Starting on 2-27 we have updated test center with the proposed updates for the 4 core faction bases. To take part in the review you need to complete the following steps. 1. Log out of all of your UO clients that are using the launcher. 2. Download the following file http://uorenaissance.com/downloads/launcher/client/Beta/Publish_1_Preview.zip 3. Rename or remove the following 3 files from your C:\UORenaissance Folder mapdif0.mul stadif0.mul verdata.mul Note: Data from these files has been properly integrated into the client with the new patch and they are no longer needed. 4. Unzip the files from the items you downloaded in step 2 into the C:\UORenaissance. Overwrite any files if you are asked. 5. Go to the options section in the launcher and select test center. 6. Create a new account for testing or use a previously created testing account. 7. Once you log in find any green gate at town banks and starting Inn's to access the central testing area. Look for the faction testing area here. Once you have finished with the base review you can restore your client to the live server version by choosing the "Install" option in the launcher. It will review all the key UOR files and download any that you modified for testing. You can also back up or copy your UORenaissance folder during the test. True Britannians (Britain) Minax (Trinsic) Council of Mages (Magincia) Shadowlords (Yew)
Proposed Region Changes The regions between each town and the associated faction bases has been adjusted to allow a non town buffer between the base and the town while remaining close to the town itself. The green lines indicate the faction base regions and the town regions. Any area not covered by the green squares is standard felucca mechanics. Note: Houses will not be allowed in these areas. Council of Mages - Magincia True Britannia - Britain Minax- Trinsic Shadowlords - Yew
Incredible work and thank you for the focus on the thirving PvP community! Here are some shots of the bases. The zoomed out photos don't do justice to the scale of these new structures. Great works of art by the UOR team! New Minax Base
This is all really cool! Question: will non-factioned toons be able to enter the non-GZ buffer space between the faction bases and the GZ? In other words, will the invisible walls like the one stopping the toon in the picture below from entering the Magincia Parliament be moved back or remain in place?
I've looked at the bases in test and really liked what i saw. However, the bases could do with 1 tile choke points as we currently have. Defending a base should after all be easier than assaulting it. My feedback is exactly that, add about 2 choke points in each base, ideally mid-way between the entrance and sigil room. Also, what are the towers in minax for? I cant see what purpose they serve.
I am Vehemently against the one tile choke point. Sure its useful if you want to trap, cheese and hold stuff with your 3 boxes, but one tile chokepoints are a bandaid on a bigger problem, which is participation.
The non town/non faction zone between each base can be entered by any player. We are not against choke points but we want them to be 2-3 tiles (stone wall applicable) rather than single tile ones. These bases are now live as of Patch 93 and are in a review period for player feedback.