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1  General Category / Client Improvements / Re: Client request - dockable options on: June 02, 2016, 05:38:19 pm
Quote
And coincidentally... A button for the map and a way to undock/dock it as well.

There isn't a map button, but the map is un-dockable from the "Maps" menu of the dclient. I've undocked it and run it on a secondary monitor before, all biggie-sized.
2  General Category / General Discussion / Official Alter Aeon Storefront now open! on: November 03, 2014, 06:41:06 pm
Alter Aeon's Cafepress storefront is now open for business! This new store features inexpensive ways to show your support for Alter Aeon, including a value t-shirt for $9.99 and bumper stickers for under $5. There is an assortment of other items, ranging from bedspreads and pillows to hoodies and underwear. Check it out:

http://www.cafepress.com/alteraeon

Here's a link to the budget page, everything is $15 and under:

http://www.cafepress.com/alteraeon/11785064

Note: All previous merchandise sources are now obsolete.
3  General Category / General Discussion / Delerak's Vlog of Alter Aeon! on: August 29, 2014, 04:31:39 pm
A long-time mudding veteran, Delerak, posted a video of his first impressions playing Alter Aeon! He seems to like it.

Here's a link to his the youtube video:

https://www.youtube.com/watch?v=fdiywPtS9As

Here's the thread he's been posting on TMS:

http://www.topmudsites.com/forums/tavern-blue-hand/7137-deleraks-mud-vlogs.html
4  General Category / Future Directions / Re: Dentin: strengthening the newbie starting experience on: July 29, 2014, 07:32:51 pm
A suggestion for swim and climb:

Make players able to swim and climb by default. Make the skills reduce the movement costs, similar to forest navigation or spelunking. Learning the climb skill eliminates any chance of falling. Learning the swim skill allows for unaided dives (as described in the help file for the skill).
5  General Category / Future Directions / A couple 37+ spell ideas on: July 24, 2014, 05:44:06 pm
At high levels, mages reach the limits of how much elemental energy can safely be channeled by a mortal. For level 37+ mage spells, they
turn their art towards creating exotic effects with magics they have already mastered:

frost shatter -- this spell can only be cast on a character that has been ice imprisoned. It causes the ice to rapidly expand and shatter, doing significant crushing, slashing and ice damage to the target (% based so repeated imprison/shatters become less profitable). The ice imprison effect is ended instantly. This should probably not be castable by mobs.

conflagration -- this spell can only be used on a character under the DoT effects of fireweb. It causes the clinging fire to flare up, ending the DoT in an explosion that damages and disorients the target. Bits of the elemental fire are flung outward and can start the fireweb DoT effect on other nearby targets the caster is fighting.

Cleric curse:

wither -- this curse reduces the target's max hitpoints by 5-15%. It has a high mana cost but has a moderately long duration.
6  General Category / Future Directions / Re: Dentin: strengthening the newbie starting experience on: July 24, 2014, 05:34:04 pm
For first level clerics, give them the anemia curse. While active, the next cause wounds spell cast on the target ends the curse, but inflicts a small amount of extra damage and causes the target to take a small amount of DoT.

"A red-skinned imp's wounds won't stop bleeding."

(The name of the curse implies that the target will get anemia from the extra bleeding, not that it actually makes the target anemic.)
7  General Category / Building and Construction / Re: iact with sound on: July 21, 2014, 05:58:35 am
Here's a version for a single room. It triggers only when a player is present, and will not repeat unless they leave the room for a short time and re-enter. Note that the sound "ambient_cave1" is randomized by the server to choose between several variant dripping noises, so it will not sound the same each time.

iact name: start
Code:
waitfor player goto drip
pause 10
goto start

iact name: drip
Code:
pause 20
sound dproc/ambient_cave1
echo The sound of dripping water echoes through the cave.
pause 60
goto loop

iact name: loop
Code:
waitfor player goto loop
pause 10
goto start
8  General Category / Building and Construction / Re: iact with sound on: June 10, 2014, 02:25:15 pm
This iact script can be added to a room in a cave area. It sends the strings and sound to the entire zone, so make sure the entire zone is underground or it won't look right.

