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 Post subject: Patch 115 - Sept 11, 2009: Monster stats, EV & BS AI
PostPosted: Fri Sep 11, 2009 9:02 am 
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  • Energy Vortex and Blade Spirits stats and skills and behaviors should much more closely mirror OSI
    • Hitpoints for both are reduced
    • Energy Vortexes no longer curse or harm
    • These creatures do not "miss" anymore.
    • Both will more accurately be attracted to the smartest, or strongest creature in the vicinity
  • All other Monster and Summoned creatures stats and skills have been combed through to meet OSI values precisely.
    • Loot and Equipment have been modified on some creatures and NPC's
    • Brigands are no longer always aggressive
    • The Ancient Wyrm has seen the most change of any. Stats and skills were very different from OSI (knowingly), and has been corrected. There is a corresponding drop in the loot of this creature, and spawn rate will be increased.
    Escorts no longer self delete after being attacked by leader

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 Post subject: Re: Patch 115 - Sept 11, 2009: Monster stats, EV & BS AI
PostPosted: Fri Sep 11, 2009 9:23 am 
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It sure has been a long time and glad to see that half of my NPC revision has been implemented.

How did you like merging those 110 files Derrick? :twisted:

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 Post subject: Re: Patch 115 - Sept 11, 2009: Monster stats, EV & BS AI
PostPosted: Fri Sep 11, 2009 9:29 am 
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So can we piss off Brigands by accusing them of being criminals?


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 Post subject: Re: Patch 115 - Sept 11, 2009: Monster stats, EV & BS AI
PostPosted: Fri Sep 11, 2009 9:59 am 
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ha i was at ancient wyrm and only got like 1k+ or so and was like "was how am i getting jewed!!" i figured there was a patch.

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 Post subject: Re: Patch 115 - Sept 11, 2009: Monster stats, EV & BS AI
PostPosted: Fri Sep 11, 2009 10:03 am 
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Faust wrote:
It sure has been a long time and glad to see that half of my NPC revision has been implemented.

How did you like merging those 110 files Derrick? :twisted:

Yesterday was a very long day :)
Thanks much for your work on this Faust. I think I've been sitting on these revisions for 8+ months now; it actually wasn't as bad as I expected it to be.

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 Post subject: Re: Patch 115 - Sept 11, 2009: Monster stats, EV & BS AI
PostPosted: Fri Sep 11, 2009 10:15 am 
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I don't think the amount of time really matters that much just as long as it's finally live on the shard now. This is just one more step closer towards the replication process for the shard. I agree that it really wasn't that bad for me either, but more on the lines of one of those very tedius and boring coding experiences. Hopefully you can get the loot corrections in here real soon too and the whole revision process will be fully complete. :D

The loot correction will open up some of the old key farming spots back in the day like the Air Elemental area in Shame for example. It will be a great addition to the shard once the full revision is complete.

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 Post subject: Re: Patch 115 - Sept 11, 2009: Monster stats, EV & BS AI
PostPosted: Fri Sep 11, 2009 11:13 am 
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Derrick wrote:
[list]
[*]Energy Vortex and Blade Spirits stats and skills and behaviors should much more closely mirror OSI
[list][*]Hitpoints for both are reduced


I am not sure if i posted about this before but during t2a

- one EV would drop a balron to 5-10% life if the balron had zero mental %.. so not sure if they had more hps or more damage.
- no mobs agro'ed on evs or blades they were like other mobs neutral, the ev had to "attack".
- evs / blades would only attack a mob if you dropped it like perfectly right next to the mob in the 9 tile area around it. sometimes to make it attack you had to run back and forth.
- if you dropped your ev more than once space away it would sit there and then attack the closest player for some reason ( noto pks born as blades / evs attacked blue people in the dungeon )
- evs and blades attacking the str + int thing was part of the new AI that came in with pathfinding, not part of the era.
- there was no LOS with agro from mobs or EV's. so that means they would lock on targets through walls and get stuck easily. this meant also ev noto pking was very easy because you could get flagged by someone behind a wall.

sorry i thought this patch was going to include this stuff.


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 Post subject: Re: Patch 115 - Sept 11, 2009: Monster stats, EV & BS AI
PostPosted: Fri Sep 11, 2009 2:36 pm 
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What other monsters had their loots revamped?

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 Post subject: Re: Patch 115 - Sept 11, 2009: Monster stats, EV & BS AI
PostPosted: Fri Sep 11, 2009 2:44 pm 
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Faust wrote:
The loot correction will open up some of the old key farming spots back in the day like the Air Elemental area in Shame for example. It will be a great addition to the shard once the full revision is complete.


I hunted this area alot with my dexer when I first started here, though it may make that spot better to farm .. it is still currently and for as long as i've been here been a good place to hunt.

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 Post subject: Re: Patch 115 - Sept 11, 2009: Monster stats, EV & BS AI
PostPosted: Fri Sep 11, 2009 2:50 pm 
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Cool changes, although killing the ancient wyrm may no longer be very profitable.

Whyle your changing monsters can you please add the duel lich spawn similar to cove lich inside Fire dungeon in the graveyard? That was my old stomping ground.

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 Post subject: Re: Patch 115 - Sept 11, 2009: Monster stats, EV & BS AI
PostPosted: Fri Sep 11, 2009 2:57 pm 
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tekai wrote:
...

Whyle your changing monsters can you please add the duel lich spawn similar to cove lich inside Fire dungeon in the graveyard? That was my old stomping ground.


Duly noted ;)

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 Post subject: Re: Patch 115 - Sept 11, 2009: Monster stats, EV & BS AI
PostPosted: Fri Sep 11, 2009 2:58 pm 
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I definitely didn't mean that the spot in Shame for Air Elementals at this very moment is down right horrible for farming where no one ever uses it. However, the spot has no where near the same amount of farming and gold output that existed back then when you compare it to other farming hot spots here. The amount of gold generated by Air Elementals is only half of what they gave during the '99 era right now.

This spot in Shame in its current state doesn't generate high traffic with player killers like other hot spots in game. This will change significantly in both areas(farming and player killing) when the correction is made. The spot is okay for farming due to this very reason and having a modest gold output. However, there are much better spots right now that allow you to make greater amounts of cash compared to this one even though many of these spots have a lot more heavier traffic with player killers.

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 Post subject: Re: Patch 115 - Sept 11, 2009: Monster stats, EV & BS AI
PostPosted: Fri Sep 11, 2009 4:27 pm 
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Did this patch effect the summon daemons stats?
I sure hope so :)

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 Post subject: Re: Patch 115 - Sept 11, 2009: Monster stats, EV & BS AI
PostPosted: Fri Sep 11, 2009 5:06 pm 
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I remember Air Eles a bigtime hotspot on OSI for farming.

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 Post subject: Re: Patch 115 - Sept 11, 2009: Monster stats, EV & BS AI
PostPosted: Fri Sep 11, 2009 5:27 pm 
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Morbid curiousity, Did you change the fame givin from Mage Lords?

my fame decayed from 10050 (lady) to 9600 over the week on my dexer, and it took far far more kills to bring me back up to lady then it used to.

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