07-18-2015, 04:10 AM
Companion System
Items and Vendors
Jewelry (and clothing effects)
Karma
- UO Lost Lands now has a companion system, so veteran players will be able to offer a helping hand in the form of advice and information about the shard, to new players who log in.
- There is an application form in general discussion, if you wish to become a companion. If you have already been selected as a companion, send me a PM and I will set you up as one.
Items and Vendors
- You can now identify items which are on an NPC vendor (eg: magical items which have been sold by players). You can target the item in the vendor window with Item Identification or a wand to do this.
- Magic items which are being held by NPC vendors will now show the correct description.
- Vendors now take into account magical charges on weapons, armor, jewelry and clothing when deciding a buy/sell price.
- There has been changes to the way weapon/armor/jewelry/etc calculate their names. You should not notice any difference in game. If you notice any messed up names, let me know.
- Armor values are now era accurate. This is a slight nerf to armor overall, and a buff to medium level magical armor.
- Armor with a plural name no longer begins with "a" or "an". For example: "an chainmail leggings". This is also the case for shoes and pants.
- Daemon bone armor no longer has any dex penalty.
- Fixed some errors in display text when your stats dropped below an acceptable level to wield a weapon or armor.
- Clothing now gives a small amount of armor. If two pieces of clothing, or armor, are on the same layer, only the piece which gives the highest amount of armor is taken into account. Armor values on clothing were taken from: http://web.archive.org/web/19991022231151/http://uo.stratics.com/clothes.htm
- The highest possible armor from clothing is the following set: Thigh boots (legs), Jester Suit (chest), Deer/Bear mask (head), fancy shirt (arms) – for a total of 7 armor rating.
- Disturb recovery is now a flat 0.75s.
- Harm now counts as physical damage, and can be absorbed by armor. It can still be resisted.
- Fixed a bug which caused wrestling cycle time to be slightly too fast. This was a purposely coded in bug based on familiarity of another shard’s PvP which includes this bug. This will have no effect on dexer type characters.
- Spell damage vs GM resist is now slightly higher, as a resisted spell will absorb 25% of damage as opposed to 50%. This is an inaccurate change with the intention of creating mage combat that is less solely based on weapon cycling and more reliant on quick thinking and spell damage.
- Being hungry now reduces the rate at which you regenerate health.
- Damages on heavy crossbows and crossbows have been corrected.
Jewelry (and clothing effects)
- Jewelry is now craftable.
- When you try create a piece of jewelry, you will receive a target. You must target a gem to create a piece of jewelry.
- Although only 1 gem from the targeted stack will be consumed, the piece of jewelry will be named after the total stack. For example, targeting a pile of 10 diamonds when creating a bracelet will create an item called “10 diamond bracelet”.
- Gold and silver wedding bands are newbied. These can only be obtained from crafting.
- When you try create a piece of jewelry, you will receive a target. You must target a gem to create a piece of jewelry.
- Fixed various bugs with jewellery/magical clothing. For ease of explanation, I’ll refer to both as “jewellery” here.
- Multiple pieces of jewellery can now be worn and have their effects renewed periodically, without un-equipping/reequipping.
- Charges on jewellery will no longer be used up if you log out with it equipped.
- If you log in wearing jewellery that still has charges, it will automatically activate on login.
- Magic reflection is now the only clothing/jewelry item that uses a refresh timer of 5 seconds. Everything else now uses a 60 second timer.
- Multiple pieces of jewellery can now be worn and have their effects renewed periodically, without un-equipping/reequipping.
Karma
- Saying “I Honor Thee” will now bring up a target if you have more than 50 karma. This command will give 10 karma to the target, at the cost of 50 karma to yourself. It only works on other players.
- Healing and curing other players can now grant karma.
- You can only gain karma from healing, not lose karma.
- To gain karma, the player you are healing must have higher karma than you.
- Karma gains from healing are capped at 5000.
- You will only gain karma when successfully healing and curing.
- You can only gain karma from healing, not lose karma.
- You can no longer cast controllable summons in Survival (other than the "Summon Creature" spell). The Survival leaderboard will not be reset, yet. We are still using the old system, but these changes are just to hold us over until the game is revamped. This means there definitely won't be any new records set for a while.
- Summoned creatures will be cleaned up after a Survival round ends.
- You can no longer drop items on the ground in Survival.
- The T2A craft system now allows use of the make last function on tools that use targeting. To "Make Last", target your tool when asked which resources to use. This works for Blacksmithy, Tinkering, Tailoring and Alchemy.
- When dismissing a player vendor, you will now get a contract of employment back. The gold in the current player vendor’s bank account will be transferred onto the deed. Gold that is being held for you, is still deposited to your bank account.
- A key for a ship will always be added to your bank, even if your bank is already full.
- The achievements “Expert Angler” and “Emergency Response Unit” have had their level requirements changed and/or additional levels added. Rewards have changed accordingly.
- Monster statuettes and mini boss chests have had their descriptions fixed in the item database. You will see them properly now.
- Opening your own paperdoll will now resync your client automatically. If you find yourself unable to move or run in a particular direction, opening your paperdoll (even if it is already open), will now fix this problem.
- Guild chat no longer counts as a system message in Razor.
- There is now no possible way to lock a public house door.
- All human body parts are now carvable, you can create jerky out of your favourite (or least favourite) players.
- NPC body parts are no longer labelled with a name, and all human NPC corpses are labelled “a human corpse”.
- Corrected some drop chances on mini bosses who were dropping chests too often.
- Double doors in houses are no longer linked. Opening a house door will cause only that door to open, never a door that is next to it.
- There is no longer a weight limit on locked down containers.
- Chests dropped by mini-bosses can now flip when dropped to the world, like furniture does.
- Smelting magic items now returns the same amount of ingots as a crafted item of the same type.
- The gump for reporting murder has been replaced with an entirely era accurate one. This gump also limits you for entering any invalid characters as a bounty. It is also now possible to place a bounty on a player who is not yet a murderer.