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crossfire_traffic [2025/05/01 12:44] – Add names and summary of newly added cloaks 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 ====
 +
 +=== Archetypes ===
 +  * Add more restoration potions to common treasure list
 +  * Adjust container class
 +    * Split up "gold and jewels" into "money" and "gem"
 +    * Make pouches accept both money and gems
 +    * Only make real gemstones "gems" and remove a bunch of ores and bars from this class
 +  * Scale back price and number of uses of Flint and Steel
 +  * Make nuggets fit in pouches again
 +  * Fix generating throwing quivers of Holding Bolts
 +    * Prevents bolts from being stored in quiver_throwing
 +  * Adjust range for Finger of Death
 +    * This allows the spell to work again
 +  * Make finger of death effect an explosion
 +  * Update spell name in Alchemy Guide to reference casting transmutation instead of using the alchemy skill
 +  * Add large arrow and bolt piles to bow shops
 +    * Each tile now has a 10% chance to generate a stack of 50 projectiles
 +  * Give alchemist a starting pickaxe
 +  * Add hint on how to use mined rubble
 +  * Update instructional summary on the pickaxe to reference finding reagents for the alchemy skill and then instructions to  apply the rubble to uncover the discovered mining resources
 +  * Update pickaxe msg text to include info on how to use the mining skill with the pickaxe
 +  * Add help and summary info to the metal file (crafting tool) to help players in game
 +  * Update blake_0 to match newer grass and lake graphics
 +  * Modernize falls to use newer water style; move old falls gfx to clsc
 +  * Change statue_ruined to use indexed instead of grayscale
 +  * Add tiki torches
 +  * Add futons
 +  * Add futon to reality
 +  * Add rope-based exits
 +  * Update Counterwall spell summary (msg) field to better summarize the spell summary - just a wall, does not fire anything
 +
 +=== Gridarta ===
 +  * Adjust description of 'inventory checker'
 +
 +=== GTKv2 Client ===
 +  * Add pop-up dialog when the client is disconnected from the server
 +  * Only monitor commands that are actually sent
 +    * The client sometimes drops non-critical (must_send=0) commands
 +    * Stop sending unsent commands to 'script monitor'.
 +  * Update Changelog and bump version string
 +  * Adjust formatting of some old ChangeLog entries
 +  * Fix possible hang on connect
 +  * Update version string to 1.75.5
 +  * Add initial sandboxing support
 +    * Add a checkbox to enable sandboxing to the metaserver window
 +    * When sandboxing is enabled on platforms that support it (currently only FreeBSD) the client drops into a sandbox with limited permissions right after connecting to the server
 +    * This limits the impact of security vulnerabilities in the client or dependent libraries when connecting to untrusted servers
 +    * Currently this is still somewhat broken in the sense that GTK themes and fonts are lazy-loaded, which means that themes and some fonts do not show up correctly when sandboxing is enabled
 +    * One temporary workaround for this issue is to first connect to a trusted server so that GTK can cache themes and fonts, disconnect, and then enable sandboxing when connecting to an untrusted server
 +
 +=== Maps ===
 +  * Add gates that connect to the lever in the realm of the dead to match the magic_mouth message under Morkov the demilich, basically close the gate that Morkov has now opened so no more undead escape and the player can leave the map set
 +  * Fill in empty area of Spiral Tower, Finale in Navar with rough walls
 +  * Remove double stacked ground tiles on the entry path of Troll Canyon map (navar_city/troll_canyon/entrance)
 +  * Update and correct exit path and coordinates from Iscar's house to Navar
 +  * Update floor tiles around the building perimeter of Iscar's house map in Navar. Cosmetic change, no functional changes.
 +  * Replace grass tiles on the inside of the structures with cobblestones to Port of Navar, South Gate House in Navar
 +  * Update floor tiles around the buildings of Navar university, ground floor map in Navar. Cosmetic change, no functional changes.
 +  * Remove forced line breaks in Shabrao msg_txt in Navar university, ground floor map in Navar
 +  * Add reports database
 +  * Update floor tiles around the building parameter of Warehouse #1 map in Navar. Cosmetic change, no functional changes.
