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Old 23rd July 2010, 03:53   #1 (permalink)
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Default Patch Notes v.1.19.35.49 - Patch goes live on Friday July 23rd

Version 1.19.35.49 – Release
2010-07-23

Notice: We can't stress this enough. When the launcher is running the patch installer, let it run its course. It will take some time to apply the patch and it might seem like the installer is doing nothing, but it is working. If you reboot or kill the patcher process you run the risk of corrupting you installation, forcing you to do a full reinstall.

------ ADDITIONS & CHANGES ------

General:

- The Thievery-system has been revamped and is now activated again.
Stealing is a lot harder now than in comparison to beta. The ammount of items you try to steal (stack size) now adds to the risk/failure chance as well as the weight of course. The weight penalty has also been increased.
Your targets INT-value now also plays a large role in the success of your theft (targets INT high = greater chance of being detected).
With the new system a new flag for stolen items is being introduced. All stolen items are flagged as stolen [s] for 2 minutes. A stolen item can't be traded, sold, banked or destroyed.
If the thief DIES with a stolen item in his inventory this item will be marked as [s] for stolen, picking up stolen items will flag you grey and the 2min timer will reset.
If the rightful owner picks up the item he/she will not see the stolen [s] flag and thus will not be flagged for retrieving his property.

- The core-version of the guild warfare (war declaration) system is now implemented again.
War can be declared from the dimplomacy menue at your guild stone. Currently war has to be agreed to by both parties. This is temporary - we need to see the functionality of the core system on a larger scale so expect multiple additions/changes to this system!
To be clear: Yes, you will be able to declare ware on ppl without their consent in the future - for now it's mutual.
We are also saving data on win/loss record and other battle related data already. This is currently not displayed but will in the future.

---
Please note that we require your feedback on these two system and their current properties. The thievery system in particular is a lot more balanced than during beta but it will still undergo balancing based on the data we will get now and your feedback.
---

- The cap for members in a guild has been raised from 50 to 100.

- Grinders, Crushers, etc will now be animated to improve immersion.

- Players are now be able to cancel their current petition by typing /cancel petition.

- Moved a stationary bridge and added a buildable bridge east of Amaruk Nuur for easier access by horse.

- All shadows from the terrain have been turned off temporarily to remove the flickering dark stripes in the distance until this issue is properly fixed for all players.

- The static palisades in the southeast part of Myrland have been replaced with build-able walls and gates.

- You now need to stand back a bit from the doors of houses/keeps to open them.

- The message from a priest refusing to revive you ("Get away from me ...") is no longer audible for living beings.

- Logging out with any flag status but blue will now always take 40sec even if you are in town.

- Optimized the loading of other clients.

- Optimized the server-code for houses.


Combat:


- Counter attacks are now in-game.
Counters can be initiated when you are blocking and get a perfect-block (his weapon arc hits your weapon/shield). Clicking L-Mouse just after a perfect block (timing!) will give you a 20% boost to your damage and will give weakspot hits if you are lucky and stabbing.

- An extra sound will now be audible when you hit with the "1sec hold" release. Thus you now recognise when you achieve a "full-hit".

- Overall stamina-regeneration has been decreased.

- Re-added the lowered stam-regen just after you have swung your weapon.



------ BUG FIXES ------

General:

- /open no longer opens the options menue.

- Potion spam fixed, you can no longer start several potions.

- Bandage spam fixed, you can no longer have more then one bandage active.

- Footstep sounds are now getting louder for you and people around you based on your speed.

- You no longer hear 2 footstep sounds when running.

- Made a big fix that could solve the ?-item issue. Now it could be that there are still places that could create ?-items so we need to know if you still get them.

- GMs should now have the capability to repair you broken ?-items. At the moment they can mostly save your armor/weapons. This will be further improved in future patches to make it possible to fix even more items.

- Chests in houses and piles (around bridges) now work a lot better.

- You should no longer be able to look at your feet while opening doors.

- FFA structures now properly stay persistent in the world (bridges etc.).

- All morphs on your character should now correctly influence the face.


Pets:


- Resolved an issue where players could not attain a pet due to pet data not being cleared.
An abandon command should now always clear any petData on the player.
When stabling a pet the petData should now always be totally cleared too.


Combat:

- Perfect-blocked handle hits will now show sparks just as a normal handlehit.

- Fixed broken blocked-animation.

- Fixed broken Knocked Down animations (falling from horse etc.).

- Fixed broken mercy-mode animation.

