Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Updates!

Discussion in 'Patch Notes' started by Chris, Nov 22, 2012.

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  1. Chris

    Chris Renaissance Staff
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    • Barding Skills
      • Discordance
        • Modified the success chance of the discord skill to have a bonus to success should you meet the following conditions
          • 100 Discordance
          • 100 Musicianship
          • A target with a barding difficulty of over 100 (calculated after instrument bonus's are applied)
        • Should these conditions be meet, no matter how difficult the monster you will always have at least a 10% chance to succeed.
        • Keep in mind the discordance skill's duration is based on the barding difficulty of the targeted creature. So even if you succeed on a very hard creature, the effects will be short.
      • Provoke
        • Modified the success chance of the provoke skill to have a bonus to success should you meet the following conditions
          • 100 Provocation
          • 100 Musicianship
          • A target with a barding difficulty of over 100 (calculated after instrument bonus's are applied)
        • Should these conditions be meet, no matter how difficult the monster you will always have at least a 5% chance to succeed.
        • Should you also have 100 Discordance you will receive an additional 5% bonus to success.
        • Should you only succeed due to the bonus chance you will see a slightly different message indicating you "barely" succeeded in your provocation attempt.
      • Peacemaking
        • Modified the success chance of the peacemaking skill to have a bonus to success should you meet the following conditions
          • 100 Peacemaking
          • 100 Musicianship
          • A target with a barding difficulty of over 100 (calculated after instrument bonus's are applied)
        • Should these conditions be meet, no matter how difficult the monster you will always have at least a 5% chance to succeed.
        • Should you also have 100 Discordance you will receive an additional 5% bonus to success.
        • Should you only succeed due to the bonus chance you will see a slightly different message indicating you "barely" succeeded in your peacemaking attempt.
      • Carving
        • Carving animals now has a slim chance to produce something other than leather from the corpse.
      • Crafting
        • Added a system allowing house add-ons to be moved (chopped) and returned to a deed for up to 24 hours after they are placed.
          After 24 hours the player will receive a gump confirming that they will not receive a deed for the destroyed item.
          Note: This only applies to crafted house add-ons.
          Note: All existing add-ons can be chopped and returned to a deed. But once replaced the 24 hour timer will start.
      • Death/Kill Logging System
        • Created a completely new system of tracking player deaths in order to provide a worldwide combat ranking system.
        • Players will now be able to see their deaths and kills on their player profiles
        • Players will also be ranked by their achievements in guild, faction, event, and standard combat.
        • Players will be able to customize how much of this information is available on their player profiles
          Each time a player dies, information is sent to our database server for analysis
          • The player who died
          • The player or monster who killed the player
          • The time of the death
          • Any points awarded for the death
          • Where the death happened
          • The type of death (Self, Faction, Guild, Standard, Murder, etc)
          • And a description of the death, such as "Murdered by John Doe" or "Killed by MyLittlePony controlled by John Doe"
        • This information will be used to provide our players with a complete worldwide combat ranking system with a variety of ladders.
      • Events (CTF / Tournaments)
        • Converted the CTF games to a new system of coloring that removes the CTF robes and replaces it with team coloring
        • Converted the CTF system to support per team "I've got the flag colors"
        • Completely removed the on single click system, since it is redundant now (Team Red/Team Blue)
        • Resovled a minor problem with healing between rounds in a tournament.
        • Extended the pre match delay from 10 to 30 seconds to allow for more time to stock from their bank.
        • Removed faction point loss, and faction stat loss from tournament deaths.
      • Factions
        • Faction vendors will now only sell to the faction that owns them
        • Faction vendors will now only sell to players that have at least a rank of 2.
        • The cost in silver of faction vendors has been reduced by 50%
        • The cost in silver of faction guards has been reduced by 75%
        • Faction trap warnings have been enabled to function properly for the era.
        • Faction traps can no longer be stacked in the same tile.
