Unknown2006-10-17 06:04:46
QUOTE(Shorlen @ Oct 17 2006, 06:00 AM) 343515
It seems to spring from Fae influencing, but fae influencing was supposed to help the imbalance of the elemental planes... So now Fae and the beasts summoned from them are not only worse power draw than the elemental planes, but they sound worse than influencing demons/angels, since we can only influence some of the fae, as they don't want to all go to Moon or Night.
Oh well. You mentioned beckon was taken care of... are you referring to the shift of the Pool? I was hoping either summoning to the nexus or the 'home territory' classification might be changed. For all planes, that is.
Ekard2006-10-17 06:10:25
QUOTE(Shorlen @ Oct 17 2006, 07:36 AM) 343507
ANNOUNCE NEWS #660
Date: 10/17/2006 at 5:30
From: Morgfyre, the Legion
To : Everyone
Subj: Celestia and Nil
In response to player requests at the summit we held for the conflict
between Celestia and Nil, the following changes have been made:
-- Angels and demons on Celestia and Nil will attack enemies of their
respective planes on sight.
Seems ok
-- Celestia and Nil, save for the respective thrones, are now singular
areas.
Hmm.. Im not sure about that.
-- There will be a general indicator of how far the Necromentate is to
being raised (similar to lighting the beacons for the Star of Celest)
Good thing
-- The cosmic lords will now attack enemies on sight.
Nice!
-- When a cosmic lord is resurrected, they will not be invincible for 5
Lusternian months after they are resurrected.
Most likely a typo in here so good change
-- There was a request that enemies not be able to reach
Luciphage/Elohora through the regular method - but this was already in
place!
-- Attacking a cosmic lord will see you enemied to their plane in very
short order.
Good
-- There is now a way for enemies to reach Elohora and Luciphage if the
other four cosmic lords have been slain (but only for a limited window
of opportunity).
-- The Demon Lords are now far less likely to kill their worshippers
during pacting and trying to reach Luciphage.
Good
-- The location of the Pool of Stars on Celestia has changed: it is now
located up from its prior location.
I dont like this one. Now we have to go one more room then before to be able to start melding. And room next to Pool wont be breakable until you get rid of almoust whole demesne first. I dont like it very much. I still have hope that it isnt how i imagine it is. I cant login and see myself.
-- The angelic and demonic hosts can now be influenced! Empowering them
will bring power to your city's nexus.
Nice, will making them paranoid (if can) make nexus to lose power or something?
The last of these changes will go into effect shortly after this post,
but all the others are already in effect. As always, please BUG anything
that is not working as intended. It is our hope that these changes will
help to make the conflict between these two planes more interesting and
challenging, while reducing the amount of "burnout" a city might
receive.
Forren2006-10-17 06:11:11
I tried influencing the angels. Nothing. Couldn't do it.
Morgfyre2006-10-17 06:15:37
QUOTE(Shorlen @ Oct 16 2006, 11:00 PM) 343515
It seems to spring from Fae influencing, but fae influencing was supposed to help the imbalance of the elemental planes... So now Fae and the beasts summoned from them are not only worse power draw than the elemental planes, but they sound worse than influencing demons/angels, since we can only influence some of the fae, as they don't want to all go to Moon or Night.
That's actually incorrect. The reasons for the empowerment quest are twofold:
1. To give Nihilists/Celestines (well, anyone really) something to do on Celestia and Nil.
2. To further alleviate some of the imbalance created by the passive power generation of totems within communes.
QUOTE(Forren @ Oct 16 2006, 11:11 PM) 343522
I tried influencing the angels. Nothing. Couldn't do it.
The change to influence was put into effect after the post was made (whereas all the other changes were in place beforehand), and of course doesn't work with summoned angels and demons. I witnessed it working with demons, so my assumption would be that you tried it before I put the change into effect.
Unknown2006-10-17 06:16:45
QUOTE(Morgfyre @ Oct 17 2006, 06:11 AM) 343523
2. To further alleviate some of the imbalance created by the passive power generation of totems within communes.
The first reason is actually a good one, and I didn't realize they don't have anything to do.
This one though, I don't like. Why can't the unstoppable permanance and pointlessness of passive totems be addressed? I hate having that much passive power generation that adds nothing to our game experience individually, and renders two of our skills useless now that the first month of the game is over.
Edit: removed some... going to make an idea!
