Patch 146- April 27 2012: Stables, Music, Containers, Reveal

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the bazookas
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Re: Patch 146 -April 27 2012: Stables, Music, Containers, Re

Post by the bazookas »

So my understanding of the stable patch was initially that there will be 2 parallel stabling systems (which is correct): (1) one holding the non-vermin animals (e.g. dragons, nightmares, etc.) that were stabled before the patch and (2) the new per-stablemaster system. However, I figured that the moment that you pull your old pets out of the former stable system, that you then had to get a spot in the new stable system because the spots in the old system ceased to exist the moment you pulled your old pet out of it. I was a little concerned that my brother (who has a tamer) would have difficulty in a situation where (for example) all the new system slots were full, and he claimed his pets to refresh them--unable to put them back b/c the old slots ceased to exist after he claimed his pets, and the new per-stablemaster slots being full at that particular stable.

I found out that this is not the case, and it's still not clear to me how exactly the transition from old stable system to new stable system is working.

I found out like this:
My brother claimed his old-system pets from a stablemaster that had full stables. I tried to say "stable" to that stablemaster (which normally would have open spots since my brother claimed some), and he said his stables were full (which is more-or-less what I expected--that claiming animals from the old system wouldn't free up space in the new system). However, when my brother said "stable", the spots were available for him to restable those pets that he pulled out of the old system. However, when he tried to hold those spots with other newly tamed animals from the stable so that we could go farm with his dragons, the stablemaster would say that it's full even though he got the prompt to stable the animals: it only let him use the "newly available" stable spots for the pets that were reclaimed from the old system.

Hence, my new (better... or not?) understanding behind the new stable mechanic is this:
It appears that we have a "grandfathered" stable system running in parallel with the new per-stablemaster mechanic. In some way, the grandfathered system retains all the space for former animals (even when they are claimed), but it appears that no new animals can be entered into this system. My brother and I didn't have time to explore it much, so it's not clear exactly what the details are with this parallel system. Some things I would explore if I personally had some animals stabled under the old system (perhaps others could provide answers to these questions).

Assuming you just pulled an animal out of the "grandfathered" system:
  • Can you only restable it back into the old system through that same stablemaster, or could you take it to another "full" stablemaster and still get it into the old system?
  • Do you lose the "grandfathered" spot if you pull an animal out from a stablemaster that is not full at that time? I suppose this would be a decent way of phasing out these grandfathered stable spots (although people could potentially ensure that their grandfathered spots remain open forever).
  • Does the opportunity to restable grandfathered pets disappear after a while, or could you always bring those pets back to that stablemaster to be stabled, regardless of the per-stablemaster system being full.
  • If I pulled out a grandfathered animal from stable A, and my brother pulled out a grandfathered animal in stable B (both stables being full under the new system), would my brother be able to restable his animals in A and I restable my animals in B (swapping grandfathered spots)?
Grandfathered stable spots (assuming they don't expire somehow) are obviously superior; possibly don't have to "hold" stable spots, since nobody can get to your grandfathered spots.

Anywho... just thought I'd share some observations (possibly incorrect) regarding the new patch.
Last edited by the bazookas on Mon May 14, 2012 12:52 am, edited 1 time in total.
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Re: Patch 146 -April 27 2012: Stables, Music, Containers, Re

Post by Yuri »

Hi there

last Friday i tamed a bunch of animals in Del stable, now this stable master is missing...
does that mean he was deleted and i lost my pets or will he be making a comeback?

Thanks
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Re: Patch 146 -April 27 2012: Stables, Music, Containers, Re

Post by Derrick »

Yuri wrote:last Friday i tamed a bunch of animals in Del stable, now this stable master is missing...
does that mean he was deleted and i lost my pets or will he be making a comeback?
Stablemaster Philip has been manning the Delucia stable since Oct 24th of last year, and it still there right now. There is an additional stablemaster in Delucia now, which may have caused this confusion.

Had he been deleted though the pets would have been lost. That is something that should not happen though.

I became aware today that the player establishment stablehands may have not been invulnerable, it appears they were killed since friday. They have respawned as invulnerable like the rest, and should be fine from here out.
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Re: Patch 146 -April 27 2012: Stables, Music, Containers, Re

Post by Yuri »

on friday i stabled 5 WW's and a bunch of small pets to keep slots
today i went to claim and there was nothing from either stablemaster

i have also asked someone else who said that they experienced the same thing
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Re: Patch 146 -April 27 2012: Stables, Music, Containers, Re

Post by Derrick »

This should probably be in bug reports rather than this thread.

