4th of July * Players logging in between 7/4/17 to 7/6/17 will receive a special gift bag celebrating the 4th of July Ancient MIB's * Resolved a problem in which in rare occasions the chest keys would be underneath a monsters loot backpack. Note: This should resolve any situations where the key was inaccessible. Monsters without a backpack(corpse) will drop the key at their feet when killed. Combat * Found and removed a +20 modifier that has existed for 5+ years in the wrestling combat code when calculating defensive wrestling. double incrValue = (anatValue + evalValue + 20.0) * 0.5; - is now - double incrValue = (anatValue + evalValue) * 0.5; Note: I am not aware of any historical reason for this, some argument could be made for its need at low skill levels, but players do not get a magical bonus for the wrestling skill which this is supposed to mimic. More research could not hurt on this item, but for now it will be removed. Guildstones * Guildstones that are leftover from a house decay can now be moved without the assistance of the staff. By double clicking a guildstone that has lost its house you will be presented with the following menu. If you select to condem the guildstone it is moved into a storage area until all of the players leave the guild, or the guildmaster requests the staff recover it for them. Misc * Resolved some incorrect coding related to fur drops when carving leather bearing creatures. This includes the drop rate problems for the easter bunny fur. * Fireworks wands will now properly show the amount of charges remaining, or if no charges are left. * Christmas Spam now has a normal loottype and will no longer be newbied. * Moongates no longer have a 5 second timer applied for combat actions, it has been reduced to 2.5 seconds. * The restriction applied to certain actions in town regions has been linked to gametime, with no link to account age. Note: New players who manage to develop PvP'ers should face this restriction less often. Mage Towers Fixed a rare problem that would result in the mage tower NPC's aggro'ing other NPC"s from the tower. Moongates * Resolved a problem in which players were able to overlay gates at the origin location. Note: Gates should not be able to be summoned if a gate already exists in that location. Previously this was only properly applied to the destination location due to a coding mistake in 2012. Spells * Energy Vortex / Blade Spirit spells can no longer be targeted at locations that should not be possible. Namely in certain edge cases related to Fortresses/Keeps. Note: You should only be able to summon a destructive entity into a house if you are inside the house. This is a tradeoff for keeping this mechanic, but not punishing our players who are unaware of how to protect your house from such behavior. Public houses do not have this protection. And players inside their own house do not have this restriction as well. This mechanic has been in place for 3+ years. However players found a way around it in certain situations to kill player in houses and destroy items in locations players understood to be safe. * Field Spells now require a valid target and line of sight to that target. Note: Players will no longer be able to target invalid surfaces for field spells. Staff Note: The spell issues listed here would have normally resulted in a large bug bounty reward, however they were used to kill players that had assumed spots in their houses were safe. This lead to very angry players and extensive staff time devoted to understanding how this was happening and finding a felucca solution to the problem. Teleporters * Teleporters no longer check heat of battle when allowing players to travel via teleporter. Thanks Bart Note: The Heat of Battle code was disabled long ago while we review how it functions. This functionality was missed and should have been removed from teleporters long ago. This was allowing situations where someone could steal from you, you attack them to regain your item. And the thief could use a teleporter to escape while you were not allowed to follow.
Can we still use normal hair dye while under the effects of disguise kits? The standard hair color assigned when using a disguise kit is a dead giveaway that someone is "incognito". A good "history perfected" solution would be to allow normal hair dye colors to be picked or randomly assigned when using a disguise kit. ...or at least, let us continue to use regular hair and beard dye when under the effects of a disguise kit.
This will not be affected, only the use of special hair coloring. But I am still looking into all the edge cases to make sure that dis kits can not cause a player to lose their hair color before using the kit.
Note: The disguise kit changes are being withheld to a future patch as I was not able to test all the edge cases to my satisfaction.
I told ya something was off about wrestling Chris. I am glad you did some digging. Thank you. I am glad I am not nuts after all. With that code, it was basically 110 defensive wrestling against skills with 100. What % does that equal out to be?
^ FORMULA: Hit Chance= ( Attacker's Weapon Ability + 50 ) ÷ ( [Defender's Weapon Ability + 50] x 2 ) if that's the right formula, then its about a +3% edge thank goodness it is fixed now
Looks great! Thanks @Chris ! With this patch, can we get the full production code put onto the test center? I know there at least were some differences between test and and the main server and it would be great if everyone could fool around with various skills/builds with the exact same mechanics from the live server. If this isn't true anymore, please ignore! Appreciate all the work!
Which two weren't complete? Wording seems incomplete in the post. I'm assuming moats and CUB. Any ETA? Moats were scheduled for end of 2015 originally and the "test" moats have been owned for all that time by a select
The next major patch will be Moats, Cub and the Dragons Den level 7 Dungeon. Each one of those items is in the 90% complete category. However over the last 2 years those projects have been worked we have faced a variety of headaches that pulled our attention away. The most notable of which being the server performance issue. Of course the minute we fixed that our server failed. Then we had to move to a new server. And once that stabilized and I was able to get back to work on it we had a staff issue. Sadly the staff we lost were deeply involved in the design process for moats which set us back further. Not making an excuse, just the reality of all of the staff having day jobs/kids, etc. On a positive note we have managed to keep the server running and doing very well while being very busy for the last 5 years. Most servers fail once the staff move away, have kids, get a job (other than internet begging). That said some of our players have been encouraging me to explore the Patreon route and start to look into the option of working on UOR as a part time endeavor. (vs the 2-3 free hours I have ever night from 11-2am)