April 14th update Apr 14 1999 11:01AM CST
* Skills and Magic
o Anatomy and Evaluate Intelligence will no longer work on Town Criers.
o You will once again be able to fish up magic fish and boots from shore.
o The targeting range for all spells that target people or creatures is now 10 tiles.
o The area of effect for all spells that target locations is now 15 tiles.
New tinkering menu, pets, auto-stacking, and more. May 25 1999 9:41AM CST
* Skills
o Tinkering
+ Tinkering will have a new menu with tabbed pages. We are testing out this menu style with this skill before adopting its use for all skills.
In the above patch, there is also...
Transfer and friending actually do two loyalty checks--one for the old owner and one for the new. Both must succeed for the order to be obeyed.
Attackers will now receive a message when their poisoned weapon poisons a victim.
Mini-Update Sep 1 1999 7:36PM CST
The following changes will be in effect after the shards come back from their daily maintenance.
* Characters that are flagged as criminals or aggressors will no longer be able to instantly log out of the game while in their house or in an inn.
Ultima Messenger system should be in effect. It was a sort of in-game email.Sept. 22nd Publish Sep 22 1999 4:27PM CST
(smelting)
The more wear and tear on an item, the less ingots it will return.
Items purchased from an NPC will yield only one ingot when smelted.
Smelting dyeable kite shields will return regular ingots regardless of the color of the ingots used to make the shield.
# Use scissors on clothing or leather armor to get the cloth or leather.
# The amount of cloth or leather yielded is tied to the tailoring skill. The higher your skill in tailoring, the more cloth/leather you will get.
Potions can be crafted directly in the keg if there are no bottles in the alchemist’s backpack.
* After you begin to make a potion you will be given a targeting cursor.
* Clicking on the potion keg will add one potion.
Looks like it was part of the sep 22, 1999 patch also.
Alchemy Messages Nov 23 1999 1:15PM CST
* Alchemy messages will appear in the lower left of the UO play window of the alchemist. Other players will not see the messages.
Carpentry Nov 23 1999 2:18PM CST
Carpentry
The carpentry skill will no longer use more cloth than is needed.
* When creating an item with carpentry all of the undyed cloth in your backpack will be stacked.
* The appropriate amount of cloth is then taken to make the item.
* If possible, the remaining cloth will be converted into bolts.
Boats Nov 23 1999 2:20PM CST
Boats
Some issues involving boats will be addressed.
* Issues that did not allow players to dry dock a boat even when it was empty will be resolved.
* The miniature boat models will now say the type of boat and the name of the boat when examined (single clicked).
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Perma-reds Nov 23 1999 2:37PM CST
Saying "I must consider my sins" has been updated to include a message that will let you know if your character is permanently red.
[color=#FFFF00]If your character is permanently red, you will receive the message, "You are known throughout the land as a murderous brigand[/color]."
Since we have co-owners..Taste ID Changes Nov 23 1999 2:45PM CST
Taste ID
The Taste Identification skill is now difficulty based.
* Potions will be more difficult to taste than food is.
* Poisoned food and drink will also be more difficult to discern.
* The sound affects for tasting are now correct for food and liquids.
* Tasting poisoned food or drink now has a chance to poison you on failure.
* Potion Kegs can be Taste IDed (Information on Taste ID and potion kegs is below).
* Potions from alchemy kegs not Taste IDed will only return the color of the liquid when looked at.
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Selecting Co-owners
[color=#FFFF00] * Other characters on the same account as the house owner will be treated as co-owners unless:
o They are already an owner or co-owner of another house. [/color]
* [color=#FFFF00]You may select up to eight characters to be co-owners:
o A co-owner may not be the owner of a house.
o A co-owner may not be a co-owner of another house.[/color]
[color=#FFFF00]Co-owners can also place one secure container, called a "strongbox[/color]".
Masks/Sandals/Etc should take damage and break.
Blessed clothing can still take damage (from maces for example).
I also want to question whether or not keys, on rings should be usable while locked down, and state that there is no way these things (or any item for that matter) should be locked down on a porch, simply because the height is altered.
If people could lock usable keys on their porches, they would have, and yeah, they would have found a way, there were literally dozens of lock-down exploits in era, so I am sure every outlet was exhausted. I don't recall seeing this in t2a at all, (but im sure someone will say they have been doing it since bete )