It is currently Sun Mar 24, 2019 2:46 pm


Forum locked Post a reply Page 8 of 11   [ 165 posts ]
Go to page Previous 16 7 8 9 10 11 Next
Author Message
 Post subject: Re: Changelog for T4A
PostPosted: Thu Aug 05, 2010 5:26 pm 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
GM Announcements:
-- Back from my SCII vacation (not really 100%, but at least i'm done with my "I'm not doing anything but vacationing right now". So expect updates, mostly small ones or for-fun projects for awhile)

New Features:
-- Beginnings of weather/time/moon system implemented. Currently raining hard in vesper.

Balance Adjustments:
-- Poison clouds should no longer poison your pets
-- Healing recoded so it shouldn't force a full update to update your health bar. (producing rubberband as you "run" past where you actually are on the server, to allow people with slower connections to play)
-- Healing should now properly report when you're revealed

Bugs Fixed:
-- Special dyes should now work properly
-- Necromancers hiccuping after casting
-- Rainy weather should no longer close your bank box
-- Guild chat should now work again


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Sat Aug 07, 2010 3:49 am 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
New Features:
-- New Vampire Quest -- Lunar


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Sat Aug 07, 2010 5:08 pm 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
New Features:
-- New Vampire Quest - Blood Magi
-- -- With the last quest in, in 3 days i will put in the vampire stone.
-- Added T3A style corpse cutting going into bones instead of ground
-- -- Only activated with swords, so for those who prefer the new style of corpse cutting you can still use other weapons to achieve it

Balance Adjustments:
-- Boss Healing will now only double their existing health, not heal to full.
-- NPCS should be mostly fixed to how they used to be now
-- Added a check to rotating spawns to not respawn anything that's interacted with(or seen) a player recently


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Tue Aug 10, 2010 4:30 am 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
Balance Adjustments:
-- Recoded top players board to adjust up and down, so it'll constantly check vs the current leaders current stats.
-- Turned off NPCs poofing back home when far away
-- -- I swear to broadband if i find people abusing it they will get an automatic +2 to their punishment for whatever crime they're committing.


Bugs Fixed:
-- Crafting should now properly prevent a lot more skill uses now
-- Monsters with Fencing Resist, Archery Resist, and a few other effects now take proper damage (were acting immune).
-- Fixed the gold coin bug with new style potions, wall pots and creature pot potions.
-- Fixed a bug where resources antiboredom wasn't quite working right.
-- Echo can no longer be the luckiest player.
-- -- After careful and regretful examination, it was determined he is in fact staff.


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Tue Aug 10, 2010 8:34 pm 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
New Features:
-- Vampire race change stone is in.
-- -- This means everyone except people who bugged me in the past 12 hours about it can now be vampire, those others have to wait a few more days.
-- -- As the last stone, this means 1 month from now, all race change stones will be REMOVED.
-- -- -- After this the only way to change race will be to create a new character(or complete certain quests)


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Wed Aug 11, 2010 6:15 pm 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
New Features:
-- With the vampire stone in, all vampire masters may now oath to their bloodline.
-- -- Keep in mind that blood oaths are very draining experience, so expect a huge stat loss in those who are oathed.
-- -- Only vampire masters may oath others into a bloodline.. but rumor says there is a way for others in a bloodline to be given the power to oath as well.

Balance Adjustments:
-- Almost every skill had the highest stat(such as str for mining) max gain level increased by around 20% or 10-20 points.
-- -- This was done to put things more in line with obsidians increased(280 instead of 220) statcap.

Bugs Fixed:
-- Fixed several Bucaneer's den bugs including announcement of the war, rejection of people not in owning guild who logged out there, etc.


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Fri Aug 13, 2010 5:48 am 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
Balance Adjustments:
-- Vampire oath loss reduced by 50%.
-- Healing Adjustments
-- -- Bandage healing:
-- -- -- If you get hit within 4 seconds of healing anyone with bandages(including yourself) it adds 1 second to your timer, max 5 stacks.
-- -- -- Damage from poison and magic do NOT count for this effect
-- -- -- This does not apply to resurrection
-- -- Spell Healing:
-- -- -- Heal spell cast time increase to 1.0 from 0.8
-- -- -- Heal spell max healing effect reduced from 25 to 23
-- -- -- Heal spell mana use increased to 5 from 4
-- -- -- Greater Heal spell cast time increased to 2.8 from 2.4
-- -- -- Greater Heal spell mana use increased to 13 from 11


Bugs Fixed:
-- Fixed healing bug where sometimes failing twice was possible above 35.0 healing
-- Fisherman's Hut is no longer guarded
-- Fixed a "bug" whereby 7 different people gave away their blood magi quest item.
-- -- They are now told that that is a bad idea.


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Fri Aug 20, 2010 2:23 am 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
New Features:
-- Meditation should now work even in war mode/combat
-- -- The big server upgrade a little while back finally gave us the ability to do this. Told you it was worth it.

Balance Adjustment:
-- Reduced stamina used to fill a blood bottle from 15 to 10

Bugs Fixed:
-- Orb shrines should now properly give orbs again
-- Ancient Vampire - Invisibility should now work properly
-- Vampire Kiss Tracker no longer weighs 60 stones
-- Vampire blood now properly restores a little health/stam/man instead of just health.


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Thu Sep 23, 2010 3:14 pm 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
Balance Adjustment:
-- Boss healing reduced from 200% to 150%. Meaning they gain 50% hp every time they heal when no players are around instead of doubling.
-- Made necromancer reactions timeout after 30 seconds

Bugs Fixed:
-- Adjusted necromancer queue casting code a bit more in an attempt to isolate bug with multicast
-- Poison effects ignoring magic reflection
-- Cat's Lair sign replaced


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Tue Oct 12, 2010 7:39 pm 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
Bugs Fixed:
-- Archery weapons now finally allow you to use spells stored in magic weapons
-- Heal casting time, again. Wondering how it keeps getting un-fixed.


