Patch 88 - February 23rd, Client Patch Implementation! Quality of Life Fixes!

Discussion in 'Patch Notes' started by Chris, Feb 24, 2020.

  1. Chris

    Chris Renaissance Staff
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    png.png

    Client Patch 3
    - This patch adds official support for Quick's client patch 3. To enjoy this new patch you will want to make sure you update your client.
    - Information on updating your client can be found here.
    - For more information on the amazing additions included in this client patch check Quick's post here.
    ClientPatch3_01.jpg ClientPatch3_02.jpg
    ClientPatch3_07.jpg ClientPatch3_06.jpg
    ClientPatch3_05.jpg ClientPatch3_04.jpg
    ClientPatch3_03.jpg ClientPatch3_08.jpg

    Boats
    - Allowed boats to be docked without having to remove corpses from the deck.
    - Fixed a problem that would stop boats from being able to be docked near coasts around the world.
    Note: If you experience issues with docking a boat that cannot be explained, please contact a staff member.
    - Boats should properly ignore any items beneath the boat when trying to dock it.
    - Updated the ocean system to include the variety of new water tiles so boat travel will not be impacted. ​

    Fishing
    - Implemented the transparent water tiles for fishing.
    Note: Due to the expanded coastlines in some areas the locations at which deep water starts for fishing and special nets will be altered.

    Regions
    - Implemented new nested regions for the expanded Ocllo content
    - Implemented new nested regions for each major dungeon to separate the different levels.
    Note: Players can now tell which dungeon level they are on using the where command.
    - Each of these new regions will auto label runes marked in those locations.​

    Tracking
    - With the region changes tracking can no longer be used to find someone outside of the current dungeon level you are on.
    - The results of a tracking attempt, while in a dungeon region, can only return players in that dungeon level.
    - This change only affects player to player tracking. These restrictions do not exist for tracking non players. ​

    New Player Program
    - Updated the definitions of the new player program to contain all of the new content.
    - This will resolve the problems players were having with being attacked by pirates while young.​

    Carpet Master Tiles
    - Added 24 new corner pieces to the selection list for platinum carpet tiles.
    Any existing carpet master tile can be changes to these new variations.
    CarpetUpdate.jpg

    Copper System
    - Players can now purchase expansions to their accounts allowing for a 6th and 7th character slot using copper coins.
    Note: The additional slots require the use of the classic UO client. (We tried to shoehorn this into the 5.x client, but were unsuccessful).
    - The additional characters work like normal but accounts will still have a limit of 5 houses per account.​

    Housing System
    - You can now add a co-owner to a home even if that player is already the owner of a home elsewhere.
    - With the advent of the additional character slots home ownership is now restricted to 5 houses per account.
    - It does not matter which characters own a house, as long as you do not own more than 5 houses.
    - Once the account owns 5 houses you can no longer use a house deed or accept a house transfer.​
    Last edited: Feb 24, 2020
  2. One

    One Well-Known Member
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    Thanks for the update Chris. Does that mean we might see tracking returning to its original functionality outside of the dungeons?
  3. Chris

    Chris Renaissance Staff
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    Well there is nothing to "return to" in the classic sense.

    T2A mechanics allowed for tracking someone up to 100 tiles away with 100 skill. (overpowered)
    UOR mechanics allowed for tracking someone 11-21 tiles away with 100 skill. (underpowered)

    We initially went with the T2A mechanics, and that was a bit overpowered for a felucca server. Next we worked in range and skill based difficulty. That was a but under powered. This lands us somewhere in the middle until I have time for a better solution.

    The long term plan is a better gump design for the system along with a gradient of tracking. Ergo say you track an area with 5 players in it. But rather than that being a complete success it is possible you might be aware of the specific details of 2 players close by. But the players father away would require either a secondary attempt to track or a targeted attempt to track. Much like how peacemaking works when you target a single creature vs an area of effect.

    That's a rough idea, not a final plan. But it would remove some confusion about being unable to find people you know are there, while protecting players from an overpowered skill.

    The gump is just terrible as well, that really needs to be updated. Its classic as it is, but so clunky.
    Erza Scarlet and One like this.
  4. One

    One Well-Known Member
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    Yeah as it stands right now most players, including I, feel that player-to-player tracking is unfeasibly limited. Any action to bring that towards greater balance (that is, improving its efficacy) would be widely welcomed, I think. Thanks for the detailed explanation.
  5. Chris

    Chris Renaissance Staff
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    Well breaking the dungeon levels into their own regions allows us to stop players from standing at a certain spot and tracking all 4 dungeons levels at once.

    I would have rather fixed it completely, but I went with a temp fix to improve it for now. (Reduced range impact, and a 30% bonus chance to track)
    WarrenBuffet and One like this.
  6. One

    One Well-Known Member
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    A very appropriate change indeed.

