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Darghelm, in the Foothills of Ulvania
The hardy people of Ulvania value family bonds and friends over all else, so Darghelm has developed an extensive network of taverns, cozy inns, and messaging systems. They are not a cowardly nor xenophobic people and so allow people from all over the continent to use their taverns and speakeasy establishments.
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Index » Muelsfell Game Forum » Clan Discussions Muelsfell World v1.0 Forums
AuthorThread: Higher Level Clan Items
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[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 109 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #3022 Posted: May 27, 2008, 12:57 am
Just thought I should point this out:

As of this writing, only a handful of low level items/weapons are available per clan path, and these are all level 1 and 2.

The exceptions are Spell Specialization (which will get spells rather than items) and Alchemy Specialization (who won't get many (if any) items but have a hefty list of alchemy traits to choose from).

I have another batch of higher level items waiting in the wings which are a button push away from going live. I want to wait and see how the first batch of items/weapons performs before new ones go live.

Once higher level items go live, clans that have appropriately high level libraries will automatically gain access to the new items as choices.

So in short:

1) Don't be terrified if you upgrade the library and don't see any new items! That will change.
2) If you want to choose new items as they come out, save a slot or two here and there.

Kep
Sterling
Posts: 157
Location: Darghelm
Magus Age: 104 years old
Message #3033 Posted: May 27, 2008, 2:21 am
will you be able to undo item selections, like you can with your personal library?

If anything, undoing for a clan, especially as this is beta, seems more important, as its a far more momentus decision - on the other hand, I can see how, because the selection didn't cost anything, it will be problematic, there should be some downside in place.
Endovior
Endovior's Avatar
Posts: 172
Location: Nournsland
Magus Age: 102 years old
Message #3034 Posted: May 27, 2008, 2:50 am
Undoing would be good, yes. The leadership of my clan is actually running a series of dummy clans for testing, purely to avoid messing ourselves up as regards researching useless things.
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 109 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #6415 Posted: Jul 8, 2008, 10:46 pm
A new set of clan items is now live, including some samples from a new category: Construction Tools. Construction tools are not used as weapons, but add extra damage when a golem strikes a wall.

Melee Specialization(Weapons):
Reinforced nunchuku at lvl 5
Golden morningstar at lvl 6

Melee Specialization(Construction Tools):
Iron Dwarven Hammer at lvl 5

Ranged Specialization(Weapons and Ammo):
Screaming Iron Mask at lvl 4
Crystal Noisestones at lvl 4 (ammo for the mask)

Ranged Specialization(Construction Tools):
Shoulder-mounted Trebuchet at lvl 5

Item Specialization(Construction Tools):
Iron Crowbar at lvl 5

Defense Specialization(Weapons):
Bronze-tipped Pike at lvl 5

Defense Specialization(Shields):
Half-wall Shield at lvl 6


Alchemy Specialization already has choices up to level 20, so I'm afraid they get nothing this time around. ;)

Spell Specialization still awaits the spell system (for which incidently, I was scratch padding some new ideas the past weekend). I'm hopeful that I'll start making some major progress on this system in the coming weeks. I think it should be well worth the wait. :D

-----------

I'm also toying with the idea of giving Ranged Specialization (Primary only) extra slots since just about everything I'm making for this clan type requires ammo and therefore two slots "per item." I was expecting that ranged would be much more powerful than it's proving to be in practice. Right now, consider this to be "probably will get extra slots somewhat soon."

I'm still resistant to being able to free up slots, though I must admit I'm not entirely sure why. If I do allow clans to change their choices, all existing items that the clan has stored or on golems will need to be cleared from the clan (no refund of spent resources) to avoid obvious stockpiling abuse. I will think on this more later.

Meanwhile, enjoy the new items.

Kep
Caduceus
Caduceus's Avatar
Posts: 185
Location: Last Alvia Dawning
Magus Age: 111 years old
Clan: OTAKU2
Real Name: Paul
Message #6417 Posted: Jul 8, 2008, 11:26 pm
Arkham said:

I\'m still resistant to being able to free up slots, though I must admit I\'m not entirely sure why. If I do allow clans to change their choices, all existing items that the clan has stored or on golems will need to be cleared from the clan (no refund of spent resources) to avoid obvious stockpiling abuse. I will think on this more later.

If the items are cleared and no refund given, I can\'t see a logical argument against it while individuals are allowed to erase researches and keep all items made.

Unless poor choices can be expunged, no one will take a chance and try interesting items. I also don\'t like having to \"save slots\" just in case something better comes along.

