Page 1 of 3
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 7:21 pm
by Red Squirrel
*Wraith form fire penalty is now -5, not -25 and gives a physical resist bonus of 15 not 10. (as per OSI)
*Added in the new AI I've been working on. Ran into various issues such as it spamming spells too fast resulting in lot of them not actually fully casting, and other such issues. I think I cleared most of them, and I have switched the following creatures to use this AI, please report any issues:
- Elite Ninja (uses ninjitsu spells)
- Ronin (uses bushido spells)
- holy squirrels (uses chiv + magery)
- Vorpal chicken
- Lich
- DF
- Storm trooper
- Hell scout
- changeling (these will be even more fun now)
- more that I might have missed listing here
*Holy squirrels now heal their owners with chivalry spells: clense by fire, close wounds and noble sacrifice. It will also do the same to positive karma people who come near. They now take 3 slots as their special ability is much more effective towards its owner.
*Barracoon now has a teleport ability, and small chance to summon rats even with spells. His name will also be that of a ratman when he polymorphs himself near his death
*rikktor now has 100 wrestling, magery, and eval int
*Gaunt now has a guaranteed arty system. Every time you kill a gauntlet boss, your chance to get an artifact increases by 0.1% up to a maximum of 10%. When you get an artifact it resets.
*Swing speed penalties (faint, essence of wind, disco, etc) are now added after the swing speed cap is applied. This will give more use to the specials which are meant to reduce swing speed, as they will reduce it no matter how much SSI/stamina the victim has.
*Played around with loot related scripts. Loot *should* be better now, with luck.
*Moonstones now work anywhere within tram or fel (depending on type), exept for in dungeons
*Moonstone moongates enable anyone to enter, however, murderers cannot invoke a gate
*Champions on any facet now have a small chance to drop champion specific artifacts. See this thread for more details:
http://www.uovalor.com/forum/viewtopic.php?t=783
Note that these artifacts go in the loot, not in your backpack. This is intentional to make it harder as you can't just "run and hide" but have to go check the loot before ninjas do.
*Spellweaving scrolls are now white and easier to spot in monster loot (only way to get certain scrolls)
*Magic arrow and explosion "Anti spam" code is now fixed. However its been fixed a little differently. It is now global to the target, so lets say 2 people cast MA or explosion on the same target, one of them will cancel out. They will continue canceling out until the target did not receive that spell for a certain amount of time in seconds. (1 sec for MA, 3 sec for explosion)
*Serado now does a lightning area attack similar to the poison
*Cu Sidhes now actually use the healing skill, rather then the fake lazy healing code it had. (which was not dependent on anything - just random hp increase). They will also try to rez you, and if their anatomy and healing is high enough, they will succeed. (I've heard various stories on if they should or not, I'll just make it possible, because its cool to have a pet that rezes you
)
*chaos steed now does 50% chaos damage and 100% chaos breath
*[artychance on/off value is now retained after a server reboot
*AoAs now use a guaranteed artifact system similar to gaunt. You get up to 5 credits per kill depending on the fame. Each total credit adds 0.001 to the modifyer value, which the base chance is timed by to calculate the final chance
*Under skills menu in animal lore, there is now a button that will bring up the "Admin skill gump" which will allow you to view all skills of a mobile (but not change). If you are the owner, you will be able to lock skills or point them down as well. This is the only way to view certain skills such as necro and chiv.
*There is a whole new set of leviathan artifacts to replace the common martys. They can be viewed here:
http://www.uovalor.com/forum/viewtopic.php?t=782
Archived topic from AOV, old topic ID:781, old post ID:4854
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 7:29 pm
by Gaiava Arkkaza
Great update, except for the magery part.
Archived topic from AOV, old topic ID:781, old post ID:4855
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 7:38 pm
by Death
Also, the new leviathan artifacts are in game as of this update.
Archived topic from AOV, old topic ID:781, old post ID:4857
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 8:01 pm
by Red Squirrel
lol magery part was needed. I don't want MA turret guns.