 +  * Update floor tiles around the building parameter of Warehouse #2 map in Navar. Cosmetic change, no functional changes.
 +  * Expand Warehouse #2 by one tile, update map entrance coordinates from Navar
 +  * Expand Warehouse #1 by one tile, update map entrance coordinates from Navar
 +  * Move region portals around to add spacing between them so the labels are easier to read in Hall of DMs map
 +  * Add portal from Hall of DMs to Port Joseph (world_101_114)
 +  * Add subcommand to manipulate issues
 +  * Remove mineral converters
 +  * Goblin Den name is already used for a map Scorn Royalty quest (The Head of the Goblin Chief), so renamed scorn/dtabb/cave3 to Goblin Hideout
 +  * Update entrance coordinates between Warehouse #3 and Navar (world/world_122_116)
 +  * Expand Warehouse #3 by one tile, update map entrance coordinates from Navar
 +  * Minor tweak to wall sections for nicer merging in Warehouse #3. Cosmetic change, no functional changes.
 +  * Update floor tiles around the building parameter of Warehouse #3 map in Navar. Cosmetic change, no functional changes.
 +  * Re-align exits between Warehouse #4 and Navar (world/world_122_116) maps
 +  * Expand map by one tile in all directions in Warehouse #4 in Navar
 +  * Update entrance coordinates from Navar (world/world_122_116) to Warehouse #4
 +  * Modify ground tiles around the exits of Warehouse #4 to block spells and movement
 +  * Update floor tiles around the building parameter of Warehouse #4 map in Navar. Cosmetic change, no functional changes.
 +  * Add secret lore
 +  * Expand map by one tile in all directions in Warehouse #5 in Navar
 +  * Update entrance coordinates from Navar (world/world_122_116) to Warehouse #5
 +  * Update floor tiles around the building parameter of Warehouse #5 map in Navar. Cosmetic change, no functional changes.
 +  * Re-align exits to and from Warehouse #6 and Navar world map (world/world_122_116)
 +  * Expand map perimeter by 1 tile in all directions of Warehouse #6, update map entrance coordinates between Warehouse #6 and Navar world map (world/world_122_116)
 +  * Update floor tiles around the building parameter of Warehouse #6 map in Navar. Cosmetic change, no functional changes.
 +  * Re-align exits to and from Warehouse #7 and Navar world map (world/world_122_116)
 +  * Expand map perimeter by 1 tile in all directions of Warehouse #7, update map entrance coordinates between Warehouse #7 and Navar world map (world/world_122_116)
 +  * Add problem report webhook
 +  * Correct entrance coordinates to Deserted Warehouse (navar_city/warehouse8) in Navar
 +  * Update floor tiles around the building parameter of Deserted Warehouse map in Navar. Cosmetic change, no functional changes.
 +  * Expand map perimeter by 1 tile in all directions of Deserted Warehouse in Navar
 +  * Re-align exit and entrance coordinates between Deserted Warehouse (navar_city/warehouse8) and Navar world map (world/world_122_116)
 +  * Adjust the placement of mice in Hole on Goblin Isle so they are not on top of a wall, and right on the entrance destination of the map
 +  * Correct map entrance coordinates between Goblin Island Dungeons, Level 1 and Hole on Gobline Isle maps
 +  * Update directional signs in One-Eyed Mike's Department Store to show a message when applied and when walking over them
 +  * Expand Orc Hut map in Port Joseph (Goblin Isle) perimeter by two tiles
 +  * Update entrance coordinates between Orc Hut (port_joseph/goblin/hut) and Goblin Isle world map (world/world_100_114)
 +  * Replace wood floor tiles with flagstone tiles around the perimeter walls of Orc Hut (port_joseph/goblin/hut)
 +  * Modify ground tiles outside the exit of Orc Hut (port_joseph/goblin/hut) to block movement and spells so players and monsters do not end up outside the intended play area of the map
 +  * The sea in Port House East smooths onto the sand and leaves the pier visually disconnected from the sand, added another pier section to prevent that. Cosmetic change, no functional changes.