Having to hold a clan meeting every time there\'s a new discovery is a bit excessive. It\'d be more fun to announce \"Hey, we can make a new item, give it a try and see if it\'s worth keeping.\" It would also serve the purposes of a Beta test in general, as you could get real feedback on a wider variety of items.
Last Edited: Jul 8, 2008, 11:30 pm
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 109 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #6580 Posted: Jul 10, 2008, 11:30 pm
Range Specialization Primary clans (but not Range Specialization Secondary) now get an extra item slot at 1st, 5th, 10th, and 15th levels to help mitigate ammunition requirements.

Should I decide to allow slot swaps, the code will take a good while to put together. :)

Kep
DocStrange
Posts: 57
Location: Rildesjan
Magus Age: 108 years old
Message #6844 Posted: Jul 14, 2008, 7:20 am
Instead of giving ranged-spec extra slots, why not simply have ammo and weapon together take up one slot?
CommComms
CommComms's Avatar
Posts: 392
Location: Daylsfeld
Magus Age: 106 years old
Message #6855 Posted: Jul 14, 2008, 12:28 pm
probably because he wants to have multiple types of ammunition available for one weapon. EG: have several different bows capable of firing several different types of arrows (bone-tipped, iron-tipped, glass-tipped, flaming, etc).
laidan
laidan's Avatar
Posts: 1158
Location: Mottonsborough
Magus Age: 98 years old
Clan: OASIS
Message #6975 Posted: Jul 15, 2008, 6:26 pm
On another note, how come alchemy clans can sell transmuted golems, but everyone else can't sell their clan specialty? Is it a matter of difficult coding to prevent?
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 109 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #6986 Posted: Jul 15, 2008, 8:45 pm
You shouldn't be able to sell transmuted golems on the market. They won't show up in the list of potential trade items, and the market mechanics themselves will tell you that you can't sell them. I'm aware that some people are managing to get their transmuted golems to someone else through other means and am working on preventive measures.

I don't want to say more than that because I want it to be a nasty surprise to the people doing it when it goes live. :)

If folks are managing to get around the market restrictions, then that's a bug -- I'll either transmute those golems back to their original form or I'll delete them outright if I catch folks abusing such a bug.

Kep
Nageya
Nageya's Avatar
Posts: 86
Location: Asylum
Magus Age: 96 years old
Message #7383 Posted: Jul 20, 2008, 1:29 am
think I know how people are getting around it clan items aren't taken away when you join an open clan with out leaving your old one first and transmuted golem are kept if you leave a clan. And you can transfer transmuted golems through the clan transfer system you can also transfer clan items from another clan if their attached to a golem, the items will disappear if you disband the clan that created them.
ShaoKahn
Posts: 99
Location: Jaaron
Magus Age: 126 years old
Real Name: Craig
Email: craigbrett17@aol.com
Message #7517 Posted: Jul 21, 2008, 2:56 pm
Spot on. Appears he's right.
Kaelas
Kaelas's Avatar
Posts: 1052
Location: Darghelm
Magus Age: 103 years old
Real Name: Barry
Message #7530 Posted: Jul 21, 2008, 5:34 pm
Just a thought, but maybe you shouldn't have explained how to cheat in a post on the open forums? Kinda like putting a recipe for explosives on your MySpace page...
Halftea
Halftea's Avatar
Posts: 1307
Location: Darghelm
Magus Age: 117 years old
Clan: ADV
Website: Click Here
Message #7541 Posted: Jul 21, 2008, 6:14 pm
I believe his goal was to pinpoint areas of the code that are allowing the exploits. Allowing a more informed viewing of the code while troubleshooting it, as some of the things being exploited may be intentional. (Keeping a transmuted golem after leaving the Clan comes to mind)

Kep has already mentioned he will take care of the people exploiting it, so if more people do, he will just bring the wrath of the developer down on a larger audience.

Nanashi
Nanashi's Avatar
Posts: 1115
Location: Asylum
Magus Age: 105 years old
Clan: OTAKU
Message #7545 Posted: Jul 21, 2008, 6:25 pm
beware the banhammer of God...in this case...Arkham. ^_^
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 109 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #7651 Posted: Jul 22, 2008, 4:18 pm
Kaelas said:

Just a thought, but maybe you shouldn't have explained how to cheat in a post on the open forums? Kinda like putting a recipe for explosives on your MySpace page...


