First of all: Happy New Year to one and all, Imagican or no!
:) I (Metgod) have been doing a lot better - in fact better than
ever - but I am still slow to this because I am working on some
other things at this time. However I wanted to check something
related to Imagica and upon reading the last code news I was a
bit amused and bemused at myself. On 8 October of 2016 I (and
this won't affect anyone as I've checked the custom prompts)
made it so that '% ' would insert a space in custom prompts to
workaround clients that strip off trailing spaces; but that's
rather intelligent, isn't it, seeing as how I had it as a space?
So instead of a ' ' it's now an underscore; in other words in
the prompt if you want a space you do: '%_'. That's all for now.
16 December 2017
Because of significant life changes I did not get around to
documenting every change of any significance here; as such the
entries here will be prefixed by the date they were implemented
into Imagica. In the future I will try to do this should the
news here be different from when they were made live.
08 October 2016: Changed 'display diag' and 'display diag2'
to be 'display diagnose' and 'display percent'
(respectively).
08 October 2016: Add workaround in custom
prompts for clients that remove spaces at the end of the
command: '% ' (without the 's) will force a space to be added to
the prompt.
08 October 2016: Several bug fixes and
typo/spelling errors fixed.
14 October 2016: Numerous bug fixes (custom
prompt parsing and various internal fixes) and typo fixes
(weather messages in particular).
06 November 2016: The command 'scan' no
longer shows a room twice (this happened when a builder linked a
room to itself for illusions etc.) and it no longer shows your
own character (this is implicit through not showing a room more
than once).
14 March 2016
- ALL HERO players (level 90) can train more skills/spells. Any class which
has Cleric in it (e.g. Arch Mage, Crusader, Avatar) can get every
spell/skill/etc. that Clerics can. But: even those of the basic classes (Magic
User, Cleric, Thief and Warrior) will find themselves able to learn some
skills and yes even Thieves and Warriors can learn (some) basic spells; but
remember: they aren't spell casting classes and they also have very little
mana. Why this change? Because in the rewrite of the MUD (from scratch) with
an entirely new class system, this is how it is done: I've brought many
additions and changes from the rewrite here and vice versa (many of the
features I've implemented here over the years are in the rewrite).
- You can now search for zones by keywords: the 'zones' command searches not
only as before ('zones' shows a complete list 'zones ' shows more
information about the specified zone [if there is a zone by that number]) but
now it searches the name, the description and the builder. So if you want to
find all zones built by Lunah you could do : 'zones lunah'.
- Chat history system implemented (thanks for the wonderful idea Mithrandir!)
which allows for viewing recent messages (of all chat types you have access
to) including those that you might have missed while in combat or even when
you get disconnected (but if you log off or you get idle-extracted [60 minutes
idle]) you won't see them and they are NOT saved to disk. Yes, this means you
can now receive tells whilst linkless and you can obviously send tells to
linkless players.
Usage: chat <list | clear> <type>
You can abbreviate list and clear like most other commands and subcommands
(which means 'l' 'li' or 'lis' would act as if you typed 'list' and so too
would 'c', 'cl', 'cle', 'clea' imply 'clear'). To see a list of chat types
(these include gossip, shout, tell, quest, etc.) simply send 'chat' to the
MUD. 'chat list' allows you to view the 20 most recent messages of the chat
type specified and 'chat clear' clears out the specified list. When the
21st message comes in the entire list is cleared out (so that the thread can
be followed). See also 'help chat'.
- Many other bug fixes and internal improvements.
25 April 2015
- To be more like the new version of Imagica (will hopefully write news on that soon too), anti-class, anti-race and anti-alignment
on objects have different semantics: if an elf wears a ring that would have in the past zapped them (stock circlemud behaviour), they won't be zapped
and they can wear the ring. It isn't useful to the elf, but they can wear it if they so choose. The same applies for classes. Alignment is no longer relevant
to objects: we have long maintained that it is a poor system at best and it has finally be eliminated here, just like the rewrite.
