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 Post subject: Updates For Testing
PostPosted: Tue Jun 08, 2010 1:57 pm 
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The majority of the non combat related proposed changes are currently live on test, and some gates have been added in Britain to various now actively spawned dungeons.

The following mechanical changes have been made:
  • Fatigue regeneration for NPC's (monsters, creatures and animals) has been found to be incorrect and is adjusted. This substantially impacts the fatigue range of mounts. (thread)
  • White Wyrm no longer angers on tame.
  • Pets will only guard the following: (thread)
    • The owner
    • The corpse of the owner
    • Items in the house of the owner
    • Other pets of the owner
  • Guarding pets will not actively guard anything inside a justice zone, but they will not forget that they were guarding.
  • It is a criminal action to take or use an item being guarded by a pet.
  • Adds warning when approaching guarded items.
  • Items which were not previously functioning properly when guarded have been fixed. Especially items which were guarded from use.
  • NPC's no longer need Line of Sight to acquire (attack) or follow players or other creatures.
  • The ability for spell casting creatures to curse is no longer limited to pets, hires only.
Added June 23:
  • Setting a guildmembers guildtitle to "none" will remove the title
  • Pets will no longer always be able to cast spells, but will instead use the same logic as non-tame creatures for this.
  • House placement target has a 10 tile range
  • Teratheans and Ophidians speed is slower.
    • We have seen evidence of this in multiple accounts from era. The speed was increased not long ago based on less information than we now have heard.
  • Parties disabled.
  • Fix made to allow teleporting into open areas enclosed by houses which had been broken by an earlier patch which was intended to fix the explicit issue of teleporting under Keep walls, and should not have effected teleporting into castle courtyards.
  • Key Rings require normal range and Line Of Sight to use, just like other items
  • Housing Changes:
    • Secures count against total Lockdowns
    • Saying "I wish to unsecure this" will unsecure a chest in a house. but it will remain locked down.
    • "I wish to Secure this" will lock down the item if not already locked down, in addition to securing it
    • When releasing a secure with "I wish to release this" it will become neither locked down nor secure
    • Detect Hidden and Hiding will not gain in a house at all if you are a friend of the house.
  • Updated alchemy message and hue with emote. viewtopic.php?f=8&t=19688
  • Inebriation is not conducive to meditation. viewtopic.php?f=8&t=19775
  • A player cannot be resurrected while standing on the same tile as other living creatures.
  • Adjustment to the way karma is effected by resurrecting, healing and curing of other humans.
    • Karma for resurrection is only given if the player is actually resurrected
  • The 5 minute restriction on giving a murder count is now checked each time a Murder Report menu is sent, reports can no longer be saved up and then sent all at once.
  • Fix to axes, allows chopping furniture with axe in pack or on ground, was preventing this unless the axe was equiped
  • Blade Spirits and Energy Vortex updates:
    • BS and EV's will not be attacked unprovoked by aggressive creatures
    • EV's and BS's will no longer have a long delay after being summoned before they acquire a target
    • EV's will curse if walked over; BS's will poison if walked over
  • Creatures which are guarding players or other pets no longer respond to aggressor history, but respond strictly to actions which take place while the pet/hire is actively guarding.

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Last edited by Derrick on Wed Jun 23, 2010 4:22 pm, edited 2 times in total.
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 Post subject: Re: Updates For Testing
PostPosted: Tue Jun 08, 2010 3:40 pm 
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Nice to see some AI changes going in since it's something that has required attention for quite some time too.

Wish you could throw in the fix for pathfinding/movement when a mobile gets snagged in a stuck location. It's very annoying when you see a mob zig zag back and forth from three tiles from the combatant when trying to get to it while stuck when the mobile should just stand and look at him. This can sometimes even unwedge the mob in certain situations that should not ever be possible. The npcs should pretty much pathfind like they do in the demo.

Alos, the fix for flying creatures that should only enter flying mode during certain situations would be nice too. However, this is probably something that needs to be nailed down inside the original osi code.

Definitely interested in how some of these changes pan out though.


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 Post subject: Re: Updates For Testing
PostPosted: Tue Jun 08, 2010 3:43 pm 
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These are some good changes!

The horse stamina is especially fantastic (for those of us on foot)

Quote:
NPC's no longer need Line of Sight to acquire (attack) or follow players or other creatures.


Think us thieves can get our long awaited 2-hour "in-game" time wait for a disguise kit to wear off? It seems like it should be a simple change?


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 Post subject: Re: Updates For Testing
PostPosted: Tue Jun 08, 2010 3:45 pm 
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MatronDeWinter wrote:
Think us thieves can get our long awaited 2-hour "in-game" time wait for a disguise kit to wear off? It seems like it should be a simple change?
This is a planned fix, and there are likely some other timers that are working improperly like this as well, however it's not a simple fix :/

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 Post subject: Re: Updates For Testing
PostPosted: Tue Jun 08, 2010 3:54 pm 
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Ah sorry, I assumed it would be something like changing one function for calculating time, into another for calculating in-game time.

