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Sloth Broken!

·8044 words·38 mins

Why so many crashes and funky lag lately ?

bah.. same shit, different day… crash # 4 in the last half hour..

New features, new fun for you to enjoy soon. Crashes have been fixed by your favorite coder. (Not me, of course, but you guys know who make stuff happen these days.)

Clink

nods good point - lairs and search etc etc - nice additions :)

for those who can find em.

I thought of a good way for necros to find them, I’ll put it in sometime soon. That gives 5 classes a way which means everbody.

I thought of a good way for necros to find them, I’ll put it in sometime soon. That gives 5 classes a way which means everbody.[/quote:1og0vw8j]

SEARCH

See also: THIEF, SNEAK, BACKSTAB, GLANCE, TAIL, STEAL, CLIMB

Level: Thief 1, Bard 7, Druid 22

Manual: ??

This command initiates a search for hidden caches of treasure. Your

ability to find a given cache depends on how well hidden it is and

your thief level. If you find a cache, you can get and put objects

from it / into it. Thieves are generally best at this skill, but

druids are very good searchers in natural environments.

How do you figure 5 classes? I would assume perception would should work for mages but at 50 mana per cast, very expensive and unuseful.

Madmax

There is a way for mages to do it and there will soon be a way for necromancers to do it. These are two different techniques, and neither one of them is search.

There is a way for mages to do it and there will soon be a way for necromancers to do it. These are two different techniques, and neither one of them is search.[/quote:unu2xdg4]

How much more vague can you be? There is NOTHING listed in help files, ther is not a new spell or skill for mages that I can see as of 8PM CT.

practice unlearned

                Magic-User Spells:

                Cleric Spells:

                Warrior Skills:

                Necromancer Spells:

                Avatar Abilities:

Good Luck!

I don’t mean to bitch but I am getting the additude of what seems to be alot of the players these days. XP runs are being nerfed, supplicants have yet again been nerfed. Unless I am mistaken, the supplicants STILL are not yet finsished from thier original implimentation. If this was the original plan, then why not make it that way six months ago?

Yes the new ideas are good for the game, but PLEASE finish them and THEN put it in game. Don’t put part of the feature / spell / skill in then constantly nerf it because it was too powerful in someone’s opinion.

Some characters have a hard enough time playing the game as it is. Personally, when I started madmax, I knew that at 4x40 I would get 4 liches and wraithform. Add my 3 attacks and with animates, I would have 19 total attacks per round, 16 of which were mostly massacres. Since the changes to animate / supplication, I cant kill anything for decent xp solo.

Personally, all of these “poorly planned” additions are really making me lose interest in playing the game. From a casual player, it seems that the changes are being made to make our lives harder.

It has been said that “we are trying to make the game more realistic.” Well, there are alot of things that shoule be looked at before adding new stuff.

  1. How can you be thirsty underwater when you are breathing water?

  2. How can a fireball or firewind actually work underwater?

  3. Why can’t any character see what I am holding in the open?

     (Glance should let you look _inside_ containers without being seen.)
    
  4. How can I hold a light, a weapon, and someting low? I only have 2 hands with 1 finger on each hand.

  5. Other than special mobs in Cemetary of Sheol, why dosen’t healing tear apart undead and cause damage as it is listed within the help file?

  6. Why was fargate removed? I have asked this before and never given an answer. Will it ever be put back in the game?

  7. Why do some avatar spellbooks pop what seems to be all the time but some low level spellbooks (i.e. bard) hardly pop?

I challenge the upper level imms to answer these questions publicly.

To Jake, I agree the voting is a good idea but I’m sorry, I cannot and will not vote as long as changes continue to be made that are poorly thoughtout and implemented.

THIS IS A GAME. IT IS SUPPOSE TO BE FUN. CURRENTLY IT IS TOO MUCH WORK!

MADmax

I know they are new and all but has anyone tested if putting things in these lairs is vaultish in nature…

I guess what I mean is will items in them survive a crash?

brand :twisted:

Madmax: if you would like to immort and help finish the supplication mobs or anything else, your application is welcome.

Brand: some will, some won’t. Default is no, they won’t. If it says a lair looks secure when you look at it, then it will. There aren’t any like that yet, though. I’m not really sure what one would do with such a thing, but it seemed like it might be fun.

I guess I am an upper level Imm but I will pass on any silly challenge that I could give two shits about.

Madmax, there are 1185 muds currently listed on TMC, If you are so sick and tired of us then I’m sure you can find one you enjoy there…even if it is shortlived.

Happy hunting,

Splork

PS,

The help file has been in for the mage spell change but as usual your lazy ass is waiting for Strider or Blackmore to find the answer for you.

