Update [Aug 11 07] - Misc Fixes and such

Stay up to date with shard happenings
Locked
User avatar
Red Squirrel
Posts: 29209
Joined: Wed Dec 18, 2002 12:14 am
Location: Northern Ontario
Contact:

Update [Aug 11 07] - Misc Fixes and such

Post by Red Squirrel »

*Supreme creature rate has been changed. They were spawning way too often, these are supose to be very rare. Even finding an easy one is rewarding simply due to its rarity.

*Fixed Supreme creature skill setting process, and added AI changement, so that they use the enhanced AI.

* Rabid Squirrels and dread squirrels now take 2 control slots. They will be globally changed as these can be abused a lot when used in packs. Stats maxes have been slightly increase as a compensation for this. Keep in mind these pets spawn with very variable stats.

*Fixed bug where revealing items that require to target (such as explosion potions and bolas) cancels the target even if not hidden.

*Fixed a bug in linked skill deeds where link goes null if player is deleted.

*Hydras and abcess is now vulnerable to reptile and snake slayer

*Focus now has 1.5 times more effect on mana and stamina regen.

*Med now has 1.5 times more effect on mana regen.

Archived topic from AOV, old topic ID:1102, old post ID:7221
Honk if you love Jesus, text if you want to meet Him!
User avatar
Death
Posts: 7919
Joined: Thu Sep 30, 2004 10:12 pm

Update [Aug 11 07] - Misc Fixes and such

Post by Death »

*Contaminating Slime (Masterpiece Resource), now drops on certain creatures related to poison.

*Pyrolisks will now attack if they see you instead of only attacking once targetted.

*These named creatures have had their stats/skills/hues changed to be more accurate: pyre, tangle, thrasher, saliva, coil.

*Enchanted bubbles summoned by water fiends in the Submersia Palace ruins have been toned down a bit HP wise. The regular spawns remain the same.

*Charybdis' base damage for hits has been slightly altered. Also, the bug where it did not have mana to do its special shots has been fixed and it can now do paralyzing blow and whirlwind as it was meant to have done.

*Exorcism can now be used on "ghost" monsters in doom or other dungeons. Exorcising has a chance of removing them.

*Submersia Palace ruins quest keys have had their timers reduced to 1hr and a half from 6 hours.

*Water necklace and palace key items will now tick every 20 minutes to save on processing.

*Jormundgand's Whirlwinds now varry in damage from low damage to high damage.

*Dreadhorn's loot pack has been altered to drop more loot than it previously did. Parrots will now also drop on its corpse

*Jormundgand and Dreadhorn will now drop random amounts of masterpiece resources on their corpse.

Archived topic from AOV, old topic ID:1102, old post ID:7222
User avatar
E.Machine
Posts: 620
Joined: Thu Dec 21, 2006 10:57 pm

Update [Aug 11 07] - Misc Fixes and such

Post by E.Machine »

so instead of 1 MR per 10 med its 1.5 mr per 10 med? so 3 for 20, 4.5 for 30, and so on?

Archived topic from AOV, old topic ID:1102, old post ID:7223
=A= Animosity
Nexus Graveheart
Posts: 487
Joined: Mon May 21, 2007 10:00 pm

Update [Aug 11 07] - Misc Fixes and such

Post by Nexus Graveheart »

Thank god that Dreadhorn's loot has been changed. That was the most anti-climactic battle I've ever fought. But I must say that the best battle I've ever had was today, versus a Supreme Plover. That was one pissed off bird.

Archived topic from AOV, old topic ID:1102, old post ID:7224
User avatar
Red Squirrel
Posts: 29209
Joined: Wed Dec 18, 2002 12:14 am
Location: Northern Ontario
Contact:

Update [Aug 11 07] - Misc Fixes and such

Post by Red Squirrel »

Yeah basically. So at 100 med instead of 10 mr its 15 gm focus is about 8 or so mr. But I noticed med is also affected by int in some way, I did not fully look at the formula, but its variable, so its not always 1.5mr per 10 med, it seems to change based on int as well as med. Like under GM its less effective then at GM. But to keep things simple the way I did it, having 100med is like having 150 med before the change. Same with focus. This goes for stam regen as well.

Archived topic from AOV, old topic ID:1102, old post ID:7225
Honk if you love Jesus, text if you want to meet Him!
User avatar
Death
Posts: 7919
Joined: Thu Sep 30, 2004 10:12 pm

Update [Aug 11 07] - Misc Fixes and such

Post by Death »

Nexus Graveheart wrote:Thank god that Dreadhorn's loot has been changed. That was the most anti-climactic battle I've ever fought. But I must say that the best battle I've ever had was today, versus a Supreme Plover. That was one pissed off bird.
lol I think we're all aware of dreadhorn's rage (Seriously, that is one pissed off unicorn). The peerless loot packs will be actively tweaked and changed to make it worth fighting. After all, they take a good 1 - 2 hrs to kill. My worst supreme yet was probably the china pk one in fel but I think ryan left that behind. The changeling paragon supreme was rather nasty too.

