Below is a summary of the major systems/events planned for the next few months on the Renaissance server. Most of the items listed here are already in development and nearly finished. This list does not include the variety of bug fixes and balancing common in each patch so don't worry if you think something is missing. Most of the systems listed here are coded and ready for application to the live server once rigorous testing and balancing is complete. Feel free to comment on anything in this post and suggest any related ideas. 3rd Anniversary Festivities Summary: Celebrate the 3rd Anniversary of the birth of the UO Renaissance server. Come and celebrate 3 successful years of the shards life by taking part in a unique staff run scavenger hunt quest taking players all over the world. Features: The event will consist of 4 rounds of 12 spots each. (For a total of 48 hunts) Each player will be able to take part in a maximum of 2 rounds each (To keep it fair) Players will be tasked with finding my character (Chris) in the world somewhere based on clues provided in IRC. The first 3 players to find me and say my name will earn points. The final hunt of each round will give the first 10 players to find me points. After the final round the scores will be tallied and the players will earn access to the prize room based on their score. Each player will be able to select one item from the prize room. The top 5 players will also earn a special trophy for their accomplishment. Progress: 100% Complete Expected Patch: 8-28 to 9-1 Hybrid Guild System Summary: Create a new and improved version of the guild system allowing players more resources when managing and creating guilds. While retaining all of the classic aspects of guilds that players enjoy such as guildstone deeds, guildstones and such. Features: Remove the faction membership system based on the guild leaders faction affiliation. Faction guilds can have non faction members that are governed by normal guild flagging logic. Faction guilds will be able to declare order/chaos. However faction notoriety will supersede this. This will allow for a hybrid setup of guilds allowing order/chaos/faction/non combat roles under the same guild umbrella. Allow access to guild functions from the paperdoll or access to the guild stone via a double click. Preserve guildstones and allow them to be placed in a classic manner without the house ownership restrictions. Allow guildstones to be the same color as the allied faction. Allow for alliances between guilds that share a common faction/order chaos allegiances. Allow for alliance chat. Allow more players than the guildmaster to recruit/dismiss players from the guild. Allow for custom titles for the various roles in the guild. Additional data export for the website related to guild in the player section and guild sections. Progress: 75% Complete Expected Patch: Patch 65 Discussion Thread Cartography / Treasure Hunter Expansion Summary: Extended content for treasure hunters and cartographers. Players are currently able to find 4 new high level treasure maps when completing other treasure maps. Digging up these new maps will open new challenging dungeons that exist under the felucca ruleset. Features: Felucca based system governed by the normal world rules. Seamlessly worked into the existing treasure hunting system. 4 New themed dungeons for players to explore. Dungeons styled to match 4 major monster types. Abyss, Elemental, Arachnid and Reptile. Players can choose to complete the dungeon with the entrance open, allowing for help to be called if it is needed but the entrance is open to both friend and foe. You can also choose to cave in the dungeon entrance resulting in a private experience, however you will either complete or fail the dungeon if you are not properly prepared. Caving in the dungeon entrance will allow you to have your run at the dungeon scored. Extensive ironman system designed to challenge the most skilled warriors in the land. Heavy design focus on being a fun experience for hybrid warrior classes. While providing a similar challenge to animal tamers. 40 New custom designed monsters each with unique AI, design theme, difficulty and custom special attacks. New rare spawns, rare drops, and unique loot to be found and collected. Extensive data logging and website integration allowing for event leaderboards and achievements. Progress: 95% Complete Expected Patch: Patch 64 Guide to the Renaissance Treasure System Compendium Improvements / Website Performance Summary: Implement a more informative and graphically appealing version of the Renaissance compendium to bring together all of the information that the staff and players have developed. With a focus on search engine optimization and easy access to relative data. Features: Implement a new container style for the compendium that fits our goal as a classic look and feel. Focus on better page loading times, page optimization and improved css use in page design. Greater focus on page rank, search engine optimization to help keep advertising costs down. Focus on a more readable and user friendly design Implement the new category system to allow for easy browsing between similar items. Implement new list and summary pages for easy browsing. Implement a spawning location database for all creatures in the world and link it to each monster page. Complete the process of indexing all high value forum articles into our search engine on the website. Make sure to link all relevant articles to related compendium pages. Slowly convert any existing non compendium pages to the new design containers. And much more... Progress: 75% Complete Expected