Changes for May 2004
5-29-2004
- Updated tailoring to use menus similar to the new blacksmithy ones
5-28-2004
- Dishonest scribes can now modify the value of a blacksmithy contract. To do so,
use the inscription skill on the contract. Success requires both inscription and stealing skill.
If you fail, the contract will be destroyed. If you succeed, the value of the
contract will increase by 10-30%
- Once a contract has been modified, you (the players) can recognize it by the fact that
there are XXXX's in the 'value' column, with the new value written in beside it
- When you had the contract in to the merchant, there is a chance that they may detect the
changes to the contract. The odds of this happening are dependant on the stealing skill of the
player handing the deed in (roleplaying reason: fast talking is requires to keep the merchant
from noticing.) If they do notice, don't expect to be paid...
- The odds of being detected are higher if you hand the contract in to the merchant who gave
it to you (he may remember giving you the job and realize that something isn't right.) Its much
easier to fool another merchant by giving it to them (remember, you can hand a contract in to
any merchant, but they will take a small commision on it.)
5-25-2004
5-7-2004
- Updated the auctioneer gump(s) to be a bit faster and easier to use. You can now also
move the default position of the gump around using the small circle of arrows in the
lower-right corner of the window
5-6-2004
- Blacksmithy now has a new gump interface which should be more streamlined and
easier to use
- Added a few small bladed weapons to blacksmithy that previously were only
craftable with tinkering
5-5-2004
- Several bugfixes to the Special Order Contract system
5-4-2004
- New feature: Special Order Contracts (which have NOTHING to do with OSI bulk order deeds.
Nothing at all. Not in the slightest.)
- Currently, only blacksmithy has bul... special order contracts. Several of the other
tradeskills will probably get them eventually
- To receive a contract, you need blacksmithy as either your tradeskill or your first primary,
and a skill or greater than 90
- You get contracts when you job. You may (and probably won't) get one on the first try, but
if you take a few jobs, the merchant may give you one.
- There's no obligation with contracts. If you don't want to do it, throw it away.
- Once you receive a contract, you won't receive another one for 6 hours, or until
you complete the previous one you received
- A contract will request a number of some item, with a given quality and made
from a specified material. For instance, a contract may ask for '20 iron exceptional platemail
breastplates', or '15 copper halberds (normal)' All of these details (and more) can be seen
by double-clicking the contract
- To fill a contract, make the requested item and click the "Combine Item with Deed" button on
the contract.
- Once a deed is completed, you can turn it in to any merchant to get paid. HOWEVER, if you
turn it in to any merchant other than the original (or his replacement, if he's gone 'missing'),
the merchant will take a portion (5-10%) of the value as a commission for delivering the items
- The amount of gold paid is dependant on the number of items requested, the quality of the item
needed and the material. The gold reward levels may still change (its nearly impossible to balance
these sort of things...)
- If not filled and turned in, a contract will decay after 7 days
- Because of some (minor) changes made to blacksmithy to make it work with the deeds,
old blacksmithy items can't be used to fill a contract
5-3-2004
- Behind-the-scenes changes to housing to fix some minor bugs with incorrect housevalues
and to fix a few other quirks
Back to Recent Changes |