Patch 1 - 09/15/14 - Pre Launch
#1
Many of these changes will not be live on test. Our current test center is in place simply as a place for people to have fun and give feedback regarding current damage and combat mechanics.





There are changes that were made prior to patch 1, the patch 1 description will only include things that were committed in our repository since it was initially uploaded. To be completely honest, I have forgotten what many of the changes I made before the initial push were, most of them were just getting the world into a "basic t2a" state (eg: no trammel, basic combat system changes, removal of context menus, removal of AoS stuff).





Without further ado, here is patch 1:

  • Everything in game should now use old style T2A font, as opposed to the localised font that became prevalent after UO:R and AoS.
  • Followers removed.
  • Increased follower limit to 99 as a temporary workaround to a bug with vendors. Vendors will sell a maximum of 99 animals.
  • Removed all types of passive gains. All skills must be used directly for a chance to gain. This includes skills like meditation, anatomy, animal lore, evaluating intelligence, etc.
  • Karma lock has been removed
  • Murderers now have no karma title and are simply known as "The Murderer". Murderers can still gain the "Lord/Lady" title.
  • We now have T2A style mindblast. The formula is (Highest Int) - (Lowest Int) / 4. The player with the lowest INT takes damage, -50% if resisted. Reflect is removed when cast, however it does not change the order of damage.
  • Mindblast damage is capped at 25 as monsters were able to do incredible damage.
  • Magic reflect now reflects only 1 circle.Spell will always "adhere" unless it is active.
  • Protection spell gives the caster armor and no other bonuses. Spell will always "adhere" unless it is active.
  • Reactive Armor is now targetable and uses T2A style mechanics.Spell will always "adhere" unless it is active.
  • Fame and karma from killing a monster now goes to whoever landed the last hit.
  • Poison tick timers have been changed to T2A values.
  • The poisoning skill does not grant any bonus to magery casts.
  • Poison no longer has a "damage source". This means that poison ticks are not an aggressive action. The act of poisoning someone is of course still aggressive and will make the caster/attacked eligible for murder.
  • If a monster dies from a tick of poison, fame and karma are not awarded to anyone, as poison does not have a damage source.
  • When provoking, fame and karma is not awarded upon monster death. To get the fame/karma, you must deal the killing blow with direct damage.
  • Efreets, air elementals, blood elementals, water elementals and fire elementals drop their loot to the ground on death, and do not leave a corpse. If the monster is guard whacked, it will not leave behind loot.
  • Removed lots of UO:R and beyond skill bonuses. For example, defensive wrestling has been removed, LJ bonus has been removed for axers, inscription and poisoning bonuses removed.
  • All types of special hits have been removed (eg, stun, concussive, para blow, crushing)
  • Indirect spells now affect anyone in the casting area (eg: Chain Lightning, Earthquake). Energy Vortexes and Blade Spirits likewise will find a target regardless of notoriety.
  • Considerably lowered the chance for a monster to heal/cure itself. Monsters will no longer teleport. Monsters will "give up" when a target hides or goes invisible, rather than revealing the player. Mage AI types will no longer flee on low health. Auto dispel removed.
  • Hands must now be clear to cast. The only acceptable items in a players hands for casting are spellbooks and runebooks. If a player attempts to cast a spell with a weapon or shield in hand, they will receive the message "Your hands must be free to cast spells or meditate". If a player attempts to equip during casting, their spell will be disturbed. If a player attempts to release a spell with a weapon equipped, the spell will fizzle.
  • Skill delays are now 10 seconds with the exception of bard skills, which are 5 seconds on fail and 10 seconds on success.
  • Fixed a bug in the default RunUO code which disallowed resist gains at 0 skill. The only way to gain resist at this level was to buy it or stand in a fire field.
  • Fixed a bug in the default RunUO code where the "free gains" from 0-10 skill were not triggering in meditation on active use.
  • Healing skill is no longer based on dex. The timers have been changed to era accurate values. 4 seconds to heal other, 15 seconds to heal self.
  • Crafting menus are now the T2A accurate style.
  • Inscription is now triggered through the skill window instead of with a scribe's pen. Scribe's pens have been removed from vendors.
  • Scribes now stock 20 blank scrolls (down from 999)
  • Cartography is now triggered from the skill window instead of with a mapmaker's pen.
  • Cartography now requires a blank map, scrolls can not be used in conjunction with cartography.
  • Cartography vendors no longer carry scrolls.