 +  * Remove stray swall section in Reception, Water Level 4 (pup_land/nurnberg/reception/water4) map
 +  * Correct entrance coordinates to Goblin Fortress, Southwest Tower map (port_joseph/goblin/swtower)
 +  * Correct some direction errors - some destinations should have been referenced as north instead of south in world/world_107_123
 +  * Expand the lobby area of Scorn Weapon Shop to make it more accessible to multiple players, give room for players to leave the shopping area and still access the button trigger to open the door, surround shop owner with counters so he does not move around or get attacked by players
 +  * Replace table to purchase unusable staffs with a table to buy talisman of summoning in Strange Little Store (navar_city/misc/thamshop) in Navar
 +  * Replace sand tiles with stone floor sections to walls and structures in Ship Wreck Village near Port Joseph. Cosmetic change, no functional changes.
 +  * Correct entrance coordinates from Moogly Bills's Tomb to Moogly Bill's Grave (port_joseph/pirates/mbgrave2) map near Port Joseph
 +  * Correct destination coordinates from Castle Bauer Dungeon (pup_land/nurnberg/castle_ud) to Aqueduct (pup_land/nurnberg/aqueduct) map
 +  * Correct transparency issue with a prison cell gate in Castle Baeuer Dungeon (pup_land/nurnberg/castle_ud) that was causing warnings in Gridarta
 +  * Reduce shopmin value in Lord of the Rings shop in Santo Dominion in order to shop inventory to show up again; 225 was the approximate highest value for shopmin to get things working again
 +  * Reduce shopmin value in Poshon Shijou (azumauindo/ranbounagisatoshi/shops/potionshop1) in Azumauindo in order for the shop inventory to show up reliably again; 100 was the approximate highest value for shopmin to get things working again
 +  * Reduce shopmin value in Kabuto Mise (azumauindo/suno-yamatoshi/shops/armourshop1) in Azumauindo in order for the shop inventory to show up reliably again; 5 (formerly 200) was the approximate highest value for shopmin to get things working again
 +  * Reduce shopmin value in Kabuto Mise (azumauindo/suno-yamatoshi/shops/armourshop1) in Azumauindo in order for the shop inventory to show up reliably again; 5 (formerly 200) was the approximate highest value for shopmin to get things working again
 +  * Reduce shopmin value in Minatomachi Tatemono Shijou (azumauindo/minatomachi/stores/buildshop) in Azumauindo in order for the shop inventory to show up reliably again; 50 (formerly 100) was the approximate highest value for shopmin to get things working again
 +  * Reduce shopmin value in Shijou Mise (azumauindo/minatomachi/stores/generalstore) in Azumauindo in order for the shop inventory to show up reliably again; no value (formerly 50) was the value for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Reduce shopmin value in Kijutsu Shijou, Level 2 (azumauindo/suno-yamatoshi/shops/magicshop2) in Azumauindo in order for the shop inventory to show up reliably again; 80 (formerly 200) was the value for shopmin to get things working again
 +  * Reduce shopmin value in Kijutsu Shijou, Level 1 (azumauindo/suno-yamatoshi/shops/magicshop1) in Azumauindo in order for the shop inventory to show up reliably again; 20 (formerly 200) was the value for shopmin to get things working again
 +  * Reduce shopmin value in Emono Mise (azumauindo/suno-yamatoshi/shops/weaponshop1) in Azumauindo in order for the shop inventory to show up reliably again; 20 (formerly 100) was the value for shopmin to get things working again
 +  * Reduce shopmin value in Brest Armour (brest/shops/brest.armour) in Brest in order for the shop inventory to show up reliably again; 5 (formerly 250) was the value for shopmin to get things working again
 +  * Reduce shopmin value in Brest Magic (brest/shops/brest.magic) in Brest in order for the shop inventory to show up reliably again; 5 (formerly 250) was the value for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +  * Reduce shopmin value in Brest Weapons (brest/shops/brest.weapon) in Brest in order for the shop inventory to show up reliably again; 15 (formerly 250) was the value for shopmin to get things working again
