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 Post subject: Changelog for T4A
PostPosted: Mon Sep 29, 2008 11:36 pm 
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Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
Forums:
-- Previous changelog un-stickied, can be found Here.

Fixed Bugs:
-- Dying in house areas transporting to wrong areas.
-- Tutorial Bug Abuse fixed - Those responsible have been sacked
-- Ankhs now properly ressurect and give option to teleport to proper islands.
-- Blood Can be picked up - Not advisable to handle, blood now carries diseases and behaves like a proper liquid.
-- Fixed bug involving a spoon, a horse, and a bottle of castor oil, that resulted in decapitated player. (feeding bug caused animal to attack)

Planning:
-- Discussed final proposed skillgain setups with broadband. A bit more number crunching then new rates to gain go in.
-- Did preliminary look at crafting skill layouts. Might schedule this weekend to be a noncombat work weekend. Depends on schedule



Looked at Bug Reports:
-- polymorphed players cannot get into houses
-- -- Answer: Get bigger doors, daemons are a bit bigger than humans.
-- -- Unsure on whether this feature will remain, will ask broadband's opinion on it.
-- House placement is unbelievably difficult
-- -- Answer: Set difficulty to more believable level.
-- Golems are hats (known since installer was made)
-- -- Answer: Broadband goofed on installer, will try to get an updated file out sometime this weekend
-- Cannot sell fish steaks
-- -- Answer: Most people don't like buying pre-cooked food. This is not walmart.


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 Post subject:
PostPosted: Mon Oct 20, 2008 10:16 pm 
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Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
New Stuff:

--Crystal Balls have gotten an update, and now will tell you how much time left to decay kills if you have kills.
--Skilltest - new player command, will turn on (for 5 minutes, or till command is used again) the skill test message, which will alert you if an action cannot gain you skill due to low difficulty

Balance Adjustments:

--Magery - chance to fizzle while hit was adjusted, and damage limit required was reduced.
--Monster Difficulty(gold) formula updated with new method of determining the difficulty of magic wielding monsters.
--Skill Gain Formulas - Most have been adjusted to reflect new difficulties. Almost everything should be easier, and around final difficulties, barring a few tweaks in crafting.

Bug Fixes:

--War Forks - Were mistakenly showing up as macing weapons for damage, now give proper damage as fencing. (you'll notice bigger hits sometimes)
--Skeletal monsters (horses, shades, etc) - corpse cutting was giving wrong bones, now drops the correct type of bones.

Game Clarifications:

--Skill bonus is for every 6 months the character has existed. It is NOT AGE/6, since age starts at 20. It's (AGE-20)/6. Someone who is 44 gets 4 bonuses, since 44-20 is 24, and 24/6=4.


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 Post subject: Re: Changelog for T4A
PostPosted: Sun Dec 14, 2008 12:54 am 
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Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
Balance Adjustments:

Monsters Magic Items drops have been enabled.
-- Monsters no longer have guaranteed item drops
-- Monsters chance to have a magic drop goes up as the monster gets more powerful
-- While stronger monsters tend to drop stronger items, they sometimes will drop multiple lower level items instead.
-- The higher the monster the more likely it will drop more items
-- Chances to get the types of loot are as follows:
-- -- 50% weapons
-- -- 20% platemail
-- -- 10% shields
-- -- 10% chainmail
-- -- 10% ringmail


Bugs Fixed:
-- All classes should now be able to appropriately wield all shepherd's crooks
-- Reapers should now drop dead wood instead of bones.
-- Female characters can now go through the tutorial and stay female.
-- You should no longer be pulled back into the tutorial if you runestone out at the start.
-- Portraits should no longer be dirt.
-- Necromancy light spell now decays appropriately
-- Magery Poisoning now only gains on successful casts

-- Shields should now show proper ar and function correctly.
-- -- If you find or make a shield that does NOT, please post in the forums/pm staff with details. Bug should be fixed but be on lookout to be sure


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 Post subject: Re: Changelog for T4A
PostPosted: Tue Dec 16, 2008 10:08 pm 
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Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
UpgradeS:

-- NPC AI upgraded slightly, deals better with walls and invisibility

Balance Adjustments:

-- AR ratings for most armor and shields has been adjusted


Bugs Fixed:

-- Poisoning should no longer kill/damage you when offline.
-- Fixed a bug in healing that should show poison being cleared faster.
-- Fixed a small bug in skilltest not enabling for some players
-- Fixed a bug that caused greater refresh potions to not work right
-- Small bug in polymorph. People could not see themselves to target unless standing in front of mirror


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 Post subject: Re: Changelog for T4A
PostPosted: Thu Dec 18, 2008 11:40 pm 
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Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
Bugs Fixed:

--Poisoning should no longer gain on the target due to potions.
--Animal shadows should no longer spawn. Or be the strongest thing in Britannia.
--Numerous bugs in npc AI, they should be slightly less stupid about pathing

Planning:
--Christmas content patch. Waiting on minor approvals before implementation.

