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Let the war begin! - Posted by Ambriel on 12/09/2008 11:09
From now on we will introduce a new/old keep system into the game which will be somewhat similar to what u remember of do3 but also somewhat different in many ways. First of all the keep system is primarily for guilds, but non-guild members could also have important influence in this whole new system.
So whats new and whats old?
old is - that there will be keeps which will most likely have guards which you have to kill to step on pads to take over the keep - that every guild can take over several keeps and (in a later stage after the basics are tested) take control over town guardzones
So lets talk about the new things:
First of all the keeps wont be fixed structures (at least not mainly) like they used to be in do3. Instead guilds can buy special deeds to keeps in different sizes, looking exactly like: wizard tower, tower, stone keep, keep, castle, marble keep. These keeps can be placed as normal as used as house like u used to BUT all guild members can use it and you wont get any keys, tho the doors will be locked of course. It is up to the guild to place proper defense by either placing npc guards, cannons, catapults, cannoneers, traps or whatever comes in your mind. But read the new rules for this below! Of course if your guild is under attack every guild member gets a warning so you can prepare defense! Taking over a keep will need 2 steps: (of course only other guilds can take over keeps, as only guilds can place keeps!) 1. you have to besiege the keep for 30 minutes by taking and holding all siege pads located near the entrance. 2. once the siege pads are held for 30 minutes the doors of the keep will unlock. Inside there will be takeover pads which you have to take and hold for another 30 minutes! Of course you will have to deal with all defenses meanwhile and stepping of a pad means the timer is reset. Each keep will have a minimum requirement of placing it and a minimum requirement for taking it, ie a tower will need at least 6 guild members to place or to take it over, so big guilds wont be nagged by small guilds to often :P
However a 2nd way of battle which could technically also be done by non-guild-groups is to destroy a keep. This has to be done by placing siege weapons next to it and firing at the keep. Of course each keep will have a certain amount of hitpoints taking quite some time and ressources to take it down but its at least a way for others to get rid of a keep :P
There is no other way to remove/destroy a keep, they will not even decay unless the guild itself is removed.
So what is the use of all this? Why should any guild invest in a keep if it can be taken over or be destroyed?
Of course you will have a huge (not to say unlimited) storage inside this keep for the use of all guild members, you can create your own big defense system even attacking ppl who just come by (if needed). But the main thing about it is CONTROL. Each keep will start with a control radius of 20 tiles from the centre of the keep. You can view every npc and player within this range (and at a later stage even control it at some point) This includes for example rare rides, so if you have a large array of keeps you will always know if a rare ride is within with exact locations given. Same with players! Each keep has a max range of course, but once the range reaches the centre of a town there will be options to take over this town and take full control over it, starting with gz control. We will add new features to this system every now and then and you will be able to get these upgrades. For start only keeps are enabled as noone will be able to take over a town from start! However further plans are:
- enhanced town control with options to lock down items in town, place vendors, even set rents - Tax system for keeps, allowing guilds to demand a tax from ppl having houses placed within their range. Of course there wont be a system to charge the taxes :P the guild will have to do it their way :P - Controling ressources: allow, disallow mining, lumbering, fishing within the range of a keep
And some other stuff, but consider we introduce this as a test first, see how it goes. We wont introduce anything which will piss off the majority of players :P So dont expect everything you ever wanted.
Restrictions:
You will not be able to place a keep within the range of another guilds keep. Keep range will grow to max unless there is another keeps range crossing with it. Once a keep is placed you will not be able to redeed it (at least not at start). This is because the system registers and calculates each keep placement and it might confuse other keep ranges etc...
Rules:
- You are not allowed to block the siege or takeoverpads in ANY way. Of course you can place stuff to make it harder to get there but anyone should be able to get there (otherwise i will disable lockdown of items inside the keeps!) - As due to above rule you are allowed to combine other keeps and houses together but again not surround it with full fence UNLESS you keep the entrance unlocked! - Again, you are allowed to place normal structures like gardens as entrance BUT in this case you are not allowed to use the kickout or ban function! - It is illegal to change war settings / alignment of the guild during a siege/takeover
Tips:
Place multiple keeps near each other, cause then another guild will have to take or destroy em all to get control over this area, otherwise they wont as the other keeps will cut the range of the enemy keep!
