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  • [Greasemonkey] AT Buff Image Changer

    Someone somewhere suggested a script to return the AT buffs back to what they were for ease of quickly telling. I had a few minutes on my hands to spend doing it, so I decided to create it. If you want it, check out this page.

    Monday, May 11th, 2009 at 00:26
  • New Buff Icons

    Some new buff icons have appeared! Especially noticable is that the single image/notes for all Accordion Thief buffs has changed to a unique icon for each one containing the note. This may be a slightly negative thing, because it is a little harder to tell at a quick glance how many AT buffs you have on at a time. However, I do very much like the art itself!

    Accordion Thief:

    • The Moxious Madrigal - Moxious Madrigal
    • The Magical Mojomuscular Melody - MMM
    • Cletus’s Canticle of Celerity - Celerity
    • The Power Ballad of the Arrowsmith - Arrowsmith
    • The Polka of Plenty - Polka
    • Jackasses’ Symphony of Destruction - Jackasses
    • Fat Leon’s Phat Loot Lyric - Phat Loot
    • Brawnee’s Anthem of Absorption - Brawnee's
    • The Psalm of Pointiness - Psalm
    • Stevedave’s Shanty of Superiority - Shanty
    • Aloysius’ Antiphon of Aptitude - Antiphon
    • The Ode to Booze - Ode
    • The Sonata of Sneakiness - Sonata
    • Carlweather’s Cantata of Confrontation - Cantata
    • Ur-Kel’s Aria of Annoyance - Aria
    • Dirge of Dreadfulness - Dirge
    • The Ballad of Richie Thingfinder - Thingfinder
    • Benetton’s Medley of Diversity - Medley
    • Elron’s Explosive Etude - Etude
    • Chorale of Companionship - Chorale
    • Prelude of Precision - Prelude
    • Donho’s Bubbly Ballad - Bubbly Ballad


    Turtle Tamer:

    • Ghostly Shell - Ghostly Shell
    • Astral Shell - Astral Shell
    • Tenacity of the Snapper - Tenacity
    • Empathy of the Newt- Empathy
    • Reptilian Fortitude- Fortitude
    Sunday, May 10th, 2009 at 23:29
  • KoLMafia Version 13.2 Released

    KoLMafia was updated to Version 13.2 yesterday. The main reason for this is because of a change to the account page, which broke the use of the combat action bar, moods and a few other things in mafia. If you’re having problems with any of these in mafia, you need to update.

    Other things that the update includes are:

    • handling of the dwarf quest / puzzle
    • spoiling of the 3 gates
    • a bunch of other fixes



    More details are shown here.

    Thursday, May 7th, 2009 at 18:53
  • Seal Clubbing Update!

    A new update has allowed Seal Clubbers to do something absolutely CRAZY. It is now possible for Seal Clubbers to summon Infernal seals to club. Insanity!

    Infernal Seals require you to use a figurine and candle(s) to summon them.  They are consumed on use. All Seals will take 1 damage from anything that is not a club. A total of five Seals can be summoned by a Seal Clubber each day. Fighting with an Infernal Seal does NOT consume an adventure. You must be a certain level to use each figurine that summons a seal. Seals cannot be Spooky Putty’d.

    There are two types of Infernal Seals - lesser seals and greater seals. Lesser seals can have their figurines purchased from the Smackerteria (Muscle Guild) or Hermit and use the candles purchased from there too. Greater seals figurines need to be found in various places around the Kingdom, and require only a single candle, however, that candle needs to be the upgraded form of the basic candle, which involves combining a certain drop from the lesser seals with the original candle.

    I’m trying a new format for some of this stuff, below. The above information should make most of the below make sense, hopefully! A little bit of the stuff below is predicted from the currently known information, and this is marked, and missing information/names. This stuff should be filled in as more seals are clubbed for spading.

