It is currently Thu Mar 28, 2024 6:09 am


Forum locked Post a reply Page 7 of 13   [ 183 posts ]
Go to page Previous 15 6 7 8 913 Next
Author Message
 Post subject: Re: Changelog for T4A
PostPosted: Fri Jun 11, 2010 10:24 am 
Site Admin
User avatar

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1760
New Features:
-- Player Induced Macro Checks
-- -- This can be activated with the command .mstone
-- -- This has a cooldown of 1 hour between uses
-- -- This macrostone has a longer countdown (60 seconds) than staff stones to prevent abuse.
-- -- If I catch anyone using this to pk people, they're perma-dead for a week and your corpse is fed to Greg.

-- Crafting Patch 2.1 -- Bowcraft/Fletching
-- -- Since they had to wait the longest for a little bug to get fixed(my fault), fletching goes in first.
-- -- Bowcraft has traditionally been the strong point, so i focused on expanding the fletching aspect
-- -- -- Fletching now includes other similar skills, such as weaving and rope splicing, and candlemaking(it involves rope, work with me here).
-- -- -- The primary resource for weavings will be twine, which can be spliced from saboswod
-- -- -- Good luck and have fun fletchers, the rest are on their way
-- -- -- You will gain a new item approximately every 2-3 points past 50, more often as you get higher.
-- -- -- There is a small display in front of vesper bank of some of the things you can make
-- -- -- -- Yes you can make elven bows again, although they are currently functionally equivalent to a very very durable exceptional bow.
-- -- -- -- I will be rebalancing bowcraft bows in a separate patch later once i figure out a good advancement curve/benefits for them.

Balance Adjustments:
-- Fizzling chance due to weapon hits reduced by 30%. Remember more powerful weapons fizzle more often, but are slower to hit.
-- Macro Stone Checks can no longer be right-clicked away, this should prevent a lot of "I didn't see it".
-- Monsters now get more dangerous the longer they bash you without moving, due to finding openings in your defense

Typos Fixed:
-- Fixed improper You're/your in tutorial. (Thanks Whimsy and shame on every other person who went through it for not reporting it)


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Sat Jun 12, 2010 10:17 pm 
Site Admin
User avatar

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1760
New Features:
-- Today's Boss: Chesire
-- -- Difficulty: Three laughs and an annoying chase

-- -- Bless Deed:
-- -- -- Disclaimer: I was ordered by broadband last year to put in bless deeds, so people can fight in their best armor/weaps/etc.
-- -- -- I've avoided doing that and over the time have able to talk him into this compromise.
-- -- -- The reason he wanted to do this was to allow warriors to fight at full potential without risking tons of loot, in comparison to mages
-- -- -- Now, as to how i've made this "hopefully" not game-breaking.
-- -- -- Only clothing and armor may be blessed(newbified, will not drop on death).
-- -- -- One blessing lasts 3 months (might be adjusted in future).
-- -- -- After 3 months it will wear off, and the item will turn normal again.
-- -- -- To bless a full suit of armor you'll need 6 deeds (chest, legs, arms, gauntlets, helm, gorget)
-- -- -- A sufficiently skilled Item Identifier (75.0) will be able to tell if an item is blessed and how much longer it has.

Balance Adjustments:
-- Altered Calculation for monster damage growth on attacking stationary targets
-- -- Now is weaker in general case and more powerful in hoarde situations


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Sun Jun 20, 2010 5:24 pm 
Site Admin
User avatar

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1760
Bugs Fixed:
-- Guards dress code in terms of hair color has been updated and all out of uniform guards have been properly informed
-- Dark elf quest now correctly removes death protection when completed in either choice
-- Trading houses should now be fixed for all characters
-- Lockpicking should now gain to 90.0 on hard chests instead of the mistaken 900.0 that it has been for years.
-- A few bugged/betatesting characters reverted to normal male human bodytypes.
-- Bug in crafting dialog with replacement listing incorrect item requirements


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Mon Jun 21, 2010 10:17 pm 
Site Admin
User avatar

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1760
New Features:
-- Worldsave Indicator will now pop up during worldsaves
-- -- This will tell you exactly when they start/end so people can be more on-time with reacitons
-- -- They will also let you know a myriad of other useful information to pass the time

Balance Adjustment:
-- Combat balance forum has been emptied as all posts are either offtopic, dead, or resolved.
-- -- Please post any combat balance issues you'd like resolved or have an opinion on that are still active after this changelog
-- All Casting times for magery have been reduced by roughly 20%.
-- -- This means that higher level spells(5.0 reduced to 4.0) seem bigger than low levels (1.0 to .8)
-- -- Also note these are changes to the CODE timer, so no telling if they are actually seconds or maybe 3/4th seconds or some weird ratio
-- -- Try it out and let me know how it feels


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Tue Jun 22, 2010 9:10 pm 
Site Admin
User avatar

