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 Post subject: Re: Changelog for T4A
PostPosted: Wed May 13, 2009 8:22 pm 
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New Features:

-- ghostRecall - New player command.
-- -- When used while alive twice in a row, binds your soul to a given spot.
-- -- When used while dead, returns your ghost instantly to that spot. Once per hour.


Bugs Fixed:

-- Archery rotating while running away to attempt to fire.
-- Unable to combat or cast spells while overweight.
-- Certain monsters having a chance to drop an empty bag. These bags now hold the proper loot(gems).


Updates:

-- Checkage now tells you the skillcap for your current character.
-- Forgetful fish have been updated:
-- -- The code for them has been significantly cleaned up on the backend, making them run neater and look nicer(they lost around 80% of their code).
-- -- They now give you a dialog before you get to eat them, to make sure it is what you want. No more accidental eatings.
-- -- Certain forgetful fish in the world have been affected by this change and now do different skills. So you may not have the same fish you had 2 days ago in storage.

Balance Adjustment:

-- New death option added, resurrection in 5 minutes at britain with corpse. Usable once per day.


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 Post subject: Re: Changelog for T4A
PostPosted: Thu Jun 11, 2009 5:39 pm 
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New Features:
-- Added in ability to declare areas for gm only. or seer only, or even player only. Or even specific person only.
-- -- this will give us a new level of control over areas and secrets. It also means when we finish designing a quest we can lock it so no staff can look at it, allowing staff to participate in the quests as well since they can't cheat.

Balance Adjustment:
-- Drop system changed slightly. Now it will only go down at most one level in determining what strength item to drop. So no more 4 chainmails for 1 +3 weapon trades.

Bugs Fixed:
-- Old potions now work correctly, however they may still not have the right timer.
-- Daemon class creatures should now drop daemon bones.
-- Fat class creatures should now drop executioners caps.
-- Numerous tiny combat bugs
-- A few small monster AI bugs to do with chasing and target handling


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 Post subject: Re: Changelog for T4A
PostPosted: Wed Jun 17, 2009 8:53 pm 
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New Features:

As mentioned earlier, all racial abilities will get stronger as the character gets older.
You may now change a character into a frost elf by going to the runestone chamber and using the frost elf stone.
The frost Elf race has returned to abilities.
Abilities are activated by .raceskills
or by .raceskill1 through .raceskill5 for quick and easy macro usage.


Passive Abilities:

-- Frozen Skin - Braving the harsh environment of ice isle and the heats of the forges has toughened the ice elf's skin, rendering it more resilliant to the cold and injury. (+10% health) This also makes frost elves immune to the harsh blizzards that govern their homeland. (no damage on ice isle from weather).

-- Temperature Difference - Unfortunately the frozen environment they grew up in has made frost elves a little more vulnerable to the heats of the fires to the point where if introduced to them too quickly the fire seems unusually scalding to them. (extra damage from fire based attacks/weapons)


Active Abilities:

-- Prison of Ice - The frost elves still share the affinity with mother earth that their cousins have, but over time they've learned to interact with not with the loving embrace of the forests but the cold shoulder of the mountains which they have crafted to use for their own survival. Using this affinity, they can summon a prison of ice from the earth, protecting themselves from the outside, or trapping unsuspecting creatures in with them.
-- -- Those outside or inside the wall can doubleclick the wall pieces to attack them, and eventually break through them.

-- Snowball - The frost elves, while an engineering bunch, appreciate a good laugh as much as anyone. Because of this, they always seem to have some spare snow on them, which they can fashion into a snowball and pitch at an unsuspecting victim. (takes a second to pack, then stuns the target(half duration if target is a frost elf)).

-- Yellow Snowball - All is fair in love and more, and usually better for a laugh. Combining their enjoyment of snowball fights with their knowledge of engineering, they have created this explosive little snowball. (uses 1 sulfurous ash, deals damage instead of stuns)

-- Avatar of Ice - The frost elf summons the avatar of ice to assist them in battle

-- Home Sweet Home - The frost elf can always summon the artic winds to carry them home. However summoning the wind takes time and effort, and as such the frost elf cannot move very far while he is summoning. (10 seconds casting time, cannot leave the screen they casted it on or it stops, only works outside)


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 Post subject: Re: Changelog for T4A
PostPosted: Mon Jun 29, 2009 5:03 pm 
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Bugs Fixed:
-- Several vendors now buy/sell the proper items in the proper amounts
-- You can now resign from your guild verbally again
-- Hind meadows runestone location moved slightly to prevent crashes
-- Poison potions should no longer delete the stack when dropped.
-- Poison potions should no longer poison when dropped.
-- Poison potions should no longer allow player stupidity to make characters do bad decisions.
-- -- Characters are people too you know


Balance Adjustment:
-- Stat gain rates and maximums for several skills have been altered. Around 30% of the skills got an adjustment.
-- Ice elf skills have been adjusted for balance
-- -- Avatars are significantly weaker
-- -- Ice walls now can be attacked quicker, but have slightly more hp to compensate.
-- -- Minor adjustments to snowball formulas and pathing.