Last notes:
As said, this system is a bit more complicated than the old but hopefully will make a lot more fun due to the features. At start the basic keep war system will be enabled only, with adding town control as next step if the tests are successfull.
When attacking a keep in any way will automaticly put the guilds into war! Trying to take over a town will automaticly turn the attackers red for the time, but read about town takeover when the system is enabled.
Keep architects will be placed in the major blue/pk towns.
If there are any issues pls report em properly, prefered by irc contact as pages dont have the possibilities to go into detail. As said, there will prolly be a lot of bugs at start as its a mass-player system which can only be tested properly with active players. Ive done as much testing as it was possible alone with multi clients :P Any bugs leading to loosing a keep or its contents will be fixed first, then you will get replacement for what you lost (with either solid proof, by screenshots, or exact time so we can check logs and saves :P) IF anything serious goes wrong we will temp disable the system again till everything is fixed! Hopefully there wont be any big issues :)
Feel free to pm me with suggestions about further features of the keep system :) I will start placing the new keep architects now :)
Bless gems - Posted by Ambriel on 05/09/2008 13:09
There are plans to bring back bless and invulnaribilty gems to the shard, tho in a bit different ways. The discussions on "how easy" they are to get is still ongoing. But until final decissions are made one type of bless gem is available right now: From now on you can be able to bless (newbie) clothing with a gem, craftable by blacksmiths for 1 darkdeus ingot and 100 diamonds! To craft em you need gm blacksmithing and gm magery and to use it gm tailoring and gm magery. As you can see this will most likely be a more common bless gem, gems for armors and weapons will definitly be a lot more rare.
Mining on yourself - Posted by Anubis on 30/08/2008 00:08
You may now mine on the spot you are standing.
Provocation update - Posted by Ambriel on 29/08/2008 18:08
Provocation was changed so ALL monsters nearby will attack your target, not only one! Maybe this is going to be a little to powerfull but we will see.
Moving Archers - Posted by Ambriel on 28/08/2008 13:08
As archers are indeed a lil overpowered in pvp we will do a little test: From now on archers can shoot and run BUT in pvp they will only have a 1:4 chance to hit. Pvm works as normal, this penalty is just for pvp. If you stand still while shooting in pvp there is no penalty at all. Now lets see how this works out :)
Bulk order deed (.addtobulk) - Posted by Ambriel on 18/08/2008 11:08
It seems in this sphere version the working tooltip replaced the @click event, which means for you single clicking items wont do anything anymore. For bulk deeds this means you cant single click it anymore to add items to it. Thats why i just put in a function .addtobulk, which does basically the same, maybe thats even more interesting for u... This is a temporary solution, later this function will automaticly add ALL items of that type u have in your pack to the deed, so u dont have to do it over and over again... however as promised, bulk deeds will be reworked anyway very soon (i just hate bulk deeds :P thats why i havent done it yet) This will include an extra exp system for crafters. (Bulks and crafting give exp and for those you get boni, like double skill gains for a certain amount of time, +x% over skillcap and other stuff... :P but it will take a while till i get to it.
Taming gains - Posted by Ambriel on 05/08/2008 20:08
Ive rescripted the taming formular (it was quite odd). Basically it changed alot now:
For those who wish to math their chances to gain the formular is as follows:
the difference between your skill and the skill of the animal + your total skill / 10.0 will result in the chance :P Example: if you have 99.0% and the animal 10.0% the gain chance will be 1:98 (difference=89 + skill factor 9 (99/10) rounded down) Or the same example with a mob with 96% the result would be 1:13 So you can see it gets a lot easier if you try to tame harder mobs!
Also this makes taming a lot easier BUT there is a huge penalty if you tame the same creatures over and over again, so the fastest gains you will get by running around and taming new mobs :P
Wrestling moves - Posted by Ambriel on 03/08/2008 12:08
Wrestling moves should now work again.
Player towns - Posted by Ambriel on 02/08/2008 14:08
One step closer to your own little village:
- NPC-Vendors Now the contract of employment deed will allow you to place almost every town npc in your own house, they will act and react like every normal town npc, just that they dont respawn if killed! say "redeed" to redeed them!
- Floor tiles We introduced some floor tiles you can buy at an architect. You can change the shape of it ONCE and then place it like a fence by linking to the house sign!