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 Post subject: Re: Changelog for T4A
PostPosted: Sun Oct 04, 2009 11:14 pm 
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Balance Adjustments:

PVP:
-- Unshrinking shrunk animals now has a 20 second timer between unshrinks.
-- Summoning NPCs now has a 20 second timer between summons.
-- -- This applies to all summon spells
-- Both the shrink timer and summoning timer are mitigated by animal taming and animal lore
-- -- A GM in both will have no delay. 50% in both will have a 10 second delay.
-- -- -- For example, if you summon a daemon, you cannot then summon a blade spirit without waiting 20 seconds.
-- Armor fizzle will now happen at the end of the spell cast, not the beginning, like normal fizzle

PVM:
-- NPCs will no longer take spell damage from other NPCs
-- -- This is mostly done because npcs are too dumb right now to use their AOE's properly without getting every npc in the room attacking them while enterprising players sit by and watch to loot later.

Overall:
-- Fake skill has now been removed, and no longer has any effect in-game. Your skill should be the same whether show real is checked or not.
-- -- This just means the default applications of fake skill(bonuses from stats) is gone. Some skills still get bonuses from having high related stats.


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 Post subject: Re: Changelog for T4A
PostPosted: Mon Oct 05, 2009 8:31 pm 
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Balance Adjustment:

-- Lowered int gains by a factor of 4 at low vlaues of the stats.
-- Adjusted the difficulty level calculation for monsters, should put more in their rightful magic drop brackets.


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 Post subject: Re: Changelog for T4A
PostPosted: Thu Oct 08, 2009 7:10 pm 
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Forum Tweaks:
-- New forum, the obsidian tavern, for bragging and all sorts of shenanigans
-- Idlerpg removed since we currently aren't running any other games.

Balance Adjustment:
-- Nexus time reduced by 4 hours to add a more regular cycle of times.
-- Stat gains have been put at t3a levels (thought they were, but they weren't).

Bugs Fixed:
-- You cannot dclick armor or clothing now while locked down.
-- Buc's Den Nexus War poofing into packed guildstone.
-- Turkeys now vanish when eaten


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 Post subject: Re: Changelog for T4A
PostPosted: Fri Oct 23, 2009 6:18 am 
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Balance Adjustment:
-- Tactics int gain has been reduced from 40 to 30.

Bugs Fixed:
-- Stats now gain at the proper rate, instead of the inverse proper rates. Obsidian is apparently dyslexic.


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 Post subject: Re: Changelog for T4A
PostPosted: Mon Oct 26, 2009 9:23 pm 
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Balance Adjustments:

-- Nexus timer increased by 24 hours to give it the proper rotation, now that accurate testing has been done.

Bug Fixes:
-- Recharge Orbs should now function 100% properly for the first time in a few years.
-- Bug abuse with house placement fixed
-- Negative Stat potions no longer will allow you to go negative in certain instances.
-- Fixed abuse with packhouse giving away house ownership information.


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 Post subject: Re: Changelog for T4A
PostPosted: Sun Nov 08, 2009 9:14 am 
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Changelog:

New Features:

Every Dungeon now has a challenge to access the lower levels:

-- Hythloth maze will now change every 3 hours
-- -- However, the difficulty of the mazes has gone down, no more diagonal steps
-- -- Also, whenever you activate a teleporter in the maze, it will remain visible until the maze resets

-- Deceit now has a teleportation orb at the end of level 3
-- -- This orb will transport every being within 3 tiles of the orb when used
-- -- -- However like all death magic, it comes at a price, and takes 75% of every living teleported unit's hp.
-- -- -- It has a cooldown of 5 minutes.

--Shame
-- -- The wall to shame is now blocked by a raisable wall
-- -- -- However the wall will take the strength of more than 1 man.

--Despise
-- -- The Center Isle is once again guarded by a vicious wyrm
-- -- -- With a vicious temper and a breath to match.

--Destard
-- -- The path to level 3 has been blocked by many stones...
-- -- -- But there is a way to clear it...

--Covetous
-- -- The way into the sanctum lies blocked by a head.
-- -- -- Unfortunately, the head dislikes hearing the same things too often.

--Wrong
-- -- Certain doom is spelled for those who attemped to gain access to level 3.
-- -- -- Know that in doom, you walk alone.