    Candles:

    • seal-blubber candle - Smackerteria (150 meat) (Summoning lesser seals)
    • imbued seal-blubber candle - Created by meatpasting seal-blubber candle and powdered seal bone



    Lesser Figurines:

    • Figurine of the Ancient Seal - from the Hermitage (Hermitc Seal)
    • Figurine of the wretched-looking seal - Smackerteria (150 meat) (Spawn of Wally)
    • Figurine of the cute baby seal - Smackerteria (250 meat) (Broodling Seal)
    • Figurine of an armoured seal - Smackerteria (500 meat) (Centurion of Sparky)



    Lesser Seals - Require Lesser Figurine and a number of normal candles:

    • Brooding Seal - Level 5, 5 Candles - Drops: severed flipper
    • Centurion of Sparky - Level 9, 10 Candles - Drops: ingot of seal iron
    • Hermetic Seal - Level 6, 3 Candles - Drops: powdered sealbone
    • Spawn of Wally - Level 1, 1 Candle - Drops: tainted seal blood



    Greater Figurines:

    • figurine of a stinking seal - The Hippy Camp (Servant of Grodstank)
    • figurine of a charred seal - The Deep Fat Friar’s Gate (sizzling seal fat)
    • figurine of a shadowy seal - The Mispelled Cemetary (Post-Crypt) (shadow of Black Bubbles)
    • figurine of a cold seal - The Goatlet (Navy Seal)
    • figurine of a slippery seal - The Orcish Frat House (Wet Seal)
    • figurine of a sleek seal - Sonafa Beach, when using flytrap pellet, slimy chest (Watertight Seal)



    Greater Seals - Require Greater Figurine and a single imbued candle:

    • Servant of Grodstank - Level 6 - drops: fustulent seal grulch and Infernal Toilet Brush
    • heat seal - Level 6 - drops: sizzling seal fat and Abyssal ember
    • shadow of Black Bubbles - Level 6 - drops: scrap of shadow and shadowy seal eye
    • Navy Seal - Level 6 - drops: frost rimmed seal hide and frozen seal spine
    • Wet Seal - Level 6 - drops: seal lube and mannequin leg
    • Watertight Seal - Level 12 - drops: hyperinflated seal lung



    Item Drops / Creations:

    • severed flipper - (1h club, 80 power, 25 mus requirement,  Muscle +5, Weapon Damage +5, bonuses only for Seal Clubbers)
    • frozen seal spine - (1h club, 140 power, 55 mus requirement, +20 Cold Damage, Regenerate 5-10 HP and MP per adventure, bonuses only for Seal Clubbers.)
    • Hyperinfalted seal lung - Gives 20 turns of Really Deep breath. (Lets you breath underwater.)
    • powdered seal bone - Combines with seal-blubber candle to create imbued seal-blubber candle
    • tainted seal blood - Unknown meat-pasting recipe. Use gives 10 turns of Corruption of Wretched Wally. (+3 Muscle, +3 Weapon Damage, 3-5 HP restore per adventure)
    • Ingot of seal-iron - With Super-Advanced Meatsmithing, when used gives bad-ass club. Otherwise, nothing happens.
    • bad-ass club - (2h club, 130 power, +15 Weapon Damage, +10 Monster Level,  bonuses only for Seal Clubbers. Can be smithed into other -ass clubs.)
    • sizzling seal fat, scrap of shadow, frost-rimmed seal-hide, seal lube, fustulent seal grulch - Advanced Smithing with bad-ass club to create other -ass clubs.
    • sizzling seal fat - Can be used to give 20 turns of Sizzling with Fury. (+25 hot damage, +60% combat initiative)
    • scrap of shadow - Can be used to give ????
    • frost-rimmed seal-hide - Can be used to give ????
    • seal lube - Can be used to give ????
    • fustulent seal grulch - Can be used to give 10 turns of Grulched. (+25 Sleaze Damage, +20 Monster Level)
    • creepy-ass club - (2h club, 160 power, 65 mus requirement, +25 Weapon Damage, +15 Monster Level, +15 Sleaze Damage, at the end of each fight you will take 10 sleaze damage from the club, bonuses only for Seal Clubbers.) Made from bad-ass club + seal lube, requires advanced smithing.
    • frigid-ass club - (2h club, 160 power, 65 mus requirement, +25 Weapon Damage, +15 Monster Level, +15 Cold Damage, at the end of each fight you will take 10 cold damage from the club bonuses only for Seal Clubbers.) Made from bad-ass club + frost-rimmed seal-hide , requires advanced smithing.
    • nasty-ass club - (2h club, 160 power, 65 mus requirement, +25 Weapon Damage, +15 Monster Level, +15 Stench Damage, at the end of each fight you will take 10 stench damage from the club bonuses only for Seal Clubbers.) Made from bad-ass club + fustulent seal grulch , requires advanced smithing.
    • evil-ass club - (2h club, 160 power, 65 mus requirement, +25 Weapon Damage, +15 Monster Level, +15 Spooky Damage, at the end of each fight you will take 10 spooky damage from the club bonuses only for Seal Clubbers.) Made from bad-ass club + scrap of shadow , requires advanced smithing.
    • hot-ass club - (2h club, 160 power, 65 mus requirement, +25 Weapon Damage, +15 Monster Level, +15 Hot Damage, at the end of each fight you will take 10 hot damage from the club, bonuses only for Seal Clubbers.) Made from bad-ass club + sizzling seal fat , requires advanced smithing.



