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crossfire_traffic [2025/08/05 13:01] – [2025] Traffic update for 2025-July leafcrossfire_traffic [2025/09/01 23:12] (current) – [2025] Traffic update for 2025-August leaf
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 ===== 2025 ===== ===== 2025 =====
  
 +==== August 2025 ====
 +
 +=== Archetypes ===
 +  * Update capitalization of Assassinating Dragons (was dragons) in the ingredient list for Holy Symbol of the Dark path to match the exact spelling syntax of how the arrows appear in the game
 +  * Update grammar for slashing attack message, was '230=tears a gaping wound into' and now '230=tear a gaping wound into'
 +  * Update grammar for slashing attack message, was '200=severs the flesh from' and now '200=sever the flesh from'
 +  * Update grammar in slashing attack messages
 +  * Spelling correction in Dust of impenetrability (was impenatrability)
 +  * Update and improve Kragi weapons to add Str +1 and increase damage from 11 to 15
 +  * Increase the amount of arrows in large arrow piles from 50 to 150. Odds or frequency of the appearance of large arrow piles are unchanged
 +  * Increase chance of ranger class starting with more arrows, with a small chance of +1 and +2 arrows
 +  * Add a note to the Marking Rune summary explaining that the Disarm spell can be used to remove a rune
 +  * Update msg summary text for wraith_player to make wraith feed and darkvision abilities more clear
 +  * Update lore text for wraith_player for clarity in regard to wraith abilities, weaknesses and background lore
 +  * ChangeLog update for wraith player summary and lore information upates
 +  * Update the msg text to scroll_literacy to correct a grammar error and make the text fit a fantasy setting more
 +  * More spelling corrections in Dust of impenetrability (was impenatrability)
 +  * Image size reduction on mountain_2.clsc.x11
 +
 +=== GTKv2 Client ===
 +  * Pre-cache label drawing font
 +  * Preload main window theme in sandboxed mode
 +
 +=== Maps ===
 +  * Reduce shopmin value in The Adventurous Shop, 4th Floor (dragonisland/advshop4) in Stoneville in order for the shop inventory to show up more reliably again; Now set to 20 (formerly 2000) for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Reduce shopmin value in The Adventurous Shop, 5th Floor (dragonisland/advshop5) in Stoneville in order for the shop inventory to show up more reliably again; Now set to 25 (formerly 2500) for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Reduce shopmin value in The Adventurous Shop, 6th Floor (dragonisland/advshop6) in Stoneville in order for the shop inventory to show up more reliably again; Now set to 25 (formerly 3000) for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Reduce shopmin value in Ebony Tiger Thief Guild, Master Level (lake_country/ebony/masterlev) in Lake Country in order for the shop inventory to show up more reliably again; Now set to 100 (formerly 2000) for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Reduce shopmin value in Gunther's Smithy (navar_city/misc/city1smith) in Navar in order for the shop inventory to show up reliably again; 10 (formerly 500) was the value for shopmin to get things working again
 +  * Reduce shopmin value in Navar Market (navar_city/misc/market1) in Navar in order for the shop inventory to show up more reliably again; Now set to 5 (formerly 50) for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Reduce shopmin value in Olaf's Armor Emporium (navar_city/shops/city1armour) in Navar in order for the shop inventory to show up more reliably again; Now set to 5 (formerly 20) for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Reduce shopmin value in Wizzo's Magic Shop (navar_city/shops/city1magic) in Navar in order for the shop inventory to show up more reliably again; Now set to 15 (formerly 40) for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Reduce shopmin value in Red's Weapon Bazaar (navar_city/shops/city1weapon) in Navar in order for the shop inventory to show up more reliably again; Now set to 10 (formerly 20) for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Reduce shopmin value in Wand Shop (pup_land/nurnberg/washop) in Navar in order for the shop inventory to show up reliably again; 125 (formerly 250) was the value for shopmin to get things working again
 +  * Reduce shopmin value in Lone Town General Shop (pup_land/lone_town/gshop) in Pup Land in order for the shop inventory to show up more reliably again; Now set to 1 (formerly 5) for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Reduce shopmin value in Thief Market (pup_land/lone_town/thief_market) in Pup Land in order for the shop inventory to show up more reliably again; Now set to 75 (formerly 1000) for shopmin to get things working again
 +  * Make all scrolls identified in Lone Town Magic Shop, Cellar (pup_land/lone_town/mshop_ud) so the visiting player can see what they are potentially buying
 +  * Reduce shopmin value in Lone Town's Ye Olde Shoppe of Transport (pup_land/lone_town/shops/transport.shoppe) in Pup Land in order for the shop inventory to show up more reliably again; Now set to 50 (formerly 100) for shopmin to get things working again
 +  * Reduce shopmin value in Lord Byron's Castle, General (santo_dominion/lord_byron/general) in Santo Dominion in order for the shop inventory to show up more reliably again; Now set to 1 (formerly 80) for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Reduce shopmin value in Lord Byron's Castle, Armour (santo_dominion/lord_byron/armour) in Santo Dominion in order for the shop inventory to show up more reliably again; Now set to 5 (formerly 50) for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Reduce shopmin value in Lord Byron's Castle, Magic (santo_dominion/lord_byron/magic) in Santo Dominion in order for the shop inventory to show up more reliably again; Now set to 25 (formerly 100) for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Reduce shopmin value in Lord Byron's Castle, Weapons (santo_dominion/lord_byron/weapon) in Santo Dominion in order for the shop inventory to show up more reliably again; Now set to 20 (formerly 60) for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Reset or remove shop parameters from Magic Shop template map (templates/shops/magicshop-2)
 +  * Correct map entrance coordinaets to Wolfsburg's Ye Olde Shoppe of Transport (wolfsburg/shops/transport.shoppe) map
 +  * Reduce shopmin value in Wolfsburg's Ye Olde Shoppe of Transport (wolfsburg/shops/transport.shoppe) in Wolfsburg in order for the shop inventory to show up more reliably again; Now set to 25 (formerly 100) for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Add some random windows to Orcchop (pup_land/nurnberg/fshop) map
 +  * Replaced floor tiles with flagstone tiles around the outer perimeter of Bank of Skud, Nurnberg Branch (pup_land/nurnberg/bank) in Pup Land. Cosmetic change only, no functional changes.