Code:
pause 20
areasound dproc/ambient_cave1
areasend The sound of dripping water echoes through the cave.
pause 60
goto start

Waitfors should be added if the zone is not an instance.
9  General Category / Building and Construction / iact with sound on: June 05, 2014, 07:54:28 pm
The following iact scripts can be added to any rattlesnake mob to make it become aggressive after rattling its tail:

Code:
mset snake iact start
waitfor player goto aggro@
@

mset snake iact aggro
pause 3
rest
pause 2
sound mobs/animal_rattlesnake_alert1
echo %1 lets out a menacing rattle.
pause 5
sound mobs/animal_rattlesnake_alert1
echo %1 continues to rattle its tail...
pause 4
sound mobs/animal_rattlesnake_alert1
echo %1 lets out a loud hiss while rattling its tail!
if !player ishere goto start
mset flag +aggro
goto loop@
@


mset snake iact loop
waitfor player goto loop
pause 30
stand
mset flag -aggro
goto start@
@
10  General Category / Future Directions / Re: Dentin: strengthening the newbie starting experience on: May 12, 2014, 06:53:03 pm
One more quick idea for stomp:

If you knock down a mob with a skill like trip, bash or charge you have a chance of auto-stomping, chance of happening dependent on your warrior skill level and if you have enough movement.
11  General Category / Future Directions / Re: Dentin: strengthening the newbie starting experience on: May 08, 2014, 07:17:28 am
Some higher level ideas that might relate to lower level design:

General

Remove requiring specific implements for a handful of skills like firestarting, butchering and skinning. Other skills that, in practice, should require special tools, such as the runecarving skills, pick lock and harvest teeth, do not require require them. Petroglyph, for example, assumes you have a set of chisels for the task.

Fishing is perhaps the only skill that should retain specific implements, as fishing poles already exist as tools of varying quality, with a set capacity that can actually alter the outcome of the skill. And the brewing skills should still require a container, of course.

Mage

Body alteration goes to druid and is expanded. Everyone I've talked to about it agreed that it made sense. There will be little outcry as long as it done with grandfathering and the spells are, at the very least, able to be put on spellstaffs. I'd also recommend that strength, dexterity and any con boosting spell be brewable as a tinctures in addition to mage brewing.

infravision stays and becomes a low-level fire spell.

water breathing stays and becomes "force bubble". This spell creates a semi-permeable force field around the caster that allows oxygen in but keeps water out. Force bubble just gives a water breathing effect, while gills reduces movement costs in water, stream, swamp, ocean, river and underwater terrains (it gives the target webbed fingers, think of Gillyweed from Harry Potter. Force bubble is more like the Bubblehead Charm).

Basic magics becomes available to all spell casting classes.

Cleric

presence
 charm person
 peace
  solace


There's a pretty natural progression here. It trims down the bulky divine aid spell group to create a "divine tranquility" grouping.

haven could be moved to the healing tree.

sense life goes to the druid body alteration tree.

ward undead - This isn't a mirror of ward good/evil that only works on undead. Hear me out!

The spell is cast on a room. When an undead creature enters the room, it is hit with a hold undead spell equal to the level the ward. If it fails to land, the ward will ignore the undead unless it leaves and reenters the room.

Each time a hold undead effect is attempted on an undead creature, the duration of the ward is reduced.

It might be a good idea to have the ward send the caster a message when it fails to hold an undead, or when it expires:

"You feel a sudden chill as an undead creature breaches your ward!"

This spell should cost a lot of mana but last for a while since the duration shrinks. It could be decent level 37+ spell for cleric.

