Updates September 2009

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Zephen (Sep 1) - Minor and Average enchant stones have had their cost reduced by half. This will hopefully spur more low and mid level enchantments and enchanting experiments. Kajiwood needs for booth expand have been increased to 20lbs per slot. Code has been cleaned up to facilitate easily changing this value as time goes on to reflect changing market balance.

Zephen (Sep 3) - Clans have been updated in an interesting but subtle way. Ideally something you should never notice, but could be quite interesting if you do ;).

Zephen (Sep 4) - If you are online during a purchase you can now see when someone bought an item and how much they paid for it. You can now mine smitelead with any ironwood pick, but anything less than magnificent will only give 1 weight.

Zephen (Sep 23) - Dwarves: Dwarves now get "dwarven senses" which can detect the vibrations of rare metals. As a result, Dwarves are now informed whenever mithril, admantium, infernum and smitelead loads if the Dwarf is online at the time. Dwarves do not sense location.

Giants, Orcs, Trolls, Goblins: Warchant has been significantly increased. It also benefits non-savage users within your group. Only the aforementioned races can warchant as leaders of the group but the bonus now applies to damroll too.

Halflings: Halflings are now very unlikely to be attacked by aggros. This change lessens the chance even further if the halflings have a high stealth index. This change does not affect script based aggros.

Gnomes: When enchanting a multiple enchant that would have been timered, Gnomes can double the timer. If a triple enchanted spear would have been 500 hours gnomes enchanting it into that timer will make it 1000 hours. Gnomes are now very potent for multiple enchants.

Illithids: Illithids now get a base 25 research speed and when brain draining they drain far more mana, extra hitpoints, and they have a far more negative effect on their opponent allowing them to drain large amounts of constitution instead of int. This means you can conceivably lower the overall health of your opponent with braindrain.

Dryads: Dryads are completely immune to aggros while in forest zones (this bonus does not apply to other zones). Dryads also may occasionally will a tree to regrow after chopping it to get one more chop.

Faery: Faeries are not affected by encumberance when casting. Faeries in essence have permanent feather when it comes to casting spells encumbered.

Felines: By calling upon their 9 lives, felines have a chance of death defying far more often than the average player. This bonus is compounded with heroism bonuses. Felines now have 9 lives and each death they suffer removes one. After all 9 are gone, then a feline can die. Felines regain lives at a rate of 1 per hour. Lives act as a guaranteed death defy.

Elf, Humans: These two races seemed quite fine as they are. All players may apply for up to 2 race change tokens over the next week to play around with the new races. Enjoy!

The encumb bug from booth expanding with kajiwood is now fixed. Thanks go out to Sfate for his dilligence in reporting.

Your items no longer get damaged upon rare deaths.

Goblins: Goblins can now extract more gold off of mobs that they kill.

Halflings: Halflings will now be able to detect which mobs they pass have loaded with a random initially. Mobs that loaded with a random will have a yellow $ ($) next to their room description.

Dryads: Dryads can now set a "Grove" in any forest room they enter. They can then later "Tree" back to that grove while in any other forest room. "Tree" ignores combat, curse, and no-recall rooms making Dryad's kings

Halflings: Halflings have been made more rare to attack by aggressives. This combined with the randoms sightings means halflings are excellent explorers.

Felines: Feline lives are progressively less likely to protect you. It's 100% when you have 9, 91% when you have 8, and steadily goes down from there. Your lives now only replinish while online.

Goblin, Orc, Troll, Giant: Warchant now works without a group.

As of next reboot the sector type of a room will be shown on where. This will be useful for Dryads along with other groups as more sector based spells come in. Especially useful for Druidic types ;)

Stats for all races have been rebalanced. Most races have been cheapened a bit on prac costs. Some have been raised. Humans now have a total of "12" for all the stat costs added across the board, all other races have a total of "15" making it far more fair.

Gnomes: Being an industrious and ingenious lot, Gnomes are granted new jobs from Dunwick, Selena and McDuggan twice as fast as any other race.

Dwarves: Due to the dwarfish attunement with metallurgy dwarves can smith gear far faster than other, lesser races. Dwarves smith at least 25% faster, and dwarves that have mastered the art of blacksmithing can smith a full 50% faster than their heathen counterparts.

Zephen (Sep 24) - Trolls: Due to their thick skin and their rapid regeneration trolls are able to close up wounds faster then the average race. This bonus depends on your level, but you're guaranteed to lose at least 3 wounds per fight tick as a troll, and can potentially lose many more. This is in addition to standard wound reduction bonuses from con.

Template exp penalties have been reduced to more sane levels. Additional template changes forthcoming.

Giants: Due to their immense size Giants will now be affected by only half the encumberance of other races. This change may be more widely noticed as encumberance starts to have more affects in other activities

Zephen (Sep 25)

As of next reboot Hephaestus bonuses from Dunwick will be rarer, will now only give 75 phys_res but will last roughly twice as long allowing crafters to actually put them to use.

As of next reboot your current relic levels and your max relic levels will show on score. This should help people figure out how to manage their relics.

Zephen (Sep 26)

The timeout bug appears to be fixed! Rejoice. You may now turn off the newbie channel. Let me know if any of you still get it.

Elves: Elves can now see when other players are in critical danger. (One notice per Tick) and elves can now use the grace ability to heal them remotely. Grace is limited to once per 10 ticks but allows you to heal any player in the game.

Stamina Refresh and Stamina Regen spells are now somewhat cheaper to research and cast.

Helper commands have now been updated, and a bug has been fixed. If you are a helper type "helper" to see a list of commands and their actions. Requests for new functionality are appreciated. Enjoy.


Zephen (Sep 27)


As of next reboot quests will cycle more between the levels of the people on.

As of next reboot, randoms are more logical in their loading. The cap for randoms is now set at 30, and you won't gain any more unless you're under 30.

All templates are done. Current bonuses:

Fire = Dam(10%)

Water = Regen(10%)

Earth = Physical Resist/Protect(10%)

Air = Speed(10%)

Savage = Dam(5%) Protect(5%)

Ether = Resist/Magical Resist(10%)

Vampire = Dam/Regen/Prot/Speed(5% each)

Dragon = Randoms/Gold(10% each)

Celestial = Regen/Protect(10% each)

Abyssal = Speed/Damage (10% each)

None = Exp (10%)


Zephen (Sep 30)

Conjurations now have templates. They are the only mobs with templates that affect you. Normal = Savage, Fire/Ice/Earth/Air = appropriate templates. Energy = Ether. Nether/Spirit = None (aka 10% exp). This may change in the future with new conjuration templates

Zephen (Sep 30)

Losing a conjuration now just halves your current HP rather than costing you exp.

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