- Weight and heights for characters have been changed. While it is not perfect by any means, it is more accurate
than it was. It should be noted that most races - if not all - have had their expected (adult specific) height and weight adjusted. This means
that the calculated values will be different from before, by quite a bit. Help files for the races have not been updated yet but are unfortunately
in much worse state (an artefact from the original races descriptions).
- Several bug fixes and internal changes have been implemented (there have been additional updates than documented here).
09 July, 2013
- Fixed several bugs in the MUD
- Descriptions in rooms can now evaluate the character that is looking in the room
and show the position they are in. While only one zone has had this implemented more will
follow in due time. Yes, this means that descriptions which are worded in a flawed manner (e.g.
"You are standing ...") can now be more dynamic and indeed accurate.
- Socials now can properly show hers while also showing his (could not do that without
this change because it would have shown his as hiss).
30 September, 2010
- Pixies now have a new ability (learned at level 26). Called 'flutter', the pixie
will flutter his/her wings rapidly, dropping some dust on the ground. Whatever he/she
catches will be very much like a potion of fly, only you sprinkle it on yourself. One may
ask why a pixie would need that. It's not for the pixie per se - it's for others. But
this is a nice thing for Pixies to have (as they have too little currently, imo).
Note that you must be flying at the time of use.
More race skills/abilities will follow in time (hopefully sooner than later).
- Nicknames have been added. Help has not been updated for this (though the skill mentioned
above is in, I forgot this). Just do 'nickname ' (if you don't specify a name,
you will either remove your current nickname, or it'll tell you you don't have one).
You cannot choose a nickname already taken or use a nickname as a real name of a character or
anything else that is not possible in names, but aside from that ..
- You can now poison weapons. Yes, this has the effect of at times, poisoning the victim
you strike.
- Rooms have health. If there is a fire, for example, and there is an exit down, you may
actually fall through. Speaking of such, you'll also find that weather can damage rooms, also.
- There's also been several bug fixes, and other internal changes that make little to no
difference to players.
- Migrating from non-linear exits to randomly generated exits. What this means
for the player : you may find some paths are not quite as you remember. But,
then again, it's not like they made sense before, anyway, so no harm, right ? :)
They indeed made no sense, and can cause an issue in many ways.
- Spell botching! *evil grin* Oh yes, you may have some fun with some spells, in that
things will not happen quite as you remember in the past. Don't believe me?
Go ahead - try to cause one of the worlds biggest natural disasters! - earthquake!
See what happens at times ...
- Portals improvements. While some are only import to builders, there is one that
is possibly of interest. Portals now have the ability to 'stay active' after someone
enters, as well as being used while carried.
- BUG FIX: Channels should work properly again when you are on the channel.
- Practice/learn command change : Now automatically takes you to highest obtainable of the
skill in question (based on how many practice points you have).
- top gold / top exp. Others may follow.
- New item wear slot (shoulders).
- House item limit upped slightly due to new item wear slot.
- Room affect 'frozen' now slows characters down.
- Some other bug fixes and other things I cannot recall ... :)
Cheers,
Metgod
22 January, 2005
There was another major code update in January of 2005. The majority of
the changes are player oriented and the following report should therefore
be read by all players.
If you experience any problems with the mud, please contact me (Metgod)
as soon as possible so I can help solve the problem. If it is a problem
related to houses or the world (which were also updated), you can contact
Lunah or me (or simply mail impteam).
- Storage vaults. If you ever need more space, and your house is full,
or if you are renting and you have too many items, there is now a solution.
Below the Teldar Bank you will find a new area filled with storage vaults.
They are free to create, but they do cost some gold for usage. The price
depends on how many (20 max) and which items you have in your vault. In
fact,
it works exactly like renting at the inn:
Every object's cost per day value in the vault is added up (any item that
has no rent will be free). This is done automatically when your vault is
saved (every real life 5 minutes, or when you 'save' inside the vault).
There is a set of commands to use, to create your own vault, to get in to
it, etc.
