot lava" - "target" can be used to redefine the amount fire damage (default is 1000, if not defined) • triggers/trigger_cannon - Triggers if a cannonball flies through the brush (map specific trick for ocean_crossing) • triggers/trigger_if_evil - Fires target only if touched by a non-human allied NPC (non-dwarf, non-elf, non-hguard) • triggers/trigger_poison - As trigger_burn, but does poison damage. - You can vary the time poison lasts by adding a semi-colon and time, following the damage. - eg. target "10;60" - would do 10pts damage/sec for 60 seconds. • triggers/trigger_web - Intended for use with func_wall_toggle, paralyzes players who touch it for 10 seconds, and fires the targetname (with the intent of removing the wall - so it should target itself) • triggers/undamael_break - Fires "target" event when touched by Undamael, once. (ie. sfor/msc_undamael) • triggers/undamael_hurt - Acts as lava. If Undamael is present, anything that dies in this lava adds to Undmael's HP. • triggers/undamael_pitedge - When touched by Undamael, it tells him that he's reached the edge of his pit, and should float back towards his spawn point for a bit (due to the complex way in which Undamael is handled, he cannot be blocked by monsterclips - or even walls for that matter, so these are the only way to contain him.) [i]New Global Additional Parameters:[/i] All monster scripts accept these as Additional Parameters. • ext_reduct_xp; - If you have monster you feel is in an unusually exploitable situation, you can use this add param to reduce its experience value by the inputted ratio. eg. "ext_reduct_xp;0.25" = 25% XP value. You cannot use values greater than 1 to increase XP value - but we can handle that for you with special scripts if we feel your monster is in a situation that makes him more difficult to defeat than usual and/or is being used as an end-of-map boss. • ext_no_drops - Useful for the same situations that ext_reduct_xp is, this is used to prevent the monster from dropping gold or items. A *few* monsters, however, will still drop their items due to having older scripting conventions. These can be dealt with on an individual basis, script side, if need be. [/color] [b](/SPOILER SECTION)[/b] Known Issues: • Under the new Day/Night fx system, the map starts at night (always has I guess) - but with the fade-in sequence this is particularly jarring (lest, the server time is already night). Not sure what to do about this. It also makes the birds chirp in twice as the map switches to day for the first time, for some odd reason. • clearsky doesn't stop some server-side effects (lightning may continue if you use it during storm). (But hey, at least those who enjoy the rain can do so without you :P.) • Blinding poison attack lags like hell when it first loads Download ye epically sized update: 168MB http://www.msremake.com/download.php (If you downloaded the patch recently, clear your net caches, as file is under the same name as the last patch (msc_beta_package.exe). If it comes down under 160MB, it ain't the right patch.) UPDATE: I've only updated the download page, I'm in the process of updating the other pages. I also need to make rounds under a JUN2008 install and clear people from the servers before FN goes down for them. =================== =================== =================== =================== [size=200][b]JUN2008a PUBLIC CHANGELOG:[/b][/size] • You can now store your pets safely out of the way by unsummoning them (F11 menu, or click on the pet) • Pets level up a bit more like players now - Pets require the creature they kill has at least 1% of their XP - So you can only level up on rats so long before you must move on to boars, etc. • Pets anti-suicide system - Pets teleport to player if they fall. They also stick to the player a bit better than they used to, and have slightly improved navigation • Support for Isle by CSS • Open support for future maps • Several training sploits patched up (both for pets and people) • XP multipliers on Lodagond are nixed, and the better treasure shifted to the end. • Parry is capped at 40 - This should cut down on parry whoring, and serve as a go-between step for removal of the stat - This will also allow very high level characters to alter their title, pending title system • ...and the usual 100,000 changes I'm not bothering to list =================== =================== =================== =================== [size=200][b]MAY2008a PUBLIC CHANGELOG:[/b][/size] [url=http://www.thothie.com/msc_dev3/full_MAY2008a_pic_o_month.jpg][img]http://www.thothie.com/msc_dev3/thumb_MAY2008a_pic_o_month.jpg[/img][/url] (clickable) New Stuffs • Felewyn Shard 1-5 - Base level req 30 giant holy sword of dewm - Right click and the blade will glow for holy damage (instead of slash) - Increases passive regen rate (doubly so in holy mode) - At level 34 offers divine shield for 10 seconds (no mana cost, repeatable every 20 seconds) - Divine shield blocks 90% of all incoming damage, stacks with all shield types, but slows the user, and makes unable to attack - If Felewyn shard is in holy mode, Divine Shield will also repel any attackers with less than twice the player's maxhp - Gather all five shards between five players to form Voltron *cough* I mean, for future