:twisted:

Don’t want to pour gasoline on the fire, but I have only a humble question regarding recent changes and possible implications.

Lately I and some other players have been cycling the climber in BH for climb sb. He popped a lot of empty knapsacks but no sb. Is that just a series of unlucky pops or the sb is lost in cyberjunk?

Thanks for any no-nonsense reply :)

Serious comment to Madmax and a few others who seem pretty unhappy. As you say, this is a game. Not voting for Sloth is silly, it’s a kind of silly blackmail whihc in the end doesn’t work and just hurts the game you seem so passionate about.

I have really bounced this whole thing about change around in my mind a lot lately. i was seriously addicted to Sloth at one time (it actually started to affect my marriage and my work). The truth is that for many of us Sloth was/is an escape from reality. the game is addiactive, and much of the pleasure comes from being the familiarity. As such i have often been upset by changes etc. I personally believe that at it’s core the game is not as enjoyable as it used to be, and all the complexity has actually turned the game into exactly what I never (and I know a lot of the admin used to state they never) wanted it to be.

I have played quite a few MUDs and the beuaty of Sloth has always been its simplicity. Sloth is a delicately balanced game, deceptively simple, yet actually highly complex. I personally feel it has been turned into just another overcomplicated MUD, and ultimately I do believe that will be its demise.

In the meanwhile, however, some advise i was once given about churches: “You don’t change the food in a restaurant unless you become the chef”. Just as the pastor of a church sets the vision for a church, so the creators on Sloth set the agenda. Don’t be fooled into thinking anyone on the immort list has any influence under creator level, ultimately they don’t. The vision is set by whichever creators are able to be the most active.

Jake has clearly decided to take a back set, Blaster is now in the army, that pretty much leaves Splork and Kjartan. Becoming an immort allows you to work on things, but realstically almost noone has any chance of working their way up to Creator, and if you did it would take 10 years. That is why we see so many immorts (Toxis, Wasp, Alana to name a few), get to a certain level and ultimately go inactive.

if you still enjoy the game play, but I have personally pretty much given up playing, I don’t overall like the direction the MUD has taken, and i will probably never be an addictive player again. If you are seriously unhappy, give it up, take a break try another MUD. The direction of the MUD has been set. Voice constructive criticism and my experience it is heard suprisingly often, but you will not change the vision.

Threaten not to vote and while Kjartan will be diplomatic and Splork will be his usual “screw-you” self (I must say he was pretty controlled here), actually it makes no difference. No-one wants you to leave, but don’t get to 50 years of age, and look back and realize you wasted years on Sloth you could have spent doing something rea. This is a game, get your perspective. If the game closed tomorrow and that where to devastate you, get a reality check and sort out your priorities.

I can think of two uses right quick:

Guild caches - IE warrior/thief/druid etc. It’d be cool to have some sort of cache where players can stick “donation” eq for other people. There are times I may have some item valued 500k to 1 mil, I’d rather not drop it somewhere where it’s lost in a crash but if someone else could use it I’d be happy to donate. It’d kind of be cool if only prime characters could look in their cache, warrior prime to use the cache in the warrior guild, but that’s not important.

Temp caches - It really stinks when temp eq poofs on a crash. I can’t think of anyone these days who even uses temp eq besides choppers. It’s really quite too much hassle, especially with the pop rates on temp eq. Temp eq should pop 1 in 3, or 1 in 2 maybe. Anyway, perhaps a few caches on Lyme could help improve the usefulness of temp eq?

Charles

I think some of madmax’s questions were pretty insightful, and if kj and splork felt “challenged” by them, well you can remember the reason he asked them is to have them thought about and gasp possibly changed.

I know things can change for the better, because it happens sometimes. Some of my own brainchildren have even found their way into the mud.

To call a long-time player’s pent-up frustrations and well-thought questions a “silly challenge” seems ruder than neccessary.

To focus in on the smallest part of his argument (sups aren’t finished yet) and ignore his point “recent changes are poorly planned” seems like a sad waste of time on his part and the immorts.

I personally am interested in the answers to 3, 5, and 6. Then again, I’ve had my share of been mortally wounded, drowning, and thirsty at the bottom of a well too.

Hope you don’t read too much into my cynicism, I think the immorts are working pretty hard with the unfortunately common flaw of humanity – they mess up sometimes.

PS: Love the most dangerous mob boards!

Don’t bother, guys, it’s much easier to make some of us vote 10 times/day to bring more and more silly newbies than to answer silly questions about the changes! :)

I still think Madmax whines too much. Can search really make one feel that bad?

It has been said that “we are trying to make the game more realistic.” Well, there are alot of things that shoule be looked at before adding new stuff.

