ENVOY REPORTS

by Ashteru

Back to Common Grounds.

Unknown2007-03-21 17:03:50
QUOTE(Wesmin @ Mar 21 2007, 03:46 AM) 392112
Daganev is completely correct.


I sense a future increase in the size of Daganev's signature. Please stop feeding the bear, people.
Xenthos2007-03-22 01:27:37
QUOTE(Anarias @ Mar 21 2007, 01:02 PM) 392188
I did it last week. I dunno what to tell you. I gave over the corpse to Gwyllgi and he said 'well caught' etc etc.

Gwyllgi was bugged for a while. About a month after the other two Avatars stopped taking dead fae, he still only took dead fae.

Maybe they just made him take both. Maeve's "supposed" to make it impossible for them to actually accept dead fae, but who knows these days.
Anarias2007-03-22 04:45:50
That's interesting to know. A shame I didn't test with the other avatars.
Shorlen2007-03-22 13:33:51
<3 the Pathtwist change.
Unknown2007-03-22 14:11:27
QUOTE(Shorlen @ Mar 22 2007, 08:33 AM) 392432
<3 the Pathtwist change.
Is it usable anywhere, or only from within the demesne? Mainly I want to know if the warning is because you'll take damage if you follow, or if you could set a path twist into an org area with guards, and they, following you, would get smooshed.
Diamondais2007-03-22 16:30:59
QUOTE(Shorlen @ Mar 22 2007, 08:33 AM) 392432
<3 the Pathtwist change.

Yeah, it's neat.

@Wesmin: From the tests done, seems to be meld only. But my minds a bit fuzzy right now and I may be reading this letter weirdly.
Shorlen2007-03-22 17:55:41
QUOTE(Wesmin @ Mar 22 2007, 09:11 AM) 392436
Is it usable anywhere, or only from within the demesne? Mainly I want to know if the warning is because you'll take damage if you follow, or if you could set a path twist into an org area with guards, and they, following you, would get smooshed.

Pathtwist now links two rooms of a Hartstone meld, such that anyone can ENTER PATH to travel from one room to another. As with all ENTER commands, you lose a two second balance when entering. I do not know the effect it has on enemies yet, but the Envoyed suggestion was entanglement. If either linked room is broken from the meld, or the meld is dissolved, the path goes away.

Essentially, it's like hunter Pathways, but temporary, and useable by anyone.

As a sidenote, Mother and the Seren arena are 24 rooms away :hum:
Diamondais2007-03-22 18:01:04
QUOTE(Shorlen @ Mar 22 2007, 12:55 PM) 392492
Pathtwist now links two rooms of a Hartstone meld, such that anyone can ENTER PATH to travel from one room to another. As with all ENTER commands, you lose a two second balance when entering. I do not know the effect it has on enemies yet, but the Envoyed suggestion was entanglement. If either linked room is broken from the meld, or the meld is dissolved, the path goes away.

Essentially, it's like hunter Pathways, but temporary, and useable by anyone.

As a sidenote, Mother and the Seren arena are 24 rooms away :hum:

From what I've been told so far, nothing but the balance yet. sad.gif

Unknown2007-03-25 23:55:46
ANNOUNCE NEWS #767
Date: 3/25/2007 at 23:20
From: Fain, of the Red Masque
To : Everyone
Subj: Construct addition and bug fixes

You will now notice a new skill in Discipline: FocusConstruct. When you
are standing in the presence of a construct or colossus, you will be
able to focus your mind to affect it positively or negatively,
increasing or decreasing the damage it takes depending on how many
people are focusing with you. You will also gain some experience while
doing so.

When influencing, it will skip over any NPCs that are already
influenced.

Whena pooka loses control due to another pooka intervening, it will tell
you. Plus it will not give the first summoned pooka priority over the
others when determining which one gets in.