Shorlen2006-10-17 06:40:15
QUOTE(Morgfyre @ Oct 17 2006, 02:15 AM) 343523
That's actually incorrect. The reasons for the empowerment quest are twofold:
1. To give Nihilists/Celestines (well, anyone really) something to do on Celestia and Nil.
2. To further alleviate some of the imbalance created by the passive power generation of totems within communes.
1. To give Nihilists/Celestines (well, anyone really) something to do on Celestia and Nil.
2. To further alleviate some of the imbalance created by the passive power generation of totems within communes.
1. is very true and a good idea. I was still in a huff over the complete lack of changes to summoning. Cities still have 2/3rds of their summon skills whereas we communes lost our only summon skill
Meh, I guess I'll never get over that vapours/lust+empress is not only allowed, it doesn't enemy the summoner to the city in question like planar summon does.
Unknown2006-10-17 06:49:14
I have to say big for the changes!!
Now.. some comments (partially in response to Ekard):
I do hope that was not a typo. Having to spend endless days on ressing them only to see them die again.. no thanks. So
-- There was a request that enemies not be able to reach
Luciphage/Elohora through the regular method - but this was already in
place!
I think there was a misunderstandment here. The request was for enemies to be able to reach Luciphage/Elohora in -some- way and not have to use unenemied newbies to go there. There was another change mentioned in the post that does exactly that though, so it worked out anyway.. I think.
-- The location of the Pool of Stars on Celestia has changed: it is now
located up from its prior location.
This change was due to demesnes I think. As it is -was- a demesne around the Pool would have been breakable right? But a demesne right around the two rooms that connect to the Megalith could very well be made unbreakable. Or at least from my limited understanding about demesnes.
Again much for the changes. The only thing I'm grumbling about is that I have to update the 'how to gain power' scroll now..
Now.. some comments (partially in response to Ekard):
QUOTE
-- When a cosmic lord is resurrected, they will now be invincible for 5
Lusternian months after they are resurrected.
Lusternian months after they are resurrected.
I do hope that was not a typo. Having to spend endless days on ressing them only to see them die again.. no thanks. So
QUOTE
-- There was a request that enemies not be able to reach
Luciphage/Elohora through the regular method - but this was already in
place!
I think there was a misunderstandment here. The request was for enemies to be able to reach Luciphage/Elohora in -some- way and not have to use unenemied newbies to go there. There was another change mentioned in the post that does exactly that though, so it worked out anyway.. I think.
QUOTE
-- The location of the Pool of Stars on Celestia has changed: it is now
located up from its prior location.
This change was due to demesnes I think. As it is -was- a demesne around the Pool would have been breakable right? But a demesne right around the two rooms that connect to the Megalith could very well be made unbreakable. Or at least from my limited understanding about demesnes.
Again much for the changes. The only thing I'm grumbling about is that I have to update the 'how to gain power' scroll now..
Ekard2006-10-17 07:24:11
QUOTE(Isves @ Oct 17 2006, 08:49 AM) 343534
This change was due to demesnes I think. As it is -was- a demesne around the Pool would have been breakable right? But a demesne right around the two rooms that connect to the Megalith could very well be made unbreakable. Or at least from my limited understanding about demesnes.
2 rooms next to Megalith on Nil was breaking points. I can think only about one demesen set that would make only 1 room to be breakable but after then second one would be too. And this demesne set would not cover few Nil rooms.
Now on Celestia you could set demense that wont be breakable from room next to Pool. And to get to closest breakable point you need to move something like that:
DOWN? N N NE NW S
to get to Raziella pillar.
And if we take into account that pillars are now one area this could be even longer way now.
Unknown2006-10-17 07:27:23
In most cases, the room under the Pool will always be breakable. You won't be able to go much further, granted, but unless it is a straight line demesne, you should always be able to take back that room.
Ekard2006-10-17 07:36:41
QUOTE(Avaer @ Oct 17 2006, 09:27 AM) 343539
In most cases, the room under the Pool will always be breakable. You won't be able to go much further, granted, but unless it is a straight line demesne, you should always be able to take back that room.
EDIT: Ok ignore me, your are right. Room under the Pool will be breakable, the rest wont be just like before, unless they put demesne in straight line, but it isnt viable option.
Unknown2006-10-17 07:43:08
the central bit is
      |
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    / | \\
    /  |  \\
------
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    \\ | /
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      |
If a demesne goes in all four directions, it has to have rooms N, W, E, and S. Since removing the centre room C doesn't leave any part of the demesne cut off (there is still a loop between the other four rooms), it is breakable.