    Does this mean in non-dungeon situations (i.e. when some jerk is loitering outside my house, when I'm looking for hidden thieves/marks, or when the neighborhood welcoming committee is providing free graveyard inspections) tracking will be more effective than it was before this patch?
  7. Chris

    Chris Renaissance Staff
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    Same system as before, just with improved chances to detect someone.

    Tracking + Detect Hidden vs Hiding + Stealth factored against IsHidden and Range.

    So if someone is hidden, with both hiding and stealth they will be much harder to detect.

    But overall the chances were increased globally. This only affects player to player tracking. Player to monster tracking does not have a skill check (Which is why this got looked at in the first place) One of the few skills in UO that has zero skill checks by default. Its just skill = range.
    Lightshade and One like this.
  8. Erza Scarlet

    Erza Scarlet Well-Known Member
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    Great stuff in this patch.

    Love to read that you finally found a solution for additional char slots.

    Nice too see that there are some thoughts and working hours going into tracking too, would love to use the skill again sometime in the future.

    Addon announcement makes me hyped, and the recent client patches makes the occlo experience a lot better imo.

    I guess there hasn't been a better time to throw in a donation for all the work - you've read it here first guys.
    Lightshade likes this.
  9. Earsnot

    Earsnot Well-Known Member
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    I’m into all of this.
    Thank you.
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  10. One

    One Well-Known Member
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    Being able to co-own characters that already own homes will save time for a lot of people too, good choice.
  11. NCCML

    NCCML Well-Known Member
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    Awesome stuff Chris. The Ocllo dungeon was really cool, and the character slots are great to have.

    I am really stoked about the house owners now being able to be co owned. That is such a huge quality of life improvement.

    Thanks for all the hard work that goes into UOR.
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  12. Orome

    Orome Well-Known Member
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    @Chris, @Quick, you are glorious wonderful people. It can not be stated enough how appreciative this collective is for the dedication you put into this shard. Thank you so much.

    Side bar, what is the process for requesting the additional toon slots?
    NCCML, Crisco-Pjoe and Quick like this.
  13. Chris

    Chris Renaissance Staff
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    You can just contact me on Discord. We are still finishing a few things with the system but it is roughly ready for player trials.
  14. PaddyOBrien

    PaddyOBrien Well-Known Member

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    I would even be okay with the T2A power of tracking but instead of a pinpoint location of the player, that above your chararacter an update every X amount of seconds (like if you have a pinpoint on UOAM) that "Your target is Northwest/South/SouthEast" etc and then if you are within maybe a screen of your target, a new message says "Your target is nearby". That way even if pk's tried to zero in on them, there would be no precision within a few tiles of their location like it used to be, but tracking wouldn't be rendered completely useless for players.
    One likes this.
  15. LanDarr

    LanDarr Well-Known Member
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    Who do I contact for a slick Rowboat like the one you are using :)
  16. Willy

    Willy Well-Known Member

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    So does that mean one character can own all 5 houses on the account?
  17. Earsnot

    Earsnot Well-Known Member
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    Co - Own.
    Yes.
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  18. Chris

    Chris Renaissance Staff
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    This is still just a temporary fix as I look deeper into tracking to see what we can do to perfect it. My two primary gripes with the system (personal, not policy) is that the gump design for it while classic, is just terrible to use. Additionally once you track someone and slap a tracking arrow on them it is very hard to escape.

    There is some logic for the old T2A style of "your quarry is to the southeast" to balance things out, but not sure that is the right direction either. So once we dig into it more I will want to explore options for a classic, yet improved gump design.
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  19. Earsnot

    Earsnot Well-Known Member
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    I feel like the arrow is the reward for GM’ing a pretty underused skill and would not like the text based vagueness that comes with the T2A style I’d happily accept the text based version unless you’re GM where it switched to an arrow. I personally don’t believe it’s too OP in comparison to other skills here. Yes you’ll know exactly where someone is but isn’t that exactly what you’d expect from a grand master tracker? If someone’s committing 100 points to a build that’s the perk that you’d want out of it.
    IMHO!
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  20. Chris

    Chris Renaissance Staff
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    Sure. Ergo why it is being reviewed. My plan down the road, along with the gump updates, is to improve the method in which players are detected by adding a middle ground detection. You can detect that there are 11 people in the area, 2 of them close enough to track successfully. For the other 9 it would require an additional skill check to try and track them directly. Or you could just do a general track again for a 2nd chance at finding their exact location.

    Removing the frustration about not finding people but adding the proper skill checks between tracking and having a perma arrow pointing to someones location that could be 98 tiles away in another dungeon.

    Keep in mind OSI realized how overpowered this was in UOR, and dropped the max tracking range to 20 tiles.
    Last edited: Mar 11, 2020
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