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 Post subject: Patch 138 - Oct 30 2010: A less pale reflection.
PostPosted: Fri Oct 29, 2010 7:40 pm 
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In addition to being a massive wall of patch notes, mechanically this patch is enormous; and yet still does not contain all of what I hoped would be in it. The effects of some of these mechanics may be huge for some players, as such we're publishing these patch notes a little early to be sure to get the word out. The overall intention of most of these changes are to pull in a lot of the more obscure OSI mechanics which we have neglected until now.

Many of these changes have been live in whole or in part on test center for a few weeks now.

  • Items and Players:
    • When logging in to the world, if the location your character is in is occupied, a more valid location will be sought.
    • Impassible Items cannot be dropped to a space which is occupied by a player or NPC.
    • When logging out while "holding something", the item will drop to the ground on login. Previously the item was moved to the players backpack.
  • World resources:
    • All resources in the map are now calculated on the available resources within the map.
    • This most significantly impacts Mining and Lumberjacking. For example a small stone outcrop in the forest, or a tree in the middle of an otherwise empty field will yield a more expected number of resources (very little).
    • The maximum amount of resource that can be found in a vein has increased somewhat. This applies to areas such as caves deep in the heart of a mountain.
    • As a result of this, all mining veins have been recalculated, colored ore veins have been scattered.
  • Line of Sight:
    • The OSI algorithms for Line of sight have been applied.
    • The effects of this will take quite a bit of experimentation.
    • This has been on test center as announced previously for over a few weeks now with no unusual reports.
    • These changes will be especially noticeable with the teleport spell.
    • It's now possible to teleport in to Cyclops Valley.
    • Exhaustive verification of these changes were done both on the UO Demo, and on live EA servers with perfect results in all tested scenarios.
    • It was found that visibility "through" some item types was not treated as expected on official servers, in those cases we needed to make explicit corrections to those specific items. We expect that we'll discover more of these anomalies after this patch goes live and will need to make some future adjustments.
    • These changes are possible through much tedious work by the UODemo team. For more information on contributing to this project, visit the JoinUO foums, at http://forum.joinuo.com/viewforum.php?f=32
  • NPC's:
    • A new engine for applying mobile and item attributes and equipment has been developed which in the end will significantly improve our ability to create new content and possibly introduce player created content, in addition to some of the defined OSI content which is available. However neither the engine nor the OSI content is complete and correct yet.
    • All Human town NPC's/Vendors have been regenerated using the new engine and OSI templates.
    • We know that there are some inaccuracies in the base data used, so have so far only been able to apply this to town NPC's.
    • The NPC's that these new templates are being used on will be evidenced by their entire backpack appearing on their corpse as it did in era Pre-Feb 2000
  • House Stuff:
    • Ghosts (and staff) no longer block the placement of houses as verified via near era OSI code.
    • Double House doors no longer are linked together to both open. This does not apply to existing structures.
  • Other NPC, Animal and Monster changes:
    • Humans will no longer say "Excuse me?" when asked to move.
    • Corpses of innocent/blue NPC's will be "blue", and it will be a criminal action to loot them.
    • NPC's with low fame will no longer show a fame/karma title.
    • Added some missing Escorts and Townsfolk, including Escortable Healer
    • An issue that was causing the AI of creatures and NPC's to deactivate even when there were players in the vicinity should be fixed.
    • Body and hue correction for grey wolf, no visible difference
    • Hellcats and Predator Hellcats now show as Monsters in tracking.
    • Blade Spirits' and Energy Vortex's were not going after the "strongest" or "smartest" as they should have been, fixed.
  • Escort changes:
    • Escorts will sometimes announce their destination when they are approached.
    • Escorts will post on bulletin boards.
    • Camp prisoners will more reliably be posted on the nearby message boards.
    • Escorts may now be attacked by aggressive creatures while being escorted.
  • Pets:
  • Spells:
    • Particle effects will display for Wall Of Stone, even if the wall cannot be created there. Thanks Rammar: http://forum.uosecondage.com/viewtopic.php?f=4&t=22958
    • Teleport item effect reveals: 4/13/98: You can no longer teleport with a teleporting object and stay invisible.
    • Cannot cast field spells over other fields, teleporters, or moongates
    • Fix for caster not seeing spell effects for Chain Lightning when the cast causes a direction change.
  • Miscelaneous:
    • Healing Humanoid Monsters uses the healing skill http://forum.uosecondage.com/viewtopic.php?f=8&t=22642
    • Mining requires line of sight. http://forum.uosecondage.com/viewtopic.php?f=4&t=17844
    • All new character starting equipment redone.
    • Overhead messages in Saw and Spike traps removed
    • Damage done by spike trap adjusted based on OSI code
    • Some redundant code may have been causing identified items to become unidentified, or for the lists of who the items were identified to fill up too fast, this has been fixed.
    • The way distance between objects is calculated is now done in the same manner as OSI, this may effect spell and attack distances; if anything they should now be further than they were previously. Thanks Batlin.
    • Can now remove the names on Recall Runes and Ships by declaring the name to be "none"
    • Docked boats tell the type of the boat then single clicked, Thanks Kelektra
    • Guillotine and Iron Maiden tweaked. Guillotine now pulls you in.
    • The lighting effects on some items were not correct, and have been fixed.
    • Vendor bought Agility pots should raise dex by 15, while player made are 10 and 20 http://forum.uosecondage.com/viewtopic. ... 51#p183451
    • Players who have been squelched, usually for spamming repeated text in a public place will now be unsquelched after shard restart
  • Off-shard changes:
    • IRC bot should rejoin the channels that it was in when it quit more reliably.
    • The quest complete/abandoned messages in the tutorial were reversed, fixed.
    • Extended range for finding dragon stage advance in Tutorial. This is not an accurate change to the quest, but it was extremely frustrating to not be told you were near the dragon until you could see it on your screen. This was likely a result of the quest being developed in the older smaller 640x480 game window.
    • The login timeout will now gracefully disconnect a client preventing the client from entering a hung state on login with no cancel button.
    • Many other major server performance and memory utilization optimizations.

