4th of July Players who log into the server between July 4th and July 6th will find something special to celebrate the holiday. Dungeon Chests Properly addressed the drop rates for magic items in dungeon chests - Thanks Ervin Note: Dungeons chests were not spawning magic weapons in the proper distributions and with the relative expected chances. You now have a very rare chance to find a top tier magic item (vanquishing, indestructible, etc) and a rare chance to find a (power, fortification, etc) magic item in dungeon chests. This will be expanded upon down the road but this was a quick fix for a serious issue. Server Health Completely fixed the bug that allowed an invalid skill ID to result in an invalid index when applied to the custom regions package that we use. This will re-open events and enable skill restrictions in custom regions once again. Stealing Fixed a bug in which stealing an item from a player would not result in a perma flag in certain circumstances. Note: This was allowing non guilded thieves to steal items from red and grey players without the target having any recourse to initiate combat to obtain their stolen goods without facing murder counts and aggression penalties. Thieves, not in the guild, were always allowed to steal from criminals however the perma flag should have still been set. After this patch if someone steals something from you, even if they are not in the thieves guild, you will be able to initiate combat with them. Peculiar Meat Boss monsters will now drop the special food at a slightly higher rate than before. This patch was added to combat a few critical issues. Work continues on our large patch for clean up britannia, house addons, and other large changes.
@Chris Is this just the top level chests in the dungeons (Level 4?) or does this mean all of the chests/crates/barrels that you can open up in the dungeons will give this chance of high end weapons/armor?
For the moment this is all of them, you simply find more items in higher level chests. I believe accuracy wise this is not correct, and I will look into it more going forward. But given the old system this is still an improvement.
Please no. I like the idea but the dynamics flips harshly if this was allowed. Perhaps if it was a rare chance or special skill or both....
If you are attacked.... that cant be a count against you if you kill them. Wasn't provo on other chars taken out by OSI since it was being abused? I would provo the xyz onto others just to see friends die.
ya I'm not certain nor remember all the specifics but it was easy to do you could provoke players onto other players then after that it was changed to only MOBs however even then was kinda crazy so I think it was back-burnered and never re-visited someone else prolly has a clearer history/memory of exactly how it rolled out =)
Provo is considered an aggression. Thus it would flag you criminal. Look at it from a farmers perspective, being able to provo a Balron onto a PK. That's a very fair defense mechanism. And currently you can't even provo stuff onto wandering healers.
By provo onto other players I'm certain you all meant to say provo pets on their masters. Yes, yes... all of my yes.
No. I don't think you could ever provo a pet onto it's master as tamed pets can't be provoed as they are only loyal to their master and friends (can you friend pets here? I've never tried it). I mean the era accurate mechanic of being able to provoke NPC creatures onto NPC blues (ie: wandering healers) and any PC.
You can provoke tamed creatures, just not onto their masters. Something about loyalty and whatnot. You should however, be able to provoke mobs onto tamed mobs and onto the tamer. It is really disheartening that this simple mechanic has not been implemented yet.