 +  * Reduce shopmin value in Darcap General Store (darcap/darcap/shops/gshop) in Darcap in order for the shop inventory to show up more reliably again; Now set to 0 (formerly 100) for shopmin to get things working again - very possible to still get some empty tiles sometimes
 +
 +=== Server ===
 +  * Include pyi in doxygen if available
 +  * Really fix detect magic
 +  * Fix mixed allocation memory safety
 +  * Improve container classes
 +  * Fix paying to/being paid by shops from pouches
 +  * Fix unit tests
 +  * Fix Python format for Doxygen
 +  * Remove old doppleganger code
 +  * Remove glibc random ifidef
 +  * Add new ob_examine() method
 +  * Move container code to one file
 +  * Add new legal artifact test
 +  * Remove debug statements
 +  * Use strncat instead of BSD-specific strlcat
 +  * Clean unused parameters
 +  * Remove order-dependent include
 +  * Link CRE with shared libraries
 +  * Default to disabling static libraries
 +  * Add initial pre-compiled header support
 +  * Fix variable type
 +  * Move array definition in .cpp to avoid unused variable warnings
 +  * Fix MXE cross-build
 +  * Fix accidentally broken Linux CRE build
 +  * Add configure option to use GCC pre-compiled headers
 +  * Adjust PCH stuff
 +  * Update documentation from Gridarta's types.xml
 +  * Add exctags arch support
 +  * Add configure flag to disable collect
 +  * Reorganize asset documentation
 +  * Move shared string documentation
 +  * Move attacktype documentation
 +  * Fix some Doxygen decorators
 +  * Do not descend into unused test SUBDIRS
 +  * Fix random maps not building with PCH
 +  * Add treasureone to tags
 +  * Fix non-PCH build
 +  * Give player knowledge of successful recipes
 +  * Reduce test toolkit libraries
 +  * Do not open sockets when running as test
 +  * Make number of lighter uses examinable
 +  * Fix logic error
 +  * Remove empty toolkit
 +  * Do not use up potion/balm if spell fails to cast
 +  * Document player passes
 +  * Add command auto-repeat
 +  * Do not use up scroll if spell fails to cast
 +  * Use a std::string instead of a char * for disabled plugins
 +  * Update some plugin documentation
 +  * Always show cost string
 +  * Improve artifact loading
 +  * Move shop floor checking to check_loaded_object()
 +  * Remove useless debug logs
 +  * Allow players to reset quest state
 +  * Fix stack overflow when harvesting
 +  * Do not log global NPC kill messages
 +  * Do not award literacy experience on failed casts
 +  * Fix command auto-repeat
 +  * Free command auto-repeat data on disconnect
 +  * Update reports.en help file to expand on the report list and report list <search> subcommands
 +  * Initial commit of help command instructions for DMs using 'report (had to make the name unique for DMs, hence the name syntax of report-dm.en)
 +
 +=== Sounds ===
 +  * Applying a clock now plays a sound
 +==== June 2025 ====
 +
 +=== Archetypes ===
 +  * Shops no longer purchase items of Mass and items of Woe
 +  * Add shopkeeper NPC
 +  * Lower some value of high priced items such as certain chairs, clocks, tables, broken monster generators
 +  * Lower prices based on shop data amethysts, Improve Damage scrolls, Enchant Weapon scrolls
 +  * Reduce random chance appearance of arrows, bolts, clubs, bronze daggers, quarterstaff, bronze sword
 +  * Add random tool shop tile
 +  * Adjust random tool treasure list
 +  * Reduce harvesting tool cost
 +  * Add missing harvestable flag to fish so they can appear when fishing
 +  * Increase freshwater fish probability
 +  * Add message board apply event
 +  * Make firepot brighter
 +    * This gives us a progression of visible light fixtures, from brazier (3) to this firepot (5) to the bright firepot (7)
 +  * Adjust values and spawn rates for tissue, Bonecrushers, Rod of Light and many horns 
 +  * Make bank deposit boxes only accept currency
 +  * Fix detect magic spell to work with current code changes
 +  * Fix transparency in grey_hide image
 +  * Add more restoration potions to common treasure list so they can appear more often
 +
 +=== Gridarta ===
 +  * [crossfire] Update built-in archetypes
 +  * Report I/O errors during --collectarches to the console
 +  * Use Docker's default seccomp profile in the build environment