Archived topic from AOV, old topic ID:781, old post ID:4860
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 8:34 pm
by Gaiava Arkkaza
Red Squirrel wrote:lol magery part was needed. I don't want MA turret guns.
And how are mages going to fight people with 180 hp without sync dumps?
Archived topic from AOV, old topic ID:781, old post ID:4861
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 8:37 pm
by Red Squirrel
Fireball, ebolt, flame strike, well planned explosion, meteor swarm, chain lightning (that freaken hurts on one person), paralyse, to see if they lack resist, wall of stone to block, etc. All this needs skill in timing of course. Most mages have necro, so throw in corpse skin and evil omen in there, revenants, pain spike.
Archived topic from AOV, old topic ID:781, old post ID:4862
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 8:40 pm
by Finlander
Gaiava Arkkaza wrote:Red Squirrel wrote:lol magery part was needed. I don't want MA turret guns.
And how are mages going to fight people with 180 hp without sync dumps?
You know that mages can get 180hp also?
Archived topic from AOV, old topic ID:781, old post ID:4863
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 8:47 pm
by Gaiava Arkkaza
Red Squirrel wrote:Fireball, ebolt, flame strike, well planned explosion, meteor swarm, chain lightning (that freaken hurts on one person), paralyse, to see if they lack resist, wall of stone to block, etc. All this needs skill in timing of course. Most mages have necro, so throw in corpse skin and evil omen in there, revenants, pain spike.
You talk like its easy. You know damn well how hard it is to play a mage, and no offense, but you really dont know how hard it is to do sync combos and the right timings for such.
Now Hector... kinda hard when we NEED 2/6. With the best items I've got, wit h probably the best gear on here... All I could get is 155 HP on a mage, and it goes down fast when people hit 20/35 and chain that with poison / mortal. I've tried a dexxer, I completely suck at using warriors and even then I got about 30 kills without need of using much more then DS parablow mortal DS. But have you tried a mage here? Good luck, you will most definately need it.
Archived topic from AOV, old topic ID:781, old post ID:4864
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 9:00 pm
by Finlander
Well you clearly stated that the issue is hp (reason why people are hard to kill)
I just reminded you that mages can get exactly same amount of hp.
About me playing mages, i play what i feel like is most enjoyable, currently it is archer.
About the combo thing i dont really see why theres a reason for this.
I think it was fine.
Archived topic from AOV, old topic ID:781, old post ID:4865
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 9:05 pm
by Finlander
Gaiava Arkkaza wrote:I completely suck at using warriors and even then I got about 30 kills without need of using much more then DS parablow mortal DS. .
If you ask me, dexxers are pretty much about the game eye, not how good you can press your buttons or how good macro maker youre.
But dont give image you can kill everyone on the shard with your dexxer, you know what i mean, no matter how easy you say it is there are still quite many people who you cant beat as your dexxer.
Archived topic from AOV, old topic ID:781, old post ID:4866
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 9:06 pm
by Red Squirrel
Right now its the same way it was before spellweaving. Its just a bug I had let slip through and I kept my mouth closed as to not encourage people to abuse it. I could not get the original damage delay code to work properly so I just coded it myself from scratch in MA and explosion. I'm not sure wether or not mind blast needs that too, but I was testing and its hard to chain that because the delay is not as high and the cast time is high, so I left it as is.
Archived topic from AOV, old topic ID:781, old post ID:4867
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 9:14 pm
by Gaiava Arkkaza
Finlander wrote:Gaiava Arkkaza wrote:I completely suck at using warriors and even then I got about 30 kills without need of using much more then DS parablow mortal DS. .
If you ask me, dexxers are pretty much about the game eye, not how good you can press your buttons or how good macro maker youre.
But dont give image you can kill everyone on the shard with your dexxer, you know what i mean, no matter how easy you say it is there are still quite many people who you cant beat as your dexxer.
