This humble site houses an archive of news and announcements from Simutronics Corporation's text-based massive multiplayer online roleplaying game GemStone IV. The most recent announcements are on the entry page and a more comprehensive archive can be accessed through the links on the right sidebar. You may also narrow the focus through the various labels on the lower righthand side of this page. Click on the title of each post for the original post in the official GSIV message boards. Keep in mind, however, that if the post had been pushed out of the official boards, the link will take you to the GemStone IV announcements folder.
Obvious exits: play, shop, wiki, maps

New StormFront Stance Panel!

Author: GS4-NAOS
Date: 4/29/2007 6:04:36 PM


Dateline 4/29/2007: STORMFRONT STANCE PANEL

The STANCE system has been updated to support a new stand-alone stance panel for the StormFront FE that displays your current stance status. This new window may be opened by means of the Windows panel, and may be resized and positioned as any other window. If the "Stance" panel does not show in the Windows panel list just below the existing "Combat" panel, exiting and re-entering the game will see that it is properly added.

END NEWS ITEM

--
Naos


This message was originally posted in Front Ends, Forums, and Computer Help, StormFront FE Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=3&topic=8&message=3503

Gems take on a new look

Author: GS4-BERNT
Date: 4/29/2007 4:49:13 PM


Tired of grabbing that star ruby when you're trying to get that ordinary ruby on the ground? Rejoice, then, for effective immediately, several ambiguously named gems have been slightly renamed.

Four gems are affected by this change: First, "a ruby" and "an emerald" are now "an uncut ruby" and "an uncut emerald" respectively. Second, "a pale green moonstone" and "a pale blue moonstone" have been changed slightly so that you may use the color to reference the stone, e.g. "get blue moonstone" will now work.

Existing gems will not be renamed. All systems that use any of the changed gems have been updated to work with either the new or old version.

Cheers,
GM Bernt


This message was originally posted in Game Design Discussions, Treasure System. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=6&topic=13&message=964

Pond Hollow Inn

Author: GS4-KHALADON
Date: 4/29/2007 11:31:46 AM


Recently, it came to my attention that the neighborhood inn in Pond Hollow was stuck in GemStone III!!!

So, a bit of rebuilding ensued, moving it to its own segment, updating the tables to work like every other table in the game,
so you can invite your friends, and there was an early attempt to order food at the Inn, and that has been rebuilt as well to allow you to order food that is also updated correctly.

Thanks to GM Hunterleigh for helping me with the food, and GM Aiza for the timely QC.

Enjoy!

~K


All your cookies are belong to us.

This message was originally posted in Four Winds Hall, Premium Homes. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=15&topic=7&message=1162

Drinks at the Golden Helm

Author: GS4-LIIA
Date: 4/29/2007 11:10:47 AM


After much kicking and screaming, the proprietor of the Golden Helm was finally coerced into updating his service to Kharam Dzu's modern standards. For good or bad, his regular menu items will now have far more distinct tastes.

His dog seems only slightly more alert as a result of the changes.

-Liia


This message was originally posted in Towns, Kharam Dzu. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=19&topic=12&message=3333

IMPORTANT DOWNTIME NOTICE

Author: SIMU-SOLOMON
Date: 4/27/2007 3:10:32 PM


At some point between 1:00 am and 6:00 am Eastern time, our lovely Internet Service Provider will shut off our Internet access for approximately 1 hour, while they do something "maintenancy-like" to their equipment. We believe this has something to do with their need to replace their Internet Tubes.

The most exciting part about this whole ordeal is that they will not narrow this time frame down or give us any more detailed information than this. We hope you agree with us that this is truly wonderful and join us in anticipation of the fun that could happen at any time, without warning, in the middle of the night. Oh joy.