 +  * Add test case for archetype collection
 +  * [crossfire] Extract smoothface information from .face files
 +  * [crossfire] Allow shop tiles to be unique
 +  * [crossfire] Add unpaid attribute to check_inv
 +  * [crossfire] Update built-in archetypes
 +
 +=== GTKv2 ===
 +  * Fix save window positions; bars save onscreen
 +  * Crossfire GTK Client plug-in to track map visits
 +    * Fix message color; add supported markup comments
 +    * Remove whitespace at start of player_send messages
 +    * Eliminate passive-voice in messages
 +    * Completed state is always reported upon a visit
 +    * Revise advice on completing random map dungeons
 +    * Fix visits to track the server they occur on
 +    * Add completed and visited reporting command
 +    * Add a help command
 +    * Add date ranges regarding update information
 +    * Add new information for help and reporting
 +    * Fix for player title not beginning with "the"
 +  * Fix inventory tab icons with recent gdk-pixbuf
 +    * Fix this by converting the XPM's to GIF's and bundling these with the client resources
 +  * Client now supports 10000000 instead of 100000 in the Count: box
 +  * Update count spin box after command is sent
 +    * This prevents a confusing situation where the count box says one number but in reality cpl.count has been reset to zero
 +  * Add renderer debugging command
 +  * Fix label handling
 +  * Fix accessing map before it is initialized
 +  * Quit after disconnecting from single-connect server
 +  * Better handle errors in negotiation stage
 +  * Add configuration widget for music volume
 +  * Do not run numeric keybinds when count field has focus
 +
 +=== Maps ===
 +  * Update floor tiles around the building perimeter of Midane map. Cosmetic change, no functional changes.
 +  * Update floor tiles around the building perimeter of Tannery of Navar map. Cosmetic change, no functional changes.
 +  * Apply flesh level to inacessible hides in Tannery of Navar to avoid warning alert in Gridarta
 +  * Give staff of healing a casting level of 10 to remove Gridarta warnings in Temple of Healing map in Navar
 +  * Update floor tiles around the building perimeter of Strange Little Store map in Navar. Cosmetic change, no functional changes.
 +  * Update floor tiles around the building perimeter of Civic Theater, Ground Floor map in Navar. Cosmetic change, no functional changes.
 +  * Replace nothing sections with cave walls, expand cave walls around the Civic Theater, Lower Level 1 map in Navar. Cosmetic change, no functional changes.
 +  * Minor tweaks to swall sections for nicer merging with nearby walls in Adobe Building, Level 2 map in Navar
 +  * Remove 'smoothface' from maps
 +  * Minor tweaks to swall sections for nicer merging with nearby walls in Wester Navar Tavern, Mainfloor map. Cosmetic change, no functional changes.
 +  * Update guilds from template
 +  * Add guild info sign
 +  * Update guilds with info sign
 +  * Replace ground tiles under the shop perimeter to Armino fine alchemy supplies map in Navar. Cosmetic change, no functional changes.
 +  * Expand the map perimeter by one tile for Armino fine alchemy supplies map in Navar
 +  * Update map entrance coordinates to Armino fine alchemy supplies and Navar world map (world/world_122_117)
 +  * First attempt at a compromise between JX Client and GTKv2 Client to correctly display ground tiles and wall tiles without grass appearing inside the guard house in Port Gate of Scorn map
 +  * Added swall sections to the counter area around Olaf in Olaf's Armor Emporium map in Navar
 +  * Correct entrance coordinates from Navar (world_122_117) to Spiral Tower, Level 1
 +  * Expand the map exterior by two tiles for Iggy's House map in Navar
 +  * Update map entrance coordinates to Iggy's House map in Navar
 +  * Update map entrance coordinates from Navar (world/world_121_117) to Iggy's House map
 +  * Update stairs coordinates from Iggy's House, Upper Level to the entrance floor
 +  * Update stairs coordinates from Iggy's House, Lower Level to the entrance floor
 +  * Replace ground tiles under the house of Rock Gardens map in Navar. Cosmetic change, no functional changes.
