Olympia proposed G2 changes, for review (long) From: skrenta@rt.com (Rich Skrenta) Date: Wed, 20 Nov 1996 00:00:00 +0000 This describes the changes which so far have been implemented in the Olympia G2 codeline. Review is solicited from those interested in game balance issues who wish to comment prior to the start of game G2. (As to when game G2 will start, a launch date has not yet been fixed.) I am seeking comments for three primary areas: 1. Are any new imbalances potentially introduced by any of these changes? 2. Will any critical G1 imbalances persist despite these changes? 3. Are the numerical constants used (e.g. the amount of money earned via the new Trade skills) appropriate, or do they need to be altered? At this point I am not seeking suggestions for additional new features to add (i.e. roads, sentient AI NPC warlords, a new marriage & courtliness system, etc.) I am also not looking for argument as to the direction of these changes; if you wish Olympia was more bloody instead of less, i.e. more like a closed-ended wargame, then you may wish to refrain from comment. My continuing thanks to the many players who have sent suggestions on how to improve the game. -- Rich Skrenta Note: These are DRAFT changes. Do not use these as a rule reference for Olympia game G2, as they may have changed prior to launch. Please obtain a fresh copy from: http://www.pbm.com/oly/g2-changes.html ---------------------------------------------------------------------------- Trade Trade has been revised as follows: 1. There is a new skill category Trade [730]. Conceal identity of trader [731] has been moved under Trade. 2. There are two new Trade skills to establish trading markets: Skill: Find tradegood for sale [732] Usage: USE 732 Time: 21 days Use of 732 searches for a seller of a new rare tradegood in the city market. At the comletion of use, a new tradegood will be created and offered for sale by the city. Up to two tradegoods may be sold by each market. Use of 732 will fail if there are already two rare tradegoods for sale in the city. The tradegood will remain for sale in the city for 24-36 months following its addition to the trade list. At the end of this period it will be removed and no longer offered for sale (lowering the count of tradegoods sold in the city by 1). 732 must be used in a city in part of the regular world (not Hades, Faery, the Cloudlands, or Subworld.) Markets for rare tradegoods created with 732 may be found via the skill Find market for tradegood [733]. 3. And: Skill: Find market for tradegood [733] Usage: USE 733 Time: 14 days Use of 733 will attemp to find a buyer for a rare tradegood in the local city market. The trader must possess at least one of the tradegood that a buyer is being sought for. Markets to purchase rare tradegoods must be at least 8 provinces away from the market selling the rare tradegood. A city will purchase at most two rare tradegoods. For a given tradegood, there is a 50% chance that a city will purchase it. If successful, the city market will begin buying the rare tradegood. A trader can hope to earn 2000-3000 gold in profit if a full quantity of the tradegood is transported between the originating and consuming cities and sold. When the tradegood ceases to be sold in the originating city, the purchasing city will also remove the item from its purchase list, thus making room for another tradegood to be bought. 733 must be used in a city in part of the regular world (not Hades, Faery, the Cloudlands, or Subworld.) Beastmastery 1. Each use of BREED incurs a 20% chance of an accident which may kill one parent. 2. The time necessary for the BREED command to function is dependent on the type of animal produced: beast days ----- ---- dragon [286] 45 giant bird [281] 28 giant spider [278] 21 chimera [284] 21 nazgul [55] 14 lion [280] 14 harpie [285] 14 all other beasts 7 3. Capture Beasts in Battle will yield 1 or 2 of the conquered beasts, down from 50-100%. 