September 26, 2011 - New server core, patch support and misc
Posted: Mon Sep 26, 2011 6:06 pm
Here's a list of patch notes:
* Converted save system from time interval based serialized file to real time serialized SQL rows. This system is slighly more cpu intensive due to the fact that it is real time (continuously saving in the background) but creates a non stop gaming experience as there are no world saves. Changes are saved on the fly in a queue system. Note that in the event of a crash or bad server shutdown there is still the possibility of a revert, but it should be small. There is a minor lag issue that is being looked into, as it does freeze every now and then. (Seems to do it about 5 times a day on average, it's very random)
* Added 7th character slot
* Added support for patch 7.0.18.0 (Patch 95) (Tons of packet/tile/etc changes from 6.0.12.4). 7.0.18.0 (Patch 95) is now required to play on AOV and AOV TC1. The enhanced UOSA client is not yet supported in full so we recommend the classic UO client.
* Added Ter Mur Map and support for the new tiles. This is not yet player accessible. There is no ETA on when we will open up Ter Mur and UOSA content but there may be some teasers.
* Added basic support for Gargoyle race. It is currently disabled and will default to elf if chosen, there are no immediate plans to release this, but the support is there if ever we need it.
* Added support for SA housing tiles except for doors (to be done in a later patch). There are a few where it will not let you pick them, this will be looked into at a later time. Players can use the supported tiles in their houses if they wish.
* Quest button on paperdoll now works, as does the quest system (Existing classic quests still use the old system and will need to be converted over at a later date). The new quest system NPCs will be spawned gradually as they are individually tested and scaled for accuracy. Old quest NPCs will likely be converted over (Solen hive quests, the acid slime quest etc).
* Changed character creation process a bit. Instead of picking a location, it just says "default". Unless the character class chosen has a special quest (ex: necro) all new chars end up in Haven. Eventually all newbie quests will be in haven but for now we're sticking with the classics.
* Fixed plants so they are no longer checked at server restart. They are now checked hourly. The grow rates are not affected by this, however their state can now change within the hour instead of within the next restart.
* Fixed a bug with poisoning and mortal strike that would have caused some strange things to happen in game.
* Added a few creature blood effects. Currently Earth Elementals, Fire Elementals and Exodus Minions have creature effects. More will be periodically added during patches.
* Seeds are now stack able. Existing seeds can be stacked together by plant type and color (This is done automatically when they are stacked).
* Item decay (items left on the ground) now happens in 48 hours instead of 1 hour. Note that there may be exceptions to this depending on the item. Since item decay used to happen during the world saves it was not noticeable. In order to avoid making it noticeable now, the cleanup happens in chunks. It will only do a set amount of items in one shot. It is possible for it to backlog causing items to not decay for much longer than they should. This should not really be a big deal as item count is less of a concern now with the new storage system. If cities become too cluttered we will deal with that issue another way. Players are encouraged to simply use the garbage bins available in towns.
* There have been a lot of artifact changes, please see this post for full details. The artifact changes were done for numerous reasons related to overpowered VS underpowered, over all use, which artifact system they drop in and player feedback. The changes are listed here:
http://www.uovalor.com/forum/viewtopic. ... 02&start=0
All existing artifacts in the game will be converted over on reload. This is most likely a one time event, unless there is a revert where we are required to reload before they were changed.
* Added server side duplicate map instances which will be used for future events, and possibly custom dungeon areas. This gives us more land mass to play with.
* Added some housing restrictions dealing with new land masses and land mass changes (Isle of Fire volcano and New Magincia).
* Meraktus the Minotaur champion spawn has been coded. This is coded slightly different than OSI to provide greater benefits to doing the champion spawn as well as to control spawn inside the labyrinth. The champion altar will be added to the labyrinth once the developers determine it is ready for release. There will most likely be some trial runs in game.
* Added UO anniversary cakes that players can celebrate Ultima Online's 14th birthday.