    Updated 8th May:

    • club of corruption - (1h club, 0 requirement, 20 power, +3 melee damage, 25 autosell. At the end of each fight, you will take 1 damage from the club) Made from meatpasting seal-clubbing club + tainted seal’s blood.
    • corrupt club of corruption - (1h club, 0 requirement, 40 power, +5 melee damage, 25 autosell. At the end of each fight, you will take 3 damage from the club). Made from meatpasting club of corruption + tainted seal’s blood.
    • Corrupt club of corrupt corruption - (1h club, 25 muscle req, 90 power, +9 melee damage, At the end of each fight you will take 5 damage from the club). Made from meatpasting corrupt club of corruption + + tainted seal’s blood.
    • Abyssal ember - (off-hand item, 35 mus requirement, +20 Hot Damage, 25% Item Drops for Weapons, bonuses only for Seal Clubbers.)
    • infernal toilet brush- (1h club, 100 power, 35 mus requirement, +20 stench damage, +20 Max HP/MP, bonuses only for Seal Clubbers.)
    • shadowy seal eye- (off-hand item, 35 mus requirement, +20 Spooky Damage, +15 Monster Level, bonuses only for Seal Clubbers.)
    • mannequin leg- (1h club, 110 power, 40 mus requirement, +20 sleaze damage, +5 moxie, bonuses only for Seal Clubbers.)



    Source:

    Wiki/Ingame
    Forums

    Monday, May 4th, 2009 at 22:53
  • May IoTM

    Jick’s post on the item

    Hooray! it’s complicated! It’ a new type of item! There are two new items in the Mr. Store at the moment.

    Clan Pool Table (3 Mr. Accessories) and Clan VIP Lounge Invitation (1 Mr. Accessory)

    The Clan VIP Lounge Inviation is a usable item that gives a  Clan VIP Lounge key, that allows you into a new area in your clan, in the bottom left corner of the main clan page, called the VIP Lounge. The VIP lounge is automatically in any clan - you just need the key from the Mr. Store item to access it.

    Of significant importance: THE KEY TO THE LOUNGE IS A FREE PULL IN HARDCORE. This means that this Mr. Store item can be used in hardcore. Bad Moon is only place you won’t be using this stuff.

    In this area, you can automatically access two more areas:

    A Relaxing Hot Tub

    Can be used five times per day.  Upon use it heals your character to maximum health and removes “all negative statuses”. This doesn’t include teleportitis. What “all negative status” is, is not really known yet. It’s probably safe to assume this is “all effects that the Naughty Sorceress doesn’t remove when you fight her”, though.

    Deluxe Mr. Claw “Skill” Crane Game

    Can be used three times a day like the normal Mr. Claw crane, but gives new plushies. All items are gift items. Not sure of all the items that are given, but there are a few cool things so far:

    • You can get a stuffed treasure chest and a stuffed key, and use the key to open the chest for a bunch more plushies.
    • A purse rat familiar can be acquired here by using a designed handbag. It’s not spaded of the exact effect of this familiar, but apparently it irritates the hell out of both you and your opponent. This would suggest +ML (however, it’s during battle, which would mean no extra stats) - but who knows?