 +  * Correct exit coordinates between Castle Bauer Entrance (pup_land/nurnberg/castle) to Nurnberg
 +  * Correct exit coordinates from Nurnberg (pup_land/nurnberg/city) to Guild of Law, Information Center of Regular Army map
 +  * Replace perimeter floor tiles with flagstone in Nurnberg Hotel (pup_land/nurnberg/hotel) map. Cosmetic change, no functional changes.
 +  * Add summary info as msg text and as the sign name in Brest CVT (brest/shops/brest.cvt) map
 +  * Move a brazier one space to right right (and off a wall segment) to match the rest of the rooms in the storage_room guild template
 +  * Move a brazier one space to right right (and off a wall segment) to match the rest of the rooms in the storage_room for all guilds
 +  * Move a dread one space to the left so it is not under a titan in Headquarter of the Regular Army, Elite Training Center map
 +  * Make the cobblestone tiles under the animated spikes around the Wolfsburg Prison black all movement to prevent NPCs from getting damaged by the spikes and then turning aggressive on all visiting player characters
 +  * Add client information to reports
 +  * Move citylife spawn point in Wolfsburg from inside the prison walls (and dangerous spikes) to just outside the prison walls
 +  * Rename non-operational (radius_glow 0) lampposts to 'broken lamppost' in Scorn's Brewery Machinery (scorn/towers/brewery.4) map
 +  * Add sign info as msg text so the info appears when walking over the sign and when applying the sign in Navar (world/world_122_117) map
 +  * Remove outdoor setting on Fun House (scorn/houses/maze1) - having darkness on a newbie and intro map adds too much complication to learning the game
 +  * Customize the shallow sea under the piers on Gobline Isle (world/world_100_114) so that missile weapons and spells are not blocked while on the pier; combat from swarming monsters is very likely to happen on the pier, so keep things fair for the visiting player(s)
 +  * Replaced floor tiles with flagstone tiles around the outer perimeter of The Drunken Shark (port_joseph/town/dshark) in Port Joseph. Cosmetic change only, no functional changes.
 +  * Give the key in Scorn Library (scorn/misc/library) a unique name (Scorn Library - old books) so it is easier to find in one's inventory
 +  * Reduce the price of the old books key in Scorn Library (scorn/misc/library) from 500 platinum down to 1 platinum to make things more newbie friendly
 +  * Update the msg text for the old books key in Scorn Library (scorn/misc/library) to let players know this is a single use key
 +  * Fix spelling (arised -> arose).
 +  * Add walls around brewery.1 and adjust coordinates. Spells like fireball do not explode without this.
 +  * Replaced floor tiles with stone floor tiles around the outer perimeter of Fortress Ang, Courtyard (quests/cd/cd.castle.750). Cosmetic change only, no functional changes.
 +  * Replaced floor tiles with stone floor tiles around the outer perimeter of Fortress Ang, Inn (quests/cd/cd.inn.752). Cosmetic change only, no functional changes.
 +  * Replaced floor tiles with stone floor tiles around the outer perimeter of Gren's House (port_joseph/town/house). Cosmetic change only, no functional changes.
 +  * Replaced floor tiles with stone floor tiles around the outer perimeter of Wayfarers' Rest (port_joseph/town/inn) in Port Joseph. Cosmetic change only, no functional changes.
 +  * Replaced floor tiles with stone floor tiles around the outer perimeter of Ixalovh Shrine (port_joseph/town/ixalovh_shrine) in Port Joseph. Cosmetic change only, no functional changes.
 +  * Replaced floor tiles with stone floor tiles around the outer perimeter of Portia's House (port_joseph/town/portia) in Port Joseph. Cosmetic change only, no functional changes.
