The Next Patch Info

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Derrick
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The Next Patch Info

Post by Derrick »

I've been saying for over a week or so that this or that will be in the next publish, and I know some of these things are highly anticipated. I wanted to give everyone a heads up as to what is going to be in the next patch.

There are some major core mechanics changes which have required a Lot of testing, but I belive we're ready to drop this thing in.

I'm aiming for tomorrow morning on the following changes.
  • Core Optimizations, including:
    • Items in houses are not sent to client until the house is entered. This only currently applies to houses.
      • OSI Patch Mar 28 1999: "A major optimization was done to houses and boats. You will no longer receive the objects that are on or in houses and boats until you step on them."
    • Default Decay time Lowered to 30 mins from 60 mins.
      • The total decay time will be 30 minutes less, not halved. So an item that took 4 hours to decay based on it's weight, will now take 3 1/2 hrs, not 2 hrs.
    • Items will decay dynamically, not all at once on world save.
  • Spawns:
    • Creatures in houses should no longer get returned to their spawn points when no one is watching. (sheep)
    • Other changes to spawn persistence to eliminate the possibility of creatures getting "lost".
    • Some Lost Lands Spawn Updates (thread) (thread) Not all of the changes indicated in these threads have been made.
  • Bounty Board will again only display Murderers who have 5 or more short term murders.
    • This was inadvertently changed in the last patch.
  • Era/Mechanical Accuracy
    • You will no longer see a green health bar when others are poisoned. (thread)
    • NPC name suffixes like (frozen) (invulnerable) (summoned) are now displayed properly as part of the Creature/NPC's name. (pic)
    • MiB's and Treasure maps will be fished up without an accompanying sea serpent.
    • Only Tamed/Hired creatures and NPC's or Escorts being escorted will enter a moongate. (thread)
    • Invulnerable NPC's will not have Yellow hued names (thread)
    • Giant Serpents will no longer open doors (thread)
    • Scissors now cut Cloth, Leather and Fish one item at a time. (thread)
    • Reduction in spell "missile" animation speeds. (thread)
    • Absolute speed limit on all Creatures of 0.25 Secs/Tile (thread) (thread) (thread)
    • Immovable and decorative chests can be trapped. (thread)
    • Katana speed adjusted to 48 based on the highly plausible Stratics typo theory. (thread)
    • Corrected monster Rummaging Message. (thread)
    • "Claim List" at stables is out of era and has been removed. (thread)
    • Dispelling moongates with Dispel Field will only remove one side of the gate, allowing others to still pass through the other side. (thread)
    • Wands should not pause movement. (thread)
    • Many skill delays changed to 10 seconds. (thread)
    • Cure Spell and Potion success rates corrected. (thread)
  • Bugs
    • Archery delayed hit now remembers the weapon used, in the case that it is disarmed during the delay.
    • Reactive Armor and Protection spells now flag as being beneficial.
      • This means you can now be flagged as a criminal or aggressor when casting these spellls on others.
  • Camps and Escorts
    • Lizardman Camps added
    • Camps with gates will auto accept escort when gate is unlocked
    • Escorts can be dismissed via <name> dismiss
  • Other Features:
    • Restart warning now gives warning after last save that saves are not going to happen:
      • "The server is going down shortly, there will be no further saves". (thread)
    • Optimizations and crash protections for Tournament System.
    • Unicode accented characters of Latin languages (incl Portuguese). and characters of Turkish alphabet will be converted to an ASCII representation instead of showing as '?'.(thread)
I recognize there are still a lot of pending items that are not on this list, such as Cure Poison, and most of the other items in this thread: http://forum.uosecondage.com/viewtopic.php?f=8&t=8637
We'll get to them. Some may yet make it into this patch. The above list is preliminary and only includes changes which are currently fully tested and queued for deployment.

