New Stuff

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Darksatanic 17:12, 11 July 2008 (BST)

Incredible amounts of stuff in the last couple of days. We've all been busy. Since Tuesday, we've had 85 commits to subversion, and we've just hit our 2300th svn commit.

HoGo, some new terrain effects, a whole load of new items (including some I never expect to see being made), a puzzle, some new monsters and an island for them to sit on, and a few more things still in the pipeline. Oh, and one of my evil plots is bearing fruit, too.

Should keep you lot quiet for a bit.

Darksatanic 21:25, 27 May 2008 (BST)

Blimey. Long time since the last update here.

Just added a couple of minor bits (a new quest and some craft items that I've been promising for a while). Tying off some of the dangling loose ends, really.

Darksatanic 12:15, 21 October 2007 (BST)

Minor update -- boats are now on the "new" build system. Darksatanic 12:15, 21 October 2007 (BST)

Darksatanic 19:27, 16 October 2007 (BST)

Big change to the way that silver custom weapons work. I predict a run on silver ore shortly. Darksatanic 19:27, 16 October 2007 (BST)

Darksatanic 14:30, 10 October 2007 (BST)

I've just committed to subversion (our code control system) the 2000th update to Cities.

Darksatanic 12:34, 6 October 2007 (BST)

New guild location available.

Darksatanic 13:19, 22 September 2007 (BST)

Armour now has no to-hit cost if you're trained up a level above the armour. (So someone who's been to see Brian with a fruitcake can wear bronze armour at full accuracy). There will be another cake quest along at some point for the mail-wearers.

Darksatanic 18:43, 18 September 2007 (BST)

Elseware has produced a new Guild location.

Oh, and just incidentally, the level 3 Wizard quest is finished. But I'm sure nobody really cares about that. ;)

Update: I've just finished the final testing and rolled out an interesting new feature with Horsies. I'm sure someone will find it eventually. :) Darksatanic 21:27, 18 September 2007 (BST)

Darksatanic 20:26, 14 September 2007 (BST)

New Condor user interface by Bubba the Shy.

AndyLandy 14:08, 1 September 2007 (BST)

Just added a new monster kills league table -- It works like the old kills page, except if you're tied for a league, it'll show you as the leader, rather than whomever came out the database first. If it proves popular, I'll replace the normal kills league with it.

Darksatanic 22:09, 29 July 2007 (BST)

Just playing with some new ideas, really: Flights to Oz have changed a bit -- it won't cost you more than a few AP to get there (but will still take the time). You'll still need a ticket, though.

Darksatanic 21:42, 12 July 2007 (BST)

One from our glorious 'king elseware: There's a new quest. Keep an eye out for Huge Reptiles.

Darksatanic 17:06, 9 July 2007 (BST)

The new infrastructure went in with only one reported bug. Phew. Oh, and iron rings are now much easier to make.

Darksatanic 11:32, 6 July 2007 (BST)

Hmm. Been a while...

There's plans bubbling under at the moment. Our new Great Lords are having ideas (always a phrase to strike terror into the hearts of players). There's some new infrastructure going in to help us handle common effects across large regions -- you won't see many of the effects directly for a while, but it's all linked to various plans for quests and other cool stuff.

Darksatanic 21:10, 21 October 2006 (BST)

Cities now has a fledgling postal service. Oh, and there's a new quest.

Darksatanic 20:57, 21 August 2006 (BST)

More from the Department of Pointless Statistics

Darksatanic 15:25, 26 July 2006 (BST)

There's a new creature out there. Go forth and kill them. You may find some bits useful. Darksatanic 15:25, 26 July 2006 (BST)

Darksatanic 16:38, 25 June 2006 (BST)

Department of Pointless Statistics: We have over 800 different types of item now, and have just passed the 500th check-in in Subversion.

