Patch 4 - 10/03/14 - Pre Launch
#1
  • Removed monster pathfinding.
  • Crafting menus have been reverted to the original RunUO state, with non-era items mostly removed. The only non-era items should be the mapmaker's pen and scribe's pen, as these are required to activate Cartography/Inscription. Crafting will be worked on at a later date for T2A accurate menus.
  • Blade spirits and Energy Vortexes have undergone a big overhaul. In the following, consider any mention of "EV" to include BS as well:
      • EVs will only attack non-players when they are directly adjacent to the target (eg, 1 tile or less)
      • Aggressive NPCs will no longer "acquire" an energy vortex as a target, unless attacked by the energy vortex. Wandering monsters will ignore the existence of the EV.
      • Energy vortexes do not "stick" to a target. They will always check to see if there is a better target available.
      • EVs never miss their swings. They still retain their default wrestling values (99.0), so it is still possible for monsters/players to damage an EV with melee/archery.
      • EVs deadly poison on hit, BS greater poisons.
      • EVs have around 650 hit points, blade spirits 400.
      • Overall, these changes make EVs and BS extremely powerful, yet difficult to control for a novice.
  • You can no longer lock an item down that is inside a container.
  • Monsters no longer stop moving to cast spells, with the exception of the evil mage lord.
  • Tweaked dispel, heal, cure rates on monsters again. Healing should be very rare, dispel rate is based on magery. Cure is a bit long winded to explain, but the fire rate seems good.
  • All skills in the game have been tested for gain rates, I have personally GMed every skill in the game with the current gain rates. Most skills are around 18-24 hours to GM, action based skills take around 6-8 hours, combat skills around 12 hours. Craft gain rates are based on the amount of resources they take.
  • Treasure map guardians now spawn in a pack of 5 when the chest is dug up.
  • Treasure maps are now much easier to decode when you are at the minimum skill level to decode the map. There is around a 10% chance to decode a map at the lowest skill levels.
  • Monsters will carry T2A accurate treasure map levels.
  • Started making rune names for regions. As many regions in the game are not mapped by default, this will be a big project. For now, towns and dungeons will have accurate rune names.
  • Characters now spawn in the location they selected in the client.
  • Masks are much more rare than they were before. Possibly too rare.
  • Stats will no longer "atrophy" unless you are already at the stat cap. By default, any stat which was set to decrease had a chance of decreasing when another stat was gained.
  • It is possible to cast any spell in town. To do: summons should not be castable in town (eg: elementals, EVs, daemons).
  • Fixed a bug where provoing an animal onto yourself would result in the animal getting guard whacked.
  • Sheep now give 1 wool when shorn.
  • Taming no longer requires a "path" to the target. They target must still be in LOS.
  • If you attempt to provoke a blue NPC as your first provocation target, you will lose karma. This will take you to the "despicable" row of karma, and is a criminal act. You can not actually provoke an NPC in this fashion.
  • Tames no longer drop a backpack when released.
  • Fixed a bug that was causing client crashes with hirables.
  • Fishing has been gutted, post UO:R stuff removed (namely from MiBs). The treasure chest you pull up has loot equal to a level 1 treasure map chest. I am not sure if this is accurate.
  • Taming values are T2A accurate, based off stratics.
  • Archery has a delay on fire after equipping.
  • Fix to sextant coordinates as we do not display unicode font.
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#2
  • 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 Smile
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