Balance Adjustments:
-- All runestone codes to levels 3 or deeper of dungeons have been removed
-- -- Exception, covetous lake code is now covetous level 3 entrance, due to being recallable anyway
-- All runestone codes to dungeon entrances have been re-enabled
-- Several other disabled runestone codes have been enabled.

Bug Fixes:
-- All Elementals should have their proper loot tables restored.
-- Poison Golems now correctly have poisoning.
-- Dungeons should be at properish spawn tables. Tables aren't readjusted for new monster strenghts, just should be closer to old tables now.


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 Post subject: Re: Changelog for T4A
PostPosted: Mon Nov 23, 2009 1:47 pm 
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Crafting Patch Part 1 - The System
-------------------

New Commands

-- MakersMark
-- -- This allows you to switch between marking your masterwork items with either no mark(generic master mark), your name, your guild name, or your guild abbreviation
-- -- If you have no guild, it will not let you use the last two. Just use .makersmark to cycle between them.
-- -- Items will look like this:
-- -- -- Item crafted by a master (generic)
-- -- -- Item crafted by Bob (name)
-- -- -- Item comissioned by Obsidian Staff (guild name)
-- -- -- Item comissioned by OS (guild abbreviation)

Crafting in General:

-- Quality
-- -- Failures have been removed from the system for almost all items.
-- -- -- The reason for this is failures just take up time and resources, and make luck a big factor
-- -- -- Even if you make an ultra crappy item, it will still be that item.
-- -- -- Because of this resource requirements for some items have been increased to keep the effective resources the same.
-- -- Just because you fail does NOT mean low quality items won't still suck (so luck is still a little factor)
-- -- -- Items below 30% quality will be branded shoddy. For example, if you make the worst platemail in the world, it'll be named "shoddy platemail"
-- -- -- Likewise higher quality items will be branded. In addition to the master quality mark (90%), there is now a mark for 70%, Expert, which would show up "platemail crafted by an

expert"
-- -- Masterwork quality is no longer limited to GM skill levels.
-- -- -- It merely represents the item was made perfectly. If it's a really simple item, a skilled crafter could probably make it perfectly.
-- -- Masterwork quality will not be an ultra common thing on items you can just barely craft to begin with.
-- -- -- For example if you're 70, and the item requires 65 skill, don't expect to make a master quality item consistently.
-- -- Quality is determined as you craft the item.
-- -- -- Each pulse of crafting work, you will get a message about how confident your work is going.
-- -- -- At the end, all the quality is totalled up and averaged, which determines the final quality of the item.
-- -- -- -- In example, if you get two shoddy pulses and three great ones, you'll probably end up with an average to high average quality item.

-- Item Usage
-- -- Because crafting is a very labor intensive action, you can not use or move objects while you are crafting. You only have two hands and they are busy.

-- Aborting
-- -- You may now abort an item while crafting it
-- -- -- Doing so requires you to go into war mode twice, to prevent accidental triggers
-- -- -- When aborting, you use up an amount of resources proportional to how far you've gotten on the item already

-- Work
-- -- Crafting intoduces a new concept known as work, which is a combination of your skill, the item resource amount, and the resource difficulty
-- -- -- Skill: The higher your skill, the more work you can do per pulse
-- -- -- -- This is the maximum work per pulse.
-- -- -- -- -- Example 1: You have a work rating of 50/pulse, but your item only requires 25 work, you will craft it in 1 pulse but only do 25 work when counting for skillgain
-- -- -- -- -- Example 2: You have a work rating of 25/pulse, and your item requires 60 work. You will craft it in 3 pulses, two 25 work pulses and one 10 work pulse.
-- -- -- Resource Difficulty: The more difficult a resource is the work with, the more work it requires
-- -- -- -- For example: A set of armor made of iron will require a lot less work than one made of verite
-- -- -- Resource Amount: the more of a resource you are workign with, the more work.
-- -- -- -- For example, if an item requires 20 logs, it will require double the work of a 10 log item to craft.

-- Resource Replacement
-- -- You can now replace required resources in some items with different ones, to make new items
-- -- -- For instance, some things that use iron ingots, you could make with gold ingots
-- -- These combinations will give different benefits to the items.
-- -- -- While more mundane tools might merely gain color and durability, for instance a yew hatchet
-- -- -- Others might gain new abilities or benefits, such as a mytheril necklace might help spellcasting, or a dragonskin cloak might give resistance to fire(examples, not neccessarily

real).
-- -- You may only replace the primary resource in an item, if it has multiple replaceable resources. For example an item that requires 20 logs and 5 ingots, would only be able to

replace the logs.