4. There is a new skill Breed hound [661]: Skill: Breed hound [661] Usage: USE 661 Time: 21 days Breed and train for service one hound [295]. There is a 50% chance that a given hound will bark if any stealth characters enter the same location as the character containing the hound. Hounds also have a 50% chance of barking once per month (on a random day) if any stealth characters are present in the current location. Hounds halve the chance that prisoners will escape from the stack, and will bark each time an escape attempt is foiled. Combat 1. New combat round algorithm is as follows: 1. A random man is chosen from the attacking side to hit a random target from the defender. 2. A random defender is similarly chosen to hit a random target from the attacking side. 3. Repeat, alternating sides until the smaller side has had as many chances to hit as it has attackers. 4. The larger side gets N hits in a row, where N is the difference between the number of attackers in the larger side and the smaller side. 2. Peasants, workers and sailors only assist with defense in combat, not attacks. 3. When a noble is taken prisoner (including via SURRENDER), a portion of the prisoner's items will always be lost. If a unique item is lost, it will have to have found by exploration of the province. 4. The defense rating for towers is 35, up from 20. The defense rating for galleys is 20, up from 10. The defense ratings for roundships, temples, mines and inns are now 10, up from 0. The initial defense rating for castles is 35, down from 40. (Castle defense ratings can be increased via the IMPROVE order, see below) 5. The interface to 9505 only allows 50% and fight-to-the-death settings. The old interface was troublesome and sometimes lead to players setting harmful break points ("surrender immediately") they didn't intend. 6. Archery, swordplay and defense now grant two points for each week of use. 7. At least 10 fighters (not "men") are needed to PILLAGE. 8. New weather effects for missile troops in combat: 1. Rain or wind cut the missile rating of archers or elite archers in half, and the missile rating of crossbowmen to 1/4 normal. 2. Fog cuts the missile rating of all figures to 1/4 normal. 9. The random bandit attacks for wilderness provinces have been removed (i.e. lone nobles may travel without fear of unprovoked attacks from the game). Random monster attacks (approx 6% chance/move) have been added to Hades and Faery. (These new random attacks are not inhibited by carrying elfstones, etc.) These new attacks will not happen against stealthy (invisible) characters. 10. Every non-safe-haven city has an initial default garrison with 25-150 pikemen. Each garrison is set to ADMIT ALL and DEFEND ALL. Each noble stacked with the garrison will earn 1gp/day for aiding the city's defenses. Castle improvement, Garrisons, Civ-levels, Taxes 1. Castles are rated for an improvement level. Castles start at level zero after they have been completed with BUILD. The IMPROVE order, when executed inside the castle, uses workers and stone to raise the improvement level of a castle. level stone worker-days ----- ----- ----------- 1 50 1000 2 60 1250 3 70 1500 4 80 1750 5 90 2000 6 100 2500 IMPROVE [days] Runs for the specified number of days, or until the next improvement level is reached, whichever comes first. 2. Castles start at defense 35. Each level of improvement grants 3 more defense points. 3. A castle's improvement level determines how many provinces may be garrisoned to it: castle provinces rank ------ --------- ---- 0 1-5 lord 1 6-12 knight 2 13-24 baron 3 25-37 count 4 38-50 earl 5 51-63 marquess 6 64+ duke region king (A region must have at least 15 provinces to have a king) 4. The number of provinces which much be owned to achieve titles is: provinces rank --------- ---- 1-5 lord 6-12 knight 13-24 baron 25-37 count 38-50 earl 51-63 marquess 64+ duke region king (region must have at least 15 provinces) 5. A unit must be the first unit in a province to install a garrison. 6. A garrison in a province containing a castle must be bound to that castle. 7. A garrison may only be installed in a province adjoining a province which already contains a garrison bound to the same castle, or the province the castle is in. 8. Tax base for provinces is 50 + civ * 50, down from 150 + civ * 50. 9. Cities add a flat 100 gold to the province's tax base. 10. Castles collect 50% of the tax base remaining in their province, down from 100%. 