 +  * Replace cobblestone floor tiles in the house map with woodfloor in Rock Gardens in Navar. Cosmetic change, no functional changes.
 +  * Add extra cave walls to fill out the map, added more swall sections for cosmetic changes in The Old Warehouse, Cellar map near Navar
 +  * Add sell minimum of 20 platinum
 +  * Remove double and triple stacked zombies from Inner Sanctum of Devourers map in Navar
 +  * Expand on the map lore and typo correction outside of the lookout cave from Inner Sanctum of Devourers near Navar
 +  * Replace ground tiles under the temple perimeter of Temple of Gorokh map in Navar. Cosmetic change, no functional changes.
 +  * Add experimental shopkeeper for testing
 +  * Update and add more water or blue elements to Church of Ixalovh in Navar to give a sense of aquatic theme
 +  * Remove sell booths
 +  * Add sign about no-save area
 +  * Update guilds from template
 +  * Recess shop mat to reduce accidental buying
 +  * Add spell knockback testing map
 +  * Add shop transaction recorder
 +  * Make history books non-pickable
 +  * Add tools section
 +  * New map, The Hoarder's Hoard in Santo Dominion. This shop sells containers like chests, desks, dressers, and bookshelves.
 +  * Replace ground tiles under the temple perimeter of Temple of Ruggilli map in Navar. Cosmetic change, no functional changes.
 +  * Add missing close() function
 +  * Handle apply event to list board contents
 +  * Move board to city center for better visibility
 +  * Mark underground maps as not outdoors
 +  * Set forest random maps as outdoor
 +  * Add support for player-priced shop items
 +  * Add Scorn Public Market
 +  * Add fence to make clear sale area is closed
 +  * Remove blocksview to the wall columns inside The Hoarder's Hoard shop in Santo Dominion to create a nicer shopping view and experience for the visiting player
 +  * Tone down Witherspoon's ghost, add a message when on the ladder
 +  * Adjust swall sections for nicer merging with nearby walls in Church of Sorig in Navar. Cosmetic change, no functional changes.
 +  * Replace ground tiles under the temple perimeter of Church of Sorig map in Navar. Cosmetic change, no functional changes.
 +  * Remove several instances of mabu suke from pupland maps
 +  * Update shop exterior of The Hoarder's Hoard to match more of Santo Dominion city layout
 +  * Replace some beach tiles with grass tiles in preparation for expanding Darcap city walls to the west in world/world_116_102
 +  * Expand city wall sections and remove old city wall section in Darcap
 +  * Add filler buildings and road to the newly expanded western section of Darcap, moved and added some lamposts too
 +  * New map, Chest in Case in Darcap. This shop primarily sells chests but also has some desks, dressers, and book shelves.
 +  * Remove excess and unncessary light sources from The Hoarder's Hoard map in Santo Dominion
 +  * Add more light sources to city of Darcap (world/world_116_102) so it is not so dark at night
 +  * Move well-trained warrior from Cameron's Tavern in Darcap to The Golden Lion in Santo Dominion since this tavern is closer to The Warrior Proving Tower
 +  * Update NPC well-trained warrior with more accurate directions to the Warrior Proving Tower
 +  * Remake tavern NPC in Darcap to talk about a different, nearby map to Darcap
 +  * Give a sense of distance and correct location - Warrior Proving Tower is northeast of Santo Dominion
 +  * Remove Warrior Proving Tower location reference from a sign in Darcap, that map is actually closer to Santo Dominion
 +  * Add exit labels
 +  * Fix bank account removal
 +  * Expand Temple of Lythander in Navar by two tiles in each direction
 +  * Reduce/weaken stats to the ogre in Beginners map in Scorn to make it slightly easier to defeat by new players learning the tutorial
 +  * Reduce repeated uninteresting dialog
 +  * Fix gateway faces, adjust broken gateway message
 +  * Replace ground tiles under the temple perimeter of Church of Valriel in Navar. Cosmetic change, no functional changes.