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 Post subject: Re: Changelog for T4A
PostPosted: Thu Jul 02, 2009 4:16 pm 
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New Features:
-- Archers now get a warning when they drop below 50 ammo in the type they are currently using. Arrows for bows, Bolts for crossbows.

Bugs Fixed:
-- Fixed a typo with one of the heatstroke emotes.
-- Fixed a few potential problems with poison potions if people decided to try poison ships and ceilingwax, cabbages and kings. No poisoning inanimate objects, or the poison potion itself. Pretty redundant eh?
-- -- Fixed some timer related issues with some varieties of new and old poison potions.

Balance Adjustment:
-- Magery spell levels have been adjusted for all spells. Most spells got reduced skill requirements.
-- -- You can now expect to gain a spell every 1-2.0 skill points, in the order listed in your book.
-- -- -- The exceptions are mark, recall, and summon creature. Which have lowered costs.
-- -- -- Also the 8th circle of spells you will gain in a different order. See manual for details.


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 Post subject: Re: Changelog for T4A
PostPosted: Thu Jul 09, 2009 3:51 pm 
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New Content:

Two new commands, healrate and healreset
-- healrate will tell you your current healing success rate.
-- healreset will reset the counter
-- -- Keep in mind these two won't start working well until you heal a bit after a reset.
-- -- You must have at least 50 heals before healrate will tell you your rate.
-- -- This is so you have a more balanced view of how your healing has been going.

Balance Adjustment:
-- Healing now reveals you from stealth
-- Healing now has a fail limit like magery. at 35.0 skill, you will not fail twice in a row. At 70 skill, you will not fail for 2 tries after you fail once.
-- Healing fail rates have been increased slightly to compensate. You will still fail approx the same amount, just more spread out now.
-- Blade Spirits and Energy Vortex have been nerfed.

Bugs Fixed:
-- Some aspects of taming weren't working properly. They now do. Thanks to nashtamer for reporting.
-- The teleporters in wrong now work correctly.
-- The teleporters in wind now work correctly.
-- Several potion and fish now heal to maximum hitpoints.
-- The arena now restores maximum hitpoints.
-- Healing now heals to maximum hitpoints.
-- Architects no longer buy deeds. To the people who finally reported this longstanding bug, thank you.
-- -- To the people who abused this, you suck


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 Post subject: Re: Changelog for T4A
PostPosted: Fri Jul 10, 2009 4:19 pm 
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Balance Adjustment:
-- Magery, Anatomy, and a few other skills had their gain rates lowered(goes up faster).
-- Anatomy now has a chance to gain every time you heal something that is poisoned.
-- Magery Fizzles use a new system that more approximately mirrors t3a.
-- -- Misses will not cause fizzles ever. This is a bit different from t3a, where some misses would.
-- -- Magic damage(spells) and poison damage will always cause a fizzle
-- -- Weapon damage will cause fizzles dependent on the hit. Higher damage weapons(slower) will have a higher chance to fizzle each hit. Extremely low damage weapons will have a hard time fizzling.

Bugs Fixed:
-- You can no longer use racial abilities while dead


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 Post subject: Re: Changelog for T4A
PostPosted: Mon Jul 13, 2009 6:15 pm 
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New Content:

-- Thank(complain to) echo for the following change:
-- -- New anti-macroing system put in place for gains. If you're not playing for your gains, you won't gain well.
-- Animal lore will now tell you where a protected pet is bound to, if you 30 magery & 70 animal lore.

Balance Adjustment:
-- Thank(complain to) echo for the following two changes:
-- -- Magery gains have been put back to their old rate
-- -- Difficulty requirements on many skills have been removed including magery. Still there for crafting among others.

-- Healing, Anatomy, Poisoning, and a few other skills now stop gaining at 100.0.
-- Time between poison ticks has been greatly increased.
-- Guards can no longer be called multiple times for the same offence. Once they go to jail they have a clean slate, provided they're not a murderer.
-- Monsters chance to drop armor and shields has been cut in half. So now the odds are 2/3rds weapons, 1/3rd armor instead of half and half.


Bug Fixes:
-- Poison potions now flag criminals appropriately
-- Poison damage ticks will no longer reveal the person who caused them when they happen


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 Post subject: Re: Changelog for T4A
PostPosted: Tue Jul 14, 2009 11:08 am 
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New Features:

-- New Command, .trainanatomy
-- -- When on, you will gain anatomy from uses of the healing skill and combat
-- -- When off, you will not passively gain anatomy

Balance Adjustment:

-- Removed the poisoned requirement to gain anatomy from healing.
-- Ice elf wall cooldown increased significantly.

Bugs Fixed:

-- Taming stones now correctly self-destruct when used.