If a demesnes goes in any three directions, say including N, E, and S, removing room C again doesn't cut off any part of the demesne, and it is still connected through the other three rooms.
If it goes through two opposite directions, say E - C - W, then obviously removing the central room will split the demesne in two non-connected sections, so it cannot be broken. In this case however, non-demesne rooms are only two steps away from the pool, down then either north or south. (Or down then east or west if the demesne is a north/south line).
CODE
      |
     Â
    / | \\
    /  |  \\
------
    \\  |  /
    \\ | /
     Â
      |
If a demesne goes in all four directions, it has to have rooms N, W, E, and S. Since removing the centre room C doesn't leave any part of the demesne cut off (there is still a loop between the other four rooms), it is breakable.
If a demesnes goes in any three directions, say including N, E, and S, removing room C again doesn't cut off any part of the demesne, and it is still connected through the other three rooms.
If it goes through two opposite directions, say E - C - W, then obviously removing the central room will split the demesne in two non-connected sections, so it cannot be broken. In this case however, non-demesne rooms are only two steps away from the pool, down then either north or south. (Or down then east or west if the demesne is a north/south line).
Ekard2006-10-17 07:45:34
QUOTE(Avaer @ Oct 17 2006, 09:43 AM) 343543
the central bit is
CODE
      |
     Â
    / | \\
    /  |  \\
------
    \\  |  /
    \\ | /
     Â
      |
If a demesne goes in all four directions, it has to have rooms N, W, E, and S. Since removing the centre room C doesn't leave any part of the demesne cut off (there is still a loop between the other four rooms), it is breakable.
If a demesnes goes in any three directions, say including N, E, and S, removing room C again doesn't cut off any part of the demesne, and it is still connected through the other three rooms.
If it goes through two opposite directions, say E - C - W, then obviously removing the central room will split the demesne in two non-connected sections, so it cannot be broken. In this case however, non-demesne rooms are only two steps away from the pool, down then either north or south. (Or down then east or west if the demesne is a north/south line).
You are too slow. I already said i was wrong see post above. Heh.
Unknown2006-10-17 07:46:30
QUOTE(Ekard @ Oct 17 2006, 07:45 AM) 343544
You are too slow. I already said i was wrong see post above. Heh.
Hmph! You people and your lightning responses!
Ekard2006-10-17 07:48:06
QUOTE(Avaer @ Oct 17 2006, 09:46 AM) 343545
Hmph! You people and your lightning responses!
Some dont have anything better to do, then sit on forum.
Shaeden2006-10-17 08:09:08
I looove the influence change. It's great to see the skillset exanped from a bashing/village tool a bit!
Unknown2006-10-17 10:44:49
A hideous archdemon exclaims, "I will feast on your bones, enemy of great Nil!"
So even those summoned demons/angels will now alert Nihilists/Celestians for enemies of respective planes, SWEET!
EDIT:
My demon reacted when Neraka went in to the same room.
So even those summoned demons/angels will now alert Nihilists/Celestians for enemies of respective planes, SWEET!
EDIT:
My demon reacted when Neraka went in to the same room.
Shiri2006-10-17 10:54:12
QUOTE(Lightzout @ Oct 17 2006, 11:44 AM) 343557
A hideous archdemon exclaims, "I will feast on your bones, enemy of great Nil!"
So even those summoned demons/angels will now alert Nihilists/Celestians for enemies of respective planes, SWEET!
EDIT:
My demon reacted when Neraka went in to the same room.
That's likely to be a bug.
Unknown2006-10-17 10:55:32
QUOTE(Shiri @ Oct 17 2006, 06:54 PM) 343558
That's likely to be a bug.
Didn't attack or anything, I think summoned ones will just alert you and you have to give him an order to kill them.
Laysus2006-10-17 10:58:43
Would be nice if a couple of those could be applied to avatars.
Like the five months of invincibility, and attacking leading to enemying as well as killing.
Like the five months of invincibility, and attacking leading to enemying as well as killing.
Shamarah2006-10-17 11:00:11
QUOTE(Laysus @ Oct 17 2006, 06:58 AM) 343560
Would be nice if a couple of those could be applied to avatars.
Like the five months of invincibility, and attacking leading to enemying as well as killing.
Your avatars only cause a total of 3000p lost if they all die, whereas Supernals/Demon Lords cause a total of 9000p lost (1000 for the 4 + 5000 for Elohora/Luciphage). And your avatars are not involved in any equivalent of the Star/Necromantate quest.