All of the above changes are currently on Test Center, at test.uosecondage.com
Last edited by Derrick on Mon Jul 20, 2009 12:24 am, edited 1 time in total.
Reason: Additions

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archaicsubrosa77
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Re: The Next Patch Info

Post by archaicsubrosa77 »

Derrick wrote:◦Can no longer entice creatures thorough a moongate.
Creatures do or do not include pets concerning entice?

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Re: The Next Patch Info

Post by Derrick »

archaicsubrosa77 wrote:Creatures do or do not include pets concerning entice?
Tame, Hired, and Escortable creatures/NPC's will continue to enter gates. I see the confusion. I will reword.
  • Only Tamed/Hired creatures and NPC's or Escorts being escorted will enter a moongate.

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Re: The Next Patch Info

Post by archaicsubrosa77 »

Okay that was what I was fighting for...not hoarding monsters and griefing. I am happy with that.

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Re: The Next Patch Info

Post by archaicsubrosa77 »

so you cant entice other peoples pets through moongates?

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Re: The Next Patch Info

Post by Derrick »

If a tamed pet stands on a moongate, it will enter it. It does not matter how it happened to get there.

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Re: The Next Patch Info

Post by Daolin »

The fishing change is interesting. I didn't see that one coming

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Re: The Next Patch Info

Post by TheDon »

Daolin wrote:The fishing change is interesting. I didn't see that one coming
What? I see no fishing change listed there.. :<

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Re: The Next Patch Info

Post by nubi »

TheDon wrote:
Daolin wrote:The fishing change is interesting. I didn't see that one coming
What? I see no fishing change listed there.. :<

"MiB's and Treasure maps will be fished up without an accompanying sea serpent."

That's the fishing change. Having a GM fisher, I don't know if this is bad or good. I guess a lot more ppl will go fish now.

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Re: The Next Patch Info

Post by Kraarug »

There's a lot of hard work in this patch. Good work.

Now, off to get some bolts!!!

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Re: The Next Patch Info

Post by Hemperor »

Awesome patch!

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Re: The Next Patch Info

Post by MatronDeWinter »

Kraarug wrote:There's a lot of hard work in this patch. Good work.

Now, off to get some bolts!!!
Indeed.

Great looking patch, I see alot of annoying issues resolved, many thanks.

# Creatures in houses should no longer get returned to their spawn points when no one is watching. (sheep)
This means they will no longer disapear, correct?
# Other changes to spawn persistence to eliminate the possibility of creatures getting "lost".
Will creatures still attempt to pathfind back when removed from their home? Ex. Sail a silver serpant to an island east of where it spawns, while it idle's on the new island it will pathfind to the west in an attempt to get back home and get stuck on the coast.

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Derrick
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Re: The Next Patch Info

Post by Derrick »

MatronDeWinter wrote:
# Creatures in houses should no longer get returned to their spawn points when no one is watching. (sheep)
This means they will no longer disapear, correct?
Aye, they should no longer return to their spawn point as soon as no players are on screen, if in a house.
MatronDeWinter wrote:
# Other changes to spawn persistence to eliminate the possibility of creatures getting "lost".
Will creatures still attempt to pathfind back when removed from their home? Ex. Sail a silver serpant to an island east of where it spawns, while it idle's on the new island it will pathfind to the west in an attempt to get back home and get stuck on the coast.
Eventually they will now give up.

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Re: The Next Patch Info

Post by Hicha »

MatronDeWinter wrote:Great looking patch, I see alot of annoying issues resolved, many thanks.
They fixed a lot of annoying issues, but added a few new ones. Can't see if someone is poisoned? Cutting bandages one at a time? =/

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Re: The Next Patch Info

Post by MatronDeWinter »

hiicha wrote:
MatronDeWinter wrote:Great looking patch, I see alot of annoying issues resolved, many thanks.
They fixed a lot of annoying issues, but added a few new ones. Can't see if someone is poisoned? Cutting bandages one at a time? =/
You should still get the "*Hicha is wracked with extreme pain*" message, so you know if you poisoned them, then you just watch for the cure. Think of the great sense of accomplishment that comes from cutting your own bandages.

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