        • Faction explosion traps can now only be placed in a town that the faction controls.
        • Removed the ability of a faction thief to steal a sigil while under the effects of stat loss.
        • Faction War Horses now come in "pure" form for all 4 Factions.
          This is only a bodyvalue change, giving the new war horses the brown "long-mane" model.
      • Items
        • Created a new standard orc mask, as an alternative to the orcish kin mask.
        • Created a new class of Rare items, these will be used in the world spawns and events in the future.
        • Created 400+ new items, allowing the staff easier access to them for event decorations and rare spawners.
        • Properly applied the "Flippable" attribute to all rare items so players can use their house decor tool to arrange them as they wish.
          The rares that spawn will now have added functionality for players when double clicked
          [​IMG]
          Note: This new gump will take you to a page displaying information about the rare, how many exist, and if any variations exist in the world.
          The web pages are still being designed and should be complete soon
      • Monsters (Mobiles)
        • Applied a limiter to breath attack weapons in order to remove the chance of damage ever being over 80
          This really only applies to a few of the more fierce boss monsters
        • Created several wild turkey monsters that can be found in the wild over the holidays.
        • Created a turkey champion that will be seen in an event before the land rush begins.
        • Revamped the loot that can be found on the various hidden boss monsters in the world.
          Level 6 treasure maps will now only drop around 10% of the time.
          However the bosses have become so full of their own awesomeness they have taken to carrying some new interesting items.
        • Provided a few of the bosses with new combat abilities
          Azure Dragon & Elder Wyrm once again have fire-breath
          Elder Wyrm now has poison claws, inherited from Ancient Wyrm
      • Monsters Loot
        • Resolved a bug/coding error with the default RunUO code making it near impossible to get a slayer weapon from monster loot.
          Players now have a much better chance of finding slayer weapons as monster loot.
      • Player Vendors
        • Created a system of event logging for player run vendors
          This will allow the staff to address any players concerns should they lose a vendor unexpectedly
      • Skill Gain
        • Made a minor adjustment to a variety of skills to improve the gain rate to be in line with other skills.
        • Applied a tweak to the lumberjacking skill gain to be in line with the mining skill.
          Taking into account the fact miners can smelt ore for skill gain, while lumberjacks are more limited.
      • Spells
        • Fixed a minor problem with the poison spell that was resulting in very small chance to apply deadly poison when within the proper range of a target.
          Players will have an increased chance to apply deadly poison when within 2 tiles of the target. (If they have 100 poisioning)
        • Corrected the cure spell to match available era documentation when curing various levels of poison. Your magery is now checked against the level of poison to determine the chance to cure that level of poison.
        • At 100 magery, the chance to cure the following poisons wtih the cure spell are
          • Lethal Poison 50%
          • Deadly Poison 75%
          • Greater Poison 100%
        • Verified that the arch cure spell will cure any level of poison 100% of the time at 100 magery.
      • Stealing
        • Resolved a problem where thieves could be shown grey to past victims before an act of aggression, regardless of a recent death.
        • Reduced steal-return on death to the proper guard call duration. This was previously set to 2 minutes, regardless of how or where you died.
          Should the thief perish by guards or other means within 15 seconds of the steal, the item will return to the victim
        • Allowed un-guilded thieves to steal from perma-flagged players.
        • Enabled the perma grey system of stealing that is accurate for the era.
          This resolves a variety of issues with a thief being able to steal items from a player with minimal retaliation.
      • Tracking
        • Fixed the tracking skill to function properly for the Renaissance period.
        • You can now track targets at a distance equal to your tracking skill.
        • You can now maintain a target at a distance equal to 2 times your tracking skill.
      • Vendors
        • Created a new hair stylist vendor that will sell players a variety of new items
        • Created a new item, the Facial Hair Restyle Cream.
          • Special Hair Dye can be purchased for 500,000 gold
          • Special Beard Dye can be purchased for 500,000 gold
          • Hair Restyle Deeds can be purchased for 50,000 gold
          • Beard Restyles can be purchased for 50,000 gold
          • Note: Coming soon, name change deeds.
  2. Godric Greycliff