Archived topic from AOV, old topic ID:6020, old post ID:36328
* Converted save system from time interval based serialized file to real time serialized SQL rows. This system is slighly more cpu intensive due to the fact that it is real time (continuously saving in the background) but creates a non stop gaming experience as there are no world saves. Changes are saved on the fly in a queue system. Note that in the event of a crash or bad server shutdown there is still the possibility of a revert, but it should be small. There is a minor lag issue that is being looked into, as it does freeze every now and then. (Seems to do it about 5 times a day on average, it's very random)
* Added 7th character slot
* Added support for patch 7.0.18.0 (Patch 95) (Tons of packet/tile/etc changes from 6.0.12.4). 7.0.18.0 (Patch 95) is now required to play on AOV and AOV TC1. The enhanced UOSA client is not yet supported in full so we recommend the classic UO client.
* Added Ter Mur Map and support for the new tiles. This is not yet player accessible. There is no ETA on when we will open up Ter Mur and UOSA content but there may be some teasers.
* Added basic support for Gargoyle race. It is currently disabled and will default to elf if chosen, there are no immediate plans to release this, but the support is there if ever we need it.
* Added support for SA housing tiles except for doors (to be done in a later patch). There are a few where it will not let you pick them, this will be looked into at a later time. Players can use the supported tiles in their houses if they wish.
* Quest button on paperdoll now works, as does the quest system (Existing classic quests still use the old system and will need to be converted over at a later date). The new quest system NPCs will be spawned gradually as they are individually tested and scaled for accuracy. Old quest NPCs will likely be converted over (Solen hive quests, the acid slime quest etc).
* Changed character creation process a bit. Instead of picking a location, it just says "default". Unless the character class chosen has a special quest (ex: necro) all new chars end up in Haven. Eventually all newbie quests will be in haven but for now we're sticking with the classics.
* Fixed plants so they are no longer checked at server restart. They are now checked hourly. The grow rates are not affected by this, however their state can now change within the hour instead of within the next restart.
* Fixed a bug with poisoning and mortal strike that would have caused some strange things to happen in game.
* Added a few creature blood effects. Currently Earth Elementals, Fire Elementals and Exodus Minions have creature effects. More will be periodically added during patches.
* Seeds are now stack able. Existing seeds can be stacked together by plant type and color (This is done automatically when they are stacked).
* Item decay (items left on the ground) now happens in 48 hours instead of 1 hour. Note that there may be exceptions to this depending on the item. Since item decay used to happen during the world saves it was not noticeable. In order to avoid making it noticeable now, the cleanup happens in chunks. It will only do a set amount of items in one shot. It is possible for it to backlog causing items to not decay for much longer than they should. This should not really be a big deal as item count is less of a concern now with the new storage system. If cities become too cluttered we will deal with that issue another way. Players are encouraged to simply use the garbage bins available in towns.
* There have been a lot of artifact changes, please see this post for full details. The artifact changes were done for numerous reasons related to overpowered VS underpowered, over all use, which artifact system they drop in and player feedback. The changes are listed here:
http://www.uovalor.com/forum/viewtopic. ... 02&start=0
All existing artifacts in the game will be converted over on reload. This is most likely a one time event, unless there is a revert where we are required to reload before they were changed.
* Added server side duplicate map instances which will be used for future events, and possibly custom dungeon areas. This gives us more land mass to play with.
* Added some housing restrictions dealing with new land masses and land mass changes (Isle of Fire volcano and New Magincia).
* Meraktus the Minotaur champion spawn has been coded. This is coded slightly different than OSI to provide greater benefits to doing the champion spawn as well as to control spawn inside the labyrinth. The champion altar will be added to the labyrinth once the developers determine it is ready for release. There will most likely be some trial runs in game.
* Added UO anniversary cakes that players can celebrate Ultima Online's 14th birthday.
Archived topic from AOV, old topic ID:6020, old post ID:36328