Changes since Oct 30:
  • Item and trap additions to level one of Dungeon Deceit.
  • Fixed message for failed house command targets. Including the message stating that a co-owner had released a secure, when he had not.
  • Correction to CoOwners, A character on the same account as the owner is treated as a co-owner as long as they don't own a house.
  • An rare situation allowing guards to follow reds far from the town lines has been fixed. This specifically involved guards appearing in Bucs Dens when a blue player was attacked and recalled to another town.
  • Drakes now drop level two treasure maps, was 3.
  • Guildmaster menu now indicates that the website is changed along with the charter
  • Balrons and Daemons are now more aggressive to players who approach them.
  • Some NPC's were spawning with extremely high Fame levels, this has been corrected.
  • Some land including hills and cave walls was being treated as transparent, this has been corrected.
  • You can no longer reach through a floor or ceiling to pick up items, other temporary fixes made since patch 138 have been removed.
  • Items dropped to an invalid location will now stack back to their original location properly if possible.
  • Items which were lifted from a location that becomes out of range will no longer "bounce" back to that location, but will instead drop to the players feet.
  • Items in trade windows will bounce to the correct original location if the trade window is canceled.
  • It should no longer be possible to lift items across an impassable barrier such as a fence; this will also prevent the lifting of items which are on the patio of a house, behind the railing.
  • CTF: If Hiding or Teleport is enabled in a CTF game, it will not work for anyone carrying the flag.
  • Tournament LeaderBook's for Team Size >= 3 will read 3v3+, there is no individual data for tourney sizes of three or more.
  • Change before match and after match delays. Non-Free-Use delay is now 30 sec, up from 18
  • In the case of a tie in CTF, the winner will be the team with the most captures, if that is equal there will be a coin toss.
  • Silver will always be added to each player of the winning teams bank. In cases where both the bank and backpack were full, it was being deleted.
  • Removed restriction on placing items on non-surface statics as verified via era and post era screenshots. This also resolves an issue with reaching items placed on the perimeters of Castles, Towers and Keeps. (Thanks Kelektra)
  • Fixed a problem with the date stamp on tournaments and other date on myUOSA, all times were being reported as AM.

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 Post subject: Re: Patch 138 - Oct 30 2010: A less pale reflection.
PostPosted: Fri Oct 29, 2010 8:03 pm 
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As always, please try to keep extended discussion of these changes out of the patch thread; although basic questions are welcome here we'd like to have more in depth discussion of particular items be made in the Suggestions or Discussion forums. I will reserve this space as a place to post links to such discussions.

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 Post subject: Re: Patch 138 - Oct 30 2010: A less pale reflection.
PostPosted: Fri Oct 29, 2010 8:37 pm 
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Location: I put an r in it http://my.uosecondage.com/Status/Player/67484
*When logging out while "holding something", the item will drop to the ground on login. Previously the item was moved to the players backpack.

