Update [August 10 08] - Misc fixes, AI, quests etc
Posted: Sun Aug 10, 2008 8:07 pm
* Heartwood Vendors now sell all their items
* Fixed sounds for whirlwind special shot.
* Monster/Mobile Changes:
- Bake Kitsune: Rage attack increased slightly. Polymorphs into npcs sometimes to confuse the target.
- Bronze Elemental: Steam Attack.
- Deathwatch Beetles/hatchlings: Neutral. Will not attack until targeted.
- Fire Gargoyle: Fire Aura
- Ice Elemental: Cold Aura
- Juka Lord: Remove bandage text, convert to super_AI functionality.
- Lava Serpent: Fire Aura
- Prism of Light Mobiles: Spawn in random crystal hues
- Snow Elemental: Cold Aura
- Valorite Elemental: Steam Attack
- Winter Reaper: Cold Aura converted to new system
- Harrower: No longer teleport to players
- Lady Melisande: Cliloc fix for "putrid nausea"
* Fixed momentum strike sound. When used with a bow, it will no longer make the sound of a blade but a sound more appropriate for bows.
* Fixed momentum strike with bows. It will now hit the appropriate targets and not the one hit with the arrow and the one that's closest to the attacker.
* Fixed some pet AI issues
* Did some core system changes to tidy up some code as well as help in future quests.
* Did some cleanup in the code that controls travel restrictions on certain items (recall, gate travel etc)
* Coded some core system stuff in order to start working on ML/Custom quests.
* Revamped lot of the code for bod quests rewards. Also added gold and other rewards to the mix.
* Poweder of fortification can now be used on other powder bottles to transfer charges up to 50 charges per bottle
* Humans now get a bit more resources per harvest "hit" (a pickaxe hit, or an axe swing)
* There is now more chance of getting colored resources in fel. So the colored chances are in this order:
1 Human
2 Elf
3 Human in fel
4 Elf in Fel
Where 1 is lowest chance and 4 is highest chance.
A human in fel will get about the same chances as an elf in trammel.
Note some of this stuff still needs to be tested further (percentages mostly) so chances of getting certain resources or bod rewards may vary. While we did do some testing, its easier to see on a bigger scale if it still needs tweaking.
Archived topic from AOV, old topic ID:3477, old post ID:22340
* Fixed sounds for whirlwind special shot.
* Monster/Mobile Changes:
- Bake Kitsune: Rage attack increased slightly. Polymorphs into npcs sometimes to confuse the target.
- Bronze Elemental: Steam Attack.
- Deathwatch Beetles/hatchlings: Neutral. Will not attack until targeted.
- Fire Gargoyle: Fire Aura
- Ice Elemental: Cold Aura
- Juka Lord: Remove bandage text, convert to super_AI functionality.
- Lava Serpent: Fire Aura
- Prism of Light Mobiles: Spawn in random crystal hues
- Snow Elemental: Cold Aura
- Valorite Elemental: Steam Attack
- Winter Reaper: Cold Aura converted to new system
- Harrower: No longer teleport to players
- Lady Melisande: Cliloc fix for "putrid nausea"
* Fixed momentum strike sound. When used with a bow, it will no longer make the sound of a blade but a sound more appropriate for bows.
* Fixed momentum strike with bows. It will now hit the appropriate targets and not the one hit with the arrow and the one that's closest to the attacker.
* Fixed some pet AI issues
* Did some core system changes to tidy up some code as well as help in future quests.
* Did some cleanup in the code that controls travel restrictions on certain items (recall, gate travel etc)
* Coded some core system stuff in order to start working on ML/Custom quests.
* Revamped lot of the code for bod quests rewards. Also added gold and other rewards to the mix.
* Poweder of fortification can now be used on other powder bottles to transfer charges up to 50 charges per bottle
* Humans now get a bit more resources per harvest "hit" (a pickaxe hit, or an axe swing)
* There is now more chance of getting colored resources in fel. So the colored chances are in this order:
1 Human
2 Elf
3 Human in fel
4 Elf in Fel
Where 1 is lowest chance and 4 is highest chance.
A human in fel will get about the same chances as an elf in trammel.
Note some of this stuff still needs to be tested further (percentages mostly) so chances of getting certain resources or bod rewards may vary. While we did do some testing, its easier to see on a bigger scale if it still needs tweaking.
Archived topic from AOV, old topic ID:3477, old post ID:22340