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 Post subject: December Patch
PostPosted: Sun Dec 16, 2007 12:27 am 
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Sorry for the delay in starting the patches for december, but our admins have been under some duress, and so its taken a bit longer than normal to push the patches through.

Changes for 12-16-07:

Weapons:
Ranged weapon (bow, crossbow, heavy crossbow, etc.) damage has been reduced, it is now 90% of one-handed weapon damage. This should balance out the benefit of being able to hit from a distance and hit a relatively close moving target.
Barring anything major changing in the future, this should be the final weapon rebalancing patch.

Healing Balance Adjustment:
cross-healing delays have been readjusted, and now has the same delay as healing yourself, plus 1 second.
Distance to heal others has been reduced from 3 to 1.

Bug fixes:
2 minor bugs with healing were fixed.
White potions, red potions, and blue potions should now all work correctly.
3 bugs with basic potion timers working incorrectly were fixed.


Necromancy:
Ressurection is now castable in proper areas.
Web now targets correctly.
Mana drain no longer works on targets with less than 10 mana.
Summoned monsters no longer have mana.
Summoned monsters no longer dissapear at worldsave and have the correct summon timer on them.
Flamewhip rebalanced to take into account target magic resistance relative to caster level.
Barring any major oversights, this should be the last pre-release necromancy patch.


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PostPosted: Sun Dec 16, 2007 1:12 am 
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very nice.

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PostPosted: Sun Dec 16, 2007 2:00 am 

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Just curious if bow power is lower or higher than pre-original patch. Thanks!


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PostPosted: Sun Dec 16, 2007 2:44 am 
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Great great ! Thank you for the news :D

Time to test the balance :wink:

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PostPosted: Sun Dec 16, 2007 3:57 am 

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this is almost better waking up too, than waking up next to a beautiful women 8)

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PostPosted: Sun Dec 16, 2007 5:14 am 

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nice bobz =D

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PostPosted: Sun Dec 16, 2007 8:49 am 

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Sounds great! Good job, once again.

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PostPosted: Sun Dec 16, 2007 10:16 am 

Joined: Sat Apr 03, 2004 12:43 pm
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Location: Holon,Israel
Amazing work, now I hope that Invul bug will be looked into :)

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PostPosted: Sun Dec 16, 2007 11:02 am 

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Kewl, gud job tho

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lol I see now... we don't change monster spawns to suit pkers who get owned by them, sorry.


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PostPosted: Sun Dec 16, 2007 11:35 am 
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ya mana drain needs a WAY higher timer,, its way over powered vrs a mage + it fizzles spells, but besides that I love how this patch sounds :P

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PostPosted: Sun Dec 16, 2007 12:37 pm 

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how are we supposed to get a necro now?

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lol I see now... we don't change monster spawns to suit pkers who get owned by them, sorry.


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PostPosted: Sun Dec 16, 2007 1:57 pm 
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If you noticed these are pre-release necromancy patches before we make the class available to all. You should see the ability to start a necromancer by the end of the month.


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PostPosted: Sun Dec 16, 2007 2:09 pm 

Joined: Sat Oct 28, 2006 8:33 pm
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kewl, keep up the good work ^^


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PostPosted: Sun Dec 16, 2007 6:10 pm 
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yayz

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PostPosted: Sun Dec 16, 2007 9:26 pm 

Joined: Wed Feb 07, 2007 2:17 pm
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Awesome, nice to see things move like that! ^^


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