Current Events: Difference between revisions

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=== Other ===
=== Other ===
* Salamander got reworked - now you have to trade stress AND food for increased heals for whatever reasons (2297 on *clp).
* Preference to allow other people to loot your corpse has been added. (2351 on *gr)
* 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)
* 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)

Revision as of 17:45, 6 December 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

  • Salamander got reworked - now you have to trade stress AND food for increased heals for whatever reasons (2297 on *clp).
  • 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