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The MMORPG Meridian 59 - Server 103

Home Page: openmeridian.org

License: Other

C 51.21% C++ 35.06% Makefile 1.65% Objective-C 0.12% HTML 6.50% Perl 0.27% C# 0.65% Kotlin 0.13% TeX 1.39% PostScript 0.31% Perl 6 0.08% Ada 0.01% PHP 2.33% Batchfile 0.07% Lex 0.08% Yacc 0.07% CSS 0.01% JavaScript 0.07%

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achrapko avatar adrienlaws avatar akashicrecord avatar arantis avatar cyberjunk avatar daenks avatar davidventhe avatar fsu-phil avatar fsuphil avatar garofmeridian avatar jboullion avatar koveras avatar m59gar avatar marksturm avatar maxstegen42 avatar meridian59 avatar morbusm59 avatar oridevformeridian avatar oriumpor avatar pkchrischan avatar roylesage avatar siwithaneye avatar skittles1 avatar theanax avatar theblackone avatar thediggie avatar treymd avatar tsshergill avatar xfirekatx avatar xylum avatar

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meridian59's Issues

Minimize/Maximize issues

Maximizing the client does not fully maximize when using a screen resolution that is not 4:3.
Minimizing the window when max'd results in an incorrectly sized window when restoring. The window's height increases by a number of pixels underneath the Windows taskbar. This only happens with the taskbar on the top or bottom of screen; it does not happen if the taskbar is set to auto-hide, or if it is placed on either side of the screen.

Creature Locations and Spawn

Mollusks only at the beach
Frogmen at valley of Illeria
Shadowbeasts either under cv or at princess castle
Avar warriors only at ook

twice the current spawn rate.

Vault/banks connected, larger capacity

I was wondering if it's still in the works to connect the island vaults and banks. I have been collecting arrows on ML to work archery but there's no way I am going to manually transport 3000 arrows to the island one trip at a time, so I'll work it on ML (personal issue but just an example)

Banks just make sense.

Vault space seems limited with conveyance. I love being able to save up regs easier, but it's filling up quickly and I don't have that much, inkies and arrows take up most space.

:)

Mollusks helping Mollusks

Its hard enough soloing these guys without buffs most days as a PF. The fact that you have a second one barreling down on your like a train once you attack one seems pointless. Why hinder building with something like that? I realize its a karma thing, but we already have pkers, shields etc to watch out for.

Feedback on New Token Game?

As hammered out by community ideas, this is a proposed new way to handle Tokens:

  • Tokens no longer drain vigor, don't cost hand slots, and do let you fight back
  • You're not automatically attackable by anyone while holding a token
  • But only soldiers can pick up tokens!
  • Only soldiers killing monsters can generate tokens.
  • Real death pens

That way the scenario becomes true PvP rather than just killing some mule running a token. Soldiers can already attack each other, so the setup is perfect for combat. You will also be able to kill those jerks that run tokens poorly because they'll still have a shield after turn-in.

Thoughts?

Shadowbeast challange

How about making that cave map with SB+wizards being Shadowbeasts only?
Would be a decent place to get hps manually up to 150, with a lot of effort and good reward. As long as you already made it with CV 1, and beach.

Factions - Jonas in particular

I will propose something very radical. In fact two propositions:

1 - Jonas loyalty: Make the weapons available to a 40 HPs: replace helm, gauntlets, mystic and plate by gold, mace and ss.

2 - Now the biggie. Move krannaan to Jonas faction. It will have two big impacts:
a) How come Kranaan, the Klingon M59 school is the faction of the most gayish looking NPC of the game? Kranaan is sold by the war priestress, the war dude of the server (Jonas) and his spells are sold also by smiths and Tendrah an old warrior. It would streamline the story better.
b) It will give the kranaan spell power to PFs. It will remove blind spell power to Qor and give more to EE. Qor bowers will have to make a choice still like in the past : Jonas or Duke, but the players who are Jonas will get a spell power boost in Kranaan. We will no longer have faction boosted Qor and Kranaan. Just think about all the implications and how much it will gear the PvP toward the less locked combats around blind.
c) We did tests. A PF (or any toon in fact) with princess faction does way better against monsters because of the defense bonus. So well it seems, disregarding the minimal impact on improvements of skills (mitigated by the 5 int increase when supreme) it is better to be princess than Jonas to build.

