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 Post subject: Re: Changelog for T4A
PostPosted: Fri Dec 25, 2009 6:42 am 
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Balance Adjustments:
-- Houses reverted to the old system of sign being removed when they decayed, and will be manually removed by staff on a regular basis
-- Overland spawn rates tweaked. Mustangs and other rare spawns were in slight overabundance.
-- Limiter placed on mental scry, will only show the first 100 items and first 20 characters at any location
-- Quality rates for craftable items has been increased
-- Masterwork quality items will only bear a makers mark if the crafter is at or above 99.0 in the given skill
-- Monsters resisting spells has been effectively halfed or more in most situations.
-- Architects have been excluded from the new economy adjustments when selling items, but not when buying
-- -- This means you should pay normal prices for deeds, althoug selling them back will still be affected by the economy

Bugs Fixed:
-- Total Recall
-- -- Should no longer be usable on staff
-- -- Should no longer allow dragon type monsters to spit fire
-- Vendors should no longer drop loot like monsters
-- Ohii trees should now be choppable


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 Post subject: Re: Changelog for T4A
PostPosted: Fri Jan 01, 2010 10:05 am 
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New Features:
-- When tabbing to abort a craft, it will warn you what % of the resources you will use up.

Bugs Fixed:
-- Resource usage when aborting a craft no longer uses double in some circumstances
-- A few annoying bugs with the new house system. They didn't do anything in-game, but threw lots of ugly errors my screen.

Balance Adjustments:
-- HUGE necromancy code overhaul. Not much changed in how stuff functions, except for that necromancy now works a lot closer to magery in terms of casting, resistance, spell timing, etc.
-- -- This means spells have time to cast, and the delay after casting has been removed.
-- -- Several spells have had minor tweaks to mana requirements, necromancy requirements, or casting times.
-- -- A few spells such as web had effects tweaked.
-- -- Necromancy armor should now remove if clicked while not equipped, and should give the proper AR.
-- -- All spells should have the appropriate base mana cost and necromancy cost listed in the spellbook now.
-- Sound effects and messages to person who casted the spell added to resistance and parrying spells due to skill for both players and monsters.
-- Ingots now have a base weight of 2, to put them more in line with the weights of different craftable items.
-- -- This should prevent most of the weight "gain" from crafting.


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 Post subject: Re: Changelog for T4A
PostPosted: Sat Jan 02, 2010 2:28 pm 
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Bugs Fixed:
-- NPC Summoned NPCs should now behave like summons.
-- Rangers should now be able to use all forms of archery weapon instead of just normal bows
-- All new crossbows of force, power, and might, as well as bardiches of might should be unidentified, old are unaffected.


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 Post subject: Re: Changelog for T4A
PostPosted: Sun Jan 03, 2010 6:45 pm 
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Balance Adjustments:
-- Lots of efficiency upgrades to various code sections.
-- -- I did this because i found some new ways to monitor certain pieces of code efficiency, and found a lot of old t3a code that was running slower than i would have liked
-- -- Will you guys notice an improvement? Probably not.
-- -- Will I feel better about it? Yes. Every little bit means the shard is that much more responsive when we hit 100+ players. I'd rather do work now when it's not needed.

Bugs Fixed:
-- Several area names fixed, including lots of cove ones
-- Spawn Replacement was happening in dungeons when it shoudln't have been.
-- Guards should no longer be affected by monster loot code.
-- Protruding Bones should do proper fail rates now. Works on only new bones.
-- Necro spirits now have their timer working again.


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 Post subject: Re: Changelog for T4A
PostPosted: Mon Jan 04, 2010 6:42 pm 
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Bugs Fixed:
-- Healing/Veterinary now always uses up at least 1 bandage
-- Necromancy should no longer fizzle for no reason
-- Necromancy should now allow summon undead to be cast with just necromancy books
-- Necromancy block due to mana should happen at the appropriate time
-- Necromancy spells blocked due to mana should not trigger casting delay


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 Post subject: Re: Changelog for T4A
PostPosted: Thu Jan 07, 2010 7:49 pm 
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Balance Adjustment:
-- You now only gain a portion of a infamous pk's kills if you yourself have more than 10 kills.
-- -- Example: Player A(1 kill) kills player B(30 kills). Afterwards player A has 1(2 if it counted as murder) kills and B has 27 kills.
-- -- Example: Player A(11 kill) kills player B(30 kills). Afterwards player A has 14(15 if it counted as murder) kills and B has 27 kills.
-- Most Wood colors altered slightly for aesthetics/matching(saboswod altered significantly), correct color will apply when crafting even if using logs before this update
-- Magic Resistance gain rate increased roughly by 40%
-- Chances of finding nothing removed from Fishing and Mining
-- Fishing delay decreased by 25%

Bugs Fixed:
-- Necromancy light bug should be fixed. If you're affected logout FAR from where normal players logout and leave a page with the character name from that char. We'll fix you up as soon as we can.
-- Few bugs with resisting messages from fields/items
-- Frost Ettins and Ogre Lords should now drop executioner caps

Issues Looked at:
-- GM Tailoring dyes require 90.1 tailoring, not 90, this is intentional.
-- Question: Magic resist gains too slow
-- -- Answer: Magic resist is affected by the anti afk macroing system, and most people complaining about slow gains are trying to do just that.