It is extremely important for you to understand that while you WILL lose your connection to the game when this happens, the GAMES THEMSELVES WILL KEEP RUNNING and, in addition to being unable to log in during this particular time which we have no additional detailed information about, if you are logged in when we lose our connection, you will likely ghost. If you are in a combat-type situation, you will probably die in a horrible manner which you will not be able to fully enjoy (because you'll be staring at a non-moving screen and panicking). Obviously, if at all possible, we will TRY to shut the games down as soon as we know our connection has been dropped, however, 5 hours is clearly a pretty big window and we may not be able to do this as expeditiously as some of you would hope we could (or should).

Therefore, we suggest multiple things to remember for tonight:

1) Don't start a script and go to bed, particularly not a combat script. That's bad enough as it is and if you already do this (you should be ashamed of yourself) but tonight is a particularly bad night to do that. If you don't do this, then please accept our warmest regards and bask in the glow of our e-kisses and e-praise. Bully for you, <3, and all that sort of stuff. If you do choose to defy our wishes and ignore our sage advice for tonight, then we secretly hope you get beaten to a pulp, auto-depart, and lose all your things. Wait...I guess if we tell you that, its not a secret anymore. Oh well, too late. Don't say we didn't warn you.

2) Don't choose tonight to decide to hunt that new critter you've been hearing so much about from all your bigger, tougher friends who secretly just keep you around for plucky, comic relief because you're not that good at killing things. It'll likely be just you luck that as soon as you realize you're about to get your arms ripped off and beaten to death with them and realize that you never should have decided to stop killing those fluffy, easily-smooshable things you were hunting this afternoon, we'll lose our connection and you will become a dark stain on the ground and not be able to do anything about it until we get our connection back. At least your big, tough friends will have another great story to tell about why you're so fun to hang out with because you do all those wacky crazy things. Don't say we didn't warn you.

3) Don't choose tonight to drop all your items on the ground and re-organize your inventory or your locker/vault/storage containers. Dropping things on the ground in the first place shows ridiculously poor decision making skills, but Murphy's Law dictates that as soon as you remove and drop your last item and say, "Ok...where to start?!", everything will go black, the Janitor will get lots of awesome loot, and you'll start to cry. We would hate to laugh at you if this happens. Really. We would hate it. Don't say we didn't warn you.

We do sincerely apologize for this obvious inconvenience and as usual, we'll do our best to inform you of these things as far in advance as possible.

Happy Arbor Day.

Solomon


"Experience will come, it's not a race or anything. The ones who kill themselves to get to the finish are the ones who tire out quickly."

GM[Anti-ESP] Pormithius just killed Caelumia's ESP!

New StormFront Encumbrance Window

Author: GS4-COASE
Date: 4/25/2007 2:44:50 PM


The encumbrance system has been updated to provide the StormFront FE with a new window (Encumbrance) that tracks and displays your current encumbrance status. The window is accessible from the Windows panel in StormFront and may be resized/hidden, just like any other window. If you are currently logged on and do not see the window, logging off and then re-entering the game (in StormFront) will enable the window.

Coase


This message was originally posted in Front Ends, Forums, and Computer Help, StormFront FE Discussions. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=3&topic=8&message=3481

COUNTDOWN TO SURNAME SYSTEM: IS YOUR REGISTRATION UP TO DATE?

Author: GS4-STRATHSPEY
Date: 4/14/2007 2:51:08 PM


The complete surname system is drawing near to being released, which will give players the capability to create new last names for their characters or change their last name to something else. Before that happens, we offer a reminder to those who already possess a last name to register it with the surname clerk in your local town.

Q: Do I HAVE to register my name?
A: No, registration is completely optional and no existing surname will be revoked from a character on the grounds of lack of registration.

Q: Then why bother?
A: Registration gives you exclusive control of the name, preventing others from taking it for themselves. If your surname is not registered, anyone else will be capable of claiming it and registering it for themselves, thereby preventing you from sharing your name with others (except in spousal situations).

Q: Oh. How do I do it?
A: Find the surname registry clerk in any town hall and ASK CLERK TO REGISTER if you have never done so, or ASK CLERK TO RENEW to extend your registration period by one year.

