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Beta Fixes Options
Eufron
Posted: Wednesday, July 09, 2008 8:05:43 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
This thread lists the more recent Updates & Fixes.

Previous Fixes can be found HERE.
Eufron
Posted: Sunday, March 22, 2009 11:46:13 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Fixed a bug in Player statues that would crash the server when they were redeeded.
Eufron
Posted: Saturday, April 18, 2009 8:19:42 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Released Stableworkers.

- Added a general feat called Merc Training that allows you to teach feats that you know to your mercs (check out the description ig for further info).

- Mercs that have been taught stances and maneuvers can be set to use those via the .SetStance and .SetManeuver commands. They will turn the stance on when they go into warmode and turn it off when they leave warmode. They will use their maneuver whenever they can.

- Animals that receive the Rage feat will use it when they are under 75% total health.

- Expect monsters and enemies to start using maneuvers, stances, rage, etc, sometime soon.

- Animals now have lives, like mercs.

- Mercs' maximum amount of lives has been capped to 9. They will still gain 1 life point whenever they level if they are elligible, but that amount won't go over 9. Mercs that had more than 9 lives before this will retain that amount (but won't gain any further than what they have, until they go under 9).

- Animals also have 9 maximum lives (13 or 15 if they were bred with level 2 or 3 of the appropriate breeding feat).

- Animal pregnancy takes 5 rl days.

- Animals that are released will now be killed during world cleansing, to avoid mob count going out of control. Taming an animal that has been released will remove them from the killing list. The same goes for creatures that have just been bred: they will be killed during the next world cleansing unless they are tamed.

- Use .CheckLevel to check your creature/merc's feats and all kinds of other information.

There were some fixes that Victor had added to the SVN a while ago, but I forget what they were. I will ask him to post them when he is around.
Eufron
Posted: Monday, April 20, 2009 8:45:39 AM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Fixed an issue that would crash the server when animals mated.

- Fixed animals not ressing.
Eufron
Posted: Monday, April 20, 2009 12:46:31 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Fixed mounts dying while being mounted.

- Fixed some old horses switching hues when mounted.

- Fixed some tamed animals not being transferred.

- Removed ghosts from the previous bug.

- Fixed animals becoming ghosts even after they ran out of lives (now they'll just get deleted, like mercs that run out of lives and won't ress anymore).
Eufron
Posted: Thursday, April 30, 2009 9:20:07 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Mounts get XP even when you are mounting them (same goes for mercenaries with mounts).

- Vendors now have 100 STR, so they can wear armour.

- Droxen, cows, etc will now accept hay and wheat from their owners

- Pregnant animals will now only go into labour if their controller is standing right next to them.

- Animals that are released or born now have at least a full hour of protection before they are killed by the world cleansing methods.

- Released our own Custom Guild System. Check the its guide under Playing Guides for further information.
Eufron
Posted: Saturday, May 02, 2009 4:45:22 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Fixed a problem with Ropes when you release the target (I believe it was trying to stop a timer without testing first if the timer existed).

- Fixed a deserialization issue that prevented the server from auto-loading last time it crashed.
Eufron
Posted: Saturday, May 02, 2009 11:08:48 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Fixed a problem with characters that can get XP from killing getting weird CP when crafting, if they also can get XP from crafting.

- Fixed recreating not removing your ability to get XP from crafting or killing (based on the character that PD'd). If you notice that your recreated character can get XP/CP from crafting/killing when they shouldn't, please report it.
Eufron
Posted: Monday, May 04, 2009 12:22:32 AM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Fixed a problem that was preventing mounts from getting xp when their riders was a crafter.

- Fixed some mistakes on the .checklevel messages.

- Fixed non-breedable pets not getting lives as they leveled, or showing life info when .checklevel was used on them.

- Realized that I never added the percentage of XP you get beyond your INT's XP cap when killing mobs. It's been added now.
Eufron
Posted: Tuesday, May 05, 2009 1:53:32 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Fixed some issues regarding resource packages from guilds.

- Added a GM-only set feature to guilds so that they can perform automatic payments to members by withdrawing copper from a settable container.

- Added a property (CopyStatsAndGear) that GMs can access with .props and point at a mobile to have the prop'd up Creature or Staff Character copy the looks, stats and gear from target's.
Eufron
Posted: Tuesday, May 05, 2009 2:24:18 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Members now lose their title prefix and revert to the basic racial title when they quit or are removed from a guild.
Eufron
Posted: Wednesday, May 06, 2009 8:40:55 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Fixed an issue that was preventing guild officers from editing themselves on the guildstone.

