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Changelog for T4A http://www.dxgaming.com/forums/viewtopic.php?t=19535 |
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Author: | GMBob [ Thu Aug 05, 2010 5:26 pm ] |
Post subject: | Re: Changelog for T4A |
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 |
Author: | GMBob [ Sat Aug 07, 2010 3:49 am ] |
Post subject: | Re: Changelog for T4A |
New Features: -- New Vampire Quest -- Lunar |
Author: | GMBob [ Sat Aug 07, 2010 5:08 pm ] |
Post subject: | Re: Changelog for T4A |
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 |
Author: | GMBob [ Tue Aug 10, 2010 4:30 am ] |
Post subject: | Re: Changelog for T4A |
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. |
Author: | GMBob [ Tue Aug 10, 2010 8:34 pm ] |
Post subject: | Re: Changelog for T4A |
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) |
Author: | GMBob [ Wed Aug 11, 2010 6:15 pm ] |
Post subject: | Re: Changelog for T4A |
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. |
Author: | GMBob [ Fri Aug 13, 2010 5:48 am ] |
Post subject: | Re: Changelog for T4A |
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. |
Author: | GMBob [ Fri Aug 20, 2010 2:23 am ] |
Post subject: | Re: Changelog for T4A |
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. |
Author: | GMBob [ Thu Sep 23, 2010 3:14 pm ] |
Post subject: | Re: Changelog for T4A |
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 |
Author: | GMBob [ Tue Oct 12, 2010 7:39 pm ] |
Post subject: | Re: Changelog for T4A |
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. |
Author: | GMBob [ Thu Nov 04, 2010 2:47 pm ] |
Post subject: | Re: Changelog for T4A |
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 |
Author: | GMBob [ Sat Nov 06, 2010 11:24 am ] |
Post subject: | Re: Changelog for T4A |
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. |
Author: | GMBob [ Sun Nov 07, 2010 5:43 pm ] |
Post subject: | Re: Changelog for T4A |
Bugs Fixed: -- Meditation no longer fizzles spells -- Meditation no longer interrupts other actions -- Successful Meditation will now reveal from hidden |
Author: | GMBob [ Tue Nov 09, 2010 6:16 pm ] |
Post subject: | Re: Changelog for T4A |
New Features: -- Fall Features enabled, winter will be turned on december 1st -- -- Sorry i'm late, here's your turkeys |
Author: | GMBob [ Fri Nov 19, 2010 12:54 pm ] |
Post subject: | Re: Changelog for T4A |
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 |
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