- Combat changes:
- This is the implementation of the OSI style combat timer for melee weapons and archery.
- It's beyond the scope of a patch note (if possible at all) to individually identify the differences between this system and what we had previously as this is a complete rewrite.
- There is a summary here of where this system came from.
- Removal of attack and tab throttles
- The effect of durability on weapon damage output is now as per OSI, and is substantially increased for weapons in full repair.
- Ranged weapons will lose effective distance (range) as they become worn
- Spell Recast Delay corrected, has been running a tick too long since the core timer patch.
- Player will receive a message on a targeting while equipped fizzle.
- No disturb on Equip/Use item.
- Combat during Come, Stay or Follow should drop the command in most circumstances.
- Tamed or fighting creatures will never return to "home".
- Reduces NPC attack frequency
- Resources are now depleted on harvest failure of Mining, Lumberjacking, and Fishing
- Mining veins should now be more in line in with OSI, giving partial ores at the end depending on the vein, and on the failures.
- You cannot co-own a player to a house if they own a house.
- Action delay is now properly applied to opening doors.
- This is the implementation of the OSI style combat timer for melee weapons and archery.
Added August 3:
- Co-owners who own other houses will be treated as friends.
- Fixes the line of sight check for melee combat.
- Non-aggressive pets should no longer respond to aggressive creatures attacking them through walls. (As before this patch)
- Blade Spirits and Energy Vortexes who began hitting extremely slow have been fixed.
- Blade Spirits and EV's will now acquire correctly, you need to place them very close to monsters/creatures for them to hit.
- It will be possible to Item ID, Taste ID and Arms Lore items on NPC Vendors
- Pema red has been implemented. (thread)
- Perma-Red was introduced on OSI along with Long Term counts in March 1999 (patch)
- The function is the same as on OSI in era, described below:
- Another new counter we term "pingpong" will be added.
- This counter increases each time you go red.
- If this counter reaches five, you will be permanently red (meaning, you will be attackable. You will not suffer stat loss unless your murder count is also high).
- This counter does not decay.
- Energy Vortexes and Blade Spirits were discovered to be relatively blind when following their victim and lost him after a few steps, this has been corrected. (Thanks Darkwing)
- Invulnerable NPC's will not longer be attackable, or fight back when aggressed (Thanks Darkwing)