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| Changelog for T4A http://www.dxgaming.com/forums/viewtopic.php?t=19535 |
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| Author: | GMBob [ Fri Dec 25, 2009 6:42 am ] |
| Post subject: | Re: Changelog for T4A |
Balance Adjustments: -- Houses reverted to the old system of sign being removed when they decayed, and will be manually removed by staff on a regular basis -- Overland spawn rates tweaked. Mustangs and other rare spawns were in slight overabundance. -- Limiter placed on mental scry, will only show the first 100 items and first 20 characters at any location -- Quality rates for craftable items has been increased -- Masterwork quality items will only bear a makers mark if the crafter is at or above 99.0 in the given skill -- Monsters resisting spells has been effectively halfed or more in most situations. -- Architects have been excluded from the new economy adjustments when selling items, but not when buying -- -- This means you should pay normal prices for deeds, althoug selling them back will still be affected by the economy Bugs Fixed: -- Total Recall -- -- Should no longer be usable on staff -- -- Should no longer allow dragon type monsters to spit fire -- Vendors should no longer drop loot like monsters -- Ohii trees should now be choppable |
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| Author: | GMBob [ Fri Jan 01, 2010 10:05 am ] |
| Post subject: | Re: Changelog for T4A |
New Features: -- When tabbing to abort a craft, it will warn you what % of the resources you will use up. Bugs Fixed: -- Resource usage when aborting a craft no longer uses double in some circumstances -- A few annoying bugs with the new house system. They didn't do anything in-game, but threw lots of ugly errors my screen. Balance Adjustments: -- HUGE necromancy code overhaul. Not much changed in how stuff functions, except for that necromancy now works a lot closer to magery in terms of casting, resistance, spell timing, etc. -- -- This means spells have time to cast, and the delay after casting has been removed. -- -- Several spells have had minor tweaks to mana requirements, necromancy requirements, or casting times. -- -- A few spells such as web had effects tweaked. -- -- Necromancy armor should now remove if clicked while not equipped, and should give the proper AR. -- -- All spells should have the appropriate base mana cost and necromancy cost listed in the spellbook now. -- Sound effects and messages to person who casted the spell added to resistance and parrying spells due to skill for both players and monsters. -- Ingots now have a base weight of 2, to put them more in line with the weights of different craftable items. -- -- This should prevent most of the weight "gain" from crafting. |
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| Author: | GMBob [ Sat Jan 02, 2010 2:28 pm ] |
| Post subject: | Re: Changelog for T4A |
Bugs Fixed: -- NPC Summoned NPCs should now behave like summons. -- Rangers should now be able to use all forms of archery weapon instead of just normal bows -- All new crossbows of force, power, and might, as well as bardiches of might should be unidentified, old are unaffected. |
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| Author: | GMBob [ Sun Jan 03, 2010 6:45 pm ] |
| Post subject: | Re: Changelog for T4A |
Balance Adjustments: -- Lots of efficiency upgrades to various code sections. -- -- I did this because i found some new ways to monitor certain pieces of code efficiency, and found a lot of old t3a code that was running slower than i would have liked -- -- Will you guys notice an improvement? Probably not. -- -- Will I feel better about it? Yes. Every little bit means the shard is that much more responsive when we hit 100+ players. I'd rather do work now when it's not needed. Bugs Fixed: -- Several area names fixed, including lots of cove ones -- Spawn Replacement was happening in dungeons when it shoudln't have been. -- Guards should no longer be affected by monster loot code. -- Protruding Bones should do proper fail rates now. Works on only new bones. -- Necro spirits now have their timer working again. |
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| Author: | GMBob [ Mon Jan 04, 2010 6:42 pm ] |
| Post subject: | Re: Changelog for T4A |
Bugs Fixed: -- Healing/Veterinary now always uses up at least 1 bandage -- Necromancy should no longer fizzle for no reason -- Necromancy should now allow summon undead to be cast with just necromancy books -- Necromancy block due to mana should happen at the appropriate time -- Necromancy spells blocked due to mana should not trigger casting delay |
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| Author: | GMBob [ Thu Jan 07, 2010 7:49 pm ] |
| Post subject: | Re: Changelog for T4A |