Tbh, those unique macros I've on Jack, and I was nearly unkillable before I got necromancy on him. And really, the unique person on here I could not easily kill is you Hector. And thats pretty much about it. But you know that If we both had low HP, we'd die in a matter of seconds.
ctrl + a = bandage
ctrl + s = spirit speak
ctrl + t = wolf form
f5 = primary ability
f6 = secondary ability
1 = yumi
2 = bow
3 = comp bow
And... thats about it. Now about magery, the damage delay, ok. But why the heck making it global? I dont understand that, at all.
Archived topic from AOV, old topic ID:781, old post ID:4869
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 9:53 pm
by Red Squirrel
If you want to figure out a way to code a 3 dimensional hash table so its not global per mob, but somehow links 2 mobs together and only applies the delay in an instance for those two, then go nuts. I can think of a way, but it would probably bring the server to it's knees.
As for rediculous HP, I've been pondering about capping hp/stam/mana at 150, and capping all regens at 25. Those numbers are not definate yet, but chances are those caps will happen sooner or later. I have 160 hp on my tank char and he's not even built for pvp and yet takes a while to bring down, if I had healing/pots and it was a pvp char, would be worse. So I understand about the HP issue. All the HP items were to help pvm, but they also impact pvp too much, so it may be capped.
And the mage thing is not so bad, it only affects 2 spells and will only be an issue if its multiple people on the same person or in pvm. There are 62 other spells you can use. I've been hit with over 100 damage by area spells such as meteor swarm as the damage is quite high when it hits only 1 person so those spells should not be undervalued in pvp. Not viable for duels, but for field they're quite usable.
Archived topic from AOV, old topic ID:781, old post ID:4870
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 10:08 pm
by dprantl
Just curious why explosion needs anti-spam measures? It's a 6th circle spell that takes a long time to cast even at 2/6. You can't exactly machine-gun someone with explosions; it's super easy to interrupt.
Archived topic from AOV, old topic ID:781, old post ID:4872
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 10:18 pm
by Red Squirrel
think it was put in by OSI to stop it form stacking, since you can cast it a few times before the first one hits. I don't really see how it could be abused, but I'm just adding the measure like OSI and every other shard has and like it used to be. spellweaving just broke it somehow and I have not figured out why as it hardly edited any code having to do with delay, the one it did edit I put back the old one.
Archived topic from AOV, old topic ID:781, old post ID:4875
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 10:34 pm
by DOCTOR THUNDER
about the baracoon teleporting thing... thats just gay. Take out the only champ a person can solo on this server... There goes the big reason people go to fel. You might as well just turn this into a pvm server right now. Not everyone has uber equipped characters and has access to limitless 120 powerscrolls. I am talking about the newer players on the server, you have to throw them a bone here and there.
Seriously, that is the dumbest and most counterproductive idea you have ever came up with.
Archived topic from AOV, old topic ID:781, old post ID:4877
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 10:40 pm
by dprantl
DOCTOR THUNDER wrote:about the baracoon teleporting thing... thats just gay. Take out the only champ a person can solo on this server... There goes the big reason people go to fel. You might as well just turn this into a pvm server right now. Not everyone has uber equipped characters and has access to limitless 120 powerscrolls. I am talking about the newer players on the server, you have to throw them a bone here and there.
Seriously, that is the dumbest and most counterproductive idea you have ever came up with.
Just relax. Squirrel is trying to make things better and more challenging. Chill out.
Archived topic from AOV, old topic ID:781, old post ID:4878
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 10:43 pm
by DOCTOR THUNDER
things dont NEED to be more challenging. the CHALLENGE is to get people into fel so pvpers have fun. All this is going to do is make valor another pvm server.
Archived topic from AOV, old topic ID:781, old post ID:4879
Update [June 07 07] - Super update!
Posted: Thu Jun 07, 2007 11:26 pm
by Red Squirrel
I've soloed coon, colonel sanders, paracelsus, rikktor, and semidar. I have yet to try other spawns but I'm sure I could manage, though those ones are the easiest. My char is half as ubber as most others. When I had done paracelsus it was actually when spawns where spawning the same amount of mobs as other shards, and I was with my archer who is not that good for pvm.
