Patch 6 - 10/11/14 - Post Launch Tweaks - Jack - 10-11-2014
Before discussing the patch, I want to point out that we have not had a server crash since the server came up. This is quite surprising given how much has changed from the default scripts with very little in the way of player testing. So, keeping our fingers crossed that this continues and we do not have issues with crashes. It is in my nightmares. In future I will categorize patch notes so they are easier to read, and players can more easily skip over things they don't care about.
It is a semi-big patch today, this should fix some bugs on the server as well as add some new functionality. This patch will remove ALL rare spawns, we will have to manually add them back. Currently existing rares are going to be deleted, as they were spawning far too often. Players who have collected rares will be allowed to keep 1 of each rare they have found. We will talk to any player who has collected rares, before we do this, and offer an amnesty to exchange any existing rare for 200 gold pieces.
A proper rare spawning system is on the list and will be implemented in the coming weeks. Due to our low population, these will be on quite slow timers. We cannot current add "world" rares (eg, ones that are not in containers), as these will decay after they are spawned. We need to change some things on the back end before we do this.
Platinum will be added as a loot type in this patch, so players can start collecting our long term reward currency. There is currently no list of rewards, the system is something that needs to be discussed. We need to figure out how easy it is to obtain platinum and adjust the reward prices suitably, so these items will take weeks, months or even longer to obtain. We do not want the server flooded with rewards.
- NPCs/monsters no longer lose you as a target when you go out of LOS.
- Removed scales as a loot type, nothing should give scales now. Please PM me if you find them anywhere.
- NPCs use their run animation when fleeing.
- You are no longer offered bods when selling items to blacksmiths or tailors.
- Scrolls now sell for more. The sell price is based on the resources used to make it, scaled by their circle and fail rate at GM inscription.
- Fishermen no longer sell aquarium related items.
- Escorts no longer have a crack habit, and run at a somewhat normal speed.
- Escorts have had nerfs to both their pack gold and the amount of gold they give on successful escort.
- Removed compassion messages from escorts.
- Escort corpses no longer delete on death.
- You can accept more than one escort at a time. Because of this, spawn rates of escorts will be nerfed.
- Escorts now give varying levels of gold. A noble will pay more than a peasant, for example.
- Blacksmith guildmasters have no click title (eg, when single clicked, don't display "Jack the blacksmith guildmaster"), and are no longer vendors.
- The Orcish Lord is quite a bit tougher. They are still weak against armored opponents.
- You can no longer go perma grey if you are not in the thieves guild, as you are unable to steal from players. You will also not go perma grey if you target yourself with stealing.
- Brigands no longer drop "severed human ears" as this isn't Diablo
- A banker has been added to the city of Cove.
- All level 0 treasure maps (normally used by young players), will automatically update to be level 1. Level 0 maps will no longer drop.
- Fixed an item description error with magic clothing ("straw hat of of invisibility") Removing charged clothing/jewelry which has run out of charges, no longer gives you a debuff.
- Securing something no longer uses lockdowns. It was previously impossible to secure anything in a small house as there were not enough lockdowns (125).
- All rares have been temporarily disabled. Before RunUO was spawning a lot of rares by default, and spawning way too many of them. We will be working on rares in the coming weeks, we will get some spawning as fast as we can. The timers will be slower than other shards, due to our low population.
- Non players can always be paralyzed, even if they are casting a spell. Note that paralyzing a monster that is already paralyzed, will not increase the duration of the paralyze.
- Fixed a bug where melee damage could sometimes be 0. It is now a minimum of 1. This resulted in an interesting exploit to very easily GM a weapon skill with a practice weapon and a creature with natural armor. To the player I saw doing this - very creative
- Acquire range is 12, up from 10.
- Provocation ranges are fixed. There were issues with provocation that allowed you to provoke a monster, however the two monsters would be too far apart and never actually attack each other. Provocation range is now 16, if they are further apart you will receive a message stating so. Otherwise monsters that are provoked should always attack each other until death and not reacquire a target.
- The lower level of Terathan Keep is now considered T2A in regards to recall rules.
- Terathan avengers were spawning with a pitiful amount of mana, meaning they almost never took advantage of their magery level. Avengers will now flamestrike more often. Their mana pool is now around 120.
- Poison immunity on monsters has been reviewed and there have been a few changes. Try them out.