Q: What happened to that yearly reminder we were supposed to get?
A: The 30-day notice of the expiration of registrations will be activated when the rest of the surname system is deployed.

Q: Cost?
A: Initial registration and subsequent renewals will cost 100,000 silvers for Basic subscribers, 10,000 for Premium and Platinum subscribers.

Q: How about a refund for those of us who registered 2-3 years ago and never got anything out of it?
A: No refunds, HOWEVER: Starting today and ending when the full system is released, renewals on existing registrations will be free of charge. No registration that was ever made in the past has been deleted yet, so if you have ever registered your character's name, you're eligible for a free renewal during this time.

Q: When, oh WHEN is the system coming out?
A: RSN.

This message was originally posted in General Roleplaying, Announcements. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=9&topic=1&message=62

Spell 118: Web, Updated!

Author: GS4-OSCURO
Date: 4/11/2007 9:37:32 PM


Duration: Special

Type: Attack/Utility

The Web spell has three versions:

Warding: The caster attempts to summon sticky webbing to ensare a single target. The duration is stackable with new, successful casts on the target up to a max duration of 60 seconds. The target is subject to a 25 Target Defense (TD) pushdown.

Area: The caster can simply CAST Web and it will generate a large sticky web in the room that lasts 5 minutes or until it runs out of snare charges. A fresh web will have 2 snare charges plus one additional charge at 5/15/30/50/75/105/140/180 ranks of Spiritual Lore, Spirit Summoning.

Everytime a creature enters into or attacks in a room with the web, there will be a chance that the target gets stuck in the web. Everytime a creature exits the room with the web, there will be a significant chance for ensnarement. Attacking in the room with a web also affects players not grouped with the caster. Players are unaffected by player-cast webs when moving through rooms.

A snare charge is expired whenever ensnarement is attempted, regardless of outcome.

Bolt: This version is accessible with 20 ranks of Spiritual Lore, Spirit Summoning. When cast from a stance higher than guarded, webbing shoots forcefully at the target causing damage and potential knockdown. Additionally, the target has a chance to be struck with enough webbing to be ensnared by it for a time.

Training in Spell Aiming increases the chance of the bolt connecting with the target. Training in Spiritual Lore, Spirit Summoning increases the chance of ensnaring the target in webbing by 1% per 2 ranks. Casting this version of the spell costs 9 mana.

Webbing is incredibly flammable!

= - GM Oscuro - =

Empath/Cleric Team


This message was originally posted in Magic Spells and Systems, Minor Spiritual Circle. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=5&message=2099

FIXSKILLS for CMAN Changes

Author: GS4-WARDEN
Date: 4/9/2007 7:54:56 PM


We recognize that some players designed their characters around specific CMAN skills, and with the CMAN changes, some players consider their character decisions to be obsolete. As a result, a FIXSKILLS has been granted for all characters.

Warden


This message was originally posted in Hunting and Combat, Combat Maneuvers Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=4&message=10609

Combat Maneuver List Updates Released

Author: GS4-COASE
Date: 4/9/2007 4:20:05 PM


The previously announced Combat Maneuver List changes have now been released.

Coase


This message was originally posted in Hunting and Combat, Combat Maneuvers Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=4&message=10582

Warrior Guild Skills Update

Author: GS4-COASE
Date: 4/9/2007 4:18:32 PM


Successful Warcry attempts will now always take a flat 3 seconds of RT, as opposed to the previous random 3 to 10 seconds of RT. For Batter Barriers, the way that box hit points are calculated has been changed. Boxes retrieved from high level creatures should now have significantly less hit points, whereas boxes retrieved from lower level creatures should now have slightly more hit points.

Coase


This message was originally posted in Warriors, Warrior Guild Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=30&topic=21&message=1493

Fasthr's Reward (115) Revision

Author: GS4-ESTILD
Date: 4/9/2007 2:34:06 PM


Fasthr's Reward (115) has been revised based upon player feedback. The spell will no longer drop upon the reward effect's activation, unless the result actually causes the target to ward a spell. Specifically, it will last its full duration until a caster is subject to a spell, fails the original warding, the reward effect activates, and the new warding causes the caster to ward off the spell.