Shrines/flags/tokens reset on world rebuild

Whenever the world is rebuilt due to an update, all shrines, flagpoles and tokens are reset. I'm not sure if this solution is possible, but if these were captured by the system save it would fix the issue of all these things resetting every two weeks.

At the moment there is no incentive to take land for a faction as it is very much non-permanent and thus a waste of 10 minutes per screen.

Axe wielding - trash?

Was observing which weapons are actually used in pvp, pve, and found out that axe is left in garage, standing at corner with shovels and a pair of boots.
Seriously - you do use Mystic sword, LS, bow all the time scim (rarely in pvp because of range), and hammer - very rarely, vs plate maybe. So it seems to me like axe wielding only exists to be built while reaching percents till next wc level.
What about make axe actually usefull. Rise up damage? Add some bonus vs robes (as long as it a rag, and sharp axe cuts it). Or maybe even add some new rare axe, which you can find killing tough monsters like SB. OR maybe even add it to Xeo's drop list and make em attack nodes finally! Its time for them to appear on 103 already, btw.
How cool will that be to see built toons runing around with axes!
What do you think?

Faren adjustment suggestions

Faren has some great potential but it is currently lacking high damage per second compared to weaponcraft / bows. The two biggest issues that I see facing Faren is low damage (considering all the possible resistances available that reduce the damage significantly) and the delay in casting repeatedly. Also a lot of the current touch/damage/splash spells are redundant (same level/same damage). Since some of the touch spells were changed to allow pure mages to fight PvE (so you wouldn't need weaponcraft to level) I think this should be extended up to the higher levels of the school to allow pure mage builds to fight high level creatures. If there is concern about abuse by mules/low level characters then spell damage can be tied to HP (this might work well for building purposes too).

Level 1 - Icy Fingers - same as current set up.
Level 2 - Frost Explosion - same as current set up (possible reduced damage if this makes it too strong for level 2)
Level 3 - Zap - same as current set up but increase damage moderately (suggest +5-8)
Level 3 - Explosive Shock - same as currently set up but increase damage moderately (suggest + 8)
Level 4 - Blast of Fire - same as current set up for increase damage (suggest +8)
Level 4 - Touch of Flame - same as current set up but increase damage significantly (suggest +10). This change would allow pure mages to PvE better at later stages of the game.
Level 5 - Fireball - increase damage (suggest +10) and/or remove/adjust timer on repeated casting (same as bows).
Level 6 - Lightning Bolt - increase damage significantly (suggest +10)

Lightning Wall and Sporeburst are really very limited spells because of the limit of # walls that can be used on a screen at the same time. I would recommend Lighting Wall going down to Level 5 along with Sporeburst (the old version of Sporeburst would be a true level 6 spell IMO).

It would be nice to see Faren have a better anti-arrow spell (other than winds/sandstorm) perhaps a PE or passive skill/spell called incinerate that would give you a % (similar to dodge) to 'incinerate' arrows being shot at you. Should probably be level 5 or 6.

Food for thought, welcome your opinions.

Curious... stat question

I've been thinking... and is there any way we could make it so that you have the chance to alter your stats one time in a characters life?

Mostly because I know quite a few people who have gotten pretty far into building only to realize they have messed up their stats in relation to what they want, or they figured out they'd rather have an extra level etc... and starting over sucks.

Now, I know this could potentially be abused by taking a high myst to deal with soft caps (are those necessary? :P) and then changing it later, but I'm just curious on thoughts here.