-- Skillgains
-- -- Your skill gain is affected by two things. How much work you've done and how difficult the work is.
-- -- -- Items that are closer to your skill level will provide more work towards skillgain than those that are far below your skill level.
-- -- Skillgain has two components, a random and a forced.
-- -- -- Random skillgain works like the current system, and every pulse you have a chance to gain based on how much work you did that pulse.
-- -- -- Force skillgain keeps track of how much work you've done since your last skillgain, and if it is over a certain value, forces the skill.
-- -- -- -- This prevents people from having "unlucky" streaks where they never gain, while allowing luck to still play a role in gains


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 Post subject: Re: Changelog for T4A
PostPosted: Fri Nov 27, 2009 2:01 am 
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New Features:

-- Crafting will now give you the message "You feel that you weren't productive" if you make an item that uses less than half your available work per tick.
-- -- If you see this a LOT on items that are high resource and high skill for your relative level, post about it, it may be a sign a resource isn't counting right.

Balance Adjustments:

-- House Demolishing is now once again disabled
-- -- Everyone has had plenty of time to get to used to the new housing system and adjust their positions/property amounts because of it.
-- -- It is not planned to be re-enabled in the future. If it is, it will be re-enabled as a demolition without reimbursement for fast clearing.
-- Numerous crafting balance adjustments since the patch went in, and will continue to be tweaked as time goes on.
-- Taming gain rate has been increased
-- Tactics reduced from 30 int max to 20 int max
-- Magic resist reduced to 20 int max gain
-- -- If this doesn't stop the people convinced int is somehow screwed up, i dunno what will appease them. I'm pretty sure the resist is what was killing some people though.
-- -- Right now it is pretty impossible for a warrior who is just fighting to go over 20 int.
-- -- Gain rate even at 0 int(rediculous) is only 1 per 5000 instances. so even if you have someone casting and you're hitting them, that's still at least 1000 hits between gains.
-- -- Int gain rate is already HALF of what it was on t3a, without the adjustments to max int in tactics/weaponsskills/resist.
-- -- It is NOT going any lower or else it punishes those who legitly want to train up intelligence.
-- -- Likewise if you want to min/max your character with 0 int, expect to pay a heavy upkeep in pots. Even having just 10 int(most warriors on t3a had 30ish due to armor, which i think

is where the big discrepancy is comming from) makes gains twice as slow.

Seasonal Patch:

-- Thanksgiving is now officially over
-- -- This means that all thanksgiving related seasonal appearances are now disabled.

Bugs Fixed:

-- All necromancy spells should now be castable again.
-- -- Except summon undead, disabled till i do some work on it.


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 Post subject: Re: Changelog for T4A
PostPosted: Fri Nov 27, 2009 9:40 pm 
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Balance Adjustment:

-- Reds can once again summon runestones
-- -- This takes them to their own special runestone chamber where there are no special rules.
-- -- Meaning follow people to kill, be mean, etc. You all want a savage life, so you get a place to live it.

-- Taming now remembers previous tames for up to a month.
-- Taming gains drastically sped up.
-- Taming now has a 10 second delay after a successful tame before you can tame again, to get the pet under control
-- -- Going for a new approach for controlling taming gain rates/difficulty.
-- -- This should all but eliminate the macro farms that became popular a few years ago as a method of training taming, while making natural progression via taming in the wilderness not

too fast.
-- -- There is no guarantee it will stay this easy, but we'll see how it goes.
-- -- Magic Arrow will no longer fizzle spells, but damage was increased slightly to compensate.

Bugs Fixed:
-- More Necromancy bugs fixed


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 Post subject: Re: Changelog for T4A
PostPosted: Mon Nov 30, 2009 2:47 am 
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Balance Adjustments:
-- Npcs will no longer cast most necro spells unless they have a specific reason to do so
-- -- This means that 99% of npcs will also no longer cast hallucination
-- GM Tamers will no longer have to make aquaintances with their animals. They're just that good.
-- Necromancy spell adjustments
-- Necromancy now operates on a queue system. If you try to cast a necromancy spell while on cooldown, it will queue the spell and start casting it once your cooldown has ended.
-- -- Magery spells are not queued and will result in it just saying nope, can't cast this yet, wait x seconds
-- Meditation skill now fails based on meditation level, not eval int
-- -- Amount of mana regained is increased by eval int, but not as greatly as it was, and relies more heavily on med skill
-- -- Meditation affects due to magery are now also applied to necromancy. No more free rides for necromancers
-- -- Amount of mana regained increased slightly
-- Reactive armor got some adjustment