11. There is no fixed civ level cap. However, only the first building of each type counts towards the civ level in a location. The Map 1. Hidden locations and cities are no longer sequentially numbered. 2. Faery and Hades are substantially larger than in G1. They each are about as large as the number of land locations on the main map. 3. There are six starting cities on the main continent of Provinia. All of the starting cities are ports and safe havens. Another safe haven, the old Imperial City, is located in the center of Provina, adjacent to Mt. Olympus. There are no mountains within 3 squares of any of the start cities. The starting cities all offer the same skills: Combat, Construction, Stealth, Basic magic, Gatecraft, Shipcraft, and Forestry. 4. Ocean-land routes take normal time to cross, not one day. 5. A few sea-lanes should appear in the map this time. (They were supposed to be in g1, but a glitch left them out of the final map). 6. Half of all cities have a system of underground tunnels beneath them. The entrance to the tunnels (generally via the city sewers) may be found by exploring in the city. Once inside the tunnels, exploration is necessary to discover routes to deeper levels. Each level in the underground tunnel network has a 50% chance of containing a chamber in which QUEST will function. Some say that deep below Provinia's safe havens lies a subterrainian region of lush green forests and quiet cities. Magic & Religion 1. Magic between regions (Hades, Faery and the main world) is not permitted. For example, one may not teleport into Hades, or scry into Faery from the normal world. 2. Visions may not be done between different regions (Hades, Faery, and the normal world). 3. Aura transfers waste 50% of the aura, i.e. an absorbed aura blast or storm only returns 1/2 of the aura invested. 4. Trance [9201] restores up to 2/3 of a mages's maximum aura, down from 100%. 5. Meditation [9101] now raises aura by 1 point or 5% of the mage's maximum aura level, whichever is higher. Advanced Meditation [9174] raises aura by 2 points or 10% of the mage's maximum aura level, whichever is higher. 6. The aura levels necessary to use Hinder Meditation [9175] have been changed: aura chance of failure ---- ----------------- 1 10% 2 25% 3 50% 4 75% 5 90% 7. The identity of mages who create auraculums is no longer revealed to other mages. 8. Speed cast [9106] has been removed. 9. Research by mages of 6th black circle level and above (maximum aura of 31 or higher) must be done in provinces with a civilization level of 1 or less. 10. There is a new researchable Religion skill Immunity from Vision [9306]: Skill: Immunity from Vision [9306] Usage: USE 9306 Time: ten days Immunity from Vision allows a character to prevent scrys from the Receive Vision [9301] skill, and when they succeed, to detect the identity of the visioning priest. Each use of [9306] increases the vision defense count of the character by one point. A vision attempt by a priest will fail if the count is 1 or higher, and decrease the count by one. If the count is zero, a vision by another priest against the character will succeed. Characters with Immunity from Vision [9306] will be notified of vision attempts against them, and will learn the identity of the visioning priest. Vision defense point are only deceased in response to a vision attempt from another priest. The current vision defense level will be listed in the character's turn report. 11. Perform common tasks for gold is now a resource competitive production skill: Perform common tasks for gold ----------------------------- Usage: USE 9103 [days] Required aura: none Time to cast: as given Even powerful magicians sometimes require gold to further their plans. This skill allows the magician to perform trivial or common tasks for the local population of a city or province to earn gold. Examples of common tasks are curing runny noses, concocting love potions, dowsing for water, or performing conjuring tricks. This skill earns 10 gold per day for the mage, while work at common tasks is available. Cities and provinces support 5 days of work at common tasks for each point of civilization level. For example, a civ-2 city will allow a mage to work for 10 days at common tasks, earning 100 gold. If multiple mages work the same location, they compete for the available work. Two mages who each began using 9306 on the first day of the month in a civ-2 province would each work for five days, and each would earn 50 gold. See the COLLECT order for more details regarding competition for resources. 