Elephant
Mud News from 2004
July
- September
Evil Alignment
and Murder
A small change to how the alignment system works which plugs
a loophole
used by certain naughty people:
In order to murder indiscriminately,
you have to be Evil, and being Evil has some downsides. For
example other people can attack you, and coming back to life
can be more expensive. Some people have got *just* the
nasty side of Evil, committed a murder, and then got *just*
back the nice
side meaning that they cannot be attacked.
Now when you commit a murder
you will stay Evil for a days login time. During this time your
alignment cannot get any better than Evil (although it can get
worse!), meaning you must live the life of the evildoer for
a while before being able to come back to the side of Good.
Of course - not everyone will WANT to come to the side of Good
anyway :)
Once this 24 hour period has
expired you can change your alignment again
as normal. (21st Sept 2004)
Caravans Missing
News has come in that several families around the realms are
growing concerned. Skilled miners, employed to work upon a silver
mine in the area of Rathowen, have not been in touch for a while.
The owners of the mine have stated that nothing is wrong however,
and that communication is just difficult due to the frozen conditions
along with the frequent blizzards.
A report from the far northern
reaches of the Realm has reached even the ears of Lord Rhaleth
Draken who posted the following warning:
A merchants wagon heading to
the newly reopened silver mine near Rathowen has not returned
back. While this in itself would not be cause for concern in
those dangerous and treacherous snows, this is the third such
caravan to have gone missing in the last month, and there has
been no contact with the mine during this time either.
I urge all travelling in the
frozen wilds to be careful, as there may be bandits, or worse,
roaming the area. (6th Sept 2004)
Elephant Mudlympic
Final Results
After the final event of the 50AE Mudlympic Games, the medal
table looks like this:
Guild |
Gold |
Silver |
Bronze |
Fighter |
5 |
3 |
3 |
Ranger |
3 |
1 |
4 |
Druid |
2 |
3 |
1 |
Warmage |
2 |
2 |
1 |
Rogue |
2 |
- |
- |
Monk |
1 |
3 |
- |
Cleric |
- |
- |
3 |
(29th August
2004)
Change
to guild changing
You can now change guild at any level. You will immediately
be dropped to level 1, much as if you had died down. You will
not, however, suffer your hp/mp etc being mangled by so doing.
Instead, your hp/mp, stats and skills
will be set to that of a starting character of your race. You
will have slightly better stats than a brand new character,
and any age bonuses you have received will be preserved. You
will also retain enough experience points to advance back to
level 5 (or your old level if lower), so you can immediately
advance back up.
In effect this is a way to die
down without dying, thus avoiding all the
unpleasant side effects that happen when you do. It is simple
and quick.
Not only that it will wipe out any hp/mp you have lost from
dying in the
past - giving you a clean slate, but you will also retain money,
family, quests etc. The net effect is that you will be in vastly
better shape than under the old system of dying down!
To do this, you no longer use
your guild commands, but instead go and speak to Loman Kell
in the Drakenwood Keep. He will perform the ritual on your behalf,
setting you back to a guild-less Adventurer.
For people who are multi-guilded,
you will continue to use the guild commands as before, but in
addition you can now leave your secondary guild at the Drakenwood
Adventurer's Guild (where you find the Adventurer's Board).
In addition we have also allowed
people to drop back to level 1 in exactly the same way but without
changing guild. This will be of great value for people who have
quests, deeds, money, family, mail etc etc, but who wish to
wipe away any mistakes they made due to dying lots, or in other
ways getting themselves a little messed up!
Full details can be found on
the main board. (27th
August 2004)
Change
to hps/mps
Some significant changes have been made to the way hps and mps
are effected by training stats, advancing, changing races etc.
A brief summary has been included below. The full explanation
can be found on the main baord.
- The hp, mp and stamina with
which you start are now directly dependent upon your starting
stats. Race only impacts upon it in so far as it impacts on
your 'base' stats.
- Instead of getting a bonus
from your con or wisdom when you advance, you: Now gain the
bonus as soon as you up your con or wisdom. This means that
you don't have to max your con and wisdom each level for fear
of losing out.
This will have a major effect on gameplay - do you advance
with lower hp but more quickly? Do you advance your con and
get the immediate benefit? Something in between? This is made
all the more significant at low levels by the next point.
- Every single point by which
your con or wisdom goes up or down will now affect your hp,
mp and stamina. It is not just above 14 (for a bonus) or below
8 (for a penalty). Each and every point you improve will have
an instant effect. This will have a dramatic effect on low
level players. Also the bonus will not be just 1 hp per point.
On the contrary it can be quite significant as your con and
wisdom start to rise.
- Changing race has no impact
whatsoever on your hp, mp etc other than that caused by the
change in your stats. Thus a change from a human to a giant
will see your hp rise and mp drop.
-
Under the new system if you
go die and drop a level and then go back up you will lose
only 1 hp/mp. You will not lose any more than this under
any circumstance (assuming you put your con back up if it
dropped!)
While this is of great benefit
to everyone, the flip side is that you
will always lose this 1hp/1mp when you die, not just if
you drop levels. (19th August 2004)
Wizard Promotions
Moloch has managed to code his area and get it through our approval
system and online within one month, a speedy turn around if
ever we saw one. With this he has been promoted from the rank
of Apprentice to that of Wizard making him a fully fledged member
of the Wiz team of Elephant Mud, and meaning I have to write
something nice about
him for the website! Well done Moloch!