Thief

Split off a throwing tree from the fighting tree and round it out with a couple new throwing skills:

dirt throwing
 knife throwing
  potion throwing
   grenadier
 double throw


grenadier -- when throwing grenades in melee, they do increased damage (5 + 1d(thiefskilllevel/2) or somesuch). This is due to being able to throw the grenades directly at enemy weak spots. The thief would also able to avoid damage from his own grenades (most of the time...).

double throw -- passive skill that gives you a chance to throw two weapons at a single target with the knife throwing skill, provided you have multiple identical weapons in your inventory.

Split the tree once again into defensive and melee skills:

dodge
 withdraw
 feint
(moved from warrior)
 contortionism


Feint is better suited as a thief skill, as it uses intelligence and dexterity as its key stats. It flows naturally from dodge.

Contortionism is a progression of physical flexibility and positioning learned from dodge.

This tree could use a higher level ability of some sort:

shift weapon based on feint, this skill allows a player wielding a one-handed weapon and a shield or empty hand to quickly shift their weapon from one hand to the other to make an extra attack, then shift it back. It lets a player make an extra attack with their primary weapon after landing a successful first attack. It has no lag but has a cooldown and would become less effective each time it is used on the same enemy.

Flourish: you put on a brief display with your weapon in order to lower your opponent's morale and perhaps other debuffs? Dependent on feint. Think something along the lines of that swordsman that Indiana Jones shot in "Raiders of the Lost Ark", though Indy's charisma was too high to be intimidated by a such a display of swordsmanship...

Divert: when engaging multiple targets in melee, you position yourself so that when you dodge one enemy's attack, they strike another opponent instead. This works similar to riposte: you enter into a stance and the next time you dodge, the diversion takes effect. Dependent on feint.

trip
 flick
(if you add it)
  bloodletting stab
   backstab


Trip becomes the foundation of thief melee fighting. The other skills are all about exploiting disadvantaged opponents. This tree could use another offensive ability or two ability at higher levels.

Perhaps some kind of multiple-strike ability, flurry: activate it and your next successful attack strikes two or three times, as long as it happens within a set amount of time similar to riposte. You must be wielding a weapon of at least normal speed.

Here's another possible skill: rend. If a target is bleeding from a bloodletting stab, the player can attempt a rending attack. This extends the duration of the bleeding wound and increases the rate of damage. The target also takes a penalty to movement regen due to blood loss. You must be wielding a piercing or slashing weapon for this attack.

Misc cleanup:

pick locks and examine locks should be the foundation of tinkering

survey easily fits into stealth skills, with sneak as a prerequisite.

fast talking could have bribery as a prerequisite.

fast waking could have listen as a prerequisite.

camouflage enchantment works better as a shadow skill, where the object is wrapped in an obfuscating cloak of shadow magic.

Warrior

Let's add some variety to the warrior skills:

stomp - add a de-buff. A mob that got stomped with the "hear something crunch" message cannot use warrior and thief skills that involve a lot of legwork for a short time (%1 attempts an attack, but ends up painfully hopping backwards on one foot.) Mobs with the kick and stomp dtypes could suffer a penalty to attacks (iffy).

pommel strike - add "daze" de-buff, lowers target's dodge and parry briefly. Alternatively, the dazing effect could have a chance of subtracting from or resetting the target's attack timer, as described in the article "The Mechanics of Melee Combat" http://www.alteraeon.com/articles/mechanics-of-melee-combat-1.html.

lunge - make useable in defensive fighting *IF* using a shield and a one-handed weapon (you hide behind the shield while prepping for the lunge).

Think phalanx-style fighting or even fencing to imagine this. The rear foot remains planted while the front foot kicks forward. The shield would move to the side as the torso rotates to present the weapon arm extended straight ahead. It doesn't involve nearly as much movement as leap attack. While you are exposed for a short time, you can easily return to a defensive position.

Replace feint with newbie slam skill as a power attack. Copy feint into a new vnum for thief.

