At Last!! Minions of Mirth Has done it!!!
by Johnny Hill · in General Discussion · 04/09/2005 (9:54 pm) · 98 replies
I have been exploring Minions of Mirth world and I must say its very very good. This is torque used like I imagined from the beginning :)
Now like the newb I was I didnt read anything at first. I didnt even try single player world but instead jumped straight into the alpha world. And I was grinning from ear to ear. :)
Josh was on and took me on a tour of the place. It took me a min but I manage to catch on to the controls and was checking out the local city, watching Josh demonstrate the realistic effects like weather rain ice, spell effects in the world and on some of the people heh.
I know some on GG play WOW but imagine the same functionality done by a smaller team using torque, Iam not talking graphically I mean functionality was dead-on smooth. Similiar but different still.
We went to the mountain zone to check out the dwarven ruins and Killed some bears and a old great bear. I forgot the bear name. :)
The goblins had invaded the ruins so they were everywhere. The interiors were dark and creepy like most dungeons. I like the way the doors glow eerily, but they will only open if you possess the key.
Did I mention this was made using Torque LOL :)
JohnH :)
Now like the newb I was I didnt read anything at first. I didnt even try single player world but instead jumped straight into the alpha world. And I was grinning from ear to ear. :)
Josh was on and took me on a tour of the place. It took me a min but I manage to catch on to the controls and was checking out the local city, watching Josh demonstrate the realistic effects like weather rain ice, spell effects in the world and on some of the people heh.
I know some on GG play WOW but imagine the same functionality done by a smaller team using torque, Iam not talking graphically I mean functionality was dead-on smooth. Similiar but different still.
We went to the mountain zone to check out the dwarven ruins and Killed some bears and a old great bear. I forgot the bear name. :)
The goblins had invaded the ruins so they were everywhere. The interiors were dark and creepy like most dungeons. I like the way the doors glow eerily, but they will only open if you possess the key.
Did I mention this was made using Torque LOL :)
JohnH :)
About the author
#82
06/06/2005 (7:59 am)
I gotta say. WOW. :O sw33t stuff! I don't know if I'll preorder sense I'm not really a RPG kind-of-guy. But will there be a demo when this comes out?
#83
-Josh Ritter
Prairie Games
Patch Information:
6-6-05
+ Map can now be zoomed with mouse wheel (also removed all fog from map rendering)
+ Some windows are now always highlighted (item info for instance)
+ Weather system adjustments for clouds, overall daytime brightness increase
+ improved visual appearance of sun and made it rise and east/set in west to "assist" navigation for the earthbound
+ monsters will now assist each other!
+ monsters now hate characters in party order (unless one generates more hate).. this allows you to tank in slot one, two, etc
+ quit button wasn't saving settings
+ until we have proper pathfinding: pets, monsters, and NPC's "warp" when they have to...
+ dedicated zones now immediately spawned by the world and aren't set to dynamic if the zone server crashes
+ Captain Pedrail is now higher level
+ Captain's Belt is now notrade, and an uncommon drop
+ Boots of the Cheetah are now notrade and have had their effects reduced
+ Skulls are now notrade
+ Normal Arrows now don't have crazy fireball like effects
+ NPCs and Monsters now get movement enhancements at higher levels
+ Khur's level has been significantly increased, he now drops Boots of the Cheetah commonly
+ collision between NPCs, Players, and Monsters has been disabled until a collision bug can be fixed
+ Sord Asal's level has been increased
+ The Harmonic Kimono is now an uncommon drop
+ Alliance versions of Revealer travel spells (+ an alliance version of Frostbite Portal)
+ Archery is now a trained skill for everyone other than Rangers... talk to Rasil Ithian
+ Archery damage is now based on skill and archery skill has a chance to raise
+ Better messages for when you don't qualify for skill training
+ increased base movement speed for all spawns (including players)
+ spell casting bug when mob just died fixed
+ Single Player worlds can now be deleted
+ harmful spells cannot be cast on other players
+ Dwarf male body types (Yes, now you can play a fat dwarf, just what you always wanted!)
+ numerous fixes to animations/models
+ Updated human_female animations and base texture.