Darksatanic 12:40, 15 June 2006 (BST)

And a couple of minor exploits (or methods of getting loads of stuff) have been fixed:

  • You can't go on retreats whilst wearing bling (so you can't use gold blings to get effectively unlimited AP). -- Thanks to the person who pointed this out.
    • It was me! :) Rinn 23:24, 20 June 2006 (BST)
  • Blingwraiths have been retrained as airport security operatives -- they now look in your bags to see how many blings you've got when you attack them.

Nick 11:52, 15 June 2006 (BST)

Tribbles eating you out of house and home? Why not enter the fur trade?

152.78.69.148 18:48, 7 June 2006 (BST)

Make a Picnic Basket from a Basket, a Cucumber Sandwich, a Gorgan-zola Sandwich, a Breakfast Club Sandwich and a Bacon Sandwich

Elseware 03:35, 7 June 2006 (BST)

Hey y'all. Long time no new features.

There's 3 interesting new things in the game tonight.

2 kinds of permit dropped only by bigger monsters. It'll take a few days, at least for anybody to find them. The occur about as often as treasure maps.

Plowshares now do something very interesting.

At least that'll give you something new to figure out how to exploit.

Elseware 17:31, 18 May 2006 (BST)

Some stats:

Lines of code: 65000

Different types of item: 751

Different types of monster: 188

Monsters currently alive: 74021

Different types of location: 151

Number of unique items (maps, bags, etc): 1503

Total players: 5683

Active players: 800 (not in limbo)

Total distance travelled by everyone put together: 3542867

Total AP spent: 15568038 (15 million!)

note that this ignores distance and AP from admin/test characters.

Darksatanic 15:30, 14 May 2006 (BST)

Equippable items now "stack" in their effects -- fixing a long-standing bug with things like scarves and woolly gloves. You should find the North a little warmer, if you have multiple warm gear.

Darksatanic 12:48, 11 May 2006 (BST)

Fishing has been changed to work like mining now. It takes more AP to fish, but you're now guaranteed something for doing it.

Too bad. I liked fishing that worked like fishing IRL. Why should you be guaranteed something every time you fish? Just my two cents. -- Sertularian 13:27, 11 May 2006 (BST)
You still have a chance of getting an old boot, of course...
From a practical point of view, it makes it easier for us to make it easier as you get better equipment. (In the same way as the spade makes mining cheaper). Darksatanic 21:51, 12 May 2006 (BST)
I like the new way more. The random number generator hates me. -- LittleHamster 13:34, 11 May 2006 (BST)
I just went to a Lake, and fished for 5 AP, and got "...nothing!". --Random4518 17:40, 11 May 2006 (BST)
I'd written and tested the change but forgotten to upload to the live server. D'oh. Darksatanic 21:51, 12 May 2006 (BST)

Darksatanic 18:33, 4 April 2006 (BST)

The Merchant's Guild Quest now gives you some additional useful options.

Darksatanic 15:18, 3 April 2006 (BST)

Just an interesting arbitrary metric... Cities' version control system has just had its 300th check-in since it was set up.

Elseware 01:40, 30 March 2006 (BST)

Nerf attack

Summon stones have been made rarer. Although I'll review this if it messes up the treasure hunt.

Is this the reason why I can't buy one at a Wizard Shop today? And I thought it's because the one at Fire City is special :) (I was looking for one for the treasure hunt, but found one at the markets). -- LittleHamster 18:52, 31 March 2006 (BST)

Summon stones now always break if you summon someone who's logged in from the same computer as you.

Magic powder has also been nerfed, in an attempt to stem the rising number of magic powder burnouts milling around air city talking about the glory days of no caffine tolerance.

Anyone spotted the powder nerf yet? I've consumed 4-5 since this post went up and I haven't noticed a difference yet. Still 150 AP, -3 maxAP/HP, but now no kudo loss. *sigh* I have enough trouble restraining myself with drugs in RL, in Cities it's just impossible. Hbookbinder 22:52, 8 April 2006 (BST)
It can't raise AP above MaxAP (before the -3). BlaisedeC 01:49, 9 April 2006 (BST)

Retirement Village

There's been a lot of talk of retiring characters lately. If you want to properly declare a character retired, you can take them to the retirement village. Go north from earth city and the follow an easterly road.