    Now for the next item. This item is a whole new type of Mr. Store Item - a Clan Item. These open up new areas within the VIP lounge. When Clan Items are in the Mr. Store, the item to access to VIP lounge will be too.

    The Clan Pool Table can be used by anyone in a clan to make the Clan Pool Table accessible to all people with access to the Clan VIP room within that clan.

    The Table itself allow you to play pool 3 times a day. Each time you play pool, you play against the clanmate who won the previous game of pool. You have a choice of three options, and these are the effects of each:

    • Play Agressively: Recieve 10 turns of  Billiards Belligerence (+50% Weapon Damage, +5 familiar weight)
    • Play Strategically: Recieve 10 turns of Mental A-cue-ity ( +50% Spell Damage, Restore 10 MP per adventure)
    • Play Sneakily: Recieve 10 turns of Hustlin’ (+50% Combat Initiative, +10% Items from Monsters.)

    No adventures are consumed in getting these buffs. Winning or losing has absolutely no effect on your buff from the pool-off.

    Your option determines how you play against the current winner on the table. From (extremely) limited spading it seems that your stat that you’ve chose (muscle/myst/mox per option) seems to be compared in some way. (I lost with a lower stat and won with a higher stat).

    There is a list in the clan of the top number of wins on the pool table within that clan.

    Other Information

    The real “Item of the Month” here is the 3 Pool Table. The Clan item will be the unique item each month - whenever a clan item is on offer the Invitation will also be on offer for 1 Mr. Accessory. (According to the forums).

    So, in summary:

    • New area in clan that is accessible with the 1 Mr. A key. This item will be available whenever a Clan Item is on offer in the Mr. Store. The item that grants access to this area can be pulled in hardcore. Bad Moon is the only time you cannot use this area. The key will work in any clan that you are currently in.
    • This area naturally has access to a Relaxing Hot Tub. You can heal to 100% and remove all negative status here 5 times a day.
    • This area naturally has access to a Deluxe Mr. Claw “Skill” Crane Game. You can fish for an item 3 times a day. There’s a set of two that can generate a new item, and a familiar that comes from one item. All items are gift items.
    • A clan can use a 3 Mr. A item to have another area within that area. The Clan Item for this month is a Clan Pool Table that gives 3 sets of 10 turn buffs per day, when you play a game of pool against a clan mate. The buffs are (50% Melee Damage / +5 Familiar Weight), (50%  Spell Damage / 10 MP), (50% combat init / 10% item drop).  You can also compete for epeen against your clan-mates.
    • Future clan items will add more areas within the area you access with the 1 Mr. A item, so only your clan will need to purchase it. This makes it very much like purchasing a new shelf in your bookshelf.
    Friday, May 1st, 2009 at 19:09
  • Bandersnatch Review

    Sorry about the absurd lateness on this, but it couldn’t be helped, sadly.  On the bright side, this is likely the most massive post I’ll write about an IoTM.

    March 2009 Item of the Month

    Category: Familiar

    What does it do?: It naturally acts as a volleyball, and will react with it’s own abilities whenever you use (most) skills in battle. You can also “tune” it’s stat gains to a specific stat using it’s familiar equipment. On top of this, when Ode to Booze is active on your character, you can run away from a fight without using an adventure a number of times based on it’s weight.

    How does that work?:

    The familiar will always act as a volleyball - giving the square root of it’s weight in bonus subsstats at the end of a battle. A piece of familiar equipment can be gained from the arena - there are three different pieces of equipment. When you equip this piece of equipment, all the stat gains that the familiar generates will all goes towards a single statistic, depending on which piece of equipment it is:

    • crimsilion jub-jub bird -> Muscle
    • aquaviolet jub-jub bird -> Myticality
    • charpuce jub-jub bird -> Moxie

    Each of these items can be turned into each other simply by using them, they turn Crimsilion -> Charpuce -> Aquaviolet -> Crimsilion

    To make an example of how this works, a normal 25lb volleyball or volleyball analouge would give a total of 5 substats. However, stats are attributed in a 2:1:1 ratio, biased towards the mainstat, meaning you would gain 2.5 substats for your main stat, and 1.5 to both of your other stats, from the volleyball.  If you tuned the Bandersnatch by equipping the right equipment, you would gain a total of 5 substats from your familiar, but they would all be in your main-stat, making it signifigantly more powerful for leveling you up.