- Fixed a bug in the calculation on damage vs houses.


Art & Sound:

- Lots of stuck locations fixed in Myrland

- Lots of graphical issues fixed in Myrland


------ KNOWN ISSUES ------

- When you have closed the guild member/diplomacy window you need to press "esc" to regain normal controll over your character.

- We would like to hear from you if you get any new ?-items. We might have resolved the issue but need large-scale proof that it's really gone.
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Last edited by Maerlyn : 23rd July 2010 at 03:58.
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Old 23rd July 2010, 03:56   #2 (permalink)
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Awesomoo =)

Edit: Great stuff in that patch, Keep up the good work ! =D

Last edited by RockyMarc : 23rd July 2010 at 04:04. Reason: Because
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Old 23rd July 2010, 03:58   #3 (permalink)
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Lovely!
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Old 23rd July 2010, 04:02   #4 (permalink)
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Interesting.
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Old 23rd July 2010, 04:02   #5 (permalink)
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Interesting.
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Old 23rd July 2010, 04:04   #6 (permalink)
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not interesting
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Old 23rd July 2010, 04:05   #7 (permalink)
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Seems all pretty nice. Would be fine getting the "Spam LMB" in combat fixed.
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Old 23rd July 2010, 04:05   #8 (permalink)
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Awesome.
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Old 23rd July 2010, 04:06   #9 (permalink)
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I hope the crafting bug is a silent fix >.<
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Old 23rd July 2010, 04:07   #10 (permalink)
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Interesting.
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Old 23rd July 2010, 04:07   #11 (permalink)
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Hell yeah.

Only thing missing is the negative and missing skillpoints issue, a lot of broken characters.

But overall, very nice patch
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Old 23rd July 2010, 04:08   #12 (permalink)
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Sounds really really really nice
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Old 23rd July 2010, 04:08   #13 (permalink)
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wow
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Old 23rd July 2010, 04:09   #14 (permalink)
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Quote:
Originally Posted by Maerlyn View Post
- The core-version of the guild warfare (war declaration) system is now implemented again.
War can be declared from the dimplomacy menue at your guild stone. Currently war has to be agreed to by both parties. This is temporary - we need to see the functionality of the core system on a larger scale so expect multiple additions/changes to this system!
To be clear: Yes, you will be able to declare ware on ppl without their consent in the future - for now it's mutual.
We are also saving data on win/loss record and other battle related data already. This is currently not displayed but will in the future.
WOOT!

\o/

It is to bad that wars must be mutual for right now, but at least that won't always be the case. Also, would love to learn more about the K/D ratio thingy. Hadn't heard of that for MO yet, and sounds great.
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Old 23rd July 2010, 04:09   #15 (permalink)
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Holy shit, big patch this time, with lot's of cool stuff, great job
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Old 23rd July 2010, 04:09   #16 (permalink)
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http://www.youtube.com/watch?v=P3ALwKeSEYs

http://www.youtube.com/watch?v=P3ALwKeSEYs

http://www.youtube.com/watch?v=P3ALwKeSEYs

SEBASTIAN I LOVE YOU
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Old 23rd July 2010, 04:10   #17 (permalink)
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good patch
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Old 23rd July 2010, 04:11   #18 (permalink)
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awsome
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Old 23rd July 2010, 04:13   #19 (permalink)
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STILL NO OVERHEAD SWING! ffs
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Old 23rd July 2010, 04:15   #20 (permalink)
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sweet patchnotes but wtf is up with the stamina regen nerf?... stam regen already sucks, back to "stand still to regen stam" combat? whoopdie doo -.-
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Old 23rd July 2010, 04:16   #21 (permalink)
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Interesting.

Wow, that's a lot of stuff!
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Old 23rd July 2010, 04:24   #22 (permalink)
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one of the best so far
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Old 23rd July 2010, 04:24   #23 (permalink)
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Holy shit, I did NOT expect a patch so early (as in, before next week). nice.


Quote:
Originally Posted by Angarato View Post
sweet patchnotes but wtf is up with the stamina regen nerf?... stam regen already sucks, back to "stand still to regen stam" combat? whoopdie doo -.-
You might wanna talk to the other myrms, I seem to remember that being a widely-requested change amongst y'all (could be wrong ofc). Personally, I'm hoping it makes stamina relevant again.
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Old 23rd July 2010, 04:26   #24 (permalink)
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Sounds great if it all works out right.
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Old 23rd July 2010, 04:26   #25 (permalink)
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Meh... thanks for a useless guild war system... waiting for the real one... lol.

