Faction Base Updates - Player Review Period

Discussion in 'Renaissance Discussion' started by Chris, Feb 27, 2021.

  1. Chris

    Chris Renaissance Staff
    Renaissance Staff

    Joined:
    May 14, 2012
    Messages:
    3,385
    Likes Received:
    6,195
    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.
    Step 1.png

    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.
    Step 3.png

    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.
    Step 2.png

    You can also back up or copy your UORenaissance folder during the test.

    True Britannians (Britain)
    TB Base.jpg

    Minax (Trinsic)
    Minax Base.jpg

    Council of Mages (Magincia)
    CoM Base.jpg

    Shadowlords (Yew)
    SL Base.jpg
    Last edited: Feb 27, 2021
    Buga and SativaGreen like this.
  2. Chris

    Chris Renaissance Staff
    Renaissance Staff

    Joined:
    May 14, 2012
    Messages:
    3,385
    Likes Received:
    6,195
    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
    CoM_Before.jpg CoM_After.jpg

    True Britannia - Britain
    TB_Before.jpg TB_After.jpg

    Minax- Trinsic
    Minax_Before.jpg Minax_After.jpg

    Shadowlords - Yew
    SL_Before.jpg SL_After.jpg
    Buga, Chafe, Jill Stihl and 5 others like this.
  3. SativaGreen

    SativaGreen Well-Known Member

    Joined:
    Dec 9, 2017
    Messages:
    709
    Likes Received:
    943
    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

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
    One likes this.
  4. FisuUO:R

    FisuUO:R Well-Known Member

    Joined:
    Jan 3, 2019
    Messages:
    333
    Likes Received:
    401
    This looks great! Jumping in at the right moment. Looking forward for these updates.
  5. Apaulling

    Apaulling Well-Known Member

    Joined:
    Jan 28, 2021
    Messages:
    512
    Likes Received:
    316
    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?
    [​IMG]
  6. merlin8666

    merlin8666 Well-Known Member

    Joined:
    May 6, 2017
    Messages:
    2,336
    Likes Received:
    1,892
    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.
  7. LanDarr

    LanDarr Renaissance Staff
    Renaissance Staff
    Senior Counselor

    Joined:
    Apr 19, 2013
    Messages:
    5,612
    Likes Received:
    6,118
    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.
  8. Erza Scarlet

    Erza Scarlet Well-Known Member
    UO:R Donor

    Joined:
    May 24, 2015
    Messages:
    1,896
    Likes Received:
    2,197
    Thats actually dope!

    If CoM is active - hit me up
  9. Chris

    Chris Renaissance Staff
    Renaissance Staff

    Joined:
    May 14, 2012
    Messages:
    3,385
    Likes Received:
    6,195
    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.

Share This Page