- Implemented NEW LOOT, as described and promised here:

Quote:

Another mechanical change that we have planned is to make loot more interesting. I know many of you have suggested it before and it has not been done yet simply because it is not an easy task. Until now we had no idea of how to do it. However, we have come up with an idea that has a good chance of making loot interesting to everybody, both warriors and crafters.

The idea is basically to add item parts to certain enemies as a loot. So you would get, for example, the top piece of an extraordinary weapon made of iron. If you manage to acquire the other pieces, you could take them to a smith who would assemble them and turn them into an EO or MW weapon, based on what the pieces were from, after spending some resources to glue it all together.

This makes warriors happy because it gives them a more interesting loot and a better chance of getting good items in the long run. It makes crafters happy because they will finally be able to have more control of when and how they make their masterpieces, and also gives them something they could pay people to go gather. After all, what would be more kickass for a crafter than being known for having all kinds of pieces for armour and weapon and being able to fill pretty much any order for a MW item at any time.

Original post here.


- Basically, you'll have to go out there and kill creatures to gather broken item pieces. You'll need 5 pieces of the same type (weapon, armour or clothing), the same resource and the same quality (extraordinary or masterwork). Then, you'll have to take them to a crafter that knows how to work those things (a metalworker for metal weapons, a woodworker for wood weapons, a tailor for leather armour, etc) and the crafter will need to spend 100 resources of the item's type to fix it. After that, the next item of that type and resource that the crafter creates (via the normal crafting menu) will be a MW or EO, depending on the broken pieces' quality.
Eufron
Posted: Thursday, May 07, 2009 9:12:03 AM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Lowered the chances of creatures dropping item pieces, as they were too intense (people were getting like... 10 pieces in an hour or two of hunting).
Eufron
Posted: Thursday, May 14, 2009 9:31:52 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Fixed a bug that was crashing the server when you double-clicked the custom guild stones with a guild gump already opened.

- Added a cooldown to Rage. You have to wait 5 minutes before using it again after it's over (anyone who complains about this i) has no idea of how strong berserkers are, ii) will be shot).

- Fixed a bug that was allowing Bounty Hunters to use ropes without having a free hand.

- Fixed a bug that was allowing people to break free from ropes while ress sick.

- Prevented weapons and shields from being sheathed/unsheathed while a trade window is open, which was causing the items to be deleted.

- Turned Boomerangs into a Throwing-based weapon, which made more sense than them being Exotic Weaponry-based.

- Turned bras into clothing, as they shouldn't have had resist bonuses from leather in the first place.

- Fixed Song of Fortitude on the Bard feat gump, which was listed as Song of MercTraining due to a replace miscalculation.
Eufron
Posted: Thursday, May 14, 2009 9:50:48 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Removed the failure chance from smelting steel and obsidian.

- Turned Defensive Fury into an active, rather than passive, ability (.DefensiveFury will activate it now).
Eufron
Posted: Friday, May 15, 2009 12:32:45 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Gem Harvesting can now be turned off and on with the new .GemHarvesting command. If you still find gems after turning it off, it's because you're standing in a region rich with that kind of gem.

- Fixed some creatures not taking lives when they should.
Eufron
Posted: Sunday, May 24, 2009 10:20:38 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Reduced the amount of resources received from the guild bonus, as it was entirely too much.

- Fixed a bug with Mounted Charge that was causing it not to deal its damage, but work every time to skip the readying time for swinging.

- Added a .CraftContainer command that allows you to set up a container inside your backpack to receive the items you create via crafting.
Eufron
Posted: Thursday, May 28, 2009 11:48:19 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Lowered the chances of creatures dropping item pieces, especially MW pieces.
Eufron
Posted: Saturday, May 30, 2009 11:17:58 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Implemented a .MassSmelt command.

- Now there is a chance to understand someone speaking in a foreign language after you have learnt 50% of it.
Eufron
Posted: Monday, June 15, 2009 8:50:09 PM

Rank: Knight
Groups: Administrator

Joined: 7/4/2008
Posts: 317
Location: Sao Paulo, Brazil
- Victor finished scripted Assassins and they have been released.
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