Archived topic from AOV, old topic ID:1102, old post ID:7226
User avatar
E.Machine
Posts: 620
Joined: Thu Dec 21, 2006 10:57 pm

Update [Aug 11 07] - Misc Fixes and such

Post by E.Machine »

lol okay i hate to keep bringing this up but....

targetting works great now with the explosion pots. However, they now do 0 damage when they hit their target. Was fighting a couple argentinians in buc's tonight, and they didn't even take off 1 hit point. just exploded on them.

Archived topic from AOV, old topic ID:1102, old post ID:7230
=A= Animosity
User avatar
Death
Posts: 7919
Joined: Thu Sep 30, 2004 10:12 pm

Update [Aug 11 07] - Misc Fixes and such

Post by Death »

E.Machine wrote:lol okay i hate to keep bringing this up but....

targetting works great now with the explosion pots. However, they now do 0 damage when they hit their target. Was fighting a couple argentinians in buc's tonight, and they didn't even take off 1 hit point. just exploded on them.
lol it's good that you keep bringing it up if there are still problems with them. We don't know about these things unless somebody mentions them or we find them out for ourselves.

Archived topic from AOV, old topic ID:1102, old post ID:7231
User avatar
E.Machine
Posts: 620
Joined: Thu Dec 21, 2006 10:57 pm

Update [Aug 11 07] - Misc Fixes and such

Post by E.Machine »

Bartok wrote:
E.Machine wrote:lol okay i hate to keep bringing this up but....

targetting works great now with the explosion pots. However, they now do 0 damage when they hit their target. Was fighting a couple argentinians in buc's tonight, and they didn't even take off 1 hit point. just exploded on them.
lol it's good that you keep bringing it up if there are still problems with them. We don't know about these things unless somebody mentions them or we find them out for ourselves.
well I was mainly upset because I had the one guy completely by surprise.... Fukiya from hiding, popped out with a paralyzing blow, throw explo, death strike + hit + hit lightning, he ran away with 5 hit points... if that thing had of worked, i'd be laughing lol

Archived topic from AOV, old topic ID:1102, old post ID:7233
=A= Animosity
User avatar
Red Squirrel
Posts: 29209
Joined: Wed Dec 18, 2002 12:14 am
Location: Northern Ontario
Contact:

Update [Aug 11 07] - Misc Fixes and such

Post by Red Squirrel »

yeah thats odd I'll ahve to check that out, they should at least be doing like 5 damage in pvp, more if you have EP/alchemy or both

Archived topic from AOV, old topic ID:1102, old post ID:7234
Honk if you love Jesus, text if you want to meet Him!
User avatar
E.Machine
Posts: 620
Joined: Thu Dec 21, 2006 10:57 pm

Update [Aug 11 07] - Misc Fixes and such

Post by E.Machine »

Red Squirrel wrote:yeah thats odd I'll ahve to check that out, they should at least be doing like 5 damage in pvp, more if you have EP/alchemy or both
50 EP, GM Alchemy Sir. Greater Explo pots.

Archived topic from AOV, old topic ID:1102, old post ID:7236
=A= Animosity
dprantl
Posts: 1048
Joined: Wed Feb 07, 2007 11:41 pm

Update [Aug 11 07] - Misc Fixes and such

Post by dprantl »

Bartok wrote:*Submersia Palace ruins quest keys have had their timers reduced to 1hr and a half from 6 hours.
That's too little. Today by the time I managed to get a key off leviath after respawning him a couple of times, my dolphinus key was half expired already...

Archived topic from AOV, old topic ID:1102, old post ID:7244
User avatar
Gaiava Arkkaza
Posts: 834
Joined: Tue Dec 12, 2006 10:19 pm

Update [Aug 11 07] - Misc Fixes and such

Post by Gaiava Arkkaza »

dprantl wrote:
Bartok wrote:*Submersia Palace ruins quest keys have had their timers reduced to 1hr and a half from 6 hours.
That's too little. Today by the time I managed to get a key off leviath after respawning him a couple of times, my dolphinus key was half expired already...
No soloing for us, huh? :< But think thats the idea, so you'd need a team to pick all the keys in time.

Archived topic from AOV, old topic ID:1102, old post ID:7246
Brunus
User avatar
Death
Posts: 7919
Joined: Thu Sep 30, 2004 10:12 pm

Update [Aug 11 07] - Misc Fixes and such

Post by Death »

The idea is to have enough people to get the keys in time. It will take teamwork to get all the keys. The named have a 1 in 3 chance of dropping a key and they respawn quickly. Nevertheless, I will go in there and test the keytimers to make sure they don't expire too quickly.

Archived topic from AOV, old topic ID:1102, old post ID:7260
Locked