Content Addition:

--Thanksgiving content added. Go hunt some turkeys


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 Post subject: Re: Changelog for T4A
PostPosted: Tue Dec 23, 2008 8:15 am 
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Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
Content Addition:

-- Christmas content has been added. Let it snow!
-- -- Keep in mind that most things made of cold melt away when temperatures get warmer. So use them before then!

Bugs Fixed:

-- Wrong teleporters should work
-- Buffs and debuffs should once agian show up on the buff/debuff screen
-- All classes should now be able to identify weapons, regardless of whether they can equip them
-- Tailor dyes should now work properly
-- -- Removed duplicate dye entry for beige/light brown. Beige got to stay.

Time Wasted:

-- Worked on housing placement problem. May have to completely redo deeds and house placement from scratch. Which is ugly.

Balance Adjustment:

-- Crafting a special dye now has a small failure rate to match up with other crafted items.
-- Sheep should now only give a little more wool dead than alive.
-- -- Reason: You can cut a little closer when you don't have to worry about killing it, but not enough to get 5x the wool.


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 Post subject: Re: Changelog for T4A
PostPosted: Tue Dec 30, 2008 11:50 am 
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Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
Balance Adjustment:

-- Passive anatomy gains during combat removed.

Bugs Fixed:

-- Potion kegs should work as expected. If you find otherwise, consult your nearest trash bin or GM
-- Minor bug in stealth skill with login/out.
-- Magic weapons doing 2x anatomy bonus damage.
-- Wall potions should conform to height a little better (and block spells better).
-- Orcs should no longer show up with blue karma. Eating cats is bad.

-- House placement has been altered to conform with the old system.
-- -- Trees are ignored for placement purposes, all other terrain is checked. If you put a tree through your house, it is your fault.
-- -- House still checks the entire multiregion for bumpiness, but is a bit more forgiving about fluctuations.
-- -- You may now place houses next to each other(but not overlapping).
-- -- Failure to report bugs with the new placement system will result in huge penalties. Report bugs if you find them immediately. Only warning.



Reports Checked:

-- Barber in britain refusing to cut hair
-- -- Given a stern talking to and new pair of scissors, was on strike due to old pair being broken.

-- Animals make it hard to move. Can't walk through them.
-- -- Animals told to behave themselves, however they are not ghosts, and so take up space.
-- -- Monsters refuse to step aside to let humans through because they don't step aside to let each other through either.

-- Int gains faster
-- -- Compared with old shard. Gains are the same. Or the server got too many int gains, became sentient, and is screwing with you.


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 Post subject: Re: Changelog for T4A
PostPosted: Fri Jan 02, 2009 2:22 pm 
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Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
New Years Resolution:

-- As an act of god, everyone has 0 kills to start the new year out. Everyone also knows the penalty for killing, and how long kills take to decay. So plan accordingly. As always you can check your kills and time to decay kills at a crystal ball.


Content Addition:

-- Staff only chat channel. Staff no longer have to talk in pages when they don't want players to hear. Mostly for event coordination or page questions
-- -- And I no longer have to wonder why there were 189 pages in a days worth of logs.

-- Wizards hats may now be tailored, required skill is 60, materials is 7 cloth and 1 mytheril ignot
-- House placement checks now say the highest and lowest point in your region, if terrain is too bumpy.


Balance Adjustment:

-- Houses may now be built on top of certain boulders and large rocks.
-- You now have a minimum 5% chance to hit a monster with a weapon or unarmed combat.


Bugs Fixed:

-- Jhelom Pits are re-opened for general use. The haven arena is still closed for renovations.
-- Anatomy damage with weapons now deals proper amount relative to weapon speed.
-- Silver weapons should no longer forget to deal damage sometimes.


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 Post subject: Re: Changelog for T4A
PostPosted: Sat Jan 03, 2009 5:07 pm 
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Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
Content Additions:

-- Sufficiently skilled animal lorists will now be able to tell what an animal eats
-- Automated Arena system has been remade. First arena (1v1) is now reopen in haven.
-- -- Operation works like normal, step onto the two platforms outside the arena.
-- -- -- When both are full, the fight will start. This may take up to 4 seconds.
-- -- The winner of the fight will gain fame, the losers will lose fame.
-- -- -- Amount gained/lost depends on relative fame.
-- -- -- If the loser is far enouh fame below the winner, the winner will gain no fame.

Bugs Fixed:

-- Guildstones no longer think they are houses when being placed
-- Loom easter egg removed. Total days existed till someone reported and found it: 217
-- -- New easter egg put in.
-- You may now instant log in frostfell
-- Recall runes now recolor when marking again
-- Packhouse will now automatically adjust the height of any object that is below the new house's terrain.
-- Crashing on login/logout due to poison should now be fixed, as well as most wallspam related crashes.
-- Poison wall potions now get removed properly when used.
-- Bag etching tools not recognizing bags properly.
-- Chat has been re-re-re-redisabled. Not quite sure how it got enabled again this time.