    Godric Greycliff Well-Known Member
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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    Great changes there guys. I especially like the long mane warhorses. Will also sink much gold into the hairstylist.
  3. Tabius

    Tabius Active Member

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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    Terrible change, the Faction Trap one.

    Just because it is 'accurate' doesnt make it right.

    So much for the element of surprise that a trap SHOULD have.
  4. SneakyT

    SneakyT Renaissance Volunteers
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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    I'm stoked about the hair dye vendors. Also I was wondering what kind of stuff people have been lucky enough to get from farming the wild turkeys?
  5. Double Vision

    Double Vision New Member

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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    Agreed
  6. Vagingo

    Vagingo Member

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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    just cause u guys want to be able to insta kill ppl with no warnings doesnt make it right
  7. Double Vision

    Double Vision New Member

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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    Warnings have nothing to do with damage of the traps, that would be stacking traps and most us have never died to them because they weren't instant kill like you claim unless you had like 70 str, at which point that falls on you. Also Shadow lords never placed faction traps either only True Brits & Minax did which is also the faction your In. More over this still defeats the purpose of "A Trap" because if you look into the definition of a trap I don't see it labeled that it warns an animal/Enemy with a warning so they know it's a trap or where it might be, other wise you just walk around it. I guess at least now you won't die to them as much since staff was nice enough to enable a warning system for you, the rest of us never needed it.

    Also just because it was Era accurate doesn't mean OSI made the brightest decisions (trammel). The rest of the patch how ever A+ thanks for the hard work.
  8. Wulver

    Wulver Well-Known Member
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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    Can you put a sound file of Admiral Ackbar warning us? Maybe have him pop up in the corner of the screen? hehe
  9. Double Vision

    Double Vision New Member

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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    or the mortal kombat guy that pops up on the screen and says whoopsie.
  10. newme

    newme Well-Known Member

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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    Wow and double Wow! Thanks so much for all the hard work.
    How you manage to put things in one patch which offers something for just about everyone, I find amazing. Big smile
  11. Double Vision

    Double Vision New Member

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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    [​IMG]
  12. Blaise

    Blaise Well-Known Member
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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    Trap warning is a terrible addition (yes, I agree with Double Vision).

    Otherwise, nice patching
  13. frenulum

    frenulum Active Member

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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    Uhh... so what kind of icon do they get for that achievement?
    555 :D
  14. Tabius

    Tabius Active Member

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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda


    Wow insta kill?

    Sure if you run through 2 one after the other.

    Your claims of stacking traps hasnt happened with us. Traps nearby to each other yes? Of which you ran through both... yes.

    Dont use your stupidity as justication for turning faction trapping into trammel.

    I still say why not go the whole hog, make them visible at all times, bright neon colours with a town crier next to it screaming WATCH OUT VAGINGO!!
  15. Vagingo

    Vagingo Member

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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    yea sorry im not as smart as u to stop right on the square of the trap after i get hit when the other is right in front of it.
  16. Tabius

    Tabius Active Member

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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    What I find comical is the spot you complain of, Minax did that first....

    Did we bitch? Nope.

    TB Removed them and placed our own.

    Then the complaining started.
  17. Double Vision

    Double Vision New Member

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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda


    lol owned.


    Side Note: I'm still trying to figure out how vagingo dies to traps, I was running over them healing up and moving on, only way I could see to die is running over it and then running back over it again without healing, or unless your low health and run over it but that's the purpose of the trap and doesn't make it instant kill if you are already low health. That' would be like you running into a faction fight with 10 health and complaining you got instant killed by an ebolt.
  18. Vagingo

    Vagingo Member

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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    ive always thought the message should be there. and you are the one complaining about how osi chose to balance traps. do u think they might of made them not do 80 damage if they didnt put that message there?
  19. Double Vision

    Double Vision New Member

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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    If you're argument is OSI was 100% correct on every idea they came up with then you apparently never heard of trammel... This is renaissance perfected not Renaissance era to the tee... I don't know if you realized this but you seem to be the only one backing this change.

    [​IMG] GIFSoup
  20. frenulum

    frenulum Active Member

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    Re: Patch 25: Nov 21st 2012 Thanksgiving Patch, Tons of Upda

    SWEEP THE LEG!!!!!!!
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