The command is 'vault', and has several sub commands :
vault enter
This command will check if you have enough gold to pay your rent, and if
so, the goblin will take you to your vault and leave you to it to do
whatever you need to do. This is the only way to get in to your vault.
Also note that you cannot summon anyone into vaults.
The gold is only checked when you use this command, so if you need to
catch up on rent first, do that or you will lose your vault in the same
fashion as not enough gold at the inn.
See also 'vault offer'.
vault new
This command will check if you have a vault, and if you don't, it'll
create a new one for you. If you already have one, you will not be
allowed to create another one.
vault destroy
This command will first check if your vault is empty. If it is,
the vault will be destroyed and will be available for the next
person who wants a vault (which could even be you).
vault info
For those with houses, this command is similar to 'house info'. It will
display how many items you have in your vault (assuming you have a vault).
That's all it does.
vault offer
This will display how much you will owe before you can enter your vault.
vault total
As a slight variation of 'vault offer', this command will show you how
much gold you will owe per day, much like 'offer' at the receptionist.
That's all there is to vaults.
- Gigi the pixie, Roger the dwarf (and Iam the giant).
These are weaker versions of Iam for the lower levels. Just to remind
anyone who forgot, these monsters will teleport to a random room, and
quest say (quest channel) the room they teleport to. The idea is to
find them for one token, and kill them for more tokens. Once you collect
enough tokens, you can buy items in the quest token shop, just north of
Teldar.
Gigi is available to levels 31 and under. If you are higher than this,
you will not get any quest tokens, and you will be unable to kill her.
For those who are 31 and under, you will get one quest token for finding
her, and two quest tokens for killing her. Anyone that is fighting her and
is a low enough level, will get the quest tokens when she dies. She will
then
teleport immediately, just like Iam the giant does.
Roger the dwarf is also a weaker version of Iam but stronger than Gigi the
pixie. Any level can get tokens from Roger, but the token count will be less
than Iam the giant. You will get 1 token for finding Roger, and 3 for
killing Roger.
Gigi the pixie teleports every 30 minutes and will be restricted to lower
level zones (though perhaps not right next to newbie zones themselves).
Roger the dwarf will teleport every 20 minutes. He is not restricted to
any zones.
Iam the giant will teleport every 15 minutes and is not restricted to any
zones.
All of them will come back to life and teleport again immediately after
they die.
- Objects in general have been extended. This was done to allow more
functionality for FURNITURE. Although this is entirely up to the builders,
FURNITURE can now act as CONTAINER and FURNITURE together. This means
the beds that are now containers can be made into furniture, where it would
be possible to sleep/rest/sit on them, as well as put objects in to them.
I would like to clarify some things that may not have been mentioned
last update.
To sit/rest/sleep on a piece of FURNITURE, you must specify the command and
then the object you would like to sit/rest/sleep on.
For example, if you have a chair and it is FURNITURE, then you can type one
of:
sit chair
rest chair
sleep chair
It is possible for the builders to specify which actions you can use
relative to the item. So while it may be possible to sleep, sit and rest on
a bed, it probably won't be possible to sleep on a chair.
There is also the possibility that the furniture will not be able to hold
you. If there is a limit on how much weight or how many people can be on the
item, then you may find that you can't get on it. You may also find that you
will knock a random person off and you will be on it instead.
Lastly, your regen can also be effected based on the item you are on. It
can be
a penalty or a bonus, depending on what the builder specifies. Bonuses can
be a max of 15 points to mana, hit and movement.
- Many new building and scripting possibilities have been added. Mails are
regularly sent to the builders, so hopefully as more zones are added, more
new features will be in them. I can hint that in this update, there is at
least one zone that includes a feature from the last update.
- Clan stuff
DIE clan members will now be given quest tokens when in dragon form.
SoS skills have been added (including one that uses upkeeps!)
OBC's 'wound share' skill has been added.
- Monsters are no longer effected by fire in rooms (conflagration).