Bugs Fixed:
-- Mage vendors now correctly sell black pearl
-- Typo fixed in tailoring crafting

Issues looked at:
-- People can loot from far away with telekinesis, allowing looting of corpses in guarded zones from almost a screen away.
-- -- Yes, yes they can. This is what the spell is intended for.
-- -- -- This also prevents mages from safely standing a screen away and fighting people outside the zones without risk.
-- -- People should take more careful look at what resources they have avaiable, i'm kinda surprised it took someone this long to realize this use. But yes it was planned for


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 Post subject: Re: Changelog for T4A
PostPosted: Wed Dec 02, 2009 12:38 am 
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Balance Adjustments:
-- All Human NPC Monster gold drops have been adjusted to now properly assess difficulty of humans wielding and wearing equipment.
-- -- This should bring human NPCS in line with their monster npc cousins.
-- Makers Marks for GM Quality items are now restricted to guilds with at least 25 members.
-- Guilds are now restricted to 30 days between name changes

Bugs Fixed:
-- Fixed a bug with taming not quite knowing what to do with targetting inanimate objects. No pet rocks for you guys.


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 Post subject: Re: Changelog for T4A
PostPosted: Fri Dec 04, 2009 6:40 pm 
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New Features:

-- Animal Control Limits
-- -- You now have a limit to how many animals you can control before they start getting pissed at you.
-- -- -- Everyone starts at 0
-- -- -- You gain 1 for being over 30.0 magery or necromancy. If both, you still only get one bonus.
-- -- -- You gain 1 for every 25.0 taming, total of 4 at GM taming.
-- -- -- You gain 1 for every 20.0 of animal lore, total of 5 at GM lore.
-- -- -- Every attempt at controlling animals over that limit risks them getting angry at you and leaving/attacking
-- -- -- The number is shown in your follower section in your status bar, and updates every time you give a command.

-- Dark Elves are implemented

-- -- Passive Abilities:
-- -- -- Tainted Past - The bloodsoaked history of the dark elves have taught them to be merciless and cruel, and to trust no one. This unfortunate trait has seeped so much into their personalities, that they can never portray true peacefulness, and therefore scare away small animals and provoke larger ones. However it has given them an edge in combat.
-- -- -- -- (Animals are not happy with dark elves at all, it is near impossible for them to keep pets that are not as evil as they are.)
-- -- -- -- (Dark elves do increased damage in combat, and regenerate some life upon a successful kill)
-- -- --Beyond Redemption - The dark elves neglect of all virtues have rendered them a blight upon the land and not just it's people. The virtues will have never a benefit to them, and in most cases will actively reject them no matter what they do. It is rumored that no creature is ever beyond redemption, but as of yet no dark elf has found the way to rid themselves of the curse of their clan. (Virtue penalties + immune to bless, resistant to magical cures and take extra from curses)

-- -- Active Abilities:
-- -- -- Silent Strike - The dark elf collapses the vocal chords of their opponent, rendering them unable to speak for a time.
-- -- -- Coupe de Grace - The dark elf attempts an elaborate killing blow, dealing 2x damage if it hits. However they are rendered completely unable to attack for several seconds after.
-- -- -- Essence of wind - Like their cousins, the dark elves also draw upon the power of the earth, with the dark elves getting their strength from the subtlety of the wind. They can summon this into a malestrom, which blows back their opponents and knocks them prone, unable to move for a short period.
-- -- -- Decieve the Decievers - Dark elves pride themselves on their deceptive nature. Because of this they are more apt to notice deceitful attempts at others. When used, has a chance to give warning of any hidden surprises in the area (tells if things are nearby, objects or people, but not where)

Balance Adjustment:

-- Smuggler Loot adjusted
-- -- Less arrows on archers, gems on thieves, gems on boss
-- Gravestones removed
-- -- Will add back in when i find a way to make them ghost passable, might have to wait till client patch
-- Fire bolt damage reduced


Bugs Fixed:
-- More necro bugs fixed
-- -- Animate dead and Necro Spirits are re-implemented taking new systems into account.
-- Fixed a bug involving interruptions of target/targetswitching
-- -- This affected things such as drinking mana pots between spellcast and spellhit, etc.


