Update 10/06/2004 07:43 PM CDT
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Solomon



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http://www.livejournal.com/~drbubba


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Cleric Team Update 12/09/2005 12:37 PM CST
I said I'd have news for you this week.

It's not as bad as it could be, but it's not fabulous.

The bad news is that Khent is currently in a position, for various reasons, where he feels that he wants to contribute but it's unable to devote the amount of time he would like, I would like, or you all would like. There are several projects that Khent was involved with, either as a starting point, or as a key member, that impacted not only Clerics, but other guilds. Those projects are going to have to be looked at and re-assigned.

The good news is, there are other projects that he was involved in that are finished, or nearly finished. We currently have GMs on staff who are evaluating the status of those projects and, in fact, what we hope to be the final testing phase on a couple of them was started last night.

We have a new group of trainees starting very soon, although none of those folks are being hired specifically to work on Clerics, there is at least one person being hired for "general" systems work who may potentially be assigned small projects or bits of projects to help finish up some of Khent's outstanding tasks and as I mentioned, we've already tapped some other experienced folks to help tie up the loose ends.

The search has already begun for our next group of trainees and applications from folks with interest in the Cleric Guild are being moved to the top section of the review list. If you've applied before and are interested, now is the time to re-submit an updated application. If you haven't applied before and are interested, now is the time to submit your first application.

Again, this is certainly not fabulous news, but it's better than it could have been.

It's my sincere hope that Khent's situation improves and it's been made crystal clear to him than we're willing to do anything we can to help him out and get him back into the groove we saw him in when he first joined us. I hope you'll join me in understanding this situation and encouraging him until he's able to do that.


Solomon



What's going on?
http://www.livejournal.com/~drbubba


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SoL Update 12/18/2005 09:29 PM CST
Greetings,

A few modifications to SOL are now live in all instances of the game.

Clerics can now SHAPE their shields to achieve various degrees of customization.

>shape shield
SHAPE Shield of Light syntax:

SHAPE SHIELD TO [OPTION]

Examples:
SHAPE SHIELD TO TARGET
SHAPE SHIELD TO MERAUD

Valid options: target, ordinary, medium, oval, kite, tower, custom, spike, wearable, blank, or the name of any god.




TARGET, ORDINARY, MEDIUM, OVAL, KITE, TOWER: Modify the size of shield.

SPIKE (Infusion Required): Add spikes to your shield.

WEARABLE (Infusion Required): Toggle the shield between arm and hand-held mode.

GOD: Add some god-specific flare to your shield.

CUSTOM: To utilize the custom SOL designs available at the last festival.

BLANK: Restore your shield to its original status.

/salute

-Ssra

The ultimate in reasoning is to come to the realization that there are still an infinite number of things that are unreasonable. -Blaise Pascal

This message was originally posted in The Clerics, Magic Talk ~ Current Cleric Magic. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=16&topic=13&message=5284
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Cleric Update - Centering Spell 03/01/2006 05:34 PM CST
Greetings,

Today I rolled in an update to the Cleric spell, Centering. This change is limited to the infusion functions of the spell.

You will gain improved balance as you infuse mana into Centering. However, it will add an anti-stun function once you reach fifty mana infusion. If it clears a stun, the spell will restore you to slightly off balance before ending. Based on the amount of mana you infuse into the spell you can go with the more reliable balance boost or the somewhat less reliable (but handy) anti-stun.

This change is now live in all instances of the game.

/salute

-Ssra

This message was originally posted in The Clerics, Magic Talk ~ Current Cleric Magic. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=16&topic=13&message=5417
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Devotion Updates 06/21/2006 05:04 PM CDT
Heyo!

I have just released some changes to the Devotion system in preparation for a new way to gain devotion coming soon to a temple near you. The changes should be completely invisible at this point, and primarily involve just updating some of the older parts the devotion system to meet new standards.

Before you ask, no, I'm not going to say what the new devotion ritual is going to be, but I will say that barring any last-minute issues, I'm looking at having it out before the end of the month.


- GM Dartenian

"You ain't seen nothin' yet!" - Al Jolson

LiveJournal: http://www.livejournal.com/users/dartenian/
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Abeyant Orison Update 10/13/2006 11:20 PM CDT
An update to how the Abeyant Orison spell interacts with the Osrel Meraud orb is now live. This affects both the difficulty to place AO into the orb, and the amount of mana it drains from the orb.