12. Teleport [9112] now requires 1 point of aura per 50 weight. 13. Current Aura may be at most 5 times the maximum effective aura (maximum aura plus aura from item bonuses). Death, NP conservation 1. In general, NP's invested in characters are returned to the character's player if the character dies or deserts. Orders which assume control over a character require the payment of the required NPs. This applies to Bribe noble [671], TERRORIZE, and Persuade oathbound noble [672]. 2. When a noble is killed in battle, the body is moved into the province as an item which may be found with EXPLORE. An executed noble's body is given to the character who performed the execution. The EXHUME command has been removed. 3. Bodies take 12 turns to decompose, up from 8. 4. When a body decomposes, the number of NP's which were invested in the character are returned to the original owner. 5. The Last Rites subskill of Religion has been replaced with a new skill Lay to Rest: Skill: Lay to rest [754] Usage: USE 754 Time: ten days Use of 754 will commend a dead noble's body to its final resting place. The priest must possess the body of the deceased, and perform 754 in a graveyard. Upon completion, the dead body will be consumed, and the NPs invested in the deceased character will be returned to the original owner. 6. The Resurrect dead noble skill has been changed to require 1 NP from the priest to perform the resurrection. The restored character appears with full health in the priest's location (the character will not be a prisoner of the priest), and will be under the command of the original owner. 7. Eating of Brains is changed as follows: The noble will learn any skills known by the dead character. The eating noble must pay any NP cost associated with the learned skills. If the NP cost cannot be afforded, no skills will be learned, but the body will still be destroyed. The original owner of the dead character receives the number of NPs invested in the character. 8. Resurrection lowers the returned character's defense rating by 25. If the character would have a defense rating lower than zero, no resurrection is possible. Monsters 1. Sublocations are no longer seeded with non-replenishable monsters at the start of the game. Instead, monsters are found in sublocation by using the QUEST command: --------------------------------------------------------------------------- QUEST time: 7 days priority: 3 --------------------------------------------------------------------------- When used in an appropriate sublocation, will search for groups of beasts or monsters to do battle with. Often monsters will be found guarding some treasure, which the noble will obtain if victorious in combat. There is a 50% chance that QUEST will succeed and discover a group of monsters or beasts. Once QUEST has been successful in a particular sublocation, it will not yield further results there during the following 3-5 turns. If QUEST discovers a group of monsters or beasts, the questing noble will immediately initiate an attack. Note that the questing noble and his stack may be killed or taken prisoner if they are overpowered in combat by the monsters. QUEST may not be used in safe havens, or initiated by a character who is not a stack leader. The type and number of monsters discovered depends in some part on the kind of sublocation which is quested in. The following table describes which sort of adversaries will be found in the various locations. The choice between the adversaries discovered via QUEST is random. The table indicates how many of the given foes can be expected to appear. where what combat how many ----- ---- ------- -------- islands pirate [24] (5,5,0) 5-30 cyclops [291] (25,75,0) 1-5 caves rat [279] (3,3,0) 10-50 wolf [289] (5,5,0) 3-10 ratspider [81] (5,5,0) 5-20 gorgon [288] (10,20,0) 3-5 orc [287] (20,15,0) 5-20 ruins bandit [283] (3,3,0) 2-10 cyclops [291] (25,75,0) 