Patch 117 Preview on Test Center

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Derrick
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Patch 117 Preview on Test Center

Post by Derrick »

Test center has been loaded with a Aug 30 save from live for testing of the following changes slated for next publish:
  • Explosion Potions, one second delayed damage and does not follow mobile. [forum]
  • Treasure Maps [forum]
    • Treasure maps no longer show level (plainly, devious, etc)
    • Treasure maps may only be dug up by the player that decoded them
    • Correction to Min Skill for Level 5 treasure maps, from 99.5 to 100.0
  • Creatures no longer respond in default to speech that has their name within, only if it begins with their name [forum]
  • Poison spell ranges from regular to greater, via check against magery level
  • GM fishers will no longer pull up sea serpents [forum]
  • A cartographer may now only reach a skill of 98.5 through creating world maps. [OSI] [forum]
  • Nightmare no longer angers on tame [forum]
  • Potion keg will put potion in bag that empty bottle was in, as long as it's a child of backpack[forum]
  • Potion keg allows targeting bottles, if there is no bottle in pack.
  • Salute and Bow animations slowed. [forum]
  • Corrected stamina drop on damage taken formula
  • Poison no longer drains stamina directly
  • Spellbook contents will update when spells are added and the book is open. (I wish I could remember where/who to attribute this to)
  • Meditation is not interrupted by non physical spell damage.
  • Potions not crafted by the player, or taken from a keg which is identified to them will be labeled a <color> potion until Taste Id'd
  • Spawn upgrade for Barrier Isle [forum]
More Stuff:
  • Stamina loss and refresh code now based on OSI timers and formulas
    • the change is slight on foot, but more noticeable mounted.
    • Heath and Weight as percentages of max play a big part in stamina loss when moving now.
    • Mount fatigue refresh. (item 3.)
    • Mounts will buck you off if they lose enough loyalty. (this wasn't in, I thought it was)
    • These same fatigue rates apply to all mobiles, not just players.
  • Can no longer use "remove yourself" to eject yourself from a house (thread)
  • Stuck menu will no longer function differently from within houses.(thread)
  • Help Stuck Menu: Murderers will be able to be moved to Chaos Shrine.(thread)
  • Pets will not use gates in game join areas
  • BagBall Game: Autostart when teams are full, and Score announcement visible to spectators.
  • Guard zone in Britain has been adjusted so that some buildings basements, such as the artisans guild are no longer in the guard zone. (thread)
  • Items and creatures should no longer spawn on boats; Reagents, Titans, etc.
  • Corpses will no longer block boat movement. (thread)
  • Magic Trap (thread)
    • Doors are now magic trappable
    • Magic Trapped containers now do 2nd circle spell damage, and are resistible. (newsgroups)
    • There is a slight increase in damage done by these traps.
  • Frenzied Ostard Stam, Dex and Damage modified. (thread)
  • All Ostard speed increased (not mounted speed)
  • Corrected guard typo "I have to use for this." (thread)
  • Fixed an issue with an internal process that was causing shard freezes.
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Mikel123
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Re: Patch 117 Preview on Test Center

Post by Mikel123 »

Derrick wrote: [*]Correction to Min Skill for Level 5 treasure maps, from 99.5 to 100.0
I don't see this anywhere in that thread...

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Derrick
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Re: Patch 117 Preview on Test Center

Post by Derrick »

Mikel123 wrote:
Derrick wrote: [*]Correction to Min Skill for Level 5 treasure maps, from 99.5 to 100.0
I don't see this anywhere in that thread...
It's not in the thread, it was a discrepancy found and fixed while working on the other issues. TMap Requirements from era can be found here:
http://web.archive.org/web/200003121042 ... easure.htm
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Re: Patch 117 Preview on Test Center

Post by Mikel123 »

Gotcha... my only concern is, this site also claims that you can pick a level 5 chest with 90 LP and some Detect Hidden... which I don't think was ever the case.

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Re: Patch 117 Preview on Test Center

Post by DarkWing »

•GM fishers will no longer pull up sea serpents ?

What the heck will they do for fun?
What will they pull up besides Fish?

will there be NO dangers for the GM Fishermen?

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Re: Patch 117 Preview on Test Center

Post by Duke Jones »

DarkWing wrote:•GM fishers will no longer pull up sea serpents ?

What the heck will they do for fun?
What will they pull up besides Fish?

will there be NO dangers for the GM Fishermen?
-Fish
-Footwear
-Magic Fish
-Level 1 Tmaps
-Messages in Bottles
-Treasure Chests and Shipwreck Items from previously-mentioned MiBs.

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Re: Patch 117 Preview on Test Center

Post by Duke Jones »

Also: there is always the possibility of sea-based PVP, the odd-spawning Water eles. And the sea serps that non-GM players neglected to kill and left for other players to deal with.

