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 Post subject: Patch 113 - Aug 30: Spell disruption, NPC Speech, Boats
PostPosted: Sun Aug 30, 2009 9:53 pm 
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This patch was very much a surprise tonight. Most elements were still in the testing phase, but due to operator error while posting a fix for a bug that crashed us earlier this evening, it launched tonight.

Except for a couple quirks with the new speech engine and town guards, this is stable. Please report any anomalies you see in the new speech engine and please feel free to discuss the spell interruption changes in the original suggestions and era accuracy thread linked below.

  • New NPC speech engine. NPC's can now give directions in town and answer some other questions.
  • Interruption check changes. see viewtopic.php?t=9833
    • All debuffs now interrupt spells based on a value of zero damage, it's no longer a guaranteed interrupt.
    • Spell damage and poison now has a significantly increased chance of interrupting.
    • Please direct any discussion on this change to the forum thread linked above.
  • Wrestling speed has been reduced from 55 to 50.
  • NPC Shepard now has weapon skill
  • Boats can now begin moving with plank open viewtopic.php?f=8&t=9405
  • Weaponsmith buys WarFork viewtopic.php?f=8&t=9796
  • New NPC's: Cashuals in Ocllo and Pit Overseer in Jhelom
  • AI improvements to Escortable NPC's
  • A bug preventing players suspended from the thief guild to steal at all has been fixed.
  • Events
    • Fixed exploit in Tourneys allowing Players to have a precasted spell ready at the beginning of a match.
    • Tournaments are now entered in Jhelom and Buc's Den Bathhouse only.
      • The Jhelom signup is in the little square wooden building outside the Inn.
      • Bucs Bath House is in the northwest section of town
    • Gates to the tournament area will now stay open until the tournament ends.
    • The Bagball game will no longer provide event gates. It's in a turnip field in Britain.
    • We are trying to phase out the town bank event gates completely but there are currently no other changes.
  • All direct damage spell dice rolls have been changed to OSI values, for most spells this is a minor change.
  • Heal and Greater Heal were revised to 1999 Stratics values
    • Heal = (Magery/10)+(1-3)
    • Greater Heal= (Magery * 0.4) + (1-10)
  • Weapons and Tactics gains now follow a more narrow margin for advancement
    • It will be more difficult to gain weapons skill on opponents outside your skill level
    • It will be more difficult to gain tactics using a weapon you have little skill in
  • Armor Absorption calculation was found to be in error, and has been corrected. (More Info)

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 Post subject: Re: Patch 113 - Aug 30: Spell disruption, NPC Speech, Boats
PostPosted: Sun Aug 30, 2009 11:53 pm 
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Definitely looks like a great patch so far.

Only if we could get the fix for the wrestling speed now... :wink:

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 Post subject: Re: Patch 113 - Aug 30: Spell disruption, NPC Speech, Boats
PostPosted: Mon Aug 31, 2009 12:47 am 
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Zero damage spells should not interrupt 100 percent while the ones that cause severe damage get a chance for interruption, poison and such that continually attack you would be more an interference.

So I think for realism the patch gets 2 thumbs up.

How it was before made no sense.

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 Post subject: Re: Patch 113 - Aug 30: Spell disruption, NPC Speech, Boats
PostPosted: Mon Aug 31, 2009 1:09 am 
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archaicsubrosa77 wrote:
Zero damage spells should not interrupt 100 percent while the ones that cause severe damage get a chance for interruption, poison and such that continually attack you would be more an interference.

So I think for realism the patch gets 2 thumbs up.

How it was before made no sense.


You obviously don't pvp.

I will say that harm is MUCH more effective now, but after doing many many pvp duels and testing, I will say that PvP looks to be going downhill once again.

To some degree, there is not even a need to heal anymore.. You can simply arm your hally, fast swing, and harm-spam your opponent (seems 90% disrupt chance) and devastate them..

Me, Fwerp, Jack, Cindrew, Hemperor, and a few others did some duel-testing and after we became familiar with the disrupt rates, it seemed that in some occasions healing simply wasn't even needed. All that was necessary was a loaded spell, a decent hally hit, and from that point you could spam harm, and mix in a weapon swing and dominate with disrupts. I actually had two fights with Fwerp that neither of us even used a single heal spell, only using weapon swings and mostly harm, with the exception of a pre-loaded ebolt.

It seems that almost every aspect of 1v1 dueling has become a dice-roll now. Roll a 12 and you win, a 3 and better "luck" next time. :(

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 Post subject: Re: Patch 113 - Aug 30: Spell disruption, NPC Speech, Boats
PostPosted: Mon Aug 31, 2009 3:44 am 
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I really dont understand why staff had to change the pvp system. It was working fine in my opinion, population of the shard was growing well...

This is a big risk.

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 Post subject: Re: Patch 113 - Aug 30: Spell disruption, NPC Speech, Boats
PostPosted: Mon Aug 31, 2009 9:57 am 
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alatar wrote:
archaicsubrosa77 wrote:
Zero damage spells should not interrupt 100 percent while the ones that cause severe damage get a chance for interruption, poison and such that continually attack you would be more an interference.

So I think for realism the patch gets 2 thumbs up.

How it was before made no sense.


You obviously don't pvp.

I will say that harm is MUCH more effective now, but after doing many many pvp duels and testing, I will say that PvP looks to be going downhill once again.

To some degree, there is not even a need to heal anymore.. You can simply arm your hally, fast swing, and harm-spam your opponent (seems 90% disrupt chance) and devastate them..