2-5 minotaur [272] (30,5,0) 3-10 centaur [271] (30,30,0) 3-10 giant lizard [282] (45,45,0) 1-3 battlefields skeleton [33] (6,6,0) 10-100 spirit [26] (50,50,0) 5-50 giant [292] (75,25,0) 3-10 nazgul [55] (80,80,0) 5-20 graveyards undead [31] (10,10,0) 10-100 harpie [285] (80,120,0) 3-10 giant spider [278] (150,100,0) 3-10 giant bird [281] (200,150,0) 1-3 lairs lion [280] (100,100,0) 3-8 chimera [284] (130,130,0) 2-10 dragon [286] (500,500,250) 1 enchated forests, faery hills faery [293] (9,9,9) 5-20 elf [25] (50,50,100) 5-20 pits & bogs rat [279] (3,3,0) 5-25 gorgon [288] (10,20,0) 3-7 cyclops [291] (25,75,0) 2-3 minotaur [272] (30,5,0) 1-5 sand pits giant lizard [282] (45,45,0) 15-30 circles of stone skeleton [33] (6,6,0) 3-15 gorgon [288] (10,20,0) 3-15 orc [287] (20,15,0) 3-15 cyclops [291] (25,75,0) 3-15 minotaur [272] (30,5,0) 3-15 centaur [271] (30,30,0) 3-15 spirit [26] (50,50,0) 3-15 giant [292] (75,25,0) 3-15 nazgul [55] (80,80,0) 3-15 harpie [285] (80,120,0) 3-15 chimera [284] (130,130,0) 3-15 tunnel chamber, rat [279] (3,3,0) 10-50 levels 1-6 ratspider [81] (5,5,0) 5-20 gorgon [288] (10,20,0) 3-6 orc [287] (20,15,0) 5-20 tunnel chamber, cyclops [291] (25,75,0) 5-10 levels 5-6 minotaur [272] (30,5,0) 5-15 giant lizard [282] (45,45,0) 5-15 giant spider [278] (150,100,0) 5-15 Skills and Experience 1. The diminishing returns of STUDY have been removed. Instead, characters are limited to studying for at most 14 days per turn. (This does not include any "fast study" days spent). 2. The experience level table has been changed: use level ----- ----- 0-4 apprentice 5-11 journeyman 12-20 adept 21-34 master 35+ grand master 3. All new players are given 100 "fast study" points. Each fast study point may be applied to a skill being studied in lieu of actually spending a day studying. For example, the order STUDY 120 7 would apply 7 fast study days to learning Shipcraft. This study order would take 0 days to execute. 4. Learn times for the top-level skills have each been increased by two weeks, and the learn time of every subskill has been increased by a week. A noble point is now required to learn Beastmastery. 5. Where skills are taught: o Combat, Construction, Stealth, and Magic are taught in all cities. o Beastmastery is taught in cities in plains provinces. o Mining is taught in cities in mountain provinces. o Forestry is taught in cities in forest provinces. o Shipcraft is taught in all port cities. o Persuasion is taught in 50% of all cities, except safe havens. o Gatecraft is taught only in safe havens. o Non safe haven cities each offer one of the following skills, chosen at random: Alchemy, Weather magic, Scrying, Artifact Construction, or Necromancy. Vanquished quest monsters may yield scrolls of instruction as treasure. These scrolls generally teach a researchable skill which the conquering noble does not yet know. Scrolls vanish after one use. Skill listing and learning times Skill schools: 600 Shipcraft three weeks 610 Combat three weeks 630 Stealth four weeks 650 Beastmastery four weeks, 1 NP req'd 670 Persuasion four weeks 680 Construction three weeks 690 Alchemy four weeks 700 Forestry three weeks 720 Mining three weeks 730 Trade three weeks 750 Religion five weeks, 1 NP req'd 800 Magic four weeks, 1 NP req'd 820 Weather magic five weeks, 1 NP req'd 840 Scrying five weeks, 1 NP req'd 860 Gatecraft five weeks, 1 NP req'd 880 Artifact construction six weeks, 1 NP req'd 900 Necromancy six weeks, 2 NP req'd 920 Advanced sorcery six weeks Shipcraft [600] 601 Sailing two weeks 602 Shipbuilding two weeks 603 Fishing two weeks Combat [610] 611 Survive fatal wound four weeks 612 Fight to the death four weeks 613 Construct catapult two weeks 614 Defense two weeks 615 Archery three weeks 616 Swordplay two weeks 617 Weaponsmithing two weeks Stealth [630] 631 Petty thievery two weeks 632 Determine inventory of character two weeks 633 Determine skills of character two weeks 634 Determine character's lord two weeks 635 Conceal faction four weeks 636 Learn of richest nearby noble two weeks 637 Torture prisoner three weeks 639 Sneak into structure three weeks 641 Conceal self four weeks Beastmastery [650] 651 Bird spy three weeks 652 Capture beasts in