    On top of this, the Bandersnatch will also react to your skill use in battle. Depending on the skill you use, it will have a different effect. I’ll order the effects they have based on the class the skill originally comes from. Only class skills appear to have a response from the Bandersnatch.

    Smust is an effect that stuns the opponent for 2 turns. This effect can only be triggered once per combat, and will instead do bonus physical damage if the skill would normally give smust each time after.  All other skills (including + familiar weight!) can trigger multiple times per fight. All these details are thanks to the Wiki.

    Seal Clubber:

    • Clobber: Delevels opponent. (Don’t know amount.)
    • Thrust-Smack: Extra hot damage.
    • Lunge Smack (Skill that can no longer be obtained): Unknown.
    • Lunging Thrust Smack: Generates smust. If smust has already been generated once this fight, then does extra physical damage every time after.

    Turtle Tamer:

    (I do not know how butt-chains go with the Bandersnatch. A response would be awesome!)

    • Toss: Delevels opponent. (Don’t know amount)
    • Headbutt: Extra Spooky Damage
    • Kneebutt: Extra Hot damage.
    • Shieldbutt: Generates smust. If smust has already been generated once this fight, then does extra physical damage every time after.

    Sauceror:

    • Salsaball: Delevels opponent. (Don’t know amount)
    • Stream of Sauce: Extra Physical Damage
    • Saucy Salve: (Only takes effect when the spell takes a full turn - sometimes save can be cast “quickly” and not let the opponent get a turn.)  Heals extra HP, and removes negative status effects
    • Saucestorm: Gains +1 familiar experience
    • Wave of Sauce: Gains +2 familiar experience
    • Saucegeyser: Regain 16-20 MP

    Pastamancer:

    • Spaghetti Spear: Delevels opponent. (Don’t know amount)
    • Ravioli Shurikens: Bonus physical damage.
    • Entangling Noodles: Increase length of stun by 1-2 turns. (i.e. Stun lasts 3-6 turns)
    • Lasanga Bandages: Heals extra HP, and removes negative status effects.
    • Canneloni Cannon: Gains +1 Familiar Experience
    • Stuffed Mortar Shell: Gains +2 Familiar Experience
    • Weapon of the Pastalord: Regain 16-20MP

    Accordion Thief:

    • Sing: Delevels opponent. (Don’t know amount)

    Disco Bandit:

    • Suckerpunch: Generates smust. If smust has already been generated once this fight, then does extra physical damage every time after.
    • Disco Eye-Poke: Extra hot damage
    • Disco Dance of Doom: Extra hot damage
    • Disco Dance 2: Electric Boogaloo: Extra hot damage
    • Disco Face Stab: Extra spooky damage.

    The explaination is not quite over yet! The final ability of the Bandersnatch only kicks in when the Ode to Booze buff is in effect. No combat skill responses will trigger whilst Ode to Booze is in effect. However, instead you are able to run away from a monster without consuming a turn, up to buffed weight / 5 times in a day.  The weight that is used to determine this is the current buffed weight of the familiar in the adventure you’re attempting to run away, which means that you can buff the familiar up with buffs to eek out a few more runaways at the end of the day.

    What does that mean?:

    It means I had to write way too much in that last section. And probably in this one too!

    This familiar (when primed to a stat) is likely to give the most direct stat-gain bonus of any familiar during any given point of an ascension. When not primed to a stat, it’s still as good as any other volleyball at being a volleyball. There is, of course, the disadvantage of having to spend time in the arena to get the familiar item in hardcore, which is a huge 10 turn time sink on day one.  In softcore though, it’s almost certain that the equipment is very much worth a pull, when the bonus stats are compared to wax lips.