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1760
New Features:
-- Luck
-- -- Luck has been introduced as a way of providing a benefit to those who work tirelessly at a task.
-- -- -- Luck will gain whenever you kill a monster and do not get a magic drop(and will affect your chances next kill)
-- -- -- I will add more luck features in the future once i see how this pans out(possibly crafting of the same item, fising, etc)
-- Guards standing orders for regarding feral animals has been changed.
-- -- If a feral animal is set-upon by the guards, they will give it a few seconds to be claimed by it's owner
-- -- If no suitable owner claims it, then it will be sent to the moonglow Zoo (21o31'N 223o39'E).
-- Redid how music works in-game, should now be much more continuous and fluid
-- -- If you notice an area devoid of special music that it should have, post and let me know
-- -- I cleaned up the 2000+ music tiles that used to control music, so talk about a big boost in efficiency
-- Periodic sounds such as birds chirping, the swamp bubbling, etc, have also been added.

Bugs Fixed:
-- Slight bug with invisibility spell casting time has been fixed.


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Wed Jun 23, 2010 11:48 pm 
Site Admin
User avatar

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1760
June 23, 2010
-----------------------------
New Features:
-- Crystal Trader located @ 83o8'N, 87o2'E
-- -- This vendor will have various mystical crystals over time
-- -- His opening artifact is the skill transfer crystal.
-- -- -- One use per crystal
-- -- -- This will allow you to transfer skills from one character to another
-- -- -- You can only transfer between characters on the same account
-- -- -- Skills must be GM to transfer, and will be restored at 99.0. so you lose one point in transfer
-- -- -- Currently on sale for only 500k, but will go up in price later.
-- -- -- -- This will allow people to make new characters or new builds without completely losing their progress.
-- -- A Human stone has been added to the runestone chamber for those few wishing to go back human
-- -- -- Remember all race change stones will be removed 4 weeks after vampires are put in.

Balance Adjustments:
-- Necromancy
-- -- Reaction - Removed harmful reactions on selfcasting, but multiple necromancers magic will still react properly
-- -- Decreased spell delay to match magery's increase (20%)
-- Rebalanced hit speeds on dex > 100 so they're more stable.
-- Adjusted weaponskill vs tactics hit/miss code to only apply in player vs player combat and not player vs monster.
-- Adjusted dodge at GM tactics vs GM Weaponskill to 20% (down from 33%).
-- Bows, Crossbows, and Heavy Crossbows now have the same range (12 up from the old max of 10 for bows and 8 for xbows, should be how it was in t2a)

Bugs Fixed:
-- Fixed bug with top-board displaying murderer twice after addition of luck


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Tue Jun 29, 2010 3:16 am 
Site Admin
User avatar

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1760
New Features:
-- New Medal Added.

Bugs Fixed:
-- All characters should now properly show up on server status, isntead of just ones that start with the numbers 0-9 and not a-f.
-- Incognito reverting some people to classless.
-- Serpent's hold recall properties should be fixed for the entire isle.

Balance Adjustment:
-- Oldest removed from the top player board. Luck moved to replace it in line
-- -- It never changes between the same 7 people.


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Tue Jun 29, 2010 5:59 pm 
Site Admin
User avatar

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1760
New Features:
-- Wakeup Call added to fishing, mining and lumberjacking.
-- Today's Boss: Grim Reaper

Balance Adjustments:
-- Stonewall potion timer increased from 4 to 5 to be in line with other walls
-- Cure fish timer reduced to match cure potions closer (10 reduced to 5)
-- Redid how potion timers are processed
-- -- Now All potions made during any time (t2a, t3a and t4a) will have the proper timers
-- Adjusted flask drop rate to 10% of what it was.
-- You will now get 20% stat gain rate above 200 total stats
-- Resist skillgain increased by 300%.
-- -- This is the last i want to hear about either of these issues. This is already worlds easier than it was the past 10 years and is the easiest it will get.

Bugs Fixed:
-- Fixed necromancy web not paralyzing certain monsters with zero resist
-- Human change stone fixed and should properly allow non-humans to revert now
-- Fishing movement bug when fishing out of guarded area
-- Fixed fishing graphical glitch involving mounted fishermen
-- -- You may no longer fish while mounted


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Sat Jul 03, 2010 7:26 pm 
Site Admin
User avatar

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1760
New Features:
-- Quartermasters have been added to cove, britain, vesper, trinsic, yew
-- -- These will offer quests to help replenish missing items related to their job to those with the appropriate skills
-- -- These quests can be completed multiple times, as the need arises.

Balance Adjustments:
-- Fishing on horses restored
-- -- Lets hear no more shenanigans about dock fishing, you know that's out of my jurisdiction.
-- Added two missing guildmasters, rogue and armorer
-- -- There should now be a guildmaster (or high skill npc that will train above 25) for every skill now in-game if you know how to find them.

Bugs Fixed:
-- Necromancy summons no longer have loot when they are created.
-- Crafting overflow bug (when more than 1 item is made per tick) where work was added at a lower rate than it hsould have been.


