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Forum Name Gameplay
Topic subjectCode Changes January 2007
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=15965&mesg_id=15965
15965, Code Changes January 2007
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
Code changes January 2007


*SZ* - Santa Zulg request from the Players
*BB* - Bug Board submission from the Players


General Changes
- Guild raiding now sets the adrenaline timer for anyone inside
- Leaders command (See HELP LEADERS)
- Message added that shows when a warrior/berserker learns a weapon skill from fighting against someone with that weapon
*SZ* - Added an assist command (assist <character>)
*SZ* - Charmed pets are now smart enough to follow you if you crawl somewhere
*SZ* - Empty eq slots will show as --- via the equipment command


Class Specific Changes
Assassin
*BB* - Martial trance timer now has a wear off messsage

Warrior
*BB* - Have to be awake to prevent fleeing with striking the shadows footfall

Berserker
*BB* - You can headbutt while wearing an Orcish War Banner
*SZ* - Grapple Weapon and Offhand Grapple can be used to open combat

Cabal Specific Changes
Tribunal
- The Provost has a wider array of cabal powers, learning some of the Vindicator and Justiciar powers
- Justiciars & Provost will now lose the acute vision piece of vigilance if they leave the protected cities
- You can re-vigilance at any time on duty if you do not have all the bits set.
- Provincial Magistrates now have the ability to induct new members, but should only do so in the event that the Provost is absent, or the Provost has requested them to do so
- Provincial Magistrates now call lieutenants like the Provost, but cannot take them outside their jurisdiction

Empire
- Imperials who are unable to promote someone, will see when they can promote again

Outlander
- Bioempathy works for mariner rangers on water
*SZ* - Outlander leaders gain bonuses to Ancient Instints in various ways
*SZ* - Outlander leaders automatically get a leader weapon when given the induct ability
*SZ* - Outlander leaders automatically get detect order/insect swarm when given the induct ability

Nexus
*BB* - The bond is stronger than some things that affect speech, but not all (jtell)
*BB* - If the bondmate casting word of recall is a ghost, the other bondmate will not follow

Fortress
- Maran leaders automatically get a leader weapon when given the induct ability
- Acolyte leaders automatically get bless water when given the induct ability

Battle
- Battle leaders automatically get whichever two of trophy/discern spell/poultice they don't have
- Battle leaders automatically get a leader weapon when given the induct ability