Then gate the effect to having the DASH ability in taming? The lesson cost to get that far is higher than the absolutely trivial price of the dash anklet. That way, there's still an investment involved.
Would it be possible to add indoors/outdoors somehow to GMCP Rooms.Info.Details? It wouldn't be providing information unavailable to players normally, but it would save quite a bit of work on the fly.
Per the Clueless thread, some proposed HELP file changes/additions.
First I appended some information on different transversal methods to 2.1 MOVEMENT in this draft:
To move around in Imperian, you will first want to type LOOK or QL in order to
see what the exits from the room you are in are. You'll find the exits at the
end of the description, and to see what is beyond an exit, you may type GLANCE <
direction> or just GL . To move in that direction, you simply type
the direction, as seen below:
N, NORTH
NE, NORTHEAST
E, EAST
SE, SOUTHEAST
S, SOUTH
SW, SOUTHWEST
W, WEST
NW, NORTHWEST
U, UP
D, DOWN
IN
OUT
Sometimes, you will encounter doors. A door may be open, shut, locked open, or
locked shut. To try to open a door that lies to the north of you, the syntax
would be OPEN DOOR NORTH or OPEN DOOR N. To close a door to the north, you
would type CLOSE DOOR NORTH or CLOSE DOOR N. (As you can see, directions can
generally be abbreviated in the ways shown above.)
Naturally, before you can open a locked door, you must unlock it. To do so, you must
obtain a key for the door, which may or may not be possible, depending on the
door. There are other ways to bypass doors, but those are for you to discover.
To lock a door to the north, assuming you are holding the proper key for it,
you would do LOCK DOOR NORTH. The syntax to unlock a door to the north is
UNLOCK DOOR NORTH.
There are many ways for insidious players to hinder your movement, and you
would be well-advised to learn how to prevent them from doing so.
There are also a few other movement systems in Imperian which are explained in
their own help file:
COACHES: Limited automated travel throughout Imperian. See HELP COACHES.
SWIMMING: An ability in the Survival skillset that lets you
transverse bodies of water. See AB SURVIVAL SWIMMING.
PORTALS: A fast travel ability open to new players which lets you rapidly get
to newbie areas. See HELP PORTALS and HELP PORTAL DESTINATIONS.
PATHFINDING: Automatically walk paths to memorized LANDMARKS. See HELP
PATHFINDING.
FLYING: Certain races and classes have the ability to FLY. See HELP FLYING.
Then a new proposed help file 2.1.5 HELP FLYING:
Some races and classes have the ability to fly through the air, whether
naturally or by other means. Flying allows you to easily pass through
locations without having to worry about whatever may be on the ground, but you
will have to be careful: strong winds can blow you to other rooms.
Commands:
FLY
- Take flight to the skies above.
GLANCE GROUND / LOOK GROUND
- Take a look at what is on the ground below you.
LAND
- Return to the ground underneath you.
To move around once you are flying, you just use the same movement commands as
you would walking normally. Take note however, that you cannot fly indoors.
Feel free to fold/spindle/mutilate as you see fit! I just present it in the hopes it's useful.
[edit]: I noticed you can no longer lock doors open, so I edited out that bit.
Thanks! Leaving the post here, however as help file suggestions tend to become quite long, making this thread a bit harder to read, please submit future help file suggestions to this thread.
Is it intentional that the stun status ailment stops SETTARGET/ST? If so this only seems to penalize people whom use the game's inbuilt targeting other than their own since you can freely set system variables in your client regardless.
I have a whole bunch of things that clog up my inventory and can be traded in for a measly bunch of credits. Would it be possible to have a generic TRADEINS command that would sort and display these items with a cumulative total at the top?
Can all ethereal drops respond to ethereal and etherealcloak/ etherealchain/ etherealring/ etherealshackles
Similarly can all the wraith talismans actually respond to talisman? Idea'd this a bit back. It would make picking up the piles of them I explode on starbursting much easier.
I idea'd this a few days ago iirc but I can't find the report in my list so maybe its not doable IDK. I can re-file if the system lost it though.
Similarly can all the wraith talismans actually respond to talisman? Idea'd this a bit back. It would make picking up the piles of them I explode on starbursting much easier.
I idea'd this a few days ago iirc but I can't find the report in my list so maybe its not doable IDK. I can re-file if the system lost it though.
I will look in to this but can't making any promises. My first instinct is no due to how the items have been created, but we'll see.
I will look in to this but can't making any promises. My first instinct is no due to how the items have been created, but we'll see.
I appreciate you taking the look all the same. It'd be a nice QOL thing, especially since it's and endgame area and getting to the wraith lord chamber can involve some painful getting murderkilled getting through that clot sometimes. I don't expect you to sink a bunch of time into a QOL thing though.
Would you want me to recreate the idea report to have this ingame or is it fine?
Unfortunately, because of how the talismans were created, it isn't possible to give them additional terms.
That's unfortunate. Thanks for looking anyways!
Another QOL thing that'd be nice:
Is it possible to make the sect favour commands (SECT FAVOUR/HIGHFAVOUR [person]) work with ME as well? Presently they only work targetted at another player (or yourself via for eg SECT HIGHFAVOUR ANETTE 2 HOURS). (idea #60927 I submitted a little earlier)
To the programmer in me this seems fairly simple to do, but I speak out of ignorance of how Rapture works.
Currently, the artifact bleed glasses only tells us the targets amount of bleed from the last bleed tick they had. Is there a way we could have the current amount for it instead? Or is this just generally how bleed works in Imperian, that it solely relies on the tick? I would think it changes more per clot and bandages and so on.
