[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: ;