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 Post subject: Re: Changelog for T4A
PostPosted: Mon Jan 05, 2009 4:18 pm 
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Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
Balance Adjustments:

-- When failing to cast a spell due to armor, the % to fail is now shown.
-- -- You now are immune to armor spellcast for a very short duration after you fail to cast a spell due to armor

-- Magic weapon abilities rebalanced
-- -- Most weapons now take weapon speed into account. So slower weapons will deal more damage, leech more life, etc. since they hit less.
-- -- One new type of magic weapon added.

-- Christmas item drop rate has been improved significantly. In addition all chances for no special drop have been removed.


Bug Fixed:

-- All magic weapon properties should now work correctly. If you find one that doesn't, please page.
-- Spears no longer deal 1 handed weapon damage and now deal 2-handed damage as intended.
-- Shrink potions no longer think that tamed monsters are untamed.

Time wasted:

-- Answered page for chest missing from house and player badmouthing GMs and saying everyone was "special"
-- -- Chest found exactly where it was supposed to be. Player did not have circle of transparency on.
-- -- Character was 69 in age, and therefore the player has been here over 49 months. (4 years).


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 Post subject: Re: Changelog for T4A
PostPosted: Fri Jan 09, 2009 2:06 pm 
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Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
Bug Fixed:

-- All players have had their weight recalculated again, to fix some bugs from the server transfer.
-- Players will no longer be able to function with negative weight.
-- NPCs once again dislike people who curse excessively
-- All guild functions should now work as intended
-- -- Guild name and abbreviation limit restored to their pre-patch values.


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 Post subject: Re: Changelog for T4A
PostPosted: Sun Jan 11, 2009 10:58 pm 
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Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
Bugs Fixed:

-- Player Vendors should now function 100%. To use, doubleclick them, then if ya see something you like type buy and target it.
-- Healing should no longer go negative delays.
-- Veterinary now heals the correct amount of hp.
-- Fixed a few bugs with houses errors in console (nothing breaking, just ugly warnings)
-- Changed house doors to only work if you're standing inside house region for security reasons.
-- -- Immediately got 20 pages wondering why their doors were broke. Undid change.

Balance Adjustments:

-- Monsters of boss level are now internally flagged as such (drop adjustments+ other things).


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 Post subject: Re: Changelog for T4A
PostPosted: Wed Jan 21, 2009 5:23 pm 
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Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
New Content:

-- Death menu has been reintroduced
-- -- It should no longer ressurect you with -stats if you are in an area where that would not work (antimagic).
-- -- A third option has been added. It is usable once every 24 hours. It will ressurect you and teleport you to britain after 5 minutes of waiting.

Balance Adjustment:

-- NPCs no longer jail people who use offensive language. They now have a spell to take care of the problem
-- Ingots now weigh less once refined from their ores.
-- Newbies may now get up to 2 kills and still keep their protection.

Bugs Fixed:

-- Poison potions are now usable in town again. Report any unsual behavior
-- Two minor vendor bugs dealing with ownership and item pricing
-- One major vendor bug dealt with in respect to salaries. Thanks to the two players who reported it and didn't abuse it.
-- NPCs loot tables adjusted slightly, removed all remaining "guaranteed" gold drops.

Clarifications:

-- All classes can wield hatchets, pickaxes, and daggers, ignoring other restrictions(for crafting).
-- -- Hatchets can be bought from your friendly neighborhood player tinkerer.


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 Post subject: Re: Changelog for T4A
PostPosted: Wed Jan 28, 2009 11:33 pm 
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Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
Balance Adjustment:
-- Guild abbreviations may now contain spaces

Bugs Fixed:

-- Scrolls are disabled until they can be properly redone (i'm not at inscription yet in the crafting patch)
-- Houses now take everything in their region with them when they decay
-- Things that are summoned or that are your pet should no longer transform upon death
-- Guild titles should now display properly in various menus
-- Guild name and abbreviation changes will now say why they fail if they don't change:
-- -- Possible reasons include the name/abbreviation is already in use, not the right length, and not using the right characters


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 Post subject: Re: Changelog for T4A
PostPosted: Wed Apr 22, 2009 8:24 pm 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
New Content:
-- .CheckAge -- New command that will show you the age of your account and how many skill points you get.
-- 8 New Logs have been added.

Balance Adjustments:
-- Veteran rewards are now based on ACCOUNT age, and not character age.
-- All Mytheril armor now has a 0% casting penalty.
-- Spell fizzle rate has been adjusted.
-- All Ores now are approximately the same level to smelt (easy). Adept blacksmiths should never fail to smelt.

Bugs Fixed:
-- Exploit with potions being usable from any backpack fixed.
-- Poison potions now require the correct poisoning skill to use.
-- Can no longer equip unidentified weapons.
-- Monsters should no longer resist beneficial spells


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