Difficulty:
The difficulty to place AO into the orb has been entirely changed. Instead of being based on the number of spells AO has held in abeyance, it is now a static number. The new difficulty is equivalent to the previous difficulty at two spells.

Drain:
The drain AO inflicts on your orb is still variable, but has been drastically reduced. A fully loaded AO spell is still among the most "expensive" spells you can have in your orb, but the cost can no longer increase leaps and bounds beyond any other spell.

-Armifer
"...and we shall be able to see the heavens more clearly, the heavens which, though they still may be cruel, nonetheless will not deny to us their eternal beauties." -Giovanni Boccaccio
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Aesrela Everild - Update 01/07/2007 09:58 PM CST
Greetings,

First the bullets and then some explanation:

- Converted from SvA to TM
- Removed the outdoors only restriction
- Removed spirit health modifier to damage
- Modified how the number of bolts are generated
- Modified difficulty to be inline with tier 3 spell

When we modified the SvA mechanics to no longer utilize TM (only in The Fallen currently) that necessitated the need to update a number of spells - AE being one of them. Given Clerics already have a strong foundation in target magic we decided the best course of action would be to remove the SVA aspect and covert the spell to TM. While cleaning up the script we made a number of modifications that we hope will make the spell more useful including removal of the "must be outdoors restriction" and the damage component of the spell is no longer linked to your spirit health. The spell continues to drain spirit and we'll review this again when the update to Vigil goes live.

The change to the way the bolts are generated means a minimum prep will be slightly more effective but it will take a bit more power to increase the number of bolts up to the mana cap.

The spell is now on preview for all Clerics and we'll monitor and make changes as deemed necessary. Questions, comments, rants, and raves should be directed to the Cleric -> Current Cleric Magic folder.

Thank you.

-Ssra

"Not everything that counts can be counted, and not everything that can be counted counts." -Albert Einstein

This message was originally posted in The Clerics, Magic Talk ~ Current Cleric Magic. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=20&category=16&topic=13&message=6102
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Bless Updates 02/08/2007 01:10 PM CST
Heyo!

Some fairly significent changes to the Bless spell are now live in both Platinum and Prime. Barring any unforeseen issues, TF will follow in a day or two. The base function and purpose of Bless has not changed -- these are primarily changes to make Bless far more user-friendly.

What all has changed?

(1) CAST <name>

If you cast Bless on another player, one of two things can happen.
(a) If they are holding an item that can be blessed, the spell will bless the item just as if the cleric had cast it directly on the item.
(b) If the are not holding any blessable items, it will bless them instead. This will allow the target to brawl cursed and undead critters just as if they were using a blessed weapon for a short duration. Big thanks to Ssra for making that feature possible!


(2) CAST GROUP

If you use the syntax CAST GROUP, the spell will attempt to do everything described in (1) above to all members of the cleric's group. How many people, and how many total items affected, is capped by the cleric's current devotion. It is important to note that the number of charges bestowed by group casting is lower than those supplied by a direct cast. The trade-off is the ability to get a lot of items blessed quickly for emergency situations at the expense of overall charges.


(3) Refreshing Bless

Previously, you could not bless an item that was already blessed if it still had charges remaining. This is no longer the case. You may now refresh blesses on items that are already blessed. This will attempt to -replace- the existing blesses, and does not stack. If the number of new charges from the new cast is greater than the number of existing charges, it will replace them. If lower, it will behave just like it did previously.


(4) Alignment Support

Bless will now include some messaging based on the current alignment of the caster.


The new Bless should still be compatable with all its previous uses, and has been reorganized to make it easier to add new blessable items as needed for rituals, quests, or whatever. A bug that was causing issues with certain substances has also been thoroughly squished.


- GM Dartenian

"You ain't seen nothin' yet!" - Al Jolson

LiveJournal: http://www.livejournal.com/users/dartenian/
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Spirit Health Updates 05/15/2007 07:44 PM CDT
Heyo!

Some fairly major updates to the spirit health system have been live in Platinum for a couple of weeks for testing, and are now live in Prime for some additional breakage. Assuming the game doesn't crash, TF will follow in a few days.

* The rate of spirit recovery has been significantly increased. It is still fairly slow compared to things like vitality and fatigue, but noticeably faster than it has been the past few years.

* The effectiveness of self-cast Vigil has improved as a direct result of the above change. The faster the recovery rate, the better self-cast Vigil will perform.

