Patch 31 - 07/27/15 - Some era accuracies and fixes
#1
Not a major patch by any means, but a restart is necessary mainly to fix an issue with mob HP regen being much too fast.

Crafting & Plants
  • Failure to craft an item now only consumes half of the resources required to craft that item. Although this will have the consequence of making skill gain easier, for the moment skill gain has not been altered. It will be adjusted with the next patch.
  • The resources returned from smelting an item is now slightly randomized. At GM skill level it is a minimum of 50% of the item’s total resources, and a maximum of 66%.
  • It now only takes 20 fertile dirt to fill a plant bowl.
Spells
  • Fire field and poison field work slightly differently. Prior to this patch, running into a fire field would make the caster eligible for murder. With the new mechanics, the caster is only eligible for murder if the caster casts the field directly onto the victim. The caster will still become a criminal if a blue player runs through the field spell, but the caster will be allowed to defend themselves if attacked by the player. If a character who is perma grey, criminal or red runs through the field spell, the caster is in no way responsible.
  • Recall now has a short delay. The delay is almost unnoticeable, but it will allow you to hide in the delay and recall in un-noticed.
  • Fireball, Earthquake and the Invisibility spell now have the era accurate sound IDs.
  • There is no longer any delay (other than action delay) to use a wand multiple times in succession.
Monsters, PvM & NPCs
  • Mounts will run out of stamina faster depending on your weight. You can still run quite a lot of distance, but on large trips you will be advised to carry food to keep your mount refreshed.
  • Taming something now cancels all current bard actions associated with that creature. This should solve an issue where tamers were getting guard whacked a few minutes after taming a provoked animal.
  • NPCs now use the era accurate text when describing what skills they can train. Also, there are additional keywords for training, which will make it much easier to be trained the skill. For example, prior to the patch, when training item identification, the only correct way to ask was “Train ItemID”. Post patch, the NPC will respond to “Identification”, “ItemID” and “Item Identification” .
  • NPCs that are following you will no longer use their “run” animation, which will make their movement appear smoother.
  • Some elemental monsters have had their sound IDs changed to the accurate T2A values.
  • The evil mage tower will now have its spawn time extended by 15 minutes when a player enters it. This can only occur once per tower.
Misc
  • Secure containers now have a weight limit of 400. Locked down containers allow limitless weight, so if you wish to store heavy things without them cluttering your house, you will now have to use locked down containers. Secure containers having limitless weight is nice, but makes housing far more secure than it should be.
  • Updated a couple of lines in runebooks which were using the wrong font.
  • Treasure maps now face south instead of east.
Fixes
  • Fixed a problem where unidentified magic gnarled staves simply appeared as “a gnarled staff” instead of “a magic gnarled staff”.
  • Fixed a problem with monster/NPC hit point regen being much too fast.
  • Fixed an issue with protection jewelry stacking.
  • Fixed a message given in error regarding “imported material” when smelting magic weapons and armor.
  • Removed a double spacing in the name “chainmail  coif”.
  • All references to “Discordance” are now “Enticement”.
Thanks to Myrnae for pointing out a lot of the inaccuracies that were corrected in this patch.
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#2
(07-27-2015, 08:45 AM)Jack Wrote: Misc
  • Secure containers now have a weight limit of 400. Locked down containers allow limitless weight, so if you wish to store heavy things without them cluttering your house, you will now have to use locked down containers. Secure containers having limitless weight is nice, but makes housing far more secure than it should be.

Isn't it supposed to be the other way around?

What about secures that already have way over 400 stones in them?
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#3
(07-30-2015, 08:16 PM)Xandorf Wrote:
(07-27-2015, 08:45 AM)Jack Wrote: Misc

  • Secure containers now have a weight limit of 400. Locked down containers allow limitless weight, so if you wish to store heavy things without them cluttering your house, you will now have to use locked down containers. Secure containers having limitless weight is nice, but makes housing far more secure than it should be.

Isn't it supposed to be the other way around?

What about secures that already have way over 400 stones in them?
No it was this way back on OSI for their clean up Britannia movement.  Secures were limited to 125 items 400 stones and lockdowns only had a item restriction.  However back then lock downs were usable by anyone who had access friend or not.  So a good house looter could swipe all your regeants or ingots that were stacked in a container so always better to lock them down individually.
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#4
Secures that already have 400+ stones will simply not allow anything new to be added to that container. So any time you take anything out of a secure container (that has 400+ stones of weight in it), you won't be able to put it back.

You'll need to change the container into a lockdown if you wish to add new things to that container.
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#5
Identified issues with the patch which have been fixed and will be applied with the next patch:
  • Running through your own field spell is not applying damage, and causes you to become criminal if you are currently innocent.
  • There are some conflicts happening with keywords which is causing NPCs to not respond to everything they are expected to.
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