Update [Mar 13 08] - Tons of tweaks, fixes and more
Posted: Thu Mar 13, 2008 7:22 pm
* Weapon/book slayers and talisman slayers no longer stack
* Wither damage has been changed. It is higher based on amount of targets. (more targets = more damage)
* Weapon damage/speed calculations have been tweaked. STR and Stam now have better effect on damage/speed. Ex: instead of needing 40 str to hit cap, you now need 150. On certain weapons you can get away with lower str/dex depending on base damage/speed. Before you could easily hit the caps with low enough stats, making stat scrolls and stat manipulation pretty much useless.
* AoA formula has been slightly changed
* ML artifact drop formula has been changed a bit, for peerless bosses.
* ML peerless recipe drop system has been changed. There are 3 levels (see contentDB) and most can also drop through the craft quests.
* Reflect physical has been capped at 50%. Probably no way to hit that, but just in case
* Ball of pet summoning now requires to be in backpack to be used
* Scissors cannot cut stuff that is locked down
* Did minor tweaks to spell recovery code, this should not be noticable
* Fixed minor duping bug (duping items not working properly, not a duping flaw, but gm command issue). Mostly effected staff, but also changeling did not use right hues when turning into you which was related to this bug.
* Damage increase cap has been increased from %300 to 350% (this counts DI property, EO1, slayers, pack instinct on creatures etc)
* Magery SDI cap has been increased from 300 to 350. (this counts slayers, SDI etc)
* Mobs that have over 100 of a resist will actually get healed by that damage type. The % healed will depend on the % of that damage type (ex: 50% fire weapon), the damage inflicted, and the % of resist over 100.
The calculation is as follows:
totalHeal is deducted from the inflicted damage, if there is more remaining, then it actually heals the mob. But lets say you hit humus with a 50% cold and 50% fire wep, the cold will probably do more damage then the fire will heal, so it will just reduce the damage instead.
*Weapon damage/speed caps have been changed as follows, by skill:
(damage cap applies only to pvp)
(skill, delay, raw damage)
Fencing: 1.25s , 80 damage
Swords: 1.5s, 90 damage
Macing: 1.75s, 120 damage
Archery: 1.5s. 80 damage
Melee skills were all 1.5s and 70 damage before, archery was 1.75s. These per class differences give better value to each class.
* Weapon speed display has been changed to the new OSI format, and all weapons have been updated to have the correct speed ratings. Some weapons may be faster/slower then before.
* SSI cap has been raised from 60 to 70. (this counts SSI property as well as other bonuses like reaper form, divine fury etc)
* Fixed house placement bug involving rubble. The owner of a demolished house can place over the rubble, but no one else can. This used to work, but stopped. Now it works again.
* Bonded pets are now harder to loose due to going wild. Their loyalty drops slower, and they will never go wild if their master is in view.
* Pets now have a chance to loose loyalty if they are damaged and their master cannot be seen.
* Pets gain some loyalty when they are vetted (with vet skill) by their owner.
* Essense of wind and thunderstorm effect duration has been increased (3x arcane power as before, so level 6 is like level 24 in for duration)
* Wild AWs have been bumped and are more powerful then before.
* Mobile spawns now have OSI like animations (earth elementals coming out of the ground, etc)
* Peerless entry proceedure is now a bit different. Key user gets a gump to confirm, clicks ok, gets teleported, then everyone in the party gets a gump similar to the gauntlet confirm one. The members have 1 minute to respond to the gump and are then sent to the peerless.
* Reusable master peerless keys no longer exist (they were not actually reusable as they decay, and have no purpose even if they were reusable)
* Monster corpse decay time has been increased from 7 minutes to 12 minutes
* Explosion potions now work differently. If you double click when its on the ground, it sets off the explosion timer right away and does not give a target. They also have a 1 sec timer between use.
* Defence Mastery special shot now allows to go over the physical resist cap, up to 150. So on top of your bonus, your armor above 70 can possibly make you imune to physical attacks. If you reach over 100 physical resist physical attacks will actually heal you based on how much you are over 100 ((resist-100)%). This is not the case on OSI, but we found this special totally useless, given everyone has 70 physical anyway.
* Moving shot now gives a slightly better chance to hit, giving it more use.