+ Updated dwarf animations.
+ Added sound effects to pets.
+ Fixed small terrain problem in Trinst.
+ Added some monster and NPC descriptions, contributed by Rev-O.
+ Added new cleric spells.
+ Added active character select to character window
6-4-05
+ Resizeable, zoomable, fully 3d map with npc, monster, and player tracking!!!
+ fixed annoying gui input bug
+ fixed spell names getting truncated in gui
+ Updated the cave entrance in Frostbite Islands.
+ Updated terrain textures in Jakreth Jungle so that rock around lava has more of a burnt look.
+ Removed the small brush shapes from Desert of Mohrum, this should improve framerate.
+ Added $ amounts to all equipment, armor, and weapons.
+ Added new sounds to spells.
+ Fixed some clipping issues.
+ Updated documentation.
+ Added a Zone Creation Tutorial to documentation.
06/06/2005 (8:14 pm)
Here's the latest patch information. I have to say the heavy dwarf really rocks! :) Very cool Magnus!!!-Josh Ritter
Prairie Games
Patch Information:
6-6-05
+ Map can now be zoomed with mouse wheel (also removed all fog from map rendering)
+ Some windows are now always highlighted (item info for instance)
+ Weather system adjustments for clouds, overall daytime brightness increase
+ improved visual appearance of sun and made it rise and east/set in west to "assist" navigation for the earthbound
+ monsters will now assist each other!
+ monsters now hate characters in party order (unless one generates more hate).. this allows you to tank in slot one, two, etc
+ quit button wasn't saving settings
+ until we have proper pathfinding: pets, monsters, and NPC's "warp" when they have to...
+ dedicated zones now immediately spawned by the world and aren't set to dynamic if the zone server crashes
+ Captain Pedrail is now higher level
+ Captain's Belt is now notrade, and an uncommon drop
+ Boots of the Cheetah are now notrade and have had their effects reduced
+ Skulls are now notrade
+ Normal Arrows now don't have crazy fireball like effects
+ NPCs and Monsters now get movement enhancements at higher levels
+ Khur's level has been significantly increased, he now drops Boots of the Cheetah commonly
+ collision between NPCs, Players, and Monsters has been disabled until a collision bug can be fixed
+ Sord Asal's level has been increased
+ The Harmonic Kimono is now an uncommon drop
+ Alliance versions of Revealer travel spells (+ an alliance version of Frostbite Portal)
+ Archery is now a trained skill for everyone other than Rangers... talk to Rasil Ithian
+ Archery damage is now based on skill and archery skill has a chance to raise
+ Better messages for when you don't qualify for skill training
+ increased base movement speed for all spawns (including players)
+ spell casting bug when mob just died fixed
+ Single Player worlds can now be deleted
+ harmful spells cannot be cast on other players
+ Dwarf male body types (Yes, now you can play a fat dwarf, just what you always wanted!)
+ numerous fixes to animations/models
+ Updated human_female animations and base texture.
+ Updated dwarf animations.
+ Added sound effects to pets.
+ Fixed small terrain problem in Trinst.
+ Added some monster and NPC descriptions, contributed by Rev-O.
+ Added new cleric spells.
+ Added active character select to character window
6-4-05
+ Resizeable, zoomable, fully 3d map with npc, monster, and player tracking!!!
+ fixed annoying gui input bug
+ fixed spell names getting truncated in gui
+ Updated the cave entrance in Frostbite Islands.
+ Updated terrain textures in Jakreth Jungle so that rock around lava has more of a burnt look.
+ Removed the small brush shapes from Desert of Mohrum, this should improve framerate.
+ Added $ amounts to all equipment, armor, and weapons.
+ Added new sounds to spells.
+ Fixed some clipping issues.
+ Updated documentation.
+ Added a Zone Creation Tutorial to documentation.