 +  * Adjust shop specialization
 +  * Improve dip command
 +  * Fix missing import
 +  * Add rate limits to Python commands
 +  * Expand the Church of Valriel map by two tiles in all directions, update Navar world map for new entrance coordinates to Church of Valriel
 +  * Replace cobblestones inside of Church of Valriel with wood flooring. Cosmetic update, no functional changes.
 +  * Add some windows to Church of Valriel map in Navar
 +  * Add gates that connect to the lever in the realm of the dead to match the magic_mouth message under Morkov the demilich, basically close the gate that Morkov has now opened so no more undead escape and the player can leave the map set
 +
 +=== Server ===
 +  * Fix character creation after deleting with same name
 +  * Fix test build on FreeBSD
 +  * Fix plugin documentation link
 +  * Split map light calculation into helper function
 +  * Add map light testing utility
 +  * Deprecate 'smoothface' in archetypes/artifacts
 +  * Deprecate 'animation' in 'face' block
 +  * Add tooltip to maps, with the full map path
 +  * No need to refresh regions for each map
 +  * Sort maps for a region
 +  * Fix map_light_on
 +  * Enable shared library building
 +  * Fix object movement block computation
 +  * Send map scroll after dimension door
 +  * Return success/fail from pick_up()
 +  * Do not crash when NPCs pick up unpaid items
 +  * Add shopkeeper NPC movement
 +  * Add price argument to GBOUGHT/GSOLD
 +  * Avoid returning nrof=0 to plugins
 +  * Fix crash when event directory is empty
 +  * Really fix object blocking test
 +  * Extract 'disabled_plugins' from base settings
 +  * Extract collector hooks from settings
 +  * Fix treasure item creation when dropping a non-head archetype
 +  * Fix harvesting in no_spell areas
 +  * Use chance() function
 +  * Split item enhancement calculation
 +  * Reduce price for bad items
 +  * Add map item dumping utility
 +  * Add server-side support for player shops
 +  * Remove unused variables
 +  * Update translations
 +  * Implement treasure list creation, update help
 +  * Focus a newly created asset
 +  * Don't allow dropping on a treasure if it already has yes and no subitems
 +  * Clean code
 +  * Fix crash when using killpets with a golem and immediately applying an exit
 +  * Revert changes to KNOWN_MAGICAL
 +  * Respect outdoor map setting
 +  * Do not liquidate player-sold items
 +  * Consistently allow identified objects to stack
 +  * Send object updates after changing flag from plugin
 +  * Show level for potions
 +  * Fix shops generating junk
 +  * Drop unpaid items when player leaves
 +  * Fix detect magic
 +  * Fix crash after dipping wielded bottle in fountain
 +  * Lock starting items
 +  * Fix ingredient price calculation
 +  * Dump alchemy in CSV format
 +  * Organize plugin documentation
 +  * Add extension summary table and organize events
 +==== May 2025 ====
 +
 +=== GTKv2 Client ===
 +
 +  * Crossfire GTK Client plug-in to track map visits
 +    * Documentation for functionality as of 2025/05/27
 +    * Eliminate passive-voice in messages
 +    * Completed state is always reported upon a visit
 +    * Revise advice on completing random map dungeons
 +  * Fix message color; add supported markup comments
 +
 +=== Gridarta ===
 +
 + * [crossfire] Update built-in archetypes
 +   * Added four new cursed cloaks for extra variety
 +     * cloak of the Inferno, which attunes the wearer to fire, but also makes them vulnerable to fire damage
 +     * cloak of Freezing, which is the same for ice
 +     * cloak of Conductivity, which is the same for electricity
 +     * cloak of Anchoring, which denies access to Teleportation spells
 +
 +=== JXClient ===
 +
 +  * In account password change dialog allow an empty old password
 +
 +=== Maps ===
 +
 +  * Replace ground tiles under the house perimeter to Occupied Cabin map in Navar. Cosmetic change, no functional changes.