Retirement village will never send you to limbo.

There's nothing to stop you bringing the geezers out of retirement, I just thought it would be cute for people who want to retire characters.

That place is spooky! There are these Shacks dotting the landscape, but they seem to move around every time you take a step! Droll 18:23, 3 April 2006 (BST)

  • What about a trading post-type square or two in the village, where one could sit with one's elderly friends and relatives and exchange wisdom, anecdotes, weapons and wands? harvestbird 21:20, 4 April 2006 (NZST!)

Elseware 23:28, 26 March 2006 (BST)

The bad guys are in stocks south of Fire city. Poke them while you have the chance, they'll be released on probation soon.

We said there were two ways to change your alignment. Lord harvey disabled one, which actually disabled both (damn object oriented code). Now they are both re-enabled, so things that didn't work before may now work.

Cities was at my last check 62000 lines of Perl code. But it is still quite easy to code as the only objects are monsters, players and items. And players and monsters are remarkably similar.

Moj 15:01, 22 March 2006 (GMT)

The first in a set of Kudos changes have now been applied to the game:

  • Quests no longer give Kudos
  • Players do not lose a Kudos when kudosing another player (dis'ing remains the same)
  • Some situations may still cause you to gain/lose kudos

The aim is to keep Kudos as a player<->player or NPC<->player thing. Comments welcome :)

NPC is non-player characters for those who aren't familiar with role-playing jargon -- LittleHamster 15:10, 22 March 2006 (GMT)
Elseware here... I'm not sure about the zero cost to give kudos. It's an exploit. Won't people just set up kudos exchanges? I've restore the 1 kudos cost to give a kudos, but that kudos should fade much slower. ie. one point a week? That way if you give bob kudos and he gives you kudos you're still ahead, but there is a limiting factor. Also it should still cost 1 kudos no matter how much you have, but someone with lots of kudos giving a point should give more than one point to the person they give it to. How about:
  • 14+ Kudos, giving 1 gives the other guy 2
  • 28+ Kudos, giving 1 gives the other guy 3
  • 56+ Kudos, giving 1 gives the other guy 4

dissing works similarly, but maybe dissing always costs you one point but does more kudos damage to higher kudos people?

What are the goals of the kudos system in general? It's difficult to judge design changes (or the original implementation) without this. Droll 20:47, 22 March 2006 (GMT)

