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 Post subject: Patch 140 - Jan 19-26: RunUO 2.1 + misc item mechanics.
PostPosted: Wed Jan 26, 2011 11:32 am 
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Patch 140a: Jan 19, 2011
  • This core upgrade was a merge with RunUO 2.1 and an upgrade to .Net 4.0 providing code enhancements and stability fixes for the shard.
  • There were no intentional mechanical changes in this patch.
  • Support for SA and High Seas clients up to UO client version 7.0.9.x
Patch 140b:
  • Items created with Scissors will always go to the players backpack, regardless of whether there is room
  • Scissors must be in range of the user in order to be used.
  • Other tools no longer need to be in the players backpack to be used, if in the open and in range. That is, you will now be able to use the tools that are in the open at public buildings.
  • Redeeded vendor deeds will now weigh 90 stones. Thanks Dagon]
  • Player crafted Easels are now with canvas, replacing the bare easel in the carpentry menu.
  • The serialization (saves) of Clothing and Jewelry were re-optimized, resulting in slightly faster and smaller world saves.
  • Some additional spells will be castable in town, The only restrictions on spells cast in town are now harmful fields and summons as discussed here.
  • Poison "ticks" will no longer reset the criminal timer as discussed here.
  • Virtue guilds are no longer allied as discussed in this thread.
  • The minimum swing speed has been corrected from 5 seconds to 10 seconds. (this is approximate, there is other overhead involved)
  • The bonus to weapon damage based on the wear of the item has been adjusted. The formula previously used was the pre-T2A formula, and found to be inconsistent with the T2A era, and other adjustments to weapon damage that were made in early T2A, prior to our timeframe.
  • A bug causing players to be moved to the roof of town buildings when logging in has been corrected. this was caused by changes in the internal structure of map data in Patch 140a.
  • Removal of Trade window changes in OSI Patch 02/23/2000.
    • Users will be able to trade a trapped item.
    • You will be able to trade an item which was recently stolen.
    • You will be able to trade items to a player if the player cannot hold the items
    • You will be able to pick up items while the trade window is open.
  • Only Gold will bounce to the players bank if he cannot hold it and the trade is canceled. Other Items will always go to backpack. [Thanks Ireland]
    • "Once an item has been placed in the trade window, you will not be able to remove it unless you cancel the trade. Cancelling will return all items to the backpacks of the two players involved. This was done in order to reduce the viability of common "trade window scams." (link)
    • "Gold will return to the bank if the trade window is cancelled and the player backpack is full." (link)
  • Blessed and Newbied clothing:
    • All Newbied and Blessed clothing has had it's durability restored. Going forward all noobie and blessed clothing will lose durability and be destroyed like any other clothing.
    • All previously blessed clothing is grandfathered for now as non-destroyable.
    • This effectively corrects a broken mechanic without violation of many previous statements both public and private by the administration that blessed items cannot be destroyed. I don't expect that this will end the debate on the destroy-ability of these grandfathered items, but this change is offered for now as at least a first step in correcting this previously inaccurate mechanic.
  • Tinkering Jewelry: Thanks to Stuck, Reena Dae, MatronDeWinter, and many more. These issues have been pending for some time.
    • Jewelry was not previously saving the gem type it was crafted from, thanks to Jill with an in-game page for bringing this to my attention and finally inspiring me to fix the issues with Jewelry.
    • When creating jewelry, you will now be prompted to target the gem to use at the end of the item creation cycle. Previously the gem was auto selected from your backpack.
    • There will only be one of each jewelry type shown on the jewelry craft menu.
    • Added wedding bands, These items are "newbiefied" and will remain with your corpse when you die. (Patch Notes for 03/28/1999)
  • Work intended to provide relief for desynchs (can't move in game, or cannot move in a certain direction):
    • The data sent in response to a resynch request from the client should be more successful in resynching the client on the first attempt. Failer resynchs may have been contributing to de-synchs.
    • A test mode was added in order to test other scenarios for prenting client desynchs.
    • Repeated system messages are now throttled, which may reduce their contribution to de-synch when "running against [frozen]" due to lack of bandwidth.
    • Thanks to CmaN, Blackfoot and Malice for their contributions to this effort.
    • In the end, de-dynchs are caused by lost packets and client bugs, it will not likely be possible to prevent desynchs in all cases, but further research may help reduce the occurrence of these glitches.
Prior changes (around Jan 10):
  • Duplicate skinning knife removed from furtraders
  • Notoriety adjusted on healers, lowered to escortable healer level
Added 1/29/2011:
  • Some monster/animal group spawns, especially hellhounds were sometimes failing to operate properly after shard restart, this has been fixed.
2/1/2011:
  • The inability to use bladed items that are equipped or in a nearby container is fixed, this was broken in Patch 140b.
  • The failure to update a pets notoriety when it's taken out of guard mode or released is fixed, this was possibly causing unexpected criminal actions.
  • Small house re-deeding will return the correct deed. Small houses have been returning only Thatched Roof Cottages since Patch 140a.
2/4/2011:
  • A problem with high end magic weapons and armor drops on monster corpses has been fixed. No highest level weapons or armor had been dropping at all for quite some time on corpses, and may have been over weighted in treasure chests. See: Bloods, and ancient wyrms loot issue?
  • Frenzied Ostards, Dark Steeds, and Silver Steeds will no longer eat fruit, they are carnivores.
2/8/2011:
  • A severe bug that has caused at least one shard hang, and possibly all of them over the past couple months was found and fixed this morning. This bug was confirmed to cause the shard to lock up based on a specific but unusual player action.