Wedding ring

The wedding ring is not available in the list after saying wedding ring and getting back the say from the NPC.

Remaking character

If you suicide a character >50hp, and remake with the same name (or perhaps it is just in same slot) will be attackable, and take real deaths always.

Holy Wave/Icy Fingers and Explosive frost realligment

There has long been a touch spell missing for both pfers/shals. This reversion and addition tries to remedy this problem.

Add Level 3 or 4 Holy Wave that does around the same damage as SOA for 1 ruby 2 ems
Icy Fingers/Explosive frost should be returned to Kraanan

Interface language is being forced to German

Hi,

I know it was intended that the client language is set to German when the OS is German too, but since the translation has never been fully completed I propose to either

A) add an option to choose the language
B) remove the German translation completely.

Of course a third option would be to finish the translation, but I'd really prefer to play in English so I'd go with option A), maybe with a later completion of the translation.

I hope you'll consider my suggestion.

-Cyberworm

Faction Power Display / Status

It would be great to give faction members or players in general some indicator of faction power / status of the councilors in addition to the current method of stating the council names to the faction leader.

It's not adding much value to the gameplay to force players to travel to their faction leader and quiz them on the status of each councilor (although I can understand why the location of tokens comes from the faction leader).

I think there are probably dozens of ways of displaying this information, ranging from a status bar or indicator available to all players on their gamescreens, or perhaps it can be added as a function on a new or existing item. Hopefully someone more clever than myself can think of a better way that players can obtain this information.

Create Weapon

This spell has been lacking for years. I suggest we make it similar to morph/illusionary form in that you can choose the weapon( or monster in the other spells) type based upon %. So at 25% i could choose up to ss at 50 mace ss hammer ls axe 75 scim 99 neru sword mystic sword. Even Possibly bows(however bows seem a little excessive)

Thrasher Loot table

Please Add a 3-5% chance to drop id wands
Please Add 3-5% chance to drop keys

Non-angeled characters keep newbie tag until bio is checked

Someone pointed this bug out on the Meridian 59 github page and I accidentally replicated it on 103. After you lose angel you keep the newbie tag until your bio is checked, meaning that while you lose hp/% from the death you do not drop any items. Confirmed that checking the bio removes the tag and subsequent deaths work as normal.

Abuse/cheat

I noticed one of those sellet bot sends a tell right when I enter the map.
It is quite easy to write a "tool" that let you know who enter a map (invis, morphed or anon I think) thus an advantage to pvp that is not included in the current client.

Someone needs to address this issue. It was already used a lot by Infiniti with the autoblind (list of friend and foes and soon a foe enter a map he gets blinded).

Double charactor

i have notice this last night but I'm getting double bcast double death message and now im geting double charactor on my who list is this a bug or just me?

Disaster and Recovery

In other words, Daensk swallows his birth certificate. What happen to the save file? If no other people have admin right on the server, I doubt his wife or momma will be able to send to someone the last saved file.

I have a suggestion:
1 - Make a script that encrypt the file twice (over and over it).
2 - Give the passwords to two "trusted" developpers". To open the file with its very sensitive content, two accomplices will have to betray to see how many HPs I have to prevent me to rule the world with my Axe. :)
3 - Send the save files on a cloud automatically let's say each 12 hours.
4 - If ever Daensk gets a visit by the FEMA agents and he is deported to a FEMA camp and the server gets confiscated by the NSA, we can still rebuild the server somewhere.

Newbie tag

I think there is a problem with the tag:

I created a mule a while ago to hold stuff and reserve a name.
I suicided the mule and recreated it with stats I wanted.
When the toon died 10 minutes after creation, it lost all its content except a mace.
"He has been a Marionite less than a year."

Bugs to be fixed asap

  1. Faction loss for reds.
  2. Touch spells bug. (tof does 6-7 damage on mobs when 99% tof, 99% brawing, 100hp. building hps for a mage now impossible)
  3. Fast vigor loss. I am almost sure suppose to be slower.