- Elementals now have penalties and bonuses. The below explains each elemental
and what was changed.
Though the fire elemental may cast fireball, they will not survive on or
below water; they will die instantly if they move on/in to water.
The earth elemental will cast the spell stones (non-mortal spell), but can
be shattered to pieces if someone casts an earthquake directly at them.
Air elemental will always fly. They will also (though they may fail at
times) use the whirlwind spell. They will also feed fire. This means that
if there is fire in the room (conflagration), the fire will last longer.
Water elemental will cast rain of frogs (another non-mortal spell), will
fight with non-permanent fire (conflagration and consequently, the fire
in the room will disappear but so will the water elemental). They can walk
on water. Lastly, they will not live as long if they are off water.
- There is now a command to abandon charms. If you want to get rid of an
elemental/charmie, then use the 'ditch' command.
If I have an elemental following me that I want to get rid of, then I can
type 'ditch elemental' and the first elemental in the room (if I control it)
will disappear. Remember that you can specify which elemental/charm by
prepending a '#.' before the name (1.elemental, 2.elemental, etc.).
- Pet items! All the way east from the Pet Market entrance, you will find a
new shop with several pet items for your pets. The item will survive MUD
reboots, etc., just like the pets themselves. Each pet is restricted (for
now) to one pet item.
- Imagica now has a new channel -- the newbie channel -- which can be used by
any level. If you are a level one player and need help, then you can ask on
this channel. If you are not on the channel, then you can turn it on by
typing 'nonewbie'. To turn it back off, you can type 'nonewbie' again.
To use it, just type 'newbie ' where is the message to
say.
- Shipping (mailing objects) code has been slightly changed. Previously, items
that are NOSELL (!SELL) could not be shipped. This block has been removed,
and the only items you can't ship are QUEST flagged objects.
And please remember that shipping objects to your other characters still
counts as multiplaying.
- A new skill called 'toss' has been added. This skill allows one to throw
someone out of the room and into an adjacent room. This works on mobiles
(monsters) and players. If you fail on a monster, there is a chance that you
will be attacked. If you succeed, the monster will be thrown out of the room
and into another room (up to 5 rooms away).
You must be able to carry twice the victim's weight, the monster must be
a toss-able monster, and you must be a higher level. Otherwise, you will
fail.
The weight goes for players as well. Also, for players being tossed, if you
land 'on a monster', there is a chance you will be attacked by them.
Further, if you fail on a player, there is the possibility that you will be
tossed instead.
If the next room in the said direction is a death trap or a house, or
there is no exit,
then you will hit the wall instead and stop moving.
The syntax is 'toss [direction]'
Direction is optional. If the direction is not specified, then it will be in
a random direction (which may be a wall).
The following races and classes get the skill:
Troll
Orc
Ogre
Giant
Avatar
Battle Mage
Crusader
Warrior
Rogue
Example:
toss mender south
toss metgod
- For 'sanity', the following group of people can no longer be attacked:
Shop Keepers
Vault Masters (new, above)
Guild Masters
Post Masters
Bankers
Cryogenicists
Receptionists
Trainers (new, below)
Station Masters
...and one that will be used in a future update (temple)
- The spells system has also been extended. Examples include allowing
skills/spells to skip pets, check monster/player numbers, and allowing
spells/skills to target both caster and victim at the same time.
- Light sources will be turned on when worn in any position. Previously,
lights would only be useful if you held them with 'hold'.
- Blood will now flow from room to room if there is a certain blood level in
the room. It can flow in any direction (except up) and is is completely
random.
- More fun and games. You can now gamble with a slot machine and a lottery
system.
The slot machine scans through the wizlists (immlist and wizlist) and adds
each name to a list. Then, it randomly selects three of the names. If you
get at least two of the same names, then you will win something for your
time. If you get three of a kind, the prize is even greater.
Some special prizes are mentioned below.
If you get all three as Aragorn, you will receive a special voucher.
You can then give this voucher to either Lunah or myself (Metgod) and we
will note it. In return, you will have the opportunity to design your own
object. This needs to be clarified, though.