Felewyn Blade quest... • Fire Tomahawk - throwable axe o' flame • Ice Tomahawk - throwable axe o' ice • Lightning Tomahawk - throwable axe o' lightning • Venemous Tomahawk - throwable axe o' poison • Dark Tomahawk - throwable axe o' darkness - Hint on the Tomahawks: you can't get BD and a Tomahawk on the same run • TRAINABLE PETS! (very beta) - First available pet will be a wolf. For more info on pets, see below. New Map Support / Map Fixes • Map support for Islesofdread1 by J (connects via oceancrossing) • Support for Isleofdread2 and Dridje (connects via islesofdread1) - Thanks to the delay in the betapack release, Isles of Dread 2 is fully ready and downloadable seperately: [url=http://www.thothie.com/public/Dridje's%20Maps%20(Final%20Versions)/IslesofDread2%20by%20Dridje(Final).rar]HERE[/url] • Support for Aluhandra2 by Rickler (connects through Aleyesu) - Similarly, Aluhandra2 is available: [url=http://rickler.net/mapping/aluhandra/aluhandra2_final.zip]HERE[/url] • Reduced-sized recompile of Old_Helena (consistancy for servers still crashing) • Reduced the size of sfor in betapack by changing build method on tunnels - Also updated with the five wizards, so you can actually do the undamael quest proper now - nm_sfor is STILL pending (sorry...) • Recompile of Ara - I'm not sure what's actually changed here. >_> • Recompile of Oceancrossing - Fixed boats from turning / intersecting - Added a goblins boarding from a raft for the lower levels when traveling to deralia. • Recompile of Aleyesu - Re-Optimized monsters numbers - Fixed issues with Keledros spawning • Recompile of Smugglers Cove - Fixed a chest from being exploited. NOTE: • WE WILL NO LONGER INCLUDE RECOMPILES OF NON-CORE MAPS IN THE BETAPACK - 80% of the betapack size is now maps as, it just makes it grow too fast - I [i]will[/i] include ripent/-onlyents patches, however, as they are tiny New Beasties • monsters/scorpion6 - Dread Scorpion - First of the 'really fooking huge' scorpion series (needs a lot of room to operate at 196x196 base size) (30+ miniboss) - Strong poison, AOE stun + knockabout • monsters/eagle_giant_thunder - Thunderbird - Really big bird with various thunder/lightning/tornado attacks (30+ Miniboss, 0 to 60 in 5.7 seconds, 6 MPG highway) • monsters/sorc_juggernaut - Shahaddar Juggernaut - Really, really big orc, with a really, really big axe (35+ miniboss), these form the backbone of the Shahaddar Armies • monsters/sorc_brawler - Shahaddar Thunderfist - The Shahaddar answer to the blackhand’s brawler can teleport short distances • monsters/sorc_guard - Shahaddar Guard - Next step up from recruit • monsters/sorc_warrior - Shahaddar Warrior - A slightly stronger Shahaddar Warrior with thunderaxe • monsters/gloam1 - The standard, jumpy, flesh eating, tropical/swamp/wetlands gloam (level 30 minion, or 25 mini-boss) • monsters/gloam_ether - Ethereal variant (level 30+ mini-boss) - See [url=http://www.msremake.com/wiki/index.php/Gloams]the wiki[/url] for more info on Gloams. Fixes/Changes: • Fixed some crashes with the newer AI optimizations • Consolidated axes (frees some edicts) • Switched up how the Felewyn Ring works a bit (still need a quest for it) • Framework for Status Icons and books in place (Thank Drigien!) • Another possible mscave sploit • Updated MS Tutor sprites • Fixed bit where ice shielding NPC's would ice shield things they shouldn't • Fixed some weirdness with blooddrinker and of future thrown weapons - Downside to this fix is that it also means that you can no longer draw inventory while sitting :( - It also means you cannot use fists while blood drinker is dancing :( x2 - Hopefully put an end to vanishing thrown weapons though :) Known issues: • 1h axes viewmodels sometimes have odd effects in the off hand - Also true of some other consolidated models in some situations • 2h axe viewmodel swing anim sweeps wrong direction • Tomahawks do not use proper skin in third person (cept for fire) ============= [b]TRAINABLE PETS[/b] Go me for figuring how to merge the giant rat and wolf models. ;) Go Shurik3n for determining that character overflow is caused by inventory size, rather than file size. Thus I thought we might take a stab at trainable pets. To get a pet, you’ll need a "charm" of the appropriate type. Some pet types may need to be weakened before the charm can be used on them, and some charms may require a certain SC level. (Neither of these things is a factor with wolves) At the moment the only pet type is the wolf (non-alpha) type. Few differences between pets and summons: • Pets gain experience over time, and become more powerful. - They slowly gain experience for the damage they do. Be aware that the power of the opponent isn’t a factor. • Pets follow you from map to map and never expire - They retain their experience between maps, just like you do • Pets will teleport to you if they get separated by more than a short distance - Unless you tell them to "stay" and guard a specific area - You'll want to use this to avoid getting your pet into dangerous areas or lost to hazards • Pets slowly regenerate health when not attacking or being attacked (10% health/15 seconds) • Pets cannot be harmed by players - This includes PVP, but they can’t harm players either, so it shouldn’t