#84
6-8-05
+ Players are now barred from initiating combat with other players entirely, until we can implement PvP properly
+ added double click to minichar window for opening notebook
+ double click spells to scribe them
+ double click items to equip/unequip
+ must have item in cursor to initiate trading with another player, this should alleviate much of the annoying trade window popups
+ fixed character deletion bug that caused the next character created to inherit the deleted characters items, spells, etc
+ added LOS check to area of effect spells
+ added check to teleport spells for current zone
+ fixed a projectile damage bug
+ lowered mob speed (again),numerous other tweaks to mob movement code
+ lowered default attack radius
+ the /interact command is dead... long live the double click
+ quick once over on wizard damage spells... much more damage
+ fixed random loot tables
+ /me /ge /gemote command aliases for doing global emotes
+ /gwho to see who is in global chat
+ spell descriptions can now be written see Wizard's Flying Cinder
+ changed race base stats and point allocation system
+ Started the starter quest in tower by initial spawn
+ Updated the Trinst guard tower with new monsters and a locked door. Talk to Guard Soithar!!!
6-7-05
+ 7200 stat giving items on random loot tables (starting with monsters >= level 5)!!!!
+ player's can't loot other player's pets
+ immortals can always trade
+ world manager bug fixed (on exit and when creating world)
+ immortals can now trade items regardless of notrade status
+ notrade renamed to soulbound
+ jewelry (rings, bracelets, and earrings)
+ (hopefully fixed) datablock problem causing hang
+ useable skills now twice as likely to level
+ XP bonus for every ***player member*** in an alliance (2:20%, 3:40%, 4:80%, 5: 100%, 6: 200%)
+ Spell buffs now wear off properly (gulp)
+ SOULBOUND items can now be traded amongst a player's OWN characters, (though not with OTHER player's in multiplayer) ... SOULBOUND items CANNOT be sold to stores
+ When doing a quest, the quest items need to be in your active partie's collective inventory.. the active character must have room to accept the reward items
+ double clicking a portrait now selects and brings up the character window
+ Command Window 1 and 2 now default on
+ You can now double click on dialog choices to choose them
+ you can now double click on bindstones
+ There is now a "Set Avatar" button on the settings pane of the character notebook. You can use this to set your 3d avatar to the active character.
+ Avatar settings are now persistent
+ Wizard's invisibility and See Invisible spells seem to be fixed for the moment... their level requirements have been increased
+ A number of new spells (druid, tempest pets, etc)
+ collision problem with firepits fixed
06/09/2005 (12:33 am)
The march to Open Alpha continues:6-8-05
+ Players are now barred from initiating combat with other players entirely, until we can implement PvP properly
+ added double click to minichar window for opening notebook
+ double click spells to scribe them
+ double click items to equip/unequip
+ must have item in cursor to initiate trading with another player, this should alleviate much of the annoying trade window popups
+ fixed character deletion bug that caused the next character created to inherit the deleted characters items, spells, etc
+ added LOS check to area of effect spells
+ added check to teleport spells for current zone
+ fixed a projectile damage bug
+ lowered mob speed (again),numerous other tweaks to mob movement code
+ lowered default attack radius
+ the /interact command is dead... long live the double click
+ quick once over on wizard damage spells... much more damage
+ fixed random loot tables
+ /me /ge /gemote command aliases for doing global emotes
+ /gwho to see who is in global chat
+ spell descriptions can now be written see Wizard's Flying Cinder
+ changed race base stats and point allocation system
+ Started the starter quest in tower by initial spawn
+ Updated the Trinst guard tower with new monsters and a locked door. Talk to Guard Soithar!!!
6-7-05
+ 7200 stat giving items on random loot tables (starting with monsters >= level 5)!!!!
+ player's can't loot other player's pets
+ immortals can always trade
+ world manager bug fixed (on exit and when creating world)
+ immortals can now trade items regardless of notrade status
+ notrade renamed to soulbound
+ jewelry (rings, bracelets, and earrings)
+ (hopefully fixed) datablock problem causing hang
+ useable skills now twice as likely to level
+ XP bonus for every ***player member*** in an alliance (2:20%, 3:40%, 4:80%, 5: 100%, 6: 200%)
+ Spell buffs now wear off properly (gulp)
+ SOULBOUND items can now be traded amongst a player's OWN characters, (though not with OTHER player's in multiplayer) ... SOULBOUND items CANNOT be sold to stores
+ When doing a quest, the quest items need to be in your active partie's collective inventory.. the active character must have room to accept the reward items
+ double clicking a portrait now selects and brings up the character window
+ Command Window 1 and 2 now default on
+ You can now double click on dialog choices to choose them
+ you can now double click on bindstones
+ There is now a "Set Avatar" button on the settings pane of the character notebook. You can use this to set your 3d avatar to the active character.