* Dual Weild now automaticly gives you max swing speed bonus
* Nerve strike is now unbreakable, but resistable for about 30 seconds (this will effect any other paralyzing move)
* Force of nature now adds +20 poison damage and +20 physical damage to weapon elemental damage. So if you're using a wep with 100% physical it will actually inflict 120% physical and 20% poison
* Did lot of other misc tweaks to special shots, note that some are not as per OSI but thats our choice (some seemed useless, so we made them more useful)
* Golem controllers no longer get damaged when their golem gets damaged. This gives more value to using them as a crafter.
* Spells that normally cannot be casted in towns can now be casted in felucca. (ex: fields, summons)
* Fixed house bug enabling to get a glacial deed placed in your backpack.
To reproduce this, 1 char transfers a house to another char, but before accepting the trade, demo the house, then have one person walk away.
* When transfering ML creatures, the proper item ID will now show in the transfer gump, instead of the default ball icon. Also, the transfer item will be with the same hue as the creature.
* Ethereal voyage as well as embracing honor now work properly. (mobs wont target you)
* Some new potions have been added: Conflagaration (creates area fire), Invisibility, and Confusion (makes combatants "forget" about you)
* You can now start to tame pets from 5 tiles away, like OSI
* A system to track of "delay use" items has been coded and implemented here and there throughough the code base. The plan is to move lot of delay based items to this system as its more efficient and easier to use. A few items that had no delay were added to this system.
* Did a ton of other smaller misc tweaks, fixes, etc, that were not documented
* Wild whipping vines no longer drop decorative vines as loot. This is as an incentive to taking up gardening. By harvesting green thorns, you are able to summon up whipping vines that have the vines.
* Citadel monster looks slightly altered to match a little more closely. Also, the three citadel bosses (High execution, master thief and grand mage) are not classified as "named" creatures so they will give a UOML artifact chance upon death.
As this is a big update, there is a bigger chance of possible issues. Please report any issues you may find.
Archived topic from AOV, old topic ID:2480, old post ID:15715
* Wither damage has been changed. It is higher based on amount of targets. (more targets = more damage)
* Weapon damage/speed calculations have been tweaked. STR and Stam now have better effect on damage/speed. Ex: instead of needing 40 str to hit cap, you now need 150. On certain weapons you can get away with lower str/dex depending on base damage/speed. Before you could easily hit the caps with low enough stats, making stat scrolls and stat manipulation pretty much useless.
* AoA formula has been slightly changed
* ML artifact drop formula has been changed a bit, for peerless bosses.
* ML peerless recipe drop system has been changed. There are 3 levels (see contentDB) and most can also drop through the craft quests.
* Reflect physical has been capped at 50%. Probably no way to hit that, but just in case
* Ball of pet summoning now requires to be in backpack to be used
* Scissors cannot cut stuff that is locked down
* Did minor tweaks to spell recovery code, this should not be noticable
* Fixed minor duping bug (duping items not working properly, not a duping flaw, but gm command issue). Mostly effected staff, but also changeling did not use right hues when turning into you which was related to this bug.
* Damage increase cap has been increased from %300 to 350% (this counts DI property, EO1, slayers, pack instinct on creatures etc)
* Magery SDI cap has been increased from 300 to 350. (this counts slayers, SDI etc)
* Mobs that have over 100 of a resist will actually get healed by that damage type. The % healed will depend on the % of that damage type (ex: 50% fire weapon), the damage inflicted, and the % of resist over 100.
The calculation is as follows:
Code: Select all
if(resPhys>100 && phys>0)totalHeal += damage * phys * (resPhys-100);
if(resFire>100 && fire>0)totalHeal += damage * fire * (resFire-100);
if(resCold>100 && cold>0)totalHeal += damage * cold * (resCold-100);
if(resPois>100 && pois>0)totalHeal += damage * pois * (resPois-100);
if(resNrgy>100 && nrgy>0)totalHeal += damage * nrgy * (resNrgy-100);
totalHeal /= 10000;
if(totalHeal>totalDamage)
{
totalHeal-=totalDamage;
totalDamage=0;
}
else
{
totalDamage-=totalHeal;
totalHeal=0;
}
*Weapon damage/speed caps have been changed as follows, by skill:
(damage cap applies only to pvp)
(skill, delay, raw damage)
Fencing: 1.25s , 80 damage
Swords: 1.5s, 90 damage
Macing: 1.75s, 120 damage
Archery: 1.5s. 80 damage
Melee skills were all 1.5s and 70 damage before, archery was 1.75s. These per class differences give better value to each class.
