09-15-2014, 09:04 AM
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:
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.