+ Avatar settings are now persistent
+ Wizard's invisibility and See Invisible spells seem to be fixed for the moment... their level requirements have been increased
+ A number of new spells (druid, tempest pets, etc)
+ collision problem with firepits fixed
#85
We'll be making considerably more noise than a forum post soonish ;)
-Josh Ritter
Prairie Games
06/10/2005 (5:55 pm)
We're at our open alpha milestone... so, if you want to play the game, email lara@prairiegames.comWe'll be making considerably more noise than a forum post soonish ;)
-Josh Ritter
Prairie Games
#86
06/10/2005 (9:34 pm)
Congratulations.
#87
06/10/2005 (9:52 pm)
Looks awesome guys. Is a Linux version being planned?
#88
6-21-05
+ Flying spells (this also paves the way for flying monsters) ... Tempests talk to Gredo in Trinst
+ using a bow,attacking, or casting a spell cancels any invisibility/flying on a character
+ significantly increased mana regen (especially on some of the less magical races)
+ numerous spell tweaks/descriptions thanks to Theeris
+ new NPC descriptions thanks to Rev-O
+ additional tweaks to lighting code
+ animation bug squashed (rats should now animate properly)
+ as always, other stuff
6-20-05
+ Personal Light Sources + a new lighting slot... talk to Loshi outside Trinst Sewers (this turned out to be far more work than expected and still needs some optimizations)
+ Increased ambient of terrain lighting
+ Sleep/Daze spells now affect player characters... beware enemy revealers!
+ House Penumbra faction (necromancers and Assassins)
+ Improved error messages for Genesis.exe
+ Snake model and spawns...
+ Boots of Cheetah (due to be renamed and a quest) speed bonus has been adjusted
+ double clicking on a mob who's faction hates you (though isn't a monster) now initiates attacks properly
+ increased connection time out
+ Some other stuff...
6-17-05
+ Political Factions ... (beware killing trinst guards!)
+ NPC description text is now yellow
+ NPC faction reputation now appears in eval
+ Quests can grant faction
+ Quests can check for min/max faction in action lines (this opens up a LOT of possibility!) Talk to captain pedrail about the Undead Wars for a tiny, tiny, example...
+ fixed problem with deleting single player worlds, unfortunately and worlds created before this will need to be manually deleted. Go into your common/minions.of.mirth/data/worlds/singleplayer folder and delete the appropriate directory
+ Added some skill/default command icons
6-15-05
+ Fixed Fullscreen screenshot bug
+ Added basic spell information to Item Info Window and Vendor selling information
+ Fixed multiclass "Uzi Bow" issue
+ Fixed multiclass capping bug
+ Rogues now get Inflict Critical at 5 (instead of 20 oops)
+ Assassins can now train in the "Bloodletting" skill at level 12. Bloodletting is an active skill which will bleed your opponent for up to 15 seconds causing up to 100 points of damage!
+ Assassins can now train in the "Grevious Wound" skill at level 20 . Upon a successful critical there is a chance that a grevious wound will be struck, for massive damage. Talk to Cruella for training.
