* Green thorns now spawn something, fun, in lava. (hint: try tokuno volcano)
* Added some new ethereal vet rewards. Some at 180 days and some at 210.
* Added two new vet rewards, a 2 house slot deed and 3 house slot deed. The 2 slot one gives your account 2 house slots and the 3 slot one gives it 3. (does not add up, so you cant use a 2 slot to get 3 then use a 3 to get 6).
9 months for the 2 slot, and 24 months for the 3 slot. Yeah I know 24 months is a lot, but think about it, thats like 3 houses per account.

* Disarm now has a 10 sec imunity period. If an imune user performs a disarm, the immunity is removed. Ex:
Player A disarms player B. player B cannot be disarmed by anyone else for 10 seconds. If player B disarms another player, then player B can be disarmed even if its been less then 10 seconds.
* Runed Switches now charge magic wands (not fireworks wands, but the ones that you find in chests)
* Tracking is no longer needed to perform any ninjitsu abilities.
* Backstab and supprise attack now give a 5 sec delay before being able to use a hiding ability
* Deathstrike damage has been simplified to only take into account ninjitsu and distance moved. The OSI deathstrike formula is something you would see on a year 6 university level calculus exam as a bonus question. No reason to make a spell this complicated to use.
* Deathstrike damage cap has been raised to 60 if the player runs and 20 if player stands still.
* Some damage caps have been changed. DS can now actually do 60 if the player runs. The direct damage cap has been moved. This *should not* affect anything but please report if you see anything not right. Tthings that are capped at 35 should already be capped in their own code, so there was no use having it twice.
* Stealth now requires at least 80 hiding skill, and has a 2nd skill check based on hiding. Hiding at 100 will give you regular stealth chance.
* Did lot of other various formula tweaks to ninja abilities and fixed other functional issues
* Fixed bug with vendors not allowing blues to buy in fel
* Changed a few rules in the area spell harm calculation. Karma/criminal/murderer status no longer has effect on whether an area spell hits a non aggressive creature. So area spells will now hit all creatures that are not tame. If they're tame then it will check the rules against that creature's control or summon master. If the controller happens to be a creature then it just keeps going down the chain. But normally the controller will be a player. So in trammel area spells wont hit pets, but in fel it might, if the player is criminal, murderer etc...
* Fixed bug where monster used bandages got stuck in the internal map. This contributed to over 1 million items on the server. Decided to investigate why bandages where the #1 item on the server and found this out. World saves should be noticibly shorter now.
* Fixed a small bug in spell targetting (fields, summons, etc saying location blocked when really its not)
* Gate travel now works at the gate library books
* Server wars has been moved back to 8:00PM so I can tend to the server if something goes wrong. Also the actual server wars period has been removed, it will just be a 5 minute warning, a save followed by an immediate reboot. So you can get back playing within minutes. (a typical reboot takes about 1 minute, maybe 2-3 if theres an update)
Archived topic from AOV, old topic ID:2610, old post ID:16644