  1. How can you be thirsty underwater when you are breathing water?

  2. How can a fireball or firewind actually work underwater?

  3. Why can’t any character see what I am holding in the open?

     (Glance should let you look _inside_ containers without being seen.)
    
  4. How can I hold a light, a weapon, and someting low? I only have 2 hands with 1 finger on each hand.

  5. Other than special mobs in Cemetary of Sheol, why dosen’t healing tear apart undead and cause damage as it is listed within the help file?

  6. Why was fargate removed? I have asked this before and never given an answer. Will it ever be put back in the game?

  7. Why do some avatar spellbooks pop what seems to be all the time but some low level spellbooks (i.e. bard) hardly pop?

[/quote:3o9ev0in]

A very similar list like this from a year or two ago used to have many other things on it, including:

8 ) How can you chop an arm off of a snake?

  1. Why does a squirrel have gold coins?

  2. Why can’t I control any useful mobs?

  3. Why do I have to use “ping” to find out when an area repops?

These have all been addressed with [i:3o9ev0in]additions[/i:3o9ev0in] to the game. Some are completely unique to Sloth as far as I know. None of them have made the game particularily more challenging, but more interesting. Of course, this is subject to your point of view, period in which you started playing the game and present emotional state.

We are currently going through the whole mud and adding more detailed sector information to support more diverse lairs. We also plan to leverage this information for some interesting variations on spells and skills. Perhaps we’ll get around to addressing the first two points on your list through that effort. But, even though we might add some strengths to firewind in Hell, there will be people who will focus only on the fact that firewind won’t work as well underwater. According to what I can ascribe is your definition of more complicated, this qualifies. We look at it as more interesting and more plausible (Madmax called it realistic, but this is fantasy). Would this make you happy or not? I’m not suggesting the answer will have direct corelation to its implementation, but certainly you can try to influence it with valid opinions.

As far as inventory is concerned, I always operated under the assumption that everything in your inventory was in some sort of sack. We can change a few lines of text to remedy this if it really bothers you. Either that or we can change a few lines of text to say that the person is juggling the items really really fast, but it doesn’t seem as plausible.

As for your concerns about us getting these things perfect the first time: We just can’t, as it is not humanly possible. When we added 4 new classes (yes, more challenging and complicated) we asked players to help test on a test mud so that it would go in right. There was less than enthusiastic cooperation (though I don’t blame any players for this). The mud is a complicated environment and it is easy to miss reprecussions of small changes without interaction with a lot of players. How do you propose vetting out all of these reprecussions without putting them in game or having a heavily used test mud?

Either way, the mud will continue to change through our efforts to make it better. It is easy to blame missed expectations of a character’s strengths on changes in the mud. I’ve done it myself. Please keep in mind when “planning your character” that if you are basing it on something that seems too good to be true, it probably is.

However, you should also keep in mind that more than likely, there will be new features available to your character at some point that you weren’t planning on when you started it.

Peace,

Clink (ask a question and you’ll never get a short answer out of me)

I’ll answer the question about mages…

The telepathy spell was modified to indicate caches. I’m not much of a mage and haven’t tested it yet, however the help file says it will show them now.

I was actually teasing the imms about changing telepathy so it would be useful now, and they informed me that they beat me to the punch.

Don’t know what’s in mind for necros, we’ll have to see.

Ok, here is a more detailed and less diplomatic response:

  1. I and the other immortals are working on this game for free. It’s odd that you, who have derived a year or so of enjoyment playing it for free, should come on here and demand that we work harder for free.

  2. My comment about joining the imms and helping finish supps applies to contributing to any of the problems Madmax mentioned. If any of you guys want the mud improved then you should consider immorting to help out. We pay attention to what the immortals of all levels have to say about the changes (we even pay attention to the players, but we pay attention to the immortals more). We would like more immortals to comment. Also, note that bitching about stuff on the crier is less likely to help than asking nicely - we’re only human, and we (or at least I) tend to disregard arguments of the form “You suck when will you undo your recent changes they gave me -1 I hate them!”

  3. I don’t know where you guys get the idea we are trying to make this game more realistic. I certainly never said that - I am trying to make it more immersive, and stupid stuff like squirrels with gold etc. makes it less immersive. As has been repeatedly pointed out, we’ve got magic! How realistic is it going to be? Much of the stuff Madmax listed seems like it’s exactly the sort of thing he complains about elsewhere in his post - would you really like it if all your spells did totally different stuff underwater, as in D&D 1.0?