+ added a LOS check to mob harmful spell casting, should aid with Willard casting clear across the zone and thru walls.. grrrrr
+ added a server warning message for missing spawnpoint/spawngroup in dialog triggered spawngroup (note: altar quest in Trinst Sewer is probably currently broken)
+ added halfling male body types
+ changed many spawns money loot
+ added to Guard Soithar's quest dialog to mention Alipka
+ Druid's summon spider pets (for now)
06/21/2005 (6:22 pm)
Here's some recent patch information... I really have to find time to shoot some new video and pics... as usual you can send lara@prairiegames.com an email if you'd like to play the game.6-21-05
+ Flying spells (this also paves the way for flying monsters) ... Tempests talk to Gredo in Trinst
+ using a bow,attacking, or casting a spell cancels any invisibility/flying on a character
+ significantly increased mana regen (especially on some of the less magical races)
+ numerous spell tweaks/descriptions thanks to Theeris
+ new NPC descriptions thanks to Rev-O
+ additional tweaks to lighting code
+ animation bug squashed (rats should now animate properly)
+ as always, other stuff
6-20-05
+ Personal Light Sources + a new lighting slot... talk to Loshi outside Trinst Sewers (this turned out to be far more work than expected and still needs some optimizations)
+ Increased ambient of terrain lighting
+ Sleep/Daze spells now affect player characters... beware enemy revealers!
+ House Penumbra faction (necromancers and Assassins)
+ Improved error messages for Genesis.exe
+ Snake model and spawns...
+ Boots of Cheetah (due to be renamed and a quest) speed bonus has been adjusted
+ double clicking on a mob who's faction hates you (though isn't a monster) now initiates attacks properly
+ increased connection time out
+ Some other stuff...
6-17-05
+ Political Factions ... (beware killing trinst guards!)
+ NPC description text is now yellow
+ NPC faction reputation now appears in eval
+ Quests can grant faction
+ Quests can check for min/max faction in action lines (this opens up a LOT of possibility!) Talk to captain pedrail about the Undead Wars for a tiny, tiny, example...
+ fixed problem with deleting single player worlds, unfortunately and worlds created before this will need to be manually deleted. Go into your common/minions.of.mirth/data/worlds/singleplayer folder and delete the appropriate directory
+ Added some skill/default command icons
6-15-05
+ Fixed Fullscreen screenshot bug
+ Added basic spell information to Item Info Window and Vendor selling information
+ Fixed multiclass "Uzi Bow" issue
+ Fixed multiclass capping bug
+ Rogues now get Inflict Critical at 5 (instead of 20 oops)
+ Assassins can now train in the "Bloodletting" skill at level 12. Bloodletting is an active skill which will bleed your opponent for up to 15 seconds causing up to 100 points of damage!
+ Assassins can now train in the "Grevious Wound" skill at level 20 . Upon a successful critical there is a chance that a grevious wound will be struck, for massive damage. Talk to Cruella for training.
+ added a LOS check to mob harmful spell casting, should aid with Willard casting clear across the zone and thru walls.. grrrrr
+ added a server warning message for missing spawnpoint/spawngroup in dialog triggered spawngroup (note: altar quest in Trinst Sewer is probably currently broken)
+ added halfling male body types
+ changed many spawns money loot
+ added to Guard Soithar's quest dialog to mention Alipka
+ Druid's summon spider pets (for now)
#89
+ fixed a problem with dual wield that allowed characters to dual wield with a 2H weapon in primary slot
+ Multiclass rule change: You can now train in a secondary class at level 5 and a tertiary at level 15. Furthermore, both secondary and tertiary classes are uncapped (you can be a level 100/100/100). Your secondary class cannot exceed your current primary level, and your tertiary may not exceed your current secondary level.
+ Armor stat now properly displayed
+ It's now possible to trade money with other players
+ Ranger's can train in Precise Shot at level 10 from Rasil Ithian. Precise Shot is a passive skill that cause extra damage on successful archery attacks.
+ Reuse times on bows is now dependent on Archery skill level
+ Rangers have an improved Archery skill reuse time
+ Fixed skill reuse time bug. Skill reuse times will now decrease on level boundries, until the level cap for skill is reached
+ Added "/imm gimme SKILL"
+ Added RPG_ITEM_UNIQUE and RPG_ITEM_SOULBOUND flags to most new Trinst Sewers drops
+ human female body types
+ dwarf female body types
+ New Character Main Menu now had a 3d character viewer
6-13-05
+ added new Trinst/Trinst Sewers quests, spawns, items, and dialog submitted by Essential!
+ added new NPC descriptions submitted by Rev-O!
