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Highv Priest
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PostSubject: New Schedule   Thu Feb 04, 2016 3:23 pm

Good news! I'll be transferring to a new position on the 15th giving me Tuesday and Wednesday off. Up until then I've been working 6 days a week with random days off and it made it difficult for me to want to spend time working on anything. It's also really frazzled up my life and I'm looking forward to having a normal 40 hours with a consistent schedule. See you then!
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lolthatguy

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PostSubject: Re: New Schedule   Sat Feb 06, 2016 4:12 pm

Basketball bounce Basketball bounce Basketball bounce Basketball bounce Basketball bounce
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PostSubject: Re: New Schedule   Mon Feb 08, 2016 2:55 pm

Well awesome! I get off Deployment early april, so I'll hopefully be back around that time!
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PostSubject: Re: New Schedule   Wed Feb 17, 2016 8:13 pm

First update in:

Assassins no longer have the persistent +ab, instead they obtain (int mod - 5) to their ab for 3 seconds upon flank attacking an enemy.

Level 30 assassins add their int mod to AC(dodge).

Darkness is infinite(but removes previous darknesses when casted).

Opponents inside the assassin darkness have death attack roll on them even if in combat(the darkness must be applying however).

Assassin no longer requires evil, you become evil upon reaching level 40.

If assassins land more then one hit consecutively while flanking the second/third hits after the first deal 100% more damage. Assassins always deal the maximum damage of their weapon when flank attacking a target. Being killed as a result of this changes the kill shout to "assassinated". This applies even to sneak/crit immune enemies(presently).


Last edited by Highv Priest on Wed Mar 23, 2016 6:27 pm; edited 1 time in total
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InjecterX



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PostSubject: Re: New Schedule   Thu Feb 18, 2016 12:59 pm

I know this seems like a ridiculous request, but could you send me all the changes you made since August 2015? I want to calculate some stuff while I have free time so when I come back I have an idea of whats going on.
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Highv Priest
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PostSubject: Re: New Schedule   Fri Feb 19, 2016 1:27 am

InjecterX wrote:
I know this seems like a ridiculous request, but could you send me all the changes you made since August 2015? I want to calculate some stuff while I have free time so when I come back I have an idea of whats going on.

There actually isn't much, I went pretty hard afk for a long time there. I'm just recently getting back to things now that work is not my life anymore.
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PostSubject: Re: New Schedule   Fri Feb 19, 2016 12:32 pm

ah ok cool. How active is the server?
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PostSubject: Re: New Schedule   Sat Feb 20, 2016 6:54 am

Not very, but it has been picking up.
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PostSubject: Re: New Schedule   Thu Feb 25, 2016 1:25 pm

Awesome. I'll be back eventually and semi active till next deployment. Have a school in northern Japan to attend in early may for 2-3 weeks, then I should be around June time frame.
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PostSubject: Re: New Schedule   Thu Mar 24, 2016 5:05 am

Spineless now has a special unique power!

Curse Song when used with spineless equipped has a will save equal to the bards charisma(full not mod) to fear those hit with curse. The effect is considered mind affecting(those with slippery mind roll twice). The duration is 3 seconds if successful.
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PostSubject: Re: New Schedule   Thu Mar 24, 2016 5:11 am

Test your skill against a new opponent in Proving Grounds. The Fallen WM is ready to crush your soul.
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PostSubject: Re: New Schedule   Fri Mar 25, 2016 3:47 pm

Highv wrote:
Curse Song when used with spineless equipped has a will save equal to the bards charisma(full not mod) to fear those hit with curse. The effect is considered mind affecting(those with slippery mind roll twice). The duration is 3 seconds if successful.

that sounds awwwwsome.
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PostSubject: Re: New Schedule   Sat Mar 26, 2016 12:55 am

It is active now, but it probably sounds cooler then it is. 3 seconds is really only just enough time to interrupt creatures/players in the middle of something, but that interruption could mean survival really.
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PostSubject: Re: New Schedule   Sun Mar 27, 2016 6:57 am

Empty skull has lost it's original ability penalties and instead simply has -5 saves to mind affecting spells and -5 concentration.

Randomized Empty Skull is a very useful helmet. Capable of rolling for +5 discipline and +15 listen.
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PostSubject: Re: New Schedule   Tue Mar 29, 2016 10:51 pm

Helmet of The Balor Lord has +4 regen, by default.

Lichskull no longer only usable by RDD/PM/SORC/WIZ. All classes can use this helmet, in addition the concentration bonus can potentially be +15 and the spell resistance bonus potentially 24.

Mask of The Void now causes those equipped with it to phase in and out of existence(true seeing does not block the "phase out").
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PostSubject: Re: New Schedule   Thu Mar 31, 2016 10:25 am

Highv wrote:
Mask of The Void now causes those equipped with it to phase in and out of existence(true seeing does not block the "phase out").

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PostSubject: Re: New Schedule   Fri Apr 01, 2016 12:38 am

lolthatguy wrote:
Highv wrote:
Mask of The Void now causes those equipped with it to phase in and out of existence(true seeing does not block the "phase out").

Heh perhaps problematic. I was about to update it to block usage of stealth while the mask is equipped, but perhaps even then it's quite a strong power. Mask of The Void is just one of those types of helmet that requires so much work that a good balance for it is a tossup. Maybe I could throw on some lesser spell mantle uses, but that may not be useful enough. Skull of Ryuji is just 2 tiers higher then Mask of The Void could ever be without being really out there.

An "anti-skull-of-ryuji" helmet is feasible, but +10 hide/move silently on a non-damage hindering item is also pretty broken lol.
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PostSubject: Re: New Schedule   Sat Apr 02, 2016 6:11 am

Tremendous Developments by way of AI... Including realistic behaviors towards stealth and sanity checks to avoid stupid situations(spamming disarm on an unarmed character).
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PostSubject: Re: New Schedule   Wed Apr 06, 2016 9:41 pm

Mask of The Void has now been changed to reduce the health damage to 40% for lesser, 30% for normal, and 20% for greater for using planar binding teleportation.

ALL PLANAR BINDINGS now have the ability to teleport to the destinations the player has selected. In doing so they will incur an HP penalty of 75% for lesser, 50% for normal, and 25% for greater. This damage cannot kill you and will not teleport you if it was going to deal less then 100 damage.

Teleportations follow the same legal rules as moving to locations(you cannot simply change elevation for free whenever you want as an example). Path of The Beaten allows elevation changes and perhaps I will allow other areas in the future. In addition to elevation changes, crossing non-traversable areas is also blocked unless again it's set to be allowed. Basically anything outside of normal movement is blocked unless otherwise specified in the area's properties by me or someone else.

All planar bindings have received an increase in their range of cast, allowing you to target as far as your character can see. In addition the little purple projectile normally fired by it has been removed to allow virtually instant teleportation.
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PostSubject: Re: New Schedule   Thu Apr 07, 2016 12:52 am

Fixed the reversed check for free characters(it was checking for reverse data types). It now properly checks things appropriately.
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PostSubject: Re: New Schedule   Fri Apr 08, 2016 9:12 pm

well i cant play since it says my cd key is in use.......
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