* Weapon speed display has been changed to the new OSI format, and all weapons have been updated to have the correct speed ratings. Some weapons may be faster/slower then before.
* SSI cap has been raised from 60 to 70. (this counts SSI property as well as other bonuses like reaper form, divine fury etc)
* Fixed house placement bug involving rubble. The owner of a demolished house can place over the rubble, but no one else can. This used to work, but stopped. Now it works again.
* Bonded pets are now harder to loose due to going wild. Their loyalty drops slower, and they will never go wild if their master is in view.
* Pets now have a chance to loose loyalty if they are damaged and their master cannot be seen.
* Pets gain some loyalty when they are vetted (with vet skill) by their owner.
* Essense of wind and thunderstorm effect duration has been increased (3x arcane power as before, so level 6 is like level 24 in for duration)
* Wild AWs have been bumped and are more powerful then before.
* Mobile spawns now have OSI like animations (earth elementals coming out of the ground, etc)
* Peerless entry proceedure is now a bit different. Key user gets a gump to confirm, clicks ok, gets teleported, then everyone in the party gets a gump similar to the gauntlet confirm one. The members have 1 minute to respond to the gump and are then sent to the peerless.
* Reusable master peerless keys no longer exist (they were not actually reusable as they decay, and have no purpose even if they were reusable)
* Monster corpse decay time has been increased from 7 minutes to 12 minutes
* Explosion potions now work differently. If you double click when its on the ground, it sets off the explosion timer right away and does not give a target. They also have a 1 sec timer between use.
* Defence Mastery special shot now allows to go over the physical resist cap, up to 150. So on top of your bonus, your armor above 70 can possibly make you imune to physical attacks. If you reach over 100 physical resist physical attacks will actually heal you based on how much you are over 100 ((resist-100)%). This is not the case on OSI, but we found this special totally useless, given everyone has 70 physical anyway.
* Moving shot now gives a slightly better chance to hit, giving it more use.
* Dual Weild now automaticly gives you max swing speed bonus
* Nerve strike is now unbreakable, but resistable for about 30 seconds (this will effect any other paralyzing move)
* Force of nature now adds +20 poison damage and +20 physical damage to weapon elemental damage. So if you're using a wep with 100% physical it will actually inflict 120% physical and 20% poison
* Did lot of other misc tweaks to special shots, note that some are not as per OSI but thats our choice (some seemed useless, so we made them more useful)
* Golem controllers no longer get damaged when their golem gets damaged. This gives more value to using them as a crafter.
* Spells that normally cannot be casted in towns can now be casted in felucca. (ex: fields, summons)
* Fixed house bug enabling to get a glacial deed placed in your backpack.
To reproduce this, 1 char transfers a house to another char, but before accepting the trade, demo the house, then have one person walk away.
* When transfering ML creatures, the proper item ID will now show in the transfer gump, instead of the default ball icon. Also, the transfer item will be with the same hue as the creature.
* Ethereal voyage as well as embracing honor now work properly. (mobs wont target you)
* Some new potions have been added: Conflagaration (creates area fire), Invisibility, and Confusion (makes combatants "forget" about you)
* You can now start to tame pets from 5 tiles away, like OSI
* A system to track of "delay use" items has been coded and implemented here and there throughough the code base. The plan is to move lot of delay based items to this system as its more efficient and easier to use. A few items that had no delay were added to this system.
* Did a ton of other smaller misc tweaks, fixes, etc, that were not documented
* Wild whipping vines no longer drop decorative vines as loot. This is as an incentive to taking up gardening. By harvesting green thorns, you are able to summon up whipping vines that have the vines.
* Citadel monster looks slightly altered to match a little more closely. Also, the three citadel bosses (High execution, master thief and grand mage) are not classified as "named" creatures so they will give a UOML artifact chance upon death.
As this is a big update, there is a bigger chance of possible issues. Please report any issues you may find.
Archived topic from AOV, old topic ID:2480, old post ID:15715