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 Post subject: Re: Changelog for T4A
PostPosted: Sat Jan 09, 2010 10:32 pm 
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Bugs Fixed:
-- Newer characters did not have all systems active on them, this should be rectified.
-- -- Things that happen on login (such as gaining necromancy), should happen now.
-- -- If you will affected you will need to log in and out completely twice before everything is initialized.
-- Shadow animals should now correctly be untamable.
-- -- Anyone found with a shadow, ice, or snow creature tamed will be asked to release it.
-- -- After a few months(april 15th) any found will be deleted on sight, along with containers holding them.
-- Few small bugs in the crafting system, mostly to do with resource costs and replacements.
-- Typo in necromancy book for reconstruct requirements


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 Post subject: Re: Changelog for T4A
PostPosted: Sun Jan 10, 2010 11:42 am 
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Bugs Fixed:
-- Paralyze works on npcs again(half pvp duration, but limits all actions not just movement)
-- Fixed a few bug abuses that let people lock stats
-- Warlock conjure image now requires line of sight
-- Warlock total recall can no longer target guards
-- -- Anyone with a guard in memory should remove it
-- Recoded how fishing poles check for docks, should eliminate some weirdness
-- Potions now check for line of sight when targetted.


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 Post subject: Re: Changelog for T4A
PostPosted: Thu Jan 14, 2010 11:19 am 
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New Features:
.toggleCorpseOpen - Turns on and off automatically opening corpses of monsters who die within 3 steps. Defaults to ON.

Balance Adjustments:
-- Poisoning - a few reworkings for timings
-- -- First hit of damage timing has been adjusted
-- -- -- GM poisoning will trigger first hit near instantly after poisoning, while very low skill poisoning will be a few seconds later.
-- -- Reworked timing for cloud effects
-- -- -- In the actual computer code, This is NOTHING similar to how the old system worked so it may be weird
-- -- -- -- However the RESULT should closely mimic the current system, with a slightly better handling for movement
-- -- -- It should hit any character standing ON the cloud within .4 seconds or less(depending on circumstance). It retains the chance to move but not much
-- -- -- This should more closely mimic the behavior some people are wanting without making it overpowered

Bugs Fixed:
-- Virtue Shrines are no longer safe zones
-- Elemental Shrines should now work properly

Typos Fixed:
-- Fixed typo in some potions when trying to target items when not allowed to.

Clarification:
-- Question: Poison potions seem to deal more damage than my poison spell and i'm GM poisoning.
-- -- YES, poison potions are stronger than the poison spell, all other skills equal.
-- -- A GM poisoner's spell will max at 100.0 effect, a deadly potion at 110.0 effect, and a field(spell) at 120.0 effect
-- -- This is because each one is harder to land a hit on. Field being hardest, with spell guaranteeing a hit.
-- Question: It says "This weapon is too weak to recharge. Use it in battle to strengthen it!", what do i do?
-- -- Use it in battle?
-- -- Seriously though, fight with it wielded. Get it nice and bloody and banged up. Have it kill a few people.
-- -- Most of the messages in-game really are helpful hints, they're not that cryptic. It really is that simple.


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 Post subject: Re: Changelog for T4A
PostPosted: Mon Jan 25, 2010 8:36 pm 
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New Features:
-- Version 1.0 of the statistics system is released, accessible through THIS LINK
-- -- Players have the following commands:
-- -- -- toggleStatStats - controls whether your stats are visible. (Default OFF)
-- -- -- toggleStatSkills - controls whether your skills are visible (Default OFF)
-- -- -- -- These two commands won't take affect till your character is next updated, which may be a while.
-- The first wave of badges has also been released.
-- -- Badges are per character, not per account.
-- -- Badges come in multiple levels
-- -- -- No badge(empty circle) is level 0
-- -- -- Badge Displayed is level 1
-- -- -- Silver background is level 2
-- -- -- Gold background is level 3 (consider this 100% for normal players)
-- -- -- However for the OCD there are levels beyond 3, proceed at your own peril.

