History of Loathing
We miss you Trog Dor, and thank you for this gift to the KoL community. - Bete Noire (#180553) & TavernWench (#358045)
Trog's original greeting: Below is the history of the online RPG parody Kingdom of Loathing. It gleaned from the Announcements and Trivial Updates pages, the forums, and the personal records of some players. Please msg me in-game (#33932) or on the forums for additions, corrections, and suggestions. Thanks are due up-front to Jick and Mr. Skullhead for a) this game b) not deleting the hundreds of old topics that have aided me greatly in this. A 'thank you' too to the folks who have filled in details and dates for me. Thanks to Chubbles and Qrrbrbirlbel for giving me a whole load of stuff to find out about and add. Special shout-out to Gigs for hosting this originally and BoozerBear for doing it currently.
- Trog Dor (#33932), October 18 2004
Please note: *'s denote entries from the Dark Ages - see the end of the July-Sept page for more details
* October 1
In a sort of mini-reset to punish the cheaters, Jick reduces the level of the Top 50 players. Simon, the 51st most powerful, is now #1.
* October 5
* October 12
* October 19
* October 20
* October 22
* October 27
* November 5
Fixed a huge hole in the clan stash code. Thanks, boozerbear.
Fixed a huge hole in the Bounty Hunter Hunter code. Thanks again, boozerbear.
Fixed a huge hole in the tr4pz0r code. Thanks again again, boozerbear.
Sometime between November 14-20
Fixed a long-unnoticed bug with clovers, where a combination monsters/adventures zone would only do the clover adventure if it didn't pick a monster, instead.
The twig portion of the Toot Oriole's quest is now easier...
Level restrictions were added for various things:
Deleting a message no longer sends you back to the first page of your messages.
In other news, Dry Noodle recipes are now implemented, along with some new complementary Scrumptious Reagent recipes.
Also, new skills for Disco Bandits, and a few more items are now usable in combat.
As December starts up the Top 3 players are Kamara, Jollyman, and Adamson respectively.
I've noticed a serious increase in traffic since we started doing this. Something like a 30% increase in players. So... it's working.
You have three primary stats. Muscle, Mysticality, and Moxie.
Your primary stat will eventually max out at 200. Your secondary stats will max out at either 150 or 100, depending on which sub-class you are. For instance:
Turtle Tamer maxes: 200 mus, 150 mag, 100 mox
In order to raise these stats, you earn what are basically the equivalent of experience points, but specific to each stat. These points are what you're used to earning from winning fights, using stat boosters, etc. (ie. Beefiness, Strongness, Enchantedness.) You'll get a notification when you get enough of them to boost one of your main stats.
The three primary stats are now equivalent to what used to be your level.
The new thing called "Level" is still dependent on your primary stat, but it's much lower. Much much lower. With a base primary stat of 200, you will be at level 15. So 15 is the maximum level after the cap goes into place. There will be titles associated with each level, which will be cool.
Please note that nobody lost ANYTHING as a result of these changes. Everyone is still exactly as powerful relative to everyone else as they were before, and the rate of advancement hasn't changed, either. The only thing really changing is the scale.
Why am I changing this? I'm glad you asked. There are a number of reasons.
Flea Market - level 2
Jick warns everyone that 31337 scrolls soon won't be dropping sober pills anymore, though the pills will remain in the game database (item table). They were completely removed almost eight months later, on August 14th .
Sometime between December 23-March 19
You can now look at player info from the "search players" dialog.
Radio button selection is now preserved on the Create Player page. This should reduce the incidence of accidental Seal Clubbers.
You can now trade all of your furs to the trapper at the same time.
You can now change the capitalization of your name from the account menu.
Added "make as many as possible" to the combine screen.
Multiple items given to a player no longer loop -- they are shown in quantity. (You receive some items: whatever (quantity))
The Barrel Full of Barrels has been changed. The item drops are less random, and you occasionally hit an enemy now.
HP now shows up in red on the char pane when it gets low.
Moxie is now the required stat for pants and hats, Mysticality for accessories.
Item pictures that show up in the "you acquire an item" fashion are now clickable for description.
The oldest (and hopefully last) infinite Meat bug has been squashed.
Minor formatting change -- short results are now centered in their cells, making some of the blue boxy things look a little better.
Changed the function of the phonics down to give you a temporary boost effect, rather than stats.
Fixed a bug whereby the "equip a whole outfit" operation would allow you to equip things you didn't have the stats for.
Added percentage bars to the character sheet for stat advancement.
Plus signs (and some other stuff, I'm sure) are now correctly recognized by the new chat system, by virtue of URL-encoding and -decoding functions found by Pimonkey at http://www.albionresarch.com/.
You can now talk in other channels than the one you're in, by using /channelname (ie. /newbie Hey, newbies! or /trade I'm selling a goofball for 100 Meat!)
Fixed a bug whereby you'd get no mana back if you had a pagoda but no tent. Who'd've thought that'd ever happen?
Jick comes up with the precursor to the Policies of Loathing.
The Detective Skull is added around this time.
Outfits are implemented so you can equip an entire disguise (ie, Bugbear) with one click.