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== Major changes from hell/important stuff listed in no particular chronological order. ==
== Major changes from hell/important stuff listed in no particular chronological order. ==
=== Total Food Rebalance ===
* Stacks of nutrition only remove 1 point of hunger instead of 2 when applied.
** (This means that, for a given amount of hunger restored, one gets twice as full afterwards compared to what one used to.)
* '''Every''' player-accessible food in the game has had its nutrition values tweaked to account for this and also be more sensible.
* Fast food and sweets now give negative stress when consumed, in exchange for their poor nutrition.
* Homecooked food now gives a minor buff that restores minor stress, heals, and dehungers on heartbeat.
* Nutrition's healing is now in general proportion to the corresponding reflexes penalty, but consumes the excess nutrition if successful in doing so (on top of decaying naturally).
** (Billygoat nutrition doesn't heal extra, before you get too clever.)
* Hunger-inflicting actions done while having nutrition now consume nutrition instead of adding more hunger.
* 'Hot' foods now dose a drug which raises one's perceived temperature. This matches how certain 'cold' foods already did so.
* Rations can be gotten from Camp Benjamin.
=== Picking malus tweaks ===
* Thin and fingerless gloves now don't penalize lockpicking. Rings don't either.
=== Aim tweaks ===
*   The aim verb on guns has been changed to now have a slight delay before you are aiming at your target.
** Delay depends on gun speed and your [[Quickdraw]] total. Vector and American-180 are lightning fast, while sniper rifle is turtle slow.
* <u>You can now aim at NPCs</u>.
=== Sneak and pathing changes ===
* '''[[Sneak]] is now substantially more powerful and important.'''
** <u>You can still path through enemies, but once sneak is finalized this will be removed.</u>
** When entering a room with monsters or PvPable players, sneak is rolled against target with highest appraise.
*** Flashblind effect (flashbangs) and smoke ([[Writhing Smoke]] or [[Weaponry|smoke bombs]]) aid with sneak rolls.
*** Upon success, you are given 'sneaky' stacks which prevent you from being detected for few heartbeats by said targets (better roll = more heartbeats).
** {{Cmd|creep}} command will add +10 to your sneak rolls, but makes you move twice as slow. Use {{Cmd|creep}} again to stop sneaking.
** Dodge malus on your feet is also applied to your sneak (if you wear boots that give you -1 dodge, you also get -1 sneak).
** You cannot sneak against:
*** Your corpmates.
*** PvE players.
** NPCs are also able to sneak.
** {{Cmd|@prefs -sneak}} to stop trying to sneak.


=== PvP changes ===
=== PvP changes ===
* PvP is now on per-contract per-player basis with various durations (2 hours, 6 hours, 12 hours, 7 days) dubbed Death Classic contracts.
* PvP is now on per-contract per-player basis dubbed Death Classic contracts.
** Contracts are 1 week-long (168 hours)
** PvP time only counts down when in open, PvP-enabled areas. You can't grief someone and wait out retaliation in a cum fort.
** PvP time only counts down when in open, PvP-enabled areas. You can't grief someone and wait out retaliation in a cum fort.
** Contracts are bought in Abandoned high-rise in Freedom City (From Fourth and High, head north-east, down, east.)
** Contracts are bought in Abandoned high-rise in Freedom City (From Fourth and High, head north-east, down, east.)
** N-tags cannot sign Death Classic contracts, but will keep their PvP status if they become N-tag again through tutoring/rerolling.
* On 'who' list, PvP-enabled players have numbers that dictates their "hazard level", a very rough approximate of their power level.
* On 'who' list, PvP-enabled players have numbers that dictates their "hazard level", a very rough approximate of their power level.
* PvP has reputation attached to it with several ways of losing and gaining it
* PvP has reputation attached to it with several ways of losing and gaining it
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**You will be unable to buy Death Classic contract if you have too low reputation. Either wait it out or kill someone of your own size.
**You will be unable to buy Death Classic contract if you have too low reputation. Either wait it out or kill someone of your own size.
*All PvP damage is apparently halved.
*All PvP damage is apparently halved.
* The Pit still exists, as a separate PvP thing.