 +  * Replace ground tiles under the house perimeter to Raazle's Small House map in Navar. Cosmetic change, no functional changes.
 +  * Replace ground tiles under the house perimeter to Rudy's Cottage map in Navar. Cosmetic change, no functional changes.
 +  * Add a couple windows to the back wall of Rudy's Cottage map in Navar. Cosmetic change, no functional changes.
 +  * Replace ground tiles under the house perimeter to Rundown House map in Navar. Cosmetic change, no functional changes.
 +  * Update and fix map entrance coordinates for Prison map in Navar
 +  * Replace ground tiles under the house perimeter to Smokey House map in Navar. Cosmetic change, no functional changes.
 +  * Replace ground tiles under the house perimeter to Strom's Small House map in Navar. Cosmetic change, no functional changes.
 +  * Replace ground tiles under the house perimeter to Todd's Cabin map in Navar. Cosmetic change, no functional changes.
 +  * Replace ground tiles under the house perimeter to Travellor's Wayhouse map in Navar. Cosmetic change, no functional changes.
 +  * Fix typo
 +  * Replace ground tiles under the house perimeter to Turl's Small House map in Navar. Cosmetic change, no functional changes.
 +  * Correct map entrance coordinates to Navar Ligthouse, Entrance map
 +  * Add floor tiles under the wall sections of Family House in Navar
 +  * Replace ground tiles under the house perimeter to Museum of Arms map in Navar. Cosmetic change, no functional changes.
 +  * Add and adjust swall sections for nicer merging with nearby walls in Museum of Arms map in Navar
 +  * Add and adjust for more swall sections for nicer merging with nearby walls in Museum of Arms map in Navar
 +  * Minor cave wall segments for nicer merging in Ali's Cave outside Navar. Cosmetic change, no functional changes.
 +  * Minor modifications to cave segments for nicer merging with nearby walls in Dried Up Well
 +  * Fill in empty space with cave wall sections in Dried Up Well
 +  * Expand the perimeter of Tim the Bowyer map to match surrounding Navar world map terrain
 +  * Update floor tiles around the building perimeter of Tim the Bowyer map. Cosmetic change, no functional changes.
 +  * Update map entrance coordinates to/from Navar and Time the Bowyer map
 +  * Add some windows to Tim the Bowyer map
 +  * Add entrance coordinates to Armino fine alchemy supplies map in Navar
 +  * Update swall sections for nicer merging with nearby walls in Armino fine alchemy supplies map in Navar
 +  * Tweak msg text from one of the instructions books in Ye ol' Home Depote to avoid a warning in Gridarta
 +  * Replace building perimeter flooring with different floor tiles in The Frolicing Mermaid map. Cosmetic change, no functional changes.
 +  * Update floor tiles around the building perimeter of Gunther's Smithy map. Cosmetic change, no functional changes.
 +  * Update floor tiles around the building perimeter of Emporium of Power map. Cosmetic change, no functional changes.
 +  * Adjust visibility settings of the Runes in Emporium of Power map to remove warnings with Gridarta
 +  * Remove redundant no_magic tiles under the counter surrounding Master of Transferrence in Emporium of Power in Navar
 +  * Update floor tiles around the building perimeter of Rosco's Kitchen map in Navar. Cosmetic change, no functional changes.
 +  * Update floor tiles around the building perimeter of Navar Central Library map. Cosmetic change, no functional changes.
 +  * Update floor tiles around the building perimeter of Navar Market map. Cosmetic change, no functional changes.
 +  * Correct exit coordinates out of Navar Market to world_122_117
 +  * Correct exit coordinates out of Condemned Market in Navar to world_122_117 
 ==== April 2025 ==== ==== April 2025 ====
  
crossfire_traffic.1746121457.txt.gz · Last modified: by leaf

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