In addition, the lore bonus of the spell will now be applied after sphere discrimination. E.g. if a caster has 55 ranks of Spiritual Lore, Blessings, they will receive a +10% chance against all spheres of magic.

Lastly, a bug was resolved that was erroneously showing the warding formula (when the reward effect would activate), but was intended to be hidden (like with Dispel Invisibility (109)).

GameMaster Estild
Cleric/Empath Team



Vote for GemStone IV (once every twelve hours):
http://www.topmudsites.com/cgi-bin/topmuds/rankem.cgi?id=gemstone

This message was originally posted in Magic Spells and Systems, Minor Spiritual Circle. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=18&topic=5&message=2073

Shadow Mastery Revision

Author: GS4-COASE
Date: 4/8/2007 3:33:44 AM


We have discussed the issue of Shadow Mastery and have decided to slightly modify our plans regarding it. The Rank 5 benefit of Shadow Mastery, the second -1 RT to Sneak, will be made into a passive benefit. The initial Rank 3 Sneak RT reduction will remain an activated benefit, along with the Hide RT reduction and all other benefits. The cooldown period will remain as previously announced.

Coase


This message was originally posted in Hunting and Combat, Combat Maneuvers Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=4&message=10419

Combat Maneuver List Review

Author: GS4-COASE
Date: 4/6/2007 2:14:13 PM


We have recently conducted a full review of the Combat Maneuver List (CML) system and have made numerous changes to the various maneuvers. Below is a list of each maneuver and the changes we have made to it. All these changes will go live on Monday, April 9.

Due to the volume and significance of some of these changes, we are offering a special CML fixskills option. Starting April 9, all players will have access to one use of the new CMAN FIXSKILLS command. This command will instantaneously migrate all unlearned CMP that the player may have. Players are free to exercise this option at any time between April 9 and May 20, when the option to use this command expires.

Note: use of #/#/#/#/# indicates a references to the costs or benefits of ranks 1/2/3/4/5 of the respective maneuver.

Combat Movement

When activated, this maneuver will now be displayed in Stormfront's active spell window and the SPELL ACTIVE command.

Combat Focus

When activated, this maneuver will now be displayed in Stormfront's active spell window and the SPELL ACTIVE command.

Combat Mastery

The CMP cost for learning this maneuver has been reduced from 4/6 to 2/4.

Quickstrike

The AS (attack strength) penalty for using this maneuver has been reduced from -20/-15/-15/-10/-10 to -20/-15/-10/-5/0. The base/minimum stamina cost for using this maneuver has been reduced from 12 to 8 and the maximum stamina cost has been capped at 25. Weapon weight is no longer a factor in the stamina cost of this maneuver.

Shadow Mastery

A cooldown period of five minutes has been added to this maneuver. If Shadow Mastery is refereshed or reactivated during this period, its stamina cost increases to 60. Also, when activated, this maneuver (and its cooldown period) will now be displayed in Stormfront's active spell window and the SPELL ACTIVE command.

Bearhug

No changes.

Dirtkick

A bug in the determination of the roundtime penalty for the target of this maneuver has been fixed. Previously, targets were receiving up to 15 seconds of RT instead of the intended maximum of 6 seconds. However, the minimum and average durations of the non-RT effects of this maneuver have been increased. In addition to its existing effects, Dirtkick will now also reduce its victim's chance to Evade, Block, and Parry (EBP) incoming attacks by 15%/20%/25%/30%/35%.

Shield Bash

The results of this maneuver have been tied much more heavily to the endroll result. Previously, one could succeed by large margin of success with this maneuver and only deal minor damage, or only succeed by a small margin and deal critical damage. This degree of randomness has been significantly reduced, so that the result of a successful shield bash should now be much more predictable.

Shield Charge

As with Shield Bash, the results of this maneuver have been tied much more heavily to the endroll result. The chance for a fumble (bad recovery) after a successful Shield Charge has been removed. Instead, fumbles will start at a -50 or lower end result instead of the previous -100 end result.

