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 Post subject: Re: Changelog for T4A
PostPosted: Fri Apr 03, 2020 1:54 pm 
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Few bug fixes
Mass spawn reset, anyone missing should be respawned now
Fixed a few regions lost in the last map upgrade
Corrected some misinformation on how some quests work
Fixed Virtue Item
Fixed timers on various race skills, wood elf, vampire, ice elf, so they should all be working again.


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 Post subject: Re: Changelog for T4A
PostPosted: Tue Apr 07, 2020 11:56 am 
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Silver, copper and gold ingots now have weight. (Thanks Tax)
A few more raceskill timers fixed on warlocks. (Thanks NSA)
5 Minute ressurect should now have a timer check to auto-fix bugged timers (Thanks Aimee)
Unlockall adjusted to no longer unlock immobile deed based furniture items. (Thanks NSA)
Poisonous elemental loot table wasn't working right, now fixed. (Thanks Aimee)


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 Post subject: Re: Changelog for T4A
PostPosted: Sun Apr 12, 2020 7:30 pm 
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-- Fixed a broken recipe
-- Adjusted monster drops, you should see slightly higher drops levels from most monsters now.
-- Adjusted shadow drops to both be slightly higher level and appear twice as often, now in line with standard boss drop rate (1 in 50 kills) also lowered the minimum bar for shadows to drop a special drop(200 str or higher required)
-- Fixed old characters getting newbie protection for not being old enough


Happy Easter:
-- Easter and Christmas spawns are both active now, since a lot of people missed christmas


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 Post subject: Re: Changelog for T4A
PostPosted: Mon Apr 13, 2020 7:59 pm 
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Fixed several long-standing bugs from crawling over the past few years of logs:

-- Magic maps now work properly again
-- Vampire perm-invulnerability bug should be fixed, rare occurance, linked to timewarp. Those affect will self-fix after 3 hits or so.
-- Reset more timers that were timewarped bugged

-- Necromancers can no longer deal 10k or more damage in a single hit in specific bugged situations.
-- -- In the future, if you see something that seems overpowered, ASK ABOUT IT.
-- -- Overpowered is defined as "Can any other character do anything close to this, drawbacks or not", and if the answer is no, you ask and at least CHECK that its working right
-- -- This was fixed but rebroke sometime between now and 2008, haven't pinned down which change broke it.

-- Fixed the nexus counting pet damage if the chain is convoluted enough.
-- Fixed more age-related bugs, chars should self fix after a login or two for most things.

-- This morning reporters found the minoc vetrinarian murdered in cold blood. Sources say that panpipe music could be heard around the time of the crime and that a goat's bleating was also reported.
-- -- A note was found warning humans against "Cutting in on my turf - Tumnas". Whatever that means

-- Skilldecrease fixed (again and finally, hopefully), with a new method. Thanks to spokk for testing and finding the client fubar that was causing it
-- Another Boss has been elevated.


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 Post subject: Re: Changelog for T4A
PostPosted: Thu Apr 16, 2020 6:13 pm 
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World Changes:
--Broken Spawns fixed in Haunted Hill
----Slight hiccup with a wayward skeleton archer spawn that has since been fixed

Map Changes:
--Small fix to existing map zones to correct a zoning error.
----If you find any areas that clearly look wrong when doing .where (please report it to a staff member)


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 Post subject: Re: Changelog for T4A
PostPosted: Fri Apr 17, 2020 11:37 am 
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Combat Loot Balances
-- Rebalanced monster difficulty/worth drops to more adequately grade monsters that are more dangerous in melee, but instead cast spells harmlessly
-- -- This affects a lot of things in hythloth (standard daemons drop more, some of the specialty drop less), wrong, maze, and shame
-- Monsters over 1000 worth have increased drop rates as their value goes up
-- More monsters are now assigned mid-tier difficulty (mid tier or better drops and luck bonuses) than before
-- Bag Drop rates for all increased slightly (20%)

Combat Balances
-- All magic weapons deal an extra +1 damage
-- Skill bonus for weapons moved from 8 dps bonus at gm to 10
-- Anatomy bonus for weapon dps changed from random (1-40) at gm to 10 + random (1-20) at gm.
-- -- Still averages 20 but guarantees a higher lower damage threshold
-- Similar increase to wrestling anatomy adjustments


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 Post subject: Re: Changelog for T4A
PostPosted: Sat Apr 18, 2020 1:34 pm 
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-- Shapeshifters now properly shapeshift