  4. The way to make changes more solid before they go in, as Clink pointed out, is to run a testmud for a while with live players and see how it goes. That has the downside of splitting the playerbase. It also makes players spend a bunch of time advancing a character they don’t get to keep, and it puts an administrative burden on the admin. This is a pain in the ass; we aren’t going to do it for anything less major than the new classes. That means stuff will go in and sometimes cause a few crashes and sometimes eventually get nerfed a bit. If you can’t handle nerfing, I’d suggest you try a single-player game that comes in a box, or something like counterstrike that has no persistent characters.

  5. As was also pointed out, stop trying to blackmail us by witholding your vote. It wouldn’t make any sense for us to work on a mud in ways that we don’t enjoy for free because someone is threatening to do stuff that makes the mud less popular. In that case the logical thing to do would be to leave (and ideally shut the mud down). In fact, I think I am technically required to ignore these threats, because we aren’t allowed, by the rules of the voting site, to do stuff for people so that they will vote.

  6. If anybody is voting more than allowed by the voting site rules, for example ten times a day, please stop it.

  1. The way to make changes more solid before they go in, as Clink pointed out, is to run a testmud for a while with live players and see how it goes. That has the downside of splitting the playerbase. It also makes players spend a bunch of time advancing a character they don’t get to keep, and it puts an administrative burden on the admin. This is a pain in the ass; we aren’t going to do it for anything less major than the new classes. That means stuff will go in and sometimes cause a few crashes and sometimes eventually get nerfed a bit. If you can’t handle nerfing, I’d suggest you try a single-player game that comes in a box, or something like counterstrike that has no persistent characters.[/quote:2btbf7bb]

Ok, this I can suggest a couple things to make the life for the players more livable in a ‘beta’ type environment.

There’s differing opinions on reseting and keeping the mud up. My personal feeling is that stability is good. Crashes are discouraging. Lots of folks like resetting cash levels on shopkeepers. Others like having a bunch of spellbooks lying around.

Suggestion for improvement: Make crashes/resets more transparent.

Possible ways to do this:

  1. Make shopkeeper inventory at least somewhat persistant.

  2. Make unsold items poof after a while and give the cash back to the shopkeeper.

  3. If you can figure out 2), you can make spellbooks persist across crashes and still have a need to pop them once in a while.

  4. Have the junk command give coins. If the junk command gave 1/5th the value of an item, you would still be able to get the item out of circulation and it would still be preferable to sell the item at a shop.

  5. I thought there was a feature to reset the mud without disconnecting players… is it ever used?

  6. Having a way of clearing mob’s pissed list without reseting (ie. waiting 6 hours) would be a definate plus.

  7. I’m sure I’m forgetting a ton of stuff.

You could kinda do most this at once by creating a 6 and/or 12 hour update points that checked for this kind of stuff. The perm caches could help out tremendously with a lot of this too.

If you don’t have time to code this kind of stuff, but think it might be useful, I can certainly lend a hand.

If crashes are more transparent, everyone will be happier. I think. Maybe. Where’s Grog when I need him? STOMP STOMP

  1. Make shopkeeper inventory at least somewhat persistant.[/quote:3skfb1j4]

This is a big one; maybe someday.

[quote:3skfb1j4]2) Make unsold items poof after a while and give the cash back to the shopkeeper.[/quote:3skfb1j4]

Yeah, sounds like a good plan, I’ll do it. Maybe a fraction of the cash, anyhow. What’s a good half-life, twelve hours?

[quote:3skfb1j4]4) Have the junk command give coins. If the junk command gave 1/5th the value of an item, you would still be able to get the item out of circulation and it would still be preferable to sell the item at a shop.[/quote:3skfb1j4]

Or we could make more janitor mobs that get rid of items that have been lying around too long.

[quote:3skfb1j4]5) I thought there was a feature to reset the mud without disconnecting players… is it ever used?[/quote:3skfb1j4]

It’s in there… but I have never seen it work. It allegedly worked at one time, but that was while I was gone. A couple of times coders have made efforts at revamping it and given up.

[quote:3skfb1j4]

  1. Having a way of clearing mob’s pissed list without reseting (ie. waiting 6 hours) would be a definate plus.

[/quote:3skfb1j4]

That’s relatively easy, I’ll add it soon.

[quote:3skfb1j4]You could kinda do most this at once by creating a 6 and/or 12 hour update points that checked for this kind of stuff.[/quote:3skfb1j4]

Actually that’s probably not a good approach - anything that writes to disk needs to happen every time there’s a transaction, so that the state of the files on disk is always consistent with the state in-game. Otherwise you end up with cloning problems related to crashes.

