Hi Danielle.

Certainly it does.
Alteraeon is a mud, meaning it's a text based real time online game. However, there is an extensive client program which gives the game sounds, shortcut keys and more.

For more about the game please see
http://audiogames.net/db.php?id=Alter+Aeon

hth.

All the best,

Dark.
----- Original Message ----- From: "Danielle Ledet" <singingmywa...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Thursday, January 12, 2017 11:05 PM
Subject: Re: [Audyssey] Alteraeon knock spell


Does this game work in all Windows versions?

On 1/12/17, Justin Jones <atreides...@gmail.com> wrote:
That's a fair answer, so far as it goes and I appreciate its honesty,
but that does not change my overall opinion of how you address issues
within Alter Aeon, Dentin.

On 1/12/17, Dennis Towne <s...@xirr.com> wrote:
(Note - replying only to the original post by Dark.  The rest of the
thread is a tarpit I'd rather not be mired in.)

Locks are an obnoxious mechanic that we as builders haven't been happy
with for a long time.  The core issue is that locks are too binary;
you can either unlock them fairly easily, or you'll just plain be
stuck.  For the most part we've been dealing with it by adding keys
and making things easy to pick, but that's a cheesy hack at best.

We've had a couple of proposals for changing locks over the years,
we're just not sure if those proposals would actually fix the
problems.  It also just hasn't been very high priority; there are
plenty of issues and problems we do know how to easily fix that we
could work on instead. That's not a great answer, but that's why this
is still in a state where we're not happy with it.

Ultimately, we want a setup where lock difficulty is more consistently
set for the area level, and players are guaranteed to succeed in
opening a lock even if they're completely skill less and don't have
the key.  The skills should be able to reduce the time necessary to
open a lock. Figuring out all the details for this sort of thing is
tedious and irritating.  We'll figure something out eventually, but it
probably won't be until well past the anniversary event.

-dentin

Alter Aeon MUD
http://www.alteraeon.com

On Tue, Jan 10, 2017 at 3:26 AM, dark <d...@xgam.org> wrote:
Hi.

I've been trying to do the drow city close to fort Magnitia, and ran
across a door that was locked.
I tried the knock spell a bunch of times, and despite havig 25 int and
18
dex couldn't get through at all. I've neglected learning lock picking
since as a druid mage I really should be using magic rather than dex,
however it seems that KNock pretty much is just lock picking with a mana
cost, which makes it a bit pointless, and also a problem if you don't
have
high dex, indeed I got killed because I ran out of mana on the bloody
door
(that and I didn't have a livoak at the time).

I was therefore wondering if the knock spell could be made a bit more
effective as an alternative tto lock picking given that it costs mana to
use. Indeed what might be fun is if the knock spell, instead of simply
replicating the lock picking skill with a spell opened the door in a
different way, for example with the first casting having the mage
concentrate and grasp the tumblers in the lock one by one before turning
them, meaning knock would always work, but at an increased mana cost.

Heck necromancers could have a versio where they create a literal
skeleton
key out of harvested bones, which could be more efficient on mana than
the
mage version, but require teeth.

I know the game often has several ways of doing the same thing, for
example the spells candle, crystal light and continual light, but it'd
be
really useful if in this case the spell did a little more than just
replicate  lock pick and so could be a bit more useful to none thieves.

All the best,

Dark.
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