Creature Locations and Spawn 2

The recent changes to locations and Spawns are great. That being said a few zones were left out. Aqueducts of Merb Should be only Shadow beasts or another zone should be only shadow beasts. Badlands 2 should be only Groundworm Queen or another zone...

Finally the loot table from Queens does not match that of a 130hp monster and the loot table of mollusks does not equate to thrashers nor does Krippas. Some sort of balance in the loot tables would be appreciated so we can choose to farm where we want rather than where the only good place to farm is.

Looking forward to comments

Lost

Daenks.

There is something with client, and account creation website. I cant log on both of em.
Please contact me on email [email protected] I cant find your email so, i am posting here. Delete it after read. Thx.

Client crash when looking at some player descriptions

It appears to be tied to number of lines in the Extra Info above the player set descriptions. I've checked player.kod's ShowExtraInfo() message and it appears to be constructed properly from the server end of things.

Error initially occurred when character "Tenzo" became Justicar. I removed him as Justicar and the error was resolved.

We were able to re-create by giving him a rose and a wedding ring. Character had a total of 6 "extraInfo" lines when client began crashing.

Did not have the debug symbols on the machine I was currently using, so I was not able to debug exactly what was going on client side.

Move Night Vision back to Qor

Night Vision should go back to Qor (level 3) since Kraanan has Glow and Faren has light. I think the spell is in keeping with the philosophy behind Qor.

HPS too SLOW!

Alright, I'm just putting this out there.

We were told that hp rates would be increased, and they were for a second then it was taken away before any of us could really utilize it.

It is so boring holding down the attack key for hours and hours. The HP rate is slow, the building is slow with no PvE content that helps counter it. It's boring. Even the brand new people (honestly brand freaking new) think its slow, but they enjoy other aspects so they stick around.

Please do something! :)

Sound volume slider does not function

Sound volume slider in client preferences does not adjust sound volume. Windows' native sound mixer can adjust the volume of course, but that is not available for those still using XP.

Aggro issue limitation of 3(or x) mobs

In Castle Victoria (downstairs), it is possible to attack 3 skeletons in a sideroom, exit the sideroom and then when you engage monsters, those do not attempt to fight back because you already have the maximum number of skeletons aggro on you.

Error in new combat text

When a player's or monster's attack misses you, the combat text is mixed up.

Some examples:

's attack Dr Creepy you. (fighting a player, Dr Creepy)
The 's attack baby spider you. (fighting a baby spider)

All other combat text appears to be fine.

Forums?

Are there any forums for this page? Gilroys forums are horrible, I hope that's still not the only forum for this game ;P

Also, gilroys info is kinda out of date, the spell listing sections don't display anything either..I always liked using that when I haven't played for a while to get a refresher.

Anyway, any other webpages or forums for this game?

Would you like to Autoloot?

This could be an in-game toggle that automatically attempts to pick up all numbered items from monsters you kill, including reagents and shillings. This would eliminate the vast majority of repetitive looting, and would never pick up cursed items (since they're singular, not number items)

Equipping lute to prevent cursed weapon

I was made aware of a bug concerning cursed weapons by a person who was farming the ghost for loot. They handed me a lute and explained that if I just equip a lute before trying to pick up a special weapon, if its cursed, it will give me a message saying my hands are full, and i can just drop the cursed weapon. This is a clear and obvious exploit of the system.

  1. equip lute
  2. pickup unidentified weapon
  3. cursed weapon can't over-ride lute, gives msg:
    Not of your own volition, .... yada yada
    Your hands are too full for that!
  4. drop cursed weapon
  5. profit

this should be fixed

Castle Victoria should no longer be a safe building zone

Castle Victoria (downstairs) is currently a guilded-fighting only area.

This should be changed back to the original, there's no reason to require a guild to fight here.