[quote:3skfb1j4]If you don’t have time to code this kind of stuff, but think it might be useful, I can certainly lend a hand.[/quote:3skfb1j4]

Thanks for the offer, but we aren’t looking for more coders right now and I find that it’s not a good idea to bring in external code.

  1. Make shopkeeper inventory at least somewhat persistant.[/quote:n05gr2np]

This is a big one; maybe someday.[/quote:n05gr2np]

I’ll grant it seems big, but you may be able to MUDL it. For instance, say I’m the BH Auctioneer. If someone sells me a duplicate item, I check to see if I have one cached. If not, cache it. Every few ticks, check my cache and see if I have an item cached that’s not in inventory. If I do, take the item out of cache and offer it for sale. Since caches can save, it persists. Might not work, but seems like something Akasha or one of the other MUDLers could manage.

[quote:n05gr2np]2) Make unsold items poof after a while and give the cash back to the shopkeeper.[/quote:n05gr2np]

Yeah, sounds like a good plan, I’ll do it. Maybe a fraction of the cash, anyhow. What’s a good half-life, twelve hours?[/quote:n05gr2np]

This is actually what I was referring to with the 6-12 hour updates. Your points about saving every transaction are of course correct. If there was a 6 hour update that scanned the bottom half the shopkeeper’s non-perm inventory and got rid of it (If you wanted to do it plausibly, he could offer a sale where mobs purchased items), Theoretically, items would be offered for sale between 6-12 hours and discarded if unsold.

[quote:n05gr2np]4) Have the junk command give coins. If the junk command gave 1/5th the value of an item, you would still be able to get the item out of circulation and it would still be preferable to sell the item at a shop.[/quote:n05gr2np]

Or we could make more janitor mobs that get rid of items that have been lying around too long.[/quote:n05gr2np]

I supposed this would work as well, though I’m not sure if janitors actually eat items of just hold onto them until someone kills them. The idea was to keep the item list compact.

[quote:n05gr2np]

  1. Having a way of clearing mob’s pissed list without reseting (ie. waiting 6 hours) would be a definate plus.

[/quote:n05gr2np]

That’s relatively easy, I’ll add it soon.[/quote:n05gr2np]

Thanks. :)

Ok, I have done two of them, incor:

Shopkeepers will now occasionally convert items back to gold if their inventories get big enough, oldest items first. They will never convert anything newer than an hour.

Mobs will clear their pissed lists occasionally. This is done randomly, not at any fixed interval, but it should on average happen once per rl hour.

Ok, I have done two of them, incor:

Shopkeepers will now occasionally convert items back to gold if their inventories get big enough, oldest items first. They will never convert anything newer than an hour.[/quote:9ni31h6b] Thanks :) Will be nice to be able to sell things when the mud’s been up for a few days!

[quote:9ni31h6b]Mobs will clear their pissed lists occasionally. This is done randomly, not at any fixed interval, but it should on average happen once per rl hour.[/quote:9ni31h6b]I’m really happy to see this too - I’ll say on behalf of the hordes of newbies who attack, say, they Valkyrie mayor: Thanks!

Must be pretty ugly to piss off a mob you spend a lot of time around but can’t kill, and then have him stay pissed at you for 3-4 RL days :)

Thanks Kj. :)

Not sure how it’s working, but the rate seems a bit high. I’ve had fights that lasted less than a tick where the mob hates me 2-3 times. :)

Ah, yes I put the check in the wrong place. It’s fixed incor, it will be considerably slower. Thanks for pointing it out.

  1. My comment about joining the imms and helping finish supps applies to contributing to any of the problems Madmax mentioned. If any of you guys want the mud improved then you should consider immorting to help out. [/quote:3f6ewmvr]

Ya’know, I usually make connections like that! My brain must have been off when I read your post (it happens around 2 AM most days). Thank’s for a lengthly reply clink, and the most recent changes being being put in by kjartan.

Anyone know what happened to limbs being cut off snakes? I don’t chop much

stone grinder in irapeute

grind stone

a stone grinder intones ‘MUDL: line 8: EXPR_LIST => BOOLEAN’

a stone grinder intones ‘MUDL: line 1: IF => BOOLEAN’

a stone grinder intones ‘MUDL: line 1: AND => BOOLEAN’

a stone grinder intones ‘MUDL: line 1: EQUALS => BOOLEAN’

a stone grinder intones ‘MUDL: line 1: SYSTEM_FUNCTION vnum => INTEGER’

a stone grinder intones ‘MUDL: line 1: SYSTEM_FUNCTION obj_in_inventory => OBJECT’

a stone grinder intones ‘MUDL: line 1: VARIABLE #0 = => CHARACTER’

a stone grinder intones ‘RSLT: Minstrel (CHARACTER)’