Currently, the artifact bleed glasses only tells us the targets amount of bleed from the last bleed tick they had. Is there a way we could have the current amount for it instead? Or is this just generally how bleed works in Imperian, that it solely relies on the tick? I would think it changes more per clot and bandages and so on.
This is deliberate. Any change to this behavior would need to go through classleads.
Unfortunately, because of how the talismans were created, it isn't possible to give them additional terms.
That's unfortunate. Thanks for looking anyways!
Another QOL thing that'd be nice:
Is it possible to make the sect favour commands (SECT FAVOUR/HIGHFAVOUR [person]) work with ME as well? Presently they only work targetted at another player (or yourself via for eg SECT HIGHFAVOUR ANETTE 2 HOURS). (idea #60927 I submitted a little earlier)
To the programmer in me this seems fairly simple to do, but I speak out of ignorance of how Rapture works.
Done. Note that this isn't always simple, since we have different methods of determining valid present targets, and they work differently. Simple in this case, though.
Done. Note that this isn't always simple, since we have different methods of determining valid present targets, and they work differently. Simple in this case, though.
This MIGHT be a classlead issue, but I'll give it a shot.
Shadowbinding siphon currently pulls from the first available shadowveil. While this seems okay since haze use is minor for most things, it leads to situations where one veil has like 4 gems, and the other two are twiddling their thumbs at maxed 20 gems. Could this be changed to have siphon pull equally between the three veils for the same of haze generation efficiency and my overall sanity?
Siphon was always intended to stop people from having to run to their veils to haze, and the above functionality could be achieved by just going to each vail and nabbing a few gems, but, quality of life man.
Idea #60941 Reporter(s): Anette
Priority: Ideas
Reported by Anette at 2016/04/05 16:08:
Sometimes the various gambling/chance mechanics pay out with unbound credits, and sometimes they
pay out with bound credits. When it pays out with bound credits, it just says 'credits' (and
youd have to use CREDIT REPORT/etc to see they're bound). It would be clearer I think if it
specified they were bound credits when you got them.
Would it be feasible to see a return of the Change log? I know at least from my own bugs there's small fixes that don't always warrant an announce post (or make it into an announce post listing bug fixes or improvements).
Would it be feasible to see a return of the Change log? I know at least from my own bugs there's small fixes that don't always warrant an announce post (or make it into an announce post listing bug fixes or improvements).
Unlikely. Unless you want a log that just says "oops", "stupid fix", and "hmmm". Anything that plays much of a role in the game that is supposed to be public knowledge typically gets posted in an announce post collecting random changes.
I hate how some skillsets have different skills but only one of those variants can have their entire skilllist shown in AB because they have the same name. This has been bugging me for a while, and someone like @Caelya brought it up. It's especially annoying when you're trying to find info on RG's enhancements, since there is no place that they're listed in the game, and if you're not in Magick, the CHIVALRY skillset just shows Templar enhancements.
So, could something please be done about the knight artifact problem?
Specifically, the problem where knights who buy an L1 battleaxe/longsword don't get the bashing increase that any other profession would get from their artifact weapon and knights who buy an L1 broadsword don't get the PvP benefits that any other profession would get from their artifact weapon. This is ridiculous. Knights are the only profession that has to choose to buy a specific bashing damage artifact.
Here's what I'd do. Stat broadswords identically to battleaxes and make them able to reave/stance. Then bring battleaxe, longsword, and scimitar bashing DPS up to broadsword levels. Now all the weapons with full Weaponmastery support will be equal as bashing weapons and people will be able to choose their choice of PvP weapon and gain bashing effectiveness from it just like Predators and Defilers and Wardens and Berserkers and Priests and Druids and all the collar classes and so forth.
That way also involves no balance changes whatsoever. The only downside is that you may have to do refunds for people who have both broadswords and battleaxes.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Comments
Per the Clueless thread, some proposed HELP file changes/additions.
First I appended some information on different transversal methods to 2.1 MOVEMENT in this draft:
Then a new proposed help file 2.1.5 HELP FLYING:
(Ring): Lartus says, "Then it exploded."
(Ring): Zsetsu says, "Everyone's playing checkers, but Theophilus is playing chess."
I will look in to this but can't making any promises. My first instinct is no due to how the items have been created, but we'll see.
Shadowbinding siphon currently pulls from the first available shadowveil. While this seems okay since haze use is minor for most things, it leads to situations where one veil has like 4 gems, and the other two are twiddling their thumbs at maxed 20 gems. Could this be changed to have siphon pull equally between the three veils for the same of haze generation efficiency and my overall sanity?
Siphon was always intended to stop people from having to run to their veils to haze, and the above functionality could be achieved by just going to each vail and nabbing a few gems, but, quality of life man.
So, could something please be done about the knight artifact problem?
Specifically, the problem where knights who buy an L1 battleaxe/longsword don't get the bashing increase that any other profession would get from their artifact weapon and knights who buy an L1 broadsword don't get the PvP benefits that any other profession would get from their artifact weapon. This is ridiculous. Knights are the only profession that has to choose to buy a specific bashing damage artifact.
Here's what I'd do. Stat broadswords identically to battleaxes and make them able to reave/stance. Then bring battleaxe, longsword, and scimitar bashing DPS up to broadsword levels. Now all the weapons with full Weaponmastery support will be equal as bashing weapons and people will be able to choose their choice of PvP weapon and gain bashing effectiveness from it just like Predators and Defilers and Wardens and Berserkers and Priests and Druids and all the collar classes and so forth.
That way also involves no balance changes whatsoever. The only downside is that you may have to do refunds for people who have both broadswords and battleaxes.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."