Re: Code Updates
Re: Code Updates
Tweaked Rowboats (faster transition between rooms, rowing speed is now influenced by the greater of agility or strength, and boosted by the sailing skill)
Re: Code Updates
Enhanced weather descriptors and weather state echoes. Added various weather effects for water based rooms (lake, sea).
Re: Code Updates
Coded the research function for the Lorecraft Skill.
Added the Lorecraft skill.
Usage:
research <topic>
The research command allows your character to delve into the depths of hidden lore and forgotten knowledge within an Archivium . If you are skilled in research, you can use this command to uncover information on a specific topic, drawing from ancient scrolls, dusty tomes, and fragmented manuscripts.
How It Works:
Location Requirement: You must be in an Archivium location to conduct research.
Skill Check: Your success in uncovering information depends on your character’s Lorecraft skill.
Discoverable Content
Researching a topic can reveal:
Common knowledge known to many scholars.
Rare and obscure facts, depending on your skill level and luck.
Fragments of lore that may hint at deeper secrets.
Possible Outcomes:
If your skill level is too low for the topic, you may find nothing and conclude that further study is required.
You might get hints that spark a memory, suggesting you've heard something related before but cannot quite recall the details.
If successful, your character will uncover detailed information, which may include historical facts, hidden lore, or rare insights.
Examples:
Research keywords can be vague or specific
research Caeloth
Discover the secrets of the ancient city, its arcane history, or rumors of lost artifacts.
research beast
Uncover details about strange creatures, their habits, or legendary monsters that roam the land.
research Vulp
Try to find details about the Vulp
Note:
The rarity of information and the location in which it is being conducted affects your chances of success. Common topics are easier to research, while rare entries may require higher research skills or additional attempts.
Added the Lorecraft skill.
Usage:
research <topic>
The research command allows your character to delve into the depths of hidden lore and forgotten knowledge within an Archivium . If you are skilled in research, you can use this command to uncover information on a specific topic, drawing from ancient scrolls, dusty tomes, and fragmented manuscripts.
How It Works:
Location Requirement: You must be in an Archivium location to conduct research.
Skill Check: Your success in uncovering information depends on your character’s Lorecraft skill.
Discoverable Content
Researching a topic can reveal:
Common knowledge known to many scholars.
Rare and obscure facts, depending on your skill level and luck.
Fragments of lore that may hint at deeper secrets.
Possible Outcomes:
If your skill level is too low for the topic, you may find nothing and conclude that further study is required.
You might get hints that spark a memory, suggesting you've heard something related before but cannot quite recall the details.
If successful, your character will uncover detailed information, which may include historical facts, hidden lore, or rare insights.
Examples:
Research keywords can be vague or specific
research Caeloth
Discover the secrets of the ancient city, its arcane history, or rumors of lost artifacts.
research beast
Uncover details about strange creatures, their habits, or legendary monsters that roam the land.
research Vulp
Try to find details about the Vulp
Note:
The rarity of information and the location in which it is being conducted affects your chances of success. Common topics are easier to research, while rare entries may require higher research skills or additional attempts.
Re: Code Updates
Added the Pathfinding mechanic
Characters now have a chance to become lost in the deep wilderness.
Following a character with Pathfinding can greatly reduce the risk of becoming lost, but the effectiveness depends on the leader’s skill and expertise in navigating the terrain.
https://onwardmud.com/wiki/index.php?title=Pathfinding
Characters now have a chance to become lost in the deep wilderness.
Following a character with Pathfinding can greatly reduce the risk of becoming lost, but the effectiveness depends on the leader’s skill and expertise in navigating the terrain.
https://onwardmud.com/wiki/index.php?title=Pathfinding
Re: Code Updates
Added the Remember command
Roleplay Tool
remember Keyword "Title" <description>
Description:
The remember command allows your character to create and store a memory associated with a specific person, place, or event. These memories are personal notes that help your character track significant details and interactions throughout their journey in Onward. This command can also be used creatively to detail events in your characters distant past to enrich their background and give staff insight into their personal history.
Usage Examples:
remember "John" A tall man with a crimson cloak who gave me advice in the marketplace.
remember "Brightfell" Inn A cozy inn where I first met the caravan traders.
remember "The Cruel Mole Attack and Trauma" Standing by a hillside and a small mole biting my toe. The trauma of the experience.
Once created, these memories can be viewed and recalled using the memories and recall commands.
Related Commands
memories: Displays a list of all your stored memories.
Example:
> memories
1. John
2. Brightfell Inn
3. The Cruel Mole Attack and Trauma
recall #: Brings up the specific memory associated with the target.
Example:
> recall 1
You remember something...
John
A tall man with a crimson cloak who gave me advice in the marketplace.
Additional Notes
Memories are personal to your character.
You can use the memory system to enhance roleplay and keep track of details your character finds significant.
Keep descriptions relevant to your character's perspective.
Roleplay Tool
remember Keyword "Title" <description>
Description:
The remember command allows your character to create and store a memory associated with a specific person, place, or event. These memories are personal notes that help your character track significant details and interactions throughout their journey in Onward. This command can also be used creatively to detail events in your characters distant past to enrich their background and give staff insight into their personal history.