+ halfling male model
+ swim, run, swimidle animations for spider model
+ Sun and Moon no longer cast a ray with player and so no longer be blocked by players
+ NPC window is always highlighted, should make it easier to read dialog and things
+ You can now double click to buy items, and the items immediately go into your inventory instead of cursor slot
+ SHIFT+Double Clicking on an inventory item now sells it
+ Vendor items are now color coded whether or now the current character can use them
+ Spell casters now automatically target the NEAREST enemy or themselves (Depending on if a spell is harmful or not) if they have no target selected
+ "tilde" now targets nearest enemy, as always all keys are remappable in the options
+ more feminine hair cut for female human
+ individually scaleable head mount point so helmets fit various racial head sizes
+ made it much easier to single click buttons
+ smaller races should no longer have difficulty getting up stairs
+ scaled models now keep their feet on the ground
+ added a few Bard spells.
6-11-05
+ TAB now cycles between visible enemies (SHIFT-TAB cycles in reverse). This is cooperative with "Link Mouse Target"
+ Spell casters automatically target an enemy or themselves (Depending on if a spell is harmful or not) if they have no target selected
+ Inflict Critical raises more quickly
+ Rogue archetype has increased critical chance/damage, assassins get a further critical increase
+ Level 1-3 mobs softened
+ more adjustments to mob movement
+ fixed problem with Tome key repeat on windows
+ double clicking on enemies automatically turns your attack on if it isn't already
+ added stats to starting armor and a starting weapon
+ Rogue archetype receives Mana
+ the alliance window now automatically appears when you are invited
6-10-05
+ Cleric spells do more healing
+ Spider model (in progress)
+ Added resolution choices to options... note that 1024x768 is the lowest supported game resolution... On windows, if you try and switch to windowed mode with a desktop resolution < 1024x768 the game won't allow you
+ Adding debugging code to try and catch the elusive, can't select other player bug
+ Player's pets should no longer get damaged by PC spells and melee
+ added delevel check for skills
+ added named spawn "Grunger" to mountain spider ruins
+ Numerous other bug fixes and tweaks
06/21/2005 (6:22 pm)
6-14-05+ fixed a problem with dual wield that allowed characters to dual wield with a 2H weapon in primary slot
+ Multiclass rule change: You can now train in a secondary class at level 5 and a tertiary at level 15. Furthermore, both secondary and tertiary classes are uncapped (you can be a level 100/100/100). Your secondary class cannot exceed your current primary level, and your tertiary may not exceed your current secondary level.
+ Armor stat now properly displayed
+ It's now possible to trade money with other players
+ Ranger's can train in Precise Shot at level 10 from Rasil Ithian. Precise Shot is a passive skill that cause extra damage on successful archery attacks.
+ Reuse times on bows is now dependent on Archery skill level
+ Rangers have an improved Archery skill reuse time
+ Fixed skill reuse time bug. Skill reuse times will now decrease on level boundries, until the level cap for skill is reached
+ Added "/imm gimme SKILL"
+ Added RPG_ITEM_UNIQUE and RPG_ITEM_SOULBOUND flags to most new Trinst Sewers drops
+ human female body types
+ dwarf female body types
+ New Character Main Menu now had a 3d character viewer
6-13-05
+ added new Trinst/Trinst Sewers quests, spawns, items, and dialog submitted by Essential!
+ added new NPC descriptions submitted by Rev-O!
+ halfling male model
+ swim, run, swimidle animations for spider model
+ Sun and Moon no longer cast a ray with player and so no longer be blocked by players
+ NPC window is always highlighted, should make it easier to read dialog and things
+ You can now double click to buy items, and the items immediately go into your inventory instead of cursor slot
+ SHIFT+Double Clicking on an inventory item now sells it
+ Vendor items are now color coded whether or now the current character can use them
+ Spell casters now automatically target the NEAREST enemy or themselves (Depending on if a spell is harmful or not) if they have no target selected
+ "tilde" now targets nearest enemy, as always all keys are remappable in the options
+ more feminine hair cut for female human
+ individually scaleable head mount point so helmets fit various racial head sizes
+ made it much easier to single click buttons
+ smaller races should no longer have difficulty getting up stairs
+ scaled models now keep their feet on the ground
+ added a few Bard spells.