=== Other ===
=== Other ===
* Every 0.1 attackspeed below 3.0 gives +1 min primary damage, up to the max damage. (Except for shotguns, which get +1 to all damage types per 0.3.) This applies to both players and mobs.
* Preference to allow other people to loot your corpse has been added. (2351 on *gr)
* When powerattacking, '''some''' [[Weaponry|fists]] weapons now sum up all their damage instances into one. So if you have a fist weapon with 5-10 slash and 1-5 bleed, on powing it will combine both instances into single 6-15 slash. (2276 on *clp)
* [[Vampire|Vampires]] and [[Zombie (mutation)|zombies]] do not age from mutations or aging, but will jump towards their counted year should they demute.
* Instead of having a 9% chance to gain 100 hunger per movement while flying with the flight mutation, players now gain 9 hunger per movement.
* Every 0.1 attackspeed higher 3.0 gives +1 min primary damage, up to the max damage.  
** Shotguns instead get +1 to all damage types per 0.3 speed.
** This applies to both players and mobs.
* Combat fatigue is substantially more impactful than in Hell.
* Combat fatigue is substantially more impactful than in Hell.
* The 'baby farmer' journal and the 'baby farmer' job have been unified: bringing a live infant to the shoggoth, '''or''' a monster baby to the bone pile, contributes to both.
* The 'baby farmer' journal and the 'baby farmer' job have been unified: bringing a live infant to the shoggoth, '''or''' a monster baby to the bone pile, contributes to both.
* Permanent Revolutionary has been added to Macero, dropping the schematics for a Headsman.
* Permanent Revolutionary has been added to Macero, dropping the schematics for a Headsman.
* Major RV has been added to the Wasteland, dropping the schematics for a Hobgoblin SMG.
* Major RV has been added to the Wasteland, dropping the schematics for a Hobgoblin SMG.
* Vector buffed to 2.6 speedcap with increased damage per bullet, added 2-burst fire and automatic.
* Vector buffed to 2.6 speedcap with increased damage per bullet, added 2-burst and automatic fire modes.
* SPAS-12 damage nerfed.
* SPAS-12 damage nerfed.
* {{cmd|wristpad history}} now shows 100 lines by default like most other nets.
* {{cmd|wristpad history}} now shows 100 lines by default like most other nets.
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* Chud minions don't suck ass and are easier to keep around.
* Chud minions don't suck ass and are easier to keep around.
* [[Cat_Ears|Cat Ears]] is a proper mutation now.
* [[Cat_Ears|Cat Ears]] is a proper mutation now.
* Ammo pouches, bandoliers, and vests now exist; they store ammo more efficiently than just carrying it, and can automatically be reloaded from. This is compensation for an upcoming ammo weight rework.
* Eelskins are now immune to bends, lose thirst in water and move ''very'' fast in the water.
* Dodging status effect grenades (flashbangs, THC, etc.) now works properly instead of being harder the more reflexes you have.
* Few information commands were added:
** {{Cmd|@grindreport}} to see how much you left to grind.
** {{Cmd|@owned}} to see your possession (boats, apartments, planes).
*Smoke bombs are now on par with Writhing Smoke.
*Things stolen from Cialis Tower safes in Corpclave and stereos from other apartments now count for [[Jobs|Burglar]] job.
* <b>PLEASE SEND HELP</b>
* <b>PLEASE SEND HELP</b>

Latest revision as of 08:43, 20 November 2024

Major changes from hell/important stuff listed in no particular chronological order.

Total Food Rebalance

  • Stacks of nutrition only remove 1 point of hunger instead of 2 when applied.
    • (This means that, for a given amount of hunger restored, one gets twice as full afterwards compared to what one used to.)
  • Every player-accessible food in the game has had its nutrition values tweaked to account for this and also be more sensible.
  • Fast food and sweets now give negative stress when consumed, in exchange for their poor nutrition.
  • Homecooked food now gives a minor buff that restores minor stress, heals, and dehungers on heartbeat.
  • Nutrition's healing is now in general proportion to the corresponding reflexes penalty, but consumes the excess nutrition if successful in doing so (on top of decaying naturally).
    • (Billygoat nutrition doesn't heal extra, before you get too clever.)
  • Hunger-inflicting actions done while having nutrition now consume nutrition instead of adding more hunger.
  • 'Hot' foods now dose a drug which raises one's perceived temperature. This matches how certain 'cold' foods already did so.
  • Rations can be gotten from Camp Benjamin.

Picking malus tweaks

  • Thin and fingerless gloves now don't penalize lockpicking. Rings don't either.

Aim tweaks

  •   The aim verb on guns has been changed to now have a slight delay before you are aiming at your target.
    • Delay depends on gun speed and your Quickdraw total. Vector and American-180 are lightning fast, while sniper rifle is turtle slow.
  • You can now aim at NPCs.