battle four weeks 653 Use beasts in battle four weeks 654 Catch wild horses two weeks 655 Train wild horse to riding horse two weeks 656 Train wild horse to warmount three weeks 657 Breed beasts four weeks 658 Summon wild men three weeks 659 Persuade wild men to remain three weeks 661 Breed hound three weeks Persuasion [670] 671 Bribe noble two weeks 672 Raise peasant mob two weeks 673 Rally peasant mob three weeks 674 Train angry peasants two weeks 675 Persuade oathbound noble three weeks 676 Incite mob violence three weeks Construction [680] 681 Construct siege tower two weeks 682 Stone quarrying two weeks Alchemy [690] 691 Brew healing potion three weeks 692 Brew potion of death three weeks 693 Collect rare elements two weeks 694 Extract venom from ratspider three weeks 695 Make potion of slavery three weeks 696 Record skill on scroll three weeks 697 Turn lead into gold four weeks Forestry [700] 701 Construct battering ram two weeks 702 Harvest lumber two weeks 703 Harvest yew two weeks 704 Collect rare foliage two weeks 705 Harvest opium two weeks 706 Harvest mallorn wood two weeks 707 Improve opium production two weeks Mining [720] 721 Mine iron two weeks 722 Mine gold two weeks 723 Mine mithril two weeks Trade [730] 731 Conceal identity of trader two weeks 732 Find tradegood for sale two weeks 733 Find market for tradegood two weeks Religion [750] 751 Receive vision four weeks 752 Resurrect dead noble four weeks 753 Preparatory ritual three weeks 754 Lay to rest four weeks 755 Remove blessing from soldiers four weeks 756 Immunity from Vision four weeks Magic [800] 801 Meditate two weeks 802 Perform common tasks for gold two weeks 803 Appear common two weeks 804 View current aura level of others three weeks 805 Heal two weeks 806 Reveal abilities of another mage three weeks 807 Tap health for aura three weeks 808 Modern magic script three weeks 809 Shroud abilities from scry three weeks 811 Detect ability scry three weeks 812 Dispel ability shroud three weeks 813 Advanced meditation three weeks 814 Hinder meditation three weeks Weather magic [820] 821 Summon rain three weeks 822 Summon wind three weeks 823 Summon fog three weeks 824 Direct storm three weeks 825 Fierce wind three weeks 826 Bind storm to ship three weeks 827 Scribe weather symbols three weeks 828 Dissipate storm three weeks 829 Renew storm strength three weeks 831 Lightning bolt four weeks 832 Seize control of storm three weeks 833 Fog of death three weeks Scrying [840] 841 Scry location three weeks 842 Shroud location from magical scry two weeks 843 Dispel location shroud three weeks 844 Ciphered writing of Areth-Pirn three weeks 845 Create magical barrier three weeks 846 Remove magical barrier three weeks 847 Locate character three weeks 848 Detect location scry three weeks 849 Farcasting three weeks 851 Save farcast state three weeks 852 Banish undead three weeks Gatecraft [860] 861 Detect gates two weeks 862 Jump through gate two weeks 863 Teleport two weeks 864 Seal gate two weeks 865 Unseal gate with key two weeks 866 Notify if gate unsealed two weeks 867 Forcefully unseal gate three weeks 868 Reveal gate key three weeks 869 Notify of gate jumps two weeks 871 Language of the Ancients three weeks 872 Reverse jump through gate three weeks Artifact construction [880] 881 Reveal creator of artifact two weeks 882 Reveal where artifact was created two weeks 883 Destroy artifact two weeks 884 Forge auraculum four weeks 885 Cloak creator of artifact two weeks 886 Cloak region of artifact creation two weeks 887 Curse noncreator loyalty three weeks 888 Forge magical weapon three weeks 889 Forge magical armor three weeks 891 Forge magical bow three weeks 892 Dispel cloaking from artifact three weeks 893 Arcane symbols three weeks 894 Forge palantir three weeks Necromancy [900] 901 Summon ghost warriors three weeks 902 Raise undead three weeks 903 Aura blast three weeks 904 Transcend death four weeks, 1 NP req'd 905 Runes of Evil three weeks 906 Summon demon lord three weeks 907 Renew demon bond three weeks 908 Banish demon lord three weeks 909 Eating of the dead four weeks 911 Absorb aura blast three weeks Advanced sorcery [920] 921 Trance four weeks 922 Teleport items four weeks Relics Relics are unique item artifacts which are introduced into the game via quests with monsters. As of now only one relic has been created, the Imperial Throne [401]. By g2 launch there should be a few more. * Imperial Throne [401] Long ago, the emperor of Olympia sat on his throne in the emperor's palace, high amidst Mt. Olympus. It is said that whoever rebuilds the famed castle on Mt. Olympus, and sits upon the throne, will be titled Emperor of Olympia. Misc 1. Flying over a distance 8 route takes 4 days, up from 3. 