Usage Examples:
remember "John" A tall man with a crimson cloak who gave me advice in the marketplace.
remember "Brightfell" Inn A cozy inn where I first met the caravan traders.
remember "The Cruel Mole Attack and Trauma" Standing by a hillside and a small mole biting my toe. The trauma of the experience.
Once created, these memories can be viewed and recalled using the memories and recall commands.
Related Commands
memories: Displays a list of all your stored memories.
Example:
> memories
1. John
2. Brightfell Inn
3. The Cruel Mole Attack and Trauma
recall #: Brings up the specific memory associated with the target.
Example:
> recall 1
You remember something...
John
A tall man with a crimson cloak who gave me advice in the marketplace.
Additional Notes
Memories are personal to your character.
You can use the memory system to enhance roleplay and keep track of details your character finds significant.
Keep descriptions relevant to your character's perspective.
Re: Code Updates
Racial cultures added to character creation
A culture can now be selected where appropriate.
Memories enhanced
Characters typing remember can uncover unique memories tied to their earlier life (pre-play / growing up ). If they meet the right requirements and are in the appropriate location, they will be bestowed with an exclusive memory that is unique to them and their experiences.
These memories are designed to enhance immersion, serving as tools to deepen roleplay and enrich character backstories. Memories are designed to add flavour to a characters upbringing and background and it is up to the player to decide what to do with them. Some memories might be trivial and subtle, while others may be more significant.
Only one memory can be acquired per individual room, where relevant.
Currently, characters of the Brightfell culture can acquire these memories while in some rooms in Brightfell or its surrounding areas.
Typing Remember on its own will bestow a memory, if in the right room, and if one is available.
Q/A
I have a memory of finding an object or for instance, seeing a strange map, can I contact staff to ask more about it, or to get the object?
Yes. It is encouraged to contact staff in these situations as memories exist to enrich immersion.
A culture can now be selected where appropriate.
Memories enhanced
Characters typing remember can uncover unique memories tied to their earlier life (pre-play / growing up ). If they meet the right requirements and are in the appropriate location, they will be bestowed with an exclusive memory that is unique to them and their experiences.
These memories are designed to enhance immersion, serving as tools to deepen roleplay and enrich character backstories. Memories are designed to add flavour to a characters upbringing and background and it is up to the player to decide what to do with them. Some memories might be trivial and subtle, while others may be more significant.
Only one memory can be acquired per individual room, where relevant.
Currently, characters of the Brightfell culture can acquire these memories while in some rooms in Brightfell or its surrounding areas.
Typing Remember on its own will bestow a memory, if in the right room, and if one is available.
Q/A
I have a memory of finding an object or for instance, seeing a strange map, can I contact staff to ask more about it, or to get the object?
Yes. It is encouraged to contact staff in these situations as memories exist to enrich immersion.
Re: Code Updates
Stats now scale with aging, peaking at 22 years old for the Ardelan and Stranger races.
Re: Code Updates
Room States Implemented.
Rooms can now have dynamic states with timers
New Interactive States:
Flooded
Burning
Cursed
And more.
Features:
States are time-based and will naturally expire unless prolonged by external factors (e.g., spells, events).
Interactive mechanics: Players can mitigate or intensify room states through actions like extinguishing fire or draining water.
Prepare for immersive environmental challenges.
Rooms can now have dynamic states with timers
New Interactive States:
Flooded
Burning
Cursed
And more.
Features:
States are time-based and will naturally expire unless prolonged by external factors (e.g., spells, events).
Interactive mechanics: Players can mitigate or intensify room states through actions like extinguishing fire or draining water.
Prepare for immersive environmental challenges.
Re: Code Updates
Feature Update: Armour Durability and Maintenance (50% complete)
Consideration :
Encourages player interaction by requiring armour maintenance through player or NPC armorcrafters.
Armour now sustains damage when struck in combat.
Damage depends on:
Incoming damage: Greater damage results in faster wear.
Armour material and type: Some armours are inherently more resistant or weaker against specific damage types from certain weapons.
Quality now impacts durability:
High-Quality Armour: Takes less damage, lasts longer, and resists falling apart even when heavily compromised.
Low-Quality Armour: Prone to damage, shorter lifespan, and breaks faster.
Two visually identical armours can differ drastically in quality based on the crafter's skill.
Maintenance System:
Damaged armour can be repaired:
Player Crafters: Seek out skilled armorcrafters for repairs.
NPC Services: NPCs can repair armour for a fee.
Consideration :
Encourages player interaction by requiring armour maintenance through player or NPC armorcrafters.
Armour now sustains damage when struck in combat.
Damage depends on:
Incoming damage: Greater damage results in faster wear.
Armour material and type: Some armours are inherently more resistant or weaker against specific damage types from certain weapons.
Quality now impacts durability:
High-Quality Armour: Takes less damage, lasts longer, and resists falling apart even when heavily compromised.
Low-Quality Armour: Prone to damage, shorter lifespan, and breaks faster.
Two visually identical armours can differ drastically in quality based on the crafter's skill.
Maintenance System:
Damaged armour can be repaired:
Player Crafters: Seek out skilled armorcrafters for repairs.
NPC Services: NPCs can repair armour for a fee.