Weight Balances:
-- All players now have an additional 100 stone carry capacity by default
-- -- This will affect a LOT of different things.
-- -- Some skills, for example, will not activate if you are using this "extra" weight capacity.
-- -- Think of those skills as things you need to be unloaded enough you can "move freely" while the extra weight capacity is "struggling".
-- -- This was mostly to prevent the scenarios where people are cursed/-str and then start dropping items in otherwise normal situations, which was used for pvp griefing/etc.
-- -- We will see how this plays out and see if it needs adjustments or modifications
-- Bank boxes now carry up to 625 stones of items
-- Several items have undergone weight reductions such as gems


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 Post subject: Re: Changelog for T4A
PostPosted: Sun Apr 19, 2020 6:24 am 
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World Changes:
-- Forge and anvil found its old home slightly south of Vesper Bank

-- Etching tool has been replaced in runestone chambers.

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 Post subject: Re: Changelog for T4A
PostPosted: Sun Apr 19, 2020 3:43 pm 
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Giant PVP Test today so i could put some real world numbers to some changes that the data from the past year+ has indicated were needed:

PVP-only changes:
-- Miss rate due to tactics was too high, it made warrior v warrior fights too drawn out. Miss rate bonus due to GM tactics reduced from 33% to 25%
-- Skill to-hit rate increased from 100% at gm to 116%.
-- To-hit rate increased by 1% per 20% Magery of target, so 5%.

Which means at GM all relevant skills, warrior v warrior has ~91% hit rate before armor calcs, Warrior V Mage has 100% before armor calc, and Warrior V Warrior Mage has 96%.
Note hit rate can't actually go above 100%, since this only triggers additional misses before armor checked, not additional hit, but you do miss slightly less for. It was done this way to adjust the scaling curve so sub-gm won't be blocked out of pvp entirely.
Again, note this is BEFORE ARMOR CALCULATIONS. so that 4% and 9% miss rate multiplies quite a bit when all is said and done.

This matters more than most people think as several things (like shrunken pets) can't be used if you've been recently hit. So the ridiculously high miss rate was letting a lot of things fire "in-combat" that normally wouldn't.

PVP & PVE changes:
-- Reactive Armor damage reduction reduced by roughly 4%.
-- Shrunk timer max delay (gm all relevant skills) increased from 3 seconds to 4 seconds to allow most monsters to have to miss twice to re-enable summons on players.


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 Post subject: Re: Changelog for T4A
PostPosted: Tue Apr 21, 2020 7:07 am 
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Skill/Stat Gain:
-- All skills had their gain rates increased, most were doubled. Crafting skills were mostly left alone, and gathering skills only got a slight boost.
-- All stats had their gain rate increase drastically, with reductions put in to slow as you hit 200 and 240 total stats
-- Necromancy will not gain past 50.0 if practiced within a player house

Parry:
-- Parry reduced effectiveness by ~7%

Magery:
-- Magery increased effectiveness by ~12%
-- Magery effectiveness at midrange(50% skill) increased by 50%
-- Spell Reactive armor reduced in effect by ~20%
-- Spell Nightsight duration doubled
-- Spell Fireball increased by ~6%
-- Spell Lightning increased minimum damage by 3, reduced max by 1
-- Spell Energy bolt increased min by 5, reduced max by 1
-- Spell Explosion increased max by 5
-- Spell Chain Lightning increased min by 5, max by 10
-- Spell Flamestrike increased min by 10, max by 20, mana cost by 5
-- Spell Meteor Swarm increased min by 5, max by 20
-- Spell Earthquake increased max by 15
-- Spell Poison - Decreased extra poison reags required to scale per 30.0 skill, not 20.0

Crafting Replacements:
-- Newly crafted bows will be slightly weaker than before when using replaced materials (log->naghomay for example)
-- Newly crafted metal weapons will be slightly stronger than before when using replaced materials (iron->bronze for example)
-- -- Note: Listed weapon damage in the status screen does not accurately reflect the damage weapons deals when crafted, or magic.