Spawns are super easy on this server compared to any other. Only 1/2 the spawn, and left overs get cleaned up, so you get to start killing the mobs that count as soon as you start. I also forgot to add that the time out is much higher for the rate at which red candles decay. I believe its 10 minutes, default is like 1 minute or something like that.
Archived topic from AOV, old topic ID:781, old post ID:4882
Update [June 07 07] - Super update!
Posted: Fri Jun 08, 2007 2:08 am
by Death
The teleport ability falls under a series of checks before it actually occurs (Currently it is 3X checks of 20%). If it is too much it will be lowered or removed.
Don't be too pesimistic about the change. It's been less than a day of implementation and the script is not set in stone. This change was meant to put more of a challenge to the champion.
Archived topic from AOV, old topic ID:781, old post ID:4887
Update [June 07 07] - Super update!
Posted: Fri Jun 08, 2007 2:17 am
by Nosferatu
i love this server i love this change
Archived topic from AOV, old topic ID:781, old post ID:4888
Update [June 07 07] - Super update!
Posted: Fri Jun 08, 2007 2:27 am
by Tugex
i love this server i love this change
damn straight
edit: you wont see me whining about the loot changes, but, after scanning trough the pockets of a dead para vorpal chicken.. this loot seems too uber, all properties maxed.. D: example, DI 50%, HCI 15%, HLD 50%, SSI 30%, and three different damage types. and you get stuff like that all the time
Archived topic from AOV, old topic ID:781, old post ID:4889
Update [June 07 07] - Super update!
Posted: Fri Jun 08, 2007 3:30 am
by Death
Alright here's the news right from the horse's mouth. I just solo'd barracoon with my player character. I have no magery, just bushido and chivalry. I got ganked by rat mages while doing the spawn cause a stupid hell hound blocked my escape (Needless to say I got KO'D). Anyways, died twice to the spawn before barracoon was out. When barracoon was out, I attacked him with a UBWS bow from the top of the cliff (As usual). He spawns his ratmen as usual and I got to experience the familiar "Rat form" numerous times. I killed the rat mages and rat archers cause they started to add up. Coon teleported ONLY ONCE during the whole fight but I was able to escape him easily even while I was in rat form. I killed the spawns around then dragged coon on the bottom and went back up to the top to attack again. After his health was really low, I lost track of the bugger because he polymorphed into a ratman. It didn't take long to find him though cause of the red name. Near the end I went all out and melee'd him to death with the help of evasion and a blaze of death (The blaze was to disperse of the rat archers who were beginning to annoy me). He hit a few times and I backed away to heal. After I had killed him, his corpse morphed back into the jester look and I had 6 PS's in my bag (Crappy ones of course).
Overall experience: Barracoon isn't much harder. He's a bit more challenging with the chance to teleport and the camouflaging with the ratmen but still can be solo'd. The archers like to step back from the fight and shoot which makes em a pain but the challenge was entertaining.
Archived topic from AOV, old topic ID:781, old post ID:4891
Update [June 07 07] - Super update!
Posted: Fri Jun 08, 2007 3:31 am
by Death
Tugex wrote:i love this server i love this change
damn straight
edit: you wont see me whining about the loot changes, but, after scanning trough the pockets of a dead para vorpal chicken.. this loot seems too uber, all properties maxed.. D: example, DI 50%, HCI 15%, HLD 50%, SSI 30%, and three different damage types. and you get stuff like that all the time
Oh ya the loot is definately getting a fix. The stuff I looted make AOA's and artifacts look like alchemist heating stands.
Archived topic from AOV, old topic ID:781, old post ID:4892
Update [June 07 07] - Super update!
Posted: Fri Jun 08, 2007 3:34 am
by Tugex
aye. little off topic here, whats a poison flute?
Archived topic from AOV, old topic ID:781, old post ID:4893