Twin Hammerfists

The minimum RT for executing this maneuver has been reduced to 4 seconds from 5 seconds. The stamina cost for this maneuver has been reduced from 10/12/15/15/15 to 7/7/9/12/12. Also, the attacker's weapon/arm armor will be given a chance to flare.

Mighty Blow

The RT penalty for using this maneuver has been reduced to a flat +1 second RT for all ranks. The base stamina cost for this maneuver has been reduced from 30 to 25 and the additional stamina penalty for using two-handed or two-weapon attacks has been reduced from +10 to +5.

Sunder Shield

The Mighty Blow prerequisite for this maneuver has been reduced from 2 ranks to 1 rank.

Disarm Weapon

No changes.

Sweep

No changes.

Feint

The maximum stance change caused by this maneuver has been increased from 50% to 100%. However, attempting a feint against a target that is already under the effect of a previous feint will now automatically fail.

Hamstring

The minimum RT for executing this maneuver has been reduced to 3 seconds from 5 seconds.

Headbutt

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb.

Tackle

No changes.

Haymaker

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb. On barehanded attacks, the attacker's arm armor is now given a chance to flare.

Charge

As with Shield Bash and Shield Charge, the results of this maneuver have been tied much more heavily to the endroll result. The chance for a fumble (bad recovery) after a successful Charge has been removed. Instead, fumbles will start at a -50 end result instead of the previous -100 end result.

Precision

No changes.

Garrote

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb.

Subdue

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb. The stamina cost for this maneuver has been reduced from 15/18/21/25/30 to 14/16/18/20/20.

Stun Maneuvers

No changes.

Cheapshots

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb. This maneuver has been fixed to only prevent Cheapshot use on hit locations with plate coverage, as opposed to the previous plate or armor accessory coverage immunities.

Groinkick

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb. In addition, the attacker's leg armor is now given a chance to flare.

Subdual Strike

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb.

Silent Strike

Overall success rates for this maneuver have been slightly increased. The increase in success rates should be most noticeable for players with less than 5 ranks in Silent Strike.

Berserk

No changes.

Weapon Specialization

No changes.

Multifire

No changes.

Spin Attack

The base/minimum stamina cost for using this maneuver has been reduced from 12 to 8 and the maximum stamina cost has been capped at 20. Weapon weight is no longer a factor in the stamina cost of this maneuver.

Side by Side

No changes.

Sucker Punch

This maneuver has been updated to use the revamped height system already present in the AMBUSH verb. The stamina cost for this maneuver has been reduced from 6/8/10/12/12 to 3/5/7/7/7. This maneuver will now always result in stun (if the target is stunnable) on any success. As well, barehanded attacks will now give the attacker's arm armor a chance to flare.

Crowd Press

Weapons with a base weapon speed of 3 or less will now see benefits from use with this maneuver (as opposed to the previous cutoff limit of 2 or less).

Coup de Grace

The stamina cost for this maneuver has been reduced from 20/25/30/35/35 to 15/20/25/30/30. The AS boost from a successful coup de grace has been increased from 30 seconds to 90 seconds. The average magnitude of the AS boost has also been increased.

Weapon Bonding

No changes.

Combat Mobility

No changes.

Combat Toughness

This maneuver's boost to maximum hit points (HP) has been changed from a temporary activated boost to a permanent passive boost. As such, this maneuver's CMP cost has been increased from 4/6/8 to 6/8/10.

Truehand

The base/minimum stamina cost for using this maneuver has been reduced from 12 to 10. Weapon weight is no longer a factor in the stamina cost of this maneuver. In addition, instead of a growing stamina penalty for weapons with a base weapon speed above 5, the stamina penalty per second of base weapon speed remains a constant +1 per second.

Bullrush

No changes.

