- 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
- 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.
- Duplicate skinning knife removed from furtraders
- Notoriety adjusted on healers, lowered to escortable healer level
- Some monster/animal group spawns, especially hellhounds were sometimes failing to operate properly after shard restart, this has been fixed.
- 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.
- 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.
- 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.