2. Ships may only be built in cities. 3. Up to 5 horses may be caught per month in plains. Chance per day to catch is 50%, up from 25%. Train wild horse to riding horse takes 3 days. Train wild horse to warmount takes 7 days. 4. Stacks with large numbers of men relative to the number of nobles travel slower. A movement penalty of: delay = number of men / (number of nobles * 10) is imposed for stack movement. For example, a stack with one noble and 9 peasants will move in the rated time. A stack with 10 peasants and one noble will take an extra day to move. A stack with 40 peasants and 2 nobles will take two extra days, etc. 5. Summoned entities, such as angry mobs, may not be given anything. 6. There is a limit of 250 orders which may be queued for a unit. Additional orders will be dropped and will not appear in the unit's command queue. 7. The TELL command is removed. 8. No 25 gold is paid for PRESS or RUMOR submissions. However, all players receive 25 CLAIM gold per turn automatically. 9. At the end of every turn, each animal in a player's inventory has a 1% chance of dying. 10. The instant first tower bonus has been removed. 11. New players are given the following CLAIM items: 3,000 gold [1] 100 stone [78] 25 wood [77] In addition, a player's first noble starts with 200 gold and 25 peasants. 12. Towers may be built in safe havens. 13. CLAIM may not be used in the Cloudlands, Hades or Faery. 14. Potions of Slavery have a 33% chance of killing the noble who drinks one. 15. A new ACCEPT order must be given in order to receive items from others, either via GIVE or Teleport Item: --------------------------------------------------------------------------- ACCEPT from-who item [qty] time: 0 days priority: 0 --------------------------------------------------------------------------- The ACCEPT order must be used in order to receive items from other players. Gold is exempt from the ACCEPT check. The effects of ACCEPT last until the end of the turn, then expire. If ACCEPT is issued by a character, it applies to items given to that character only. If ACCEPT is issued by the player entity, it applies to every unit in the faction. If from-who is 0, the item will be accepted from anyone. Otherwise from-who should specify a character or a faction. If item is 0, any item will be accepted. If qty is zero or is not present, any quantity of the item will be accepted. If qty is specified, the given quantity must be less than or equal to the qty specified on the matching ACCEPT order. If the GIVE is successful, the given quantity will be deduced from the remaining qty value in the outstanding ACCEPT. A GIVE which could be passed by multiple overlapping ACCEPT orders will choose the first which matches, first for the character, then for the player entity. If an ACCEPT order specifies an item quantity limit, the quantity must be greater than or equal to the amount specified in the GIVE order. Multiple conflicting ACCEPT orders will not combined to satisfy a single GIVE. Examples: ACCEPT 0 0 # accept anything from anyone ACCEPT 10 0 # accept peasants from anyone ACCEPT 0 2950 # accept anything from character 2950 ACCEPT 10 2950 # accept peasants from character 2950 ACCEPT 10 2950 5 # accept up to 5 peasants from # character 2950 ACCEPT 10 501 # accept peasants from any character # in faction 501 ACCEPT 10 501 5 # accept up to 5 peasants from characters # in faction 501 16. The BUILD order now creates structures with entity codes based on the unformed list. An optional fourth parameter to BUILD allows one to choose an entity code from the existing unformed list, in the same way that the FORM order works. 