Hopefully it will be very soon.
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Old 23rd July 2010, 04:28   #26 (permalink)
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nice work does the guild system flag people you are at war with yet (so you know to kill them)?
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Old 23rd July 2010, 04:28   #27 (permalink)
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cool this will be fun to test lots of good fixes. If pvp armor density isn't fixed and weapon spam on charge attacks then i think we need a hot fix for these immediately.
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Old 23rd July 2010, 04:31   #28 (permalink)
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Fantastic

/cheer
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Old 23rd July 2010, 04:33   #29 (permalink)
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solid patch, was hoping for some more stat balances. nice to see thievery in, thats enough for me to justify resubbing. something to do while i wait for more combat viable options.
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Old 23rd July 2010, 04:34   #30 (permalink)
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Old 23rd July 2010, 04:40   #31 (permalink)
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STILL NO OVERHEAD SWING! ffs
Always gotta be someone who's not satisfied.
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Old 23rd July 2010, 04:44   #32 (permalink)
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- FFA structures now properly stay persistent in the world (bridges etc.).

- Footstep sounds are now getting louder for you and people around you based on your speed.
An extra sound will now be audible when you hit with the "1sec hold" release. Thus you now recognise when you achieve a "full-hit".
- Fixed broken Knocked Down animations (falling from horse etc.).


Jesus patch ftw
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Old 23rd July 2010, 04:50   #33 (permalink)
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Quote:
Originally Posted by badrien View Post
- FFA structures now properly stay persistent in the world (bridges etc.).

- Footstep sounds are now getting louder for you and people around you based on your speed.
An extra sound will now be audible when you hit with the "1sec hold" release. Thus you now recognise when you achieve a "full-hit".
- Fixed broken Knocked Down animations (falling from horse etc.).


Jesus patch ftw
Yeah this is some sweet stuff. I hope we can hear people coming towards us now. I have the ever so often horse riding by silently, going wtf where did he come from lol. Knowing if you knocked down a guy or he resisted is nice as well.
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-Add more blunt dmg to 2h and 1h handles irw st etc..
-Add the weapon head that is in the back of Vadda.
-Nun chucks and flail weapons. Cat o Nine !!!!
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Old 23rd July 2010, 04:53   #34 (permalink)
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Its the jesus patch.
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Old 23rd July 2010, 04:58   #35 (permalink)
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Hate to say it, but I actually missed having thieves around, welcome back you annoying pieces of crap.
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Old 23rd July 2010, 04:59   #36 (permalink)
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The stamina re-gen thing is a bit misleading, it hurts people who travel on foot... instead of just adding more stamina cost to whatever SV was attempting to correct. I don't like this sound of this, given with regen skill.. it should be faster.

Unless thats what they mean?
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Old 23rd July 2010, 05:00   #37 (permalink)
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I think they are reintroducing an old bug..... stealing.
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Old 23rd July 2010, 05:02   #38 (permalink)
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Quote:
Originally Posted by BergenCo View Post
Hate to say it, but I actually missed having thieves around, welcome back you annoying pieces of crap.
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Old 23rd July 2010, 05:36   #39 (permalink)
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Thumbs up I like it

Quote:
Originally Posted by metavision View Post
The stamina re-gen thing is a bit misleading, it hurts people who travel on foot... instead of just adding more stamina cost to whatever SV was attempting to correct. I don't like this sound of this, given with regen skill.. it should be faster.

Unless thats what they mean?

I believe they are trying to fix the current issue of people being able to swing away forever with weapons by doing something that makes sense. I am not big on IRL comparisons but, In real life you would not be able to swing away forever. If you used a huge two hander you would be lucky to get off 4 attacks or so at full force against someone before you would start to feel the stamina drain. With dual daggers you wouldn't be able to just swing away indefinately, you would feel stamina drain quickly. Just as in real life you would need to slow WAY down or stop mid-battle to regain your breath and relax the strained muscles.

So if there is a change in the combat system....a choice between slowing down physical speed of swings, or making it so you have to think tactically about your swings since they will count more because you only have X amount before you are out of stamina.....the out of stamina side of things is the right way to go.
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Old 23rd July 2010, 05:41   #40 (permalink)
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Quote:
Originally Posted by BergenCo View Post
Hate to say it, but I actually missed having thieves around, welcome back you annoying pieces of crap.
This actually made me laugh out loud.

Yep, things in town are going to get a lot more interesting.

Time for my warrior to start dressing like a mage....
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