Patch: Ongoing Related Links: House Example, Item Example, Creature Example, Weapon Example, Armor Example, Informative Article Example Item List Example, Creature List Example, House List Example Article Summary Listing - Housing, Article Summary Listing - Getting Started, Type Summary Listing - Bestiary New Landing Page for the Compendium, New Landing Page for MyRenaissance Bulk Order System Improvements, New Craftables Summary: Implement a new combined Bulk Order system for the carpentry, tinkering and fletching trades. This system will combine all 3 skills into a singular Bulk Order system to provide the Renaissance crafters with some more crac... err "Things to do". Features: The system will be approximately 60% carpentry, 30% tinkering and 10% fletching. Small orders will be linked to a specific trade. Large bulk orders will requite the player fill small bulk orders from 2-3 trades. Players will not need 3 of each trades in order to participate in the system. Note: You could have a carpenter on one account, a tinker on another and a fletcher on the 3rd account. A variety of new craftable items will be added to allow for more varied bulk order deeds. A customize reward matrix will be created to reward the players for completing the various bulk orders. This will include dyes for add-ons such as beds, runic sewing kits. This system will include a variety of other crafting updates such as expanded item repair and the like. Progress: 50% Complete Expected Patch: Patch 65 or 66 The Moat System Summary: In order to allow our players to further improve their houses and drastically reduce the item count caused by courtyard blocking items we will be implementing 12 new house styles for the 4 houses that contain courtyards. Players will be able to select these from their house sign and the standard courtyard will be disabled. This will compeltely reduce the need for courtyard blockers, and reduce the item load on the server related to courtyards by 90%. Features: Allow players to select a moat from their house sign. Water/Swamp and Lava moats will be available for a small platinum fee. By default the moats will cover the courtyard and disable recall and gate travel completely. Players will be able to purchase two types of bridge addons for their houses should they have a moat. There will most likely be several bridge varieties that you can purchase. The basic bridges will be static once placed and allow players to mark on top of the bridge. The advanced bridges will have a lever that players can use once per hour to extend or retract the bridge. These will be drastically more expensive, but provide players with some additional home security. All moat related addons will be purchased from the platinum store. Progress: 50% Complete Expected Patch: End of Year 2015, Will Require the Client patch listed below be complete. Client Upgrade Summary: In order to continue to develop and bring alive the Renaissance world the staff will be working with players, artists, and open source resources to craft a custom client patch for our client installation. This will include the moat system, many new multis for world decor and events, and hundreds of new items that fit the Renaissance look and feel style. Features: Allow the inclusion of player designed stables, duel pits, guild addons, road sections and much more. Allow the inclusion of a variety of static content into the client that has been built manually in world. (Helping with save times) Include 3 new versions of the keep, large keep, castle and fortress which include water,swamp and lava moats. Include 100-200 new items to use for world decor, additional craftables and rare spawns. Include 10-20 new variations of the classic addons to give players more variety. Note: All items will conform to our standard Renaissance values. Before this patch is applied players will have a comment period in which they can review the additions and comment on their worthiness for inclusion into the Renaissance client. Progress: 25% Complete Expected Patch: End of Year 2015 Halloween Festivities Summary: The night of horrors event, a unique feature on the Renaissance server will be coming back this year. With new updated, more challenges and new experiences players will be tasked with defeating impossibly difficult monsters with only the items they can scavenge during the event. Features: Challenge style event pitting players vs a hoard of undead. Event scoreboard to see how you did. Over 25 custom creatures some with unique AI. Hallloween reward shop updated for 2015 Progress: 75% Complete Expected Patch: October 20th. Minor Projects Worth Mentioning Review of the functionality of defensive cloaks and robes. Additional review of the core combat mechanics now that dice rolls and armor adjustments have been applied and tested. Improvements to the Arms Lore and Spirit Speak skills to reward players who specialize in those skills Renaissance style review of the parry skill for possibly adjustments to improve its use for PvM playstyles. Work In Progress
Once a bridge over a moat is placed, you can mark a rune on the bridge. If after that rune is marked he bridge is removed and then replaced, will the rune still work, or would a new rune have to be marked? My guess is it will still work, which means this is a one-time option to secure your courtyards, and buyers of large homes in the future will still have to keep their doors locked.
'The rune would work as long as the bridge was down. When the bridge is in the disabled position no runes will work. You will still need to protect your courtyard from players gaining access to it and marking on your bridge.
