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 Post subject: Patch 132 -July 1, 2010: Fatigue, Monster aggression, Weight
PostPosted: Thu Jul 01, 2010 8:36 am 
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These changes are primarily corrections and refinements to changes implemented in Patch 131.
  • You will no longer auto-defend on weapon swings or damage alone.
  • Monsters will induce auto-defend only when they attack you
  • Monsters cannot attack without Line Of Sight, however they can still "acquire" you without line of sight.
  • This has implications for pets being induced to attack other creatures though walls.
  • Monsters will "counter-swing" on an attacker even if they are not currently engaging that attacker. (i.e., if following another combatant)
  • Monsters are much less likely to switch combatants.
  • Monsters and NPC's will not usually "run"
  • Body Weight changes: (thread)
    • A players base Body Weight is now 10, this was incorrectly set to 14.
    • Mounts no longer add one stone of weight to the player when mounted.
    • Hair and Beard weigh one stone each if applicable.
    • Backpack weighs 3 stones (no change to this)
    • This gives a naked player an overall weight of 13 to 15 stones varying on their hairstyles.
  • There were a couple flaws found in the fatigue algorithm.
    • It is not expected that running range will be much effected, however stamina loss while walking on a mount and animals natural stamina regeneration should see much improvement.
  • An issue with extremely rapid loyalty loss when a mount becomes highly fatigued has been corrected.
  • Horses, Llamas, Nightmares & Ostards stamina has been adjusted to match higher values found in archives.
  • NPC's will no longer call guards on the cutting up of blue corpses
  • Stolen items are only returned if the item is stolen in town, and the thief is killed in town. (Thanks MasterPiece)

tl;dr:
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 Post subject: Re: Patch 132 -July 1, 2010: Fatigue, Monster aggression, We
PostPosted: Thu Jul 01, 2010 12:35 pm 
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Great updates


We appreciate all of UOSA's efforts.
Thanks a lot for everything you guys do.


Derrick wrote:
Monsters cannot attack without Line Of Sight, however they can still "acquire" you without line of sight.

Buce. That's how I remember it

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 Post subject: Re: Patch 132 -July 1, 2010: Fatigue, Monster aggression, We
PostPosted: Thu Jul 01, 2010 2:23 pm 
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Derrick wrote:
[*]Stolen items are only returned if the item is stolen in town, and the thief is killed in town. (Thanks MasterPiece)[/list]


that one's cool.

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 Post subject: Re: Patch 132 -July 1, 2010: Fatigue, Monster aggression, We
PostPosted: Thu Jul 01, 2010 2:42 pm 
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Quote:
Body Weight changes: (thread)

A players base Body Weight is now 10, this was incorrectly set to 14.
Mounts no longer add one stone of weight to the player when mounted.
Hair and Beard weigh one stone each if applicable.
Backpack weighs 3 stones (no change to this)
This gives a naked player an overall weight of 13 to 15 stones varying on their hairstyles.
]

Woot need to diet just shave. LOL
On another note its nice that you have paid attion to the little things and get them correct.

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 Post subject: Re: Patch 132 -July 1, 2010: Fatigue, Monster aggression, We
PostPosted: Thu Jul 01, 2010 5:19 pm 
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Derrick wrote:
  • You will no longer auto-defend on weapon swings or damage alone.
  • Monsters will induce auto-defend only when they attack you
  • Monsters cannot attack without Line Of Sight, however they can still "acquire" you without line of sight.


can someone give practical examples of how this was before and now with this patch? cba


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 Post subject: Re: Patch 132 -July 1, 2010: Fatigue, Monster aggression, We
PostPosted: Thu Jul 01, 2010 5:33 pm 
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GomerPyle wrote:
Derrick wrote:
  • You will no longer auto-defend on weapon swings or damage alone.
  • Monsters will induce auto-defend only when they attack you
  • Monsters cannot attack without Line Of Sight, however they can still "acquire" you without line of sight.


can someone give practical examples of how this was before and now with this patch? cba


Prior to this, if you attacked me and ran into town, all I would need to do is follow you into town and hit my AttackLast target, which would induce you to auto-defend and subsequently get you guard-whacked.

Monsters will continue to aggro you through walls, however you shouldn't be seeing the "an orc is attacking you!" message.