Necromancer

Clerics have group casting. Mages have channel casting. Let's give necromancers blood casting. When blood casting or "bcasting" a direct damage necromancer spell, the necromancer inflicts a few hitpoints worth of damage to himself. This damage is then multiplied and added to the damage of the spell. Alternatively (or additionally?), this can boost the cast level of the spell instead.

It would be based on lifetap (duh) and you can't blood cast if you are below 20% hp (double duh).

Make corpsecutter based on preservation. This skill would have arisen quite naturally from undead corpse preparation techniques. As a standalone skill its a bit weird.

Druid

Body alteration as described above. Flesh out the spell tree.

See my druid suggestions in previous posts

druid crafting: http://forum.alteraeon.com/index.php/topic,395.0.html

earth tree: http://forum.alteraeon.com/index.php/topic,387.0.html
12  General Category / Future Directions / Dentin: strengthening the newbie starting experience on: May 08, 2014, 06:52:02 am
Goals

1. "front load" classes with at least two active skills or spells at level 1

2. highlight basic class role and functionality with these spells or skills

3. if possible, design the spells and skills to synergize well, and to maintain utility even at higher levels

Warrior

kick, slam (new) and 10% parry

Slam is a shield-based power attack. You slam your shield into your enemy.  It requires slightly more movement than kick but inflicts about the same amount of damage. It carries a de-buff: the next warrior skill the slammer uses against the enemy (other than another slam) does an extra 1d4 + (warriorskilllevel/2) damage. This formula could be modified to include strength modifiers, damroll, or any other factors. The de-buff would last only a few seconds, but longer than the lag caused by slam.

You lose the armor bonus from your shield just before and for short time after the slam.

Slam becomes a weighed decision -- briefly lower your AC to to do bonus damage with your next kick, pommel strike, jab or whatever. It is similar to bash, which trades a few hitpoints for the chance to knock down an enemy. It could even compared to a micro-berserk.

Thief

trip, flick (new), pickpocket or dodge 10%

Flick (or graze, cut, gambit, whatever you want to call it) is an active skill that can only be used against an opponent that has been knocked down in combat, and only with stabbing or slicing weapons. The thief takes advantage of the opening caused by being knocked down and does a quick swipe with their weapon, doing 1/2 normal damage (maybe some thiefskilllevel added in?).

Flick overrides the lag from trip, but carries its own lag so you can't just infinite loop trip and flick or do multiple flicks.

This also has the benefit of creating a logical step between trip and bloodletting stab.

While I think thief having pickpocket at first level would be very thematic, I get the feeling it wouldn't be very practical given that the game engages the player in combat right off the bat.

Mage

static blast (modified), shower of sparks, chill touch

Give static blast a de-buff to subtract 5% from zapsave for a tick or two.

Mages would have the three primary elemental damage types you see in most fantasy settings at their disposal when they start. Each one has its own minor de-buff so they are not just run-of-the-mill elemental damage clones.

Get rid of elemental lore, let players see their saves by default. This is a pointless practice sink and a relic of a bygone design model. It no more belongs in the modern game than monitor vitality does.

Add another low level spell or two to refill low-level spell choices. I know Dentin has idea files filled with stuff to implement, so there's no need to give him a list.

Cleric

cure light, cause light, afflict (new)

afflict -- short duration curse. All cleric damage spells are treated as 1 (maybe 2 or 3 at higher levels) level higher when cast on the target.

Alternatively, faith shield could be front-loaded to emphasize cleric's defensive abilities and religious nature.

Necromancer

cold fire, clayman, blood sacrifice

Dentin did a great job of tightly designing necromancer. The only suggestion I might have is front-loading blood sacrifice, so players have something to do with corpses immediately. Nothing puts the "necro" in "necromancy" like being able to mess with dead bodies.

Druid

gust of wind... and... uh...