Nah, it's okay. Consider it an opportunity for those who have used this exploit to hurry and put things back before I release the change that will force a correction. >:)

Kep
Yamikuronue
Yamikuronue's Avatar
Posts: 1288
Location: Mottonsborough
Magus Age: 101 years old
Real Name: Bay
Website: Click Here
Message #7654 Posted: Jul 22, 2008, 4:28 pm
Arkham said:

Kaelas said:

Just a thought, but maybe you shouldn't have explained how to cheat in a post on the open forums? Kinda like putting a recipe for explosives on your MySpace page...


Nah, it's okay. Consider it an opportunity for those who have used this exploit to hurry and put things back before I release the change that will force a correction. >:)

Kep


Will there be retribution if they don't? To make up for the havok that ensued while you were putting things right?
[ADMIN] Arkham
Arkham's Avatar
Posts: 902
Location: Mallow
Magus Age: 109 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #7672 Posted: Jul 22, 2008, 5:21 pm
Yes, I do have the ability to ban accounts.

And I can review just about anything that happens in the game, with more things being added to the logs every day.

Kep
Nanashi
Nanashi's Avatar
Posts: 1115
Location: Asylum
Magus Age: 105 years old
Clan: OTAKU
Message #7780 Posted: Jul 22, 2008, 11:50 pm
I know this would be contradictory to current policy, but when the clan shops are implemented, will they have separate items to sell? Since weapons and clan items aren't supposed to be on the market and all...either the policy would have to be changed or separate items would need to be added, if we are going to have shops. I mean a tavern is good for RP and all but unless Arkham wants to code a drunk status effect...

and I ain't gonna touch a brothel...(I'll leave that for someone in magier >_>) just kidding
palleon
Posts: 84
Location: Agoia Talia
Magus Age: 100 years old
Real Name: Steve
Message #9746 Posted: Aug 7, 2008, 11:42 pm
The clan business's sounds like a really good thing to do. Any idea how they will work yet?
Tariana
Tariana's Avatar
Posts: 162
Location: Broukendale
Magus Age: 97 years old
Message #9750 Posted: Aug 7, 2008, 11:57 pm
Any chance of defense clans getting stuff to make our walls better?
ShaoKahn
Posts: 99
Location: Jaaron
Magus Age: 126 years old
Real Name: Craig
Email: craigbrett17@aol.com
Message #9752 Posted: Aug 8, 2008, 12:03 am
Arkham said:

Yes, I do have the ability to ban accounts.

And I can review just about anything that happens in the game, with more things being added to the logs every day.

Kep


A little harsh for exploiting a bug, don't ya think?

And I too like the sound of these clan businesses and think a clan shop is the most obvious one. Selling clan items wouldn't be a bad thing, as long as clans bare in mind that the more of their stuff they sell off the more their enemies could get hold of... and so on. Problem would be though clans setting up proxy clans so they had the best of everything.

But yeah, anymore details on the clan jobs/businesses?
CommComms
CommComms's Avatar
Posts: 392
Location: Daylsfeld
Magus Age: 106 years old
Message #9754 Posted: Aug 8, 2008, 12:32 am
Tariana said:

Any chance of defense clans getting stuff to make our walls better?


You get better armor, which, by virtue of the current mechanics, makes your wall better.

Buuuut, while we're asking... any chance of melee weapons continuing the trend of getting stronger past fourth level? :p
ShaoKahn
Posts: 99
Location: Jaaron
Magus Age: 126 years old
Real Name: Craig
Email: craigbrett17@aol.com
Message #9795 Posted: Aug 8, 2008, 3:15 pm
You don't need any tougher items, you're already doing loads better than most other clans especially most individual Magi, 40 damage a hit isn't to be sniffed at, especially when you're repairing from it with nothing substancial on your side. I got nothing for upgrading the library to level 2. Nothing! I'm not terrified, just a little disappointed. And spells aren't in yet either so I'm still pretty much using the same stuff as before. (Wooo... fun...)
CommComms
CommComms's Avatar
Posts: 392
Location: Daylsfeld
Magus Age: 106 years old
Message #9799 Posted: Aug 8, 2008, 3:44 pm
Really? Because with the item secondary I'm pretty sure we got a lantern or something at second level. And no, 40 damage isn't to be sniffed at, but in exchange for the extra damage we're giving up about five attacks, which combined would do much more to an unarmored golem. The spiked chain just combines the attacks so more of the damage can get past armor, gives them a nice accuracy bonus, and some reach (if that was working right now.) And in exchange for all this we pay out the ear to get them. The weapons at higher levels have just as many or more good things going for them, it's just that the chain has by far the best combination of bonuses.
 
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