a stone grinder intones ‘MUDL: line 1: LITERAL = ’lapus-lazuli’’

a stone grinder intones ‘RSLT: lapus-lazuli (STRING)’

a stone grinder intones ‘RSLT: lapus lazuli (OBJECT)’

a stone grinder intones ‘RSLT: 69389 (INTEGER)’

a stone grinder intones ‘MUDL: line 1: LITERAL = 69389’

a stone grinder intones ‘RSLT: 69389 (INTEGER)’

a stone grinder intones ‘RSLT: true (BOOLEAN)’

a stone grinder intones ‘MUDL: line 1: EXPR_LIST => BOOLEAN’

a stone grinder intones ‘MUDL: line 1: EXPR_LIST => BOOLEAN’

a stone grinder intones ‘MUDL: line 1: OR => BOOLEAN’

a stone grinder intones ‘MUDL: line 1: EQUALS => BOOLEAN’

a stone grinder intones ‘MUDL: line 1: (null) => STRING’

a stone grinder intones ‘MUDL: line 1: VARIABLE #4 = => STRING ARRAY’

a stone grinder intones ‘RSLT: stone (STRING ARRAY)’

a stone grinder intones ‘MUDL: line 1: LITERAL = 1’

a stone grinder intones ‘RSLT: 1 (INTEGER)’

a stone grinder intones ‘RSLT: stone (STRING)’

a stone grinder intones ‘MUDL: line 1: LITERAL = ’lapus’'

a stone grinder intones ‘RSLT: lapus (STRING)’

a stone grinder intones ‘RSLT: false (BOOLEAN)’

a stone grinder intones ‘MUDL: line 1: EQUALS => BOOLEAN’

a stone grinder intones ‘MUDL: line 1: (null) => STRING’

a stone grinder intones ‘MUDL: line 1: VARIABLE #4 = => STRING ARRAY’

a stone grinder intones ‘RSLT: stone (STRING ARRAY)’

a stone grinder intones ‘MUDL: line 1: LITERAL = 1’

a stone grinder intones ‘RSLT: 1 (INTEGER)’

a stone grinder intones ‘RSLT: stone (STRING)’

a stone grinder intones ‘MUDL: line 1: LITERAL = ’lazuli’'

a stone grinder intones ‘RSLT: lazuli (STRING)’

a stone grinder intones ‘RSLT: false (BOOLEAN)’

a stone grinder intones ‘RSLT: false (BOOLEAN)’

a stone grinder intones ‘RSLT: false (BOOLEAN)’

a stone grinder intones ‘RSLT: false (BOOLEAN)’

a stone grinder intones ‘RSLT: false (BOOLEAN)’

a stone grinder intones ‘MUDL: line 6: EXPR_LIST => STRING’

a stone grinder intones ‘MUDL: line 5: SYSTEM_FUNCTION msg_character => STRING’

a stone grinder intones ‘MUDL: line 5: VARIABLE #0 = => CHARACTER’

a stone grinder intones ‘RSLT: Minstrel (CHARACTER)’

a stone grinder intones ‘MUDL: line 5: LITERAL = ‘You do not seem to have anything to grind…’’

a stone grinder intones ‘RSLT: You do not seem to have anything to grind… (STRING)’

You do not seem to have anything to grind…

a stone grinder intones ‘RSLT: true (BOOLEAN)’

a stone grinder intones ‘RSLT: true (BOOLEAN)’

a stone grinder intones ‘RSLT: false (BOOLEAN)’

a stone grinder intones ‘RSLT: false (BOOLEAN)’

a stone grinder intones ‘I have allocated 0 items that I didn’t free.’

a stone grinder intones ‘One is cmd line.’

a stone grinder intones ‘One is parse cmd line.’

a stone grinder intones ‘One is string literal.’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (1).’

a stone grinder intones ‘One is mfn_range.’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (1).’

a stone grinder intones ‘One is mfn_range.’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (1).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (1).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (1).’

a stone grinder intones ‘One is mfn_range.’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (1).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (1).’

a stone grinder intones ‘One is mfn_range.’

a stone grinder intones ‘One is mfn_description_c.’

a stone grinder intones ‘One is mfn_short (mob).’

a stone grinder intones ‘One is mfn_long_o (1).’

a stone grinder intones ‘One is string literal.’

a stone grinder intones ‘One is mfn_range.’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (1).’

a stone grinder intones ‘One is mfn_range.’

a stone grinder intones ‘One is mfn_range.’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (1).’

a stone grinder intones ‘One is mfn_range.’

a stone grinder intones ‘One is mfn_description_c.’

a stone grinder intones ‘One is mfn_short (mob).’