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Thu Nov 04, 2010 2:47 pm 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
New Features:
-- .killtime - Shows how long to decay your next kill
-- A new dark elf slot has been opened
-- -- From now on i will NOT announce when dark elf slots open, in order to make it more fair

Bugs Fixed:
-- Warlocks can no longer memorize or recall bosses
-- -- To the three players who abused this, BLATANTLY, you have two options.
-- -- -- Either i see a reduction from your account of all loot you've gained abusing this within 1 week.
-- -- -- Or I will make the reduction myself.
-- -- -- Just because i'm gone on RL craziness does not mean you abuse bugs for weeks before reporting it.
-- Hallucination potions show the proper graphic when made
-- Jail potion should properly be dispelled upon poofing death for protected characters
-- Fixed bug where old potions would use the old potion timer as well as their new ones
-- The poisoning skillbutton has been disabled
-- Green potions dropped by monsters now work as normal poison potions
-- Vampires can no longer berserk while dead

Balance Adjustments:
-- Vampire blood bottle delay reduced from 5 to 4
-- The storm has now passed over vesper
-- Added instructions on how to stop crafting to all actions that are stopped while you are currently crafting


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Sat Nov 06, 2010 11:24 am 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
New Features:
-- Anti Afk Kill System
-- -- We will no longer be kicking people who are afk while red.
-- -- Instead, i've instituted a system that will mostly stop the kill decay for people who are afk.(90% reduction)
-- -- -- I've lowered the kill decay formula by roughly 20% to allow for any misjudges the new system does.
-- -- -- It is not perfect, but this should be a nice compromise.
-- -- -- -- By not perfect, i mean it may get people who aren't afk and just very lethargic(banksitters/etc).
-- -- -- -- However it's either this or the current system, so i'm hoping people will favor this one more.
-- -- -- -- -- I'd rather have staff doing work and developing fun things, not policing people.

Bugs Fixed:
-- Frost elves no longer get to keep their HP when they get dispelled due to max hp adjusting taking a few seconds.
-- Bosses now ignore ghosts/dead when checking for nearby players for healing.


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Sun Nov 07, 2010 5:43 pm 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
Bugs Fixed:
-- Meditation no longer fizzles spells
-- Meditation no longer interrupts other actions
-- Successful Meditation will now reveal from hidden


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Tue Nov 09, 2010 6:16 pm 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
New Features:
-- Fall Features enabled, winter will be turned on december 1st
-- -- Sorry i'm late, here's your turkeys


Top
 Offline   
 
 Post subject: Re: Changelog for T4A
PostPosted: Fri Nov 19, 2010 12:54 pm 
Site Admin

Joined: Thu Nov 02, 2006 4:07 pm
Posts: 1710
November 19, 2010
-----------------------

New Features:
-- If you are Very Bad, your killcount now shows next to your name(updates on kills and decays).

Comming Balance Adjustments:
-- Vampire masters are going to have a required amount of playtime and interaction(meaning logging on in nowhere won't count) over a given period or risk losing their status.
-- -- With this lost status comes a huge injury to the character. (I.e. something to be avoided, and not just an easy way out of being master)


Balance Adjustments:

-- Necromancy total protection no longer dispels
-- Spirit speak should now be usable in war mode, but will still interrupt/cancle any active skills

-- If you are Very Good (Kills < 4) and the other person is Very Bad (Kills > 9), you gain no kill.
-- -- This is to prevent borderline pks.
-- If you are agressive against another player, you cannot call guards on them for 60 seconds.
-- If you kill a player who was agressive against you, you will not gain a kill.
-- -- For these two updates, aggressive is defined as follows:
-- -- -- They damaged you first
-- -- -- You were not globally criminal
-- -- -- You did not do a crime against them
-- -- -- They have damaged you within the last 60 seconds (meaning the fight is still going on)
-- -- -- -- This last one means that if they start a fight, and run, and you chase them for 5 min then kill them, it's no longer self defense
-- -- Like ANY update to the kill system, expect it to be unforgiving and very literal.
-- In Summary, you will now no longer gain a kill for the following situations:
-- -- Order vs Chaos Fights
-- -- Guild Wars
-- -- The player being agressive to you.

-- Max stat gain from skills has been reduced to 100
-- -- Now i did the patch that raised it over 100, to teach you all a lesson.
-- -- -- I personally thought skills shouldn't really over 100
-- -- -- HOWEVER, thats how it always was in t3a
-- -- -- I rarely change shit from t3a without a good reason(game balance) or player support, so i did the patch to preserve it
-- -- -- Now that you all gave player support, i can change it to make it better
-- -- -- In short, the lesson is not all things from t3a were good, just "how it was".
-- -- -- -- So next time i put in a patch and say "this was broken in t3a", give it some thought instead of saying "OMG heresay, t3a was perfect"
-- -- -- -- Also i don't care how much everyone "knows" something, if it's not in a well discussed thread in bugs or suggestions, i can't act on it.
-- -- -- -- -- No that doesn't mean it was within a thread as a subdiscussion. ONE topic per thread.

Bugs Fixed:
-- Old Green Potions should now properly consume


Top
 Offline   
 
Display posts from previous:  Sort by  
Forum locked Post a reply Page 8 of 11   [ 165 posts ]
Go to page Previous 16 7 8 9 10 11 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:  
cron


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