ENVOY REPORTS

by Ashteru

Back to Common Grounds.

Xavius2009-04-20 00:02:25
I'd take Bonenose or Spiderweb over Sunshine. Bonenose especially. That's one awesome face paint. I don't think any of them really compare to the balance/eq boost options, though.
Isuka2009-04-20 00:06:03
QUOTE (Tael Talnara @ Apr 19 2009, 02:49 PM) <{POST_SNAPBACK}>
Tradeskills only get envoyed for nerfs, but never for upgrades. tongue.gif

*pouts about forging some more*
Narsrim2009-04-20 00:46:09
QUOTE (Xavius @ Apr 19 2009, 08:02 PM) <{POST_SNAPBACK}>
I'd take Bonenose or Spiderweb over Sunshine. Bonenose especially. That's one awesome face paint. I don't think any of them really compare to the balance/eq boost options, though.


It's a personal decision I guess. I'll take sunshine + red + roots + rock to be immune to beckon. 99.99% of the time. And the influence bonus is nice too.
Malarious2009-04-20 02:43:15
QUOTE (rika @ Apr 19 2009, 03:17 AM) <{POST_SNAPBACK}>
Tarantula: +1 con and 10 DMP resistance to all
Viper: +1 dex and 10 dmp poison/magic resistance
Widow: +1 cha and lvl 2 paranoia

Problem solved.


It would be redundant to have dmp to all and a dmp to two things (badger INCREASES their damage by 10 dmp).
I care little what widow is changed to, it seems like the female only ents (yes widow and vixen are female chars only) are largely mild and non combat oriented.

If you have a better idea on what to do with Familiars I am all for it. The bleeding is meant to be smaller but still viable as an effect. Tarantula is an effect like Rubeus with a different set of stuff (idea being less items, better shrug, and still easier to stop us). Etc etc.

The fact remains... and it looks like everyone but Gregori can see this... Seren ecologists are at a great advantage for deepbond abilities. I am all for cloning if its 'fair' since more flavourful stuff ist ok.

On a related note... Stop gender discrimination in Lusternia!
Unknown2009-04-20 12:32:44
Yeah, the envoys were fine with just equalizing them across the board, and I thought that was what going to happen...
Xiel2009-05-27 02:01:07
CODE
===April 2009 Envoy Reports===

o Ringwalk (Stag) has been boosted in effectiveness but will now sharply
decrease in per-person effectiveness with more stags present.

o Moonwater, the Serenwilde potion, will only trigger if it cures
something.

o Sensitivity given by Nihilist demons and Celestine angels will bypass
deafness entirely.

o The balance on shooting and aiming the blowgun (Stealth) has been
lowered.

o Beastmaster(Beastmastery) can now be used three times per month.

o Appraisement(Influence) has been made usable for finding out the fees
of others, see the AB for more information.

o HexenSoles (Hexes) will trigger without the person being enemied.

o A "firm" option has been added for Blocking(Athletics). Please see the
AB for more information.

o You can no longer summon people into the rooms that normally are host
to Supernals, Demon Lords, or Avatars.

o Fear will respect avatar rooms and rooms with a nexus.

===Misc. Fixes===

o Certain magical abilities, like planar transport artifacts, won't
trigger Pathtwist.

o Pathtwist will only fire in ground and tree elevations.

o Domoth fluxes will no longer interfere with blessings on other
domoths.

o There was a long-standing problem with the Curse enchantment not being
cleared, resulting in a bugged proofing on the item. If these bugged
proofings remain after two days from now, please BUG it.

o Crow spying sent to the nest will only work if the nest owner is
online.

o If a newbie joins a city or commune through the Portal of Fate it will
properly count as being in the organization for purposes of
automatically joining later.

o You can't attach fetishes to your Ecology Familiar if in a different
room.

o Suicided people will no longer bully you or be your victims.

o It should no longer be possible to have more than one ancestral curse
in a room.

o Movement will now check balance first before other conditions. As a
consequence, failed movements won't count against for being too hasty
and failed movements will not prevent tumbling.

o Gust(Beastmastery) is now doable prone.

o Currents(Aquamancy) and Whirlpool(Aquamancy) won't affect those in
pits.

o Choke(Night) will properly clear if the caster dies.

o Doorblast(Elementalism) will no longer consume mana if attempted
toward a nonexistent direction.

o Clan deed holders may now appoint themselvse leader of a clan even if
they were not previously a member.