This prize works exactly like the old rp weeks first place prize. You will
give us an object you currently own, and we will make you a new object. This
object will have the same stats as your old object, but it will have your
own description and name that you give to us. So your item can be made into
anything so long as it has the same stats.
If you get all three as Venice, you will get a special prize that many have
seen or heard of.
If you get three of any impteam member, then your prize will be the same as
any three immortal, only in greater quantity. These prizes include:
gold
quest tokens
a lottery ticket
experience
If you get two of any imm or imp, then the prize is similar, just in even
lesser quantity. There is also the possibility of a couple potions (bless or
cure critic).
The slot machine costs 10 golden dukats to play. To play, go to the slot
machine
(below the mysterious man who owns the quest token shop just north of
Teldar) and type 'spin'.
The lottery works similar to the lottery in real life (for those who
remember what that is). Basically, when the object is loaded (MUD boot up),
the object will set it's initial value to 1000 golden dukats. Then, it will
randomly select 6 numbers and set them on the object. Finally, when you
request a ticket (or are given a ticket via the slot machine), the lottery
system will generate six random numbers, and give you a ticket with those
numbers.
The ticket will look something like:
There is a 12 at the top of the ticket.
19 19 5 16 8 14
The 12 at the top of the ticket is to let you know the day of the draw your
ticket is for. The other numbers are the actual numbers the lottery system
will compare (with its own values).
A little more explanation may be necessary.
If I get 12 at the top of the ticket, it means it is the 13th day of the
year (starts from zero). On the fourteenth day of the year (13), I can check
the ticket.
Put simply, I buy a ticket one day, and then I must compare it the next day
(which would be the next drawing). The time/date is based on the Central
European Time zone (which is GMT + 1/PST + 9/EST + 5 hours).
What can you win if you get the same numbers ?
If you get all six numbers, you will get receive the initial 1000 + how ever
many tickets were bought (golden dukats).
For example, if 100 tickets were bought (each ticket costs 1 dukat) since it
last reset itself, then I get 1100 dukats. Then, the slot machine would
reset
itself back to 1000 golden dukats, and it'd start all over.
If you get five numbers, you will receive one half of the jackpot, and the
system will not reset itself. If you get four numbers, then you get one
third of the jackpot, and the lottery system will not reset itself (i.e.,
the system only resets itself to 1000 dukats if someone wins the jackpot).
Each ticket will be of type TICKET with a special flag on it, specifying
that it is a lottery ticket. Tickets without that flag are still used for
the coach stations.
- A card shuffling special procedure (for objects) has also been added. If
you have
such an object, then you can use the following commands to play cards:
shuffle
(this will shuffle the cards in a random order).
deal
(this will give you the next card on top of the deck)
Then you can play any card game you wish.
- A special extension to the guild system has been added. It is now possible
for lower levels to spar with special mobiles/monsters, in order to learn
skills and spells. The use is that these players can learn their skills
without getting hurt or dying (if they are violent skills/spells). They can
also learn how the Imagica fighting system works. Sparring individuals will
not gain experience, but they also will not get hurt at all.
To spar a spar-able monster, your level must be level 20 or below. Simply
type 'spar ' and you will start to spar them. Type 'spar' to stop
sparring. For example, above the Teldar's Fighter Guild, a man named Gus
the Brave can be found. To start sparring him, type 'spar gus'. To stop,
type 'spar' or 'spar self'.
- For those frustrated by the long duration between each coach ride, your
prayers have been answered. The time was cut by more than half.
- Pixies now have the ability to stay on their feet if they want.
All a pixie must do is stand, and they will be on their feet. To go back
in to the air on their wings, they can type 'float'. That's all there is to
it.
- Several bug fixes and improvements on data handling/processing, etc.
- The help file has been updated some again.
- The prison has been changed some. No longer will Bull the riotstarter
be loaded more than once. The same goes for the other prisoners.