* The transfer of spirit health via Vigil has been modified. It still works much the same as before, but should work a bit quicker and actually help overall recovery in addition to equalizing spirit health levels.

* Now for the big surprise. If anyone in the area is playing one of the more difficult song styles (minuet and up) flawlessly, it will further increase the spirit recovery rate. Since it increases the rate of recovery, this means that it also increases the effectiveness of Vigil, insuring that clerical spirit healing will always be superior. Note that this effect requires a fairly significant amount of musical skill, but will work on any instrument so long as the song is performed flawlessly and isn't using the offkey or halting styles (since those are by definition not flawless).


Overall spirit health recovery should be much easier, but even with ALL the above factors, it can still take several minutes to fully recover from a death. We may tweak a few things later when some other spirit-related issues are addressed, but this should make spirit health a bit easier to deal with in the meantime while still leaving it difficult to recover quickly.


- GM Dartenian

"You ain't seen nothin' yet!" - Al Jolson

LiveJournal: http://www.livejournal.com/users/dartenian/
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Harm Horde Update 05/20/2007 03:23 PM CDT
Heyo!

Harm Horde will be removed from preview late this evening. I did slightly increase the default accuracy of the spell, so it should be a bit more effective. If you wish to keep the spell after the preview ends, you will need to contact your guildleader and learn it.


- GM Dartenian

"You ain't seen nothin' yet!" - Al Jolson

LiveJournal: http://www.livejournal.com/users/dartenian/
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Bless Update 05/23/2007 11:07 PM CDT
I've made a small update to the bless spell which should allow clerics to bless oil. This changes is now live in Prime and Plat with The Fallen to follow in a few days when we know there are no issues.


GM Lirrak
Cleric Liaison
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Minor Physical Protection Update 01/13/2008 10:56 PM CST
An oversight in the design of Minor Physical Protection caused the spell to grant a 0% damage reduction with low mana casts. Here in DragonRealms we like novice Clerics and do not like dividing by zero, so this needed to be changed.

The formula for determining the strength of a MPP cast has been revised. The spell now begins with a significantly higher amount of damage reduction, while the amount of damage reduction per mana point has been reduced to keep the spell within the same cap.

Reader's Digest version:
Minimum Cast: Significant increase in damage reduction.
Normal Cast: Increase in damage reduction, which will become less noticeable as you approach the cap.
Maximum Cast: No change in damage reduction.

This is live in all versions of the game.

-Armifer
"It is no longer possible to escape men. Farewell to the monsters, farewell to the saints. Farewell to pride. All that is left is men."
- Jean-Paul Sartre
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Clerics: MPP and MAPP Updates 01/31/2008 10:45 PM CST
Heyo!

The Minor and Major Physical Protection spells have undergone a couple of changes:

* The minimum duration of Minor Physical Protection has been increased significantly.

* The minimum duration of Major Physical Protection has been increased significantly.

* The minimum bonus of Major Physical Protection has been increased slightly. The maximum bonus remains the same.


This basically means most of you should find it easier to get a reasonable duration on these two spells, especially at lower levels.

These updates are live in Platinum and Prime. TF will follow tomorrow if nothing breaks.

- GM Dartenian

"So he buckled right in with a trace of a grin
On his face. If he worried, he hid it.
He started to sing as he tackled that thing
That couldn't be done and he did it."
- Edgar Guest
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Small Guildleader Update 07/20/2009 05:07 PM CDT
A few additions and fixes have been made to the guildleader speeches.

* Esuin and Jelna will mention Devotion when they are instructing a new guildmember.

* Esuin will talk about Crossing Temple instead of Halasa Temple when asked about the local temple.

* All guildleaders will respond when asked about Devotion and Necromancy.

* Vecuto will respond to a few new queries which the other guildleaders always have. (altar, temple, cemetery)

GM Grejuva



Ghoul: "Dude, this area like is so totally holy! Let's settle here so the clerics can slaughter us!"
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Cleric Requirement Update 12/15/2009 06:25 AM CST
Following Rangers, Clerics too have been updated to utilize GM Zeyurn's shiny new leveling system! The main change players will notice is that your guildleaders will now be a little more specific in telling you which skills you lack in order to attain the next circle.

In addition, the previously mentioned requirement tweak is live. The Teaching requirement for the 71st-100th circle bracket has been tweaked from 3.5 ranks up to 4, while the same for the 101st+ bracket has been tweaked from 4.5 ranks down to 4.

GM Grejuva
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