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Fri Jul 09, 2010 9:30 am 
Site Admin
User avatar

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1760
New Features:
-- Any animal can be used by any character on the same account.
-- -- To transfer it, merely doubleclick with the new character.

Balance Adjustment:
-- New death menu to fix moving/item dropping while dead locking cursor
-- Llamas are now immune to taming command limits.
-- Shrunk animal timer decreased to 8 from 10.

Bugs Fixed:
-- Necro summons should no longer dissapear on worldsave
-- Armor penalty calculations now assumes people do silly stuff like change races multiple times while wearing armors
-- -- This means instead of starting at 0 and adding when you equip and subtracting when you remove, it just recalculates everything on every equip.
-- Shrunk animal timers not properly counting down in some combat situations
-- Crossbows and Heavy Crossbows now have appropriate fletching requirement (40 and 45)
-- Serpent's Hold Territory is no longer guarded


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Sun Jul 11, 2010 1:42 am 
Site Admin
User avatar

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1760
New Features:
-- Added a new anti-boredom feature to crafting
-- -- Every stroke that you have more strokes waiting, you'll get a display menu.
-- -- -- If you click the red button, or don't click anything, you'll get no bonus
-- -- -- If you click a blue button, you get a 30% bonus to work
-- -- -- If you click a green button, you will get a 60% bonus to work
-- -- What this means is it'll give you something to stay amused, and anyone who decides to AFK stacks of crafting will still make it, it'll just take 30% longer than people who play since every button press they'll get red. This does not affect gains per item or resource usage, although you will gain faster by playing the minigame since you'll make more items faster.


Balance Adjustments:
-- Poison potions reworked so timer starts off when they land
-- Poison potions may now target the ground (but still NOT items).
-- Bowyers will now buy exceptional, superior, and elven bows/crossbows/heavy crossbows.
-- Alchemists will now buy lesser, normal, and greater poison potions.
-- Plate armor renamed to female platemail

Bugs Fixed:
-- Dark Elf Silent Strike now reports appropriate cooldown time.


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Mon Jul 19, 2010 10:04 pm 
Site Admin
User avatar

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1760
New Features:
-- New Vampire Quest -- Hunter

Balance Adjustments:
-- Warrior class characters can now wield archery weapons, but deal 50% damage.
-- Warriors have a reduced chance to fizzle using archery weapons.
-- Ranger class characters can now wield melee weapons, but deal 75% damage.
-- Upgraded anti-macroing skillgain reduction system

Bugs Fixed:
-- Rewrote spawners slightly to prevent hind meadow explosion
-- Rewrote necromancy queue code slightly to fix a possible bug.

Admins Relocated:
-- Moved into new apartment. Internet works now, jury-rigged. Waiting on parts.


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Fri Jul 23, 2010 10:10 pm 
Game Admin

Joined: Fri Apr 01, 2005 6:16 pm
Posts: 2096
Bot Check: GAMER
Location: Australia
New Features:
-- New Vampire Quest -- Coureur
---Entirely coded by me so I'm VERY happy right now


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Sun Jul 25, 2010 1:09 am 
Site Admin
User avatar

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1760
New Features:
-- .Medrate/Medreset commands
-- -- Provides statistics on successes of meditations.

Balance Adjustments:
-- Frost Elves Got major balance adjustment
-- -- Ice walls now use the cooldown slot for wall potions(meaning you can't use a wall immediately after a prison)
-- -- Snowball cooldown increased from 20 to 60 seconds
-- -- Yellow snowball cooldown increased from 20 to 30 seconds
-- -- Avatar of ice stat calculations reduced from 1/3rd to 1/4th (roughly -25% change).
-- -- Home sweet home increased from 12 seconds to 20 seconds.
-- Vampire's diet adjusted
-- Altered how certain potions work on the ground (potions you can't pickup won't give you a "you need this in your backpack to use" message).

Bugs Fixed:
-- Fixed a bug in vampire death, they should stay dead a LOT longer now.


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Mon Jul 26, 2010 1:51 am 
Site Admin
User avatar

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1760
New Features:
-- Huge server software upgrade
-- -- A lot of things should run better now
-- -- New networking code getting tested out as well as a new middle program to balance it.
-- -- -- What this means for players: Less(hopefully none) crashes in high item areas

Balance Adjustments:
-- Passive Regeneration adjusted
-- -- HP regen time reduced from 8 seconds to 7.
-- -- Stamina regen time increased from 2 to 4 seconds.
-- Resurrection HP increased to 15% from 10%.

Cleanup:
-- Lots of old scripts removed, if you lost a few old items from this(old lottery tickets, recycled ingots, etc), i'm sorry but they needed to get cleaned up to do the upgrade
-- -- If your house was on the old system, too bad. You've had many many many months to upgrade them to the new system.


Top
 Offline   
 
Display posts from previous:  Sort by  
Forum locked Post a reply Page 7 of 13   [ 183 posts ]
Go to page Previous 15 6 7 8 913 Next


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  


Powered by phpBB® Forum Software © phpBB Group
twilightBB Style by Daniel St. Jules of Gamexe.net