10-03-2014, 06:13 AM
- Starting items are now T2A accurate.
- Added practice weapons. Any equippable item (except the dagger) which is given upon character creation, is considered a practice weapon and does 1-3 damage. This includes the practice spear, bow, long sword and mace. There are others, such as the practice shepherd's crook. They break as normal weapons do
- Tools no longer display their durability on single click.
- Most, if not all blue NPCs should cause karma loss when killed. They also have a small amount of fame. Nobles and seekers of adventure are the only NPCs that can be killed to reach the -5 karma row.
- Apparently RunUO guards have day jobs as blacksmiths, they don't anymore.
- Most blue NPCs have had a "pack gold" nerf. Some NPCs were spawning with ridiculous amounts of gold.
- You can now get an idea of how many spells are in a spellbook with the itemID skill. Warning: at low itemID levels, this number can be wildly inaccurate.
- Poison timers should now be mostly accurate. If anyone knows a good source to get these perfect, let me know.
- Update to wands and weapon spell effects:
- All casted spells from these items uses a value of 60 magery and 0 eval.
- They now accurately check to see if the spell was resisted, as such you can also gain resist from these items (a very expensive way!)
- Public moongates now have a 1s delay to use after you walk over them, the same way a player moongate does.
- The explosion spell now immediately flags the caster as a criminal if casted on an innocent. It is not considered an aggressive action until the actual spell hits, however.
- You can no longer recall/gate between Britannia and Lost lands.
- "Accurate" weapons no longer give an increased hit chance. Accurate weapons are a tactics modifier and nothing more.
- You can no longer swing a weapon faster than once every 1.25s. To do: make all weapons work on a tick based system.
- Spell damages have now been altered to T2A values (based on stratics)and use 2 dice. This makes getting high damage on spells much more inconsistent and there are less situations where a completely un-healable string of damage will take place. However, I have no information about the dice system on spells, as such every spell just uses a 2 dice system. If anyone has info on this, let me know.
- Weapons now use dice and accurate T2A values, based on stratics.
- Heal is now default, which I think is the same as T2A. (Magery / 10) + Random(1 to 5). With the new weapon damages, this was a must.
- We now have a 5.0.8.3 client available on the website for download. This is the recommended client for UO Lost Lands. If you have a 5.0.8.3 client from UO Second Age or UO Renaissance, those clients will also work fine. The 5.0.8.3 client is what the server is powered on, and as such, using earlier or later clients can result in rubberbanding issues or skill menus not matching up exactly with the shard (eg: Enticement displaying as Provocation). The monster art also looks best with 5.0.8.3