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 Post subject: Re: Patch 132 -July 1, 2010: Fatigue, Monster aggression, We
PostPosted: Thu Jul 01, 2010 5:49 pm 
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Hicha wrote:
Monsters will continue to aggro you through walls, however you shouldn't be seeing the "an orc is attacking you!" message.
It also means that because the monster on the other side of the wall cannot actually attack, but only "acquire", they will not incite your pets to attack them through a wall if your pets would not otherwise attack them on their own.

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 Post subject: Re: Patch 132 -July 1, 2010: Fatigue, Monster aggression, We
PostPosted: Thu Jul 01, 2010 6:15 pm 
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If i go toe to toe (wrestling ) with gm wrestling against an regular orc. he destroys me in like four hits. i cant even get a greater heal off without being disrupted.. that does not seem right at all.


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 Post subject: Re: Patch 132 -July 1, 2010: Fatigue, Monster aggression, We
PostPosted: Thu Jul 01, 2010 7:41 pm 
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Apok wrote:
If i go toe to toe (wrestling ) with gm wrestling against an regular orc. he destroys me in like four hits. i cant even get a greater heal off without being disrupted.. that does not seem right at all.


I agree that orcs, mongbats, and other low-mid monsters seem to strong here. There is another thread on this somewhere though.

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 Post subject: Re: Patch 132 -July 1, 2010: Fatigue, Monster aggression, We
PostPosted: Fri Jul 02, 2010 2:15 am 
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MatronDeWinter wrote:
Apok wrote:
If i go toe to toe (wrestling ) with gm wrestling against an regular orc. he destroys me in like four hits. i cant even get a greater heal off without being disrupted.. that does not seem right at all.


I agree that orcs, mongbats, and other low-mid monsters seem to strong here. There is another thread on this somewhere though.


Yea, we need to make a new thread on this again with evidence. I am certain ettins, ogres, mongbats, orcs are too strong on here. Even with magic weapons it takes forever and I remember newbies with 70 swords taking them down pretty fsat with a GM weapon.

Most mongbats won't die to lightning or 1 hally hit. What??!!! Mongbats used to be one-hit-kill even for complete newbies with 60 swords/tactic and hardly any anat. lol.


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 Post subject: Re: Patch 132 -July 1, 2010: Fatigue, Monster aggression, We
PostPosted: Fri Jul 02, 2010 4:32 am 
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Ive proposed to Derrick that he make pet stats and weapon/armor stats public, however this seems to be a headache for him to do.

I wondered if he made certain code segments public, that the community could pull the data and make it readable on the wiki.

This way we could verify certain things like Orc hps/dmg etc.

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 Post subject: Re: Patch 132 -July 1, 2010: Fatigue, Monster aggression, We
PostPosted: Fri Jul 02, 2010 8:31 am 
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son wrote:
I wondered if he made certain code segments public, that the community could pull the data and make it readable on the wiki.


im sure what certain people of pvp community will do is adjust their euo scripts properly! :lol:

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 Post subject: Re: Patch 132 -July 1, 2010: Fatigue, Monster aggression, We
PostPosted: Fri Jul 02, 2010 10:53 am 
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MatronDeWinter wrote:
Apok wrote:
If i go toe to toe (wrestling ) with gm wrestling against an regular orc. he destroys me in like four hits. i cant even get a greater heal off without being disrupted.. that does not seem right at all.


I agree that orcs, mongbats, and other low-mid monsters seem to strong here. There is another thread on this somewhere though.


I remember mongbats having an extremely low amount of hp, so much in fact I felt like a badass being able to 1 or 2 shot them with just wrestling.

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 Post subject: Re: Patch 132 -July 1, 2010: Fatigue, Monster aggression, We
PostPosted: Fri Jul 02, 2010 10:57 am 
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There are two type of mongbats.

Weak - Dies in one hit always usually having less than 10hp.
Strong - Dies in a few hits usually having around 50hp.

