Patch 1 - 09/15/14 - Pre Launch
#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.
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Patch 1 - 09/15/14 - Pre Launch - by Jack - 09-15-2014, 09:04 AM
Patch 1 - 09/15/14 - Pre Launch - by Jack - 09-15-2014, 09:34 AM

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