Druid is... well I'm not sure what their role is. They have lots of minions (indeed more unique minions than necromancer, though arguably not as diverse in function), a few defensive spells and regeneration buffs (almost none of them directly castable), a variety of direct damage and AoE spells and a smattering of specialist handler abilities (animal handling, defoliate, release sunlight), along with resource generation and eq crafting.

They really should have most of the mage's body alteration tree. Maybe a constitution buff can be 1st level?

Other ideas range from calling insects to do bloodmist imp style attacks or perhaps forage and thunder seeds can be lowered to first level?

Thoughts?
13  General Category / Future Directions / druid crafting! on: March 15, 2014, 05:52:12 pm
More crafting for druid:

Fetishes -- druids take their knowledge of totems and carve special amulets from wood, bone or stone. These fetishes are discs with an animal and runes carved into them, strung from strands of leather or natural fiber. They have the same attributes as totems, using the same animals.

Fetish rings and bracelets might be a possibility at higher levels.

How about instead of curses for druids, we work hexes as specialized objects:

Carve effigy -- there's been talk of these before. Here's some more possible effects:

The target takes extra damage from druid spells from the effigy maker, or even from all attacks by the effigy maker.

The effigy link causes damage reflection -- the target takes a modest amount damage every time they harm the effigy maker.

Maybe at high levels, they can make an effigy that wracks a target with pain when they attempt to attack the effigy maker, causing a demoralizing, turn undead-like effect.

Talisman -- These carved wooden or bone rods give whoever holds them bonuses against specific types of magical mobs (probably using a permanent, undispellable spell effect), probably in the form of additional damage or added ac against their attacks, or both.

The different talismans require a small amount of a specific metal to be incorporated into their structure. Note this doesn't imply any sort of metal working, the metal is simply inserted into a carved groove on the talisman and sealed in with resin or clay.

Copper - race giant, troll and ogre

Iron - race fairy, elf, drow, halfelf, goblin and gnome

Silver - demons, race vampire and lycanthrope

Gold - race dragon, evil dragon and good dragon

Platinum - angels?

These could possibly need captured sunlight to activate?

This gives druids the ability to make spellstaffs, totems, fetishes, effigies and talismans. Throw in carve club and we've got quite an assortment. Throw a functioning skinning/tanning combo and we've got a complete eq set.

You can probably use the same vnum for totems and fetishes.
14  General Category / Future Directions / necromancer skill -- brew slime on: March 10, 2014, 04:04:47 am
So we've got slimes, jellies, oozes and blobs all over the game. Some of them make sense as natural creatures like fungi, colonies of microorganisms, macro-cellular entities and primitive jellyfish-like entities adapted to land environments. There are others, like in the mad alchemist's castle, that are clearly magical creations.

So what if we give players the ability to create their own slime minions?

This would be a necromancer skill, 'brew slime', probably in the Animation tree, or its own tree. There could be several subskills as well to make specific kinds of slimes, or there can be a randomized system like potions.

brew slime
  brew elemental slime
  brew blood slime
    brew acidic slime


Brewing a slime is instantaneous. The slime immediately comes to be, so, unlike other brewables, slimes cannot be bottled for future use.

Creating a slime would require at least 5 spellcomps, though up to two herbs may be substituted.  Weight is immaterial - a newly born slime might absorb surrounding materials or even inflate itself with air to gain mass. The color would be random, perhaps based on the colors of brewed potions. They do splat damage.

Basic slimes would be type MAGIC BLOB, and generally have medium hitpoints and low AC but relatively fast regeneration. Being alchemical in nature, they would be highly resistant to poison.

Elemental slimes require at least 3 spellcomps all having the same elemental affinity. The resulting slime would have a secondary attack with a 50% dualprob that did the appropriate elemental damage, but no resistance to that element.

Blood slimes require the addition of the caster's blood, maybe around 1/5 their total hitpoints. They are always red in color. They have more hitpoints and higher regeneration than an ordinary slime, but have reduced resistance to poison.