17. An attempt has been made to lessen the use of "license plate" ID codes, or to at least clean them up a bit where they remain. 18. Weather may now be summoned in the Cloudlands. Item combat values name swamp man-like beast fighter ---- ----- -------- ----- ------- peasant [10] no yes no (1,1,0) worker [11] no yes no (1,1,0) soldier [12] no yes no (5,5,0) archer [13] no yes no (5,5,50) knight [14] no yes no (45,45,0) elite guard [15] no yes no (90,90,0) pikeman [16] no yes no (5,30,0) blessed soldier [17] no yes no (5,5,0) ghost warrior [18] no yes no (0,0,0) sailor [19] no yes no (1,1,0) swordsman [20] no yes no (15,15,0) crossbowman [21] no yes no (1,1,25) elite archer [22] no yes no (10,10,75) angry peasant [23] no yes no (2,1,0) pirate [24] no yes no (5,5,0) elf [25] no yes no (50,50,100) spirit [26] no yes no (50,50,0) undead [31] no yes no (10,10,0) savage [32] no yes no (1,1,0) skeleton [33] no yes no (6,6,0) barbarian [34] no yes no (2,1,0) wild horse [51] yes no no - riding horse [52] yes no no - warmount [53] yes no no - winged horse [54] yes no no - nazgul [55] yes no yes (80,80,0) battering ram [60] no no no (30,250,0) catapult [61] no no no (25,200,25) siege tower [62] no no no (30,250,0) ox [76] yes no no - ratspider [81] no no yes (5,5,0) centaur [271] yes no yes (30,30,0) minotaur [272] yes no yes (30,5,0) giant spider [278] yes no yes (150,100,0) rat [279] yes no yes (3,3,0) lion [280] yes no yes (100,100,0) giant bird [281] yes no yes (200,150,0) giant lizard [282] yes no yes (45,45,0) bandit [283] no yes no (3,3,0) chimera [284] yes no yes (130,130,0) harpie [285] yes no yes (80,120,0) dragon [286] yes no yes (500,500,250) orc [287] no yes yes (20,15,0) gorgon [288] yes no yes (10,20,0) wolf [289] yes no yes (5,5,0) cyclops [291] no yes yes (25,75,0) giant [292] no yes yes (75,25,0) faery [293] no yes no (9,9,9) hound [295] yes no no (1,1,0) Item weights The weights of some of the animals has been increased a bit. A -1 in a carrying capacity field means that the item will carry its own weight, but nothing additional. Capacity does not include the weight of the item itself. item name weight land ride fly ---- ---- ------ ---- ---- --- 1 gold 0 0 0 0 10 peasant 100 100 0 0 11 worker 100 100 0 0 12 soldier 100 100 0 0 13 archer 100 100 0 0 14 knight 400 100 100 0 15 elite guard 400 100 100 0 16 pikeman 100 100 0 0 17 blessed soldier 100 100 0 0 18 ghost warrior 0 0 0 0 19 sailor 100 100 0 0 20 swordsman 100 100 0 0 21 crossbowman 100 100 0 0 22 elite archer 100 100 0 0 23 angry peasant 100 100 0 0 24 pirate 100 100 0 0 25 elf 100 100 0 0 26 spirit 100 100 0 0 31 undead 100 100 0 0 32 savage 100 100 0 0 33 skeleton 100 100 0 0 34 barbarian 100 100 0 0 51 wild horse 1,000 -1 -1 0 52 riding horse 1,000 150 150 0 53 warmount 1,000 150 150 0 54 winged horse 1,000 150 150 150 55 nazgul 1,500 150 150 150 59 flotsam 30 0 0 0 60 battering ram 300 0 0 0 61 catapult 300 0 0 0 62 siege tower 300 0 0 0 63 ratspider venom 0 0 0 0 64 lana bark 1 0 0 0 65 avinia leaf 1 0 0 0 66 spiny root 1 0 0 0 67 farrenstone 1 0 0 0 68 yew 3 0 0 0 69 elfstone 1 0 0 0 70 mallorn wood 30 0 0 0 71 pretus bones 1 0 0 0 72 longbow 3 0 0 0 73 plate armor 5 0 0 0 74 longsword 5 0 0 0 75 pike 5 0 0 0 76 ox 2,000 1,500 -1 0 77 wood 30 0 0 0 78 stone 100 0 0 0 79 iron 10 0 0 0 80 leather 30 0 0 0 81 ratspider 1 0 0 0 82 mithril 5 0 0 0 83 gate crystal 1 0 0 0 84 blank scroll 2 0 0 0 85 crossbow 10 0 0 0 87 fish 2 0 0 0 93 opium 1 0 0 0 94 woven basket 1 0 0 0 95 clay pot 5 0 0 0 96 tax cookie 0 0 0 0 98 drum 2 0 0 0 99 hide 50 0 0 0 101 mob cookie 0 0 0 0 102 lead 10 0 0 0 261 pitch 100 0 0 0 271 centaur 1,000 150 150 0 272 minotaur 800 -1 -1 0 273 undead cookie 0 0 0 0 274 fog cookie 0 0 0 0 275 wind cookie 0 0 0 0 276 rain cookie 0 0 0 0 277 mage menial cookie 0 0 0 0 278 giant spider 500 -1 -1 0 279 rat 50 -1 -1 0 280 lion 750 -1 -1 0 281 giant bird 1,500 -1 -1 -1 282 giant lizard 1,000 -1 -1 0 283 bandit 100 100 0 0 284 chimera 800 -1 -1 0 285 harpie 500 -1 -1 -1 286 dragon 2,500 -1 -1 -1 287 orc 100 100 -1 0 288 gorgon 200 -1 -1 0 289 wolf 100 -1 -1 0 290 crystal orb 1 0 0 0 291 cyclops 200 200 0 0 292 giant 200 200 0 0 293 faery 10 10 0 0 294 petty thief cookie 0 0 0 0 295 hound 65 -1 0 0 401 Imperial Throne 0 0 0 0 Referenced By Up