    Just for an example of why this familiar’s stat-tuning is crazily powerful - if you can get the equipment. A normal volleyball would have to be 144 pounds (gains 12 total stats, 6 main, 3 both offstats) to get the same main stat bonus as a 36 pound (gains 6 total stats, 6 main) tuned bandersnatch.

    The familiar makes dealing with high ML monsters simply ridiculous. If you have Entangling Noodles and Lunging Thrust Smack / Shieldbutt permed, this familiar will give you 3-4 more turns of stunning per fight.  This makes handling even insanely high powered monsters very doable, when you consider you have up to 8 turns of stunning from noodles/smust, and a damage bonus for every shieldbutt after the first.

    This is also assisted by the effects gained from Saucestorm / Wave of Sauce / Canneloni Cannon / Stuffed Mortar shell, which can generate large amounts of familiar experience in a short amount of time from consumption of MP.  With enough spell damage, it is possible to be generating MP by using Saucestorm and Wave of Sauce during a fight, making it possible to generate familiar weight effectively against monsters that resist the element of your spells, at a net gain of MP.

    If this wasn’t insane enough, there’s an obvious practical benefit to being able to disregard a certain amount of adventures per day. Even if you’re not using the familiar as your main familiar, you’ll be able to to get up to 3 runaways / day thanks to Leash/Empathy/Pet Buffing Spray (pumpkin bucket/mayflower in softcore) boosting the familiar weight.  Runaways can also be used to manipulate delay() too!

    The Bottom Line:

    If you play optimally: You want this familiar. It can generate 1-3 free runaways for you even if you don’t use it as your main familiar (in case something even better comes along in the future). If you do use it as your familiar, it can be the most powerful statgaining familiar in a run, by a fair margin. It lets you handle insanely powerful enemies. It slices, it dices, it gets fat fast. Only thing it doesn’t do is drop gongs, absinthe or items.

    If you play for fun content: You want this familiar. It has some really awesome writing, and is a really awesome reference, with different content depending on what class skills you’re using. This adds up to an awful lot of well written text.

    If you play for ease of play: You will probably want this familiar if you use skills to beat enemies - it adds some serious kick to your skills. Adding several extra turns of stunning makes normal monsters (and bosses, really) a cakewalk, similar to the disembodied hand, but also being good for you at the same time!

    Bottom Bottom Line: This thing is powerful.

    Sources:

    HCO Forums

    KoLWiki

    Tuesday, April 14th, 2009 at 01:23
  • I’m back! Time to show the world just how awesome you are!

    Hooray! I’m back!

    After clearing out a good 250-ish spam comments, I’m back and ready to write some more - hooray!

    Some awesome updates today (well, I think so anyways).

    Avatar / Signature Generation

    It’s now possible to generate an avatar or a signature using your character’s ingame information - from the account page, you can create three different types of dynamically updated images to be used on forums:

    The signature is 500×100 (for now) and has five empty places where you can put in data like -

    Left Boxes (2x):

    • Clan Name
    • Clan Title
    • Current Path
    • Account Date Created
    • Familiar Name
    • Familiar Type
    • Favourite Food
    • Favourite Booze
    • Zodiac Sign
    • Number of a specific item in your display case

    Right Boxes (3x):

    • # of Familiar
    • # of Tattoos
    • # of Trophies
    • Ascensions
    • Class
    • Collector’s Score
    • Level
    • Max HP
    • Max MP
    • Moxie
    • Muscle
    • Mysticality
    • Turns Played
    • Current Zodiac

    The Avatar is 100×100, and shows your current ingame avatar, along with your current ingame familiar.

    All I’ve Gotten Sig

    This sig allows you to choose a time period (days, weeks, months, microfornights (A millionth of a fortnight, which is about 1.2 seconds. Damned computer science jokes)) and an item from your display case to put into the signature.

    The sig appears to be of variable size, but it seems unlikely to reach any bigger than 500 pixels wide, and is always 45 pixels tall.

    “Current” for all of the above statements, pretty much means “no more than 30 minutes old”. It is also possible to put a border around any of the above types of images as well.