OK, I've reviewed the Kudos page and intended use (keep track of people that do good things) is spelled out, although no effect other than the perception of other players has been defined. So is this the goal? "To encourage good behavior and allow players to document other players' good and bad behavior." Operating under this assumption, zero cost of kudos could certainly lead to rampant mutual congratulation, unless offset by a higher AP cost, say 10; this will serve to make kudos much more meaningful. Lengthening the time for reversion towards 7 definitely makes sense. Droll 21:00, 22 March 2006 (GMT)
I'm definitely against charging more than 1 or 2 AP to give Kudos. It shouldn't be a chore to say thanks to someone :) The only reason it's 2AP to give Kudos with a message is so Palantirs don't become redundant. Moj 02:05, 23 March 2006 (GMT)
How are NPC's currently different from quests? Droll 21:00, 22 March 2006 (GMT)
An NPC quest is one which is run by a game character (e.g. the Hermit, Harvey, etc). In these cases the character will likely have their own opinions on what is 'good' and 'bad' for their quests (such as attacking things with your baby). Other quests (the standing stones, etc) don't have an NPC running them, so won't affect your kudos. Moj 02:05, 23 March 2006 (GMT)
Elseware's example with Bob above doesn't make sense to me. If you and Bob each kudo the other, nothing has changed, right? Allowing any uneven kudos creates an exploit. I give Bob kudos until he reaches 14, then he can give me 2 for each 1 I give him. Pretty soon we're both above 14 and we have mutual congratulation limited only by the number of AP we care to spend in a day. Droll 21:00, 22 March 2006 (GMT)
Sorry, they will also fade faster when you have more. So you need to get kudos off of peers to increase significantly. Kudos from established players to newbies will ramp them up fast. The metric is that someone should stay level if they get one kudos per week from a peer.
That makes sense. Droll
If we go down this route, I suggest hiding the Kudos item, as the numbers may be confusing. Instead have Kudos options near the Speech panel (also makes them more obvious), and messages saying "You can't give any more kudos" if that is the case. That together with the '+++' and 'xxx' should be enough to indicate kudos level while hiding any magic in the backend. Moj 02:05, 23 March 2006 (GMT)
IMHO the whole kudos thing was spoiled by losing kudos for using the golden gun or killing other types of monster (cute seals). As a result of spice farming my kudos went down to 1 (from a high of 15) and so I've not really cared about it since then. Havelock2 08:51, 23 March 2006 (GMT)
I'm totally with Havelock. If giving kudos costs kudos, it's tough to tell whether somebody with few or none is a total bastard or profusely thankful. Other ways of gaining and losing kudos seem arbitrary and inconsistent -- if I rescue someone's corpse, and they welcome me to take two or three items off of it by way of thanks, it costs me more kudos than looting the corpse entirely! I no longer care about them either, and I'm starting to try to keep as few on hand as possible out of pure contrariness. -- Sertularian 15:37, 23 March 2006 (GMT)
Getting overly indented so <--- <---

Ditto. Elsewhere or one of the great lords gave me some kudos for my work on the wiki (Thanks, and you're welcome) so my original character had something like 15 kudos early this week. Between then and now I have probably healed almost a thousand HP, but as of now I think I have only 5 kudos. Why? I clubbed cute seals. My other two characters have 2 or 3 kudos. They haven't finished a single initiation and are routinely in need of healing so I am always giving out kudos to others. If I actually cared about kudos I would be rather irritated with this as the game is effectively saying that I am a bad person, but at this point I really don't care. My suggestion for kudos is the following:

  • Kudos provide no in game benefit. Let the community decide how to regulate fair play.
  • Kudos can only be gained from other players, at their discretion.
To control inflation you can only give an individual 1 kudos per day, no more.
To deal with corpse looting perhaps the magic ball could tell you who has your corpse, and you could diss them if they won't give it back to you.
  • Kudos can only be lost by dissing, not by giving them out.
  • Nobody sees the exact number of kudos only the + or x indicating if the person has positive or negative kudos.
  • I do like the idea of kudos lasting longer, but since Elsewhere is so concerned about inflation how about a rising decay rate.
+1 kudo lasts 8 days then decays to +0
+2 kudos last 4 days then decays to +1
+3 kudos last 2 days then decays to +2
+4 kudos last 1 day then decays to +3
+5 kudos last 12 hours, and so on. This way even if someone wants to inflate their friends kudos then the best they can do is increase them to +5 for half a day (and why would they since it provides their friend with no in game benefit). They can't get it any higher since they can only give out 1 kudo a day. DWE 16:12, 23 March 2006 (GMT)

I agree with most of DWE's points. Kudos as they are currently implemented do not acheive their purpose. I've decided to be a largely benevolent player and I have no desire to track kudos simply because they revert to 7 so quickly and I often give away as many as I make. I agree with DWE's solution to make kudos entirely free to give (perhaps 1 or 2 ap cost, and/or a limit that you can give per day, but don't make giving kudos cost kudos). Take away any in-game benefits, so that it would be pointless to expliot it and then you don't need to police it.

