Greetings mortals,
The long-anticipated overhaul to tradeskills is here! You have seen
some of the outcomes of this project already (the DESIGNS command,
resubmissions, etc.), and there have been many, many changes behind-
the-scenes.... but this is where the sweeping changes that you will
see come into play.
You'll note that I don't really talk about cooking in here at all.
Like the other skills, cooking has some basic changes (messages and
such), but very little skill-specific updating was done. In the
future, we will be doing a complete overhaul of cooking, making it
a whole heck of a lot cooler and feature-filled.
Also, if I refer to "patterns" below, it really means:
"patterns/casts/blueprints/recipes/schematics"
Many of these changes were ideas from you, the players. Others came
from above. Regardless of their sources, however, I have to say that
I think there are some very, very cool changes here. So read on, weep
for joy, laugh/dance into the night, and if you break something or
discover that I broke something please submit a detailed BUG.
- Danaglas
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General things
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- AB <tradeskill>: You now have AB files for the tradeskills. The
actual ability files will be in shortly.
- Crafting time/messages: You will now notice that, more
realistically, crafting things actually takes time. When you decide
to make an item, you will be treated to a sequence of crafting
messages. Having the engineering item for your particular craft will
make this go twice as fast.
- Crafting requirements:
- Items: Some of the crafts required tools to perform, but some of
them didn't. This has now been corrected, so tool requirements
are as follows (engineering items in parentheses replace the
normal required tool):
Tailoring: sewing needle (or sewingmachine)
Jewelry: jewelry pliers (or lapidary kit)
Woodcraft: handsaw (or jigsaw)
Cooking: metal cooking pot (or cast-iron pan) and a stove
Masonry: regular chisel (or clockwork chisel)
Engineering items will make your crafting go twice as fast and
cost half of the commodities that it normally does.
All of the normal tools should be available for sale in the
various crafting guilds.
- Balance/equilibrium/etc: Tailoring and Jewelry can be done while
prone and without your legs. The others required you to be
standing on healthy legs.
- Repairing of items: Each tradeskill now has an item repair ability.
You will first need to DESIGN APPRAISE <the item you want to repair>.
This will take a bit of equilbrium and will let you know what the
cost in commodities will be to repair the item. Then you can use the
appropriate ability to repair it. Just as with normal crafting,
engineering tools with halve both the time and the cost.
Costs will increase over time. There is also a point in time after
which the item will have decayed past the point of repair. If you
let it decay past that point, you are screwed... time to get go a
new item.
Usage: DESIGN APPRAISE <item>
DESIGN MEND <tailoring product>
DESIGN REPAIR <jewelry/woodcraft product>
DESIGN RESCULPT <masonry product>
NOTE: Due to the things that need to be kept track of, this will
-NOT- apply to any tradeskill products currently in existence, or to
any products created from current patterns. It will only apply to
patterns approved from this point forward! Do not ask us to repair
something for you, because it won't happen. You -can- resubmit a
pattern and it should apply to the new copy.
- Embroidery/Engraving/Inlay/Incise: Once you have reached an
eminent level of mastery in a given tradeskill, you will obtain the
ability to customize an item of that type with words. This is
exactly like the old artifact embroidery needles and quills of
engraving; however, we decided to give the ability as part of the
skills (as well as add it for the other tradeskills).
Usage: EMBROIDER <tailoring product>
ENGRAVE <jewelry product>
INLAY <woodcraft product>
INCISE <masonry product>
- Custom items: You can now request that your design be marked custom.
In order to do so, you will need to provide a justification and
request a certain number of copies. If granted, your pattern will
only allow you to make that many copies of the item. The idea behind
this is to provide a mechanism by which you can have a little more
leniency in descriptions for items that will not be mass-produced
and sold.
Usage: DESIGN <item> CUSTOM <0-50> <justification>
- Comments to the approvers: You can now add a comment to the
crafting guild approvers who will be looking at your designs. So, if
you need to explain something about your design (like what a
herringbone chain is) or ask for one of the special new things
below, this is the place to discuss it.
Usage: DESIGN <item> COMMENT <comment to reviewer>
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Skill-specific changes
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- Tailoring and Jewelry: Clothing and jewelry can now be created such
that they are restricted by race and/or gender. You will be able to
see whether or not you can wear a given item when you probe it.
These properties can -only- be set by the crafting guild
representatives who will be approving your items. You will have to
ask for it in the comment field that you can provide to them, and
you will need to provide a justification. We do -not- want every
item to be restricted because that doesn't make much sense. For
example, suppose a dress is marked female only. Now when Avasyu
wants to crossdress, He is out of luck because He can never put it
on. So the moral of the story is: don't request restricted items all
of the time because they won't get approved. I see this feature
applying mostly for racial things that can only be worn by given
races (e.g. tail rings for tailed persons).
NOTE: This can only apply to new items or resubmissions.
- Woodcraft and Masonry: Furniture-type things can now be created
such that they are restricted by environment. Effectively, this
applies to woodcraft- and masonry-items that, once dropped,
cannot be picked up again. Similarly to the race/gender
restrictions above, these can only be set by approvers, so you
will need to ask for them in your comments. The goal with this
change is to allow you to have a bit more room to be creative in
your descriptions by taking into account environment. For instance,
many forest-types have wanted to create furniture built into the
trees, vines, etc. This will allow you to do that while
preventing us from getting those items at the bottom of the ocean.
You will be able to see the allowed environments when you probe
the item either in your inventory or in a shop. Once it is
dropped, you won't see them (Its prettier that way).
NOTE: This can only apply to new items or resubmissions.
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Enjoy! And again, if you find bugs, please submit detailed bug
reports and I will try to get them fixed as quickly as possible.
Penned by my hand on the 1st of Tenebrae, in the year 473 AD.