Also celebrating this week is
Eversor who's
efforts have earned him a promotion to the highly respected
rank of Senior Wizard.
This constant, steady progress
demonstrates what an active and enthusiastic team of Wizards
we are lucky enough to have on Ele. Contratulations for them
both! (15th August 2004)
Fishy
Goings on at the Docks!
Gordon is a poor old fisherman who, until recently, sailed out
of the Drakenwood Docks each day. Recently, however, he has
been too terrified to leave the safety of the docks after seeing
his friend Alfred pulled beneath the waves by a pack of sea
zombies. Word on the street is that he's looking for adventurers
to see what happened to Alfred. (15th
August 2004)
Introducing
the 50AE Mudlympic Games!
BREAKING NEWS
*** The opening ceremony was hi-jacked
by envoys of Aerdy sent to steal the Mudlympic Torch. As a result
the Ceremony had to be postponed. Lord Rhaleth Draken announced
today that the torch had been recovered and the openeing ceremonly
will instead take place on Sunday 15th August 2004 at 8pm BST.
***
A competition of the like never
before seen in the Western Realms, allowing
all seven guilds to compete against one another in a number
of different and varying events taking place over the course
of two Mud months.
The guild whose members acquire
the most medals will be hailed as the
overall champions of the 50AE Mudlympic Games and will be rewarded
accordingly.
Details of exactly when each
event is to occur will be unveiled shortly.
The opening ceremony will take
place on Saturday 14th August at 8pm BST in the purpose-built
stadium (within the Mudlympic Village). In order to greater
strengthen ties with our new-found friends in Valena the village
has been built on their copious plains. A special stage coach
will be laid on to transport participants and observers to the
area to avoid over-crowding the existing route.
The opening ceremony is set to
be *the* event of the year with all the key figures from our
the Realms due to attend. We do hope that you will join us to
celebrate the opening of the first ever Mudlympic Games! (12th
August 2004)
Drakenwood
Times OUT NOW!
Get yourself down to Aaron in the Market Square and purchase
a copy of the Western Realm's leading news paper, the Drakenwood
Times. Issue Seven has finally made it to print and it's jam
packed with news and views from around the realms. Keep up with
the latest fashion trends, holiday locations, gossip and intrigue,
Guild news and try your hand at our crossword with a chance
to win a cash prize! (18th
July 2004)
Threes
a crowd
On Elephant Mud we allow each player to have a maximum of two
registered characters.
Many of you become attached to
your characters, but may also wish to explore the realms in
a different guise. Currently your options are to either rid
one of your two characters or perhaps even die down to restart.
This is not necessarily something that you feel happy doing.
We have considered this matter
long and hard and have decided to reward
those of you who have reached Heroic status with your primary
character
with the opportunity to create and play a third character.
In all practical ways this third
character will behave as second characters do at present. You
will still need to register it to avoid falling foul of the
rules on illegal multiple characters and you will still only
be able to vote with your primary character.
So, if your primary character
is a hero and you wish to start a new third character, simply
create the character and submit a 'req' (this will check to
make sure you comply with the above criteria) and await a response
from Admin and then off you go! (11th
July 2004)
Murder in
mind
On Elephant Mud we have two legal systems. The realms are ruled
by the Council who have the ability to create and enforce laws
of the land. The rules of the game, however are created and
policed by the Wizards. Council laws may be broken, if you are
prepared to play the role of the criminal. Breaking Wizard laws
however is a foolish thing to do for it can result in loss of
experience points, banning or even the deletion of your character!
With this in mind two changes
have been made to the wizard laws regarding murder.
1) You are now physically prevented
from making a second attack. We believe that prevention is better
than cure and if we wish there to be a 1 pk per week limit we
will help enforce that in code rather than via punishments.
Up until now only the 3rd and above attacks were physicall prevented.
2) There must be at LEAST 24
hours worth of login time between murders in addition to a weeks
actual time. For most people, who play 4 or more
hours a day on average, this is totally unnoticable. Likewise
if you are
not trying to commit murders every week on the dot (which we
strongly
recommend against!), you will not even notice this. However
what it means
is that you cannot murder, log off for a week, log back on and
murder
again before logging off once more. If you wish to be a murderer
you must
be an active one, fleeing from Council and your peers and skulking
in
shadows, not just logging off to stay safe. (5th
July 2004)
Spooky Behaviour
Ghosts are now only able to move about the mud by floating.
Floating costs no stamina, but
is a little slow, so cannot be used to cover
rooms quickly. Of course, one may always 'float home' as before
to get
immediately back to your guild (or normal place you login).
Water seems to interfere with
this process, so ghosts are effectively
landlocked. Obviously 'float home' will thus be vital if you
die at sea. For
this reason we strongly recommend that you never set your start
location
in the great oceans, or you will need someone to come to YOU
to resurrect you!
Finally it has been noted by
some that exploring as a ghost, while still
useful in many circumstances, will not now increase the amount
of the mud
that you have officially visited. One needs to visit places
in a more tangible
form for your exploration percentage to rise.
It has often been said that stamina
as a ghost was a major problem, so hopefully this will completely
alleviate this.(3rd July 2004)
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