I don't like the idea of an exponentially rising decay rate, which would be hard to implement and severely limits the maximum kudos reachable (I think +12 kudos would decay in about 6 minutes... not really enough time to earn a kudos to replace it legitimately). However, I understand the desire of wanting to force players to maintain their 'kudos level'. If you only lose one per day, you only need to gain 2 per day indefinitely to get unlimited kudos. Instead, I prefer the idea of losing a number of kudos per day that is somehow proportional to your current kudos level. 8-12 kudos lose 1, 13-17 lose 2, 17-23 lose 3, etc. I don't know what levels of kudos are displayed in the game, but you could make the decay rate related to that. This way, over time, the kudos level displayed would settle at a point that would indicate approximately how many they earn per day. Gruther4 21:25, 4 April 2006 (BST)

What if there was some sort of universal counter in the Me page that kept track of the total number of kudos/disses/kudos given away a player has. This could be independant of how many kudos someone actually has in their inventory. I dunno how it'd intregrate into leaderboards or whatnot, but it's just a thought.--Hamelin 15:17, 2 May 2006 (BST)

Moj 19:14, 9 March 2006 (GMT)

The inventory has been revamped - you can now choose whether to show it to other players (e.g. http://cities.totl.net/cgi-bin/invent?username=mikej) and it includes a view which only shows items that have >1 (i.e. spare items).

A few features:

Suggestions/Comments welcome (either palantir mikej, or put suggestions/bugs in the relevant sections).

You have to be logged into an account on cities to see other users inventory pages.--pestalinc 21:07, 11 March 2006 (GMT)

Darksatanic 10:34, 4 March 2006 (GMT)

We've just moved development of Cities over to using subversion for revision control. We also now have a test server. We hope that this will mean a reduced incidence of breakage of the game when adding new features, as it means we can test our wilder ideas in private without inflicting them on everyone playing the game as we develop them.

Damn. I'll miss that uncertain, queasy feeling in my stomach whenever I see the ominous "'king fiddling time" messages on the Main Page of the wiki.  ;) -- Sertularian 13:02, 4 March 2006 (GMT)
Don't worry - I'm sure they'll continue anyway ;) Ant 13:18, 4 March 2006 (GMT)
Despite large quantities of sodium pentathol in his coffee, and a concerted effort with an electric cattle prod, a piece of two-by-four, and a stuffed Catbert toy, we haven't managed to cure him of that, so you'll still get your fun. We just hope that the really major surgery will get done separately. Now, if you'll excuse me, I have to go and clean this two-by-four. Darksatanic 13:21, 4 March 2006 (GMT)

Darksatanic 14:39, 23 February 2006 (GMT)

Currency exchanges are now open again. Currency is now based on a gold standard (Bits of Gold), and the other currencies (Shilling, GP and Drogna) are all based on bits of gold. You can buy and sell bits of gold at the currencies, and items that needed GP to make now need bits of gold.

New exchange rates, in a word: sucktastic. A change to any part of the game that is well-established should be very well-publicized (such as a palantir message to everyone and a post on the wiki). When I went to the School of Hard Knocks with 3000+ Drogna, I thought I had way more than enough to check in. Turns out I needed FOURTEEN THOUSAND Drogna instead of 2000. What's more, when I went around whacking monsters in the area to rack up that gold, about half of them dropped only Gold Pieces, not Drogna (some even dropped both). This is a problem for me. Exchange rates alone I regard as an inconvenience, but one that makes sense for gameplay and therefore OK. But forcing people to find out the hard way, and closing the exchange shops during that time? Not cool at all. Billz8 207.63.110.37 18:15, 23 February 2006 (GMT)
The exchange rates and new currencies were put in last week. The exchanges were subsequently closed when we discovered a number of exploits that could have given unlimited money. Since then, I've been working to close the exploits, audit the _other_ money-handling code for similar exploits, and rework the exchanges so that they don't give you free money. I'm sorry that the change-over bit you at an inopportune time, but it was far better than simply leaving the previous broken state of things as it was. Darksatanic 18:28, 23 February 2006 (GMT)
Oh, I understand why it had to happen. Like I said, I have no problem with the exchange system itself. I just think that if, for example, Florida and Texas were to suddenly stop accepting American dollars and convert to a new currency like "Bushlings," they would probably announce that decision well ahead of time so folks could prepare. There might even be a period in which both currencies were accepted. Without such an announcement, people would stroll into the shops in those places expecting them to take the dollar and be in for a rude awakening. Likewise the stores in Bentnob, Brighthelm, etc. So my frustration is just over the lack of notification for something that wasn't just new, but was a change to the established system. That's all. Billz8 207.63.110.37 20:42, 23 February 2006 (GMT)
It was a bit of a surprise for some of the admins when they found that multiple currencies had been added... Nick 22:59, 26 February 2006 (GMT)
I was stung by it last week as well, having just crossed the desert with a pocket full of GP and no working coin exchange. I'm updating the wiki with drogna prices whenever I see it (like in the Brighthelm page). Hopefully, this confusing state of event will sort itself out overtime. LittleHamster 22:32, 24 February 2006 (GMT)
I went to Hard Knocks with a pocket full of DR, and yet they took my gold instead. Syagrius 22:22, 26 February 2006 (GMT)