Crafting:
-- Crafting bags are implemented, they are made with leather and 50 tailoring.
-- -- To use them, double-click the crafting bag, and while that bag is on your person, all crafted items will go into the bag.
-- -- NOTE: If you are making a stackable item, and have some in your main pack, they will also go into the bag due to how it checks for pickup first.
-- -- NOTE: It will not put crafted objects in if the bag has 200 or more items.
-- Craft bonus minigame now closes when you tab out of crafting

Runestone Chamber:
-- Added portals to trinsic/yew to both chambers

Pets:
-- Pets can now be resurrected with >85.0 veterinary and >85.0 animal lore as long as they were tamed at the moment they died, and resurrect untamed.
-- However the period dead leaves them slightly braindamaged, in that any ressurected animal will "remember" anyone as its previous owner, provided they have enough taming skill to tame it initially, and will therefore tame instantly on attempt.

Healing has been adjusted:
-- Min decreased, Max increased.
-- Fails no longer heal nothing, but instead cut healing in half.
-- Being poisoning now reduces heal by 1/4th as opposed to previous 1/2.
-- -- These stack multiplicatively, a failed heal while poisoned is 3/4 * 1/2 = 37.5% heal.

Stealth has been adjusted:
-- lowered cast time.
-- Added cooldown between uses.
-- More to come as we see how this balances out, a mechanic to adjust the "skill" required to stealth based on what's around/angry at you is probably warranted.

Detect Hidden:
-- Detect hidden cast time lowered from 2.0 untrained to 1.5 untrained, 0.5 gm to 0.4 gm

Magery:
-- Invisibility now hides the user instead of magical invisibility, they can still be stepped on or detect hiddened

Spawns:
-- Spawns that had erroneous things spawning (such as rats in deceit) have been fixed.

Racial:
-- Wood elf familiars can no longer attack their masters, nor can their masters hurt them.


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 Post subject: Re: Changelog for T4A
PostPosted: Sun Apr 26, 2020 9:06 pm 
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Seriously guys, anytime I have to emergency fix a bug because people are exploiting, it takes time off of me doing anything else. Tonight's fix courtesy of an AFK macroer.

Guards:
-- Guards now properly send evil pets to the zoo when called, instead of murdering them
-- -- This system was alreayd in place but had a situation where it wouldn't detect the pet right, not new behavior

Necromancy:
-- Most spells had typos in their no target self flags. These have been fixed.

Combat:
-- It now takes 100 seconds to attack a pet you own in melee.
-- This should cut down on accidental pet-tricide.

Magic:
-- Fixed a bug in invisbility spell not removing hidden characters from view properly

Drops:
-- Cyclops King and Ettin Lord now yield executioners caps when their corpses are cut


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 Post subject: Re: Changelog for T4A
PostPosted: Sun May 03, 2020 8:40 pm 
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Newbie Protection:
-- Fixed bug where newbie protection was calculating off character age and not account age, when we switched other age calculations to account age. Newbie protection lasts for the first 30 days of a character, provided the account is under 2 years old.

Wrestling:
-- Fixed bug that was prohibiting pvp wrestling

Website:
-- Main page news feed now works again
-- Character pages/Badges are back online as they were, but still could use a facehaul/revamp later.

Pet Combat:
-- Adjusted the 100 second swing against pets to now require 10 hits against the pet before it connects with no hitting anything else in between
-- This also gives a countdown alert warning


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 Post subject: Re: Changelog for T4A
PostPosted: Sat May 23, 2020 8:49 pm 
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World Changes:
--Occlo is now the new PK town (replacing Wind)
----Portals in Wind have been removed and placed in Occlo instead.
----Portals on Order Isle and Chaos Isle now both take you to different locations in Occlo instead of to Ice Isle and Avatar Isle.


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 Post subject: Re: Changelog for T4A
PostPosted: Mon Jun 08, 2020 3:21 am 
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World Changes:
-- Occlo Mage has returned to his shop.
--- Has been given a stern warning about taking extended vacations without notice.

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 Post subject: Re: Changelog for T4A
PostPosted: Thu Jun 18, 2020 5:42 pm 
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Potions:
-- Fixed bug that prevented Deadly poison potions from targetting ground

Death:
-- Losing Stats to resurrect option minimum reduced to 4 of each stat.
-- Menu now informs of minimum stat requirement.

Crafting:
-- Death should now stop crafting and uses resources.
-- Crafting bag should no longer work when inside bank box
-- Bronze resource replacement tools should no longer break upon use after crafting

Mining:
-- Shovels and Pickaxes now show [Damaged] and [Badly Damaged] as suffixes when clicking them, instead of changing their name. They also show warning colors when they hit those areas.

Taming:
-- Added another line of sight check to taming attempts


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