Me, Fwerp, Jack, Cindrew, Hemperor, and a few others did some duel-testing and after we became familiar with the disrupt rates, it seemed that in some occasions healing simply wasn't even needed. All that was necessary was a loaded spell, a decent hally hit, and from that point you could spam harm, and mix in a weapon swing and dominate with disrupts. I actually had two fights with Fwerp that neither of us even used a single heal spell, only using weapon swings and mostly harm, with the exception of a pre-loaded ebolt.

It seems that almost every aspect of 1v1 dueling has become a dice-roll now. Roll a 12 and you win, a 3 and better "luck" next time. :(


Why do you think that I stated wrestling needs to be re-tweaked making it accurate to the speed that existed back then?

Currently, you are able to "fast swing" aka "weapon cycle" faster than what should be possible at the moment. This would reduce massive hally dps that exists by well over 200-300 damage per minute. This is no way a solution but merely an accurate fix to a game mechanic that is slightly off producing faster swings and more damage than what should be possible for weapons utilizing this function.

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 Post subject: Re: Patch 113 - Aug 30: Spell disruption, NPC Speech, Boats
PostPosted: Mon Aug 31, 2009 10:00 am 
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The wresting speed was adjusted in this patch, it missed the notes, adding now

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 Post subject: Re: Patch 113 - Aug 30: Spell disruption, NPC Speech, Boats
PostPosted: Mon Aug 31, 2009 10:19 am 
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Glad that issue has been fixed.

It would also be nice if we could get some concrete documentation on the heal "in mani" spell.

The demo uses an insanely high value for this spell that has a maximum range of 18 hitpoints for a GM mage. However, the UOR and modern UO values vary differently from one time frame to the next if I am not mistaken. This is one of the pending accuracy problems that has been a pain for a resolution.

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 Post subject: Re: Patch 113 - Aug 30: Spell disruption, NPC Speech, Boats
PostPosted: Mon Aug 31, 2009 12:10 pm 
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Derrick wrote:
please feel free to discuss the spell interruption changes in the original suggestions and era accuracy thread linked below.

...

  • Interruption check changes. see viewtopic.php?t=9833
    • Please direct any discussion on this change to the forum thread linked above.

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 Post subject: Re: Patch 113 - Aug 30: Spell disruption, NPC Speech, Boats
PostPosted: Mon Aug 31, 2009 1:40 pm 
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PVP was fine the way it was. I no Like new change!

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 Post subject: Re: Patch 113 - Aug 30: Spell disruption, NPC Speech, Boats
PostPosted: Wed Sep 02, 2009 8:51 am 
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Patch Addendum: Sept 2
  • All direct damage spell dice rolls have been changed to OSI values, for most spells this is a minor change.
  • Heal and Greater Heal were revised to 1999 Stratics values
    • Heal = (Magery/10)+(1-3)
    • Greater Heal= (Magery * 0.4) + (1-10)
  • Weapons and Tactics gains now follow a more narrow margin for advancement
    • It will be more difficult to gain weapons skill on opponents outside your skill level
    • It will be more difficult to gain tactics using a weapon you have little skill in

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 Post subject: Re: Patch 113 - Aug 30: Spell disruption, NPC Speech, Boats
PostPosted: Wed Sep 02, 2009 10:04 am 
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Derrick wrote:
Patch Addendum: Sept 2
    ...
  • Weapons and Tactics gains now follow a more narrow margin for advancement
    • It will be more difficult to gain weapons skill on opponents outside your skill level
    • It will be more difficult to gain tactics using a weapon you have little skill in


This is like reading an OSI Patch note :D

What does this mean?

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 Post subject: Re: Patch 113 - Aug 30: Spell disruption, NPC Speech, Boats
PostPosted: Wed Sep 02, 2009 10:15 am 
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This means you will not be able to gain tactics using a weapon you have substancially less skill in. And it simply narrows the range on what is considered a "worthy opponent" for the purpose of weapon skill gain.

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 Post subject: Re: Patch 113 - Aug 30: Spell disruption, NPC Speech, Boats
PostPosted: Wed Sep 02, 2009 10:20 am 
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Derrick wrote:
This means you will not be able to gain tactics using a weapon you have substancially less skill in. And it simply narrows the range on what is considered a "worthy opponent" for the purpose of weapon skill gain.


Thanks. Good work.

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 Post subject: Re: Patch 113 - Aug 30: Spell disruption, NPC Speech, Boats
PostPosted: Wed Sep 02, 2009 10:27 am 
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alatar wrote:
archaicsubrosa77 wrote:
Zero damage spells should not interrupt 100 percent while the ones that cause severe damage get a chance for interruption, poison and such that continually attack you would be more an interference.

So I think for realism the patch gets 2 thumbs up.

How it was before made no sense.


You obviously don't pvp.

I will say that harm is MUCH more effective now, but after doing many many pvp duels and testing, I will say that PvP looks to be going downhill once again.

To some degree, there is not even a need to heal anymore.. You can simply arm your hally, fast swing, and harm-spam your opponent (seems 90% disrupt chance) and devastate them..

Me, Fwerp, Jack, Cindrew, Hemperor, and a few others did some duel-testing and after we became familiar with the disrupt rates, it seemed that in some occasions healing simply wasn't even needed. All that was necessary was a loaded spell, a decent hally hit, and from that point you could spam harm, and mix in a weapon swing and dominate with disrupts. I actually had two fights with Fwerp that neither of us even used a single heal spell, only using weapon swings and mostly harm, with the exception of a pre-loaded ebolt.

It seems that almost every aspect of 1v1 dueling has become a dice-roll now. Roll a 12 and you win, a 3 and better "luck" next time. :(


So does that mean pvp is not taking an hour and 50 each reg for one fight, sounds accurate to me. ill start pvping now since i have a chance lol
Love the changes.

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