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 Post subject: Re: Patch 140 - Jan 19-26: RunUO 2.1 + misc item mechanics.
PostPosted: Wed Jan 26, 2011 11:54 am 
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Derrick wrote:
Tinkering Jewelry: Thanks to Stuck, Reena Dae, MatronDeWinter, and many more. These issues have been pending for some time.


Very nice. :)

Derrick wrote:
Patch 140a: Jan 19, 2010
Blessed and Newbied clothing:
  • All Newbied and Blessed clothing has had it's durability restored. Going forward all noobie and blessed closthing will lose durability and be destroyed like any other clothing.
  • All previously blessed clothing is grandfathered for now as non-destroyable.
  • This effectively corrects a broken mechanic without violation of many previous statements both public and private by the administration that blessed items cannot be destroyed. I don't expect that this will end the debate on the destroy-ability of these grandfathered items, but this change is offered for now as at least a first step in correcting this previously inaccurate mechanic.


Does this mean currently existing newbie clothes are grandfathered as well?

I'm also kind of curious about the status of blessed armor (ranger/phoenix). My ranger gorget has never broken in the months I've been wearing it. I've always heard it is breakable but it hasn't happened. Is it supposed to break?


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 Post subject: Re: Patch 140 - Jan 19-26: RunUO 2.1 + misc item mechanics.
PostPosted: Wed Jan 26, 2011 12:13 pm 
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Stuck, what does it say when you arms lore it?

Great news on the jewelry front. Who will be the first to create a 60,000 diamond necklace?

Also, can't wait to see the chaos from casting field spells in town :twisted:

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 Post subject: Re: Patch 140 - Jan 19-26: RunUO 2.1 + misc item mechanics.
PostPosted: Wed Jan 26, 2011 12:16 pm 
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Great patch boss!

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 Post subject: Re: Patch 140 - Jan 19-26: RunUO 2.1 + misc item mechanics.
PostPosted: Wed Jan 26, 2011 12:23 pm 
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Mikel123 wrote:
Stuck, what does it say when you arms lore it?


"It looks like it is about to fall apart."
"This armor provides very little protection."


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 Post subject: Re: Patch 140 - Jan 19-26: RunUO 2.1 + misc item mechanics.
PostPosted: Wed Jan 26, 2011 12:28 pm 
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Stuck wrote:
Does this mean currently existing newbie clothes are grandfathered as well?

