Patch 108 - July, 20, 2009

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Derrick
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Patch 108 - July, 20, 2009

Post by Derrick »

  • Core Optimizations, including:
    • Items in houses are not sent to client until the house is entered. This only currently applies to houses.
      • OSI Patch Mar 28 1999: "A major optimization was done to houses and boats. You will no longer receive the objects that are on or in houses and boats until you step on them."
    • Default Decay time Lowered to 30 mins from 60 mins.
      • The total decay time will be 30 minutes less, not halved. So an item that took 4 hours to decay based on it's weight, will now take 3 1/2 hrs, not 2 hrs.
    • Items will decay dynamically, not all at once on world save.
  • Spawns:
    • Creatures in houses should no longer get returned to their spawn points when no one is watching. (sheep)
    • Other changes to spawn persistence to eliminate the possibility of creatures getting "lost".
    • Some Lost Lands Spawn Updates (thread) (thread) Not all of the changes indicated in these threads have been made.
  • Bounty Board will again only display Murderers who have 5 or more short term murders.
    • This was inadvertently changed in the last patch.
  • Era/Mechanical Accuracy
    • Cut up Player and NPC Corpses decay in 90 seconds. (thread)(Stratics Info)
    • You will no longer see a green health bar when others are poisoned. (thread)
    • NPC name suffixes like (frozen) (invulnerable) (summoned) are now displayed properly as part of the Creature/NPC's name. (pic)
    • MiB's and Treasure maps will be fished up without an accompanying sea serpent.
    • Only Tamed/Hired creatures and NPC's or Escorts being escorted will enter a moongate. (thread)
    • Invulnerable NPC's will not have Yellow hued names (thread)
    • Giant Serpents will no longer open doors (thread)
    • Scissors now cut Cloth, Leather and Fish one item at a time. (thread)
    • Reduction in spell "missile" animation speeds. (thread)
    • Absolute speed limit on all Creatures of 0.25 Secs/Tile (thread) (thread) (thread)
    • Immovable and decorative chests can be trapped. (thread)
    • Katana speed adjusted to 48 based on the highly plausible Stratics typo theory. (thread)
    • Corrected monster Rummaging Message. (thread)
    • "Claim List" at stables is out of era and has been removed. (thread)
    • Dispelling moongates with Dispel Field will only remove one side of the gate, allowing others to still pass through the other side. (thread)
    • Wands should not pause movement. (thread)
    • Many skill delays changed to 10 seconds. (thread)
    • Cure Spell and Potion success rates corrected. (thread)
  • Bugs
    • Archery delayed hit now remembers the weapon used, in the case that it is disarmed during the delay.
    • Reactive Armor and Protection spells now flag as being beneficial.
      • This means you can now be flagged as a criminal or aggressor when casting these spellls on others.
  • Camps and Escorts
    • Lizardman Camps added
    • Camps with gates will auto accept escort when gate is unlocked
    • Escorts can be dismissed via <name> dismiss
  • Other Features:
    • Restart warning now gives warning after last save that saves are not going to happen:
      • "The server is going down shortly, there will be no further saves". (thread)
    • Optimizations and crash protections for Tournament System.
    • Unicode accented characters of Latin languages (incl Portuguese). and characters of Turkish alphabet will be converted to an ASCII representation instead of showing as '?'.(thread)
Late Additions:
  • Snow and Ice Elementals radiate cold damage.
  • Death Robes and Newbie items are not Scissorable
  • Fish and Hides can now be cut in stacks again
  • Ophidians speak.
  • Pen and Ink added to scribe vendor.
  • Real Estate Broker now sells Scrolls, and Pen and Ink (scribe stuff)
  • Additional Spawn increases in the Lost Lands.
  • A bug allowing players to move when casting from a scroll has been fixed.
  • Crash Fix for tournament system. Thanks a ton to everyone on Test Center last night who helped verify this fix.
  • House content update blocking disabled until the issue of seeing items on steps is resolved.
Last edited by Derrick on Sun Jun 20, 2010 1:07 pm, edited 2 times in total.
Reason: corpse decay info

Daolin
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Re: Patch 108 - July, 20, 2009

Post by Daolin »

MiB's and Treasure maps will be fished up without an accompanying sea serpent.

There are some questions I have with this, and i'll test them out if needed:
  1. Is the chance to pull up serpents only on a failure?
  2. Is there an increase in the rate of collecting MIBs and Treasure Maps?
  3. Can you hide after pulling up a serpent, avoiding the attack altogether?

Some Lost Lands Spawn Updates (thread) (thread) Not all of the changes indicated in these threads have been made.
  • 4. Did this happen to include ophidians? I will check later. If not, I can see about getting information about the current UO's spawn rate. I don't know if it has changed any.

