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Xialya
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PostSubject: Re: Announcement   2008-11-28, 8:26 pm

- Wielding two weapons grants a +1 DR Bonus.

- All sword-like weapons [including daggers but not knives] get a +1 Parry Bonus.
Note: The Parry Bonus obviously only applies when using DefMode Parry.
If your character is wielding two weapons, the bonus from the off-hand weapon is used.

- Reaching the same amount of Max HPs in the negative is now a PermaDeath. [Creatures can't get hit while incapacitated but are still suffering from poison, fire, area effects, etc]

- NPCs are now using the same Death System as the PCs, meaning that they get incapacitated when reaching 0HP, and need to be slain to get definitively rid of them.

- Kills are now recorded, displaying the creatures and the amount of killed creatures of each type.
Command: /dm killtable

- /dm assess command replacing the use of the Coin Purse to select an item to buy or sell. Simply Target the item and enter the command.

- You can no longer drop an item from a store in your inventory; you got to directly Target it in the store inventory.

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Last edited by Xialya on 2008-11-30, 6:55 pm; edited 1 time in total
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Xialya
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PostSubject: Re: Announcement   2008-11-29, 7:23 pm

- The Inventory System was quite annoying, so I made some modifications. Now you can leave your items in your inventory, but you still have to get bags and proper containers to hold your stuff. The total volume of your items is opposed to the total volume capacity of your containers.
The containers still need to get put into your Inventory Slots, otherwise their volume capacity is not accounted.
In the case you carry too much stuff, you get a Movement Speed Penalty.

Weapons and ammo bulks are independent from this and still work on the former Inventory System, though you only get a Movement Speed Penalty instead of a complete immobilization when your weapons are not put into scabbard, sheath, quiver, etc...

- Slight modification made to Blood Magic.
Before you start casting spells, you need to target a liquid container filled with blood which will serve as the source of the blood you will use to cast your spells, and enter the /dm setbloodc command.
Note: The quantity of blood needed to cast a spell is equal to Spell Cost * 0.25l.
Braxae Blood halves the cost to a minimum quantity of 0.25l.

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Last edited by Xialya on 2008-11-30, 6:53 pm; edited 1 time in total
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Xialya
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PostSubject: Re: Announcement   2008-11-30, 6:50 pm

- Now when you are casting a spell and you get hit, there's a chance that your spell casting attempt is disrupted.
To resist this, a roll is made under ((Stamina + Willpower)/2)*5.
Note: You would only know at the end of the casting time that your spell casting attempt had been disrupted.

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Last edited by Xialya on 2009-01-11, 11:08 pm; edited 1 time in total
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PostSubject: Re: Announcement   2008-12-01, 3:45 pm

- Added a nickname function. You may change your character's nickname whenever you want by entering the /dm nickname-nickname command. i.e. /dm nickname-Red Prince

If you enter into private mode [command: /dm privateon], your character's nickname will be displayed instead of her name when such info is revealed. [when targeting, in combat, etc...].

To leave private mode, simply enter the /dm privateoff command.

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PostSubject: Re: Announcement   2009-01-11, 11:10 pm

- Updated the CRS used by LoS with the improvements made on USCM-B.
- Removed all scifi content for a full fantasy setting and smaller haks.

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PostSubject: Re: Announcement   2009-01-14, 5:54 pm

- Sharpness becomes AP. [Stands for Armor Penetration].
- Support added for magical or miscellaneous events occurring when hitting a target with a specific weapon.
- Support added for magical or armor triggered event when hit.

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Last edited by Xialya on 2009-01-16, 5:28 pm; edited 1 time in total
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PostSubject: Re: Announcement   2009-01-16, 5:26 pm

- Working on music instruments people can play.
Besides a new type of magic based on that.
- I might remove the Runic Magic and leave it as magical item enhancement only.

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PostSubject: Re: Announcement   2009-02-10, 11:30 pm

- Hak files uploaded on the Vault Smile

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PostSubject: Re: Announcement   2009-02-17, 1:11 pm

- Agility gives a +1 bonus to Defense Rating for every 3 points over 10.

- Firearms skill added.

- Flintlock Pistol and Musket are available. [Those are using the USCM-B Ranged Weapon System. Bows, crossbow, and slings still use the standard system.]