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 Post subject: Re: Changelog for T4A
PostPosted: Mon Dec 07, 2009 1:50 am 
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New Features:

--Warlock race:
-- -- Passive abilities:
-- -- -- Mental Clarity - The mental fortitude of the warlocks is unparalleled due to their continual quest for knowledge. Because of this they gain a natural resistance to spells that alter perception. (Hallucination and feeblemind immunity, 20% extra resist to other debuffs)
-- -- -- Physical Neglect - Warlocks have neglected their bodies in the pursuit of knowledge, and so have a weaker constitution from their life of solitude (take extra damage from all sources).

-- -- Active Abilities:
-- -- -- Total Recall: A warlock's mind is perfect. They can recall clearly and cleanly details they see. A warlock can store up to 5 memories of creatures/people
-- -- -- Conjure Image: A warlocks skill in the arcane has allowed him to project his thoughts clearly. A warlock can project a hallucination of a stored memory (quickskill 1)
-- -- -- Perceptive Glance: A warlock's secluded life and perception of things around him allow him to notice useful objects others might miss, and their quest for knowledge teaches them to waste nothing useful. (quickskill 2)
-- -- -- -- Reagents: Recovers magical potents
-- -- -- -- Resources: Recovers useful materials
-- -- -- -- Combat: Recovers useful items from the remnants of war (scraps of cloth, arrows, bolts)
-- -- -- Mental Scry: A warlock can channel his magical energies to scry the location bound to his mind for a few seconds. (gains hazy vision of the area temporarily) (quickskill 3)
-- -- -- Bind Location: Used to bind a location to the warlock's mind. (48 hour cooldown)

Balance Adjustments:
-- Any new agility and greater agility potions will now stack
-- Fire field damage has been reduced to be more in line with t3a, where it was mitigated by armor-- Portal to wind added in red runestone chamber
-- Spawn tables for the overlands have been adjusted
-- -- This is to account for the new spawn methodology
-- Spawn methods for the overland has been changed
-- -- Now when a spawn time is reached, it will kill off the oldest creature that has full health.
-- -- Meaning if a spawn has 10 animals, it will have 10 different animals every 10 spawn ticks.
-- Overland spawns have been adjusted to be much more variable in placement
-- -- This should be the last overland spawn adjustment for awhile
-- -- -- Next upgrade to overland spawns will include animals eating animals, better ecosystems, etc.
-- -- -- Current timeline projection: priority 2 patch after EW patch completion.


Bugs Fixed:
-- Dark elf npcs are now their proper color
-- Slight bug fixed with bandage res delay timer showing wrong time
-- Necromancy bugs fixed
-- Dark Elf Silent strike now should target properly
-- Bug with new taming controls fixed allowing battle control of infinite animals (thank you nash for reporting)

Clarifications:
-- The overland consists of all non-dungeon or special purpose land on the main map that is outside guarded areas.


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 Post subject: Re: Changelog for T4A
PostPosted: Thu Dec 10, 2009 7:02 am 
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Balance Adjustment:
-- Wood Elf Attunement adjusted
-- -- Regeneration increased by 50%
-- -- -- Regeneration message removed. Now will only alert when degeneration occurs due to the stench of death.
-- -- Degeneration doubled
-- Karma loss to killing good/neutral npcs reduced
-- Provisioners no longer buy armor/weapons
-- Necromancer Armor should now have a 0% casting failure

Bugs Fixed:
-- Treasure maps should be working again, might have to dclick twice to get them set up right


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 Post subject: Re: Changelog for T4A
PostPosted: Sun Dec 13, 2009 4:20 am 
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Balance Adjustment:
-- Covetous Puzzle has a few hints added, as well as some more livelihood to his droll existence.
-- King Goo Goo is now considered boss monsters.
-- Necromancy spell damage is now done the proper way, and should show up as floating damage.
-- Magic drop rates have been adjusted, and in most cases doubled or higher.
-- Necromancy Light
-- -- Should no longer give messages when it expires.
-- -- Can no longer be cast in guarded regions.
-- -- Can now be mass dispelled.

Bugs Fixed:
-- Stonewall spell adjusted slightly, should now once again block line of sight (hopefully for good this time).
-- Shrine npc wander distances corrected back down to low.


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