6-11-05
+ TAB now cycles between visible enemies (SHIFT-TAB cycles in reverse). This is cooperative with "Link Mouse Target"
+ Spell casters automatically target an enemy or themselves (Depending on if a spell is harmful or not) if they have no target selected
+ Inflict Critical raises more quickly
+ Rogue archetype has increased critical chance/damage, assassins get a further critical increase
+ Level 1-3 mobs softened
+ more adjustments to mob movement
+ fixed problem with Tome key repeat on windows
+ double clicking on enemies automatically turns your attack on if it isn't already
+ added stats to starting armor and a starting weapon
+ Rogue archetype receives Mana
+ the alliance window now automatically appears when you are invited
6-10-05
+ Cleric spells do more healing
+ Spider model (in progress)
+ Added resolution choices to options... note that 1024x768 is the lowest supported game resolution... On windows, if you try and switch to windowed mode with a desktop resolution < 1024x768 the game won't allow you
+ Adding debugging code to try and catch the elusive, can't select other player bug
+ Player's pets should no longer get damaged by PC spells and melee
+ added delevel check for skills
+ added named spawn "Grunger" to mountain spider ruins
+ Numerous other bug fixes and tweaks
#90
+ Player vs Player worlds!!!
+ New Dedicated PvP World -> MoMPvP!!!
+ When you kill another players character you get XP and loot one random item from the killed character's inventory! (Additional Rules to Come!!!)
+ Arrows now strike other players (whether or not they cause damage depends on PvP setting)
+ limited processor time on unpopulated dedicated zones by sleeping and limiting tick advancement
+ Other Stuff(tm)
6-27-05
+ Added Online Help, click on "Help" on the Tome
+ Added Game and Chat Font size sliders to Graphics Options
+ Tome text works properly on resized Tome
+ Tome and Map sizes are now persistent
+ Changed minimum extent of map
+ Tome is always highlighted
+ Added drop shadow to Tome and NPC dialog text
6-26-05
+ added world/master login error messages
+ generated passwords/reg keys now contain no numbers
+ client now remembers world passwords per world instead of just the last world you visited
+ fixed crashing issue with mouse clicking on OSX
+ added a "Request Password" button to the World Selection GUI... no more lost passwords!
+ registration has been changed to generate a registration key on the fly, preparing for Open Testing
+ tweaks to TAB/and ' target selection
+ adjust lighting on character creation model
+ upgraded database to pysqlite2
6-22-05
+ You can now cancel a beneficial effect by double clicking on it's icon in the command window
+ Cut network update rate in 1/2, we'll see :)
Monks can train in Volitation at level 10, talk to Corda
+ Monks can now Feign Death at level 15, again talk to Corda (Feign Death is canceled by attacking, casting, using an item, taking damage, or manually canceling)
+ Adjusted the cost of multiclass training
+ /imm recompile now works with new factions code
+ adjust bounce back on zone walls/flight ceiling
+ added death sounds for players
+ capped falling speed, which will hopefully fix the crash through world bug
+ fixed bad spawnpoints in Trinst
+ changed flight ceiling in Trinst Sewer
-Josh Ritter
Prairie Games
06/28/2005 (5:35 am)
6-28-05+ Player vs Player worlds!!!
+ New Dedicated PvP World -> MoMPvP!!!
+ When you kill another players character you get XP and loot one random item from the killed character's inventory! (Additional Rules to Come!!!)
+ Arrows now strike other players (whether or not they cause damage depends on PvP setting)
+ limited processor time on unpopulated dedicated zones by sleeping and limiting tick advancement
+ Other Stuff(tm)
6-27-05
+ Added Online Help, click on "Help" on the Tome
+ Added Game and Chat Font size sliders to Graphics Options
+ Tome text works properly on resized Tome
+ Tome and Map sizes are now persistent
+ Changed minimum extent of map
+ Tome is always highlighted
+ Added drop shadow to Tome and NPC dialog text
6-26-05
+ added world/master login error messages
+ generated passwords/reg keys now contain no numbers
+ client now remembers world passwords per world instead of just the last world you visited
+ fixed crashing issue with mouse clicking on OSX
+ added a "Request Password" button to the World Selection GUI... no more lost passwords!
