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Update [Dec 13 07] - Crafting and other misc stuff

Posted: Thu Dec 13, 2007 8:19 pm
by Red Squirrel
* Fixed a craft issue with talismans - talismans with exeptional bonus higher then craft bonus would actually decrease the chances.

* Realized the ML slayers were actually never dropping, fixed, so they will now appear as loot and on talismans.

* The named creature "Grobu" in the painted caves is now a wolf instead of a bear. The reason for this is the OSI quest clilocs refer to him as a wolf so there's a mismatch and it might cause confusion when the quest system is put in.

* Fixed chest of heirloom lock level. They will no longer spawn over the max lock level, which made them impossible to open.

* Runic crafted items as well as loot now has a 1% chance to get a property at 100% intensity. This means even with a low end kit, you can possibly craft something with a high intensity property.

* Crafting powerscrolls no longer drop in champ spawns, instead, they are given as rewards through the new quest driven bod system.

* Bod quest system timer has been lowered to a max of 100 minutes. (aprox 1:30 hours) Remember that giving bods will reset this timer.

* Tinkers can now give quests similar to the blacksmith ones (actually, its the exact same ones) but with different rewards, including runic tinker kits, these have way less charges then standard kits given there are less possible items to make, and these can be very powerful, so don't want them to totally overpower looted items.

* Corpse skin will now result in resists being -15 of the 70 cap, so extra fire/nox resist wont make corpse skin useless.

* Painspike now stops all but natural regeneration

* Paragons no longer spawn in Labyrinth. We found one quote about that a while back but decided that was not enough info to rely on, other sources make us think its not really supose to have paragons.

* Alchemy now gives bonus to potions on top of the EP cap. This is the calculation for EP value:

Code: Select all

		public static int GetEnhancePot(Mobile m)
		{
		int val=AosAttributes.GetValue( m, AosAttribute.EnhancePotions );
		
		int cap = 50 + (10*((int)(m.Skills[SkillName.Alchemy].Value/33)));
		
		if(val>cap)val=cap;		
		
		val+=(int)(m.Skills[SkillName.Alchemy].Value/5);
		
		return val;
		}
Archived topic from AOV, old topic ID:1876, old post ID:12191

Update [Dec 13 07] - Crafting and other misc stuff

Posted: Thu Dec 13, 2007 8:38 pm
by sliptongue69
Nice! Kaboom! Was kickin' shit with Dumples and it falled down go boom. :(

Archived topic from AOV, old topic ID:1876, old post ID:12192

Update [Dec 13 07] - Crafting and other misc stuff

Posted: Thu Dec 13, 2007 8:40 pm
by Death
sliptongue69 wrote:Nice! Kaboom! Was kickin' shit with Dumples and it falled down go boom. :(
lol what did it do now. Ah I see. Time to check the old crash log.

Archived topic from AOV, old topic ID:1876, old post ID:12193

Update [Dec 13 07] - Crafting and other misc stuff

Posted: Thu Dec 13, 2007 11:42 pm
by Logan
Red Squirrel wrote:* Fixed chest of heirloom lock level. They will no longer spawn over the max lock level, which made them impossible to open.
My GM Lockpicker never had difficulty in opening chests of heirloom. Nonetheless, perhaps this will help others. Someone, last week, was telling me in game that he can't open them with his GM Lockpicker.
Red Squirrel wrote:* Paragons no longer spawn in Labyrinth. We found one quote about that a while back but decided that was not enough info to rely on, other sources make us think its not really supose to have paragons.
Sweet! This is a relief. A paragon reptalon is a lot tougher than a paragon cu sidhe. I have no difficulty slaying the latter, but I always fail at paragon reptalons. After the Christmas Event, Dumples and I can camp Labyrinth to spawn colored ones. ^_^

Archived topic from AOV, old topic ID:1876, old post ID:12199

Update [Dec 13 07] - Crafting and other misc stuff

Posted: Thu Dec 13, 2007 11:48 pm
by Death
The range on the chest of heirlooms was going too high so there was a chance that it went a little too high to open. Besides, not many people open them anyways.

Also, as the paragons are gone from the labyrinth, the named creatures still exist which makes the labyrinth difficult enough. Hence why the paragons were removed. It's also foreshadowing future systems for the labyrinth.

Archived topic from AOV, old topic ID:1876, old post ID:12200

Update [Dec 13 07] - Crafting and other misc stuff

Posted: Fri Dec 14, 2007 12:51 am
by Logan
Yeah, the chest of heirlooms contain mostly junk. That minotaur quest (whatever it's called) sounds fun.

Archived topic from AOV, old topic ID:1876, old post ID:12202

Update [Dec 13 07] - Crafting and other misc stuff

Posted: Fri Dec 14, 2007 6:54 am
by sliptongue69
Logan wrote:Yeah, the chest of heirlooms contain mostly junk. That minotaur quest (whatever it's called) sounds fun.
Which is partly why I was so upset when they crippled lootpack. When I first joined Heirlooms had a chance to spawn a few items with like 7 mod max with 115% max intensity.

Archived topic from AOV, old topic ID:1876, old post ID:12205

Update [Dec 13 07] - Crafting and other misc stuff

Posted: Fri Dec 14, 2007 9:09 am
by Dumples
Seer Death wrote:The range on the chest of heirlooms was going too high so there was a chance that it went a little too high to open. Besides, not many people open them anyways.

Also, as the paragons are gone from the labyrinth, the named creatures still exist which makes the labyrinth difficult enough. Hence why the paragons were removed. It's also foreshadowing future systems for the labyrinth.
Yeah, the future changes to the labyrinth do sound exciting actually. I hope that the reptalons will still remain tamable there or possibly in a different location if needed.

Archived topic from AOV, old topic ID:1876, old post ID:12208

Update [Dec 13 07] - Crafting and other misc stuff

Posted: Fri Dec 14, 2007 11:50 am
by Death
Dumples wrote:
Seer Death wrote:The range on the chest of heirlooms was going too high so there was a chance that it went a little too high to open. Besides, not many people open them anyways.

Also, as the paragons are gone from the labyrinth, the named creatures still exist which makes the labyrinth difficult enough. Hence why the paragons were removed. It's also foreshadowing future systems for the labyrinth.
Yeah, the future changes to the labyrinth do sound exciting actually. I hope that the reptalons will still remain tamable there or possibly in a different location if needed.
Reptalons will always remain tameable there. It might be a bit easier to tamer them there now. I also added 1 extra spawn for reptalons as there were only 2 before. Beware though as rend exists near the entrance to the main minotaur city and he's a nasty piece of work.

The minotaur quests are in the works but you'll likely see kill quests or delivery quests first. They may not be exactly the same as osi because that takes a long time to code and research but they'll be quite similar and still have the same clilocs.

Archived topic from AOV, old topic ID:1876, old post ID:12219

Update [Dec 13 07] - Crafting and other misc stuff

Posted: Sat Dec 15, 2007 12:49 am
by theindigothief
Time to burn my frostwood runic!!!!!

Archived topic from AOV, old topic ID:1876, old post ID:12249

Update [Dec 13 07] - Crafting and other misc stuff

Posted: Sat Dec 15, 2007 3:33 am
by theindigothief
I pulled a 105 Bowcrafting PS from a champ scroll.

Archived topic from AOV, old topic ID:1876, old post ID:12251

Update [Dec 13 07] - Crafting and other misc stuff

Posted: Sat Dec 15, 2007 1:17 pm
by Red Squirrel
Oh right, good catch. Forgot to change it for the 105s.

Archived topic from AOV, old topic ID:1876, old post ID:12256