- Damage from/to monsters with mindblast is now calculated from the caster's magery level. The target will never switch when an NPC/monster is involved in being either the caster or target. The new damage is relatively low, mindblast is a spell with little concrete evidence of its use in T2A - we will have to look deeper into balancing this spell properly with regards to monsters. For now, this fixes monsters always doing a flat 25 damage to players.
- Mindblast now has a damage range in PvP.
- Lowest damage is (Highest Int) - (Lowest Int) / 6
- Highest damage is (Highest Int) - (Lowest Int) / 3
- Damage is then scaled by relevant Evaluating Intelligence/Magic Resist.
- Damage is reduced by 50% when successfully resisted.
- Elementals that drop loot to the ground on death, will now correctly do so when the last damager wasn't a player. They still don't drop loot when killed by guards.
- Ice elementals, Orc Captains and Brigands have gold. Apologies for some messed up loot tables. This is happening because these creatures were not on our list of T2A creatures (taken from stratics) and we changed the way loot is calculated vs the default. Over this weekend I will look at every spawned monster and check they are spawning the correct loot.
- Mobs that drop high level scrolls, now drop circles 6-8 instead of 5-8. This should make 8th circle scrolls a bit easier to get.
- Platinum (our reward currency) will now drop from monsters. This is a small first step in our reward system implementation. Stronger monsters have a greater chance of dropping platinum, the highest chance of it dropping from monsters is 2% - only the strongest monsters. Medium level monsters will drop at a 1% rate. Lower level monsters have as little as 0.5% chance of dropping platinum. This will be reviewed when we look over monster loot in the coming weeks. Platinum is supposed to be rare, but we will review how much platinum is actually being found later.
- Treasure maps have a 2% chance of having platinum in the chest. The amount of platinum in the chest is equal to the level of the treasure map.
- Level 4 dungeon chests have a 2% chance of including 1 platinum. Level 3 chests have a 1% chance.
- Platinum will later be added to craft skills.
- Not patched yet, but will immediately receive attention after restarting server: Terathan keep spawn will be slowed. It is fairly overspawned at the moment to the point it's impossible to clear without a group.
- We are aware of a bug with animal spawns which causes animals to bunch up in areas near the edge of the spawners. This is going to require a mass change of these spawners to give the animals smaller home ranges/relative home range.
- Bandages will now create a stack when they fall to the floor, instead of continually dropping single stacks.
Patch 6 - 10/11/14 - Post Launch Tweaks - Storm - 10-11-2014
Secures are automatically using 125 lockdowns in any house type, making it impossible to lock anything else down if you have a secure.
Patch 6 - 10/11/14 - Post Launch Tweaks - Jack - 10-12-2014
Eep, swear I checked for that!
Will put it in the list for next time!
Patch 6 - 10/11/14 - Post Launch Tweaks - yakka - 10-12-2014
terathan avengers never had magery in 99 only the matriarchs did. Avengers had the very nasty posion hits. Hope that gets corrected I spend lots of time in the keep.
Patch 6 - 10/11/14 - Post Launch Tweaks - Jack - 10-13-2014
I took a look into this, according to stratics in 1999, terathan avengers utilize a "formidable range of spells". The Ophidian avengers on our server (and knight errants), do not have magery. Maybe you are thinking of those?
http://web.archive.org/web/19991013090543/http://uo.stratics.com/hunters/teraveng.html
Patch 6 - 10/11/14 - Post Launch Tweaks - yakka - 10-14-2014
I am well aware of the ophids, and I don't know when they added magery to the tera avengers but it was after trammel and before Aos. also avenger loot was between 500-600 gold(at least on Atlantic)I quit right after trammel sold my two accounts on ebay for about 600 bucks. Then a few years later tried aos for a month which I just didn't like the game anymore and quit and a few years back found the free shards. I haven't been to t2a here yet just started some characters. I'm hoping it still works where the ophids and terathans will fight each other.
Patch 6 - 10/11/14 - Post Launch Tweaks - Jack - 10-14-2014
The stratics post I linked is from 1999 and makes note of terathan avengers casting a formidable range of spells, this was before UO:R and during the timeframe we wish to replicate.
Here is a usenet post from 1998 that makes note of the fact terathan avengers can eboltand flamestrike, from 2 different users
The terathans and ophidians on our server do fight each other.
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