a stone grinder intones ‘One is mfn_long_o (1).’

a stone grinder intones ‘One is string literal.’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (1).’

a stone grinder intones ‘One is mfn_range.’

a stone grinder intones ‘One is mfn_range.’

a stone grinder intones ‘One is mfn_range.’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (1).’

a stone grinder intones ‘One is mfn_range.’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (1).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (1).’

a stone grinder intones ‘One is mfn_description_c.’

a stone grinder intones ‘One is mfn_short (mob).’

a stone grinder intones ‘One is mfn_long_o (1).’

a stone grinder intones ‘One is string literal.’

a stone grinder intones ‘One is mfn_range.’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (1).’

a stone grinder intones ‘One is mfn_range.’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (1).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_split (2).’

a stone grinder intones ‘One is mfn_spli

#SESSION ‘sloth1’ DIED.

#THERE’S NO ACTIVE SESSION NOW.

Ok, the spamming problem is fixed. Unfortunately the reason it was spamming is that some well-meaning immortal coughI suspect Eneacough had turned on trace mode to figure out an underlying problem there, and it appears to be as-yet-unfigured-out. I’m sure we’ll sort it out.

[quote:12swbvwx]

#SESSION ‘sloth’ DIED.

#THERE’S NO ACTIVE SESSION NOW.

ingame

#Trying to connect..

#SESSION ‘sloth’ DIED.

#THERE’S NO ACTIVE SESSION NOW.

ingame

#Trying to connect..

#SESSION ‘sloth’ DIED.

#THERE’S NO ACTIVE SESSION NOW.

ingame

#Trying to connect..

#SESSION ‘sloth’ DIED.

#THERE’S NO ACTIVE SESSION NOW.

ingame

#Trying to connect..

[/quote:12swbvwx]

It has been up continuously except for a normal-length 3 am reboot last night. I think the problem must be at your end.

some strange words again..

drangr warrior (supplicant):

$n strikes the butt of his spear on the ground.

$n utters a startling battle cry!

The drangr should be fixed now.

as long as we’re on it Knock charms don’t work :)

l gateway

The gateway is closed.

use charm gateway

You activate a sidhe charm of knock.

Knock on what?

as long as we’re on it Knock charms don’t work :)

l gateway

The gateway is closed.

use charm gateway

You activate a sidhe charm of knock.

Knock on what?[/quote:2mtu70sr]

Should be fixed next crash or reboot.

Thanks :)

Juju, chant resurrection appears to be broken atm.

Master won’t take corpses, and even if you have plenty on the floor

it won’t let you chant, says ’need more souls etc’.

Brokenhearted because he can’t get a Juju,

Aa

carve corpse and embalm corpse don’t work either. They don’t recognize that the object is a corpse.

Sacrifice and switching gods still works

Ok, this stuff should be fixed next crash or reboot. (Any imms reading this who feel like rebooting, go for it.)

Thanks Kj.

hi,

is this a glitch page? i think this is a glitch page..

i noticed that some mobs flee in large groups for no reason.

i dont know if this is normal but, it is strange.

Example:

A servant of Blaster arrives from the south.

A servant of Blaster panics, and attempts to flee.

A servant of Blaster leaves west.

A servant of Blaster arrives from the west.

A servant of Blaster panics, and attempts to flee.

A servant of Blaster leaves north.

With that example, I think it is just one mob that you had previously attacked but never killed. You are in a room and the mob walks into the same room from the south, it sees you and is so freaked out that it fled out of the room to the west, but in its panic it came straight back in again from the west, saw you again, then continued to panic and fled back out again, this time to the north. Flee can make you pass through a number of rooms in a very short time.

If you had attacked a number of mobs in the same area over a period of time, but they had all fled before you finished them off, then it is also quite possible that 5 minutes later you could walk into a room and several of those mobs could already be in there, in which case most of them would see you, go into a panic, and flee all at the same time.

Mobs generally try to flee if you have attacked them at some prior stage but never quite finished them off but only gave them a reason to be scared of you. Of course, other mobs will instead attack you on sight for the same reason hehe..

Why does the Juju Zombie invis itsself ? It’s just wasting mana :(

Oh jees, cry me a river. I will fix this when I actually get around to fixing the power of the juju so that extra mana can be of use :twisted:

Enjoy,

Splork

:P

And another thing, I went to ship a spellbook this morning, but quickly changed my mind when it was 185k gold to ship and receive. So I did a quick reclaim, but the postman sure didn’t give me a refund.

Anyone else having this problem?

If you want to see how much an item will cost if shipped, just type: ship with no target and the postmaster will tell you how much it will cost. This is a feature, not a bug. :)

I should have known. Well, I guess that’s what happens when I haven’t played forever and a day.