be an issue • If your pet dies, it is gone - You’ll have to go get another one and start training all over again. • You'll be alerted if your pet comes under attack while you are away from it, or if it is low on health • You can only have one major pet at a time - You can abandon your major pet in favor of another through menu interaction, but once you abandon a pet, you cannot charm it again. Other than all that, pets work basically like summons, they respond to summon commands, and count against your summon count. When not training your pet, it is advisable to have it guard a safe place, so it doesn’t get killed. I’ll have to come up with a way to “store” pets (probably in the same crystals you use to charm them), but at the moment, I’ve no system to deal with this. I should warn that, once you have a wolf charm, Gert forest is probably not the best place to pick up a wolf, despite being an obvious locale. Reason being is that there are so many wolves in Gert forest, and they’ll all turn on the one you charm. Wherever you charm your wolf, be sure to get him out of harms way fast. Trained wolves are quite a bit stronger than their wild counterparts, but they aren’t invulnerable. If this all works well, I’ll try to get more wolves and other types of pets in over time, plus it opens up some other possibilities. I’m still worried about this somehow corrupting characters, as the pet data is saved with yours, but thus far it seems to be behaving. Use at your own risk. Pet resurrection charms and a naming system are also pending. PS. Be especially careful with your pet in SFOR! (Use the stay/follow command!) =================== =================== =================== =================== [size=200][b]APR2008b MANDATORY SERVER SIDE PATCH CHANGELOG:[/b][/size] • New chat/console command: /stuck - Use this if you get stuck at a spawn, it'll move you to another spawn point (if any exist) - Only works within 128 units of initial spawn • Fixed treasure sploit in mscave - Hence the mandatoryness • Fixed boss damage resistances • Altered AI and movement type on sharks for smoother swimming - They will also TRY to stay in the water, if placed without a monsterclip, but the monsterclip is still recommended - Placing a monsters/fish_shark outside of water will result in brain death - don't do it. ;) • Switched Arti-Chests to offer one random duplicate to players who already have all items • Fixed some issues with Blood Drinker [some of which is client side] • Moar CPU optimization on the newer AI and anti-stuck function • Oceancrossing can be reached through Captain Charon at Deralia's port • Oceancrossing: fixed bit where players sometimes spawned in middle of boat • Fixed bug with mscvote_map_type "root" • Fixed bug where transitions didn't take you to proper spawn points - via mega-h4x, so may need testing =================== =================== =================== =================== [size=200][b]APR2008a PUBLIC CHANGELOG:[/b][/size] [img][/img] New Stuffs: • The Wolve's Bane - A special light silver shortsword enchanted with wolvesbane - Double damage vs. wolves • Blood Drinker - Is now in game. Sword uses basically the same script Runeghar's uses, so expect similar targeting/wallh4x behavior. - You can use your fists while the sword is dancing (can't kick, but will work on that). - Right click to make the sword return sooner. - Level Requirements - base: 30, x2_dmg_stab: 32, throw: 34 [Would have added Fire Tomahawk and Dark Bone Blade, but model consolidation is not complete - Shard of Felewyn is complete, but not in game, yet] Map Changes • Sfor has been expanded on - Didn't want to make nightmare_sfor without doing something for the mid-level folk too, so there's a whole new wing on Sfor, just for them - Undamael area also available for examination (you can play with him, but the quest is not complete, he cannot be defeated - note the mirror damage) - This was a rush job, I hope to come back and polish it later • B_Castle is now connected to Sfor - There are also two new open transitions in Sfor New Map Support For Soon TBR's: • Ocean Crossing • Smuggler's Cove • Verath • Nightmare Sfor New Beasties: • monsters/fire_spider_spitting - Fire Spider - Big shiny red spider, shoots bolts of fire • monsters/fire_spider_turret - Ditto, but doesn't move • monsters/fire_spider_mini - Fire spider hatchling - Only has 10hp but is guaranteed to be the most annoying beast since the Horror - Latches onto your body or face at random locations, biting, and hindering your movement - must be "scraped off" • monsters/fire_reaver_mini- Fire Reaver Hatchling - A small fire reaver whose little volcano isn't old enough to be active, but it still has a taste for burning flesh. • monsters/slime_green - Lesser green slime - Bugger's hit and run projectile tactics make him hard to catch, he may yet chew on your poisoned corpse Mapper Toys: • other/cannon_manned - This cannon can be aimed in a 45 degree arc and fires a single 1000hp cannon ball every 30 seconds • other/cannon_manned_fixed - This cannon cannot be aimed and requires it be loaded with item_cannon_ball before fireing • other/trigger_poison - Brush scriptname poisons players that touch it. Targetname becomes the name of the attacker, target: ;