Many exciting new changes have been implemented recently on Clandestine MUD. The most notable are below!
1) Class Changes: Many new skills have been created to help revitalize PK Combat. Also, many old and previously standard spells have been changed to have unique affects and an important place in combat. Classes that were previously most useful in PVE combat (Crusaders, Channelers, Technomancers) will now find even ground in PVP combat as well.
2) New Races! Due to the success of the current Epic Quest Scenario, and its predecessor, three new races have been introduced (bringing the grand total of very unique classes on Clandestine up to 33).
A) Clockwork: A mechanical race that started as techno-engineered servants, Clockwork "Demons" as they are sometimes called have broken away from their Lord, and now serve either themselves or the collective mind.
B) Stinger: The Arch-Enemy of the Were-Bear race, Ursa - not much else is known about Stingers , except that they seem to be a hybrid race similar to huge bees.
C) Krizlik: A Mammoth race of other-dimensional travellers who tend to attack in swarms. The Krizlik are the conquerors of entire worlds, moving from world-to-world and depleting the natural resources until it is time to find a new stomping ground.
3) Automated Invasions: One particularly new piece of code originally instated for the current Clandestine Epic Quest involves automatic invasions of certain cities/areas by a chosen army. These invasions are randomized, and alert the players when an invasion has begun - this allows players to flock together to attempt to keep cities from being overrun by enemy hordes, for fame and glory (and quest XP). The MUD keeps track of those players involved in defenses against invasions.
|