Great patch either way!


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 Post subject: Re: Updates For Testing
PostPosted: Tue Jun 08, 2010 4:00 pm 
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Faust wrote:
Wish you could throw in the fix for pathfinding/movement when a mobile gets snagged in a stuck location. It's very annoying when you see a mob zig zag back and forth from three tiles from the combatant when trying to get to it while stuck when the mobile should just stand and look at him. This can sometimes even unwedge the mob in certain situations that should not ever be possible. The npcs should pretty much pathfind like they do in the demo.

Alos, the fix for flying creatures that should only enter flying mode during certain situations would be nice too. However, this is probably something that needs to be nailed down inside the original osi code.

Definitely interested in how some of these changes pan out though.


I was pretty sure that during 99 you could lock a mob behind 3 tiles.


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 Post subject: Re: Updates For Testing
PostPosted: Tue Jun 08, 2010 4:08 pm 
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Karik Verlee wrote:
Faust wrote:
Wish you could throw in the fix for pathfinding/movement when a mobile gets snagged in a stuck location. It's very annoying when you see a mob zig zag back and forth from three tiles from the combatant when trying to get to it while stuck when the mobile should just stand and look at him. This can sometimes even unwedge the mob in certain situations that should not ever be possible. The npcs should pretty much pathfind like they do in the demo.

Alos, the fix for flying creatures that should only enter flying mode during certain situations would be nice too. However, this is probably something that needs to be nailed down inside the original osi code.

Definitely interested in how some of these changes pan out though.


I was pretty sure that during 99 you could lock a mob behind 3 tiles.


He's saying you shouldnt even need 3 tiles.


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 Post subject: Re: Updates For Testing
PostPosted: Tue Jun 08, 2010 4:10 pm 
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MatronDeWinter wrote:
Karik Verlee wrote:
Faust wrote:
Wish you could throw in the fix for pathfinding/movement when a mobile gets snagged in a stuck location. It's very annoying when you see a mob zig zag back and forth from three tiles from the combatant when trying to get to it while stuck when the mobile should just stand and look at him. This can sometimes even unwedge the mob in certain situations that should not ever be possible. The npcs should pretty much pathfind like they do in the demo.

Alos, the fix for flying creatures that should only enter flying mode during certain situations would be nice too. However, this is probably something that needs to be nailed down inside the original osi code.

Definitely interested in how some of these changes pan out though.


I was pretty sure that during 99 you could lock a mob behind 3 tiles.


He's saying you shouldnt even need 3 tiles.


You're correct, Im retarded today. I blame the heat and my lame boss for not turning the air on at a business.....


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 Post subject: Re: Updates For Testing
PostPosted: Tue Jun 08, 2010 4:31 pm 
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Mobs should only be blocked in these situations and never move when the following impassable obstacles are present when facing these directions...

North
Northwest, North, Northeast

East
Northeast, East, Southeast

South
Southwest, South, Southeast

West
Northwest, West, Southwest

North East
North, East

North West
West, North

South East
South, East

South West
South, West


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 Post subject: Re: Updates For Testing
PostPosted: Tue Jun 08, 2010 4:50 pm 
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You are welcome to make a new thread(s) for issues that are not on this list, but this thread should really be for discussion of issues that actually are on this list.

Thanks!

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 Post subject: Re: Updates For Testing
PostPosted: Tue Jun 08, 2010 7:38 pm 
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Source of "If boat plank is open, it does not need to be unlocked to board" other than "I think"?

And does that go for double clicking the plank from land/wherever also or just walking onto it while in an accessible position?


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 Post subject: Re: Updates For Testing
PostPosted: Tue Jun 08, 2010 8:32 pm 
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Derrick wrote:
The ability for spell casting creatures to curse is no longer limited to pets, hires only.


I may just be tired and not understanding, but elaborate on this a little?


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 Post subject: Re: Updates For Testing
PostPosted: Tue Jun 08, 2010 9:24 pm 
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you can already walk onto the plank if it's touching land, the notes above refer to use of it by dbl clicking it. (locked or not)


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 Post subject: Re: Updates For Testing
PostPosted: Tue Jun 08, 2010 11:57 pm 
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Loathed wrote:
you can already walk onto the plank if it's touching land, the notes above refer to use of it by dbl clicking it. (locked or not)


in that case there is more evidence in the "i think" thread contrary to this being correct.


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 Post subject: Re: Updates For Testing
PostPosted: Wed Jun 09, 2010 8:15 am 
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Did anyone verify it in the original OSI code for the boat plank issue? I don't recall ever being able to board it when it's open and locked. Pretty sure it wasn't possible even back in pret2a but could simply have forgotten about it. I think there needs to be a little more research done on it before jumping to a conclusion though.

Also, what is the attack range of the mobs in game Derrick? I don't really want a specific number but more or less just a description of the range. For example, on the demo the mobs will attack at least a screen or two away at times since line of sight was never a validation for the attack.


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