Announcements In-Game Discussion Non-Game Discussion Text Caps & Stories Flame! Questions Igmoo's Ethereal Tradepost Tips and Strategies
SearchMark All Forums ReadView Your PostsTopic Subscriptions
SearchMark All Forums ReadView Your PostsTopic Subscriptions
AttributesAbout RealmsBook of KnowledgeIssue TrackerOnline HelpOur PoliciesMapsRoH AdminsRoH WikiSource Code
02/12/17: version 2.47i * Quest givers and quest completion NPCS should be much more obvious now. Look for the yellow exclamation marks (!) for NPCs with quests available to you, and yellow question marks (?) for NPCs you can complete quests with that you have completed all of the requirements for. Daily/weekly quests will be shown in green instead. Greyed out !'s and ?'s mean you don't currently meet the requirements. 12/22/16: version 2.47g * Radical witch hunters have fortified a church in a small coastal village to defend against an incursion of evil wicker creatures who infest the woods outside, as well as goatfolk who worship them, and spirits that haunt the village and possess its citizens. That's right! The village of Cape Joy has now opened as a new area of exploration for players in the 20 - 30 level range. Head to Sigil and look for a new house where you'll find a certain retired knight who can provide you with more information and direction. 03/23/13: Version 2.47d * Autattack has been reworked, it will now attack as soon as your weapon delay is up. Flee no longer attempts to flee immediately, but sets your character as 'fleeing' and will attempt to flee until successful. There is still a delay on fleeing after attacking but you will no longer see the 'Please wait' message, it will just flee when the wait is over. 10/02/12: Version 2.47b * Memory leaks and bug fixes. Added the levelhistory command; All information was converted at the time of first logging into the mud after version 2.47b and level times will be accurate after the date listed at the top of the command. 05/10/12: Version 2.47a * Weapon skills have been adjusted. All specific weapon skills are now "known" only and feed off of their base skill. Base skills have been set at the skill level of the highest subcategory. For example: You need to learn Hammers and Maces to use those specific weapons, but they will now both use the "Crushing Weapons" skill instead of having a different skill level for each sub category. Please note, training a brand new weapon category will now start at 1 skill, irregardless of level, so there is no longer any incentive to save weapon trains. 03/16/12: Version 2.47 * Disease, creeping-doom, and festering wounds have been fixed and are now again causing damage. * Proxy access to your character has been implemented, see help proxy for more details. * The ability to create werewolves and liches has been removed. Existing liches and werewolves will remain for the time being, but will likely be transformed into a mage/monk of equivalent level in the future. Lycanthropy will be reintroduced in the future as an affliction that other classes may catch, and liches will be reintroduced as a ritual that high level casters undergo to transform their character. * The Pureblood class has been renamed to Pureblood. 03/08/12: Version 2.46j * Significant behind the scene changes for stats, they're now far more resilient and flexible. With the redesign we'll be able to easily add in stat modifying armor, or even permanent stat raises from quests. * The ability for monsters and shops to sell casts of spells has been implemented. Currently surgeons in the Highport Clinic offer the bless and protection spell. Various monsters around the world will be given spells of varying potency and varying price. In the future price will likely be level based. 02/02/12: Version 2.46j * A simple compare command has been put in to compare weapons and armor. 02/01/12: Version 2.46j * Automatic targeting his been put in. When you perform an offensive action against a monster, and you currently have no target, you will automatically target the monster you just attacked. To disable this use "clear autotarget" 01/23/12: Version 2.46j * Groups have been upgraded. See help group for more details. As a side effect, pets are only in the group when you are grouped with other players. For pet users to see your pets, use the "pet" command with no arguments. * Output parsing has been slightly overhauled and new mxp tags are being put in. If you experience any wrapping issues please let Bane know and provide a screenshot. 01/13/12: Version 2.46h * The new threat system is now live! Monsters will attack the player with the highest threat instead of the last person to hit them. Threat is currently based 1:1 on damage done or healing done, but will be extended to other non damaging abilities such as circle as time goes on. Additionally, the amount of threat gained will be monitored and adjusted. One other change with this is pet classes can no longer get more than 100% of the experience for a monster and any exp gains they earn from their pet will now just show up as experience they earned instead of experience their pet earned for them. 01/07/12: Version 2.46g * Monsters with weapon vulnerabilities/resists/immunities have now been fixed and should be modifying damage as intended. 12/30/11: Version 2.46d * Offensive spells now work with targeting (see help target), if you want to cast them on yourself use a period "." as the target. If any have been missed, please report it on the forums * You can now specify at what line length you would like the mud to wrap lines, or if you prefer you can tell it never to wrap lines and let your client do all of the work. (This would make it easier to make a trigger capture the entire text of a gossip for example, because you would no longer have to worry about newlines, however your mud client would still wrap the text so it would still display nicely) See help telnet * Out of Band communication (MSDP/ATCP) havs been added to the game. This will allow us to make some pseudo-gui clients that automatically update health, mana, experience etc. See the forum for more details.