Balance Adjustment: -- You now only gain a portion of a infamous pk's kills if you yourself have more than 10 kills. -- -- Example: Player A(1 kill) kills player B(30 kills). Afterwards player A has 1(2 if it counted as murder) kills and B has 27 kills. -- -- Example: Player A(11 kill) kills player B(30 kills). Afterwards player A has 14(15 if it counted as murder) kills and B has 27 kills. -- Most Wood colors altered slightly for aesthetics/matching(saboswod altered significantly), correct color will apply when crafting even if using logs before this update -- Magic Resistance gain rate increased roughly by 40% -- Chances of finding nothing removed from Fishing and Mining -- Fishing delay decreased by 25% Bugs Fixed: -- Necromancy light bug should be fixed. If you're affected logout FAR from where normal players logout and leave a page with the character name from that char. We'll fix you up as soon as we can. -- Few bugs with resisting messages from fields/items -- Frost Ettins and Ogre Lords should now drop executioner caps Issues Looked at: -- GM Tailoring dyes require 90.1 tailoring, not 90, this is intentional. -- Question: Magic resist gains too slow -- -- Answer: Magic resist is affected by the anti afk macroing system, and most people complaining about slow gains are trying to do just that. |
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| Author: | GMBob [ Sat Jan 09, 2010 10:32 pm ] |
| Post subject: | Re: Changelog for T4A |
Bugs Fixed: -- Newer characters did not have all systems active on them, this should be rectified. -- -- Things that happen on login (such as gaining necromancy), should happen now. -- -- If you will affected you will need to log in and out completely twice before everything is initialized. -- Shadow animals should now correctly be untamable. -- -- Anyone found with a shadow, ice, or snow creature tamed will be asked to release it. -- -- After a few months(april 15th) any found will be deleted on sight, along with containers holding them. -- Few small bugs in the crafting system, mostly to do with resource costs and replacements. -- Typo in necromancy book for reconstruct requirements |
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| Author: | GMBob [ Sun Jan 10, 2010 11:42 am ] |
| Post subject: | Re: Changelog for T4A |
Bugs Fixed: -- Paralyze works on npcs again(half pvp duration, but limits all actions not just movement) -- Fixed a few bug abuses that let people lock stats -- Warlock conjure image now requires line of sight -- Warlock total recall can no longer target guards -- -- Anyone with a guard in memory should remove it -- Recoded how fishing poles check for docks, should eliminate some weirdness -- Potions now check for line of sight when targetted. |
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| Author: | GMBob [ Thu Jan 14, 2010 11:19 am ] |
| Post subject: | Re: Changelog for T4A |
New Features: .toggleCorpseOpen - Turns on and off automatically opening corpses of monsters who die within 3 steps. Defaults to ON. Balance Adjustments: -- Poisoning - a few reworkings for timings -- -- First hit of damage timing has been adjusted -- -- -- GM poisoning will trigger first hit near instantly after poisoning, while very low skill poisoning will be a few seconds later. -- -- Reworked timing for cloud effects -- -- -- In the actual computer code, This is NOTHING similar to how the old system worked so it may be weird -- -- -- -- However the RESULT should closely mimic the current system, with a slightly better handling for movement -- -- -- It should hit any character standing ON the cloud within .4 seconds or less(depending on circumstance). It retains the chance to move but not much -- -- -- This should more closely mimic the behavior some people are wanting without making it overpowered Bugs Fixed: -- Virtue Shrines are no longer safe zones -- Elemental Shrines should now work properly Typos Fixed: -- Fixed typo in some potions when trying to target items when not allowed to. Clarification: -- Question: Poison potions seem to deal more damage than my poison spell and i'm GM poisoning. -- -- YES, poison potions are stronger than the poison spell, all other skills equal. -- -- A GM poisoner's spell will max at 100.0 effect, a deadly potion at 110.0 effect, and a field(spell) at 120.0 effect -- -- This is because each one is harder to land a hit on. Field being hardest, with spell guaranteeing a hit. -- Question: It says "This weapon is too weak to recharge. Use it in battle to strengthen it!", what do i do? -- -- Use it in battle? -- -- Seriously though, fight with it wielded. Get it nice and bloody and banged up. Have it kill a few people. -- -- Most of the messages in-game really are helpful hints, they're not that cryptic. It really is that simple. |
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| Author: | GMBob [ Mon Jan 25, 2010 8:36 pm ] |
| Post subject: | Re: Changelog for T4A |
New Features: -- Version 1.0 of the statistics system is released, accessible through THIS LINK -- -- Players have the following commands: -- -- -- toggleStatStats - controls whether your stats are visible. (Default OFF) -- -- -- toggleStatSkills - controls whether your skills are visible (Default OFF) -- -- -- -- These two commands won't take affect till your character is next updated, which may be a while. -- The first wave of badges has also been released. -- -- Badges are per character, not per account. -- -- Badges come in multiple levels -- -- -- No badge(empty circle) is level 0 -- -- -- Badge Displayed is level 1 -- -- -- Silver background is level 2 -- -- -- Gold background is level 3 (consider this 100% for normal players) -- -- -- However for the OCD there are levels beyond 3, proceed at your own peril. Bugs Fixed: -- Death Flame can no longer target yourself |