What about runes that have been marked in the past to locations on the grass where the bridge will be? Will that rune work and take you to the bridge which now sits above that location, or will the location be blocked? Again, I think I already know the answer but I want to be 100%
@Chris You have officially made my day stating that the Night of Horrors will be back!! Woot! Thanks for everything and the changes look good!!
I know that it's a minor project in comparison to the other changes, but do you a general idea of when the parry changes are going to be implemented? Honestly, that's what's most exciting to me because it is the style of play I enjoy the most.
This is still in the discussion stage, however you are welcome to open a topic in ERA discussion with ideas. Over time we have tried to give all skills/trades/playstyles a Renaissance style review to see if there is anything we should change on our path to perfecting history. We are not out to re-design what OSI created, but rather continue developing the original ideas they had in a Felucca manner. Item ID (Bulk ID) and Detect Hidden (Door Checks) being some good examples of changes made to skills previously. The above statement applies to this as well.
Excitement level rising........! I have a question about the 3rd An. hunt: Its says "Each player will be able to take part in a maximum of 2 rounds each (To keep it fair)" - I assume that that means each person playing ( like me) will have 2 chances, of the 48, to win, and not each character (like Krake or Tomah) would have 2 chances to win. Is that correct? And if so, how will that be enforced? Freaking PUMPED for the new level 7 maps. We are going to get rocked, UOR! Pumped about the new guild system. Pumped UP about the new BODS! Gotta gm my tinkering! The new decor items that will be introduced are exciting as all heck. All of it. And obviously NoH is the high point of the year for many players. Really glad, and dare I say pumped up hardcore, for the new mobs and AI involved. Amazing work Chris and the rest of the staff.
Everything more or less looks good with exception to optional Trammel dungeons. What stops someone from going in with their 3 accounts, caving in the entrance, and leaving a "stock bot" (healer with hiding and supplies) at the entrance? This makes the challenge far less difficult. I sure hope you have some ways to combat this behavior. Maybe an auto-reveal system and fiends that spawn in remote places to make it hard for someone to stash their alts somewhere? When are these new dungeons available for public testing? How about moats? I've seen a few people who as far as I can tell, have been using the moat + bridge system for several months on production. How does one get on that "list" specifically?
Assuming it works like previous years, there will be 4 twelve-round hunts. Your top two rounds contribute to your score. You have to register the character you are using ahead of time as well. Though a question of my own... in the past years, the housing contest winners recieved a late round pick from the prize room. That still on the table?
PFR - From the limited testing I have been invited to for these, as well as a few others with me, it would be almost impossible to try and triple box this. These are tough. Way way way tougher than AMIBS. Not to say it would be absolutely impossible, I am sure the most skilled players might figure it out sooner or later, but from the get go it would be undoable. Crazy new mobs with new special attacks and damage output and new attack mechanics. But, either way, in any system there will be those who find a way to break it. I am just excited, and I hope you are, for some new dungeons to explore.
I am not afraid of triple boxing. I am afraid of simply an AFK res/stock bot that really locks in the Trammel and risk-free nature of having a portion of the map to yourself.
I would like to suggest either 0 silver/magic weapon drops at all in the Halloween event, or make ALL weapon drops base level item with silver modifier ONLY. I feel the challenge is swayed heavily in favor of the person or group who finds the first high DPS silver weapon which puts everyone else at a disadvantage, if they were perhaps still fighting something, when the next area opens. I think this would add a bit of buff to the sessions that repeatedly have failed to even get to the final boss, let alone defeat him. PFR, the one time I saw one of the L7 instances being worked on, I made some commentary about how I felt there should be literally no chance of success as a single player. Telamon didn't seem to agree at the time and I basically have stopped caring about them ever since. In more recent conversations though he indicated that he has made it extremely challenging and not something that one could just All Kill and idle through (I'm paraphrasing). Specifically there are some mob AI/abilities that are going to keep people on their toes, quite regularly. I'm cautiously optimistic at this point and regardless of my discontent with certain changes the shard has undergone. I still have confidence that Telamon can do this right and I know he's got good people helping him do countless hours of work to make more fun shit to do here. That said, I didn't see anything about provoking onto players in this thread. I'm going to just hope you forgot to put that in there Chris.
Speaking of provoking, are we ever going to see discordance and provo'ing onto pets become criminal actions? I feel like this should be addressed.