  • Bowcraft/Fletching is triggered by using a bladed item on logs or boards. Fletcher's tools have been removed.
  • Tinkering may only use iron ingots.
  • Removed dragon scale armor and dragon scales as a loot type.
  • Spined and barbed leather removed.
  • Lumberjacking now only results in logs, no other wood types.
  • You will no longer gain "double resources" in "Felucca" from harvesting and carving corpses.
  • You will no longer gain additional fame from monsters in "Felucca"
  • Treasure map descriptions are now era accurate in all stages of treasure hunting. All maps appear as "a tattered treasure map" when undecoded, "a treasure map" when decoded and "a treasure map completed by [name]" when completed.
  • Mini heal is less effective. This equates to around 2 points per heal at the grandmaster level of magery.
[Image: jack-sig.png]
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#2
Patch 1 Continued...
  • Treasure chests now have accurate lockpicking values. Treasure maps can only be decoded at accurate skill values.
  • Runebooks are no longer blessed, however can not be stolen. They will only drop on death. To do: make runebooks "indirectly" stealable.
  • The following skills are no longer "difficulty based": herding, peacemaking, provocation, cartography, cooking, enticement. This means, for example, that provoking a dragon is the same difficulty as provoking a rabbit, or that all maps are of equal difficulty to create with cartography. Your chance of success is equal to that of your skill level (eg, 50.0 skill is a 50% chance of success).
  • Changed client patch to 6.0.0.0 to fix a bug with falling through housing floor.
  • Items in houses no longer decay.
  • Lockdown/Secure limit reduced to T2A values.
  • You can now own 1 house per character.
  • There are no trade windows on houses or pets.
  • A previously owned animal no longer increases in difficulty. Rather, anyone can tame an animal that has been previously tamed. A character with 0 taming, for example, could tame a nightmare that has been released. The player would not be able to control the nightmare, however he would be able to ride it.
  • Any command which uses targeting, no longer works with the "All" command. Instead, only the closest pet will respond. "All follow me" will work with all pets, since it does not receive a target, but "all kill" will not.
  • Gargoyle's pickaxe removed as a loot type.
  • Thieves are suspended from the thieves guild when they receive a kill count.
  • Purposely broke bolas in case anyone finds out a way to obtain them. They are removed as a loot type.
  • As above, with trammel moonstones.
  • House keys are no longer newbied.
  • Explosion pots have a homing effect if released at the correct time. Should a slightly randomized timer (0.25s) be implemented to stop macro abuse?
  • Runes that are on the ground may now be marked. It will mark at the player's location.
  • Damages are now a dice roll than a random number. This means you will get closer to the median/average more often, and the extreme damages less often. This dice roll system will be implemented for everything.
  • Implemented T2A style weapons, clothing and jewelry. These items can now have affixes, such as magic reflection, fireballs, paralyze, bless, etc. I will put a list up of possible affixes on weapons/clothing/jewelry on the website in the future.
  • Changed the way item names are handled to be T2A accurate. For example, your item descriptions would read like "an exceptional halberd crafted by Jack" or "a supremely accurate halberd of vanquishing", instead of the layered method used in UO:R and beyond.
  • Gave summons a more accurate cast timer. Still need to find what the exact timers are.
  • Updated skill and stat gain rates.
  • Stat gains are no longer limited by time.
  • Added a curved function for skill gain. For example, you will gain skill much faster in the lower ranges of skill, slowing down a lot at the higher levels.
  • Added a penalty to skill gain when the action you are performing is much too hard or much too easy. For example, if you have a 1% chance of doing something, you will only gain at 25-50% of the rate that you would by performing an action you have 50% chance of success with. Your chance to gain is affected by success and chance.
  • Massive overhaul of monster loot based on stratics. Every monster should now give loot that is era accurate, unless the monster was missing from stratics.
  • Corpse looting rights have been removed.
  • You can no longer sell raw fish steaks.
  • You can no longer sell bandages.
  • Paralyze does 1 damage. If the target is already frozen or casting, paralyze does nothing, but is still an aggressive action. Mana is used regardless.
  • NPC Healers will not resurrect players if the target is inside a house.
  • Players may recall and gate travel regardless of aggressor/criminal status.
  • You may enter a moongate with an active target.
  • Player hit points are equal to their strength level.
  • Hired NPCs have the (hired) tag, fixed from default where they would be described as tame.
[Image: jack-sig.png]
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