Lookingway and Mappingway for screen readers
Posted by No
[Sun Oct 10 12:23:11 2021]
The Mappingway and Lookingway items for the deep dungeon are now
somewhat less useless for blind users with screen readers. I can't
exactly make them print out detailed directions to the exit, since
it's a randomly generated maze, but they now at least give the
coordinates of the stairs leading up and down, and also tell you
something like "Stairs leading down are 1 east and 3 south from
stairs leading up."
I left the ascii map in place for people who want to try to
interpret it, or for people who use blind mode despite not actually
being blind. I also edited the description of Mappingway in the
shop and in your inventory, so you can more easily tell which item
is infinite-use and which one is single-use.
Empowered Grandleon renamed
Posted by No
[Wed Oct 6 23:59:52 2021]
The empowered version of the Grandleon has been renamed to Empowered
Grandleon. If you're looking through your bags for a Grandleon and
can't find it, that's why. This should make the eqinfo command
actually able to distinguish between the two versions of the sword.
Back to Basics!
Posted by Oreg
[Sun Sep 5 04:15:15 2021]
As a consumate typoist I cannot expound sufficiently about my
annoyance with Cheer and Cheer-Up. I've just finished recoding
squire and I still can't reliably remember which skill buffed which
stats or for how long. Squire also happens to be oppresively good in
too many situations despite of being stunningly tedious.
Since no one stopped me(or particularly disagreed), I assaulted my
fellow wizards with a long series of ideas on how to improve the
"Squire Experience". The result is Squire losing a number of skills
that not only overlapped in status, but had obnoxiously confusing
names. This reduces the number of skills you have to keep track of,
and gave us some creative room to add some much needed interaction.
Cheer-Up and Yell have died in a fire. They made me feel dumb, and
now they are dead.
A new passive skill, Incite, will greatly improve the quality of
Cheer by granting increased duration and a more potent buff to
Attack, Defense and Mdefense.
After learning Battle Cry, a second new passive skill, Reflex will
not only grant improved evasion but will also grant a significant
bonus to agility for the Squire's party.
Heal was a silly name for an ability, so it's been renamed Purge to
better fit its effect. The passive skill Self-Healing will upgrade
Purge, cleansing the player of most negative ailments every few
rounds for a short duration.
Scream no longer increases agility, but retains it's bonus to
strength. Additionally it now bestows both Dragon Force and Mighty
Guard buffs. Overall this improved the quality of the buff while
also preventing it from stacking with nearly identicle buffs.
Accumulate received a massive increase to its duration, and became
the focal point for Squire's new mechanic. Accumulate and Scream
will improve the damage of Throw Stone or Dash on each use, while
Cheer and Reflex only have a random chance to grant this
improvement. The bonus stacks up to five times for each skill
independantly, and the damage modifier is exponential.
To summarize Squire now only has four buffing skills (Accumulate,
Cheer, Reflex, and Scream), gained a better version of Heal, which
is now called Purge, and can occasionally throw a rock like an anime
baseball player. Squire should maintain its position as a powerful
support job, while not being nearly as tedious to utilitize.
A massive shoutout to No for enduring some of my more...interesting
ideas, while providing better alternatives. Rynn for catching a
shameful number of grammar and typo errors, and Meow, who did the
lion's share of work (pun intended) reinforcing some of my code, and
cleaning sneaky typos.
As Squire is so widely used and appreciated none of these changes
were taken lightly, and this project has been in the works for a
couple months. So, if there are any mistakes blame Krugen for doing
nothing, then send us a bug report.
P.S. As is tradition for major overhauls, everyone's Squire ap has
Changes to PK
Posted by Rynn
[Tue Aug 17 16:39:15 2021]
Since we changed the benefits for PKing years ago, it doesn't make
sense to make people permanently PK on. You can now turn PK on and
off almost at will. Once you have turned PK on or off, there is a 1
hour cooldown before you can go back.
Job View Innate Abilities
Posted by Rynn
[Fri Jun 25 13:07:02 2021]
The 'job view' command will now show if a job has any innate abilities.