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Announce News Post #1842

Toxins-related changes

Written by: Garryn
Date: Saturday, September 10th, 2011
Addressed to: Everyone


This post lists all the non-trivial changes implemented in addition to the new Assassin/Renegade and Predator skills. Most of the changes focus on the former two, as Predators were in a much better shape and didn't need as many modifications (they still got quite a few, though).

Toxins
------

- Toxins is now a general skill, anyone can learn it

- Toxin lists have been unified between circles - the formerly unique toxins can be preserved by anyone now (see below for exceptions)

- The preserving syntax has changed to: PRESERVE TOXIN <name> IN <vial> [THIN] - this applies to both Toxins and Trailblazing. The "THIN" word only applies to Predators, who preserve thick by default.

- The PREPARE ability no longer exists

- All the toxins can now be preserved outside toxin labs - preserving outside a lab still requires toxin sacs and is much slower

- The Toxicology ability speeds up preserving now, in addition to allowing more applications per vial

- Metrazol now paralyses two limbs at once, either a left arm and a left leg, or a right arm and a right leg

- If any of your limbs are paralysed, being hit with another dose of metrazol has no effect

- All methods of curing metrazol now cure all paralysed limbs at once, instead of one at a time

- Curing metrazol no longer has a room message

- Curing sulfonal now has a room message

- The room message for the relevant toxins should be properly displayed even if the toxin was masked

- The Envenom ability has been moved from Toxins to Knifeplay

- Shrugging has been moved to Sabotage and Knifeplay and reworked (see below for more information)

- Dioxin, Trioxin and Sulfonal have been moved to Sabotage

- Cirisosis has been moved to Predation


Sabotage
--------

- PUNCTURE now takes a toxin argument directly - preparing no longer exists

- PUNCTURE uses toxins in vials now

- Puncture against mobiles is faster now, to match the speed of puncture against players

- Dioxin, Trioxin and Sulfonal moved to the skill from Toxins, they can only be punctured if you have the ability in Sabotage

- All wormhole abilities have been moved to Spatium (the new skill)

- The ILLUSION ability is no longer comboable with anything, and takes 3 second equilibrium regardless of length

- ENVENOM moved earlier in the skill, and it now allows regular envenoming

- DOUBLESTAB is much more accurate now, and it consists of two attacks, each with its own chance to miss or rebound

- The protection provided by Harden has been increased slightly

- Lightwalls will now work correctly if there's more than one in the room

- Summoning a cobra is now a channeled action, and no longer requires repeated attempts

- You can now use FLAY <target> MASS

- APPLY FENUGREEK now requires and takes herb balance

- Weaving has been reworked - it no longer affects dodging, but instead reduces damage based on how many toxin and hypnosis afflictions your attacker suffers from

- UNPHASE no longer costs equilibrium

- You can now configure the color of the Signs ability

- The Darts trap has been removed from Sabotage

- New ability: Flashwall

- New ability: Shrugging

- New ability: Arrowcrafting


Spatium
-------

- This list only includes wormhole functionality that has been altered - there are many new abilities, check out their AB files for information

- Time required to splice or cancel a stable wormhole has been significantly reduced

- You can splice unstable continent-wide wormholes now - this is much faster than stable ones, but moving or warping through it severs the connection instantly

- WORM TREMORS now also detects wormhole splicing

- Broad arrows can no longer be used with WORM SNIPE


Hypnosis
--------

- Hypnotic suggestions are now in the order in which they were suggested, not in reverse order

- You can now use SUGGEST <target> FRONT <suggestion> to place a suggestion to the start of the queue, rather than the end (this effectively simulates the previous behaviour where suggestions were firing in reverse order)

- New ability: Heroism (new affliction, prevents touching shield and seraph aura, cured by mandrake and focus)

- New ability: Whisper

- The Hypochondria affliction has been reworked entirely - it now afflicts with random hypnosis afflictions, doesn't block diagnose, and is much slower than previously

- HYPNOTISE is no longer delayed, and can be used off-balance

- SEAL can now be used off-balance

- You should now be notified if you lose a hypnotic trance because someone else hypnotises

- The suggestion message shown to the user now includes the suggestion name


Knifeplay
---------

- New ability: Envenom (moved from Toxins)

- Bone cleaning should be faster now

- Bones in a drying room now become completely dry at the beginning of each Imperian day, instead of requiring several RL hours to do so

- Soaking a sitara now takes between 10 and 20 minutes (used to be 25 RL hours)


Predation
---------

- All Wolf abilities have been moved to Beastmastery (the new skill)

- Cirisosis moved to the skill from Toxins

- Fixed a problem that was causing Cirisosis to frequently not work at all

- Fashioning darts now produces 40 at a time (up from 20)

- The speed of Bloodscourge no longer depends on the Toxins rank of the Predator

- You can now HIDE and secure a mask after throwing a smokebomb

- Knifeplay bones no longer fall out of your inventory upon quitting

- New ability: Shrugging

- New ability: Prowling

- New ability: Lure

- New ability: Decoy


Beastmastery
------------

- As above, this only includes changes made to skills moved to here from Predation

- Quickmount now allows mounting/dismounting at no balance loss


Other
-----

- Seance rites (Devotion) and eye sigils now affect all elevations

- Those with the Wormholes ability in Perception can now use the WORM TREMORS ability - the Perception version only detects splicing, not cancelling

- Earthquake (Thespia) has a 1/3 chance on each tick to cause Beastmastery bears in adjacent rooms to stop blocking - this only affects bears blocking departure to the earthquake's room, other exits are unaffected

- Bloodworms (Malignosis) disrupt bear blocking when summoned (and only when summoned, there are no more ticks) - as above, this only works if the bear blocks the exit that the bloodworm comes through

- Death should properly clear all channeled actions now



Penned by my hand on the 12th of Fas, in the year 647 AD.


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