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| Author: | GMBob [ Thu Jan 28, 2010 9:39 pm ] |
| Post subject: | Re: Changelog for T4A |
New Features: -- Spamming the same thing multiple times will now result in an automatic 2-minute mute(can't talk) -- -- This should cut down on people being general nuisances -- -- For those who are about to complain about animal commands(come, go, etc), you need to learn to stop spamming them -- -- -- Unlike T3A, in T4A spamming the commands does very little to make them more effective, and in most situations actuallly prevents them from being carried out quickly. Bugs Fixed: -- Region names added to Haven, Frostfell and Frostfell Harbor Balance Adjustments: -- Time before kicking dead connections has been lowered a lot. -- Amount of time guards hang around after doing their job has been lowered from 3 minutes to 1 minute |
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| Author: | GMBob [ Fri Jan 29, 2010 7:18 pm ] |
| Post subject: | Re: Changelog for T4A |
New Features: -- Crafting now supports work overflow -- -- Any "extra" work from a given attempt will be used to make extra amounts, if specified. -- -- For example, if you're making 50 potions, you might make 5-10 low level potions per stroke Bugs Fixed: -- Dispels should now properly remove the monsters. -- Necromancy Resurrect works -- Illegal dye tubs that would vanish upon dclick have been removed. -- -- This mostly covers old leather dye tubs that had special colors, or dye tubs made with bugs -- -- This is in preparation for reworking leather tubs and re-adding them. -- Necromancy Reaction system has been fixed and should be fully working again -- -- Yes, this adds a LOT of difficulty to necromancy. Start learning. -- -- I'm sorry it wasn't working when necromancy first went in. The part i tested was working, so i didn't check the rest since jorus' code is usually really robust -- Fixed bug where you could ressurect an offline ghost with bandages -- -- Seriously guys, i know it's useful to abuse the living heck out of, but report stuff like this. -- 5 minute resurrection now resurrects you after bringing you to britain, so house resurrections should work now. -- -1 stat resurrection should now give your stats back if it fails. Balance Adjustments: -- Hair color/growth has been redone -- -- Hair growth is every real-life week -- -- Beard growth is every real-life half week -- -- Dyed hair will wear out, requiring re-dying.(dye is based on hair time, not beard time) -- -- -- Dyes done via a tub or the normal hair dye item will last 3 cycles. -- -- -- Special hair dyes are color dependent, some will last longer than others. -- -- -- -- If you dye your hair mid-cycle, it still counts as a full cycle. -- -- When dyes wear off, you will not neccessarily end up with the same color you had before, this is due to the way dyes mix with natural hair color. |
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| Author: | GMBob [ Sun Jan 31, 2010 5:11 pm ] |
| Post subject: | Re: Changelog for T4A |
New Features: -- The "Where Am I" button in help works again with a slightly changed interface. Costs 50 gold(from backpack) per use. -- New player command: .options -- -- This will bring up a graphical options panel with all the current toggleable options for players. -- -- -- Please post if i've forgotten any, or forget to add new ones as i put them in. -- New player command: .commands -- -- This will bring up a graphical panel listing current useful commands for players(with buttons and descriptions). Balance Adjustment: -- Adjusted the flood-protection auto-mute to fix some problems with how it detected time, and added leniency on some forms of the taming commands. Also reduced mute time to 1 minute. -- Archery skillgain made about 20% faster(should be in-line with other combat skills). Bugs Fixed: -- Fixed a slight bug in hair coloring that caused by the system thinking beardless women are beards. |
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| Author: | GMBob [ Tue Feb 23, 2010 8:20 pm ] |
| Post subject: | Re: Changelog for T4A |
New Features: -- New player command: .masssort -- -- Usage: Target an item in your pack. It will then move all similar items to the same spot in your pack. -- -- Example: Mix 50 stonewalls, type .masssort, target 1 stonewall. All others will be moved to that same spot. Balance Adjustments: -- Macro Stones can now be clicked while in crafting mode -- Bandage resurrection should now flag you criminal if the target is under -5k karma, or has 5 kills or more Bugs Fixed: -- Two trivial(did nothing bad, just caused an ugly message) bugs fixed in monster death handling and player resist/parrying |
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| Author: | GMBob [ Wed Mar 03, 2010 10:08 pm ] |
| Post subject: | Re: Changelog for T4A |
New Features: -- Account creation works again -- Statistics incorporated into normal server status Balance Adjustment: -- Jail should now remember that you've paid bail if you exit the teleport screen and not require you to pay twice. -- Nexus announcement moved from server status onto the portal itself. -- -- To find out the time remaining, doubleclick the portal. -- Exit Barrier skull renamed to Ankal Ortpor Skull |
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