 +  * Add casting level (6) and charges (12) to the wand carried by Portia in Portia's House, Second Floor (port_joseph/town/portia2) in Port Joseph
 +  * Replaced floor tiles with stone floor tiles around the outer perimeter of Farnass (port_joseph/town/ruined_home) map in Port Joseph. Cosmetic change only, no functional changes.
 +  * Replaced floor tiles with stone floor tiles around the outer perimeter of Tomasso's house (port_joseph/town/tomassos_house) map in Port Joseph. Cosmetic change only, no functional changes.
 +  * Replaced floor tiles with stone flagstone tiles around the outer perimeter of Fortress Ang, Store (quests/cd/cd.store.753) map in Wilderness. Cosmetic change only, no functional changes.
 +  * Adjust wand properties to increase charges from 3 to 10, and gave a casting level of 15 in Fortress Ang, Tower Level 1 (quests/cd/cd.tower1.754) map in wilderness
 +  * Give a casting level (15) to the wand of paralyze carried by a demon in Fortress Ang, Tower Level 2 (quests/cd/cd.tower2.755) map
 +  * Give a casting level (15) to the wand of create earth wall carried by a demon in Fortress Ang, Tower Level 2 (quests/cd/cd.tower2.755) map
 +  * Give a casting level (15) and increase the charges from 4 to 10 to the wand of summon air elemental carried by a demon in Fortress Ang, Tower Level 2 (quests/cd/cd.tower2.755) map
 +  * Add more awall sections around the fenced section in the southwest tower in Forgress Ang, Tower Level 2 (quests/cd/cd.tower2.755) map to help hide the weak wall sections
 +  * Adjust swall sections for nicer merging with nearby walls in Grey Castle Entrance (quests/greyshield/Castle) map
 +  * Finally add Zel's Dungeon to mainline. I thought there were more mechanical problems with it, but the scrolls of dimension door were working for me, even though I've seen them malfunction before. Regardless, I think it's ready for prime time now.
 +  * Update floor tiles around the perimeter of Grey Castle Entrance (quests/greyshield/Castle) map. Cosmetic change, no functional changes.
 +  * Replace corner wall sections with actual corners instead of T sections in Grey Castle Finale (quests/greyshield/Finish) map. Cosmetic change only, no functional changes.
 +  * Add more exit archetypes out of Grey Castle Fortress (quests/greyshield/Fortress) map
 +  * Hide unimplemented quest
 +  * Add shop headers based on Brest Magic shop to Grey Castle Fortress (quests/greyshield/Fortress) map
 +  * Replaced blocked tiles with bwall sections to fill out the rest of the Strange Mountain Chamber (quests/hendel/acid_room) map. Cosmetic change, no functional changes.
 +  * Correct map entrance coordinates to Warrior's Tower,Level 2 (quests/mak/chaos/up2) map
 +  * Fix the locked door in Warriors' Tower, Chaos Dragon's Lair (quests/mak/dragons/chaos) by giving the chaos dragon the special key to unlock the door
 +  * Adjust map entrance coordinates between Warriors' Tower, Main Floor (quests/mak/MainFloor) and Warriors' Tower, Giants Main Floor (quests/mak/giant/mainfloor) maps
 +  * Add missing floor tiles beneath some of the cave walls in Warriors' Tower, Troll Cave Foyer (quests/mak/troll_cave/cave.2) map. Cosmetic change, no functional changes.
 +  * Add sign text as msg text (not just sign name) in Warrior's Tower, Mausoleum (quests/mak/undead/mausoleum) map
 +
 +=== Server ===
 +  * Really make shop-generated books pickable
 +  * Add Python property for client string
 +  * Fix possible unterminated string
 +  * Fix crash when loading invalid materials file
 +  * Fix uninitialized reference count
 +  * Fix printf format specifiers
 +  * Add missing null check
 +  * Revert "Show level for potions"
 +  * Add item name tests
 +  * Update player's help file for the report command to include a reference to the dm command; For players or people with DM access, see also: report-dm
 +  * Add instructions and summary about the delete option for players on reports they have opened up in the report command
 +  * Fix typoes in the report command - should use a single quote instead of the tilde character
 +  * Expand on the chat help file to indicate it is a server wide communication channel
 +  * Expand the shout help file to indicate it is a server wide communication channel, and reference using say with NPCs and reference the other communication methods of chat. say, and tell
 +  * Initial commit of the give.en help command
 +  * Fix client version string use-after-free
 +  * Update and expand the report command help files for players and DMs
 +  * Fix typos in the report command help files for players and DMs
 +  * Dump quests to CSV
 +  * Include subquests in completed quest count
 +  * Update quest help file (lib/help/quest.en) subcommad to now show, list: displays quests you are currently doing and count sub-quests in the number of completed quests
 ==== July 2025 ==== ==== July 2025 ====
  
crossfire_traffic.txt · Last modified: by leaf

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