    Your profile can now bear all, or cover up more:

    You can now select what you want to show on your public profile to a much larger extent than the past - you can now choose to show (or not show):

    • Terrarium
    • Muscle/Moxie/Myst
    • HP/MP
    • Trophy Count
    • Tattoo Count
    • Meat
    • Favourite Food and Favourite Booze
    • Current Equipment
    • Permed Skills

    That Permed Skills one is going be /great/ for Ascension Contests in particular.

    Account Page Now Has Time to Rollover:

    Handy, but not a massive update - the account page now tells you how long it is until rollver, along the lines of:

    Currently 01:31:20 until rollover.

    Saturday, April 11th, 2009 at 12:27
  • Frustraaation!

    I’m currently not able to do anything on the internet, thanks to a really crappy (effectively) monopoly telephone company that decided that saying “no, we don’t want your internet offer” during the cooling off period meant that we want you get rid of our current internet. So, signing up for a new ADSL2 connection (which secondarily does not at all involve paying said monopoly company) which means no internet until April, which is why I haven’t posted any blog posts for quite a while.

    So, I’m unlikely to write another blog post until April, unless something miraculous happens.

    Tuesday, March 24th, 2009 at 09:49
  • Updates, Updates, Updates!

    Sorry for the lack of posts lately - been a bit distracted with some real life stuff, but oh well, not much can be done now!

    Some nice updates over the last week or so since my last post:

    Major-ish:

    • The Knob Goblin King will now drop the key to the Knob Goblin Labratory, if you do not have the key when you defeat him. This is an amazingly good change for anyone trying to do a speed run, pretty much. The key-giving adventure is very tetchy, and is differently coded from just about every other adventure in the game, so having a way to avoid this “superlikely” is veeery nice. Thank DvvM!
    • Spirit Hobos and Gluttenous Green Ghosts can now be drink/eat multiple’d from the familiar page. This may seem relatively minor, but it does make using these familiars a little bit easier. As well as now that I can feed my Ghost about 600,000 spam witch sammiches and try to break an integer limit sometime.
    • Effects will now tell you what they do, the same way that equipment does. However, some effects are still kept unspecific in the description.  An example of that is “The ‘Tussin”, whose description is “Wait, what?”. This has helped spade some effects, either more precisely, or effects that were un-noticed.  This is a very good change for new players, who might not know what effects do exactly very well, or pick up on teh already existing subtle hints.
    • Auto-attacking on all bosses is now disabled. This is mostly to avoid the ability to attack before the effects of the side-bosses of Hobopolis against Uber-Hodgman. However, this is a good update for other ways - forgetting about having an autoattack that you’d rather not use on a boss is probably a good thing.  There is now another way to defeat Uber-Hodgman through.

    Minor-ish:

    • Anti-Anti-Antidote moved to Doc Galatik’s for slightly cheaper. Not really that relevant to anything, except it might break some versions of mafia, make healing poison veeery slightly cheaper, and make you retrain your brain to use the right place to buy it. (12th Feb)
    • Comma Chameleons immitating underwater familiars can now be used underwater. Minor now, could be useful in the future.
    • Happy Salamander now gives +3 to Familiar Weight. Before it did nothing. An extra +3 familiar weight for pvp, is probably the biggest effect
    Friday, February 20th, 2009 at 13:07
  • Even more chat commands!

    More new chat commands have been announced:

    • /count [item name] - Gives you the amount of the said item that is currently in your inventory. Keep in mind that this DOES NOT include currently equipped items.
    • /buy [item name] - Will buy an item from a NPC store. Keep in mind this DOES NOT mean buying from the mall.
    • /cast [numberofcasts] [buffname] @ [playername or id] - Will cast a buff on another player.  This needs the full name of the other player or the ID, otherwise it won’t work. The old form of /cast [number] [skillname] works for casting any kind of outofcombat skill on yourself.
    • /unequip [slot] - Will unequip that equipment slot. Slots are: hat, shirt, weapon, off-hand (not offhand), pants, accessory1 (not acc1 or a1 or accessory 1 or accessory),  accessory2, accessory3, familiar (or fam) and container.

    Hooray, I like this very much!

    Source.

    Thursday, February 12th, 2009 at 13:02
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