o Family heads who reject their family no longer retain their position.

o Trademasters can no longer transfer designs from one cartel to
another.

o A long-standing issue with Stolensight(Phantasms) not working some of
the time has been fixed.

o Poison afflictions will not show the affliction message when blocked
by a tea defense.

o Superslinging the same rune twice will correctly consume two runes
instead of one.

o Trying to chop when no tree is present will no longer break shields.

o When a person has a pierced leg and is impaled through the gut, they
will now sustain wounds to their gut when rended instead of their leg.

o Untargetted Beckon will respect Telekinetic Barrier.

o Cartel stamps were showing incorrectly in some cases. This has been
fixed.

o Sorcelglass containers should group correctly in inventory.

o You can now STAND while burrowed.

o Longnight(Night) no longer requires the cauldron to be dropped.

o Spy(Crow) will recognize locations where the eye cannot be buried.

o LegLock(Telekinesis) will now always give a message when it is cured.

o You can no longer put wielded items into containers.

o TELLSON can now be done while a soul.


Yay Appraisement and Moonwater. wub.gif
Unknown2009-05-27 02:25:27
QUOTE
You can now STAND while burrowed.


thank god for that!

I fell sleep burrowed once and couldn't dig up because I had to stand and couldn't stand because I Had to burrow up.

had to allow myself to starve to death to get out ><

EDIT:

QUOTE
o The balance on shooting and aiming the blowgun (Stealth) has been
lowered.


does that mean balance recovery time is faster or slower? confused.gif
Unknown2009-05-27 02:29:46
QUOTE (Shadow Aes @ May 26 2009, 07:25 PM) <{POST_SNAPBACK}>
does that mean balance recovery time is faster or slower? confused.gif

Faster.
Razenth2009-05-27 02:47:56
QUOTE
o Movement will now check balance first before other conditions. As a
consequence, failed movements won't count against for being too hasty
and failed movements will not prevent tumbling.


How do I stop tumble now? Fear never wasn't reliable against communes. Sleep's down right useless. WHAT DO I DO!?
Shamarah2009-05-27 02:50:17
Sleep stops tumble even if they wake up right away, unless they have metawake up.

I too am disappointed to see that change, though. I thought being able to force movement to stop tumble was an interesting and balanced bit of tactics... oh well.
Razenth2009-05-27 02:51:22
Sham, any combatant worth his salt has insomnia. So.... yeah.
Celina2009-05-27 02:51:59
Does this mean failed fear movements no longer stop tumble?

Huh, I never thought that was a bug.
Razenth2009-05-27 02:54:50
EDIT: NEVER MIND.
Xenthos2009-05-27 02:55:39
QUOTE (Razenth @ May 26 2009, 10:54 PM) <{POST_SNAPBACK}>
It was under envoy reports. Maybe it wasn't, but it was changed to appease... someone?

It was under bug fixes.
Razenth2009-05-27 03:08:22
See post above. I must've finished my edit when you were writing, cause right after I wrote that post, I double checked and found my mistake.
Shamarah2009-05-27 03:14:53
QUOTE (Razenth @ May 26 2009, 10:51 PM) <{POST_SNAPBACK}>
Sham, any combatant worth his salt has insomnia. So.... yeah.


If you can't figure out how to get past insomnia... well, that isn't really my problem, but it's really not all that hard, depending on your class smile.gif
Razenth2009-05-27 04:02:48
You... want me to mask sleep under vapors first thing in the match in case I ever need to use sleep to interrupt a tumble and/or get a beast to sleep mist+sleep?
Xavius2009-05-27 04:56:25
QUOTE (Razenth @ May 26 2009, 11:02 PM) <{POST_SNAPBACK}>
You... want me to mask sleep under vapors first thing in the match in case I ever need to use sleep to interrupt a tumble and/or get a beast to sleep mist+sleep?

Beast sleep is good enough for a runic druid to get sleep in from time to time. I'm sure you can manage.
Shamarah2009-05-27 19:16:17
Wait, Celestines don't even have access to force, so how does this affect you?
Razenth2009-05-27 19:55:45
Well, I often find myself in the uncomfortable situation of needing to stop a tumble, like say when Aison is judging and Sidd is tumbling and I'm frantically trying to figure out how to stop it. Talkan and others have advised me to smack fear on them. Obviously this won't work against half the Basin, but at least it was something because I could try and force movement. Right now, I'm not sure what I can do.