The prisonmanager will only summon a certain amount of guards, and that is
it until the counter is reset.
- The 'top' command has been extended to allow for ranges. For players, this
means that you can get the top quest and top arena based on level.
This is only optional, so you can still get the entire range without using
anything new.
The new syntax is below.
top
October, 2004
There was a major code update in October of 2004. The majority of the
changes are player oriented and the following report should therefore
be read by all players.
If you experience any problems with the mud, please contact the impteam
as soon as possible so we can help solve the problem.
-----------------------------------------------------------------------
- Several new item types have been added, including FURNITURE, SHEATH,
and MAP.
You can now sit, rest or sleep on FURNITURE, depending on what kind of
furniture it is. There are some fun and useful features in furniture
including the possibility of changing your regen rate.
Sheaths are a new kind of container for (weapons only). You can get from
and put weapons in them with the 'draw' and 'sheath' commands
(respectively),
and the item (the sheath) can be worn while doing this. Please see help on
sheath and draw for more information.
The maps are magical in nature and will therefore take you to the target
location
from anywhere in the world. They work through !TRACK rooms, and do not
rely on
monsters. Each map can only be read by the first person to read it, and
will generally
dissolve when you arrive at your destination. However, if you do not use
the map but
walk in to the target zone, it will not dissolve.
To read a map, just look/exam/read it :
{1000H-1000M-1000V-(-915)A-[]>> read map
You hear the words : east, north, east, north, north,
Follow the directions, and read it again for the next set of directions.
Maps can be found in a map shop immediately south of the Quest Shop (below).
- Mailing Objects! You can now ship an item to another character. You must
do this in an Imagica Postoffice. If the character is logged on, then it
will be given to them immediately. Otherwise, it will be stored on file
and will be given to them as soon as they log in next. Shipping an object
costs 10% of the item's cost (identify shows this in copper, not gold).
Example :
ship chocolate Lunah
If I have an item with the alias chocolate, then it will be sent to Lunah.
- Tick versus pulse based regen.
No longer do you have to wait for a tick to pass for your hit/mana/move
points
to be restored. Instead, it is based on pulses. A pulse occurs every
1/10th of
a second and this new method of regen will be called every five pulses.
You will
therefore, depending on how high your regen is, gain a fraction of a
point or
several points each time these five pulses occur. Note that you will
still get
the same amount of points you normally would in a tick, only it is
spread throughout
the tick instead. Therefore, items that increase regen and sleeping will
still
be just as effective (but may seem faster).
- Wands and staffs can be used while worn on the fingers in addition to the old
position (hold). Of course, the item must be wear-able on the fingers,
in order
for this to work (so this is partly up to the builders).
- The following spells were modified :
Teleport (bug fix)
Portal (new feature)
- A new spell called 'breathe water' has been added. This will give you the
ability
to breathe underwater. And yes, this can be brewed and there is a new
potion already
in shops that casts this spell. This spell can also be used on others
(useful for
groups).
A new affection type and accompanying spell, berserk, has been added.
Berserk chars
have basically lost their mind. They will attack monsters at random,
with no control
over this. They will be unable to flee/retreat due to the madness, and
will fail magic
more often. However, berserk chars do get more hits in, do more damage,
and will be hit
less often. Food, liquid and potions can also be affected if the spell
is cast on it.
Another new spell, fire storm, will call forth a storm of fire in to the
room. It will
attack every monster in the room (but will not effect players). It will
also set the
room on fire.
New spell whirlwind has also been added. It has the possibility of
throwing someone
out of the room, and if your victim is fighting you, it may trap them
for a few rounds
(similar to the freeze spell).
Also, new spell 'protection from good' has been added. This will be
avaialbe to any
class (except Paladin) that has protection from evil and works exactly
the same
(see help protection from evil and help protection from good).
- A new skill! It is now possible for _every_ class (and level) to gather
their own food.
Use the cane fishing pole found in several shops in several towns (and
see 'help fish')
to gather various kinds of fish and other things too!