I'm also kind of curious about the status of blessed armor (ranger/phoenix). My ranger gorget has never broken in the months I've been wearing it. I've always heard it is breakable but it hasn't happened. Is it supposed to break?
Newbied clothing will break, the allowance for existing blessed clothing is granted only due to specific statements by me in the past that these items will not break.

Any other blessed or newbied items, including armor has always been subject to destruction when it wore out.

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 Post subject: Re: Patch 140 - Jan 19-26: RunUO 2.1 + misc item mechanics.
PostPosted: Wed Jan 26, 2011 1:13 pm 
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I'm not sure how reliant this may be but... Opening up your character paper doll seems to clear up sync issues when your character is misplaced by a square or you seem to not be able to move in a certain direction. Which is usually caused by recalling and running too soon or trying to move while frozen. I don't believe anything will help if you if using a movement macro. Besides a full restart of razor of course.


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 Post subject: Re: Patch 140 - Jan 19-26: RunUO 2.1 + misc item mechanics.
PostPosted: Wed Jan 26, 2011 1:20 pm 
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Aye, thanks for pointing this out. Opening your paperdoll <ALt-P> is similar to using the resynch feature in Razor.

I'm very curious to hear reports if anyone finds a change to their frequency of de-synchs from today forward. I don't belive the desynchs we are targeting are something that are very common, or very easy to reproduce, so it's going to be relatively difficult to measure the effectiveness of any changes :/

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 Post subject: Re: Patch 140 - Jan 19-26: RunUO 2.1 + misc item mechanics.
PostPosted: Wed Jan 26, 2011 1:24 pm 
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Patch 140: One step closer to trammel


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 Post subject: Re: Patch 140 - Jan 19-26: RunUO 2.1 + misc item mechanics.
PostPosted: Wed Jan 26, 2011 1:26 pm 
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this may shed a lil' light on de-syncs. If you have a client running a looping macro that calls on item use or movement, u will need to completely close out and open a new client else you'll get insane amounts of de-syncs along with robotic movement, from what i can tell tho it only affects the client that is looping the macro, not others.


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 Post subject: Re: Patch 140 - Jan 19-26: RunUO 2.1 + misc item mechanics.
PostPosted: Wed Jan 26, 2011 2:57 pm 
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Derrick, so every item blessed before this date regardless of weather it was blessed with a clothing bless deed from Christmas or silver is unbreakable? Also is there any way to determine between old blessed clothing and blessed clothing after today so you know if the item your buying is in fact breakable or not?

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 Post subject: Re: Patch 140 - Jan 19-26: RunUO 2.1 + misc item mechanics.
PostPosted: Wed Jan 26, 2011 3:01 pm 
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the patch for Jewlery needs more work viewtopic.php?f=4&t=26478

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 Post subject: Re: Patch 140 - Jan 19-26: RunUO 2.1 + misc item mechanics.
PostPosted: Wed Jan 26, 2011 3:05 pm 
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love the patch, thanks!

Derrick wrote:
[*]The bonus to weapon damage based on the wear of the item has been adjusted. The formula previously used was the pre-T2A formula, and found to be inconsistent with the T2A era, and other adjustments to weapon damage that were made in early T2A, prior to our timeframe.


would i be correct in saying weapon damage is as it was before the durability patch was put in? are 100% durability weapons hitting at 100% of base damage now?

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 Post subject: Re: Patch 140 - Jan 19-26: RunUO 2.1 + misc item mechanics.
PostPosted: Wed Jan 26, 2011 3:10 pm 
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DarkWing wrote:
the patch for Jewlery needs more work viewtopic.php?f=4&t=26478
If you had been paying attention to the topic of tinkering jewelry you would know that a lot of people seem to agree that this is era accurate. It may only consume 1 gem and say 9999 diamond ring but that's the way it was. That doesn't make it anymore valuable than a 1 diamond ring, but again apparently that's the way it was.


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 Post subject: Re: Patch 140 - Jan 19-26: RunUO 2.1 + misc item mechanics.
PostPosted: Wed Jan 26, 2011 3:18 pm 
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Is there a chart available to see the effects of durability on damage?

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