Surge of Strength

It has been our observation that many players are able to constantly keep this maneuver up for the entire duration of their hunting time. The ability to keep this maneuver up constantly without significant drawbacks was never the design intent. As such, this maneuver has been significantly redesigned. The new Surge of Strength is as follows:

Skill Name: Surge of Strength
Mnemonic: surge
Hostile: No
Stamina Cost: 30, with a cooldown period during which the reactivation cost doubles to 60. At Rank 1, the cooldown period is 5 minutes, Rank 2 is 4 minutes, Rank 3 is 3 minutes, Rank 2 is 2.5 minutes, and Rank 1 is 2 minutes.
Other Requirements: None.
Available to: Warriors, Rogues, Paladins.
Prerequisites:
None
CMP Cost:
Rank 1: (Squares) 2 (Semis) 3
Rank 2: (Squares) 4 (Semis) 6
Rank 3: (Squares) 6 (Semis) 9
Rank 4: (Squares) 8 (Semis) 12
Rank 5: (Squares) 10 (Semis) 15
Description: Increases your Strength Bonus by a base amount of 6 points, plus an additional 2 points per rank, for 90 seconds (refreshable).

Also, when activated, this maneuver (and its cooldown period) will now be displayed in Stormfront's active spell window and the SPELL ACTIVE command.

Staggering Blow

The chance to knock the target into an adjacent room has been significantly increased.

Trip

The stamina cost for this maneuver has been reduced from 10/10/12/15/15 to 10/10/10/12/12.

Parry Mastery

No changes.

Block Mastery

No changes.

Cutthroat

The attacker's weapon will now be given a chance to flare.

Coase


This message was originally posted in Hunting and Combat, Combat Maneuvers Discussion. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=4&topic=4&message=10041

The Ceremony of Remembrance Quest

Author: GS4-LOTHWYN
Date: 4/1/2007 5:09:32 PM


For many aelotoi, life upon their home world was harsh and cruel. What joy they found was often robbed of them immediately, and punishment quickly ensued. Fearful of their cruel Overlords, the kiramon, the aelotoi created many traditions that were passed by word of mouth through the generations.

The Ceremony of Remembrance is one such tradition.

The aelotoi's love of colors and flowers is well known; however, in their days of servitude, this love was destroyed and greeted with severe punishment. Unwilling to do anything to draw the eyes of their Overlords, the aelotoi began to secret away flowers that could still be found on the torn world. At night, the Elders would collect the flowers and bring them to the tiny cook fires that they were allowed to huddle around. Each member of the group would whisper, as soft as can be so that the Overlords did not hear them, the name of an ancestor that had passed beyond. As the names were shared, the Elders would drop a flower into the fire. This was a sign of respect to those who have passed before them, and a gesture of sending the flowers on to their ancestors, so they may enjoy them in the place beyond in peace and freedom.

At the Dragonfly Festival, Assistant Eyaeno will ask those who attend, and are willing, to go out on a quest around the world for the Ceremony of Remembrance. The ceremony will be performed near the ending days of the festival. In exchange for services provided to anyone who participates, and completes the quest, Eyaeno will give the person a gift. The gift is a cherished treasure that is often only given to aelotoi who venture out from Cysaegir, so they may find the solace of home at the beat of iridescent wings.

Important Note: Those who finish among the top 25 will find their trinket of the Aelotoi is more in tune with the nature of the dragonfly.

Eyaeno can be found in the garden.

L


This message was originally posted in Quests, Sagas, and Events, Dragonfly Festival. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=12&topic=24&message=480

Dragonfly Festival Open!

Author: GS4-KITRINA
Date: 4/1/2007 4:42:03 PM


Make your way to Cysaegir! Tents will be unfurled mid-afternoon (3:00 PM EDT) on the 1st Day of Olaesta (April).

More information on the Dragonfly Festival can be found at: http://www.play.net/gs4/news.asp?id=51


This message was originally posted in Quests, Sagas, and Events, Dragonfly Festival. To discuss the above follow the link below.

http://www.play.net/forums/messages.asp?forum=102&category=12&topic=24&message=478