+ registration has been changed to generate a registration key on the fly, preparing for Open Testing
+ tweaks to TAB/and ' target selection
+ adjust lighting on character creation model
+ upgraded database to pysqlite2
6-22-05
+ You can now cancel a beneficial effect by double clicking on it's icon in the command window
+ Cut network update rate in 1/2, we'll see :)
Monks can train in Volitation at level 10, talk to Corda
+ Monks can now Feign Death at level 15, again talk to Corda (Feign Death is canceled by attacking, casting, using an item, taking damage, or manually canceling)
+ Adjusted the cost of multiclass training
+ /imm recompile now works with new factions code
+ adjust bounce back on zone walls/flight ceiling
+ added death sounds for players
+ capped falling speed, which will hopefully fix the crash through world bug
+ fixed bad spawnpoints in Trinst
+ changed flight ceiling in Trinst Sewer
-Josh Ritter
Prairie Games
#91
The journal is pretty neat. It has topics, subtopics, and entries... it is seamlessly integrated with the Dialog and Quest systems... it is also persistent, and you can clear items you are no longer interested in.

-Josh Ritter
Prairie Games
06/28/2005 (10:09 pm)
Here's a screenshot of the new Journal, Help System, and Customizable Font Sizes!!!The journal is pretty neat. It has topics, subtopics, and entries... it is seamlessly integrated with the Dialog and Quest systems... it is also persistent, and you can clear items you are no longer interested in.

-Josh Ritter
Prairie Games
#92
I am just starting out on Torque and also have ambitious plans. I wonder if I should be looking at Python rather than TS.
tone
08/11/2005 (2:12 pm)
This is amazing work, Josh.I am just starting out on Torque and also have ambitious plans. I wonder if I should be looking at Python rather than TS.
tone
#93
Edit: Whoever said indie teams couldn't do MMORPGs for cost has just eaten their words horribly.
P.S. GarageGames: You need to implement a thing that cuts up long posts into seperate pages like most forums have. Really.
08/23/2005 (8:08 am)
It seems that... Can you create your own continent (or even a world), link it to the main server area with a bridge (or a portal), and be god there? If so... Wow. Definiely awesome. I thought at first you would have to host your own server, but then I see that it seems like user-created content. If so, I'll be spending lots of otherwise valuable developing time creating my own planet with an involved background story and quests that slowly unravel it and stuff. Can people from the main dedicated server come to my place with their charicters? And can I add, say, a playable race, or a spell?Edit: Whoever said indie teams couldn't do MMORPGs for cost has just eaten their words horribly.
P.S. GarageGames: You need to implement a thing that cuts up long posts into seperate pages like most forums have. Really.
#94
08/23/2005 (8:51 am)
Dreams of last page link.
#95
05/25/2008 (1:36 pm)
By the way, when i downloaded this game i got a trojan virus on my computer, and i know it was from this game because right after i installed it within 10 minutes my computer started to say virus detected and then it ended up crashing so i had to get a new one, but besides that MoM is ok............
#96
05/25/2008 (2:31 pm)
What file was it exactly that reported the virus? it should be in your log of when your computer said "virus detected"
#97
05/25/2008 (5:00 pm)
Post on the MoM forums for a better response.
#98
Support@PrairieGames.com
Prairie Games, Inc.
05/25/2008 (9:03 pm)
All the development equipment involved in creation of the Minions of Mirth PC and Macintosh client applications have the very latest virus protection updates.Support@PrairieGames.com
Prairie Games, Inc.
Torque Owner Alfred Norris
I have to say that I cant wait to get in...the project looks phenominal.
Im the leader of a post-apocalyptic MMO group that has finally settled on using Torque for our project (after starting in Unreal, half-starting in Irrlicht, almost switching to RealmCrafter, and realizing that Torque has the functionality and nice graphics we need).
Your project brings hope to all the competent groups out there that a project like this CAN be done.
Here's wishing you the best and hoping we can contribute.
Alfred Norris, VoodooFusion Studios
CONFLICT:Omega