Advertising - New System! Created a new item, the advertising contract. Configured this item to be only used on vendors, in a house you are friended to, that is public, on a vendor that you own. Created a simple control stone that allows for unique ID's to be assigned to each contract when used. This information is transmitted to our central database for logging. Also added a master on/off switch for the system on the Advertising control stone. Added a gump allowing you to customize what your vendor provides to other players. Created functions to log each use of the vendor contracts to be exported to the website. Created a function to allow you to assign a name to your vendor/shop. To learn more about the Renaissance Vendor Advertising system see our blog post here. Advertising - Vendors Added 11 new options for allowing additional details to be exported to the website Added a last updated field to vendors allowing the staff to identify abandoned vendors. Added the ability for players to view the paperdolls of their vendors. This will also allow additional staff customization of vendors. Added a link to the vendor advertising gump. Added a note about the current active vendor contract period. Ancient MIB - Bugfixes Updated the ironman statue for the pirate cave instance to the 4 point version Updated the ironman statue for the pirate ship instance to the 6 point version Resolved a minor problem which was causing the Ancient MIB system to not pool the results of the player check in both areas of instances such as the pirate ship and pirate cave. This should now work properly and recognize a single player attempting an ironman challenge in these instances. Animal Lore - New Feature! Updated the animal lore gump to show the creatures barding difficulty Updated the animal lore gump to show larger creature names. Updated the animal lore gump to remove the bonding information when it is not relevant. Allowed animal lore to function on humanoid monsters. (but not players) Bounty System - New! After extensive research we have re-created the OSI accurate bounty system available at the beginning of the Renaissance era. Added two new variables to playermobiles to store the bounty value and bounty expiration. Added the code to support loading and expiring bounties when the server is initialized. Added the code to allow bounties to decay if there is no murderous activity in 30 days. When reporting a murder you will now have the option of placing a bounty on your killer. These bounties can be up to 5000 gold and require that you have gold in your bank to leave a bounty. You cannot give someone a bounty without reporting them for murder. Note: This system has no effect on the current stat loss system on Renaissance. Bounty System - Bounty Board Created a new type of Bulletin Board, the Bounty Board Created an array of supporting code to allow the population and function of this board. Created systems for reviewing and creating a list of player bounties when the server is started. Restored all of the unique OSI features used in displaying the bounties on the bounty board. Bounty Boards can be found at all the major banks. Note: In the future players will be able to purchase Bounty Boards for their guild towns. Bounty System - Player Heads Updated player heads to support a field for the killer, kill date, and max bounty You have 24 hours in which to turn in a severed head before the bounty expires (and you start to smell a bit funny). Adjusted the code for heads to display the new information Created a new guard NPC that functions in a similar way to how the OSI guards acted. Adjusted the Guard NPC's to now accept player heads in exchange for bounties. Restored the list of humorous statements that the guards would make when being offered heads without bounties. Should the head you turn in have an active bounty, a check will be placed in your bank account. Once a bounty is paid, if no new bounties have been placed since the head was taken, the listing will be removed. Camp Spawn System - New! After extensive research in the UO Demo we have restored the original camp spawn system from OSI shards. Created the 4 basic camps: lizard, orc, ratman and brigand. Created two moderate camps, the Sea Pirate Camps. These will be found on the open ocean. Created three classic mage tower camps, to be found in the lost lands. Created a custom system of loot generation for the camps that is a hybrid of classic UO loot and Renaissance loot. Players can find a variety of items when looting the various camps. Regs, Arrows, Bandages, Lockpicks, Food, Gold, Platinum, Treasure Maps, and much more. Extensive revamp to make the camps look and feel like they did in 1999. Completely redesigned the escortable NPC's that are found in camps to act as prisoners. Once released by the players they will ask to be escorted to safety. When a camp spawns, created a system in which it will post a "help" message on the nearest message board to the camp. Camp Spawn System - The Camps The Ratman, Orc and Lizardman Camps The Brigand Camp The Sea Pirate Camp Note: These will be expanded upon in patch 39 to work with fishing nets. The Mage Tower The Evil Mage Tower The Warlords Keep Camps - Message Board Created a new item based on the bulletin board that would support messages from the camp spawns. Created a management system for the boards that regularly scans for changes with kidnap camps and updates the related message boards. Allowed camps, when they spawn to self register to the nearest message board. Combat - Player vs Monster Made a minor adjustment to the hit calculation formula for player vs monster combat to allow for a gradually higher chance to hit vs monsters. Players will notice a much more realistic combat experience vs monsters. Crafting Adjusted the chance to craft bone armor items to better scale the difficulty of making those items to a pre trammel Era. Adjusted the chance to make exceptional platemail items to be no less than 20% at a grandmaster skill level. Note: This should bring us more in line with 1999 UO crafting levels for exceptional changes. However more work will need to be done for all other items. Corpses Updated Heads so they could be cut into named brains and skulls. Various updates to player heads to support the new bounty system. Updated torso's so they could be cut into rib cages, entrails, hearts and livers. Updated legs so they could be cut into leg bones and raw jerky. Updated the arms so they could be cut into jerky. Cooking Raw jerky can now be cooked into edible jerky Dye Tubs - Leather Dye Tub Removed the ability to dye Sandals and Orc Masks For More information check here Dye Tubs - Runebook