The other night, my boat was stuck for a few minutes because not one, not two, but THREE serpents charged my boat from different directions. People need to finish what they start. :)

So, there's still plenty of opportunity for combat.

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Re: Patch 117 Preview on Test Center

Post by DarkWing »

Duke Jones wrote:Also: there is always the possibility of sea-based PVP, the odd-spawning Water eles. And the sea serps that non-GM players neglected to kill and left for other players to deal with.

The other night, my boat was stuck for a few minutes because not one, not two, but THREE serpents charged my boat from different directions. People need to finish what they start. :)

So, there's still plenty of opportunity for combat.

Thats kind of a Lame Statement.

I mean Come ON. as it is i can fish for hours semi AFK and hardly have to lift a finger to help my Archer/Fisherman,

not being able to pull up Serpents is gonna make Fishing 100% boring,
if anything they need to increase the spawn, and add more Deep Sea Serpents!

just means i will be able to fish up SOS's with no worries of Sea Monsters,

Fishing needs to be made more Challenging!

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Re: Patch 117 Preview on Test Center

Post by Krats »

DarkWing wrote:
Duke Jones wrote:Also: there is always the possibility of sea-based PVP, the odd-spawning Water eles. And the sea serps that non-GM players neglected to kill and left for other players to deal with.

The other night, my boat was stuck for a few minutes because not one, not two, but THREE serpents charged my boat from different directions. People need to finish what they start. :)

So, there's still plenty of opportunity for combat.

Thats kind of a Lame Statement.

I mean Come ON. as it is i can fish for hours semi AFK and hardly have to lift a finger to help my Archer/Fisherman,

not being able to pull up Serpents is gonna make Fishing 100% boring,
if anything they need to increase the spawn, and add more Deep Sea Serpents!

just means i will be able to fish up SOS's with no worries of Sea Monsters,

Fishing needs to be made more Challenging!
I have to agree with DW on this. Fishing is Safe and Easy way of making money. Currently the only risks are a Random Water Ele, a (Deep Sea) Serpent, and another fisher... which i haven't ran into another one in quite some time.

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Re: Patch 117 Preview on Test Center

Post by Duke Jones »

DarkWing wrote: Thats kind of a Lame Statement.

I mean Come ON. as it is i can fish for hours semi AFK and hardly have to lift a finger to help my Archer/Fisherman,

not being able to pull up Serpents is gonna make Fishing 100% boring,
if anything they need to increase the spawn, and add more Deep Sea Serpents!

just means i will be able to fish up SOS's with no worries of Sea Monsters,

Fishing needs to be made more Challenging!
I'm sorry you feel this way, Darkwing. But this is true to Era.

Also whether you want to fish or not because you personally think its boring is your prerogative. Not every skill has to be about combat. That's what's great about this game. You have the freedom to explore skills you think is desirable or fun. If fishing isn't fun, don't become a fisherman. try... Lumber jacking! Be a mage, be a fighter, be whatever. Just enjoy what you do.

I personally fish because I love fishing. In video game, or IRL. I know it might not be another person's cup o' tea, but they can pursue their own interests.

And safe and easy money is the reward for fishing through 0-90% skill before you even begin to fish up anything valuable.

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Re: Patch 117 Preview on Test Center

Post by DarkWing »

your intitled to your opinion Duke

but i feel that taking away the dangers in Fishing will only incourage AFK Fishing

most skills including Lumberjacking / mining etc all have Dangers, monsters lurk around every corner ... PK's pop in at a moments notice,

out at sea thes Dangers are Minimum at best,

the occasional Water Ellie, or Sea Serpent are very Rare, and as for PK's? hell there practically non existant at Sea, (unless i run across an AFK macro'r) *grins*

MIB/SOS's can get you from lvl 1 to lvl 3 LOOT, and to be able to do this without danger is just Wrong, IMO

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Re: Patch 117 Preview on Test Center

Post by Duke Jones »

I think focusing on debating the Fishing changes should be continued further here, and not take up any more posts:

http://forum.uosecondage.com/viewtopic.php?f=11&t=11098

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Re: Patch 117 Preview on Test Center

Post by sirrayiv »

Blame me....I am the one who got this corrected, because its Era accurate. (something this shard focuses on)

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Re: Patch 117 Preview on Test Center

Post by Hicha »

Derrick wrote:Poison no longer drains stamina directly
Any reference behind this? Thought we had determined poisons directly drained stamina once HP was below 25%?

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Re: Patch 117 Preview on Test Center

Post by Mikel123 »

hiicha wrote:
Derrick wrote:Poison no longer drains stamina directly
Any reference behind this? Thought we had determined poisons directly drained stamina once HP was below 25%?
Damage directly drains stamina once HP is below 25%. Poison makes damage. Therefore, poison drains stamina below 25% HP. But it's not some sort of "intrinsic" quality of poison. I think that's what he's getting at.

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