
Mod 9 Release Notes
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MajorMUD - Realm of Legends Release Notes
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+ Version 1.11i + Patch - 1/10/2001 +
1) Fixed crashing caused by Lord of the Hunt, nexus spear, and Dusk.
2) Added a fail safe to the hideous face not appearing
3) The first good and neutral quest now requires you make a full round trip
from Markus to Annora
4) The witchunter quest in the Crimson Fortress is now repeatable.
5) The doors in the Negative Power Planes are bashable.
+ Version 1.11i - 12/21/2001 +
1) Area effect spells that cause damage should no longer be resisted by
monsters.
2) Fixed two crashing bugs caused by a monster and a room spell.
3) Fixed monsters that regenned out of their intended area.
4) Linked rooms that were broken in some areas.
5) Changed the 5th evil quest to give appropriate flags and items so someone
who did their steps out of order wouldn't be stuck.
6) Enabled the 5th quest to allow someone who didn't follow their quest
directions in 1.11h to complete their quest.
7) Changed some monster resistances so they will take no damage instead of
being healed by spells.
8) Fixed other miscellaneous bugs.
+ Version 1.11h - 11/30/2001 +
1) Added training to level 65 at the Hydra.
2) Fixed toplist display for characters that have passed the 4.2 billion
mark for people previously running the beta patch.
3) Fixed toplist display for characters that have rerolled and retained
some experience for people previously running the beta patch.
4) Fixed display of experience to next level in the player's exp line for
people previously running the beta patch.
5) Added the command "unstock all" for gangshop owners to fix the problem
where shops did not have all 10 slots available to them.
6) Fixed several memory related issues that may or may not resolve the
NT regen problems in prior versions.
7) Changed sys jail to become a more effective "time out" for problem
users. This does *NOT* effect monster jail such as guards or the
sheriff. Now, when a player is sent to jail using the sys god
commands, they will be placed in "isolation" for 30 minutes, where
they cannot speak, telepath, gossip, auction, broadcast, etc. They
will only be able to sit and wear their time off or exit the realm.
If they exit, their timer does not go away, it takes up where they
left off when they come back.
8) Removed quest resetting via the smoky black talisman. Players will
now be able to "pledge" an alignment after they have completed the
3rd alignment quest and before they have started the 5th alignment
quest. This will convert their quest flags to the appropriate
equivalent of the new alignment they have pledged.
9) Fixed the coding bug that allowed some bbses to access Module 8 areas
without having purchased an activation code.
10) Level 10 quest weapons are now magic 2, monsters with a magic 3 rating
or higher can't be hit. Additionally, level 10 training must be done
in the crypt now, at the respective quest spirits.
11) A new area has been added that contains a sidequest for witchunters.
You must purchase Module 8 to access it.
12) A new sidequest has been added for gypsies, this quest is in Module 4.
13) A new sidequest has been added for missionaries, this quest is in Module
6.
14) A new area has been added that allows access from Module 1 to Module 3
w/o the amber talisman.
15) New underground areas have been added that connect Module 1 to Baseline
and Baseline to Module 4.
16) A new area has been added that directly connects the Darkwood Forest to
the Slums.
17) The illumination spell now creates a magical "light ball" light item
which has to be equipped to use.
18) Several new spells have been added for Priest, Bard, Mage and Druid,
check all spell shops and boss monsters for new scrolls.
19) Some attack spells over level 35 have been upgraded to be more mana
efficient.
20) Some monsters attacks that were essentially non magical have been
flagged to be unaffected by magic resistance.
21) Some monster attacks that were based solely on weapon damage, have been
increased to reflect the strength bonus that the monster would likely
have.
22) Monsters now cast certain spells the same as players i.e. blind, hold
person etc.
23) Many changes to existing items, some upgrades, some downgrades. Make
sure to experiment with them before going anywhere dangerous.
24) Removed shatter from the game until it can be reworked.
25) Shovels that can be used to dig with in the graveyard now have a random
chance to break.
26) Capitalized the names of new boss monsters to make them stand out more.
27) Other misc. changes applied and bugs fixed