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 Post subject: Re: Changelog for T4A
PostPosted: Wed Jul 15, 2009 2:58 pm 
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Balance Adjustment:

-- Meditation skillgain increased to appropriate levels
-- Magic Resistance skillgain increased to appropriate levels
-- Magery skillgain increased to appropriate levels
-- Parrying skillgain increased to appropriate levels
-- All Combat Skills skillgain increased to appropriate levels
-- Healing skillgain adjusted slightly.
-- Healing no longer adds delay for being poisoned. Not neccessary with healing damage penalty to poison.
-- Healing now accepts partial second delays.
-- -- For example, 90 dex will now give you -4.5 seconds instead of just -4
-- -- And 30 magery will now add 1.5 seconds instead of just 1
-- -- Every 2 dex is .1 second off, every 2 magery is .1 second added
-- -- For those who don't know the formula, the formula for healing delay is:
-- -- 11.0 seconds + hunger level(3 second max for really hungry) + equipment(3 second max for both hands) - dex/20 + magery/20


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 Post subject: Re: Changelog for T4A
PostPosted: Fri Jul 17, 2009 3:48 pm 
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Balance Adjustment:
-- Mining gains have been put back to where they should be. Apparently the change from the smelting reduction patch got undone. You should notice much faster gains now.
-- Weapon Blacksmiths now sell hatchets in limited quantity. If you want lots get a player to make you some.
-- Double npcs should now all be removed. I got the data i needed for balance purposes.
-- The price vendors will pay for armors has gone down so that more armor wearing npcs drop gold.
-- Magery Fizzle Rates have been adjusted.
-- -- Spells now have a 50% chance to fizzle other spells(different from t3a).
-- -- Weapons fizzle rate have been lowered, and wrestling fizzle rate has been redone.
-- Sun Harpies, Vampires, Zorlorns, Elves, and several other monsters have gotten their loot adjusted(was way outside boundaries due to old static gold drops)
-- -- Very angry at the few people who were farming some of the monsters that were obviously too good to be true relative to the new systems and didn't report it.
-- -- Those that i know about that abused it without reporting now have an automatic gold tax on them lasting for 1 month.


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 Post subject: Re: Changelog for T4A
PostPosted: Sun Jul 19, 2009 3:43 pm 
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Balance Adjustment:

-- Protection, Arch Protection have been removed from the high-magery monsters autocast on self list. This is due to the most of those monsters now having the appropriate working armor ratings.
-- Fizzle rates for mages have been lowered slightly for all normal combat types.
-- Reactive armor has been modified to do some additional protection in pvp fights. The effect is a LOT less on warriors than it is on mages.
-- Crafting doors now allow any human, smith, or artificer inside.
-- Fishing doors now allow anyone through if they have 500 gold, which goes into the treasury for that region.
-- Neither door allows anyone with more than 4 kills inside.
-- -- Anyone caught markings runes inside either area will be punished. Don't make me waste the time to make it unmarkable, just don't do it please

Bug Fixes:
-- Vampire blood bottles and drawing blood into bottles should now work properly again.
-- -- This does NOT mean this is staying or not staying, or getting changed or not changed. Just it'll be awhile till vamps get their upgrade so i'm fixing the bug that made this not work.


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 Post subject: Re: Changelog for T4A
PostPosted: Wed Jul 22, 2009 3:38 pm 
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Balance Adjustment:

-- Two handed weapon delay reduced to 2 seconds. I'll be monitoring the data on this to see which is better, 3 or 2.
-- Poison potions will now only cause criminal when used against anything with a karma > 0 (up from previous karma of -3000).

Bugs Fixed:

-- Some bugs with anatomy gaining when anatomytrain is turned off have been fixed.
-- Turkeys now have an icon and won't be snakes and wisps and other things.
-- Loot for many monsters including ettin lords has been fixed for some bugged drops.
-- Corpser loot fixed.


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 Post subject: Re: Changelog for T4A
PostPosted: Thu Jul 23, 2009 1:41 pm 
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Balance Adjustment:
-- You can no longer use shrunk animals when they are locked down.
-- -- If you can think of other types of items that should be unusable when locked down, by all means suggest it.

Bugs Fixed:
-- AOE Spells should no longer damage items
-- -- Thank you to kingblacktorn for reporting this bug. Kinda surprised no one reported it sooner, it coulda been dangerous.
-- Cartography now consumes maps on fail again.
-- Blacksmithing now consumes the appropriate amount of resources on fail, along with other crafting skills.

Behind the Scenes:
-- Some new data gathering systems have been put into place. This will help better monitor the shard health and more readily spot bug abuses.
-- -- Next planned is some new balance statistic gathering, don't know if i'll have time today though.


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 Post subject: Re: Changelog for T4A
PostPosted: Mon Jul 27, 2009 8:08 pm 
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Bugs Fixed:
-- NPCS will no longer enter gates or any teleporter while in combat mode.

Balance Adjustment:
-- Weapon speed increase(for players) is now capped at 100 dex. (like it was in t3a).


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