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BatMUD Forums > Updates > Ship updates (Part 3 of 4)

 
 
#1
16 Aug 2011 11:22
 
 
Just one more batch to go after this:

Effective as of reboot 16 Aug, 2011:

Harpoons are now in game. The combat shop in Silver Lake offers the sale of the
launcher. Merchants can craft the ammo with the 'make ammunition' skill, or you
might find them...around.

The bonus for 'ship scan' regarding farseers was tweaked a bit. Also, the more
'farseers' you get, the more info you can see on nearby ships,
like...hitpoints!

Ship lift power was tuned. All ships were given a slight boost, but will
receive a penalty to this boost based on how much of their cargo capacity is
filled.

NPC Ships have finally (hopefully) ceased to be boring, and now encompass a
huge new array of capabilities. Ens and I have worked for months on the roaming
AI, and now you'll notice they'll travel all across the realms, and will
eventually start to fight a little better as well!

...coming in the last part: Las Islas de Tormentas and the Pirate City of
Gutrota, ship boarders, armadas, and many more cool features.

-- Lord Tarken Aurelius, the Sage

 
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Tarken
W i z a r d
2y, 96d, 18h, 6m, 51s old
Level:
131 [Wizard]