Dye Tub Restricted the tubs to ore colors only. Added the 4 primary faction hues. Fixed a problem where the tubs were not properly consuming charges or restricting use of the tub when none were left. Dye Tub - Furniture Dye Tub Switched hue 1150 for 906 (white) Removed hue 1193 (dark green) ,1194 (blood red), 1190 (neon brown) Added the 4 faction hues 1325, 1254, 2211,1645 Factions Added a check to make sure you have 550 skill points before being allowed to join factions. "You are to young to join a faction, try back when you are more experienced" Fishing - Bug Fixes Fixed a problem with big fish displaying a date when there is not a caught date. Made a minor adjustment to the drop rate of the big fish. Lockable Containers Allowed items to be dragged onto locked (key/magic) containers Allowed items to be dropped into locked (key/magic) containers. Items still cannot be removed from locked containers until they are unlocked. Items cannot be directly used within a locked container. However items such as reagents can be consumed while in a locked container. Mining - Gargoyles Pickaxe Resolved a problem causing elementals to spawn above ground when using a gargoyles pickaxe in the buc's den caves. Note: If you experience any gargoyle pickaxe spawn anomalies please let the staff know. Monsters - Balancing Made Minor adjustments to the barding difficulty of the pirate monsters. Pirate Captain Ghost - Added a custom function to drop any keys the ghost is holding to the ground once he dies, as he has no corpse Upped the barding difficulty on the Pirate Sailor, Pirate Boatswain, Pirate Quartermaster, Pirate Navigator Gave the ability to re-target on movement to the sea serp, deep sea serp and the kraken, to allow for more accurate targeting vs running away when spawned. Adjusted the breath attack limited to max out at 55 damage. Breath attacks can now do no more than 55 damage. Note: This is an adjustment to the existing max of 80 damage. Required due to some of the bosses having a breath attack and excessive hit points. Added a breath attack to the azure dragon. Monsters - New Created a new type of monster, the tower defender to be linked to the mage tower spawns. Each tower defender has defenders that will come to his aid when attacked. Created two new types of brigands, the archer and the warrior Created some new special creatures for an upcoming event arc. Monsters - Champ System Added a breath attack to Rikktor Added a 1157 hue to Rikktor Reduced the Harrower's true form pull range from 16 to 13 tiles. Applied a 1/3 damage limiter to the Harrower when damaged by tames/controls. Adjusted the corpse decay time from champion spawns from 1 minute to 3 minutes. Added a small chance to earn a platinum coin while killing the spawn associate with a champion spawn. (1/50) Added a function to auto loot platinum to players packs who are involved in a champion spawn, and who get the kill on spawn related monsters. You must be within a reasonable range of the monsters for these two systems to reward you. Reverted a change to Barracon's total HP. Extended the range in which Barracon checks for ratmen to keep the summon spawn manageable Monsters - Bosses All bosses given pet damage scalers. All Bosses hit points reduced by 25-60% Improved the Dark Ones resistance to magical attacks. MyRunUO Created a system to export a list of vendors on the server with relative information about their owner and house every 2 hours Created a system to export a log of any advertising contracts used ingame every 5 minutes. Excluded any sandals that are being held on a player vendor from the website export. Note: This will remove any vendor sandals from the website database to allow for a correct audit of sandals on the server. NPC's Created a NPC guard type creature that looks like a normal guard, but functions like a NPC Designed the guards to accept player heads and pay bounties for any heads with a bounty on them. Player Vendors Resolved a problem in which the items placed on a vendor displayed the localization ID rather than the proper name of the item. Added a localization translator to convert the item names to strings to display to the client. Added a paperdoll button on the customize vendor gump. Added a customization menu for advertising your vendor on the Renaissance website. Defensive Cloaks / Robes Added a system of use verification for cloaks and robes. Base hues require 120 days account age to use (2419,2413,2418, Dull, Copper Bronze) Middle hues require 240 days account age to use ( 2406,2213,2425, Shadow, Gold, Agapite) Upper hues require 360 days account age to use (2207,2219, Verite, Valorite) Runebooks Updated the code that controls how a runebook is accessible to limit their use to a 2 tile range Updated the code that controls who has access to use a runebook when locked down inside a house. Runebooks that are locked down, in a private house, can only be used by friends of the house. While runebooks in a public house can be used by anyone. Added a line of sight check for using a runebook. Serpent Pillars Expanded the range of serpent pillars from 10 to 20 Slayers Added the Pirate Boatswain, Pirate Sailor, Pirate Quartermaster, Pirate Navigator, Pirate Bomber, Pirate Digger and Pirate Captain to the humanoid slayer group. Added the Pirate Ghost, Undead Parrot, Undead Sailor, Undead Pirate Captain, Pirate Captain Ghost to the undead slayer group. Tracking Removed the ability to track ghosts Added a sea monster category Added exceptions to include the kraken and shipwreck kraken, which are not classically registered as sea creatures. Adding a fish skill requirement to be checked when tracking sea creatures. Your tracking skill when applied to sea creatures will be limited to your fishing skill when making a range check. Note: A player with 100 tracking and 50 fishing, can track 100% of sea creatures within 50 tiles. Tracking now properly takes into account the trackers, tracking and detect hidden skills, and the tracked players hiding, stealth skills. Players who are not hidden receive a penalty to their chance to avoid detection. Detect hidden adds a 50% bonus when tracking players, primarily at long distances. Trash Barrels Enabled the ability for trash barrels to auto empty once they become full of items (124+) Website Created a new detail page for each vendor on the server http://www.uorenaissance.com/?page=m_ve ... l&id=60670 Patch 38 Stats Modified Scripts - 114 New Scripts - 22 New Mobiles - 7 Code - 4000+ Lines, 1000 lines of redundant runuo code removed. Patch Application / Patch Notes - 4 Hours Timeframe - 21 Days Coding/Testing Time - ~140 Hours Special Thanks to all our testers for patch 38.