Bugs Fixed:
-- Death Flame can no longer target yourself


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 Post subject: Re: Changelog for T4A
PostPosted: Thu Jan 28, 2010 9:39 pm 
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New Features:
-- Spamming the same thing multiple times will now result in an automatic 2-minute mute(can't talk)
-- -- This should cut down on people being general nuisances
-- -- For those who are about to complain about animal commands(come, go, etc), you need to learn to stop spamming them
-- -- -- Unlike T3A, in T4A spamming the commands does very little to make them more effective, and in most situations actuallly prevents them from being carried out quickly.

Bugs Fixed:
-- Region names added to Haven, Frostfell and Frostfell Harbor

Balance Adjustments:
-- Time before kicking dead connections has been lowered a lot.
-- Amount of time guards hang around after doing their job has been lowered from 3 minutes to 1 minute


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 Post subject: Re: Changelog for T4A
PostPosted: Fri Jan 29, 2010 7:18 pm 
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New Features:
-- Crafting now supports work overflow
-- -- Any "extra" work from a given attempt will be used to make extra amounts, if specified.
-- -- For example, if you're making 50 potions, you might make 5-10 low level potions per stroke

Bugs Fixed:
-- Dispels should now properly remove the monsters.
-- Necromancy Resurrect works
-- Illegal dye tubs that would vanish upon dclick have been removed.
-- -- This mostly covers old leather dye tubs that had special colors, or dye tubs made with bugs
-- -- This is in preparation for reworking leather tubs and re-adding them.
-- Necromancy Reaction system has been fixed and should be fully working again
-- -- Yes, this adds a LOT of difficulty to necromancy. Start learning.
-- -- I'm sorry it wasn't working when necromancy first went in. The part i tested was working, so i didn't check the rest since jorus' code is usually really robust
-- Fixed bug where you could ressurect an offline ghost with bandages
-- -- Seriously guys, i know it's useful to abuse the living heck out of, but report stuff like this.
-- 5 minute resurrection now resurrects you after bringing you to britain, so house resurrections should work now.
-- -1 stat resurrection should now give your stats back if it fails.

Balance Adjustments:
-- Hair color/growth has been redone
-- -- Hair growth is every real-life week
-- -- Beard growth is every real-life half week
-- -- Dyed hair will wear out, requiring re-dying.(dye is based on hair time, not beard time)
-- -- -- Dyes done via a tub or the normal hair dye item will last 3 cycles.
-- -- -- Special hair dyes are color dependent, some will last longer than others.
-- -- -- -- If you dye your hair mid-cycle, it still counts as a full cycle.
-- -- When dyes wear off, you will not neccessarily end up with the same color you had before, this is due to the way dyes mix with natural hair color.


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 Post subject: Re: Changelog for T4A
PostPosted: Sun Jan 31, 2010 5:11 pm 
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New Features:
-- The "Where Am I" button in help works again with a slightly changed interface. Costs 50 gold(from backpack) per use.
-- New player command: .options
-- -- This will bring up a graphical options panel with all the current toggleable options for players.
-- -- -- Please post if i've forgotten any, or forget to add new ones as i put them in.
-- New player command: .commands
-- -- This will bring up a graphical panel listing current useful commands for players(with buttons and descriptions).

Balance Adjustment:
-- Adjusted the flood-protection auto-mute to fix some problems with how it detected time, and added leniency on some forms of the taming commands. Also reduced mute time to 1 minute.
-- Archery skillgain made about 20% faster(should be in-line with other combat skills).

Bugs Fixed:
-- Fixed a slight bug in hair coloring that caused by the system thinking beardless women are beards.


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 Post subject: Re: Changelog for T4A
PostPosted: Tue Feb 23, 2010 8:20 pm 
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New Features:
-- New player command: .masssort
-- -- Usage: Target an item in your pack. It will then move all similar items to the same spot in your pack.
-- -- Example: Mix 50 stonewalls, type .masssort, target 1 stonewall. All others will be moved to that same spot.

Balance Adjustments:
-- Macro Stones can now be clicked while in crafting mode
-- Bandage resurrection should now flag you criminal if the target is under -5k karma, or has 5 kills or more

Bugs Fixed:
-- Two trivial(did nothing bad, just caused an ugly message) bugs fixed in monster death handling and player resist/parrying


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 Post subject: Re: Changelog for T4A
PostPosted: Wed Mar 03, 2010 10:08 pm 
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New Features:
-- Account creation works again
-- Statistics incorporated into normal server status

Balance Adjustment:
-- Jail should now remember that you've paid bail if you exit the teleport screen and not require you to pay twice.
-- Nexus announcement moved from server status onto the portal itself.
-- -- To find out the time remaining, doubleclick the portal.
-- Exit Barrier skull renamed to Ankal Ortpor Skull


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