Acidic slimes require at least 2 poison flagged spellcomps. The resulting slime is the same as an ordinary slime, except its attacks do acidic damage.

Slimes take up slightly more control points than other animated minions. Unlike other minions, slimes do not consume mana. They do, however, have limited life spans, perhaps no more than an hour or so of RL time.
15  General Category / Future Directions / Mage-craft tree and basic magics on: March 10, 2014, 04:02:26 am
Mage crafting tree:

embroider runes
   forge runes
     imbue shield
     craft golem
        craft metal golem
   store power


embroider runes – sew elemental runes into fabric to give them elemental resistances and absorption. You need the requisite elemental focus skill to make runes for that element. Perhaps this could be a replacement for tailoring, or something to do with tailored items. Uses a small amount of gold to account for sewing supplies.

forge runes – add elemental runes to enchantable metallic objects to give them elemental resistances and absorption.

The above to skills are the weakest conceptually, as they would run into balance issues similar to druid rune crafting, as well as overlapping with the rune carving skills.

Move store power to this tree, make it dependent on forge runes. Or, if the above rune skills are not implemented, make it the foundation skill of the magecraft tree.

imbue shield – this skill infuses an enchantable shield with elemental magic, giving it the appropriate dtype (fire, cold or lightning). It requires a spellcomp with a matching affinity. The shield must have enough composite to allow the change as well.

The craft golem skill requires a massive weight in rock, crystal or glass composition objects. The crafting creates the body. You must then summon an elemental to bind into the body as a power source. If you have this skill, you can use any summon elemental spells you know on a crafted golem body in order to animate it. The golem will have resistances to the damage type corresponding to the elemental bound to it. Golems have the MAGICAL EARTH HUMANOID mtype. Golems made from glass have the CRYSTALLINE mtype instead of EARTH and weak damage reflection which increases the more damaged they are. Crystal golems have strong spellsave and the CRYSTALLINE mtype instead of EARTH.

Craft metal golem functions much the same as craft golem, but requires metal composition objects (duh). Metal golems have the MAGICAL MECHANICAL HUMANOID mtype. They have fewer hitpoints but higher AC than stone/glass/crystal golems.

Golems cost about as many control points as elementals. They would be useful in situations where you need a minion with an elemental’s damage type resistance, but don’t want the minion dealing out that kind of damage.

I was thinking of maybe having skills for crafting clay golems as well, but the game makes no distinction between clay and rock as far as object composition.  Perhaps it could be added if it looked for the keyword ‘clay’ in an object’s insult?

I am strongly suggesting this method because it is very similar to the system devised by Tarrant for his golem minions, and would be a fitting tribute to his legacy and would also maintain in-game continuity.

I am really feeling that scribing scrolls should become a skill under the basic magic tree, and that the basic magic tree should be universal. Mages would gain mage-crafting to compensate. Scrolls from all the magic classes already exist, so it would not contradict anything already in the game, and with potions saving, I don’t think it would be game-breaking if the cost is high enough. The tree would look something like this:

detect magic
  identify
    spell lore
      scribe lesser scroll
        scribe greater scroll
  dispel magic
    maintaining spells
      undo


Scribe lesser scroll allows you to create scrolls of any level 20 or lower spell that you know at exceptional or better. The castlevel of scroll itself would be determined by your skill level and character level. Castlevel equipment does not help you make more powerful scrolls. The skill uses a small amount of gold for paper and supplies, and a large amount of mana.

Optional:
You need a spell component with the appropriate spell or spell group affinity to make the ink for scribing. We may need more affinities –force fields, basic magics, crystal, harm, spectral rot?
If the above is used, perhaps potions could also be used to make the ink as well?
Druid scrolls could use herbs instead of spellcomps?
If the above is used, perhaps druid salves could be used to make scrolls as well?

Scribe greater scroll works the same as above, except you can scribe scrolls for spells up to level 40.

This could be broken down into three or four tiers if desired, or combined into a single skill.
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