Please either post there and include the character name, or PM to me. I have heard one other report of this that I am looking into.
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Re: Patch 146 -April 27 2012: Stables, Music, Containers, Re

Post by Sistro Mondain »

This happened to me in Delucia also.
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Re: Patch 146 -April 27 2012: Stables, Music, Containers, Re

Post by Derrick »

Effective 5/2/2011:
  • Correct weapons ghouls touch animation. Thanks the bazookas
  • Animal trainers were not completely Invulnerable, allowing some methods of killing them. All animal tamers will now be fully invulnerable, and immune from barding as well.
  • No housing can be placed in the Bog of Desolation: Thanks Stranger, Jill Stihl, Kaivan
  • Correction to Healing "must wait" message Thanks Shizza
  • Small tweak to creature AI so that NPC's and monsters don't completely ignore getting beat down while they are focused on something else that they can't reach. Thanks xevec
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Re: Patch 146 -April 27 2012: Stables, Music, Containers, Re

Post by ultra »

Derrick wrote:Effective 5/2/2011:

*No housing can be placed in the Bog of Desolation: Thanks Stranger, Jill Stihl, Kaivan
What happens to the houses that are placed there at the moment? :shock:

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Re: Patch 146 -April 27 2012: Stables, Music, Containers, Re

Post by Derrick »

ultra wrote:What happens to the houses that are placed there at the moment? :shock:
The patch only prevents new housing. We don't remove houses. We'll be here a long time, and due to this patch, someday, I bet it'll be mostly clear; but it might take a while.

Does anyone have any gameplay feedback on the AI changes?
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Re: Patch 146 -April 27 2012: Stables, Music, Containers, Re

Post by the bazookas »

Derrick wrote:Does anyone have any gameplay feedback on the AI changes?
I played around with it--seems to be working as advertised :). Any damage you do (ranged or otherwise) appears to get the monster's aggro for monsters who are after some tamed animal behind a wall.

I haven't tested what happens when somebody is actually right next to it fighting it and somebody else comes in and does damage. Would be interesting to see if it switches aggro in this case.

If provoked on another creature that it CAN reach, the monster still doesn't change aggro to you when you damage it. I think that is the correct mechanic. I haven't tried to provoke on a creature it can't reach yet, but that'd be worth testing.
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Re: Patch 146 -April 27 2012: Stables, Music, Containers, Re

Post by Faust »

Derrick wrote:Effective 5/2/2011:
  • Small tweak to creature AI so that NPC's and monsters don't completely ignore getting beat down while they are focused on something else that they can't reach. Thanks xevec
This seems to have screwed up a few things.

The npcs should attempt fighting no matter what and only hit a different target when they come with in range of striking distance with another combatant.

These instances occurred with provocation so don't know if that had anything associated with it or not. This may just be an issue associated all around combat itself.

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Re: Patch 146 -April 27 2012: Stables, Music, Containers, Re

Post by Pirul »

Derrick wrote:Does anyone have any gameplay feedback on the AI changes?
I played very little with this, but what I did notice is that some creatures when you provo 2 things onto the same monster might switch between the 2 targets. I did not try melee damage on them to see if it would switch to me.
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Re: Patch 146 -April 27 2012: Stables, Music, Containers, Re

Post by Zyler »

[*]Region music changes by LeonZA[*]

The new music is great!!!
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Re: Patch 146 -April 27 2012: Stables, Music, Containers, Re

Post by jefferyjay »

I will post this in the bugs as well.

Papau stables didn't seem to work as intended. When I first claimed (from the old system), I noticed all pets did not appear. I thought maybe I had lost them at first. After reading the patch notes however, I went back and tried to claim from the different stable masters using the name claim command. Each said they were holding nothing for me, but when I simply said claim without indicating a name within proximity to each stable master individually, the rest of the pets appeared were able to be claimed in 3 separate, seemingly random groups. I have not tried yet to claim them again, but will do some testing in the morning.

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Re: Patch 146 -April 27 2012: Stables, Music, Containers, Re

Post by Sultan of Swing »

Derrick wrote: [*]Easter bunnies won't drop eggs on boats.
Does this mean the easter egg hunt will be returning next year?
is there a way of stopping them dropping in castle courtyards too?
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