Patch 66 - October 23rd, Night of Horrors is here! Happy Halloween

Discussion in 'Patch Notes' started by Chris, Oct 16, 2015.

  1. Chris

    Chris Renaissance Staff
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    PatchNotes.png

    Night of Horrors Halloween Event
    http://uorforum.com/threads/night-of-horrors-challenge-event-halloween-2015.7133/
    Halloween.jpg

    Attended Verification System
    Lowered the rate at which players are checked when selling items
    Lowered the rate at which players are checked when placing houses.
    Lowered the rate at which players are checked when clicking house signs.
    Lowered the rate at which players are checked when collecting rares.
    Doubledthe rate at which players are checked when collecting farmable items
    Note: These changes are based on the failures, or lack of failures in the attended verification logs. ​

    Items
    Dragons blood will now have the correct name when single clicked.
    Added a new Necro Reagent "Pumice"
    Note: This is rumored to take you to trammel if ground up and snorted. You've been warned.​

    Item Identification
    Resolved a problem in which afk checks were being sent to players using the item id skill on house signs.​

    Smelting
    Magic items can now be smelted for the same amount ingots you would obtain from a crafted items.​

    Treasure Map Expansion
    Fixed a problem with the incorrect poison level on the Abyss Mini Bosses
    Fixed a rare problem that would cause a crash in an ironman situation with the elemental dungeon.
    Part of the treasure map entrance will no longer be visible if the cave entrance is closed.
    Minor bugfixes to the new instances.
    Last edited: Nov 26, 2015
    Beethoven likes this.
  2. bart simpson

    bart simpson Well-Known Member
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    shameless plug for implementation of automated events
  3. Melochabre

    Melochabre Well-Known Member
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    I completely forgot to mention this on the last patch thread.

    More slayer fixes:
    Kraken, Shipwreck Kraken and Lock Lake Monster are not taking damage from the reptile slayer. I know there's more but I always forget to write them down. I'll try to update more as I can.



    Also, cutting up spined, horned and barbed leather footwear produces leather with the correct name but with the regular (-1) hue.
  4. Kane

    Kane Well-Known Member
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    I would like to see the safe tile fixed at turtle bay, there are many people using it to avoid being killed, to the point where people actually have it marked to be able to recall in without consiquence.
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  5. Gideon Jura

    Gideon Jura Well-Known Member
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    Last edited: Dec 29, 2018
  6. Chris

    Chris Renaissance Staff
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    I believe I already fixed that, but if it is still a problem let me know.
  7. Cynic

    Cynic Well-Known Member
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    I disagree with allowing the harrower gate to be dispelled. It just feels like an unnecessary protective measure. This is not pre-era, in-era, or post-era (to my knowledge) accurate. It's an essential tool for those looking to join/disrupt harrowers.
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  8. Kane

    Kane Well-Known Member
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    Let's face it, it's only essential to those looking to disrupt harrowers. People attempting to join will obviously be prompted by their group for the location. I think anything that helps make harrowers more easily done in secret is for the better, especially in light of recent changes.
    One likes this.
  9. amfeKk

    amfeKk Well-Known Member
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    Wait. you can dispel the harrower gate?
  10. Cynic

    Cynic Well-Known Member
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    For this very reason it should not be changed. We are a small population. A small population of people that will be able to summon the harrower and an ever smaller population of people that will be able to raid one.

    Whether you're TT/COM/Mindless/PFR'sThief/5D or anyone else wanting to have some fun disrupting things, it's not just limited to one group with a history of raiding.

    This also prevents those wanting to disrupt simply by taking a slice of the pie without consent.
  11. Kane

    Kane Well-Known Member
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    Which is why I'm in favor of it. The way the harrower works now makes it more detrimental than ever for hour spawn to be found as it directly effects the amount of platinum received for those who put in the work to summon the harrower. The only way you would be in favor of not being able to dispell the gate is if you plan on griefing other people's harrowers.
  12. Chris

    Chris Renaissance Staff
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    The gate currently stay's open as long as the harrower is alive. Given the location and how you get to the room that does not make any sense. With IRC, Voice Chat. The gate should provide information to the player using the skulls. Other than that it has no purpose. (No one would use it once the harrower is found).
    One and Kane like this.
  13. Gideon Jura

    Gideon Jura Well-Known Member
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    Last edited: Dec 29, 2018
  14. Kane

    Kane Well-Known Member
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    Risk is fine, go track dungeons. Don't expect me to think it's fine for you to be able to just periodically check the star room and be handed a free gate to go grief people.
    Last edited: Oct 17, 2015
  15. Gideon Jura

    Gideon Jura Well-Known Member
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    Last edited: Dec 29, 2018
  16. Kane

    Kane Well-Known Member
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    What are your intentions if not to grief harrowers? I'm not trying to make this an argument but obviously this bears discussion.
  17. Kane

    Kane Well-Known Member
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    Regarding the treasure map entrance, I feel like when caved in it should not appear at all. There are already instances where people have been camping these spots with insurmountable forces simply because they know exactly where you're going to pop out.
  18. El Horno

    El Horno Well-Known Member
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    You pop out hidden, plus you can always just recall from inside the instance.
  19. Kane

    Kane Well-Known Member
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    you cannot recall from inside last i checked
  20. El Horno

    El Horno Well-Known Member
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    abyss map needs a zone change then.

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