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PostSubject: Re: Announcement   2009-02-26, 5:56 pm

- Store System modified.
I made it more user friendly, and easier for me to set as well.
Now you only need to talk to the merchant in order to bring up the Trade Conversation Menu.
Post edited with the new store system explained:
http://uscm-reborn.bbflash.net/los-background-and-info-f23/core-rules-t163.htm#721

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PostSubject: Re: Announcement   2009-02-28, 8:41 pm

- AI improved some more.
- Courage and Fear added.

* Ogres start now with Fear 10, Braxae with Fear 5, Norska with Courage 5.

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PostSubject: Re: Announcement   2009-03-05, 2:05 pm

- Conversations fully support the language system.
* Target a NPC while standing within 2 meters and enter the /dm talk command to start a conversation.
* If the character and the NPC can speak a common language, they will be switched into using this language. Otherwise, they won't be able to talk to each other.

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PostSubject: Re: Announcement   2009-03-06, 4:20 pm

- New Player Race: Centaur
- New Skill: Double Weapons
- New Command: /dm sheet

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PostSubject: Re: Announcement   2009-03-08, 7:25 pm

- Inventory Management redone and improved.
See the updated post if you want to know more.

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PostSubject: Re: Announcement   2009-03-09, 7:06 pm

- Added Stat bonus to Skills.

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PostSubject: Re: Announcement   2009-03-13, 2:12 pm

- Added Behavior options in the Follower Management Menu to have them behave the way you want using the advanced AI. The only parameter you can't change is their Tendency [Good, Neutral, Evil].
Be careful the way you setup your followers, because they can even start a war between them if their opinions are different. [The basic example would be the hungry zombie follower mindlessly trying to eat your costy horse -and not just your horse actually- when you are resting at the inn...] And keep in mind that it is not because you are welcome somewhere that your followers are.
Try to summon a Daemon ally in the middle of a town..and you could be sure everyone would flee..or fight it.

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PostSubject: Re: Announcement   2009-03-14, 3:27 pm

- Added modifier based on the character's age during Character Creation.
- Improved combat sound FX.
- Weapons and shields produce noise [depending of the item] when equipped or unequipped. It concerns PCs and NPCs alike.
An incoming technique [That assassins and other black-hearted people will love] prevents the weapon to make noise when drew or sheathed upon a successful Sleight of Hand skill check roll.

Now it looks so good when you have the big evil grunt facing you who slowly draws his greatsword from his backsheath...the sound of the metal along the scabbard...then he charges you. Very Happy

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PostSubject: Re: Announcement   2009-03-14, 8:41 pm

- Added a downloadable uncompleted LoS Guide Book, available here --> http://nwvault.ign.com/View.php?view=Gameworld.Detail&id=1217

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PostSubject: Re: Announcement   2009-03-15, 11:07 am

- When bearing a shield, the Defense Rating bonus provided by the shield is depending of your Defense Skill.
Defense < 20 = No Defense Rating bonus.
Defense >= 20 and < 40 = Shield Defense Rating /3.
Defense >= 40 and < 60 = Shield Defense Rating /2.
Defense >= 60 = Full Shield Defense Rating.

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PostSubject: Re: Announcement   2009-03-17, 9:49 am

- Shields reduce damage to 0 instead of half damage.
- Shields will only protect from attacks coming from the front or left.
- Attacks coming from the back and dealt on the left upper body are dealt on the left arm even if the target is bearing a shield.

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PostSubject: Re: Announcement   2009-03-18, 3:30 pm

- NPCs only notice creatures [PCs or NPCs] in front of them, otherwise if they succeed a Perception skill roll only.
- Creatures using Stealth [With a Stealth Skill value >= 30] are not subject to an opposed Stealth/Perception skill roll if they aren't in front of a watching NPC.

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PostSubject: Re: Announcement   2009-03-19, 3:11 pm

- Added a penalty when firing a Reaper in Double Shot mode.
- Added size and weight penalties on opposed Stealth/Perception skill rolls, and overall Perception skill rolls regarding creatures.
- Stealth [as used to go around unseen] becomes a technique called Skulk which is granted if a creature has a Stealth skill value >=30.
- Creatures with an Unarmed skill value >=60 have their unarmed damage increased to 1-6.
If >=80, their unarmed damage further increase to 2-6 and unarmed AP increases to 2.
- Weapons have now one of those specs as type of damage they deal: Blunt, Piercing, Slashing.
Armors have one or more weaknesses against a type of damage. In the case of a weakness, the weapon's AP is increased by 1.

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PostSubject: Re: Announcement   2009-03-23, 1:12 pm

- Heavy blunt weapons receive AP +1 when dealing damage to placeables or doors.

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