Having this the way it is effectively raises the angeled (protected) HP cap to 75.

Make Mana Focus not dissapear while running

Hi, I'm quite new to using this page so I apologize if I'm doing anything incorrectly.
So here goes: I've been training Faren mage for quite some time now and I've noticed that the spell mana focus gives quite a nice damage boost to fireball or blast of fire etc, but as everyone knows, it basically gets cancelled by about everything. Since casting each of these spells is really costly anyways, I tought maybe it would be fair to give Faren mages this slight advantage of being able to use mana focus while running. I'm not sure how it would affect PvP because I am quite new to the game but it would certainly make the PvE part of the game more enjoyable for me atleast as a mage.

Monk of Riija not selling spells all of a sudden.

He wont let me buy level four, another player had the same problem. This just started happening I had no issues 2 days ago.

The Monk of Riija says, "Through Riija's madness, you can learn apparition and denial at that level."
You say, "denial"
The Monk of Riija says, "You are currently qualified to learn denial. Congratulations."
The Monk of Riija says, "I'm afraid I have nothing to sell right now."

Suggestions for better use of zones / monsters

Despite the many zones that currently exist, many of the zones are wasted/empty (Druid Hills/Seafarers, the zones around Jasper - deep in the forest of Farol, twisted path, kings way, some of the caves) and certain zones in contrast are most build zones (castle victoria, valley of illeria, island, brax).

I think there are too many zones with newbie type creatures (baby spiders, centipedes, ants) and not enough mid level/high zones.

Here are some suggestions for making better use of zones:

Vale of Sorrows:

  • Fey are extremely annoying to fight because they all attack each other. I get the original intention was to have two warring 'sides' but suggest we remove this feature.
  • Recommend changing Vale of Sorrows Node so that it is always available or available after a "boss" kill. (Boss could be a suped up larger Queen Fey or something).
  • Fey's should be tougher and should provide up to 100hp. Suggest they drop wings and entroot berries (for negative karma folks to build on after finishing trees but before lupoggs/avars).

Deep in the Forest of Farol

  • Trees only (more tree zones)

Sweet Grass Prairies

  • Frogmen & Fungus Beasts

Off the Beaten Path

  • Fungus Beasts / Orcs

Kings Way

  • Frogmen / Mollusks

Druid Hills

  • Mutant Ants (make tougher/take you to 80hp)
  • Giant Scorpions (make tougher / take you to 110hp)

Hills

  • Giant Scorpions, Mollusks, Mutant Ants

Badlands

  • Remove slimes/ants, just make it groundworms

Caves

  • Cave Orcs should be tougher and take you to 100hp.
  • Suggest having an additional zone similar to Aqueducts of Merb (shadowbeasts/wizards - I suggest archaic hollows).

Jungle

  • Make a difference between Kyip-Kyip-Kreet and Peet-Seep Avars. Kyip should be as is, take you to 120hp. Peet-Seep should be tougher, take you to 130. Similar logic should be apply to shamans/chieftants (Peet-Seep Shaman/Chieftan should be tougher).
  • Suggest changing the zones so that Kyip-Kyip Kreet spawn in the 1/2 of the jungle closest to Ko-Catan and the further out 1/2 of the jungle spawn Peet-Seep Avars.

Brax

  • Queen Venya'Cyr should be a fightable boss (none of the Ao3 BS) and node should appear once you kill her. (Brax should have a node). This should probably be toughest mob in the game.

Welcome all feedback/suggestions

Wedding ring and D'franco

When you say "Wedding Ring" he responds with the appropriate text, but his list doesn't update with the ring.

Jala Buff

Jala is lacking for anyone to consider actually having it on a "main". I suggest we add two spells to Jala. Lockout and Slow.

Lockout would be a debuff that makes the targeted player unable to cast any magic in the school he last cast for about the duration of a blind/dazzle.

Slow would make a character unable to run for about the duration of hold.

I look forward to comments.

Lost

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