Elseware 18:29, 21 February 2006 (GMT)

Total AP spent so far (not counting debug characters): 7,285,354


Elseware 13:42, 15 February 2006 (GMT)

Kudos - may be given to other players. There will be minor advantages to having lots of Kudos.

Limbo is now limboier. No bonuses or penalties are awarded to players in limbo (hats, league tables, poison, kudos). Players in limbo do not show up on scores tables. It saves on "housekeeping" and cut the hourly script from 75 seconds to 13 seconds!

Change to the way mining and magic beans work: you now always get something. A spade will now halve the ap cost rather than double your odds of finding something. The AP cost of mining has been increased to 36AP. This is high, but a spade takes it down to 18AP. The actual ap/getting ore ratio is increased a little. Magic beans now cost 10AP in the desert and 30AP in water, but never fail.

Moj 14:42, 14 February 2006 (GMT)

Some enterprising guys have set up Adventurer Advice stations at the city shrines. Pop in for free advice on what you should do with your AP.

Elseware 21:14, 11 February 2006 (GMT)

Magic Bling.

Ships are now equippable.

2 new kinds of ship: Ferry and Speed Boat.

Nick 09:17, 10 February 2006 (GMT)

Reports have come in of a solitary hermit in a cave near the Dark Mountains who is looking for herbs.

Darksatanic 18:30, 6 Feb 2006 (GMT)

Shades (and, for those lucky few who have them, Socks) are now "Equippable". They have been moved to a new section of the inventory, and have a "Wear" button. Worn items are moved to a new list, and all worn items have an effect. So you can wear your shades all the time now, without having to keep switching between different items to get the effect.

If these go well, we'll move things like boots over to behave the same way.

Elseware 16:28, 1 Feb 2006 (GMT)

Bacon appears to have some interesting short term effects.

Elseware 18:10, 30 Jan 2006 (GMT)

The flood is now over. All mosquitos, malaria and clinics have gone.

The little icon by the change item button links into a wiki page for the _class_ of that item. (remember the names can change). You can

  • ignore it
  • make the page redirect somewhere more useful
  • go nuts, make a page per object. I suggest using the wiki templates to help with this.

Memos - Use a bit of paper to write a note. It's a unique items. Please report bugs


Elseware 17:20, 25 Jan 2006 (GMT)

Total AP spent just passed the 5 million mark.

The Great Lords pass a day-long 25% discount on Ale to celebrate the occasion.

Elseware 22:00, 5 Jan 2006 (GMT)

The Final Frontier. Look out for a way to reach it...

Elseware 12:49, 31 Dec 2005 (GMT)

The Bomb Squad is recruiting on Bombadiers Den.

Elseware 17:02, 30 Dec 2005 (GMT)

Invisible Monsters. The details you can find out for yourselves but there are now some invisible monsters.

Insurance Offices. These should make people very very happy.