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 Post subject: Re: Patch 132 -July 1, 2010: Fatigue, Monster aggression, We
PostPosted: Fri Jul 02, 2010 11:01 am 
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Code:
<536>
# mongbat       Difficulty 4
<type           NORMAL MONGBATS>
<frequency      100>
<region         { DESPISE 0 ZOO_DUNGN 0 MONGBATSMALL 0 MONGBATMEDIUM 0 MONGBATLARGE 0 DARKFOREST 0 DARKERFOREST 0 FORESTNOTNEARTOWN 0 MONGBAT 0 } >
<regionlimit    { DESPISE 9 ZOO_DUNGN 1 MONGBATSMALL 5 MONGBATMEDIUM 10 MONGBATLARGE 15 DARKFOREST 10 DARKERFOREST 10 FORESTNOTNEARTOWN 6 MONGBAT 3 } >
<sex            OTHER>
<name           536>
<corpsename     mongbat>
<alignment      EVIL>
<notoriety      -125>
<objvar         int petCanTame   80>
<objvar         int petAckSfx    monster_mngbat1>
<objvar         int petRefuseSfx monster_mngbat4>
<script         monster>
<sfxnotice      monster_mngbat1>
<sfxidle        monster_mngbat2>
<sfxhit         monster_mngbat3>
<sfxwashit      monster_mngbat4>
<sfxdie         monster_mngbat5>
<strength       1d25+55>
<intelligence   1d25+25>
<dexterity      1d20+60>
<hp             1d25+55>
<mana           1d25+25>
<stamina        1d20+60>
<movetype       MT_FLYING>
<sk             skill_melee          1d150+350>
<sk             skill_magic_defense  1d150+150>
<sk             skill_battle_defense 1d100+500>
<sk                  skill_weapon_hand    1d150+200>
<naturalwc      3d3>
<naturalac      10>
<resource       food         9  3    MEAT>
<resource       shelter     16  1    SPOOKINESS>
<resource       shelter    288  1    CAVES>
<resource       shelter    576  1    DUNGEONS>
<resource       production   3  0    CARNIVOREMEAT>
<resource       production   6  0    LEATHER>
<resource       desire       1 -3    DANGER>
<resource       desire       1 -3    HOUSES>
<resource       desire       1 -3    WATER>
<resource       desire       1 -3    MOUNTAINS>
<resource       desire       1  2    SELF>
<friends        536>
<friends        558>
<@@@ END @@@>


Code:
<558>
# easy mongbat  Difficulty 1
<type           NORMAL MONGBATS>
<frequency      200>
<region         { JUNGLE 0 SWAMP 0 EMONGBATSMALL 0 EMONGBATMEDIUM 0 EMONGBATLARGE 0 FORESTNEARTOWN 0 FORESTNOTNEARTOWN 0 DARKFOREST 0 DARKERFOREST 0 NEWBIE 0 DESPISE 0 WINDFOREST 0 } >
<regionlimit    { JUNGLE 40 SWAMP 40 EMONGBATSMALL 10 EMONGBATMEDIUM 20 EMONGBATLARGE 40 FORESTNEARTOWN 76 FORESTNOTNEARTOWN 90 DARKFOREST 30 DARKERFOREST 40 NEWBIE 76 DESPISE 20 WINDFOREST 25 } >
<sex            OTHER>
<name           536>
<corpsename     mongbat>
<alignment      EVIL>
<notoriety      -125>
<objvar         int petCanTame   5>
<objvar         int petAckSfx    monster_mngbat3>
<objvar         int petRefuseSfx monster_mngbat4>
<script         monster>
<sfxnotice      monster_mngbat1>
<sfxidle        monster_mngbat2>
<sfxhit         monster_mngbat3>
<sfxwashit      monster_mngbat4>
<sfxdie         monster_mngbat5>
<movetype       MT_FLYING>
<strength       1d5+5>
<intelligence   1d9+5>
<dexterity      1d13+25>
<hp             4d2>
<mana           0>
<stamina        15d3+25>
<sk             skill_melee          1d50+50>
<sk             skill_magic_defense  1d90+50>
<sk             skill_battle_defense 1d130+250>
<sk                  skill_weapon_hand    1d50+50>
<naturalwc      1d2>
<naturalac      2d5>
<resource       food         5  1    MEAT>
<resource       shelter     16  1    SPOOKINESS>
<resource       shelter    288  1    FOREST>
<resource       shelter    288  1    JUNGLE>
<resource       shelter    288  1    SWAMP>
<resource       shelter    576  1    DUNGEONS>
<resource       production   3  0    CARNIVOREMEAT>
<resource       desire       1 -3    DANGER>
<resource       desire       1 -3    WATER>
<resource       desire       1 -3    MOUNTAINS>
<resource       desire       5  1    GOLD>
<@@@ END @@@>


There's the two entries on mongbats from templatestable.dat.q for what it's worth.


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