Patch 10 - 11/3/14 - Action Delay, LOS checks, Guildstone GY
#1
AI Behaviour
  • Fixed a bug where your pet would sometimes attack you when you put it into follow mode.
  • You are no longer revealed when your pet changes action type. (thanks Creager)
  • Seekers of Adventure now ask to go to "a dungeon", instead of specific dungeons.
  • Escortable prisoners must now be double clicked to free them. Once freed, they will give their destination info and you can decide whether to accept the quest. They no longer ask to go to dungeons when freed. (thanks Scooter)

Items
  • Items are now always checked that they are in range, in line of sight and for action delays. This fixes an exploit in which items could be used through walls. All items should now properly apply an action delay when double clicked. This may seem like a small change but it can have wide ranging implications, so please do let me know if you notice an issue with ANY item not properly applying these checks, or if an item does not seem to function at all.
  • Double clicking on most types of uncooked food will now give you a target. Target a heat source to attempt to cook the food. Skillets are still available as you will need them to combine ingredients for now.
  • All newly created key rings weight 0 stones.
  • Some exceptions added to item range/LOS checks: Tillerman, Plank, House Sign, Door.
  • Trapped items may now be traded.
  • Trapped items no longer become untrapped when they are unlocked.
  • Update 11/5/14- Fixed a bug with the item delay patch which was causing the action delay to be triggered twice on snooping, meaning snooping did not function at all (since it never passed the second check).
  • Update 11/5/14- Kind of a nothing update - the dice and cup item now functions era accurately and give the correct messages. Just something for funsies, that I saw while playing around on the demo.

Combat
  • Your swing state can no longer advance unless you stop moving for 1 tick (0.25s). Turning counts as movement.
  • Update 11/5/14-Fixed a bug with forcing combat. When your character auto defends (tabs in) against a blue character that you have aggressed, you will no longer be eligible to be guard whacked. It does however, reset your aggressor timer. I have checked this behaviour against the T2A demo and it is consistent.
  • Update 11/5/14-Your stamina will no longer rapidly drain when are running below 5% stamina. Your current stamina level now has no effect on stamina loss. Some changes will be upcoming in regards to stamina regen and stamina loss.

Lockpicking
  • Having skill in detect hidden now lowers the minimum lockpicking skill required to pick chests.
  • You can no longer "spam pick" a chest. Lockpicking attempts can only be once every 3 seconds.

Housing and Guild Stones

Thanks to MadJack for bringing an issue with guildstones to light.

  • You can now demolish a house that still has a guild stone inside. If a guild stone that is not in a house is double clicked, the following happens:
    • If a guildstone is double clicked by the guild leader, a teleporter will be placed in the guildmaster's backpack.
    • If a guild member double clicks it, they will simply receive a message saying they should tell the guildmaster to move it as soon as possible.
    • If double clicked by any non-guild member, it will be moved to the internal map. If this happens and the guildmaster does not have a guild stone teleporter, the guildmaster will need to page a GM to get it back.


Misc
  • The messages when initiating taming have been corrected.
  • Vendors have been added to the "Masters of Illusion" building in Moonglow. (thanks Talia)
  • There is now a wandering healer near the Dungeon Wrong (thanks Blaise).
  • Spawners for Halloween creatures are now turned off. The current spawn will remain until it is killed off. On November 5 any remaining spawn will be cleared, as well as the "Halloween Stone" in the arena area. Holiday coins will be deleted at that point.
  • The 10 coin monthly platinum limit per account will now correctly apply. (thanks Baron)
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#2
A couple of issues identified with the patch:

  • Doors can not be used when they are arenotin LOS, which means that when you open them from inside, often you can't close them.
  • House signs are only usable from 2 tiles away.
  • You can't dry dock a boat unless the tillerman is 2 tiles away.

These have been fixed now and the main patch notes updated.

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#3
Cool! The prisoner fix is very much appreciated!

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#4
I find that in the small house I have, standing to the east of the entryway, you can 'see' the door to close it. This should suffice until the LoS from the entryway is corrected.





Thanks for the patch.

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#5
Ah, so that's what was going on with my house door this morning. Good to know, and glad this is going to get fixed before we get a large user population. Wink

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#6
Another issue has been identified with item delays, snooping is applying a double action delay, which means snooping can never be triggered.


Hate to restart 3 days in a row, but we will need another restart tomorrow to fix this, snooping is not just important to thieves, but is an integral skill in character building.


I knew this change would be troublesome from the start - at least once these issues are ironed out, item checks will be done and dusted. Thanks for everyone's patience.


The restart will be around 1pm EST.

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#7
That delay might be what I've been seeing with Razor's scavenger. I noticed last night that it was no longerworking, and I couldn't get it to pick up items reliably. Bet it's the delay.

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#8
Try setting the object delay in Razor like this and see if it helps (tick these options under "More Options).


[Image: aMVKfnx.png]

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#9
I had better sucess setting it at 1100-1200.

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#10
Adding a bit on top of the object delay for possible packet loss/ping variance can help. WIth a perfectly stable ping, theoretically 1000 should be perfect.

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