Elseware 12:06, 23 Dec 2005 (GMT)

Navigation arrows are now buttons not links. This means you should get a warning when you click "back".

In firefox alt-p now reloads the page with no acutal action- handy for conversations. This may work in other browsers. Note you can navigate with alt-n/s/e/w and alt-h/j/k/l


Elseware 01:06, 21 Dec 2005 (GMT)

New Earth quest: Rock Soc. tavern crawl.

Elseware 17:43, 12 Dec 2005 (GMT)

Two new quests today! But I'm not going to tell you what they are. They both start in the Western Forest.

Ain't I a stinker? (feel free to post 'em when you find them).

Elseware 09:46, 11 Dec 2005 (GMT)

Disguise kits now cost AP to maintain (1 per hour).

Elseware 02:24, 11 Dec 2005 (GMT)

Kraken Bar and Grill.

Merz Bow.

Elseware 17:33, 8 Dec 2005 (GMT)

Two new divisions in your inventory: food and resources (sand, silver, wood etc.). This makes things much easier to find IMO.

Javascript counters.

Ruby Slippers.

Elseware 20:12, 7 Dec 2005 (GMT)

New magic potion: The White Russian.

Cows.

Elseware 14:27, 7 Dec 2005 (GMT)

More development work on the islands. It's a pity nobodies got a boat.

New class of boat. ditto.

so... Tar Babies no longer regen's hp, and normal Tar now only regenerates 5 HP per time.

Also... Brighthelm rocks are now breakable.

Elseware 15:46, 1 Dec 2005 (GMT)

Started some Auctions.

vi keys now also work for all those with s nethack fetish.

Elseware 10:00, 30 Nov 2005 (GMT)

Firefox users can now user alt-n alt-s alt-e and alt-w to navigate. It might work on other browsers. Post if it does.

Elseware 10:41, 24 Nov 2005 (GMT)

Congratulations to zandet for finding the first boat blueprint.

Elseware 10:34, 24 Nov 2005 (GMT)

In case you're curious, some statistics:

Number of Object types: 287

Number of Monster types: 75

Number of Location types: 68

Number of Road types: 26

Lines of PERL code: 24000

Registered players: 1263

Total AP spent: 1582636

Total Dragons killed: 3067

Players active in last 24 hours: 231

Players active in last 7 days: 465


Elseware 00:59, 24 Nov 2005 (GMT)

Several thefts reported in the western forest.

Elseware 01:52, 23 Nov 2005 (GMT)

You can now make glass swords. Of course it requires enchanted charcoal, which can only be made from ancient wood.

Rumours of boats! There is now a way to make boats. If you actually *do* make one mention it on the wiki so that I actually implement some islands!

Beware: sea gulls are nasty.

Sulphur and Saltpetre have been added. I wonder what they're for.

It's probably worth starting mining. A spade will really improve your chances.

Elseware 16:24, 17 Nov 2005 (GMT)

Ever tried getting drunk in a graveyard?

Elseware 14:57, 16 Nov 2005 (GMT)

Monster Kills League Tables

This shows on your info page how many of each monster you have killed (since today!). There is also a chart of who has killed the most of each monster.

Every midday you are given an AP bonus if you are top of one or more monster-kill-tables.

BONUS = 10 * int sqrt( number-of-tables-you-are-top-of)

This is intended to encourage the hunting of all monsters, not just the ones with useful stuff. If there are 2 players competing to be top of the eagles kills list then it should cull eagles, allowing the occasional Roc to spawn.

This will eventually result in some people being so far in front as to be not worth challenging, at which point there will be some limiting factor. Maybe the number of kills halves on the first of each month... Let me know when you feel this need implementing.

--...or tables could reset entirely each month.

--Maybe make another table, one for "total", another for "this month" and only count "this month" for the league.

-- Is 0 half of 1 in terms of changes on the first of each month?

October 21st 2005

On call doctors.

Water Skin available from hospital to very senior doctors.