While I’m logging comments, Hmmm…any advice on what entrench does?

And I need a short list of some solo hex token mobs on SS.

Anyway, decided to re-tool my old thief char, so if anyone has a glinting, ebony shoulder guards, black opals or extra jj-disk comps, I’ll be happy to buy them from you.

Thanks,

Icefyre

I think I can answer the entrench one. First, to use it, you have to be on point, if it suceeds, it costs about 40 movement. From what I can tell, it makes you a lot harder to bash. On the plus side, when you’re not getting bashed, you get lagged a lot less. Nice if you have a whiner. I’ve also heard rumors that it makes you harder to throw out of a room, though I’ve been thrown around plenty while entrenched.

Welcome back and happy hunting.

btw still

use charm door

You activate a sidhe charm of knock.

Knock on what?

<222hp 68ma 86mv>

l door

The door is closed.

<225hp 69ma 88mv>

use knock door

You activate a sidhe charm of knock.

Knock on what?

still don’t work ;)

i was killed and can talk during dead and see what group do. then I was raised but still see all this re-equiping spam even while sleeping. think it should be some sort of bug maybe added with ’talk with dead’ spell.

Hmm, now it’s gone but i’m really ask to fix it anyway. I’ll kill myself if someone cast this spell on me again :)

another broken charm ;)

use charm corpse zombie

You activate a sidhe charm of animate dead.

You have to specify an appropriate target!

As of next crash or reboot

  • knock charms work (I even tested it)

  • animate dead charms work (I sort of half-tested it)

  • the speaking undead vixn problem is fixed (didn’t test that one, but I’m fairly confident)

  • a bunch of mobs will have lairs (around 5%-10%). If you’re cycling a mob and he doesn’t pop,he might be popping in a lair. Exactly which mobs have lairs will change from reboot to reboot, but not within a single reboot (that is, not when the mob is killed).

Thanks Kjartan! :)

Is it possible to not find a lair even if you do a search in a room where there actually is a lair?

Yes. (1) you might fail your search skill; you can only learn it to 95%, so 5% of the time you will fail. If you search twice this is reduced to 1 in 400. (2) you might be too low level to find the lair. This at first reduces your chance and then makes it impossible. This will be pretty rare, and won’t ever happen to a lvl 40 thief. Searching repeatedly will help with this unless you are way too low. (3) we may deliberately construct a lair that can’t be found with search, in which case you’d have to figure out where it is from the room descriptions. This wouldn’t happen with these random lairs, though, just with one someone deliberately made un-searchable. Generally we would only do this if we also gave some strong reason to suspect there was a lair there, e.g. some other mob had told you there was.

great, thanks for the info. :)

Yikes, looks like I got alot to catch up on here. Great to see the coders are still active. Splork and Kjartan are awesome. :D

looks like the resist fire/cold on minidemon brooch’s isn’t working…unless I missed something…

looks like the resist fire/cold on minidemon brooch’s isn’t working…unless I missed something…[/quote:hmsj0ig0]

Resist fire/cold equipment was changed a couple of months ago. It doesn’t provide as much resistance as the spell, but it stacks, so theoretically you could build a ‘resist fire set’ that collectively gives you really huge resistance. Probably the broach by itself only provides 10% or 20% resistance, not 50% like the spell. This is explained in some old news, but I don’t immediately know how to search news archives.

I have a couple requests.

#1. could we please have negative affects like chill touch and disintigrate show up in your score, like entangled in webs and demon possession?

#2. the peri can cast its blessing on you when you are blessed, but you can’t bless yourself if it falls while his blessing is up.

Thanks,

Aaron

#2. the peri can cast its blessing on you when you are blessed

Is that with grace or unholy aura or something?

My (Acme’s) peri has never blessed me when I had bless up that I have seen.

Yeah Mace, It happens to me frequently. I tried switching to aura when the Unknown Blessing was up and it said I was too holy or whatever.

<- wishing he could have taken perm sanc instead of spectrolite charm.

Someone told me that the peri’s blessing gives you bonus to hit and saves. So both have to fall off before you can bless again.

I think, maybe, yeah …. sleep deprived brain … can’t … think … can’t … remember … arrrrrgh!!!

If a player is lucky enough to be affected by chill touch, it will now show up in score–well after the next reboot…

Enjoy,

Splork

Someone told me that the peri’s blessing gives you bonus to hit and saves. So both have to fall off before you can bless again.[/quote:1jnq394d]

just +hit i think, 3 to be exact

now, spellsaves showing up somewhere (maybe score stat?) would be kinda nice too

Thanks Splork :D