- The 'steal' skill was changed slightly. It is now more difficult to steal
WORN items
even if the char is sleeping (unless magically asleep). Before this, it
was only
possible if the char was sleeping, now it is still possible this way but
more chance
of failure. Stealing for inventory and money has not changed.
Also, ventrilloquate is now only possible on NPCs (monsters).
- Added possibility to fall through holes in rooms (builder specific). It
is even
possible to fall through multiple holes at once if another hole is in
the room
below the first hole.
- Several other new options for builders (including several script changes)
for more
interactive zones.
- Pets! Those who own houses now have the opportunity to buy a pet and keep
them over
quitting, MUD reboots, etc. You can find a pet market north of Teldar.
In four
different shops, you will be able to find a total of 17 different pets
(more may
be added later). All pets are charms, can fight and will not permanently
die. They
will go home when you do, and they will be there when you wake up in
your house.
You even have the possibility of buying a pet for someone else (help adopt)
and if you get tired of it, you may abandon it (help abandon). It is
also possible
for immortals to award you a pet.
And to those who worry : They do not count against max charmed followers.
- You must now use (certain) skills in order to learn them. This means you will
practice the said skills/spells up to 70% and will then use them to
learn them
the rest of the way. Actual amount of times required to learn them 100%
depend
on how difficult the skill/spell is to learn (each spell/skill is
different for
each character).
- For ADD members, be aware that you may find yourself incubated (disease),
poisoned, cursed or drunk when drinking/biting affected blood from
corpses/beings.
About becoming drunk, it does not mean biting the drunks in Teldar (for
example)
will make you drunk. The character must actually be intoxicated through
alcohol.
Lastly, you can now drink blood from a liquid container to quench your
thirst.
- Fixed age handling code and enabled age selection. You now have seven age
groups to choose from when creating new characters.
- Pixies can now mount mobs. Also, when pixies pick up too much weight, they
just might not have enough wing power to keep in the air. Drop that weight
and they will go back in the air. Too much weight implies more weight than
they could (currently) pick up. This means that depending on level and
strength,
it will be a different amount that causes this effect.
- FOOD and LIQUIDs can now cast spells on the person consuming them.
- RP points have been removed. Quest tokens have been added. A new
shop with nice quest items (i.e., items with stats and other things never
allowed before) has been created. A new quest that works around the clock
has been added that rewards those who participate with quest tokens. The
shop
works the same only the price is with quest tokens instead of dukats.
To participate in the quest, turn on your quest flag (quest) and wait for a
monster named Iam to say the room he is in. Go find him for one token, kill
him for five. He will teleport to another room every 15 minutes or so
(unless
in a fight). Once he is killed, he will reincarnate and teleport to a
new room.
(Also, participating in immortal ran quests will get you quest tokens. And
we WILL throw tokens out at random places for others to collect EVERY day.
For those who are concerned, Role Playing is still HIGHLY encouraged and
will
be rewarded in other ways. The _only_ difference for the role players
are no role
play points.
Also, those with role play points will be rewarded with experience or
gold per
point (100 golden dukats or 1000 experience points). We have a list, do
not worry,
you WILL be contacted and asked for what you wish in exchange.
See also 'help exchange'. 'TOP RP' has now changed to 'TOP QUEST'.
- Custom prompts. In addition to the old style prompt, you can now
customize your
prompt completely. This is completely optional. There is also a new diagnose
(display diag) possibility :
In addition to the old style auto diagnose ("awfully hurt" type of
message), you
now can get a number instead. The number represents the percentage of
hit points the
character you are fighting has left. This means 100% is full hit points
and 1 is 1%
hit points left.
To enable this :
display diag2
This will work with either the new style prompt or the old style prompt.
Please see 'help display' or 'help prompt' for all other options.
- Almost all known bugs have been fixed.
- And several other small odds and ends (and stuff for imms).
- the helpfile has been updated some.
That's it for this time. If you find any problems, please contact the impteam
as soon as possible so that we can help fix the problem soon.