October 18th 2005

A great desert has been discovered to the South, with strange new creatures and perils. Not recommended for new players. Ideally complete the gauntlet fire quest and/or the "on call" water quest before entering.

There are rumours of two new cities and an ocean beyond the desert.

--Would completing the Treasure Hunt earth quest also help in the desert?

October 17th 2005

Those who have won a duel are invited to attempt to run the gauntlet at the Temple of Fire.

The guild of merchants has opened near Earth City. There's a really handy skill to be had there.

September 27th 2005

Monks of the four cities offer the option of a retreat. This costs 500AP, but is handy if you're going away for a few days.

September 22st 2005

Added Cards: Collect them all to get a deck. Newly spawned large monsters will start to have them from time to time. Collecting them all is a quest.

Added Fags.

September 21st 2005

Trading post and Alchemist items list are now alphabetically sorted.

Caffine tolerance can now go to 100%, to prevent the coffee exploilts people have been using.

There is *a* way to zero your caffine tolerance. Nobody has found it yet.

Large monsters now have less gold. Hopefully this will encourage trading more.

September 21st 2005

Taxi Ranks

September 14th 2005

Changed the equipment menu to be ordered: weapons (Sword, Bow), martial arts (Fists), handy stuff (GPS, Bandages), magic junk (stones, talismans), junk (D12, Grapes), booze (Cocktail, Ale)

Added dragon blood score table.

September 13th 2005

Changed equipment lists from

3 x Something 

to

Something x 3 

Added Large Dragons.

Added Dragons Blood, Walking Sticks, Winged Boots.

September 12th 2005

Added New Air Quest.

The King will now make Knights into Barons and Earls.

When AP or HP get below 20% they go yellow. Below 10% they go red.

Fixed a bug that meant people kept getting sent to limbo after under 2 days.

September 10th 2005

Change to craft skills. Anbody can make anything. AP costs vary. I may have to wibble the numbers if any exploits show up.

Due to certain complaints about limbo, I've added another limbo teleporter which takes you back to where you were before entering limbo. This does not work for people who entered before today because I didn't think to log their old locations. 62.3.233.9 14:14, 10 Sep 2005 (BST)

September 9th 2005

The 'Kings library has been expanded to include new works on various martial arts. There is a 5000GP deposit on the books, but if people were nice they might share them anyway...

September 8th 2005

Ducks. So that air players can get feathers.

Shops now sell Bows.

September 6th 2005

Bows and Arrows.

Trails.

New Monsters including Crocodile, Pheonix, Roc, Triffid, Bat, Rock Troll, Scissor Beast, Origami Ogre.

Bows and Arrows. water players can make arrows from feather+pointy stick. Air player can make pointy stick from wood.

Alignment knives and swords. Fire sword does 4 damage. In the hands of a fire player against earth it would do 16!

Water Quest: snark hunt.

Stats on: average idle hours, current idle hours, dragons killed.

September 5th 2005

It is now possible to cross the mountains. The passes need to be discovered and braved.

Hats now do interesting things.

Added Jungle, Caves, Heath, Swamp & Desert.

New Monsters: (guardians of the pass...), Esquilax.

New Items: Wand of Anger, Vorpal Blade, Cruel Blade, Chalk.

Also added Garlic & Pointy Sticks. I wonder what those are useful for...

September 1st 2005

Hats and Tags.

August 12th 2005

New Monsters: Lions, Bulls, Angels, Eagles, GNUs Thunderbirds, Fire Foxes, Penguins, Llamas

Change to XP rule: Now XP is Damage done * Monsters Damage * (1+int( Monsters Attacks / 3 ) ). So a monster which does 1 damage but has 12 attacks (ie. ants) will now give 4XP per point of damage done.

New Items: D4,D6,D8,D10,D12,D12,Magic Ball, Night Club, Breakfast Bar, Breakfast Club, Fire Cracker, Huge Fire Cracker

You can now flip Gold coins

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