I see a big problem with this change. Many client crashes happen here with trade window gump up. Does this mean that when you client crash and there is a pending trade, the item will fall to the ground? If so I might suggest putting this change on hold or perhaps making an exception.

Many scams will start to happen which trigger client crashes if this is the case.

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 Post subject: Re: Patch 138 - Oct 30 2010: A less pale reflection.
PostPosted: Fri Oct 29, 2010 8:54 pm 
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son wrote:
Many scams will start to happen which trigger client crashes if this is the case.

a threat? ... hmmmm

j/k

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 Post subject: Re: Patch 138 - Oct 30 2010: A less pale reflection.
PostPosted: Fri Oct 29, 2010 8:56 pm 
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son wrote:
Does this mean that when you client crash and there is a pending trade, the item will fall to the ground?
No, having an item in a trade window does not constitute holding the item, and these changes have no impact on the disposition of such an item in the event of a client crash.

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 Post subject: Re: Patch 138 - Oct 30 2010: A less pale reflection.
PostPosted: Fri Oct 29, 2010 9:46 pm 
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Derrick wrote:
[*]Vendor bought Agility pots should raise dex by 15, while player made are 10 and 20 viewtopic.php?p=183451#p183451


The same should apply to Strength pots (demo). Both should be sold on vendors as well as appear as monster loot instead of the player craftable ones.


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 Post subject: Re: Patch 138 - Oct 30 2010: A less pale reflection.
PostPosted: Sat Oct 30, 2010 9:41 am 
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Rammar wrote:
Both should be sold on vendors as well as appear as monster loot instead of the player craftable ones.
Thanks, this was done just before patch.

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 Post subject: Re: Patch 138 - Oct 30 2010: A less pale reflection.
PostPosted: Sat Oct 30, 2010 10:27 am 
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With regards to Line of Sight, you can no longer attack with magery from the patio of a patio house. I don't know if you can attack on the patio. I'm pretty sure this isn't era accurate.


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 Post subject: Re: Patch 138 - Oct 30 2010: A less pale reflection.
PostPosted: Sat Oct 30, 2010 11:48 am 
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Amazing work.

This especially:

Derrick wrote:
[*] Blade Spirits' and Energy Vortex's were not going after the "strongest" or "smartest" as they should have been, fixed.[/list]

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 Post subject: Re: Patch 138 - Oct 30 2010: A less pale reflection.
PostPosted: Sat Oct 30, 2010 2:11 pm 
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wgensel wrote:
With regards to Line of Sight, you can no longer attack with magery from the patio of a patio house. I don't know if you can attack on the patio. I'm pretty sure this isn't era accurate.


I believe this is correct also. I remember the kiddy wannabe PKers attacking from their patios on Ice, so they could safely run back inside whenever it was going badly for them.

Edit: It seems you can no longer access the locked down rune books that some libraries keep on their patio for use, such as the Yew Bank Mall. A necessary side effect of the patch?


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 Post subject: Re: Patch 138 - Oct 30 2010: A less pale reflection.
PostPosted: Sat Oct 30, 2010 3:56 pm 
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This is unintentional and did not come up in testing. There are some other fences that are preventing line of sight as well, working on this currently, will be fixed right away. Thanks much!

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 Post subject: Re: Patch 138 - Oct 30 2010: A less pale reflection.
PostPosted: Sat Oct 30, 2010 5:17 pm 
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And another LOS issue. Mages on the first floor in places like Fire Dungeon can rummage and loot corpses that are on the roof or top floors.

Edit: They're also casting on you through the floors too.


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 Post subject: Re: Patch 138 - Oct 30 2010: A less pale reflection.
PostPosted: Sat Oct 30, 2010 9:05 pm 
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I'm having some issues with Provocation, getting messages saying "Target cannot be seen." I'm in the wilderness, and my hunch is that I can no longer see "around" or "through" trees?

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 Post subject: Re: Patch 138 - Oct 30 2010: A less pale reflection.
PostPosted: Sat Oct 30, 2010 9:42 pm 
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mobs are acquiring energy vortex as targets now (assuming same for blades)

appears to be some LoS bug w/ dispelling summons as well, 4 attempts from 4 tile distance and it yields "target cannot be seen"

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 Post subject: Re: Patch 138 - Oct 30 2010: A less pale reflection.
PostPosted: Sat Oct 30, 2010 11:08 pm 
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A lot of these LOS bugs and other bugs should be fixed tommorrow. Thanks for the prompt reports, keep them coming if you notice anything further. Thanks!

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