If something is ON an object, (not IN), you can apparently interact/look at it without first needing to get it. I never knew this was the case until now. (Despite how much sense it makes).
I am literally
And you won't understand the cause of your grief...
I've made good use of WHATCURES and WHATISCUREDBY, but for the most part, afflictions to me have always been 'those things you stack to block cures or hide lock affs'.
AFFLICTION SHOW <aff> has informed me that they have numerous other uses too! No longer are vertigo and lethargy just 'things that happen on the way'.
Important Achaeo-linguistic discovery: plants (and potentially other riftable items) change their respective plural forms when dropped together with others of their kind. Notably, some even lose their natural berry form and become a much more abstract botanical entity, and, arguably, much more cute.
Today I learned SHOWEMOTE is a thing. I have always been playing Russian roulette when using emotes I don't know.
Yes. I started using this after I tried to bite my thumb (with BITETHUMB) as if thinking to myself about something. And the mood of the room dropped to scary levels.
Today I learned SHOWEMOTE is a thing. I have always been playing Russian roulette when using emotes I don't know.
I'm pretty sure this also works with custom emotes.
I knew about showemote, but I had no clue this worked for custom ones! This is amazing (particularly if you involve lots of things/people with @ and $, which can easily get messed up).
I've heard about some, but I still don't really know why. I hope it's because of things that are really super important and can't possibly work with a killable npc and not a first step into dividing npcs into quest mobs and bashing mobs...
Because nobody wants to drill an hour into learning a quest, or have no idea where their next progress step is because npcs are constantly dead. Nothing less fun than trying to do already cryptic quests in an area that is nearly always hunted bare.
some npcs I will leave unnamed are now unkillable! Another solid change, since they are important for things .
Stupid denizens in Istarion. 😡😡😡😡 I thought I was losing my mind when I hit and the health stayed at 100%
AND I was there when I was in my last 5% drive for 99 so I was already extra anxious. "OF COURSE YOU'RE IMMORTAL NOW, YOU TASTY .3% SNACK!" left my mouth once.
Because I believe that assigning a clear function to npcs harms RP/immersion. It encourages treating them as parts of a certain mechanic, rather than people. The choice whether to kill an npc or to help him shouldn't be made by the game, but by the player, based on the character he's playing.
I already don't like things like the quest rankings, as this too leads to quests mainly being seen as a mechanic to excel at, rather than as a way to interact with the world. For hunting, this has already been the case for much longer than for quests, of course, but at least "excelling at hunting" is something that can be understood much more IC than "excelling at questing" ("hey, I'm playing a character who's really good at doing what denizens tell him to do").
I'd love to see people being much more selective about which quests they complete, which creatures they hunt. I'd love to see player conflicts based on one person wanting to help a denizen, another wanting to kill him. Sure, it's often inconvenient, and sure it often won't work out beautifully, but I'll gladly take that inconvenience for the couple of times it does lead to interesting RP interactions.
The whole idea that npcs aren't divided into quest mobs and bashing mobs has, to me, always been a very fundamental aspect of the playing experience that you get introduced to right at the start. Do you kill pixies and give them to the imp lord, or do you do the opposite? Either way, you will be completing a quest and hindering another quest by hunting at the same time. It's exactly conflicting things like this that do make Achaea great for me and its things like this that make the difference between a multiplayer game, where different interests clash, and a singleplayer game.
The whole idea that npcs aren't divided into quest mobs and bashing mobs has, to me, always been a very fundamental aspect of the playing experience that you get introduced to right at the start. Do you kill pixies and give them to the imp lord, or do you do the opposite? Either way, you will be completing a quest and hindering another quest by hunting at the same time.
The correct answer is the kill all the pixies except the queen, give them to the imp lord, then murder all the imps and give them to the pixie queen....then murder the pixie queen to save her the grief of living without all her subjects.
The whole idea that npcs aren't divided into quest mobs and bashing mobs has, to me, always been a very fundamental aspect of the playing experience that you get introduced to right at the start. Do you kill pixies and give them to the imp lord, or do you do the opposite? Either way, you will be completing a quest and hindering another quest by hunting at the same time.
The correct answer is the kill all the pixies except the queen, give them to the imp lord, then murder all the imps and give them to the pixie queen....then murder the pixie queen to save her the grief of living without all her subjects.
That's my boy. Taught you well the Hunt.
- To love another person is to see the face of G/d - Let me get my hat and my knife - It's your apple, take a bite - Don't dream it ... be it
Comments
I am literally
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.
That part always niggles me.
thanks for pointing out the obvious, @Mindshell
drop 50 sileris:
drop 50 plant:
→My Mudlet Scripts
This was changed recently, a great change!
Results of disembowel testing | Knight limb counter | GMCP AB files
→My Mudlet Scripts
at least we still have leghump.
→My Mudlet Scripts
AND I was there when I was in my last 5% drive for 99 so I was already extra anxious. "OF COURSE YOU'RE IMMORTAL NOW, YOU TASTY .3% SNACK!" left my mouth once.
I already don't like things like the quest rankings, as this too leads to quests mainly being seen as a mechanic to excel at, rather than as a way to interact with the world. For hunting, this has already been the case for much longer than for quests, of course, but at least "excelling at hunting" is something that can be understood much more IC than "excelling at questing" ("hey, I'm playing a character who's really good at doing what denizens tell him to do").
I'd love to see people being much more selective about which quests they complete, which creatures they hunt. I'd love to see player conflicts based on one person wanting to help a denizen, another wanting to kill him. Sure, it's often inconvenient, and sure it often won't work out beautifully, but I'll gladly take that inconvenience for the couple of times it does lead to interesting RP interactions.
The whole idea that npcs aren't divided into quest mobs and bashing mobs has, to me, always been a very fundamental aspect of the playing experience that you get introduced to right at the start. Do you kill pixies and give them to the imp lord, or do you do the opposite? Either way, you will be completing a quest and hindering another quest by hunting at the same time. It's exactly conflicting things like this that do make Achaea great for me and its things like this that make the difference between a multiplayer game, where different interests clash, and a singleplayer game.
→My Mudlet Scripts
The correct answer is the kill all the pixies except the queen, give them to the imp lord, then murder all the imps and give them to the pixie queen....then murder the pixie queen to save her the grief of living without all her subjects.
That's my boy. Taught you well the Hunt.
- To love another person is to see the face of G/d
- Let me get my hat and my knife
- It's your apple, take a bite
- Don't dream it ... be it