@ Influencing: Sweeeeet
Diamondais2007-03-25 23:58:00
QUOTE(Shou @ Mar 25 2007, 06:55 PM) 393632
@ Influencing: Sweeeeet

I second this! wub.gif wub.gif

And wow to Focusconstruct!
Unknown2007-03-26 00:21:42
QUOTE(Shou @ Mar 25 2007, 06:55 PM) 393632
@ Influencing: Sweeeeet


What would be even better is if mobs didn't move to another room in the middle of influencing. :)
Unknown2007-03-26 01:14:57
And if your influence target moves to a room with like-named mobs, rushing in would just get you the first one in the room that wasn't influenced, yes? I'll still be keeping up with my influence targetting system, I think. I love when the mob you are influencing resets and vanishes to a completely different part of the area.
Unknown2007-03-26 01:47:15
It's certainly a useful improvement though smile.gif. Thanks for the little pooka fix too.
Diamondais2007-03-26 01:48:49
QUOTE(Duke of Ess @ Mar 25 2007, 08:14 PM) 393677
And if your influence target moves to a room with like-named mobs, rushing in would just get you the first one in the room that wasn't influenced, yes? I'll still be keeping up with my influence targetting system, I think. I love when the mob you are influencing resets and vanishes to a completely different part of the area.

Good against guards and others that don't move!
Unknown2007-03-26 04:32:30
I love the influencing change. Tosha is actually fun to do now, if you try to influence the clumps of 10 monks around the mess hall you might get owned, but if you were bashing them they'd team you, and we don't want influencing to be 100% free gold and exp. I'm glad they took that suggestion and I'm kind of impressed they did it within a few days at that. Now I just need a better list of influencing areas, there must be some other place akin to tosha somewhere in terms of number of things... freaked.gif
Razenth2007-03-26 04:57:09
Try Mt. Zoaka.
Unknown2007-04-02 20:01:45
People are asleep or what? Here's the newest announcement, courtesy of Yours Trully, mr Inactive:

QUOTE
Forging:
- If there is something in a forge that is not currently forgable (such
as a completed weapon, or a stack of commodities), you will no longer be
able to accidently FORGE, and destroy it
- In order to SMELT something, you must place it into the forge before
you smelt. This will prevent you from acccidently destroying something
in your inventory you did not intend to

Wiccans/Guardians:
- The Vapours affliction will no longer prone on an initial "hit"

Blah blah blah.


The rest is not important. Now I can die as a happy man.
Diamondais2007-04-02 20:09:06
And the rest would be...


- Toads are now able to waterwalk and waterbreathe
- Using necromancy sacrifice will now still bestow the health/mana bonus even if the vitcim vitaes
- Necromancy sacrifice will leave behind a corpse that lasts longer

Mages/Druids:
- Crow Decoy will give a message to the user regarding which direction they traveled
- Addiction has been altered to not only make you double sip, but also takes double sip balance

Bards:
- Avoid in Acrobatics has been altered to work more like shielding, in that it will only drop on movement, or aggressive action
- There is a new skill, SUSTAIN, in all music specializations that will "freeze" a song in time and effect, until you refrain, or perform it again

Misc:
- Most teleport skills should now properly check for a monolith before consuming power
- Songs, song instant kills, chasm, and inquisition should no longer go through necromancy ghost
Diamondais2007-04-02 20:09:37
Bloody forums.
Aiakon2007-04-02 22:05:34
QUOTE(diamondais @ Apr 2 2007, 09:09 PM) 394998
- Addiction has been altered to not only make you double sip, but also takes double sip balance


This is a very painful upgrade to Mages.

I just sparred Incabulos several times in succession. I usually beat him with ease.. but the constant addiction whoring had me ghosting away because his damage was outpacing my curing. Eventually I had to just assume that one in two telepathy combos would involve addiction, and spam ate galingale to finally beat him.

Not that it's necessarily a bad thing. I'm sure that much of the problem is that addiction seems to be cured at a relatively low priority on Ciaran's system. So.. maybe he'll come back and upgrade it.... *nudges Ciaran*