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Derrick
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Re: Patch 108 - July, 20, 2009

Post by Derrick »

Daolin wrote:
  1. Is the chance to pull up serpents only on a failure?
  2. Is there an increase in the rate of collecting MIBs and Treasure Maps?
  3. Can you hide after pulling up a serpent, avoiding the attack altogether?
There have been no other changes to fishing and sea serpents, nor any chage to the "pull rate" of special items. I don't think pulling up a normal serp, i.e., on failure over 80 skill reveals you. I could be wrong, but there has been no change to that.
Daolin wrote:
  • 4. Did this happen to include ophidians? I will check later. If not, I can see about getting information about the current UO's spawn rate. I don't know if it has changed any.
Aye, Ophid Lair and Tera Keep entrance has seen some spawn changes.

cklabyrinth
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Re: Patch 108 - July, 20, 2009

Post by cklabyrinth »

Derrick wrote:
Daolin wrote:
  1. Is the chance to pull up serpents only on a failure?
  2. Is there an increase in the rate of collecting MIBs and Treasure Maps?
  3. Can you hide after pulling up a serpent, avoiding the attack altogether?
There have been no other changes to fishing and sea serpents, nor any chage to the "pull rate" of special items. I don't think pulling up a normal serp, i.e., on failure over 80 skill reveals you. I could be wrong, but there has been no change to that.
Is that 80 hiding or 80 fishing?

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Re: Patch 108 - July, 20, 2009

Post by Apok »

Derrick wrote:
  • Core Optimizations, including:
    • Default Decay time Lowered to 30 mins from 60 mins.
      • The total decay time will be 30 minutes less, not halved. So an item that took 4 hours to decay based on it's weight, will now take 3 1/2 hrs, not 2 hrs.
    • Items will decay dynamically, not all at once on world save.
list]
I Need a little clarrification on this one.
So do items in your house automaticaly decay ?
Or is this for random items placed abroard?

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Derrick
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Re: Patch 108 - July, 20, 2009

Post by Derrick »

cklabyrinth wrote:Is that 80 hiding or 80 fishing?
That was referring to fishing skill. You pull up sea serpents randomly when failing fishing at 80 fishing skill or higher.
Apok wrote:I Need a little clarrification on this one.
So do items in your house automaticaly decay ?
Or is this for random items placed abroard?
This is referring to any items that do decay. Items in houses and on boats still do not decay.

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Re: Patch 108 - July, 20, 2009

Post by GuardianKnight »

Absolute speed limit on all Creatures of 0.25 Secs/Tile

Does that speed pets up or slow them down?

My pets are still slow and never stop flying.
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Faust
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Re: Patch 108 - July, 20, 2009

Post by Faust »

Only specific creatures that exceed the new cap will be effected such as the White Wyrm. If I am not mistaken the previous cap was 0.1 seconds per tile. The lower the speed value is the faster the creature moves.

Flying in the RunUO code is very inaccurate for all flying creatures. I would presume that this will someday be fixed when the nature of the game mechanic is figured out. Hopefully the demo will shed some light on that particular topic. Currently, the creature will go into fly mode while having an active speed determined by a specific range from it's current target goal.
Last edited by Faust on Mon Jul 20, 2009 11:09 am, edited 1 time in total.

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Re: Patch 108 - July, 20, 2009

Post by GuardianKnight »

Why slow down wyrms attack speed but not fix their follow speed? i have to pretend i have lag just to go anywhere with them.
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Re: Patch 108 - July, 20, 2009

Post by Faust »

The speed changes is related to movement speed not attack speed...

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Re: Patch 108 - July, 20, 2009

Post by GuardianKnight »

I never had a problem with wyrms following too fast....they go into fly mode and get left behind the whole time i have had them. Wild wyrms would blur toward you but someone musta been off on this one.
"I used to be with it, but then they changed what it was. Now what I'm with isn't it, and what's it seems weird and scary to me, and it'll happen to you, too." Grandpa Simpson

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Faust
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Re: Patch 108 - July, 20, 2009

Post by Faust »

No npc has the capability to keep up with you no matter how much you wish they would... This is a common fact for pets or any follower for that matter. If you don't direct them in a "slower than normal manner" the creature will fall behind. This isn't the UOR era where pets know how to manuever around impassable obstacles and so forth.

It's simple as that...

cklabyrinth
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Re: Patch 108 - July, 20, 2009

Post by cklabyrinth »

Derrick wrote:
cklabyrinth wrote:Is that 80 hiding or 80 fishing?
That was referring to fishing skill. You pull up sea serpents randomly when failing fishing at 80 fishing skill or higher.

Ah.. It does reveal you if you fish up a serpent. Only had 50 hiding yesterday so I figured raising that might be a way around it. Got revealed every time and auto-attacked.

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Re: Patch 108 - July, 20, 2009

Post by Mikel123 »

Derrick wrote:
I can only assume this is the White Wyrm nerf? I read all three of these threads and I'm still not sure where this cap comes from. The only in-era piece of evidence I see is some dude saying that Wyrms can come real close to running you down. If they're moving at .25 sec/tile and players on horses are moving twice as fast, I really don't see how that could be the case.

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Re: Patch 108 - July, 20, 2009

Post by Derrick »

Mikel123 wrote:I can only assume this is the White Wyrm nerf? I read all three of these threads and I'm still not sure where this cap comes from. The only in-era piece of evidence I see is some dude saying that Wyrms can come real close to running you down. If they're moving at .25 sec/tile and players on horses are moving twice as fast, I really don't see how that could be the case.
I think this statement is probably attibuted to the fact that most players really didn't use mounts in era, and the lag was horrific for most as well.

NPC's and Creatures did not perform more than one action per tick, which is 0.25 seconds. This is now consistant with our timer system.

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