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Perhaps a svirfneblin would tell you a tale if you visited their city. Be carefull on this quest. Do not bring a party. After entering a portal, you should not leave your screen unattended as you will be randomly moved and there are dangerous creatures. Quitting is ok, you can continue.
19:59:03 xx tells you: Bye Mye Troth, G Tile Platform 19:59:07 xx tells you: Truth, Ta Av Bootsa 19:59:11 xx tells you: Bye Mye Troth, Vent Tile Heavy 19:59:24 xx tells you: Truth, Stande Platform, Oge Presse Button 19:59:29 xx tells you: Verily, P Device Du Fr 19:59:35 xx tells you: Bye Mye Troth, Vede Siste Face 20:00:54 xx tells you: Du Hare Kanskje Ikke Syntene P Siste Face 20:01:10 xx tells you: Du Fre Dene Nre Du Kommere Inne Frste Gange P Stande Plaform 20:01:21 xx tells you: Bye Grimbrand, Ere Reache Undere Mouth(s) Ellere Noe 20:01:36 xx tells you: Sjukt Hva Ene Husker
Unknown User, 2023/11/07 14:22
Clockwork trivia:
The clockwork area took quite a while to code, not only for the scope but difficulty in creation. It remains dormant until a player enters the area and essentially wakes it up. The teleportation aspect is actually clockwork searching for any payable character within the zone, after it's awakened, and then moves them to a random map.
It was coded this way to eventually to have a spin off omiq where Murkor returns. It can, scary as it is, search for players/immorts across the entire mud and suck everyone inside. Ramp up all the effects, stun duration, anti magic, etc... and have him move around each map with the inevitables. That body count...
There is a control room only an immort can get to. It is the brain of clockwork. Titan and Sibalgo both had to help me tune it because it pulled more power than the rest of the game combined with all of the call_outs it uses.
Meditation to stop teleportation was an oversight. Thought it was clever so I didn't fix it.
On release, the effects were about x2-3 as strong and were nerfed.
Perhaps a svirfneblin would tell you a tale if you visited their city. Be carefull on this quest. Do not bring a party. After entering a portal, you should not leave your screen unattended as you will be randomly moved and there are dangerous creatures. Quitting is ok, you can continue.
19:59:03 xx tells you: Bye Mye Troth, G Tile Platform
19:59:07 xx tells you: Truth, Ta Av Bootsa
19:59:11 xx tells you: Bye Mye Troth, Vent Tile Heavy
19:59:24 xx tells you: Truth, Stande Platform, Oge Presse Button
19:59:29 xx tells you: Verily, P Device Du Fr
19:59:35 xx tells you: Bye Mye Troth, Vede Siste Face
20:00:54 xx tells you: Du Hare Kanskje Ikke Syntene P Siste Face
20:01:10 xx tells you: Du Fre Dene Nre Du Kommere Inne Frste Gange P Stande Plaform
20:01:21 xx tells you: Bye Grimbrand, Ere Reache Undere Mouth(s) Ellere Noe
20:01:36 xx tells you: Sjukt Hva Ene Husker
Clockwork trivia:
The clockwork area took quite a while to code, not only for the scope but difficulty in creation. It remains dormant until a player enters the area and essentially wakes it up. The teleportation aspect is actually clockwork searching for any payable character within the zone, after it's awakened, and then moves them to a random map.
It was coded this way to eventually to have a spin off omiq where Murkor returns. It can, scary as it is, search for players/immorts across the entire mud and suck everyone inside. Ramp up all the effects, stun duration, anti magic, etc... and have him move around each map with the inevitables. That body count...
There is a control room only an immort can get to. It is the brain of clockwork. Titan and Sibalgo both had to help me tune it because it pulled more power than the rest of the game combined with all of the call_outs it uses.
Meditation to stop teleportation was an oversight. Thought it was clever so I didn't fix it.
On release, the effects were about x2-3 as strong and were nerfed.