Sneak and pathing changes

  • Sneak is now substantially more powerful and important.
    • You can still path through enemies, but once sneak is finalized this will be removed.
    • When entering a room with monsters or PvPable players, sneak is rolled against target with highest appraise.
      • Flashblind effect (flashbangs) and smoke (Writhing Smoke or smoke bombs) aid with sneak rolls.
      • Upon success, you are given 'sneaky' stacks which prevent you from being detected for few heartbeats by said targets (better roll = more heartbeats).
    • creep command will add +10 to your sneak rolls, but makes you move twice as slow. Use creep again to stop sneaking.
    • Dodge malus on your feet is also applied to your sneak (if you wear boots that give you -1 dodge, you also get -1 sneak).
    • You cannot sneak against:
      • Your corpmates.
      • PvE players.
    • NPCs are also able to sneak.
    • @prefs -sneak to stop trying to sneak.

PvP changes

  • PvP is now on per-contract per-player basis dubbed Death Classic contracts.
    • Contracts are 1 week-long (168 hours)
    • PvP time only counts down when in open, PvP-enabled areas. You can't grief someone and wait out retaliation in a cum fort.
    • Contracts are bought in Abandoned high-rise in Freedom City (From Fourth and High, head north-east, down, east.)
    • N-tags cannot sign Death Classic contracts, but will keep their PvP status if they become N-tag again through tutoring/rerolling.
  • On 'who' list, PvP-enabled players have numbers that dictates their "hazard level", a very rough approximate of their power level.
  • PvP has reputation attached to it with several ways of losing and gaining it
    • It is listed as "Death Classic initiative". As all faction reputations it very slowly gravitates towards zero.
    • Ways to earn:
      • Kill people above/near your hazard level.
      • Signing Death Classic contracts gives rep equal to amount of hours (12 hours contract = 12 rep)
      • Hack gangland cameras.
      • Download sensor cluster data in Necropolis while PvP-enabled.
    • Ways to lose:
      • Kill people below your hazard level.
    • Death Classic shop stocks normalization hypos (clear ATP stacks), beef juice boxes, speed and berserker hypos as well as 'gold plating kit', making your weapon the snazziest on the block.
      • All these items require and consume reputation upon buy.
    • You will be unable to buy Death Classic contract if you have too low reputation. Either wait it out or kill someone of your own size.
  • All PvP damage is apparently halved.
  • The Pit still exists, as a separate PvP thing.

Other

  • Preference to allow other people to loot your corpse has been added. (2351 on *gr)
  • When powerattacking, some fists weapons now sum up all their damage instances into one. So if you have a fist weapon with 5-10 slash and 1-5 bleed, on powing it will combine both instances into single 6-15 slash. (2276 on *clp)
  • Vampires and zombies do not age from mutations or aging, but will jump towards their counted year should they demute.
  • Instead of having a 9% chance to gain 100 hunger per movement while flying with the flight mutation, players now gain 9 hunger per movement.
  • Every 0.1 attackspeed higher 3.0 gives +1 min primary damage, up to the max damage.
    • Shotguns instead get +1 to all damage types per 0.3 speed.
    • This applies to both players and mobs.
  • Combat fatigue is substantially more impactful than in Hell.
  • The 'baby farmer' journal and the 'baby farmer' job have been unified: bringing a live infant to the shoggoth, or a monster baby to the bone pile, contributes to both.
  • Permanent Revolutionary has been added to Macero, dropping the schematics for a Headsman.
  • Major RV has been added to the Wasteland, dropping the schematics for a Hobgoblin SMG.
  • Vector buffed to 2.6 speedcap with increased damage per bullet, added 2-burst and automatic fire modes.
  • SPAS-12 damage nerfed.
  • wristpad history now shows 100 lines by default like most other nets.
  • Headsman now speedcaps at 3.0 with crit rate lowered to 33%.
  • Necronata and w00tz bo staff cannot be modded with monowire and force enhancer mods.
  • Dodging ensnaring enemies (silicate, glass trees) now works properly instead of roll being harder the more dodge you have.
  • Some of the armor sets have been separated into -over and -under armors (leech/lampther, armordillo/bouilli) to allow set mix-ups.
  • You can tempposture and posture to set your appearance in rooms. tempposture is cleared on room move while posture persists.
  • Chud minions don't suck ass and are easier to keep around.
  • Cat Ears is a proper mutation now.
  • Ammo pouches, bandoliers, and vests now exist; they store ammo more efficiently than just carrying it, and can automatically be reloaded from. This is compensation for an upcoming ammo weight rework.
  • Eelskins are now immune to bends, lose thirst in water and move very fast in the water.
  • Dodging status effect grenades (flashbangs, THC, etc.) now works properly instead of being harder the more reflexes you have.
  • Few information commands were added:
    • @grindreport to see how much you left to grind.
    • @owned to see your possession (boats, apartments, planes).
  • Smoke bombs are now on par with Writhing Smoke.
  • Things stolen from Cialis Tower safes in Corpclave and stereos from other apartments now count for Burglar job.
  • PLEASE SEND HELP